Homebrew Items: Potions, Scrolls, Wands, and Staves
Sept 3, 2018 11:27:55 GMT -6
Post by konate on Sept 3, 2018 11:27:55 GMT -6
Magical Items
Potions, Scrolls, Wands, and Staves. Remember to ask your SM before using any of these!
The Wheel is big, and minor magical items abound throughout. Potions, wands, and the like allow those who would otherwise never meet the Warp manipulate it in various ways. Below are compiled the most recent examples of these items, as well as their manufacture.
Potions
Easily the most common magical item that anyone would ever see. Potions are easy to use - anyone who has the ability to drink or absorb it only needs to do so (whether they have to or not doesn't matter). Spells that apply to inanimate objects are instead applied like an oil or lubricant. If you would not be able to cast the spell contained in the Potion for any reason (such as a Social keyword in combat), the Potion has no effect.
Potions are made using a Craft test for materials, and a Focus Power test for the spell being bottled. The maximum spell level that can be bottled is 3, the spell CAN NOT have the "Attack" keyword, and must have a casting time of a Half Action or Full Action. (So, for example, you can not make a Potion of Shield, because you can not drink a potion as a Reaction Action).
The Rarity of the potion determines what the Craft TN is. A Potion's Rarity is determined by the spell level being put into the potion.
Crafting a potion takes 1 hour, at the end of which the Spellcaster casts the spell as normal, targeting the potion. You must expend any materials or resources required, such as would be the case for a Cure Light Wounds spell. This also has the chance to cause Psychic Phenomenon, as normal.
When you successfully finish casting the spell, the effect does not go off - instead, it is stored within the bottle, and will take effect upon the person who drinks it. Drinking a potion is a half action. When someone drinks a potion, they receive the minimum benefit the spell offers, even if you had Raises on the Focus Power test.
To make a potion that contains raises, you must fashion a potion of higher strength. You can store 1 raise within the Potion's Effect for every 5 that you increase the Craft TN by. For example, to have a Luck Spell stored with 2 raises, the total TN for the Craft Test would be 30.
Once used, a Potion can not be used again - you drank it.
Scrolls
Rarer, and harder to use, scrolls contain completed Focus Power tests for others to utilize. However, any spell can be made into a scroll and treats the one using it as the original caster.
Scrolls are made using an Arcana test to contain the energy in the scroll, and a Focus Power test for the spell being written.
The Focus Power test is completed first. You must expend any materials or resources required, such as would be the case for a Cure Light Wounds spell. This also has the chance to cause Psychic Phenomenon, as normal, but not immediately. Neither the spell nor its effects go off. Record whether it would cause psychic phenomenon.
You must then complete an Arcana test to contain the spell energy into the scroll. The process takes a full hour as the chaotic warp energy is drawn into the page. The Arcana test TN is equal to the TN of the Spell. If you succeed, the scroll is complete. If you fail, the spell goes off as normal, as though you were targeting the scroll. The Scroll has a Potency equal to the Arcana test result. If the Arcana test exceeds the Focus Power test, then the Potency is equal to the Focus Power test instead. You can also choose to have the Potency be any number lower than the result, a trick used by crafters for more easily accessible gear.
Scroll rarity is based on the Potency, rounded down to the nearest 5.
Someone must hold the scroll and have ranks in the Spell School of the spell that is in the scroll in order to use it, but there are no other requirements. It takes the same type of action to use a scroll as the spell it contains. When using the scroll, they are treated as having cast it as normal, except that the result of the Focus Power test is equal to the Potency of the scroll. If the original casting would have caused psychic phenomenon, it takes effect now. Scrolls purchased from shops have a 10% chance of triggering Psychic Phenomenon.
You can store any number of spells inside a single scroll in this manner so that you don't have to Ready one after another, but you may only cast one spell from a scroll at a time. In addition, if the scroll is destroyed, all of the spells are lost but any psychic phenomenon rolls take effect immediately.
Wands
Wands are the rarest of the items that are easily available for Spellcasting. You do not need to be a spellcaster to use them, but they are dangerous to be sure.
Wands are made using a Craft test for the Wand itself, and a Forbidden Lore test to contain the magical energy within it. The one making the Forbidden Lore test must have the appropriate Spell School level required, as well as the Spells known that the wand will have access to. The maximum level of a spell that a wand can have access to is Level 3, the total number of spells it can know are 5, and it only has access to one school.
