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roleplaying:hero:ws:magic_items

Magic Items

Cost to build

The cost of a magical item is based on several factors:

The cost of the original unenchanted item, the magical power(s) Active Points, Real Cost, Principles of Magic and, if buying from a shop - the type of shop.

The Formula

Cost = ( (Active Points * Real Cost * 5 * Rare Materials modifier) / (# Principles fulfilled) ) * Shop modifier

The price is in shillings (1 shilling = 12 pennies)

Active Points

Based somewhat on [http://www.killershrike.com/FantasyHERO/HighFantasyHERO/shrikeMagicItems.shtml KillerShrike]'s ideas-

Do not include the active points of the original item. If you are building an item with powers inside a power framework, you can work the active points out based on the framework-

  • Multipower: Consider a MP as a single Power Construct with Active Points equal to the Pool, +10 Active Point for every slot in the Multipower
  • Elemental Control: Consider it a single Power Construct with Active Points equal to the largest Power in the EC, +5 Active Points for each additional Power in the EC
  • Variable Power Pool: Consider it a single Power Construct with Active Points equal to the Pool plus the Control Cost

Rare Materials

Items with very high active points must be made out of increasingly rare materials. Therefore certain levels of technology and trade ability are required in order to get the item, and there are correspondingly inflated prices to create them.

Total Active Points Usual location Cost multiplier
<30 AP villages 75%
30-60 AP towns 100%
60-90 AP cities 125%
>90 AP port cities and capitols 150%

Real Cost

As the Real Cost of an item is a factor in the pricing formula - it is important to include as many limitations as you can, to reduce the Real Cost.

Principles of Magic

Count how many Principles the item fills, as this reduces the overall cost. On average an item will fill 3 principles-

Affinity

Different parts of the body and types of item are attuned to different types of power. What type of item do you want created?

Item type Enchantment best suited to it
Armour Protection
Belt Physical improvement
Boots Movement
Bracelets Allies
Bracers Combat
Cloak, cape, mantl Transformation, protection
Eye lenses, goggles Vision
Gauntlets Destructive power
Gloves Quickness
Hat Interaction
Headband, helmet Mental improvement, ranged attacks
Jewellery Protection, discernment
Phylactery Morale, alignment
Potions Changes to Self
Robe, Ring Changes to Self
Scrolls Single use
Shirt Physical improvement
Staves Defensive
Vest, vestment Skill improvement
Wands, Rods Ranged attacks
Weapon Destructive power
Consequence

More commonly known as “karma”. It has also come to be called “the threefold law” since many believe that one receives in return “three times” what one puts out. If you sow good, you shall receive three times good in return, and if you sow ill you shall suffer three times the ill. This is, however, in violation of the Principle of Equilibrium. Any perception that “three times” is returned is purely psychological. Does the item give you side effects? Are these side effects compulsory?

Contagion

Also known as the Law of Contact, which embodies the concept that objects once in contact will remain in contact regardless of their degree of separation. “Contagious magic is founded on the association of ideas by contiguity,”. Does the item require touching, is it “no range”, have a delayed or gradual effect or does it use a suitable trigger?

Entropy

Known and defined by science in the Second Law of Thermodynamics. Because of entropy, it is more difficult to introduce order than it is to introduce disorder into a system. Does the item cause disorder or reduce energy?

Equilibrium

Also known as the Law of Balance, states that for anything to exist in reality it must be capable of being canceled by its opposite. This automatically implies that an opposite of equal power, or opposite powers totaling an equal power, must also exist. Does your item have an AVLD? Is it conditional, limited or vulnerable or susceptible?

Homeopathy

Also known as the Law of Likeness, states that like things attract like things, and that like affects like. To put it another way, “Homoeopathic magic is founded on the association of ideas by similarity,”. Do the powers mimic the item or effect of the item or the target? Is it similar to a voodoo doll?

Infinitum

While the range of possible outcomes that may occur for any given event are infinite, it is probability which determines the likelihood of the outcome. However, magic works to shift probability in favor of the spell caster's desired outcome. Does the item have an activation roll, variable effects or is it subject to luck?

Knowledge

Knowledge of a thing brings control of a thing. Does the character understand the concepts and forces involved in the item?

