[PnP] Ship Project - Magical Items Created
Scott Adams
longshot at cybermax.net
Wed Aug 23 04:40:31 CEST 2006
* Created Magical Items
These items are found in some cities around the Perilous Lands.
They are created by wizards who love the sea or by merchants who wish
to benefit from sale of such items for sailors. The chance of finding
such items in a typical city depends on the magical culture bias and
supply and demand. If the culture hates magic the chance to find
the particular item is halved and prices are tripled.
A. Grogo Bait - Animal
This is already magical worms that are only found in the Lower
World. Those lucky to obtain a supply of these can sell them for
fishermen. They do not live long in the Middle World so can't be
transplanted. These worms are so delicious to Middle World fish
they will 99% of the time go for the bait. This makes fishing
almost a certain thing. These worms are purple in color and tend
to be 3-5 inches in length. They are harmless to anyone who touches
them. They must be preserved in the dirt they were naturally found
in to survive more than a month in the Middle World. If not used
within that month they will die. These worms are used by the simple
fisherman who do it for fun. The price may be too much for mass
commercial fishing for most. Sports fishermen have been known to cheat
by using this special worm for contests. These worms tend to last
three days in the middle world. After that D10 Worms per day will
die automatically. No preservation method or magic has been found
yet to stop this. Dead worms are worthless as normal dead worms
(they do not have the magical effect to catch fish).
Average Price - 1 CC per box of 50 Worms
Available Chance - 5-10% most civilized cities
B. Ji Fey Stone - Gem
These gems, Carsanite, are only found in the deepest caverns and
mines in only a few places in the Perilous Lands. One such place
was Katai where a powerful wizard named Ji Fey found the benefit of
the stone. By itself the stones are worthless on the gem market since
they are a pure gray glass like stone and usually cloudy (even the
large and flawless kind). This ugly gem doesn't sell on the market.
But when placed in a firepot for 24 hours the stone darkens. Ji Fey
then placed a Combustion permanent magic spell on it or uses a
firepot with that spell already built into it. After 24 hours and
the slightly modified combustion spell is placed in the stone the full
benefit is found. When this stone is touched by open skin it will
begin to glow a grayish red. It does not become hot to the touch.
But those who use the stone will find it drains all water within EL+1
feet of the stone. This drying nature is almost instant depending on
the amount of water. The EL is the enhancement spell of the magic-user.
Sailors often find this stone to be useful in that it will dry them
off completely. So if a sailor is wet from cold storms or going
overboard in cold water this stone helps out greatly. The creation
process of this stone is now common and found in many market places.
The only problem is this water drains everywhere around the person
holding the stone. So drinking water and mugs of ale goes away.
This drains all moisture not just water including wet mud, ale, beer
and so on. Normal use of the item applies as per the Permanent Magic
rules. For the person to use the ability it must be touched. It will
not do anything if wrapped up in a cloth for example. The drawback
is that the person's own moisture can dry off from his skin and so he
should drink some water to replenish his body.
Average Price - Normal magical item price rules apply.
Available Chance - 10-15% most civilized cities
C. Luminous Lanterns
A open torch or lantern can be dangerous on a ship due to fires.
These lanterns use a magical spell with luminous sea plants. Once lit
they will remain lit for MEL+EL hours. To re-light them one only
needs to use some fire on the plant again. The material in the
lantern lasts for MEL+EL weeks. The advantage of these lanterns to
normal lanterns is that if they are knocked over on a ship they will
not ignite and spread fire like oil lanterns. They may continue to
shine but they will do nothing further to the ship. Thus the chance
of fire is gone. The light from these lanterns is 75% of most normal
lanterns but the advantage is worth it. Most ships that can afford
to buy these lanterns will. Most folks on the land will not due to
their price. In fact these are not found or sold deep inland since
they cater to the sailor niche. The additional 2 CC in price is
for the actual lantern holder of the plant. Some are simple with
a string, hook and a flat open surface. Others are ornate and
decorated with boxes of sea creatures or gods.
Average Price - Normal magical item price rules apply + 2 CC.
