Forgotten Realms HERO


by Will Mistretta

Contents

Introduction
Part I: Racial Package Deals
Part II: Magic
Part III: Magic Items

Introduction

Welcome to my page detailing my campaign notes for running the Dungeons & Dragons game's Forgotten Realms setting in HERO System.

Back to Top...

Racial Package Deals

Presented here are a variety of package deals for the major non-human races of Faerun.

Dwarves

Gold Dwarf Package Deal

Ability:

+2 CON, Total Cost: 4 points
Infrared Perception, Total Cost: 5 points
Bump Of Direction, Limited Power: Only Underground (-1/2), Total Cost: 2 points
Power Defense (5 points), Total Cost: 5 points
LS: Longevity (x4 Lifespan), Total Cost: 2 points

Disadvantage:

-2 DEX, Total Cost: -6 points
-2" Running, Total Cost: -4 points
Distinctive Features: Gold Dwarf (Concealable), Not Distinctive In Gold Dwarf Lands, 5 points

Total Cost Of Package: 3

Gray Dwarf Package Deal

Ability:

+2 CON, Total Cost: 4 points
+2 Stealth, Total Cost: 4 points
Infrared Perception, Total Cost: 5 points
Bump Of Direction, Limited Power: Only Underground (-1/2), Total Cost: 2 points
Power Defense (5 points), Total Cost: 5 points
Mental Defense (5 points), Total Cost: 5 points
LS: Immunity (All Magical Poisons), Total Cost: 5 points
LS: Longevity (x4 Lifespan), Total Cost: 2 points
Invisibility: Invisibility To Sight Group, Gestures (Both Hands; -1/2), Incantations (-1/4), 1 Continuing Charge Lasting Five Minutes (Recovers Daily; -3/4), Concentration (-1/4), Limited Power: Invisibility Ends If User Attacks (-1/2), Total Cost: 6 points
Enlarge: Growth (+5 STR, +1 BODY, +1 STUN, -1" Knockback, x2 Mass), Gestures (Both Hands; -1/2), Incantations (-1/4), 1 Continuing Charge Lasting Five Minutes (Recovers Daily; -3/4), Concentration (-1/4), Extra Time (Full Phase; -1/2), Total Cost: 2 points

Disadvantage:

-2 PRE, Total Cost: -2 points
-2" Running, Total Cost: -4 points
Distinctive Features: Gray Dwarf (Concealable, Major Reaction, Not Distinctive In The Underdark), 10 points
Physical Limitation: Light Sensitivity (-2 To All Rolls In Bright Light) (Frequenty, Greatly Impairing), 15 points

Total Cost Of Package: 9

Shield Dwarf Package Deal

Ability:

+2 CON, Total Cost: 4 points
Infrared Perception, Total Cost: 5 points
Bump Of Direction, Limited Power: Only Underground (-1/2), Total Cost: 2 points
Power Defense (5 points), Total Cost: 5 points
LS: Longevity (x4 Lifespan), Total Cost: 2 points

Disadvantage:

-2 PRE, Total Cost: -2 points
-2" Running, Total Cost: -4 points
Distinctive Features: Shield Dwarf (Concealable), Not Distinctive In Shield Dwarf Lands, 5 points

Total Cost Of Package: 7

Elves

Drow Elf Package Deal

Ability:

+2 DEX, Total Cost: 6 points
+2 INT, Total Cost: 2 points
+2 PRE, Total Cost: 2 points
+2 PER With Sight Group, Total Cost: 4 points
Infrared Perception, Total Cost: 5 points
LS: Longevity (x16 Lifespan), Total Cost: 3 points
Power Defense (5 points), Total Cost: 5 points
Dancing Lights: Sight Group Images (3" Radius; +1/2), 1 Continuing Charge Lasting 5 Minutes (Recovers Daily; -3/4), Incantations (-1/4), Gestures (Both Hands; -1/2), Concentration (-1/4), Extra Time (Full Phase; -1/2), Set Effect (Up To Four Balls Of Light Or One Glowing Humanoid Form; -1), Total Cost: 4 points
Darkness: Darkness To Sight Group (3" Radius), 1 Continuing Charge Lasting 1 Minute (Recovers Daily; -1), Incantations (-1/4), Gestures (Both Hands; -1/2), Concentration (-1/4), Extra Time (Full Phase; -1/2), Total Cost: 9 points
Faerie Fire: -1 DCV, Ranged (+1/2), 1 Continuing Charge Lasting 1 Minute (Recovers Daily; -1), Incantations (-1/4), Gestures (Both Hands; -1/2), Concentration (-1/4), Extra Time (Full Phase; -1/2), Total Cost: 2 points

Disadvantage:

-2 CON, Total Cost: -4 points
Distinctive Features: Drow Elf (Concealable, Major Reaction, Not Distinctive In The Underdark), 10 points
Physical Limitation: Light Sensitivity (-1 To All Rolls In Bright Light And Blindness During Character's First Phase After Initial Exposure) (Frequenty, Greatly Impairing), 15 points

Total Cost Of Package: 13

Moon Elf Package Deal

Ability:

+2 DEX, Total Cost: 6 points
+2 PER With Sight Group, Total Cost: 4 points
Ultraviolet Perception, Total Cost: 5 points
LS: Diminished Sleep (4 Hours/Day), Total Cost: 1 point
LS: Longevity (x16 Lifespan), Total Cost: 3 points

Disadvantage:

-2 CON, Total Cost: -4 points
Distinctive Features: Moon Elf (Concealable), Not Distinctive In Moon Elf Lands, 5 points

Total Cost Of Package: 10

Sun Elf Package Deal

Ability:

+2 INT, Total Cost: 2 points
+2 PER With Sight Group, Total Cost: 4 points
Ultraviolet Perception, Total Cost: 5 points
LS: Diminished Sleep (4 Hours/Day), Total Cost: 1 point
LS: Longevity (x16 Lifespan), Total Cost: 3 points

Disadvantage:

-2 CON, Total Cost: -4 points
Distinctive Features: Sun Elf (Concealable), Not Distinctive In Sun Elf Lands, 5 points

Total Cost Of Package: 6

Wild Elf Package Deal

Ability:

+2 DEX, Total Cost: 6 points
+2 PER With Sight Group, Total Cost: 4 points
Ultraviolet Perception, Total Cost: 5 points
LS: Diminished Sleep (4 Hours/Day), Total Cost: 1 point
LS: Longevity (x16 Lifespan), Total Cost: 3 points

Disadvantage:

-2 INT, Total Cost: -2 points
Distinctive Features: Wild Elf (Concealable), Not Distinctive In Wild Elf Lands, 5 points

Total Cost Of Package: 12

Wood Elf Package Deal

Ability:

+2 STR, Total Cost: 2 points
+2 DEX, Total Cost: 6 points
+2 PER With Sight Group, Total Cost: 4 points
Ultraviolet Perception, Total Cost: 5 points
LS: Diminished Sleep (4 Hours/Day), Total Cost: 1 point
LS: Longevity (x16 Lifespan), Total Cost: 3 points

Disadvantage:

-2 CON, Total Cost: -4 points
-2 INT, Total Cost: -2 points
-2 PRE, Total Cost: -2 points
Distinctive Features: Wood Elf (Concealable), Not Distinctive In Wood Elf Lands, 5 points

Total Cost Of Package: 8

Half-Elves

Half-Elf Package Deal

Ability:

+1 PER With Sight Group, Total Cost: 2 points
Ultraviolet Perception, Total Cost: 5 points
LS: Longevity (x2 Lifespan), Total Cost: 1 point

Disadvantage:

Distinctive Features: Half-Elf (Concealable), 10 points

Total Cost Of Package: -2 points

Gnomes

Deep Gnome Package Deal

Ability:

