Yellow
Arcane Items - Yellow Set
The Yellow arcane set of items has 17 known items within it. They are:
Yellow Base items
Robes of Freetown (Dull Brown)*
Robes of Freetown (Purple & Gold)*
Robes of Freetown (Red & Gold)*
Robes of Freetown (Adjepbar veil Style)*
Yellow set items
10 Point Healing Potion
20 Point Healing Potion
20+ Point Healing Potion
War Horse
Rabbits Foot
Sanctuary Gold Nuggets
Titan Belt of Healing
Choker of the Elements
Healing Turnips
Enchanted Healing fork
Leaf and Leather Cushion
Wand of Earth range
Pearl of Wisdom
Robes of Freetown (Dull Brown)
Size: 3-5 Weight: 1 lb Value: 400 sp YB1
These robes are enchanted by the Wizards & Mages of Freetown. It is known that they have made many different types of caster robes and returned to Alusia.
It is rumoured to involve many casters, enchantment, spells and rituals preformed on Alusia and the Elemental plain of Earth. They are made from cloth which has been infused with dry husk from a greater Earth Elemental from the Elemental plain of Earth.
Once this robe has been attuned to the adept for over 24 hours, it will give the wearer the following benefits:
- +4 points of Fatigue armour (but not over a combined 6 points).
- +2 points of EN armour (but not over a combined 4 points).
- +2 MA (not above racial or personal maximums).
- +10% Base Chance on General Knowledge spells.
- -5 on Cast Chances dice rolls of General Knowledge spells.
- +2 hours duration to any general knowledge earth magic spell.
- Can sleep on any ground any recover Ft at an additional point per hour.
- +MA to EN for the purpose of calculating the amount needed to stun the individual.
- +MA to WP for the purpose of calculating the chance of recovering from stun.
__________ protection from spells (see below). This protection is from damage and is after saves.
__________ additional magic resistance for another party member (not self) within race size hexes (see below).
Spell protection: The amount depends on the entity wearing the robe. Add up all the special knowledge ranks over 10 and this gives you a total of protection. The protection is ablative in nature (like Fire Armour). It is recovered at MA pts per sunrise seen while standing on the ground.
Magic Resistance: The amount depends on the entity wearing the robe. Add up all the general knowledge ranks over 10 and this gives you a total of magic resistance pool. The MR can be used to assist others (at the start if the pulse) for a single pulse, temporarily increasing their MR. This will lower the MR pool by that amount. The MR pool recovers at WP pts per sunrise seen while standing on the ground.
This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the Elemental Plain of Earth within 5 years of its creation. Creation date:
The robes will be destroyed on a third specific grievous blows being taken without any repairs being made. It costs 1,250sp and ½ day for a rank 6 seamstress to repair two points of specific grievous damage done to this armour.
Aura: Elemental
Plane of Origin: Plain of Earth
Nature of Magic: NA
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set (Base item)
Arcane Points: Cost 6, resale 1
Size: 3-5 Weight: 1 lb Value: 400 sp YB1
Robes of Freetown (Purple & Gold)
These robes are enchanted by the Wizards & Mages of Freetown. It is
known that they have made many different types of caster robes and
returned to Alusia.
It is rumoured to involve many casters, enchantment, spells and rituals
preformed on Alusia and the Elemental plain of Earth. They are made
from cloth which has been infused with dampness from a greater Water
Elemental from the Elemental plain of Water.
Once this robe has been attuned to the adept for over 24 hours, it will give
the wearer the following benefits:
- +4 points of Fatigue armour (but not over a combined 6 points).
- +2 points of EN armour (but not over a combined 4 points).
- +2 MA (not above racial or personal maximums).
- +10% Base Chance on General Knowledge spells.
- -5 on Cast Chances dice rolls of General Knowledge spells.
- 2 points of casting fatigue, which recovers at dawn.
- When sleeping an additional ½ point of Ft is recovered per hour.
- +MA to EN for the purpose of calculating the amount needed to stun the individual.
