Wondrous Item: Difference between revisions

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'''''Ever Torch'''''
'''''Ever Torch'''''


This spell creates a light that will function whenever it is night or the item is in a dark or dimly lit location. '''''Goggles of Minute Seeing'''''
This spell creates a light that will function whenever it is night or the item is in a dark or dimly lit location.  
 
 
 
'''''Goggles of Minute Seeing'''''


This spell enchants a pair of goggles that improve the wearer’s vision. While worn it will grant the wearer +2 Bonus on ''Tracking'' ''Contested Rolls''.
This spell enchants a pair of goggles that improve the wearer’s vision. While worn it will grant the wearer +2 Bonus on ''Tracking'' ''Contested Rolls''.
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'''Stats''': ''0 Body, 130 Natural Armor, +6 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Refit heals 20, Immune to Slay, Crumbles at 0, Resist Magic x 2/day, Guard x 2/day, Damage Cap 5, Can use weapons, Strike x 10, Shatter deals 20, and Destroy deals 40.''  
'''Stats''': ''0 Body, 130 Natural Armor, +6 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Refit heals 20, Immune to Slay, Crumbles at 0, Resist Magic x 2/day, Guard x 2/day, Damage Cap 5, Can use weapons, Strike x 10, Shatter deals 20, and Destroy deals 40.''  
'''''Darkskull'''''
'''''Darkskull'''''
This is all that remains of a severed head of a thief or villain. Once enchanted the skull takes on a pitch black aura. So long as it is in a character’s possession and on their person they take half damage from ''Shadow'' flavor and ''Inflict Damage''; additionally, the vast majority of Shadow property monsters will see them as a similar creature so long as they are not currently engaged in combat.
This is all that remains of a severed head of a thief or villain. Once enchanted the skull takes on a pitch black aura. So long as it is in a character’s possession and on their person they take half damage from ''Shadow'' flavor and ''Inflict Damage''; additionally, the vast majority of Shadow property monsters will see them as a similar creature so long as they are not currently engaged in combat.





Revision as of 21:16, 12 July 2024

Basic Rules

While the creation of Wondrous Items does not follow the same rules as most production skills nor the intricacies of Ritual casting, they do have a few similarities. For a character to craft items with this skill they must first have access to a Reliquary. Second for each item that is to be crafted the character must have the Formula Scroll for the item and all the necessary Components. Lastly it takes down time to create items; the time will vary based on the Recipe being used, this time must be spent at a Reliquary where the player must roleplay making the item; by default, the times are 20 minutes for Minor, 40 minutes for Standard, and 60 minutes for Major. Once complete the character must find a marshal in NPC camp and hand them the Scroll and Components, the marshal will verify the character’s skill. They will be issued a temporary Magic Item tag that will expire at the close of the current event, they will need to turn the tag in at the end of the event and will receive the permanent tag no later than the beginning of the next event they attend. Turning this in can be done by taping or stapling the tag to your character sheet when turned into the box at the end of the event.


In addition to creating magical items a player can use this knowledge to research and discover a random Formula Scroll. To do so the player goes to NPC camp and informs the marshal they are going to do Wondrous Item Research and then must NPC a shift equal to the tier of scroll they are attempting to get, 1 hour per tier; and must turn in 1/2/3 Rare Components and use 2/4/6 Knowledge Points (Magic), these are consumed in the creation of the Recipe. At the end of their shift they will receive a random Formula of the appropriate tier. Characters with the Scholar Background, Knowledge (Magic)Rank 5, and Knowledge (Magic) as one of their favored Knowledge (Area) skills can research 2 formulas at one time. A character may also use this time to copy a formula they already have instead or make two copies if they meet all the requirements mentioned for researching 2 recipes at the same time.

Formulas

While all formulas are somewhat unique, they all follow certain guidelines; each scroll will list the tier of skill required to craft, as well as the components required and what the stats of the completed item will be.

Formula Scrolls are one use items and are destroyed in the creation of the item, and there is no way to copy them. The following are the items that can be created with this ability. More will be added as time goes on and a player may use their time to research new ones.

Magic Item Rules

Some magical items will allow the user to emulate a Skill or Spell, this will either be an Always On, while the item is being correctly used, or will have effects that have a (x #) this is the number of times it can be used each reset. Additionally, the use of any magic item is considered Active.

Activates

Items with once ever or per reset uses have to be activated to generate the listed effect. To do so the character must be able to speak In Game and must be able to complete the necessary locomotion to deliver the spell. To use the item, the character must call “Activate Magic <Effect>”.

