Table of Contents

Magic Items

There are several types of magical items in common use by PCs. The most common are Alchemical Items, Potions & Oils, Wands, Clothing & Armor, and Weapons & Tools (this category includes wands, but they have enough special rules to be considered separate). While all of these items are considered equipment, and have Load values, many are also Consumable, having limited uses per caper. Consumables that are part of a character's permanent equipment list are refreshed after each caper, but consumables that PCs gained through Acquire Asset downtime actions are not refreshed. If you have any magical items like potions, wands, or alchemical items, you may use a Bandolier (1 Load item), which can carry up to three items. Any such items over and above that are 1 Load apiece. The standard Bandolier is different than an Artificer's bandolier; an Artificer's bandolier does not need to be stocked with specific items ahead of time; the standard bandolier is only to reduce load for small items.

If you come across magical items during a caper, you might not know what they do. Certain abilities and spells can identify items and trial-and-error can give you some idea. Any unknown magic items the crew possesses get identified at the beginning of downtime.

Crafting Magical Items

To craft a magical item, you need to know the recipe or formula, and successfully make a Crafting roll with a downtime activity. In addition, you must spend Coin equal to the item's Tier, over and above any Coin you spend for the Artifice roll to craft it.

To learn a formula, you must Study it as a long-term project. Most new formulas or designs will require an 8-segment progress clock to invent and learn. If you can find or purchase an existing schematic for the item, you gain +1 effect level every time you roll to learn it.

Alchemical Items

Alchemical items, such as Tanglefoot Bags, Alchemist's Fire, and Holy Water, are semi-mundane consumable items that are generally cheap and easy to replace, so they tend to have more uses than potions, and are replenished after each caper. Depending on the item and how it's used, it might require an Action roll to use, such as Skirmish or Finesse to throw a tanglefoot bag at an enemy spellcaster, Wreck to use alchemist's fire to light a destructive blaze, or Study to administer an Antitoxin to heal a poison. The Action skill used might differ depending on circumstances, as will the position and effect.

Alchemical items can be purchased or gained through Crafting (if you know the recipe and succeed on an Craft downtime action) or Acquire Asset (these are single-use, though, and do not replenish). If you craft an item, you gain one use of it per caper. You can produce more of an item with an additional Craft action, giving you one additional use per caper.

Here is a list of possible alchemical items you can use, along with their Tier:

Potions & Oils

Potions and Oils are specific spell effects stored in liquid form. Most spells cast at a range or that can be resisted cannot be made into potions.

Potions and Oils are identical in cost and ease of access, but potions are consumed, and oils are applied to objects (or warforged). It doesn't usually require an Action roll to use a potion on yourself, your equipment, or a nearby ally, unless there are risky circumstances (like trying to remain stealthy, or you are falling or underwater).

Unlike alchemical items, potions are single-use and are not replenished between capers. To acquire one, you must purchase (price is equal to Tier+1 Coin) or use an Acquire Asset or Craft downtime action. The Tier of a potion is equal to its spell level+1. In order to craft it, you need to know its recipe, or know the spell.

Some items are treated like potions, but don't directly duplicate spell effects (or are used in other ways besides ingestible potions). Here are a few examples, listed with their Tier:

Wands

Wands are used in Sharn for a wide variety of effects; virtually any spell you can find can be in wand form. Anyone with even a minor amount of magical talent can use one (you need at least one point in Cast to use it). A wand of first level or higher can be used twice per caper (recharging at the beginning of downtime), and a cantrip wand has unlimited uses.

The Tier of a wand (to determine the difficulty of a Craft or Acquire Asset roll, or its purchase price) is equal to its spell level +2. To craft a wand, you need to know the recipe, or know the spell.

Clothing & Armor

Clothing & Armor are (generally) items that can be worn for some magical effect, either passively, or by speaking a command word.

Here is a list of sample clothing & armor. Items are listed with their quality level, followed by the load value:

Weapons & Tools

Weapons and Tools are (generally) handheld items that can be activated for some magical effect, either by using it normally, or by speaking a command word.

Here is a list of sample weapons and tools. Items are listed with their quality level, followed by the load value: