Magic Item Creation Rules

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Moderator: Augur

Magic Item Creation Rules

Postby Augur » Sun Jul 13, 2014 7:19 pm

Magic Item Creation

There are separate and distinct categories of magic items. These are derived from the different disciplines which are responsible for the creation of these items.

Custom Design Rule:
GMs will contact Augur if they wish to make an item that exceeds the following parameters for item design.


Naming Conventions
    1. Alchemy: Enchanted Magic Armor/Weapons/Items
    2. Rune Magic: Rune Items
    3. Deific Magics: Holy Weapons
    4. Techno-Wizardry: TW Items
      Techno-Wizardry devices are covered in staggering detail in Rifts: Ultimate Edition, and through the Tinkering Rules, so will not be covered here.
      Make CERTAIN that your item can be reverse engineered without difficulty.
      Items which cannot easily be reverse-engineered will NOT be labored over, but will simply be invalidated.
    5. Invocation: Talismans & Amulets

Guidelines on Likelihood of Availability
    For scroll spells from levels 8-12, there is only a 01-25% chance.
    For most weapons, armor, fabrics, and magic rings/medallions, there is only a 01-30% chance that a particular item is available.
    For magic potions, there's a 01-55% likelihood of availability.
    For magic fumes, powders and common components, there's a 01-75% likelihood of availability. Goblin dust is always available.
    For common poisons, and herbs, there's a 01-85% likelihood of availability.
    For truly rare items like rune weapons, holy weapons, crystal balls, dragon bones and similar, there's only a 01-06% chance.
(This is actually about the availability in an Alchemist's shop of such items, but it speaks to the general rarity of such as well.)

Talismans
Source info: page 150, Book of Magic
Functions:
A talisman is designed to perform one function only:
  • to hold 3 charges of a given spell effect
  • or to function as a P.P.E. battery
Materials & Durability
  • A talisman can be made into almost anything, but iron, alloys, and plastic cannot be used.
  • Cannot be larger than 2' tall, long, or wide.
  • A talisman can be destroyed by smashing it. That is all there is to it. (S.D.C. materials only)
Spell Effects & Limitations
  • A talisman can hold one magic spell from levels 1-8, excluding illusion types.
  • The spell must be a spell invocation, not a ritual.
  • After its initial creation, the talisman can be used to cast its one spell for a total of three times.
  • After all three have been cast, the talisman is drained.
Recharging a drained talisman
The practitioner of magic who created it can replace its three exhausted spells by casting that same spell invocation combined
with part of the Talisman spell or ritual. The cost of the recharge is 50 P.P.E. plus the cost of the spell invocation. Note that the process must be repeated for each of the three identical spells (each at a cost of 50 P.P.E. plus the spell 's P.P.E. cost). Thus, to recharge all three identical spells would cost 150+ P.P.E..
P.P.E. Battery Talismans
  • Instead of spells, the mystic can put up to 50 P.P.E. into it initially.
  • It can be recharged with 30 P.P.E. at the cost of 60 P.P.E.
  • The talisman can then be used at a later time to bolster a character's normal P.P.E. reserve.
  • A P.P.E. battery can never hold spells.
Creator Exclusivity
  • Only the mage who created a given talisman can recharge it.
  • Gods and Demon Lords are the sole exceptions to this rule.


Amulets
Per the Level 12 Invocation
The "Amulet" is a potent invocation that instills a medallion or charm with mystic properties that will protect an individual from magic or supernatural forces. The only requirement of the invocation is that the amulet be made of one metal purified by fire or made of semiprecious stone. The sole purpose of an amulet is to protect. Protection is provided in several different ways. Any one of the following can be created by the amulet invocation.
Types of amulets:
  • Amulet of Charm: A general ward against magic that provides a bonus of +1 to save versus magic and psionic attacks.
  • Amulet of Protection Against Sickness: Amulet that specifically protects against the eighth level invocation "Sickness" Bonus of +6 to save.
  • Amulet of Protection Against Insanity: Adds a bonus of +4 to save against all magically induced insanities.
  • Amulet of Protection Against the Supernatural: Adds a bonus of +2 to save versus Horror Factor and +2 to save versus possession.
  • Amulet of See the invisible: Enables the wearer of the medallion to see the invisible.
  • Amulet of Sense the Presence of Spirits: The amulet changes color whenever an entity(s) is in the area
  • Amulet of Turn the Undead: A charm that will prevent any of the undead from physically touching them while they wear or hold the amulet. The amulet works much like a cross does against vampires. Effective against all undead, including mummies, zombies, and vampires.
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Re: GM Rules & Resource: Magic Item Creation

Postby Augur » Sun Jul 13, 2014 8:27 pm

1. Alchemy / Magic Items

☞ All costs listed in this post are the average market price in Universal Credits.

The inclusion of any one custom/unique enchantment in an item counts as two enchantments so far as rarity is concerned, and quadruples the cost to make.
This rule will be referenced in any such instance.


Magic Armor
Most magic armors have only one magic property/ability; uncommon.
Some magic armors have two magic properties/abilities; rare.
Few magic armors possess three magic properties/abilities; very rare.
Very few magic armors possess four magic properties/abilities; legendary.
Four is the maximum number of magic features that can be put in any one suit of magic armor. All features, effects, and bonuses are cumulative, as is the cost.

