[PnP] Ship Project - Magical Items Created

Scott Adams longshot at cybermax.net
Wed Aug 23 04:40:31 CEST 2006


   * Created Magical Items

        These items are found in some cities around the Perilous Lands.
     They are created by wizards who love the sea or by merchants who wish
     to benefit from sale of such items for sailors.  The chance of finding
     such items in a typical city depends on the magical culture bias and
     supply and demand.  If the culture hates magic the chance to find
     the particular item is halved and prices are tripled.  

     A. Grogo Bait - Animal
        This is already magical worms that are only found in the Lower
     World.  Those lucky to obtain a supply of these can sell them for
     fishermen.  They do not live long in the Middle World so can't be
     transplanted.  These worms are so delicious to Middle World fish
     they will 99% of the time go for the bait.  This makes fishing
     almost a certain thing.  These worms are purple in color and tend
     to be 3-5 inches in length.  They are harmless to anyone who touches
     them.  They must be preserved in the dirt they were naturally found
     in to survive more than a month in the Middle World.  If not used
     within that month they will die.  These worms are used by the simple
     fisherman who do it for fun.  The price may be too much for mass
     commercial fishing for most. Sports fishermen have been known to cheat
     by using this special worm for contests.  These worms tend to last
     three days in the middle world.  After that D10 Worms per day will
     die automatically.  No preservation method or magic has been found
     yet to stop this.  Dead worms are worthless as normal dead worms
     (they do not have the magical effect to catch fish).
        Average Price - 1 CC per box of 50 Worms
        Available Chance - 5-10% most civilized cities

     B. Ji Fey Stone - Gem
        These gems, Carsanite, are only found in the deepest caverns and
     mines in only a few places in the Perilous Lands.  One such place
     was Katai where a powerful wizard named Ji Fey found the benefit of
     the stone.  By itself the stones are worthless on the gem market since
     they are a pure gray glass like stone and usually cloudy (even the
     large and flawless kind).  This ugly gem doesn't sell on the market.
     But when placed in a firepot for 24 hours the stone darkens.  Ji Fey
     then placed a Combustion permanent magic spell on it or uses a
     firepot with that spell already built into it.  After 24 hours and
     the slightly modified combustion spell is placed in the stone the full
     benefit is found.  When this stone is touched by open skin it will
     begin to glow a grayish red.  It does not become hot to the touch.
     But those who use the stone will find it drains all water within EL+1
     feet of the stone.  This drying nature is almost instant depending on
     the amount of water.  The EL is the enhancement spell of the magic-user.
     Sailors often find this stone to be useful in that it will dry them
     off completely.  So if a sailor is wet from cold storms or going
     overboard in cold water this stone helps out greatly. The creation
     process of this stone is now common and found in many market places.
     The only problem is this water drains everywhere around the person
     holding the stone.  So drinking water and mugs of ale goes away.
     This drains all moisture not just water including wet mud, ale, beer
     and so on.  Normal use of the item applies as per the Permanent Magic
     rules.  For the person to use the ability it must be touched.  It will
     not do anything if wrapped up in a cloth for example.  The drawback
     is that the person's own moisture can dry off from his skin and so he
     should drink some water to replenish his body. 
        Average Price - Normal magical item price rules apply.
        Available Chance - 10-15% most civilized cities

     C. Luminous Lanterns  
        A open torch or lantern can be dangerous on a ship due to fires.
     These lanterns use a magical spell with luminous sea plants.  Once lit
     they will remain lit for MEL+EL hours.  To re-light them one only
     needs to use some fire on the plant again.  The material in the
     lantern lasts for MEL+EL weeks.  The advantage of these lanterns to
     normal lanterns is that if they are knocked over on a ship they will
     not ignite and spread fire like oil lanterns.  They may continue to
     shine but they will do nothing further to the ship.  Thus the chance
     of fire is gone.  The light from these lanterns is 75% of most normal
     lanterns but the advantage is worth it.  Most ships that can afford
     to buy these lanterns will.  Most folks on the land will not due to
     their price.  In fact these are not found or sold deep inland since
     they cater to the sailor niche.  The additional 2 CC in price is
     for the actual lantern holder of the plant.  Some are simple with
     a string, hook and a flat open surface.  Others are ornate and
     decorated with boxes of sea creatures or gods.  
        Average Price - Normal magical item price rules apply + 2 CC.  
        Available Chance - 10-15% most civilized cities

