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Stripe 12-07-2010 01:19 AM

[Magic] 1001 Standard Magic Items
 
Hello!

I thought I would start another one of my collaboration threads.

If anyone is interested, post up some magic items using the standard rules in Magic. One of the goals of this thread is to create a list of handy statistics for useful and interesting magic items with only the bare minimum in the way by hand waving effects or "creative interpretations" of the standard rules-as-written.

For the purpose of the thread, assume:
  • GURPS Basic Set, Magic, Fantasy, Low-Tech, and Martial Arts;
  • Standard Magic rules;
  • Typical TL3 fantasy setting with plentiful wizardry;
  • $1 per energy point to 60 -- $33 per energy point past that;
  • Include cost of materials in the item's cost.

In GURPS Third Edition, it was RAW that any item could be enchanted with any spell. The items in the spell description were only suggestions. Very unfortunately, that single sentence didn't make the Fourth Edition cut. But, if you feel like disregarding the item type listed in the spell description, you may do so.

You can use whatever format you wish, but I'm going to use the following template:
Code:

Item Name:
Item Type:
Description:
Price: (Total fair market value)
Materials Cost:
Enchantment Cost:
Enchantments: Name (Energy, Page)
Function:
Notes:

I'll start the game off! :)


Item Name: Flametongue
Item Type: Longsword
Description: A handsome longsword with a blade wreathed in flame and a ruby set in its pommel.
Price: $77,900
Materials Cost: Longsword (fine materials/balance), $4,900; Ruby, $400.
Enchantment Cost: $72,600
Enchantments: Penetrating Weapon 1 (250, M63); Defending Weapon 1 (500, M64); Accuracy 1 (250, M65); Puissance 1 (250, M65); Name (200, M68); and Flaming Weapon (750 plus a $400 ruby, M75).
Function: Does damage as a longsword (MA227, treat as bastard sword in absence of Martial Arts) at +1 due to fine materials and is wielded at +1 to skill due to fine balance. Its enchantments give it a a +1 to skill to parry with, +1 to skill to hit, and halves most forms of DR. They also give it a +1 to basic damage. If damage penetrates, its flames add +2 to injury.
Notes: The weapon's name, "Flametongue," is etched in its fuller in an ancient, forgotten language.

tg_ambro 12-07-2010 05:47 AM

Re: [Magic] 1001 Standard Magic Items
 
In addition to the sources you listed, I'm taking the liberty of using some of the items from DF 8.

Item Name: The Mohawk Hat.
Item Type: Hat, Tall, Winter.
Description: A unassuming old brown beanie.
Price: $49,536.
Materials Cost: $36.
Enchantment Cost: $49,500.
Enchantments: Haircut, Permanent (1,500. M39)
Function: Whenever this old beanie hat is worn, it cuts the wearers hair into the Mohawk style. It leaves the wearer incapable of ever growing any hair outside the mohawk (limited to the head, of course.)
Notes: A great gag item, or an otherwise harmless "cursed" one.

Astromancer 12-07-2010 07:12 AM

Re: [Magic] 1001 Standard Magic Items
 
I'll have to repair this posting later, much later, however....



Item Name: Wizard's Travel Cloak

Item Type: Clothing, Adventure Gear

Description: This generally looks like a traveler's cloak of good quality. Spells on the cloak keep the wearer at a pleasent tempature and dry. Ordinary weather phenomea don't effect the wearer. The cloak cleans itself and it's wearer constantly (thus allowing the Mage to have an impressive appearence anywhere). The cloak also keeps all vermine away (fleas,ticks, ect)
Upon saying a name emboidered on the lining, the cloak turns into bedding, rich and comfortable bedding, which like the cloak is always self-cleaning and vermine free. Another name, embroidered on the blankets turns them back into a cloak.

Price: (Total fair market value) I'll have to figure that out.

Materials Cost: You must start with a fine cloak.

Enchantment Cost: I don't have my books with me.

Enchantments: Name (Energy, Page) Unbrella, wards against weather and wind, and inscets.

Function: Warmth and comfort for travelers, and making a better impression when you get there.

Notes: This will need some.

Repairs later.

Phantasm 12-07-2010 08:06 AM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Antipode Shotgun
Item Type: Double-Barrel Shotgun
Description: This seemingly innocuous double-barrel 12 gauge shotgun doesn't fire shells. Instead, it fires a fireball and an ice dagger at the target simultaneously - one effect from each barrel. In fact, it is incapable of using shells, as the barrels have the gems necessary for the enchantment nestled where the shells would be. Alternatively, the user can choose to fire only one of the two enchantments.
Price: $205,800
Materials Cost: Ruby and sapphire both worth $400; Ithaca Auto & Burglar shotgun worth $400.
Enchantment Cost: $204,600
Enchantments: Two Power spells, one at Power 2 (1,000), the other at Power 4 (4,000) (M57); Fireball (800, M188); Ice Dagger (400, M188). Can be further enchanted with Accuracy.
Function: Duh. ;)
Notes: The 1/2D and Max Ranges of the spells are replaced by the Range of the shotgun itself. Power 4 is used to power Fireball, giving 2d burn; Power 2 is used to power Ice Dagger, giving 2d-2 imp. Use Guns/TL (Shotgun) to fire.

Okay, I know I deviated from the plan by using a TL6 shotgun as the base, but this happens to be my all-time favorite magic weapon. This could be the result of someone from TL6-8 arriving on Yrth with a normal double-barrel shotgun, running out of ammo, being unable to replicate the ammo, and enchanting the weapon to keep it usable.

Sam Baughn 12-07-2010 11:06 AM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Timekeeping Ring
Item Type: Ring
Description: A simple bronze ring (0.1 lbs.)
Price: $520.25
Materials Cost: $6.25
Enchantment Cost: $514.00
Enchantments: Adjustable Clothing (34, p. M59), Alarm (60, p. M100) x8.
Function: Adjusts to fit it's wearer by changing size up to 25%. Vibrates or chimes every three hours. When used in conjunction with a simple timekeeping device such as an hourglass, this item lets someone keep time accurately when at sea for long periods, allowing better navigation than would usually be possible at TL3.
Notes: Cost and weight of the ring from Dungeon Fantasy 8. This item is considerably cheaper than one enchanted with Tell Time ($8,250), although not quite as practical. Cheaper versions may have fewer alarm spells.

Sam Baughn 12-07-2010 11:40 AM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Courtesan's Bracelet
Item Type: Jewlery.
Description: A braclet of twisted silver wire (0.25 lbs.)
Price: $91,135.
Materials Cost: $345.
Enchantment Cost: $90,790.
Enchantments: Odor (40, p. M24), Presence (700, p. M48), Resist Disease (250, p. M91), Sense Emotion (300, p. M45), Vigor (1,500, p. M37).
Function: Gives the wearer +1 HT, prevents them from spreading any disease they may be carrying, makes them smell of perfume at all times, draws attention to them (double reaction roll modifiers) and allows them to cast the Sense Emotion spell.
Notes: Cost and weight of the bracelet from Dungeon Fantasy 8.

cbower 12-07-2010 02:15 PM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: The Cold Iron Sword
Item Type: Giant Sized Broadsword
Description: A SM +1 Fine quality Thrusting Broadsword enchanted with Ghost Weapon.
Price: $63,150.
Materials Cost: $5,400.
Enchantment Cost: $57,750.
Enchantments: Ghost Weapon at 15 (1,750 energy, page M65.)
Function: Enables the wielder to hit the insubstantial.
Notes: A weapon custom made for a famous Fire Giant warrior who was afraid of ghosts.

Code:

Weapon              Damage    Reach Parry Cost  Weight ST Notes
The Cold Iron Sword sw+3 cut    1    0  $5,400  6.75  15 Fine quality; can strike the insubstantial in normal mana or better
                or thr+4 imp  1    0    -      -    15 -


Kuroshima 12-07-2010 03:44 PM

Re: [Magic] 1001 Standard Magic Items
 
I'm going to deviate a little, and include some modifiers and enchantments from Dungeon Fantasy. As for the cost of the enchantments, the first number is as per the rules above stated, the second one is with DF8 prices.

Item Name: Bow of the Elven Sentinels
Item Type: Reflex bow
Description: This bow is a work of art. Made from a dozen different differed woods glued together, it's looks are enhanced by being painted in complex patterns of green, replicating foliage. The ribs and contours of the painted leaves are contoured with inlaid silver, and seem to glow as if reflecting the light of the moon. The string is made from unicorn hair. The arrows shot from these bows have an unerring tendency to strike at the weakest parts of the armor, and seem to always seek the heart or other vital organs. These bows are the badge of office of the sentinels that patrol the borders of the elven woods, and their possession by non-elves is looked as proof of murder of a sentinel, since they're almost never sold to outsiders.
Price: $58800/$42600
Materials Cost: $32400
Enchantment Cost: $26400/$10200
Enchantments: Penetrating Weapon (2) (500 energy, p. 63), Quick Aim 1 (100 energy), Vital Seeker +1 (100 energy, DF8, p. 49)
Function: This is a Balanced (+4 CF) Elven (+16 CF) Reflex Bow, Painted (Painting/Enamel, Extensive.) (+5 CF), with silver inlay (Inlay, Expensive, Minimal.) (+6 CF) and Glowing Design (+4 CF). The decorations make it a Decorated +3 item, giving it's owner a +3 to reactions in specific circumstances. The enchantments make give it effective ACC 5 (ACC3, +1 from Balanced, and the first turn of aim counts as 2) if aimed, and attacks made with this bow, targeting the vitals, or the chinks in armor covering the vitals gain a +1 bonus to hit. This bow deals thrust+3 damage, but thrust is calculated as if the wearer's ST was two points higher, and arrows shot from it have armor divisor (2).

Item Name: Greater Bow of the Elven Sentinels
Item Type: Reflex bow
Description: As the Bow of the Elven Sentinels. The outward appearance is the same, except that the leaf motives are distinct, and the enchantments vastly more powerful. Distinguishing both types of bow requires Cultural Familiarity (Elves) or Hidden Lore (Elves). This is the bow of the guard lord of the scouts of the elven kingdoms, and seeing it in non-elven hands will cause automatic hostilities with any elves encountered.
Price: $1095000/$676400
Materials Cost: $32400
Enchantment Cost: $1062600/$644000
Enchantments: Accuracy +3 (5000 energy, Magic p. 65), Penetrating Weapon (10) (15000 energy, p. 63), Puisance +3 (10000 energy, Magic p. 65), Quick Aim 2 (200 energy, Magic p. 65), Vital Seeker +3 (2000 energy, DF8, p. 49)
Function: This is a Balanced (+4 CF) Elven (+16 CF) Reflex Bow, Painted (Painting/Enamel, Extensive.) (+5 CF), with silver inlay (Inlay, Expensive, Minimal.) (+6 CF) and Glowing Design (+4 CF). The decorations make it a Decorated +3 item, giving it's owner a +3 to reactions in specific circumstances. The enchantments make give it effective ACC 6 (ACC3, +1 from Balanced, and 1 turn of aim counts as 3) but it does not gain any further bonus from being aimed, increase the damage by +3, and all attacks made with it get a +3 bonus to skill, plus an additional +3 if targeting the Vitals, or the chinks in armor in the Vitals area. This bow thus deals thrust+6, with thrust figured as if the user's ST was two points higher, and any arrows fired with it have armor divisor 10.

