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Part VI

Part VI: Items

It would be cool to have a mount that attacked as well as maneuvered, giving a character the equivalent of a club counter (or maybe they are just available to natives/monsters, like wargs)

Different types of treasure cards:

  • Traps (example: a mimic, a treasure card which is a monster you have to fight if you draw it.)
  • Card which represents a weapon or armor (discard it and take the equipment)
  • A treasure within treasure that you can carry around and loot at your leisure (a magic chest or something like that)
  • A treasure within treasure that disappears after you loot it once, and has to be found again to loot more.
  • Treasures which become more powerful when combined with other treasures
  • Treasures which have a use and also contain a spell
  • Treasures which can be consumed to create color
  • Mounts besides horses (winged horse? Griffin?)
  • Treasures which give you a quest if you take them
  • New treasure counters: The living sword can be used with a chit as normal, or as an extra attack (another weapon is alerted and used with the chit; the extra attack always has the same target as the normal attack, like a club). The Defender acts as both a weapon and armor (but it must be placed in a different direction than your attack; if it takes heavy damage it is destroyed). The Rampart shield is heavy but takes tremendous harm to damage; the Protector is heavy and has a time on it; strikes must undercut that time or they hit the shield, whether it intercepts their direction or not.
  • Only one piece of armor of each type can be active; a full suit is considered to be all three pieces in this regard. Pieces can be medium (mail shirt, pot helm) or heavy (breastplate, knight's helm). A shield can be medium or heavy as well.

Also, new types of treasure locations

  • A treasure location that functions as a treasure within treasure, with a table you roll on to see what you get
  • A treasure location that has weapons and armor in addition to cards
  • More treasure locations that have disadvantages to looting like the pool, cairns, vault, and crypt. Looting could wound you, or cause you to become unhidden, or curse you, or cause you to lose fame/notoriety, or reduce your friendliness with a group, or cause a creature to appear, or cause a spell to be cast on you, etc. Like for example, the Maze might have traps: you must play a chit with a speed of 3 or less, or take a wound while looting it. This speed could come from a native too.

Or, a magical location could require that you fatigue a magic chit every time you search it, or else wound a regular chit.

  • A treasure location that acts as a sound or warning chit, summoning various types of monsters (but has no guardian or a weak one).
  • A treasure location that is easier to find, or harder to find, or has to be found again every time you loot it.

Cursed treasures that you must reveal and equip as soon as you find them. You can only deactivate them after a remove curse spell has been cast. Examples would be a cursed sword with bad values, a cursed item that is heavy and keeps a character from using some of his chits, a cursed gem that makes it impossible to read runes, a cursed helmet that keeps you from peering, etc. Shouldn't have too many of these; if you finally get to pull a treasure and it's a cursed item it'll be frustrating.

A potion which makes your vulnerability "tremendous" for the rest of the combat.

Mage power gauntlets: function somewhat like Unleash Power (while wearing them you can use magic chits as fight chits).

Treasures which require you to spend notoriety, fame, or gold to activate them. Or which remove one of your chits *permanently* (this might go well with development game rules-undead monsters sucking your soul and devouring a chit every time you are wounded would also be cool. Or a similar monster power: when you fight the monster, any chit you fatigue is wounded instead, from heat or poison gas or something.)

Treasures which increase your chances of reading runes and maybe give you a plus on the curse table (or, say, if you get the same curse result the curses cancel).

A treasure which does something for you when you fail to roll well on a table. For example, a treasure which rests a counter whenever you roll a 6 on the search tables.

A treasure which does something for you every time you do a certain activity. For example, a treasure that allows you to rest during any alert or hide phase (or hide during rest phases). Or a treasure that gives you a fame point every time you discover a site (or for each monster you kill, or whatever).

Magic Barding: only does something for you when you are riding a horse. Maybe it gives work and war horses an extra move. There would also be barding that would make work horses armored. Or horseshoes that give your active horse Tremendous move strength.

Boots of climbing: It takes one move to go to a mountain clearing. You may treat any path which touches the grey ridges that surround a mountain clearing as if it also ended in that clearing.

Boots of wanderlust (or, Wandering Boots, or Boots of the Wayfarer, or Wayfarer's Boots): When recording the move activity, you do not have to record the clearing you are moving to. You decide when you do the activity.

Magic compass: It only takes one to move around the caves

Potion of Dweomercraeft: The imbiber can turn any active magic chits into color chits immediately.

Anything item: A treasure card that can be used as a weapon, a piece of armor, or a horse. It transforms into whatever the user needs.

Staff of Power: When alerted, acts as a type IV chit with a time of 4 to cast a spell. On its unalerted side it's just a regular quarterstaff. Can only be used to cast spells where the user supplies the color with a color chit.

Circlet of Arcane Knowledge: Acts as a chit of type II, III, or IV for the purposes of learning spells. Does not allow the wearer to cast the spells, just learn them.

Manual of Runes: When active, the bearer rolls one die on the reading runes table. The other die is still rolled, but it has no effect except to see if the bearer is cursed (for the new RR rules).

Other powers: breaks spells, makes magic chits faster, improves roll on missile table for attack spells, transmorphizes the character to a particular form when in the presence of purple magic (or any color, perhaps)

Hammer of Earthquake: Attacks at H4 in the smash direction against all denizens on the wielder's sheet, in addition to its regular attack.

Powers that simply increase the likelihood of things that don't happen so often in the basic game:

  • Makes finding hidden enemies easier--maybe allows searching on a new search table that finds hidden enemies on a 5 or less (or just say that any result other than "nothing" on the peer table also results in a find hidden enemies result).
  • Brings visitor/mission chits to the board (Crystal of Fate, or something like that)
  • Item that can be traded for a magic weapon from one of the sites, if the site is found
  • Item that can be traded to hire a member of the Order

Powers that change the rules slightly --Character is considered to have found hidden enemies when spying on or following another character.

  • Character cannot be blocked unless it is his turn
  • Character only summons half the monsters in a box --Boots of Sneaking: character cannot be blocked following a move phase.

He can be blocked after he does anything else.

Blessings, which are the opposite of curses. These are good effects that stay with you, just as curses are bad effects that stay. There should be a way for them to be broken, perhaps by the presence of black magic (although this happens pretty rarely so it would be nice to have some other breaking method too). Ideas for boons:

  • Subtract one from particular die rolls (Meeting table, locate table, etc.)
  • Rest counts double
  • Natives cannot block, insult or challenge you during trading
  • Missile attacks against you are +1 (also melee if using advanced combat)

Treasure sites which you must play a Light chit or a Magic chit to search, or else (fatigue, take a wound, takes two rounds to search, etc). It taking two rounds to do something could be a good penalty for other things, like curses (two rounds to rest, two rounds to hide, etc). Another idea would be a treasure like the chest, but that can only be opened by magic (a holy sepulcher or cask that can only be opened by white color magic? A book that must be charged with purple magic before it can be opened and its runes read?)

A spell or item which makes other spells permanent, rather than day (this might be a little too powerful-maybe only certain spells should be candidates). In reverse, a treasure might make permanent spells into Day spells. Or, an item might cause all permanent spells to become inert when it is used.

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Page last modified on January 27, 2005, at 02:44 AM