     D. Spotlight - Gem
        This item is cone shaped about the size of a human fist.  At the
     base of the cone is a Star Ruby.  The cone is usually a wooden
     configuration or metal.  The cone can be mounted on something or held
     by a person.  With the ruby in place and another Light Power permanent
     magic spell on it the effects are seen.  It creates a solid form of
     light that acts like a spotlight as for the Light spell at the MEL+EL
     of the creator.  Sailors use this item to navigate fog banked waters
     or to brighten things in some situations like when pirates attack a
     ship.  Stone has to be touched to be used.  This is usually done by
     placing the palm on the back of the cone where the gem is or by
     pressing the thumb on it while holding the cone with a pistol like
     grip.  While the light is white some sailors and wizards have
     made ways to make different colors.  Some simple tricks like placing
     a color thin cloth over it can display other colors but at less of
     its overall effect.  Sailors use the various colors for signals to
     other ships.  
        Average Price - Normal magical item price rules apply + price
           of the Star Ruby at current market prices plus 3-5 CC for the
           metal or wood cone. 
        Available Chance - 1-3% some civilized cities

     E. Balance Chain
        This simple metal chain has been magically enhanced to gain
     Dexterity benefit plus to gain a Balance Effect.  People who wear
     these chains will have balance on a ship without the Seaman skill.
     Instead of the 50% reduction as per the Seaman skill those who wear
     the chain will suffer only 50-(ELx10)%.  Thus a wizard with EL5 spell
     can make chains that suffer no reductions.  These are popular for
     visitors on ships.  Those on the land have been known to use these
     for workers on high places like construction of tall buildings or
     balance for horses.  But such uses aren't as common as they are on
     ocean going ships.  
        Average Price - Normal magical item price rules apply.
        Available Chance - 10-20% most civilized cities

     F. Magical Spyglass
        Those who can see the enemy before they are seen themselves will
     always have the advantage.  Therefore sailors use common spyglasses to
     view the ocean for dangers.  In this case the magical spyglass is just
     like a normal spyglass but uses the MEL+EL of the spell as the Sensory
     Power - Sight spell.  This increases the range and detail of the
     spyglass.  A wizard will have to invoke the Sight spell onto the
     glass and make it from scratch.  
        Average Price - Normal magical item price rules apply + cost
           of the spyglass materials. 
        Available Chance - 20-25% most civilized cities

     G. Navigator's Star
        Using a Detection spell on a specially created needle to get the
     full effect.  The needle is placed in a simple round object the size
     of a thimble or larger.  It will also point north for the sailor who
     uses it.  There is no limits on the use of this item it will never
     stop.  A normal compass is fine but in places where electromagnetic
     effects interfere with them this is a must have.  Some wizards
     can instead of placing True North place a specific location on the
     item as well.  For example, a wizard could place Sivas city on it
     to always point to Sivas no matter where.  The location must be
     known to the wizard.   This only points to general locations not
     specific items.  So a city, town or True north.  Not to where
     a warehouse is located.  
        Average Price - Normal magical item price rules apply.
        Available Chance - 50-60% most civilized cities

     H. Locator Ball
        This metal ball is connected a tiny metallic chain that is only so
     big it can be held by a person's hand.  This stone is often used by
     pirates to hide treasure.  It will determine the location of hidden
     treasure on maps.  To activate the stone should be placed in a cup of
     water for one minute.  Then the person who wishes to use it will touch
     it.  At this point he should hold it in his hands and concentrate on
     where he has hidden treasure.  The stone will imbue the location in
     its magic.  Later the person who activated the stone only needs to
     hold the stone above a map and it will glow where the treasure is when
     the ball is directly over the spot.  It can do this for EL (creator's
     EL in the spell) maps.  For example a wizard who makes a MEL3/EL3
     Locator stone can use it for 3 maps.  This means he can use it on a
     large map that shows coastline 500 miles in area. Then a smaller one
     within 20 miles.  Lastly the stone can then be used to locate on a
     3rd map that is within a 200 square feet area. The ball allows the
     user to locate his hidden treasure without making any map marks or
     notes.  Only those who activate the stone can use it for that set
     of treasure.  If the stone is stolen by a thief it won't reveal the
     treasure location.  The person must concentrate in using the stone
     so must be alive.  This only locates a single item or group of items.
     It will not reveal general objects like a city or person.  The effect
     is normal for a group of items (usually one set of treasure buried).
     But if the person wishes to use it for a single item the range is
     doubled.  The base range is (EL+1)x100 miles for a map range.  So
     a EL3 Stone only can detect within a 400 specific diameter.  A
     detection spell is invoked on the chain.  
        Average Price - Normal magical item price rules apply + 1 CC (chain)
        Available Chance - 3-5% some civilized cities, many pirate havens