Stripe 12-07-2010 05:37 PM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Staff of the Sun
Item Type: Quarterstaff
Description: A white-colored exotic wood quarterstaff decorated with sunstones, ivory, gold, and platinum, fire etched with runes and topped with a brightly-glowing, egg-shaped amber crystal.
Price: $146,690.
Materials Cost: Quarterstaff (fine materials, presentation), $210; 10-point Powerstone, $1,900; sunstone, $1,000.
Enchantment Cost: $143,580.
Enchantments: Power 2 (1,000, M57); Amulet 4 (resists Strike Blind; 200, M58); Staff (30, M70); Continual Light (on the Powerstone, colored amber) (400, M110); Bright Vision (always on; 200, M111); Dark Vision (400, M111); See Invisible (400, M113); Sunlight (150, M114); Sunbolt (800 plus a $1,000 sunstone, M114); Soilproof (400, M116); Shatterproof (400, M118).
Function: The staff is intended for use by a noble wizard in a position of leadership. It is not intended to be used as a melee weapon in combat to attack or defend.

Purple Haze 12-07-2010 09:10 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by Perfect Organism (Post 1088765)
Item Name: Timekeeping Ring
Item Type: Ring
Description: A simple bronze ring (0.1 lbs.)
Price: $520.25
Materials Cost: $6.25
Enchantment Cost: $514.00
Enchantments: Adjustable Clothing (34, p. M59), Alarm (60, p. M100) x8.
Function: Adjusts to fit it's wearer by changing size up to 25%. Vibrates or chimes every three hours. When used in conjunction with a simple timekeeping device such as an hourglass, this item lets someone keep time accurately when at sea for long periods, allowing better navigation than would usually be possible at TL3.
Notes: Cost and weight of the ring from Dungeon Fantasy 8. This item is considerably cheaper than one enchanted with Tell Time ($8,250), although not quite as practical. Cheaper versions may have fewer alarm spells.

What you need for navigation is to determine the difference between local noon and reference noon. Your ring will do the entire planet at +/- 90 minutes. Imagine local variants:

The North Atlantic goes from England at UTC+0 to the US at UTC+5, six alarms at hour intervals gives +/- 30 minute accuraccy.

Seven alarms will do the Mediterranean at +/- 15 minutes.

Edit: Of course "Tell Position" is cheap and precise.

Gef 12-08-2010 12:27 AM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by Stripe (Post 1088626)
Hello![*]$1 per energy point to 60 -- $33 per energy point past that;

Gak!

As I just posted in another thread, under rules as written, a 150pt enchanter with a group of 80pt assistants can manage 300 energy at $1½ per level, and if you get a group of masters, they can manage 500 energy for $3 per level.

http://forums.sjgames.com/showpost.p...7&postcount=15

Stripe 12-08-2010 12:49 AM

Re: [Magic] 1001 Standard Magic Items
 
Your post makes a whole lot of assumptions. I just used the RAW numbers for the purpose of this thread, which is to create a handy list of useful, standard, generic, typical magic items that can be easily used by GM's.

Quote:

Originally Posted by Magic p. 20
For a typical TL3 fantasy setting with plentiful wizardry and shops full of magic items, it should be possible to commission a magic item for about $33 per energy point.

Quote:

Originally Posted by Magic p. 20
A talented enchanter with skill 20 and five assistants could pour 60 energy into an item easily, without the use of Powerstones or HP.

Quote:

Originally Posted by Magic p. 20
Therefore, at the GM’s discretion, any magic item that a typical enchanter or circle of enchanters could produce with Quick and Dirty Enchantment (60 energy is a reasonable default) costs only $1 per energy point.

But, what point break a given circle uses or is standard in any fantasy campaign isn't the topic of this thread.

Purple Haze 12-08-2010 01:02 AM

Re: [Magic] 1001 Standard Magic Items
 
It seems likely that a professional enchanter would have: HT 12, FP 16 (magic only -60%).

So cost should be based on 16x6 not 10x6.

Darekun 12-08-2010 01:14 AM

Re: [Magic] 1001 Standard Magic Items
 
The costs assumed by Magic don't make much sense, but they make a gameable assumption. Especially since they let PCs make great money by violating them(Ally + Powerstone = Profit). Personally, I've found that any time S&S gets involved it gets less fun, and the transition causes balance issues, and stuff… But that's not the game here.

Somebody could start a separate thread for hashing out the cost schedule that actually falls out from the system, though.

Stripe 12-08-2010 01:06 PM

Re: [Magic] 1001 Standard Magic Items
 
Staffs of Lightning

Item Name: Lesser Lightning Staff
Item Type: Quarterstaff
Description: A glowing quarterstaff crackling and sparking with a bluish energy.
Price: $25,110.
Materials Cost: Fine quarterstaff, $30; platinum and opal decorations, $300.
Enchantment Cost: $24,780.
Enchantments: Staff (30, M70); Lightning Weapon (750 plus at least $300 in platinum and opal decorations, M198).
Function: The weapon deals an additional 2 points of injury after armor penetration and wounding modifiers have been figured. Against metallic armor, the weapon inflicts at least 1 point of damage on any hit.


Item Name: Lightning Staff
Item Type: Quarterstaff
Description: A glowing quarterstaff crackling and sparking with a bluish energy.
Price: $58,110.
Materials Cost: Fine quarterstaff, $30; platinum and opal decorations, $300.
Enchantment Cost: $57,780.
Enchantments: Defending Weapon 1 (500, M64); Accuracy 1 (250, M65); Puissance 1 (250, M65); Staff (30, M70); Lightning Weapon (750 plus at least $300 in platinum and opal decorations, M198).
Function: The wielder receives a +1 to parry and +1 to skill to attack with the weapon. The weapon deals an additional 3 points of injury after armor penetration and wounding modifiers have been figured. Against metallic armor, the weapon inflicts at least 1 point of damage on any hit.


Item Name: Greater Lightning Staff
Item Type: Quarterstaff
Description: A glowing, polished metallic quarterstaff crackling and sparking with a bluish energy with a blue, oval gem in its center.
Price: $182,010.
Materials Cost: Fine quarterstaff, $30; platinum decorations, $1,600; opal, $500.
Enchantment Cost: $179,880.
Enchantments: Power 2 (1,000, M57); Defending Weapon 1 (500, M64); Accuracy 1 (250, M65); Puissance 1 (250, M65); Staff (30, M70); Shatterproof (400, M118); Resist Lightning (always on; 1,000 plus $1,000 in platinum, M196); Lightning* (800 plus $1,200 in platinum decorations, M196); Wall of Lightning* (500 plus a $500 opal, M197); Lightning Weapon (750 plus at least $300 in platinum and opal decorations, M198).
Function: The wielder receives a +1 to parry and +1 to skill to attack with the weapon. It breaks as a "very fine" weapon (1 in 6). The wielder and anything he carries is immune to the effects of lightning and electricity. The weapon deals an additional 3 points of injury after armor penetration and wounding modifiers have been figured. Against metallic armor, the weapon inflicts at least 1 point of damage on any hit.
* Usable only by mages.

sn0wball 12-08-2010 01:40 PM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Fiery Arrow
Item Type: Arrow
Description: Dark arrow with black feathers and a head of ruby
Price: 85 $
Materials Cost: 55 $
Enchantment Cost: 30 $
Enchantments: Spellarrow (Energy 30, p.65) w/ 1d Fireball
Function: The archer concentrates for one second while holding his weapons, touching the arrow and concentrating before aiming. The ruby head of the arrow is shrouded in the flames of a fireball, which accompanies the arrow in flight and explodes upon hitting - for 1d of additional fireball damage.
Notes:

cbower 12-08-2010 01:53 PM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: The Tyrolean Plate
Item Type: High quality plate improved by enchantment.
Description: A suit of plate armor, engraved with scenes from a biographical novel about the original owner.
Price: $428,415.
Materials Cost: $342,615.
Enchantment Cost: $85,800.
Enchantments: Fortify 3 at 15 (800 energy, page M67), Lighten 50% at 15 (500 energy, Page M67.)
Notes: This is a suit of armor from one of my old campaigns. I wanted to rework it to Low-Tech standards. It has a full helm, gorget, corselet, arms, and legs of medium plate, and gauntlets and sollerets of medium segmented plate. One of the most finely crafted suits in existence, it has the Ornate (+3), Masterfully Tailored, Fluted (for the plate pieces,) and Hardened options, for a base weight of 37.14 lbs before enchantment. With Lighten 50%, the total weight is 18.57 lbs, with DR 8 on the hands and feet, and DR 10 otherwise.

Stripe 12-08-2010 04:07 PM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Cloak of the Invisible Assassin
Item Type: Hooded Heavy Cloak
Description: A plain, black, ankle-length hooded heavy cloak.
Price: $247,555
Materials Cost: $55
Enchantment Cost: $247,500
Enchantments: Sense Foes (always on in 2-hex radius; 200, M44); Hide Emotion (always on; 200, M45); Insignificance (always on; 700, M48); Power 3 (2,000, M57); Deflect 2 (500, M67); Night Vision (always on; 200, M111) Blur 5 (500, M113); Hide 5 (500, M113); Invisibility (1,200, M114); Wallwalker (1,000, M144); Mage-Stealth (always on; 500, M172).
Function: See Cloaks, B404 and LT99. Gives +4 to Holdout skill. Resists Aura, Sense Foes and Sense Emotion. Always gives wearer Night Vision 9 and a Defense Bonus of 2. When readied as a shield, the cloak gives a DB of 2 or 4 including Deflect. If the wearer weighs 150 lbs. or less including the weight of equipment and anything he is holding, the Wallwalker enchantment is considered always on. Add 3 to the wearer's Stealth skill whenever a roll is necessary, and subtract 5 from the Hearing roll of anyone listening for the wearer.

William 12-08-2010 06:51 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by Perfect Organism (Post 1088765)
Item Name: Timekeeping Ring
Item Type: Ring
Description: A simple bronze ring (0.1 lbs.)
Price: $520.25
Materials Cost: $6.25
Enchantment Cost: $514.00
Enchantments: Adjustable Clothing (34, p. M59), Alarm (60, p. M100) x8.
Function: Adjusts to fit it's wearer by changing size up to 25%. Vibrates or chimes every three hours. When used in conjunction with a simple timekeeping device such as an hourglass, this item lets someone keep time accurately when at sea for long periods, allowing better navigation than would usually be possible at TL3.
Notes: Cost and weight of the ring from Dungeon Fantasy 8. This item is considerably cheaper than one enchanted with Tell Time ($8,250), although not quite as practical. Cheaper versions may have fewer alarm spells.

I had a navigator character who came up with a different solution to this problem:

Item Name: Home port compass
Item Type: Navigator's compass
Description: A brass disc with direction marks and a rotating pointer, with two perpendicular levels on its articulated frame to assure that it is used at the horizontal. The direction marks are extremely fine; a magnifying glass helps to read them. The enchantment is on the needle, but the whole thing is solidly built and meant to withstand time at sea. It is engraved with the sign of some sailor's organization in the setting.
Price: $7900
Materials Cost: $150 ($25 item, +1 CF ruggedized, +4 CF styling)
Enchantment Cost: $7750
Enchantments: Find Direction (Magic, p. 101)
Function: Tells the user first north, to calibrate the compass, and then the direction to the headquarters of a well-known sailor's guild or mage hall. With this and the knowledge of his latitude, easily determined with simple tools, a little trigonometry tells the navigator exactly where he is.
Notes: HT 12, DR 6, 1.2lb, +2 to Influence rolls like Merchant on collectors and potential buyers. An excellent piece of equipment.

ajardoor 12-09-2010 12:59 AM

Re: [Magic] 1001 Standard Magic Items
 
Dear GURPS Forum,

I love you. I have always loved you. Don't ever change.

Signed, Ajardoor.

