Items

Item Rules

Another important element of fantasy are the selection of tools characters use to accomplish their goals. Here you'll find information on different kinds of gear your character might find, create or trade for.

Magic Items

Magic Objects

All magic objects must have a treasure ID number. Items without this number should be assumed to be counterfeit. The ID number will inform you what abilities the object has. You must be able to identify magic to use the special abilities of an object. There is one exception to this rule. If a weapon is made with a special material (elven steel, silver, goblin iron, razorleaf, or primal) that requires a custom paint job to indicate it, you should still use that material call when attacking with that weapon.

There are four types of magic objects: temporary, per event, 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 event never wear out from use, but can only be used a limited number of times per event. These items cast spells but don't require any magic power points from the user to activate. Once the charges of one of these objects is expended it is useless for the remainder of the event.

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 event, 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.

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).

List of Item Slots

The table below lists each slot and the maximum allowed craft points when designing a magic item for that slot:

SlotMaximum number of craft points allowedExample PropUnacceptable Props
Shield20A ShieldThings that are not shields
Torso20Shirt, breastplate, vest, surcoat, really well constructed tabard, jacket, coat, tunic, bodice, chemise, dress, robe, chain hauberk.bandoleer, nipple piercing
Feet20Boots, sandals, shoes, sabatons. Items should be in pairs except in rare and exceptional circumstances.Ankle straps, spurs, toe rings, socks.
Head16Helmet, hat, elaborate headband, tiara, crown, coif, hood, mask.Scarf, bandanna, hair accessories, facial jewelry, earrings
Leg16Greaves, pants, full leg armor, non-armor skirt. Loincloths and other articles of clothing clearly worn beneath the waist. Leg items that can come in pairs should except in rare and exceptional circumstances.Leg warmers, ankle or boot wraps, garters.
Arm16Bracers, arm armor, rerebraces. Arm items come in pairs except in rare and exceptional circumstances.arm cuffs, arm warmers.
Waist12Belt, sash, chain skirt, war belt, cingulum militaire, waist cincher, elaborate chain belt.Simple Waist chain, belly button piercing.
Shoulder12Spaulders, mantle, pauldrons, elaborate shawl. Shoulder items that can come in pairs should except in rare and exceptional circumstances.Besegews, epaulettes, parrot.
Hand12Glove, Gauntlet, Ring+Chain+Bracelet combination-thingies. Hand items come in pairs except in rare and exceptional circumstances.Half-Gauntlets (modern anachronistic SCA Invention).
Back12Cloak, Cape 
Buckler12Buckler 
Neck8Ornate or Elaborate Necklace, choker, gorget, chain of office, torc, collar, bevor, stole.Simple necklace or chain
Wrist8Cuffs, ornate or elaborate bracelet, manacles. Wrist items that can come in pairs should except in rare and exceptional circumstances.Simple bracelet or cuffs.
Ankle8Ornate or elaborate anklet, shackles, ankle cuffs. Ankle items that can come in pairs should, except in rare and exceptional circumstancesSimple anklet or ankle cuffs.
Ring 18Ring 
Ring 28Ring 
Accessory4Backpack, quiver, sheath, belt, pouch, haversack, frog, scabbard, earring, bandoleer, spurs and straps, glasses, goggles, scarf, anything worn on your body.Anything that obviously fits in another slot, anything not worn.

These are other items that you can carry a limited number of.

SlotExample Items
Wand 1A Wand
Wand 2A Wand
Rod or TomeA Rod or Tome

Weaponcrafting

Weapon Crafting Point Costs

When you are crafting a new weapon you must pay a number of crafting points based on what you are creating. Every weapon will have a starting cost based on what type of weapon it is. From there you can select any feature you want, such as crafting the weapon from one or more special materials, giving special abilities to the weapon, or imbuing a spell into the weapon.

Weapon Special Materials

Elven Steel Items

Attacks with elven steel weapons make the "elven steel" call. A elven steel melee weapon may also make "blunt elven steel" attacks. You must always use the "elven steel" call with your attacks unless an attack replaces the entire call such as if you have cast elemental weapon. Specifically this means you can't choose to make a "normal" or "silver" call with a elven steel weapon.

Elven steel and silver weapons may never have blade poisons put on them. If a blade poison is applied to one of these weapons it is rendered inert and useless immediately.

Elven steel can't be mixed with other magical materials in the construction of a weapon.

If a player is using a weapon they have not yet identified but they recognize it as being made of a special material because of the weapon's color that player should make the corresponding call when attacking with that weapon.

Goblin Iron Weapons

Items made out of goblin iron are inherently poisonous. When attacking with a weapon made of Goblin Iron the weapon deals "poison" damage. A goblin iron melee weapon may also make "blunt poison" attacks. You must always use the "poison" call with your attacks unless an attack replaces the entire call such as when you have cast elemental weapon. Specifically this means you can't choose to make a normal attack with a goblin iron weapon.

Some blade poisons require that they can only be applied to goblin iron weapons. These poisons get no special increased duration benefit when applied to such a weapon. All other blade poisons when applied to a goblin iron weapon, last for 20 minutes or until the weapon has successfully made two hits. These poisons interact with blightsteel in the exact same fashion.

Goblin iron can never be included in the construction of a weapon with elven steel or silver.

If a player is using a weapon they have not yet identified but they recognize it as being made of a special material because of the weapon's color that player should make the corresponding call when attacking with that weapon.

Magic Weapons

This rule is obsolete and has been removed from the system

Razorleaf Weapons

Razorleaf weapons represent enchanted gear that strike with the forces of the elements. They are made from the valuable razorleaf plant which requires a great deal of heat to grow. Razorleaf when properly prepared can be alloyed with metals that channel the natural elemental properties of the plant, allowing the blade to become super heated when striking.

Attacks with razorleaf weapons make the "Nature" call. A razorleaf melee weapon may also make "blunt nature" attacks. You must always use the "nature" call with your attacks unless an attack replaces the entire call such as when you cast the spell silvershine. Specifically this means you can't choose to make a normal attack with a nature weapon.

Primal Weapons

Attacks with primal weapons make the "primal" call. A primal melee weapon may also make "blunt primal" attacks. You must always use the "primal" call with your attacks unless an attack replaces the entire call such when you have cast silvershine on a weapon. Specifically this means you can't choose to make a "normal" or "nature" attack with a primal weapon.

Primal weapons may not contain any other special material in their construction.

If a player is using a weapon they have not yet identified but they recognize it as being made of a special material because of the weapon's color that player should make the corresponding call when attacking with that weapon.

Silver Weapons

Weapons made from silver make the "silver" call with attacks. Silver melee weapons may also make "blunt silver" attacks. You must always use the "silver" call with your attacks unless an attack replaces the entire call such as if you have cast the spell elemental weapon. Specifically this means you can't choose to make a normal attack with a silver weapon.

Elven steel and silver weapons may never have blade poisons put on them. If a blade poison is applied to one of these weapons it is rendered inert and useless immediately.

Goblin iron can never be included in the construction of a weapon with elven steel or silver.

If a player is using a weapon they have not yet identified but they recognize it as being made of a special material because of the weapon's color that player should make the corresponding call when attacking with that weapon.

Weapon Special Rules

Masterwork Weapons

A masterwork weapon (sometimes referred to as masterwork terran weapons in older days) once correctly identified using the estimate value skill strikes for +1 weapon damage of the appropriate type. A masterwork weapon also has additional monetary value beyond what an equivalent weapon would be worth.

Master's Blade Rules

A master's blade is an exceptional weapon that may only be used by a weapon master. In the hands of a weapon master a master's blade allows that weapon master to execute a third "master's strike" per game day. Weapon masters may not gain further "master's strikes" with additional master's blades.

All master's blades count as masterwork weapons.

A master's blade can only be crafted by a master craftsman with the tinker five and weaponsmith five skills. It costs 24 craft points and 200 coin total to craft a master's blade. When a master's blade is crafted 16 of the crafting points spent to create the weapon can be reallocated to pay for the type of weapon, or to purchase additional enhancements or abilities for the weapon. Thrown weapons and ammunition may never be made into a master's blade, but other non-bladed weapons are fine.

A master's blade must have an above average looking prop to represent it.

Master's Staves

A staff of wizardry more commonly referred to as a "Master's Staff" when used by a master mage with the great weapon training skill (which is required to wield the staff) allows the user to reduce the magic power point cost of all spells of the master mages chosen school by one to a minimum of one. This discount does not stack with the benefits of mastering a school. Each master's staff will only benefit a single school. Any given master's staff can only be used by one character per event. Once a master's staff has been used by one character other characters cannot benefit from it that event.

A master's staff may only be crafted by a master craftsman who knows the ornamenter five and weaponsmith five skills. It costs 24 crafting points and 200 coins to create a staff of wizardry. This is automatically a great weapon, which should be in the form of a staff, without paying additional crafting points.

Weapon Definitions

Weapon Definitions and Rules

For the purposes of some rules and skills weapons are divided into different categories. The correct skill to use a weapon and the damage a weapon can inflict are based on what type it is classified as.

Melee weapons are hand-held weapons used for close-range, personal combat.

Melee weapons are further divided into three sub-categories based on length:

Carrying a melee weapon in each hand is referred to as "dual wielding" or "two weapon fighting". Players may not carry a melee weapon in each hand at any time unless they have the appropriate skills needed to dual wield.

A thrown weapon is any weapon designed to primarily be thrown and are required to look like weapons (no throwing rocks). You may not fight in melee with most thrown weapons. Throwing weapons that contain a core can be used as a melee weapon. When used this way they follow all the rules for a melee weapon.

Thrown weapons are further divided into three subcategories based on length:

  • A standard throwing weapon is one greater than 6 and less than or equal to 30 inches.
  • A javelin is a throwing weapon greater than 30 and less than or equal to 45 inches.
  • A great javelin is a throwing weapon greater than 45 inches and less than or equal to 84 inches.

