Advanced Rulebook

SPECIAL ITEMS

Over the millennia many powerful items have been created or found. These items are normally exceptionally powerful when compared to their basic counterparts. Many adventurers have dedicated themselves to locating these lost items either for a patron that has sponsored them, or for their own use and glory. Reliable information about them is very hard to come by, and many adventurers spend years chasing red herrings, or in some unfortunate cases red Dragons!
Some items have a limited number of charges. Once these charges run out the item needs to be recharged, typically at certain Magical Sites or via Power Scrolls.

Some special items are permanently enchanted with a special power; these are particularly important. For example, an amulet that has a Hide Emotion Power or a Crystal Ball of Scrying.

All Special items have a '?' in front of the item number, for example, Mirror (?165434). These can be investigated for more information. Like all items, Special Items will be in a party's Plunder slot when they are first acquired, thus you need to be careful about what you do with your plunder slot and you should be aware that leaving the item there can result in it being stolen!

The "?" is a moderation aid and the "?" should not be included in any turn orders, if you do so the order will likely fail.
Any party can deliver a PS (476) or Message Scrolls (473) to any Alliance scroll storeroom; yes this means you can deliver items to another Alliance.

TAKING MODERATED ITEMS

It is possible that a moderated item is booby-trapped, cursed or in some way harmful to a party, it is also possible that the results of the action cause the player to change their mind with regards to taking an item. Due to these two reasons the GM will not automate the collection of items, the player needs to see the results and decide what they want to take.
If moderation items are mentioned in the action results and they are not mentioned as being able to be collected, then check to see if the any of the items can be taken as a FA. Please collect all the items mentioned on an actions result at the same time. If requests to take items are left longer than four weeks the GM will likely not allow the items collection; this is because it is possible that a player finds something out at a later time that causes the player to change their mind with regards to an items collection.

'POWERS' - SPELLS / MIRACLES / RITUALS

Deep within the secure sanctums of the Magic Cyrcle or the protected rooms of the various Temples and Guilds, many powerful spells, miracles or rituals have been developed. Most of these are beyond the power-levels of the typical adventurer and take a very, very long time to learn. Hence adventurers cannot learn them. These are commonly referred to as 'powers'. This is due to the fact that the same powers could be gained from the Magic Cyrcle or from one of the other Guilds or Temples. Powers are normally used in the form of a Power Scroll.A party may be rewarded with a Power for completing a Special Quest or a series of Special Quests.

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POWER SCROLLS IN MORE DETAIL

PS can only be used once, so an Alliance should use them wisely. It is possible to use different powers in combinations with each other, which could vary the effect. In the case of a power being used as a defence it is slightly more effective than an aggressive power. Low-level powers do have a chance of affecting any high level powers, but it is reduced.
Alliances have a storeroom that can hold Power Scrolls that only its members can access.

Any party can deliver a PS (476) or Message Scrolls (473) to any Alliance storeroom; yes this means you can deliver items to another Alliance.

To use a Power contact the Games Master. Powers do not require a Special Action (SA); they are always Free Actions (FA); however some actions require a SA to be used first, like interacting with an NPC, for example a PS: persuade is a FA to use, but to talk to the person still requires a SA. This concept may be confusing, but it should not be once you take into account that each action is a separate action.

The different Organisations have different areas that they are better suited to; this also applies to the creation of PS. Although it may normally seem best to ask the Magic Cyrcle for a PS, as they will likely be the best place to get a PS at a good price, sometimes other Organisation would be better places to enquire. The more powerful PS are generally not available at all Organisations. A good guide to this is thinking what things relate to the Organisation. For example Baldor's has strong links to healing so asking for a PS: Pestilence II will likely not only respond in a no, but also in a probably negative and possibly even a hostile response from Baldor Temple. The party's renown or an Alliance's renown & status plays an important part in any transaction, as does the current political situation; i.e. making a deal for a PS that will be used for the Organisation is more likely to result in the Organisation trying to sort out a better deal, however it may not be that straightforward.

Organisations can convert special magical energy into a more stable form, which can then be released at a later date; this is what Power Scrolls (PS) are. This special magical energy is explained in a bit more detail in the 'Magic' Section, but in short the magical energy required is not readily available and is in great demand for many reasons.
PS, like anything, are not perfect and thus they can fail. This leads to the difficult decision faced by the many Organisations; how much magic power do they allocate to PS production, when so many other things need the power as well.

