PDA

View Full Version : Magic Items go here!!



Xandarr
May 20th, '03, 04:07 PM
Once again, these are from the old message boards, before the crash. Many advanced apologies for the formatting, since I merely copied everything to a txt file to keep the file size down. In any case, it's still a huge amount of items, that would probably take days to read. Also many advanced apologies to whomever wrote the various items, since I only copied the text, and not the names of the posters.

In any case, here they are, literally hundreds of magical items for use in campaigns. Power levels vary as widely as the personal preferences of the posters themselves.



Rapier Wit - 90 GP
1D6+1 HKA, 10 Strength Min, +2 OCV (3D6 max damage)
Affects Desolid
5 points mental defense
Does an additional 2D6 NND on an 8-
Detect mental powers used on caster or within 3” of caster - Always on, +3 perception, discriminatory
Mental Barrier – 8 Def Hardened 8” FF, 2/day
Mind over Matter – 6D6 Major transform any matter into any non-magical item
5 Min to cast, 50 End,
Craftsman skill Roll to see how good the item crafted is, 1/week
Can put own character points into item created to make it magical. (GM option) Would require MagicSmith Skill also.

Fire Eater – Long Sword (70 GP)
1-1/2 D6 HKA, 15 Strength Min., +2 OCV (max 4D6)
25% Damage Reduction from Fire damage
20D6 Dispel vs. fire based spells 1/day
Douse - put our normal fires 1” per phase, 12” range, 6/day
Detect fires within 64”, always on

Blade Quisinart – Short Sword (80 GP)
1D6+1 HKA, 10 Strength Min., +2 OCV (max 3-1/2D6)
5 shot autofire 1/day (max 2-1/2D6 damage)
Blade Barrier – Can create a 2D6 Damage shield, lasts 1 turn, 1/day (sword is barrier)
Goes AP on an 8- attack roll (max 2-1/2D6 damage)
Blade Storm – AE 1hex 2D6 AP 1/day (actually throw blade)

Charm of Transmogrification (25 GP)
This bracelet contains small figurines that represent a specific person or archetype. Activating a charm will destroy it, but shape shift the user (with 60 pt variable power pool for special effects, growth, skills, etc.) into the subject of the charm. The effects last for 6 hours. All of the users gear is transformed into that which the target would have. This bracelet has the following figurines:
Medium Riding Horse
Bar Wench (middle 40s and busty and beautiful – Human)
Great Eagle
Dumpy fat old Dwarf in miner’s gear
Priest of Elzonn
A big sallowed pig
Elven liquor merchant
Gray Wolf
Small gray rat

Essence - Rod (80 GP)
Wound - 2D6 RKA Energy, no range, +3 OCV
8- Wound is penetrating, 4- Wound is NND Killing
Leech - transfer 2D6 Body, 2D6 Stun, 1D6 End, no range, 2/day (instead of wound)
Exhaust – 3D6 End transfer, 12” range, 1/day (Instead of Wound)

Black Storm – Heavy Bow (70 GP)
2 D6 RKA, 18 Strength Min., +1 OCV (creates arrows)
1-1/2D6 RKA 5 shot autofire, +1 OCV 1/day
Willing weapon enchantment, quick draw
Black Lightning – 2D6 Flash vs. all sight and all hearing, AE1”, 1/day
UV Vision

Wicked – Battle Flail (75 GP)
2 D6 HKA, 18 Strength Min., +1 OCV (max 4D6)
Long arm, +2” reach
Gash - +1D2 RKA NND Killing on an 8-
Blast - 2D6 RKA AE2” radius, 1/day

Hell Razor – Long Sword (60 GP)
1D6+1 HKA AP, 18 Strength Min., +1 OCV (max 2-1/2D6)
Fire Storm – 1-1/2D6 RKA, no range, penetrating 3” cone, 2/day

Mozzy’s Miracle Grow – Wand (Total charges used by all powers – 16)
Creepy Crawlers – 3D6 Entangle, legs only, AE 2”, 2 charges, only where plants can grow
Growth Spurt – 2 levels of growth, useable against others, lasts 1 min, 4 charges
+10 str, +2 Body and Stun, +1” reach, -1 DCV, 10 feet tall
Shrubbery Congestion – 5 Def, 20 Body FW, 3”, 1 charge, only where plants can grow
Bumbling Bramble – ½ move running, Dex check every phase you move to ignore, 24” radius, personal immunity, lasts 1 minute, if you fail your Dex check by 2, you fall down, 3 charges, only where plants can grow

4 Leaf Clover Bracers – Pair of Bracers, must wear both (40 GP)
+2 OCV to Block
1D6+1 Absorption, max 20 points, to ablative luck. Ablative luck is gone when you successfully make a luck roll with that die.
Starts with 2D6 ablative luck

Relentless – Stiletto (40 GP)
+3 OCV, +1 vs. range, 1D6 AP, 8 Str min.
Seeking (see seeking rules posted on this board somewhere.)

Mage Bane – Long Sword (65 GP)
1-1/2D6, 15 Str. Min, +2 OCV
Suppress vs. Force Fields, 11- activation: 1 DC per point under 11 (8=1D6 of suppress)
Magic Deflection/Reflection +2 OCV deflect, +2 Reflect, adjacent hex, 1/day
50% DR vs. Magic Missile spell, not items. (or similar: autofire, 1-1/2D6 to 2D6)

Amulet of Restoration –trigger on Stun less than zero (15 GP)
Feign Death – invisible power effects
2D6 Aid to all characteristics below maximum – invisible power effects
6D6 Heal – invisible power effects
9 Def Force Field, Cumulative – invisible power effects

Potion of Undead Sight – (12 GP)
IR Vision, Sense Life Ranged, 3 charges last 1 hour

Dust of the Blind Spot – (9 GP)
Total invisibility to one type of creature
This one works on trolls
3 charges last 1 hour

Ringlet of Deception – (15 GP)
1D6 Images of character, -12 perception plus penalties for what the character is doing
Appear in adjacent hexes, move with character. No more than can appear in an empty hex.
Images disappear when successfully attacked. They are the players DCV –2
6 non-recoverable charges

Rod of Obliteration – (10 GP)
20D6 of Transform – Object to destroyed object. 1” AE
The effect is as if it lost all internal integrity and collapsed
Not on living creatures, Full phase
6 non-recoverable charges

Mighty Blow – Great Mace (70 GP)
2D6 HKA, 15 STR min, +1 OCV, 2 Handed
Does knock back at –1D6 on the roll (use non-killing attack for distance)
Does 1D6 NND on an 8-
Does penetrating to structures

Ninja Gloves – (35 GP)
Only work with unarmed combat, both hands must be free
1 charge per day lasts 3 turns
Martial Dodge
Martial Block, not edged attacks (blades, claws, etc.)
Martial Offensive Strike
Martial Defensive Strike
Martial Escape
Martial Grab
3 Def on the hands, not cumulative with FF

Goldtooth – Long sword (40 GP)
1-1/2D6 HKA, 13 STR min, +2 OCV
12” light, scalable to 0”
Detect magic discriminatory 2/day, no range
UV Vision

Amulet of Girth – (30 GP)
+2 Stun
+3 to Con for determining if stunned

Grape of Wrath
3D6 Strength aid, above char max, fade of 5 per minute

Boots of Speed
+4" running, max 10"
+1 DCV in Hand to Hand combat

Sword of Sharpness
1-1/2D6 HKA, +2 OCV, 15 STR min
Goes AP on an 8- attack roll

Orc Bane - Falchion
1-1/2D6 HKA, +2 OCV, 15 STR min
+1 DCV and +1 OCV vs. Orcs
Sense Orcs in 64" radius, must concentrate, half phase action, 1/2 DCV

Willing Blade
1-1/2D6 HKA, +2 OCV, 15 STR min
1/2 End
Zero End on an 8- activation attack roll

Blade of Discord:
This is a cursed blade that causes the weilder to become argumentative and uncooperative. While under the power of the sword, the wielder becomes combative and will demand to fight to settle any difference of opinion.
Broadsword SFX-Magical)
+1 OCV 1D6+1K Str Min-12
6D6 Mind Control (30) 0End(+1/2) Cummulative. Only vs Weilder(-1)
Control chart:
Roll: Effect:
<Ego: No effect
>Ego: Wielder irritable. Ego at +1 to breakout.
Ego+10: Wielder very irritable. Ego to break out.
Ego+20: Wielder Angered. Ego at -2 to breakout.
Ego+30: Wielder maniacal. Ego at -4 to breakout.

If the situation is already tense, or if the situation is activating a hatred or Rival the effect is shifted up 1 level. If the situation is against a close friend or loved one, the situation can (at the Gm's discretion) be shifted down 1 level and/or give the wielder a +1 to +3 bonus to their breakout roll.
The wielder is allowed a breakout roll for every step on the time chart. As long as the wielder is not engaged in battle, the control weakens. (+1 to breakout, cumulative per step on the chart). Once the wielder draws the sword, reroll the mind control with cummulative effects (up to the maximum rollable on the dice)

Dragonslayer
These are Bastard swords designed specificaly to kill Dragonkind. They can slice through Dragonscale armor easily and are enchanted to deal mighty wounds to the great beasts.
Bastard Sword: (SFX-Magical)
+2 OCV 2D6K Str Min-13
+1D6K(base)vs Dragons. AP* vs Dragon Armor.
*Note: The AP aspect works against Dragon armor of anykind...including plate armor made from the scales of dragons, and the Dragonians (Dragonmen or whathave you)

Blade of Frost
These blades are made from "Cold-forged Iron" The blade seems to have a permanent coating of Frost on it. Certain blades are enchanted to fire an intense blast of cold from them.
Broadsword: (SFX-Magical/Cold)
+1 OCV 1D6+1K +1stunX Str Min-11
Optional: Cold Bold: 5D6EB (range:125")
Note:The cold aspect doesn't cause the blade to do any more damage other than increase the pain of the wounds it causes (i.e. the increased stun multiplier) however, against creatures with vulnerabilities to cold effects, extra damage is appropriate.

Justice
This word appears to be made out of a solid peice of white gold. Forged with no seams as if it were made of plastic. It has an inner glow which grows brighter in combat if it is being used justly.

This sword is in tune with the forces of good and justice and it will aid or hinder the weilder depending on what they are doing and for what reasons. IF they are fighting for justice (to save the maiden in the dark tower, etc.) then it is a plus +3 OCV. If they are fighting for nuetral or good reasons (self defense, etc.), then it will be a +2, but if they are fighting for greed, selfishness or even outright evil, they will get up to a -3 OCV. The GM can range the bonus between the two extreems at his option.
1-1/2D6 Longsword, 15 STR min
It does +1 StunX on an 8- attack roll only if it is currenlty not getting any negatives to OCV.

Metaphysical Oil
This oil, when poured on a weapon, will allow it to harm ghosts and spirits as easily as it harms flesh. It can be used on any sort of ordinary weapon, but it doesn't last long.
Affects Desolid on up to 30 AP of weapon (typically 2d6 KA).
OAF - expendible, Gestures (applying oil to the weapon), 3 Charges that last 2 Phases each.
15 Active, 4 Real.

Potion of Dragon's Breath
After drinking this potion, be very careful to keep your mouth closed, for the next time you open it, you will belch forth a large spout of flame. It is advisable to wait for the ideal moment before unleashing the flame. The main drawback is that you won't be able to talk until afterwards, but it is useful for taking opponents by surprise, or if you become disarmed.
8d6 EB - Fire, 1 Hex Area, Trigger - Opening the mouth.
Limited Range (say 8") (-1/4), Gestures (drinking the potion), OAF - Expendable, 3 Charges.
70 Active, 17 Real

IRON HEEL (45 gp) - Heavy Ballista (1 person, 1 phase to load)
3D6 RKA, +1 StunX, +4 vs. range, +2 OCV
Needs no ammo, when cocked, bolt appears loaded

NOTHING TO SEE (move along) (25 gp) - wand, 8 charges last 6 hours, from 1
to 3" radius affect.
Images vs. all sight, detect magic, all sound and all smell, -12 perception.
To use this wand, conjure up an image of an area before you move into it,
and then cast that image back on the area after you move into it. You can
use this to disguise your camp at night, a guard at his post before you take
him out, a solid wall before you poke a hole in it. The image takes 1 minute
to capture and has a range of 30". Once it is "played back", that 1 minute
segment will loop continuously for the duration. The charge will last until
someone other than the caster crosses the area of affect.

RINGS OF COORDINATION (25 gp each) - 2 platinum rings
Gives a +1 to coordinate any attacks with the wearer of the other ring
Lightning Blast, 2 charges/day
2D6 RKA +1 OCV, +2 vs range, always coordinates with blast from other ring

VOID (50 gp) - Buckler Shield (Lich was wearing)
+2 DCV, 8 DEF, 10 BODY, Hardened
Gives users Force Field 50% Hardened (you get 3/4 defenses from AP instead
of 1/2)

RUINER ICORTUS (ELF BANE) - Long Sword ( gp)
1-1/2D6 HKA, 15 STR min, +2 OCV
+1 OCV and +1 DC only vs. Elves
+1 OCV only vs. half-Elves
Glows 1' to 9" green light when near elves, 24" radius
Bump of direction only in forests
This legendary sword was reputedly created by Dwarves thousands of years ago
when they were at war. Most Elves will know it by name, and pssible on site
if they are older or well versed in their lore. They would like to destroy
it very badly. The sword really hates Elves and will affect the mental process of the weilder likewise.

Daedalus

POLIDAR'S SARCOPHAGUS (60 gp) - cramped stone bed - weighs a few hundred
pounds
This bed has short stone walls that come up 2' above the feather down
mattress. There is a red silk cloth that can be drawn over the top.
20 points Mental Defense, 20 points Power Defense
Restore condition (cure poison, critical wounds, missing finger, etc.), 8
hours, 1 charge/3 months
1 point of body healed per 6 hour night

MANNA WELL (6 gp) - Crystal formation, 1/4 lb.
30 End for spells or magic items
Add one charge that day to a spell for 1 end per 3 active points of spell

KARMA WELL (20 gp) - Stone formation, 1 lb.
2 Brownie Points

POWER WELL (40 gp) - Vile of oily liquid in a glass jar, 1 gallon
1 character point to be put into a magical item.

Elven Cloak
The elven cloak is enchanted by elven spellmasters and given to the most skilled of Elven Rangers. It allows the wearer to pass unnoticed in heavy foilage (forest or jungle or in some cases, grasslands etc) to pass through without leaving a trace and not be inhibited by natural barriers (such a a thick copse of trees or tangleweeds..not stone). Keeping visual track of someone wearing an Elven cloak is difficult at best as the wearer will fade in and out of view. This makes them difficult to target during combat.

Elven Cloak:
Invisiblity to normal sight (w/fringe)
+3 to Stealth and Shadowing rolls
+3 to DCV
Tunnelling (6" through up to 5 Def. Closes behind)
Pass without trace: Desolidification (only for passing through foilage without leaving any trace)
Limitations: Only works for those with Elven blood (must be at least 25%)
Only works in forrested areas or areas of heavy foilage.

Potion of Heroism
This potion when imbibed will imbue the drinker with supernatural physical capability for a short period of time, allowing them to preform feats of superhuman ability. This is best reserved for those times of extreme necesity as it takes its toll on the drinker after the duration has expired
Potion of Heroism:
4D6 Aid to:
Str
Dex
Con
Bod
End
Stun
Looses 5pts per minute.
3 charges.
Side Effects: 3D6 Stun and End drain after the effects completely wear off. Returns at a rate of 5pts per hour.
Note: Maximum bonuses: +24STR/+8Dex/+12Con/+12Bod/+48End/+24Stun

Kirae ShangBlack Laen blade of Souls
A bastard sword whose blade is composed of silver Laen (a magical crystal) tinted black. There are fine runes ingraved in the blade. The Sword was forged to slay Elves.
LongSword: (SFX-Magical)
+3 OCV: 2D6K: STRmin-8
+1D6K vs Elves (3D6K base vs elves)
Victims killed by the sword have their soul devoured by it
1D6 Transfer to (STR/Dex/Con) fades 5pts per week. Only if the sword causes a disabling wound. Maximum bonus to Characteristics +20 (1D6 +14limit) Note: the transfer is 2D6 if the victim killed is Elven.
Missile Deflection: (Vs any ranged attack) +3 to deflect.
Intelligence:
INT:15
EGO:12
DEX:13
SPD: 3
Psychological disad: Must kill Elves (common/Total)
Mind-link w/wielder
Lgs: Elven/Common/Dwarven/Orcish/Dragon/Runic
KS: Elves
KS: Ancient Artifacts
KS: Old Gods
AK: UnderEarth

Damage Shield: 1/2D6K: +1StunX: NND(vs armored gloves) only vs elves (any elf who touches the sword gets the shock of its life!)
On the blade is written in runic alphabet:
I am Kirae Shang, Black Blade of Souls. I was forged to kill the Immortal Elves
Note: Got this one from ICE's Creatures and Treasures II. Very cool, neh?

Defender Blade
These normal broadswords of unassuming appearance helps defend the wielder parry
Broadsword: (SFX-Magical)
+1OCV: 1D6+1K: STRmin-12
When using the Block maneuver or Missile Deflection add +3 to OCV and DCV. This is in addition to any manuever bonuses and skill levels applied.
NOTE:This does not impart the ability to missile deflect, merely aids in doing so if the wielder allready posseses the skill

Orc Lesser Healing Salve – (2 GP)
2D6 Heal, half phase pull, full phase apply, only to normal characteristic maximum

Orc Healing Salve – (3 GP)
3D6 Heal, half phase pull, full phase apply, only to normal characteristic maximum

Orc Greater Healing Salve – (8 GP)
4D6 Heal, cure poison, half phase pull, full phase apply, only to normal characteristic maximum

Lesser Healing Potion – (4 GP)
4D6 Heal, half phase pull, half phase drink, only to normal characteristic maximum

Healing Potion – (6 GP)
6D6 Heal, half phase pull, half phase drink, only to normal characteristic maximum

Greater Healing Potion – (8 GP)
8D6 Heal, half phase pull, half phase drink, only to normal characteristic maximum

Healing Rod – (8 GP)
4D6 Heal, 2 charges, half phase pull, half phase apply, only to normal characteristic maximum

Greater Healing Rod – (16 GP)
8D6 Heal, 2 charges, half phase pull, half phase apply, only to normal characteristic maximum

Healing Amulet – (8 GP)
3D6 Heal, 2 charges, half phase apply, only to normal characteristic maximum

Greater Healing Amulet – (14 GP)
6D6 Heal, 2 charges, half phase apply, only to normal characteristic maximum

Healing Relic (Holy Symbol) – (18 GP)
4D6 Heal, 3 charges, ranged, half phase apply, only to normal characteristic maximum

Greater Healing Relic (Holy Symbol) – (27 GP)
6D6 Heal, 3 charges, ranged, half phase apply, only to normal characteristic maximum

Lesser Rejuvenation Potion – (9 GP)
4D6 Heal, 2D6 End aid, half phase pull, half phase drink, only to normal characteristic maximum

Rejuvenation Potion – (12 GP)
6D6 Heal, 3D6 End aid, half phase pull, half phase drink, only to normal characteristic maximum

Greater Rejuvenation Potion – (18 GP)
8D6 Heal, 4D6 End aid, half phase pull, half phase drink, only to normal characteristic maximum

Surge Powder – small tin snifter case (2 GP)
2D6 End aid, half phase pull, half phase use, only to normal characteristic maximum

Root of Vigor – (3 GP)
3D6 End aid, half phase pull, half phase use, only to normal characteristic maximum

Power Crystal – (4 GP)
4D6 End aid, half phase pull, half phase use, only to normal characteristic maximum

Heal Critical Wounds Potion – (8 GP)
Cure critical wounds, 1 minute to apply

Restoration Potion – (15 GP)
4D6 Heal, cure critical wounds, half phase pull, full phase apply, only to normal characteristic maximum

Second Chance Necklace – trigger on Stun less than 4 (8 GP)
2D6 Aid to all characteristics below maximum
9 Def Force Field, Xtra Phase, Cumulative

Amulet of Restoration –trigger on Stun less than zero (15 GP)
Feign Death – invisible power effects
2D6 Aid to all characteristics below maximum – invisible power effects
6D6 Heal – invisible power effects
9 Def Force Field, Xtra Phase, Cumulative – invisible power effects

Salve of Greater Reconstitution – Salve, 1 charge, 1 min to apply (35 GP)
20D6 Major transform (restores all characteristics to maximum, restores charges from spells)
Cures critical wounds, cures disease or other illnesses, breaks curses, restores severed limbs.
Will not resurrect.

