Hexed Items

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Hexed Items

A hexed item is a jinxed or cursed object (we can't call them cursed because that means the curse call in our system). All hexed items are difficult to get rid of, otherwise their drawbacks would be easy to avoid. Once a character has picked up a hexed item that is not attuned to a character it immediately becomes attuned to them. After being attuned a hexed item can't be dropped, though it can be stored on the person it has attuned to (they don't need to keep it in their hands just on their person).

The event someone acquires a hexed item it counts as slotless, but if you begin an event with a hexed item it MUST occupy the item's normal slot following all magic item slot rules which often means you can't equip other items to that slot (unless it's a ring, wand, buckler, shield or weapon).

A hexed item will list that it is one in it's entry in the identify magic listing. As well as how to break the hex. Generally when a character obtains a hexed item as part of a plot, an npc will let you know out-of-character that the item is hexed.

Some hexed items will be labeled in their entry as "Transferable" this means that the hexed item can be passed to someone who voluntarily takes it. Magical compulsion CAN be used, but you can't surprise someone by putting it in their hands and say it's theirs now. When this happens the new person immediately becomes attuned and can no longer drop it as described above. "Transferable" hexed items can't be given back to someone who has successfully given it away.

To get rid of a hexed item typically requires the remedy ritual to be performed. Many hexed items will require a special ritual component as part of that ritual. When a special ritual component is required it will be listed in the items identify magic listing entry.

Upon being removed a hexed item will say that it is either destroyed (return it to logistics) or transformed (inform logistics and it will gain new stats - which the gm's can find in the item's non-public description).

A sample Hexed item's entry:

Martial Length Sword of Nox's Boon, Bearer has the diseased condition that can't be cured. Hexed item (Transferable, Requires a remedy ritual with a vial of troll's blood to remove, Destroy on removal)

Related Rules

Hexed Condition

A hex is a detrimental condition (aka a debuff) generally given temporarily by fragile trap tags. They can also be given for long time periods from hexed items.

Each hex will have specific rules for what drawback it inflicts, as well as how long it lasts.

If you aren't willing to wait out the effect of a hex (or for a hexed item that lasts longer) you'll need a remedy ritual to cure them.

Item Slots For Magic Objects

With the use of the ornamenter skill and crafting points a character can craft magic items. Magic items may also be found in game. Characters are limited in how many magic items they are able to use. There are 20 potential slots available for PCs to wear magic items. When a character uses a magic item in an item slot, that slot is filled and that character may not use a different magic item in that slot during the same event. The exception to this are weapons, bucklers, and shields; the only limit to how many different weapons and shields you can use is how many you are willing to carry. Skills restrict what combination of weapons and shields you can use at one time however.

Those slots are weapon, shield/ buckler, torso, feet, head, legs, arms, waist, shoulder, back, hand, neck, wrist, ankle, an accessory and two rings slots. Characters are limited to either one rod or one tome. A character can use at most two wands per event.

Some rare loot items are considered "slotless". These items do not take up an item slot.

Magic items that get used by characters become "attuned". Attuning lasts for the event. When an item is attuned it cannot be used by other characters. During game when you use the magical properties of any item, that item becomes attuned. All epic items, master crafted items, and rods in a players possession must be attuned when a player checks in. Other items do not need to be attuned right away. Players do not need to attune all items they own if they do not wish to, but they need to decide at that time which items that they own that they will attune to. Any items not attuned may be loaned/ given to other players to attune to at check in but this cannot be done once the game has begun.

Player owned epic items, master crafted items, and rods which are not attuned at check-in may not be used by anyone that event. New items looted during encounters (recovering an epic item stolen from a PC doesn't count) can be attuned during an event even if they are an epic item, master crafted item, or rod .

Weapons can be used for combat by other players without needing to be attuned, even if the item is attuned to someone else. When this happens the user doesn't benefit from special abilities of the weapon except for properties that can be used unidentified (elven steel, silver, goblin Iron, nature, primal, or a magic weapon).

Identify Magic

Characters with the identify magic skill are proficient in deciphering the workings and purposes of magical objects.

Each magic item or valuable object in the Kingdoms of Novitas is indelibly marked with one of these letters (followed by a number):

  • "E": A Former Feb Feast Item - This item has lost its Feb Feast properties and is now keepable/ lootable (its easiest to turn an F into an E)
  • "F": A Feb Feast item - Return it to its owner by the end of the event.
  • "H": A hybrid item - a magic item that is also valuable
  • "K": A keepable/ lootable item - This item can be looted. (The letter L is not used so it isn't mistaken for a 1)
  • "N": A non-keepable/ lootable item - This item cannot be looted. Plagues are also listed with this letter.
  • "Q": A quest item - Something that needs to be returned to logistics by the end of the event. It cannot be kept long term.
  • "V": A Valuable item - This item needs estimate value to identify.
  • None: Older items have no letter, some of these items are not on the magic item list, and are listed on the estimate value list.

This page lists the magical abilities of every magical item in the game. A character with this skill is allowed to use this identify magic list to identify items.

Players can also use this lookup page to identify their magical loot.

Related Rituals

Remedy

Directions: Light the candle. Walk amongst all characters being affected by the ritual and touch each of them on the head or shoulder. Read the incantation.

Incantation: That which ails you holds you tight, but let this moment make things right. Cut the strings and find the cure, make this tainted function pure. Your addled days have reached an end as magic bandage comes to mend.

Effect: Choose one:

  • Remove one Hex from one character.
  • Remove a Hexed Item from one character, this may require an additional component specific to the Hexed Item.
  • Remove the Poisoned Condition from any number of characters.
  • If a Compulsion Ritual Component and a second ritual candle are used as additional components remove the Memory Loss Condition from any number of characters
  • If a Wolfsbane is used as an additional component remove the Lycanthropy Condition from any number of characters who have not fully turned.
  • If a Rejuvenation Elixir is used as an additional component remove the Diseased Condition from any number of characters.
  • If a Theriac is used as an additional component remove one Plague Condition from any number of characters, this may require other additional components specific to the plague being cured.

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Page last modified on June 10, 2022, at 06:49 PM
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