Wand Set: Difference between revisions
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These three pounds of tools allow any skilled Armourer to 'effect’ | These three pounds of tools allow any skilled Armourer to 'effect’ | ||
and 'adjust armour’ that they have | and 'adjust armour’ that they have "Armour Categories" in. | ||
It takes the Armourer one hour to adjust any single set of armour | It takes the Armourer one hour to adjust any single set of armour |
Revision as of 19:50, 8 February 2024
Arcane Items - Wand Set
The Wand arcane set of items is currently 12 known items.
Wand Base items
- Feathered Eye Patch*
- Enchanted Black & Blue Dress*
- Enchanted Arm Tattoo*
Wand set items
- Ring of Arcane Protection
- Armourers Friend
- Aspect Talisman
- Astrologers Insight
- Travelling Weapon-smith
- Rare Special Knowledge Spells
- Stone Gargoyle
- Copper Gargoyle
- Marble Gargoyle
Set bonus
When you have 5 Wand items; you gain a second magic resistance at half your current value, as long as the first resistance failed.
Progression
Progress after gaining 3 Wand items
Feathered Eye Patch
This Eye Patch has been crafted from very rare phoenix feathers
and silver & gold cord.
- When worn the wearer gains the ability of Detect Aura
(acting as an adept of Earth Magic’s).
The DA BC is equal to the total ranks in: Armour, Assassin,
Courtier, Philosopher (Magical World), Spy and Thief skills
and the value to both Endurance & Fatigue attribute and
Greater Enchantment.
- While worn it lowers the wearers PC by 10 points. The 10 points return after not wearing this
item for an hour.
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: Location
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Wand Set (Base item)
Arcane Points: Cost 18, resale 13
Weight: 4 oz Value: 2,500 sp, WB1
Enchanted Black & Blue Dress
Weight: 3 lbs, Value: 2,500 sp, WB2
This enchanted 'black & blue dress’ has been enchanted in Artzdorf and
crafted by a Rank 8 Seamstress.
This enchanted dress offers the wearer the following;
- Increase the wearers Courtier skill in the two sub-specializations
in Formal Dance and Carousing.
- +2 Agility Attribute (up to racial & personal maximums).
- +5% Defence - all of the time and stacks with everything.
- +5% MR - all of the time and stacks with everything.
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: Location
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Wand Set (Base item)
Arcane Points: Cost 22, resale 13
Enchanted Arm Tattoo
Weight: n/a, Value: 2,500 sp, WB3
This enchanted Arm Tattoo depicts a changing seen of an adept casting
different magic. The tattoo covers the entire arm from his wrist all the way to
the shoulder.
- The entity with the tattoo is able to cast a range of spells at Rank 3.
All spells are: Special Knowledge Water Collage.
Each cast attempt costs 6 Fatigue.
The Cast Chance of 60%.
The spells are:
- Wave Riding, Water Breathing,
- Vapor Breathing, Cat Sight.
- The entity with the tattoo is not able to be located by a Locate spell of
rank 11 or less.
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: Location
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Wand Set (Base item)
Arcane Points: Cost 18, resale 13
Ring of Arcane Protection
This finely crafted silver ring has a small ruby set in the front. After being
worn for 12 hours then ring confers the following benefits while worn;
- +3 points of Protection Vs all spell damage.
- +2 ranks for Earth Magic’s GK spells up to rank 11.
- +1 rank for GK and SK spells up to rank 11.
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:
This item draws on the arcane power of the base item of this Wand set.
Weight: 2 oz, Value: 2,000 sp, W4
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Spell Protection
Magically Trapped/warded/cursed: Yes
Level: Medium
Arcane items: Wand Set
Arcane Points: Cost 16, resale 4
Armourers Friend
Weight: 3 lbs Value: 1,000 sp, W5
These three pounds of tools allow any skilled Armourer to 'effect’
and 'adjust armour’ that they have "Armour Categories" in.
It takes the Armourer one hour to adjust any single set of armour
which will last until the next dawn or 24 hours whichever is
sooner. The Armourer needs to be available to regularly make
minor adjustments from time to time to keep the effect working
correctly.
The benefits of adjusted armour is as follows;
- Armourer skill ranks 0 – 3
When any 'Specific Grievous’ type of damage is done to the armour it is halved.
- Armourer skill ranks 4 – 6
When any 'Specific Grievous’ type of damage is done to the armour it is halved. Stealth
modifier is lowered by 5%.
- Armourer skill ranks 7 – 9
When any 'Specific Grievous’ type of damage is done to the armour it is halved. Stealth
modifier is lowered by 5%. The armour gains 1 point of Fatigue protection
- Armourer skill ranks 10+
When any 'Specific Grievous’ type of damage is done to the armour it is halved. Stealth
modifier is lowered by 5%. The armour gains 1 point of Fatigue and 1 point of Endurance
protection.
