Magic Items
Items that have been enchanted with magical bonuses, spells or other useful effects are among the most valuable treasures that can be recovered. Except for a small number of consumable items that might be able to be purchased in exotic markets or shops, all magical items are effectively considered priceless. This certainly does not mean they can't be sold, and many an adventurer has retired to a life of luxury after selling a rare or powerful magical item. But it does mean they are basically never found for sale.
Magic Weapons
Magic weapons can be the decisive element in a battle. In addition to permitting an attacker to strike and damage many powerful creatures that can only be effected by magical weapons, they also provide bonuses to attacks, defenses, damage, skills or other variables that are useful in combat.
ITEM | DESCRIPTION |
---|---|
Avenger’s Weapon | +1 to +5 to Attacks and Damage |
Bane Weapon | +1 to +5 to Attacks, Damage and Defence against a monster type |
Berserker’s Weapon | grants +1 to +5 to the Berserk skill |
Bound Weapon | any attack or defense by anyone other than attuned owner automatically results minor catastrophe |
Ceremonial Weapon | -2 to all combat rolls, but grants +1 to +5 to any rolls and skills associated with its ritual |
Chainsword | Sword with blade wrapped in magic chain, any damaging hit automatically puts target in Entangled state |
Defender’s Weapon | +1 to +5 to Defences, and may Block +1 to +5 additional times each turn without penalty |
Effective Weapon | +1 to +5 to any Effect Attack attempted with the weapon |
Ethereal Weapon | +1 to +5 to Attacks and Damage, bypasses armour (not natural) protection, cannot use to Block |
Envenomed Weapon | venom Toxicity 11-15, Resist at Stab every 30 secs for 10 minutes, or lose 1 Health |
Flaming Weapon | +1 to +5 Flame damage on hit, plus immolate and take 1/turn for 1d6+1 to 1d6+5 turns |
Freezing Weapon | +1 to +5 Freezing damage, plus 1d6+1 to 1d6+5 Stamina damage on hit |
Hunter’s Weapon | +1 to +5 to Hunting and Stalk skills |
Mounted Weapon | +1 to +5 if wielder is riding a mount |
Shock Weapon | +1 to +5 Shock damage, plus 1d6+1 to 1d6+5 Concentration damage on hit |
Silvered Weapon | normal weapon (+100% cost) effective against creatures otherwise only affected by magic weapons |
Vampiric Weapon | 1 to 5 points of any Damage done is added to Attacker’s Health |
Weapon of Armour Piercing | reduces the effective Protection of opponent’s armour by 1 to 5 points |
Weapon of Bloodletting | any damaging hit automatically puts subject in the Bleeding state |
Weapon of Countering | +1 to +5 when attempting a Counterstrike |
Weapon of Draining | casts Drain (21) to (25) against a specific Derivative on hit |
Weapon of Endurance | user does not lose a point of Stamina each turn the weapon is used to attack or defend |
Weapon of Justice | grants +1 to +5 to anyone carrying out legitimate bounties issued against the target |
Weapon of Main Gauche | grants +1 to +5 to Off-Hand Weapon skill |
Weapon of Might | +1 to +5 to Strong Attacks and to Block Strong Attacks |
Weapon of Quickness | +1 to +5 to Fast Attacks and to Block Fast Attacks |
Weapon of Retribution | grants +1 to +5 against a specific individual, typically with their name engraved into the weapon |
Weapon of Returning | thrown weapon automatically returns to users hand after attacking |
Weapon of Speed | grants an additional attack each turn |
Weapon of Spell Storing | weapon holds 1-5 charges of a spell, cast into it, that can later be released on demand by wielder |
Weapon of Spell Striking | when striking, the weapon casts a specific spell on target for a Concentration cost |
Weapon of Warning | weapon makes user aware of the presence of specific enemy types |
Weapon of Wounding | damage done takes twice as long to heal, and healing magic is 1/2 as effective |
Magic Armour
Whether or not an adventurer is predisposed to engage in direct combat, magic armour in some form or another is the best protection you can get. Whether its purpose is to enhance the wearer's ability to use armour, or to compensate for the fact that they do not use it at all, magical armour can provide a decisive advantage.
