| Both sides previous revisionPrevious revisionNext revision | Previous revision |
| equipment:magic_items [2026/03/09 22:09] – Hyperlinking Use Magic Device entries elfinlocks | equipment:magic_items [2026/03/28 02:10] (current) – [Potions] elfinlocks |
|---|
| ====== Magic Items ====== | ====== Magic Items ====== |
| |
| Within Pathrunner, there are multiple categories of magical items, which serve different purposes. Note that any listed crafting costs in this page are subject to changes imposed by your GM - these are merely examples to help players and GMs approximate the intended cost for a given magical item. | Within Pathrunner, there are multiple categories of magical items, which serve different purposes. Listed below are the different forms magic items may take, and their typical functions. This allows players to create specific and unique magical items to suit their needs. Note that any listed crafting costs in this page are subject to changes imposed by your GM - these are merely examples to help players and GMs approximate the intended cost for a given magical item. |
| | |
| | Crafting a Magic Item usually takes 1 hour for every 10 [[priority:resources|TU]] involved in it's creation. The GM may allow crafting time faster than this, depending upon circumstances, resources, workspace availability, and a character's Talents. |
| | |
| | ===== Attunement ===== |
| | |
| | Permanent magic items, namely those which are not consumed upon use (such as Rings and Wondrous Items) typically require Attunement. To gain the benefits of such an item, you must have the item equipped, not just in your possession, for a 24 hour uninterrupted period. Removal of the item through any means interrupts attunement, forcing you to begin anew. |
| | |
| | |
| | |
| | ===== Specific Magic Items ===== |
| | |
| | There are several Magic Items predetermined to exist in most campaign settings, which may be found on the [[~:Magic Items List]] page. |
| | |
| | ==== Relics ==== |
| | |
| | Some magic items are labeled as a Relic, indicating its special status as something unique. Typically, Relic items **cannot be crafted** - they must be found, or remade through an arduous process. As such, their TU value is mostly to provide an indication of their worth to players and Game Masters. Always ask your GM before buying or crafting one of these! |
| | |
| | ---- |
| |
| Crafting a Magic Item usually takes 1 hour for every 10 TU involved in it's creation. The GM may allow crafting time faster than this, depending upon circumstances, resources, workspace availability, and a character's Talents. | |
| ===== Scrolls ===== | ===== Scrolls ===== |
| |
| Despite what the name may imply, scrolls are not necessarily made of paper or papyrus. Scrolls are single-use magical items which a spellcaster has imbued with a spell. You must possess the appropriate [[priority:magic|Caster Level]] to utilize a Scroll without a check. If you lack a Caster Level, you may substitute [[priority:prowess|[[priority:prowess|Prowess]]]] for this purpose by making a [[priority:skills:use_magic_device|Use Magic Device]] check equal to 11 + the scroll's [[priority:magic:spells|Spell Tier]]. | Despite what the name may imply, scrolls are not necessarily made of paper or papyrus. Scrolls are single-use magical items which a spellcaster has imbued with a spell. You must possess the appropriate [[priority:magic#initiation_grade|Initiation Grade]] to utilize a Scroll without a check. If you lack an [[priority:magic#initiation_grade|Initiation Grade]], you may substitute [[priority:prowess|]] or [[priority:magic#caster_level|Caster Level]] for this purpose by making a [[priority:skills:use_magic_device|Use Magic Device]] check at a DC equal to 11 + the scroll's [[priority:magic:spells|Spell Tier]]. If you do not meet either of these metrics, the scroll is too powerful for you to activate in your own power. |
| | |
| | Scrolls always use the activator's [[priority:magic#caster_level|Caster Level]] to determine the strength of their magical effects. Scrolls effects always have a minimum [[priority:magic#caster_level|CL]] of 1, even if the activator has no [[priority:magic#caster_level|CL]] at all. |
| |