Opposition

Everything has an opposite, and where this opposite is observed to be contrary to a thing, it may be used to drive out, exorcise, dispel, or counter that thing. Are you investing an item of one element with powers of its opposite?

Reversal

Anything which can be done may likewise be undone. Can the item be counteracted easily?

Price to buy and licensing

Type of shop Time to build License Cost modifier
Temple of Welund 120% Fully licensed 100%
High Temple of Welund 110% Fully licensed 90%
Guild Alchemist 130% Fully licensed 120%
Independant Alchemist 200% Fully licensed 110%
Black Market 400% Unlicensed 130%
Dwarf Settlement 120% Unlicensed 80%
Dwarf City 100% Unlicensed 50%
Elf 50% Unlicensed 30%

Building an item

With thanks to Jkeown and the [http://www.geocities.com/jephkay@sbcglobal.net/magical_gear.htm Caleon campaign]

Bonus to DCV
Active Points Prefix Power END Real Cost
5 Sturdy +1 with DCV; Independent (-2), OAF (Weapon; -1), Real Weapon (-1/4) 0 1
10 Fine +2 with DCV; Independent (-2), OAF (Weapon; -1), Real Weapon (-1/4) 0 2
10 Strong +1 with DCV; Independent (-2), OAF (Weapon; -1), Real Weapon (-1/4) plus +1 with DCV; vs Ranged Attacks Only (-1) 0 3
10 Grand +2 with DCV; Independent (-2), OAF (Weapon; -1), Real Weapon (-1/4) 0 2
15 Valiant +2 with DCV; Independent (-2), OAF (Weapon; -1), Real Weapon (-1/4) plus +1 with DCV; vs Ranged Attacks Only (-1) 0 4
15 Glorious +3 with DCV ; Independent (-2), OAF (Weapon; -1), Real Weapon (-1/4) 0 3
20 Blessed +3 with DCV; Independent (-2), OAF (Weapon; -1), Real Weapon (-1/4) plus +1 with DCV; vs Ranged Attacks Only (-1) 0 5
20 Awesome +4 with DCV; Independent (-2), OAF (Weapon; -1), Real Weapon (-1/4) 0 4
25 Saintly +4 with DCV; Independent (-2), OAF (Weapon; -1), Real Weapon (-1/4) plus +1 with DCV; vs Ranged Attacks Only (-1) 0 7
25 Holy +5 with DCV; Independent (-2), OAF (Weapon; -1), Real Weapon (-1/4) 0 5
30 Godly +5 with DCV; Independent (-2), OAF (Weapon; -1), Real Weapon (-1/4) plus +1 with DCV; vs Ranged Attacks Only (-1) 0 8
Resistance to Effects
Active Points Prefix Power END Real Cost
3 Tawny Armour (1 PD/1 ED); Independent (-2), OAF (Weapon; -1), Only vs Acid (-1/2), Real armour (-1/4) 0 1
3 Azure Armour (1 PD/1 ED); Independent (-2), OAF (Weapon; -1), Only vs Cold (-1/2), Real armour (-1/4) 0 1
3 Crimson Armour (1 PD/1 ED); Independent (-2), OAF (Weapon; -1), Only vs Fire (-1/2), Real armour (-1/4) 0 1
3 Ochre Armour (1 PD/1 ED); Independent (-2), OAF (Weapon; -1), Only vs Lightning (-1/2), Real armour (-1/4) 0 1
11 Pearl 11 points of Mental Defense; Independent (-2), OAF (Weapon; -1), Real armour (-1/4) 0 2
3 Beryl Armour (1 PD/1 ED); Independent (-2), OAF (Weapon; -1), Only vs Poison (-1/2), Real armour (-1/4) 0 1
3 Coal Armour (1 PD/1 ED); Independent (-2), OAF (Weapon; -1), Real armour (-1/4), Only vs Spells (-1/4) 0 1
6 Jasmine Armour (2 PD/2 ED); Independent (-2), OAF (Weapon; -1), Only vs Acid (-1/2), Real armour (-1/4) 0 1
6 Lapis Armour (2 PD/2 ED); Independent (-2), OAF (Weapon; -1), Only vs Cold (-1/2), Real armour (-1/4) 0 1
6 Burgundy Armour (2 PD/2 ED); Independent (-2), OAF (Weapon; -1), Only vs Fire (-1/2), Real armour (-1/4) 0 1
6 Tangerine Armour (2 PD/2 ED); Independent (-2), OAF (Weapon; -1), Only vs Lightning (-1/2), Real armour (-1/4) 0 1