The damage a character deals with any thrown weapon starts at 1. This can be increased by skills, and sometimes other effects that increase thrown weapon damage. Thrown weapons have a natural cap on how much damage they can deal. Great javelins may deal a characters melee damage instead of thrown damage.

Missile weapons include both bows and crossbows. Modern archery equipment is not allowed though there are some exceptions for fletching and nocks. Arrows and bolts must always be fired, they can never be thrown. Bows can never be used to parry or block. If a bow is struck in melee combat it is considered destroyed until it is repaired with an effect like the mend armor spell. If attacking at a range of less than 10 feet archers are required to only half-draw their bows. Crossbows may only fire at targets under 10 feet away if their bow has been tested to have a draw of 15 pounds or less.

Missile weapon hits to a wounded limb affect the torso. If a missile weapon strikes a weapon it deals damage as if it had proceeded unimpeded. Players may never use a weapon to intentionally deflect a missile, the penalty for doing so is taking the attack to the torso ignoring any armor the player might have but not body. Shields may be used to block missiles.

Archers within reason can call hits on their targets. Abusing this can result in being barred from using archery.

If a player throws a thrown weapon or fires a missile weapon at you and you have the appropriate skill to use the weapon/ ammunition you are allowed to return fire with it. However it is very important that you know that you cannot carry that weapon/ ammunition off with you elsewhere for any reason.

Melee Weapons

Melee weapons are hand-held weapons used for close-range, personal combat.

Melee weapons are further divided into three sub-categories based on length:

Carrying a melee weapon in each hand is referred to as "dual wielding" or "two weapon fighting". Players may not carry a melee weapon in each hand at any time unless they have the appropriate skills needed to dual wield.

The damage a character deals with any melee weapon starts at 1. This can be increased by skills, consumables, spells and other similar effects that increase melee weapon damage. Melee weapons have a natural limit on how much damage they can deal.

When wielded by themselves melee weapons have a cap of 4 damage

While dual wielding your melee damage is capped at 2.

Wielding a shield in combat limits your melee damage to a cap of 2. Note that passive bucklers do not have this cap.

Non-Martial Weapon Rules

A non-martial weapon is any melee weapon under 35 inches (88.9cm) in length.

Non-martial weapons can be wielded one handed or two handed depending on personal preference.

The damage a character deals with any melee weapon starts at 1. This can be increased by skills, consumables, spells and other similar effects that increase melee weapon damage. Melee weapons have a natural limit on how much damage they can deal.

All characters get the skill to wield a non-martial weapon for free, but require specific skills to wield more than one, or to wield one with a buckler or a shield.

Martial Weapon Rules

A martial weapon is any melee weapon at least 35 inches (88.9cm) in length but no longer than 45 inches (114.3cm) in length.

Martial weapons can be wielded one handed or two handed depending on personal preference.

Damage for martial weapons starts at 1. This can be increased by skills, consumables, spells and other effects that increase melee weapon damage. Martial weapons have a natural limit on how much damage they can deal.

To wield a martial weapon a character must have melee training skill, they also require specific skills to dual-wield one with a non-martial weapon in their other hand, to dual-wield one martial weapon in each hand, or to wield one with a buckler or a shield.

Great Weapon Rules

A great weapon is any melee weapon over 45 inches (114.3cm) in length.

Great weapons must be generally wielded with both hands. There are only two times that you are allowed to wield a great weapon with one hand; When making a straight thrust after which the weapon must immediately return to being carried with both hands. Or when blocking an attack with the weapon.

The wielder of a great weapon is able to halve their melee damage (rounded down) in order to add the slay call to an attack. If the wielder is capable of overcoming the natural limit on melee weapon damage this ability continues to scale always dealing half rounded down "slay" damage.

A great weapon requires the great weapon training skill to wield. Normally great weapons may not be wielded with a second weapon or a shield, weapon's masters with great javelins are an exception this. With the correct skill a great weapon can be wielded with a passive buckler.

A weapon master may wield great javelins or great spears with a second weapon or a shield. When they do this normal caps apply. While this is taking place you are only allowed to make stabbing attacks with the great javelin, never swinging attacks. A weapon held in the off hand can be swung as normal.

Dual Wielding Weapons

Carrying a melee weapon in each hand is referred to as "dual wielding" or "two weapon fighting". Players may not carry a melee weapon in each hand at any time unless they have the appropriate skills needed to dual wield.

The damage a character deals with any melee weapon starts at 1. This can be increased by skills, consumables, spells and other similar effects that increase melee weapon damage. Melee weapons have a natural limit on how much damage they can deal.

While dual wielding your melee damage is capped at 2.

Fighting with two weapons requires one of three skills based on what combination of weapons you are using.

Ranged Weapons

A ranged weapon is any weapon intended for use outside of melee range.

This includes:

Thrown Weapon Rules

A thrown weapon is any weapon designed to primarily be thrown and are required to look like weapons (no throwing rocks). You may not fight in melee with most thrown weapons. Throwing weapons that contain a core can be used as a melee weapon. When used this way they follow all the rules for a melee weapon.

Thrown weapons are further divided into three subcategories based on length:

  • A standard throwing weapon is one greater than 6 and less than or equal to 30 inches.
  • A javelin is a throwing weapon greater than 30 and less than or equal to 45 inches.
  • A great javelin is a throwing weapon greater than 45 inches and less than or equal to 84 inches.

The damage a character deals with any thrown weapon starts at 1. This can be increased by skills, and sometimes other effects that increase thrown weapon damage. Thrown weapons have a natural cap on how much damage they can deal. Great javelins may deal a characters melee damage instead of thrown damage.

Using throwing weapons:

melee training to use.

Thrown weapon damage has a cap of 2.

Missile Weapon Rules

Missile weapons include both bows and crossbows. Modern archery equipment is not allowed though there are some exceptions for fletching and nocks. Arrows and bolts must always be fired, they can never be thrown. Bows can never be used to parry or block. If a bow is struck in melee combat it is considered destroyed until it is repaired with an effect like the mend armor spell. If attacking at a range of less than 10 feet archers are required to only half-draw their bows. Crossbows may only fire at targets under 10 feet away if their bow has been tested to have a draw of 15 pounds or less.

Missile weapon hits to a wounded limb affect the torso. If a missile weapon strikes a weapon it deals damage as if it had proceeded unimpeded. Players may never use a weapon to intentionally deflect a missile, the penalty for doing so is taking the attack to the torso ignoring any armor the player might have but not body. Shields may be used to block missiles.

Archers within reason can call hits on their targets. Abusing this can result in being barred from using archery.

The damage a character deals with missile weapons begins at one. This can be improved by skills and sometimes magic items or other effects. A character using a bow may voluntarily inflict half the damage they are capable of (rounded down) to add the "pierce" call to an attack.

If a crossbow has a stirrup, goatsfoot lever, or other comparable device it calls for "pierce" damage.

In order to use a missile weapon a character must have the missile training skill.

Missile weapons have a cap of 4 damage.

Spells which enhance a weapon such as enchant weapon or silvershine are cast on the missile weapon itself not on the ammunition. Each attack made from such an improved missile weapon gains the effect of the respective spell.

Spells with a range of tag bag can be delivered by missile weapons. Bows and crossbows may be fired instead of throwing a tag bag, replacing the normal weapon call with the call for the spell. When this happens the projectile fired follows all the rules for a tag bag making the same call.

Armor and Shields

Armor Rules

Armor is something that a character must physically wear to benefit from. It must pass safety inspection to ensure safety for both the user and other combatants. Characters in armor must still also wear appropriate costuming. This includes wearing racial make up under helmets. Wearing multiple armors at once will only give you the bonus of your best armor.

It is the responsibility of those wearing armor to learn when a legal hit takes place even if the armor prevents them from feeling it.

Different armors grants between 1 and 4 points of protection in the form of armor points also called physical armor points. Should armor be made of ineffective material or be visibly damaged it may have its armor points downgraded.

These points of protection only apply to where the armor is physically on your body. A hit to a spot where the armor is not covering cannot be applied to your armor points.

Helmets

You can gain an additional universal armor point for a helmet. Because the head is not a legal hit location, the point of armor from a helmet works like body and covers any possible hit location. The point from a helmet can break the cap on armor points making the maximum possible benefit from armor 5 armor points.

Plate and Half-Plate

Half-plate and plate armors count as monstrous armor. This benefit only applies in hit locations where you are wearing the half-plate or plate armor. If at least 75% of the location is covered by half-plate or plate the entire hit location counts as covered by that half-plate or plate.

When less than 75% of a hit location has plate or half-plate and some of the rest of that hit location is covered by other types of armor, a hit to that other type of armor will not benefit from monstrous armor. Damage in full will be subtracted from armor points, which is likely disadvantageous.

Limbs cannot benefit from monstrous armor if the armor on a player's torso isn't of at least the same quality.

Players wearing plate armor are required to wear some form of padding or safety equipment that is hidden (such as modern safety equipment like elbow pads) or props approved (such as a padded gambeson or arming jack).

Armor Values

One point armors include:

  • A full costume approved by staff. (may not be combined with a helmet or other armor)
  • Studded Leather (Leather too thin to count as light leather must have studs to count as anything)
  • Light Leather
  • Fur (Real animal hides with the fur on, unless the leather itself counts for a higher value)
  • Brigandine (Light leather backing with light plates)

Two point armors include:

  • Studded Light Leather
  • Heavy Leather
  • Scale Armor/ Lamellar (Overlapping light leather pieces)
  • Brigandine (Leather or light leather with heavy leather plates)
  • Riveted Aluminum Chain Mail

Three point armors include:

  • Studded Heavy Leather
  • Scale Armor/ Lamellar (Overlapping heavy leather pieces)
  • Chain Armor (Interlocking butted or riveted metal wire, note that aluminum is only 2 points)
  • Metal Scale or Lamellar Armor
  • Brigandine (Heavy leather backing with heavy leather plates)
  • Brigandine (Any backing with metal plates)
  • Half-Plate (Metal armor, no articulated joints, up to 25% chain/leather)
    • Lorica Segmentata is half-plate armor.
    • A 2-piece back-and-breast is half-plate armor
    • Half-Plate armor counts as monstrous armor.

