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Magic For Sale
most magical items may be
constructed using the given objects and Enhancements below,
however I may have forgotten some, just look at the stuff below
and make something up based on the prices and descriptions below.
Note also that just about anything can be purchased as far as
magic items are concerned, but try to not unbalance the game
world anymore than it is already, Eg. you can buy a God's ring
(Ring of Infinitely chargeable lives.) but it should be hard to
find a seller and the cost should be a silly price (into the
millions of Gold pieces)
Magical Stuff
Name |
Gold |
Description |
Demon Fire Box |
100 |
A small Box with a catch,
when the catch is pressed, and demon threatened with
immersion in water, the demon produces a flame from the
end of the box, the flame is small and can be used to
light fires, torches, etc. |
Evaluate Item |
100 |
An Object is given over to
the Magic user for Evaluation, the Magic user will then
tell the owner, the powers of the item, he will also give
the owner a certificate of powers, this certificate is
accepted by many shop keepers as proof of the objects
powers, although there is no saying the shop keeper will
want the item. |
A Life |
1,000 |
The cost of a life charged
into your ring of nine lives |
A Healing Potion |
100 |
Healing potions have 4 sips
each sip will cure 1 Wound, or reduce a Kill to an Incapacitate, but not a Killing Kill, reduce an
Incapacitate to a Wound or remove a Wound. |
Cheap Healing Potion |
10 |
These potions have the same
affect as a heal potion above but for only 1 Wound, and
they all have a side effect of some sort, the side
effects are things like turning your skin purple with
green spots, or giving you a nasty itchy rash, they will
not go of there own accord, and must be cured. |
Potion of Ether |
1,000 |
This potion will make the
drinker Ethereal for a few minutes, will in this state
the user may pass through any solid object, and any solid
object will pass through the user, the potion however
will not protect or pass through magic effects, wards,
weapons, etc. |
Hero Potion |
500 |
This potion will cure all
non Destroyed damage (they must be alive to take it), and
for the rest of the combat give Sword Skill Hero
Skill to the user. |
Super Hero Potion |
1,000 |
This Potion will cure all
damage from the user (they must be alive to take it), and
for the rest of the combat give Sword Skill Hero
Skill, Flight
Hero Skill and Berserk Hero Skill
to the user. |
Potion of Cure Poison |
500 |
This skill when taken will
cure any non magical poison, if the poison is a very strong one there may be a side effect. See Cheap Healing
Potion above. |
Curing |
100 |
A curing will remove a
normal Disease or potion Side Effect, remove a Virus,
etc. Note a cure will not remove lycanthropy, or remove
Vampirism. |
Resurrection |
10,000 |
A resurrection will bring a
Dead character back to life, If administered within 3
days of death, the character will still have all wounds
that kill's him, so if you haven't healed him before the resurrection he'll probably die straight away. |
Jewelry Of Skill |
3,000 |
Skill Jewelry, will enhance
a single skill by 1. the skill must be specified when
bought.*A |
Greater Jewelry Of Skill |
7,000 |
Greater Skill Jewelry will
enhance a single skill by 2. *A |
Jewelry of Skill Mastery |
16,000 |
Jewelry of Skill Mastery
will enhance a single skill by 3. *A |
Stat Jewelry |
10,000 |
Stat Jewelry ups the Skill
Base levels by 1, these Jewelry have the effect of
raising all Skills controlled by that Stat, Eg. a POW
Jewelry will raise the Base POW by 1, raising all POW
Skills and Hero Skills by 1.*A |
Greater Stat Jewelry |
20,000 |
Greater Stat Jewelry like a
Stat Jewelry raises the Skill Base levels by 2.*A |
Master Stat Jewelry |
40,000 |
Master Stat Jewelry like a
Stat Jewelry raises the Skill Base levels by 3.*A |
Jewelry of Protection |
1,000 |
Jewelry that works with
Armour, Enhancing Armour Protection by -1 Row. Note
Armour may not be enhanced over -4 Rows.*A |
Flask of Sloop |
4,000 |
A Sloop Flask will produce
as much sloop as you can or want to eat, drink, or swim
in, sloop is a form of broth, a gray colourd tasteless
broth, one bowl full is enough to live on each day,
however after several days of living of this stuff most
will eat just about anything else as its like living of
damp air. after several weeks of living of Sloop most are
looking at there traveling companions and seeing roast
chickens, etc. |
Bracers of Defense |
5,000 |
A set of wrist guards that
enhance Armour by 1 level. Note Armour may not be
enhanced above -4 Rows. |
Bracers of Greater Defense |
12,000 |
A set of wrist guards that
enhance Armour by 2 level. Note Armour may not be
enhanced above -4 Rows. |
Bracers of Defense Mastery |
25,000 |
A set of wrist guards that
enhance Armour by 3 level. Note Armour may not be
enhanced above -4 Rows. |
Bag of Holding |
5,000 |
A Bag of holding is a bag or
sack that looks like a normal bag or sack but really opens
a space into a pocket dimension where many objects may be
kept, the opening to the bag or sack will expand so that
large objects can be held inside, if a sharp or burning
object is place inside, the bag or sack will break,
spilling its contents on the floor. if someone enters the
bag or sack, it appears to be a cluttered area, not warm
or cold. |
Rope of the Snake |
5,000 |
The rope will slither, crawl
or slide up walls, along surfaces etc. and the rope will
tie itself around objects so it can be climb's on
command. |
*A No More than 4 Pieces of Jewelry May be worn at one
time and work. only one piece of Jewelry may act on one stat,
skill or effect.