15 Ivory 15 points of Mental Defense; Independent (-2), OAF (Weapon; -1), Real armour (-1/4) 0 3
6 Jade Armour (2 PD/2 ED); Independent (-2), OAF (Weapon; -1), Only vs Poison (-1/2), Real armour (-1/4) 0 1
6 Jet Armour (2 PD/2 ED); Independent (-2), OAF (Weapon; -1), Only vs Spells (-1/2), Real armour (-1/4) 0 1
19 Pyrite Armour (3 PD/3 ED); Independent (-2), OAF (Weapon; -1), Only vs Acid (-1/2), Real armour (-1/4) plus Physical Damage Reduction, 25%; OAF (Weapon; -1), Only vs Acid (-1/2), Real armour (-1/4) 0 6
19 Cobalt Armour (3 PD/3 ED); Independent (-2), OAF (Weapon; -1), Only vs Cold (-1/2), Real armour (-1/4) plus Physical Damage Reduction, 25%; OAF (Weapon; -1), Only vs Cold (-1/2), Real armour (-1/4) 0 6
19 Garnet Armour (3 PD/3 ED); Independent (-2), OAF (Weapon; -1), Only vs Fire (-1/2), Real armour (-1/4) plus Energy Damage Reduction, 25%; OAF (Weapon; -1), Only vs Fire (-1/2), Real armour (-1/4) 0 6
19 Coral Aarmour (3 PD/3 ED); Independent (-2), OAF (Weapon; -1), Only vs Lightning (-1/2), Real armour (-1/4) plus Energy Damage Reduction, 25%; OAF (Weapon; -1), Only vs Lightning (-1/2), Real armour (-1/4) 0 6
13 Crystal +3 Mental Defense (8 points total); OAF (Weapon; -1), Real armour (-1/4) plus Mental Damage Reduction, 25%; OAF (Weapon; -1), Real armour (-1/4) 0 5
19 Viridian Armour (3 PD/3 ED); Independent (-2), OAF (Weapon; -1), Only vs Poison (-1/2), Real armour (-1/4) plus LS (Immunity: All terrestrial poisons and chemical warfare agents); Only vs First Phase of Delayed Effect Poisons (-1) 0 7
32 Crysolite Armour (4 PD/4 ED); Independent (-2), OAF (Weapon; -1), Only vs Acid (-1/2), Real armour (-1/4) plus Physical Damage Reduction, 50%; OAF (Weapon; -1), Only vs Acid (-1/2), Real armour (-1/4) 0 9
32 Sapphire Armour (4 PD/4 ED); Independent (-2), OAF (Weapon; -1), Only vs Cold (-1/2), Real armour (-1/4) plus Physical Damage Reduction, 50%; OAF (Weapon; -1), Only vs Cold (-1/2), Real armour (-1/4) 0 9
32 Ruby Armour (4 PD/4 ED); Independent (-2), OAF (Weapon; -1), Only vs Fire (-1/2), Real armour (-1/4) plus Energy Damage Reduction, 50%; OAF (Weapon; -1), Only vs Fire (-1/2), Real armour (-1/4) 0 9
32 Amber Armour (4 PD/4 ED); Independent (-2), OAF (Weapon; -1), Only vs Lightning (-1/2), Real armour (-1/4) plus Energy Damage Reduction, 50%; OAF (Weapon; -1), Only vs Lightning (-1/2), Real armour (-1/4) 0 9
19 Emerald Armour (3 PD/3 ED); Independent (-2), OAF (Weapon; -1), Only vs Poison (-1/2), Real armour (-1/4) plus LS (Immunity: All terrestrial poisons and chemical warfare agents); Only vs First And Second Phases of Delayed Effect Poisons (-1/2) 0 8
13 Diamond +3 Mental Defense (8 points total); OAF (Weapon; -1), Real armour (-1/4) plus Mental Damage Reduction, 25%; OAF (Weapon; -1), Real armour (-1/4) 0 5
52 Obsidian Armour (4 PD/4 ED); Independent (-2), OAF (Weapon; -1), Real armour (-1/4), Only vs Spells (-1/4) plus Physical Damage Reduction, 50%; OAF (Weapon; -1), Real armour (-1/4), Only vs Spells (-1/4) plus Energy Damage Reduction, 50%; OAF (Weapon; -1), Real armour (-1/4), Only vs Spells (-1/4) 0 19
29 Ebony Armour (3 PD/3 ED); Independent (-2), OAF (Weapon; -1), Real armour (-1/4), Only vs Spells (-1/4) plus Physical Damage Reduction, 25%; OAF (Weapon; -1), Real armour (-1/4), Only vs Spells (-1/4) plus Energy Damage Reduction, 25%; OAF (Weapon; -1), Real armour (-1/4), Only vs Spells (-1/4) 0 10