Magic Item Limits

Magic items that are wearable gear must be done so for their effects to work, such as armors, weapons, rings, necklaces, and so on. This also means there is a limit to the number of certain magic items that can be used at a given time. The following are the items that are limited:

·        Armor- Limit 1

·        Weapon- Limit 1 in per hand

·        Rings- Limit 2

·        Necklace or Cloak- Limit 1

·        Bracers- Limit 1

·        Belt-Limit 1

·        Head- Limit 1

·        Boots- Limit 1

Minor Items

Armor of Darkness

This enchants a normal suit of armor with the ability to Resist effects from the Path of Shadows twice each reset.


Armor of Evocation

This enchants a normal suit of armor with the ability to Resist effects from the Path of Evocation twice each reset.


Armor of Mental Shielding

This enchants a normal suit of armor with the ability to Resist Sleep, Charm and Fear effects twice each day. Additionally, the armor can be activated to grant the wearer Mind Guard once each day at no cost.


Armor of Elusion

This enchants a normal suit of armor with the ability to Resist Binding and Prison effects twice each day. Additionally, the armor can be activated to generate the Freedom effect once each day at no cost.


Armor of Spirit

This enchants a normal suit of armor with the ability to Resist effects from the Path of Spirit twice each reset.


Bag of Holding I

This formula enchants a bag so that it may carry up to 5 Ghost Tags (tags for items that do not require their rep to be there); this also makes the bag Unshatterable.  A bag enchanted with effect can never be placed inside of an item with the same effect.


Boots of Trackless Step

This creates a pair of footwear that when used reduces the chance that the wearer will be tracked; giving any would be tracker a 2 Failure penalty to their Contested Roll.


Bracers of Health

These enchanted bracers, when worn, increase the characters Maximum Body Points by 3 points.


Cloak of the Woodlands

Grants the wearer the use of the Conceal skill once per day so long as they are in natural wooded terrain.


Collapsible Rope

This formula enchants a 50-foot length of rope so that is can be collapsed down to 6 inches for easy storage. A simple activation can be used to collapse or expand the rope.


Create Stone Golem

This spell creates a Golem made of stone that will be under the creator’s voice control, or that can be programmed with up to 25 words of instructions. The golem will last for 1 year or until it is destroyed. The rep for the golem must be provided by players, NPCs will not be available for player golem reps.

Stats: 0 Body, 70 Natural Armor, +4 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Massive Strike x 3/day, Natural Stun Strike x 1/day, Refit heals 20, Immune to Slay, Crumbles at 0, Resist Magic x 1/day, Cannot run, Shatter deals 20, and Destroy deals 40.


Elemental Aura-Weapon

This enchants a weapon with the elemental property of stone. Five times each day the weapon can be used to mimic the Blade spell granting the wielder +5 <Flavor> damage on a single weapon swing.


Enchant Wand

This spell allows the character to craft a minor rune wand. While wielding the wand the characters Spell Pool is increased by 10 points.


Ever Torch

This spell creates a light that will function whenever it is night or the item is in a dark or dimly lit location.


Goggles of Minute Seeing

This spell enchants a pair of goggles that improve the wearer’s vision. While worn it will grant the wearer +2 Bonus on Tracking Contested Rolls.


Magic Weapon

This spell enchants a normal weapon so that it now has the damage type Magic added to its call. This replaces weaker damage types such as Normal and Silver.


Mana Gem

This enchants a gem to store a limited amount of magical energy that can be used at a later time. A newly forged gem will contain the power of 10 mana. When casting spells, the caster can choose to use the magic levels in the gem, instead of their own. Once the mana in the gem is used the gem is destroyed.


Nimble Gloves

While worn these enchanted gloves will give the character +2 Bonus when making Disable Contested Rolls.


Ring of Featherfall

This spell enchants a ring that so long as it is worn that character is constantly under the effects of Featherfall and will not take any falling damage.


Ring of Mind Shielding

This magical ring guards the wearers mind from being intruded. The player is immune to the Detect Thoughts ability; additionally, each reset the first Psionic attack is Resisted.


Ring of Spell Storing

This spell enchants an item so that up to a 3 levels of spells may be stored into to be used at a later time. To store a spell, it must be touch cast onto the item and the bearer must announce “Absorbed”. The stored spell will remain until the next skill reset and can be used by stating “Active <Spell Name>” and then throwing a packet.