ITEM | DESCRIPTION |
---|---|
Armour of (Any Bonus) | grants a +1 to +5 bonus to any Stat, Attribute, Derivative or Skill |
Armour of (Any Perk) | grants a specified Perk to the wearer |
Armour of Absorbtion | grants +1 to +5 additional Protection |
Armour of Evasion | grants +1 to +5 on Dodge rolls |
Armour of Mobility | armour that reduces Bulk by 10% to 50% points when worn |
Armour of Protection | grants special Protection of +1 to +5 versus specific threats, such as Fire, Ice, Lightning |
Armour of Reflection | any damage stopped by this Armour’s Protection is applied to the Attacker |
Armour of Resistance | grants +1 to +5 to Resistance rolls |
Heraldic Shield | +1 to +3 to Shield skill, and double the bonus while mounted |
Leather Armour of Thieving | +1 to +5 to Dodge, and +1 to +5 to Tailing and Sneaking skills, no bulk |
Robes of Displacement | casts Illusory Self (21) to (25) on the wearer |
Robes of the Living Wild | from +1 to +5 Protection, depending on density of the nearby vegetation |
Shield of the Bulwark | grants +1 to +5 to Bulwark Skill |
Shield of the Vanguard | you can Block for allies within (2) to (6) hexes using the Bulwark skill |
Shapeshifter’s Armour | armour that can shapeshift with were creatures |
Silksteel Waistcoat | +3 Protection, +2 Charisma, +2 to Etiquette, Persuasion & Lying, use Unarmoured skill, no bulk |
Zealot’s Armour | grants +1 to +5 Protection versus a specific enemy type: Animals, Demons, Undead, etc |
Magic Clothing
Magical clothing is prized not only for its utility, but for the discretion it provides. Because of its magical nature, and the requirement for high quality materials in the fabrication of the base clothing to be enchanted, magical clothing is also always well made, exceptionally durable and long lasting, and often fine in appearance (and certainly is exquisite and fancy when appropriate).
ITEM | DESCRIPTION | ||
---|---|---|---|
(Any Spell) Clothes | permanently grants effects of any personal spell on wearer | ||
(Any Perk) Clothes | grants a specified Perk to the wearer | ||
(Any Buff) Clothes | grants a +1 to +5 bonus to any Stat, Attribute, Derivative or Skill | ||
Ball Gown of Graciousness | Composure increased by +25%, +2 to Etiquette and Dancing skill | ||
Belt of Strong Support | reduces Bulk Factor by 1 to 5 points when worn | ||
Boots of Fleet Feet | +1 to +5 to Base Move | ||
Boots of Marathon | can travel at average of Move and Sprint speed for 4hrs straight without rest or fatigue | ||
Boots of Sneaking | +1 to +5 to Sneaking skill | ||
Boots of Tracelessness | -1 to -5 to the Tracking skill of anyone tracking the wearer | ||
Boots of Wandering | +1 to +5 to Base Move for purpose of caculating Travel (+3.5 to +17.5 km/day) | ||
Boots of Water Walking | wearer can walk on water | ||
Cloak of Invisibility | wearer is invisible when hood of cloak is drawn over head | ||
Cufflinks of Confusion | magical cufflinks that grant +1 to +5 to Confuse skill | ||
Diplomat's Cape | Composure increased by +25%, +2 to Diplomacy and Politics skills | ||
Getaway Shoes | magical shoes that cause the wearer to sprint to a predetermined location or person should then become incapacitated | ||
Gloves of Relieving | gloves that grant +1 to +5 to Relieve Skill if Relieve is following a Pickpocket roll | ||
Gloves of Face Slapping | gloves that grant +1 to +5 to Mock or Provoke skill if not in combat | ||
Gloves of Fingerpointing | gloves that allow the wearer to direct the attacks of any character they have Enraged | ||
Gloves of Main-Gauche | +1 to +5 to any Off-Hand Weapon skill | ||
Gloves of the Pugilist | wearers Unarmed attacks do +1 to +5 damage | ||
Shirt of Hidden Pockets | +2 to Legerdemain and Search (when concealing on your person), -4 to attempts to Pickpocket you | ||
Stole of the Living | Priest's stole grants +1 to +5 to Resist spells cast by undead | ||
Weatherstorm Cloak | cloak protects the wearer as though affected by the Endure Spell |
Magic Jewelry
As with magical clothing, magical jewels are prized for their discretion, and for their portability and ease of use. The tiniest anklets, hatpins and earrings can be enchanted with extraordinary powers, making them pound-for-pound the most efficient magical items.
ITEM | DESCRIPTION |
---|---|
Amulets of the Donor | paired amulets that allow Wearer A to use the Concentration of Wearer B |
Amulet of Hypnosis | user can cast Charm (21) to (25), Suggestion (21) to (25), and Truth (21) to (25) |
Amulet of Soul Storing | a soul ‘vault’ that can be used to resurrect the user, but also to dominate, threaten or control |
Bands of the Brawler | eliminates the -4 penalty to Blocking armed attacks when unarmed |
Bracelet of Reflection | bracelet that acts as a shield of specific size, with no Bulk |
Circlet of Concentration | grants +1 to +5 Concentration |
Circlet of Resonance | grants the wearer the Amplify Perk |
Circlet of Mind Shield | grants +1 to +5 Resist against any spells that would penetrate or control the mind |
Ring of (Any Spell) | permanently grants effects of any personal spell on wearer |
Ring of (Any Bonus) | grants a +1 to +5 bonus to any Stat, Attribute, Derivative or Skill |
Ring of (Any Bonus) | grants a +1 to +5 bonus to any Stat, Attribute, Derivative or Skill |
Ring of Distracting | glimmering ring distracts opponents in melee, causing -1 to Defence rolls |
Ring of Empty Hands | Summons a specific Spirit Weapon on command, uses specific weapon skill |
Ring of Far Reaching | can extend a telekinetic reach up to 2 hexes |
Ring of Invisibility | ring that makes you invisible while worn |
Ring of Nimble Fingers | +1 to +5 to Climbing, Locksmithing, Pickpocket and Legerdemain skills |
Ring of Regeneration | ring restores 1 Health per minute |
Ring of Sealing | signet ring that casts Encryption (21) to (25) on any message sealed with it |
Wands and Staves
Magical wands and staves are not the most common of magical items, however a few generalized wands and staves are prized by spell casters.
