Mystic Bags (Miscellaneous Magic Items):
There are many enchantment that have been found to be useful to be added to various containers. These bags commonly come in the form of purses, belt pouches, and other similar containers. Enchanting backpacks is also common but can have multiple compartments. Enchantments can even be added to secret pockets in cloaks or sashes. These bags can be constructed out of many different kinds of materials including leather, linen, and silk. More expensive and fancy versions of belt pouches and purses are available and that is where silk is used most commonly. The fancy versions of enchanted bags can cost 50% to 200% more than normal magical bags. Regardless of the appearance of the magic bag, there is a number of common enchantments that can be placed on magical bags.
- Normal Powers of Mystic Bags:
- Dimensional Pocket: Similar to the Wizard spell of the same name but is
made permanent by the Alchemist. The Dimensional Pocket can store up to
30 lbs (13.6 kg) of gear yet weighs the same as if it was empty. In most
cases, belt pouches and purses can only have one dimensional pocket. Backpacks
often can have from six to eight dimensional pockets which can each hold
up to 30 lbs (13.6 kg) of gear.
Cost: 20,000 Gold per dimensional pocket. - Damage Resistance: This enchantment is similar to what is placed
on Cherubot Rope and makes the pouches much harder to damage. The
bags are enchanted so that it cannot be harmed by normal weapons (Magic
and magic weapons inflict full damage) or the enchantment can be made so
that the container is impervious to both normal weapons and fire. The damage
resistance is useful for when the owner gets into an altercation but is
also in preventing cutpurses.
Cost: 2,000 Gold for a pouch (or of similar size) to be impervious to normal weapons and 4,000 Gold for a pouch to be impervious to both fire and normal weapons. 10,000 Gold for a backpack (or of similar size) to be impervious to normal weapons and 20,000 Gold for a backpack to be impervious to both fire and normal weapons. - Magic Alarms: This is the less damaging means to protect ones gear
inside of a bag from thieves although traps are popular as well. The magical
alarms are designed to activated whenever someone tries to take a bag or
attempts to open it. This does not include the owner or the alchemist that
made the alarm on the container. The alchemist links the owner to the pouch
or bag by using a few drops of the owners blood and a secret magic binding
ritual know only to alchemists. Unlike the spell "Mystic Alarm", this alarm
enchantment can be used unlimited times and resets itself whenever the
container is possessed by its owner. If the bag is taken later, even if
only just a few minutes. the alarm will be activated again. For backpacks
and other items with multiple compartments, the enchantment needs to be
added for each compartment or that compartment is not protected. The Alarms
come in two basic forms, an audible alarm and an inaudible alarm. The inaudible
alarm is virtually identical to the spell 'Mystic Alarm' and can only be
heard in the owners head. The inaudible alarm only goes on for a few minutes
to prevent the owner from going insane if they never retrieve their bag.
The audible alarm comes in variety of forms including loud musical instruments,
screaming, or the sound of "Stop! Thief!" seeming to be yelled from the
bag. As might be expected, the last one is especially effective against
thieves. The audible alarm is constant and can go on for years. The only
way to reset the audible alarm is to get the item back to the owner of
have the enchantment deactivated by an alchemist.
Cost: 2,000 Gold each for an Inaudible Alarm and 5,000 Gold each for an Audible Alarm. - Magic Traps: A variety of different magical traps can be added to
bags and other containers. Like Magical Alarms, backpacks and other items
with multiple compartments need to have enchantment added for each compartment
or that compartment is not protected. If anyone other that the owner or
the alchemist who created the trap attempts to either take or open the
container, they will trigger the trap. Like with the magic alarm, the alchemist
must link the owner to the pouch or bag by using a few drops of the owners
blood and a secret magic binding ritual know only to alchemists. It is
believed that the ritual is different than that used for the magical alarms.
Available traps include Agony, Blind, Burning Pain, Cold, Confusion, Death,
Despair, Energy, Fear, Fire, and Sleep. The effects of the traps are identical
to the Ward of the same name and are of the level the Alchemist attained
as a Diabolist (Minimum of Sixth Level). After the duration of the trap
elapses, the magic needs 24 hours before it will be ready to be triggered
again. It is believed that Alchemists have several rituals designed to
disable these traps.
Cost: The traps of Agony, Blind, Burning Pain, Energy, and Fire cost 12,000 Gold Each. Other traps cost 6,000 Gold.
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Writeup by Kitsune (E-Mail Kitsune).
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