Standard Items

Armor of Darkness

This enchants a normal suit of armor with the ability to Resist effects from the Path of Shadows four times each reset.


Armor of Evocation

This enchants a normal suit of armor with the ability to Resist effects from the Path of Evocation four times each reset.


Armor of Mental Shielding

This enchants a normal suit of armor with the ability to Resist Sleep, Charm and Fear effects four times each day. Additionally, the armor can be activated to grant the wearer Mind Guard once each day at no cost.


Armor of Elusion

This enchants a normal suit of armor with the ability to Resist Binding and Prison effects four times each reset. Additionally, the armor can be activated to generate the Freedom effect once each reset at no cost.


Armor of Spirit

This enchants a normal suit of armor with the ability to Resist effects from the Path of Spirit four times each reset.


Bag of Holding II

This formula enchants a bag so that it may carry up to 10 Ghost Tags (tags for items that do not require their rep to be there); this also makes the bag Unshatterable.  A bag enchanted with effect can never be placed inside of an item with the same effect.


Belt of Constitution

This belt increases the character’s fortitude and resistance to infections. Once each reset the character can Resist Toxin as per the racial skill.


Belt of Might

This belt strengthens the character and gives great boost when exerting force. When performing Feats of Strength, their strength is increased by 2.

Bracers of Deflection

These enchanted bracers increase the wearer’s armor value. The bracers count as 10 points of armor that stacks with other sources, up to the character’s maximum value. These points are readjusted with physical armor, and not separately.


Cloak of the Ray

This cloak is created from a grey-blue cloth and when worn looks similar to a large manta ray. When worn the character is treated as though they had the skill Underwater Combat.


Cloak of the Woodlands

Grants the wearer the use of the Conceal skill, once per day, so long as they are in natural wooded terrain. If the Character already has the Conceal skill this item will instead allow them to enter hide on a 3 counted action.


Create Iron Golem

This spell creates a Golem made of iron that will be under the creator’s voice control, or that can be programmed with up to 25 words of instructions. The golem will last for 1 year or until it is destroyed. The rep for the golem must be provided by players, NPCs will not be available for player golem reps.

Stats: 0 Body, 100 Natural Armor, +4 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Threshold 3, Healed by Fire, Refit heals 20, Poison Weakness (packet) x 3/day, Immune to Slay, Crumbles at 0, Resist Magic x 1/day, Shatter deals 20, and Destroy deals 40.


Elemental Weapon

This enchants a weapon with the elemental property of fire granting the wielder +0 <Flavor> damage on all attack made with the weapon.


Enchant Standard Wand

This spell allows the character to craft a minor rune wand. While wielding the wand the characters Spell Pool is increased by 20 points.


Hat of Disguise

This ordinary looking headgear makes it far easier to hide your actual appearance. First this allows the character to use the Disguise skill once each reset; Second once each day it allows the wearer to give a false answer to the out of game question "What do I See?"


Headband of Concentration

This enchanted headband is often a pendant put could be worked into a more traditional helm. When wore it lowers the time to perform concentration skills by up to 1 minute, to a minimum of 1 minute.


Magic Weapon

This spell enchants a normal weapon so that it now has the damage type Magic added to its call and will increase the base damage of the weapon by 1 point. This replaces weaker damage types such as Normal and Silver.


Ring of Elemental Resistance

This spell creates a ring that causes the wearer to take half damage for a specific flavor of damage (Fire, Ice, Lightning, or Stone) rounded down.


Ring of Refracting Force

This magic ring, while worn, will allow the wearer to ward off harmful magic. Once each day the character can use the Spell Turning skill without having to pay any cost.


Ring of Spell Storing

This spell enchants an item so that up to a 6 levels of spells may be stored into to be used at a later time. To store a spell, it must be touch cast onto the item and the bearer must announce “Absorbed”. The stored spell will remain until the next skill reset and can be used by stating “Activate<Spell Name>” and then throwing a packet.


Ring of Wizardry

This very powerfully enchanted ring allows the character to retain 2 spells, up to 5th level, that they have cast.


Shifters Vestments

This vestment increases the character natural armor, by 10 points, while they are Shapechanged.


Winged Boots These supple boots can sprout small but powerful wings upon command. Once each day the wearer can use the Fly ability, and it will last for up to 10 minutes.

Major Items

Armor of Darkness

This enchants a normal suit of armor with the ability to Resist effects from the Path of Shadows six times each reset.


