Magical Weapons | Heroes of Fantasy

Magical Weapons

Magical weapons and armor differ from ordinary ones in that they have magical powers bound within them (permanently or temporarily). Their creators seek either to improve their combat capabilities or to improve their abilities in the fight against magical creatures. Magical items are certainly not common and few people manage to get hold of one. If you master magical powers at a sufficient level, you can make such a weapon yourself or at least enchant it temporarily.

Affecting Magic

Every magical or enchanted weapon is subject to the problem of combining spell effects (see below). If you cast another enchantment on it, or just a spell with attack / defense, you must first assess the effect of magic failure (or better not do such things at all).

Item Tolerance

Every item can hold only a limited number of permanent enchantments (tolerance). Each permanent effect (magical strength, hardness, bane, permanent spell…) uses 1 tolerance. An item's base tolerance increases with quality material (dwaterg, silver, tilion, rughaine) and master workmanship.

An item can have only one temporary effect (spell, poison, etc.) at a time.

Weapon Classes

We could certainly argue at length about what kinds of weapons exist and how they were made, whether by enchantment, divine consecration or empowerment with runes. In the end, what matters is what such a thing can do. From this point of view, we distinguish three groups:

Weak magical weapons

Weak magical weapons have only one magical ability. Although this group includes most weapons, they are certainly not in abundance and are actually very rare and uncommon. In the case of permanent items these are spells or items around level 4 or 5.

Powerful Magical Weapons

Strong magical weapons can have either one strong ability or up to three weak ones. Their crafting is considered a grandmaster work of magic or alchemy; they are very rare, even sacred. They correspond to spells and products of level 6 to 7.

Artifacts

Artifacts have entirely exceptional properties, or several simple or strong ones. A true artifact cannot be made by ordinary means; something like that succeeds at most once every 100 years. Most artifacts are rather the work of the gods or were made under their guidance, so there are only a few dozen of them in the whole world. Given their uniqueness and singularity, they have no general properties, and so we do not list them here (if you are versed in artifacts, e.g. thanks to Exploration of Mysteries, you can learn something about them from the GM).

Magical Items

In addition to magical weapons, there are a number of other enchanted items. Many of these can be produced by alchemists, others are also artifacts of immeasurable power.

These rules cover casting spells from scrolls (sorcery), alchemical wands, rings and amulets, or with the help of other aids (the wizard's staff does not belong to this group).

The base speed of casting from items is determined from Rfx, and you may add bonuses for spellcasting feats.

Casting a spell from an item always takes one action longer than the original spell (the number of actions is determined from Exploration of Mysteries or another suitable skill).

The spell's Magic and other attributes (for determining effects, the success roll or resistance) are equal either to the attributes of the item's creator, or are given in the item's description (especially for alchemists).

The casting time does not include preparing the item, such as finding it, unrolling the scroll, grasping the wand and the like (does not apply to rings and amulets). The GM determines this time according to the situation.



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