  • Armor Rating Enhancement: Can magically increase the armor's natural A.R. by one point (maximum).
    Cost: 20,000 Universal Credits. Only applicable to armor not worn as a full set (does not provide full body protection), such as a cuirass.
  • Buoyancy: The armor is magically made to float in water even if full plate! The wearer can swim on the surface of the water, but cannot dive and swim underwater because the armor holds him afloat on the surface.
    Cost: 25,000 Universal Credits.
  • Burst into Flame (3x daily): Fundamentally the same as the Fire Warlock spell, only it is the enchanted armor that bursts into flame. Thus, the magical flame provides the armor (temporarily) with an extra 100 S.D.C. (all attacks come off this first), increases the armor's A.R. by two points, and punches, kicks, and any built-in weapon (like the retractable magic blade) inflicts an extra 3D6 damage. Likewise, any punch, touch or grab-bing of the blazing armor does 3D6 damage to the fool touching it. There is also the danger of setting combustibles on fire (01-50% chance). Meanwhile, the character inside the armor can see clearly and is unaffected by his own magic flames.
    Cost: 50,000 Universal Credits.
  • Chameleon (3x daily): Same as the Earth Warlock spell; duration 30 minutes. Can be turned on and off at will.
    Cost: 25,000 Universal Credits.
  • Color: Vibrant colors that never fade and which are otherwise difficult or impossible to make out of metal: bright white, pitch black, vibrant greens, blues, reds, oranges, yellows, violets, or pure silver and gold (the last two are colors, not the real metal, although it may fool many).
    Cost: 3,000 Universal Credits for a single color.
  • Continual Glow: The armor radiates a magical glow, usually purchased to impress or intimidate those who see the armor (and who may assume the armor is more than it seems).
    Cost: 6,000 Universal Credits for a soft glow or 10,000 for a strong, bright glow. Colors of the glow can be amber, white, light blue, or light red.
  • Electrical Discharge (3x daily): The wearer of the armor can release a built-up electrical charge for additional damage. Ifthe wearer chooses to discharge the energy by touching the tar-get or by channeling it through a metal weapon, the damage is6D6. If the user chooses to cast the energy as a crude lightningbolt, the range is only 20 feet, and the bolt does 3D6.
    Cost: 35,000 Universal Credits.
  • Fire resistant: Normal fire does half damage (magic fire full damage).
    Cost: 7,500 Universal Credits.
  • Fright Mask/Face-Plate: This enchantment is placed on the face-plate of a helmet or suit of armor (note that not all armor has a protective face cover/plate). It is similar to a Fright Wig,in made to scare and intimidate the hell out of an opponent. Inmost instances, the face-plate/metal mask is shaped to resemble a monstrous or inhuman face. During combat, the wearer can mentally activate the enchantment to make the face-plate move,snarl, frown, make biting snaps, smile, mouth words and make faces, plus horns, feathers, or strands of hair may move around with a life of their own. Many Western based mercenaries, assassins and fighters like to use this magical feature to gain a psychological edge in combat. It is also sometimes used in the gladiatorial arena. Special Bonuses: 1-80% likelihood to intimidate all who behold the wearer or Horror Factor 15 when angry or trying to deliberately frighten someone. Always has the initiative in combat/first attack and people will usually back down from a challenge (80% to intimidate). Note: Conversely, opponents are likely to view this character as the most dangerous and therefore, he is the most likely to be attacked first or by greater numbers. A psionic see aura will not note any significant impression.
    Cost: 50,000 Universal Credits.
  • Hardened: Additional M.D.C. can be magically added to ordinary armor in increments of 20 points.
    Cost & limitations: 10,000 Universal Credits per 20 M.D.C., up to a maximum of 200 M.D.C. for heavy armor suits, and 100 M.D.C. for light/medium armors. Magically hardened armor cannot be repaired except by magic, and cannot be instilled in ordinary fabrics.
  • Impervious to fire: Normal fire does no damage, while magic fires inflict half damage.
    Cost: 60,000 Universal Credits.
  • Invisibility: Only the wearer or those who can see the invisible can see the armor. Can be placed on any type of armor other than padded/cloth armor.
    Cost: 60,000 Universal Credits.
  • Lightweight: Half normal weight; reduce all movement and encumbrance penalties by half.
    Cost: 30,000 Universal Credits.
  • Noiseless: Armor makes no sound; wearer suffers no penalty to prowl.
    Cost: 60,000 Universal Credits
  • Regenerating Armor (S.D.C.): A very expensive and rare magical attribute, since few Alchemists can add this feature to armor. Damage done to the armor is magically restored/regenerated at a rate of 10 S.D.C. per hour. If the armor is destroyed, reduced to zero S.D.C., the enchantment is broken and the armor is worthless scrap metal. Note: Applicable only to metal armor from chain to plate.
    Cost: 200,000 Universal Credits; rare.
  • Retractable Gauntlet Claws: Essentially, these are Gryphon Claws built into the armor's gauntlets and appear as curved claws or three knife-like blades that extend beyond the knuckles. The dagger-sized blades do 2D6 per swipe.
    Cost: 50,000 Universal Credits per gauntlet/hand. It can be built into one hand of a full suit of armor or just a single gauntlet with metal plating.
  • Retractable Forearm Blades: Similar to a Gryphon Claw or Gauntlet, this magic is cast into the metal vambrace or armored plating that covers the forearm. The exact appearance of the blade can vary stylistically to match the temperament of its purchaser, but most are fundamentally a long blade, sharp on both sides, roughly equivalent to a short sword or broadsword, except the magic blade does 2D6+2 or 3D6+2 respectively. Note: It can only be placed into a full or half suit of plate armor or plate and chain, or scale or splint mail with metal plates/vambraces protecting the arms.
    Cost: 40,000 Universal Credits for a short sword or 60,000 Universal Credits for a large sword, per each individual arm.
  • Spell Abilities (3x daily): Western Alchemists are fond of adding spell magic to suits of armor. Such abilities can typically be used only three times daily and are utilitarian spells that serve to augment the armor. Possible "armor spells" include:
    • Breathe Without Air
    • Climb
    • Energy Field
    • Eyes of Thoth
    • Fleet Feet
    • Float in Air
    • Fly as the Eagle
    • Impervious to Energy
    • Impervious to Fire
    • Multiple Image
    • Resist Fire
    • Superhuman Speed
    • Superhuman Strength
    • Swim as a Fish (Superior)
    This option is especially attractive to warriors who either don't care for weenie little rings and things, or who can't read magical scrolls.
    Cost: Each spell ability costs the same as if a scroll of the spell were being manufactured, plus 50%. Alchemists will not add to armor any spell abilities other than those listed above.
  • Weightless: The armor weighs no more than one ounce. Wearer suffers no movement or encumbrance penalties and prowl penalty is half (unless noiseless), even if wearing full plate armor!
    Cost: 75,000 Universal Credits

Magic Weapons
Although the days of the super powerful rune weapons are long gone, select special, magic properties can be instilled in magic weapons. Such weapons are usually created by powerful alchemists (10th level or higher), the occasional high priest through divine intervention, and the occasional demon lord and gods. Unfortunately, these magic weapons are extremely expensive and often rare. Especially powerful and rare weapons may cost 100-500% more than the original cumulative cost to make it and some are legendary.
Note: Shields fall under this category.

Magic Weapon Features
Most magic weapons have only one magic property/ability; uncommon.
Some magic weapons have two magic properties/abilities; rare.
Some--often legendary--magic weapons possess three magic properties/abilities; very rare.
Three is the maximum number of magic powers that can be placed in any one weapon.