6 Topaz Armour (2 PD/2 ED); OAF (Weapon; -1), Real armour (-1/4) 0 1
9 Prismatic Armour (3 PD/3 ED); OAF (Weapon; -1), Real armour (-1/4) 0 1
12 Skull Armour (4 PD/4 ED); OAF (Weapon; -1), Real armour (-1/4) 0 2
Affect Foe's Reactions
Active Points Prefix Power END Real Cost
20 Subduing Negative Combat Skill Levels (-4 to opponent's DCV); Independent (-2), OAF (-1), Real Weapon (-1/4) 2 4
30 Wearying Negative Combat Skill Levels (-6 to opponent's DCV); Independent (-2), OAF (-1), Real Weapon (-1/4) 3 7
20 Weakening Negative Combat Skill Levels (-4 to opponent's OCV); Independent (-2), OAF (-1), Real Weapon (-1/4) 2 4
30 Exhausting Negative Combat Skill Levels (-6 to opponent's DCV); Independent (-2), OAF (-1), Real Weapon (-1/4) 3 7
60 Howling Mind Control 12d6; Independent (-2), OAF (-1), Set Effect (Fear Only; -1/2), Real Weapon (-1/4) 6 14
Cursed
Active Points Prefix Power END Real Cost
-17 Rusted Side Effects, Side Effect occurs automatically whenever Power is used (-3 DCV; -1/2) for up to 50 Active Points of HKA 0 variable
-25 Vulnerable Side Effects, Side Effect occurs automatically whenever Power is used (-6 DCV; -1) for up to 50 Active Points of HKA 0 variable
-17 Glass Side Effects, Side Effect occurs automatically whenever Power is used (-3 DEF; -1/2) for up to 50 Active Points of HKA 0 variable
-33 Hyena's Side Effects, Side Effect occurs automatically whenever Power is used (Spellcasting Powers Removed; -2) for up to 50 Active Points of HKA 0 variable
-17 Brass Side Effects, Side Effect occurs automatically whenever Power is used (-3 OCV; -1/2) for up to 50 Active Points of HKA 0 variable
-25 Tin Side Effects, Side Effect occurs automatically whenever Power is used (-6 OCV; -1) for up to 50 Active Points of HKA 0 variable
-25 Crystalline Side Effects, Side Effect occurs automatically whenever Power is used (-3 DC to Attack; -1) for up to 50 Active Points of HKA 0 variable
-25 Weak Side Effects, Side Effect occurs automatically whenever Power is used (-6 DC; -1) for up to 50 Active Points of HKA 0 variable
-25 Bent Side Effects, Side Effect occurs automatically whenever Power is used (Attacks do 1 BODY; -1) for up to 50 Active Points of HKA 0 variable
-33 Useless Side Effects, Side Effect occurs automatically whenever Power is used (Attacks Do No Damage; -2) for up to 50 Active Points of HKA 0 variable
OCV Mods
Active Points Prefix Power END Real Cost
5 Fletcher's +1 with Ranged Combat; Independent (-2), OAF (-1), Real Weapon (-1/4) 0 1
10 Archer's +2 with Ranged Combat; Independent (-2), OAF (-1), Real Weapon (-1/4) 0 2
5 Slayer's +1 with HTH Combat; Independent (-2), OAF (-1), Real Weapon (-1/4) 0 1
10 Berserker's +2 with Ranged Combat; Independent (-2), OAF (-1), Real Weapon (-1/4) 0 2
15 Warlord's +3 with Ranged Combat; Independent (-2), OAF (-1), Real Weapon (-1/4) 0 3
Visibility
Active Points Prefix Power END Real Cost
24 Glowing Sight Group Images 1“ radius, +/-2 to PER Rolls, Reduced Endurance (0 END; +1/2); Independent (-2), Light Only (-1), OAF (-1), Real Weapon (-1/4) 0 5
5 Oracular Detect Invisibility 11- (Unusual Group), Sense; Independent (-2), OAF (-1) 0 1
30 Unseen Invisibility to Sight Group , Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1) 0 7
45 Veiled Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1) 0 10