- +MA to WP for the purpose of calculating the chance of recovering from stun.
This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the
Elemental Plain of Earth within 5 years of its creation. Creation date:
The robes will be destroyed on a third specific grievous blows being taken without any repairs being
made. It costs 1,250sp and ½ day for a rank 6 seamstress to repair two points of specific grievous
damage done to this armour.
Aura: Elemental enhancement
Plane of Origin: Plain of Earth
Nature of Magic: Enhancement
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set (Base item)
Arcane Points: Cost 6, resale 1
Size: 6 Weight: 1 lb Value: 400 sp YB2
Robes of Freetown (Red & Gold)
These robes are enchanted by the Wizards & Mages of Freetown. It is known that they have made
many different types of caster robes and returned to Alusia.
It is rumoured to involve many casters, enchantment, spells and rituals
preformed on Alusia and the Elemental plain of Earth. They are made
from cloth which has been infused with dampness from a greater Water
Elemental from the Elemental plain of Water.
Once this robe has been attuned to the adept for over 24 hours, it will
give the wearer the following benefits:
- +4 points of Fatigue armour (but not over a combined 6 points).
- +2 points of EN armour (but not over a combined 4 points).
- +2 MA (not above racial or personal maximums).
- +10% Base Chance on General Knowledge spells.
- -5 on Cast Chances dice rolls of General Knowledge spells.
- When sleeping an additional ½ point of Ft is recovered per hour.
- +MA to EN for the purpose of calculating the amount needed to
stun the individual.
- +MA to WP for the purpose of calculating the chance of
recovering from stun.
- The hood acts like a helm, protecting the wearer from being sapped or knocked ensconces.
This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the
Elemental Plain of Earth within 5 years of its creation. Creation date:
The robes will be destroyed on a third specific grievous blows being taken without any repairs being
made. It costs 1,250sp and ½ day for a rank 6 seamstress to repair two points of specific grievous
damage done to this armour.
Aura: Elemental enhancement
Plane of Origin: Plain of Earth
Nature of Magic: Enhancement
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set (Base item)
Arcane Points: Cost 5, resale 1
Size: 6 Weight: 1 lb Value: 400 sp YB3
Robes of Freetown (Adjepbar veil style)
These robes are enchanted by the Wizards & Mages of Freetown. It is
known that they have made many different types of caster robes and
returned to Alusia.
It is rumoured to involve many casters, enchantment, spells and rituals
preformed on Alusia and the Elemental plain of Earth. They are made
from cloth which has been infused with dampness from a greater Water
Elemental from the Elemental plain of Water.
Once this robe has been attuned to the adept for over 24 hours, it will
give the wearer the following benefits:
- +3 points of Fatigue armour (but not over a combined 6 points).
- +1 points of EN armour (but not over a combined 4 points).
- +10% Base Chance on General Knowledge spells.
- -5 on Cast Chances dice rolls of General Knowledge spells.
- Will not suffer from dehydration when in a sand desert.
- +MA to EN for the purpose of calculating the amount needed to
stun the individual.
- +MA to WP for the purpose of calculating the chance of recovering from stun.
This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the
Elemental Plain of Earth within 5 years of its creation. Creation date:
The robes will be destroyed on a third specific grievous blows being taken without any repairs being
made. It costs 750sp and ½ day for a rank 6 seamstress to repair two points of specific grievous
damage done to this armour.
Aura: Elemental enhancement
Plane of Origin: Plain of Earth
Nature of Magic: Enhancement
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set (Base item)
Arcane Points: Cost 6, resale 1
Size: 6 Weight: 1 lb Value: 150 sp YB4
10 Point Healing Potion
This potion when drunk will heal 10 EN damage, wrapping to Ft
damage once all EN has been healed. This will include draining and
spell casting fatigue, but not damage done from Specific Grievous
blows.