Another problem with PS is that they do not keep forever. The longer they are kept the more likely the magic contained will destabilise and be released, or warp when it is used. This can make a PS storeroom quite a dangerous place, thus Organisations do not keep stockpiles of PS around.

For the above reasons the cost of PS can vary greatly; popular PS could rise in price due to the demand; whilst rarely requested PS could also rise in price due to an Organisation having to specially make one.

A party can use a SA, if they have one, to enquire with an Organisation or person to purchase, trade, or ask for up to three Power Scrolls per SA.

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The party can designate a total amount of gold they are willing and able to pay, and if the amount is equal or less than this total then the PS will be purchased. If the amount comes to more than the gold offered then the action results will say so and it is up to the party as to whether they are willing to accept the offer, which is a FA.
For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
Using a SA to ask our Organisation Liaison Bob about purchasing a PS: Sense Emotion and PS: Mind Search. We can pay up to 38,000 gold, which will be taken from the Alliance's bank account, and the PS are to be added to our Alliance storeroom.

The following Organisation Liaison Reply is shown on all the Alliance members next turns. In this example before issuing this SA the Alliance had 2 SA left:
Possible Results: The Sense Emotion will cost 5,000 gold and the Mind Search 30,000 gold.
OOC - SA used, 1 left.

As the amount comes to less than 38,000 gold the GM takes 35,000 gold from the Alliance's bank account and places the PS in the Alliance storeroom.
In the following example the amount is more than the Alliance were willing to pay straight off:
For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
Using a SA to ask our Organisation Liaison Bob about purchasing a PS: Sense Emotion and PS: Mind Search. We can pay up to 38,000 gold, which will be taken from the Alliance's bank account, and the PS are to be added to our Alliance storeroom.

The following Organisation Liaison Reply is shown on all the Alliance members next turns. In this example before issuing this SA the Alliance had 2 SA left:
Possible Results: The Sense Emotion will cost 7,000 gold and the Mind Search 32,000 gold.
OOC - SA used, 1 left.

As the amount is more than the Alliance said it is willing to pay the Alliance members decide what to do next, they could send the following FA.
For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
As a FA confirm with Bob that the deal is agreed and deduct the 39,000 gold from the Alliance's bank account and add the PS to our Storeroom.

The two Power Scrolls are then added to the Alliance Storeroom.

The Alliance could decide to issue another SA and haggle the price. The Alliance could just ignore the offer, and after four weeks the offer will no longer be valid.

If a PS is not in stock the Organisation might offer to build one, and a time-scale of how long it will take, this will be told in the response and a party can turn the Organisation down or accept as noted above.

