Hi all,
As I'm prep'ing to run a game, and my players will have no income to begin with, I'm been coming up with a few magic items that they could make to help themselves out. These are my first attempts at enchanted devices so any and all comments are a great help
Barrel of Fresh Waters [Lesser Enchanted Device]
CrAq 9
(Base 2, +1 Touch, +2 Sun, +0 Ind)
+1 Frequency 2/day, +3 Environmental Trigger (sunrise/sunset)
Base 2: Prevent Liquid from Spoiling - CrCo guidelines
1 pawn of Vis required.
[Covenants: +1 Health to Lab]
Fresh water that is stored in this barrel will not spoil. The barrel only stores water, it can not create water. If water is left in the barrel for half a year or more, it gains a warping point for each year it remains untouched, which the water inflicts on any whom then drink it.
A Seeker of Flambeau discovered such a barrel in a lost cavern deep in the Levant tribunal. Slaking his first on the iridescent water, he fell into twilight. Once he emerged, he forever more felt thirsty and no drink would slake his thirst. He spent the reminder of his days searching for the fountain of youth, hoping its magical waters would satisfy him.
Basket of Fresh Fruits [Lesser Enchanted Device]
CrHe 9
(Base 2, +1 Touch, +2 Sun, +0 Circle)
+1 Frequency 2/day, +3 Environmental Trigger (sunrise/sunset)
Base 2: Prevent plant matter from decaying - CrCo guidelines
1 pawn of Vis required
[Covenants: +1 Health to Lab]
These small baskets keep fruit within them fresh indefinitely. However, if individual pieces are left within the basket for more than half a year, they gain a warping point for each year left within the basket. Anyone who then eats the fruit is inflicted with those accumulated warping points.
Flambeau’s Fireplace [Lesser Enchanted Device]
CrIg 19
(Base 5, +0 Personal, +2 Sun, +0 Ind)
+1 Frequency 2/day, +3 Environmental Trigger (sunrise/sunset)
2 Pawns of Vis required.
[Covenants: Grants superior heating]
[Covenants: Saves 3 pounds of silver per year]
These common devices, usually crafted from hearths, heat a room day and night, and give the room a warm glow.
Sail of Good Winds [Lesser Enchanted Device]
Cr(Re)Au 30
(Base 5, +0 Personal, +1 Conc, +0 Ind, +1 Re requisite)
+5 Item maintains conc, +10 unlimited use
3 Pawns of Vis required.
[Covenants: Improving a Sea Trade income source with this item would likely count as an expansion or boom modification]
This main sail generates its own winds on command, making its ship both very fast and very manoeuvrable. Merchant vessels lucky enough to have such sails can expect to greatly increase their profits. Many such sails, when not owned by a covenant directly are limited to 7 or 70 years, however some old examples of these sails are permanent enchantments.
Lamp of Continual Day [Lesser Enchanted Device]
CrIg 14
(Base 4, +0 Personal, +2 Sun, +0 Ind)
+1 Frequency 2/day, +3 Environmental trigger (sunrise/sunset)
2 Pawns of Vis required
[Covenants: Grants the superior lighting virtue for a lab]
[Covenants: Saves 2 pounds of silver per year]
These lamps are a common sight within many covenants, maintaining good light throughout the day and night. Though its not necessary to craft them out of lamps, doing so makes the enchantment process very easy.
Forge Basin [Lesser Enchanted Device]
CrAq 10
(Base 2, +1 Touch, +1 Conc, +0 Ind)
+5 Item maintains conc, +1 Frequency 2/day
1 Pawn of Vis required
[Covenants: Grants +1 Item specialisation bonus to the lab]
This iron-shod barrel is used to assist craftsmen at their forges. Twice per day, it can be commanded to fill itself with pure clean water, which a smith can use to help him work his metals. A second command makes the water disappear again.
Cleaning Lamp [Lesser Enchanted Device]
PeTe 14
(Base 3, +1 Touch, +0 Mom, +2 Room)
+1 Frequency 2/day, +3 Environmental Triiger (midday/midnight)
2 Pawns of Vis
[Covenants: Grants spotless virtue]
[Covenants: Saves 2 pounds of silver per year]
Twice per day, once at midday and once at midnight, this device cleans the entire room of all dirt, dust and grime, leaving the outfittings perfectly clean. Many magi that use these devices make sure to stop for lunch just before midday so the devices cleaning effect does not interrupt them.
Larder Salts [Lesser Enchanted Device]
CrAn(He) 24
(Base 2, +1 Touch, +2 Room, +2 Sun, +1 He requisite )
+1 Frequency 2/day, +3 Environmental Trigger (sunrise/sunset)
Base 2: Prevent decay and spoiling of foodstuffs –CrCo guidelines
3 Pawns of Vis
[Covenants: Saves 4 pounds of silver per year]
This small basket of salts, when placed within a larder or small room keeps the food stored in the room fresh. However, if any food is kept within the room for more than half a year, it gains a warping point for each year it remains in the room. Anyone who then consumes the food is inflicted with the accumulated warping points. Cappadocian salts are the preferred salts for devices of this kind.
A variant of these devices are crafted with T:Structure, and are sometimes used on merchant ships transporting large quantities of fresh fruits or meats. Unfortunately, crews that man such ships accumulate warping points, as do covenants or inns that use them, so they are less popular than the weaker version.
Figurine of the Muse [Lesser Enchanted Device]
MuIm 15
(Base 1, +1 Touch, +1 Conc, +2 Room)
+5 Item Maintains Conc, +5 Frequency 24/day
2 Pawns of Vis
[Covenants: Improving an Inn income source with this item would likely count as an expansion boom modification]
This device, usually a small figurine or piece of art is enchanted to make a room the perfect stage for a musician. It causes all sounds within the room, particularly music, to be especially clear and sonorous. The notes are clearer, sharper and more distinct. Its enchanted to allow its effects to be activated or deactivated many times a day, to insure its properties don’t raise the suspicions of guests when no performance is being given.
Weightless Armour [Lesser Enchanted Device]
PeTe 29
(Base 5, +0 Personal, +2 Sun, +0 Ind, +2 Affect Metal)
+1 Frequency 2/day, +3 Environmental Trigger (sunrise/sunset) +3
3 Pawns of Vis
These rare suits of armour, favoured by warrior mages, significantly reduce the burden of the armour. Enchanted into metal-reinforced leather, metal scale or chain mail, they reduce the armour’s Partial Load to 1, or its Full Load to 2.
The oldest of these suits were crafted by Verdugo, filus of Verditus himself. Before the suits had any enchantments added to them, Verdugo masterfully crafted each of them, drawing out the armour’s inherent magical properties of protection. Only then did he add these powerful enchantments. Such armours add +7 to their protection value. Obviously, the suits created by Verdugo himself were either metal-reinforced leather or metal scale, as chain mail had not yet been devised.
(A slight alteration on how an item of quality works, as no die is rolled for soak values, but it seems logical enough).
I've included the items effects with Covenants as we'll be making use of that (probably one of my favorite books).
Again, any comments more than weclome
Kal