Crystals of Knowledge
Scrolls of Daniel
Tombs of Agony
Message to HighPriest

[Rules for Battles] [magical Items] [Background for PCs]

Items: [Artefact Calculator]

Baseprice
magical and none-magical marks
Disadvantages

Have you ever calculated an item, that can spell a level 7 spell once a day (->high intelligence)? The cost are many tousends of goldpieces. (e.g. for a ring with blade defenceyou have to pay more than 20000 goldpieces, but a holy longsword only costs 2800 goldpieces). To change this I have made a faster an better method to create such items.

There is an Java-Applet available: [Artefact Calculator]

You can make small items that are not only for fight. You can create items like in Creatures & Treausures I / II / III. And you can buy disadvantages to lower the price. But you have to pay for an item have the half of its price without disadvantages. So if I want to have an item that costs 2000 goldpieces, you have to pay 1000 gp at least.


Each item price you calculate through this formula:

(baseprice x baseprice muliplier)
+ 1x costs of most expensive ability
+ 2x costs of next priced down ability
+ 3x costs of next priced down ability
[..]
- 1x costs of most expensive disadvatage ability
- 1,25x costs of next priced down disadvantage ability
- 1,5x cost of next priced down disadvantage ability
[..]

Baseprice for items,
that get magical abilities ( no weapons )
Object Baseprice Material Size Operation, Inset possible spells
runepaper 1 GP pergament Din A5 - A4 runes onetime spell
stones, small objects 10 GP solid variabel attunement onetime spell
magical drink 50 GP liquid 100 ml drink onetime spell
Stick 50 GP solid 120+ cm hold with both hands all
Staff 100 GP solid 40-120 cm hold with one hand all
sceptre 150 GP solid 15-40 cm hold with one hand all
belt, brooch 200 GP solid variabel belly, shoulder, clothes all
amulet, frost, bond 300 GP solid variabel neck, arm, head all
ring 500 GP solid variabel ear, nose, finger all
 

Bonusses & Basepricemultpier through uncommon material (for weapons)  
Bonus Material Baseprice multiplier notes
-50 stone x0,1 -15 - -30 for crushweapons
-30 wood x0,1 -20 - -40 for crushweapons
-20 bone x0,25 refined bones
-10 bronze x0,5 copper/tin
0 iron x1
+5 steel x5 nonemagical
+10 rifined steel x20 nonemagical
+15 whitemetal x100 nonemagical carbon/titan
+20 blackmetal x500 nonemagical iron/meteor stone
+5 mag. iron x10 magical
+10 mag. steel x40 magical
+15 mag. refined steel x200 magical
+20 mithril x1.000 magical silver
+25 laen x5.000 magical glas
+30 eog x10.000 magical steel

Abilities: [zu den nachteiligen Fähigkeiten] [to top ]

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Description:

daily reusable spells:
level 1-10: costs = 50+level x15
level 11+ : costs = 200+(level-10)x30
The costs are for one cast/day. For each added cast/day add the half price (e.g. 3x level 15/day : 350+175+175 = 700). The GM shouldn't allow prffessional spells if this professionals want not to give this spell to others (e.g. an alchemist never would give Permanace because of become unemployed). I think no professional spell should be allowed as reusable spell.

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one time useable spells:
level 1-10: costs = 25+level x10
level 11+ : costs = 125+(level-10)x20
This abilitiy allows you to embed a spell into items to use them one time. To use the spell from a rune paper you've to roll rune reading. No roll is needed to cast a spell embed in a drink. spel embeded in other items need a attunement roll.
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embed spell lists:
level 1-10: costs = 200+level x20 GP
level 11+ : costs = 400+level x40 GP
Each list is an own ability for the item. The user can cast the list as a learned up to his level or the embeded level (use smaller level). To use a spell over the embeded level you've to roll a risk-roll as high as there wasn't this item (e.g. a cleric list is embeded up to level 5. The level 3 magician casts the level 5 spell with a risc-roll over 25. To cast the level 6 spell he must roll the risk-roll over 55). Maximum spell level is 20.

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Spell storage:
level 1-10: costs = 50+level x15
level 11+ : costs = 200+(level-10)x30
In this item you can store a spel up to embeded level.
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Permanence
costs = 1000 GP
Make a spell permanent. Before creation the user can choose if the spell is permenent activ or if it casts on command.
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Intelligence:
costs = spelllevel x 50 GP
Embeded spells will cast by the Intelligence without a need of a roll. The item gets by this intelligence an own will that has to be specified.