The Craft TN, Forbidden Lore TN, and Rarity of a Wand is determined by the Spell Level it has access to.
Crafting a Wand takes 8 hours of work per Spell School Rank of the Wand. Each 8 hour segment must be made 16 hours apart - Therefor, a Spell School Rank 3 Wand takes about 3 days to make. Each Test must be made at the end of each 8 hour segment. If either test fails, you do not lose any work, but you extend the craft time by an additional 8 hours.
When a Wand is complete, it has 20 Charges, with an additional 2 for every Raise made on the Forbidden Lore test. Each spell cast from the wand by the wielder use Focus Power tests normally, but cost 1 Charge for every level of the spell. When the wand is depleted of Charges, it becomes inert (but can be used as a club!).
Casting a spell inside the wand uses its own Spell School Rank or the user's Level (whichever is lower) for the Focus Power test. When casting one of the Wands's spells, the user can not fetter, can not push, and can not apply any feats or other modifiers to the spell - the Wand is casting the spell, not the wielder. This also means you can not spell combo with a spell from the Wand.
Staves
Magical Staves are not normal items, and can not be purchased normally. They are ancient, made with arcane secrets long lost in ancient libraries, and are artifacts, requiring you to spend Artifact Dots if you want to start with one at character creation. A staff counts as an implement and has the weapon profile of a quarterstaff. You may use Weaponry, instead of Brawl, when making melee touch attacks while wielding any magical staff. Staves also have one Hearthstone slot.
Magic Staff (Artifact 1)
A staple of (the few) sorcerers who have finished their trials, a Magic Staff is often granted by accomplished schools to their (limited surviving) alumni, usually passed down from master to student. In addition to their normal benefits, they also grant +1 to all Focus Power tests.
Staff of Knowledge (Artifact 2-5)
Staves of Knowledge are assigned a Spell School and Spell Level, and their Artifact rating depends on the Spell Level they are.
When wielded, a Staff of Knowledge allows the user to use its Spell Level in the Staff's School, up to the Character's level, when casting one of the spells available on the Staff. The staff has 2 spells available per spell school level. When casting one of the Staff's spells, the user can not fetter, can not push, and can not apply any feats or other modifiers to the spell - the Staff is casting the spell, not the wielder. This also means you can not spell combo with a spell from the Staff.
However, Staves of Knowledge are dangerous - they are a tethering of warp energy, drawing energy through itself instead of the Sorcerer using it. Each time you trigger a Psychic Phenomenon test, you gain a cumulative +1 to future Psychic Phenomenon and Perils of the Warp rolls when using the Staff.
Staff of Focus (Artifact 3)
A Staff of Focus is specialized to a specific spell school, and grants a free Raise (+5) to Focus power tests when using that school. This bonus also applies to spell combos that only utilize the selected spell school.
Staves of Focus do not make warp phenomenon or perils of the warp any more dangerous, as they act as a buffer between the sorcerer and warp energy.
Credit to Nahasu.
Staff of Power (Artifact 5)
A Staff of Power, oftentimes also called the Staff of the Archmage, or the Rod of Tzeentch, is a powerful and dangerous artifact that empowers their wielder's spellcasting. The sorcerer treats all of their Spell School ranks and their character level as 1 higher than it actually is for Focus Power tests and determining spell effects.
A Staff of Power is an intense anchor and funnel of warp energy, and sundering one, such as across one's knee, is both a dangerous and a bold move for either party. Many say there is only one Staff of Power, which passes hands each time it has been broken - it is thrown into the warp, and spat back out elsewhere in the Great Wheel for a new master to find.
When a Staff of Power is sundered, whether targeted directly or broken deliberately by the wielder as a half action, everyone, including the wielder, within 3d10 meters of the staff must immediately make a TN 30 Arcana + Willpower save or be sucked inescapably into the Warp, never to be seen again. This power can only be used once per year, during which time the wound in the staff heals itself.
Potions, Scrolls, Wands, and Staves. Remember to ask your SM before using any of these!
The Wheel is big, and minor magical items abound throughout. Potions, wands, and the like allow those who would otherwise never meet the Warp manipulate it in various ways. Below are compiled the most recent examples of these items, as well as their manufacture.
