All special creatures and characters with special powers are issued with a lammie. This usually states their character name and always details their abilities. Most special items are issued with two cards, an item card, which states the name of the item and lists the lore codes appropriate to that item and an item powers card, which details the effects of the item. Some types of special item, such as weapons, are only issued with an item card. Special creatures and characters with special powers must carry their lammie with them at all times, although the card does not have to be visible. All item cards should be attached to an appropriate phys. rep in such a ways as to be easily visible in a battle situation. The owner of an item must always carry the item powers card for their item (if appropriate), although this does not have to be visible.
Special creature and special powers cards which state the character's name can be replaced if lost, but any that do not state the character's name will not be replaced. Lost item powers cards can be replaced, but lost special item cards cannot. If you lose the special item card for your item you will be assumed to have lost the item in character. As a general rule, any card that carries lore codes will not be replaced if lost.
If you are unsure of an ability or item someone has used, either ask politely to see their card or that of the item or ask a referee to check the card for you. All cards must be produced for inspection by a referee upon request.
Charity Lammies
The Lorien Trust takes requests each year for 'charity lammies'.
These look identical to ordinary lammies, but have no in character effect.
A small charge is levied for the production of these lammies and the proceeds are given to charity.
Charity lammies can be produced for almost anything; your imagination is the only real limit although, as usual, you are asked to avoid requesting charity lammies that may be offensive to others.
On-use items
Potions, poisons and items with a limited number of charges have tear-off strips attached to their item powers cards.
Each time the item is used one strip must be torn off.
When there are no strips left all the charges within an item or doses of a potion or poison have been used up.
The item card should then be handed to a referee.
Scrolls and Glyphs
Scrolls do not have cards attached to them but will have an expiry date, signature and an official stamp on them.
Some also have printed lore codes.
Scrolls and glyphs must be torn in half when used.
If the effect on the scroll or glyph has a duration, the time and date of activation must be marked on the card or scroll by a referee.
Scrolls and glyphs of effects that have a duration must be torn in half once the duration has expired.
All scrolls and glyphs must be torn in half as soon as they have passed their expiry date, even if they have not been used.
The spell or incantation contained within the scroll or glyph takes effect exactly as its description says and treats the person who invoked the item as the caster in all cases.
Any character with the invocation skill and literacy can use scrolls and glyphs.
All restrictions as to the target remain and must be obeyed.
For example, paladin's armour is a 3rd level incantation that may only be cast on incantors.
A mage may cast this incantation from a glyph but the target must be an incantor.
Mastercrafted items
Mastercrafted items are able to withstand two shatter spells.
These items may be repaired after the second shatter using the mend spell as normal, however items repaired in this way will no longer count as mastercrafted.
A mastercrafted weapon will have a single tear-off strip on its item powers card.
This strip must be torn off to ignore a shatter spell cast on the item.
You should call 'mastercrafted' as you tear the strip, to indicate that the shatter has been resisted.
Once this strip has been torn off, the item is treated as normal for any further shatter spells directed at it.