+2 DEX, Total Cost: 6 points
+2 EGO, Total Cost: 5 points
+2 DCV, Total Cost: 10 points
+2 Concealment, Self Only (-1/2), Total Cost: 3 points
+2 PER With All Senses, Only To Detect Illusions (-1), Total Cost: 3 points
Infrared Perception, Total Cost: 5 points
Bump Of Direction, Limited Power: Only Underground (-1/2), Total Cost: 2 points
Power Defense (5 points), Total Cost: 5 points
Mental Defense (10 points), Only Versus Mind Scan (-1), Total Cost: 5 points
LS: Longevity (x4 Lifespan), Total Cost: 2 Points
Blindness: Major Transform 6d6 (Sighted Target To Blind Target; Heals Back Normally), Gestures (Both Hands; -1/2), Incantations (-1/4), 1 Charge (Recovers Daily; -2), Concentration (-1/4), Extra Time (Full Phase; -1/2), All Or Nothing (-1/2), Total Cost: 18 points
Blur: +2 DCV, Gestures (Both Hands, -1/2), Incantations (-1/4), 1 Continuing Charge Lasting Five Minutes (Recovers Daily; -3/4), Concentration (-1/4), Extra Time (Full Phase; -1/2), Costs Endurance (-1/2), Total Cost: 3 points
Change Self: Shape Shift (Sight Group, Touch Group And Hearing Group; Any Humanoid Form), Gestures (Both Hands; -1/2), Incantations (-1/4), 1 Continuing Charge Lasting Five Minutes (Recovers Daily; -3/4), Concentration (-1/4), Extra Time (Full Phase; -1/2), Total Cost: 8 points

Disadvantage:

-2 STR, Total Cost: -2 points
-2 PRE, Total Cost: -2 points
-2" Running, Total Cost: -4 points
Distinctive Features: Deep Gnome (Concealable), Not Distinctive In The Underdark, 5 points
Physical Limitation: Small (Half Human Size, Takes +3" Knockback), (All The Time, Slightly Impairing): 13 points

Total Cost Of Package: 49

Rock Gnome Package Deal

Ability:

+2 CON, Total Cost: 4 points
+2 DCV, Total Cost: 10 points
+2 Concealment, Self Only (-1/2), Total Cost: 3 points
+2 PER With All Senses, Only To Detect Illusions (-1), Total Cost: 3 points
LS: Longevity (x4 Lifespan), Total Cost: 2 points
Ultraviolet Perception, Total Cost: 5 points
Dancing Lights: Sight Group Images (3" Radius; +1/2), 1 Continuing Charge Lasting 5 Minutes (Recovers Daily; -3/4), Incantations (-1/4), Gestures (Both Hands; -1/4), Concentration (-1/4), Extra Time (Full Phase; -1/2), Set Effect (Up To Four Balls Of Light Or One Glowing Humanoid Form; -1), Total Cost: 4 points
Ghost Sound: Hearing Group Images (5" Radius; +1), 1 Continuing Charge Lasting 5 Minutes (Recovers Daily; -3/4), Incantations (-1/4), Gestures (Both Hands, -1/2), Concentration (-1/4), Extra Time (Full Phase; -1/2), Total Cost: 3 points

Disadvantage:

-2 STR, Total Cost: -2 points
-2" Running, Total Cost: -4 points
Distinctive Features: Rock Gnome (Concealable), Not Distinctive In Rock Gnome Lands, 5 points
Physical Limitation: Small (Half Human Size, Takes +3" Knockback), (All The Time, Slightly Impairing): 15 points

Total Cost Of Package: 8

Halflings

Ghostwise Halfling Package Deal

Ability:

+2 DEX, Total Cost: 6 points
+2 DCV, Total Cost: 10 points
+2 Concealment, Self Only (-1/2), Total Cost: 3 points
LS: Longevity (x2 Lifespan), Total Cost: 1 point
Speak Without Sound: Telepathy 6d6, Reduced Endurance (0 END; +1/2), Communication Only (-1/4), Language Barrier (-1/2), Limited Range (4"; -1/4), Total Cost: 22 points

Disadvantage:

-2 STR, Total Cost: -2 points
-2" Running, Total Cost: -4 points
Distinctive Features: Ghostwise Halfling (Concealable), Not Distinctive In Ghostwise Halfling Lands, 5 points
Physical Limitation: Small (Half Human Size, Takes +3" Knockback), (All The Time, Slightly Impairing): 15 points

Total Cost Of Package: 16

Lightfoot Halfling Package Deal

Ability:

+2 DEX, Total Cost: 6 points
+2 DCV, Total Cost: 10 points
+2 Concealment, Self Only (-1/2), Total Cost: 3 points
+1 With All Ranged Combat, Total Cost: 5 points
LS: Longevity (x2 Lifespan), Total Cost: 1 point
Luck 1d6, Total Cost: 5 points

Disadvantage:

-2 STR, Total Cost: -2 points
-2" Running, Total Cost: -4 points
Distinctive Features: Lightfoot Halfling (Concealable), Not Distinctive In Lightfoot Halfling Lands, 5 points
Physical Limitation: Small (Half Human Size, Takes +3" Knockback), (All The Time, Slightly Impairing): 15 points

Total Cost Of Package: 4

Strongheart Halfling Package Deal

Ability:

+2 DEX, Total Cost: 6 points
+2 DCV, Total Cost: 10 points
+2 Concealment, Self Only (-1/2), Total Cost: 3 points
+1 With All Ranged Combat, Total Cost: 5 points
LS: Longevity (x2 Lifespan), Total Cost: 1 point

Disadvantage:

-2 STR, Total Cost: -2 points
-2" Running, Total Cost: -4 points
Distinctive Features: Strongheart Halfling (Concealable), Not Distinctive In Strongheart Halfling Lands, 5 points
Physical Limitation: Small (Half Human Size, Takes +3" Knockback), (All The Time, Slightly Impairing): 15 points

Total Cost Of Package: -1

Half-Orcs

Half-Orc Package Deal:

Ability:

+2 STR, Total Cost: 2 points
+2 BODY, Total Cost: 4 points
Infrared Perception, Total Cost: 5 points

Disadvantage:

-2 INT, Total Cost: -2 points
-2 EGO, Total Cost: -4 points
Distinctive Features: Half-Orc (Concealable), 10 points

Total Cost Of Package: -5

Planetouched

Aasimar Package Deal:

Ability:

+2 EGO, Total Cost: 4 points
+2 PRE, Total Cost: 2 points
Ultraviolet Perception, Total Cost: 5 points
Armor (2 ED), Limited Power: Only Versus Acid, Cold And Electricity Damage (-1/2), Total Cost: 2 points
Light: Sight Group Images (4" Radius; +3/4), 1 Continuing Charge Lasting 20 Minutes (Recovers Daily; -1/2), Incantations (-1/4), Gestures (Both Hands; -1/2), Concentration (-1/4), Extra Time (Full Phase; -1/2), Only To Create Light (-1), Total Cost: 4 points

Disadvantage:

Distinctive Features: Divine Ancestry (Concealable), 10 points

Total Cost Of Package: 7

Tiefling Package Deal:

Ability:

+2 DEX, Total Cost: 6 points
+2 INT, Total Cost: 2 points
Ultraviolet Perception, Total Cost: 5 points
Armor (2 ED), Limited Power: Only Versus Fire, Cold And Electricity Damage (-1/2), Total Cost: 2 points
Darkness: Darkness To Sight Group (3" Radius), 1 Continuing Charge Lasting 1 Minute (Recovers Daily; -1), Incantations (-1/4), Gestures (Both Hands; -1/2), Concentration (-1/4), Extra Time (Full Phase; -1/2), Total Cost: 9 points

Disadvantage:

-2 PRE, Total Cost: -2 points
Distinctive Features: Infernal Ancestry (Concealable, Major Reaction), 15 points

Total Cost Of Package: 7

Air Genasi Package Deal:

Ability:

+2 DEX, Total Cost: 6 points
+2 INT, Total Cost: 2 points
Ultraviolet Perception, Total Cost: 5 points
Armor (2 PD), Limited Power: Only Versus Air Damage (-1), Total Cost: 1 point
LS: Self-Contained Breathing, Total Cost: 10 points
Levitation: Flight 3", 1 Continuing Charge Lasting 5 Minutes (Recovers Daily; -3/4), Incantations (-1/4), Gestures (Both Hands; -1/2), Concentration (-1/4), Extra Time (Full Phase; -1/2), Limited Power: Only To Move Straight Up And Down (-1), Total Cost: 1 point

Disadvantage:

-2 EGO, Total Cost: -4 points
-2 PRE, Total Cost: -2 points
Distinctive Features: Elemental Ancestry (Concealable), 10 points