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:
This item draws on the arcane power of the base item of this Wand set.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Speed.
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Wand Set
Arcane Points: Cost 26, resale 20
Aspect Talisman
This small Talisman works with an entities aspect as follows. In the
season which they have as part of their aspect they gain the following
benefit.
- Season Aspect (Winter, Spring, Summer, Autumn)
In the correct season for the character, they are able to succeed with
a normal success as they see fit without needing to roll.
- Solar / Lunar
In line of sight of the sun / moon the character once a day (resets at
dawn) is able to succeed with a normal success as they see fit
without needing to roll.
A character is able to have multiple of these Talisman’s but the cost (Silver & Quest Rewards) double
each time.
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:
This item draws on the arcane power of the base item of this Wand set.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Enchant Aspect.
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Wand Set
Arcane Points: Cost 4, resale 2
Weight: 1 oz, Value: 100 sp, W6
Astrologers’ insight
Weight 3 oz, Value 1,000sp, W7
A skilled Astrologer is often provided with valuable insight into
events as follows:
- Astrologer Ranks 0 – 3
They are able to gain Astrologer rank failed re-rolls per
season for themselves.
- Astrologer Ranks 4 – 6
They are able to gain Astrologer rank failed re-rolls per
season for themselves. Additionally they can use their skills
on behalf of others (within Astrologer rank X 5 feet) twice per
season for any failed re-rolls.
- Astrologer Ranks 7+
They are able to gain Astrologer rank failed re-rolls per
season for themselves. Additionally they can use their skills
on behalf of others (within Astrologer rank X 5 feet) rank
times per season for any failed re-rolls.
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:
This item draws on the arcane power of the base item of this Wand set.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Insight
Magically Trapped/warded/cursed: No
Level: Medium / High
Arcane items: Wand Set
Arcane Points: Cost 9, resale 9
Travelling Weapon-smith
With these tools any skilled Weapon-smith is able to 'polish, sharpen
and adjust’ weapons to do extra damage.
- The Weapon-smith is able to adjust their own weapons to gain a
point of damage per three full ranks.
- They are able to adjust other entities weapons doing one point of
damage per five full ranks.
The adjusted weapons need constant polishing and attention from the
weapon-smith.
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:
This item draws on the arcane power of the base item of this Wand set.
Weight 1 lbs, Value 500sp, W8
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Wand Set
Arcane Points: Cost 10, resale 5
Rare Special Knowledge spell
An adept is able to gain one none teacher-able Rare Special Knowledge spell at rank 0 (within their
collage) at the following costs:
Weight 1 lbs, Value 500sp, W9
- 1 week of training time
- 1,000 exp
- 500 sp to the trainer
Musical Spheres
Bard
Range: Self
Duration: 1 hour + 30 mins / Rank
Experience Multiple: 50
Base Chance: 50%
Resist: None
Storage: Investment
Target: Self
Effects: The Adept casts this spell on themselves and for the duration any spell they subsequently cast can have coloured
lights as spheres added to the spells as a visual effect which will keep time to any accompanying music.
Harps Wind
Bard
Range: Self
Duration: 1 hour + 1 hours / Rank
Experience Multiple: 75
Base Chance: 50%
Resist: None
Storage: Investment
Target: Self
Effects: The Adept casts this spell on themselves and for the duration any spell they subsequently cast can have the sound of
Wind and other natural sounds added to the spells as a audio effect which will keep time to any accompanying music.
Silver Touch
Binder
Range: 5 feet + 5 feet / Rank
Duration: 1 day + 1 day / Rank
Experience Multiple: 50
Base Chance: 60%
Resist: None
Storage: Investment
Target: Object
Effects: The Adept can cast on any precious or enchanted object (over 150sp in value) so that it becomes trapped. If it is
touched or moved by anyone other than the Adept it will transform and multiple up to a hundred times. A Binder counter-spell
will remove this.
Wooden Touch
Binder
Range: 5 feet + 5 feet / Rank
Duration: 1 day + 1 day / Rank
Experience Multiple: 50
Base Chance: 60%
Resist: None
Storage: Investment
Target: Object
Effects: The Adept can cast on any none-precious object so that it becomes trapped. If it is touched or moved by anyone other
than the Adept it will transform and multiple up to a hundred times. A Binder counter-spell will remove this.
Enchanted Ground
Ensorcelment and Enchantments
Range: 5 feet + 5 feet / Rank
Duration: 1 day + 1 day / Rank
Experience Multiple: 250
Base Chance: 60%
Resist: None
Storage: Investment
Target: Area
Effects: The Adept can cast on an area of a mega-hex (15 feet across). Any entity within the area
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:
This item draws on the arcane power of the base item of this Wand set.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Enhancement
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Wand Set
Arcane Points: Cost 10, resale 5
Stone Gargoyle
This finely crafted heavy stone Gargoyle are enchanted to sit only atop
a large stone building of over 100,000 SP value, such as a: Large
tower, Keep, Castle, or Town Wall, or other such large structure.