Sam Baughn 12-09-2010 08:28 AM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Suprising Knife
Item Type: Weapon (Long Knife)
Description: Appears to be a small knife with a plain leather sheath until drawn, when it is revealed that the blade is much longer than seems possible.
Price: $170
Materials Cost: $120
Enchantment Cost: $50
Enchantments: Hideaway (50, p. M61).
Function: Conceals up to 1 lbs. of material inside the knife's sheath. This is sufficient to make the difference between a small knife and a long knife. the full weight of the weapon is still used for encumbrance purposes.
Notes: See Martial Arts or Low Tech for rules for the Long Knife. The same method could possibly be used to disguise a Longsword as a Broadsword, a Smallsword as a Small Knife, a Broadsword as a Shortsword, a Light Rapier as a Main Gauche, a Shortsword as a Large Knife and so on.

Item Name: Smoke Staff
Item Type: Weapon (Quarterstaff)
Description: A simple quarterstaff decorated with a piece of cloudy amber set into one end.
Price: $160
Materials Cost: $60
Enchantment Cost: $100
Enchantments: Dedicated Powerstone (20, p. M69-70), Staff (30, p. M70), Smoke (50, p. M73).
Function: Allows the user to cast the Smoke spell at skill 15 and provides 2 FP for this purpose. Also gives all the usual benefits of a mage's staff and functions as a weapon.

EDIT:

Item Name: Cunning Cap
Item Type: Armour (Cloth Skullcap)
Description: Resembles an ordinary hat
Price: $180
Materials Cost: $40
Enchantment Cost: $140
Enchantments: Adjustable Clothing (50, p. M59), Fortify 3 (40, p.M66), Hideaway (50, p. M61).
Function: Provides DR 4 to the skull, adjusts to fit anyone wearing it, contains a hidden pocket in the lining which can hold up to 1 lbs.
Notes: Base item is a Padded Cloth Pot Helm ($10, 1.2 lbs.) concealed within a Status 0 Hat ($12, 0.2 lbs) for no holdout penalty. Final weight is 1.36 lbs.

Item Name: Charmed Cookpot
Item Type: Domestic item
Description: Looks like a simple copper pot.
Price: $140
Materials Cost: $30
Enchantment Cost: $110
Enchantments: Cook (60, p. M78), Hideaway (50, p. M61).
Function: Holds more than it should inside and automatically cooks 2 warm meals a day if provided with ingredients.
Notes: Base item is from Dungeon Fantasy 8. Holds about 15 lbs or 2 cubic feet. Weighs 2 lbs. empty.

sn0wball 12-09-2010 02:36 PM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Insidious Poisoners Arrow
Item Type: Arrow
Description: Plain average arrow with a point specifically suited for carrying poison
Price: 13.210 $
Materials Cost: 10 $
Enchantment Cost: 400
Enchantments: Bane - specific foe (100, M63), Penetrating Weapon - Ignores DR (25000 * 1/10 for missile * 1/10 for Bane, M63), Accuracy +3 (50, M65)
Function: Delivers a dose of poision through anyones armor. Anything which can be poisoned can be killed. Knight in enchanted plate, Iron Dragon, Starship Trooper ? Just find a unscrupulous enchanter and breach any armor.
Notes: Made to order item.

sn0wball 12-10-2010 02:54 AM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Tybalt´s Sword
Item Type: Broadsword
Description: fine thrusting broadsword decorated with an old family coat of arms
Price: 28.404 $
Materials Cost: 2.400 $
Enchantment Cost: 26.004 $
Enchantments: Bane - specific family *1/4 (100, M63), Penetrating Weapon 3 (188, M64), Accuracy (250, M66), Puissance (250, M66)
Function: Effective weapon, but only against members of a specific family.
Notes: Stuck in an ancient family feud? The other household being alike in armament? Gain an edge with a made to order weapon of this kind!

sir_pudding 12-10-2010 03:40 AM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by sn0wball (Post 1089922)
Price: 13.210 $

Is that an American decimal point or a European comma?
Quote:

Enchantments: Bane - specific foe (100, M63),
Yeah, I've often thought that the one foe version of Bane combined with the missile discount is a really good idea for the prepared assassin.
Quote:

Originally Posted by sn0wball (Post 1090176)
Item Name: Tybalt´s Sword
Item Type: Arrow
Description: fine thrusting broadsword decorated with an old family coat of arms

Is it a sword or an arrow?

sn0wball 12-10-2010 03:56 AM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by sir_pudding (Post 1090198)
Is that an American decimal point or a European comma?

It starts out as a European decimal point and turns into a comma once the other house is wiped out. ;)

Haste, copy&paste and a toddler between you and the laptop are the worst enemy of any forum post ...

Foxlau 12-10-2010 08:34 AM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: War Wizard Cloak
Item Type: Hooded Heavy Cloak
Description: This long black cloak has a high collar and is cut to overlap a wearer’s chest and arms. An open white palm in a circle adorns the right breast, and a rampant purple dragon rages on the left.
Price: $125,725
Materials Cost: $325 cloak-fine material+2CF; Dyed,cheap(black) +1.5CF; Embroidery. minimal+2CF.
Enchantment Cost: $125,400
Enchantments: Slow Fall (1000, M144); Dark Vision ( 400, M111); Warmth ( 200, M74); Blink (800, M148); Power 2 (1000, M57)
Function: See Cloaks, B404 and LT99. Gives +4 to Holdout skill. A war wizard cloak protects you from the elements (Warmth 2FP/1FP) and also activates a Slow fall( 5FP/2FP) effect on you automatically if you fall more than 10 feet. In addition, this cloak has other abilities, can use Dark vision(5FP/2FP), Blink(2FP), Missile Shield(5FP/2FP). All magics can be maintained with 2 FP from “Power 2” enchantment, but only one spell can stay always on, the wizard must chosen.

cbower 12-10-2010 10:31 AM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Signet Ring of the Eastern Reaches
Item Type: Ornate gold ring
Description: A gold ring, sized for the hands of a Dwarf, with an inlaid family crest in carnelian. This is surrounded by eight 0.5 carat semiprecious gemstones of alternating blue and red.
Price: $75,363.
Materials Cost: $6,063.
Enchantment Cost: $69,300.
Enchantments: Adjustable Clothing (25%) at 15 (100 energy, page M58,) Great Haste at 15 (2,000 energy, page M146.)
Function: The wearer can cast Great Haste on himself, and it resizes to fit the hands of anyone with Dwarf-sized hands.
Notes: The ring weighs 0.21 lbs. Built with the Low Tech rules, it has the Inlay (+20 CF) option, and the gold alone costs $4,200. Eight $225 gems complete it. At CF 20 it counts as Ornate (+3.) It has the potential to be enchanted as a Powerstone, if you could find anyone willing to risk quirking or breaking it.

tg_ambro 12-11-2010 01:35 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by Kuroshima (Post 1088956)
. . .As for the cost of the enchantments, the first number is as per the rules above stated, the second one is with DF8 prices. . .

I think I may have missed something, why would the prices be different?

Kuroshima 12-12-2010 06:44 AM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by tg_ambro (Post 1091098)
I think I may have missed something, why would the prices be different?

Because in DF, Q&D enchantment is for items up to (and sometimes including) 100 energy, and S&S costs $20 per energy point, since there's a glut of magic items in the market, from delvers that sell what they rob from underground complexes.

tg_ambro 12-12-2010 11:00 AM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by Kuroshima (Post 1091400)
Because in DF, Q&D enchantment is for items up to (and sometimes including) 100 energy, and S&S costs $20 per energy point, since there's a glut of magic items in the market, from delvers that sell what they rob from underground complexes.

I see, thanks! What DF book is this found in? Because I can't recall where that's from (even though it sounds familiar now.)

benz72 12-13-2010 07:37 PM

Re: [Magic] 1001 Standard Magic Items
 
Not quite a standard enchantment... but bear with me...

A fine rapier or spear with steelwraith ensorceled onto it (possibly with the -90% reduction for having instructions on how to break the ensorcelment engraved on the quillons)

Imagine that heavy breastplate wearing knight's suprise when the fencer / spearman lunges at him and his uber heavy steel corselet doesn't do a thing to stop it.

Details left as an exercise for the student.

benz72 12-13-2010 07:58 PM

Re: [Magic] 1001 Standard Magic Items
 
A sheath for a cheap throwing knife enchanted with cornucopia (400) and possibly quickdraw (2000).

I'd go for the lower cost version personnaly, they are disposable after all

The best part is that if anyone is looking to throw them back... they disappear, and of course there is no long term evidence left behind.

benz72 12-13-2010 08:08 PM

Re: [Magic] 1001 Standard Magic Items
 
For 50 energy, I'm suprised by the non-ubiquity of scales enchanted with Measurement.

Every merchant should have one.

Similarly, every painter should have at least one (30 FP) brush enchanted with inscribe... he'll never need paint in that color again, Plus his paint jobs will never fade.

Stripe 12-13-2010 11:21 PM

Re: [Magic] 1001 Standard Magic Items
 
Why isn't there a Blocking version of Slow Fall? Wasn't there one in G3e? Gah.

Item Name: Cloak of the Bat
Item Type: Hooded, light leather heavy cloak
Description: Appears to be a cloak formed from a pair of living bat wings folded around the wearer and clasped in front. Spread and flap dramatically while the wearer is airborne.
Price: $237,875.
Materials Cost: Light leather heavy cloak with hood, lined with bat fur around hood and shoulders (styling, +4 CF), $275.
Enchantment Cost: $237,600.
Enchantments: Shapeshifting (bat; 3,000, M33); Speed 1 (500, M57); Fortify 3 (800, M66); Illusion Shell (400, M96); Flight (2,500, M145).
Function: The illusion shell causes the light leather heavy cloak to look like folded bat wings wrapped around the wearer. They spread from his back while flying, falling or jumping. While in bat form, the wearer has a wingspan of about five feet and weighs about 2.5 lbs. Provides DR 4 against cutting, DR 3 against all other damage types. It can help to conceal items (+4 to Holdout). If falling, the wearer will drop 10 feet in the second it takes to cast the flight spell.
Notes: See Cloaks, B404 and LT99. It is up to the GM to determine what, if any, reaction bonus the Illusion Shell grants. The cost of the illusion shell enchantment alone is $13,200 (CF +239).

Fred Brackin 12-14-2010 08:35 AM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by benz72 (Post 1092169)
Not quite a standard enchantment... but bear with me...

A fine rapier or spear with steelwraith ensorceled onto it (possibly with the -90% reduction for having instructions on how to break the ensorcelment engraved on the quillons)

Imagine that heavy breastplate wearing knight's suprise when the fencer / spearman lunges at him and his uber heavy steel corselet doesn't do a thing to stop it.

Details left as an exercise for the student.

Not legal for multiple reasons.

Steelwraith can be Ensorcereled onto a person with the 90% e=reduction mentioned but thsi will not produce the result envisioned.

Steelwraith could be Enchanted onto a weapon buit would only enable a person under a Steelwraith spell to use it normally (or to affect other Steelwraithed persons) and there is no 90% reduction.

There is no standard Enchantment effect that will do what you want.

Fred Brackin 12-14-2010 08:39 AM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by Purple Haze (Post 1089151)
It seems likely that a professional enchanter would have: HT 12, FP 16 (magic only -60%).

So cost should be based on 16x6 not 10x6.

Under RAW and per Word of Kromm, FP that can be used only for magic is a -0% feature and not a Limitation.

Technically, I believe FP that could be used for anything but went away in No Mana Zones would be legal and worth -10%.

Turhan's Bey Company 12-14-2010 08:39 AM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by tg_ambro (Post 1091454)
I see, thanks! What DF book is this found in? Because I can't recall where that's from (even though it sounds familiar now.)

DF1, p. 30.