     I. S'Kor - Plant
        This plant grows naturally in the mountains of Iravoy.  Natives
     learned of the benefit of this plant centuries ago when they took
     the plants indoors.  This plant has no enhanced form but will naturally
     soak in bad odors, smells and some forms of limited gas.  It will
     then convert it to oxygen and a fresh smell.  Plants do this already
     but this plant seems to do it 300% better.  Sailors use this plant for
     their holds where packed rowers and passengers can get a bit smelly.
     This plant will freshen the air as if there was no odor there.  The
     plant will last for 3 weeks with limited water before it dies and
     has to be replaced.  Some lucky people have been able to transplant the
     plant from Iravoy with limited success.  Ticasi is one such place where
     they are studying this plant.  In order to help sell the plant the
     Iravoy merchants have created a myth that this plant also serves as
     good luck on ocean trips and so sailors believe it.  The range the
     plant soaks in is (EL+1)x10 cubic feet (radius).  
        Average Price - 5-10 CC
        Available Chance - 15-20% in Iravoy, 5-10%  Ticasi, 2-3% elsewhere

     J. Preserver Ring
        When a sailor goes overboard rescue is critical especially in high
     active or stormy seas.  Over the centuries sailors have learned of
     items to help rescue like ropes and items that float.  Magic users and
     merchants have helped in this area by creating a magical preserver.
     It is the shape of a circle where a body can fit inside it.  It is
     made of cloth wrapped around a thin wood material which is known to
     float.  The creators cast a floating spell so it does not sink.  They
     then cast another spell which makes the item unique.  When a person
     touches the ring and is in water it will glow.  This glow can be seen
     for half a mile away even in rough seas.  It can be seen in heavy fog
     up to about 500 feet.  This unique feature lets rescue be faster in
     case a overboard person gets separated from his ship.  The glow
     will last (EL+1)x12 hours before it fades 10% per hour till its gone.
        Average Price - Normal magic item rules apply + 5 CC for material.
        Available Chance - 15-20% in most ports

     K. Ronas Carving
        This wood carving is usually a hand held wooden statue which is
     placed in the front of a ship on a shelf or deck.  It has magic placed
     on it which gives it the benefit of detection.  When held it will
     allow the person holding it to detect sandbars, reefs and other
     obstructions (coral, sunken ships, etc.).  It is used mainly at night
     when its too dark for visual contact.  The person holding it will
     detect how far out ((EL+1)x3 hexes) in front of him the structure is.
     It will also give him the sense of how big and deep it is under the
     water.  Thus the sailor can determine if the ship is able to sail in
     that direction safely.  This stone is used for harbors and rivers
     where navigation may not be known to the sailor.
        Average Price - Normal magic item rules apply + 1 CC for carving. 
        Available Chance - 40-45% most cities. 

     L. Land Locator
        This object is usually shaped in the form of a chain with object
     or statue.  It has a detection spell placed on it which will detect
     the location of land.  It will glow when land is near the ship within
     (EL+1)x5 miles of it.  In order to then learn the direction of that
     land it must be held.  Where the land is located and the person is
     facing that direction it will get slightly warmer.  This is useful
     when ships get lost from storms or sailing at night.
        Average Price - Normal magic item rules apply 
        Available Chance - 20-30% most cities. 

     M. Camas Bags
        These hand sized cloth bags are the poor man's version of Blue
     seaweed.  Inside is a dye which is made from a Lemasan bug which
     gives off a dye like substance.  When thrown in the water and broken
     open it will repel harmful sea creatures like sharks within 1 hex
     of the dye bag.  The bag is solid enough to contain the dye while
     keeping it until needed.  It is usually cut open or opened by a tie 
     string.  The dye only lasts 5 minutes in the water before it starts
     to lose its punch.  The drawback is strong currents will move the
     dye away so it has to be used at the most critical time.
        Average Price - 3 BB per bag
        Available Chance - 60-70% Lemasa, 25-30% in most other cities 

  ------------------------------------------------------------------------
                                   Summary
                
     Item            Type    Price    Avail.       Notes                       
  Grogo Bait        Animal 1 per 50    5-10% Catches fish 99% of the time.
  Ji Fey Stone      Gem    Normal     10-15% Drains water within EL+1 feet
  Luminous Lanterns Plant  Normal+2CC 10-15% Plants light up the area
  Spotlight         Gem    Normal +X   1-3%  Shines bright light from cone
  Balance Chain     Metal  Normal     10-20% Balances 50-(ELx10)% effect
  Magical Spyglass  Metal  Normal +X  20-25% Sight spell effects
  Navigator's Star  Metal  Normal     50-60% Finds North or City/Town
  Locator Ball      Metal  Normal+1CC  3-5%  Finds item in (EL+1)x100 miles
  S'Kor             Plant  5-10 CC     2-20% Takes away bad odors to Oxygen
  Preserver Ring    Wood   Normal+5CC 15-20% Floating ring and glows
  Ronas Carving     Wood   Normal+1CC 40-45% See reefs, etc. (EL+1)x30 feet 
  Land Locator      Metal  Normal     20-30% Find land within (EL+1)x5 miles
  Camas Bags        Animal 3 BB per   25-70% Repels harmful sea animals









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