Intelligence level strenght of will
conscious 1 -63 to -5
small 1-2 -55 to 20
middle 1-5 -25 to 45
high 1-10 5 to 95
extrem 1-20 50 to 150

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Power Points :
costs = 500 GP
This ablitity let the item gie the user power points for one spell list. The number of PPs depents on the high of intelligence that is required for this ability that has to be embeded for each spell list that shall have own PPs. The costs for each additional PP-ability you have to increase price by only 250 GP (e.g. each of 3 spell lists gets the PP-ability and the cost for this ist500+250+250=1000 GP) Each list has its own PPs that are not available for another spell.

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Spell Adder / Power Point Muliplier:
costs = 50 GP(+1) / 100 GP(+2;x1) / 200 GP(+3;x2) / 400 GP(+4;x3) / 800 GP(+5;x4) / 2000 GP (+6;x5)
Each is an own ability. Costs of 50 GP makes the user unable to use his PPs. With a +3 spell adder the user is able to cast 3 spells/day that would not need more than the basic number of PPs (PPs without items).
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Risk-Roll-Bonus:
costs = bonus x50GP
This bonus modifies all risk rolls. Maximum bonus ist 50. You can never decrease the risc roll under 2. If this decreased roll fumbles the critical fumble bonus is as high as the one without that item (e.g. magician level 3 wants to cast a level 8 spell with help of a +50 risc roll item. The risc roll of 40 is decreased by 50 but not under 2. The dices show 01 and the magician get a magical failure with a modifier of 120.
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enhanced usercircle: (for all items)
costs = 50 GP - 750 GP
Each magical item is created for a certain person. Only this person can use this item. This ability enhances the usercircle so that mor than the owner can use it (e.g. for using as heirloan, every descendant can now use this item. All artefacts have this ability to allow all or most to use this item). To the usercircle you can include ...

... a certain person (for each person 50 GP)
... a realm, pure, part or none-magicuser (100 GP)
... essence-, channeling-, mental-user (200 GP)
... a pure, part or none-magicuser (400 GP)
... a profession (500GP)
... a conviction (good, evil, neutral) (600 GP)
... all descendants (750 GP)

Example: To let only good and neutral convictious people use that item you have to add this ability with costs of 2x600=1200 GP. If only the good convictious descandants that have to be pure essence user you have to add this ability with costs of 600+750+400=1750 GP.
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additional critical strike with same effect:
costs = code x50GP
The rolled critical strike has doubled effect. There is no additional roll needed. The costs are calculated by the maximum code of this strike.