Fred Brackin 12-14-2010 08:54 AM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Cookie of Suggestyion
Item Type: Cookie
Description: A delicious looking choclate chip cookie
Price: $125
Materials Cost: $5
Enchantment Cost: Enchantments: (Temporary) Suggestion "Eat Me" ($60), (Temporary) Suggestion "You should go away and solve your own problems." ($60).
Function: Most often used by powerful wizards who are tired of people coming to them with problems, This is a cookie made with Essential Food (so it tastes deliscious and never goes stale). The cookie is then enchanted with the Temporary Enchantment Spell with the two suggestions listed above each of which willo be cast once will last 1 hour after the cookie is eaten. When approached by undesired aid-seekers the wizard gives them one of these cookies and those aid-seeekrs go away. The wizard is presumed to make his escape before the Suggestion wears off.

tg_ambro 12-14-2010 12:03 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by Turhan's Bey Company (Post 1092348)
DF1, p. 30.

Ah, ok. Thanks muchly.

simply Nathan 12-14-2010 01:25 PM

Re: [Magic] 1001 Standard Magic Items
 
Name: Itchy Tiger Paws
Item: Cloth gloves inked with tiger stripe pattern.
Spells: Partial Shapeshifting(Tiger Paws)[1,750 energy], Itch[60 energy].
Effect: They give +25 to your ST for damage purposes, and grant Sharp Claws(which allow damage bonus from either Brawling or Karate). However, they itch. Constantly. You'll be just as inclined to scratch your own hands...with your now very strong, very sharp hands, as you willl be to actually fight. You're at -2 to all DX rolls while so distracted by your itching.
Origin: There were two circles of enchanters in the same town. The not-so-reputable guy got his assistants together and snuck into the other guys' place, casting a Quick & Dirty "Itch" on their gloves halfway through their Slow & Sure casting of "Partial Shapeshifting: Tiger Paws."
Cost: As they are cursed, they cost a mere $25,000, including the gloves, rather than the un-cursed version that would have been worth $57,765.

Stripe 12-14-2010 02:00 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by tg_ambro (Post 1092422)
Ah, ok. Thanks muchly.

x2

I scoured DF8 to find those rules. XD

I'll start adding two prices to my list as well.

pjason 12-14-2010 02:38 PM

Re: [Magic] 1001 Standard Magic Items
 
The following items are ones I wrote up for a fantasy game I was running before DF came out. Enchantments may be a bit elemental heavy as the wizards of the day were elementalists with control over 5 elements (earth, air, fire, water, mana (includes meta and enchantment college).

As per the op's suggestion, I did modify the template a bit to make this match what I already had. Price listed is for DF, but the mana and materials cost is shown, so its pretty easy to convert if needed.

Here's the first list of "small" magical items (under 1000 energy). Will post "Magor" magic items (1000-5000 energy) and "Artifacts" (5000+ energy) in a bit.

Hope this is the kind of thing you were looking for.

EDIT: Updated Price in all cases to be Standard ($1 per energy point to 60 -- $33 per energy point past that;) / DF pricing ($1 per energy point to 100 -- $20 per energy point past that). Also, corrected errors.

Item Name: Shirt of the Magi
Description: A common item found available even outside of magic shops, this cotton shirt ($10, 1.5 lbs) has been enchanted with Fortify 2 (for 50% cost).
Materials Cost: $20 cotton shirt (Ornate 1, +1 CF)
Enchantments: Fortify 2, torso only (50% cost) - 100 mana + Adjustable Clothing (10%) - 50 mana.
Notes: -
Price: $3370 / $170

Item Name: Rainmaker Scroll
Description: One of the most requested scrolls (therefore worth noting here) produced by the Elementalists guild. It comes in both rain making and rain prevention varieties for optimal agricultural impact. Farmers usually pay a fee to the local hedge mage who reads these for them (as it is only readable by a mage). Reading this scroll causes 1 inch of rain to fall over a 100-yard radius area over a period of 1 hour. This scroll takes 2 minutes to read.
Materials Cost: $0.
Enchantments: Scroll (Rain, 100 yd area, 1 inch of rain) - 10 mana.
Notes: Writing a scroll takes number of days equal to base cost to cast, in this case 10 of a days. As quick and dirty casting doesn't seem to be allowed for a Scroll, the cost is as for slow-and-sure.
Price: $330 / $200

Item Name: Marksman Arrows
Description: Used by marksmen and assassins as a good quality arrow to fall back on. They give +3 to hit, +3 to damage, and armor divisor (3).
Materials Cost: $14 arrow (Ballanced, +4 CF; Fine, +2 CF)
Enchantments: Penetrating Weapon, 3 (1/10 cost for missile) - 75 + Accuracy +2 (1/10 cost for missile) - 100 + Puissance +2 (1/10 cost for missile) - 100
Notes: +1 to hit from Ballanced, +2 to hit from Accuracy, +1 to damage from Fine, +2 to damage from Puissance.
Price: $9089 / $289 each

Item Name: Staff of Elemental Control
Description: A high quality mages staff for Elementalists who specialize in creating elementals, it gives +2 to control elementals of a certain type.
Materials Cost: $40 (fine, +2 CF) (ornate 1, +1 CF) + $1,300 gold and platinum
Enchantments: Staff - 30 mana + Control Elemental (special item) - 1000 mana.
Notes: -
Price: $34,370 / $21,370

Item Name: Umbrella Charm
Description: Another common minor magical item sold almost everywhere. It protects the wearer from rain.
Materials Cost: $0 (cost of charm)
Enchantments: Umbrella (special item) - 100 mana.
Notes: -
Price: $3300 / $100

Item Name: Broach of Acid Resistance
Description: This broach provides an always on effect which grants the wearer DR 2 against acid. As a side benefit, the wearer is also completely immune to the effects of dampness and always stays dry, even if submerged in water.
Materials Cost: $200 emerald
Enchantments: Resist Water (special item) - 200 mana.
Notes: -
Price: $6,800 / $4,200

Item Name: Necklace of Mana Detection
Description: This necklace, favored by traveling Elementalists who don't like to get caught unaware when the mana level changes, vibrates whenever the wearer passes over a boundary between areas of different mana levels.
Materials Cost: $0 (cost of necklace)
Enchantments: Sense Mana (special item) - 500 mana
Notes: -
Price: $16,500 / $10,000

Item Name: Ring of Magic Detection
Description: This ring vibrates whenever the wearer passes within 5 yards of a specific type of magic (defined at the time the necklace is enchanted). Magic types may be specified as complexly as needed. Examples include: magical items, spells, magical creatures, and any other ongoing magical effect.
Materials Cost: $0 (cost of ring)
Enchantments: Detect Magic (special item) - 500 mana + Link - 200 mana + Adjustable Clothing (10%, size *1/4) - 13 mana.
Notes: Magic type detected is set at creation time.
Price: $23,113 / $16,500

Item Name: The Gentle Breeze
Description: A 6 inch quarts crystal with a 1 inch hole that passes through it. Through this hole blows a gentle breeze up to five yards. This is always on but a cork can be used to stop the air temporarily.
Materials Cost: $0 (cost of quarts crystal)
Enchantments: Shape Air (1, gentle breeze) - 200 mana + Power 1 - 500 mana
Notes: -
Price: $23,100 / $14,000

Item Name: Bowl of Mapping
Description: This 50 gallon pewter bowl (30 lbs) was created by an adept wizard as a way of keeping his map secret. Anyone wanting to view the map must poor 20 gallons of water into the bowl and the bowl will shape the water up to reveal the map.
Materials Cost: $125 pewter bowl
Enchantments: Shape Water (1, 20 gallons) - 400 mana + Power 1 - 500 mana
Notes: -
Price: $29,700 / $18,000

Item Name: Seeking Stick
Description: This forked stick is made of wood, bone, and ivory. It has a small glass reservoir in its tip where item to be sought is put. It also has a small onyx and ruby embedded into its shaft. This is usable by mages only. The stick may be used to seek Earth (costs 3, takes 10 seconds, requires earth/stone/mettle sought be put in tip), Water (costs 2, takes 1 second, requires water to be put in tip), Air (cost 1, takes 1 second, requires a $200 reusable onyx), or Fire (cost 1, takes 1 second, requires a $100 reusable ruby).
Materials Cost: $700 ornate stick, onyx and ruby
Enchantments: Seek Air - 60 mana + Seek Earth - 50 mana + Seek Fire - 50 mana + Seek Water - 40 mana.
Notes: -
Price: $900 / $900

Item Name: Bead of Fire
Description: Often hidden on battle mages as a last ditch backup weapon, these small rubies are enchanted with 2d explosive fireballs using the Spell Stone spell. The explosive fireball can be cast in one second, however it takes one second to ready the ruby form a prepared location (baring fast-draw).
Materials Cost: $320 ruby
Enchantments: Spell Stone (4 mana: Explosive Fireball) - 80 mana
Notes: Because this is a Spell Stone, this is a one use item as the ruby must be crushed when the spell is cast and is usable by mages only.
Price: $2,640 / $400

Item Name: Anti-Petrifaction Amulet (minor / major)
Description: This stone amulet grants Magic Resistance (2 for minor, 5 for major) against the Flesh to Stone spell. It must be worn to work.
Materials Cost: $0
Enchantments: Amulet (Flesh to Stone) - 100 mana for minor, 250 for major.
Notes: Gives Magic Resistance which gives -MR to cast the spell on the subject and gives the subject +MR to resist. These example amulets can be used for any spell.
Price: $3,300 for minor, $8,250 / $100 for minor, $5,000 for major

Item Name: Instant Oasis
Description: Using this Spell Stone causes a small spring to spout forth from the spot where the user sprinkles the used crystal’s ashes. The trickling spring will produce 1 gallon of water per hour which can be captured in containers for later use. The spring will effectively last permanently.
Materials Cost: $450 opal
Enchantments: Spell Stone (5 mana: Create Spring) - 100 mana
Notes: -
Price: $3,750 / $550

Item Name: Gunshot Talisman
Description: This pendant made from an actual lead bullet has mystical markings inscribed on it. It grants a one time +3 bonus to dodge for anyone being shot at with a black powder firearm.
Materials Cost: $1 bullet
Enchantments: Talisman (+3 vs. Bullets) - 90 mana
Notes: This setting is TL4 w/ magic, so needing to avoid the first volly from an enemies flintlock is more common than you would think.
Price: $2,971 / $91

Item Name: Amulet of Elemental Resistance
Description: Grants Magic Resistance 2 to the following 7 spells: Entombment, Flesh to Stone, Partial Petrification, Burning Death, Dehydrate, Flesh to Ice, and Frostbite.
Materials Cost: $0 (cost of amulet)
Enchantments: Amulet (Entombment, MR 2) - 100 mana; Amulet (Flesh to Stone, MR 2) - 100 mana; Amulet (Partial Petrification, MR 2) - 100 mana; Amulet (Burning Death, MR 2) - 100 mana; Amulet (Dehydrate, MR 2) - 100 mana; Amulet (Flesh to Ice, MR 2) - 100 mana; Amulet (Frostbite, MR 2) - 100 mana
Notes: These are the only resistible, non-beneficial spells from the Elementalist spell list at the time this was created.
Price: $23,100 / $700

pjason 12-14-2010 03:20 PM

Re: [Magic] 1001 Standard Magic Items
 
Here are a few more minors and the start of my major items...

EDIT: Updated Price in all cases to be Standard ($1 per energy point to 60 -- $33 per energy point past that;) / DF pricing ($1 per energy point to 100 -- $20 per energy point past that). Also, corrected errors.