MORE...

Prayer in Hell – Long Sword
1-1/2 D6 HKA, 15 Strength Min., +2 OCV (max 4D6)
1D6 Luck
+1 all dex rolls
re-roll to hit or damage 1/week
combat sense 8-
Gambling 11- or +1

Old Sparky – Lightning Ring
Must wear gloves or take 1D6 NND continuous while on
If gloved:
25% DR vs. Electrical (non-cumulative)
Call Lightning - 3D6 RKA only outside 1/week
Lightning Spark - 2D6 NND continuous 1/day
Lightning Strike - 2D6 RKA 3/day
Lightning Flare – 2D6 Flash 2/day

Heat Wave – War Fan
1D6 HKA, 8 Strength Min., +2 OCV (max 3D6)
Flame Wave - 2D6 RKA, no range, 3” cone, 2/day
Fanning the flames – 50% increase to active points of a fire based spell 1/month
Missile Reflect all ranged +1OCV 1/day

Dogs of war - charm bracelet
1 1/2D6 RKA, +1 or 2 (still need to decide) OCV, 3 shot auto fire 1/day
If all three hit the dogs latch hold creating a 3d6 entangle linked with a
1 1/2D6 RKA continuous until break out.

Cranial Bore – wand
4D6 body drain ranged 4 charges

Razor Ring - throwing disk
1/2D6 HKA AP 8 str (1D6+1 max) +2 OCV, returns to hand at end of phase
on 8- +1D6 RKA
on 4- +2D6 RKA (not cumulative with 8-)

Elfbane - Orc Holy sword:
1 1/2D6 HKA 15 str min (4d6+1 max), +2 Ocv
in the hands of orcish paladin
+1OCV +1DC
20D6 dispell any fantasy 3/day
Phantom Blade 24" range to attack 2/day
15" teleport 3/day
on 8- +2D6 NND

Boomstick – wand
2D6 RKA +2stunx +2 OCV 4 charges

Fester - Long Sword
+2 Ocv, 1 1/2D6 HKA 15 str min (4d6 max)
Immunity to disease
Rotting Touch: 8- 1D6+1 NND Killing over 1 turn (resistance Immunity to
disease)
Blight: 3D6 Body drain 1/day (not ranged)

Black Death – Bow
+1 OCV 2D6 RKA 15 str min +1 Rmod
Fires black bone arrows (unlimited ammo)
Death Vortex - AE 2" rad 2D6 RKA 2/day
Syphon Soul - 1D6 Bod to Bod (above max) transfer lasts 2 phases 1/day
Fast draw/put up

Eviscerator - arrow (permanent)
+1 OCV 2D6 RKA
8- 2D6 RKA NND Killing

Eradicator - Arrow (permanent)
+1 OCV 2D6 RKA
6- 10D6 transform to ash

Soul Shards – darts
+1 OCV 1D6 RKA NND Killing

Shadow plate – hauberk
7 def plate 9-13 (2.14kg)
affects desolid (armor vs. non-corporeal undead NND attacks in locations covered)

Kirklain’s Defense – Stiletto (45 GP)
1/2D6 AP, 8 Str. Min, +2 OCV
Defense Maneuver when wielded
+1 DCV when wielded (plus the +1 vs. one HtoH attack)

Fathomere – Whip (65 GP)
3” reach, 2D6 RKA Energy, 15 STR min, +2 OCV
Can grab (additional +1 OCV to grab)
Grab has 5 STR per level of OCV over the DCV of the target hit
Maximum of 25 STR, does the RKA continuous if grabbed.
+3” reach 3/day
25 STR TK, fine manipulation (only for grabbing hold of objects)
1 Turn to use, whip end snakes up to 36’ away, 3/day

Assasin’s Delight – Potion, 3 charges (15 GP)
Invisibility to all sight, fringe up to 6” away
Each charge lasts 5 minutes 1 end per phase

Marathon – Ring (20 GP)
x2 Non-combat running
+2 Perception while running at non-combat speed

Displacement – Potion, 3 charges (9 GP)
20” teleport
charges last 1 minute

Azmod’s Globe – 1” crystal globe, 12 charges (26 GP)
Puts random affect on user, each charge lasts 2 turns
1. 10 points Mental Defense
2. 10 points Power Defense
3. 5 points Flash Defense and IR Vision
4. 25% DR resistant, physical
5. 25% DR resistant, Energy
6. 4 DEF FF, cumulative
Can be used multiple times in a row, but not cumulative effects. If you roll the same thing the next phase, you get an extra turn of duration.

Stinger – Dart (35 GP)
1/2D6 HKA, +3 OCV, 8 STR min +2 StunX
+ 2D6 NND continuous if HKA rolls 3 or more body
Can be pulled out in a half phase, roll location

Blade of Mastery – Broad Sword (70 GP)
+3 OCV, 1D6+1 HKA, 13 STR min (2-1/2D6 max)
Skill: Swordplay, 13- (gives +5 pre when successful, that phase only)
Skill: Fast Draw and Fast Put Up
Counter Style: Gives +1 DCV vs. sword wielding opponents. Must use 3 half phase actions to study opponent before gaining the bonus. Bonus counts toward similar opponents with the same type weapon.

Potion of True Sight – Potion, 2 charges last 1 minute (10 GP)
IR Vision, +2 Perception, UV Vision, 5 Points Flash Defense,
Spacial awareness only to defeat magical darkness and blinding spells (including actual blindness)

Dragon Scale Potion – Potion, 2 charges (12 GP)
+2 DEF Armor, cumulative, lasts 3 turns

Pollit’s Fighting Wonder – Ring (12 GP)
Roll every day to see what power it has, determined by the color of the gem.
1. +1” running (11” max)
2. +1 Vs. all range
3. +1 Perception
4. +2 Con
5. 1” stretching
6. +3 Strength

Potion of the Bear – Potion, 2 charges, lasts 3 turns (18 GP)
+10 STR, +10 CON, +10 STUN, +20 END, +2 PD, +2 ED

Faerie Wings – Amulet, 4 charges (8 GP)
15” flight, zero endurance, lasts 1 minute each

Eater – Long Sword (60 GP)
+2 OCV, 1-1/2D6 HKA 15 STR min (4d6 max)
+1 OCV only vs. Humans
+1 DC on 8- only Vs. Humans
Common tongue, 2 pts

Murder of Crows – Wand, 3 charges (9 GP)
2D6 Penetrating, AE any 5 hexes, no range

Subdue – Ring, 3 charges (18 GP)
9D6 Drain (2 Str, 3 Con, 2 End, 2 Stun), no range, full phase

Jade Vengence – Long Sword (60 GP)
+2 OCV, 1-1/2D6 HKA 15 STR min (4d6 max)
3D6 Entangle, blocks all sight, any 3“, sticky, 1/day, no range
Desolid to pass through woods undetected
+1 tracking or 11- in wooded areas

Spinner – Francisca (70 GP)
1-1/2D6 HKA, +1 OCV, 13 STR min, can be thrown up to 12”
+1 OCV when thrown
AP on an 8- when thrown
Continues to consecutive target if misses (at –2 OCV per target)
It cannot make more than a 60 degree turn between targets per 4” traveled. It will not turn more than 90 degrees from original course.

Sword of Peace
This ordinary-appearing sword is used to attack not enemies, but their weapons. When the user targets his opponent's weapon, it gains the following power:
5d6 Drain vs. HKA, OAF - sword, Not vs. natural weapons (claws, teeth, etc.) (-0.5), Not vs. magical weapons (-0.5) 50 active, 17 real.
It's just an ordinary sword when used to strike an opponent.

Mizram’s Delight – Rust colored full-length cloak (35 GP)
10” flight 3/day
Cloak can block Hand to Hand attacks at +3 OCV, 2/day
Gliding 2” always on

Mirrored Gauntlets – 6 Def on hand (max 8 Def) (35 GP)
Must wear both gauntlets
Missile Deflection/Reflection +2 OCV to deflect, 2/day
Adjacent Hex back at any target
Only Vs. Lightning and light based spells (Magic Missile, etc.)
Must have at least one empty hand
Glare – 2D6 Flash Vs. all sight, 2/day
Must have light source, dim lights are only 1D6, full sun is +2 OCV

Fortress – Medium Shield (25 GP)
10 Def, 10 Body, +2 DCV
+1 DCV Vs. Arrows and thrown weapons
Turtle – 9 Def FW, globe, no range, hardened, 2/day

Ring of Constriction – Gold band (35 GP)
25 STR TK Grab squeeze only, 2 end/phs, 2 charges/day
Linked to a 2D6 Recovery Suppress (hard to breath)

Wraith Rod – Ice cold 18” metal rod (35 GP)
2D6+1 RKA Penetrating, AE 4” radius, selective, no range, 1/day
12- activation or you are also attacked
on a 16+, everyone in radius is attacked

Protector – Long Sword (60 GP)
+2 OCV, 1-1/2D6 HKA 15 STR min (4D6 max)
Additional +1 OCV to block
0 End, only to keep you from burning end, can’t push
Protect – will block at a 8 OCV even if you are unconscious, speed 4, 17 DEX
The sword levitates above it’s owner’s body and protects him until he regains consciousness

Angelic Blade – Long Sword (100 GP, including 30 GP is precious metals and gems)
+2 OCV, 1-1/2D6 HKA 13 STR min (4-1/2D6 max)
5 points mental defense
3 points power defense
4D6 Heal, ranged, 1/day

Folton’s Truth – Long Sword (75 GP)
+2 OCV, 1-1/2D6 HKA 15 STR min
9” golden light, can turn off
+1 StunX on an 6-
Fast Put Away
Telepathy, surface thoughts, only with willing subjects

Crusader – Very Heavy Bow (55 GP)
2D6 RKA, +1 OCV, +1 Vs. Range, 15 STR min (1/2 DCV)
Fast draw, fast put away
Normal Arrows fired from it are Holy
+2 OCV Vs. Undead

Shocking Delanos – Heavy Bow Crossbow (60 GP)
2D6 RKA, +1 OCV, +2 Vs. Range, 10 STR min
Full phase to reload bolts
½ phase to prep Lightning bolts – 1-1/2D6, +1 StunX

Golden Bracers – 2 Bracers (25 GP)
2 Def FF not cumulative
12” Radius soft torch light, can turn off/on zero phase
+5 STR to break out of grabs or entangles

Excelsior – Mythic Chain mail (70 GP)
7 DEF all over but face, -1 DCV/DEX checks (not against stealth)
very quite, rustles like a soft breeze through a curtain when moving
Turn Aside – 50% chance of negating the effects of a critical hit (not damage)
Immune to Disease/Poison

Jade Aegis – Soft Leather Armor (65 GP)
6 DEF all over but head, -1 DCV/DEX checks
+1 Stealth or 11-
+1 Concealment or 11- in wooded area
UV Vision
Bump of Direction in Wooded areas

Bracers of Jarhim– Sea Green Gelatinous Bracers (65 GP)
5 DEF all over FF
25% DR Resist, damage reduction from lightning attacks, not cumulative
Breath Under Water
+1 HA

Gauntlets of Mastery – Soft Leather Gauntlets (55 GP)
5 DEF on 6 and 7 locations, not cumulative above a 7
Familiarity w/ all personal weapons (not siege)
Ambidexterity
Defense Manuever
Combat Sense 11-

Cloak of the Hawk – Dark Brown Feathered Cloak (40 GP)
12” flight, 4X noncom, must have room to extend wings and flap them,
can carry one person and their gear
+2 OCV vs. Grab by, don’t get half strength on attack
+1 Perception
+2 Telescopic sight

Boots of the Athlete – Soft Leather Boots (35 GP)
5 DEF on 17 and 18 locations
+4” running, maximum 10”, 2X noncom, ½ end on running
+1 Breakfall or 11-

Sensing Stone – Amulet (35 GP)
UV Vision
+1 Perception, not cumulative
Can’t be surprised, always get abortive action

Magic Leech – Charm (25 GP)
Missile Deflect Vs. Magical attacks +2 OCV, 1/day
Sucks the magical energy into itself

Belt of Fortitude – Studded Leather Belt (25 GP)
+1 CON, figured into stats

Lancer – Diamond Ring (30 GP)
2D6 RKA, no range mods, 3/day
1-1/2D6 RKA, AP, +1 OCV, 3” line, no range, continue only if does body, 1/day
must roll to hit on each person in area
Creates diamond Heavy Lance, 1/day, lasts 1 hour

FlameLore – Ruby Ring (55 GP)
Fireball - 1-1/2D6, +1 StunX, AE 3” radius, personal immunity, 1/day
Fiery Death – 1-1/2D6 RKA, +1 StunX, lasts Xtra phase, 1/day
25% DR Resist, Fire only

Swift – Boots Transportation (45 GP)
13” teleport, 3/day
10” flight, 2/day
+2” Running, max 10”
Clinging at strength, always on
3” swimming, always on

Bleeder – Dagger (35 GP)
1/2D6 HKA, +2 OCV, 8 STR min (Maximum 2D6)
Does 1D2 NNDK on next phase from bleeding (to location hit)
NND not Vs. targets that don’t bleed

Spitter – Arrow (20 GP)
2D6+1 RKA Penetrating, 1 recoverable charge
Acid splatter, same damage
2” radius selective (must attack all targets in area), 12- act on each target

Contention – Buckler (35 GP)
+2 DCV, 8 DEF, 7 Body, Hardened
Fast Draw, Fast Put Away
+2 on DEX roll offs for initiative when wearing

Helm of Archon – Plate Helm (40 GP)
7 DEF on 3-5 locations, not cumulative
no perception penalty for wearing face plate down
UV Vision
+2 Perception Vs. Ghosts and non-corporeal beings
Self Contained Breathing
1 Point Flash Defense

Shirt of Ether – Purple Silk Shirt (30 GP)
Desolid, full phase to activate, lasts one turn, 2/day
Can see invisible objects while desolid

Nimble –Silver Thumb Ring (30 GP)
+1 to All DEX skills involving the fingers
Perform manual DEX skills in ¾ time (lock picking, trap setting, etc.)

Relic of Elzonn –Amulet (45 GP)
2D6 End Aid, ranged, 2/day
Cure Critical 1/month
4D6 Heal, 1/week
Cure Poison 1/week

The Rock and Roll Rebel Ring. 12d6 Mind Control, 1 command (Do the opposite of whatever you're told to do), 0 End, Persistant, Uncontrolled, Always On, OIF.

Rampage – Long Sword (55 GP)
+2 OCV, 1-1/2D6 HKA 15 STR min (4D6 max)
Must make EGO roll or must push 5 STR
If already pushing and fail EGO roll, then must make an EGO push of 5 End more
Rush – 2D6 Heal to Stun and End, up to normal maximum, trigger when kill foe that you knocked out using this weapon
Ice Aegis Blade – Long Sword (80 GP)
+2 OCV, 1-1/2D6 HKA 15 STR min (4D6 max)
+1 DC on an 8- attack roll
Ice Wall – 9 Def FW, 10” long, no range, 2/day
Ice Shield – create in zero phase a medium shield on your arm, 9 Def, 5 Body, 2/day
Ice shield gives 10% DR resistant physical and energy Vs. Fire attacks, cumulative only w/armor
Ice Armor – Create a magical suite of plate mail in half phase, 7 Def, -2 DCV/DEX, 2/day
Ice Armor gives 15% DR resistant physical and energy Vs. Fire attacks, cumulative only w/shield

Fight or Flight – Wind Ring (50 GP)
50 STR TK, grab throw, directly away from attack, no range, +2 OCV, 2/day
7D6 EB, wind blast, +2 OCV, 3/day
13” flight, 1/day
35” teleport, 1/day
+5” running, maximum 15”, lasts 6 phases, 1/day

Crimson Disk – Glowing Red Metal 12” Diameter Disk (30 GP)
2D6 RKA, Fire damage, AP, 1 recoverable charge, +2 OCV, Seeking (Uncontrolled)
requires weapon familiarity or –3 OCV, range of 15”

Vibro – Wand (30 GP)
5 Shot Autofire, +2 OCV, each shot does more damage, 1/day
1) 1D6 RKA, 2) 1-1/2D6 RKA, 3) 2D6 RKA, 4) 2-1/2D6 RKA, 5) 3D6 RKA

Lightning Crystal
Toss crystal into a hex. 1D6 segments later lightning will strike that hex. Outdoors only.
2D6+1 RKA, AE 1", +1 StunX
1 non-recoverable charge

The Vile Blade (Dagger)
- 1d6 HKA (STR min 7)
- 2d6 Drain vs PD

Powder of Madness
This magical substance is often used for nefarious political purposes. When sprinkled into food, the victim will slowly start to exhibit a marked change in beliefs or behavior, according to the specific preparation of the powder.
12d6 Mental Illusion (60), Victim must consume powder (-1), One fixed illusion (-0.5), Gradual Effect - one week (-4), OAF - powder. 60 Active, 9 Real
Some known applications:
Standard Madness: Victim suffers illusion that everyone around him is a demon or other monster. His reaction is usually seen as madness. This version is useful for discrediting a political enemy.
Intimidator: illusion causes the victim to see the user as being much more powerful and influencial than they really are. The victim will gradually develop an intense fear of the user.
Assassin's version: the mental illusion makes the assassin invisible to the victim. The illusion is that there isn't a person there to kill him.

Cleaver – Great Axe (60 GP)
+1 OCV, 2D6+1 HKA 18 STR min, 2 Handed (5D6 max)
AP Vs. Rigid Surfaces, Shields, Plate Armor, Walls, etc. on a 10-
Maximum damage on a 3-

Grinder – Great Mace (50 GP)
+1 OCV, 2D6 HKA 15 STR min, 2 Handed (4D6+1 max)
Penetrating on a 8-

Falling Star – Wand, 1 charge per day (30 GP)
3D6 RKA, Explosion, Outdoors only
Linked to a 2D6 Flash Vs. All sight and all sound, Explosion

Elixir of Might – Potion, 2 charges last 3 turns (20 GP)
+10 STR, +10 CON, +5 PD, +5 ED, +10 STUN

Phase Lance – Wand, 1 charge per day (20 GP)
1D6 NND Killing, 6” line, Selective, +4 OCV, don’t roll location, no range

Mole Bracers – Furry Bracers, 2 charges per day (20 GP)
7 DEF, 3” tunneling, bump of direction only underground

Time Bandit – Amulet (40 GP)
+2 OCV, 1/day
Evade, desolid, affected by light and equally fast attacks, 1/day
+4 Perception, 2 phase duration, 2/day
Martial Takeaway, net of +2 OCV and +5 Strength, 1/day

Phantasm – Long Sword (105 GP)
+2 OCV, 1-1/2D6 HKA 15 STR min, (4D6 max)
All powers Affect Desolid (takes wielder partially into ghost realm)
+1 DCV when hand is on hilt
Self Contained Breathing when hand is on hilt
UV Vision when hand is on hilt
+3 Perception against non-corporeal beings when hand is on hilt
-1 to perception against character when hand is on the hilt
1D3 NND Killing to living creatures on a 7-

Onslaught, Wyrm Slayer – Long Sword (80 GP)
+2 OCV, 1-1/2D6 HKA 15 STR min, (4D6 max, 5D6 Vs. Drakes)
+1 OCV and +1DC Vs. Drakes
2 DEF Armor, not cumulative above 7 DEF
10” flight, 4X non-com, 6/day, when hand is on hilt
Immunity to Poison
5 Points Mental Defense (not cumulative), when hand is on hilt
+10 Presence, defensive only, when hand is on hilt
12” light, dimmer switch

Fire Ward– Medium Shield of Flame (75 GP)
+2 DCV when wearing
Fast draw and fast put away
25% DR Physical and Energy Killing Vs. Cold attacks, when wearing
1-1/2D6 damage shield of fire, lasts 1 turn, 1/day
Flame Bash – 2-1/2D6 RKA, no range, use shield to attack, +2 OCV, 2/day
4D6 Maximum of 24 AP Absorption Vs. fire attacks to Flame Bash, fade 5 per minute

Shredder – Barbed Ring (40 GP)
1-1/2D6 RKA, AP, no range, +2 OCV, 6/day
1-1/2D6 RKA, AP, no range, 3 shot autofire, +2 OCV, 1/day

Fleet of Foot – Silk Stockings (40 GP)
+4” Running, Maximum 10”
Acrobatics +2 or at a 12-
Breakfall +1 or at an 11-
+2 on Dive for Cover rolls
Flight, up to 10”, equal to running, on water only

White Ethos– Blue Tinted Plate Male (60 GP)
8 DEF real armor, 23 KG
Instant Change into and out of armor, becomes an amulet
5 Points Power Defense
25% DR from Destruction/Darkness Spells on an 10- activation
15” Teleport, 2/day

Elzonn’s Wrath– Holy Amulet of Elzonn (30 GP)
4D6 NND, not vs. good, 2/day
1D6+1 NND Killing, only vs. undead, 2/day

Bright Star– Very Heavy Bow (60 GP)
2D6 RKA, +1 OCV, 10 STR Min, +2 Vs. Range
Quick Put Away
2D6 Flash Vs. all sight and sense life, Explosion, 1/day
20D6 Suppress Vs. Darkness spells, no range, 12” Radius, always on
IR Vision, only after 1 full phase of aiming and for as long as continue firing

Traveler’s Belt– Soft Leather Belt (50 GP)
Equal to 2 bags of Holding
Stores 3 potions, 0 phase call potion to top.