| Creating a Scroll typically costs 1 TU * the spell Tier. For example, a Scroll of [[priority:magic:spells:tier3:fly|]] typically costs 3 TU to create. | Creating a Scroll typically costs 1 TU * the spell Tier. For example, a Scroll of [[priority:magic:spells:tier3:fly|]] typically costs 3 TU to create. |
| In order to gain the effects of a potion it must be imbibed. If the spell affects more then one creature instead it only effects the target which consumed it. | In order to gain the effects of a potion it must be imbibed. If the spell affects more then one creature instead it only effects the target which consumed it. |
| |
| Creating a Potion typically costs 2 TU * the spell Tier. For example, a Potion of [[priority:magic:spells:tier4:divine_power|]] typically costs 8 TU to create. | The power of a potion is determined by its creator - typically, assume that the [[priority:magic#caster_level|Caster Level]] of the potion is equivalent to the minimum Initiation Grade required to manifest the spell. However, a potion may be cheaper or more expensive if you deliberately seek out one with a lower or higher CL, respectively. |
| | |
| | Creating a Potion costs 2 TU * the spell Tier. For example, a Potion of [[priority:magic:spells:tier4:divine_power|]] typically costs 8 TU to create. |
| |
| ===== Oils ===== | ===== Oils ===== |
| ===== Minor Implements ===== | ===== Minor Implements ===== |
| |
| Minor Implements are [[priority:magic#mana|Mana]]-storing magical items which serve as a reservoir for a mage to stockpile magical energies. Minor Implements are typically small gems, wands, daggers, tablets, or other such easily carried objects, and are usually held in one hand. Note that Minor Implements are limited in their use; a Minor Implement is attuned to a single, specific spell, and can only provide[[priority:magic#mana|Mana]]towards the casting of that spell. A Minor Implement must have a minimum[[priority:magic#mana|Mana]]Capacity of 10. | Minor Implements are [[priority:magic#mana|Mana]]-storing magical items which serve as a reservoir for a mage to stockpile magical energies. Minor Implements are typically small gems, wands, daggers, tablets, or other such easily carried objects, and are usually held in one hand. Note that Minor Implements are limited in their use; a Minor Implement is attuned to a single, specific spell, and can only provide [[priority:magic#mana|Mana]] towards the casting of that spell. A Minor Implement must have a minimum [[priority:magic#mana|Mana]] Capacity of 10. |
| |
| To estimate the cost of a Minor Implement, divide it's charges by 2, and then multiply by the Tier of spell which the Implement is attuned to. For example, a Minor Implement of [[priority:magic:spells:tier2:elemental_ray|]] (a T2 spell) with a[[priority:magic#mana|Mana]]Capacity of 10 costs approximately 10 TU. If an implement does not require being held, merely equipped (such as a belt, glasses, etc), multiply its final cost by 1.5x. | To estimate the cost of a Minor Implement, divide it's charges by 2, and then multiply by the Tier of spell which the Implement is attuned to. For example, a Minor Implement of [[priority:magic:spells:tier2:elemental_ray|]] (a T2 spell) with a [[priority:magic#mana|Mana]] Capacity of 10 costs approximately 10 TU. If an implement does not require being held, merely equipped (such as a belt, glasses, etc), multiply its final cost by 1.5x. |
| |
| To imbue a Minor Implement with Mana, you must spend your own Mana. You may infuse the implement with as much[[priority:magic#mana|Mana]]as you wish, though beware: you may only withdraw an amount of[[priority:magic#mana|Mana]]equal to the spell's Tier in a single usage. This means that if you possess a Minor Implement attuned to the [[priority:magic:spells:tier3:fly|]] spell, you may not withdraw more than 3[[priority:magic#mana|Mana]]at a time. An implement does not possess any charges at creation, though you may immediately begin the process of storing[[priority:magic#mana|Mana]]within it. If a spell allows expending more than its Tier in Mana, you may increase its cost accordingly to allow a greater throughput (thus, for example, a Minor Implement of [[priority:magic:spells:tier1:elemental_surge|Elemental Surge]] capable of providing 2 MP per use at a capacity of 10 would have a base cost of 20TU, instead of 10TU for a 1-throughput implement). | To imbue a Minor Implement with Mana, you must spend your own Mana. You may infuse the implement