Magic item
Magic can be found in many forms. In addition to casting magic spells, characters can wield magic weapons, armor, or enchanted household objects.
There are several kinds of objects with innate magical power or that can act as a magic conduit. Their availability to characters is entirely up to the GM. Perhaps any mage with the correct knowledge can craft these arcane objects and sell them at auction, but perhaps that knowledge is lost to time and only the objects still hanging around are available. Maybe there is no magic in the world, and these devices simply don't exist, or they've been replaced by technology.
In the Immortal Legacy game, it is assumed by default that anyone can use magic items like an enchanted sword, a talking mirror, or a shield that shoots lightning, since the magic is inherent to that item. However, a creative GM may decide that magic items become inert in the hands of a non-mage (the flaming, enchanted sword becomes a normal sword), or that non-mages cannot use the item at all — it jumps out of one's hand, seems stuck in place, or burns the hand of the would-be wielder.
Below are descriptions for different categories of items infused with the power of magic spells.
Single-use
These items are "use and lose". Once activated, the effects of the contained spell occur and the item becomes useless. Often times it disintegrates when used. When a mage creates a single-use magic item, he makes a Casting Roll and spends the necessary MP for the desired spell Intensity. When the item is later activated, the stored Casting Roll is used along with the number of ranks the mage has in the spell to determine any variable effects (such as area and duration of the spell).
- Inkantation
- An inkantation is a temporary tattoo, scrawled by a mage on a creature's skin with a concoction of liquid mana and expensive ink. The runes written are specific to the spell. Typically, this is done on the back of the hand. These tattoos can contain beneficial spells with a target of self or creature. To activate the spell, a creature must run a single finger over the runes, which takes 1 AP. The tattoo can be activated at any time, but disappears upon release.
- Pabula
- A pabulum is a consumable item which can contain spells with a target of self or creature and cause effects but not damage. In liquid form, these are often marketed as potions or elixirs, but you could just as easily store a Poison spell in a cup of coffee. Pabula are also available in solid and edible form ranging from typical food items to pills. Sometimes pabula occur naturally as fruit on rare trees, or flowers with curative powers. When a creature consumes a pabulum with negative effects, it rolls its save as per usual. It takes 1 AP to consume a small pabulum such as a pill, but 3 AP to consume anything larger.
- Runestones
- Runestones are objects which can contain beneficial spells with a target of self or creature. They're typically smooth, glossy stones, marbles, or tiles, although they much less commonly appear as bones or sticks. They always have small runes etched into the surface. To activate the spell within a runestone, it must be crushed, snapped in half, or thrown to the ground and shattered. The creature doing this receives the effects of the contained spell for the appropriate duration. It takes 1 AP to activate a runestone.
- Spellbombs
- Spellbombs are objects that are activated by being thrown or launched. These can only contain spells with a target of area. Upon impact, the effects of the spell are released to the area surrounding the object. Projectiles are usually ball-shaped, but sometimes they're crafted from disposable ranged ammunition (e.g. rocks, arrows, crossbow bolts, cannonballs). They are rarely if ever crafted out of expensive weapons as the object disintegrates as the spell releases. If thrown, it takes 3 AP to attack with a Spellbomb. If the Spellbomb is crafted out of a piece of ammunition, use the normal AP cost of the firing weapon. See the Combat chapter for information on the use of thrown weaponry.
- Talismans
- Talismans are hand-sized scrolls, cards, or labels bearing specific artwork, runes, or writing. These can contain spells which target a creature and cause effects but not damage. When a talisman makes contact with its intended target, the target is automatically subject to the effects of the contained spell for the appropriate duration. To attack with a talisman, the character rolls an Attack Roll using ranks in the Hand-to-hand weapon skill. This attack takes 3 AP. The defending creature makes an Evasion Roll. The attack deals no damage. Once stuck with a talisman, it takes 2 AP and a Might check of 18 to pry it off (it also takes a Gymnastics check of 12 to reach one on your back). Talismans are almost always spells from the Charm, Status, Ward, Dark, and Light schools, and they are rarely beneficial to the recipient.
