Magical Items: Difference between revisions
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== Talismans == |
== Talismans == |
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− | {{gloss|Talismans}} are the intent and power needed to use a {{gloss| |
+ | {{gloss|Talismans}} are the intent and power needed to use a {{gloss|spell}} or {{gloss|strike}}, packaged into a handy device. You do not need to know how to use a {{gloss|spell}} or {{gloss|strike}} to use a {{gloss|talisman}}. When a character uses a {{gloss|talisman}}, they may cast the {{gloss|spell}} or make the {{gloss|strike}} immediately, and the {{gloss|talisman}} loses its power. A {{gloss|talisman}} will have a card describing the call that it contains. A character may use up to three {{gloss|talismans}} a day. |
− | The {{gloss|talisman}} for a {{gloss| |
+ | The {{gloss|talisman}} for a {{gloss|spell}} should be non-weapon items representing a single-use {{gloss|focus}}. A magic potion, a scroll, a strange device. You use the {{gloss|talisman}} as your {{gloss|focus}} to cast the {{gloss|spell}}. |
− | A {{gloss|talisman}} for a {{gloss| |
+ | A {{gloss|talisman}} for a {{gloss|strike}} may be a weapon or any other appropriate item. A strength potion, a magic brooch, etc. You only need the {{gloss|talisman}} in your possession to activate it, but roleplaying is encouraged. A weapon can represent multiple {{gloss|talismans}}, say a magic sword that has been charged up with 3 uses of {{call|TRIPLE}}. |
{{gloss|Talismans}} can be created by characters with the skill [[Prof:Talismancy|Talismancy]] 1. |
{{gloss|Talismans}} can be created by characters with the skill [[Prof:Talismancy|Talismancy]] 1. |
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== Magic Items == |
== Magic Items == |
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− | You can only be {{gloss|attuned}} to one {{gloss| |
+ | You can only be {{gloss|attuned}} to one {{gloss|magic item}}. You {{gloss|attune}} a {{gloss|magic item}} overnight, by having it near you while you sleep. {{gloss|Attuning}} it to a new owner breaks the link to the last one. {{gloss|Magic items}} need recharging once a week by a character with the skill [[Prof:Talismancy|Talismancy]] 2, at the cost given in that section. |
− | {{gloss|Magic |
+ | {{gloss|Magic items}} can be created by characters with the skill [[Prof:Talismancy|Talismancy]] 2. |
Revision as of 16:59, 26 September 2014
Talismans
Talismans are the intent and power needed to use a spell or strike, packaged into a handy device. You do not need to know how to use a spell or strike to use a talisman. When a character uses a talisman, they may cast the spell or make the strike immediately, and the talisman loses its power. A talisman will have a card describing the call that it contains. A character may use up to three talismans a day.
The talisman for a spell should be non-weapon items representing a single-use focus. A magic potion, a scroll, a strange device. You use the talisman as your focus to cast the spell.
A talisman for a strike may be a weapon or any other appropriate item. A strength potion, a magic brooch, etc. You only need the talisman in your possession to activate it, but roleplaying is encouraged. A weapon can represent multiple talismans, say a magic sword that has been charged up with 3 uses of TRIPLE.
Talismans can be created by characters with the skill Talismancy 1.
You can choose to buy talismans and the reagents for making talismans from NPC vendors as a minor action in your downtime. The prices they charge are as follows:
Magic Items
You can only be attuned to one magic item. You attune a magic item overnight, by having it near you while you sleep. Attuning it to a new owner breaks the link to the last one. Magic items need recharging once a week by a character with the skill Talismancy 2, at the cost given in that section.
Magic items can be created by characters with the skill Talismancy 2.