Available Chance - 10-15% most civilized cities
D. Spotlight - Gem
This item is cone shaped about the size of a human fist. At the
base of the cone is a Star Ruby. The cone is usually a wooden
configuration or metal. The cone can be mounted on something or held
by a person. With the ruby in place and another Light Power permanent
magic spell on it the effects are seen. It creates a solid form of
light that acts like a spotlight as for the Light spell at the MEL+EL
of the creator. Sailors use this item to navigate fog banked waters
or to brighten things in some situations like when pirates attack a
ship. Stone has to be touched to be used. This is usually done by
placing the palm on the back of the cone where the gem is or by
pressing the thumb on it while holding the cone with a pistol like
grip. While the light is white some sailors and wizards have
made ways to make different colors. Some simple tricks like placing
a color thin cloth over it can display other colors but at less of
its overall effect. Sailors use the various colors for signals to
other ships.
Average Price - Normal magical item price rules apply + price
of the Star Ruby at current market prices plus 3-5 CC for the
metal or wood cone.
Available Chance - 1-3% some civilized cities
E. Balance Chain
This simple metal chain has been magically enhanced to gain
Dexterity benefit plus to gain a Balance Effect. People who wear
these chains will have balance on a ship without the Seaman skill.
Instead of the 50% reduction as per the Seaman skill those who wear
the chain will suffer only 50-(ELx10)%. Thus a wizard with EL5 spell
can make chains that suffer no reductions. These are popular for
visitors on ships. Those on the land have been known to use these
for workers on high places like construction of tall buildings or
balance for horses. But such uses aren't as common as they are on
ocean going ships.
Average Price - Normal magical item price rules apply.
Available Chance - 10-20% most civilized cities
F. Magical Spyglass
Those who can see the enemy before they are seen themselves will
always have the advantage. Therefore sailors use common spyglasses to
view the ocean for dangers. In this case the magical spyglass is just
like a normal spyglass but uses the MEL+EL of the spell as the Sensory
Power - Sight spell. This increases the range and detail of the
spyglass. A wizard will have to invoke the Sight spell onto the
glass and make it from scratch.
Average Price - Normal magical item price rules apply + cost
of the spyglass materials.
Available Chance - 20-25% most civilized cities
G. Navigator's Star
Using a Detection spell on a specially created needle to get the
full effect. The needle is placed in a simple round object the size
of a thimble or larger. It will also point north for the sailor who
uses it. There is no limits on the use of this item it will never
stop. A normal compass is fine but in places where electromagnetic
effects interfere with them this is a must have. Some wizards
can instead of placing True North place a specific location on the
item as well. For example, a wizard could place Sivas city on it
to always point to Sivas no matter where. The location must be
known to the wizard. This only points to general locations not
specific items. So a city, town or True north. Not to where
a warehouse is located.
Average Price - Normal magical item price rules apply.
Available Chance - 50-60% most civilized cities
H. Locator Ball
This metal ball is connected a tiny metallic chain that is only so
big it can be held by a person's hand. This stone is often used by
pirates to hide treasure. It will determine the location of hidden
treasure on maps. To activate the stone should be placed in a cup of
water for one minute. Then the person who wishes to use it will touch
it. At this point he should hold it in his hands and concentrate on
where he has hidden treasure. The stone will imbue the location in
its magic. Later the person who activated the stone only needs to
hold the stone above a map and it will glow where the treasure is when
the ball is directly over the spot. It can do this for EL (creator's
EL in the spell) maps. For example a wizard who makes a MEL3/EL3
Locator stone can use it for 3 maps. This means he can use it on a
large map that shows coastline 500 miles in area. Then a smaller one
within 20 miles. Lastly the stone can then be used to locate on a
3rd map that is within a 200 square feet area. The ball allows the
user to locate his hidden treasure without making any map marks or
notes. Only those who activate the stone can use it for that set
of treasure. If the stone is stolen by a thief it won't reveal the
treasure location. The person must concentrate in using the stone
so must be alive. This only locates a single item or group of items.
It will not reveal general objects like a city or person. The effect
is normal for a group of items (usually one set of treasure buried).
But if the person wishes to use it for a single item the range is
doubled. The base range is (EL+1)x100 miles for a map range. So
a EL3 Stone only can detect within a 400 specific diameter. A
detection spell is invoked on the chain.
Average Price - Normal magical item price rules apply + 1 CC (chain)
Available Chance - 3-5% some civilized cities, many pirate havens
I. S'Kor - Plant
This plant grows naturally in the mountains of Iravoy. Natives
learned of the benefit of this plant centuries ago when they took
the plants indoors. This plant has no enhanced form but will naturally
soak in bad odors, smells and some forms of limited gas. It will
then convert it to oxygen and a fresh smell. Plants do this already
but this plant seems to do it 300% better. Sailors use this plant for
their holds where packed rowers and passengers can get a bit smelly.