Zot – Scabbard (45 GP)
Teleports weapon to scabbard if dropped
+5” Reach on 1st attack after being drawn, 3/day
Adds Lightning SFX to attacks for 1 minute after drawn
Adds +1 StunX for 1 minute after drawn, on a 5- attack roll

Adamant – Great Sword (100 GP)
+2 OCV, 2D6 HKA 20 STR min, (4-1/2D6 max)
20D6 Dispel Vs. normal weapons only, full phase or abort, must attack focus unless aborting, 2/day
Makes normal armor Hardened, when hand is on hilt
Does not bleed (won’t lose body when below 0)
25% DR physical killing Vs. normal swords only, when hand is on hilt
+2 CON for figuring if stunned, when hand is on hilt

Thorn of Withering - Wand (25 GP)
2D6 RKA, NND Killing AE 2" radius, plants only, 3 charges
1D6 RKA, AE 2" radius, plants only, 24 charges
2D6 Con & 2D6 Body Drain, return rate of 5 per hour, Ranged, 2 charges
Witches of Elmarr – 3 Long Swords (60 GP each)
1-1/2D6 HKA, 15 STR min, +2 OCV, (4D6 Max)
Telepathy between those holding the swords
+1 to coordinate per additional sword attacking
Wielders get to go at highest initiative roll among them
Wielders can use END (willing person only) from other wielders
Maximum of 5 end at a time, 1/day per sword, must be within 24”
+1 to overall perception per additional sword within 24”

Cold Blooded – 2 Rings, 2 charges (15 GP)
Must use both rings, one on each hand
Roll to hit separately for each ring, no range
If one hits, then it does 1D6 NND Killing
If both hit, then it does 3D6 NND Killing

Black Heart – Rapier (50 GP)
1D6+1, 13 STR min, +2 OCV (Max 5D6)
Hits heart (vitals) on a to hit roll of 6-
Does +2 DC if hits heart (vitals) naturally
Doesn’t work on undead or similar creatures
Heart Stopper – 1-1/2D6 RKA, +2 StunX, no range, 2/day

Candied Apple – Potion (8 GP)
+10 to Comeliness
+10 to Presence
Affects skill rolls etc., 2 charges last 5 days

AnyWho – Potion (15 GP)
Shape Shift into any humanoid, not individual
Costs 50 End when consume, 2 Charges last 5 days

Wind and Rain – 2 Throwing Daggers (35 GP each)
Wind
+3 OCV, +1 vs. range, 1D6 HKA, 5 STR min, can be thrown (2-1/2D6 max)
can re-roll location one time each hit, 2nd roll is 3D6 random always, must take 2nd roll
can be indirect, only outdoors, delayed 1D3 segments. If target is not in target hex at that time, it misses.
Rain
+2 OCV, +1 vs. range, 1D6 HKA, 5 STR min, can be thrown (2-1/2D6 max)
Not affected by water, +1 DC if in water (increases maximum to 3D6)
Can be indirect, only in rain or water, delayed 1D3 segments. If target is not in target hex at that time, it misses.

Blade of Ages – Long Sword (100 GP)
+1 OCV, 1-1/2D6 HKA, 15 STR min, (4D6 max)
ages victim on an 8-, roll 1D8
1 = 1 Hour, 1D6 EB NND
2-3 = 1 Day, 1D6 EB NND and 1D3 End Drain
4-6 = 1 Week, 2D6 EB NND and 1D6 End Drain
7 = 1 Month, +20 Stun only to figure if Stunned, and 1D3 NND Killing
8 = 1 Year, +20 Stun only to figure if Stunned, and 1D6 NND Killing
Gives the wielder the time stolen (can become immortal). On a 7 or 8, the wielder gets 1D6 Stun and End Aid

Peril – Long Sword (50 GP)
+2 OCV, 1-1/2D6 HKA, 15 STR min, (4D6 max)
Proof against magical detection when holding (including danger sense, etc.)
+1 Perception when holding

Quicken– Heavy Crossbow (50 GP)
+1 OCV, +1 vs. range, 2D6 HKA, 18 STR min
Auto loads, Fire 1 shot in half phase, 2 shots in full phase.
2 shot autofire, make attack roll for each shot
can hit different targets if not more than 30 degrees apart.

Purple Haze– Wand, +1 OCV, 2 charges non-recoverable (8 GP)
-2 DCV/DEX checks and –2 Perception rolls for 1 turn
counts as 4D6 of flash for defensive purposes.

Ring of the Raven– Ring (15 GP)
+2 to concealment in shadows, 1 charge per day lasts 1 hour
+2 Perception, 1 charge per day lasts 1 hour

Azure – Talisman (15 GP)
Life Support: Breath Underwater, High Water Pressure, Intense Water Cold
Bump of Direction under water
Free Movement under water

Inferno – Ruby, 3 charges non-recoverable (15 GP)
1-1/2D6 RKA, +1 StunX, lasts extra phase, 3” any area effect

GREEN DESTINY
Description:
A long, thin-bladed jien, Green Destiny is a sword forged of an unknown and unearthly metal. It has a blade two feet, nine inches long, and an inch wide. The blade itself is marked with a pattern of strange characters (or runes) in green, and gives off a faint greenish glow in dim conditions. The weapon is virtually unbreakable, but still flexible enough that it can be bent almost double and still return to its original form. The sword will also ring faintly if struck with a fingernail. Incredibly sharp, Green Destiny can lop though most anything with ease, and can be used to chop an opponent's weapon to bits.

Currently, the sword has no owner, and is known to be held in a secure location somewhere in northern China.

20 Green Destiny: HKA: 1d6+1, Penetrating (+1/2), 0 END (+1/2), OAF (-1)
42 Green Destiny: Dispel: 12d6 vs All Melee Weapons (+1/4), 0 END (+1/2),
No Range (-1/2), OAF (-1)
62 Total

Game Use Notes:
Using Green Destiny in a fight can be a little tricky. When attacking, one uses the HKA and Dispel together, thus destroying (hopefully) any blocking weapon. If attacked, one aborts to the Dispel, instead of the normal Block, and directs the Dispel against the incoming attack (Dispel can be used defensively if you have a saved action).

Ring of the Serpent – Double Finger Ring (55 GP)
This ring summons forth a 12’ long serpent that rows strait from the ring and remains attached to the end of the ring by its tail. 1 charge per day, costs 2 end per phase. It requires an Ego roll every phase to control the serpent. See below for Ego roll effects. While the serpent is out, it can:
2-1/2D6 RKA +2” Reach, +2D6 NNK poison if RKA does body, +1 OCV
30 STR Grab, attacker is –1 DCV, not ½., Net +1 OCV (including –1 for grabs), +2” Reach
Ego roll: Make it, command serpent, Miss it by 1 spend phase controlling it (can opt not to, but then it will do attack the user), Miss by 2-3 attacks random target in range, Miss by 4+ it attacks the user with an 10 OCV.
Black Gate– Great Sword (75 GP)
2D6 HKA, 20 STR min, +2 OCV, +1 DCV
60” Teleport, 2/day, 10 END, not through barriers
20” Teleport, 3” r, selective, 20 END, not through barriers, 1/day

Frore – Long Sword (60 GP)
1-1/2D6 HKA, 15 STR min, +2 OCV, SFX Cold
Immunity to intense cold, puts off an aura of cold 1”
25% DR resistant from Cold Energy attacks

Provocation – Long Sword (40 GP)
1-1/2D6 HKA, 15 STR min, +2 OCV
+2 DC if it is the first successful hit of a fight
+10 Presence to be aggressive
Makes player more aggressive/overconfident over time

Lumini – Long Sword (55 GP)
1-1/2D6 HKA, 15 STR min, +2 OCV
2D6 Flash, +2 OCV, vs. all sight, 1/day
1 point flash defense when wielding
Create light on an inanimate object
15” radius, lasts 8 hours, 6/day

Compulsion – Dagger (100 GP)
1D6 HKA, 8 STR min, +2 OCV
Power Word Death: 8D6 Transform to Dead, only vs. Orcs, 2/day,full phase, 12 END
Power Word Inanimate: destroy regular skeleton, zombie or similar animated dead, 2/day, 12 END

Dysfunction – Wand, 1/day (50 GP)
This wand has three portions over 3 phases. The next effect only works if you are still in the entangle. First, your legs stop working and you feel glued to the ground, and then an intense pain shoots up your legs and through your spine, and finally hits the base of your neck with excruciating pain.
Phs 1 – 2D6 Ego Entangle (doesn’t take damage), AE 1”
Phs 2 – 2D6 Penetrating
Phs 3 – 1D6+1 NNDK, +1 StunX, entangle is dispelled

Augmentra – Rod, 1/day (20 GP)
Cast a spell through this focus and it will become Autofire and +2 OCV, Maximum of 30 active point spell.

Chill Blood Wand (35 active, 7 real)
Drain 2d6 character points of SPD
Ranged, Return 5 points / minute
OAF, Gestures, Incantations, (Magic) Skill Roll, Independent
In Heroic games I use the apportionment rules on p. 54 of the HSR - so Return is 1 point / Turn.

SPECTACLES OF WIRE FRAME (15 GP)
These spectacles give you the appearance of having +5 Intelligence. Due to this mystical ability, people will treat you as if you know more things than you actually do, talk down to you less, and trust you with greater responsibilities. The net result is that you gain +1 to persuasion, conversation and leadership skills. Oddly enough, these do not detect as magical. These affects do not work on people that know you intimately. You can buy this at DagMire's Magical Inventions, down on 33rd, between the Apothecary and Antique Books store.

ELIXIR of ACUMEN (55 GP)
This crystal vial slowly fills up over a 24 hour period. Drinking the concoction of deep blue liquid will give you special abilities for roughly 36 hours. Different versions of this give the imbiber different powers. Here is an example:

Powers:
Speed Reading
+1 INT
Cramming (remember that you must have access to training)
Absolute Time Sense
1D6 of luck (you are smart enough to make your own luck, subconsciously.)
True Sight (+3 PER vs. Images, see invisible fringe at 6" instead of 1")
+2 Mental Defense

FIRE DRAGON's ESSENCE (70 GP)
This charm is created from remnants of a Fire Dragon. Teeth, scales and the like.

Powers:
25% DR Resistant Physical and Energy vs. Fire only
5D6 Suppress on self only vs. magic spells cast on you by a Fire Dragon. Suppress not vs. breath weapons.
1 pt. Language: Dragon
+10 PRE vs. Fire Dragons
Fire Breath: 3D6 RKA 1" area, 6" range, 1/day

Sharpening stone
+1 DC only on bladed weapons
3 nonrecoverable charges last 1 minute
Takes full phase to apply.

Acid Arrow +2 OCV
2D6 RKA Penetrating
1 nonrecoverable charge
*1/2 DCV for firing a bow

Napalm Arrow +2 OCV
1-1/2D6 RKA +1 StunX
1 nonrecoverable continuous charge lasts 1 turn
*1/2 DCV for firing a bow

Phantom Tentacle Ring (12 GP)
20 STR TK
no range
AE 3" cone - selective
Only to Grab
2 charges
Costs 3 end per phase

This ring looks like a bunch of green tentacles wrapped around the length of the wearer's finger. Upon command, they spring forth (picture the tentacles in Final Fantasy, the movie), and grab your opponents.

Härte - Amulet (30 GP)
+10 REC, Only to recover BODY
+10 Power Defense, only versus disease, venom and sickness
+1 Constitution
Blitz - Helm (55 GP)
5 DEF FF, cumulative to 8 DEF on locations 3-5
1 Point Flash Defense when faceplate is lowered.
3 Points mental defense
15” Teleport 2/day
Lightning Gaze: 1D6 NND (grounded), continuous, 2 end per phase, 1/day
25% DR Energy Killing from Lightning Attacks

Description: This obsidian black helm is made of polished metal with a natural black hue. It is trimmed in white gold runes around the edges. When its powers are used, the runes spark and crackle to life. It has a full faceplate with a wide slot for the eyes that is protected by a golden force field when lowered.

Sunrise – Long Sword (78 GP)
1-1/2D6 RKA, 15 STR min, +2 OCV
Wall of Fire: 8DEF FW, 8” area, with 1-1/2D6 RKA damage shield, 2/day lasts 1 turn
Change environment to toasty warm and in dawn light, 24” radius, at will
Start normal fires by touch of blade, at will
Immune to intense heat, always on when in possession of weapon
6D6 Heal, 1/day, only in the light of dawn

Raven Ward – Medium Shield (65 GP)
+2 DCV, 20 DEF, 10 BODY, Hardened x2
Deflect normal missiles, +2 OCV to deflect, deflect adjacent hex, 2/day
Deflect (eats) light based spells, +2 OCV, deflect adjacent hex, 1/day
10% rDR Phys and Energy from Necromantic/Destruction Magic

Description: This shield is made of an unblemished solid smooth piece of ebony. It has no marks or imperfections of any kind. It is unclear how the arm straps are held in place. It is believed to be indestructible.

Jolt – Bastard Sword (120 GP)
1-1/2D6 RKA, 12 STR min, +1 OCV
+2D6 NND Electrical (not vs. flying), 8- activation on attack roll
+2D6 additional NND Electrical (not vs. flying), 4- activation on attack roll
Lightning Strike: +2 OCV to offset called shot penalties, 2/day
Chain Lightning: 1-1/2D6 RKA, +1 Stun, any 5”, no range, selective, +2 OCV, 2/day
Positive Jolt: 3D6 End Aid, reduced by range, 2/day
Negative Jolt: 4D6 NND Electrical (not vs. flying), 1/day

Weapon Master – Deep bronze colored metal gauntlet, right hand (50 GP)
8 DEF Armor, location 6-7 on right hand
+1 HA for punching
Weapon familiarity with Common Melee, Flails, lances, quarterstaff, and whip
Summon any normal hand weapon, maximum of 45 active points, 1 at a time
Weapon Cache: store up to 3 hand weapons in gauntlet, 0 phase put in or take out
Can block HKAs with gauntlet at +1 OCV

Wrathguard – Studded Leather Armor (65 GP)
4 DEF armor on locations 7-15, lightened to 10 KG: –1 DCV/DEX checks
25% DR Energy Killing from Lightning Attacks
1-1/2D6 RKA, +1 StunX, no range, 2” radius, personal immunity, 6end, 1/day

Description: This armor is a deep midnight blue color with knobs of dull bronze. Whenever it is struck by an attack, little bolts of electricity jump from the point of impact out to the adjacent knobs and continue is lessening intensity around the suit.

Reaper’s Shadow – Black Leather Cloak (35 GP)
+1 Stealth, Acrobatics and Concealment Skills, or 11-
Clinging at strength and Flight (up to 15”) only at running speed. Must touch solid surface at least once every phase. The effect is the ability to run and jump great distances effortlessly.
Mask Life: Invisibility to IR vision and sense life, always on

Black Boots of Aragorn –Leather Boots (25 GP)
3 DEF on 16-18, Armor
+4” Running
Double Move: Can do a full move as a zero phase action, 4 End, 2/day
Walk on Water: Flight (up to 15”) only on water, at running speed. Must touch solid ground at the end of third phase, must move every phase. No charges

Arachnid Girdle – Steel blue metal belt, 2” wide (55 GP)
+2D6 STR to break out of web based entangles
3D6 Entangle, AE 1” Sticky, entangle and defender take damage, 1/day
5” Gliding, only strait down, only to repel from object.
Telepathy with intelligent spiders, 1 at a time

Troglodyte’s Revenge – Obsidian Ring (55 GP)
6 DEF 4” Tunneling, 3/day, 2 End per phase
Crumble: 4D6 RKA, AP, AE 1” only vs. natural earth and stone, 3/day
Bump of Direction, only underground
Detect underground open space, 20” range, 1 End per phase, at will
Self Contained Breathing, only underground
Tunnel Engineering skill 11- or +1

Eagle’s Flight– Very Heavy Bow (80 GP)
2D6 RKA, 15 STR min, +2 Vs. Range penalties
Only -2 DCV when firing, instead of half (but normal penalties apply for bracing)
+1 Perception when carrying in hand
5” Gliding, always on, when in possession
True Path: Can add No Range Penalties to any arrow, 2/day
Willing Bow Enchantment: Fast Draw

Viper – Dark Green Javelin (45 GP)
1D6+1 HKA, can be thrown, 10 STR Min., +2 OCV
Does an additional 1D6 NND Killing if does body, 2/day

Heartbreaker – Dagger (40 GP)
1D6 HKA, 8 STR min., +1 OCV, can be thrown
+8 OCV, only to offset penalties for aiming at the Heart. Must aim at heart. A heart hit counts as a vitals shot. 2/day

Tinker – Crystal Ring (30 GP)
8 STR TK, Fine Manipulation, 1 End per phase, 3/day
Invisible Power effects

Lancer – Arrow (25 GP)
2D6+1 RKA, +2 OCV
AE 24” line, no range, Selective. Only continues to next target if does body

And here is one that is sort of off the wall. It is extremely rare in my campaign, as in only one ever seen, and extremely powerful:

Hyperion Pill
+32 Speed, 1 charge lasts 4 segments.

This is as close as any mage has ever come to completely stopping time in any realistic sense. The person who takes the pill is sped up so much that they will move appoximately 3 times every segment for 4 segments. Each action is treated as a complete and seperate phase for the character, even though three phases may take place within one segment.

The Bone Wand:
This item is generally made from a human ulna, though sometimes the three forefinger bones may be strung together. It fires a black beam of energy which will numb and temporarily render useless one limb of a victim.
NOTE: This item only works properly if the campaign is using Hit Locations and Imparing/Disabling Hit rules.
2d6 RKA, Energy (30), OAF (Wand) (-1), Only to impair a hit location, no effect if Body rolled is too low (-1)
+4 OCV for above attack (20), OAF (Wand) (-1), Only to counter penalties for targeting a hit location (-1)
Total: 17
Total cost if Independent: 10

Everfull Purses:
Perk: Filthy Rich, OAF, Independent
Total Cost: 4
"Some things cost nothing. For everything else, there's the Everfull Purse."