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Power Scroll

Type

Approx Cost

Sense Emotion

Mental

5000

Hide Emotion

Mental

6000

Persuasion

Mental

6000

Resist Persuasion

Mental

7000

Truthsayer

Mental

6000

Sense Truth

Mental

7000

Hide Truth

Mental

10000

Foolishness

Mental

10000

Protection from Foolishness

Mental

11000

Daze

Mental

7000

Protection from Daze

Mental

8000

Mind Search

Mental

25000

Mind Blank

Mental

30000

Control Person

Mental

50000

Resist Control

Mental

60000

Portal

Movement

10000

Portal II

Movement

12000

Portal Dampen

Movement

20000

Portal Dampen II

Movement

30000

Enhance Fortifications I

Fortification

10000

Undermine Fortifications I

Fortification

12000

Enhance Fortifications II

Fortification

20000

Undermine Fortifications II

Fortification

25000

Enhance Fortifications III

Fortification

40000

Undermine Fortifications III

Fortification

50000

Analyse Fortifications

Fortification

10000

Shroud Fortifications

Fortification

30000

Enhanced Blast

Battle

15000

Super Blast

Battle

30000

Power Ward

Battle

30000

Enhance Magic/Powers

Battle

50000

Dampen Magic/Powers

Battle

60000

Scry I: Magic Eye

Scrying / Detection

7000

Scry II: Invisible Magic Eye

Scrying / Detection

9000

Scry III

Scrying / Detection

12000

Protection from Scrying I

Scrying / Detection

13000

Protection from Scrying II

Scrying / Detection

15000

Illusionary Conversation I

Scrying / Detection

14000

Illusionary Conversation II

Scrying / Detection

16000

Detect Power

Scrying / Detection

10000

Conceal Power

Scrying / Detection

20000

Analyse Power

Scrying / Detection

20000

Elemental Portal

Elemental

25000

Close Elemental Portal

Elemental

26000

Terrain Warn I – few sectors

Elemental

15000

Terrain Warn II – large area

Elemental

20000

Terrain Warn III – city

Elemental

40000

Terrain Warn IV – city-state

Elemental

100000

Terrain Ward I – few sectors

Elemental

15000

Terrain Ward II – large area

Elemental

20000

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Terrain Ward III – city

Elemental

40000

Terrain Ward IV – city-state

Elemental

100000

Uncover Location I

Elemental

15000

Mask Location I

Elemental

20000

Uncover Location II

Elemental

25000

Mask Location II

Elemental

30000

Uncover Location III

Elemental

50000

Mask Location III

Elemental

60000

Uncover Location IV

Elemental

100000

Mask Location IV

Elemental

120000

Dispell Undead I

Cleansing / Healing

20000

Dispell Undead II

Cleansing / Healing

30000

Dispell Undead III

Cleansing / Healing

60000

Remove Pestilence I  – Village

Cleansing / Healing

90000

Remove Pestilence II - Town

Cleansing / Healing

180000

Remove Pestilence III - City

Cleansing / Healing

250000

Remove Pestilence IV – City-State

Cleansing / Healing

500000

Remove Famine/Drought I – Village

Cleansing / Healing

50000

Remove Famine/Drought II – Town

Cleansing / Healing

80000

Remove Famine/Drought III – City

Cleansing / Healing

160000

Remove Famine/Drought IV – City-State

Cleansing / Healing

250000

Banish Insect Plague

Cleansing / Healing

35000

Remove Curse

Cleansing / Healing

35000

Close Demonic Portal

Cleansing / Healing

35000

Heal I

Cleansing / Healing

25000

Heal II

Cleansing / Healing

50000

Heal III

Cleansing / Healing

100000

Heal IV

Cleansing / Healing

250000

Cleanse Spores

Cleansing / Healing

35000

Counter/Cancel Power

Counter Powers

50000

Reflect Power

Counter Powers

75000

Re-power

Enchantments

10000

Enchant

Enchantments

15000

Remove Enchantment

Enchantments

15000

Suspend Enchantment

Enchantments

20000

Align Magic Site

Enchantments

50000

De-Align Magic Site

Enchantments

65000

Power Lock I

Security

15000

Power Lock-Pick I

Security

16000

Power Lock II

Security

25000

Power Lock-Pick II

Security

30000

Power Lock III

Security

45000

Power Lock-Pick III

Security

50000

Summoning Portal

Temple

25000

Close Summoning Portal

Temple

30000

Raise Undead I

Necromantic/Evil

15000

Raise Undead II

Necromantic/Evil

25000

Raise Undead III

Necromantic/Evil

50000

Open Demonic Portal

Necromantic/Evil

30000

Pestilence I – Village

Necromantic/Evil

80000

Pestilence II - Town

Necromantic/Evil

170000

Pestilence III - City

Necromantic/Evil

250000

Pestilence IV – City-state

Necromantic/Evil

500000

Famine/Drought I – Village

Necromantic/Evil

40000

Famine/Drought II - Town

Necromantic/Evil

75000

Famine/Drought III - City

Necromantic/Evil

150000

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Famine/Drought IV – City-state

Necromantic/Evil

250000

Insect Plague

Necromantic/Evil

30000

Curse

Necromantic/Evil

25000

Spore Cloud

Necromantic/Evil

30000

SPECIAL ITEMS & APPRAISALS

When an item with the special tag in with the item number (?) is found, using the standard order Investigate Item, for example "I 100232", may not bring up all the information about the item. In this case the owner will need to appraise the item.

Note: Power Scrolls (PS) can always be investigated using the standard order Investigate Item on a party's turn.
There are several ways an item can be appraised. The more powerful and/or mysterious an item is, the more likely the base chance of succeeding when trying to appraise the item will be amended.