Four point armors include:

  • Articulated Plate Armor
    • Plate armor with flexible joints that can bend and move with the movements of the player while still providing complete coverage. Must be a complete harness. For example articulated arms would contain a full vambrace, articulated elbow, rerebrace, and pauldrons.
    • Wearing incomplete articulated plate (such as wearing a back-and-breast without fauld, tassets, and a gorget) make it half plate armor.
    • Plate armor counts as monstrous armor.

Shield Rules

A shield is a defensive tool used to protect yourself from attacks. They are not weapons ever and may never be used to attack others. Intentionally making physical contact with another player or their shield with a shield is not allowed.

Bucklers are a smaller type of shield and follow the same rules for shields except that they are smaller, and are the only shield that may be strapped directly to a character's arm. To use a buckler requires the buckler fighting skill.

When a buckler is strapped to a character's arm it is known as a "passive buckler". A passive buckler doesn't require a hand to hold it. So when you are using one you are free to grasp a weapon, use a blade poison, cast spells, or other effects that require a free hand. Furthermore a passive buckler does not count as carrying a shield for the reduced melee damage cap when carrying a shield.

Like weapons props, shield props must be approved by a safety marshal for use in combat, and require the buckler fighting skill or the shield fighting skill to use depending on the size of the shield.

Wielding a shield in combat limits your melee damage to a cap of 2. Note that passive bucklers do not have this cap.

If a shield is struck by a tag bag what happens is based on what kind of attack struck the shield. When the tag bag represents a spell or other magical effect you take any effects the tag bag would inflict to the arm holding the shield. When a tag bag deals normal damage with no additional calls it may be fully blocked by a shield preventing that damage with no further effect. A shield may fully block any attack that makes the poison call, preventing any effect to the bearer. When a shield blocks an attack with the acid call it prevents the effect of that attack to the bearer but this has an effect on the shield, which could become destroyed.

Should a shield block four points of acid damage during an event then that shield is temporarily destroyed. While it is destroyed the bearer automatically takes any damage that is inflicted on the shield, so it immediately should be dropped. In order to repair a destroyed shield, it must be set down, and someone must role-play repairing it while someone casts mend armor on it.

A player may only carry one shield at a time, and you may not curl yourself up such that a shield completely prevents you from being attacked from one direction.

Buckler Rules

Bucklers are a smaller type of shield and follow the same rules for shields except that they are smaller, and are the only shield that may be strapped directly to a character's arm. To use a buckler requires the buckler fighting skill.

When a buckler is strapped to a character's arm it is known as a "passive buckler". A passive buckler doesn't require a hand to hold it. So when you are using one you are free to grasp a weapon, use a blade poison, cast spells, or other effects that require a free hand. Furthermore a passive buckler does not count as carrying a shield for the reduced melee damage cap when carrying a shield.

Like weapons props, shield props must be approved by a safety marshal for use in combat, and require the buckler fighting skill or the shield fighting skill to use depending on the size of the shield.

Wielding a shield in combat limits your melee damage to a cap of 2. Note that passive bucklers do not have this cap.

If a shield is struck by a tag bag what happens is based on what kind of attack struck the shield. When the tag bag represents a spell or other magical effect you take any effects the tag bag would inflict to the arm holding the shield. When a tag bag deals normal damage with no additional calls it may be fully blocked by a shield preventing that damage with no further effect. A shield may fully block any attack that makes the poison call, preventing any effect to the bearer. When a shield blocks an attack with the acid call it prevents the effect of that attack to the bearer but this has an effect on the shield, which could become destroyed.

Should a shield block four points of acid damage during an event then that shield is temporarily destroyed. While it is destroyed the bearer automatically takes any damage that is inflicted on the shield, so it immediately should be dropped. In order to repair a destroyed shield, it must be set down, and someone must role-play repairing it while someone casts mend armor on it.

A player may only carry one shield at a time, and you may not curl yourself up such that a shield completely prevents you from being attacked from one direction.

Armor Special Rules

Monstrous Armor

Monstrous armor points are gained from specific types of worn armor. These points takes damage just like ordinary armor points do but reduce any damage dealt to them without the "Slay" call to one. With monstrous physical armor only the physical armor points benefit from this damage reduction, damage dealt to magic armor and body are not reduced.

Monstrous armor does not give any of the other benefits granted to a monstrous creature.

Nature Immunity

Magic objects that grant nature immunity once worn during a game day will cease to grant nature immunity for the remainder of the game day if they are taken off.

Dispel calls have no effect on nature immunity granted from a magic object, not even suppressing the effect.

No combination of effects can make you invulnerable to all damage. The last effect received that would create an invulnerable situation is automatically prevented.

The following spells and effects may not stack with each other unless an ability explicitly allows them to:

Tinkering Items

Tinkering Items

Tinkering can be used to craft the items listed here.

Encampment only tinkering items are always non-lootable.

Tinkering Gear

Specialized gear that can only be crafted with the tinkering skill.

Tinkering Gear
Name Slot Used Skill Required to Create Crafting Costs Encampment Item Lootable Description

Light Tubes None Tinkering 1 4 crafting points, 20 coin No Yes A single bulb flashlight or a 1-3 LED light

Lock and Keys None Tinkering 1 4 crafting points, 20 coin No Yes A lock and key

Magic Lock Box None Tinkering 1 4 crafting points, 20 coin No Yes A magic box that casts magic lock once per gd

Ritual Candle None Tinkering 1 4 crafting points, 20 coin No Yes A specially made candle used when performing rituals

Ritual Quill None Tinkering 1 4 crafting points, 20 coin No Yes A quill used in the production of level 4 and 5 scrolls

Grounding Wire Ankle Tinkering 2 8 crafting points, 40 coin No Yes Protects against magic damage once per event

Shackles of Grounding None Tinkering 2 8 crafting points, 40 coin No Yes Magical shackles permanently ground the wearer.

Magic Lock Picks None Tinkering 4 16 crafting points, 80 coin No Yes Dispels magic locks, and automatically picks mundane locks on containers 4/ event.

Contraption Accesory Master Tinkering 24 crafting points, 100 coin No Yes A portable trap that can contain a beneficial effect up to level 5

Elven Steel Dish None Legacy Item Uncraftable No Yes A single dish (bowl or cup) that cannot be poisoned

Traps

Containers or tripwire traps crafted with tinkering which can then load trap tags

Traps
Name Slot Used Skill Required to Create Crafting Costs Encampment Item Lootable Description

Trap - Level One None Tinkering 1 4 crafting points, 20 coin No No A trap that can be armed with a single trap tag

Trap - Level Two None Tinkering 2 8 crafting points, 40 coin No No A trap that can be armed with up to 2 trap tag

Trap - Level Three None Tinkering 3 12 crafting points, 60 coin No No A trap that can be armed with up to 3 trap tags

Trap - Level Four None Tinkering 4 16 crafting points, 80 coin No No A trap that can be armed with up to 4 trap tags

Trap - Level Five None Tinkering 5 20 crafting points, 100 coin No No A trap that can be armed with up to 5 trap tags

Encampment Items

Non-lootable items kept at adventuring groups in-game homes.

Encampment Items
Name Slot Used Skill Required to Create Crafting Costs Encampment Item Lootable Description

Basin of Purify Spirit None Tinkering 2 8 crafting points, 40 coin Yes No Casts purify spirit 6/ event with a head dunk.

Workshop None Tinkering 2 8 crafting points, 40 coin Yes No Grants 4 addition craft points to a single character.

Anvil of Mend Armor None Tinkering 2 8 crafting points, 40 coin Yes No Casts mend armor 10/ event.

Carpet of Dissipate None Tinkering 2 8 crafting points, 40 coin Yes No Casts dissipate on users.

Font of Insight None Tinkering 2 8 crafting points, 40 coin Yes No Cast diagnosis on yourself up to 10/ event

Grounding Stone None Tinkering 3 12 crafting points, 60 coin Yes No Everyone in the encampment becomes grounded.

Shielding Stone None Tinkering 3 12 crafting points, 60 coin Yes No Spend 10 minutes at your encampment to gain anti-magic shield.

Barrier Stone None Tinkering 3 12 crafting points, 60 coin Yes No After one minute in your encampment gain 4 points of magic armor 2/ event.

Curtains of Magic Lock None Tinkering 4 16 crafting points, 80 coin Yes No Casts magic lock 20/ event.

Greater Workshop None Tinkering 4 16 crafting points, 80 coin Yes No Grants 8 craft points per event for one character.

Music Box of Sanctuary None Tinkering 4 16 crafting points, 80 coin Yes No Creates sanctuary effect as long as music plays, 6/ event.

Plating Pool None Tinkering 4 16 crafting points, 80 coin Yes No Casts enchant weapon 6/ event"

Talisman of Warding None Tinkering 4 16 crafting points, 80 coin Yes No Prevents Wraiths, Banshees, and Poltergeists from entering a structure. Counters the detect life call.

