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Magical Implements

Magic, as with any other skill, can be augmented and enhanced by various items. You may recognize them as magical staples such as staffs, wands, and orbs. We call them magic implements, and they’re a type of equipment.

  Each of our magic implements, or tools, has a certain basic effect (all staffs help your character increase the range of spells, for example). We selected these basic effects for simplicity and ease of explanation. However, if in your setting you prefer that wands help your spellcasters increase the range of a spell, then just swap the basic abilities around between types of items. Most of the magic tools also boost the base damage of attack spells. This represents magic doing more damage when focused correctly, and it brings the damage totals in line with regular weapons.

  There are two hard-and-fast rules when it comes to using magic implements, however. The first is that your character can only benefit from one implement at a time. So, if your character has an orb and a wand, for example, they choose which one to use when casting a spell. The second is that holding an implement does not impose b on your character’s check for not having their hands free.

  Summoning Leash
When the user casts the Conjure spell to summon an elemental, adding the Summon Ally effect does not increase its difficulty. In addition, the creature remains summoned until the end of the encounter without your character having to use the concentrate maneuver.

  Holy Icons
Holy icons enable divine spellcasters to perform unique miracles. When they are casting a spell, adding any Divine Only effects increase the spell’s difficulty one less than they would normally. In addition, the number of wounds healed by heal spells cast by the user increases by two.

  Magic Orbs
Magic orbs help augment the user’s ability to affect more targets with their spells. When the user casts a spell, adding the Additional Target and Additional Summon effects do not increase its difficulty. In addition, attack spells cast by the user increase their base damage by three.

Magic Rings
When a character obtains a magic ring, you, the GM, choose one type of magic skill, then select three effects that can be added to spells cast by that skill. Two of the effects can normally only increase the difficulty of the spell by one; the third can normally only increase the difficulty of the spell by two. When the user casts a spell, adding these effects do not increase the spell’s difficulty. However, when using a magic ring, you must always upgrade the difficulty of any spells you cast once, however d d cannot be spent to destroy the ring. In addition, attack spells cast by the user increase their base damage by two. An example of this might be a ring of protection, which allows your character to add the Range, Additional Target, and Reflection effects to a Barrier spell without increasing the difficulty.

  Magic Staffs
Magical staffs almost universally augment the user’s ability to cast spells at range. When they are casting a spell, adding the first Range effect added to the spell does not increase the spell’s difficulty. In addition, attack spells cast by the user increase their base damage by four.

  Magic Wands
Magic wands help augment the user’s ability to cast spells in a very specific way. When a character makes or obtains the wand, you, the GM, determine one effect that the wand lets users add to any appropriate spell without increasing the spell’s difficulty. The effect chosen must be one that, without a wand, only increases difficulty by one. In addition, attack spells cast by the user increase their base damage by three.
For example, your character could have a wand of fire, which lets them add the Fire effect to any magic attack actions they perform. They could also have a wand of enervation, which lets them add the Enervate effect to any curse actions they perform. However, they cannot have a wand of grand summoning, because the Grand Summon effect increases the difficulty of the spell by two, not one.

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