  1. An Alliance can use a SA to appraise an item for themselves. This is the cheapest method, but one that initially could fail due to not having advanced training in the use of the Appraisal skill. However as with all Moderation Skills the Alliance's initial rating means they will succeed more often than they fail. Cursed items could be triggered during this action.

    For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
    We want to use a SA to appraise the magical amulet (100232).

  2. The Alliance can use a SA to ask an Organisation they have set as an Alliance goal to appraise the item for them. No gold cost is charged, as the Alliance is using a little bit of status. This method is probably the most reliable for a successful appraisal. It is worth keeping in mind that if the liaison is corrupt then this does carry a risk of the Alliance being lied to; this could be a way to catch the liaison out though.

    Note: Since status is a game mechanic you cannot request IC to pay gold instead of status. Asking OOC to do this is impossible as it still needs to be asked IC and there is no way to justify this IC.

    For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
    We are in our HQ and would like to use a SA to ask our Organisation Liaison Joseph to appraise the magical amulet (?100232).

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3. A party that is not aligned to an Organisation that has a SA can issue a SA to ask an Organisation to appraise an item. Since the party has no direct status they have to pay a gold fee (see table below). There is always a chance that the Organisation may decide to misinform the owner about the item's true value and abilities; so the generally evil and backstabbing type of Organisation tend to ask for less gold to persuade people to use their services instead. Note: As with everything in Quest: GME the results may not be straightforward. For example Baldor Priests could swindle a party, but that is not the normal way of things; if the evil Organisations always lied and cheated then no one would ever use their services so even they do not always betray customers. Depending on the Organisation that is approached the fee changes: -

  BAL GAR SUN FLE YTH MOL NOV PHY MC TG B&M SETTLE
COST 5000 4000 4000 3000 2000 3000 2000 6000 5000 2000 3000 4000

Note: If the Organisation you work for finds out that you have been asking other Organisations to carry out services like this for the Alliance they might be upset, then again they might not.
For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
We are in our home settlement of Avenellia and would like to use a SA to ask the Thieves Guild instead of the Settlement Officials about magical amulet (100232). Please take the 2000 gold from the Alliance's account.

  1. The party with the item can use either the Power Scroll Detect Power or the Power Scroll Analyse Power to appraise an item. This is quite a reliable method that the owners can carry out themselves, so the party will not be told lies by an Organisation; but it can be quite costly, as the PS likely have to be purchased. Cursed items could be triggered during this action.
    For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
    As a FA use the PS: Detect Power (99321) to appraise the magical amulet (100232).
    Main Moderation Rule Exception: Here is a special exception to the rule of asking for more than one thing with one action. In the event that several SA are used at one time to appraise several items, e.g. 4 SA for 4 items, there is a chance with items that have the same ability that the total cost in gold, renown, status and/or SA could be cheaper. This only applies if several appraisals are attempted at one time, thus they have to all be listed in the same email, or letter, and be given to the same NPC, or if the party are doing it themselves the same party.
    In the following example the Alliance currently has at least 3 SA, thus it is able to issue 3 SA. If the Alliance had 4 amulets but only 3 SA then it could only attempt to appraise 3 amulets, not 4.For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
    Use a SA to appraise the magical amulet (100232).
    Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith.

    Using a 2nd SA appraise the magical amulet (100233).
    Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith.
    Using a 3rd SA appraise the magical amulet (100234).

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MAGICAL ITEMS

NOTE: When a PS: Enchant, Remove Enchantment, Suspend Enchantment is appropriately being used no SA is required as powers are always FA; specifically with regards to creating, re-powering or removing powers.

CREATING MAGICAL ITEMS

There is a magical resonance to certain items with certain power types, and although it is possible to deviate from this it does make the process more difficult.

Power Type Item Types
Mental Armour, Jewellery
Movement Weapons, Armour, Jewellery
Fortification Armour
Battle Weapons, Armour
Scrying/Detection Weapons, Armour, Jewellery
Elemental Jewellery
Cleansing/Healing Armour, Jewellery
Counter Powers Armour, Jewellery
Enchantment Jewellery
Security Armour, Jewellery
Temple Weapons, Armour, Jewellery
Necromantic/Evil Weapons, Jewellery

Magical Items can be created in several ways:

Commissioned:

Items can be made for someone, although asking for an item to be commissioned requires a SA. There is a possible problem with having items commissioned and built in that the creation may not succeed and thus the time and gold used is lost; there is a chance that an item could be better than what was commissioned and thus the time and gold could be saved in this case. The more powerful the item commissioned the more likely the person trying to make the item will have problems.It is possible that items may take several weeks to complete, possibly even months. The more powerful the item, the increased chance that a lot of time will be required for its creation.Requesting item creation from someone that you do not have status with is likely to result in either a no or a big increase in the item creation price.The following costs are not constant, but are the normal prices charged. The action should include the amount a party is willing to pay for an item to speed up the items construction and purchase.If a magical weapon or piece of armour is requested the cost is based on the "+" modifier, each "+" adds 900 gold to the cost, on top of the item cost. The production cost starts out at 10% on top of the other modifiers, but it does increase with the power of the item. The higher the "+" modifier the more likely the cost is also increased as not many people can craft +4 items, let alone +7 or +8. It is possible that the production cost could go up to production fees as high as 50% extra, so it is best to be willing to pay above the standard cost.

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There is an increased chance of any attempt to create powerful items that things go wrong, which could result in a weaker item being created or the attempt failing totally. Even if the attempt is not fully successful the cost still has to be paid.

For example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
Using a SA the party wants to purchase a +4 Long Sword from the Baldor Temple. The party is willing to spend 4,200 gold.

The cost works out in this case as: A +4 long sword costs 3,600 plus 80 gold for the basic long sword cost, which comes to 3,680. 10% of 3,680 is 368 so the final cost is 4,048 gold.

The following reply is given:

Possible Results: The total is 4,048 gold that is within the party's budget so the gold has been taken and the +4 Long Sword (111324) is received.
OOC - SA used, 2 left.

Here is another example:

For Example: Using a SA the party wants to purchase a suit of +8 Plate Mail from the Sundonak Temple. The party is willing to spend 12,000 gold.

The cost works out in this case as: A +8 plate mail costs 7,200 plus 1,000 gold for the basic plate mail cost, which comes to 8,200. 25% of 8,200 is 2,050 so the final cost is 10,250 gold.

The following reply is given:

Possible Results: The total is 10,250 gold that is within the party's budget so the gold has been taken and the +8 Plate Mail (111325) is received.
OOC - SA used, 2 left.

A +9 or better item is an artefact, which require legendary efforts to construct and of course legendary fees.
Powers can be added to an item and the cost is included before the construction percentage, which is before the final amount is worked out. The Power Enchant is needed to have an item empowered so the cost of this power needs to be taken into account as well.

For Example: Using a SA the party wants to purchase a suit of +8 Plate Mail from the Sundonak Temple with a Resist Control power. The party is willing to spend 120,000 gold.

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The cost works out in this case as: A +8 plate mail costs 7,200 plus 1,000 gold, which comes to 8,200. Resist Power normal cost is 60,000 gold, the Enchant normally costs 15,000. 35% of 83,200 is 29,120 so the final cost is 112,320 gold, not cheap, but this is a very powerful magic item.
The following reply is given:
Possible Results: The total is 112,320 gold that is within the party's budget so the gold has been taken and the +8 Plate Mail of Resist Control (111325) is received.
OOC - SA used, 2 left.

Protection From or Slaying Modifier can be added to an item and the cost is normally doubled, i.e. an extra 100 percent cost to just the base item and "+" value, before the construction percentage, which is before the final amount is worked out. The Power Enchant is needed to have an item empowered so the cost of this power needs to be taken into account as well.
For Example: Using a SA the party wants to purchase a suit of +8 Plate Mail protection from Dragons from the Sundonak Temple with a Resist Control power. The party is willing to spend 130,000 gold.

The cost works out in this case as: A +8 plate mail costs at least 7,200 plus 1,000 gold, which comes to 8,200. For the Dragon Protection the cost is doubled to 16,400. Resist Power normal cost is 60,000 gold, the Enchant normally costs 15,000. 35% of 91,400 is 31,990 so the final cost is 123,390 gold, not cheap, but this is a very powerful magic item.
The following reply is given:
Possible Results: The total is 123,390 gold that is within the party's budget so the gold has been taken and the +8 Plate Mail of Resist Control (111325) is received.
OOC - SA used, 2 left.