Invincible – Long Sword (75 GP)
+2 OCV, 1-1/2D6 HKA 15 STR min, (4D6 max)
6” silvery light source (dimmer switch)
It is Indestructible by any known means
Gives wielder ½ Hardened defenses (3/4 damage from AP attacks)
50% chance of a critical hit not causing a critical wound

Erin’s Gate – Medium Shield (30 GP)
+2 DCV medium shield, 10 Def, 10 Body
Create Gate – 40” teleport, AE 1”, usable by others, lasts full phase, 2 charges per day
Private Gate – 15” teleport, 3 charges per day

Verve – Long Sword (55 GP)
+2 OCV, 1-1/2D6, 13 STR. Min, Max (3-1/2D6)
Fast Put Away and Fast Draw
2D6 NND electrical on an 8- attack roll

Kindler – Wand (45 GP)
Start normal fires, AE 1”, 3/day
Charge – 2D6 RKA, +1 StunX, 2/day
Fireball - 2-1/2D6 Explosion, +1 StunX, 8” range, 1/day
10% DR vs. all Cold attacks
Safe environment: Intense Cold

Sangward – Ring of Ruby, raw looking (23 GP)
+1 DCV in Hand to Hand Combat
Can block bare handed, +2 OCV to block
Defense Maneuver

Boots of the Acrobat – Soft Leather Boots (15 GP)
4 DEF (cumulative to 7 DEF) loc 16-18
+2” Running (max 10”)
Acrobatics: +1 or 10- roll

Rod of the Tabernacle – Ivory 12” rod (40 GP)
Stores one Clerical spell per day, maximum of 40 active points
Smite – 2D6 RKA, no range, +2 OCV, 4 charges per day (+2 DC vs. undead)
12” golden light, off/on command word
Glorify – +2 to Piety Roll, 2/day

Schmiede - Dwarven Anvil (15 GP)
Repair armor and magical armor, shields and weapons, 4D6 heal/day, 1 hour. 14- activation with Weapon smith skill, 10- without
Barricade- Dwarven Kite Shield (15 GP)
+3 DCV, 10 DEF, 10 BODY
Stone barricade – 8 DEF Hardened, 8” Force Wall, must go through players hex, 2/day

Silver Tongue – Stiletto (20 GP)
1D6HKA, AP, +2 OCV, 10 STR min, silver weapon, can be thrown

Stout – Ring, (20 GP)
+3 CON to determine if stunned and for CON rolls

Moon Cloak – Cloak Clasp (10 GP)
Creates a dark gray cloak, +1 stealth and concealment, 1/day lasts 1 hour

Violence – Great Sword (55 GP)
2D6HKA, 18 STR min, 2H, +2 OCV, 1/2D6 NNDK on 8-

Crystal Cleaver – Dwarven Great Axe (40 GP) 2D6+1 HKA, 18 STR min, +0 OCV, 5D6 dispel vs. force fields 8-

Dwarven Shield Paint (5 GP)
Hardened shield and +1 DCV, 1 charge lasts 1 hour, full phase to apply

Dwarven Lung Amulet (10 GP)
Self contained breathing

Bloody Carnage – crude club with gnarly spike (55 GP)
2D6 HKA +1 OCV, 19 STR min, 1-1/2 Handed, Penetrating
(12.5 STR per DC over, maximum 3D6)
1D6 Body Drain on an 8-

Offender – Battle Flail (60 GP)
2D6 HKA, +1 OCV, 19 STR min, 2 Handed
flail maneuver
(12.5 STR per DC over, maximum 3-1/2D6)
AE any 3 hexes selective, 2/day

Crash – Medium Shield (35 GP)
+2 DCV, 8 DEF, 10 Body
+2 OCV (total 4) OCV for shield bash
+2 DCV to offset penalty of not getting shield bonus when doing a shield bash.
25% DR (normal physical) only when you move through

Sticky Fingers – Gold Bracelet (25 GP)
SFX, your hand stretches out
Your STR TK (max 20) fine manipulation, 20” range
1 end per phase to run, 0 phase activate, 3/day
+1 to sleight of hand and pick pockets with TK

Stoker – Small Dagger (45 GP)
1D6 HKA, +2 OCV, 5 STR min (max 3-1/2D6)
SFX fire damage, +1 StunX on 6-, can be thrown

Ring of Destruction – Large metal ring (40 GP)
2 handed weapon, +3 DCV while holding, +3 to block
Binding Rings - 3D6 Entangle, AE 1”, 2/day
Bladed Rings – 2D6 AP, AE 1”, lasts Xtra phase, 1/day

Elixir of Freedom – Potion, 2ch. (8 GP)
+20 STR vs. grabs and entangles, lasts 1 hour

Chill – Ice Ring (33 GP)
25% DR vs. cold attacks (normal and killing, energy only)
Immune to intense cold
15D6 Suppress vs. ice entangles, invisible power effects. It looks like you are still entangled. Dispells invisible effects if you do something.

Primer – Ornate Scabbard (25 GP)
2D6 End AID and +5 STR lasts 1 turn when weapon drawn from scabbard, 1/day

Gismo – Jumble of metal, wood, pulleys and wires (10 GP)
Can take on the form of any simple machine
Ex. Pulleys, crossbow, lock, jack, etc.
Takes 1 turn to transform

Fiend – Arrow (50 GP)
Summons a Hordling, 1/day
The Hordling will attack the closest person until killed.
On a 8- it summons two, on a 4- it summons three.
On a 17+, it attacks the user first.

Stone Golem Necklace - does not breath, immune to intense heat, cold and pressure, 1 pt flash def

Purse of Plenty – Small Gold Silk Purse (10 GP)
This purse was originally created for the wives of noblemen. It was a fad to make sure that their wives had plenty of money, but still not allow them access to all of the families wealth. The fad is centuries gone many of the purses have been separated from the original owners. They pull coins from a store hidden in another location, or possibly even dimension. There is no way of getting at the store, much less knowing when or if it will run out.
Generates 1 copper every three days

Bronze Ranger – 6” Solid Hammered Bronze Globe (25 GP)
Clairesentience normal sight, makes a low humming noise, the sight is with fish eye vision
100” range, 4” Flight, 6 DCV, 8 DEF, 10 Body, full phase activate, 2/day

Mystic Vial of Knowledge – Small glass vial of golden liquid, 1charge (30 GP)
Familiarity in any one skill, full phase to drink
Lasts 1 month, but is permanent if you put another point into it before the duration runs out.

Averick’s Delight – Small spray bottle, 12charges (2 GP)
Turns any organic matter into a four-course meal of your choice.

Deep Blue – Large blue pill, 6 pills (4 GP)
Breath under water, immune to intense cold and pressure,
Free movement under water, 10” of swimming, lasts 1 day

Angel Hair Whip – 5 Angel’s hairs with diamonds on each tip (80 GP)
1-1/2D6 RKA, Autofire, +2 OCV, +2” Reach, 15 STR min (3 end total)
1D6 Luck, Re-roll location once per day

A Stone’s Throw – Small Gray Stone (15 GP)
4” Radius selective teleport (willing subjects only), as far as you can throw the stone (-5 STR min), 2/day
It is balanced and aerodynamic

Tiger Claws – Tiger pelt gloves, must wear both (50 GP)
2 DEF on location 6, cumulative to 7 DEF
3D6+1 RKA, no range, reduced pen (2 x 1-1/2D6 RKA), half phase to activate claws

Tiger Paws – Tiger pelt boots, must wear both (35 GP)
2 DEF on locations 16-18, cumulative to 7 DEF
+4” Running, max 10”, +1 Stealth or 11-
Pounce attack – Full move and attack, +) OCV, +0 DCV, + velocity/5 DC, 3/day

Featherweight – Slender, bejeweled and intricate rapier (70 GP)
1D6+1 HKA, +2 OCV, 10 STR min, Max 3D6
Fast draw and fast put away, Can go AP 2/day
5” Gliding, when wielding, 10” flight (must end phase on surface you can stand on) when wielding

Snap Crackle and Pop – Silver and gold glittery wand 12” (15 GP)
5 charges to use on various lightning powers
2D6 RKA, +2 StunX, 1 charge
4D6 EB, NND, 1 charge
2D6 RKA, AP AP, 1 charge

Grog’s Hammer – Murky brown potion, 2 charges last 1 minute (6 GP)
+5 STR, +5 CON, +5 STUN, +10 END, -5 INT, -2 PER
does not affect figured characteristics, does affect skill rolls etc.

Mighty Blow – Thick black iron ring (5 GP)
+3 HA for punching only, +2 OCV, full phase, cumulative to 10D6, 5 charges

Slither – Snake arrow (8 GP)
3D6 Entangle, +2 OCV, 2 recoverable charges
5D6 EB penetrating, continuous, until broken out or 2 turns

Stone of the smith:
This whetstone will turn any edged weapon into a weapon of immeasuable sharpness. However to maintain the blades edge the weapon must be sharpened every day. The magic in the stone is typically enough to sharpen two average weapons per day.

1d6 Cumulative Major T-Form(Edged Weapon to AP weapon for 24 hours)
16 Charges(recover after 24 hrs), OIF, Gestures, Extra Time-1 min, Ind

Mechanics:
In order to turn a weapon into an AP one you must roll the Act Pts of the target weapon using one charge per roll. Example a Short Sword has 20 Act Pts(15 for HKA, 5 for +1 OCV) so you must roll 20 pts of body on T-form to turn it into a AP Shortsword.

Ring of Identification – Sparkly blue ring, 9 ch. (4.5 GP)
Detect magic, Discriminatory, +4 Perception, no range
Pitfall Ring – Black and Red Granite Ring (5 GP)
75% DR Physical normal and killing, falling damage only.
Calculate full damage to determine if you are stunned.

Blight – Withered black root wand, 3 charges (12 GP)
6D6 Body Drain, +2 COV, roll location, no range, 5 END

Bowless Arrows – 2 recoverable charges (16 GP)
2D6 RKA, +2 OCV. +2 vs. range, can prepare arrow fire

Earthen Defender – Med. Shield of Reddish clay (35 GP)
+2 DCV, 4 DEF, 20 BODY, 15 STR min, fast put away
The shield Regenerates 1 body per 5 minutes when in contact with earth.
25% DR physical normal and killing vs. Earth golems and elementals.

Scroll of Scrying – Scroll, 1 charge (4 GP)
See invisible, see life force, IR vision lasts 5 hours
Full phase, need light to read by, -2 DCV

Energy Vial – 3D6 END aid (15 GP)
3” radius, selective, only use by a Cleric, Ranger, or Druid.

Benpher’s Swapping Pouches – 2 8” silk pouches (20 GP)
Anything you put in either pouch can be removed from either pouch the following round. Range of 5 miles.

Gloves of Pilfering – Thin leather gloves (20 GP)
5 DEF Hardened, cumulative to 7 DEF on location 6
+1 to Lock Picking and Sleight of Hands, or 11-

Greensbarrow Playing Cards – Skillfully marked non-magical (1 GP)
-4 perception to see that they are marked
+1 to Gambling rolls with deck

Book of Sorrow – Leather bound Crimson book (30 GP)
3 pages empty. Each page can take on someone’s pain or sorrow, freeing them from pain (mental or physical). Major transform from hurt to well. There are 37 pages full of other peoples sorrows. The first page contains a warning not to read a sorrow once the book has taken it away. Can cure criticals, allow you to get over a lost love, etc. 5 minutes to write your sorrows down. Reading a sorrow will visit it upon the reader.

Tired of eating nothing but trail rations on your quests? Heading out into the barren wilderness with nary a tavern or pub around? Afraid your cooking fire will attract the attention of trolls? Are the only game animals around corrupted by some evil force making them unfit to eat?

Well worry no more! Try Quindard's Preserving Powder! Now you can have a hot home-cooked meal anywhere, anytime! Just sprinkle the powder on a heaping dish of your favorite meal, and presto! It assumes the composition of sturdy hardwood! Then just stick in in your packpack, and you're ready to go! When it's dinner time, just take it out and say your usual pre-meal prayer! It instantly changes back to the delicious state it was in before you used the powder!

Quindard's Preserving Powder
1d6 Minor Transform (10 active) plate of food into solid wooden sculpture of a plate of food, turns back when blessing is said over it.
OAF - powder (-1), N charges (-?), Gestures (sprinkling the powder, -1/4)
Real cost: 4 (or less, depending on how many charges you want)

Black Vial (Potion) resist poison for 5 hours, 4 charges
Wand of Frost: 2D6 RKA or 7D6 EB, 5" cone, 3" radius or 10" line - 5 charges

Scroll of Resurection: Creates a Zombie or Skeleton depending on how long the subject has been dead.

Amulet of Protection: Protection from detect lie

Ring of Freedom: +1D6 to break out of entangles and grabs

Cloak of the Raven: 8" flight all day long, half phase to activate, invisible power effects

Midnight: Stiletto +2 OCV 1/2D6 AP, 5 STR min, +1 Stealth and concealment at night

Striken (Black leather gloves): 4DEF cum to 7 loc 6, 2D6 EB NND Cont., 1H gestures throughout, 2e, 1/wk

Ancient Mana Cube – Gold and Platinum cube with strange runes (70 GP)
50 active point variable power pool. Zero phase to change power (-5 MR)
2 charges per day, using the power requires a MR at -1 per 10 active used.
It can only create powers that affect inanimate objects.
Shards of Apocalypse – Amulet (total 93 GP)
Originally, this was a complete and powerful artifact of great power. Legend has it that thousands of years ago, it was broken in battle. There are a total of 6 shards, and it is believed that if they are all combined, they will regain their true power. You have recovered 4 of the shards. You are missing the Crystal and the Clay Shard.

Ebon Shard (30 GP)
25% DR physical and normal, killing damage, from Necromantic Magic
+1 or 10- Concealment and Stealth

Gold Shard (25 GP)
+3 Presence and Comeliness,
+1 or 10- High Society and Persuasion
+1 Perception

Diamond Shard (18 GP)
+10 DEF Force Field, cumulative to 20 DEF, lasts 1 phase, can abort, 2/day
Cause up to 8 DEF of armor or FF hardened for 1 turn, 1/day

Aqua Shard (20 GP)
2” Stretching, 2 charges per day last 1 min each.
+3” Swimming, breath under water

Midnight – Dark Gray Cloak (53 GP)
Missile Deflection: Any normal missile or magical missile (not any spell)
+2 OCV, adjacent hex, 2/day
Martial Dodge (+5 DCV): 1/day
Defend: +2 DCV (acts like shield with fast draw and fast put away), 8 DEF 15 BODY
Barrier: 9 DEF Force Wall, 12” line, no range, 2/day

Bashers – Heavy Black Boots (# GP)
5 DEF, cumulative to 8 DEF on locations 16-18
+1 HA to Kicks, or +4 HA kick, only vs. rigid surfaces (walls, doors, etc.)

Lehdo’s Leggings – Black Leather Shin Guards (25 GP)
+4” Running, max 10”
40” Superleap, 2/day
Water Walking, flight, only on water, up to 10”, 2/day, 1end per phase
Clinging at strength, 2/day, 1end per phase

Damocles – Elegant Long Sword (48 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 Max
2X non-com on running or flight
Images to record one audio and visual message at a time (5 min long)
25% DR while running non-com
In a Scabbard of Concealment (15 GP)

Fatal – Long Sword (75 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 Max
Armor Piercing on an 8- attack roll
Automatic critical on a 4-
Can zero phase sense life (body) on individual within 6” range
Does very gory damage, +5 Presence after attack does body
In a Scabbard of Instant Concealment (fast put away) (25 GP)

Slither – Very Heavy Long Bow (60 GP)
2D6 RKA, +1 OCV, 18 STR min
Venom Arrows, 2D6 RKA, plus 1D6 NNDK if do body, 4/day
50% DR vs. poisons
Willing Bow; Fast put away

Mage Ward – Dart (35 GP)
1D6+1 HKA, +2 OCV, 10 STR min, AP vs. Force Fields
Returns to scabbard at the end of the next phase after being thrown.

Arctic – Ice Wand, 3 charges per day (# GP)
2D6 RKA, 12” Line, no range
7D6 EB, 6” cone, no range
3D6 Entangle, AE 1”, 6” range

Fortitude – Black Leather Belt (20 GP)
+3 CON for determining if stunned or making CON checks

The Hand – Mummified Human Hand (40 GP)
35 STR TK, no fine manipulation, 2/day, 2e per phase
The hand appears next to the user and can move 10” per phase and still attack
Carnivore – Blood Red Dagger (40 GP)
1/2D6 HKA, +2 OCV, 5 STR min, Max 2D6, can be thrown
2D6 Body and 2D6 Stun transfer, no range, 2/day

Hex – Wand, 3 charges (21 GP)
3D6 Unluck, ablative, +2 OCV, 6” range

Tumult – Spiked Black Ring, 3 charges (15 GP)
3’ long spikes shoot up from the ground
2D6 RKA, AP (must be touching the ground), AE any 3”, no range

Black Tentacle – Whip that is a living monster’s tentacle (50 GP)
2D6 RKA, 2” range, +2 OCV, 8 STR min
Grab: 15 STR plus 5 STR per 2 OCV over defender’s DCV, max 30 STR
Can squeeze at 15 STR penetrating, and can pull around. Attacker is -2 DCV while grabbing in this manner

Rhino – Plate Helm with Rhino Horn (20 GP)
7 DEF, not cumulative on locations 3-5
+1 OCV and +2 DCV with Move Through, 25% DR vs. self inflicted move through damage, 2/day

Liquid Fire
- Change Environment to Sunlight (8" radius) 0 End, Pers., Always On
Fragile OIF-water, IND, No Range
Hold a piece of the sun in your hand trapped in the water held in a glass vial. A very effective weapon against creatures with an aversion to sunlight and a useful light source.

Blessed Holy Symbol of True Church
- 2d6 Aid to Ego, 1d6 Aid to End(linked) Fade @ 5 Hrs
IIF, One Turn, 0 DVC-thru, Inc.-thru, Gest.-thru, IND, x5 End
A small careworn holy symbol with when used in prayers adds to the determination and fervor of the user.

Sword of Saint Antonias
- 1.5d6 HKA, OAF, IND, StrMin 13, 1.5 Handed
- +1d6 HKA, OAF, IND, Only vs. Faeborn, StrMin(-5) 13
- 5d6 Supress vs. Fae AA-1 hex, 0 End, Pers., Always On, OAF, IND, No Range
Wielded by St. Antonias himself, a warrior priest who ventured forth to defeat a faeborn lord but lost his life. His sword is said to be imbued with his zeal for defeating the fae. It is said to appear as though made of ivory.

Sir Thomas's Defender- a medium shield
- +3 DCV, OAF, IND, StrMin(-5) 13
- 50% Damage Reduction rPD/rED AE-1 hex, OAF, IND, Only vs Front
This medium shield was created for Sir Thomas to protect him in his battles with Faeborn legions, this shield will protect it's user from numerous attacks. Often it deflects blows which would otherwise be lethal, reducing them to mere scraps.

Staff of the Monk
- +1 OCV, OAF, IND, StrMin, 2 Handed
- 4d6N HA, OAF, IND, StrMin, 2 Handed
- +2d6N HA 0 End, OAF, IND, 2 Handed
- Usable at Range for upto 12d6N, OAF, IND, Red. By Range
A small group of martial priests, broke from the church and began using faeworkings. This weapon was a favorite among these warrior priests who attempted to harness the fae to fight the fae.

Firelight Bow
-2d6 RKA, OAF, IND, 2 Handed, StrMin(-5) 10, Cant Add Str, 1/2 DCV
- Explosion on 2d6RKA, OAF, IND, 6 Charges, 2 Handed, 1/2 DCV
- IR Vision, OAF, IND
A v.heavy longbow with a mystically easier draw with 6 rubies embedded into it. Gaze into the rubies and it is though you were gazing at a creatures own life. When a ruby is touched and a arrow fired from the bow that arrow explodes into a fiery ball.

Cloak of the Hunter
- +2 DCV, +2 DCV vs. penalties, OIF, IND
- +2 Lvls with Stealth, OIF, IND
Greatly sought after ball all woodsman and hunters this cloak will help hide even those who cannot. It's abilities even prevents an opponent from making truly accurate strikes at the wearer.

Gauntlet's of the Woodsman
- 3 rDef, OIF, IND, Real Armor, Has Mass, Loc 6-7
- 3d6 Entangle 4" AA-any, OIF, IND, Charges-2 recovers daily, Full Phase
These are a gardeners dream. Appearing as brilliant green gaunlets of studded leather these gauntlets went thrust into the ground will cause a large area to spring forth in growth. Often so quickly as to trap anyone unlucky enought to be there. These are used many times by foresters to quickly replenish an area of woods for latter harvest.