Item Name: Fish Box
Description: This interesting box (weighing 20 lbs empty) is used to keep fish alive and fresh for transportation without having to carry along a large amount of water to put them in. The box maintains the Breathe Air spell on all creatures (up to the box’s capacity of 250 lbs) that are placed inside. A mage must be present to use 2 energy to activate the box after the fish have been put in, but the spell lasts indefinitely until the fish have been removed.
Materials Cost: $400 Fine Quality Iron Box.
Enchantments: Breathe Air - 150 mana + Power 1 - 500 mana.
Notes: Bent rules a bit to make this a box instead of a wand/jewelry and making changing the wording for always on from "when worn" to "when contained within".
Price: $21,850 / $13,400

Item Name: Goggles of Clear Sight
Description: These fine set of goggles grant any wearer who dons them the ability to see clearly through smoke, fog, dust, sand, etc. up to one mile.
Materials Cost: $0 (cost of goggles)
Enchantments: Air Vision - 200 mana + Power 1 - 500 mana + Adjustable Clothing (10%, size *1/2) - 25 mana.
Notes: -
Price: $23,125 / $14,025

Item Name: Air Purifier
Description: This stone generates an always on Purify Air effect that effects one yard. When it is placed in the middle of a room it removes smoke, stale air, or other impurities over time.
Materials Cost: $0 (cost of stone)
Enchantments: Purify Air - 50 mana + Power 1 - 500 mana.
Notes: Truly deadly vapors must all be removed at once, however this artifact only purifies one hex of air, thus it is unlikely to be helpful against such attacks. Its operation takes no mana and is always on.
Price: $16,550 / $10,050

Item Name: Flame Burst Bolt
Description: This ruby encrusted, fine quality ballista bolt is used in a scorpion (small ballista). Upon hitting its target (Link) it casts Essential Flame, which creates a one hex area of essential flame for one minute. This is a one use item.
Materials Cost: $400 ruby
Enchantments: Essential Flame (*0.15 single use) - 120 mana + Link (*0.15 single use) - 30 + Power 3 (*0.15 single use) - 75+75+150 mana.
Notes: Power may be recast at each higher level, so to avoid slow and sure costs, it is cast once at Power 1 (75 mana), Power 2 (75 mana), and once at Power 3 (150 mana). Thus only the last casting has to be as slow and sure.
Price: $14,290 / $8,980

Item Name: Stink Bomb
Description: This glass tube holds a small pebble that, when exposed to air (Link), creates a cloud of vial stench that causes 1d damage to those failing a HT roll who come in contact with it once per minute (Stench). The cloud covers a 2 yard radius from where the stone goes off and stays for five minutes. This is a one use item.
Materials Cost: $0 (cost of glass tube and pebble)
Enchantments: Stench (*0.15 single use) - 9 mana + Link (*0.15 single use) - 30 mana + Power 2 (*0.15 single use) - 75+75 mana
Notes: Power may be recast at each higher level, so to avoid slow and sure costs, it is cast once at Power 1 (75 mana) and once at Power 2 (75 mana).
Price: $4,989 / $189

Item Name: Cloak of Earth Walking
Description: This light gray cloak (2 lbs), when worn, allows the user to pass through earth (but not stone) as though it were air. While inside the earth, the wearer must hold their breath.
Materials Cost: $20 gray cloak (light)
Enchantments: Walk Through Earth - 1200 mana + Power 3 - 2000 mana + Adjustable Clothing (10%) - 50 mana.
Notes: -
Price: $105,670 / $64,070

Item Name: Hunter's Tunic
Description: This clothing makes the wearer have no smell and is self adjusting up to 10% of its normal size (fitting a 5’11" human). It has no DR placed on it as it is made to go under armor if necessary without impeding the wearers agility.
Materials Cost: $300 magical components + $0 (cost of very fine quality tunic)
Enchantments: No Smell - 150 mana + Power 2 - 1000 mana + Adjustable Clothing (up to 10%) - 50 mana.
Notes: -
Price: $38,300 / $23,350

Item Name: Electric Whip
Description: A 2 hex reach whip that may be activated by the user at no energy cost to turn into pure energy. Activation requires the wielder to crack the whip by taking one round and making a successful whip skill roll at +2 (Link). After electrifying, the whip does 1d electrical damage every time it strikes. When coiled back up, the whip returns to normal (Link). This item is only usable by mages.
Materials Cost: $140 whip (Fine, *2; Ballanced *4)
Enchantments: Lighting Whip (special item) - 350 mana + Power 1 - 500 mana + Link - 200 mana.
Notes: -
Price: $34,790 / $21,140

Item Name: Mage Shackles
Description: These enchanted shackles are worth noting for any setting with magic users in it. They nullify the subject's Margery while worn preventing them from casting spells or using their Magery in any other way.
Materials Cost: $0 (cost of good quality shackles)
Enchantments: Suspend Magery (special item) - 2200 mana + Adjustable Clothing (10%, size *1/2) - 25 mana .
Notes: -
Price: $72,625 / $44,025

Item Name: Shield of Bling
Description: This pimped out medium shield (5 DB, 5.625 lbs) is near the apex of defensive shield technology. It gives a total of +5 DB
Materials Cost: $10,440 Medium Shield (Fine, *3/4 weight, +9 CF; Balanced, +1 skill, +4 CF; Orichalcum, *2/3 weight, +149 CF; Ornate +3, +9 CF; Mirrored, +2 CF).
Enchantments: Lighten -25% - 100 mana + Deflect 3 - 2000 mana.
Notes: -
Price: $79,740 / $50,540

Item Name: Flail of Punishment
Description: A massive two-handed flail used to crush anything getting in the weilder's way. It does (sw+4 cr, reach 1,2, parry 0, ST 13t). It can parry the turn it attacks, and doesn't become unready when attacking.
Materials Cost: $900 Fail (Ballanced, +1 skill, +4 CF; Dwarven, +4 CF)
Enchantments: Puissance 2 - 1000 mana + Graceful Weapon (8 lbs) - 1200 mana.
Notes: -
Price: $73,500 / $44,900

Item Name: Shirt of Comfort
Description: Anyone wearing this cotton shirt (1.5 lbs) is made comfortably cool in warm weather, up to 120 degrees, and in cold weather, down to 5 degrees. Either effect lasts until the garment is taken off.
Materials Cost: $10 cotton shirt
Enchantments: Coolness - 200 mana + Warmth - 200 mana + Power 2 - 1000 mana + Adjustable Clothing (10%) - 50 mana.
Notes: -
Price: $46,260 / $28,060

Item Name: Ultimate Shovel
Description: This long handled shovel (6 lbs) changes any earth touched by it into breathable air when activated. It can change 1 cubic foot (always does a perfect cube) of earth/stone into air. This may be done once per second by planting the shovel into the dirt which will dissapear (Link).
Materials Cost: $30 shovel + $1000 (in jewels)
Enchantments: Earth to Air - 750 mana + Power 1 - 500 mana + 200 Link.
Notes: -
Price: $52,180 / $32,030

Item Name: Bucket of Endless Water
Description: A 1 gallon wooden bucket (3 lbs) than transfigures any earth placed in it into pure water. This is an item commonly desired by the military and traveling adventurers.
Materials Cost: $20 (cost of bucket)
Enchantments: Earth to Water - 750 mana + Power 2 - 1000 mana
Notes: In my campaigns creation spells cannot be enchanted, but transmutation spells such as this can. It solved a number of issues, such as the "endless jug of water" that can supply water for an entire city. While this item is close, it requires some effort by the user and takes a conversion substance... regardless of how common it may be.
Price: $57,770 / $35,020

Item Name: Bow of Lightning
Description: A 2-man bow (min ST 15, +1 damage), which electrifies the iron braced arrows specially made for it. It has increased accuracy (+2 to hit) as well.
Materials Cost: $400 in platinum and opals + $<cost of 2-man bow>
Enchantments: Lightning Missile (special item) - 1000 mana + Accuracy 2 - 1000 mana.
Notes: -
Price: $66,400 / $40,400

Item Name: Ring of Fire Resistance
Description: One of the most common of all high powered protection rings. While wearing this ring, the subject and anything he carries becomes immune to the effects of heat and fire up to the temperature of a blast furnace or volcano until the ring is removed.
Materials Cost: $500 ruby + $200 black onyx
Enchantments: Resist Fire - 800 mana + Power 2 - 1000 mana.
Notes: -
Price: $60,100 / $36,700

Item Name: Ring of Cold Resistance
Description: While wearing this ring, the subject and anything he carries becomes immune to the effects of cold and frostbite up to -40 degrees in temperature until the ring is removed.
Materials Cost: $500 emerald + $200 black onyx
Enchantments: Resist Cold - 800 mana + Power 2 - 1000 mana
Notes: -
Price: $60,100 / $36,700

pjason 12-14-2010 04:21 PM

Re: [Magic] 1001 Standard Magic Items
 
EDIT: Updated Price in all cases to be Standard ($1 per energy point to 60 -- $33 per energy point past that;) / DF pricing ($1 per energy point to 100 -- $20 per energy point past that). Also, corrected errors.

Item Name: Essential Water Skin
Description: A one-gallon water skin which changes any water put into it into Essential Water (up to 1 gallon at a time).
Materials Cost: $10 (cost of water skin)
Enchantments: Essential Water - 800 mana + Power 3 - 2000 mana.
Notes: -
Price: $92,410 / $56,010

Item Name: Pseudo-Gills
Description: An apparatus that fits over the wearer’s mouth and allows him to breathe under water for as they wear the item.
Materials Cost: $0
Enchantments: Breathe Water - 400 mana + Power 4 - 4000 mana
Notes: -
Price: $145,200 / $88,000

Item Name: Rod of Flame Jet
Description: This jewel and gold encrusted one foot rod (3 lbs) fires a 1-meter long jet of flame out of the end at no cost to the user. The flame may be activated as a zero action by speaking the password written on the item, and wielded to do 1d damage with the Innate Attack (Jet) skill.
Materials Cost: $500 gold + $200 ruby
Enchantments: Flame Jet - 800 mana + Power 1 - 500 mana + Password (written) - 200 mana.
Notes: Handy as a very low quality light saber, or just for lighting the camp fire.
Price: $50,200 / $30,700

Item Name: Boots of Water Walking
Description: These boots allow a wearer to walk on water as though it was land. This effect lasts for as long as the boots are worn.
Materials Cost: $80 boots
Enchantments: Walk on Water - 500 mana + Power 3 - 2000 mana + Adjustable Clothing (10%, size *1/2) - 25 mana.
Notes: -
Price: $82,605 / $50,105

Item Name: Fire Dragon Armor
Description: This armor (Leather Armor, DR 7 to all but neck, 19.5 lbs) is enchanted to burst into flames without harming the wearer. The wearer acts as though under a basic Resist Fire spell, and the subject’s melee attacks do an additional point of damage. Anyone attacking the subject will trigger a 1d Flame Jet that hits back along the weapon automatically hitting the attacker’s hand (at 1 yard or less). Grappling causes 3d burning damage. Activating the item costs 3 mana, and the armor stays activated indefinitely. This armor is usable only by a mage.
Materials Cost: $340 Leather Armor (Dragonhide, +4 DR, 2* weight +59 CF)
Enchantments: Fortify, +1 - 50 mana + Lighten -25% - 100 mana + Flaming Armor - 1000 mana + Power 3 - 2000 mana + Link - 200 mana + Adjustable Clothing (25% * 2, material *2) - 200 mana.
Notes: Only mages can activate this item as it requires an initial energy to activate, even though it can stay active indefinitely.
Price: $109,290 / $68,490

Item Name: Minor Glove of Flame
Description: This is a red leather glove that can be activated as a free action by any wearer by speaking a password written on it. This ignites the glove and gives the wielder +1d flame damage on their next hand to hand attack with that fist.
Materials Cost: $15 leather glove
Enchantments: Burning Touch - 300 mana + Power 1 - 500 mana + Speed 1 - 500 + Password (written) - 200 mana + Adjustable Clothing (10%, size *1/2) 1 25 mana.
Notes: -
Price: $49,540 / $30,040