Library None Tinkering 5 20 crafting points, 100 coin Yes No Grants a party one free lore request per event

Soothing Masterpiece None Tinkering 5 20 crafting points, 100 coin Yes No After 10 seconds benefit from heal body and mend armor 12/ event

Veil of Warding None Tinkering 5 20 crafting points, 100 coin Yes No Creates a sanctify or unhallow effect for 10 minutes 6/ event

Alchemist's Laboratory None Master Tinkering,
Ornamenting 5
24 crafting points, 100 coin Yes No Savants may use to gain 5 production points breaking cap

Annulment Statue None Master Tinkering 24 crafting points, 100 coin Yes No Prevents sanctify and unhallow effects in your encampment.

Ley Line Beacon None Master Tinkering 24 crafting points, 100 coin Yes No When ley lines brings you to this item you arrive dissipated.

Totem of Resilience None Master Tinkering 24 crafting points, 100 coin Yes No After 1 minute gain resilience which refreshes.

Level 1

Tinkering Item: Lock and Keys

This is any basic object with a lock on it.

A key should also be attached to the lock under a piece of tape that players can use when they use an in-game effect (such as an explosive charge) to open the lock. Players are honor bound not to use the key if they do not have access to a way to disable the lock.

The prop for a lock must be a real lock (commonly an iron or brass lock) that someone (not necessarily the person bringing the lock into the game) can successfully demonstrate picking using basic lock picking tools. No obviously modern locks e.g. master-locks or combination locks.

When a lock is a part of a non-lootable item the whole object becomes lootable.

Tinkering Item: Light Tubes

A small, single LED flashlight, must have approval from the props marshal, Christina Mevec. Regarding brightness, it should only give off a small amount of light. These should be modified to look ornate.

Glowing rocks or crystals also count as light tubes.

Tinkering Item: Magic Lock Box

A magic lock box can be any ornate box or any size. Incorporating blue coloring is suggested..

Twice per event any character can activate the box to cast the spell magic lock on the box.

The box does not actually require a physical lock on it. The item is a "magic lock" "box" as opposed to a "magic" "lock box".

Tinkering Item: Elven Steel Dish

This item is no longer available for crafting. Existing Elven Steel Dishes remain available for use.

Thanks to the special properties of elven steel this specially made dish will render any ingested poison placed into it inert. Ingested poisons put into an elven steel dish have no effect, and if poisoned food is transferred from one container into a elven steel dish that poison is immediately rendered useless.

Should be a bowl or cup painted to appear as elven steel. Elven steel weapons or other items must be covered with black paint then decorated with natural looking thin white/silver veins coursing through it.

Tinkering Item: Trap - Level One

A level one trap is a type of level based trap. The trap is a reusable object that can be loaded with a trap tag. If no effect is loaded into the trap it is an alarm trap.

Appearance depends on the trap type. Modern electronics should be hidden to the best of ability and at minimum out of plain sight.

Traps can be free standing objects (like trip wires), or built into another item such as a container.

When building a trap your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Level 2

Tinkering Item: Shackles of Grounding

Shackles of grounding are a permanent magic object which cause the individual shackled to be permanently be under a grounding effect.

Manacles that are large enough to slide hands in and out are suggested. A chain with a locking mechanism is acceptable. Blue should be incorporated into the prop.

Tinkering Item: Basin of Purify Spirit

A basin of purify spirit is a per event magic object that must be kept in a party's encampment to be used. Any character in that party can benefit from the spell purify spirit by dunking their head in the basin while it is filled with water. During cold weather events players should only role-play dunking their heads. This effect can be used a total of six times each event regardless of which party member activates each use.

Prop should be a basin that is large enough to at least dunk half a player’s head. Ornate or clearly special looking. Wood, metal, or plaster preferred. No plastic.

Tinkering Item: Workshop

A character with access to a personal workshop kept in an encampment gains access to 4 additional crafting points each event. This item's benefit does not stack with the benefit from a greater workshop.

Prop should be an assortment of tools and crafting materials, filling roughly 2 square feet. Feel free to be elaborate and creative with this. Leather, crude hammers, tiny anvils, cast tools, etc. Should be clear that "this is a workshop".

Tinkering Item: Trap - Level Two

A level two trap is a type of level based trap. The trap is a reusable object that can be loaded with up to two trap tags. If no trap tags are loaded into the trap it is an alarm trap.

Appearance depends on the trap type. Modern electronics should be hidden to the best of ability and at minimum out of plain sight.

Traps can be free standing objects (like trip wires), or built into another item such as a container.

When building a trap your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Tinkering Item: Anvil of Mend Armor

An anvil of mend armor is a per event magic object that must be kept in a party's encampment to be used. Any character in that party can cast mend armor using it. This effect can be used 10 times per event regardless of which party member activates each use.

Anvil should have a minimum weight of 5 pounds.

Tinkering Item: Font of Insight

A font of insight iis a per event magic object that must be kept in a party's encampment to be used. Any character in that party can cast diagnosis using it by staring into the font for 10 seconds. This effect can be used 10 times per event regardless of which party member activates each use.

Prop should be an ornate silver dish filled with water.

Tinkering Item: Carpet of Dissipate

A carpet of dissipate is a magic object is a per event magic object that must be kept in a party's encampment to be used. Any character in that party can cast dissipate on themselves for no power point cost. There is no limit to how often this may be activated but no one individual can use this item more than once every 10 minutes.

Minimum size suggested: 1.5 feet by 2 feet. Suggested blue coloring. No dimension larger than 10 feet, nor smaller than 1.5 feet.

Level 3

Tinkering Item: Shielding Stone

After members of a party spend at least 10 minutes at an encampment which contains a shielding stone they are affected by the spell anti-magic shield. This happens automatically, requiring no action from the player other than being present for 10 minutes. A shielding stone is a permanent magic object.

Prop should be an interesting looking stone larger than a tennis ball. Can be painted or decorated by other means. No fake or plastic stones.

Tinkering Item: Grounding Stone

A grounding stone takes effect 10 minutes after a character chooses to activate it. Only party members of the owner can activate it. Once it has been activated anyone in the encampment (including non-party members) are affected by grounding for as long as they remain at the encampment. This effect cannot be dispelled or prevented by immunity effects. Characters know if they are affected. The grounding stone remains in effect for the event once activated.

Prop should be an interesting looking stone larger than a tennis ball. Can be painted or decorated by other means. No fake or plastic stones.

Tinkering Item: Barrier Stone

When a character spends 1 minute at their party's encampment that contains a barrier stone they immediately gain 4 points of magic armor as if the spell improved magic armor had been cast on them. Each character can benefit from this effect at most twice per event, but any number of party members can benefit. A barrier stone is a permanent magic object.

Prop should be an interesting looking stone larger than a tennis ball. Can be painted or decorated by other means. No fake or plastic stones.

Tinkering Item: Trap - Level Three

A level three trap is a type of level based trap. The trap is a reusable object that can be loaded with up to three trap tags. If no trap tags are loaded into the trap it is an alarm trap.

Appearance depends on the trap type. Modern electronics should be hidden to the best of ability and at minimum out of plain sight.

Traps can be free standing objects (like trip wires), or built into another item such as a container.

When building a trap your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Level 4

Tinkering Item: Magic Lock Picks

A set of magic lock picks can be used four times per event to open a magic lock or mundane lock on a container. When used on a magic lock the spells effect is dispelled. Magic locks on doors or other portals cannot be dispelled by magic lock picks.

Prop should be any non-modern skeleton key.

Tinkering Item: Music Box of Sanctuary

A music box of sanctuary is a per event magic that must be kept in a party's encampment to be used. Any character in that party can casts a special version of sanctuary with an incant, the sanctuary effect lasts for as long as the music continues to play. For as long as the music plays the box is the center of a sanctuary effect. This effect can be used 6 times per event regardless of which party member activates each use.

The prop should be any non-modern ornate music box. Admirable quality or blue indicator preferred. No obviously modern tunes.

Tinkering Item: Veil of Warding

A veil of warding is a per event magic that must be kept in a party's encampment to be used. Any character in that party can create a sanctify or unhallow effect which lasts for 10 minutes. This effect can be used 6 times per event regardless of which party member activates each use.

Prop should be a non-modern, ornate, wall hanging/tapestry.

Tinkering Item: Curtains of Magic Lock

Curtains of magic lock are a per event magic that must be kept in a party's encampment to be used. Any character in that party can cast magic lock using them. Any party member can also dispel a magic lock created by this item even if they were not the one who cast it.

This effect can be used 20 times per event to cast magic lock regardless of which party member activates each use.

Prop should be any non-modern curtains or drapes. Should be ornate or have blue incorporated.

Tinkering Item: Greater Workshop

A greater workshop is an encampment item that grants one character who uses it 8 crafting points per event. Only one character can use a single greater workshop and this benefit does not stack with a workshop.

Prop should be an assortment of tools and crafting materials, taking up roughly 3 square feet. Feel free to be elaborate and creative with this. Leather, crude hammers, tiny anvils, cast tools, etc. Should be clear that "this is a workshop".

Tinkering Item: Trap - Level Four

A level four trap is a type of level based trap. The trap is a reusable object that can be loaded with up to four trap tags. If no trap tags are loaded into the trap it is an alarm trap.

Appearance depends on the trap type. Modern electronics should be hidden to the best of ability and at minimum out of plain sight.

Traps can be free standing objects (like trip wires), or built into another item such as a container.

When building a trap your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Level 5

Tinkering Item: Plating Pool

A plating pool is a per event magic that must be kept in a party's encampment to be used. Any character in that party can cast enchant weapon on a weapon placed in it. Placing the weapon inside the plating pool is the only activation required instead of a normal incant.

Do not actually fill the pool with liquid and submerge weapon props in it as that would damage the props.

This effect can be used 6 times per event regardless of which party member activates each use.

Prop should be an ornate vessel long enough to role-play submerging of a martial weapon (at least 35").

Tinkering Item: Soothing Masterpiece

A soothing masterpiece is a per event magic that must be kept in a party's encampment to be used. Any character in that party can cast the spells heal body and mend armor on a themselves after they spend 10 seconds gazing at it. Gazing at the soothing masterpiece for 10 seconds is the activation for this item so it does not require an incant to use.