Potions
Easily the most common magical item that anyone would ever see. Potions are easy to use - anyone who has the ability to drink or absorb it only needs to do so (whether they have to or not doesn't matter). Spells that apply to inanimate objects are instead applied like an oil or lubricant. If you would not be able to cast the spell contained in the Potion for any reason (such as a Social keyword in combat), the Potion has no effect.
Potions are made using a Craft test for materials, and a Focus Power test for the spell being bottled. The maximum spell level that can be bottled is 3, the spell CAN NOT have the "Attack" keyword, and must have a casting time of a Half Action or Full Action. (So, for example, you can not make a Potion of Shield, because you can not drink a potion as a Reaction Action).
The Rarity of the potion determines what the Craft TN is. A Potion's Rarity is determined by the spell level being put into the potion.
Potion Rarity and Craft TN | ||
---|---|---|
Spell Level | Potion Rarity | Craft TN |
Level 1 | Common | 15 |
Level 2 | Uncommon | 20 |
Level 3 | Rare | 25 |
Crafting a potion takes 1 hour, at the end of which the Spellcaster casts the spell as normal, targeting the potion. You must expend any materials or resources required, such as would be the case for a Cure Light Wounds spell. This also has the chance to cause Psychic Phenomenon, as normal.
When you successfully finish casting the spell, the effect does not go off - instead, it is stored within the bottle, and will take effect upon the person who drinks it. Drinking a potion is a half action. When someone drinks a potion, they receive the minimum benefit the spell offers, even if you had Raises on the Focus Power test.
To make a potion that contains raises, you must fashion a potion of higher strength. You can store 1 raise within the Potion's Effect for every 5 that you increase the Craft TN by. For example, to have a Luck Spell stored with 2 raises, the total TN for the Craft Test would be 30.
Once used, a Potion can not be used again - you drank it.
Scrolls
Rarer, and harder to use, scrolls contain completed Focus Power tests for others to utilize. However, any spell can be made into a scroll and treats the one using it as the original caster.
Scrolls are made using an Arcana test to contain the energy in the scroll, and a Focus Power test for the spell being written.
The Focus Power test is completed first. You must expend any materials or resources required, such as would be the case for a Cure Light Wounds spell. This also has the chance to cause Psychic Phenomenon, as normal, but not immediately. Neither the spell nor its effects go off. Record whether it would cause psychic phenomenon.
You must then complete an Arcana test to contain the spell energy into the scroll. The process takes a full hour as the chaotic warp energy is drawn into the page. The Arcana test TN is equal to the TN of the Spell. If you succeed, the scroll is complete. If you fail, the spell goes off as normal, as though you were targeting the scroll. The Scroll has a Potency equal to the Arcana test result. If the Arcana test exceeds the Focus Power test, then the Potency is equal to the Focus Power test instead. You can also choose to have the Potency be any number lower than the result, a trick used by crafters for more easily accessible gear.
Scroll rarity is based on the Potency, rounded down to the nearest 5.
Scroll Potency and Rarity | |
---|---|
Potency | Rarity |
15 | Common |
20 | Uncommon |
25 | Rare |
30 | Very Rare |
Someone must hold the scroll and have ranks in the Spell School of the spell that is in the scroll in order to use it, but there are no other requirements. It takes the same type of action to use a scroll as the spell it contains. When using the scroll, they are treated as having cast it as normal, except that the result of the Focus Power test is equal to the Potency of the scroll. If the original casting would have caused psychic phenomenon, it takes effect now. Scrolls purchased from shops have a 10% chance of triggering Psychic Phenomenon.
You can store any number of spells inside a single scroll in this manner so that you don't have to Ready one after another, but you may only cast one spell from a scroll at a time. In addition, if the scroll is destroyed, all of the spells are lost but any psychic phenomenon rolls take effect immediately.
Wands
Wands are the rarest of the items that are easily available for Spellcasting. You do not need to be a spellcaster to use them, but they are dangerous to be sure.
Wands are made using a Craft test for the Wand itself, and a Forbidden Lore test to contain the magical energy within it. The one making the Forbidden Lore test must have the appropriate Spell School level required, as well as the Spells known that the wand will have access to. The maximum level of a spell that a wand can have access to is Level 3, the total number of spells it can know are 5, and it only has access to one school.
The Craft TN, Forbidden Lore TN, and Rarity of a Wand is determined by the Spell Level it has access to.
