"Come
on Ulos, you're so slow!"
Madavian laughed as he ran through the streets with Abraham, Ulos puffing along behind them.
"I don't.. puff... see... puff... why we couldn't take a... puff... cart."
Madavian laughed.
"You're so unfit, Ulos. Come on come on come on. Let's
go!"
Eventually they reached the marketplace, though it was really more of a set of shops around a great square.
"Come
on, Ulos."
Ulos glared daggers at Madavian.
"Let me... let me catch my breath. Then we go shopping."
They started browsing, and Madavian took the items they had to sell and was animatedly discussing
something with someone in a pawn shop. He came back, just as Abraham came back as well.
"So, what are we getting?"
The Shopping Miniturn has begun.
You may spend any amount of money, from zero to all of what you have. You may sell as many items as you like. I am perfectly happy for people to vote for plans, and will likely divide the voting into a number of plans or options once people have decided what they may like. (as there are a lot of items to be bought), and this may be the better way to spend money.
You have 238 coins. You may sell items and buy them effectively simultaneously during this turn (so you can spend more money than you currently have if you sell items as well.)
Saleable Items:
Masterwork Cutting Knife. +5 to all Craft: Alchemy rolls involving cutting. Can be used as a weapon in times of need. - 90 Coins
Masterwork Bone Wand - Offers ???. -
90 Coins
Average Quality Measures and Weights - Necessary for Alchemy to take place.
32 Coins
Artifact: Iron Amulet - Offers ??? -
47 Coins. This may not be a fair appraisal.
Purchasable Items (Minor):
Full Camping Gear - Allows Abraham to sleep comfortably in your room. Would allow him to sleep outside if necessary as well.
- 7 coins
Superior Writing Equipment - Better books, better pen, more inks that don't blot and stay well. Offers +10 when rolling to inscribe a Sigil or Rune on paper.
- 22 coins
Itching Powder - Obvious use in pranks. Enough to last indefinitely if you're only using it on one person at a time. -
9 coins.
Sigil of Fire - A pretty basic spell scroll. Put some magic into it, and make sure you're pointing at whatever you want lit on fire. Takes 20 Magic Points. -
10 Coins
Sigil of Water - A pretty basic spell scroll. Put some magic into it, and there you go, water. Useful as crowd control on your enemies or to put out fires. Takes 10 Magic Points. -
10 Coins
Draught of Wakefulness - Offers the ability to go a night without sleep. Unlocks 1 Free Action. Should not be used longterm -
22 Coins
Draught of Healing - Heals wounds, bruises, etc. Does not remove poisons, magical Curses, etc. Works by drastically increasing regeneration for a few minutes. Bad consequences for repeated overuse. -
24 Coins
Potion of Speed - Increases physical speed, allowing the subject to run and move much more quickly for a span of about thirty minutes. -
18 Coins
Philter of Strength - Raw, concentrated Strength. Increases the subject's strength tenfold for thirty seconds. Useful in getting out of sticky situations.
- 16 Coins
Purchasable Items (Major):
Potion of Precognition - Gifting the user with precognition on any actions they take within the next ten minutes, allowing them to avoid negative consequences where possible.
Reroll on any failed Rolls in the following ten minutes as long as the failure is known within that time (does not work on tests that are marked hours later, for instance) - 67 Coins
Quality Geometric Tools - Very useful in determining the precise dimensions of a Sigil or Rune. Helpful in Magical Theory. (+10 to all Magical Theory rolls involving identifying a spell, or writing a new one.) -
52 Coins
Poultice of Invisibility - Sure, it smells gross. Sure, you need to rub it all over your skin. Sure, you've got to be naked to use it. But it
does make you invisible for the better part of twelve hours.
- 80 Coins
Runic Binding Circle - Fill it up with magic, fold it out, and away you go. Improves your chances of Binding a Spirit, and allows you more time to do so.
Reroll any failed Binding roll. Only works when charged. Requires 200 Magic Points to fully charge. Infinitely reusable. - 150 Coins
Magically Linked Bells - Verging on Artifact status, these bells ring whenever the other one is rang. Useful to alert your allies or even send coded messages over great distances.
Must be charged weekly, 40 Magic Points to charge. 225 Coins.
Purchasable Items (Artifacts):
Chimes of Cessation - Disrupts all nearby activated magic within 75 feet when rang. Will ring faster as it disrupts magic around you, and will counter magic to the value of the Magic Points put into it before it ceases ringing. Also disrupts the users magic.
Requires 200 Magic Points to charge to a minimum. Can be charged up to 1000 Magic Points (5 Chimes). Does not counter spells that are either cast outside the radius, or which has their effects begin outside that radius. 380 Coins.
Eye of Farsight - A dull blue sphere with near-invisible runes inscribed on its glass surface. Allows scrying on any place indicated by the Eye's controls. Can view anywhere up to ten kilometres away in a sphere around the user, with a maximum radius of ten metres by ten metres viewing. Lasts for ten minutes once activated.
Requires 100 Magic Points to charge. 350 Coins.
The Minor Arcana of Protection - Five rings set in a chain linking them all together. When worn, they protect against
one attack, each individual ring protecting against a different effect. These effects are: temperature variation, kinetic force, airborne poisons and acids, liquid poisons and acids and mental magic.
Each ring takes 20 Magic Points to charge. The charge naturally dissipates after 1 week of not being activated by an enemy attack, and so must be recharged every week. - 450 Coins.
The Training Cube - Allows low-magic users to train their Spellweaving using their Physical Ability stat. Allows user to halve the cost of training Spells (by practicing with just the cube sometimes to ensure you can get it correct) in terms of Magic Points. Expensive, and must be set up in a room to use properly.
Must be charged by 20 Magic Points per use. Offers the use of your Physical Ability stat instead of your Channeling when training Spells or Spellweaving. Only usable by one person at a time. - 455 Coins.
Purchasable Services:
Tutoring (Write-in Skill): You may gain an Action that offers three Training Rolls for 5 Coins for any non-magical skill. You may gain an Action that offers three Training Rolls for 20 Coins for any magical skill. These Actions are single-use only.
Magical Skills available to train include all Skills currently trained at school or those available in the Class Choice Post.
Non-Magical Skills include Combat Skill: Sword and Shield, Combat Skill: Retreat, Skill: Surveillance, Skill: Five Families Etiquette, Skill: Merchant Etiquette, Skill: Haggling, Skill: Disguise, Skill: Traps and Tripwires, Skill: Architecture.
Spell Training (Write-In School): Rather than purchase individual spells (which are difficult to learn and master, and you are entirely unsure what is and is not useful), you may purchase an Action allowing you to gain a useful Spell following the various concepts below. Any of these spells will cost you
100 coins, but are
guaranteed to have a high degree of utility for your level of magic power.
Awareness, Defense, Elemental Manipulation, Magical Disruption, Mind Magic.
Please write in your desires for items below. If the item (or items) you desire is greater than our current amount of money, please add saleable items to your plan as well until it leaves us with a positive balance of Coins.