Magic Items

Magic Items

Magic items function like other items: an enchantment is typically an Aspect that is invoked when appropriate. Typically, an item is enchanted using Earth Magic, though sometimes it is accomplished using another magical skill and an appropriate Stunt, often Demonology or Necromancy. The application of this check is identical to a Crafts check to create an item. The difference is the type of Aspect created. Magical enchantment obviously results in magical Aspects.

Because magical enchantment is usually the product of Earth Magic, the properties of magic items are often evident: they tend to be made of metal or at least heavily decorated with it, or else with glass or stone. Precious and semiprecious stones and metals are typical, but not necessary. It is possible (but not confirmed) that items of organic materials could be similarly imbued using Nature Magic, Spiritualism, or Necromancy. In any case, such creations are far rarer than the products of Earth Magic.

When you enchant an item, no matter what skills you use, you create a second pair of Aspects that you assign to the subject item. In effect, you add a second “Gear Aspect” and “Flaw” aspect to the item, representing the enchantment and the supernatural drawbacks of the enchanted items. This means that enchantments tend to be (like everything in Fate) somewhat double-edged. The GM decides what materials are required for an enchantment, and the difficulty of the roll to enchant it.

Here are some examples of enchanted items:

Hasan’s Sword of Flame
Gear Aspect: Ornate Steel Scimitar
Flaw Aspect: Distinctive and Flashy
Enchantment: Flaming Sword
Drawback: Tends to Start Fires

Firuz’s Cloak of Illusions
Gear Aspect: Fine Lashmirii Gnome Sized Cloak
Flaw Aspect: Delicate
Enchantment: Active Camouflage
Drawback: Malfunctions Unexpectedly

Magic Items as Extras

Magic items can of course also be treated as fully featured Extras,, meaning that in their broadest implementation, using the Gold and Bronze rules of Fate, each item could get its own character sheet. Unless a magic item is greenlit during character creation, the “permission” for a magic item is always obtaining or constructing it during the course of the game.

Magic Items and Stunts

A magic item intended to provide a constant static or conditional bonus to a Skill or other roll, such as a magical sword that adds to Fight rolls under specific circumstances, effectively has a Stunt. Stunts thus applied to magic items cost Refresh as normal; you don’t get free Stunts by applying them to an item you’ve created or found. Even if you assign a Stunt to a magic item you wield, it

Examples: Using the items above, you might create something like the following:

Hasan’s Sword of Flame
Gear Aspect: Ornate Steel Scimitar
Flaw Aspect: Distinctive and Flashy
Enchantment: Flaming Sword
Drawback: Tends to Start Fires
Stunts:
Surging Flames (Fight) — When you succeed or tie on a Fight check to create and advantage using Hasan’s Sword of Flame, add two shifts to your success.

Firuz’s Cloak of Illusions
Gear Aspect: Fine Lashmirii Gnome Sized Cloak
Flaw Aspect: Delicate
Enchantment: Active Camouflage
Drawback: Malfunctions Unexpectedly
Stunts:
One With Shadows (Stealth) — You gain +2 to Stealth checks when in darkness or shadows.

Magic Items and Skills

It’s rare for a magic item to have its own Skills, but it is not impossible. Some magical tools might have Magic Skills of their own. Like Stunts (above), item Skills must be purchased with your own Skill points. If a magic item has its own Skills, then the Stunts assigned to it can apply to its skills instead of your own.

Hasan’s Sword of Flame
Gear Aspect: Ornate Steel Scimitar
Flaw Aspect: Distinctive and Flashy
Enchantment: Flaming Sword
Drawback: Tends to Start Fires
Skills:
Pyromancy + 1
Stunts:
Surging Flames (Fight) — When you succeed or tie on a Fight check to create and advantage using Hasan’s Sword of Flame, add two shifts to your success.

Firuz’s Cloak of Illusions
Gear Aspect: Fine Lashmirii Gnome Sized Cloak
Flaw Aspect: Delicate
Enchantment: Active Camouflage
Drawback: Malfunctions Unexpectedly
Skills:
Illusion + 1
Stunts:
Sculpt Shadows (Stealth) — The Cloak of Illusions gains + 2 to Illusion checks to create aspects or advantages when in darkness or shadow

Magic Items

Three Seas MattWalker