Armor of Evocation

This enchants a normal suit of armor with the ability to Resist effects from the Path of Evocation six times each reset.


Armor of Mental Shielding

This enchants a normal suit of armor with the ability to Resist Sleep, Charm and Fear effects six times each reset. Additionally, the armor can be activated to grant the wearer Mind Guard once each day at no cost.


Armor of Elusion

This enchants a normal suit of armor with the ability to Resist Binding and Prison effects six times each reset. Additionally, the armor can be activated to generate the Freedom effect once each day at no cost.


Bag of Holding III

This formula enchants a bag so that it may carry up to 20 Ghost Tags (tags for items that do not require their rep to be there); this also makes the bag Unshatterable.  A bag enchanted with effect can never be placed inside of an item with the same effect.


Belt of Might

This belt strengthens the character and gives great boost when exerting force. When performing Feats of Strength, their strength is increased by 4.


Boots of the Strider

These boots have very bizarre soles that on land leave a unique print, however their real power shows up on water. These boots allow the wearer to move across the surface of water, as though it was solid ground, so long as they remaining moving.


Bracers of Deflection

These enchanted bracers increase the wearers’ armor value. The bracers count as 20 points of armor that stacks with other sources, up to the characters’ maximum value. These points are readjusted with physical armor, and not separately.


Cincture of Light

This enchanted belt if often made of simple leather or even woven cord. While it is worn it will grant the character 1 addition use of Lay on Hands each reset.


Cloak of the Spider

This enchanted clock, slightly moves around on its own while being worn. The wearer of the cloak gains the following abilities; each reset they can use the ability "Natural Web" twice, and Aspect of the Spider once each reset.


Create Pure Water

This spell creates a powerful tonic that has to be combined with a few final ingredients in a ritual to create a life well; most importantly the final step of this spell can only be performed at certain locations where the River is strong enough to form a well. Once all is said and done this will create a Life Well that can be used for resurrections.


Create Steel Golem

This spell creates a Golem made of steel that will be under the creator’s voice control, or that can be programmed with up to 25 words of instructions. The golem will last for 1 year or until it is destroyed. The rep for the golem must be provided by players, NPCs will not be available for player golem reps.

Stats: 0 Body, 130 Natural Armor, +6 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Refit heals 20, Immune to Slay, Crumbles at 0, Resist Magic x 2/day, Guard x 2/day, Damage Cap 5, Can use weapons, Strike x 10, Shatter deals 20, and Destroy deals 40.


Darkskull This is all that remains of a severed head of a thief or villain. Once enchanted the skull takes on a pitch black aura. So long as it is in a character’s possession and on their person they take half damage from Shadow flavor and Inflict Damage; additionally, the vast majority of Shadow property monsters will see them as a similar creature so long as they are not currently engaged in combat.


Elemental Weapon

This enchants a weapon with the elemental property of fire granting the wielder +0 <Type> damage on all attack made with the weapon. Additionally, once each day the weapon can be used to deliver a powerful strike; to use this effect the call is “Arcane 100 <Flavor>”, this attack is a single swing hit or miss.


Enchant Major Wand

This spell allows the character to craft a minor rune wand. While wielding the wand the characters Spell Pool is increased by 30 points.


Magic Weapon

This spell enchants a normal weapon so that it now has the damage type Magic added to its call and will increase the Base Damage of the weapon by 1 point. Additionally, once each encounter the character can use a Blade effect that grants +5 Temporary Damage.


Ring of Blasting

This spell enchants a ring so that it allows the wearer to send forth a few bolts of magic each day. To use the effects of the ring the wearer must call “Activate Arcane 20 Ward” and then throw a packet. This ring can be activated 3 times each reset.


Ring of Elemental Command

This ring is forged from the purest stuff of the Inner Plane, giving great sway among those creatures. The wearer can, twice each reset, use the ability "Voice Command Elemental".


Ring of Major Elemental Resistance

This spell creates a ring that causes the wearer to take minimal damage (1 point) for a specific flavor of damage <Flavor> rounded down; however, they take double damage from the opposed flavor while wearing the ring.


Ring of Wizardry

This very powerfully enchanted ring allows the character up to retain 2 spells, up to 8th level, that they have cast each reset.


Spell Storing

This spell enchants an item so that up to a 9 levels of spells may be stored into to be used at a later time. To store a spell, it must be touch cast onto the item and the bearer must announce “Absorbed”. The stored spell will remain until the next skill reset and can be used by stating “Active <Spell Name>” and then throwing a packet.