  • Additional Damage: One die of damage is added to the weapon's normal damage. Can be selected multiple times.
    Cost: 40,000 Universal Credits.
  • Armor Piercing: Weapons with this feature will bypass the A.R. of their targets. If used against targets wearing body armor, the armor will not be harmed by this weapon, as it will automatically seek out gaps and chinks in the armor through which to strike. When used against creatures with a high natural A.R., this weapon simply goes through the natural defenses.
    Cost: 350,000+ Universal Credits; very rare.
  • Blinding flash: Three times daily, same as a 4th level spell at 5th level spell strength.
    Cost: 20,000 Universal Credits.
  • Color: Any color can be selected, usually for dramatic effect: blood red, crimson, light blue, dark blue, solid black, Universal Credits, silver, etc.
    Cost: 2,500 Universal Credits.
  • Continual Glow: The weapon radiates a soft, magical glow, usually purchased to impress or intimidate an opponent. Colors can be amber, white, light blue or light red.
    Cost: 6,000 Universal Credits.
  • Deevil Slayer: Does normal damage to all creatures except deevils, to which it inflicts double damage.
    Cost: 90,000 Universal Credits.
  • Demon Slayer: Does normal damage to all creatures except demons, to which it inflicts double damage.
    Cost: 100,000 Universal Credits.
  • Dragon Slayer: Does normal damage to all creatures except dragons and sea serpents, to which it inflicts double damage.
    Cost: 125,000 Universal Credits.
  • Double Damage to Evil: Weapon does 2x damage to any Miscreant, Aberrant or Diabolic alignment. Normal damage to targets of any other alignment.
    Cost: 15,000 Universal Credits.
  • Double Damage to Good: Weapon does 2x damage to any Scrupulous or Principled target. Normal damage to targets of any other alignment.
    Cost: 10,000 Universal Credits.
  • Eternally sharp blade: Weapon never dulls and is +3 to damage. (Applicable only to bladed weapons.)
    Cost: 125,000 Universal Credits.
  • Flaming Ball & Chain: A chain weapon with a ball of flame! Damage: 4D6 damage (maximum).
    Cost: 205,000 Universal Credits.
  • Flaming Knife: A knife made of magic flame that extends from a handle that is impervious to fire. Damage: 2D6 damage (maximum).
    Cost: 225,000 Universal Credits.
  • Flaming Sword: A sword of magic flame that extends from a handle that is impervious to fire. The magic fire adds +1D6 damage.
    Cost: 3D6 damage: 200,000 Universal Credits.
    4D6 damage: 250,000 Universal Credits
    5D6 damage: 300,000 Universal Credits
  • Foebane (3x daily): Enables the user to identify the strongest life force (level/hit points/S.D.C/brute strength) among the enemies before him.
    Cost: 10,000 Universal Credits.
  • Impervious to Fire: The weapon cannot be harmed by fire/heat, even that which is magic in origin.
    Cost: 40,000 Universal Credits.
  • Indestructible: Cannot be destroyed by any means, save alchemy.
    Cost: 150,000 Universal Credits.
  • Infectious Wounds: All wounds caused by this weapon will not heal naturally. Failure to close these wounds by magical or psionic means will result in life-threatening infection to inflame the wound. This means the wound does not heal (no S.D.C./H.P.recovery) and the victim takes two additional points of damage for every wound inflicted, every 24 hours. Failure to heal these wounds completely with extraordinary means (magic or psionics) within three days results in a fever (reduce all combat bonuses by half and speed and skill performance by 20%) and+2D6 damage each subsequent 24 hours. Note: Only evil characters are likely to commission an Alchemist to add this feature to a weapon. Western assassin guilds are notorious for endowing weapons with this and/or the poison feature.
    Cost: 100,000 Universal Credits.
  • Invisible Weapon: Only the wielder can see the weapon, making it easy to conceal. When fighting an opponent who cannot see the invisible, it provides a bonus of +3 on initiative and +2 to strike and parry.
    Cost: 125,000 Universal Credits.
  • Numbing Cold (3x daily): When this power is activated, the next time the weapon hits, the victim must save versus magic or lose half of his attacks, reduce speed by half, and suffer -2 on all rolls to strike, parry, dodge, roll with punch, and initiative for 1D6 melees.
    Cost: 40,000 Universal Credits.
  • Physical Transferal: Any Hit Point or S.D.C. damage caused by this weapon is temporarily transferred to the wielder of the magic weapon! The Hit Point/S.D.C. transfer lasts for asmany minutes as the wielder's P.E. (i.e. 9 P.E. = 9 minutes,etc.). Any damage the weapon wielder takes is removed from his "stolen" Hit Points and S.D.C. first.
    Cost: 500,000+ Universal Credits, but often much more than that, when available at all; very rare.
  • Returns to Wielder When Thrown: Applicable only to weapons suitable for throwing, including most knives, small axes, hammers, and javelins. The enchanted weapon returns to the thrower immediately after striking the target (mentally commanded); counts as one melee attack! Maximum range: 120'
    Cost: 250,000 Universal Credits.
  • Spits Fire Balls: A weapon that can shoot out fire balls three times per day. Range: 60', Damage: 3D6+2.
    Cost: 175,000 Universal Credits.
  • Spits Lightning: A weapon that can shoot out a lightning bolt three times a day. Range: 40', Damage: 3D6+6.
    Cost: 225,000 Universal Credits.
  • Sound Effect: The weapon will create a single sound effect whenever it is drawn and swung in attack. The sound can be louder than the thunderclap typically heard from Thunder Hammers and usually considerably quieter, although most are loud.Commonly available sounds include a (louder than usual and somewhat intimidating) swish, the sound of rushing wind, buzzing, "singing" (a sweet ringing), a lion's roar, and a low bass hum. No funny animal sounds or the sounds of various bodily functions can be purchased.
  • Super-Sharpness: +4 to damage, but more importantly it lowers the required roll for a critical strike by two points. For Example: If a character requires a Natural 20 for a critical strike, that number is reduced to "18" when this weapon is used. For Example, a 6th level Mercenary who needs to roll a natural 18-20 for a critical strike would only have to roll a natural 16-20 for a critical strike with this blade weapon.
    Cost: 40,000 Universal Credits.
  • Surefingers: Weapons with this attribute cannot be accidentally dropped or knocked out of their wielders' hand (impervious to disarm attacks).
    Cost: 15,000 Universal Credits.
  • Teleports Wielder: Owner/wielder of the weapon can teleport three times daily, up to five miles; same limitations as the teleport spell at 5th level spell strength.; very rare.
    Cost: 1,000,000 Universal Credits.
  • Teleports to Wielder: This feature allows the wielder of the weapon to "summon" the weapon to his or her hand, up to 500 miles (800 km) away. Assassins are especially fond of this fea-ture, since they use it to bring weapons into supposedly safe places at a moment's notice (teleport counts as one melee action). The teleported weapon can also be used to recover the magic weapon when thrown, but the act of causing the weapon to teleport back counts as one melee action. If this magic weapon is placed in a circle or container with the Mystic Energy Drain ward, the weapon is trapped and cannot teleport until it is removed from that ward's effects. Note: The weapon cannot be made to teleport into an enemy or anywhere but in its owner's hand. The magic bonds with one particular per-son/owner/wielder after it has tasted his blood (needs to prick finger and run his blood along the length of the blade) and been in his possession for at least 72 hours. Thus, it will be inert for 72 hours after the death or loss of its current owner.
    Cost: 400,000+ Universal Credits; very rare.
  • Thunder Hammer: Applicable only to blunt weapons, excluding ball & chain types. The weapon inflicts an extra 2D6 damage and lets out a booming thunderclap each time it strikes or is struck.
    Cost: 150,000 Universal Credits.
  • Turns Holder Invisible: Upon mental command, the magic weapon can turn whoever is holding its handle invisible. Either the wielder of the weapon is turned invisible, or others if he allows them to grasp the weapon. As many as two people if a sword, hammer or chain weapon, or four if a staff, spear or polearm. Can turn people invisible three times per day (24 hour period). Duration of invisibility is 10 minutes. Same as Invisibility: Superior at 5th level spell strength.
    Cost: 250,000 Universal Credits.
  • Turns Holder Fire Resistant: Normal fire does half damage (magic fire does full damage), four times daily. Duration: 20 minutes.
    Cost: 60,000 Universal Credits.
  • Venomblade (3x daily): When this power is activated, the next time the weapon pierces an opponent's flesh, the victim must save versus poison or suffer the effects of one of the various poisons. The cost of this feature depends on the type of poison (the poisons are described in the Palladium Fantasy RPG, 2nd Ed., page 265).
    • Wart Callo: Cost: 12,000 Universal Credits.
    • Scorpion's Blood: Cost: 15,000 Universal Credits.
    • Gutwrench: Cost: 25,000 Universal Credits.
    • Witchbane: Cost: 20,000 Universal Credits.
    • Basilisk's Eye: Cost: 25,000 Universal Credits.
    • Dragon's Breath: Cost: 30,000 Universal Credits.

