Category:Magic Items: Difference between revisions
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'''Magic items''' are items that can be activated to cast spells. Common types of magic items include [[wand]]s, [[potion]]s, and [[scroll]]s. |
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[[Magic Item Use]] (MIU) is the primary skill required for these items (except scrolls), which determines how easily they can be activated and how effective each activation will be. [[Arcane Symbols]] (AS) is the skill used for scrolls. |
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Magic items may respond to one of the following verbs: {{mono|[[TAP]]}}, {{mono|[[RUB]]}}, {{mono|[[WAVE]]}}, {{mono|[[RAISE]]}}, {{mono|[[EAT]]}}, {{mono|[[DRINK]]}}, {{mono|[[INVOKE]]}}. |
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The {{mono|TAP}}, {{mono|RUB}}, {{mono|WAVE}}, and {{mono|RAISE}} commands all require MIU skill in order to activate the magic item. {{mono|TAP}} requires the fewest ranks, followed by (equally) {{mono|RUB}} and {{mono|WAVE}}, while {{mono|RAISE}} requires the most ranks. |
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{{mono|EAT}} and {{mono|DRINK}} do not require a skill check. |
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The {{mono|INVOKE}} command is used for scrolls, requiring AS skill. |
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== Charges == |
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{{main|Charge (magic)}} |
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Magic items have a limited number of times they can be activated, or '''charges''', before the magic is exhausted. Some items will [[crumbly|crumble]] into dust and be permanently destroyed when they are out of charges. Depending on the item, it may be possible for a [[wizard]] to add charges with [[Charge Item (517)]]. |
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Scrolls have their own special recharging system, available to [[sorcerer]]s with [[Scroll Infusion (714)]]. |
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== Imbedding Spells == |
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Magic items can come in several states: already imbedded with a spell, blank and ready to be imbedded, or blank and requiring additional preparation. |
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The common types of magic items found in the [[treasure system]] or purchased from [[:Category:Alchemist Shops|town alchemists]] are imbedded with known spells: for example, an [[iron wand]] found on a creature will always contain the spell [[Minor Shock]]. If an item is not one of the known common types, it may still be revealed to be magical through bardic [[loresinging]] or the spell [[Elemental Detection (405)]]. The [[Abandoned Inn crystal]] near Wehnimer's Landing may also help in identifying the item. |
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Blank items can have spells imbedded into them with the [[Magic Item Creation (420)]] spell. Certain items may need to be prepared with a [[grot t'kel potion]] before imbedding. [[Ranger]]s can create blank magic items with the [[Imbue (614)]] ability. |
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Magic items can also be created by [[Holy Receptacle (325)]] or through the [[alchemy]] system. |
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[[Category:Magic]] |
[[Category:Magic]] |
Revision as of 20:59, 21 July 2017
Magic items are items that can be activated to cast spells. Common types of magic items include wands, potions, and scrolls.
Magic Item Use (MIU) is the primary skill required for these items (except scrolls), which determines how easily they can be activated and how effective each activation will be. Arcane Symbols (AS) is the skill used for scrolls.
Using Magic Items
Magic items may respond to one of the following verbs: TAP, RUB, WAVE, RAISE, EAT, DRINK, INVOKE.
The TAP, RUB, WAVE, and RAISE commands all require MIU skill in order to activate the magic item. TAP requires the fewest ranks, followed by (equally) RUB and WAVE, while RAISE requires the most ranks.
EAT and DRINK do not require a skill check.
The INVOKE command is used for scrolls, requiring AS skill.
Charges
- Main article: Charge (magic)
Magic items have a limited number of times they can be activated, or charges, before the magic is exhausted. Some items will crumble into dust and be permanently destroyed when they are out of charges. Depending on the item, it may be possible for a wizard to add charges with Charge Item (517).
Scrolls have their own special recharging system, available to sorcerers with Scroll Infusion (714).
Imbedding Spells
Magic items can come in several states: already imbedded with a spell, blank and ready to be imbedded, or blank and requiring additional preparation.
The common types of magic items found in the treasure system or purchased from town alchemists are imbedded with known spells: for example, an iron wand found on a creature will always contain the spell Minor Shock. If an item is not one of the known common types, it may still be revealed to be magical through bardic loresinging or the spell Elemental Detection (405). The Abandoned Inn crystal near Wehnimer's Landing may also help in identifying the item.
Blank items can have spells imbedded into them with the Magic Item Creation (420) spell. Certain items may need to be prepared with a grot t'kel potion before imbedding. Rangers can create blank magic items with the Imbue (614) ability.
Magic items can also be created by Holy Receptacle (325) or through the alchemy system.
Pages in category "Magic Items"
The following 54 pages are in this category, out of 54 total.