Magic Items
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 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!
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 Initiation Grade to utilize a Scroll without a check. If you lack an Initiation Grade, you may substitute Prowess or Caster Level for this purpose by making a Use Magic Device check at a DC equal to 11 + the scroll's 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 Caster Level to determine the strength of their magical effects. Scrolls effects always have a minimum CL of 1, even if the activator has no CL at all.
Creating a Scroll typically costs 1 TU * the spell Tier. For example, a Scroll of Fly typically costs 3 TU to create.
Potions
Potions are alternative single-use magical items, also imbued with a spell. Potions are typically easier to make use of than scrolls, requiring no input from the user other than simply imbibing it. Certain abilities or items may allow you to activate potions even more quickly than normal, though otherwise drinking a potion is a Half Action. A potion may only confer Spell effects which have a casting time of less than 1 minute, and target one or more creatures.
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.
The power of a potion is determined by its creator - typically, assume that the 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 Divine Power typically costs 8 TU to create.
Oils
Oils are alternative single-use magical items, also imbued with a spell. Oils are typically easier to make use of than scrolls, requiring no input from the user other than simply applying it. Certain abilities or items may allow you to activate Oils even more quickly than normal, though otherwise applying an Oil is a Half Action. A Oil may only confer Spell effects which have a casting time of less than 1 minute, and target one or more objects.
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 Oil typically costs 2 TU * the spell Tier. For example, a Oil of Continual Flame typically costs 4 TU to create.
Minor Implements
Minor Implements are 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 Mana towards the casting of that spell. A Minor Implement must have a minimum 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 Elemental Ray (a T2 spell) with a 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 Mana as you wish, though beware: you may only withdraw an amount of Mana equal to the spell's Tier in a single usage. This means that if you possess a Minor Implement attuned to the Fly spell, you may not withdraw more than 3 Mana at a time. An implement does not possess any charges at creation, though you may immediately begin the process of storing 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 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.
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 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 Mana Transfer Rate (the maximum amount of 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 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 Mana as you wish. An implement does not possess any charges at creation, though you may immediately begin the process of storing 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 are unique miscellaneous items. They may provide you with a single use of a given spell, a constant effect, or even an entirely unique ability inspired from the spells that make it up. In order to craft a Wondrous Item, you must possess all Spells which are involved in it's creation. Consult and work with your GM to determine a fair TU cost for a Wondrous Item which you'd like to create.
Magic Rings
Rings are very powerful magical items which always provide their wearer with permanent magical effects. Due to this, rings are typically very expensive, usually costing (Spell Tier * 100) TU. You may place multiple spells on a ring if you can afford to do so.
Additionally, Rings are the only magical item which may confer Talents to their wearer. To determine the value of a Talent, find the total Experience cost of the Talent (not counting the Path unlock itself), and add the Experience together, then multiply by 10. If the Talent(s) require HD, Prowess, or CL, multiply the highest of such requirements by 100, and add it to the total cost (this may be ignored if the Ring does not function without its bearer meeting such a requirement). You may add multiple Talents to a Ring if desired, but a Ring may only be attuned to one Path (meaning a Ring may not have Talents from more than one Path upon it). A ring which confers Talents that require other Talents confers its prerequisites as well, though in some cases they are overridden (although a Ring of Improved Evasion confers normal Evasion, this provides no mechanical benefit, for example).
Rings do not have to be made of metal, and can in fact be made of nearly any material you wish.
For example, a Ring of Improved Evasion would cost 850 TU to create, as 85 Experience is required for all of the Talents. Whereas a Ring of Distortion Field would cost a whopping 2,720 TU - 1,220 for the base Experience value, plus 1500 for the requisite Caster Level.
