[PnP] Natural Magic items

Schnockel dasandersx at comcast.net
Fri May 8 17:40:12 CEST 2009


I think that enhanced items are far too powerful for the measly efforts put into creating them and far too common.  Not only that, but a MEL20 wizard's enhanced items are no more powerful than is that of a MEL1 apprentice.  This is just plain wrong.  So, here I try to make the item descriptions match my personal sensibilities.

 

ALSO.as per the rules.while there is but one enhancement spell, the special knowledge for each item in this list must be individually learned.  Without that knowledge, enhancement of an item is automatically an abysmal failure. (Note: This will give you a reason to seek out the secret formulas for such spells, and may even be the reason for you to go, or are sent, on adventures.)

 

Many enhanced items take time to create.  Those that require more than a few mere seconds (phases) to create are considered 'rituals'.  Those that require a ritual are identified as such.  Instead of the number of phases calculated using casting speed, use instead HOURS (or Turns if so noted in the item description).  The amount of mana is not changed, just the time.

 

Also, many of these require resources that are readily available, but not usually carried by the mage.  This is why a mage might have a tower, maybe some greenhouses, storage rooms, laboratories, etc.  The description will show what mundane items might be needed.

 

Finally.all of these variable amounts and effects are based on the standard rolled magic items from the back of Book 4.  Those mostly are MEL 2D6 and EL up to ½ MEL.  Any constructive suggestions to changes are welcome...I'm not wedded to these limitations, I just threw them together as a first draft.  I eventually want to do the same thing for all of the magic items created in Book Four, where an expanded explanation of the creation of the items is developed.  

 

ADINGANTIDA - HERB - RITUAL

A death poison.  In unenhanced form, it is Slow Death at BL2.  Enhanced, it is Immediate Death at BL=EL.  In both cases it must be eaten to poison its victim.  This ritual requires the liver of a poisoned creature to be dried and powdered, and sprinkled into the herb.

 

AGATE - GEM - RITUAL

An unenhanced agate neutralizes snake and insect poison if success at BL5 is rolled.  It has no effect on any other type of poison.  It will never affect the poison of a supernatural force (i.e. a creature with a Contact Level).  Enhanced agate has the following properties:

A)    Increases the wearer's Eloquence by (ELx2)+5 to a maximum of 15.  This requires a small brass brazier.

B)     Starting at MEL5, adds EL/2 to the wearer's MDV when he is attacked by any Storm Power.  This requires pulverized stone from a fortress.

C)    Starting at MEL7 the wearer has immunity=EL to all emotional spells (i.e. Fear, Terror, Hatred, etc.).  This requires some dried and powdered heart of a lion (not Desert Lion, however).

D)    At MEL10 the agate can be used as a truth talisman.  When the stone is swirled in water contained in a brass goblet a potion is created.  This potion can last up to one hour in the cup.  The person being tested drinks from the cup.  If he tells the truth, nothing happens.  If he lies, he will have spasmodic fits and must roll against a BL=EL Slow Death poison.  Both fits and poison last for ELx2 turns.  This requires holly twigs.

E)     The enhanced form no longer has any effect on ANY poison.

 

If the person wearing the enhanced stone EVER lies, then the stone will darken and become useless.

 

AGRIMONY - HERB - TURNS

Unenhanced agrimony must be eaten to affect a person.  When it is, the Stamina of the eater is increased by 15 (for StB determination ONLY.has no affect on actual St or HP) and his HC by 20 against any form of Disease or Poison.  This effect lasts until the next natural healing roll occurs, or some magic healing takes place, or death, whichever may occur first.  This requires a trained Herbalist to pick it correctly (Moderate difficulty roll vs. Herbalist skill).  The plant must be fresh to have any effect (lasts 2d10 days).  Enhanced Agrimony stays fresh until used.

 

ALECTORIUS - CONCRETION - RITUAL

A stone that is found (10% chance) in the brain of a rooster.  It has no value in an unenhanced form.  The stone must be visible on the wearer in order to be effective.  When it is enhanced, it has the following attributes:

A)    Any trained magic user (using other mana only from Casting Ability) can use it for casting TWO mana points per day for any purpose.  This requires something magically purified (dirt, earth, wood, etc.).

B)     At MEL 2 the wearer has EL immunity from anything he might fear (i.e. his courage is unshakable unless confronted by a magical influence). This requires some dried and powdered heart of a domestic cat.

C)    At MEL5 the wearer cannot suffer from thirst (he cans still die from thirst but he will feel no discomfort in doing so).  This requires some magically purified water.

