Showing posts with label Marketplace of Magic. Show all posts
Showing posts with label Marketplace of Magic. Show all posts

Tuesday, September 24, 2013

Mundane Items: The Metalogicon

Written in the Ninth Age, the Metalogicon is one of the great works of the central Thyrnessan period. It is a modern interpolation of a more ancient work which collates and analyses diverse philosophies from Aellon and Miles but focusing mostly on the application of logic itself to various philosophical schools. The main elements come from Avaridus' codification of logical systems, but the work itself was authored by a Quilian monk of the city of Miles named Theolendus.

Widely considered to be sacrilegious in its contestation of many details of the so-called revealed mysteries of Orijen and Aeldus (in the record of Hierian faith known as the Scroll of Law), Theolendus Gravus was eventually expelled from his order and forced to live in exile in a land more accepting of his analysis—namely, High Aellon itself. He spent the rest of his days living in Chimeros and dwelling amongst the books rescued from the fall of Byblos.

While not a magical manual (like the Tehkne manuscripts of the Old Empire), the intense study of the Metalogicon can provide one with benefits beyond normal reading. Indeed, anyone who takes the time to read a copy of this revered book and study it over the course of three months can purchase (at no slot cost) the new proficiency Logic (Int -3) which, when checked against, allows the character to make one test or proficiency check as though their wisdom were actually 2 points higher.

Wednesday, September 12, 2012

Magic of Miles, Vol. V


These are the last of the magical items I have prepared for the Milean Empire. I know there's been a lot of these recently, so I promise this will be the last one of the month!

Travel Charm

xp value: 200
gp value: 800+

Travel charms were first created by the Sacred Heralds in the dark ages after the Fall. During the long decline of Miles, the roads became more and more dangerous to travel and the Heralds turned to the nascent Poor Knights of Vaela for assistance. Together the paladins of Vaela and her Sacred Heralds created the first Travel Charms that can now be found all throughout the communities of pilgrims, wanderers, and merchants.

Travel charms come in a variety of shapes but the most common is a blank shield with a tall staff behind it. They are most commonly made of silver though it is not unheard of for them to be made of gold or even electrum. They are almost always worn as pendants with a small minority having been created as broaches and cloak pins.

The affects of travel charms are minor but useful. They grant a +1 bonus to all saving throws, a +1 bonus when checking to see if the character is surprised (as the charm helps prevent ambushes) and allow characters wearing them to find better paths, speeding their progress by 1d4 miles per day. These effects do not stack with multiple charms in a group and only one character can attempt to pathfind.

Xoantha Staff


xp value: 2,000
gp value: 20,000

Xoantha is a legendarily sacred wood that grows only in warm climes and was first cut upon the isle of High Aellon. Xoantha-wood is said to be the most magical of all trees and thus has classically served as the wood used in the most powerful staves and wands though, famously, the Wands of High Sorcery were actually not made of xoantha.

The xoantha staves to which this entry refers are neither the most powerful nor the most unique of the staves available to wizards. However, they were made with some frequency during the ancient and ancient-classical period and thus can be considered more distinctly Milean than more powerful and unique staves that were made in Miles, High Aellon, Llynder, or any of the other ancient and ancient-classical civilizations.

The xoantha staves of Miles are, like all wands and staves made of that legendary wood, knotted and twisted. The Milean schola and wizards of the dark ages that made these staves did not band them with gold, iron, or any other metal nor did they plane or pole them into lengths of wood straight as an arrow. As such, they are unsuitable for use as melee weapons and thus suffer a -1 penalty to-hit when wielded as normal staves.

However, a wizard wielding a xoantha staff has access to a number of powerful benefits that make up for this. Firstly, the staff can be used to create cantrips or unseen servants three times per day. Additionally, all saving throws against the spells cast by the wizard will suffer a -1 penalty. Dispel magic spells used by the wielder are cast as though they are two levels higher.