This plant will freshen the air as if there was no odor there. The
plant will last for 3 weeks with limited water before it dies and
has to be replaced. Some lucky people have been able to transplant the
plant from Iravoy with limited success. Ticasi is one such place where
they are studying this plant. In order to help sell the plant the
Iravoy merchants have created a myth that this plant also serves as
good luck on ocean trips and so sailors believe it. The range the
plant soaks in is (EL+1)x10 cubic feet (radius).
Average Price - 5-10 CC
Available Chance - 15-20% in Iravoy, 5-10% Ticasi, 2-3% elsewhere
J. Preserver Ring
When a sailor goes overboard rescue is critical especially in high
active or stormy seas. Over the centuries sailors have learned of
items to help rescue like ropes and items that float. Magic users and
merchants have helped in this area by creating a magical preserver.
It is the shape of a circle where a body can fit inside it. It is
made of cloth wrapped around a thin wood material which is known to
float. The creators cast a floating spell so it does not sink. They
then cast another spell which makes the item unique. When a person
touches the ring and is in water it will glow. This glow can be seen
for half a mile away even in rough seas. It can be seen in heavy fog
up to about 500 feet. This unique feature lets rescue be faster in
case a overboard person gets separated from his ship. The glow
will last (EL+1)x12 hours before it fades 10% per hour till its gone.
Average Price - Normal magic item rules apply + 5 CC for material.
Available Chance - 15-20% in most ports
K. Ronas Carving
This wood carving is usually a hand held wooden statue which is
placed in the front of a ship on a shelf or deck. It has magic placed
on it which gives it the benefit of detection. When held it will
allow the person holding it to detect sandbars, reefs and other
obstructions (coral, sunken ships, etc.). It is used mainly at night
when its too dark for visual contact. The person holding it will
detect how far out ((EL+1)x3 hexes) in front of him the structure is.
It will also give him the sense of how big and deep it is under the
water. Thus the sailor can determine if the ship is able to sail in
that direction safely. This stone is used for harbors and rivers
where navigation may not be known to the sailor.
Average Price - Normal magic item rules apply + 1 CC for carving.
Available Chance - 40-45% most cities.
L. Land Locator
This object is usually shaped in the form of a chain with object
or statue. It has a detection spell placed on it which will detect
the location of land. It will glow when land is near the ship within
(EL+1)x5 miles of it. In order to then learn the direction of that
land it must be held. Where the land is located and the person is
facing that direction it will get slightly warmer. This is useful
when ships get lost from storms or sailing at night.
Average Price - Normal magic item rules apply
Available Chance - 20-30% most cities.
M. Camas Bags
These hand sized cloth bags are the poor man's version of Blue
seaweed. Inside is a dye which is made from a Lemasan bug which
gives off a dye like substance. When thrown in the water and broken
open it will repel harmful sea creatures like sharks within 1 hex
of the dye bag. The bag is solid enough to contain the dye while
keeping it until needed. It is usually cut open or opened by a tie
string. The dye only lasts 5 minutes in the water before it starts
to lose its punch. The drawback is strong currents will move the
dye away so it has to be used at the most critical time.
Average Price - 3 BB per bag
Available Chance - 60-70% Lemasa, 25-30% in most other cities
------------------------------------------------------------------------
Summary
Item Type Price Avail. Notes
Grogo Bait Animal 1 per 50 5-10% Catches fish 99% of the time.
Ji Fey Stone Gem Normal 10-15% Drains water within EL+1 feet
Luminous Lanterns Plant Normal+2CC 10-15% Plants light up the area
Spotlight Gem Normal +X 1-3% Shines bright light from cone
Balance Chain Metal Normal 10-20% Balances 50-(ELx10)% effect
Magical Spyglass Metal Normal +X 20-25% Sight spell effects
Navigator's Star Metal Normal 50-60% Finds North or City/Town
Locator Ball Metal Normal+1CC 3-5% Finds item in (EL+1)x100 miles
S'Kor Plant 5-10 CC 2-20% Takes away bad odors to Oxygen
Preserver Ring Wood Normal+5CC 15-20% Floating ring and glows
Ronas Carving Wood Normal+1CC 40-45% See reefs, etc. (EL+1)x30 feet
Land Locator Metal Normal 20-30% Find land within (EL+1)x5 miles
Camas Bags Animal 3 BB per 25-70% Repels harmful sea animals
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