Magic items
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Armour includes all magic items that cover a significant portion of the body when worn. The phys-rep for magical armour 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. | Armour includes all magic items that cover a significant portion of the body when worn. The phys-rep for magical armour 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. | ||
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. | 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. Magical mage armour must comply with the coverage rules for normal [[Weapons & armour#Mage_Armour|mage armour]] | ||
It is acceptable to wear a suit of heavy armour over the top of a suit of magical light armour, provided you phys-rep both sets of armour. | It is acceptable to wear a suit of heavy armour over the top of a suit of magical light armour, provided you phys-rep both sets of armour. | ||
===Talismans=== | ===Talismans=== | ||
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Revision as of 00:38, 22 January 2015
Enchanted Items
- You must be bonded to a magic item to use it
- You can only be bonded to one item of each type at once
- Magic items are made by artisans
- Most magic items last up to four events
To use an enchanted item, a character must be bonded to it. Magicians can cast create bond to bond a character to an item, or an artisan can bond a character to any item that they know how to make. A bond lasts as long as the magic of an item endures, or until a magician breaks the bond using the a spell.
Personal magic items fall into one of a number of three types, weapons, armour, and talismans. You can only ever be bonded to one weapon, one suit of armour and one talisman at any one time.
E.g. Your character is bonded to a Shield Breaker weapon. You cannot become bonded to a Giants Maul two-handed axe because both of these items are weapons.
A character who has purchased the artisan skill can make at least one magic item before every event. Enchanted items last for a single year from the day of creation. This means that they can be used at the following four events before the magic is lost.
Personal Magic Items
- There are three types of magic item a character can be bonded to
- You can only be bonded to one of each type at once
- Many personal magic items require you to have one or more skills to bond to it
Characters may bond to three different forms of personal items. You may only be bonded to one item of each type: armaments, garments, and accoutrements.
Each magic item has its own page on the wiki, but there is a summary of the magic items that fall into each type, linked on the right. The summary includes the name and basic effect of the item.
Weapons
- Weapons includes all items designed to be wielded
- You must have a weapon in hand and be actively using it to use its magical abilities
Most weapons are magic items designed to be held in the hand and wielded, presented or used. Weapons and implements are the most common armaments, but this type also covers icons, ritual staves and musical instruments.
Paired weapons and arcane weapons is a single magic item that consists of two one-handed weapons or a one-handed weapon and an implement respectively. They are intended to be used together, and both items count as a single object for purposes of bonding.
A ritual stave is designed to be used by a ritualist during the performance of a ritual, it does not need to be a weapon safe implement and you do not need the battle mage skill to bond or use one of these items. You do need the battle mage skill to bond and use a regular magical staff.
Armour
Armour | Skills Needed to Bond |
Light Armour | |
Medium Armour | |
Heavy Armour | |
Mage Robes | Magician |
Mage Armour | Magician, Battle Mage |
Vestments | Dedication |
- Armour includes all magic items that cover the body
- You must be wearing magic armour to use its magical abilities
Armour includes all magic items that cover a significant portion of the body when worn. The phys-rep for magical armour 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.
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. Magical mage armour must comply with the coverage rules for normal mage armour
It is acceptable to wear a suit of heavy armour over the top of a suit of magical light armour, provided you phys-rep both sets of armour.
Talismans
Talismans | Skills Needed to Bond |
Shield | Shield |
Jewellery | |
Ritual Mask | Magician |
Tool | Physick or Apothecary |
Regalia | Dedication |
- You must be using a talisman use its magical abilities
Talismans covers several different groups of magical items, including shields, ritual masks, ceremonial regalia, jewellery, and tools. Jewellery, regalia and masks must be worn to use their magical abilities; shields and tools must be held in the hand to use their 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 an embroidered favour, decorative braid and the like. As much as possible the item should look distinctive and decorative.
Some tools are used by physicks, others by apothecaries. You must have the appropriate skill to use this tool to be able to bond to it.
Changing Magic Items
- You can never use two items of the same type in the same day
- If an item has been used then it cannot be used again that day
Any magician can perform a spell that breaks the bond between an item and a character. If the character has used the ability of their magical item in any way that day then they cannot benefit from the abilities of another item of the same type that day. The item is also affected - any character that is bonded to an item that has been used that day cannot make use of it until the following morning. The ref will inform you if an item has already been used that day when you are bonded to it.
E.g. You have a shield-breaker magic weapon that you have used to call SHATTER earlier that day, using the item. You cannot use any other magic weapon until the following day even if you bond to a new weapon. No other character can use this magic weapon until the following day even if they become bonded to it.
If the character or item is not present when the break bond spell is cast then the power of the item for the day is automatically used, as is the character’s ability to use an item of that type for that day.
Group Magic Items
Artefacts
Artisans can use ilium to make a permanent artefact version of any magic item they can create. These powerful items retain their properties indefinitely, are readily identifiable as unique named items, and can exert powerful roleplaying effects over anyone bonded to them.
Further reading
- You can learn more about the artisan skill used to make magical items here.
- You can learn more about the many magical items that can be created by Imperial artisans here, and the list of items available is found.
- You can learn more about how magical items are made by artisans here.
- You can learn more about the various special materials that artisans use to craft items here, and more about the rare star-metal ilium here.ere