They can also be commanded to radiate light of any color by muttering the appropriate command words. This light appears hovering above the tip of the staff as a flaring heatless flame.

Lastly, charges can be expended to power the following abilities:

1 charge  -- Floating Disc
2 charges -- Dispel Magic (cast at 12th level)
3 charges -- lightning bolt

Tuesday, September 11, 2012

Magic of Miles, Vol. IV

It seems as though this series shall never end! Here's some more of the Milean magical items that you know you want! Don't worry, there's only one more to this series (at the moment).

Index Stone
xp value: 500
gp value: 1,500

These small stones, related to Ioun stones, are rounded and come in a variety of colors depending on their strength. They were originally created by the god Quilian Knowais and were given to his most favored gnomish servants. Many of these stones found their way beyond the borders of the empire and are now in the hands of Quilian monks, scholars, and priests of all kinds.

Index stones are the size of a skipping-stone and hover around their users head much like Ioun stones. They gather and collate data from the region around them and transfer the knowledge directly into the mind of their user. This informs the user exactly where (in each book, on each scroll, wherever) the exact piece of information they are looking for is located.

Note that the index stone cannot decode magical writing; however, it will inform the user where information is located even if they cannot themselves read it. It will not translate this information for the user. In addition, it is easily fooled by magical writing-traps and has a tendency to direct a seeker towards pages with those traps on them when they attempt to find information contained nearby.

Red Stone:  30 yards
Blue Stone: 60 yards
Yellow Stone: 100 yards
Orange Stone: 160 yards
Green Stone: 200 yards

Ring of the Scholars
xp value: 800
gp value: 5,000

These ancient rings were created by the imperial schola by their high magisters. The rings are made of jet and chased with gold and many of them contain a stone of some value. Like all magic rings, they change their size to fit any finger.

Each ring of the scholars contains a storehouse of knowledge equivalent to one obscure knowledge proficiency. Many of these are varying types of sage knowledge or ancient history though languages are common as well. As the ring is slipped onto the finger, this knowledge instantly becomes available to the character wearing it... however, once the ring is removed, the knowledge fades from the wearer's mind and the physical form of the wearer is wracked with weakness; they lose 1d4+1 strength and 1d4+1 constitution (but never fall under less than 1). These points return at the rate of 1 per hour.

Additionally, removing the ring immediately wipes the character's mind of all wizardly spells that have been stored in memory.

Semul-shield (Shield of the Charge)

xp value: 1,550
gp value: 10,000

These shields were first made in the dark ages after the fall of the Second Empire. They sprang up in the valley-kingdoms that succeeded the Second Empire during a time when local nobles were badly pressed by the violent circumstances of the imperial collapse. This was also the time that scholars posit the first semul statues were carved for noble houses and the art of heraldry came across the sea from Llyris.

Semul-shields can bear a plethora of heraldic devices upon their faces. Most have been repainted and repurposed since their original creation during the bloody dark ages, but those that are truly from that period can be identified by the strong aura of magic that surrounds them.

These shields blunt all attacks coming at their wielder from the direction in which the shield is borne (for example, from the front if the wielder holds it strapped to one arm, from the rear if strapped to the back, etc); all weapon damage from this direction is reduced by 1 point per die. Additionally, they provide a -2 bonus to AC and grant their wielders a passive 10% magic resistance.

Staff of Brass

xp value: 1,700
gp value: 13,000

Staves of Brass are very rare in this later age of the world though not as rare as their more powerful counterparts, the Staves of Iron. They were originally made by the dwarves and brought to Miles as gifts for the emperor and his court. They were replicated by dwarven smiths who stayed on in the city and a number of them were eventually made for Milean nobility and high officials.