with as much [[priority:magic#mana|Mana]] as you wish, though beware: you may only withdraw an amount of [[priority:magic#mana|Mana]] equal to the spell's Tier in a single usage. This means that if you possess a Minor Implement attuned to the [[priority:magic:spells:tier3:fly|]] spell, you may not withdraw more than 3 [[priority:magic#mana|Mana]] at a time. An implement does not possess any charges at creation, though you may immediately begin the process of storing [[priority:magic#mana|Mana]] within it. If a spell allows expending more than its Tier in Mana, you may increase its cost accordingly to allow a greater throughput (thus, for example, a Minor Implement of [[priority:magic:spells:tier1:elemental_surge|Elemental Surge]] capable of providing 2 MP per use at a capacity of 10 would have a base cost of 20TU, instead of 10TU for a 1-throughput implement). |
| |
| A held implement does not interfere in any way with spellcasting, such as if the caster possesses the Somatic Casting Drawback. | A held implement does not interfere in any way with spellcasting, such as if the caster possesses the Somatic Casting Drawback. |
| ===== Major Implements ===== | ===== Major Implements ===== |
| |
| Major Implements mirror their Minor counterparts in many ways, with some changes. Major Implements are typically large gems, staves, swords, crystalline orbs, or other such more cumbersome objects. Unlike Minor Implements, a Major Implement may provide[[priority:magic#mana|Mana]]towards the casting of any spell, but in turn they are notably more expensive to create. | Major Implements mirror their Minor counterparts in many ways, with some changes. Major Implements are typically large gems, staves, swords, crystalline orbs, or other such more cumbersome objects. Unlike Minor Implements, a Major Implement may provide [[priority:magic#mana|Mana]] towards the casting of any spell, but in turn they are notably more expensive to create. |
| |
| To estimate the cost of a Major Implement, select the number of charges it possesses, and the desired[[priority:magic#mana|Mana]]Transfer Rate (the maximum amount of[[priority:magic#mana|Mana]]that the implement may provide you in one use). Multiply these figures by 1.5 (rounding up) together to determine their total TU cost. For example, a Major Implement which possesses 50 charges and is capable of providing you with up to 9[[priority:magic#mana|Mana]]at once costs 675 TU to create (50 * 9 * 1.5). If a Major Implement does not occupy your hands, and must be merely equipped, multiply its final cost by 1.5x. | To estimate the cost of a Major Implement, select the number of charges it possesses, and the desired [[priority:magic#mana|Mana]] Transfer Rate (the maximum amount of [[priority:magic#mana|Mana]] that the implement may provide you in one use). Multiply these figures by 1.5 (rounding up) together to determine their total TU cost. For example, a Major Implement which possesses 50 charges and is capable of providing you with up to 9 [[priority:magic#mana|Mana]] at once costs 675 TU to create (50 * 9 * 1.5). If a Major Implement does not occupy your hands, and must be merely equipped, multiply its final cost by 1.5x. |
| |
| You may imbue a Major Implement with as much[[priority:magic#mana|Mana]]as you wish. An implement does not possess any charges at creation, though you may immediately begin the process of storing[[priority:magic#mana|Mana]]within it. A held implement does not interfere in any way with spellcasting, such as if the caster possesses the Somatic Casting Drawback. Additionally, you may spend TU to upgrade a Major Implement at a later date, if you are capable of creating them - simply calculate it's new TU value, and make up the difference. | You may imbue a Major Implement with as much [[priority:magic#mana|Mana]] as you wish. An implement does not possess any charges at creation, though you may immediately begin the process of storing [[priority:magic#mana|Mana]] within it. A held implement does not interfere in any way with spellcasting, such as if the caster possesses the Somatic Casting Drawback. Additionally, you may spend TU to upgrade a Major Implement at a later date, if you are capable of creating them - simply calculate it's new TU value, and make up the difference. |
| |
| ===== Wondrous Items ===== | ===== Wondrous Items ===== |