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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