The Good Stuff: Weapons & Jewelry, T & T Magic Part 5

ALL KINDS OF MAGICAL SCHTUFFF

For a reasonable fee the Wizards Guild is willing to provide virtually any kind of magic item that a player character may desire.  The Game Master has to provide these services.  How much it costs should depend on the complexity of the object and the amount of magic it would take to produce it.

The lists of wizardly tools, enchanted items, and magical potions could be very long indeed.  Virtually every spell in the  spellbook can be turned into an enchanted item or magical potion of some form.  Rather than fill the book with long lists, T & T provides some short lists and principles of how to make longer ones yourself.

A BESPELLED item is one that has one spell cast upon it one time.  The magic is not permanent, and typically is only good for one use.  These are the least expensive of magical items, and are sometimes given away for free to drum up business.  These are the kinds of things that Wizards and some Rogues make during adventures.  Vorpal Blade is typical of such spells–a low level combat spell with a temporary effect.  In magic shops such spells can be cast with an activation trigger (such as going into combat) to remain on the weapon until it is needed.  These are the least expensive types of magic to buy, and generally sell for about one quarter of the cost a Wizard would pay to purchase the spell (250 G P x Spell Level).

An ENCHANTED item is one that has two spells on it: one to leech kremm from the wearer or user, and the other to produce an effect of some kind using that kremm.  These are the typical magic items found in dungeons and sold in shops. They are not single use items, but can be used over and over.  Buying an enchanted “vorpal” sword would mean your weapons total with that sword is always doubled, but your WIZ attribute would be reduced by 6 points for each use.  If the character ran out of WIZ, the sword would lose its magical effectiveness until such time as it could once again draw WIZ from its wielder.  Typical costs for such items are the base cost of the item jplus half the cost of the spell (500 G P x Spell  Level).  In our example, 200 G P for the sword and 500 G P for the enchantment of the Vorpal Blade.  The leech spell is free and the Wizards Guild doesn’t talk about it to non-wizards.  They don’t want ordinary citizens to understand how the magic works, or that parts of a person’s essence can be drained away so easily.

A second class of enchanted item has a “kremm battery” embedded right into it.  Such items store magical energy and are good for a certain number of uses before losing their magical power.  One can always identify these items because they come with a limited number of uses (or charges).  Kremm batteries are almost always made of some form of stone–jewels work very well.  Metal is considered a form of stone as well, so something like a silver pommel on a sword could also be used as a kremm battery.  The manufacture of kremm batteries and how to charge them, and how to set them to release their energy to power magical items is considered advanced knowledge by the Wizards Guild.  It isn’t taught to anyone below 5th level, although lower level wizards do know a little bit about such items  General discussion of such items, or about the true nature and working of magic, with the non-wizard part of the population is discouraged, if not actually forbidden.  True wizards also believe in the stage magician proverb of not revealing their tricks.

A truly MAGICAL item comes with at least two enchantments: one that produces each spell or effect for which the item is designed, and the other to absorb the necessary kremm from the planet itself to power its spell(s) or effect(s).  Such magical artifacts almost never lose their power, and they do not reduce the WIZ attribute of their wielder.  This is the best type, and they are both rare and very expensive (at least 8000 + 1000 G P per spell level).

WEAPONS

 

A bespelled Vorpal weapon does double its basic dice roll in combat and casts 250 G P plus the cost of the weapon.  All daggers and swords can be Vorpalled.  The spell is triggered on the next use of the weapon.  For an additional 100 G P, a trigger command can be added, allowing the spell to be saved until activated by the wielder.  Tridents, spears, axes, maces, bows, crossbows, polearms, hafted weapons, and gunnes cannot be Vorpalled.  However, there is no inherent reason why any of those weapons could not be bespelled to do double, triple, or any desired multiple of its combat total.  I simply never thought through the process of using magic with weapons before.

An enchanted Vorpal weapon also does double dice in combat and costs 500 G P plus the cost of the weapon.  It uses the WIZ score of the wielder to activate and drains the appropriate amount of kremm per use.  Note: being higher level doesn’t help the warrior using such a weapon at all.  Warriors have no idea how to regulate their WIZ attribute, and it would not be to the Wizards advantage for warriors to get the same benefits on kremm use.

Magical Vorpal weapons do double dice damage and cost 9000 G P plus the cost of the weapon.  These require no kremm from the wielder and almost always remain active.  I say almost because it is possible to find places on Trollworld where no kremm energy is available–either it is all being used in one way or another, or it is shielded.  Likewise, going to another  planet, or another universe, or into a pocket dimension where the world does not produce kremm will stop magical weapons from having their magical effects.  If no kremm is used, no magic is produced.  

