Tools and Accessories

The following equipment is available from the University of Magic shop.

ItemCostDescription
Magical Object Workbench {2}10cThis workbench and associated toolset is required for the manufacture and repair of magical items.
Magical Glassware {2}5cThis is needed to make potions, powders, tinctures and gasses. It comes in a large wooden cupboard.
Portable Magical Test Kit {-2}3cThis is a 20x10x5cm wooden box, containing some test tubes and many little bottles containing fluids, along with an instruction manual. It is used to analyse Potions, Powders, Gases and Tinctures, from the above list. The book will tell the user to mix the sample with various fluids, and turn to different pages depending upon the results. After 1D6 actions, the use of the sample will become clear. Chaotic magical objects will fool the kit. A kit contains enough chemicals for 1D6 tests, and as only a small sample is needed, does not destroy the potion, powder, or whatever.
Globe of Spell Testing {-1}11cThis large glass globe, about thirty centimetres diameter, will speak the effect of any spell cast upon it, without actually being affected. For example, if one cast a 1D6 Fireball at it, it would respond with 'Ball of fire - does some minor damage.' This is an invaluable component of any magical lab. Even spells that can only be cast upon the caster may be tested with this device, not harming the caster.
Elemental gems {-5}2cThese gems will halve the NE requirements of spells concerning the chosen element (i.e. spells from level 5 - Water and the Water SSC are improved by a Water gem).
NE battery amulet {-5}1.5cThis small amulet can hold up to 500 points of NE. The owner may drain some of their NE into it, or absorb some of its NE into themselves, in an action.

Mage Weapons

These weapons are only usable by wizards; the weapon grade specifies minimum level of the wizard trying to use the weapon. They look like hollow tubes, inscribed with runes.

Fireball Cannon {-2}
CloseMediumFarExtreme
Range20m per level
Attack Bonus+1 per 4 levels
Damage1D6*level
Blast RadiusVariable, up to 1m per level
Ammo20 NE per shotDC25Resilience2Dodge Bonus4
ModesAuto
Grade1Cost3c
NE mortar {-1}
CloseMediumFarExtreme
Range10m per level
Attack Bonus-3
Damage1D6*10*level
Blast Radius1m per level
Ammo30 NE per shotDC25Resilience2Dodge Bonus4
ModesAuto, Burst(3)
Grade5Cost5c
Temporal Warp Cannon {-2}
CloseMediumFarExtreme
RangeLine of sight
Attack Bonus+5
DamageTarget is teleported 1D6 hours into the future
Blast Radius-
Ammo1D8*10 NE per shotDC25Resilience2Dodge Bonus4
ModesAuto
Grade10Cost8c
Spatial Warp Cannon {-2}
CloseMediumFarExtreme
RangeLine of sight
Attack Bonus+5
DamageTarget enters a dimensional trap, which is ejected from the gun.
Blast Radius-
Ammo500 NE per shotDC25Resilience2Dodge Bonus4
ModesManual (the NE is used during reloading)
Grade15Cost20c
Warp Disrupter Grenade {-4}
CloseMediumFarExtreme
Range1.5m per Strength
Attack Bonus-
DamageAll Dimensional Warps within the blast radius are destroyed.,
Blast RadiusVariable, up to 1m per level
Ammo10 NEDC-Resilience-Dodge Bonus-
Modes-
Grade2Cost0.3c

The contents of the Dimensional Warps are ejected through their openings. If used in a warp, for example if the caster is trapped, they and their party will be safely ejected.

Presence Sensor Gem

This gem adheres to any guided missile, allowing it to lock onto a Presence (living or undead creature, invisible creature, etc). This is superior to infra-red, which is fooled by Undead and the invisible. Cost: 1c. Takes a level 3 mage an action to install. {-5}