Item Name: Major Stone of Purify Air
Description: Made to purify air in a 3 yard diameter submarine, this crystal is set in the center of a ship and purifies the air around it in a 3 yard area constantly.
Materials Cost: $0 (cost of submarine)
Enchantments: Purify Air - 50 mana + Power 3 - 2000 mana.
Notes: -
Price: $66,050 / $40,050

Item Name: Blacksmith’s Friend
Description: This is a metal box with five sides and one cubic yard of space within it (weighs 20 lbs). Any item placed inside the open end of the box has its temperature increased by 20 degrees per minute up to a maximum of 2800 degrees.
Materials Cost: $300 Ruby + $400 Fine Quality Iron Box
Enchantments: Heat (1 cubic yard, 20 degrees per minute) - 400 mana + Power 2 - 1000 mana.
Notes: -
Price: $46,900 / $28,700

Item Name: Deep Freeze
Description: This is a metal box with five sides and one cubic yard of space within it (weighs 20 lbs). Any item placed inside the open end of the box has its temperature reduced by 20 degrees per minute down to absolute zero if left in long enough.
Materials Cost: $300 Ruby + $300 Sapphire + $400 Fine Quality Iron Box
Enchantments: Cold (1 cubic yard, 20 degrees per minute) - 400 mana + Power 2 - 1000 mana.
Notes: -
Price: $47,200 / $29,000

Item Name: Cursed Ring of Suffocation
Description: This ornate ring with an affixed onyx as its center piece is a deadly device that tries to kill its wearer in his sleep. One hour after the wearer enters a sleeping state (Link) the ring casts a 1 hex Devitalize Air spell and then uses its Shape Air spell to keep the devitalized air around the victim. The victim must roll HT to wake up and take off the ring, or die in his sleep.
Materials Cost: $200 Onyx
Enchantments: Shape Air - 200 mana + Power 1 (for Shape Air) - 500 mana + Devitalize Air (1 area) - 300 + Power 2 (for Devitalize Air) - 1000 + Link - 200 mana + Adjustable Clothing (25% *2, size *1/4) - 25 mana.
Notes: I don't do many cursed items, as usually they are a bit of a waste of time for my players who are uber-paranoid. This one is cute however.
Price: $72,825 / $44,225

Item Name: Boots of Air Walking
Description: Anyone wearing these boots is granted the Walk on Air advantage. If the subject falls for any reason the spell is automatically recast for him the next second, and he only takes 1d damage.
Materials Cost: $1000 magical components + $80 boots
Enchantments: Walk on Air - 500 mana + Power 3 - 2000 mana + Adjustable Clothing (10%, size *1/2) - 25 mana.
Notes: -
Price: $83,605 / $51,105

Item Name: Snow Boots
Description: While wearing these cold weather leather boots the wearer is able to to cross ice or snow as though it was normal ground. The effect lasts as long as the subject wears the boots.
Materials Cost: $80 boots
Enchantments: Snow Shoes - 350 mana + Power 2 - 1000 mana + Adjustable Clothing (10%, size *1/2) - 25 mana.
Notes: -
Price: $44,655 / $27,105

Item Name: Mug of Wine
Description: When this 1 quart pewter mug (1 lb) is filled with grape juice, it casts Distill on its contents once changing it into fortified wine. If wine of any type is pored into the mug, Distill will be cast on that changing it into Brandy. Only half of its contents remain when casting is complete after 10 seconds. It has no effect on any other substance.
Materials Cost: $10 pewter mug
Enchantments: Distill (special item) - 400 mana + Power 1 - 2000 mana + Link - 200.
Notes: -
Price: $85810 / $52,010

Item Name: Burning Staff
Description: This Mage's Staff generates a 1d+2 burning aura that effects anything touching it incliuding those hit by it. If the password is not spoken first it also effects the wielder every second it is held.
Materials Cost: $400 ruby + $70 Quarterstaff (Balanced, +4 CF, Fine, +2 CF)
Enchantments: Staff - 30 mana + Burning Touch - 300 mana + Power 1 - 500 mana + Password - 400 mana + Flame Weapon - 750 mana.
Notes: I believe I have everything I need for this to work. Let me know if I'm getting too much utility out of the Password spell.
Price: $64850 / $39,500

Item Name: Boots of Swimming
Description: When activated by spending 3 mana these boots, made of fish skin, allow the wearer to move through water at normal move. This does not provide for the wearer's breathing needs. The effect lasts as long as the subject wears the boots. As there is a mana cost to activate this item, it is usable only by a mage.
Materials Cost: $80 boots
Enchantments: Swim - 1000 mana + Power 3 - 2000 mana + Adjustable Clothing (10%, size *1/2) - 25 mana.
Notes: More boots... because... um.. boots are cool?
Price: $99,105 / $60,105

Jeminai 12-14-2010 04:29 PM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Rod of Refulgence

Item Type: Magical wand

Description: Whitewood wand (16" long) with paltinum engraving in sunburst patterns. In the base of the wand is a 4.2 Carat Trilliant cut Plalioclase Feldspar (Sunstone worth $4370)

Price: $57,800 (Total fair market value)

Materials Cost: $5000

Enchantment Cost: $52,800

Enchantments:
Continual Light (M 110) Energy: 400 (torch brightness)
Light Jet (M 112) Energy: 200
Sun bolt (M 114) Energy: 800
Powerstone (M 69) 10 points (exclusive) Energy: 200

Function: casts light in two different utility manners (torch and flashlight) and also delivers a Sunbolt punch when needed.

Notes: The Material cost was determined using the DF: 8 gem rules and a total guess on what workmanship it would require for whitling, engraving and doing platinum inlays.

pjason 12-14-2010 04:37 PM

Re: [Magic] 1001 Standard Magic Items
 
Ok, last one, I swear. Here's the few artifacts actually stated out...

EDIT: Updated Price in all cases to be Standard ($1 per energy point to 60 -- $33 per energy point past that;) / DF pricing ($1 per energy point to 100 -- $20 per energy point past that). Also, corrected errors.

Item Name: Enchanted Pirate Ship
Description: This is a 75 foot (13 hex area) Pirate Ship enchanted with several Weather spells to aid it. It can move the current of the water underneath it (Current) by either +-1 mph or shift it +-22.5 degrees (it can do this up to 8 increments). It can raise or lower the tide of the water, creating a hill of water underneath the ship up to 6 feet high. Finally it can move the wind around it by up to +-1 level on the Beaufort Scale (Magic p.194) or shift it +-22.5 degrees (it can do this up to 8 increments). All of these are controllable from the steering wheel of the ship by a non-mage (Link*3). Only one effect may be active at a time.
Materials Cost: $110,000 Pirate Ship
Enchantments: Current (6 area, 8 levels) - 300 mana + Tide (6 area, 5 levels) - 225 mana + Wind (6 area, 8 levels) - 300 mana + Power 1 - 500 mana + Link (3 of them) - 200*3 mana.
Notes: My first foray into vehecular enchantments.
Price: $173,525 / $148,500

Item Name: Staff of All Elements
Description: A staff which can shoot a 1d Fireball, a 1d+1 Stone Missile, a 1d-1 Lightning Bolt, or a 1d-1 Ice Dagger per turn without the use of any mana (+1 power each) as fast as a gun could be fired (1 shot per round). It is also enchanted as a mages staff. These are activated by reciting the appropriate password written on the staff for the appropriate effect. This item is only usable by a mage.
Materials Cost: $400 ruby + $1200 platinum + $30 fine quality staff
Enchantments: Fireball - 800 mana + Stone Missile - 400 mana + Lightning - 800 mana + Ice Dagger - 400 mana + Power 1 - 500 mana + Speed 1 - 500 mana - Staff – 30 mana + Password (4 of them, written) 200*4.
Notes: -
Price: $140,260 / $85,660

Item Name: Gloves of Spell Catching
Description: Wearing these gloves allows the mage to try catch a missile spell as his unarmed parry for that round by rolling against a 15 or higher. This works on any missile spell that comes within reach of the wearer. Usable only by a mage.
Materials Cost: $30 leather gloves
Enchantments: Catch Spell (special item) - 1200 + Power 3 - 2000 mana + Adjustable Clothing (10%, size *1/2) - 25 mana.
Notes: -
Price: $105,655 / $64,055

Item Name: Armageddon Stone
Description: Using this spell stone will cause a volcano to sprout out of the ground where the user sprinkles the used crystal’s ashes. This spell may only be used to create a new volcano and not to activate a dormant one. The volcano will continue to grow at a rate of 2 yards in diameter per day for 30 days. At the end of this period the volcano will have a 60-yard diameter hole from which molten lava will be spewing. Everything within a ½ mile radius from the casting spot will be utterly destroyed and anything downhill for another 4 miles will also be a ruin under the river of lava produced by the volcano.
Materials Cost: $1,004,850 one ruby
Enchantments: Spell Stone (Volcano: 315 mana) - 6300.
Notes: -
Price: $1,212,750 / $1,130,850

Item Name: Helm of Lightning Stare
Description: This Orichalcum Legionary Helmet (DR 7 on skull and face; 2 lbs) when activated will generate an 8 yard, 4d electrical attack that is wielded with the Innate Attack (Gaze) skill for no mana. This item is usable only by a mage.
Materials Cost: $4,500 Legionary Helmet (6 lbs) (Orichalcum, 1/3 weight, +29 CF) + $500 platinum + $500 opal.
Enchantments: Fortify +3 (Head *0.1) - 80; Lightning Stare - 1000 mana + Power 4 - 4000 mana + Speed 1 - 500 mana + Adjustable Clothing (25% *2, size *1/2, material *5) - 250 mana.
Notes: -
Price: $197,890 / $120,580

Item Name: Amulet of Flesh to Stone
Description: This amulet turns anyone who wears it to stone permanently (Contest of victim’s HT vs. skill of 20).
Materials Cost: $1000 amulet
Enchantments: Flesh to Stone (*0.15, single use) - 150 mana + Power 10 - (*0.15, single use) 38,400
Notes: Just an experiment really... to see if it was viable. Its a pretty expensive trap.
Price: $1,268,200 / $769,000

benz72 12-14-2010 06:38 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by Fred Brackin (Post 1092346)
Not legal for multiple reasons.

Steelwraith can be Ensorcereled onto a person with the 90% e=reduction mentioned but thsi will not produce the result envisioned.

Steelwraith could be Enchanted onto a weapon buit would only enable a person under a Steelwraith spell to use it normally (or to affect other Steelwraithed persons) and there is no 90% reduction.

There is no standard Enchantment effect that will do what you want.

Why can steelwraith not be cast on or ensorceled into a weapon? (references please)

Diomedes 12-14-2010 06:46 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by benz72 (Post 1092614)
Why can steelwraith not be cast on or ensorceled into a weapon? (references please)

From Steelwraith, Magic, p54:

Quote:

A metallic weapon may be enchanted to counter the spell (so that it may be wielded by or against a Steelwraithed being).
Emphasis mine. Neither the spell nor the enchantment can give a weapon cosmic penetration against metal armor (though a GM might let you try to cast Steelwraith on your victim's armor...)

schmeelke 12-14-2010 06:48 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by Stripe (Post 1088626)
For the purpose of the thread, assume:
  • GURPS Basic Set, Magic, Fantasy, Low-Tech, and Martial Arts;
  • Standard Magic rules;
  • Typical TL3 fantasy setting with plentiful wizardry;
  • $1 per energy point to 60 -- $33 per energy point past that;
  • Include cost of materials in the item's cost.

I'd like to see a modern-day (TL8) variant of this list as well as ultra-cheap items (suitable for buying with starting wealth -- at TL3 this is $1000 for Average Wealth).

Fred Brackin 12-14-2010 06:51 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by benz72 (Post 1092614)
Why can steelwraith not be cast on or ensorceled into a weapon? (references please)

Magic p.54 for Streelwraith. The text says the subject is rendered intabgible to the touch of metal and the pronoun "him" is used multiple times.

