Magic Items: Difference between revisions

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In Ancerra, some items are inherently magical and require some of the bearer’s Essence, or their life energy, to work. By default, an adventurer has 100 Essence Points. An adventurer cannot equip items whose sum Essence cost exceeds this limit.


== Magic Item Rules ==
One of the most rewarding treasures that heroes might find at the end of a quest is magic items. Flaming swords, armor that absorbs energy and converts it into power, rope that climbs walls by itself... any number of magic items might appeal to your adventurers for a variety of reasons. This page offers some guidance on creating your own magic items, then offers a codex of premade magic items ready to use in any game.
One of the most rewarding treasures that heroes might find at the end of a quest is magic items. Flaming swords, [[armor]] that absorbs energy and converts it into power, rope that climbs walls by itself… any number of magic items might appeal to your adventurers for a variety of reasons. This chapter offers some guidance on creating your own magic items, then offers a codex of premade magic items ready to use in any game.  


=== Equipping Magic Items ===
== Equipping Magic Items ==
Magic items require some of the bearer’s Essence, or their life energy, in [[order]] to function. By default, an adventurer has 100 Essence Points. An adventurer cannot equip items whose sum Essence cost exceeds this limit. For example, an adventurer could equip two items that each cost 30 Essence, and one that costs 40. An adventurer could not equip three items that each cost 40 Essence, as this would exceed 100 total Essence.  
In Ancerra, some items are inherently magical and require some of the bearer’s Essence, or their life energy, to work. By default, an adventurer has 100 Essence Points. An adventurer cannot equip items whose sum Essence cost exceeds this limit.


=== Item Strength ===
=== Item Strength ===
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!Rarity
!Rarity
!Avg. Essence Point Cost
!Avg. Essence Point Cost
!Material Cost (in Sc)
!Material Cost (in sc)
!Description
!Description
|-
|-
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|15
|15
|500-1500
|500-1500
|Items that begin to hold stronger powers. These rarely augment their user’s [[combat]] effectiveness in a major way, but would provide moderately more powerful [[exploration]] or utility abilities.
|Items that begin to hold stronger powers. These rarely augment their user’s combat effectiveness in a major way, but would provide moderately more powerful exploration or utility abilities.
|-
|-
|Rare
|Rare
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|Legendary Items are extremely powerful. The powers of a legendary item could shift the tides of an entire battle or conquer a city.
|Legendary Items are extremely powerful. The powers of a legendary item could shift the tides of an entire battle or conquer a city.
|}
|}
Rarity Examples
Ring of Illumination (Common)
Common, Essence 10
While wearing this ring, you can tap it to shed bright light in a 20ft radius, twice to shed dim light in a 20ft radius, and again to turn it off.
Ring of Illumination (Uncommon)
Uncommon, Essence 15
While wearing this ring, you can spend 1 AP to specify an object or space within 60 ft of you that begins to shed bright light in a 30 ft radius. If you choose, it can warm creatures within 5 ft of it as a campfire would. This light remains active until you use it on a new space or object.


Ring of Illumination (Rare)
== Rarity Examples ==
<blockquote>'''Ring of Illumination (Common)'''


Ring, Rare, Essence 20
''Common, Essence 10''


You gain a special attack that you can use by spending 1 AP: +AWR vs FORT of a creature within 60 ft of you. Hit: That creature is blinded until the end of your next turn. (1/ Recoup)  
While wearing this ring, you can tap it to shed bright light in a 20 ft radius, twice to shed dim light in a 2 0ft radius, and again to turn it off.</blockquote><blockquote>'''Ring of Illumination (Uncommon)'''


Ring of Illumination (Epic)
''Uncommon, Essence 15''


Ring, Epic, Essence 35
While wearing this ring, you can spend 1 AP to specify an object or space within 60 ft of you that begins to shed bright light in a 30 ft radius. If you choose, it can warm creatures within 5 ft of it as a campfire would. This light remains active until you use it on a new space or object. </blockquote><blockquote>'''Ring of Illumination (Rare)'''


While wearing this ring, you can spend 1AP as a part of an attack that has already hit to cause the creature to take 6d6 additional Fire [[damage]]. This damage is doubled if the creature is [[undead]]. (3/Rest)
''Ring, Rare, Essence 20''


Ring of Illumination (Legendary)
You gain a special attack that you can use by spending 1 AP: +AWR vs FORT of a creature within 60 ft of you. Hit: That creature is blinded until the end of your next turn. (1/ Recoup) </blockquote><blockquote>'''Ring of Illumination (Epic)'''


Ring, Legendary, Essence 50
''Ring, Epic, Essence 35''


You activate your ring and spend 2 AP to deal 10d6 Radiant damage to all enemy creatures, and restore 5d6 HP to all friendly creatures, in a 120ft cone. Friendly creatures who see this light but are not struck are Rallied for 1 minute. Attacks against creatures damaged by this attack gain TA for the next 1 minute. (1/Rest)  
While wearing this ring, you can spend 1AP as a part of an attack that has already hit to cause the creature to take 6d6 additional Fire damage. This damage is doubled if the creature is undead. (3/Rest) </blockquote><blockquote>'''Ring of Illumination (Legendary)'''


RRing of Illumination (Artifact)
''Ring, Legendary, Essence 50''


Ring, Artifact, Essence 100
You activate your ring and spend 2 AP to deal 10d6 Radiant damage to all enemy creatures, and restore 5d6 HP to all friendly creatures, in a 120ft cone. Friendly creatures who see this light but are not struck are Rallied for 1 minute. Attacks against creatures damaged by this attack gain TA for the next 1 minute. (1/Rest) </blockquote><blockquote>'''Ring of Illumination (Artifact)'''


You can turn on or off the sun. (1/Week)
''Ring, Artifact, Essence 100''


What does it do?
You can turn on or off the sun. (1/Week) </blockquote>


If you don’t already have a clear idea of what you want an item to do, it can be hard to come up with [[inspiration]]. A few easy places to look are class talents, magic from any of the Five Sources, and monster abilities. Taking any of these and turning them into a magic item can give your players a fun and unique experience.
== What does it do? ==
If you don’t already have a clear idea of what you want an item to do, it can be hard to come up with inspiration. A few easy places to look are class talents, magic from any of the Five Sources, and monster abilities. Taking any of these and turning them into a magic item can give your players a fun and unique experience.


== Magic Items ==
= Magic Items =


=== [[Weapons]] ===
== [[Weapons]] ==
{| class="wikitable sortable"
{| class="wikitable sortable"
!Weapon
!Weapon