The Mystique of David Yurman's Magical Pendant Designs

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David Yurman is an American luxury jewelry brand known for its exquisite designs and craftsmanship. One of their most captivating collections is the magical pendants collection. This collection features a range of enchanting pendants crafted from various precious metals and adorned with sparkling gemstones. Each pendant is meticulously designed to capture the imagination and awe of the wearer. What sets the David Yurman magical pendants collection apart is the whimsical and mystical themes that are imbued into each piece. From fairy tale creatures like unicorns and mermaids to celestial motifs like stars and moons, every pendant tells a unique story and invites the wearer into a world of fantasy and wonder.


The mechanics.

In addition, people can only be resurrected a certain number of times, and if they ve been resurrected more times than a particular cleric has cast resurrection, there s a chance of the spell failing and possibly killing the cleric. I might invent some ultra rare material that is incredibly fragile, making weapons that contain some of it weaker, but it can amass huge amounts of mana.

Age of scarce magic

From fairy tale creatures like unicorns and mermaids to celestial motifs like stars and moons, every pendant tells a unique story and invites the wearer into a world of fantasy and wonder. The craftsmanship of these pendants is nothing short of extraordinary. Each piece is meticulously crafted by skilled artisans, ensuring the highest level of quality and attention to detail.

[13th Age] How easy is it to dial down the magic? (1 Viewer)

My group is looking hard at 13A as our main game option, likely attached to one of the GM's own homebrewed settings. Now a big question for me here, as someone who's rather burned out on certain D&D mainstays, is around magic. Specifically, how hard-coded it is into the system, especially around stuff like magic items. With 3.x it was baked into the maths, and to a lesser degree (though more transparently) that was also the case with 4e.

We're not talking about a completely non-magical game here by any means, I doubt anyone but me in the group would find that interesting, but how much is written into the mechanics assuming magic and magic item use? For example, if a game had mages/clerics/casters less common than the usual assumed D&D default, and extremely rare magic items, would that impact the system at all?

Does a lower-/low-magic (but not no-magic) 13A work just fine?

Drastic

Just this guy, you know?

Should be doable, with most of the problems caused being subtler ones. At the base mechanical level, it should be easy enough. The combat math does have a bit of an assumption that characters will pick up magic weapons and armor as they level up (or be using the consumable stuff regularly), but that's easy enough to do away with simply with inherent bonuses per tier.

The more problematic area might be how it'd restrict character choices; most of the 'non-magic' classes are on the simpler side of the complexity scale. Retaining, say, the improvisational powers of the wizard and bard would at least require significant reskinning at the very least, for players who were set on that feel.

And it'd potentially impose some new wrinkles and bounds on One Unique Things and some uses of Icon dice roll results that wouldn't be present in more freewheeling higher-magic default settings.

Aikireikinu

Tsundere Cat
Staff member Moderator RPGnet Member Validated User

Magic items are somewhat implicitly optional, and rather restricted compared to normal D&D.

There are one-use magic items (potions mainly), that anyone can use, and can be bought normally. Then there are 'true' magic items.

Characters are limited by level in how many true magic items they can use. All true magic items have a personality of sorts, and bond with their wielder (you can get rid of them, it's bonding as in how people bond, not like glue). True magic items' personalties also makes their wielder exhibit certain quirks based on the item, which have to be roleplayed.

For example, the Helm of Fortunate Dancing makes the person who has bonded with it be "Easily moved to dancing by rhythmic music, and taps foot when there is no music."

Generally, the more powerful the item, the more pronounced the quirk.

True magic items are rare enough in the world that they're effectively priceless. You can't go to the corner magic shop and buy a +1 sword. The rules suggest that trying to buy a true magic item would constitute an adventure in of itself. Likewise, selling one is very difficult as there are no established prices. The rules suggest that players dispose of unwanted true magic items by giving them as gifts to the Icons, or to other people that they want to reward, or curry favor with.