Status and renown can greatly affect the cost, so it is generally best for someone with some standing in an area or with a specific Organisation to make the request.
You can request that an item is commissioned that contains powers that are permanent. Since the difficulty to create these sorts of items is exceptional the cost is triple what the normal Enchant and Power cost is, and the chances of success are higher as more magical energy and time is spent on the items creation. However it is worth remembering that the chance of success is rarely high, so you should hope for success but be ready for an expensive failure.
For Example: Using a SA the party wants to purchase a suit of +8 Plate Mail protection from Dragons from the Sundonak Temple with a permanent Resist Control power. The party is willing to spend 350,000 gold.

The cost works out in this case as: A +8 plate mail costs at least 7,200 plus 1,000 gold, which comes to 8,200. For the Dragon Protection the cost is doubled to 16,400.
Resist Power normal cost is 60,000 gold, the Enchant normally costs 15,000. These two are combined and the total is tripled so that it costs 225,000.
35% of 241,400 is 84,490 so the final cost is 325,890 gold, not cheap, but this is a powerful magic item that is an artefact level in power.
The following reply is given:
Possible Results: The total is 325,890 gold that is within the party's budget so the gold has been taken and the +8 Plate Mail of permanent Resist Control (111325) is received.
OOC - SA used, 2 left.

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Miracle

By far the easiest and cheapest is the Fleyshur Miracle 404, however this only improves weapon and armour bonuses. The item is also not a moderated item.

The Power Enchant

Normally available as a Power Scroll, can be used along with other Powers to enchant any item. Like with commissioned magical items enchanting an item could result in the item being ruined or even totally destroyed. The chances depend on many factors but the two best guidelines are: 1) That powerful abilities, for example Super Blast are very difficult to bind to an item. 2) The greater the number of powers being tied to an item the greater the chance the attempt will fail.

For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
A PS: Enchantment (123127) is used along with a PS: Reflect Power (123129) on the amulet (279) being carried by character 7.

Possible Result: The ritual is successful and the Amulet now has a charge of Reflect Power.

The Enchant normally only imbues an item with one charge of the power being used, however it is possible that a few extra charges could result on rare occasions. There is a minuscule chance that an item could have permanent charges, but the chances are so low that is something not worth expecting.

For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
A PS: Enchant (123127) is used along with a PS: Counter Power (123130) and PS: Counter Power (123131) on the amulet (279) being carried by character 7.

Possible Result: The ritual is successful and the Amulet now has two charges of Counter Power.

It is possible to have several different powers all empowering a single item, but this is risky for two reasons. 1) It places too much power in one place. 2) It is generally accepted that it is more difficult to successfully empower an item with the second power.

For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
A PS: Enchant (123127) is used along with a PS: Reflect Power (123129) and a PS: Counter Power (123130) on the amulet (279) being carried by character 7.
Possible Result: The ritual was only partially successful and the Amulet now has a charge of Reflect Power.

Unfortunately the Counter Power fizzled, but luckily did not destroy the item or dispel the Reflect Power charge

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Siphoning

This is a long-term method of enchanting an item with power or magical properties. By placing an item at a site of magic the item could slowly become imbued with magic. The more items that this is tried on the more likely things will go badly for all the items; the reason is that there will be too many items attempting to siphon magic from each other as well as their location.This is not a very reliable way, unless the item is left for years, but still there have been occasions when only leaving an item for a few months has worked. Checking the power of the item can be accomplished via either a SA to appraise the item or a PS: Detect Power.
For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
The amulet (279) being carried by character 7 is left at the magical site where the party is currently located.
Possible Result: The party successfully places the amulet at the site.
OOC - SA used by 1032, 1 left

After several months have passed following action is issued:
For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
Using a SA the amulet left by the party many months ago is appraised to see if it has any magical properties or it has changed in some way.
Possible Result: The party appraises the amulet. After some extensive study it is determined that the amulet has developed a single charge of the power Persuasion.
OOC - SA used by 1032, 2 left.

Divine Blessing/Curse

This sort of event is rare, as it is not usual for the Gods to involve themselves in the world. A mortal who acquires such an item often finds it hard to live up to the expectations placed on them by a divine item. A SA could be used to carry out a sermon to a God to ask them to do this for the party; the chances of it being successful are incredibly slim. Another method would be to ask an appropriate Temple to carry out the request for the party, doing so will likely require a lot of gold as payment and also some status. Even if the request is what the party may think is in the Temple's best interest it is normal for the Temple to ask for some financial payment. Parties that are dedicated to a God are more likely to succeed.
For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
The party will use a SA to set-up a ritual to request the aid of Sundonak in enchanting character 7's +5 Warhammer (123112) with the power Enhanced Blast.
Possible Result: The cost will be 30,000 gold.
OOC - SA used by 1032, 2 left.