This effect can be used 12 times per event regardless of which party member activates each use.

Prop should be an ornate piece of artwork: a painting, vase, sculpture, etc. Comparable size, or larger, to a softball (if free standing), or roughly 150 square inches if hung on a wall (Ie a painting).

Tinkering Item: Library

A library is a encampment item that allows a single character in a party to ask the plot staff one lore request each event.

The prop must contain a minimum of 6 period appropriate looking books.

Tinkering Item: Talisman of Warding

When a talisman of warding protects an encampment Wraiths, Banshees and Poltergeists may not enter that structure. Living beings inside of an protected encampment do not need to respond to detect life calls.

Prop should be a talisman or ornate object. Must be larger than a tennis ball.

Tinkering Item: Trap - Level Five

A level five trap is a type of level based trap. The trap is a reusable object that can be loaded with up to five trap tags. If no trap tags are loaded into the trap it is an alarm trap.

Appearance depends on the trap type. Modern electronics should be hidden to the best of ability and at minimum out of plain sight.

Traps can be free standing objects (like trip wires), or built into another item such as a container.

When building a trap your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Master Crafted Tinkering

Tinkering Item: Contraption

Contraptions function like level based traps in that they have a trigger, typically a buzzer that indicates when they are activated. Instead of being armed with trap tags though, a contraption is armed with a single beneficial scroll, potion or alchemical. The item is consumed when the contraption is triggered.

Contraptions are always personal items. When triggered, regardless of how they are triggered, the effect contained in the contraption affects the person who owns and is wearing the contraption.

Contraptions take up the Accessory slot.

The prop for a contraption must have their entire single step mechanism enclosed within a props and atmosphere approved box or other container. The box or container must not fall below a minimum of 4 cubic inches in size. No dimension can be less than 1 inch. Modern electronics must be hidden. The final prop must be worn on the body in some fashion.

When building a contraption your aesthetic goal is to be discrete. You can use modern electronics; it would be near impossible to do it otherwise. But, it is optimal to hide these as much as possible.

What your looking for is a piezo buzzer. The Props and Atmosphere Marshal prefers the ones that can run off a single double A. The ones he uses have a Voltage range and can function safely on several battery types. A 9V is as loud as a fire alarm, going down to a single double A keeps it loud enough that it is known/won't be missed, but not "HEY EVERYONE ON SITE! I SET OFF A TRAP!"

Tinkering Item: Totem of Resilience

A totem of resilience is a permanent magic encampment item that grants the resilience spell to any party member that spends one minute at the encampment. This resilience spell will automatically refresh every 10 minutes (when the spell's duration would normally end) as long as the character remains at the encampment.

When a character leaves their encampment the resilience will last its normal 10 minute duration for the spell then will wear off as normal. Upon returning to your encampment the effect will start again after 1 minute.

If the resilience is dispelled a character must wait a full 10 minutes at the encampment to gain the effect again.

Prop should be a decorative, non-modern, piece of artwork. Examples include: A wall mask, a statue, a large figurine. Comparable in size, or larger, to a softball (if free standing), or roughly 150 square inches if hung on a wall (I.E. Wall mask)..

Tinkering Item: Ley Line Beacon

A ley line beacon is a permanent magic encampment item. When a character casts the ley lines spell and their destination for that spell is an encampment with a ley line beacon they arrive at the encampment under the effects of dissipate.

Prop should be a large ornate gem stone or geode. Preferred on a pedestal or stand.

Tinkering Item: Annulment Statue

A annulment statue is a permanent magic encampment item that prevents the effects of sanctify and unhallow on the encampment.

Prop should be a non-modern decorative statue, of comparable size to a softball or larger.

Tinkering Item: Alchemist's Laboratory

An alchemist's laboratory is a collection of lab equipment which should be represented by at least 5 different props which require inspection by props and atmosphere staff.

A savant with an alchemist's laboratory gains 5 additional production points which break cap. These points stack with the bonus points gained from the Savant title for a total of 30 points.

An alchemist's laboratory can only be created by a master craftsman with the ornamenter five and tinker five skills. It costs 24 crafting points and 100 coins to create an alchemist's laboratory.

Prop should be an assortment of tools and materials, occupying roughly 2 square feet. Feel free to be elaborate and creative with this. Bottles, vials, mixing stations, etc. Should be clear that "this is a laboratory." No modern looking chemistry equipment.

Traps

Traps - Using and Encountering Traps

There are three types of traps in the game: level based traps, "zero-level" traps, and contraptions.

Zero-level traps are stationary, simple traps such as a pit trap. They can't be armed or disarmed, they simply exist. Each zero-level trap has a fixed effect on anyone who is impacted by it. If someone falls into a pit trap they take two leg wounds and cannot leave the pit, for example. Players can't normally create zero-level traps.

Level based traps may or may not be stationary depending no the trap, and are armed with a trap tag. A level based trap typically has a buzzer in it that indicates when the trap has been sprung. Other traps could potentially exist with rules and plot approval on a case by case basis. These traps must be created to be disarmable in some fashion. Any character can attempt to disarm a trap - prevent the buzzer or triggering mechanism from functioning. If the buzzer doesn't go off the trap has been avoided.

Level based traps are each armed with trap tags indicating what the trap does if the trigger is hit. A level based trap can be armed with a number of trap tags equal to or less than it's level. When the trap is sprung, each of these tags take effect going from front to back, then the trap tags should be destroyed. Only the player who triggers the trap is affected by any trap tags included. It is helpful if traps have a clothes pin inside of them to hold the trap tags, but this is not a requirement. When a trap has been disarmed, trap tags can be removed and even kept for later use. The exception to this is if the trap tag say it is "fragile". Fragile trap tags can be disarmed but should be destroyed immediately whether the trap went off or not.

Level based traps that are in containers can be armed and moved, but the person carrying the trap is the one affected by it if the buzzer goes off for any reason. Those which take the form of trip wires, pressure plates, etc should are stationary once armed and should only be moved if disarmed.

Contraptions function like level based traps in that they have a trigger, typically a buzzer that indicates when they are activated. Instead of being armed with trap tags though, a contraption is armed with a single beneficial scroll, potion or alchemical. The item is consumed when the contraption is triggered.

Contraptions are always personal items. When triggered, regardless of how they are triggered, the effect contained in the contraption affects the person who owns and is wearing the contraption.

Traps never inflict killing blows unless they explicitly say that they do.

Pit Traps

A pit traps is a zero-level trap, represented in game by tarps on the ground. If a player touches the tarp in any way their character is considered to have "fallen" into the pit.

The default effect of falling into a pit is two automatic leg wounds. When an effect causes an "automatic wound", ignore any armor (of any kind) or body the character may have. An appropriate immunity effect can still prevent an automatic wound, however damage requirements will NOT prevent automatic wounds.

If a pit has other effects a NPC will be around to inform players of what those effects are. Once a character has fallen into a pit they are stuck in it until another character assists them in getting out through role-playing.

Miscellaneous Gear

Blue Bags

A blue bag is a special item used by NPCs, or sometimes acquired by PCs during Feb Feast, which cannot be interacted with by anyone except its owner. Anything stored inside of a blue bag may not be stolen, and characters can't see another character's blue bag if it is out in the open.

A merchant with the fifth rank of merchant gains an invisible magic lock box with a size no greater than 1728 cubic inches (for example 1' x 1' x 1'). This box follows the same rules as a blue bag, but must be a box (with hard sides, a top, and a bottom). You can identify it by orange markings put on it.

Rods

A rod is a handheld scepter that allows the wielder to cast a single spell that has been imbued into the rod using the magic power points of the caster. This removes the requirement for the caster to know the spell. In all other ways a rod follows the rules for casting a spell, including requiring a free hand other than the one the rod is held in. The prop for a rod must be between 18 and 36 inches in length. Characters are limited to either one rod or one tome.

Rods may not be used in combat as a weapon.

Tomes

Tomes are a type of spellbook that contain various spells from a single school of magic. A tome allows a character to cast spells they do not know. When you use a tome the spells are not consumed and can be reused any number of times. In order to use a tome a character must have the read magic skill and know at least one spell from the school of magic contained in the tome. Epic tomes may contain spells from more than one school of magic. Standard crafted tomes may only have spells from one school of magic.

Written items such as scrolls, rituals, and tomes have a fixed incant written down on them. When using one of these items you must read the incant exactly as it appears in writing. Even if you have these words memorized you are required to have enough light to read the text by and are expected to role-play reading the text from the paper.

Characters are limited to either one rod or one tome.

In all other ways using a tome follows the rules for casting a spell.

Wands

Wands are temporary magic objects that can cast a first, second, or third level spell. An expended wand's prop can be reused when creating an exact copy of the wand with crafting at check-in. There are three types of wands: lesser, normal and major. The number of magic power points a wand contains is based on what type it is. Lesser wands have 10 magic power points. Normal wands have 20 magic power points. Major wands have 30 magic power points. The prop for a wand should be between 8 and 16 inches in length. A character can use at most two wands per event.

To use a wand, the wand must be held in one hand. Magic power points to pay for the spell are taken from the wand. A wand can only cast the spell that has been placed in it. In all other ways using a wand follows the rules for casting a spell.

A wand cannot be used in combat as a weapon.

Rituals

Rituals

Rituals are reusable items that allow a character to create effects similar to spells but more powerful. Some specific rituals are one use consumable items, the ritual will indicate if this is the case. In addition to the requirements listed here each ritual has its own additional conditions that must be met in order to cast it.

Most rituals will require specific components that are consumed or items that must be present to perform the ritual, these items must be on hand. Ritual components are always consumed unless the ritual says otherwise, other components the ritual will state if they are consumed or not. Some components list an item as a focus. A focus is an object that must be present for the ritual to work, but it is never consumed when the ritual is cast.