Specter Potion – Potion Bottle appears to be empty, but feels full (16 GP)
Desolidification – affected by spells
2D6 RKA, no range affects solid
2 charges last 1 turn each.
Gallant – Silver Chain Coif (28 GP)
7 DEF on locations 3-5, cumulative to 8 DEF
1 Point Flash Defense and 5 points mental defense, not cumulative
+2 Comeliness and +3 Presence

Inquisitor’s Hood – Black Leather Hood (18 GP)
5 DEF on locations 3-5, cumulative to 7 DEF
+1 or 10- in Interrogation, +3 to Presence (negative only)

Howl – Wand, 3 charges (9 GP)
Sonic Blast – 1-1/2D6 RKA, +1 StunX, 8” line or 3” Cone

Silver Slayer – Very Heavy Bow (70 GP)
2D6 RKA, +1 vs. range, +1 OCV
Silver Arrows (6 per day) 2-1/2D6, +1 vs. range, +2 OCV
silver weapon, affects desolid
Willing Bow enchantment (fast draw and fast put up)
Protection from being turned into a Lycanthrope

Salve of Restoration – salve, 1 charge per day (15 GP)
Cure poison & disease, require -2 herbs/paramedic skill roll.

Blackout – Black Leather Sap (25 GP)
3D6 HA, 5 STR min, +1 OCV, +1 Stealth while wielding

Ring of Splinters – wooden ring, 3 charges (12 GP)
1-1/2D6 RKA, AP, +2 OCV

Batter – Metal Rod, 2 charges per day (20 GP)
2D6 RKA, no range, +2 OCV, zero end
8- roll to hit again (keep attacking if continue to roll 8-)

Power Monger – Big Red Pill (6 GP)
+10 STR, +2 PD, +2 ED, +20 END, lasts 1 min.

Gauntlets of Stunning
Power A: 4d6 Hand to Hand attack (normal attack, Str can add to this)
Base: 12 points
Limitations: OIF (-1/2), Independent (-2)
Total Limitations: -2 1/2
Final Cost: 3

Power B: Armor 7/7
Base: 21 points
Limitations: OIF (-1/2), Independent (-2), Locations 6 and 7 only (-3)
Total Limitations: -5 1/2
Final Cost: 3

Total Active points: 33 (versus a Dispel or Supress Magic)
Total Final Cost: 6 (The cost in character points)

The Gauntlets are a "paired" item (left and right, no bonus, they are just made that way)that will fit most human-sized hands. They are a tightly woven mesh of dark grey metal. Other gloves could be worn over them, but at first use of the Gauntlets the gloves would be shredded. Very handy for a sneaky character (rogues, thieves, ninjas) as well as a trained Hand-to-Hand fighter (martial artist, monk?). Also makes a spell-caster a good weapon without the further encumbrance of a sword.

Since the damage from a weapon can only normally be doubled (Hero rules) this "weapon" has a maximum damage of 8d6 normal versus PD. This won't necessarily do Body to a well-armored foe, but can put some serious Stun on anyone else.

Mythic Mantle – Pearly translucent silk cloth (25 GP)
8 Def on locations 9-10, not cumulative, negligible weight
+1 or 10- Stealth and Concealment, only at night
Shattered Soul – 3” round mirror, 3 mirrors (12 GP)
Pointing this mirror at an opponent and then breaking it will shatter the opponent as well
Defender must be visible to normal sight to appear in the mirror and be affected
1-1/2D6 RKA, NND Killing, 6” range, full phase

Barful’s Sleeping Powder – small leather pouch, 3 charges (8 GP)
2D6 Ego Entangle, AE 1”, half phase take out and half phase use, target must breath, no range

Adamant – Jet Black Long Sword (53 GP)
1-1/2D6 HKA, 15 STR min, +2 OCV, 4D6 Max
5 points Power Defense
5 points Power Defense
10 DEF Hardened Armor, all over, can abort for 1 phase, 1/day

Prism of Wonder – 2” long crystal prism, 1 chg./day, Roll 1D12 for effect (25 GP)
1 = 3D6 Brittle Entangle
2-3 = 3D6 Entangle, -1 Body
4-9 = 3D6 Entangle
10-11 = 3D6 Entangle, +1 Body
12 = 4D6 Entangle, blocks all sight and sound

Quest – Dagger (35 GP)
1/2D6 HKA, 5 STR min, +2 OCV, Max 2D6
Variable Detect Discriminatory, 5 mile range, can change the one item quested for once per week. It provides a vague feeling of direction to the target. User must have specific knowledge of the target.

Wolfbane – Long Sword (45 GP)
1-1/2D6 HKA, 15 STR min, +2 OCV, 4D6 Max
animal empathy with canines
+1 DC and +1 OCV vs. canines

Wings of Avermoore – Long Golden Brown Cloak (25 GP)
12” Flight, 2/day, can carry twice normal weight, normal end cost
half phase to activate wings.
+2 OCV on move by attacks

Black Bolt – Ring (50 GP)
1-1/2D6 RKA, all day long, zero end
Can load magical crossbow bolts into it (maximum 6 bolts at a time)

Narsil’s Stride – Bootstrap (10 GP)
Clinging at STR. Can cling a number of inches equal to double your movement the phase before you started clinging. Clinging ends at end of move. So, you can get a running start and cruise right u a castle wall to stop on the top of the wall.
Ooze Flesh – Gelatinous ring (20 GP)
Desolidification, not through airtight spaces.
1 charge per day, affected by all attacks. The effect is that you can turn you and your equipment to ooze, and slip through tight spaces, out of bonds or grabs, etc.

White Fang – Short Sword (35 GP)
1D6 HKA, +2 OCV, 10 STR min (max 3D6+1)
Does SFX cold damage
IR Vision, only when half phase concentrate, 1 end per phase

Endure – Elegant Long Sword (60 GP)
1-1/2D6 HKA, 15 STR min, +2 OCV (4D6 Max)
½ END for normal STR (normal END for push)

Sear – Falchion (60 GP + 20 GP)
1-1/2D6 HKA, 15 STR min, +2 OCV (4D6 Max)
The blade is extremely hot, requires magical scabbard to withstand the heat (Scab of conceal)
Penetrating on 8- attack roll
Start normal fires at will with touch of blade

Frensel’s Metal Binder – Scabbard (25 GP)
For one turn after a weapon is drawn from this scabbard, it will have +2 OCV to block attacks from metal weapons and +1 OCV to hit opponents wearing 6 DEF or more of metal armor. 1 charge per day

Mad hornet – Hornet Broach, 1/day (40 GP)
Activating this broach causes the it to grow into a giant hornet (Summon). The hornet will attack whom it is directed to until destroyed. It moves 8” per phase and can still attack, 8 DCV, 8 OCV, 4 DEF, 10 Body, 4 Speed. It has a 1-1/2D6 AP RKA, no range stinger attack. If it goes below zero body, it turns back into the broach. If it goes below -10 body, it is destroyed forever. After it kills its target, it turns back into a broach.

Anathema – V. Heavy Bow (55 GP)
2D6 RKA, +1 OCV, 15 STR min arrows
+2 OCV vs. Goblins, +1 OCV vs. Orcs
1D6 NND EB vs. Goblins and Orcs
Creates a Hatred of Orcs (total) in user

Globe of Preservation – Crystal Amulet (30 GP)
Self Contained Breathing,
Survive high heat, cold and pressure
½ normal aging rate (maximum 100 years)
Immunity to Disease

Draco – Great Sword (70 GP + 25 GP)
2D6 HKA, 18 STR min, +2 OCV, 2H, Max 5D6
25% DR vs. Fire (Physical and Energy killing)
Scorch – 2D6 RKA, penetrating, 3”line, no range, 1/d
Dragon decorated Scabbard of Concealment

Charm of Accuracy – 5 Charms (40 GP)
+1 OCV (not cumulative) to H2H
Must tie charm onto one H2H weapon
1 charge that lasts for 1 month.

Eldorin Steed – Mythical Black Horse (60 GP)
Steed of mythical origins. It does not age, never tires, is well trained and fairly intelligent for a horse. It is the size of a Clydesdale. 15” running. It is skilled at survival, mountain climbing, concealment and stealth.

Penetrator – Javelin (40 GP)
1D6 HKA, Penetrating, +2 OCV, Thrown, +1 vs. range penalties, 10 STR min, Maximum 2D6+1
AP on a 8- attack roll
Aaargh! – Javelin (40 GP)
1D6 HKA, +2 OCV, Thrown, 10 STR min, maximum of 2D6+1, +1 StunX,
+2 StunX on attack roll of 5-

Orc Mean Paint – Black and red war paint (3 GP)
+5 Presence, 1 phase to apply, lasts 1 hour
Makes you aggressive (V. Common, Strong)

Orc No Pain Mix – Potion, lasts 5 minutes (3 GP)
User feels no pain, +20 CON for Stunning purposes
User doesn’t go unconscious until -10 Stun
GM keeps track of their STUN and BODY damage and END, they can ask only for visual clues only.

Sharpening Wax – Waxy Yellow Stuff (3 GP)
Adds +2 DC to weapon (max 5DCs of base damage)
1 phase to apply, lasts 1 min

Orc Acid Barb Arrow – V. Heavy Bow Arrows (1.8 GP)
2D6 RKA, +2 OCV, +1 vs. range
1D3 RKA, NND Killing if RKA does body

Burrower – Piece of charcoal (5 GP)
Creates a 2” radius burrow underground with wooden ladder to get down into it. 1 minute to draw opening.
Lasts for 1 day.

Orc Mythic Breastplate – Plate Mail (40 GP)
8 DEF Hardened locations 9-13, weighs 14 KG
2D6 End aid, over normal maximum, 2/day
2D6 Body aid, 1/day, trigger if Body goes below 5

Ring of Hern – Slim Silver Ring (25 GP)
20 STR TK, fine manipulation, 4 END per phase
Creates a set of mystic ghostly hands
Can activate 2 times per day

Black Fist – Large Obsidian Ring (20 GP)
When activated, it coats your fist with obsidian
+1D6 HA, makes punches penetrating and ranged
2/day, lasts 2 turns

Battle Eye – Hawks Eye Amulet (15 GP)
Clairesentience, whatever sight perception visions the user has, fixed position 50” above user looking strait down. +1 Perception, ½ DCV while using.
2 charges per day, 2 END per phase.

Chain Reactor– Platinum Ring, 6 charges (30 GP)
Can store up to 100 active points of spells in it (maximum of 3 spells). When activated they are all released at same target. Spell rolls and END is spent when they are released. Charges are used when they are stored.

Mana Potion – Potion (5 GP)
6D6 End Aid to 0 End 0 Recovery Reserve
Fade rate of 5 per minute

TOOTH OF DECAY
Ths horrid weapon was created from te fang of a draco-lich. Not longer than a short sword, its powers set it among some of the most evil weapons in existance.
Once an apponent is struck, he is a carrier of a disease that causes a rapid decay of the body. This disease spreads rapidly through a community, and can only be put to an end when all of the carriers are isolated and burned (or magcally cured).
What could be considered justice, is the sword doesn't prevent the weilder from suffering from the illness it imbibes. Thus, and intelligent weilder will flee shortly after using it.

1/2 d6 killing attack, nnd(immune to disease), gradual effect-1 day, continuous, sticky(even after death)

Baldun's Defender - Throwing Axe (50 GP)
1D6+1 HKA, 10 STR min, +1 OCV, max 2-1/2D6
Returns to scabbard the next segment after thrown
+1 DCV as off-handed weapon (as buckler) in addition to the +1 DCV vs. one hand to hand attack
Mystic Battle Rod – Black studded shaft (45 GP)
+1 OCV magic weapon. Half phase to switch from Long Sword, Large Flail, Large Hammer or Large Pick

True Flight – Runed permanent arrow (12 GP)
2D6 RKA, +2 OCV, +2 vs. range, +1 offset called shot

Hammer Flight – Runed permanent arrow (10 GP)
1-1/2D6 RKA, +1 StunX, +1 OCV

Ring of Storing – silvery mirrored ring (20 GP)
Can store anything you can normally hold in one hand
Takes zero phase to put in, half phase to take out
Stores one item at a time. Command word activate

Bracers of Displacement – Black leather (15 GP)
6 DEF loc 16-18, Cumulative to 7 DEF
12” teleport, 3 charges per day
Defensive Shift – Martial dodge, a/day

Chill Blood Wand
4D6 cp of SPD Drain, return 5 cp/5 minutes, ranged, OAF wand, Gestures, Incantation, Independent, Requires (Magic) skill roll.
40 base, 80 active, 16 real, 8 END

[Weak version] Chill Blood Wand
3D6 cp of SPD Drain, <same/same>
30 base, 60 active, 12 real, 6 END

Shield of Destruction
1D6 cp of BOD Drain, return 5 cp/month, Continuous, 0 END Persistent, Area Effect (Cone) [10" side], Always On, Activation 14-, OIF shield, Gestures, Incantation, Independent.
10 base, 57 active, 13 real, 0 END
This shield is inscribed with a major glyph of destruction, which pulses red and white.

Shield of Destruction Cover
6 points Power Defense
6 base, 6 active, 6 real, 0 END

Power Glove
4D6 HA, Armor Piercing, Penetrating, OIF gloves, X3 END, Independent.
12 base, 24 active, 4 real, 6 END.
Note: Using UM rules, a character can add 10 STR to this, resulting in a 6D6 Armor Piercing, Penetrating attack for 8 END.

Scar Sword
1D6+1 HKA, +1 OCV, STR Min (/2), Fragile IIF scar, Independent.
25 base, 25 active, 6 real, STR Min 13
This independent spell is cast into a sword-shaped scar on the back of a hand. It allows instant summoning of a broadsword to the hand at any time. This spell is often given as a reward to trusted warriors by grateful kings and wizards.

War Cleaver
3D6+1 HKA, STR Min (/3), 2-hand weapon, Concentrate 1/2 DCV, Full Phase, OAF huge war cleaver, Independent.
50 base, 50 active, 8 real, STR Min 17
This is a terrible,two-handed, single-edged sword - more a meat cleaver than an instrument of war. The war cleaver is a weapon for immensely strong, dumb or suicidal people who intend to kill what the swing at. The weapon takes a full phase to swing, and the wielder is at half DCV. The war cleaver is made of bloodiron, native iron that has been mined from beneath a field of mass slaughter. The spirits on such battlefields make the mining a risky venture, but there is a constant market for the metal and no lack of suitable deposists.

War Cleaver [heavy version]
4D6 HKA <same/same>
60 base, 60 active, 10 real, STR Min 20

Shillelagh of Weapons
2D6 HKA, +1 OCV, +1 STUN Multiplier, STR Min (/3), OAF bladed weapon, Independent.
35 bae, 52 active, 11 real, STR Min 17.
This multipurpose weapon appears to be a stout walking stick stained with blood. However, it can assume the apprearance of a bladed melee weapon. Note that the appearance of the weapon and the STR Min will vary with the amount of HKA:
2D6 HKA 17 STR Min
1-1/2D6 HKA 15 STR Min
1D6+1 HKA 12 STR Min
1D6 HKA 10 STR Min
1/2D6 HKA 7 STR Min

And my version of a Bane sword -
Orcbane Broadsword
1D6+1 HKA, +1 OCV, STR Min 13, OAF broadsword, Independent
+5 HKA DC (base), 0 END, OAF broadsword, Independent, Only vs. Orcs (-1)
+2 OCV, +2 DCV, 0 END, OAF broadsword, Independent, Only vs. Orcs (-1)
Detect Orcs, Sense, Range, Discriminatory, OAF broadsword, Independent
Totals: 85 base, 107 active, 22 real, 13 STR Min

This acts as a normal (magical) broadsword against non-Orc targets. Against Orcs it does 3D6 w/STR Min 13, +3 OCV and +2 DCV. It also detects Orcs.

Clinging Fire –Red Glass Vial (4 GP ea)
2D6 RKA, Explosion, Penetrating
plus 1D6 of fire EB for every body hit from the explosion that burns the next phase

Illumine – Scimitar (65 GP)
1D6+1 HKA, 10 STR min, +2 OCV, 3-1/2D6 max
Light Blast - 2D6 RKA, No Range Mods, Max range 400”, starts as +1 OCV, gets additional +2 OCV every phase it is continuously fired, up to a maximum of +5 OCV. 4/day
Create light – 12” light, cast on object, lasts 2 hours. 4 charges per day

Mountain’s Heart – Giant Ruby (35 GP)
The ruby alone is worth 20 GP
25% DR killing and normal from Fire attacks
Immunity to intense heat

Black Burst – Arrow – 3 recoverable charges (9 GP)
1-1/2D6 RKA, no range, 12” cone
Bolt bursts into hundreds of small bolts

Arrow of Agony – Arrow – permanent (15 GP)
1-1/2D6 RKA, +1 OCV
+ 1D2 RKA NND Killing lasts extra phase
NND is only if normal bolt does body

Golden Ward – Dwarven Great Helm (15 GP)
8 DEF on locations 3-5, no perception penalties
Jeweler Appraiser skill at 10- or +2

Golden Vigilance – Dwarven Medium Shield (35 GP)
+2 DCV, Defense Maneuver, Fast Put Away

Spectacles of Darkmoon
enhanced vision that allows for sight under the most difficult situations. Even grants the wearer the ability to see through the most powerful illusions.
+10 Perception roll

Darkmoons' Grasp
This item is a mesh left handed glove made of a transparent metal alloy. At the stage of each knuckle is mounted a large rainbow opal branching out to the fingers, each tipped with pointed claw like caps. When activated a ghostly hand draws from the glove travelling out under the command of the weilder. If the weilder of the item may confer any touched based spell or ability through the use of the item, including those imbued by other magic items. The hand is insubstantial in appearance and is difficult to see. However if one can see/sense magic they will notice a silvery cord stretching back to the weilder. The cord will sever upon taking any body damage, and thus feed it back to the weilder. The damage has not permanent effects on the magic item, but the ghostly hand may not be resent again until the following day. Further the glove may only be dispatched five times (charge held in each of the opals) perday. If the weilder is struck to break his concentration the hand will dissipate, but may be recalled it the next opportunity. The Hand may travel at a rate of 5" per phase.

Stretching 5", Invisible power effects (sight group)(+1/2), Requires Magic skill roll (-1/2), Gestures (motion of the hand)(-1/4), 1/2 Dcv Concentration (-1/4), Duration - 1 phases for every point Magic skill roll made by(-1/4), OAF Mesh Glove (-1), Independant(-2), 5 charges per day (-3/4)
Active: 38, Real Cost: 6

Living Armor
8 PD/ED Armor
Instant Change
-4 Lack of Weakness
1 Body Regeneration ( 1 body per 5 min)
4d6 Healing, Side effect Armor looses 1body & 1 def(see below)
Armor is a living being that starts with 1 point of body for every Def point (PD/ED are the counted as the same) it has. The armor looses one point of body/Def for every body point taken over 15 body in one shot. The armor also looses one def/body point every time the weilder forcefully activates the healing ability.

