Marketplace Magic Items

Magical Equipment

While the vast majority of the population of Geos rely on the mundane items of everyday life, many have learned to craft the magic of the world into physical items. Still more have come to rely on these items for survival.

Magical items (weapons, armour, and shields) are created by following the steps outlined below. The total cost is the sum of the costs of all steps.

  • Step 1 - Choose the type of item (weapon, armour, shield, or other items).

* Note: It is possible to enchant items other than weapons, armour, or shields.

  • Step 2 - Choose a Base Material.
  • Step 3 (Optional) - Add an Embellishing Material.
  • Step 4 (Optional) - Select an enchantment type, one of Arcane, Divine, Natural, or Psionic appropriate to the spell desired.
    • Note: Null Enchantment items cannot be enchanted further.
Magical Enchantment Description Availability Price
Arcane Base enchantment Low 250
Divine Base enchantment Low 250
Natural Base enchantment Low 250
Psionic Base enchantment Low 250
Null Base enchantment High 500

* Note: If the Base Material is grants a base enchantment type, this step is not required.

  • Step 5 (Optional) - Add a spell or effect.
Spell Effect Availability Price
Level 1 Low 10
Level 2 Low 30
Level 3 Low 60
Level 4 Low 100
Level 5 Mid 150
Level 6 Mid 210
Level 7 High 280
Level 8 High 360
Level 9 Epic 450
Level 10 Epic 550

* Note: An item cannot be enchanted with a spell that is not available to the same type of magic.
* Note: Prices are for unmodified spell level.
* Note: Spells exclusively on restricted or closed lists cannot be chosen.

  • Step 5a - Choose the frequency of the spell or effect.
Frequency Availability Price
1 / day Low 0
1 / hour Low 100
1 / 10 min Low 300
1 / min Low 600
  • Step 6 (Optional) - Add any additional enchantments.
Enchantment Description Availability Price
Personalized Weapon Base Damage when used by others Mid 100
Personalized Armour Base PAC, no Soak when worn by others Mid 100
Personalized Shield Base PAC, no Soak when worn by others Mid 100
Return to Hand, Weapon Weapon returned to hand, 50 halo cost Mid 200
Return to Hand, Shield Weapon returned to hand, 50 halo cost Mid 200
1.5x PAC Additional PAC Low 200
2x PAC Additional PAC Mid 600
2.5x PAC Additional PAC High 1200
3x PAC Additional PAC Epic 2000
+1 Damage Additional Standard and Max damage Low 200
+2 Damage Additional Standard and Max damage Low 600
+3 Damage Additional Standard and Max damage Mid 1200
+4 Damage Additional Standard and Max damage High 2000

Note: All damage bonuses are constant bonuses.
Note: Return to Hand has no effect on ammunition.

Magical Weapons

Once rare and treasured possessions, magical weapons have become commonplace in many areas of Geos and many magical weapons have turned the tide of battle and shaped the history of Geos.

  • Weapons can be enchanted with non-vampiric, harmful spells.
  • For ranged weapons, the enchantment is added to the weapon itself and transfers to the ammunition.

All weapon spell effects must be activated by saying: “Item Do Thy Work” before a weapon strike and the spell effect is activated regardless of the success of the blow.

Magical Armour

Many a great warrior has been saved from certain death by the properties of their magical armour. Others have let their greed get the better of themselves and tried to add too many enchantments to a suit of armour with tragic or hilarious consequences.

  • Armour and shields can only be enchanted with touch or self, non-healing spells.
  • Spells that have persistent effects with a duration beyond instantaneous refresh automatically at the chosen interval, they do not need to be manually activated. Instantaneous effects must be activated by saying "Item Do They Work".

Magical Consumables

Many casters make a side business of creating magical consumables which can store spells of varying types.

  • All magical consumables are considered single use items, except Talismans. All magical consumables expire after 6 game weekends.
  • All magical consumables are activated by saying: “Item Do Thy Work” in order to activate the effect. Magical consumables can only be activated one at a time.
  • There is no skill requirement to use a magical consumable.

Note: All magical consumables must be physreped; however, a single physrep can represent multiple consumables.

Wands

Wands can be enchanted with any offensive, packet-delivered spell. Use of a wand requires throwing a packet.

Wands Availability Price
Level 1 Low 10
Level 2 Low 30
Level 3 Low 60
Level 4 Low 100
Level 5 Mid 150
Level 6 Mid 210
Level 7 High 280
Level 8 High 360
Level 9 Epic 450
Level 10 Epic 550

Potions

Potions can be enchanted with any beneficial spells. Potions are delivered by touch.

Potion Availability Price
Level 1 Low 10
Level 2 Low 30
Level 3 Low 60
Level 4 Low 100
Level 5 Mid 150
Level 6 Mid 210
Level 7 High 280
Level 8 High 360
Level 9 Epic 450
Level 10 Epic 550

Scrolls

Scrolls can be enchanted with any non-self-only or non-caster spell. Scrolls are delivered as per the spell.

Scroll Availability Price
Level 1 Low 10
Level 2 Low 30
Level 3 Low 60
Level 4 Low 100
Level 5 Mid 150
Level 6 Mid 210
Level 7 High 280
Level 8 High 360
Level 9 Epic 450
Level 10 Epic 550

Talismans

Talismans are miscellaneous enchanted items, typically resource stores. Talismans are self-only. One used, a Talisman can be refilled between weekend games.

Talisman Availability Price
50 Halo Low 10
100 Halo Low 30
150 Halo Low 60
200 Halo Low 100
250 Halo Mid 150
300 Halo Mid 210
350 Halo High 280
400 Halo High 360
450 Halo Epic 450
500 Halo Epic 550
10 Mana Low 10
20 Mana Low 30
30 Mana Low 60
40 Mana Low 100
50 Mana Mid 150
60 Mana Mid 210
70 Mana High 280
80 Mana High 360
90 Mana Epic 450
100 Mana Epic 550

Magical Services

The world of magical commerce is diverse, and while it is dominated by Divine and Arcane practitioners, many services of all magic types are available across Geos. Ritualists find they are able to make a lucrative practice of selling their specialized services to those in need.

Service Price
Level 1 Spell 5
Level 2 Spell 15
Level 3 Spell 30
Level 4 Spell 50
Level 5 Spell 75
Level 6 Spell 105
Level 7 Spell 140
Level 8 Spell 180
Level 9 Spell 225
Level 10 Spell 275
Willpower (Offensive) / rank 10
Identify Item 50
  • If Willpower (Offensive) is required for a spell, add the cost to the base cost for the spell itself.

Note: Due to the variety of services and items available, the current marketplace list is incomplete. Any purchases beyond those listed should be discussed with the System Manager.

Magical Training

There are many who earn their living practicing the magical arts and still many more who earn theirs teaching these arts to those who are willing and able to learn. All casters, whether they practice Arcane, Divine, Natural, or Psionic magic must pay to learn their spells.

  • Spells are not learned automatically at character creation and must be paid for along with equipment.
  • Spells can be learned in any order as long as the character possesses the required rank of casting.
Spell Level Availability Price
Level 1 Low 10
Level 2 Low 30
Level 3 Low 60
Level 4 Low 100
Level 5 Low 150
Level 6 Mid 210
Level 7 Mid 280
Level 8 High 360
Level 9 High 450
Level 10 Epic 550

Note: Spell costs are for unmodified spell level.
Note: Level 11 spells require a Cunning Plan or Private Game to be learned.
Note: Spells from Closed lists cannot normally be purchased in the marketplace; a specific Class is needed to purchase these spells.