Total Cost Of Package: 9

Earth Genasi Package Deal:

Ability:

+2 STR, Total Cost: 2 points
+2 CON, Total Cost: 4 points
Ultraviolet Perception, Total Cost: 5 points
Armor (2 PD), Limited Power: Only Versus Earth Damage (-1), Total Cost: 1 point
Pass Without Trace: Gliding 6", 1 Continuing Charge Lasting 5 Minutes (Recovers Daily; -3/4), Incantations (-1/4), Gestures (Both Hands; -1/2), Concentration (-1/4), Extra Time (Full Phase; -1/2), Ground Gliding (-1/4), Total Cost: 2 points

Disadvantage:

-2 EGO, Total Cost: -4 points
-2 PRE, Total Cost: -2 points
Distinctive Features: Elemental Ancestry (Concealable), 10 points

Total Cost Of Package: -2

Fire Genasi Package Deal:

Ability:

+2 INT, Total Cost: 2 points
Ultraviolet Perception, Total Cost: 5 points
Armor (2 ED), Limited Power: Only Versus Fire Damage (-1), Total Cost: 1 point
Flame Control: 50 Point Multipower Reserve, Incantations (-1/4), Gestures (Both Hands; -1/2), Concentration (-1/4), Extra Time (Full Phase; -1/2), 1 Charge (Recovers Daily; -2), Total Cost: 11 points
1u) Aid Flame 4d6 (Any Nonmagical Fire One At A Time; +1/4), Incantations (-1/4), Gestures (Both Hands; -1/2), Concentration (-1/4), Extra Time (Full Phase; -1/2), Total Cost: 2 points
2u) Suppress Flame 6d6 (Any Nonmagical Fire One At A Time; +1/4), Incantations (-1/4), Gestures (Both Hands; -1/2), Concentration (-1/4), Extra Time (Full Phase; -1/2), Total Cost: 1 point

Disadvantage:

-2 EGO, Total Cost: -4 points
Distinctive Features: Elemental Ancestry (Concealable), 10 points

Total Cost Of Package: 7

Water Genasi Package Deal:

Ability:

+2 CON, Total Cost: 4 points
+3" Swimming, Total Cost: 3 points
Ultraviolet Perception, Total Cost: 5 points
Armor (2 PD), Limited Power: Only Versus Water Damage (-1), Total Cost: 1 point
LS: Expanded Breathing (Underwater), Total Cost: 5 points
Create Water: Major Transform 4d6 (Nothingness To Water), 1 Charge (Recovers Daily; -2), Incantations (-1/4), Gestures (Both Hands; -1/2), Concentration (-1/4), Extra Time (Full Phase; -1/2), Total Cost: 13 points

Disadvantage:

-2 PRE, Total Cost: -2 points
Distinctive Features: Elemental Ancestry (Concealable), 10 points

Total Cost Of Package: 19

Back to Top...

Magic

Faerun is a land steeped in sorcery. The magic system detailed here is designed to be simple and flexible. It is not intended as a strict simulation of any aspect of the Dungeons & Dragons magic system.

Magic is divided into two catagories: Arcane and divine. Regardless of type, virtually all magic spells are purchased as individual Powers and Power Frameworks of any kind are normally not permitted. In rare situations, the GM may permit a specific spell to be built using a Framework. This is a tricky proposition at best, however, and should be reserved for only the most unusual effects that simply cannot be accomplished with seperate Powers (even Linked ones). Point savings alone is never a valid reason to build a spell as a Framework.

A single spellcaster may practice both arcane and divine magic, provided that he or she abides by all applicable rules.

If a magic spell requires a Focus, that Focus must be Personal.

The greatest number of seperate spells that a spellcaster may have active at any one time is limited to INT/5. This includes spells with the Delayed Effect Advantage as well as spells with the Trigger Advantage that aren't purchased through a Focus as magic items (see below).

No spell may make use of the Persistant Advantage.

"Arcane" and "divine" are not considered to be seperate special effects. They both fall under "magic."

All player-proposed magic spells are subject to GM modification or veto.

