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Magical Trinkets
by Colin Chapman

The following magical trinkets represent the kind of interesting, and/or useful items that Cymrilian characters may start with, as noted on their archetype write-up. However, while some of these items are useful, they have no impact on such things as game balance, combat, etc. and are therefore still minor items. Characters who try to sell their trinkets will seldom get more than 30% of their overall value. Remember, Limited trinkets may only be used 3 times per 24-hour period.

Note: Many of the cloak/cape trinkets can also be purchased as different apparel with the same enchantment. For example, it is possible to purchase an Ever-Dry cap, boots, or coat, and so on. In such cases, the cost difference is negligible and hardly worth worrying about. Characters can choose the appearance, color(s), and material of the trinkets they choose, providing a set material is not mentioned, and bearing in mind that such items are always of good quality. They may also chose what a Triggered item's trigger phrase, action, motion, or situation is.

Flamboyant Cape
This cape has a minor Move enchantment that makes the cloak flutter and billow around the character as if blown by a non-existent wind. Because a cape that continually fluttered would become irritating and inconvenient, these items usually have a Trigger built in that the wearer must perform before the cape starts to flutter, and another such Trigger to still the cape again. These capes tend to be popular among characters of dramatic or swashbuckling aspect.
Mode: Move
Spell Level: 1
Type: Continuous, Triggered
Time Required: 7 weeks
Minimum Value: 144 g.l.

Ever-Dry Cloak
This hooded cloak has been enchanted with a Ward vs. water, ensuring that the entire garment is completely waterproof. Of course, while it always stays perfectly dry, it still only acts like a cloak, and doesn't stop any exposed areas of the character or his equipment from getting wet. It also means that water cannot be used to clean the cloak, so some other substance or process must be used instead. Ever-Dry boots and backpacks are also extremely popular.
Mode: Ward
Spell Level: 1
Type: Continuous
Time Required: 6 weeks
Minimum Value: 124 g.l.

Radiant Cloak
This cloak has been enchanted with a minor illusion of light, giving it a constant pale luminescent glow in whatever single color the character desires.
Mode: Illusion
Spell Level: 1
Type: Continuous
Time Required: 6 weeks
Minimum Value: 124 g.l.

Color-Shift Cloak
This cloak has been enchanted with a minor illusion of color, allowing the character to change it back and forth between any two single colors whenever they speak a specific Trigger word.
Mode: Illusion
Spell Level: 1
Type: Continuous, Triggered
Time Required: 7 weeks
Minimum Value: 144 g.l.

Deep Shadow Cloak
This hooded cloak has been enchanted with an Alter spell that slightly darkens the shadows within it, adding a more dramatic or sinister aspect to the wearer's appearance. In order that the wearer doesn't get lynched by superstitious locals, the cloak also features a Trigger phrase that is spoken to turn the effect on or off.
Mode: Alter
Spell Level: 1
Type: Continuous, Triggered
Time Required: 7 weeks
Minimum Value: 144 g.l.

Everlasting Pipe
This smoking pipe (usually of carved wood, bone, or black iron) has been enchanted with a Conjure spell that refills the pipe with conjured tobacco whenever the Trigger is used. While it feels like the character is smoking tobacco, and gives off the same smoke puffs, aroma, etc. these always vanish, leaving no lingering smell or smoke. The pipe also has the advantages that the character will never become addicted or get cancer, because all traces of tobacco in the character, like all conjured items, eventually vanish completely as if they had never existed.
Mode: Conjure
Spell Level: 1
Type: Continuous, Triggered
Time: 7 weeks
Minimum Value: 141 g.l.

Sparker
This short brass wand is engraved with symbols of fire. 3 times a day, it may be used to give off a tiny but intense burst of flame at its tip (1 damage) that can be used to ignite flammables it touches, campfires, etc.
Mode: Attack
Spell Level: 1
Type: Limited
Time Required: 2 weeks
Minimum Value: 60 g.l.

Screaming Pouch
This purse or coin pouch has been enchanted with a Illusion of sound that kicks in whenever anyone tries to open the pouch without using the Trigger phrase or word (and the noise is stopped by the same Trigger). The sound can be heard in a 10' radius around the pouch, and may take any single form the character desires, such as a loud continuous scream, a cry of "Stop! Thief!" or "Let me Go!" repeatedly, etc.
Mode: Illusion
Spell Level: 1
Type: Continuous, Triggered
Time Required: 7 weeks
Minimum Value: 141 g.l.

Sound Stone
This smooth marble has been enchanted with a single Illusion of sound, and can be activated 3 times a day. Each time, the sound lasts for 30 seconds, and can be heard in a 10' radius. Favored by practical jokers, popular sounds include outrageous laughter, ridiculous flatulence, and orgasmic groaning. Characters of a more aesthetic nature often choose stones that give off the sound of avir song, music, or soft singing instead.
Mode: Illusion
Spell Level: 1
Type: Limited
Time Required: 2 weeks
Minimum Value: 44 g.l.

