Magic Item Powers

More Powerful that Spells
The powers listed here would unbalance some games if implemented as PC-learnable spells. Scrolls, potions, and items with charges, however, can allow PCs limited access to more potent magics.

Healing Powers
These powers add dice to the healing roll and, when all wounds are healed, each remaining victory counts as 3 normal days for purposes of LTD.

== BELOW IS OLD UNEDITED TEXT

Types of Magic Items
Magic items can be scrolls, magical potions, permanent items with limited charges, etc. They can be found as treasure, can sometimes be purchased, and can possess powers which would unbalance the game if they were more frequently available. In addition to the powers below, magic items may possess the powers of most spells.

This page does not list specific ratings and prices of magical items, as these may vary by campaign. You should keep a list of ratings and prices for items which you introduce into your campaign.

Scrolls
Scrolls consist of arcane symbols inscribed on fine parchment. General literacy is not necessary to use a scroll, but the user must be able to recognize and pronounce the 2 or 3 primary symbols, and must understand the purpose and effect of the scroll's power.

Magical Potions
In size and weight, magical potions are like herbal potions. Each magical potion has a "rank" consisting of the number of dice used for its Action Roll. The default rank of potions is 10 dice.

Tatoos
Magical Tattoos These tattoos act as single use magical items.

Triggered Powers
Summon Guardian: Guardian appears if anyone attacks you while you are unconscious. Roll as defense against all attacks. Dice based on price. Neutralize Poison: Removes lingering poisons and protects for a duration based on price. (1 day/VSD) Mirror Image: Creates a second you under your control and with all your abilities, except that you cannot both cast a spell in the same round. Duration based on price. Also any Crimson Spell and any Golden Spell which you are eligible to learn.

Item equivalents of Arcane Cloak, Arcane Armor, and Magic Weapon, 1 use, +10 dice.

Item equivalent of Darkmist, 1 use, five minute duration, 20 dice.

Items can be activated (equipped) before combat or at end of any round.