Even more relevant is Magioc p.60 for Ensorcerel. The text there refers to the Enchntment being placed on a "single being". There has been some unofficial discussion involving using Ensorcerel to apply permanent Spells to objects as well as beings. However, this is not RAW and steelwraith is not cast on objects anyway.

You may have or have encountered House Rules that allow for such a thing as you suggest but it's not RAW and should be off-topic for a thread about _Standard_ Magic Items.

benz72 12-14-2010 06:54 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by Diomedes (Post 1092618)
From Steelwraith, Magic, p54:



Emphasis mine. Neither the spell nor the enchantment can give a weapon cosmic penetration against metal armor (though a GM might let you try to cast Steelwraith on your victim's armor...)

True, but it does not say that the spell cannot be cast on a weapon. (or if it does, I don't see it)
Further, the ensorcel enchantment merely changes the duration of a maintainable spell to permanent. If there is something that forbids this, please quote that. I do agree that the listed steelwraith enchantment doeas NOT include a permanent weapon enchantment. but that's not the route I'm going.

benz72 12-14-2010 07:03 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by Fred Brackin (Post 1092622)
Magic p.54 for Streelwraith. The text says the subject is rendered intabgible to the touch of metal and the pronoun "him" is used multiple times.

Even more relevant is Magioc p.60 for Ensorcerel. The text there refers to the Enchntment being placed on a "single being". There has been some unofficial discussion involving using Ensorcerel to apply permanent Spells to objects as well as beings. However, this is not RAW and steelwraith is not cast on objects anyway.

You may have or have encountered House Rules that allow for such a thing as you suggest but it's not RAW and should be off-topic for a thread about _Standard_ Magic Items.

P54 "Renders the SUBJECT intangible to the touch of metal"
P7 "The “subject” of a spell is the person, place, or thing upon which the
spell is cast. If you are casting a spell on yourself, you are both caster and
subject. The subject can also be another being, an inanimate object, or even
a patch of ground."

I would not take the male pronouns to imply that the subject necessarily has to be living any more than I would that the subject has to be male. (I assume you agree that a woman is a legitimate subject for a steelwraith spell)

Could you also please reference the unofficial discussion of legitimate ensorcelment subjects. I do not see "being" defined in the front matter.

As an asside, If the sword had been infused with a weapon spirit from a malle hound (P 64) would your objections still hold?

Sorry for the derail, if this gets more involved I'll repost as a seperate topic.

Fred Brackin 12-14-2010 09:35 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by benz72 (Post 1092630)
Could you also please reference the unofficial discussion of legitimate ensorcelment subjects. I do not see "being" defined in the front matter.

How about we reference Magic p.60 under Ensorcel at the end of the first sentence "cast on a single being". You can not rules lawyer a sword into a being. A sword is an object.

I will agree that an "object" can sometimes be a "sunject" but even for unofficial Ensorcementl you still need a spell whose effects on objects is defined. Steelwraith does not mention "Oh, by the way this spell lets you piece any metal armor when cast on a weapon.". I think that would have been mentioned if intended. By contrast, Resist Fire does protect things the subject is holding.

You may assume that anything that is not explicitly forbidden is alowed if you like. At your own private gaming table it might be. The GM is allowed to change any rules he wishes. That still does not make it part of the standard rules.

If you really want to look for unofficial discussion of using Ensorcel on objects you won't find it in the Magic book. That's part of what makes it unofficial. You could use the search fuinction of these forums.

pjason 12-15-2010 02:11 PM

Re: [Magic] 1001 Standard Magic Items
 
A bit more on topic from the above, but still addressing it...

Item Name: Spear of the Gods
Description: An incredible spear that allows the wielder to bypass any armor of any foe.
Materials Cost: $1,480 Spear (Fine, +1 to damage, +2 CF; Balanced, +4 CF; Orichalcum, +29 CF; Ornate 1, +1 CF)
Enchantments: Penetrating Weapon (Ignores) 25,000 mana.
Notes: -
Price: $626,480

cbower 12-15-2010 04:23 PM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Bitter Wounds
Item Type: Enchanted spear
Description: A black spear made with an unearthly skill.
Price: $215,010.
Materials Cost: $2,160.
Enchantment Cost: $212,850.
Enchantments: Name at 20 (1,200 energy, page M68,) Penetrating Weapon (3) at 20 (2,250 energy, page M63,) Slow Healing (-5) at 20 (3,000 energy, page M153)
Function: Wounds made by the spear are difficult to heal. All attempts at healing the wounds this weapon makes are at -5, and this ability functions in low mana. The wielder must be able to speak the spear's name to use it, but this name has been lost to common knowledge. The weapon also has an Armor Divisor of (3).
Notes: A Very Fine, Balanced spear.

Code:

Weapon        Damage      Reach Parry  Cost  Weight ST Notes
Bitter Wounds thr+4(3) imp 1*      0  $2,160  4    10 Very Fine; wounds made are healed at -5
  two handed thr+5(3) imp 1,2*    0      -    -    9† -


William 12-15-2010 06:54 PM

Re: [Magic] 1001 Standard Magic Items
 
pjason: Impressive list of items. You've boosted this thread to the point where I'm bookmarking it for reference.

pjason 12-15-2010 07:08 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by William (Post 1093081)
pjason: Impressive list of items. You've boosted this thread to the point where I'm bookmarking it for reference.

thx! I'm honored. :)

Stripe 12-15-2010 09:09 PM

Re: [Magic] 1001 Standard Magic Items
 
Yeah, PJ, great list of items! :)

You might want to note what you're using as your cost for the Slow-and-Sure method and what you're suing as your point break between Quick-and-Dirty and Slow-and-Sure. I don't think it's the standard $33/pt Slow-and-Sure or the Dungeon Fantasy $20/pt. Slow-and-Sure either...

Dwarf99 12-17-2010 02:39 PM

Re: [Magic] 1001 Standard Magic Items
 
this thread is great, is there any chance of a thread on Artifact level weapons? I got one but not sure what Power Item Level to put it at...

pjason 12-17-2010 11:02 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by Stripe (Post 1093122)
Yeah, PJ, great list of items! :)

You might want to note what you're using as your cost for the Slow-and-Sure method and what you're suing as your point break between Quick-and-Dirty and Slow-and-Sure. I don't think it's the standard $33/pt Slow-and-Sure or the Dungeon Fantasy $20/pt. Slow-and-Sure either...

doh, thx... I used $25/pt mistakenly. I'll edit the lists to have both the DF and Standard when I get a chance.

pjason 12-18-2010 05:52 PM

Re: [Magic] 1001 Standard Magic Items
 
ok, updated with correct costs.

It's worth noting that the setting in which these items were first introduced we used a flat rate of $3 per mana. I never saw the step function between slow-and-sure costs vs. quick-and-dirty costs as being that useful. Also, I don't see many items with a higher mana cost as that unballaning.

Let me know if you guys see any other errors or if you have a list that isn't as elemental based.

xaktarsonis 12-19-2010 07:08 PM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Flame of the West
Item Type: Enchanted Bastard Sword
Description: Ancient flaming sword made by the Elves for long dead Kings
Price: $552800
Materials Cost: $18200
Materials: Bastard Sword ($650), Very Fine Quality +19CF, Balanced +4CF, Extensive Relief +4CF
Enchantment Cost: $534600
Enchantments all at Power 20: Name engraved on (200 energy, page M68,) Penetrating Weapon (5) (2,550 energy, page M63,) Accuracy +3 (5,000 energy, page M65), Puissance +3 (5,000 energy, page M65), Ghost Weapon (1250 energy, Page M65), Flaming Weapon (750 energy, Page M75), Quick-Draw (1500 energy, Page M63)
Function: +3 to Skill to hit, +5 to Damage, +2 Fire Damage if penetrates, Divides DR by 5, Hits insubstantial, Instantly ready
Notes: A Very Fine, Balance Bastard Sword

Fred Brackin 12-20-2010 09:58 AM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by xaktarsonis (Post 1094832)
Item Name: Flame of the West
Item Type: Enchanted Bastard Sword
Description: Ancient flaming sword made by the Elves for long dead Kings
Price: $552800
Materials Cost: $18200
Materials: Bastard Sword ($650), Very Fine Quality +19CF, Balanced +4CF, Extensive Relief +4CF
Enchantment Cost: $534600
Enchantments all at Power 20: Name engraved on (200 energy, page M68,) Penetrating Weapon (5) (2,550 energy, page M63,) Accuracy +3 (5,000 energy, page M65), Puissance +3 (5,000 energy, page M65), Ghost Weapon (1250 energy, Page M65), Flaming Weapon (750 energy, Page M75), Quick-Draw (1500 energy, Page M63)
Function: +3 to Skill to hit, +5 to Damage, +2 Fire Damage if penetrates, Divides DR by 5, Hits insubstantial, Instantly ready
Notes: A Very Fine, Balance Bastard Sword

....plus a $400 riby added to the materials and final cost.

xaktarsonis 12-20-2010 10:26 AM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by xaktarsonis (Post 1094832)
Item Name: Flame of the West
Item Type: Enchanted Bastard Sword
Description: Ancient flaming sword made by the Elves for long dead Kings
Price: $553200
Materials Cost: $18600
Materials: Bastard Sword ($650), Very Fine Quality +19CF, Balanced +4CF, Extensive Relief +4CF, Ruby $400
Enchantment Cost: $534600
Enchantments all at Power 20: Name engraved on (200 energy, page M68,) Penetrating Weapon (5) (2,550 energy, page M63,) Accuracy +3 (5,000 energy, page M65), Puissance +3 (5,000 energy, page M65), Ghost Weapon (1250 energy, Page M65), Flaming Weapon (750 energy, Page M75), Quick-Draw (1500 energy, Page M63)
Function: +3 to Skill to hit, +5 to Damage, +2 Fire Damage if penetrates, Divides DR by 5, Hits insubstantial, Instantly ready
Notes: A Very Fine, Balance Bastard Sword

Thanks to Fred for noticing that I was missing the Ruby

xaktarsonis 12-20-2010 11:05 AM

Re: [Magic] 1001 Standard Magic Items
 
Item Name: Breath of the North
Item Type: Enchanted Bastard Sword
Description: Ancient frozen blade made by the Elves for long dead Kings
Price: $512100
Materials Cost: $20400
Materials: Bastard Sword ($650), Very Fine Quality +19CF, Balanced +4CF, Extensive Relief +4CF, Emerald $200, Spell components $2000
Enchantment Cost: $491700
Enchantments all at Power 20: Name engraved on (200 energy, page M68,) Penetrating Weapon (5) (2,550 energy, page M63,) Accuracy +3 (5,000 energy, page M65), Puissance +3 (5,000 energy, page M65), Ghost Weapon (1250 energy, Page M65), Icy Weapon (750 energy, Page M185), resist Water (200 energy, Page M186)
Function: +3 to Skill to hit, +5 to Damage, +2 Cold Damage if penetrates, Divides DR by 5, Hits insubstantial, Wielder is always dry
Notes: A Very Fine, Balance Bastard Sword

Item Name: Spark of the East
Item Type: Enchanted Bastard Sword
Description: Ancient Blade of living Lightning made by the Elves for long dead Kings
Price: $668600
Materials Cost: $18500
Materials: Bastard Sword ($650), Very Fine Quality +19CF, Balanced +4CF, Extensive Relief +4CF, Platinum and Opals $300
Enchantment Cost: $650100
Enchantments all at Power 20: Name engraved on (200 energy, page M68,) Penetrating Weapon (5) (2,550 energy, page M63,) Accuracy +3 (5,000 energy, page M65), Puissance +3 (5,000 energy, page M65), Ghost Weapon (1250 energy, Page M65), Lightning Weapon (750 energy, Page M198), Dancing weapon (5000 energy, Page M63)
Function: +3 to Skill to hit, +5 to Damage, +2 Lightning Damage if penetrates, Divides DR by 5, Hits insubstantial, Wielder can order it to attack on its own
Notes: A Very Fine, Balance Bastard Sword