More OCV Mods
Active Points Prefix Power END Real Cost
5 Bronze +1 with HTH Combat; Independent (-2), OAF (-1), Real Weapon (-1/4) 0 1
10 Iron +1 with HTH Combat (5 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) plus +1 with HTH Combat; Independent (-2), OAF (-1), Vs Undead and Demonic Creatures (-1/2), Real Weapon (-1/4) 0 2
10 Silver +2 with HTH Combat; Independent (-2), OAF (-1), Real Weapon (-1/4) 0 2;
15 Steel +2 with HTH Combat; Independent (-2), OAF (-1), Real Weapon (-1/4) plus +1 with HTH Combat; Independent (-2), OAF (-1), Vs Undead and Demonic Creatures (-1/2), Real Weapon (-1/4) 0 3
15 Gold +3 with HTH Combat; Independent (-2), OAF (-1), Real Weapon (-1/4) 0 3
20 Platinum (+3 with HTH Combat; Independent (-2), OAF (-1), Real Weapon (-1/4) plus +1 with HTH Combat; Independent (-2), OAF (-1), Vs Undead and Demonic Creatures (-1/2), Real Weapon (-1/4) 0 4
20 Mithril +4 with HTH Combat; Independent (-2), OAF (-1), Real Weapon (-1/4) 0 4
25 Meteoric +5 with HTH Combat; Independent (-2), OAF (-1), Real Weapon (-1/4) 0 5
Affects Damage
Active Points Prefix Power END Real Cost
7 Jagged HKA 1 point (1/2d6 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 1
15 Deadly HKA 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 3
22 Vicious HKA 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 5
30 Brutal HKA 1d6+1 (2d6 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 7
37 Merciless HKA 1 1/2d6 (2d6+1 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 8
Bonus CHA
Active Points Suffix Power END Real Cost
1 of Strength +1 STR, Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 1
3 of Dexterity +1 DEX; Independent (-2), OAF (-1) 0 1
2 of Vitality +1 CON; Independent (-2), OAF (-1) 0 1
1 of Energy +1 INT; Independent (-2), OAF (-1) 0 1
2 of Character +1 EGO; Independent (-2), OAF (-1) 0 1
2 of Strength +2 STR, Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 1
6 of Skill +2 DEX; Independent (-2), OAF (-1) 0 1
4 of Zest +2 CON; Independent (-2), OAF (-1) 0 1
29 of the Mind +2 INT; Independent (-2), OAF (-1) 0 1
2 of Confidence +1 EGO; Independent (-2), OAF (-1) 0 1
4 of Power +3 STR, Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 1
9 of Accuracy +3 DEX; Independent (-2), OAF (-1) 0 2
6 of Vim +3 CON; Independent (-2), OAF (-1) 0 1
3 of Brilliance +3 INT; Independent (-2), OAF (-1) 0 1
6 of Worth +3 EGO; Independent (-2), OAF (-1) 0 1
6 of the Giant +4 STR, Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 1
12 of Precision +4 DEX; Independent (-2), OAF (-1) 0 3
8 of Vigor +4 CON; Independent (-2), OAF (-1) 0 2
4 of Sorcery +4 INT; Independent (-2), OAF (-1) 0 1
8 of Esteem +4 EGO; Independent (-2), OAF (-1) 0 2
7 of the Titan +5 STR, Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 1
15 of Perfection +5 DEX; Independent (-2), OAF (-1) 0 3
10 of Life +5 CON; Independent (-2), OAF (-1) 0 2
5 of Wizardry +5 INT; Independent (-2), OAF (-1) 0 1
10 of the Self +5 EGO; Independent (-2), OAF (-1) 0 2
17 of the Bear +5 STR, Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1) plus +5 CON; Independent (-2), OAF (-1) 0 4
17 of the Tiger +5 STR, Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1) plus +5 BODY; Independent (-2), OAF (-1) 0 4
19 of the Jaguar +3 DEX; Independent (-2), OAF (-1) plus +1 SPD; Independent (-2), OAF (-1) 0 4
