Magic item: Difference between revisions

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:''<span class="dablink">This article is about items that can be activated to cast magic spells. For items that can be worn for persistent magic effects, see [[enhancive item]].</span>''
Any item which initiates a magical [[spell]] or effect when activated can be considered a '''magic item'''. This includes but is not limited to [[wand]]s & [[wand|rods]], [[potion]]s, jewelry such as rings & amulets, and various crystals & [[gem]]s. The primary skill associated with them is [[Magic Item Use]]. Usually, items contain basic spells which characters are capable of learning, but some objects have been known to possess magic which cannot be learned by any [[profession]].


'''Magic items''' are objects that can be activated to cast spells. Common types of magic items include [[wand]]s, [[potion]]s, [[scroll]]s, crystals, and trinkets. The primary [[skill]] required for these items is [[Magic Item Use]], which generally determines how easily they can be activated and how effective each activation will be. Scrolls instead use the skill [[Arcane Symbols]].
== Obtaining a Magical Item ==


== Types of Magic Items ==
Magic items can be created by players, purchased at merchant shops and festivals, or found via the [[treasure system]]. Certain ones will also possess the capability to have their [[Recharge|charges restored]], and others simply [[crumbly|crumble]] once the magic is depleted.


Magic items can come in several states: already imbedded with a spell, blank and ready to be imbedded, or blank and requiring additional preparation.
=== Identifying a Magical Item ===


Most 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.
Various items found in the treasure system could potentially be magical items. To determine if a rare or uncommon item has a related magical effect, one of two methods can be used. Some items do not yet have a magical effect, but are capable of having one bestowed upon them. Both methods will determine if the item does currently, or can potentially become magical.


"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.
'''[[Elemental Detection (405)]]'''


Magic items can also be created by [[Holy Receptacle (325)]] or through the [[alchemy]] system.
The most common but least detailed option. [[CAST (verb)|Casting]] this spell upon an item will inform the caster of its magical status. Note that it is particularly difficult for a character to identify the magic within an item if they do not have personal knowledge of it.


[[Scroll]]s are a special type of item which contains multiple spells. The user can choose to [[INVOKE]] any of the spells on a scroll.
'''[[Loresinging]]'''


== Activation ==
Practically anything can be learned about an item from having a [[bard]] sing to it, including its magical status. Though this service is available from player characters, it can be challenging to find a bard both willing and skilled at this task.


Magic items may respond to one of the following verbs: [[TAP]], [[RUB]], [[WAVE]], [[RAISE]], [[EAT]], [[DRINK]], and [[INVOKE]].
=== Creating Magical Items ===


The TAP, RUB, WAVE, and RAISE commands all require the [[Magic Item Use]] (MIU) skill in order to activate the magic item. TAP requires the fewest ranks, followed by RUB and WAVE, and finally RAISE requires the most ranks.
Vessels for potential magical items can be crafted by a [[ranger]] with knowledge of [[Imbue (614)]]. They may also be purchased or discovered as treasure. In some cases, an object will require treatment from a [[grot t'kel potion]] in order to have magic placed within.


The EAT and DRINK commands do not require Magic Item Use in order to activate a magic item.
'''[[IMBED (verb)|Imbed]]'''


The INVOKE command is used for [[scroll]]s and requires the [[Arcane Symbols]] skill instead of MIU.
[[Magic Item Creation (420)]] can be used to fill an object with magic known to the caster.


== Charges ==
'''[[Holy Receptacle (325)|Bless]]'''


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.
[[Cleric]]s using [[Holy Receptacle (325)]] can place known magic into an object.


Each item may or may not be [[recharge]]able by wizards using the [[Charge Item (517)]] ability (colloquially referred to as "mage rechargeable" or "MR" items), or by special NPC merchants. Among the various merchant services, this is somewhat uncommon and particularly sought after. A GM will be able to charge any item, whether or not it is typically rechargeable by Charge Item. If it is not mage rechargeable, the cost will be significantly higher and the recharged item will hold fewer charges at the end of the process.
'''[[Alchemy]]'''


There is a location at [[Melgorehn's Reach]] which allows one to charge most common magical items (with some risk of destroying the item in the process).
Many wands and potions can be created by the pure magic-using profession guilds through alchemy.


