Revision as of 12:00, 5 April 2014 by Andy Raff (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Personal Items

Characters may bond to three different forms of personal items. You may only be bonded to one item of each type: Armaments, Garments, Accoutrements.

Armaments

  • Armaments are items designed to be wielded
  • Wherever feasible you should be wielding an armament in your hand(s) when you use its magical abilities
  • You must be able to wield an item to bond to it

Armaments include weapons, implements, icons and musical instruments.

One-Handed Weapons

  • You do not need a specific skill to be bonded to a one-handed weapon
  • The phys-rep must be a one-handed weapon

Two-Handed Weapons

One-Handed Spears

Paired Weapons

  • You need the Ambidexterity skill to be bonded to a set of paired weapons
  • The phys-rep must be a pair of one-handed weapons
  • You should wielding both weapons when you use their magical power

Pole-arms

Other Weapons

  • You need the marksman skill to be bonded to a bow or crossbow
  • You do not need a specific skill to be bonded to a dagger

Rods

  • You need the magician skill to be bonded to a rod
  • the phys-rep must be a rod

Staffs

  • You need the battle mage skill to be bonded to a rod
  • the phys-rep must be a staff

Wands

  • You need the magician skill to be bonded to a wand
  • the phys-rep must be a wand

Arcane Weapons

Ritual Staves

  • You need the magician skill to be bonded to an arcane implement
  • You cannot wield an arcane implement in battle unless you have the Battle Mage skill
  • the phys-rep must be a staff

Icons

  • You need the dedication skill to be bonded to an icon
  • the phys-rep should be at least 8" long and should not be a weapon or implement

Musical Instruments

  • You need the dedication skill to be bonded to a musical instrument
  • the phys-rep should be a musical instrument that can be played


Garments

Armour

  • You must be wearing suit of armour to benefit from its magical abilities
  • Mage armour must meet the coverage rules for mage armour

To count as enchanted armour, it must cover the majority of the torso and at least one other location. Valid locations are the head (with a helm), the arms and the legs, or you may cover half of your arms and legs.

Clothing

  • A robe must be a phys-rep of clothing

Robes must cover the majority of the torso and at least one other location. Valid locations are the head (with a hood), the arms or the legs, or at least half of your arms and legs.

Accoutrements

  • Accoutrements include items such as shields and jewellery (including talismans and masks)

Shields

  • A shield must be a weapon-safe phys-rep of a shield, it cannot be a buckler
  • You must be wielding a shield to use its magical abilities

Jewellery

  • You must be wearing a piece of jewellery to benefit from its magical abilities

Jewellery must be a phys-rep of an item that is worn. It may take the form of actual jewellery such as an amulet, ring, bracelet or circlet. It may also take the form of any other small item intended to be worn such as a mask, embroidered favour, decorative braid and the like. As much as possible the item should look distinctive and decorative.

Bands Items

Magic Standards

  • A banner may only be bonded to one magic standard at a time
  • Must be a phys-rep of a banner or standard
  • Up to fifteen people from the same banner can be bonded to a magical standard

A magic standard must be a phys-rep of a banner or standard. It should be an item that is carried, rather than a back-banner or a tabard. Ideally it should consist of a banner pole at least 60" long, and should bear a flag, pennant or banner with a design on it.

To gain the benefit of a magical standard you must be bonded to it, should be fighting with the unit bearing the item, and have seen it held aloft by a member of your banner in the last few minutes.

Covenstones

Reliquaries