There aren't formal magic item creation rules. Instead, players, if it makes sense for them to be able to, can make magic items by roleplaying it out and completing an appropriately difficult task, as determined by the GM. So if a dwarf fighter wanted to forge a dwarven rune sword, the GM might allow it, but state that it has to use rare ores (requiring an adventure to obtain), be done when the moons and stars are in a certain alignment, using a forge on the top of a mountain located deep in the Lich King's territory, and the fighter needs to have a background that can be rationalized as applying.

Spells are quite a bit more restricted than normal D&D. All spell casting classes have mainly combat use spells (wizards can devote a spell slot to a utility spell that has non-combat applications). However, some spell casting classes (or spell casters that take the right feat), can cast rituals. Unlike 4th ed, rituals aren't defined. Instead, the spell caster spends minutes/hours/days etc (adjudicated by the GM) and uses one of their normal spells and explains thematically how that spell can be used to power the ritual's effect. Rituals shouldn't, in general, causes damage directly.

For example, let's say that a cleric wanted to let a grieving woman see her murdered siblings one last time, and give them a chance to say their goodbyes. There's no 'speak with dead' spell, so she performs a ritual, and uses her Blessing spell to power it, explaining that the blessing is granting the woman's wish to be able to speak one last time with her siblings. The GM agrees, and the siblings' spirits materialize and speak with the woman for an hour.

Finally, a note on resurrection. Clerics are limited in how many times in their life they can cast resurrection, with the casting time, and consequences for them, increasing each time. In addition, people can only be resurrected a certain number of times, and if they've been resurrected more times than a particular cleric has cast resurrection, there's a chance of the spell failing (and possibly killing the cleric).

My group is looking hard at 13A as our main game option, likely attached to one of the GM's own homebrewed settings. Now a big question for me here, as someone who's rather burned out on certain D&D mainstays, is around magic. Specifically, how hard-coded it is into the system, especially around stuff like magic items. With 3.x it was baked into the maths, and to a lesser degree (though more transparently) that was also the case with 4e.
David yurman magical pendants collection

The intricate designs, intricate engravings, and meticulous stone settings are testaments to the brand's commitment to excellence. The gemstones used in these pendants are carefully hand-selected for their vibrant colors and exceptional clarity. From dazzling diamonds to vibrant sapphires, each gemstone enhances the beauty and allure of the pendant, making it a truly exquisite piece of jewelry. Whether worn as a statement piece or layered with other necklaces, the David Yurman magical pendants collection adds a touch of whimsy and elegance to any outfit. These pendants are not just jewelry; they are wearable works of art that inspire and captivate. In conclusion, the David Yurman magical pendants collection is a testament to the brand's commitment to creating extraordinary jewelry. With its enchanting designs, impeccable craftsmanship, and exquisite gemstones, these pendants are a true reflection of the brand's dedication to beauty and creativity..

Reviews for "The Art of Self-Expression: David Yurman's Pendants Collection"

- Emily - 2/5: I purchased one of the David Yurman Magical Pendants from this collection and I was left disappointed. The design looked beautiful in the pictures with all the sparkles and intricate details, but in person, it was underwhelming. The pendant itself felt cheaply made and lacked the elegance I was expecting from such a high-end brand. It also didn't live up to its magical properties as described in the product description. Overall, I wouldn't recommend this collection if you're looking for something truly special and worth the investment.
- Michael - 1/5: I had high hopes for the David Yurman Magical Pendants collection, but unfortunately, it fell short of my expectations. The pendant I purchased had a faulty clasp that kept opening unexpectedly, putting my necklace at risk of falling off and getting lost. Not only was the craftsmanship subpar, but the design itself was also nothing extraordinary. Save your money and look for better options elsewhere.
- Sarah - 2/5: I was really excited to add a piece from the David Yurman Magical Pendants collection to my jewelry collection, but unfortunately, it didn't impress me. The pendant I got looked much smaller and less impressive in person than it appeared in the pictures. The overall quality was decent, but it just didn't have that "wow" factor I was hoping for. I would suggest looking at other collections from David Yurman or exploring different brands before settling for this one.

Embodying Beauty and Magic: Exploring David Yurman's Pendants Collection

Unlocking the Power of David Yurman's Magical Pendant Designs