The can be activated and set to:
- Guard (1,000 foot range) or
- Attack (3,000 foot range)
The Gargoyle will attack any Spectral Warrior, Nightmare or Phantasm or like creatures within their
range of their roost, once activated.
In combat they can be given simple commands by a rank 8+ Mil Sci. The Gargoyle has the following
attributes:
PS: 100, MA: 5, WP: 5, MD: 20, AG: 20, PB: 5, MR: 50, EN: 100, Ft: 100,
TMR: 5 Ground, 20 Flying. See Invisible / Spectral: 125 foot
Attacks X 4 – they are able to damage any target.
- Claw - IV: 75, BC: 125%, Dam: D+25, Use: MC, Rank 4
- Claw - IV: 75, BC: 125%, Dam: D+25, Use: MC, Rank 4
- Bite - IV: 50, BC: 100%, Dam: D+15, Use: MC, Rank 4
- Tail - IV: 50, BC: 100%, Dam: D+10, Use: MC, Rank 4
These Gargoyles cannot be healed by normal means.
This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the
Elemental Plain of Earth within 10 years of its creation. Creation date:
This item draws on the arcane power of the base item of this Wand set.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Protection
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Wand Set
Arcane Points: Cost 20, resale 5
Weight: 1,500 lbs, Value: 10,000 sp, W10
Copper Gargoyle
This finely crafted heavy copper Gargoyle are enchanted to sit only
atop a large stone building of over 100,000 SP value, such as a: Large
tower, Keep, Castle, or Town Wall, or other such large structure.
The can be activated and set to:
- Guard (1,000 foot range) or
- Attack (3,000 foot range)
The Gargoyle will attack any adept who is a member of; The College of Greater Summonings,
The College of Necromantic Conjurations, or The College of Rune Magics within their range of their
roost, once activated.
In combat they can be given simple commands by a rank 8+ Mil Sci. The Gargoyle has the following
attributes:
PS: 50, MA: 5, WP: 5, MD: 20, AG: 20, PB: 5, MR: 75, EN: 150, Ft: 150,
TMR: 5 Ground, 30 Flying. See Invisible / Spectral: 125 foot
Attacks X 4 – they are able to damage any target.
- Claw - IV: 75, BC: 125%, Dam: D+25, Use: MC, Rank 4
- Claw - IV: 75, BC: 125%, Dam: D+25, Use: MC, Rank 4
- Bite - IV: 50, BC: 100%, Dam: D+15, Use: MC, Rank 4
- Tail - IV: 50, BC: 100%, Dam: D+10, Use: MC, Rank 4
These Gargoyles cannot be healed by normal means.
This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the
Elemental Plain of Earth within 10 years of its creation. Creation date:
This item draws on the arcane power of the base item of this Wand set.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Protection
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Wand Set
Arcane Points: Cost 30, resale 5
Weight: 1,500 lbs, Value: 30,000 sp, W11
Marble Gargoyle
This finely crafted heavy marble Gargoyle are enchanted to sit only
atop a large stone building of over 100,000 SP value, such as a: Large
tower, Keep, Castle, or Town Wall, or other such large structure.
The Gargoyle will attack any Elemental within their range of 2000 foot
of their roost.
In combat they can be given simple commands by a rank 8+ Mil Sci.
The Gargoyle has the following attributes:
PS: 100, MA: 5, WP: 5, MD: 20, AG: 20, PB: 5, MR: 75, EN: 150, Ft: 150,
TMR: 15 Ground, 30 Flying. See Invisible / Spectral: 125 foot
Attacks X 4 – they are able to damage any target.
- Claw - IV: 75, BC: 125%, Dam: D+25, Use: MC, Rank 4
- Claw - IV: 75, BC: 125%, Dam: D+25, Use: MC, Rank 4
- Bite - IV: 50, BC: 100%, Dam: D+15, Use: MC, Rank 4
- Tail - IV: 50, BC: 100%, Dam: D+10, Use: MC, Rank 4
These Gargoyles cannot be healed by normal means.
This item will stop working, unless replenished in combat at the mountain of Qwal-Macca in the
Elemental Plain of Earth within 10 years of its creation. Creation date:
This item draws on the arcane power of the base item of this Wand set.
Aura: Magical
Plane of Origin: Alusia
Nature of Magic: Protection
Magically Trapped/warded/cursed: No
Level: Medium
Arcane items: Wand Set
Arcane Points: Cost 35, resale 5
Weight: 1,500 lbs, Value: 40,000 sp, W11