Follow-up: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
As a FA the party agrees to pay the Temple of Sundonak 30,000 gold, the amount is to be deducted from their bank account.
Possible Result: The ritual to Sundonak was intense and long, but Sundonak did not seem to hear the call. The Priests of Sundonak say that the party likely needs to attain the attention of Sundonak, but even then it is a rare boon to ask for.

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RE-POWERING MAGICAL ITEMS

Items can be re-powered by the following methods.

The Re-Power Enchant

Normally available as a Power Scroll, can be used along with other Powers to re-power any item. There is a magical resonance to certain items with certain power types, and although it is possible to deviate from this it does make the process more difficult. See the table above for the resonance list. Using Re-Power can fully restore an items charges, destroy the item but most likely just restore a few charges.
For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
The party will use a PS: Re-Power (123113) to re-power character 7's +5 Warhammer (123112) with the power Enhanced Blast (123114).
Possible Result: The PS: Re-Power is used along with the PS: Enhanced Blast on the Warhammer. The PS works very well and the Warhammer is recharged to its full capacity of 3 charges

DESTROYING MAGICAL ITEMS

Basic Magic Items (Non-moderation items): The ease of destroying a magically empowered item can vary greatly. For example a +3 sword or +5 Chain, and other such weapons or armour are quite straightforward to destroy. If the item is in a party's plunder slot then selling it or dropping it outside of a settlement will remove it from the game. If the item is not in the plunder slot then selling it to a shop will suffice for destroying the item. Using the Fleyshur Miracle 404 could destroy an item if the miracle fails. A SA could be used to destroy the item, but this is very wasteful of a precious SA. Overall it is a rather strange thing to want to do; this might seem like a good way of removing an item that has a question mark on the item number, but then it is not a basic magical item and thus read on for more information about how to destroy them.
Items with a Question Mark (Moderation items): Dropping or selling moderated items will not just remove them from the game; they have a nasty habit of reappearing in someone else's possession. There are a few ways to destroy/disenchant a moderated item.

Suspend Enchantment

This power can be used on an item and would likely temporarily remove the items magical property or possibly even several properties. It is also possible that the result could be a permanent removal, or possibly the increasing of the magical property.
For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
A PS: Suspend Enchantment (123127) is used on the amulet (123792) being carried by character 7.
Possible Result: With the PS: ritual completed the party members are relieved to find that their work has been successful and the amulet is no longer enchanted for a while. It is estimated that the enchantment will be gone for two months.
OOC - SA used by 1032, 1 left

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Remove Enchantment

This power can be used on an item and would likely result in the removal of a power altogether, or possible even several magical properties of an item. It is also possible that the result could be a permanent removal, or possibly the increasing of the magical property.

For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
A PS: Suspend Enchantment (123128) is used on the amulet (123792) being carried by character 7.

Possible Result: With the PS: ritual completed the party members are relieved to find that their work has been successful and the amulet is no longer enchanted.
OOC - SA used by 1032, 0 left

Special Condition

Some items are so well made, contain so much power, or have been divinely imbued that they require a special method to destroy them. Finding out if an item needs some special requirement usually requires a SA to be used to appraise the item, or ask someone else to appraise the item. Conditions are likely to be a combination of place, time and components.

For Example: Game 31, Mystics of Avaellia 111, Account Number: 12345, Bobby Joe Smith The Mystics (1032).
The party will use a SA to appraise the +8 Long Sword (123143).

Possible Result: From the party's studies it is believed that the long sword is an ancient blade that has appeared on a few occasions in history in the service to Fleyshur.
OOC - SA used by 1032, 1 left.

SPECIAL SPELLS/MIRACLES

More spells and miracles will become available via the Temples or Magic Cyrcle Special Quests. Since these special spells/miracles are guarded and difficult to understand, learning them is not as straightforward as spending some Gold and experience points at a shop, mixing a few powders together, or spending a few weeks aligned to a God

 

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