20 Of the Boar +5 CON; Independent (-2), OAF (-1) plus +5 EGO; Independent (-2), OAF (-1) 0 4
15 of the Eagle +5 INT; Independent (-2), OAF (-1) plus +5 EGO; Independent (-2), OAF (-1) 0 3
Recovery
Active Points Suffix Power END Real Cost
10 of Lesser Regeneration Healing 1 BODY; Independent (-2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OAF (-1) 1 2
20 of Regeneration Healing 2 BODY; Independent (-2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OAF (-1) 2 5
30 of Greater Regeneration Healing 3 BODY; Independent (-2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OAF (-1) 3 7
15 of Lesser Regrowth Healing 1 BODY, Can Heal Limbs; Independent (-2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OAF (-1) 1 3
25 of Regrowth Healing 2 BODY, Can Heal Limbs; Independent (-2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OAF (-1) 2 6
35 of Greater Regrowth Healing 3 BODY, Can Heal Limbs; Independent (-2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OAF (-1) 3 8
Elemental Damage
Active Points Suffix Power END Real Cost
7 of Frost HKA 1 point (1/2d6 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 1
15 of Ice HKA 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 3
22 of the Glacier HKA 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 5
7 of Flame HKA 1 point (1/2d6 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 1
15 of Fire HKA 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 3
22 of Burning HKA 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 5
7 of Shock HKA 1 point (1/2d6 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 1
15 of Lightning HKA 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 3
22 of Thunder HKA 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) 0 5
Goggles
Active Points Goggle Power END Real Cost
7 Heat-Sensin' Goggles +1 PER with Sight Group; Independent (-2), OIF (-1/2) plus IR Perception (Sight Group) 0 6
7 Magic-Detectin' Goggles +1 PER with Sight Group; Independent (-2), OIF (-1/2) plus Detect Magic 11- (Unusual Group), Sense 0 6
4 Most Excellent Goggles +2 PER with Sight Group; Independent (-2), OIF (-1/2) 0 1
2 Goggles +1 PER with Sight Group; Independent (-2), OIF (-1/2) 0 1
12 Shooty Goggles +1 PER with Sight Group; Independent (-2), OIF (-1/2) plus +2 with Ranged Combat; OIF (-1/2) 0 8
Minor Defensive Gear
Active Points Bracer Power END Real Cost
19 Eogann Bangle Armour (3 PD/3 ED); Independent (-2), OAF (-1) plus Negative Combat Skill Levels (-2 to opponent's OCV); OAF (-1), Only Vs Spells (-1), 6 Charges (-3/4), Incantations (-1/4) [6] 4
22 Eogann Armet Armour (4 PD/4 ED); Independent (-2), OAF (-1) plus Negative Combat Skill Levels (-2 to opponent's OCV); OAF (-1), Only Vs Spells (-1), 6 Charges (-3/4), Incantations (-1/4) [6] 5
24 Flash Bangle Armour (3 PD/3 ED); OAF (-1) (Real Cost: 4) plus Sight and Hearing Groups Flash 2d6; Independent (-2), OAF (-1), Reduced By Range (-1/4) 1 7
21 Ilvoon Armet Armour (4 PD/4 ED); Independent (-2), OAF (-1) plus armour (3 PD/3 ED); Independent (-2), Only vs Magical Attacks (Spells, Gear, Critters) (-1), OAF (-1) 0 5
5 Ilvoon Bangle Armour (3 PD/3 ED); Independent (-2), OAF (-1) plus armour (3 PD/3 ED); Independent (-2), Only vs Magical Attacks (Spells, Gear, Critters) (-1), OAF (-1) 0
