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A fantasy RP guild with original world and storyline. 

Tags: Fantasy, Role Playing, Magic, Dragons, Elemental 

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bandcampboy
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PostPosted: Tue Feb 05, 2013 2:34 am


Magic Items


Here you will find all of the qualities that a magic item can possess and learn how to create a numerical magic value (NMV) to better equate how powerful an item is.

Magic items can be either weapons, armor, or jewelry. You may only wear one suit of magical armor, but boots, helms, and gloves/bracers/gauntlets can have separate enchantments from the rest of the armor. You may have as many magical weapons as you can carry, and up to 2 magical rings and 1 magical necklace.

Generally speaking, weapon contain offensive enchantments, armor contains defensive enchantments, and jewelry contain utility or support enchantments.

Obtaining Magic Items:
Magic items are very powerful and are not simply handed out for nothing. A character CANNOT start out with them, nor can they simply pick them up in roleplaying. A magic item must be given by a moderator. Generally this will be for completing missions or events, but perhaps we may see fit to award exceptional activity and loyalty.
PostPosted: Tue Feb 05, 2013 3:41 pm


Materials


While steel is the standard for most weaponry and armor in Krasus, magical armor and weaponry has a plethora of metals that are commonly used for different purposes. Steel can still be used for a magical item, but provides no particular benefit.

Adamantium: This metal is unmatched in its sheer hardness and durability. Any weapon made from it will cut through non-magical armor with relative ease. Armor made from it is nearly impenetrable by non-magic weapons. (+1 NMV)

Frostanium: This metal is pulled from the caverns deep beneath Northkrown and has an innate connection with sea magic. A weapon made from this will cause its wielder to cast sea magic spells as if they were 1 rank stronger. Armor made from this metal causes forge spells to hit the wearer as if they were 1 rank weaker. (+2 NMV)

Ironwood: After this wood is harvested it becomes hard as steel, but retains its affinity for nature. A weapon made from this will cause its wielder to cast life magic spells as if they were 1 rank stronger. Armor made from this metal causes sea spells to hit the wearer as if they were 1 rank weaker. (+2 NMV)

Mithril: This greenish metal is as slightly harder than steel, but incredibly light. A weapon of this metal does not take an action to draw. Armor made of this metal does not hinder the wearer's movement at all. (+1 NMV)

Mage-forged Steel: This metal is infused with magic as it is refined, giving it an attunement to magical forces. A weapon of this metal allows the wielder to cast a spell as he attacks ONCE per post. Armor made of this metal does not hinder a Mage's ability to cast spells, thus they can wear it. (+3 NMV)

Red Steel: This metal is pulled from the sand at the base of Dragonmaw mountain and contains some of the volcano's fiery power. A weapon made from this will cause its wielder to cast forge magic spells as if they were 1 rank stronger. Armor made from this metal causes sky spells to hit the wearer as if they were 1 rank weaker. (+2 NMV)

Stormsteel: This metal is obtained in stormsteel mountain and is infused the power of the raging storm. A weapon made from this will cause its wielder to cast sky magic spells as if they were 1 rank stronger. Armor made from this metal causes death spells to hit the wearer as if they were 1 rank weaker. (+2 NMV)

Stygian Iron: This metal is said to exist only near the underworld. Only those incredibly skilled in death magic can venture to collect it. A weapon made from this will cause its wielder to cast death magic spells as if they were 1 rank stronger. Armor made from this metal causes life spells to hit the wearer as if they were 1 rank weaker. (+2 NMV)

bandcampboy
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bandcampboy
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PostPosted: Tue Feb 05, 2013 5:52 pm


Weapon Enchantments


Flaming: This weapon is covered in flames at the wielder's command, causing any attack to burn the victim where they were struck. (+1 NMV)

Frost: This weapon is covered in frost at the wielder's command, causing any attack to freeze the victim where's they were struck. (+1 NMV)

Returning: A weapon with this enchantment returns to the wielder's hand upon command from any distance. It must have a pathway to reach the wielder or be able to break through the obstacles in its way. (+1 NMV)

Shocking: This weapon is covered in arcing electricity at the wielder's command, causing any attack to electrocute and numb the victim where they were struck.
PostPosted: Tue Feb 05, 2013 5:53 pm


Armor Enchants


Aegis: Aegis armor allows the wearer to project a large, circular force field directly in front of them. The force field only protects from frontal attacks and spells. It will block all non-magical projectiles and spells up to B rank. While this shield is in place, the wearer cannot move at all. (+2 NMV)

Fire Shield: When the wearer of Fire Shield armor is struck in melee, a burst of flame shoots out at the attacker.

Silent: Silent armor does not make any noise when the wearer is moving around. (+1 NMV)

Wind Wall: This armor projects a gust of wind around the wearer whenever a physical projectile comes near them. This will not block energy based spells, but any physical projectiles will be veered slightly off course, making it difficult to hit the target for severe damage. (+2 NMV)

bandcampboy
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bandcampboy
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PostPosted: Tue Feb 05, 2013 5:54 pm


Jewelry Enchantments
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