It's a Charmed Life! (DW Magic Item)

Sir Brad

Banded Mongoose
working on a new class of magic Item, "Charms", their will be sub types for example Protective Charms (Magic Defence Bonus or Damage Reduction VS a type of Damage), Lucky Charms (Evasion Bonus) Charms of Bravery (Morale or Fright Check Bonus).

I plan to have them makeable by both Mystics as part of their Enchantment ability, and by Scourers as part of Artifice, as limits I'm going to have Active Charms interfere with Mystic Spell Casting and a limit of Three active per person, most powerful charms over right less powerful ones if you are carrying more than your limit even if not of the same type, only most powerful charm of any type counts.

Most aspects are fairly clear in my head but from my quick summery dose it look like I'm off base or have forgotten something? or would folks like more in-depth examples before making a decision?
 
Back
Top