Transformable Weapons
The weapon can be just about any type of "passive" object, such as a belt, cape, cloak, walking stick/cane, staff, and so on. Also, these items can be changed back and forth from one shape into the other endlessly. The transformation is limited to one specific weapon which can change into one specific common item. In either form, the object will register as magic.
Limitations: Each transforming weapon must weigh less than 10 pounds. Furthermore, it cannot be otherwise magically imbued, alive, organic, or a perishable item. To transform the weapon, the person desiring to do so must be able to see it or have physical contact with it.
Cost: Small weapons: 40,000 Universal Credits; Large weapons: 65,000-100,000 Universal Credits.
Because of its ability to transform the weapon is considered to be a magic weapon, however, it cannot have any other magic properties!

Magic Rings, Bracelets, Charms, & Medallions

☞ Most magic items have only one magic property/ability; uncommon.
☞ Some magic items have two magic properties/abilities; rare.
☞ Some--often legendary--magic items possess three magic properties/abilities; very rare.
☞ Three is the maximum number of magic powers that can be placed in any one item.
☞ All such items affect only the person wearing or using the item.
☞ All have limits as to how frequently the item can be used, the duration of the magic, and powers provided.
☞ All these items incorporate spell magic-type powers and function exactly as described as the spell except for duration.
☞ The maximum duration time of each enchantment and the number of times it can be activated per day is noted.
☞ A magic item remains enchanted indefinitely — until an alchemist removes the powers or the item is destroyed.
☞ The magic effect is cast only on the person in possession of/wearing the magic item.
☞ The effects of one such charm is not increased when several of the same item are worn.
☞ Characters can wear several different enchanted items.

☞ The following list of magic effects can be placed in rings, bracelets, charms, and medallions, but cannot be instilled in weapons.

Magic Effects
  • Chameleon: 20 melees; twice daily. Cost: 200,000 Universal Credits.
  • Diminish (self; six inches tall): 15 minutes; twice daily. Cost: 235,000 Universal Credits.
  • Fleet Feet: 10 minutes; three times daily. Cost: 150,000 Universal Credits.
  • Fly (as an eagle): 60 minutes; twice daily. Cost: 300,000 Universal Credits.
  • Impervious to Fire: 60 minutes; twice daily. Cost 150,000 Universal Credits.
  • Impervious to Cold: 60 minutes; twice daily. Cost: 140,000 Universal Credits.
  • Impervious to Horror Factor: 30 minutes; three times daily. Cost: 140,000 Universal Credits.
  • Invisibility: 10 minutes; three times daily. Cost: 230,000 Universal Credits.
  • Levitation: 10 minutes; four times daily. Cost: 225,000 Universal Credits.
  • Metamorphosis Animal: 30 minutes; twice daily. Cost: 325,000 Universal Credits. (rare)
  • Metamorphosis Human: 30 minutes; twice daily. Cost: 475,000 Universal Credits. (rare)
  • Multiple image: 20 minutes; twice daily. Cost: 150,000 Universal Credits.
  • Nightvision 60': 60 minutes; three times daily. Cost: 65,000 Universal Credits.
  • Protection from Circles: Constant; +1 to save. Cost: 175,000 Universal Credits.
  • Protection from Circles: Constant; +2 to save. Cost: 350,000 Universal Credits.
  • Protection from Spell Magic: Constant +1 to save. Cost: 175,000 Universal Credits.
  • Protection from Psionics: Constant +1 to save. Cost: 175,000 Universal Credits.
  • Protection from Undead: Holds undead at bay. Cost: 50,000 Universal Credits.
  • Protection from Undead: Holds undead at bay & makes wielder impervious to vampire's hypnotic gaze/mind control. Cost: 225,000 Universal Credits.
  • Protection from Wards: Constant +1 to save. Cost: 175,000 Universal Credits.
  • Protection from Witches: Constant +1 to save. Cost: 140,000 Universal Credits.
  • Resist Cold: Two hours; three times daily. Cost: 20,000 Universal Credits.
  • Resist Fire: Two hours; three times daily. Cost: 20,000 Universal Credits.
  • Sense Evil: 8 melee rounds; three times daily. Cost: 30,000 Universal Credits.
  • Sense Magic: 8 melee rounds; three times daily. Cost: 40,000 Universal Credits.
  • Sense Traps: 10 minutes; twice daily. Range: 12' radius. Cost: 250,000 Universal Credits.
  • Size of the Behemoth: 10 minutes; three times daily. Cost: 205,000 Universal Credits.
  • Superhuman Strength: 10 minutes; three times daily. Cost: 200,000 Universal Credits.
  • Telepathy: 10 minutes; twice daily. Cost: 200,000 Universal Credits.
  • Teleport: Instant; three times daily. Cost: 1,000,000 Universal Credits. (rare)
  • Tongues: Lasts 10 minutes; three times daily. Cost: 100,000 Universal Credits.
  • X-Ray Vision: Lasts 10 minutes; twice daily. Cost: 200,000 Universal Credits.