The caster of a ritual must have all appropriate ritual skills for each school in the ritual, a physical copy of the ritual that is being cast, and the correct ritual components to cast the ritual (which will be listed on the ritual you are casting). Some rituals require more than one eligible caster to perform.

Written items such as scrolls, rituals, and tomes have a fixed incant written down on them. When using one of these items you must read the incant exactly as it appears in writing. Even if you have these words memorized you are required to have enough light to read the text by and are expected to role-play reading the text from the paper.

If you meet all of these criteria all you must do to perform the ritual is follow the directions that are written on the ritual you are casting.

Some rare rituals can only be obtained by acquiring a variety of scarce components. At minimum these rituals require a ritual quill (which is consumed in the crafting of the ritual), 5 doses or ritual ink, ritual paper, ritual binding elixir, the essence of the ritual in question (which may list additional required components), and the intent for the ritual (which will determine the incantation the finished ritual will have). When these items are gathered and turned in via pre-production a permanent copy of a ritual is created. Some of these rituals can only be used by the person who created it and are labeled as "Creator Bound"

Ritual Components

There are a wide variety of ritual components. Basic ritual components are any component from the seven school of magic. These are the most commonly used ones for standard game rituals. Other components are known as special ritual components. Special ritual components, such as Dragon's Blood or Ghost Stones, cannot ever be replaced by other items or powers, you must use the exact item called for. Generally special ritual components are required for custom plots or very rare rituals.

To recognize ritual components requires the identify magic skill. Ritual components are consumed when used to perform a ritual.

Potions and scrolls of spells from the same school can be used to replace a ritual component, counting as the school the items come from.

The quantity of items required to count as a single ritual component is based on the following chart:

Level of potion or scrollQuantity
110 potions or scrolls of the same school
28 potions or scrolls of the same school
36 potions or scrolls of the same school
44 potions or scrolls of the same school
52 potions or scrolls of the same school

Basic Rituals

Aegis Rituals

Harmony

Directions: Light the ritual candle and hold the aegis ritual component above your head while speaking aloud the ritual's incantation. Consume the ritual component and gain the effect.

Incantation: Knight of the Sept! Grant me harmony, grant me consonance, grant me synchronicity at every convergence. Let me be one with your fortitude, that I may be protected, shielded, and strengthened. In your name, I do the work of the Sept.

Effect: Gain synchronize immediately and at every convergence. The synchronize can be dispelled, the harmony ritual effect cannot.

Mirrorball

Directions: Light the ritual candle and hold the aegis ritual component above your head while speaking aloud the ritual's incant. Consume the ritual component and gain the effect.

Incantation: Knight, let your shield lend strength to this bearer of arms, and reflect any harm sent toward them back against the enemy who sends it. Let nothing dispel these reflections, and let your power always defend the weak and uplift the worthy.

Effect: No effect the next two dart attacks of ANY kind that hit you. This includes dispel attacks. For the next minute after this happens (each time) you can throw a tag bag with no incant for the same call that you prevented.

Battle Rituals

Valor

Directions: Light the ritual candle and spread the battle ritual components on the ground as you read aloud the ritual's incantation. Begin the effect.

Incantation: Ready for battle, ready to fight. With Valor swing with all your might. Ready for battle, ready to fight. With Valor swing with all your might. Ready for battle, ready to fight. With Valor swing with all your might.

Effect: The target of this spell gains +1 damage with all weapons (subject to normal caps). This effect can stack with itself if you repeat the ritual.

Soldier's Luck

Directions: Light the ritual candle and raise the ritual components over your head. Read the incant and begin the effect.

Incantation: Some say that Soldier's Luck is the correct term. Yet my body is rugged, my armor is firm. I am ready for battle, may my enemies squirm.

Effect: The next time the target of this ritual is affected by an attack that uses either the pierce or slay call they still take the damage from the attack but are not affected by the pierce or slay portion of the call.

Compulsion Rituals

Perfect Deceit

Directions: Light the ritual candle and hold the ritual component above the flames while speaking aloud the ritual incant. Consume the ritual component and gain the effect.

Incantation: Twist and tangle, Scholar bright, Twist the words so wrong is right; Let the lies like truths be heard; Let the real story be blurred. Though the questioner’s elite, Answer with perfect deceit.

Effect: The target can only tell lies when under 'truth effects'

Polyglot

Directions: Light the ritual candle, place the Compulsion Ritual on the book. Read the incant. The ritual components are then consumed.

Incantation: Scholar of words, scholar of tongues, Fill me with knowledge, my brain and my lungs; Allow me to speak, and to hear, and to know; What others are saying – let it be so.

Effect: Caster can Speak and Understand (But not write) common and uncommon languages. The common languages are Elvish, Terran, Snow Goblin. Uncommon languages are Andaranian, Apian, Canine, Diabolic, Draconic, and Sylvan. This does not help with any of the rare languages.

Enchantment Rituals

Disenchant

Directions: Light the ritual candle. Hold the magical item with both hands. Recite the incant

Incantation: Thank you, Craftsman for this work. It has done what it was created to do. Let it be broken, so it may be reborn into a new form. And in that new form, be of new use.

Effect: Destroy a lootable or owned magic item. Turn it in at logistics, there you will be able to receive in exchange 1 ritual component of any school for every 25 coin the item would cost to craft (rounded down). All components must be from the same school.

Nature Rituals

Breath of Fire

Directions: Light the ritual candle and hold the ritual component above your head while speaking aloud the ritual's incantation. Immediately afterwards, cast the spell “elemental weapon” upon the ritual component. Consume the ritual component and gain the effect.

Incantation: Draconis above, this I desire: Your wisdom to learn, your strength to inspire. My enemies wait, they hide and conspire, Soon they will find me and I will retire. Ancient one, please, I need to fly higher, Grant me the power to breathe dragonfire!

Effect: This ritual bestows upon the user the ability to breathe fire. They are able to cast a bolt of fire from their mouth at will for “4 Primal” twice per game day for the duration of the event. Roleplaying an inhale and exhale of this ability is encouraged.

Ironbark

Directions: Light the ritual candle. Crush the gem and the ritual component in your hands, and sprinkle the remains over the target while saying the incant. Afterwards the spell takes effect, consume the ritual components and the gems.

Incantation: Elemental, Lady of Fires and Floods, I call upon you to grant strength to this flesh; Make it tough as iron, strong as an oak, Protect the bearer well.

Effect: The target gains natural armor equal to their body. This natural armor cannot be repaired with the mend armor spell.

Necromancy Rituals

Final Rest

Directions: Light the Ritual Candle. Next, the caster must begin ringing a hand bell and cannot stop for 10 minutes. At the end of 10 minutes, relight the candle if it has gone out and then speak the incantation which, you must complete without interruption.

Incantation: Spark, heed me! You have lived, you have died, you have been Reaped. With each toll of this death bell, your ties to the mortal world have weakened. Now you must cross into the Well, never to return to this plane. I bid you Rest! I bid you Rest! I bid you Rest! Go, and go in peace.

Effect: A spark held by Reap Spirit is sent to the well. The target is now dead, FOREVER. Furthermore the target is no longer eligible to be made into any variety of undead, nor will they produce a ghost. Shift GMs should be notified if this is used on a PC

Consecrate

Directions: Light the ritual candle and spread the necromancy ritual components on the ground as you read aloud the ritual's incantation. Repeat the incant at each entrance to the building. Consume the ritual component and begin the effect.

Incantation: Undead horde, let us rectify, leave this place with Sanctify! 'Or' Give me a realm where no living can follow; a place of my own I create with Unhallow!

Effect: Sanctify or unhallow a building for the game day.

Restoration Rituals

Mortal Jeopardy

This ritual has been retired. Existing copies remain in play as legacy items, no new copies are being made.

Directions: Light the ritual candle. Hold the ritual items in each hand. Recite the incant, and emphasize each line while gesturing with the ritual components in each hand. Afterwards the ritual is in effect and the components are consumed.

Incantation: Mother of the Sept, Goddess of nurturing, It grieves me to ask you to turn your face away from one of your children. But ask it I must. Please, Mother. Let this be the last Restoration that affects them. Let them be immune to your spells today. In your name, I do the work of the Sept.

Effect: Target is immune to restoration magic.

Regeneration

Directions: Heat the restoration ritual component over the lit ritual candle. This will boil out the impurities, leaving behind the pure healing essence you require. Then cast heal body on the ritual component. The resulting tincture must then be ingested while still hot, inflicting 4 nature damage to the character's torso. After this the ritual is in effect and the component is consumed.

Incantation: No Incant Required

Effect: Every 10 minutes the beneficiary of this spell will benefit from either heal mortal wound, restore limb, or heal body. This will not help them if they are poisoned or dead, but the ritual will remain in effect for later.

Consumables

Consumable Items

A consumable is an item that has a limited number of uses. Generally consumable items can only be used once but some items will specify a higher number of times they can be used. Sharing consumables is only permitted if the consumable has multiple uses, each person using the item counts as one use.

Consumables will nearly always (with the exception of things like wands) be represented by a piece of paper from logistics that has an official stamp on it. These papers will then be inside whatever container or prop represents the consumable item.

Some consumable items will be labeled as being scarce. These items can't be copied, reproduced, used without being consumed, or crafted by players through any means, including feb feast items. Scarce items are intended to only ever be available as loot.

Most consumable items require that you role-play out using the item. At minimum to use an item it has to be in hand (either in your hand, or easily and instantly accessible by a free hand) to use. Once the item is used, you must represent the consumption of the item by destroying the official paper from logistics included with the item.

Scrolls

Scroll Rules

A scroll is a one use consumable item. Characters with the read magic skill can cast the spell listed on the scroll without spending any magic power points.