Bloodbane (Long Sword)(Bruce Cordell convertion)
This evil long sword was created long ago by the power hungry Drow. The sword is structured like a finely made blade with two out standing qualities, first are the strange runes carved in the blade and the secong in that the blade appears to be made of solid bone. The sword is a sentient blade that thirsts for blood. Upon contact or successfull wounding strike that draws blood the blade will draw blood from it's target to "feed" it's self. Apon doing so thin veins glow red through out the blade as the blood gets sucked in. The more blood the blade sucks in the more powerful it becomes, and with it the damage of the blade increases. This lasts temporary however, sortly after a typical combat is concluded the enchantment fades back to normal.
+3 OCV
2d6+1 HKA
4d6 Aid to HKA only adds active points equal to the amount of body rolled on KA
+24 Active limit(35 pts total or 7 DC's 4.5d6) only works if weilder has the disadvatage "DF-Evil"

The Cloak of Manix Kallic the Cursed
This is a finely made black cloak has a two brooches linked together on each side of the cloak in the place of a tie or clasp. When the wearer of the cloak crosses their arms in a "x" with each fist touching one of the brooches, the item is activated and a magical set of platemail will apear on the wearer. The armor in no way hinders mages or priests that are not allowed to wear armor (the armor is just a special effect of a spell)
+8 PD/ED Force Field, 0 End Cost (Constant), Hardend only vs non-Magical attacks
-5 Lack of Weakness

Nellis's Amulet of Lost Location
This amulet was made for an imfamous theives guild master that has crossed too many people. The amulet is imbuded with proof vs al forms of scrying, detection and location sense.
Invisibility to Unusual and Mental Sense Groups, 0 End, Persistant, always on

Sylvan Spirit Bow
This item is actually a magical set of Bracers. These wristlets were once a fairly common item, originally made for long distance trackers that had to travel light. They are activated when the wearer positions his hands as if he was drawing a bow, then a glowing ghostly bow will appear as the wear draws back the bow string.
1d6+1 Rka AP, 0 End, must have both bracers, Gestures (motion of drawing a bow)

Bracers of Magic Missiles
1d6+1 Rka Autofire 5 shot burst, 90 charges(18 shots), must have both bracers
+5 Ocv with Bracers

Eye of the Drow/Eyes of Fire
This ring imbues it's wearer with infra vision
IR vision

Cats Eye
This ring imbues it's wearer with Night vision, and the ability to sense when someone is around the wearer.
UV vision
+3 per sight roll
Combat sense 16-
Danger Sense(out of Combat) 14-

Lenses of Utter Domination (Bruce Cordell convertion)
These are crytaline contact lenses the all but dissapate when worn on the eyes. There is always a strange glassy look in the weares eyes when worn. When the lenses are in use they glow bright red.
12 Mind Control (Telepathic Command), Must have both lenses, Must have Line of sight, IAF Lenses, full phase action, 0 DCV concentration(initial contact)

Unifex (Bruce Cordell convertion)
This dagger's blade has been crafted from a unicorn's horn.
1d6+1 Hka
+2 Ocv
Life Support- Ages very Slowly(immune to aging)
+8 PD/ED Force Field Inis power effects, persistant. Not stack able with any other "base" defense, such as armor, bracers of Def etc.
40" Teleportation

Robe of the Arch Magi
+4 with Spell Craft(Magic Skill roll)
2d6 Supress all magic Area effect 1 hex(centered on self) continuous, always on, personal immunity
6d6 Aid to All Spells wear off 5 pts per year, automaticall dispells when robes are taken off
+8 PD/ED Force Field Inis power effects, persistant. Not stack able with any other "base" defense, such as armor, bracers of Def etc.

Cloak of Otherwear(Displacement) (Bruce Cordell convertion)
Images -5 to be seen, location projected 5 ft away

Gloves of Impact (Bruce Cordell convertion)
This pair of gauntlets are made from a curiously transparent metal alloy. It has an Engraving in Duergar that reads "Gloves of Impact." when worn any melee weapon's damade is increased by 3 DC's.
+1d6 HKA to any melee weapon that performs killing damage
+3d6 HA to any melee weapon that performs Normal damage

Nightcaller (Bruce Cordell convertion)
This whistle is made from a curiously transparent metal alloy. It has an Engraving in Duergar that reads "Night caller." When the whistle in blown during the night above a grave or fresh corpse it will raise the dead from the grave as a Zombie or skeleton.
Summon 125 pt. Skeleton or Zombie

Ring of Missed Meals (Bruce Cordell convertion)
Life Support- Doesn't need to eat, requires 24 hours of wear before the enchantment takes effect

Sethos Tribal Tattoo Edge Kit
This rather plain looking tattoo blade and ink vile hold an enchantment that comes through when used by skilled hands. The blade can create a plethera of enchantment varying on what the artist creates. Most enchantments are temporary, only usable once then disappears.
Below are some examples:
Summon Animal or creature, tattoo animates and jumps off person
create weapon - as per weapon
Wings- granting flight for a period of time
Cloth Wraps- Entrapping Entanglement
Sun- either change enviroment light, LS-Immune to cold or Flash
Variable Power Pool
Delayed effect, usuable by others, Uncontrolled
OAF Tatto kit, Require successful Artist skill roll, extra time (hours) concentration

Medallion of Mass-missile Protection
Missile Defection (All) +6 to Deflect area effect Line upto 12", Continuous, Full phase action, 0 DCV Concentration (through out), Oaf

Oil of Rockskin
When this oils is appied to the whole body, the wearer grows a stone growth covering his whole body. This enchantment grants not only the defense of stone but also encrease strength and weight.
+20 PD/ED Armor, Hardend, Ablatative(3rd Ed)
Density Increase +15 Str, +3 PD/ED, -3 KB, 8x Mass
Wears off after 5 Hours, Extra time(application) 5 minutes, 0 DCV Concentration, Gestures(motions of applying) Dispells with water

Oil of Fire Bane
When this oils is appied to the whole body, the wearer becomes virtually immune to fire.
+20 ED only vs Fire/Heat Hardend
3/4 Damage Reduction - Energy only vs Fire/Heat
LS Immune to extreame Heat
Wears off after 5 Hours, Extra time(application) 5 minutes, 0 DCV Concentration, Gestures(motions of applying) Dispells with water

Chalk of Portals
This item functions as a normal peice of chalk, when the chalk is used to draw a polygon of some sort of shape(such a a circle or door) the chalk line begin to glow and a portal similar to passwall is created to the next chamber, up to 2000 meters. The portal will only last for a few moments then fades away. When the stick of chalk is used up so is the enchantment.
10" Teleportation area effect upto 5r", continuous, 512x distance(5120")
Expendable OAF Chalk, 8 uses, gestures(to draw shape) full pase action, 1/2 Dcv Concentration
Wears off after one minute, or dispelled is chack ring is broken(on either end) will not work in wet areas.

Spider Silk Gloves
Theses gloves are created for Drow thieves of the underdark. They increase finger agility and improved any Dex based function that requires the use of fingers, this also includes weapon use.
The gloves will grant a +2 with any weapon that requires finger manipulation such as Daggers or knives(this does not include crossbows and bows.) The gloves in some rare cases have been known to compensate from maimed or crushed hands, allowing then to function normally.
The gloves are often found in use with full body Spider Silken suits and well as booties.
+3 with Dex based Skill that require finger use
+2 Ocv
Images -2 to see actions performed by hands, -5 in the dark

Tannar'ri Ring
Carved from the bone of a great Balor, this ring grants the wearer complete immunity to all forms of electricity magic or natural. The ring also grants the wearer with the ability to activly read the minds of those around him,as well as communicate via thought.
Desolification only vs electricity
Telepathy 12d6 area effect 5r", O End Continuous, always on, Invis Power effects

Cloak of the War Wizard (tsr convertion)
IronGuard - Desolification only vs Metal
For any metal that passes through the wearer that is magical he will suffer 1 pt body for every magical Damage class the weapon carries.
Protection from Missiles - Missile Defection (Missiles & Shrapnel) +10 to Deflect

Battlestar Bracers (tsr convertion)
Protection from Missiles - Missile Defection (Missiles & Shrapnel) +10 to Deflect
Magic Missile - 1 1/2d6 Rka, autofire, AE 1", 0 End, only usable once per turn(-1/2)
Flaming Sphere - 1d6+1 Rka AE 1", continuous, uncontrolled, Duration 1 turn+2 phases per roll made by(-1/2),
Telekinisis 10 Str - only usuable to move the sphere around

Crown of Magi
5 pts Power Def, 8 pts Mental Def, 3 pts Flash def, LS immune to poisons,
+2 spellcarft, Dark Vision, Speed reading, +2 OCV w/Spells, +10 Pre

Wand of Paralysation
2d6 entrangle -transparent 16x, OAF Wand -1, Requires Magic Skill roll -1/2, Full Phase Concentration 0 DCV -1/2

Shi-Andi Talisman of Protection - Necklass of Bones
4 PD/ED, LS - Immune to Poisons & Disease, 10 pts Ego def & 5 pts power def

Girdle of Tentecles
This appears a a wide metallic gordles with several rows of metal studs. When activated the studs grow into tentecles and move under the control on the wearer.
3" Stretching
Autofire 5 shot Area Effect 3r" of upto 120 active Touch based spell/ability (only if a cleric of Death)
4d6 Ha Autofire 5 shot Area Effect 3r" (only if a cleric of Carnalus)

Mask of the Serene
+15 Pre (only to resist Pre base offenses)
10 Pts Flash defense
10 Pts Ego Defense vs Violent anti-calming effects(not including sedating like effects)
5 Pts Magic Defense (5 pts Power Def only vs magic drains)
3/4 Damage Reduction vs PD & ED Resistant, 0 CV Concentration, Full phase action,requires ego roll at +4(Zen Motion)
+8 PD hardend only in Def location 3-5

Mask of Fear
+15 Pre ( only to insite/Resist fear) - Always On
+8 PD hardend only in Def location 3-5
5 Pts Magic Defnse (5 pts Power Def only vs magic drains)
12d6 Mind Control - Single Command -Fear - Always On

Rosary (Talisman) of Penance
15d6 Mind Control - Sinlge Command "To be forgiven for a Sin" - 5 to resist

Ring of Persuation
Persuation Skill on 25-
Mind Control - Only to convey with Idea (requires succesful roll)
Gestures - Requires stroking the rings surface, as if poishing the ring

Lute of Insomniacs Dreams
25d6 Mind Control Area Effect 30r" - Single Command - sleep/Feel serene, only vs those who have been awake 12 hours or greater
2d6 Aid to all Physical Characteristics upto 2pts above Max( original) requires Music Skill roll

Jailors Bane
3d6 Major transformation accumlative, Locked state to unlocked, OAF Bone Key

Romantic Chello
Mind Control 10d6 - only to enchant/Seduce, requires Music Skill roll
+3 to Users Music Roll, Oaf Chello

Totem of Iron Grasp
25d6 Mind Control only vs Iron Golem Automatons
OAF - small tin heart

Writers (Spell) Block
4d6 Int & Ego Drain only vs Conceptualizing ideas for spell creation, or creative spell use and memorizing spells. Continuous, uncontrolled, Duration (GM set)

Gleam of the Unknown (Golden Breast Plate of Hermes)
+6 PD/ED Force Field Hardend location 10-13 only, 3 Pts Flash Def, 1 pip Flash, AE 1r" Always On(requires Sunlight)
Change Enviroment 4r" - Light

Cards of Fate
90 Active Pool Targets must be willing or card Cannot be Draw(AE targets must be DCV 0), 0 DCV, Extra Time
1-3 bentificail, 4-6 Detrimental

Bottle of Joy
2d6 Minor Tranformation (Endless bottle of Mead), OAF Fragile Brown Glass Bottle

Potion of True Bliss
6d6 Major Transformation, 3 uses - Complete loss of personal history (Permentent)

Escape - Ear Ring
Desolidification, 0 DCV Concentration, 3 phase duration, may only make 1/2 movement

Social Grace - Ammulet
+10 Pre, Diplomacy, Negotiation, Conversation, Persuation Skills +3 Roll, Target must be insight (looking at user)

Crown Cap of Shar-Reen the Dry
Eidedic Memory, Speed Reading, +2 Spell Roll, +2 w/Int Based Skills

Figurine of Power - Beetle " Scarabe of Mogi-Rah-Heeb"
Sommon Giant Beetle - on 8- Beetle turns on the controller (Tunnelling Beetle)

Savior from Sands of Fire - Scarab Pendant
LS - Vs Exreame Heat, 5 ED vs Heat/Fire Attack only
6" only usable to counter the hinering affects of travelling in the desert
1 pip Flash Def

Turban of Coolness
LS - Immune to heat
+1 to All Int Based Skill rolls only in a desert or in exreame heat
IR Vision only in a desert or in exreame heat

Scimatar of Flames
1d6 Hka No Str min, +1d6Ka(Fire), AP, +1d6 vs Cold or regenerating Creatures

Bear Claw - Dagger
1d6-1 Hka No STR Min, 2xKB, +2 Stun Mult

Staff of the Magi
4d6 Aid to all Spells
+1 to Spell Craft
+1 to all Int based Skills
3 PD/ED Hardend Only vs Magical effects
3 Power Def Only vs Magical effects

War Paint of Power
+5 Con
+5 Stun
+2 PD
+2 ED
+2 Rec
+10 End
+2 Str
+2 w/Ego Rolls for pushing End
+5 Body, only for delaying death to justify revenge/ justice

Incents of Enchantment
2d6 Aid to Any one physical Cha, extra time - 5 min, Oaf - incents, Requires skill roll, 0 DCV concentration

Ointment of the Spellweave
With the use of this ointment, one is able to temporarily trap or delay a spell for his/her benifit as if the wearer had cast it(similar to a ring of spell storing)
Delayed Effect or Trigger, usable by others and self(caster) at same time up to 90 active points.

The Silent Blade
1d6 Hka
Darkness to Sound, no fringe
12d6 Mind Control -Single Command Render Mute(-1) apon successful attack

The Spectacular Climbing Gear of Sleek the Sly
This is an outstanding set of both climbing claws and boot shackles/Spikes. when worn together the imbued magic grants the wearer the ability to scale the most difficult climb as if where a mild grade.
Clinging 25 Str Requires climbing check

Dragon Foil
This is a small collapsable screen of sheet made with Dragon scales stiched to it. The the weilder unfolds it and prepares the "foil" in a position set to capture or close, on a successful attempt the weilder may capture or redirect a combat spell. A spell may be held for upto one day befor ethe magic fades away. No more then one spell may be held at a time.
deflection/Reflection any target with delayed effect of return of attack roll

Reager's tenative treasure
This over stocked chest of gold and jewels as actually a living decendant of the famiilar of the once great Reager. Reager the great and powerful saught to protect his sanity by ensuring and enemies would never target his weakspot - by slaying his familiar. So crazed and paraniod to the idea of conspiracies against him, Reager went to lengths to protect his familiar and his weaning sanity. It doing so he permenently transormed his kindly familiar in to a living chest of jewels and gold. The creature may still move about eat sleep and react both as a chest of treasure and as a living being. What Reager didnot realize is that the gold and jewels that tthe living chest possesed were now a kind of excreation of growth that was discarded like hair folicles or dead skin. Now at initail glance or for upto several days for that matter the treasure emmited from the chest actually appears to be real, only to begin to decay or wilt within a few days.
Summon Living Chest
6d6 Transfornation attack, ae 2 targets only - caster & living chest. "Familar's Bond"

Niolga's Fan of Shrouding
This collapsing asian styles fan, when waved creates a sprewing clowd/shroud of darkness in the direction waved. However the effects of the fan do not funtion very well in very windy areas.
Darkness vs sight group 4r", dispell vs wind

Griffon’s Milk – Potion (2 quaffs) (8 GP)
+1 Perception and 15” Flight for 1 Day.
Greater Bowless Arrows – 3 (4.5 GP)
2D6+1 RKA, +1 OCV, +1 vs. Range
non-recoverable charges, -2 DCV

Ghost Medallion – Crystal face (20 GP)
Desolid, can abort, lasts 1 phase, 1/day
Affected by magic, and undead

Glove of Mending – Dark Red Silk Glove (4 charges) (10 GP)
2D6 Heal, living or inanimate, full phase

Boots of Flight – Hawk Feather Boots (25 GP)
+2” Running, Maximum of 11”
8” Flight, 3/day

Feather Fall Ring – Ivory Feather Shaped Ring (5 GP)
5” Gliding, always on, no conscious control

Tome of Construction – Leather Bound Book (20 GP)
Each page is a diagram of a non-magical object. Speak the magic words and the object becomes real, but the page is destroyed. It takes 1 full turn to create the object. Objects in book: Ballista with 24 bolts, 6 man rowboat, 12’ ladder, small horse cart, wagon wheel, 6 person heavy oak table with chairs, kite shield, long sword, and a 4 man tent.

Skinton’s Skillful Picks – 3” shaft of rubber (15 GP)
10- or +1 to Lock Picking skill

Mountain’s Heart – Giant Ruby (35 GP)
The ruby alone is worth 20 GP
10% DR killing and normal from Fire attacks
Immunity to intense heat
Black Burst – Arrow – 3 non-recoverable charges (9 GP)
1-1/2D6 RKA, no range, 12” cone
Bolt bursts into hundreds of small bolts

Arrow of Agony – Arrow – permanent (15 GP)
1-1/2D6 RKA, +1 OCV
+ 1D2 RKA NND Killing lasts extra phase
NND is only if normal bolt does body

Golden Ward – Dwarven Great Helm (15 GP)
8 DEF on locations 3-5, no perception penalties
Jeweler Appraiser skill at 10- or +2

Golden Vigilance – Dwarven Medium Shield (35 GP)
+2 DCV, Defense Maneuver, Fast Put Away

Star Blazer – Wand, 3 charges (6 GP)
Creates dazzling lights in front of the targets eyes, making it hard for them to act. -1 CV lasts for 1 turn. +1 OCV
Ice Cube – Chunk of Ice (3.5 GP)
3D6 Icy Entangle, Sticky, -2 PER to sight and sound.

Invisible Servant Ring – Ring, 2 charges 1 hour (12 GP)
Creates an invisible servant. 10 STR TK, Fine Manipulation
Indirect, can give orders to carry out.

Arrow Hawk – Permanent Arrow (10 GP)
2D6 RKA, no range penalties, returns on zero phase command after being shot. Takes two segments to fly back into scabbard.

Rings of Dexterity – two golden rings (25 GP)
Ambidexterity and +1 DEX skills that require fine manipulation, requires both rings be worn.

Necrodat – Black Headband Circlet (25 GP)
+5 Presence vs. undead, +1D6 mind control over undead

NightSteed Statuette – small statue, 6 charges (12 GP)
Creates a black heavy riding horse that does not tire
Can only exist at night. 15” running, no turn mode.

Treasure Trove – small silver jewelry box (12 GP)
Can hold an amount equal to a pouch of holding

Scarab of Protection – gold & silver scarab, 4 chg (14 GP)
2D6 Heal and 1D6 End aid, trigger when either Stun, or Body goes below 75% of maximum. Max 2 chg per day.

Napalm Wand – 2 charges (8 GP)
1-1/2D6 RKA, +1 StunX, Lasts Extra Phase
8” line, no range, 14- activation, or goes off in hex

Shocking Grasp Glove – 1 Golden Glove (40 GP)
1-1/2D6 RKA Penetrating, Continuous, 6” Range, 1/day
2 End/Phase, Can’t use that hand, Maximum 4 phases

Elemental Ring – Rainbow Ring (50 GP)
5% DR Killing, Cumulative vs. Fire, Lightning
Water, Cold, Ice, Wind, and Earth Magic.

Crystal Bane – Long Sword (60 GP)
1-1/2D6 HKA, +2 OCV, 13 STR min
AP vs. Crystal Force Fields and Force Walls
25% DR vs. crystal magic,
+5 STR vs. Crystal entangles/grabs

Surprise – Long Sword (65 GP)
1-1/2D6 HKA, +3 OCV, 15 STR min
Completely Invisible, all senses (don’t lose it)
Only +2 OCV if they can see Invisible.
Can get surprise on first attack.
Comes with an Invisible Scabbard also (15 GP)

Weird – Enslaved Water Weird Spirit (70 GP)
Any weapon of 15 or less STR min, Additional +1 OCV
Grab/Squeeze at 30 STR, 3” range
Cannot be destroyed, can let go after Grab Hits
If you hold on, you are at -2 DCV instead of half
If you let go of it, you can command it to Grab on it’s own
18 DEX, 3 SPD, 7 OCV (including grab penalty)

Phase Wand – 1 charges (4 GP)
1D6+1 NND Killing, +2 OCV
Teleports part of target back 1 foot.

Gloves of Asphyxiation – 2 Gloves (20 GP)
4D6 Suppress vs. Recovery, +2 OCV
2/day lasts 2 turns. Must wear both gloves
Need both hands for the initial attack only. Then no action is required.

Stone Potion – Thick gritty brown potion (24 GP)
3 Resistant rPD/rED, 3 charges last 1 minute

Anti-Magic Dust – Glittery Dust, 2 ch. 1 min (16 GP)
10% DR Killing, All Magic, Cumulative, Full Phase

Arrow Guard – Buckler, 3 charges last 1 min (15 GP)
Missile Deflection, normal arrows/bolts only, +2 OCV
No conscious control after activate. You make the deflect rolls, but it doesn’t take your action.

Hurricane Bottle – 1 potion, 1 charge ea (5 GP)
35 STR, grab throw TK, AE 6” cone, no range

Hair Splitter – Ultra thin Dagger (35 GP)
1D6+1 RKA no range, +2 OCV, AP/AP (1 end)
Special scabbard to keep the blade from touching

Vim and Vigor – Potion, 3 charges (9 GP)
This unstable potion has erratic effects
You get 1D8-3 D6 worth of END Aid

Wand of Anti-magic – Wand, 2 charges (4 GP)
15D6 of Dispel vs. any fantasy magic

Ardent – V. Heavy Bow (40 GP)
2D6 RKA, +1 OCV, +1 Range, 15 STR min

Anti-Magic Charm – crystal (5 GP)
Absorbs the first 10 body worth of magic damage.