D)    At MEL7 the influence chance of the wearer is increased by EL while the stone is worn.  This requires a small silver charm shaped like a tongue (1SC).  The charm is consumed in the attempt to make the item.

E)     Starting at MEL10 the wearer's MDV is increased by EL/2 (RD) to a maximum of FIVE against all forms of magic.  This requires the use of a brazier.

 

AMARANTH - PLANT - TURNS

Amaranth seeds must be swallowed whole to have their effect.  One seed per daily food point (rounded up) must be taken for the healing effects to begin.  Unenhanced, the seeds increase Stamina by 20 and HC by 10 when used to heal physical damage.  These increases only affect the heal chance and StB for the next healing.  Enhanced seeds add 20+(ELx2) to the Stamina and EL+10 to the HC.  The seeds must be successfully picked by a trained Herbalist against a Moderate difficulty roll or the enhancement spell fails abysmally.  The seeds need not be fresh.  This requires dried and powdered human blood as part of the spell or it automatically fails abysmally.

 

AMBER - RESIN - RITUAL

A person that wears a charm of unenhanced amber will have his HC increased by 10.  In addition, if the amber is enhanced, the following attributes will apply:

A)    The wearer can see clearly in non-magical darkness up to ELx2".  This requires lamp oil to be burned as part of the ritual.

B)     The stone darkens when creatures that use poison, or use disease powers, are within 4"+(ELx2") of the wearer.  If the person is looking at the amber, then he can never be ambushed by creatures of this type.  Non-enhanced basil, dried and crushed, is sprinkled on the stone during the ritual.

 

AMETHYST - GEM - RITUAL

The wearer of an unenhanced amethyst will require twice the normal amount of liquor to become drunk.  If the amethyst is enhanced, it has the following attributes:

A)    The wearer cannot become drunk.  Fine wine or better is required, and must have the alcohol boiled off.

B)     At MEL6, if the stone is swirled in water contained in a silver goblet, a potion is created that is a BL(EL+3) cure for any Death poison. The potion created must be drunk within MEL turns or its benefits are lost.  Unenhanced balim must be sprinkled into the potion.

C)    At MEL8 it increases the wearer's Intelligence and Empathy by EL/2 RU each.  This requires a small piece of paper from an educational book or scroll to be burned in a brazier.

D)    At MEL11 the wearer has an eidetic (i.e. photographic) memory while he wears the stone.  He will not forget any detail about anything that he feels important.  He will always forget anything that does not strike him as being important at the time.  This requires a small scrying (magnifying) crystal that permanently clouds up in the attempt to make the item.

 

ANEMONE - PLANT - TURNS

The benefit of the flower is gained by inhaling the fragrance.  It normally remains fragrant for 48 hours after being picked, if done so by a trained Herbalist against a Moderate difficulty roll.  Its effect increases Stamina by 10 and HC by 20.  Enhanced, and kept in a pouch, it will remain fresh until exposed to fresh air or light.  Once so exposed, the flower will last MELx2 hours and cannot be further stored.  There are no additive effects for repeated use of, or exposure to, the flower.

 

ANGELICA - PLANT - TURNS

The entire plant must be dried, ground into powder, and mixed with ONE quart of FINE wine.  The plant must be successfully picked by a trained Herbalist against a Moderate difficulty roll or the enhancement spell fails abysmally.  Unenhanced, the potion created will increase Stamina and HC by Herbalist (EL/2)-10 when defending against the effects of Disease, Decay or Corruption (the Stamina increase applies ONLY for the next healing roll).  Enhanced, the plant adds MELx1D3 (to a maximum of 30) to the MDV of the user and replaces MELx3 lost energy points (to a maximum of 30).  If the potion is taken more than once per day, it acts as a BL8 Slow Death poison.  In both cases, these effects last only until the next healing roll is taken.  Per plant and quart mixed, eight doses of potion are created.  The method of storage is not important but the flavor of the potion is not like normal wine.  Sipping the wine potion just to get the flavor of it does not count as a 'second' dose in a day.  The wine used for the enhanced version must be magically purified.

 

ANTIMONY - METAL - RITUAL

The unenhanced metal has no special attributes.  Enhanced, it increases the wearer's MDV against all demons and Chaos Magics by EL+1, to a maximum of SIX.  It will operate as an EL Protection spell, to a maximum EL of 5, aiding the wearer only, against any demon that attacks.  This spell requires it to be cast in direct sunlight during the summer solstice high noon.
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