27 Obliterating Armet Armour (4 PD/4 ED); Independent (-2), OAF (-1) plus RKA 1d6; Independent (-2), 3 Charges (-1 1/4), OAF (-1) [3] 6
38 Uraan Armet Armour (4 PD/4 ED); OAF (-1) plus Suppress All Magic 4d6; Independent (-2), OAF (-1), Activation Roll 11- (-1) plus Negative Skill Levels (-2 with Magic) 3 16
35 Uraan Bangle Armour (3 PD/3 ED); OAF (-1) plus Suppress All Magic 4d6; Independent (-2), OAF (-1), Activation Roll 11- (-1) plus Negative Skill Levels (-2 with Magic) 14
Minor Items
Active Points Name Power END Real Cost
27 Earring of Intrigue Detect Use of Your Name in Conversations 12- (Unusual Group), Increased Arc Of Perception (360 Degrees), Ranged (+1/2), MegaScale (1” = 100,000 km; +1 1/2); Independent (-2), IAF (-1/2) 0 7
Orbs
Active Points Orb Power END Real Cost
30 Fire Orb EB 6d6; Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) [6 bc] 6
30 Earth Orb EB 6d6; Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) [6 bc] 6
30 Air Orb EB 6d6; Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) [6 bc] 6
30 Water Orb EB 6d6; Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) [6 bc] 6
37 Elemental Orb EB 6d6, Variable Special Effects (Classical Elements; (Earth, Air, Fire &amp; Water); +1/4); Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) [6 bc] 8
42 Greater Fire Orb EB 8d6; Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) plus LS (Safe in Intense Heat) [6 bc] 11
43 Greater Earth Orb EB 8d6; Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) plus LS (Eating: Character does not eat) [6 bc] 12
50 Greater Water Orb EB 8d6; Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) plus LS (Self-Contained Breathing) [6 bc] 19
50 Greater Air Orb EB 8d6; Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) plus LS (Self-Contained Breathing) [6 bc] 19
50 Greater Elemental Orb EB 8d6, Variable Special Effects (Classical Elements; (Earth, Air, Fire &amp; Water); +1/4); Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) [6 bc] 11
60 Exalted Fire Orb EB 8d6 (40 Active Points); Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) plus LS (Safe in Intense Heat); Independent (-2), OAF (-1) plus armour (6 PD/6 ED); Independent (-2), Vs. Fire Only (-1/2) [6 bc] 15
61 Exalted Earth Orb EB 8d6; Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) plus LS (Eating: Character does not eat); Independent (-2), OAF (-1) plus armour (6 PD/6 ED); Independent (-2), Vs. Earth Only (-3/4) [6 bc] 15
68 Exalted Air Orb EB 8d6; Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) plus LS (Self-Contained Breathing); Independent (-2), OAF (-1) plus armour (6 PD/6 ED); Independent (-2), Vs. Air Only (-3/4) [6 bc] 16
71 Exalted Water Orb EB 8d6; Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) plus LS (Safe in High Pressure; Safe in Intense Cold; Self-Contained Breathing); Independent (-2), OAF (-1) plus armour (6 PD/6 ED); Independent (-2), Vs. Water Only (-3/4) [6 bc] 17
127 Transcendant Elemental Orb EB 10d6, Variable Special Effects (Classical Elements; (Earth, Air, Fire &amp; Water); +1/4); Independent (-2), OAF (-1), 6 Boostable Charges (-1/2) plus LS (Eating: Character does not eat; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing); Independent (-2), OAF (-1) plus armour (15 PD/15 ED); Independent (-2), OAF (-1) [6 bc] 30
Wands
Active Points Wand Power END Real Cost
