Magical Items
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                Staffs                                   cost of the fire dart with a successful
                                                         Fire Talent check. (500 ducats)
v Ho Lung Apprentice's Friend: an                      v Ho Lung Talisman of Protection:
  inexpensive staff that contains 3 FP                   one successful attack can be
  to be used for magic. The points                       deflected after damage is rolled. The
  regenerate at a rate of 1 per hour.                    talisman is broken afterwards. (500
  There are different variants of this                   ducats)
  staff, each good for one specific                    v Magische Gesellschaft Windtrad:
  school of magic only. (1000 ducats)                    This staff head grants you +2 on all
v Morgane & Cie Ami Magique: a                           Air Talent rolls. (500 ducats)
  mass produced staff of slightly better
  quality than the Appentice's Friend,                                Wands
  this staff is similar but can store 4
  FP. (1200 ducats)                                    Wands usually send out a tight beam
v Alphatian Custom Staff: disdained                    that must be aimed using the Wand skill
                                                       (DX/E, default is DX-3). A wand is used
  by patriots, this Alphatian import
                                                       up/broken after a critical failure of the
  can store 5 FP and regenerates 1 per
                                                       wand skill.
  30 minutes. (2000 ducats)
                                                       v McMortal Manufactory Bone
    Staff Enhancements                                     Dart Wand: This wand shoots small
                                                           bone darts at enemies. (Dam 2d-1
These items can be attached to a staff to                  pi+, Acc 1, Range 75/450, RoF 1,
grant it additional abilities. A staff may                 Rcl 2). (200 ducats)
only have one head, one grip, and up to                v Morgane & Cie. Ice Blow Wand:
three talismans.                                           popular amongst water and air
v Morgane & Cie Everburning                                elementalists, this wand shoots a
    chalice: This staff head is a chalice                  small ray of icey air filled with tiny
    that contains a flame that can be                      ice shrapnels, dealing both cold and
    turned off and on at will but does not                 piercing damage. (Dam 2d-1 pi- and
    require any fuel. It acts as a torch but               1d fatigue (hypothermia), Acc 2,
    can also help to avoid the fatigue
                                   Wands and Staffs
  Name                                         Price           Availability (Merchant Roll)
  Alphatian Custom Staff                       2.000           +2
  Ho Lung Apprentice's Friend                  1.000           +5
  Ho Lung Talisman of Protection               500             +3
  M&C Ami Magique                              1.200           +4
  M&C Everburning Chalice                      500             +5
  M&C Iceblow Wand                             400             +3
  Magische Gesellschaft Windrad                500             +3
  McMortal Man. Bone Dart Wand                 200             +5
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   Range 75/450, RoF 1, Rcl 2). (400                    v Magische Gesellschaft Springring:
   ducats)                                                This ring grants a +5 bonus to the
                                                          Jumping skill. (3000 ducats)
                 Rings                                  v Morgane & Cie. Anneau de
Magical rings are powerful items but                      Durance: This ring grants +3 to
have limited uses per day. They are very                  Hiking and +2 to Running. (4000
expensive and only powerful mages own                     ducats)
one or more. The maximum number of
rings a character can wear is two and                            Magical Armour
similar effects usually do not add up.                  Since dwarves are not well-received in
v Morgane & Cie. Anneau de                              Glantri, the elves of Belcadiz are the
    Invisibilité: This ring allows its                  prime source of magical armour. This is
    wearer to turn invisible for a total of             reflected in the fact that most pieces
    20 minutes, regenerating 1 minute of                available are light armour. Any plate
    use per hour not in use. (10000                     armour has its Availibility modifier
    ducats)                                             altered by -3.
v McMortal Manufactory Ring of                          There are several materials available to
    Elemental Resistance Model A:                       create magical armour from:
    There are four variants of this ring                v Fine Steel: This steel has been
    against different types of damage:                      treated so that it will hold
    burning, hypothermia, toxic, and                        enchantments. (mundane price x1.5)
    corrosion. Each variant grants DR 4                 v Mithril: The armour is made of
    against that particular type of                         mithril, which is lighter than other
    damage as a force field. (1000                          metals. Thus, weight is halved.
