|Magic Items||[26FEB07] magitems.htm|
Magic Weapons Each "+" bonus gives
+1 Damage and +1 Armour Points. (Bows gain +25% range per bonus, instead of
Magic Armour Each "+" bonus gives +1 Armour Point. (If magic armour is worn as padding, only the better bonus counts).
Magic Shields Each "+" bonus gives +5 Armour Points.
Rings of Protection Each "+" bonus
gives +1 AP (compatible with armour and magic armour bonus). Some also give a
Cloaks of Protection Each "+" bonus gives +1 AP (compatible with non-metal armour and magic armour bonus, but not other protections).
Blessed Items Each "+" bonus gives +1 on Saving Throws (some items are blessed in addition to other magic)
Bracers of Defence Each AC place gives +1 AP (not compatible with any armour).
Defender Weapons: Can put some/all of their
bonus on AP, as specified when drawn (compatible with armour and magic
Slaying Weapons: Damage which penetrates armour is doubled, versus the specified type of creature.
Wounding Weapons: Wounded victims will bleed (usual CONx5 applies) even if on positive hit points
Sharpness Weapons: Any damaging blow to a limb requires a CON Save (at +1 per current HP) to avoid immediate reduction to -10hps and a resultant critical wound (i.e. severing). Vorpal Weapons: As Sharpness weapons, but only for blows to the head.
Scrolls are written in the Arcane Language of Magic. To read a scroll requires a Magic skill roll, but if the reader is capable of casting that level of spell then it will be successfully triggered even if the roll fails (as spell-casting); otherwise failure leaves the scroll untriggered; a fumble is as spell fumble. Some alien rogues have a Read Languages skill with which they can attempt to read magic scrolls (at half skill).
Wands and Staves Wands, Staves and similar items must also be triggered by the correct magic words, i.e. a successful magic skill roll as for scrolls. They contain a number of charges of specific magic spells. Maximum Charges = 30 / (spell level + 1) [E.g. Wand of Magic Missiles = 15 max.; Ring of Wishes = 3 max.]. These and other charged items can be recharged using the Store Magic spell. As with other magical devices, the spell-effects produced will be at minimum level of intensity, i.e. the level of the spell, unless otherwise specified.
Potions Potions are magically imbued with a particular spell effect. There is usually a delay after a potion is used, so it takes effect the following round. Most potions are intended to be imbibed but some are oils etcetera, intended for external use only.
Amulets Amulets give a varying amount of protection against Evocation spells and similar magical effects (e.g. Magic Missile, Fireball, Flame Strike, Glyphs of lightning/fire, Dragon Breath, etcetera). The amount of protection varies according to the power of the amulet: each "+" reduces the incoming damage by 1d6. Amulets are not cumulative - only the highest "+" protection applies. Characters can invoke the amulets protection either before or after any Saving Throw or Defence roll (afterwards is advised). Amulets of "+1" protection are reasonably common - others (up to "+5"!) are rarer. Minor amulets are ubiquitous and may be found hawked around almost any marketplace (these so-called "+0" amulets will, if real, give just 1hp reduction). [Some rare amulets, vestiges of outmoded alien magic, block one specified spell entirely but crumble when they do so].
Talismans A Talisman contains a particular spell, the power of which may be released by concentration. Users must make an INTx5 roll to trigger a talisman (each attempt costs one action). The particular benefit of Talismans is that they can be used by non-mages.
Power Crystals Divinely-derived gems in which Mages (and Priests) can store magical Power (Piety). (Usually 2-8 pts).
Luckstones Allow one re-roll per day (by the player).
Rings of Invisibility Most invisibility rings are charged items with a limited number of uses (i.e. 10). However some are permanently enchanted items - these are very rare and are highly sought-after, often by agents of powerful individuals desiring one (and prolonged use of such items can also have side-effects: psychological dependence, paranoia and/or megalomania). Any of these rings makes the wearer invisible when it is put on, and to re-activate it must be removed and replaced. This takes a Full Round action if gloves/gauntlets are worn and a Standard action otherwise, and provokes Attacks of Opportunity (and, if such an attack hits, the ring may well be dropped...).
Elven Chainmail These items are extremely light and flexible, giving the usual protection of chainmail for only half the weight. They are normally in the form of a whole-body suit of chainmail: byrnie, trews, sleeves and hood combined. If worn by an elf, it gives no limitation on movement rate and only half the usual move silently and spell-casting penalties (i.e. -8% Sneak, +3% Fumble). If padding is worn with it, however, these special properties are spoiled and the limits apply as for normal chainmail (though it is still half weight).
Gauntlets of Ogre Power These items are armoured (usually steel) gauntlets which convey 18 Strength to the wearer's hands and arms (therefore +4 damage bonus in melee combat). However, it does not help in situations where other parts of the body are involved: kicking (feet/legs); pulling rope (back/legs must brace); and so on. Note also that, with prolonged and/or habitual use, the strength of the wearer's own arms will waste away. NB: It is impossible to fire a bow whilst wearing such gauntlets.