Scented Pin/Fan
This crafted silver decorative pin (or elaborate silk fan) is enchanted with the illusion of a single scent (usually a perfume) that can be smelled in a 10' radius around it. While some exude the illusory scent continuously, others have Triggers that allow the scent to be turned on or off at need. Scented fans are popular, especially in Hadjistan.
Mode: Illusion
Spell Level: 1
Type: Continuous (some are also Triggered)
Time Required: 6 weeks (7 weeks for a Triggered)
Minimum Value: 125 g.l. (145 g.l. for a Triggered)

Cool Wand
This simple black iron wand is enameled with white and blue, and has been enchanted with a Conjure spell. It can conjure tiny ice cubes (useful for cooling drinks, and making an ice pack) 3 times a day, conjuring up to 12 cubes each time, each of which vanishes after 1 minute.
Mode: Conjure
Spell Level: 1
Type: Limited
Time Required: 2 weeks
Minimum Value: 60 g.l.

Self Dressing Cloak
This cloak has been enchanted with a Move spell that causes it to float through the air when called (Triggered), drape itself over the character's shoulders, and fasten its own clasp. It can only be done 3 times a day, and only if the character is within 10' of the cloak when he uses the Trigger. Boots that put themselves on, or take themselves off are also popular.
Mode: Move
Spell Level: 1
Type: Limited, Triggered
Time Required: 3 weeks
Minimum Value: 64 g.l.

Holo Locket
This simple silver locket is enchanted with a single, static, 3D illusion of the owner's choice, no more than a few inches high, that appears hovering above the locket when it is opened, up to 3 times a day, each time lasting only a minute.
Mode: Illusion
Spell Level: 1
Type: Limited
Time Required: 2 weeks
Minimum Value: 50 g.l.

Wand of Petals
This silver wand is simply carved, and enchanted with a simple Conjure spell. The user may conjure forth a gentle burst of 1 cubic foot's worth of flower petals, all of which vanish after 1 minute. Other variations include seemingly empty caps that conjure a cubic foot's worth of colored scarves, petals, or tinsel that can be 'pulled' out of the hat and scattered, etc.
Mode: Conjure
Spell Level: 1
Type: Limited
Time Required: 2 weeks
Minimum Value: 60 g.l.

Self-Shuffling Cards
This deck of quatrillion cards has been enchanted with a Move spell that causes it to shuffle itself up to 3 times a day. When activated, the deck seems to shuffle itself as if manipulated by skilled invisible hands, stopping after 6 seconds. Many owners activate it 3 times in rapid succession in order to ensure the cards are truly shuffled.
Mode: Move
Spell Level: 1
Type: Limited
Time Required: 2 weeks
Minimum Value: 45 g.l.

Silk Glove of Sensation
This silk glove is enchanted with a minor Illusion spell that grants it the "feel" of numerous warm caressing hands (or a warm open mouth, licking tongue, whatever...) when Triggered, and is popular among certain Cymrilians for, ahem, "recreational purposes"...
Mode: Illusion
Spell Level: 1
Type: Continuous, Triggered
Time Required: 7 weeks
Minimum Value: 141 g.l.

Silk Glove of Desire
This silk glove is enchanted with a minor Influence spell that inspires amorous yearnings in anyone it touches (while activated). However, as would be Casanovas have discovered, it does not guarantee that the individual touched will lust after the toucher, or that they will act on their desires. It simply makes them feel "friskier".
Mode: Influence
Spell Level: 1
Type: Limited
Time Required: 2 weeks
Minimum Value: 44 g.l.

Comforter
This trinket takes the form of a small, soft, silk pillow, or child's small cuddly toy. It has been enchanted with an Influence spell that encourages sleep or tranquility in the individual that uses it (typically Triggered either by resting the head on it, in the case of the pillow, or hugging the toy). Cymrilian children use a comforter toy as a security blanket, while adult insomniacs often purchase a comforter pillow to aid their sleep.
Mode: Influence
Spell Level: 1
Type: Continuous, Triggered
Time Required: 7 weeks
Minimum Value: 141 g.l.

Fingertip Flame Ring
This simple brass ring is etched with runes of fire, and enchanted with a Conjure spell that, when activated, causes a small tongue of flame to appear at the tip of the finger bearing the ring. The flame lasts a mere 5 seconds before dissipating, and does not cause any damage, but is useful for lighting pipes or tinder.
Mode: Conjure
Spell Level: 1
Type: Limited
Time Required: 2 weeks
Minimum Value: 60 g.l.

Reaching Ring
This simple brass ring allows the wearer to telekinetically grab any small object (under 1 lb.) that lies anywhere up to 1' around her ringed hand, and draw the object into her grasp. Lazy magicians are fond of these trinkets, enabling them to grab quills, pots of ink, etc. from the other side of their worktop without having to stretch for them. The ring can also be used to tug clothing or hair, but cannot cause damage.
Mode: Move
Spell Level: 1
Type: Continuous
Time Required: 6 weeks
Minimum Value: 125 g.l.

Ever-Warm Cloak
This thick, beautifully spun erd-wool cloak has been enchanted with a Ward vs. Cold, enabling it to keep out chill winds effectively (although it only protects those areas it covers). Ever-Warm boots, gloves, caps, and tunics are also popular.
Mode: Ward
Spell Level: 1
Type: Continuous
Time Required: 6 weeks
Minimum Value: 124 g.l.

Dancing Mote Wand
This small iron wand is decorated with swirling arcane symbols, and when activated, summons a tiny (2" tall) light sprite that proceeds to flit about in a beautiful aerial dance for 1 minute before vanishing. The light sprite will not perform any other function, and has no attributes or skills to speak of. Essentially it's simply a tiny humanoid-shaped mote of colored light.
Mode: Summon
Spell Level: 1
Type: Limited
Time Required: 2 weeks
Minimum Value: 60 g.l.

© 1998 Colin Chapman