Code A=1; B=2; C=3; D=4; E=5; F=6; G=7;...
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Additional critical strike:
costs = code x100GP
This ability allows an additional new rolled critical strike (same code, same chart). The costs are calculated
code A=1; B=2; C=3; D=4; E=5; F=6; G=7;...
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additional critical strike on another chart:
costs = code x300 GP
Like additional critical but at the creation the user has to choose another chart on that the additional strike will be rooled. (The availablity should be controlled!)
code A=1; B=2; C=3; D=4; E=5; F=6; G=7;...
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multiplied damage
costs = x2 damage 1250 GP, x3 damage 1750 GP, x4 damage 2500 GP, x5 damage 3500 GP
Multiplies the damage. Also works at items embedded spells e.g. fireball.
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critical strike protection:
costs = %-protection x100GP
The maximum protection is 50%. The protection has to be casted on body-, arm-, leg- and head/nek-armoury to have a full protection.
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fumble decrement:
costs = decrement x100GP
The fumble-area can decreased down to 1.
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range for rangeless weapons:
costs = 450GP
The weapon can be thrown as a handaxe. Rangebonus & Range-Increament is possible.
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range bonus :
costs = decrement x20GP
This bonus decreases the range malus of the item.
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range increment :
costs = %-increment x5GP
The range is increased in percent. The range modifier and ranges have to be recalculated (e.g. a 200% range increased dagger has following ranges: 30cm-9m: -10; 9-27m: -20; 27-45m: -30. The costs are 100 GP)
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return through air:
costs = range x10GP/rounds
Is the item thrown an a target that in embeded range stands this item flies (in one whole round) back to the thrower. The costs are divided by the number of rounds that are needed to fly back. (e.g. a 15m returning sword and returning period of 2 round would have costs of 75 GP for this ability). Of course, the sword have to make thrownable with the range for rangeless weapons abilitiy
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teleportic return:
costs = range x20GP
Like return through air but the item returns at the end of round. So you haven't wait a round or more so that you can throw the weapon every round.
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slaugther a certain creature:
costs = level x2 GP
Slaughtering weapons uses the deadly critical strike table for large or superlarge creatures. If target get normal critical strikes it gets an additional critical strike on the large table. (e.g. for level 5 magician Lumbumba this ability would cost 10 GP. It doesn't work anymore if Lumbumba reaches a new level.)
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slaughter a race:
costs = level x10 GP
The costs are based on the highest normal level that could reached by this race (e.g. the dragon slaughter would cost 660 GS because the highest level is 66). For races use level 50 as maximum so that you pay for the man slaughter ability 500 GS.
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holy item:
costs = 1000 GP
This ability allows to roll an additional holy critical. USed against unholy or evil creatures the weapon is a deadly weapon.
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change the form:
costs = number of forms x50 GP
This ability allows the user to change this item into embeded forms on will (changing takes a full round). A longsword that is able to change in dagger and shortsword: On creation all forms have to be available in same material. The alchemist will create the item with a base price of 50 GP (consciousness) plus the number of forms x50GP. It is not possible to embed another additional ability now. (e.g. a weapon that shall change to dagger, longsword and battle axe costs 50+3x50GP. But before you have to create each item with the same abilities and material.
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free hand:
costs = 500 GP
This ability makes a twohanded item to a onehanded item or makes a onehanded item wearable as a none-hindering item. (e.g. a shield at the handshoe; to parry you've to wear it as normal)
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free hands:
costs = 1000 GP
This ability makes a twohanded item wearable without hindering (e.g. hovering battle axe --> immediatly ready for fight).
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none-hindering items :
costs = kg x200 GP
This ability lets the item fullfill the functions of a certain equipment. It doesn't disturb or have any additional weight. (e.g. a helmet shall work as a AC15. The helmet stands for a 25 kg armoury so that the costs for the ability are 5000 GP.
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enhanced stat bonus:
costs = increment x200 GP
This ability increases the on creation chosen stat bonus. The maximum bonus is 35. (e.g. a belt shall give +15 St and +10 Qu: the costs are 3000 + 2x2000 = 7000 GP (+baseprice)
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change statbonus:
costs = fixed bonus x100 GP
This ability changes one statbonus to a fixed value. (e.g. a belt gives a fixed +20 St bonus. Both characters (-5 St and +35 St) have +20 St bonus now.
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enhanced resistance :
costs = increment x125 GP
This ability increases the defenisive bonus or one resistance bonus. It's not possible to increase arcane resistance directly. Only possibility is to chnage the other resistances.
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enhanced skill bonus:
costs = variabel
This ability increases the sjill bonus. If the bonus is nonmagical the item doesn't have to be magical (e.g. well made climbing hook or perception glasses). But if the item gets a magical bonus (+30 climbing hooks, magic perception glasses) it has to be magical. The item has to be magical if the bonus is more than 20, skill is magical or the purpose is more than could be nonmagical (+10 stalk/hide for all areas). The costs for the ability are calculated as a weapon with base price of 1 GS (e.g. shoes that gives +15 riding and +20 stalk/hide have costs of 500GP +2 x100GP; glasses that gives +10 magical perception(40GP) and +25 perception(5000GP); glasses that gives +10 magical perception(40GP) and +20 perception (500 GP) because the +20 perception doesn't have to be magical).
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enhance armoury :
in a category: costs = categorie(1-5) x100 GP x increment
increase category: costs = increment x1750 GP
The AC can be increased in a category (P2 to P4) or change the category (P7 to P19). The increments are each an ability (e.g. P10 tp P20: The alchemist has to increase 2 categories(2 x 1750GP)and 2 points in category (3 x100GP x 2). The complete costs are baseprice + 1x3500GP + 2x600GP = baseprice+4200 GP).
This enhanced armoury is hindering as high as the unenhanced armoury.
categories: P1-P4=1; P5-P8=2; P9-P12=3; P13-P16=4; P17-P20=5.
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Transformation
costs = variable x (numbers/month)
1.) The user is able to transform himself to an aliven creature. It's needed that the animal can survive in the the area (e.g. a fish in desert wouln't survive; so the user has to go near water)
2.) The item is able to transform itself to a none-aliven thing.

