Magic item
This page lists magic items in the world of Hökaland.
Sickle Items
Assisting Pendant
The Assisting Pendant is a relatively crude magical object that can store an amount of magical powers that is roughly the same as a young or beginner arcane user. The pendant allows even individuals without an "arcane spark" or "gift" to cast spells and is used for training purposes. The pendant must be worn against the skin or held in order to work. It is also sensitive to interruptions, so other magical items can not be worn in the immediate vicinity. Its design varies from pendant to pendant, but they all include a which metal disk that needs to touch the skin of the user.
A wearer who has no natural ability to use arcane magic must be reading from a spell book and succeeding on a Spellcraft or Use Magic Device roll of DC10 + spell level to cast the spell. If the roll fails, the spell slot has not been exhausted but the time trying to cast has been wasted.
When used, it's rough design shows as it is physically demanding to use.
The pendant is powered by a special-made Mana Cell located inside the disk and can also absorb energy similarly to a Radiation Sponge, but only from directed energy; it can't absorb other energy. The caster simply touches the pendant and transfers a portion of her channeling powers into it.
DnD Rules
- Counts as "neck slot" while worn or "hand slot" if held.
- Can stores 5 lvl 0 and 3 lvl 1 spell slots worth of energy.
- Spells have to be prepared ahead of time or manually read from a spell book: Succeed on a Spellcraft or Use Magic Device roll of DC10 + spell level to cast the spell. If the roll fails, the spell slot has not been exhausted but the time trying to cast has been wasted and it counts as an attempt.
- Attempting to use a spell slot to cast a spell causes 1 point of non-lethal damage (lvl 0 counts as half).
- Suffering 4 points of nonlethal damage in this fashion will make the caster fatigued. 8 points will make the character exhausted. After receiving 8 points of nonlethal damage, the user suffers lethal damage instead.
- Base cost: 1500gp
- Hökaland: 3000gp
Sparkstone
Sometimes refered to as a mana cell A commonly used device that can hold crude sparks used to power a lot of other Sickle-made magical items. Generally, a Sparkstone cannot be charged without some additional item, such as a Power Extractor or a Radiation Sponge.
The Sparkstones come in different materials, but the most common one is a glass-like pebble about 2.5 cm in diameter. It is made as a very hard little pebble to avoid it breaking and letting out the stored energy.
DnD Rules A Sparkstone can store up to specific number of spell levels. If destroyed, it will explode. In order to see how much damage to roll, first roll one D4 per 3 levels of spells stored and add 1. This is the number of D6 force damage to be rolled for a 10ft radius. The Reflex DC is 8 + the number of D6 damage dies. The next 10 feet outside of the immediate blast radius receives 10 less damage and this decreases by 10 damage per 10 feet until an area receives no damage.
- Evasion does not negate damage completely, instead it counts as being 15 feet further away from the blast zone when calculating the half damage.
- Improved evasion works normally.
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Power Extractor
The Power Extractor is a tool mostly used by mages to extract excess energy to donate to the Sickle. It is a small, 1 foot long rod about 4 cm in diameter made of brownwood with rounded edges and a metal tip on the top side. The tip can be opened and there lies a Mana Cell which store gathered power.
The rod can also extract magical energies just from touching a willing target. For very weak-willed individuals, the rod can also be used to drain life energy, but it doesn't work on most people. Extracting magic in this manner is quite crude and it hurts a bit to use the device. The sensation can be likened to a powerful static electric shock that also makes the person feel tired.
Weaponised Power Extractors exist, but they are few.
DnD Rules
- To actively imbue the Sponge with power, it just counts as a standard action spellcasting that has no other effect than making one spell slot used.
- To extract essence from a willing non-caster, the target suffers 1 points of nonlethal damage and one spark (half a spell slot) is added to the Sponge.
- Suffering 2 point of nonlethal damage in this fashion will make the target fatigued. 4 points will make the character exhausted. After dealing 4 points of nonlethal damage, the target suffers lethal damage instead.
- Resisting extraction is a DC5 Will save. If a target saves against the rod, the same rod will not work on that target for 6D6 hours. Each attempt to drain power allows for a save. An unconscious target will try to resist.
- Base cost: 1000gp
- Hökaland: 2000gp
Radiation Sponge
Also known as just "The Sponge", is a second item crafted to gather magical energies, but this one is made to absorb it from people. The item is the shape of a geometric glass star, 20 cm wide, about a foot high and with a 6 cm large metal circular base decorated with some runes. On the underside of the base is an opening to enter a Mana Cell that stores the energy absorbed. If there is no Mana Cell present, the item will not function.
The Sponge is activated by switching the base 90 degrees, which locks the Mana Cell slot into place, and turning it back will turning it off and unlocking the Mana Cell. While active it will absorb excess energy from sentient beings that are not excluded in a slow and more or less painless (but draining) process for several targets in a radius determined of the type of sponge. If the area is limited by stone walls, the area will adapt to the available space.
DnD Rules
- Standard Radiation Sponges affects up to 30 targets at once in a 15ft radius.
- Drains one spark (half a spell slot) for every 10 minutes of being in the reach of the device, which is added to the Mana Cell.
- The effect of multiple Sponges that overlap are handled separately.
- A person can be excluded from this process by opening the upper level of the base and putting one drop of their own blood into it.
- If the target doesn't have spell slots, the target suffers 1 point of nonlethal damage instead.
- Targets are allowed a Will save DC20 to negate the effects. If the save failed by 5 or less, half is instead drained.
- A Will save is allowed for every 10 minute period.
- Suffering 3 point of nonlethal damage in this fashion will make the target fatigued. 6 points will make the character exhausted. After dealing 6 points of nonlethal damage, the target suffers lethal damage instead.
- If the target is performing a task that takes some level of concentration, the DC increases by +5.
- If the target is performing a physically demanding task, the DC increases by +5.
- Base cost: 4000gp
- Hökaland: 8000gp
Talent Detector
Sometimes just called a detector, it is a similar to a Power Extractor. It is a small, 1 foot long rod about 4 cm in diameter made of brownwood with rounded edges and a metal tip on the top side. Like a Power Extractor, the metal tip holds a Mana Cell which store gathered power. Unlike the Power Extractor, a detector has an emerald at the end of the rod. It is usually handled by Sickle Militia specialists rather than Magi.
The rod is generally used to detect magic potential (or "talent" or "the spark") in young children or unregistered users (or "wilders"). If held by any magic user who has not learned to control their innate powers, the emerald will start to glow slightly and potentially dangerous powers will be siphoned over to the Mana Cell in the extractor. It automatically starts if the wielder has uncontrolled magic potential. If a Mana Cell is not present, or already at full capacity, the emerald will still glow but any dangerous energy will be siphoned out at a very slow rate.
The detector is not primarily meant to extract power but in the lack of a Power Extractor it can be used. However, 10% of the power is lost in the process.
It is generally not used to detect casting abilities in a suspected trained caster. In those cases a trained Magus does it manually.
DnD Rules
- No action is required to activate.
- Resisting extraction is a DC5 Will save for a trained caster. If a target saves against the rod, the same rod will not work on that target for 6D6 hours. Each attempt to drain power allows for a save. An unconscious trained target will try to resist.
- Untrained casters can not resist.
- Drains one "excess" spell level every 5 minutes.
- If used to detect a trained spell caster, the Spellcraft "roll" is always exactly 15.
- Base cost: 2000gp
- Hökaland: 4000gp