Wand Rarity and Craft TN | ||
---|---|---|
Spell School Rank | Wand Rarity | Craft and Forbidden Lore TN |
Rank 1 | Uncommon | 20 |
Rank 2 | Rare | 25 |
Rank 3 | Very Rare | 30 |
Crafting a Wand takes 8 hours of work per Spell School Rank of the Wand. Each 8 hour segment must be made 16 hours apart - Therefor, a Spell School Rank 3 Wand takes about 3 days to make. Each Test must be made at the end of each 8 hour segment. If either test fails, you do not lose any work, but you extend the craft time by an additional 8 hours.
When a Wand is complete, it has 20 Charges, with an additional 2 for every Raise made on the Forbidden Lore test. Each spell cast from the wand by the wielder use Focus Power tests normally, but cost 1 Charge for every level of the spell. When the wand is depleted of Charges, it becomes inert (but can be used as a club!).
Casting a spell inside the wand uses its own Spell School Rank or the user's Level (whichever is lower) for the Focus Power test. When casting one of the Wands's spells, the user can not fetter, can not push, and can not apply any feats or other modifiers to the spell - the Wand is casting the spell, not the wielder. This also means you can not spell combo with a spell from the Wand.
Staves
Magical Staves are not normal items, and can not be purchased normally. They are ancient, made with arcane secrets long lost in ancient libraries, and are artifacts, requiring you to spend Artifact Dots if you want to start with one at character creation. A staff counts as an implement and has the weapon profile of a quarterstaff. You may use Weaponry, instead of Brawl, when making melee touch attacks while wielding any magical staff. Staves also have one Hearthstone slot.
Magic Staff (Artifact 1)
A staple of (the few) sorcerers who have finished their trials, a Magic Staff is often granted by accomplished schools to their (limited surviving) alumni, usually passed down from master to student. In addition to their normal benefits, they also grant +1 to all Focus Power tests.
Staff of Knowledge (Artifact 2-5)
Staves of Knowledge are assigned a Spell School and Spell Level, and their Artifact rating depends on the Spell Level they are.
Artifact Rating | |
---|---|
Spell Level | Rarity |
1 | Artifact 2 |
2 | Artifact 3 |
3 | Artifact 4 |
4 | Artifact 5 |
5 | Unavailable at Character Creation |
When wielded, a Staff of Knowledge allows the user to use its Spell Level in the Staff's School, up to the Character's level, when casting one of the spells available on the Staff. The staff has 2 spells available per spell school level. When casting one of the Staff's spells, the user can not fetter, can not push, and can not apply any feats or other modifiers to the spell - the Staff is casting the spell, not the wielder. This also means you can not spell combo with a spell from the Staff.
However, Staves of Knowledge are dangerous - they are a tethering of warp energy, drawing energy through itself instead of the Sorcerer using it. Each time you trigger a Psychic Phenomenon test, you gain a cumulative +1 to future Psychic Phenomenon and Perils of the Warp rolls when using the Staff.
Staff of Focus (Artifact 3)
A Staff of Focus is specialized to a specific spell school, and grants a free Raise (+5) to Focus power tests when using that school. This bonus also applies to spell combos that only utilize the selected spell school.
Staves of Focus do not make warp phenomenon or perils of the warp any more dangerous, as they act as a buffer between the sorcerer and warp energy.
Credit to Nahasu.
Staff of Power (Artifact 5)
A Staff of Power, oftentimes also called the Staff of the Archmage, or the Rod of Tzeentch, is a powerful and dangerous artifact that empowers their wielder's spellcasting. The sorcerer treats all of their Spell School ranks and their character level as 1 higher than it actually is for Focus Power tests and determining spell effects.
A Staff of Power is an intense anchor and funnel of warp energy, and sundering one, such as across one's knee, is both a dangerous and a bold move for either party. Many say there is only one Staff of Power, which passes hands each time it has been broken - it is thrown into the warp, and spat back out elsewhere in the Great Wheel for a new master to find.
When a Staff of Power is sundered, whether targeted directly or broken deliberately by the wielder as a half action, everyone, including the wielder, within 3d10 meters of the staff must immediately make a TN 30 Arcana + Willpower save or be sucked inescapably into the Warp, never to be seen again. This power can only be used once per year, during which time the wound in the staff heals itself.