Forms of magical items
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m (→Paired Weapons) |
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* You need the [[Combat skills#Combat_skills#Ambidexterity|Ambidexterity]] skill to be bonded to a set of paired weapons | * You need the [[Combat skills#Combat_skills#Ambidexterity|Ambidexterity]] skill to be bonded to a set of paired weapons | ||
* The phys-rep must be a pair of [[Combat#One-handed_Weapons|one-handed weapons]] | * The phys-rep must be a pair of [[Combat#One-handed_Weapons|one-handed weapons]] | ||
* You | * You should wielding both weapons when you use their magical power | ||
====[[:Category:Pole-arms | Pole-arms]]==== | ====[[:Category:Pole-arms | Pole-arms]]==== |
Revision as of 11:52, 5 April 2014
Personal Items
Characters may bond to three different forms of personal items. You may only be bonded to one item of each type: Armaments, Garments, Accoutrements.
Armaments
- Armaments are items designed to be wielded
- Wherever feasible you should be wielding an armament in your hand(s) when you use its magical abilities
- You must be able to wield an item to bond to it
One-Handed Weapons
- You do not need a specific skill to be bonded to a one-handed weapon
- The phys-rep must be a one-handed weapon
Two-Handed Weapons
- You need the weapon master skill to be bonded to a two-handed weapon
- The phys-rep must be a two-handed weapon
One-Handed Spears
- You need the weapon master skill to be bonded to a one-handed spear
- The phys-rep must be a one-handed spear
Paired Weapons
- You need the Ambidexterity skill to be bonded to a set of paired weapons
- The phys-rep must be a pair of one-handed weapons
- You should wielding both weapons when you use their magical power
Pole-arms
- You need the weapon master skill to be bonded to a polearm
- The phys-rep must be a pole-arm
Other Weapons
- You need the marksman skill to be bonded to a bow or crossbow
- You do not need a specific skill to be bonded to a dagger
<span3>====Other====
Armaments include weapons, implements, icons and musical instruments.
Garments
- Garments are items designed to be worn
Armour
- You must be wearing suit of armour to benefit from its magical abilities
- Mage armour must meet the coverage rules for mage armour
To count as enchanted armour, it must cover the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.
Clothing
- A robe must be a phys-rep of clothing
Robes must cover the majority of the torso and at least one other location. Valid locations are the head (with a hood), the arms or the legs, or at least half of your arms and legs.
Accoutrements
- Accoutrements include items such as shields and jewellery (including talismans and masks)
Shields
- A shield must be a weapon-safe phys-rep of a shield, it cannot be a buckler
- You must be wielding a shield to use its magical abilities
Jewellery
- You must be wearing a piece of jewellery to benefit from its magical abilities
Jewellery must be a phys-rep of an item that is worn. It may take the form of actual jewellery such as an amulet, ring, bracelet or circlet. It may also take the form of any other small item intended to be worn such as a mask, embroidered favour, decorative braid and the like. As much as possible the item should look distinctive and decorative.
Bands Items
Magic Standards
- A banner may only be bonded to one magic standard at a time
- Must be a phys-rep of a banner or standard
- Up to fifteen people from the same banner can be bonded to a magical standard
A magic standard must be a phys-rep of a banner or standard. It should be an item that is carried, rather than a back-banner or a tabard. Ideally it should consist of a banner pole at least 60" long, and should bear a flag, pennant or banner with a design on it.
To gain the benefit of a magical standard you must be bonded to it, should be fighting with the unit bearing the item, and have seen it held aloft by a member of your banner in the last few minutes.
Covenstones
- A coven may only be bonded to one covenstone at a time