    ducats)                                                 (mundane price x3).
v McMortal Manufactory Ring of                          v Adamantium: The armour is made
    Elemental Resistance Model B: As                        of adamantium, an almost black
    Model A but with a higher level of                      metal. DR is increased by 1.
    resistance (DR 6). (3000 ducats)                        (mundane price x2)
v Magische Gesellschaft Kletter-                        v Abyssal Steel: This green alloy is
    ring: This ring grants a +5 bonus to                    very sturdy and resist magical
    the Climbing skill. (3000 ducats)                       effects. (+1 on all rolls to resist spell
v Magische Gesellschaft Schwimm-                            effects, mundane price x5)
    ring: This ring grants a +5 bonus to                v Pearl Island Steel: This alloy is
    the Swimming skill. (3000 ducats)                       very flexible, light, and durable. Its
                                              Rings
  Name                                         Price            Availability (Merchant Roll)
  Anneau de Invisibilité                       10.000           -2
  Durance (Hiking + Running)                   4.000            +5
  Elemental Resistance A                       1.000            +3
  Elemental Resistance B                       3.000            +1
  Kletterring (Climbing)                       3.000            +2
  Schwimmring (Swimming)                       3.000            +1
  Springring (Jumping)                         3.000            +2
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   manufacture is a secret of the                  v Cold Resistance: The armour is
   Thyatian Pearl Islands. The armour's                adorned with furs and pelts and
   weight is halved and DR is increased                grants +4 DR against hypothermia
   by 1. (mundane price x10)                           damage. (9000 ducats)
There are several magical effects which            v   Fire Resistance: The armour has a
may be added to a piece of armour.                     bright silver hue and grants +4 DR
However, the total of number of                        against burning damage. (9000
enhancements must not exceed 3.                        ducats)
Availability is the worst of all                   v   Glamered: The armour looks like a
enhancements as well as -2 for each
                                                       normal piece of clothing, unless a
enhancement after the first.
                                                       Per + Illusionism Talent roll -4 is
v Damage Resistance 1: The DR of                       made. (1000 ducats)
   the armour is increased by 1. (100              v   Arrow Deflection: The armour
   ducats)
                                                       grants an additional +4 DR against
v Damage Resistance 2: The DR of                       missile weapons. (9000 ducats)
   the armour is increased by 2. (400              v   Slick: This armour is somewhat
   ducats)
                                                       slippery and grants the advantage
v Damage Resistance 3: The DR of                       Slippery 5. (4000 ducats)
   the armour is increased by 3. (900              v   Braveheart: This armour grants
   ducats)
                                                       Fearlessness 3 and +1 DR for hits
v Damage Resistance 4: The DR of                       against the vitals. (4000 ducats)
   the armour is increased by 4. (1600
   ducats)                                                      Weapons
v Acid Resistance: The armour has a
   dull gray colour and grants +4 DR               As is the case for armour, these items
   against corrosion damage. (9000                 come mostly from the lands of Belcadiz
   ducats)                                         and thus any weapon not typically
                 Armour Materials And Enhancements
  Name                                    Price           Availability (Merchant Roll)
  Abyssal Steel                           x5              -3
  Acid Resistance                         9.000           +0
  Adamantium                              x2              +1
  Arrow Deflection                        9.000           +1
  Braveheart                              4.000           +1
  Cold Resistance                         9.000           -1
  Damage Resistance 1                     1.000           +3
  Damage Resistance 2                     4.000           +2
  Damage Resistance 3                     9.000           +0
  Damage Resistance 4                     16.000          -2
  Fine Steel                              x1.5            +8
  Fire Resistance                         9.000           +2
  Glamered                                1.000           -2
  Mithril                                 x3              +3
  Pearl Island Steel                      x10             -6
  Slick                                   4.000           +2
                                                                                   Page 3
associated with elves suffers from a -2              v Pearl Island Steel: This alloy is
to availability. There are several                       very flexible, light, and durable. Its
materials available to create magical                    manufacture is a secret of the
weapons from:                                            Thyatian     Pearl     Islands.   The
v Fine Steel: This steel has been                        weapon's weight is halved and
    treated so that it will hold                         damage is increased by 1. (mundane
    enchantments. (mundane price x1.5)                   price x10)
v Mithril: The weapon is made of                     There are several magical effects which
    mithril, which is lighter than other             may be added to a weapon. However,
    metals. Thus, weight is halved.                  the total of number of enhancements
    (mundane price x3).                              must not exceed 3. Availability is the
v Adamantium: The weapon is made                     worst of all enhancements as well as -2
    of adamantium, an almost black                   for each enhancement after the first.