Written items such as scrolls, rituals, and tomes have a fixed incant written down on them. When using one of these items you must read the incant exactly as it appears in writing. Even if you have these words memorized you are required to have enough light to read the text by and are expected to role-play reading the text from the paper.

Scrolls follow all the other normal steps to casting a spell.

You can only use scrolls that contain a range of self if you know the spell on the scroll. When you cast such a scroll you treat it as if you cast the spell regardless of who wrote the scroll (this is important for ley lines).

Potions

Potion Rules

A potion is a one use consumable item. Potions that aren't for drinking are referred to as oils and follow all the same rules, except that they are applied to a subject instead of drank. To use a potion simply role-play drinking it, to use an oil role-play applying it to a subject. Using a potion never requires an incant and never costs magic power points.

No skill is needed to identify the contents of a potion. At any time a character can role-play looking in the vial, and may then look at the piece of paper inside the vial to learn what the potion's effect will be.

Items that duplicate spells, such as scrolls and potions make the user count as the person casting the spell for the purposes of voluntarily dispelling an effect.

To administer a potion to a helpless character you must have the first aid skill.

After using a potion you'll find both players and logistics staff alike will reward you for returning the now empty potion vial.

Potions

Some spells can be turned into potions using the brew potion skill and production points.

Please note that a potion of Heal Mortal Wound cannot be self-administered, and always requires that another character with the First-aid Skill administer it to a player suffering from a torso wound.

Potions

Potions
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Diagnosis 1 1 Magic Power Point Instant Touch Character n/a Reveals all various ailments, presence of a spark.

Enhance Armor 1 1 Magic Power Point Game day Touch Worn armor armor Yes Armor's protection increases by +1 point

Ghastly Visage 1 1 Magic Power Point 10 minutes Touch Character person Yes Target may call 'Brains'.

Heal Body 1 1 Magic Power Point Instant Touch Character n/a Target heals all lost body.

Magic Armor 1 1 Magic Power Point Game day or until expended Touch Character person Yes Target touched gains 2 points of magic armor

Strength 1 1 Magic Power Point 10 Minutes Touch Character person Yes Target inflcits +1 melee damage

Toughness 1 1 Magic Power Point 10 minutes Touch Character person Yes Target touched gains 2 body points

Anti-Magic Shield 2 Level 1 Aegis Spell Game day or until discharged Touch Character person Yes Prevents the next spell to hit the target

Dissipate 2 Level 1 Nature Spell 10 minutes Touch Character above head Yes (circumstancially) Target dissipates.

Enchant Shield 2 Level 1 Enchantment Spell Game day or until discharged Touch Shield shield Yes Shield touched absorbs next effect that would bypass or damage it

Purify Spirit 2 Level 1 Restoration Spell Instant Touch Character n/a Cures target of poisons and physical afflictions.

Restore Limb 2 Level 1 Restoration Spell Instant Touch Character n/a Target heals all limb wounds.

Spellburst 2 Level 1 Battle Spell 10 minutes Touch Character Yes The next spell you cast generates handfuls tag bags.

Spirit Shield 2 Level 1 Aegis Spell Game day or until discharged. Touch Character person Yes Prevents next poison or acid effect against target.

Heal Mortal Wound 3 Level 2 Restoration Spell Instant Touch Other Character n/a Target heals a torso wound.

Improved Magic Armor 3 Level 2 Aegis Spell Game day or until expended Touch Character person Yes Target touched gains 4 points of magic armor

Resilience 3 Level 2 Restoration Spell 10 minutes Touch Character person Yes All damage dealt to target is converted to 'blunt'

Sanctuary 3 Level 2 Aegis Spell 10 minutes Touch Fixed location focal point ground Yes Creates a 20 foot protective bubble around caster

Oils

Oils
Spell Cost/ Level Prerequisite Duration Range Target Flag Dispel Brief Description

Magic Lock 1 1 Magic Power Point Game day Touch An entryway or container building or object Yes Magically hold a door or container closed

Magic Strike 1 1 Magic Power Point 10 Minutes or Until Discharged Touch Melee weapon weapon Yes Melee weapon's next hit deals '4 damage'

Mend Armor 1 1 Magic Power Point Instant Touch Worn armor, natural armor, or shield n/a Repairs physical armor.

Silvershine 2 Level 1 Enchantment Spell 10 Minutes Touch Weapon weapon Yes Weapon touched deals 'silver'

Elemental Weapon 3 Level 2 Nature Spell 10 Minutes Touch Character weapon Yes Weapons carried deal nature damage or generate four 4 nature damage tag bags or generate two 4 primal damage tag bags.

Enchant Weapon 3 Level 2 Enchantment Spell 10 minutes Touch Weapon weapon Yes Weapon touched deals 'elven steel' damage

Spellstore 3 Level 2 Enchantment Spell Event or until expended Touch Weapon weapon Yes Stores a spell in a weapon to be cast later.

Alchemical Items

Alchemy Items

Alchemical products, sometimes called compounds or admixtures, are a special type of consumable item created with the alchemy skill. These items represent the pinnacle of old world chemistry mixed with a bit of magic.

Alchemy can produce a wide variety of game effects often allowing those without magic to act as though they did. Some effects are the exclusive domain of alchemy as well, such as stopping the curse of lycanthropy or curing diseases.

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Blade Poisons

A blade poison is a consumable item that is applied to weapons in order to make them more deadly. In order to use a blade poison you must role-play the action of opening the vial and applying the poison to your weapon, then tie a flag to the blade.

Once applied a blade poison will last for 10 minutes or until the weapon has successfully hit an opponent. Some blade poisons require that they can only be applied to goblin iron weapons. These poisons get no special increased duration benefit when applied to such a weapon. All other blade poisons when applied to a goblin iron weapon, last for 20 minutes or until the weapon has successfully made two hits. These poisons interact with blightsteel in the exact same fashion.

Elven steel and silver weapons may never have blade poisons put on them. If a blade poison is applied to one of these weapons it is rendered inert and useless immediately.

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Ingested Poisons

An ingested poison is a type of poison. Ingested poisons are consumables generally given to other characters through subterfuge and trickery (or just when they are helpless). It should be noted that ingested poisons only give the poisoned condition if they cause a poison call or otherwise specifically say they do. Even if they do not give the poisoned condition a character with an immunity to poison is still immune to ingested poisons.

To use an ingested poison it must be role-played being poured into a drink or onto food (assuming you can't somehow trick someone into drinking the poison straight out of the vial), then a green dot is applied to the container, typically on the bottom. This green dot gives characters with the herbalist skill a chance to identify that the food or drink is not safe before anyone ingests it. In the event that someone ingests the poison they should then be notified of exactly which poison they consumed.

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Thrown Poisons

A thrown poison is a type of consumable alchemical item that represents a small breakable vial being hurled at an enemy. To use a thrown poison the prop to represent the poison must be "at hand", easily reachable. As long as this is the case you may use a tag bag to make the attack described by the item. After this is done make sure you remember to destroy the piece of paper that represents the item, it was used when you "threw" it at your opponent in character.

Each item's call determines what rules it follows. So a thrown item that calls for 4 nature damage counts as a spell, even if it comes from an alchemical, because there is no way to distinguish the source of the call for the person getting hit.

A shield may fully block any attack that makes the poison call, preventing any effect to the bearer.

Blade poisons, ingested poisons, and thrown poisons all require the herbalist skill to use. If a character attempts to use any of these types of alchemy compounds they fail to use the item successfully and suffer the effects as if the item were used on them.

Level 1 Items

Name Level Duration Type Requires Herbalism Scarce Description

Bug Repellent 1 1 Minute Thrown Alchemical No No Disengages a creature of the insectoid type by calling 'Disengage Insect'

Compost Moss 1 Instant Oil No No Speeds up natural decomposition

Corruption 1 10 Minutes Oil Yes No A blade poison that causes a weapons hits to call 'poison'

Holy Water 1 Instant Thrown Alchemical No No Thrown alchemical that calls for disengage undead

Lanthir Oil 1 10 Minutes Oil No No Remove the special properties of a weapon

Minor Power Elixir 1 Instant Ingested No No Restores 2 Magic Power Points

Ritual Ink 1 5 Uses Check-In No No Required to produce rituals documents and high level scrolls.

Spirit Tar 1 10 Minutes Ingested No No Causes grounding for the person drinking

Stabilizing Concoction 1 Permanent Oil No No Prevents subject from bleeding out

Terran Roots 1 Instant Thrown Alchemical No No A thrown alchemical that calls for grounding

Bug Repellent

A Bug Repellent is a thrown alchemical that calls for "Disengage Insect"

Corruption

This is a blade poison that changes all of your weapons successful hits to call "poison".

Unlike other blade poisons this effect lasts the full duration, not limited by a certain number of hits.

Mirror of Sophistry

This is obsolete and has been removed from the system. It is only here for reference.

Minor Power Elixir

A minor power elixir restores 2 points of magic power when drunk, subject to normal limits.

Ritual Ink

Scrolls of level 5 spells, such as Revive, require ritual ink to produce.

Each vial of ink is sufficient for the creation of 5 scrolls requiring ritual ink.

OOOOO

Level 2 Items

Name Level Duration Type Requires Herbalism Scarce Description

Anesthesia 2 1 hour or until struck violently Ingested No No Imbiber is knocked unconscious for one hour or until they take damage.

Base Paste 2 Game Day Oil No No Prevents the next 4 acid damage that strikes the shield coated

Elixir of Wisdom 2 Event Ingested No No Increases your available magic power points by 1 for the duration of the event.

Mother's Intuition 2 Instant Ingested No No Diagnose any ailments you may be affected by.

Rejuvenation Elixir 2 Permanent Ingested No No Restores 2 magic power, heals all body points, and cures diseases.