Arcane Magic

Arcane magic allows its practitioners to channel raw magical power into useful effects. This difficult and demanding task is possible because of years of extensive study and practice by the spellcaster. Arcane spellcasters often spend much of their time seeking to expand their magical knowledge by hunting down rare mystic tomes, long-lost enchanted artifacts, lost places of power and the counsel of secluded master mages.

An arcane spell requires a minimum of -2 worth of Limitations of the spellcaster's choice. Limitations in excess of this -2 minimum may later be bought off with experience points, but no spell may ever have less than -2 worth of total Limitations at any time.

Arcane spellcasters must spend a minimum of three points on a Power: Magic Skill (INT-based and used as the default Required Skill Roll for all arcane spells) and a minimum of three points on KS: Arcane Lore. Most arcane spellcasters are literate in at least one language, but this is not strictly required.

Unless otherwise noted, a creature's innate magical abilities are considered to be arcane in nature.

Divine Magic

Unlike arcane magic, which allows spellcasters to tap into and use magic directly through extensive study and complex mystic formulae, use of divine spells is granted to spellcasters by a divine patron in exchange for worship and obedience. Typically, this patron is a god, but sometimes more obscure extraplanar figures such as demon lords or elemental princes adopt this role. A divine spellcaster may have only one patron at a time, and changing patrons is a risky proposition at best. Whether they're called priests, clerics, shamans or something else entirely, divine spellcasters are nothing less than the chosen mortal representatives of the gods.

Divine magic is gifted to the spellcaster by an intelligent being with its own personality and goals. Because of this, no divine patron will ever grant a spell that contradicts its ethos. The goddess of beauty and love, for example, might grant a follower the ability to heal wounds or banish the vile undead, but she would never dispense the ability to cause terrible wasting disease or turn rotting corpses into zombie minions. A the god of tyranny and strife, is unlikely to grant spells intended to protect the weak but very likely to favor ones that facilitate the domination of the weak at the hands of his minions. An diety of elemental fire, is unlikely to grant followers the ability to create water. The GM should always keep the goals and personality of a divine spellcaster's patron in mind and insist that any spells the character be allowed to purchase are in harmony with them. No patron will ever grant a request for a blatantly "out-of-character" spell.

If a divine spellcaster chooses to permanently shun his or her patron (or the patron chooses to do the same to a wayward follower), it may be possible for the character to switch patrons and regain some measure of lost spellcasting ability. In general, spells that do not contradict the new patron's divine portfolio and ethos are regained with the switch, while those that do are not and the points spent on them are not regained.

Still, divine spellcasters should never be permitted to switch patrons casually. A divine spellcaster that fully and willingly turns his or her back on a patron will virtually never be welcomed back into the fold by that same spurned patron. A new would-be patron will certainly require the petitioner to prove his or her worth and sincerity in some way, often with a great personal sacrifice or the completion of an epic quest. In any event, desire to regain lost magical power alone should never be enough to convince a new patron to accept the spellcaster. A sincere desire to serve is a must. Needless to say, after two or three such switches, no divine patron is likely to trust the spellcaster enough to grant him or her any measure of power.

As with arcane spells, each divine spell requires a minimum of -2 worth of Limitations at all times. One of the Limitations that can never be bought off must be the following one: Limited Power: Religious Restrictions (-1/2).

This Limitations reflects the fact that the divine spellcaster must always abide by his or her supernatural patron's rules and commands or lose the ability to use divine spells until a process of sincere atonement is completed. Especially grevious or unforgivable sins may result in the loss of all divine spells from that patron permanently. Because of the wide variety of possible divine patrons, the precise standards for proper conduct and atonement in cases of transgression are many. Consult with the GM for details on a specific patron.

Divine spellcasters also require the following Disadvantage: Social Limitation: Subject To Orders Of Divine Patron (Occasionally, Major), 10 points. If this Disadvantage is ever bought down or off, the divine spellcaster loses access to his or her divine spells until atonement (as above) is rendered and the Disadvantage is returned to the required ten-point level (with no corresponding gain in character points). At the GM's option, this Disadvantage might also indicate an obligation to perform certain tasks on behalf of a church or other religious organization dedicated to the divine spellcaster's patron.