User-powered
These items can be used multiple times, but each activation of the object requires the user to supply the necessary MP. When a mage creates a user-powered magic item, he chooses the spell to store, makes a Casting Roll, and chooses the desired spell Intensity. When the item is later activated, the stored Casting Roll is used along with the number of ranks the mage has in the spell to determine any variable effects (such as area and duration of the spell).
- Runebrands
- A runebrand is a permanent tattoo scrawled or burned into the flesh of a creature by a mage. It's a laborious process and very precise, so it calls for the recipient to make a DL 10 Vitality check to ignore the pain, or else flinch and risk ruining the pattern. The runes written are specific to the spell. These tattoos can contain beneficial spells with a target of self or creature. The tattoo can be inscribed anywhere on the creature's body, but to activate the spell, a creature must run a single finger over the runes, which takes 1 AP. The mage can also make the tattoo activate by vocal command (0 AP), but this is expensive and even more time-consuming. The tattoo can be activated at any time, and as often as the user has MP to supply it.
- Glyphs
- A glyph-bearing object is one which has engraved into it a specific magic symbol. These are typically worn or carried in hand. Glyphs can contain beneficial spells with a target of self or creature. The object typically is related to use of the spell which is stored in it. For instance, a suit of armor which activates an Attack Ward, a sword which activates Elemental Weaponry, a monocle which activates See Magic. If a spell requires a certain item in the casting, the glyph must be inscribed on such an item (e.g. Farsight engraved on a mirror). A glyph can support several spells, but this greatly increases the cost, as does engraving a large object with several glyphs. Activating a glyph on an object takes 1 AP and is done mentally. A glyph can be activated at any time, and as often as the user has MP to supply it.
- Totem
- A totem is an ornate object, often small enough to hold in one hand. People unfamiliar with spellcasting believe them to be powerful objects with vast supernatural power. Sometimes totems comprise the parts of bigger objects, for instance the hilt of a dagger, or a belt buckle. A character that can identify a totem for what it is (DL 15 Clairvoyance check) can cast the spell stored inside as if he could cast it himself. If the stored spell requires an Attack Roll, the user must use his own Cunning and ranks in the Magic weapon skill. A totem can be activated at any time, and as often as the user has MP to supply it. It takes as many AP to activate a totem as the stored spell normally requires. Some totems are built in a way that allow the user to choose the Intensity of the casting, up to the maximum of the stored spell. For instance, a totem containing Fireball at Intensity 3 could be cast at Intensity 1, 2, or 3 if the creator so chose. Totems can support several spells, but this greatly increases the cost. A coin, ring, staff, wand, or scepter makes an excellent totem.
Self-powered
Very rare and powerful indeed, these items require no power from the user and may simply be activated. When a mage creates a self-powered magic item, he chooses the spell to store, makes a Casting Roll, and chooses the desired spell Intensity. When the item is later activated, the stored Casting Roll is used along with the number of ranks the mage has in the spell to determine any variable effects (such as area and duration of the spell). Creating a self-powered item can cost a fantastic amount of MP.
Both glyphs and totems can be made to be self-powered.
A device that invokes magic which can be used basically at will with no cost to the user is absurdly powerful and extremely rare. The following qualities, one or more of which a self-powered item may possess, that may help to place boundaries on their use, or make them easier to find.
- Depleting
- Depleting self-powered items may only have a limited number of uses before the item cannot be used ever again. A brand-new depleting object has at least 3 uses.
- Rechargable
- A self-powered item that's depleting and can also be recharged or refueled. Perhaps it takes manacells (essentially magic batteries). Maybe in needs to be soaked in liquid mana, blood, or booze. The fuel for the item may be as hard to find as the item itself.
- Cooling
- When activated, cooling self-powered items become too "hot" to use for a time. The user might have to wait a bit before another activation (e.g. a round, a minute, an hour, a day).