Similarly, weapons can be WHAMMIED (tripling the dice in combat) for the cost of the weapon plus the cost of the magic (bespelled for 500 G P, enchanted for 1000 G P, magical for 10,000 G P).  When we add in the cost of the weapon, we assume the player character is buying a brand new “magic” weapon on the spot.  Most people in Trollworld wouldn’t do that.  They would bring along some weapon that they already owned and let the Guild work their magic on that.

JEWELRY

Jewelry and other manufactured items follow the same formula as weapons: cost of the item plus form of magic x level of spell.  This includes the ever popular charm and talisman.

For example: a 200 G P. gold ring can be turned into a magical ring of invisibility or a ring of blasting power.  Let’s look at the two items.

Ring of Invisibility (10,200 G P from the Wizards Guild)  A gold ring set with a star-shaped diamond.  Wearing it will cause the wearer to become invisible–exactly as if she were in a Hidey Hole spell.  The spell is powered by the kremm of the world, and so is always on, but it is triggered by being worn.  When the ring is put on a finger, the wearer and everything in close contact with her like clothing and weapons become invisible.  The ring is also invisible at that time.  Taking off the ring restores visibility to everything that was previously affected.

Ring of Blasting Power (1700 G P from the Wizards Guild)  A gold ring set with a star-shaped diamond–the diamond is both a kremm battery and an aiming device–the destructive spell emerges from the diamond which must be pointed at a target.  The kremm battery holds 90 points of energy–enough for 10 Blasting Power spells.  The ring  detects the level of its wearer–a little magical biofeedback at no charge from the Guild–and casts a bolt of fire that does the wearer’s level in dice of flame damage.  Example: a level two Rogue wearing such a ring would get a 2D6 magical attack whenever he used it–a level 5 warrior would get a 5D6 magical attack.  What a surprise!  Hmm, if I was creating such a ring for the Guild, I would ask for another 100 G P per charge included in the kremm battery, bringing the total cost to 2700 gold pieces.)

As Game Masters and as wizardly characters, the T & T players should feel free to invent such magic items, using any spells in the rules or in the Codex Incantorem or their own imaginations.  Note that the pricing formulas I have used in this article are arbitrary, and assumed to be the prices that prevail in the city of Khazan.  Things could very easily be much less expensive, or more expensive in other parts of Trollworld.  I’m thinking I would prefer to live in a place where magic costs only 1/10 of what it costs in Khazan.  The Nagas are all great wizards, and they don’t use gold pieces as money–they pay each other in terms of favors–and are highly self sufficient for the most part.  They create magical items all the time, and the cost of such items is irrelevant, because Naga wizards don’t worry about such things.  Likewise, I doubt that uruk shamans or elven wizards are putting prices on things in gold pieces.  That kind of thinking is left to humans and dwarves–those are the two kindreds who measure everything in terms of money.

This concludes my writing about Tunnels and Trolls kremm-based magic.  If I receive enough questions, I will do a part 6 just devoted to answering them.  Otherwise, I tell you to simply think about how magic works, and how you want it to work.  What seems reasonable in a world of plentiful magic?  When you have a good general understanding and feel of how things would be, then play some T & T, and let the magic enchant everyone!

If you have a question or two (no more than two) about T & T magic, feel free to email them to me.  If I get enough to make another article, I will use them as the basis for a part 6.  If not, I’ll just email you an answer.

 

 

 

 

 

The Good Stuff: Weapons & Jewelry, T & T Magic Part 5
0 votes, 0.00 avg. rating (0% score)

5 thoughts on “The Good Stuff: Weapons & Jewelry, T & T Magic Part 5

  1. Great stuff, Ken. Reiterating the established rules with further examples and clarifications have helped me to realize what I did and didn’t understand regarding your take on magic. Your system makes sense to me. I like the various levels/types of magic items, keeps it interesting, as opposed to a canned list of items with fairly standard abilities. Between Kremm Resistance and Enchanted items that leech kremm, you have made the Wiz stat universally useful, not just a ‘kremm battery stat’ for a magic-wielding character. Thanks for this awesome essay series.

  2. I do like the kremm-leaching effect! Can’t cast a spell on that big barbarian – get him to use that magic sword for a bit, wear down his WIZ and then mind melt his a**!

  3. I like the cost guidelines and the theories that go along with it. You didn’t mention it, but I’m assuming that there are no saving rolls to see if the spell worked or not. It’s automatic right?

Leave a Reply