The costs are extremly variable. But there are some rules:

  • with a bigger difference the costs raise
  • living can't transform to none-living and
    unliving items can't transform to living items
  • the used items have to be all magical or non-magical
  • to create such items all embeded items/creatures have to be available in the laboratory of the alchemist. (you have to buy a living fish to transform yourself to fish)

Example 1:

a winterrobe shall transform to travellerrobe(5 times/month) and to fine robe(15 times/month)
1st ability: transform to traveller robe
2nd ability: transform to fine robe
costs: Because of no big difference between the winterrobe you can take a price of 20 GP for each ability. So it would cost: r
obes(2 GP) + 20GP x15 + 2x 20GP x5 = 502GP costs

Example 2:

A +10 magical hide-cape shall transform to +10 mag. armory AC20(20 times /month) base price: both items ( 40GP + 80GP)
1st ability: transform to armoury
Costs: Because of both items are wearable but has different purpose you should take a price of 100 GS. So the costs would be 840GP + 100GPx20 = 2840GP

Example 3:

The item have to transform the user(4 times/month) into a bird
1st ability: transform to bird
To transform live should cost at least 200GP. The bird can naturally fly (the user normally not) so you take a price of 250 GP. The cost would be 250GPx4 = 1000GP

  • dog, pig, cat 200GP
  • pony, small bird, fish 250GP
  • horse, big bird 300GP
  • tiger, shark 350GP

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misc effects
costs = variable
normal price 5%-50%
These items have no real purpose. They are far good-looking or to make something beautiful (e.g. a robe that moves like a robe in wind permanantly, illusion on opening a box,..)
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Disadvantages [Abilities] [to top]

Olderness
costs = month x 60GP
Each usage the user gets 1-24 monthes older.
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effects to area
costs = mud 200GP, fog 240GP, animals 120-300GP, perception 240GP, undead 600GP, demons 800GP - 2000GP
Each usage...

  • the earth (radius 1m) changes to mud (MM-10)
  • it gets very foggy (radius 3m)
  • animals (one race) comes to user
  • the users perception is totally distort (perception -20 else 1 Rd not able to move)
  • changes all corpes to undead I (radius 20m)
  • there is a 20%(800GP)-50%(2000GP) change that a lesser demon gate (like spell 54/5)

The both last disadvantages shouldn't be available for group with evil professions
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Protector
costs = prevent 200 GP, light violence 300 GP, heavy violence 500 GP, multilate 800 GP, death 1400 GP
If perceive a good/evil action the user has to act. (e.g. a good man gives bread to a bagger. The user has to prevent good actions (with death). So he must kill this man)
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bonus decrement
costs = value x 40GP
Wearing the item one stat or resistance is decreased by 5-35.
[to survey] [to top]

restricted usage time/area
costs = darkness 200 GP, fixed (24-h) x 120 GP, random (13-h) x 300 GP, zone 2000 GP, state 1000 GP
This item is useable..

  • in darkness/brightness
  • at fixed hours (1-23 h)
  • at daily random hours (1-12 h)
  • in one climatic zone or regional zone
  • in one state or land-area

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difficult usage
costs = WW level x 80GP, transform strength of will x 16 GP, nerving mental 320GP real 480GP, fairness 400GP
The item makes it difficult in folowing ways:

  • you have to roll a RR against level 1-10 to use it. If roll was failed the item transforms the user or itself to an senseless item. (e.g. glasses for blind or a bird that flies a round)
  • talks permanantly, sings all the time, bites you, ...(mental oder real) (roll SD or you have to pack this item away)
  • don't allow flank attacks, back attacks and fight against stunned, ...

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hate
costs = anger 400 GP, irascibility 800 GP, hate 2000 GP
Wearing this item the user ...

  • is irascible & aggressive: extrem irascible, aggressive and fully undiplomatic (no effects on public speaking)
  • gets a very deep hate against a race: attacks every one of this race
  • is hated by a race: Every one of this race attacks him
  • have always anger : A chair flies throug a pub. It hits the user !

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Illness host
costs = soft 400 GP, grippe 800 GP, skin 1200 GP, chronic 1600 GP
The user is host of an illness. He himself is immune against it.

  • soft illness(cold, cough)
  • grippe, fever, bronchitis
  • skin illness, abscess, ...
  • chronic illness

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forced usage
costs = see down
The user is forced to do in one of 1-30 days:

  • - have to be use the item (31-days) x 4 GP
  • - make an animalic sacrifice (31-days) x 8-20 GP (8= Huhn, 20=Elefant)
  • - make a money sacrifice 1-5 GP (31-days) x 4-20 GP
  • - loses 1-5 EPs (destroyed by item)
    (31-days) x 8-40 GP (number EPs x 8)

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