Charm Making
The Bull Charm is a necklace made from the horns of minotaurs. It holds some of the strength and vitality of the bull and, when worn, makes the wearer more resistant to normal weapons and stronger. Warning: This talisman increases health, if removed when badly injured it may be fatal! Adventurers report a +5 health bonus, a +1 strength bonus, and a +5 normal defense bonus. It is reported that only adventurers of warrior classes can wear these charms.
Equip to: Neck
No. Per Backpack Slot: 12
Defense Bonuses: - Normal=5, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=0.
Value: ?/?gp
It's a rat. It's dead. What else did I expect, exactly? A person skilled in the making of charms can use three dead rats, plus 100gp to fuel the magical process, to make a rat tail charm. The order to do so is ‘X 35’. Members of the Apothecary Guild will offer 5gp to purchase such dead rats.
Equip to: Attack Hand
No. per Backpack Slot: ?
Value: ?/0gp
FENRIR TOOTH
I examined the tooth. The teeth of Fenrir are prized by those skilled in making charms as they hold more than a small amount of magical power. A person skilled in the making of charms can turn six fenrir teeth into a magical charm, if they have 100 gold to fuel the magical process. The order to do so is 'X 6675 0'.
No. Per Backpack Slot: ?
Value: ?/?gp
The eyeteeth of goblins are prized by those skilled in making charms as they hold a small amount of magical power. A person skilled in the making of charms can turn six goblin eye teeth into a magical charm, if they have 50 gold to fuel the magical process. The order to do so is 'X 1688 0'. Members of the Apothecary Guild will offer 5gp to purchase such teeth.
No. Per Backpack Slot: 20
Value: ?/2gp
It is a necklace made of goblin teeth. The magical power innate in these have been drawn out by a skilled charm maker. The teeth embody the sneakiness and cowardice of the goblins and thus increase the defense of anyone who wears it. Grime, the Alchemist, reports that a goblin tooth charm grants damage reduction of 1, but this is still be confirmed by the Good Flare Dragon Alrakedeem. Alrakedeem can’t confirm this power and an inquiry to the Royal Alchemist (i.e. GM) explains that the Alchemist Grime is in error. The Royal Alchemist would not, however, reveal the charm’s true power. Further investigations must still continue.
Equip to: Neck
No. Per Backpack Slot: 12
Value: ?/?gp
KNOWLEDGE TOME (CM)
I examined the tome of knowledge, eager
to know what information it held. It seemed to be some instruction on how to
gain a skill called Charm Making. By studying the information in this book a
suitable candidate would have a chance to learn the skill! Charm Making may be
learnt only by alchemists or witches. It costs 200 XP to learn, a failure
costing 20 XP. The order to learn the skill is 'X 1683'. A Knowledge Tome of
Charm Making can be purchased in a city book shop for 300 gp using the order ‘B
1682’. GM Note: Applicable characters can try and learn this skill if
they have this book in their backpack.
No. Per Backpack Slot: 12
Value: 300/?gp
This charm is made of lizard man scales, stuck together and attached to a thong to use as a necklace. When worn it grants the lizard’s love of fire, but also a hatred and vulnerability to cold. (+20 fire defense, -20 cold defense)
Equip to: Neck
Movement Rate: Not affected
No. Per Backpack Slot: 12
Value: ?/?gp
Defense Bonuses: - Normal=0, Fire=20, Cold=-20, Chemical=0, Magical=0, Mental=0.
These scales contain some magical power that can be used to manufacture a charm. A person skilled in the making of charms can turn five lots of scales into a magical charm, if they have 100gp to fuel the magical process. The order to do so is ‘X 1693 0’. Members of the Apothecary Guild will offer 5gp to purchase such scales.
No. Per Backpack Slot: 20
Value: ?/2gp
I wove the materials for the charm together and infused it with the magical energy of the gold to manufacture a new magic charm. Player’s Note: 5 Lizard man scales and 100gp disappeared from the alchemist backpack and a lizard charm appears.
Minotaur horns contains some magical power that can be used to manufacture a charm. A person skilled in the making of charms can turn three lots of minotaur horn into a magical charm, if they have 200 gold to fuel the magical process. The order to do so is 'X 1694 0'.
No. Per Backpack Slot: 20
Value: ?/?gp
X 1694 0
I wove the materials for the charm together and infused it with the magical energy of the gold to manufacture a new magic charm. Player’s Note: 3 Minotaur Horns and 200gp disappeared from the alchemist backpack and a Bull Charm appears.