☞ The cost of magic items varies only slightly in regard to whether it is a ring or medallion, unless gems or precious metals are included or the craftsmanship is exquisite.


Enchanted Item Template

Code: Select all
[b]Name of Enchanted Item[/b]
[insert image here]
[size=85][insert type of item here]
M.D.C.: (if armor or weapon, this is the default amount for such items unless increased through enchantment)
Damage: (if applicable)
[u]Magic Features[/u]
[list][*](1 feature; Uncommon enchanted item)
[*](2 features; Rare enchanted item)
[*](3 features; Legendary enchanted item)
[*](4 features; Legendary enchanted item)[/list]
Curse: (if any)
History: (if any)[/size]
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Re: GM Rules & Resource: Magic Item Creation

Postby Augur » Sun Jul 13, 2014 9:33 pm

2. Rune Magic / Rune Items

Understanding Rune Weapons
The greatest weapons ever made of metal and magic are the rune weapons— the product of the forgotten mystic art of rune magic--a subset of bio-wizardry. It is believed that less than a thousand exist throughout the entire Palladium world and even that may be an exaggeration. Thus, they are the most powerful and coveted of all magic weapons. Kings have forsaken entire kingdoms to possess one. Most people imagine the famous rune sword when rune weapons are discussed. This is because 70% of the surviving rune weapons are swords and knives, but virtually any type of weapon could be transformed by runes. Battle axes, war hammers, pole arms, staves and even arrows were once included among the rune weapon arsenal, but thousands of these weapons were destroyed or hidden after the Elf-Dwarf War. According to some legends, there once existed stone rune weapons used by a minion race of the Old Ones, but none have ever been uncovered, at least over the last 30,000 years! Most scholars believe stone rune weapons are a myth.

Rune magic is a derivative of bio-wizardry, only instead of using magic and other living things to empower the living, rune magic uses the living to empower lifeless, inorganic constructions like the legendary soul drinking rune sword. It melds the living, or at least the life essence of the living, with the non-living. Rune magic steals a creature's life essence and soul, sometimes the physical body as well, and imprisons it in a dimensional vortex within the enchanted object/weapon. The life force empowers the object like a living battery. Ironically, it is that very life force which makes the item indestructible and provides it with much of its power. Within this dimensional prison the life force requires no means of nourishment or water. Thankfully, time is greatly distorted. A thousand years may seem like only a few days.

The key ingredients required to transform an ordinary inanimate object into a powerful rune weapon are intelligence, elements of the supernatural, magic and life. Thus, supernatural beings of all kinds are the typical beings used to breathe life into rune weapons. Dragons and mortal practitioners of magic who have attained great mastery over magic (high levels of experience; 10th or greater) are also suitable for lesser rune weapons. Greater supernatural beings, including gods, godlings, ancient dragons, spirits of light, greater elementals, greater demons, and demon lords are needed to create the most powerful rune weapons.

Because the object is infused with the life essence of the creature that empowers it, the object possesses the alignment of that life essence, as well as its personality and intelligence. The magic that enslaves the being also forces it to serve he who dares to wield the weapon. However, while the being cannot prevent the weapon wielder from drawing on the weapon's powers, it does not have to be polite, friendly or helpful. In fact, many of these beings will try to lead their owner morally astray and will instigate acts of selfishness and evil. Some may even lead their owner into mortal danger, delighting in the ensuing conflict. If the weapon wielder should die, the evil being knows that sooner or later, somebody else will find and use the weapon.

Only creatures who have the same or similar alignment as the weapon can use it. Since it is creatures of evil making weapons for fellow evil beings, they must draw upon the forces of evil to create a useable weapon. And because they are evil, they have few reservations about imprisoning other beings till the end of time. The Splugorth also enjoy using the life force of good creatures whenever possible, including the spirits of light, dragons, and godlings. This is usually done to further a diabolical scheme or to thwart an enemy, even though it means giving the forces of good a powerful weapon.

Legends of the Palladium World suggest that the dreaded Old Ones, alien intelligences possibly related to the Splugorth, were the ones who originally invented rune magic. After the disappearance of the Old Ones, only the Palladium dwarves held the secrets of the runes and used them, with terrible consequence, in their titanic war with the elves. Eventually they abandoned the diabolical magic and are recognized as perhaps the last race to hold those secrets in recent history (about 20,000 years past).

Since all rune weapons are indestructible, they have been passed on from generation to generation, are occasionally discovered in ancient ruins and temples, or stolen from powerful warriors and sorcerers. They remain the most powerful and coveted magic weapons in the megaverse. Only the Splugorth hold the knowledge of rune magic and secretly continue to manufacture powerful rune weapons. It is a secret they zealously keep to themselves, not even sharing it with the High Lords or their most trusted minions! Furthermore, some have suggested that the Splugorth are methodically destroying any other creatures who try to acquire that knowledge.

The Splugorth are extremely discrete in the creation, use, and distribution of rune weapons. The age and source of the weapon's origin is often disguised and the use of rune magic is done very sparingly. Greater rune weapons are seldom sold and few rune weapons of any kind are sold "openly," even in places such as Atlantis where everything seems to be available for the right price. The Splugorth have been so discrete that most races don't even know that they possess the technology to create "new" rune weapons. Most assume that all rune weapons were created thousands of years ago. The Splugorth would like to keep things that way.

Races like the Palladium dwarves abandoned that area of magic and destroyed all records of its existence, because it was finally seen to be far too evil, destructive, and corrupting. Only beings of an evil or anarchist alignment should even consider learning rune magic. Many champions of light refuse to use rune weapons because they will not be party to the abuse and imprisonment of intelligent life forms. Consequently, characters of a good or unprincipled alignment will never seek that area of mystic knowledge. Some actually work to prevent the knowledge from resurfacing and seek out and destroy weapons of evil alignment (actually, they make them unavailable by hiding them, throwing them into volcanoes, etc.).