The staves of brass are legendarily heavy, requiring a Strength 15 to wield properly. Everyone else attempting to use it suffers a -4 penalty to-hit. They act on speed 6 (as opposed to speed 4) and have no magical to-hit bonus; however, they deal double their dice in damage when they do land a hit. They are also filled with magical charges that can be expended to accomplish the following effects:

1 charge -- shatter (40' radius)
2 charges -- passwall (self only)
4 charges -- dig (once per day only)

Staff of Iron

xp value: 3,000
gp value: 30,000

Created by Hierian priests with dwarvish aid during the heyday of the empire, these relics are also known as the staves of law. They were modeled on the earlier staves of brass but vary from those dwarvish relics in many important respects. Firstly, they are constructed of a core of iron and wrapped with bands of gold which is itself inscribed with passages from the Scrolls of Law in ruby ink.

Secondly, these staves are magically light and can be wielded by just about anyone. However, if a chaotic character grabs one of these staves it deals 2d6 points of damage to them until they let it go. Many of the functions of the staff of iron can only be used by lawful priests, though lawful characters of other classes may still utilize some of their powers.

Staves of Iron deal 2d6 damage when they strike their opponents and count as magical weapons of the +2 variety. They have a +2 bonus to-hit and damage when wielded against chaotic enemies. Lawful priests receive the benefit of 20% magic resistance when wielding a staff of iron and may attempt to dispel hostile magic once per day -- in this case, the staff itself casts dispel magic at their command.


Wednesday, September 5, 2012

Magic of Miles, vol. I

I just landed a job the other day working at a startup that is going to call for long hours -- very long hours. I'm not sure what my schedule is going to look like in terms of the week, but I can imagine it will be at least 40-50 hours. That may cut into my ability to post up thoughtful essays, so I may have to reduce the number of them that I post.

On the other hand, I worked all night to bring you a multi-part series on magic items from the Milean empire! Here are the first four:

Ancient Lorica
xp value: priceless
gp value: 5,000+

These suits of banded armor have survived from the imperial period (generally the late empire). Whether they have been hidden in tombs or preserved by imperial nobility, the ancient pedigree of these suits alone makes an individual set at least as expensive as a Milean townhouse. What's more, many of these suits of armor were enscribed with ancient Maidic runes that can still be seen today in inks or etchings of blue, brilliant green, red, black, or white.

Those suits of the lorica antika that were enchanted can fetch upwards of eight thousand gold pillars on the open market. Their enchantments are generally not inconsiderable: the most common is a minor defensive magic (-2 AC bonus) and a boost in physical stature and appearance (+1 to Cha, maximum of 18).

Belt of the Blessed
xp value: 2,000
gp value: 6,000

These belts are common amongst the most powerful levels of Hierian priesthoods and some of the other clergy as well. Descending from the tradition of imperial office being strongly associated with belts (for example, knight's belts, official's belts, etc.), the belts of the blessed are ritual garments that can be bestowed upon heroes of the cult to mark them as particularly chosen by their deity.

The wearer of a belt of the blessed has the eyes of his god upon him at all times. Any time he prays for intervention there is a 5% chance that his deity takes notice (instead of the flat 1% chance). In addition, any spells cast by him or on him by priests of his faith have their maximum effectiveness. Of course, this attention means that his punishments for breaking the dictates of his faith are far more severe than others of his station.

Belts of the Blessed classically appear to be made from hammered gold and red copper, each panel depicting a scene from one of the myth-cycles of the relevant cult. Additionally, the buckle may be cast in the cult's holy symbol.

Monday, April 2, 2012

Marketplace of Magic: Sindabras Weapons

Today I've got an article from the Grognard that was the first in the Marketplace of Magic series, meant to parallel the Bazaar of the Bizarre, which deals specifically with a magical material known as Sindabras or elf-silver. Yes, it is unique to the 10th Age but only because I put it there. Anyone can use it for any reason in their settings; there's not even much to divorce from it, as I think most of these items would make good generics.

After the cut you shall find Hamish Letterfriend's article on elf-silver and several elf-silver weapons!