Magic Objects

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Magic Objects

All magic objects must have a treasure ID number. Items without this number should be assumed to be counterfeit.

There are four types of magic objects: temporary, per game day, permanent, and enchantments. All types of magic objects that duplicate spells require an incant to activate the spell unless the object specifies something different in its description.

A temporary magic object has a finite number of charges which once used leave the object worthless. Temporary objects can typically not be recharged. Players are required to keep track of how many uses an object has remaining (and should the item change hands for any reason you should let the new possessor know how many charges remain).

Objects that are per game day never wear out from use, but can only be used a limited number of times per game day. Characters have a cap restricting them to only channeling twenty magic power points (spell levels) worth of spells from a per game day object each game day. Per game day items with "unlimited activations" or "unlimited use" still count against this channeling limit unless they specifically state otherwise. Once the charges of one of these objects is expended it is useless for the remainder of the game day.

Permanent objects are always active and are never expended. Because they are always active they should only require an incant to use if they explicitly say they do.

Enchantments are a special type of magic object that is not represented by a prop and thus cannot be stolen or traded. Instead an enchantment is recorded directly on a player's character sheet. In all other ways an enchantment is like other magic objects, including having a second magic object type of temporary, per game day, or permanent.

Characters can always identify the presence of a magic object by the light blue glow the item emits in-game. As making every magic object actually glow would be grossly impractical this is represented by players being able to ask each other if an object is glowing. In order to learn what a magic object does requires the identify magic skill.

Related Rules

Props - Creating and Using

Real world props are used to represent in game items. A player's personal property such as the tunic you wear in game cannot be stolen in-game. However if you were to use that same tunic to represent a magic item with the ornamenting skill it would be given an identification number, so that players with identify magic can ID it. Props that have ID numbers, referred to as "numbered items" can be stolen during the game. Because you still own the tunic out-of-game the player who steals the tunic from you should contact you after the game is done to work out what will happen with the tunic. You can choose to sell them the tunic for in-game coin, real world money, or you can have them return the tunic to you, but you will not be allowed to use it any longer for your character - in-game it was stolen after all.

Other treasure is the property of Kingdoms of Novitas so that it can be stolen during the game. Game masters have the discretion to remove props from play at any time.

Players are responsible for keeping, between games, any props they acquire during the game. Should a prop become too damaged for play it will be removed from the game permanently. Retired props provided by the game should be returned to logistics so they can repair it to someday be introduced as a brand new different item.

A player can turn a prop into an item worth coin at any time by bring both the prop and the coin it will be worth to logistics. There a staff member will assign the prop an item number and from that point on, the prop will be an item that can be traded or looted, with an associated coin value.

Related Prop Guidelines

Weapon Props

Props for weapons have certain requirements to be used in play. If a weapon is rejected for not being safe but is found still being used it may be summarily destroyed to ensure an unsafe weapon is not brought onto the field.

Melee weapons props, thrown weapons props, and missile weapons props each have slightly different requirements for being legal for game use.

In addition to a weapon needing to meet standards for safety the appearance of the weapon indicates certain information. The following colors are reserved for and required by special materials:

  • Elven steel weapons must be covered with black paint then decorated with natural looking thin white veins.

  • Nature weapons must have the blade or any striking surface covered with red paint.

  • Primal weapons must be covered with red paint and decorated with lightning-like lines of black crisscrossing the surface.

  • Weapons made of more than one exceptional material must conform to all color requirements, usually this is done by coloring each cutting edge of a sword as a different material.

While not a special material one last item deserves note. A master's blade must have an above average looking prop to represent it.

Categories: Crafting and Production Rules | Item Rules

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Page last modified on April 13, 2017, at 06:08 PM
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