Using & Identifying Magic Items
Magic items follow the rules for the spell(s) they contain. Many give the user the power to cast the spell – perhaps only on himself, possibly on any subject. Some are usable only by mages; that is, they only work for users who possess Magery. If an item has any “mage only” effects on it, only a mage may use the item’s powers.
Using a Magic Item
A spell’s description will explain if it can be placed into a magic item. Unless specified otherwise:
• There is no ritual. The user just wills the item to work.
• Casting time is as described for the spell. High Power doesn’t affect this.
• Energy cost is the same as for a normal casting of the spell. High Power does not affect this (but the Power spell does – see p. 57).
• Determine success normally. Use the item’s Power as the caster’s base skill and apply all the usual modifiers for the kind of spell being cast. Power is at -5 in low-mana areas. A Resisted spell allows a normal resistance roll; use the item’s modified Power as the caster’s skill in the Quick Contest.
• Only one person at a time can use the item. If two people attempt to use it, only the first to touch it can use it. If one can’t use it – for instance, the item is usable only by mages and he lacks Magery – his touch doesn’t count.
• All other effects are as usual for that spell.
Identifying Magical Items
The new owner of a magic item may not immediately learn its powers. “Always on” items (see below) or items with Link spells are the easiest to figure out. Other items will not work until they are willed to do so, and the user must will the correct effect. Thinking “Do something!” at a magical item will not activate it.
Some effects (increased attributes, for example) are obvious once the item is activated. Others (water breathing, skill augmentation) will not be apparent until a situation occurs where they can take effect. In these cases, the GM should try not to drop too many hints about the item’s nature.
The Analyze Magic spell (p. 102) reveals any enchantments on an item.
“Always On” Items
Certain magic items are “always on.” For the item to work, the user must wear or carry it in the usual manner (a ring on a finger, a sword in a hand, and so on). These items don’t let the wearer cast the spell – they automatically cast the spell on the wearer at no energy cost.
If an arrow or dart is enchanted with hostile magic, it may be carried without harm; in this case, only a person stuck with the projectile qualified as “wearing” it. The effects continue until the item is removed by a successful Physician or First Aid roll (requires one minute) or is ripped out (doing the same damage that it did going in).
For all “always on” items, unless specified otherwise:
• Ritual, casting time, and energy cost are all irrelevant. The item does not let the wearer cast the spell – it puts the spell on him, at no cost, as soon as he wears or wields the item. An “always on” item can be designed to phase in its effects over a few minutes, so that the source of the effect is not obvious; this does not affect cost or difficulty, and is often used on hostile items intended as traps.
• The effects last as long as the item is worn or carried.
• All other effects are as usual for that spell. If the wearer desires (as in the case of an item with a bad effect), he may make a resistance roll against the item if the spell in question can normally be Resisted.