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