The only reason a good character will use a rune weapon is because the being inside the weapon implores him to do so. Beings of a good alignment trapped inside rune weapons want to be used to promote good. It is only when they are used for good that they feel any sense of purpose, reward and inspiration. Helping others is the only thing that keeps them from going insane or giving in to the despair of their eternal imprisonment. Some even look at their predicament as the work of fate and have convinced themselves that they do more good by empowering others through the rune weapon than they could in life. Many evil beings on the other hand, enjoy being the tool of evil. Imprisonment makes them more bitter and meaner than ever, so they delight in being party to murder and causing pain and suffering.

GM Note: The secrets of rune magic should never be learned by any player character, and anyone who steals or develops any part of the mystic knowledge will be hunted down and destroyed by the Splugorth regardless of the cost.


There are three categories of rune weapons:
    Lesser rune weapons
    Greater rune weapons
    • Soul Drinkers
    • Lightbringers
    Greatest rune weapons



Lesser rune weapons
    • Have all eight lesser rune weapon abilities.
    • Inflict 4D6 to 5D6 damage (occasionally 6D6).
    • Possess no other magic abilities.
    • 6% are cursed.
    • Considered priceless rarities.
    • Some lesser rune weapons are Lightbringers.
    • Cost: Four to sixteen million credits, sometimes more.

Lesser Rune Weapon Abilities
    1. Independent personality with an average to high I.Q.
    2. Communicate through limited telepathy.
    3. Are totally indestructible, the blades never dull. Can be used to parry energy blasts at a -6 to parry (Single shots only, not bursts).
    4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
    5. Do no less than 4D6 damage (in Rifts they do 4D6 M.D.). Most known weapons do not exceed 6D6 points of damage, although a few are known to do 1D4x10 and 1D6x10 damage. In mega-damage dimensions, that damage is mega-damage.
    6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
    7. Adds +1 to all saving throws.
    8. Can be used only by a person of a particular alignment (good, evil, or selfish). Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.


Greater rune weapons
    • Have all eight lesser rune weapon abilities.
    • Inflict 4D6 to 6D6 damage (occasionally 1D4x10 or 1D6x10).
    • Possess one or two other Greater Rune Weapon Abilities.
    • 20% are cursed.
    • Extremely rare, considered priceless.
    • Cost: 20-80 million credits, and often much more.

Greater Rune Weapon Abilities
    • Cast incantations:
      The weapon knows only the six spells but can cast them in any combination.
      The number of spells it can cast per 24 hours is limited by its 1D6x10+30 P.P.E. points.
      P.P.E. recovers at a rate of 10 every three hours.
      Spell selection is limited to levels 1-3 and are equal in power to a sixth level wizard.
      The P.P.E. of the weapon cannot be drawn upon by the user or practitioners of magic.
    • Cast elemental magic.
      The weapon knows six elemental spells.
      All spells must be of the same one elemental force (water, earth, air, or fire).
      The weapon knows only the six spells but can cast them in any combination.
      The number of spells it can cast per 24 hours is limited by its 1D6x10+40 P.P.E. points.
      P.P.E. recovers at a rate of 10 every three hours.
      Spell selection is limited to offensive spells from levels 1-6, cannot include the summoning of lesser elementals, and are equal in power to a sixth level warlock.
      The P.P.E. of the weapon cannot be drawn upon by the user or practitioners of magic.
    • Healing/Cleric abilities.
      Possesses all of the following:
      Heal wounds: 2D6 hit points and 2D6 S.D.C. or 2D6 M.D.C. for mega-damage beings; can be performed six times per 24 hour period.
      Remove curse: 56% chance of success, once daily.
      Turn 4D6 dead: four hour duration, 55% chance of success, four times daily.
      Animate & command 2D6 dead: four hour duration, 64% chance of success, two times daily.
    • Psionic abilities.
      Possesses all sensitive or physical powers and two super psi-powers.
      I.S.P. 3D4x10+30 at sixth level proficiency.
      I.S.P. recovers at a rate of 10 every three hours.


The Soul Drinker
The drinking of souls is the actual absorption and imprisonment of one's life essence. The victim's blood must be drawn by the weapon (cut, stabbed or impaled) before the rune weapon can devour the life essence. This may be done slowly or in a spectacular flash. A victim devoured by a rune weapon is forever lost--resurrection is impossible!

Ultra-rare Greater Rune Weapon
    Have all eight lesser rune weapon abilities
    Inflict 4D6 to 6D6 damage (occasionally 1D4x10 or 1D6x10)
    Possess two other Greater Rune Weapon Abilities
    Ability to drink souls/absorb life essences
      ☞ Soul drinkers are limited to a maximum of 1D6 souls per day.
      ☞ Victims of a soul drinking attack get to save vs magic, but must roll a 14 or higher.
      ☞ A successful save means the victim's essence is saved but suffers double damage; triple damage if a creature of magic, supernatural being, or a mega-damage creature.
    ☞ Soul Drinkers are always a blade weapon; 70% swords, 15% knives, 15% other.
    Cost: 40 to 120 million credits, sometimes more.


Lightbringer Weapons — Rune Weapons of Light
The Lightbringers are sometimes considered to be "holy" rune weapons, however, many priests and champions who are opposed to rune magic in all its forms will not use the weapons. This unique greater rune weapon is specifically designed for the forces of light, typically created by or for the forces of good to combat supernatural evil! Most of these weapons were created by magic arts lost eons ago, but new ones are occasionally provided by gods. Thousands of years ago, Thoth is believed to have gone through a period when he created and distributed hundreds (perhaps thousands) of holy weapons throughout the Megaverse.

Rare Greater Rune Weapon
    1. Most Lightbringers do not possess a strong intelligence or personality.
    2. Most do not actively communicate telepathically with their owners.
    3. Are totally indestructible, the blades never dull. Can be used to parry energy blasts at a -6 to parry (Single shots only, not bursts).
    4. Lined from tip to handle with runes, and glow a faint white, yellow, red, or blue.
    5. Do no less than 2D6+6 and no more than 5D6 damage.
    6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
    7. Adds +1 to all saving throws.
    8. Can be used only by a person of a good alignment. Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
    ☞ Possess one other Greater Rune Weapon Ability, typically healing, wizard or psionic, but never soul drinking.
    ☞ Lightbringers can be any type of weapon, but 65% are swords, 10% daggers, 15% staves and 10% others.
Cost: These weapons are not generally available on the open market and those that are have been stolen, pawned, or found. Originally given to warrior priests, the leader of a church, knights, paladins, or other champions of good, the Lightbringer is a treasured heirloom that is frequently passed on from generation to generation within a family or to defenders of the church or realm. They are only slightly more common than other rune weapons, and are considered a rarity and a blessing.