ITEM | DESCRIPTION |
---|---|
Staff of (Any Spell) | staff casts a specific Spell (21) to (25) for the Concentration cost |
Staff of Flag Bearing | bannered staff, lance, spear or pole that grants +1 to +5 to Rally Skill |
Staff of Long March | grants +10% travel distance each day |
Staff of Scaling | staff that extends and unfolds rungs to become a ladder of up to 20 hexes in length on command |
Wand of (Any Spell) | allows user to cast specific spell, at (21) to (25), for the Concentration cost |
Wand of (Any College) | reduces casting cost by (-1) to (-5) (min 1) and/or (+1) to (+5) skill to cast any spell in specified college |
Miscellaneous Magic Items
Miscellaneous magical items can literally be anything. Some of them are little more than trinkets, while others are extremely powerful items that can shape the course of history. Most of the time, miscellaneous magical items have a clear utility and purpose, and in many cases their primary value is in compensating for a given lack of capability within an adventuring party.
ITEM | DESCRIPTION | ||
---|---|---|---|
Alchemist’s Pouch | alchemical ingredients kept in the pouch will never go stale or expire | ||
Axe of Tree Felling | axe allows user to chop down six 1m diameter trees, or cut 1 cord of wood, per hour | ||
Bellows of Last Breath | breathes enough ‘life’ into recently dead person for them to say one sentence | ||
Bonedice Charm | player can have any die roll be re-rolled once per session, but takes 1d6 damage | ||
Coin of Eavesdropping | silver coin that can listen to, and precisely repeat, conversations it overhears | ||
Coins of Golmongarion | silver coins, placed over the eyes of the dead, will prevent them from rising as undead | ||
Cord of Binding | 2m length cord that lashes target object secure on command | ||
Cornucopia | cornucopia that provides breakfast, lunch and dinner for 1 to 5 persons every day | ||
Glass Eye of Sight | a magical eye that replaces the wearers lost sense of sight | ||
Glasses of Deep Reading | allows the wearer to read and understand writing in specified language(s) | ||
Glasses of Eagle Eyes | grants +5 to Alertness when looking at far away things | ||
Horn of Sundering | casts the 'psychic shout' version of Alarm (21) to (25), Concussion (21) to (25), and creates a blast cone equivalent to Freeze (21) to (25) (but not cold) with a range of 12h. Costs 8 Stamina to blow. | ||
Houndstooth Chalk | chalk shaped like guard dog tooth, used to draw a line, casts Alarm (21) to (25) | ||
Lodestone & Compass | gem can be placed anywhere, and compass will always point toward it | ||
Mage Shackles | Metal shackles affect only the wearer as though they are in a Magic Trap | ||
Magic Trinket | Small, simple tool specific to a given skill, that grants +1 to the skill when used | ||
Monster Teeth | enchanted teeth that Summon (21) to (25) the specified creature when crushed | ||
Orb of Scrying | orb that allows user to cast Scry (21) to (25) | ||
Pick of Rock Splitting | pick allows user to break up 1 cubic hex of solid stone per day | ||
Phantom Band | magical band that projects a Phantom Limb, as per the spell, to replace a lost one | ||
Quill of Transcription | a quill that magically transcribes anything the owner commands | ||
Quill of Illumination | +1 to +5 to Illumination Skill | ||
Ratbone Lockpicks | fragile bone-like lockpicks, +2 Locksmithing, but they break on failure | ||
Rope of Climbing | 50’ rope that affixes, detaches on command: grants +1 to +5 to Climbing Skill | ||
Scabbard of Honing | scabbard for specific weapon type: +1 to +5 damage to any weapon sheathed in it | ||
Shovel of Earth Moving | shovel allows user to excavate a 1 cubic hex hole of earth in an hour | ||
Sleep Mask | eye mask that casts Sleep (21) to (25) on anyone who puts it on | ||
Soothing Instrument | musical instrument that casts Tame (21) to (25) on animals or Charm (21) to (25) on humanoids | ||
Strongbox Satchel | satchel is joined by a portal to a strongbox that holds up to 1000 coins | ||
Terracotta Mule | small figurine that can be turned into a mule, will bear 200kg to a specified destination | ||
Terracotta Pigeon | small figurine turns into a carrier pigeon, will carry a message to a specified destination | ||
Warbler’s Whistle | bone whistles allow holders to send any communication up to 50 hexes, sounds like birdcall | ||
Weatherstorm Tent | tent for 1 to 5 persons that provides protection as per the Endure spell while inside |