    metal. Swinging crushing damage is               v Damage Enhancement 1: The
    increased by 1. (mundane price x2)                   weapon deals 1 additional point of
v Abyssal Steel: This green alloy is                     damage. (1000 ducats)
    very sturdy and resist magical                   v Damage Enhancement 2: The
    effects. While it does not offer any                 weapon deals 2 additional points of
    particular advantages for weapons, it                damage. (4000 ducats)
    is often considered a status symbol              v Damage Enhancement 3: The
    to own such a blade. (mundane price                  weapon deals 3 additional points of
    x5)                                                  damage. (9000 ducats)
                 Weapon Materials And Enhancements
  Name                                      Price            Availability (Merchant Roll)
  Abyssal Steel                             x5               -3
  Adamantium                                x2               +1
  Armour Piercing                           16.000           -3
  Attack Bonus 1                            1.000            +3
  Attack Bonus 2                            4.000            +2
  Bane                                      4.000            +0
  Damage Enhancement 1                      1.000            +3
  Damage Enhancement 2                      4.000            +2
  Damage Enhancement 3                      9.000            +0
  Damage Enhancement 4                      16.000           -2
  Defender                                  4.000            +1
  Fine Steel                                x1.5             +8
  Mithril                                   x3               +3
  Pearl Island Steel                        x10              -6
  Returning                                 1.000            +4
  Snakebite                                 16.000           -4
  Vampirical                                9.000            -1
  Vorpal                                    9.000            -2
  Wounding                                  9.000            -3
                                                                                        Page 4
v Damage Enhancement 4: The
    weapon deals 4 additional points of
    damage. (16000 ducats)
v   Bane: The weapon deals 1d6
    corrosion damage as follow-up when
    used against a particular creature
    category (pick one from the Creature
    Catalogue). (4000 ducats)
v   Snakebite: The weapon deals 1d6
    toxic damage as follow-up. Unless a
    HT save is made or an anti-toxin is
    applied, there will be an additional
    1d6 points of damage per minute.
    (16000 ducats)
v   Attack Bonus 1: The skill of the
    wielder is increased by 1 for attacks.
    (1000 ducats)
v   Attack Bonus 2: The skill of the
    wielder is increased by 2 for attacks.
    (4000 ducats)
v   Defender: The weapon grants a +1
    to parry rolls. (4000 ducats)
v   Returning: This enhancement can
    only be applied to thrown weapons,
    which will return to the hand of the
    thrower after 1 second, i.e., they can
    be thrown every other round. (1000
    ducats)
v   Vorpal: When applied to a weapon
    dealing cutting damage, the damage
    multiplier for neck hits is increased
    to x4. (9000 ducats)
v   Wounding: Wounds caused by this
    weapon are treated as if the target
    had Hemophilia. (9000 ducats)
v   Vampirical: For every 3 points of
    damage the weapon deals (rounding
    down), the wielder heals 1 HP.
    (9000 ducats)
v   Armour Piercing: DR is halved for
    the purposes of damage penetration.
    (16000 ducats)
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