I examined the belt. Roughly made out of fragments of ogreskin, this belt will focus the strength of an ogre into the wearer, or at least part of it, boosting their strength slightly. (+1)
Equip to: Waist
No. Per Backpack Slot: 12
Value: ?/?gp
The skins of ogres contain a small amount of magical power and this can be used to make a magical belt. A person skilled in the making of charms can turn three ogre skin fragments into a magical charm, if they have 50 gold to fuel the magical process. The order to do so is ‘X 1689’.
No. Per Backpack Slot: 20
Value: ?gp
I examined the hair. It contains some magical power which can be used to manufacture a charm. A person skilled in the making of charms can turn five lots of orc hair into a magical charm, if they have 75 gold to fuel the magical process. The order to do so is 'X 1695'. Grime, an alchemist, reports that the charm created from this process is called an Orc Knot. Members of the Apothecary Guild will offer 5gp to purchase orc hairs.
No. Per Backpack Slot: 20
Value: 1gp
An orc knot is a charm made from orc hair, woven into a ring. Worn, it grants the wearer some of the ferocity of the orcish folk, increasing their martial skills and prowess. (OOC: +4 attack bonus.)
Equip to: Finger
No. Per Backpack Slot: 12
Value: 85gp
I examined the charm. It consists of a small bag in which are fragments of zombie flesh. The charm holds some of the necromantic power of the zombies that went into making it. When worn, it boosts the strength and health or the wearer, but makes them slower and less smart. Warning: this charm boosts health, if removed when badly hurt it may be fatal. (+6 health, +1 strength, -1 intelligence, -1 movement)
Equip to: Neck
No. Per Backpack Slot: 12
Value ?gp
The charm is a simple necklace made of three rat tails woven together. Only rogues may use and wear these charms and the charm will enhance their natural sneakiness, making them more dexterous and slightly harder to hit. Adventurer reports that the benefits might be different. A bonus to dexterity seems confirmed (+1), but all other defenses other than normal defense seem to be lower (+1 bonus rather than +3). A third report states that the bonus to normal defense is +4, the bonus to chemical defense is +2, and the bonus to all other defenses is +1.
Equip to: Neck
No. Per Backpack Slot: 12
Defense Bonuses: - Normal=3, Fire=3, Cold=3, Chemical=3, Magical=3, Mental=3.
Value ?gp
It is believed that this charm is useful only to necromancers and grants them +4 to max health.
Equip to: Neck
No. Per Backpack Slot: ?
Value ?gp
These fragments still contain some necromantic power and one skilled in charm making can use this to make a magical item. A person skilled in the making of charms can turn five skeleton fragments into a magical charm, if they have 30 gold to fuel the magical process. The order to do so is 'X 1690'. Members of the Apothecary Guild will offer 5gp to purchase such fragments.
No. Per Backpack Slot: 20
Value: ?/1gp
I examined the tooth. The eye teeth of Trolls are prized by those skilled in making charms as they hold a small amount of magical power. A person skilled in the making of charms can turn six troll eye teeth into a magical charm, if they have 50 gold to fuel the magical process. The order to do so is 'X 4814 0'.
No per back pack slot: 20
Value: ?/?gp
X 4814 0
I wove the materials for the charm together and infused it with the magical energy of the gold to manufacture a new magic charm. Player’s Note: 6 Troll eye teeth and 50gp disappeared from the alchemist’s backpack and a Troll Tooth Charm appeared.
I examined the charm. It is a necklace made of troll teeth, the magical power innate in these having been drawn out by a skilled charm maker. The teeth embody the toughness of the Troll and thus increases the defense of anyone who wears it. Player’s Note: Offers 1 point of damage reduction when equipped.
Equip to: Neck
No per back pack slot: 12
Value: ?/?gp
These chunks still contain some necromantic power and one skilled in charm making can use this to make a magical item. A person skilled in the making of charms can turn ten zombie chunks into a magical item, if they have 50 gold to fuel the magical process. The order to do so is 'X 1691 0'. Members of the Apothecary Guild will offer 5gp to purchase such chunks.
No per backpack slot: 20
Value: ?/3gp
X 1691 0
I wove the materials for the charm together and infused it with the magical energy of the gold to manufacture a new magic charm. Player’s Notes: 10 zombie chunks and 50gp disappeared from the alchemist’s backpack and 1 putrid charm appeared.