Greatest rune weapons
These are super powerful rune weapons that are unbelievably rare.
Gods, godlings, and demon lords are the typical power sources for these rare super weapons.
Have all eight lesser rune weapon abilities
Possess two greater or special abilities
Only the most ultra-rare have three greater or special abilities.

Powers commonly available to Greatest Rune Weapons; select two.
    • Cast elemental magic (same as greater rune weapon ability).
    • Healing abilities (same as greater rune weapon ability).
    • Psionic abilities (same as greater rune weapon ability).
    • Drink souls (same as greater rune weapon ability).
    • Spell casting abilities
      • • Select a total of six magic spells from spell levels 6-11.
      • • Each can be performed three times per 24 hour period.
      • • All are equal to a 10th level spell
    • Inflict magic curses
      • • Includes the following: luck curse, minor curse, phobia curse, compulsion, and remove curse (54%).
      • • Each can be performed as often as three times per 24 hour period.
      • • All are equal to a 10th level spell.
    • Dimension traveling/warping abilities
      • • Teleport lesser, teleport greater, mystic portal, time hole, and sanctum.
      • • Each can be performed as often as two times per 24 hour period.
      • • All are equal to a 10th level spell.
    • Double dragons head
      • • Sculpted head can fire any of the following
      • • Can breathe only one type at a time — each breath attack counts as one melee action.
      • • All the blasts inflict double damage to vampires and alien intelligences
      • • Fire Blast 1D6x10 M.D. , range 1000'
      • • Force Blast 2D4x10 M.D. , range 1000'
      • • Lightning Blast 1D6x10 M.D. , range 2000'
    • Animated and flying weapon
      • • The weapon has sculpted wings, can be thrown, and flies 1000 feet, then returns to its owner.
      • • The weapon can be made to become completely animated in order to fight, held and moved through the air by its wings.
      • • The weapon functions as if it were being used by an invisible warrior and can fight along side its owner up to 200' away.
      • • The weapon has three attacks per melee, is +4 to strike, +4 to parry, and is +2 on initiative.
      • • It cannot drink souls or cast spells when animated.

Note: Many rune weapons are also cursed and can lead to trouble or ruin Cost: Typically the Greatest Rune Weapons will command 6D4x10 million credits to possibly two or three times more depending on the weapon and the seller. The Sword of Atlantis, Sword of Life, and the Necronstaff never sell for less than 500 million.



Rune weapon template

Code: Select all
[b]Name of Rune Weapon[/b]
[insert image here]
[size=85]Type:
Damage:
Alignment:
1. Independent personality with an average to high I.Q.
2. Communicate through limited telepathy.
3. Are totally indestructible, the blades never dull.  Can be used to parry energy blasts at a -6 to parry (Single shots only, not bursts).
4. Made of black, dark grey, blue grey, or dark red metal and lined from tip to handle with runes.
5. Do no less than 4D6 damage (in Rifts they do 4D6 M.D.). Most known weapons do not exceed 6D6 points of damage, although a few are known to do 1D4x10 and 1D6x10 damage. In mega-damage dimensions, that damage is mega-damage.
6. Link themselves to their wielder/owner within six months of constant contact. Thus, both man and weapon can sense each other's presence within a four mile radius if separated.
7. Adds +1 to all saving throws.
8. Can be used only by a person of a particular alignment (good, evil, or selfish). Characters of an incompatible alignment take 2D4 points of damage each time they touch the weapon or 3D6 damage if a creature of magic.
[u]Greater & Special Abilities[/u]


Curse: (if any)
Personality:
History: [/size]
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Re: GM Rules & Resource: Magic Item Creation

Postby Augur » Sun Jul 13, 2014 10:55 pm

Holy Weapons

(Use the Rune Weapon Template for the creation of Holy Weapons, and delete those entry lines not applicable.)

The typical holy weapon is created by a High Priest through the intervention of a powerful god. It is the deity (or several deities in a pantheon) who gives the weapon its special, magical powers. These are not rune weapons and should not be confused with the Lightbringer weapons which are often regarded as holy weapons.

ALL Holy weapons have the following powers:
    1. Unusually tough; seldom break — it takes a lot to destroy one of these weapons and the blades rarely dull.
    2. Made of ordinary metal but glow with a halo of energy that is white, yellow, red, or light blue; register as magic.
    3. Adds +5% to all prayers to one's deity.
    4. Its bonuses, doubled damage capacity and special powers will not work when used by creatures of magic, supernatural beings, undead or animated dead!

☞ Simple weapons have one or two special abilities in addition to those above.
☞ Greater holy weapons will have four special abilities .

Special Abilities of Holy Weapons:
    • Healing touch: Restores 2D6 S.D.C and hit points (2D6 M.D.C. in Rifts). Can be performed six times per 24 hours.
    • Negate poison: Instantly destroys/negates poisons in the system as well as restores 1D6 hit points. Can be performed six times per 24 hour period.
    • Remove curse: 1-50% chance; can only be done once per person, it cannot be tried repeatedly on the same person at different times even years apart.
    • Create Bread & Milk: Same as the 6th level wizard spell at the equivalent of being cast by a 4th level wizard. Can be performed six times per 24 hour period.
    • Purification: Same as the 7th level wizard spell at the equivalent of being cast by a 4th level wizard. Can be performed six times per 24 hour period.
    • Sense evil: The presence of evil is indicated by the weapon changing color, 20 foot radius. Usually turns red or black.
    • Magic bonus: +1 one to save vs magic (all types), +2 to save vs horror factor, and +2 to save vs poison and disease.
    • Damage bonus: The weapon inflicts 2D6 additional damage (S.D.C. in S.D.C. worlds, changes to M.D.C. on mega-damage planes of existence).
    • Monster Slayer: Inflicts normal S.D.C. damage +6 points to human or mortal foes, but does double damage to supernatural beings and creatures of magic (including dragons). On mega-damage worlds, that damage is mega-damage.
    • Turn 6D6 dead: By raising the weapon above one's head for all to see, there is a 1-80% chance that all animated dead within line of sight of the weapon will turn and leave the area for at least 2D4 hours.
    • Expel deevils, demons and entities: Ratio for success is 1-89% against lesser foes and 1-44% against greater demons/deevils. The expulsion is accomplished by raising the weapon over one's head for all to see. Many weapons can be thrown into the air, where it hangs suspended until the demons or deevils are expelled and then slowly drops back to earth. The power is basically the same as the banishment and exorcism spells combined.
    • Radius of protection: Basically the same as the protection circle: simple, wizard spell. The weapon must be raised above one's head and then struck to the ground. Duration: Five minutes per level of the weapon user. A circular area covering a six foot radius around the sword glows with magic energy and protection.