This item draws on the arcane power of the base item and can not
be used without a Robe of Freetown being within 20 feet.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Healing
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set
Arcane Points: Cost 2, resale 0
Weight ½ pound, Value 50 sp, Y5
20 Point Healing Potion
This potion when drunk will heal 20 EN damage, wrapping to Ft
damage once all EN has been healed. This will include draining
and spell casting fatigue, but not damage done from Specific
Grievous blows.
This item draws on the arcane power of the base item and can
not be used without a Robe of Freetown being within 20 feet.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Healing
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set
Arcane Points: Cost 3, resale 0
Weight ½ pound, Value 75sp, Y6
20+ Point Healing Potion
This potion when drunk will heal 20 + D10 EN damage, wrapping to Ft
damage once all EN has been healed. This will include draining and
spell casting fatigue, but not damage done from Specific Grievous blow.
This item draws on the arcane power of the base item and can not be
used without a Robe of Freetown being within 20 feet.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Healing
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set
Quest reward - Purchase 4, resale 1
Weight ½ pound, Value 100 sp, Y7
War Horse
Weight: 1,200 lbs Value: 400 sp, Y8
This large war-horse has come from excellent stock from the
Kingdom of Artzdorph. It is heavily built, thickly muscled and limber
animal, and been bred to carry large burdens for extended periods.
This mount is five and a half feet at the shoulder, and weighs more
than a ton.
Comments: This is one of the most intelligent and (if properly
treated) the most loyal of the horses. It will be responsive to a rider,
but can also be used to carry heavy burdens (up to 500 pounds).
Using a war-horse as a draft horse will generally lower the quality of
their training for combat, however.
Abilities: War-horses are specially trained for combat. They panic less frequently than other horses
when faced with fire, sudden movements, or loud noises. A rider can also control a war-horse's
actions in combat, making the horse kick, bite, or attempt to trample an adversary. See Mounted
Combat. Other horses can be used in combat, but they cannot be used to attack.
Movement Rates: Running: 500
PS 70 MD 15 AG 20 MA None WP 10 EN 30 FT 60
PC 18 PB 10 TMR 10 NA Hide absorbs 3 DP
Weapons: War-horses may either bite or kick into their rear hex. War-horses will willingly enter Close
Combat and trample if directed.
Bite: BC 25% +15 MD, [D + 2], Melee & Close, Rank 0.
Kick: BC 45%, [D + 7], Melee Rear, Rank 0.
Trample: BC 25%, [D + 8], Close, Rank 0.
Aura: Living Horse
Plane of Origin: Alusia
Nature of Magic: N/A
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set
Arcane Points: Cost 6, resale 3
Rabbits Foot
Weight: none Value: 20 sp, Y9
These small blue rabbit foot amulets give the wearer good luck. The foot is on a twine
string enabling it to be worn around the neck. If the wearer fails a magic resistance
check then they can elect to destroy the amulet and this will allow them a second
chance at making the magic resistance check.
This item draws on the arcane power of the base item and can not be used without a
Robe of Freetown being within 20 feet.
Aura: Magical
Plane of origin: Alusia
Nature of Magic: Luck
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set
Arcane Points: Cost 2, resale 0
Sanctuary Gold Nuggets
When this small bread like nugget is rubbed over the face, then it will protect
the users from the effects of the next 28 ranks of Celestial Magic. The total of
the protection is lowered by the incoming spell rank. Once it gets to zero the
nugget no long works. This protection happens before anything else.
Number of uses: 3 2 1
This item draws on the arcane power of the base item and can not be used without a Robe of
Freetown being within 20 feet.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Protection
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set
Arcane Points: Cost 1, resale 1
Weight: ½ lbs Value: 50 sp, Y10
Favoured Belt of Healing
This magical belt is made from the hair of a Medusa. This belt will for
some time before losing its enchantment and crumbling to dust. This belt
will allow a healer to use the rank three healer ability as follows:
- As an unengaged pass action and at a cost of 3 Ft per attempt:
- Range: 5 foot per rank in healer skill
- BC: 90% + healer rank
- Heal Endurance will cure the patient of [(D + Healer Rank) X 2] Endurance points. It will not
heal damage associated with a specific grievous injury.