Bloodletter – Long Sword (20 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min

Rod of Loraak – unadorned wooden stick (50 GP)
Hit does 1-1/2D6 Body Drain to affected location
Each hit inflicts a random natural disease on an 8-

Shrine of Loraak – 2’ high statue (50 GP)
Believers in Loraak can use a 25 point variable power pool. Costs end, 1/2 DCV concentrate, extra time variable depending on effect. Non-believers using it get a 1-1/2D6 RKA energy bolt for their troubles.

Immolate – permanent arrow (20 GP)
3D6 RKA, energy flame damage, +1 OCV

Girdle of Troll Strength – Leather Girdle (40 GP)
+30 STR, with 1.5 x END on all STR.
1/week lasts 1 turn

Erendol’s Choking Vine – 12” vine (12 GP)
4D6 Suppress vs. Recovery, +1 OCV, 6” rng.
1/day lasts 1 minute, costs 4 END to use.

Lokaar’s Natural Disaster – long sword (60 GP)
1-1/2D6 HKA, 15 STR min, +2 OCV, max 4D6
1/day it can do one of the following effects:
Tornado: AE 2” 50 STR TK grab throw random direction, costs 4 END to use
Earthquake: AE 4” radius 35 STR TK grab throw to ground, plus 6D6 EB penetrating, 4 END to use
Lightning Strike: 2D6 RKA, +1 StunX, 1” radius, plus a 2D6 Flash vs. all sight explosion, 4 END

Greater Troll’s Heart Healing Potion - 6D6 Heal, plus 2 points of regeneration for 1 minute. Will heal 10 Body worth of critical wounds. (12 GP)

Necklace of the Sea Elf – octopus shaped (10 GP)
Breathe under water, +2” swimming

Violent Song – ivory whistle (50 GP)
1D6 NND normal, 1D6 Flash vs. all hearing
continuous, 12” radius, personal immunity
1/week costs 6 END per phase
Can take ½ damage by covering ears.

Unifex: Dagger formed from Unicorn's horn - 1D6+1 HKA, 8 STR min, +2 OCV, 1D6 Luck, 40" Teleport 2/day

Silent Blade: Stiletto 1/2D6 HKA, AP, 8 STR min, 2D6 max, +2 OCV, invisible to sound, darkness to sound on victim if hit.

Black Disc: Black Med. Shield, +2 DCV, Fast Draw, 1 pt Flash Defense, 1D6 Dark Flash vs. all sight 3" cone w/day light (2D6 in torchlight equiv.)

Nightfall: Long Sword 1-1/2D6 HKA, 15 STR, +2 OCV, 3-1/2D6 max, silver weapon, +1 DC vs. Lycanthropes and Undead, affects desolid

Tragar's Spirit Bow Rings: Must wear both rings. Gestures as if firing a bow, +1 OCV, -2 DCV, fire any arrows, 2D6 RKA affects desolid, 4/day

Vampiric Blade: Long Sword 1-1/2D6 HKA, 15 STR, +2 OCV, 3-1/2D6 max, 1D6 Body Transfer on an 8- attack roll, Full Invisibility in mirrors

Long Arm: Short Sword, 1D6+1 HKA, +2 OCV, 10 STR min, 3-1/2D6 max, +2" reach, indirect (can attack around friends or opponents), Can get surprise the first time it is used in a way the defender would never expect.

Ring of Zericus – Blood Red Ring (35 GP)
+1 Strength, +1 Endurance (not cumulative)
Can push to +10 STR 2/day w/no EGO roll

Globe of Defense – 3” r Crystal Globe (30 GP)
Useable by any magic caster. When activated it hovers in the air around the user for 1 minute. While hovering, it can do the following things from a pool of 4 charges:
Block/Deflect from H2H weapons to arrows +3 OCV (1 ch.)
Deflect any 1 Fantasy Spell, +3 OCV (4 ch.)
Erect a 2”r Force Wall, 8 DEF Hardened (3 ch.)

Troglodyte Tongue – Preserved Tongue (5 GP)
+1 point of Troglodyte language

Troll Tongue – Preserved Tongue (5 GP)
+1 point of Troll language

Hill Giant Tongue – Preserved Tongue (5 GP)
+1 point of Hill Giant language

Harpy Feather – 2’ long feather (15 GP)
+2” Flight, cumulative, makes all flight 1/2 END

Cobra’s Fang – Mummified Cobra Rod (40 GP)
Useable only by priests and druids
1D6 RKA, AP , 0 END, no range, bite, +2 OCV
+1D6+1 RKA, NND Killing if does body, 2/day

Essence of Wraith – blue smoke potion, 2 ch. (12 GP)
Desolidifcation, costs 4 END per phase, affected by magic and mystical creatures.

Salve of Reattachment – golden salve, 1 ch. (8 GP)
Cure critical wound, even severed limb, 1 hour

Ointment of the Eagle – glittery silver, 12 ch. (3 GP)
Adds no range penalties to any attack for one shot
Works with arrows, bolts, throwing daggers, darts, etc.

Vigilant Protector – shield shaped amulet (45 GP)
3 DEF Force Field (not cumulative), 2 points power defense, 2 points mental defense
Missile Deflection, up to arrows, +2 OCV, 1/day, trigger when attacked (free action)

Alchemists Belt – Utility Belt of Holding (35 GP)
6 pockets hold 3’ x 3’ volume each.
1 potion pocket holds 2 potions, Fast draw on potions
1 wand loop holds 1 wand, Fast draw on wand
Analyzer pocket – Detect magical properties on alchemical components, 2/day
Will tell you what uses there are for the components (Troll heart for healing potion, etc.)

Silver Surprise – invisible to all sight ring (50 GP)
Summons a magical silver dagger, 0 phase activate, ½ phase put away
1D6 HKA, 8 STR min, +3 OCV, silver weapon, can be thrown
+1 overall DCV in addition to the +1 DCV vs. one H2H attack as offhanded weapon.

Sorcerer’s Secret – Plain bronze ring (15 GP)
Adds Invisible power effects to all sight, sound and smell on any spell, 2/week
Also removes any incantation component of the spell.

Amulet of the Sea Elf – choral (15 GP)
Underwater breathing, UV vision, +2” swimming

Mana Stone – 20 END reserve, only for Spells, no recovery, non-permanent item

Blink Potion, 13” teleport, 2 charges last 1 minute each (user must teleport at least 1" every phase) non-permanent item

Thrasher – Bladed Flail (50 GP)
1D6+1 HKA, 13 STR min, 6.25/DC, +1 OCV, 3D6 max
AE Selective 2 adjacent hexes, no range, 2/day

Orc Arrow of Pain – Acid Arrow (.8 GP)
2D6 RKA, Penetrating, +2 OCV, non-permanent item

Brandwunde – Long Sword (45 GP)
1-1/2D6 HKA, 15 STR min, +2 OCV, 3-1/2D6 max
2D6 Flash vs. all sight on a 6- attack roll

Ogre Bracers – Thick Leather (15 GP)
+2 HA with punches, 4/day

Salve of Fixing – 2 charges (15 GP)
6D6 Healing and cure poison, 2 phases to apply, non-permanent item

Hooooowee – 1 charge Potion (10 GP)
8D6 END aid and 2D6 Stun AID (can go 10 over max), non-permanent item

Splitting Oak – Arrow (5 GP)
2D6 RKA, AE 8” cone, selective, +1 OCV, non-permanent item

Pointy Pokey –Arrow (2 GP)
2D6 RKA AP, +1 OCV, non-permanent item

Arrow of the void, a rare one shot item. Works wonders vs. mages and other archers.
- 4d6 nnd eb (cold energy damage), Not vs. those immune to cold or in fullcoverage armor. 2' darkness vs. sight and sound, useable aginst others(centers on the one struck and follows them about). 4' change enviroment lowers temp to near freezing.(centers on the one struck and follows them about). The arrow shatters upon impact and is not reuseable if it fails to hit its target the darkness and cold still occur where the arrow falls. Each power is one charge with the darkness and change enviroment continueing charges that last one min.

Leach shot, one shot arrows. Not reuseable.
- 2d6 rka, 2d6 drain vs. one primary characteristic. The arrow must do body damage to the target for the drain to occur.

Arrows of seeking, 2d6 rka no range penalty. These are reuseable.

And every archers friend, The Quiver Ring: Worn on the drawing hand of the bowman it produces an arrow nocked on the string when a drawing motion is made. Each ring has a set number of charges, once exausted the ring crumbles into dust. Charges range from 12 to 250 arrows. Found rings may have any number of charges, less than 250, remaining. I assume that the quiver ring saves you a half phase when firing a bow. It would be really cool if you could "load" arrows into the ring. That way, you could put magic arrows or whatever you wanted in there.

Marksman Dagger – silver throwing dagger (30 GP)
This lightweight slim dagger is made of silver and magically enhanced. The end of the pommel has concentric rings of gold and silver, like a bull’s eye
1/2D6 HKA, +2 OCV, 5 STR min, 2D6 MAX
+3 OCV to offset called shots when thrown, 2/day

Chameleon Clothing – set of clothes (30 GP)
This set of clothing can transform in 1 turn to any type of clothing, from winter furs to high court silk. The clothes are also magically resistant and can cover a suit of light armor.
Transform on Clothing to other non-magical clothing, 1 turn to cast
3 DEF Armor, cumulative to 7 DEF.

Glenner’s Master Picks –lock pick tool (8 GP)
10- or +1 to Lock picking skill

Drake – Wyvern Skin Suit (20 GP)
Made from the relatively soft, and very flexible, underside of a Wyvern, this armor is extremely tough for the weight.
4 DEF Armor, all over except locations 3 and 6 when the hood is pulled up. -1 DCV/DEX Checks

Bone Bow – Heavy Crossbow (50 GP)
This gruesome crossbow is partially assembled from an animated skeleton. Upon command, the skeleton arms will **** the bow for the next shot, which takes a ½ phase of time but only 0 phase to activate it. So, you can activate it, move and still fire the crossbow.
2D6 RKA, 15 STR min, +1 Rmod

Grim – Short Sword (55 GP)
The blade of this short sword is blood red and appears as if it were made of glass and filled with constantly swirling blood. A strike from this sword will sometimes cause a gushing wound.
1D6+1 HKA, +2 OCV, 10 STR min, 3D6 Max
on an 8 or less attack roll, it causes an additional 1D6 Body drain the next phase.

Ricochet – 1” Steel Ball Bearing (20 GP)
1-1/2D6 RKA, +1 StunX, +2 OCV, 1/ day, recoverable charge.
AE any 12”, selective, no range, must travel 2” per hex side direction change.

Steadfast – Medium Shield (45 GP)
This was once a normal wooden shield that had seen a lot of use. After a pitched battle with a Temporal Liche, this shield was found on the battlefield next to a seemingly alive fighter. However, they found that neither the fighter or his equipment could be affected by normal means. They were somehow immune to normal kinetic forces. The shield was a novelty for many years, until finally another mage put a telekinesis spell on the shield, allowing the wielder to move it, although it still takes great strength to force it where you want it, hitting it with a normal weapon is worse than striking a solid piece of metal, it sends shock waves of force back down your arm, but the wielder feels nothing. You could use this to block a battering ram, a dragon’s claw, or a canon shot.
+2 DCV, 18 STR min, 20 DEF Hardened x2 vs. non-spell (10 DEF normal vs. spells), 5 Body,
Fast Draw on shield with DEX check if not 5 STR over minimum.
It can block any non-spell attack without the wielder feeling the force of the attack.
Damage Shield feedback physical EB of DC equal to attack, going back to attacking limb.

Oculus – Demon Eye Broach (15 GP)
UV Vision, IR Vision within 5” range, See life force within 5” range (can help see invisible as w/fringe)

Fresh Air Globe – ½” Swirled Marble (5 GP)
Self Contained Breathing while it is in your mouth.

Ring of the Nereids
5 LS:Breath Underwater
8 +8" Swimming
4 Language:Nereids
17 Pnts. IIF (-1/4), Independent (-2), Real cost:5

Everlast – Long Sword (50 GP)
1-1/2D6 HKA, +2 OCV, 13 STR min, 4D6 Max
¼ Aging rate for wielder, Immune to Disease
Slayer – Grand Sword (50 GP)
2-1/2D6 HKA, +2 OCV, 25 STR min, 6D6 Max
2 handed unless 3 levels of growth or more
Will not fit in normal scabbard of concealment

Azmod – Small Rod (30 GP)
50 STR TK, grab throw, directly away from attack, no range, +2 OCV, 2/day
Damage is from hitting objects in path.

Unmaker – Main Gouge (35 GP)
1/2D6 HKA, +2 OCV, 5 STR min, 1-1/2D6 max
Can block to destroy a non-magical weapon
Destroys the weapon on a 8- block roll.
15D6 Dispel, any single fantasy magic, 1/week

The Sky is Falling – Stone Ring (20 GP)
2-1/2D6 RKA, 8” radius, 1/week

Girth – Clay Ring (30 GP)
+2 Body, +1 CON (not affect figured stats)

The Great Wall – Stone Amulet (10 GP)
9 DEF Hardened, 60” long Force Wall, 1/day
The wall is broken down in 10” segments

Mind Grabber – Wand, 3 charges (15 GP)
Ego Entangle, +2 OCV, doesn’t take damage
#D6 = (EGO of target/7)

Nova – Potion Bottle of light (6 GP)
10D6 EB Energy Explosion, Penetrating
linked to a 2D6 Flash all sight explosion, 2” fade

Daze – Permanent Arrow (20 GP)
2D6 RKA, +2 OCV
-2 CV and -2 Perception, -2 DEX roll offs
the effects last for 1 turn.

Oh, BTW, FWIW, given the current discussion about plate armor (elsewhere on the message boards), I should explain that with my Grey Hero House Rules I give:
1) each "plus" of a magic weapon a level of Penetrating (as well as +1 OCV and +1 DC) and

2) each "plus" of magic armor a level of hardened (as well as +1 DCV and +1 rDEF)

This allows magic weapons to get some damage through non-magical armor (or more magical weapons to penetrate through less magical armor, as the case may be), but YMMV...

----------------------------------------------------------------------------------

MACE OF THE MANTICORE
The original Manticore Mace gained infamy in the bloody hands of one of the most notorious knights of the Order of the Black Hart, who is said to have gained the mace through an unholy pact with Hextor himself. This great two-handed mace is a magnificent piece of ornate gothic craftsmanship inset with iron-hard spines taken from the tail of a live manticore. This wicked weapon is enchanted to enhance its melee combat capabilities but it's most deadly power is the ability to shoot a volley of enchanted manticore spines. Thirteen copies of this fearsome mace have been commissioned by the Horned Society and Manticore Maces are now encountered in a variety of sizes and degrees of supernatural potency.

MANTICORE MACE, SMALL (MAGICAL +1) (20 POINTS)

Accuracy Enchantment: OCV +1 with Manticore Mace (5 Base Points); Reduced Endurance (0 END; +½), (+½; 7 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-3½; 2 Real Points).

Melee Mace: HKA 1d6+1 (up to 2½d6) (20 Base Points); Penetrating (+½), Reduced Endurance (0 END; +½), (+1; 40 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-3½; 9 Real Points).

Shooting Spines: RKA 1d6+1 (20 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (+½) (+2; 60 Active Points); Charges (1 volley of up to 6 spikes per day; -2), Focus (OAF small mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½)(-5¾; 9 Real Points).

Totals: 45 Base Points, 107 Active Points, 20 Real Points.

MANTICORE MACE, SMALL (MAGICAL +2) (31 POINTS)

Accuracy Enchantment: OCV +2 with Manticore Mace (10 Base Points); Reduced Endurance (0 END; +½), (+½; 15 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-3½; 3 Real Points).

Melee Mace: HKA 1½d6 (up to 3d6+1) (25 Base Points); Penetrating (x2; +1), Reduced Endurance (0 END; +½), (+1½; 62 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-3½; 14 Real Points).

Shooting Spines: RKA 1½d6 (25 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x2; +1) (+2½; 87 Active Points); Charges (2 volleys of up to 6 spikes per day; -1½), Focus (OAF small mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½)(-5¼; 14 Real Points).

Totals: 60 Base Points, 165 Active Points, 31 Real Points.

MANTICORE MACE, SMALL (MAGICAL +3) (45 POINTS)

Accuracy Enchantment: OCV +3 with Manticore Mace (15 Base Points); Reduced Endurance (0 END; +½), (+½; 22 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-3½; 5 Real Points).

Melee Mace: HKA 2d6 (up to 4d6) (30 Base Points); Penetrating (x3; +1½), Reduced Endurance (0 END; +½), (+2; 90 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-3½; 20 Real Points).

Shooting Spines: RKA 2d6 (30 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x3; +1½) (+3; 120 Active Points); Charges (3 volleys of up to 6 spikes per day; -1¼), Focus (OAF small mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1-Handed Weapon; -0), Strength Minimum (8; -½) (-5; 20 Real Points).

Totals: 75 Base Points, 225 Active Points, 45 Real Points.

MANTICORE MACE, MEDIUM (MAGICAL +1) (21 POINTS)

Accuracy Enchantment: OCV +1 with Manticore Mace (5 Base Points); Reduced Endurance (0 END; +½), (+½; 7 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 1 Real Point).

Melee Mace: HKA 1½d6 (up to 3d6+1) (25 Base Points); Penetrating (+½), Reduced Endurance (0 END; +½), (+1; 50 Active Points); Focus (OAF small mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 11 Real Points).

Shooting Spines: RKA 1d6+1 (20 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (+½) (+2; 60 Active Points); Charges (1 volley of up to 6 spikes per day; -2), Focus (OAF medium mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-6; 9 Real Points).

Totals: 50 Base Points, 117 Active Points, 21 Real Points.

MANTICORE MACE, MEDIUM (MAGICAL +2) (32 POINTS)

Accuracy Enchantment: OCV +2 with Manticore Mace (10 Base Points); Reduced Endurance (0 END; +½), (+½; 15 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 3 Real Points).

Melee Mace: HKA 2d6 (up to 4d6) (30 Base Points); Penetrating (x2; +1), Reduced Endurance (0 END; +½), (+1½; 75 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 16 Real Points).

Shooting Spines: RKA 1½d6 (25 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x2; +1) (+2½; 87 Active Points); Charges (2 volleys of up to 6 spikes per day; -1½), Focus (OAF medium mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-5½; 13 Real Points).

Totals: 65 Base Points, 177 Active Points, 32 Real Points.

MACE, MEDIUM (MAGICAL +3) (46 POINTS)

Accuracy Enchantment: OCV +3 with Manticore Mace (15 Base Points); Reduced Endurance (0 END; +½), (+½; 22 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 5 Real Points).

Melee Mace: HKA 2d6+1 (up to 4½d6) (35 Base Points); Penetrating (x3; +1½), Reduced Endurance (0 END; +½), (+2; 105 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 22 Real Points).

Shooting Spines: RKA 2d6 (30 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x3; +1½) (+3; 120 Active Points); Charges (3 volleys of up to 6 spikes per day; -1¼), Focus (OAF medium mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-5¼; 19 Real Points).

Totals: 80 Base Points, 247 Active Points, 46 Real Points.

MANTICORE MACE, LARGE (MAGICAL +1) (23 POINTS)

Accuracy Enchantment: OCV +1 with Manticore Mace (5 Base Points); Reduced Endurance (0 END; +½), (+½; 7 Active Points); Focus (OAF large mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-3¾; 1 Real Point).

Melee Mace: HKA 2d6 (up to 4d6) (30 Base Points); Penetrating (+½), Reduced Endurance (0 END; +½), (+1; 60 Active Points); Focus (OAF large mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-Handed; -¼), Strength Minimum (10; -½) (-3¾; 13 Real Points).

Shooting Spines: RKA 1d6+1 (20 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (+½) (+2; 60 Active Points); Charges (1 volley of up to 6 spikes per day; -2), Focus (OAF medium mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-6; 9 Real Points).

Totals: 55 Base Points, 127 Active Points, 23 Real Points.