Scorpion's Kiss 2 10 minutes or until expended Oil Yes No This is a blade poison that inflicts 'poison weaken'

Vermin Bane 2 1 hour Ingested Yes No An hour after ingesting this poison the victim takes a torso wound.

Warding Amalgam 2 Game Day Oil No No Absorbs the first 'magic' tag bag to hit the wearer.

Wolfsbane 2 Instant Ingested No No If taken in time, prevents lycanthropy from taking a person over.

Anesthesia

Anesthesia is an ingested poison that knocks the imbiber unconscious for an hour. If the victim takes ANY damage (including blunt damage), the anesthesia wears off.

Base Paste

Base Paste can be applied to a shield with role-playing. The next 4 acid damage that strikes shield is negated by the paste, requiring a “No Effect” call.

Elixir of Wisdom

An Elixir of Wisdom grants the user an additional point of magic power (as if they gained another rank of the magic power point skill up to cap) for the duration of the event.

Grounding Wire

This is obsolete and has been removed from the system. It is only here for reference.

It has been replaced by Warding Amalgam.

Hermetic Rod

This is obsolete and has been removed from the system. It is only here for reference.

Rejuvenation Elixir

When drunk rejuvenation elixir restores 2 points of magic power, heals any missing body points and cures the diseased condition.

Ritual Quill

Ritual magic is some of the most powerful and potent in Novitas. Because of this, special care and materials are often used when preparing and performing rituals.

Rituals are often contained on special scrolls known as ritual scrolls. Ritual scrolls can only be written with a ritual quill. In addition, scrolls containing powerful fifth level magic spells, such as Maelstrom, must be scribed with a ritual quill. A single ritual quill may be reused for any number of fifth level scrolls, but using a ritual quill to scribe a ritual scroll renders the quill useless, it must then be discarded and replaced.

Creation of this object requires the player to provide their own prop to represent it. This can be nearly any writing implement that does not look modern or anachronistic. This prop must be presented and approved at logistics at sign in, where it will be given a treasure ID number. A ritual quill is an in-game, stealable item.

Name Level Duration Type Requires Herbalism Scarce Description

Affection Confection 3 10 Minutes Ingested Yes No The imbiber of this poison becomes charmed with the first person they see.

Dilution Solution 3 Instant Thrown Alchemical No No Dispels target of non-poison based alchemical effects.

Elixir of Toughness 3 Game Day Ingested No No Grants an additional point of body

Explosive Charge 3 Instant Oil No No Breaks any mundane lock, though may set off traps in the process

Hand of Death 3 Instant Thrown Alchemical Yes No A thrown poison that deals 4 poison

Lycanthropy Safeguard 3 Event Ingested No No Prevents future lycanthropy infection

Madweed Extract 3 10 Minutes Ingested No No Increases melee damage by 1

Magic Power Elixir 3 Instant Ingested No No Restores 4 points of magic power when drunk.

Smelling Salts 3 Permanent Inhaled No No Once per event may cure a target of magical (or natural) mind-affecting effects.

Spyderbyte 3 10 minutes or until expended Oil Yes No A blade poison that inflicts 'poison curse'

Tanglefoot Bag 3 10 Minutes Thrown Alchemical Yes No A thrown poison that inflicts 'poison pin'

Vial of Acid 3 Instant Thrown Alchemical No No Deals 4 'acid' like a thrown poison

Affection Confection

This amalgam triggers a positive emotional response when imbibed, causing the subject to bond with the first person they interact with under its effect.

The mechanical effect of this ingested poison is a “poison charm”. There is no obvious source for the charm victim so they are charmed by the first person to speak to them after ingesting the compound. In the event it is not clear who spoke to the victim first and the victim knows who the poisoner was out-of-character they should become charmed by the poisoner.

Dilution Solution

Dilution solution universally negates and removes any and all non-poison alchemical effects currently active on a target.

If the vial is thrown (via a tag bag) the call for this compound in combat is “dispel alchemy”.

Elixir of Toughness

An Elixir of Toughness fortifies the imbiber, granting them an additional point of body (as if they purchased another rank of body skill) until the next convergence.

Explosive Charge

An explosive charge will safely and automatically open a single (mundane or magic) lock. Doing so automatically sets off any traps in whatever object contains the lock. Players are encouraged to role-play the use of this admixture, warning others to stand back, etc.

Hand of Death

Hand of Death is a thrown poison that deals 4 "poison".

Madweed Extract

Madweed extract increases the damage done by a player using a melee weapon by one point for ten minutes.

Magic Power Elixir

Magic power elixir restores 4 points of magic power when drunk, subject to normal limits.

Ritual Candles

A ritual candle is an item required to enact many rituals. It may be put out after a ritual is done, and lasts until it has no more wick to burn.

Name Level Duration Type Requires Herbalism Scarce Description

Bile of Nox 4 10 minutes or until expended Oil Yes No A blade poison only usable on goblin iron. Causes 'poison slay' damage.

Blackout Juice 4 10 minutes Ingested Yes No This ingested poison causes 'poison terror' immediately when consumed.

Claw of the Beast 4 10 Minutes Oil Yes No A blade poison that causes +1 melee damage and 'poison'

Mind Expanding Elixir 4 Event Ingested No No Grants 2 additional magic power points for the duration of the event.

Theriac 4 Instant Ingested No No Cures the poisoned and diseased conditions from a character.

Touch of Panic 4 10 minutes or until expended Oil Yes No This blade poison causes 'poison enfeeble'

Truth Serum 4 1 Minute Ingested No No Prevents the imbiber from lying if they choose to speak.

Weapon Stone 4 Game Day Oil No No Enhances a melee weapon for a game day, increasing damage by 1

Bile of Nox

This is blade poison can only be used on goblin iron weapon. Bile of nox causes the weapons next successful attack to call "poison slay".

Blackout Juice

This ingested poison causes 'poison terror'.

Claw of the Beast

Claw of the beast is a blade poison that lasts the full duration and is not expended after a successful hit. It increases a weapon's damage call by one with normal caps and causes it to hit for poison.

Mind Expanding Elixir

Mind expanding elixir grants the drinker 2 additional points of magic power (as if they had two more levels of the skill) for the duration of the event.

Philosopher's Stone

This is obsolete and has been removed from the system. It is only here for reference.

Theriac

When consumed theriac will immediately neutralize all poison effects (this does not undo any damage already caused), the poisoned condition, the diseased condition and/or the lycanthropy condition affecting the imbiber.

Touch of Panic

This is a blade poison that causes "poison enfeeble".

Truth Serum

Someone who consumes a truth serum, cannot knowingly lie. They are not compelled to speak, but if the imbiber does CHOOSE to speak, he or she cannot lie. It should be noted that truth is relative, subject to the imbiber's beliefs and knowledge, but the imbiber will tell the truth, as they see it, to the best of their ability.

Used with a charm spell this compound can be very powerful.

Weapon Stone

A weapon stone is a consumable item that enhances a melee weapon increasing damage dealt with that weapon by one up to normal caps.

Level 5 Items

Name Level Duration Type Requires Herbalism Scarce Description

Balm of Vigor 5 10 Minutes Ingested No No Increases melee damage by 2

Catholicon 5 Instant Ingested No No Restores 4 magic power points, heals missing body, restores limb or torso wounds, cures poisons and disease.

Elixir of Cosmic Power 5 Event Ingested No No Gain 3 additional magic power points for the event

Ethereal Sealant 5 Game Day Oil No No Makes beneficiary immune to magical spells and effects, both harmful and beneficial.

Gershan Thunder 5 Instant Ingested Yes No A powerful poison that inflicts a poison torso wound

Grip of Darkness 5 10 Minutes or until expended Oil Yes No This is a blade poison causes 'poison terror

Ogre Extract 5 Game Day Ingested No No Grants 2 additional body points

Transmutation 5 Game Day Oil No No Change a weapon into: silver, goblin iron, or elven steel.

Two-Step Venom 5 Instant Thrown Alchemical Yes No A thrown poison that deals 4 'poison pierce'.

Balm of Vigor

The imbiber hits for two additional points of melee damage up to normal caps.

Catholicon

A catholicon restores 4 points of magic power when drunk, heals any missing body, restores limb or torso wounds, and cures all poison effects, the poisoned condition and the diseased condition.

Elixir of Cosmic Power

An elixir of cosmic power grants three additional points of Magic Power for the duration of the event (as if they had three additional ranks of the magic power point skill).

Ethereal Sealant

Ethereal sealant is a highly prized compound that when applied to a person makes them completely immune to all magical spells and effects, both harmful and beneficial.

This immunity includes (and but is not limited to) effects such as:

Ethereal sealant does not interact with:

  • Poison, blight, and acid calls are NEVER magical. If they are added to another call they make that call no longer magical.
  • silver and elven steel always come from weapons and are not magical.
  • Nature and primal count as magical if they come from a tag bag.
  • Alchemical compounds may still be used.
  • Effects previously on the character are not removed.

Grip of Darkness

This blade poison causes a weapon's next legal hit to call 'poison terror'.

Ogre Extract

Ogre extract braces the imbiber’s body, granting them two additional points of body (as if they had two additional ranks of body skills) until the next convergence.

Transmutation

Transmutation is the ultimate expression of the alchemical art: the ability to transform one material into another. With the paste created by this formula, an alchemist can temporarily change the base metals of a weapon into one of the following extraordinary types: silver, goblin iron, or elven steel. It may not transmute a weapon to any other material.

The weapon has the limitations and meets any requirements a weapon of that material would normally have as if it had always been that material.

With the proper rituals and components, it may be possible to create a permanent transmutation effect.

Two-Step Venom

Two step venom is a thrown poison that deals 4 "poison pierce" damage.

Page last modified on May 19, 2022, at 07:13 PM
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