This item draws on the arcane power of the base item and can not be used without a Robe of
Freetown being within 20 feet.
This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the
Elemental Plain of Earth within 5 years of its creation. Creation date:
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Enhancement
Magically Trapped/warded/cursed: No
Level: Low / Medium
Arcane items: Yellow Set
Arcane Points: Cost 18, resale 12
Size: 6 Weight: 0.5 Value: 100 sp, Y11
Choker of the Elements
The leather choker is supposedly made from the leather hide of an earth elemental. The choker will
allow;
- If worn by an Adept a set of counter spells cast on it by the Adept only.
- If worn by a non-adept a set of counter spells can be cast on the
choker by any adept.
In both cases the duration for the counter spell is equal to normal duration
plus an additional 4 hours. These counter spells will not count as counter
spells cast on the adept for the purposes of stacking, so a 3rd
counter spell can be cast on the entity (separately from the choker).
This item draws on the arcane power of the base item and can not be used
without a Robe of Freetown being within 20 feet.
This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the
Elemental Plain of Earth within 5 years of its creation. Creation date:
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Protection
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set
Arcane Points: Cost 6, resale 3
Healing Turnips
This one-pound turnip looks fresh and clean. When a person takes a bite
from the turnip, than any poison that they are currently under the effect of is
removed.
Number of bites: 4 3 2 1
Aura: Formally living (GTN: Turnip)
Plane of Origin: Alusia
Nature of Magic: Healing
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set
Arcane Points: Cost 2, resale 1
Weight: 1 lbs, Value: 40 sp, Y13
Enchanted Healing fork
This small silver & black fork looks like a tuning fork for a musical instrument.
When used by a rank 4+ healer the fork will allow the healer to act as if they
are a rank 8 healer in skill, but only rank 1 base chance.
This item does not work for Elven healers.
This item draws on the arcane power of the base item and can not be used
without a Robe of Freetown being within 20 feet.
Aura: Magical
Plane of Origin: Elemental Earth
Nature of Magic: Enhancement Earth Magic's
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set
Arcane Points: Cost 8, resale 1
Weight: ¼ lb Value: 100 sp, Y14
Leaf and Leather Cushion
This leather cushion has been stuffed with the leaves from a grove of trees
that grow within the Islands of Adventure. If any adept performs a ritual while
sitting upon the cushion the time to complete the ritual will be halved.
This item draws on the arcane power of the base item and can not be used
without a Robe of Freetown being within 20 feet.
Aura: Formally living (GTN Chimera)
Plane of Origin: Alusia
Nature of Magic: Enhancement
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set
Arcane Points: Cost 6, resale 6
Weight: N/A Value: 500 sp, Y15
Wand of Earth range
A wand that lets Earth mages cast troll skin at range of 10+10 per rank
that they reduce the overall rank of the troll skin being cast by. I.E. A rank
15 Troll skin cast at rank 10 would be a bonus range of 60 feet for a cast
chance and duration of rank 10.
This item draws on the arcane power of the base item and can not be
used without a Robe of Freetown being within 20 feet.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Earth
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set
Arcane Points: Cost 6, resale 1
Weight: 3 lbs Value: 400 sp, Y16
Pearl of Wisdom
This small pearl when swallowed (tanking a cast action) allows an adept to
cast one spell at an increased rank of one, up to a maximum rank of 24.
The duration of the increase is until the pearl is passed through the Adept is;
- Normal Armour 1 day or
- Enchanted Armour 3 days or
- Blackened Ranke Armour 10 days or
- Robes of Freetown 15 days
The pearl is only useable once. If this pearl if not used (as above) it will stop be enchanted five years
after its creation date.
Number of Pearls: 1, 2 Name of spells:
This item draws on the arcane power of the base item and can not be used without a Robe of
Freetown being within 20 feet.
Weight: 2oz, Value: 50 sp, Y17
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: none
Magically Trapped/warded/cursed: No
Level: Low
Arcane items: Yellow Set
Arcane Points: Cost 2, resale 0