Scrolls have their own special recharging system, available to [[sorcerer]]s with [[Scroll Infusion (714)]].
== Using Magical Items ==


=== Activating Magical Items ===
== Common Magic Items ==
{{main|Magic Item Use}}
A character initiating an activation attempt will trigger a comparison of the character's appropriate [[skill]]s and [[statistic]]s, versus the difficulty of activating the particular spell or effect. Some items, particularly edible ones, do not require any skill check to be used.


:''See the '''[[Magical Item Guide]]''' for more information on the most common types of magic items.''
=== Recharging Magical Items ===
{{main|Recharge}}
Typically, the magic within items is limited to a certain number of [[charges]]. Each use of the item will deplete one charge. When there are no more charges, the item will no longer activate. Some items can have charges added to them. There are a number of ways to add charges to magical items, extending their usable lives.

'''[[Charge Item (517)]]'''

Only certain items can have charges added to them by this spell. These are generally common magical items found in the treasure system. Some rare and unique items can be charged with this spell, but being in the minority they are highly valued and sought after.

'''[[Merchant|Charging Merchant]]'''

Occasionally one of the GM merchant characters will offer the service of charging items. Among the various merchant services, this is somewhat uncommon and particularly sought after. A GM will be able to charge any item, whether or not it is typically rechargeable by Charge Item. If it is not mage rechargeable, the cost will be significantly higher and the recharged item will hold fewer charges at the end of the process.

'''[[Melgorehn's Reach recharging|Melgorehn's Reach]]'''

There is a location near [[Wehnimer's Landing]] which allows one to charge most common magical items.

== Common Magical Items ==
{{main|:Category:Common Magical Items}}
Some of the magical items commonly found within [[Elanthia]].


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* [[White flask]]
* [[White flask]]
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== Enhancives ==

{{main|Enhancive item}}

Unlike normal magic items that require activation, '''enhancive items''' confer a persistent bonus whenever they are equipped. These include the badges issued by the [[Adventurer's Guild]] and "[[Fusion]]" armaments.

==Guide==
*[[Magical Item Guide]]


[[Category:Magic]]
[[Category:Magic]]

Revision as of 18:52, 16 April 2017

This article is about items that can be activated to cast magic spells. For items that can be worn for persistent magic effects, see enhancive item.

Magic items are objects that can be activated to cast spells. Common types of magic items include wands, potions, scrolls, crystals, and trinkets. The primary skill required for these items is Magic Item Use, which generally determines how easily they can be activated and how effective each activation will be. Scrolls instead use the skill Arcane Symbols.

Types of Magic Items

Magic items can come in several states: already imbedded with a spell, blank and ready to be imbedded, or blank and requiring additional preparation.

Most 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.

Scrolls are a special type of item which contains multiple spells. The user can choose to INVOKE any of the spells on a scroll.

Activation

Magic items may respond to one of the following verbs: TAP, RUB, WAVE, RAISE, EAT, DRINK, and INVOKE.

The TAP, RUB, WAVE, and RAISE commands all require the Magic Item Use (MIU) skill in order to activate the magic item. TAP requires the fewest ranks, followed by RUB and WAVE, and finally RAISE requires the most ranks.

The EAT and DRINK commands do not require Magic Item Use in order to activate a magic item.

The INVOKE command is used for scrolls and requires the Arcane Symbols skill instead of MIU.

Charges

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.

Each item may or may not be rechargeable by wizards using the Charge Item (517) ability (colloquially referred to as "mage rechargeable" or "MR" items), or by special NPC merchants. Among the various merchant services, this is somewhat uncommon and particularly sought after. A GM will be able to charge any item, whether or not it is typically rechargeable by Charge Item. If it is not mage rechargeable, the cost will be significantly higher and the recharged item will hold fewer charges at the end of the process.

There is a location at Melgorehn's Reach which allows one to charge most common magical items (with some risk of destroying the item in the process).

Scrolls have their own special recharging system, available to sorcerers with Scroll Infusion (714).

Common Magic Items

See the Magical Item Guide for more information on the most common types of magic items.