Item Name: Core of the South
Item Type: Enchanted Bastard Sword
Description: Ancient stone sword made by the Elves for long dead Kings
Price: $562700
Materials Cost: $18200
Materials: Bastard Sword ($650), Very Fine Quality +19CF, Balanced +4CF, Extensive Relief +4CF
Enchantment Cost: $544500
Enchantments all at Power 20: Name engraved on (200 energy, page M68,) Penetrating Weapon (5) (2,550 energy, page M63,) Accuracy +3 (5,000 energy, page M65), Puissance +3 (5,000 energy, page M65), Ghost Weapon (1250 energy, Page M65), Partial Petrification (1300 energy, Page M52), Steelwraith weapon (1250 energy, Page M54)
Function: +3 to Skill to hit, +5 to Damage, if penetrates wielder can command sword to petrify pieces of the victim, Divides DR by 5, Hits insubstantial, can hit those affected by Steelwraith Spell
Notes: A Very Fine, Balance Bastard Sword

pjason 12-21-2010 09:25 PM

Re: [Magic] 1001 Standard Magic Items
 
Just a quick note to the list above... I always add Dwarven to my Bastard Sword builds so they can parry like everything else. Actually makes them quite a nice choice for those heafty sword and shield guys.

pjason 12-21-2010 09:25 PM

Re: [Magic] 1001 Standard Magic Items
 
Another handy spell stone. I could imagine the 1 hex version being sold quite widely in a DF game. For $550 bucks, and activatable by anyone, its kina handy.

Item Name: Anti-Magic Stone
Description: The ultimate in protection against magic and elementalists. This stone temporarrily nullifies the mana level done to none. The stone comes in 1 hex, 2 hex, 5 hex, and 10 hex areas.
Materials Cost: A gem of $450 (1 hex), $1400 (2 hex), $7250 (5 hex), or $27,000 (10 hex).
Enchantments: Spellstone (5 mana, 10 mana, 25 mana, or 50 mana) - 100 mana, 200 mana, 500 mana, or 1000 mana.
Notes: -
Price: $3,750 (1 hex), $8,000 (2 hex), $23,750 (5 hex), or $60,000 (10 hex) / $550 (1 hex), $5,400 (2 hex), $17,250 (5 hex), or $47,000 (10 hex).

pjason 01-05-2011 05:45 PM

Re: [Magic] 1001 Standard Magic Items
 
Quote:

Originally Posted by schmeelke (Post 1092619)
I'd like to see a modern-day (TL8) variant of this list as well as ultra-cheap items (suitable for buying with starting wealth -- at TL3 this is $1000 for Average Wealth).

Well, I'm not much for the TL8+ magic items. When I run tech+magic games I usually use an alternate magic system like a variation of the old Mage the Assention magic system that was converted to GURPS back in 3E.

As for the ultra-cheap magic item set, there are quite a few in my original list, but I have just looked through the Magic book a bit more, and expanding from my typical "elemental+meta+enchantment magic only" approach. Here's some of the list I've been working on...

Item Name: Rope End
Description: A 1 yard rope with a single chain link at the end allowing it to be tied to another longer rope or to be attatched to a chain. Upon command this rope will tie itself and untie itself. This is often used to allow climbers to untie a rope after they climb down it.
Materials Cost: 1 yard of rope (1/2" dia., 1600 lb) $1, 0.21 lbs.
Enchantments: Fasten (Tie) - 90 mana + Fasten (Untie) - 90 mana.
Notes: Enchanted twice with Fasten. Once to allow it to tie itself, and once to allow it to untie itself.
Price: $5941 / $181

Item Name: Cook Pot
Description: A pot that magically cooks 3 meals per day without fire. Any food put in the pot cooks in about a minute.
Materials Cost: $
Enchantments: $20 Cookpot, Iron, 1 Qt. 4 lbs.
Notes: This item can be used as a normal pot as well.
Price: $2,990 / $110

Item Name: Sack of Food Preservation
Description: This small waterproof sack holds up to 5 lbs of food and keeps any organic material that can fit within from spoiling, drying out, etc. Typically used in bulk by salors to hold fruites during long voyages to avoid scurvy. Advanturers will no doubt find other uses for such an item.
Materials Cost: $20 Pouch, Belt, Large (5 lbs cap) 1/2 lb.
Enchantments: Preserve Food (5 lbs) - 100 mana.
Notes: -
Price: $3320 / $120

Item Name: Lend Energy Bracelets
Description: These bracelets are handy for wizards, clerics or other casters who travel in groups and rely on spell casting. They allow the wearer to touch any other caster of similar type and transfer their FP or Energy Reserve to them.
Materials Cost: $10 Bracelet
Enchantments: Lend Energy - 100 mana.
Notes:
Price: $3310 / $110

Item Name: Endless Quill
Description: This quill is enchanted so that it can write without ink. It can even write upside down, in water, or in space... buy yours today!
Materials Cost: $2 Fine Quality Quill
Enchantments: Inscribe - 30 mana.
Notes: -
Price: $32 / $32

Item Name: Multi-Color Stamp
Description: This is a round wooden disk about 4" in diamiter and about 1/2" thick. When placed on surface and a color is spoken, it stamps the surface with a circle of that color. Handy for marking passageways while exploring, marking your stuff or for just playing pranks and putting a big red circle on the barbarian's face.
Materials Cost: $0 wooded disk
Enchantments: Inscribe - 30 mana.
Notes: -
Price: $30 / $30

Item Name: Bell Tower Bracelet
Description: This copper bracelet with hourglasses enscribed vibrates on the hour every hour from 6 AM to 6 PM. Handy for knowing when shift changes occur or for guaging other time.
Materials Cost: $10 copper bracelet
Enchantments: Alarm (*12) - 60*12 mana.
Notes: The poor man's version of a Tell Time item which would tak 250 energy to create (past the 60 / 100 mana limit for q&d).
Price: $730 / $730


Item Name: Lightened Backpack
Description: This quick-release backpack is enchanted to lighten the load it is carying for the wearer. There are two versions of this item the Minor version that reduces weight of items contained by 25%, and the Major version that reduces by 50%.
Materials Cost: $300 Quick-Release Backpack (Holds 40 lbs; DF1,p25), 3 lbs.
Enchantments: Lighten Burden (25%) - 300 mana or Lighten Burden (50%) - 600 mana
Notes:
Price: $10,200 or $20,100 / $6,300 or 12,300

Item Name: Gem of Spirit Detection
Description: This small quarts crystal glows, vibrates and emits a slight whine when a spirit (ghosts, spirits, undead, or similar supernatural entities) passes within 1 yard of it. Handy to test for possession.
Materials Cost: $10 quarts crystal, neg.
Enchantments: Sense Spirit (1 yard) - 100 mana
Notes: -
Price: $3310 / $110

pjason 01-05-2011 05:48 PM

Re: [Magic] 1001 Standard Magic Items
 
While compiling the above list of ultra-cheap items, I also jotted down the following as they seemed neet too...

Item Name: Dancing Endless Quill
Description: This quill is enchanted so that it can write without ink and so that it transcribes on paper everything the owner . It can even write upside down, in water, or in space... buy yours today!
Materials Cost: $2 Fine Quality Quill
Enchantments: Inscribe - 30 mana + Scribe - 250 + Scribe (Attune) - 100.
Notes: An extra 100 mana spent on Scribe to attune it to another person is included in the enchantment list above. As per the spell, this may be a seperate enchantment.
Price: $8,382 / $5,132

Item Name: Bracelet of Bladeturning
Description: This is a striking silver bracelet. While worn, all blades attacking the wearer must roll a contest against of this items power (15) and the attacker's DX. If the item succeeds the blade is turned, doing only crushing damage and becoming unready.
Materials Cost: $50 Fine Silver Bracelet, 0.5 lbs.
Enchantments: Bladeturning - 300 mana + Power 2 - 1000 mana.
Notes: -
Price: $42,950 / $26,050

Item Name: Adventuring Map
Description: This is a parchment that shows a map and indicates where on the map the user currently is (a small bright dot). At any time a mage can activate the item with 2 mana to have it continue to fill in the existing map or to start a new map entirely. While the map is updating the current location isn't shown. The update lasts indefinitely or until the user wills it to stop.
Materials Cost: $0 parchment
Enchantments: Mapmaker - 100 + Know Location - 225 mana + Power 2 - 1000
Notes: Power 2 is used to power Know Location unless the map has been activated to update itself, in which case it is used to maintain the Mapmaker enchantment. That is why the current location of the map isn't shown when updating.
Price: $40,525 / $24,600

Item Name: Magic Detector
Description: This small dagger glows with light whenever it touches something that has been magically enchanted. Handy for poking around in loot.
Materials Cost: $20 Dagger, 0.25 lbs
Enchantments: Detect Magic - 100 mana; Light - 100; Link - 200 mana.
Notes: Didn't use the base Detect Magic "Always on" enchantment as it was too expensive. Instead used the rules for Link to make it glow when a given knowledge spell detects something that is also enchanted on the item. This makes it much cheaper.
Price: $6,808 / $4,208

Item Name: Collar of Good Behavior
Description: An animal collar that, when put on an animal, keeps the animal in more of a generally good mood to anyone who doesn't disturb the animal in an agressive way. This makes many creatures easier to get along with. Often used by knights when stabling their war horses so they don't kick and bite anyone that gets close.
Materials Cost: $10 Fine Dog Collar
Enchantments: Beast-Soother (+2 Reaction to Everyone) - 600 mana + Adjustable Clothing (*1/2 - *3 size change) - 75 mana.
Notes: Not listed specifically in the item description, but makes sense.
Price: $19,885 / $12,085

Item Name: Pain Givers
Description: These shackles can be activated by saying the
Materials Cost: $50 Fine Shackles.
Enchantments: Pain (Always-on) - 300 mana + Name (written on shackles) - 200 mana.
Notes: -
Price: $16,550 / $10,050

Item Name: Torc of Truth
Description: This headgear prevents the wearer from lying, though he may keep silent or tell partial truths.
Materials Cost: $100 Golden Torc
Enchantments: Compel Truth - 600 mana.
Notes: This is a handy item to have in any list.
Price: $19,900 / $12,100

Item Name: Cap of Hide Emotion
Description: A thin cloth (DR 0) cap that can be worn under armor without penalty. It resists attempts any attempt to gauge the wearer’s emotional state by any means (spells, advantages, etc).
Materials Cost: $10 Cap, 0.2 lbs
Enchantments: Hide Emotion - 200 mana + Power (2) - 1000 mana.
Notes: -
Price: $39,610 / $24,010

Item Name: Ring of Alertness
Description: This magical ring automatically casts the Awaken spell (M90) on the wearer should they become physically stunned, mentally stunned, asleep, or unconcious in any way (Link).
Materials Cost: $10 copper ring
Enchantments: Awaken - 300 mana + Power (1) - 500 mana + Link - 200 mana
Notes: -
Price: $33,010 / $20,010

Item Name: Artifact Amulet of the Divine Body
Description: This powerful amulet transforms the wearer's body into a greatly enhanced version of itself, giving them +56 to ST, DX, and HT.
Materials Cost: $(cost of amulet)
Enchantments: Might (+5 ST) - 7500 mana + Grace (+5 DX) - 10,000 + Vigor (+5 HT) - 7500 mana.
Notes:
Price: $825,000 / $500,000


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