Finally, all divine spellcasters are required to spend a minimum of three points on a Power: Faith Skill (EGO-based and used as the default Required Skill Roll for all divine spells) and a minimum of three points on a KS corresponding to their religion of choice. Before divine spellcasters can switch patrons, they require at least three points in a KS corresponding.to the new patron. Most divine spellcasters are literate in at least one language, but this is not strictly required. Many also purchase a one or two-point Fringe Benefit to represent standing in a church hierarchy of some kind, but this is also not required.

Back to Top...

Magic Items

Both arcane and divine spellcasters can create magic items by investing an item with a portion of their own mystic power. Magic items include wands, staves, rings, potions, swords, suits of armor and countless other things besides. The possibilities are endless.

No expendable item may utilize Power Frameworks, but standard magic items may use them with the GM's permission (although special care should always be taken in evaluating any such item).

Divine spellcasters may not take the Religious Restrictions Limitation on Powers that represent magic items.

Only spellcasters may create magic items. In order to create a particular item, a spellcaster must already possess a total number of Real Points worth of spells equal to the total Active Points in all the item's Powers. The Real Points in a spellcaster's arcane and divine spells are counted together for this purpose, but those in innate magical abilities are not. A divine spellcaster that loses his or her patron's favor cannot apply the combined Real Points in his or her divine spells toward the total required to create a particular item until that favor is regained.

Characters may not begin play with magic items.

There are two types of magic items. Expendable magic items with no more than one Charge (such as potions) and standard magic items that possess either no Charges, more than one Charge or Charges of a type not allowed for expendable items.

All player-proposed magic items are subject to GM modification or veto.

Expendable Items

The ability to create an expendable magic item is purchased as a unique Power with the following required Advantages and Limitations: Trigger, Focus (any, but must be both Expendable and Universal), 1 Charge (not Fuel and lasting no more than six hours if Continuous), Extra Time (one day for every ten Active Points or fraction thereof in the item's combined Powers).

None of these Limitations may ever be bought down or off.

The Focus for an Expendable magic item should be considered Difficult To Acquire if the Active Points in the item's combined Powers total 1-40, Very Difficult To Acquire if the Active Points in the item's combined Powers total 41-80, and Extremely Difficult To Acquire if the Active Points in the item's combined Powers total 81 or more.

Once an expendable item has been successfully created, no further Powers may be added to it at a later time and none of its existing Powers may be improved in any way.

Standard Items

All standard magic items are seperate Powers that require the following Limitations: Focus (any, but must be Universal), Independent.

None of these Limitations may ever be bought down or off.

Standard magic items require a Focus, and this Focus (or the materials to create it) should be difficult at best to acquire. Typically, large amounts of money must be spent on rare components and dangerous adventures personally undertaken by the spellcaster to gather ones too unique to purchase on the open market are necessary. Furthermore, a significant period of time is required to work those components into their final form and apply the necessary enchantments. This period of time can be days, weeks or even months depending on the power and complexity of the item. Spellcasters should never be allowed to create magic items instantaneously simply because they want to and have the points to spend. Generally, the higher the total Active Point cost of the item's Powers, the more effort and sacrifice on the spellcaster's part the GM is likely to require.

Unlike expendable magic items, standard magic items can be improved at a later time with the addition of more Powers or the strengthening of existing ones. Any spellcaster can undertake such improvements, not just the item's original creator. In order to improve an item, a spellcaster must possess a total number of Real Points worth of spells equal to the total active points in the item's combined Powers plus the additional Active Points in the Powers to be added or increased. Divine spellcasters cannot add the points they possess in divine spells to this total if they have lost access to those spells as a result of losing favor with their patron. In order to enhance an existing item, the spellcaster must calculate the amount of additional points needed and then expend that many points (permanently, as per the Independent Limitation). For example, say that a particular magic sword is a HKA 3d6 (45 Active Points) with the Limitations OAF (-1) and Independent (-2). The total Real Point cost of the sword is 11 points. Later, a spellcaster wishes to add an additional 1d6 of HKA to the sword. The Real Point cost of the sword with HKA 4d6 and the same Limitations is 15 points. Thus, the spellcaster must expend an additional 4 (15 - 11) points to enhance the sword. This process requires a period of one week of work per ten Active Points (or fraction thereof) added to an item.

Back to Top...

Click here to return to my home page...