Object
Enhancements
Name |
Gold |
Description |
Glow |
1,000 |
The object emits light, the
light is not bright but is bright enough to see by, the
light will make the object slightly glow, and be noticeable. If the object is hidden so will the light be. |
Light |
3,000 |
The Object emits light, the
light is strong enough to see clearly be, the light
shines brightly off the object, the object may be hidden
but the light will not be, if covered the light will be
also. |
Switch |
1,000 |
A Switch may be applied to
some Object Enhancements, such as Light, the switch will
turn the effect off or on on command, the command must be
stated at the embedding time. the effect will be
triggered whenever the Switching word is stated. |
Hander |
5,000 |
The Object needs 1 less hand
to use, the object will always need 1 hand no matter how
many Handers are cast upon the item, but some items,
notably those used by giants may normally need more than
1 person to carry and use. |
Return |
1,000 |
The object will fly back to
the caster the object must be visible, taking a round to
return to the casters hand, the caster must reach out for
the item and concentrate. Note returning will not pass
through a warded area. |
Dooring |
5,000 |
The Item will return to the
owners hand, the object must be visible to the owner, the
owner reaches there hand out and concentrates, the object
then blinks into the owners hand. Note Dooring will not
pass through a warded area. |
Long Door |
10,000 |
The Object will return to
the casters hand, the object must be within the same
dimension, time, etc., the caster reaches out there hand
and concentrates, the object then blinks to the owners
hand. Note Long Door will not pass through a warded area. |
Skill Enhancer |
8,000 |
The Item will enhance the
users skill with that Item by 1 point, the item must be
used for that purpose for the skill enhancer to work, Eg.
A Long Sword with a Swords Skill Enhancer on it. |
Greater Skill |
18,000 |
As Skill Enhancer above only
by 2 points |
Skill Mastery |
35,000 |
As Skill Enhancer above only
by 3 points |
Armour Enhancer |
5,000 |
An Armour Enhancer may be
placed on any worn item, Armour enhancements will never
raise armour above -4 Rows, and only one armour enhancer
is allowed per object. |
Damage Enhancer |
2,500 |
An weapon may be enhanced to
give greater damage in combat, the object will attack on
1 greater attack row than normal, Eg, a Dagger attacks on
Row 7 instead of 6. only 1 form of damage enhancement may
be on a weapon, if another greater damage enhancer is
applied to the object this enhancer will be removed. |
Greater Damage |
7,000 |
As Damage enhancer above
only enhanced by 2 Rows. only 1 form of damage
enhancement may be on a weapon, if another greater damage
enhancer is applied to the object this enhancer will be
removed. |
Damage Mastery |
16,000 |
As Damage enhancer above
only enhanced by 3 Rows. only 1 form of damage
enhancement may be on a weapon, if another greater damage
enhancer is applied to the object this enhancer will be
removed. |
Never Loose |
2,500 |
The Object may never be lost
or stolen for any length of time, the object will turn
upon the road in front of the owner, or in its sheath if
a sword, etc. |
Un Removable |
5,000 |
The object is not able to be
removed, if clothing or another type of object if put on,
the person putting the object on can't remove the object,
Eg. a sword with Un Removable cast on it, when picked up
will not be able to be put down. |
Hero Skill |
20,000 |
The Object when used allows
the user to use and spend experience in a Hero Skill, the
Hero Skill is lost if the object is removed, although the
experience is retained if the object is retrieved or a
new one is obtained. |
Easy Spell/Power Affect |
1,000 |
The Object has the ability
to cast 1 Easy Spell or Power that may be used easily by
the object user. the effect may be used once a day and
all usual rules apply |
Normal Spell/Power Affect |
10,000 |
The Object has the ability
to cast 1 Normal Spell or Power that may be used easily by the object user. the effect may be used once a day and
all usual rules apply |
Hard Spell/Power Affect |
100,000 |
The Object has the ability
to cast 1 Hard Spell or Power that may be used easily by
the object user. the effect may be used once a day and
all usual rules apply |
Very Hard Spell/Power Affect |
1,000,000 |
The Object has the ability
to cast 1 Very Hard Spell or Power that may be used easily by the object user. the effect may be used once a
day and all usual rules apply |
Extremely Hard Spell/Power
Affect |
10,000,000 |
The Object has the ability
to cast 1 Extremely Hard Spell or Power that may be used easily by the object user. the effect may be used once a
day and all usual rules apply |
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