5 Fir RKA 1 point; OAF (-1) 1 2
10 Black Cherry RKA 1/2d6; OAF (-1) 1 5
10 Teak RKA 1d6-1; OAF (-1) 1 5
15 Black Walnut RKA 1d6; OAF (-1) 1 7
20 Pine RKA 1d6+1; OAF (-1) 2 10
25 Birch RKA 1 1/2d6; OAF (-1) 2 12
25 Ash RKA 2d6-1; OAF (-1) 2 12
30 White Oak RKA 2d6; OAF (-1) 3 15
40 Maple RKA 2 1/2d6; OAF (-1) 4 20
40 Mahogany RKA 3d6-1; OAF (-1) 4 20
45 Mesquite RKA 3d6; OAF (-1) 4 22
50 Bloodwood RKA 3d6+1); OAF (-1) 5 25
55 Rosewood RKA 3 1/2d6; OAF (-1) 5 27
55 Pelkoryadi Toothpick RKA 3d6, 12 Boostable Charges (+0); OAF (-1) plus +2 with Ranged Combat [bc12] 32
Wands - Recharge Mods
Active Points Recharge Mod Power END Real Cost
0 of the Sun Naked Modifier: 16 Charges (Sunrise; +0) for up to 55 Active Points [16] 0
0 of Earth Naked Modifier: 32 Charges (Recovers Under Limited Circumstances; Buried in the Ground Overnight; +0) for up to 55 Active Points [32] 0
0 of Steam Naked Modifier: 64 Charges (Recovers Under Limited Circumstances; Boiled in a Steam Engine Overnight; +0) for up to 55 Active Points [64] 0
0 of the Moon Naked Modifier: 125 Charges (Recovers Under Limited Circumstances; New Moon (Choose One); +0) for up to 55 Active Points [125] 0
0 of the Netherworld Naked Modifier: 250 Charges (Recovers Under Limited Circumstances; Left in Sphere Unspeakable Overnight; +0) for up to 55 Active Points [250] 0
Staves
Active Points Staff Power END Real Cost
20 Fir RKA 1d6+1; OAF (-1), Required Hands Two-Handed (-1/2) 2 8
25 Black Cherry RKA 1 1/2d6; OAF (-1), Required Hands Two-Handed (-1/2) 2 10
25 Teak RKA 2d6-1; OAF (-1), Required Hands Two-Handed (-1/2) 2 10
30 Black Walnut RKA 2d6; OAF (-1), Required Hands Two-Handed (-1/2) 3 12
35 Pine RKA 2d6+1; OAF (-1), Required Hands Two-Handed (-1/2) 3 14
40 Birch RKA 2 1/2d6; OAF (-1), Required Hands Two-Handed (-1/2) 4 16
40 Ash RKA 3d6-1; OAF (-1), Required Hands Two-Handed (-1/2) 4 16
45 White Oak RKA 3d6; OAF (-1), Required Hands Two-Handed (-1/2) 4 18
55 Maple RKA 3 1/2d6; OAF (-1), Required Hands Two-Handed (-1/2) 5 22
55 Mahogany RKA 4d6-1; OAF (-1), Required Hands Two-Handed (-1/2) 5 22
60 Mesquite RKA 4d6; OAF (-1), Required Hands Two-Handed (-1/2) 6 24
65 Bloodwood RKA 4d6+1; OAF (-1), Required Hands Two-Handed (-1/2) 6 26
70 Rosewood RKA 4 1/2d6; OAF (-1), Required Hands Two-Handed (-1/2) 7 28
Staves - Recharge Mods
Active Points Recharge Mod Power END Real Cost
-22 of the Wind Naked Modifier: for up to 55 Active Points; 1000 Charges which Never Recover (-1/2) [1000 nr] variable
-11 of the Sun Naked Modifier: ; 12 Charges (Sunrise; -1/4) for up to 55 Active Points [12] variable
-11 of Earth Naked Modifier: ; 16 Charges (Recovers Under Limited Circumstances; Buried in the Ground Overnight; -1/4) for up to 55 Active Points [16] variable
-11 of Steam Naked Modifier: ; 32 Charges (Recovers Under Limited Circumstances; Boiled in a Steam Engine Overnight; -1/4) for up to 55 Active Points [32] variable
-11 of the Moon Naked Modifier: ; 64 Charges (Recovers Under Limited Circumstances; New Moon (Choose One); -1/4) for up to 55 Active Points [64] variable
-11 of the Netherworld Naked Modifier: ; 125 Charges (Recovers Under Limited Circumstances; Left in Sphere Unspeakable Overnight; -1/4) for up to 55 Active Points [125] variable
roleplaying/hero/ws/magic_items.txt · Last modified: 2015/01/26 19:24 by 127.0.0.1