Cost: Holy weapons are not generally available on the open market and those that are have been stolen, pawned, or found. Most are originally presented to warrior priests, the leader of a church, knights, paladins, or other champions of good as a reward for fighting evil and/or defending a church or god. Holy weapons are often a treasured heirloom that is passed from generation to generation within a family or to defenders of the church or realm. Holy weapons are not as rare as rune weapons or Lightbringers, but are fairly rare and often signify one's (high) position in a church, kingdom or as a hero. Most champions of light consider it a blessing to have earned or been bequeathed such a noble weapon.

A simple holy weapon will cost 500,000-4,000,000 Universal Credits.
A greater holy weapon will cost 5-25 million Universal Credits.
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Re: GM Rules & Resource: Magic Item Creation

Postby Augur » Wed Jul 19, 2017 7:36 am

A Brief Guide to Using Images for Items on EU

The following presumes some small measure of familiarity with image editing.

    1. Crop the image to remove any extraneous background--this makes the item the focus of the image.
    2. Delete the background surrounding the item.
    3. Save the image as a 24-bit png file. (This allows the background to be transparent so that the image looks good--and is only of the item--no matter which template or browser the player is using to view the website.)
    4. Upload this image to the EU image repository.

If you have any questions, contact Augur or Tiree.


Items: 100 pixels in height, .png format, transparent background
Armor & Power Armor: 300 pixels in height, .png format, transparent background
Vehicles, Mounts or Familiars: 200 pixels in height, .png format, transparent background
NPCs: 200 x 200 pixels, .png format, transparent background
Robot Combat Vehicles: 400 pixels in height, .png format, transparent background
Weapons: 100 pixels in height, 150 pixels for heavy weapons, .png format, transparent background
Places/Scenes: 400 pixels in height
Battle Maps: 1000 pixels in height, no greater than 1200 pixels wide are the recommended maximum parameters
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Re: Magic Item Creation Rules

Postby Augur » Tue Oct 02, 2018 12:22 pm

Corrupted Wands & Staves
Powerful alchemists and bio-wizards can alter or "corrupt" an existing wand or staff by purging it of its existing powers and replacing them with new and different powers. Similarly, they can forcibly take twigs and branches from Millennium Trees and create magic items from them. Most of the magic wands or staves on Earth are made of wood from these mystic trees.

In all cases, corrupted wands and staves are not quite as powerful as those created and given freely by the tree. All possess the same basic features unless otherwise stated, but have the following limitations.

    1. The number of spells available from a wand is limited to a maximum of four (4) low level spells from levels one through six, or two high level spells from levels seven through twelve, or a combination of one high level spell and two low level spells. Magic incantations from levels 13 to 15 cannot be instilled in a magic rod. The number of spells available from a magic staff is limited to a maximum of eight (8) low level spells from levels one through six, or four high level spells from levels seven through twelve, or a combination of two high level spells and four low level spells. Magic incantations from levels 13 to 15 cannot be instilled in a magic rod. Also see number five for the exchange of low level spells for increased mega-damage.
    2. The equivalent level of spell strength usually ranges from third to fifth level for wands and fourth to seventh level for staves. However, truly powerful alchemists and bio-wizards can increase the power by an additional two levels of spell strength.
    3. The number of times the available spells can be cast varies. If a corrupted wand has only one spell, it can be cast six times per 24 hour period. Two spells means three times each, three means two times each, while wands with the entire range of four typically means that the spells can be selected and used as desired , in any combination or repetition, for a maximum of six times (that's a lotal number of six spells per 24 hours). The situation is similar for a magic staff. If a corrupted staff has only two spells, they can be cast four times each per 24 hour period. Three spells, three times each; four spells two times each; five to eight spells means that the spells can be selected and used as desired , in any combination or repetition, for a maximum of eight times (that 's a total of eight spells per 24 hours).
    4. The so-called "constant" or additional powers or abilities provided from true Millennium wands and staves are not an available feature.
    5. Damage inflicted by a wand as a weapon is unchanged, 1D4 S.D.C. (1D4 M.D. to vampires). Damage inflicted by a corrupted staff is a different story. Most corrupted staves are designed as weapons of evil and therefore usually have combat capabilities, not only in the type of spells available, but as a weapon in hand to hand combat. The typical corrupted staff inflicts 206 M.D. and double damage to vampires. An additional 2D6 M.D. can be added at the expense of on~ low level spell. This means the maker of the staff could exchange one magic spell to inflict 4D6 M.D., or two magic spells to inflict 6D6 M.D. or four low level magic spells for a maximum damage of 8D6 M.D.!
    6. Bio-wizards in particular, may use the wooden shafts and their storage of P.P.E. to supplement and power other magic devices. The magic stick may be the handle and true source of magic for a scepter, cane, spear, club or mace, or can even be built into or concealed in a helmet, crown, armor, box, or other enchanted object. These magic items will have the same range of spell casting powers as a corrupted wand or staff. If a Millennium wand is corrupted to be part of a weapon, the weapon can inflict 1D6 M.D. at the cost of one low level spell the same as the corrupted staff, up to a maximum of 4D6 M.D.
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Re: GM Rules & Resource: Magic Item Creation

Postby Augur » Tue Oct 02, 2018 12:46 pm

Netosa wrote:I request the Rifter Article on Magic Wands be reviewed for possible inclusion.

Rifter 19, page 25, Wand Magic.

Approved.

Netosa wrote:PFRPG book 6, island at the edge of the world, pgs 88-104.

Crystal Psionic items should be treated as equivalent in rarity to rune items as such:
Rings = Lesser Rune Items
Rods = Greater Rune Items
Wheels = Greatest Rune Items

Please post the content so it can be posted & formatted for inclusion.

Dark Lord wrote:Through the Glass Darkly P. 44-45 has a little blurb on minor charms.

Incompatible to the Rifts setting.
Perfectly fine for Nightbane.
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