MANTICORE MACE, LARGE (MAGICAL +2) (34 POINTS)

Accuracy Enchantment: OCV +2 with Manticore Mace (10 Base Points); Reduced Endurance (0 END; +½), (+½; 15 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-3¾; 3 Real Points).

Melee Mace: HKA 2d6+1 (up to 4½d6) (35 Base Points); Penetrating (x2; +1), Reduced Endurance (0 END; +½), (+1½; 87 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-3¾; 18 Real Points).

Shooting Spines: RKA 1½d6 (25 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x2; +1) (+2½; 87 Active Points); Charges (2 volleys of up to 6 spikes per day; -1½), Focus (OAF medium mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-5½; 13 Real Points).

Totals: 70 Base Points, 189 Active Points, 34 Real Points.

MANTICORE MACE, LARGE (MAGICAL +3) (49 POINTS)

Accuracy Enchantment: OCV +3 with Manticore Mace (15 Base Points); Reduced Endurance (0 END; +½), (+½; 22 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-3¾; 5 Real Points).

Melee Mace: HKA 2½d6 (up to 5d6+1) (40 Base Points); Penetrating (x3; +1½), Reduced Endurance (0 END; +½), (+2; 120 Active Points); Focus (OAF medium mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-3¾; 25 Real Points).

Shooting Spines: RKA 2d6 (30 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x3; +1½) (+3; 120 Active Points); Charges (3 volleys of up to 6 spikes per day; -1¼), Focus (OAF medium mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (1½-handed; -¼), Strength Minimum (13; -½) (-5¼; 19 Real Points).

Totals: 85 Base Points, 262 Active Points, 49 Real Points.

MANTICORE MACE, GREAT (MAGICAL +1) (23 POINTS)

Accuracy Enchantment: OCV +1 with Manticore Mace (5 Base Points); Reduced Endurance (0 END; +½), (+½; 7 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 1 Real Point).

Melee Mace: HKA 2d6+1 (up to 4½d6) (35 Base Points); Penetrating (+½), Reduced Endurance (0 END; +½), (+1; 70 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 13 Real Points).

Shooting Spines: RKA 1d6+1 (20 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (+½) (+2; 60 Active Points); Charges (1 volley of up to 6 spikes per day; -2), Focus (OAF great mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-6½; 9 Real Points).

Totals: 60 Base Points, 137 Active Points, 23 Real Points.

MANTICORE MACE, GREAT (MAGICAL +2) (35 POINTS)

Accuracy Enchantment: OCV +2 with Manticore Mace (10 Base Points); Reduced Endurance (0 END; +½), (+½; 15 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 3 Real Points).

Melee Mace: HKA 2½d6 (up to 5d6+1) (40 Base Points); Penetrating (x2; +1), Reduced Endurance (0 END; +½), (+1½; 100 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 19 Real Points).

Shooting Spines: RKA 1½d6 (25 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x2; +1) (+2½; 87 Active Points); Charges (2 volleys of up to 6 spikes per day; -1½), Focus (OAF great mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-6; 13 Real Points).

Totals: 75 Base Points, 202 Active Points, 35 Real Points.

MANTICORE MACE, GREAT (MAGICAL +3) (47 POINTS)

Accuracy Enchantment: OCV +3 with Manticore Mace (15 Base Points); Reduced Endurance (0 END; +½), (+½; 22 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 4 Real Points).

Melee Mace: HKA 3d6 (up to 6d6) (45 Base Points); Penetrating (x3; +1½), Reduced Endurance (0 END; +½), (+2; 135 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 26 Real Points).

Shooting Spines: RKA 2d6 (30 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x3; +1½) (+3; 120 Active Points); Charges (3 volleys of up to 6 spikes per day; -1¼), Focus (OAF great mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-6; 17 Real Points).

Totals: 90 Base Points, 277 Active Points, 47 Real Points.

MANTICORE MACE, GREAT (MAGICAL +4) (ARTIFACT) [80 POINTS]

This is the original mace upon which all the others are based. This is not a standard magic item that any PC is likely to gain (or want to keep), it is an artifact wielded by a powerful arch-villain with high placed infernal contacts who commands a legion of loyal evil knights whose rites emulate the brutal feeding habits of the manticores whom they venerate.

Accuracy Enchantment: OCV +4 with Manticore Mace (20 Base Points); Reduced Endurance (0 END; +½), (+½; 30 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 6 Real Points).

Melee Mace: HKA 3d6+1 (up to 6½d6) (50 Base Points); Penetrating (x3; +1½), Reduced Endurance (0 END; +½), (+2; 150 Active Points); Focus (OAF great mace; -1), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-4¼; 29 Real Points).

Shooting Spines: RKA 2d6+1 (35 Base Points); Armor Piercing (+½), Autofire (6 spikes; +½), No Range Modifier (+½), Penetrating (x3; +1½) (+3; 140 Active Points); Charges (4 volleys of up to 6 spikes per day; -1), Focus (OAF great mace; -1), Incantations (True Name of the manticore the tail spikes are from; -¼), Independent (-2), Magical Weapon (-0), Required Hands (2-handed; -½), Strength Minimum (15; -¾) (-5½; 22 Real Points).

In addition, the original mace has two other powers that the copies don't:

Mantimorph: Multiform to Manticore (350 point form; 70 Base Points); (70 Active Points); Personality Loss (Hour; -1), Reversion (most people are weaker but those likely to take the mace aren't by much; -¼); Charges (1/day; -2), Extra Time (Full Phase; -½), Focus (OAF, great mace; -1), Incantations (Chant; -¼), Independent (-2), Side Effect (Cumulative Gradual Transform into Voracious Eater and Vicious Killer; -1) (-8; 8 Real Points),

Manticall: Summon Manticores (6 x 350 points each; 70+30 = 100 Base Points); Amicable (Loyal; +½) (150 Active Points); Arrives under own power (-½), Summoned Beings Must Inhabit Locale (-½), Charges (1/day; -2), Extra Time (6 Minutes; -2), Focus (OAF, great mace; -1), Incantations (Chant; -¼), Independent (-2), Side Effect (Cumulative Gradual Transform into Voracious Eater and Vicious Killer; -1) (-9¼; 15 Real Points),

Totals: 275 Base Points, 540 Active Points, 80 Real Points.

----------------------------------------------------------------------------------

GAUNTLETS OF OGRE POWER (8 Points)

These gloves increase the strength of the wearer into that of an Ogre.

Gauntlets of Ogre Power: STR +20 (20 Base Points); 0 END (only on the 20 STR from the Gauntlets; +½) (30 Active Points); Focus - IIF (Gloves; -¼), Independent (-2), Only hands and arms (-¼), Must use, and pay END on, natural STR first (-¼)(-2¾; 8 Real Points)

In Grey Hero, a normal human has 10 STR and a normal Ogre has 30 STR, thus these gloves increase a human's STR into the Ogre range.

Variations

1. A Semi-Cursed version would be that the Gauntlet STR is always used first with 0 END and then the normal STR used, which seems like a good thing; and it is except that over time the natural muscles in the arms will atrophy due to the magic doing all the work -- that is unless massive amounts of STR are used regularly. Treat this as a Side Effect of a Gradual Effect STR Drain with a long recovery rate that can only be recovered by excercising normal STR.

I really like this variation in an Elric/Stormbringer sort of symbiotic gift/curse/dependence way but haven't taken the time to write it up in full.

2. A less interesting Endurance variation is: Instead of 0 END, having the full Endurance cost would tire the user more quickly if they used the extra STR; OR a Step Further would be to have Increased END on the extra STR and make the gauntlets useful only for short-term bursts of strength.

3. Instead of +20 STR, the gauntlets could give a flat 30 STR so that regardless of the initial STR of the wearer they would have 30 STR. This is a more strict xD&D conversion, but I think a less interesting and less logical one.

4. Aid could be used instead to provide a variable STR but the cost of the item would be much higher (which is why I didn't use it).

GIRDLES OF GIANT STRENGTH

Similar to Gauntlets of Ogre Power (q.v.), these belts increase the strength of the wearer into that of a giant. (In Grey Hero, normal humans have 10 STR, Hill Giants have 35 STR, Stone Giants 40, Frost Giants 45, Fire Giants 50, Cloud Giants 55, and Storm Giants 60)

Giant STR

Hill +25
Stone +30
Frost +35
Fire +40
Cloud +45
Storm +50

Variations: See above, but the greater the STR enhancement of the item, the greater the effect of the variation -- be it tiring from increased END or long-term weakening from reliance on artificial STR.

----------------------------------------------------------------------------------

Spear of the Unicorn: tip looks like an Alicorn; HKA, may be thrown (or treated as RKA with SFX of teleporting return); Teleportation (Self & 1 other), Only usable by Virgin Girls, teleports away from all others hands before they can use.

Oathbinder
Crafted long ago, by the greatest smiths of the Sidhe, this elegantly crafted bronze blade is home to mighty enchantments. A Queen amongst the Sidhe, dismayed by the knowledge that mankind was free to foreswear their oaths without punishment from the Gods, had this blade crafted to bind the life forces of oath takers to their sworn quests, granting aid to those truesworn and doom to those who spoke false. Often this blade has found its way into the hands of mortals, but it usually returns in time to the Otherworld, where it is still used to bind mortals to quests of glory or necessity.

Oathbinder is a superbly crafted, artfully made leaf blade bastard sword of reddish bronze, with a shimmering patina of reds, purples and blues swimming along the blade. The guard and pommel are covered in intricate spiral patterns, and the hilt is wrapped in knobby, iridescent black leather from some otherworld beast’s hide. The blade has no obvious manifestations of power, but touching the blade will send a cold chill up the spine of most mortals.

Though Oathbider is a superb weapon, most of its powers are not apparent in combat…at first. Swearing on Oathbinder is, as the name implies, binding. As long as an oathtaker is true to their quest, they will find themselves difficult to harm, linked as one in purpose with other oathtakers, led by omens towards their goal, and filled with a supernatural vitality… this vitality increases both when they come closer to victory and when one of their sworn fellows falls. However, if they foreswear their oath or swear foolishly to something impossible, the magic of the sword will be merciless, turning the very fabric of existence against them. Tales are oft told, within the hollow hills, of the foolish mortal hero who swore not to rest till a marauding worm had been slain. After tracking the fell beast for three days, he collapsed into an exhausted sleep and found upon awakening that he bore the crushing burden of a broken geis upon his soul. By the same token, swearing that a foe will die by your hand invites doom, as you will be foresworn if such a foe dies by any other means.

All powers are OAF(-1), Independent (-2)

-- 2D6 HKA: +2 OCV (40 active) Str Min 13/11 2handed StrMin [Active/3] (-3/4), 1 1/2 handed (-1/4)
-- Mind Link: up to 8 people at one time, O end (37 active) Gestures [touch blade] (-1/4), Incantations [swear oath] (-1/4), costs End (-1/2), 1 charge [recovers when oath is fulfilled or all oathtakers are dead or foresworn] (-2) SideFX [6d6 unluck if oath is foresworn] (-1/2)
Detect Dedication: sense, Discrim., +8, based on ECV (works through link) (52 active) Only usable by sword to activate powers and SideFX (16 or less PER roll)
-- Detect Goal of Oath: sense, ranged, 360 degrees, discriminatory (25 base) No Range Mod (+1/2), Usable by Others -up to 8 (+1 3/4) (81 active) Only usable by those sworn to oath (-1/2), no conscious control (-2), Visible (-1/4), Requires a SR (KS: Omens) on Discriminatory (This is the appearance of omens leading the questers toward their goal)
-- 50% Damage Reduction: physical & energy, resistant (60 base) Usable by others: up to 8 (+1 3/4) (165 active) Oathsworn Only (-1/2), only when pursuing goal (-1/2), SideFX [every point of Body damage not taken by character due to reduction is taken as 1 point of cumulative major transform [living to dead] with a time delay [when quest is complete]. These transform points heal like body, and healing is not aided by any other powers from the sword] (-1) (This is the life force linkage, and part of the vitality… as long as the quest is being followed, the questers are able to ignore much pain and damage… but it is quite possible for the effect to kill them if their life force has not recovered before the quest is finished)
-- 1D6 Aid: To all CHA of a group (Body, Con, End, Rec, End and Stun) (+2) Increased Max to 30 (+12 base), Fade rate 5pts/year (+2 1/4), Continuous (+1), 0 Endurance persistent (+1) Variable trigger [when quest is sworn, when questers are slain, or when a significant goal towards completion of the quest is attained] (+1/2) Usable by others: up to 8 (+1 3/4) (161 active) Only usable by those sworn to the quest (-1/2), Aid Fades completely at successful conclusion of quest or when foresworn) (-1/2) (This is the rest of the vitality boost. 1D6 is granted to each quester each time the trigger activates. This increases their vitality a bit at the start, but increases as the quest continues. As those who have sworn together have linked lives, each increases in vigor when one of their numbers falls)

As you can see, this is an artifact level item, but not overly unbalancing. It was also designed so that the owner of the blade does not need to be one of those who swears to undertake a quest… it’s a great plot device. Its built with 4th Ed rules, as I have yet to obtain a copy of FreD, but should be easy to translate.

Sawtooth – Halberd (60 GP)
2D6+1 HKA, +1 OCV, 18 STR, 2H, 5D6 max
Penetrating on a 7- attack roll
+3 PRE when wielding, cumulative +10
Beast Master – Horse Hair Charm (20 GP)
+1 or 11- Combat riding: Any horse-like animal
½ End and fatigue when riding
+1 or 11- to Animal handling (horse-like only)

Whisper – Long Sword (60 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max
11- or +1 to Stealth rolls, cumulative to +2
Can conceal incantations 1/day
Can put invisible power effects a spell 1/day

Fire Brand – Long Sword (65 GP + 5 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max
+1D6 EB fire, NND always on (requires special scabbard that suppresses fire (comes with sword)
Start normal fires at will
10% DR vs. fire, cumulative to 25%

Potion of Life – blood red potion (12 GP/ch.)
8 points of Regeneration for 2 Turns
1D6 Stun Aid on segment 6 and 12, 2 Turns

Blade Barrier – Charm with 12 swords (15 GP/ch.)
1-1/2D6 Penetrating Damage Shield
½ phase activate (does not end turn), last 1 turn

Dark Shard – Black Long Sword (50 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max
1D6 (darkness) flash vs. all sight on a 8-
Night vision (1/2 penalties from all darkness)

Bow Ring– ring of bow string (6 GP/each)
Can “store” up to 6 arrows (normal or magical) inside it
takes 1 phase to load each arrow. Fire them in a ½ phase action as if firing a crossbow. Max 2D6+1 normal arrows.

Minmax – mini Arbalest (15 GP)
This crossbow is the size of a small pistol
You can load any Arbalest bolt into it as normal
Willing weapon enchantment (fast draw)

Storm Giant Potion – Smoky Potion (8 GP/ch.)
+25 STR, +10 ED, lasts 1 minute
Call lighting: 2D6+1 RKA, +1 StunX, outside, 2 ch.

Life Saver – Ivory Necklace (25 GP)
1 Point of Flash Defense, not cumulative
+8 DCV vs. Called shots on the head
1 DEF on loc 3-5, cumulative to 8 DEF

Bone Reaver – Long Sword/Hammer (70 GP)
This sword is made out of the spinal chord of a skeleton
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max, OR
1-1/2D6 HKA, +1 OCV, 22 STR, +1 StunX, 4D6 max
+1 DC vs. skeletons of all types

Ice Pick – Ice Stiletto (40 GP)
1D6 HKA, AP AP, +2 OCV, 10 STR min, max 2-1/2D6
Can be thrown, returns to scabbard at end of next phase

Rolling Stone – G. Ball of Crushing (5 GP/each)
2D6 RKA, Penetrating, any 12”, no range, 1” turn mode

Sunder – Small Runed Baton (30 GP)
3D6N +2 OCV, 5 STR min
Does additional 2D6 RKA, no range, no 8-
Shooting Stars Darts – Silver Darts (10 GP)
1-1/2D6 RKA, +2 OCV, +1 StunX. +2 vs. range
Recoverable charge

Wyvern Armor – like soft leather (35 GP)
5 DEF, cumulative to 7 DEF, all over, -1 DCV/DEX

Crystal Wand – 4 charges (12 GP)
1-1/2D6 AP AP or +2 StunX, +2 OCV or

Bender – Long Sword (45 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max
+2” Reach and +2 OCV, activate 0 phase, 3/day

Circlet of Fire – ruby circlet (25 GP)
10% DR fire, cumulative to 25%
Fire Bolt: 2D6 Explosion, 1/day

Gloves of Spellcraft – Burgundy Leather (25 GP)
+1 to Classic Spells and Magic Theory
+1 to cast one spell (chose)

Potion of Stone – Black potion (8 GP)
25% DR from blades, last 2 turns
+5 STR, +2 PD +2 ED

Stave of the Acrobat
+4d6 Ha
+2 8 point levels with Dexterity Skills.
Mincer- Meat Cleaver
1d6 HKA, Str min 5
+2d6 HKA, only to increase addable str and to double Str add increase above base HKA level. (ie +15 Str over Str Min would add 2d6 HKA not 1d6HKA)

Switcheroo wand
3d6 Major Transform-transforms Spell Foci to other (inappropriate) Spell Foci....
+4 CV's with Transforms

Blood Strike:
Standard scimitar with blood red ruby in hilt.
(Scimitar part as per Hero 5th) plus
+5 to hit OAF, Ind, 1 Charge
(recharge the weapon by cutting oneself, causing 1 body worth of dmg, and coating the weapon with the blood.)

[ Oh yeah did i mention some of these were the "bad guys" weapons? ]

Blade Charms:
Small coins tied to the hilt of a weapon.
3d6 Luck IIF, Ind, Only for fighting
(using the hero 5th alternate rules for luck, each body rolled on Luck dice at beginning of session is a chance to reroll any bad rolls)

Faestrike Gauntlets:
Chainmail gauntlets
(again Chainmail gauntlets as per Hero 5th)plus
+20 Str OIF, 1 Charge, Ind
(Charge is once per day)

Minor Arcanas – Diamond Ring (15 GP)
Can store one 40 AP spell per day
Any spell caster

Talisman of the Blade – braided hilt charm (20 GP)
Re-roll 1 to hit or location roll, 1/week
Works on any kind of sword

Potion of Occlusion – clear potion (6 GP)
Invisibility to normal, IR and UV sight, lasts 1 minute
not within 6” radius

Pounder – mud brown potion (8 GP)
+2 PD, +2 ED, +5 CON (for determining if stunned only)
2 charges last 1 minute each.

Argute – Glittery White Javelin (45 GP)
1D6+1 HKA, +1 OCV, 10 STR min, 3D6 Max, can be thrown
AP on a 6- attack roll

Prismatic Wand – 1”x 18” kaleidoscope (10.5 GP)
Roll 2D6 for which color hits each target
3 charges, 3” cone, no range
Blue 2-3: 1D6 CON Drain
Green 4-5: -1 CV for 1 Turn
Yellow 6-8: 6D6N EB heat ray
Orange 9-10: 2D6 Flash vs. all sight
Red 11-12: 3D6 NND Energy

Rod of Might –Rod w/ fist (10 GP)
+20 END, +5 STR (cumulative to +10)
2 charges last 1 minute each, only on self

Rubber Arms – Bracers (9 GP)
3” Stretching, 3 charges last 5 minutes
not a permanent item

Magic Bane – Salve (8 GP)
This salve makes an item very resistant to magic, but only protects the item. 75% DR vs. all damage and 10D6 Suppress vs. all fantasy magic at once, only on the item it is rubbed on. Item can be about the size of a weapon or piece of armor, or shield and non-living. 4 charges last 1 week.

Focus – Mirrored Rod, 3 charges (6 GP)
Automatic coordinate on any spell or spell-like powers cast at the rod and then sent at same time on to target. The holder of the rod must use a half phase to coordinate the attacks.

Tooth of the Banshee – 1” long (6 GP)
Can perform Banshee scream during duration of power
+20 PRE to cause fear, 2 charges last 1 minute

Carrion – Writhing Wormy Black Rod, 3 charges (9 GP)
1/2D6 RKA, NND Killing, +1 OCV
linked to 2D6 CON & 2D6 END Drain, fade per week

Perfect Body – blue potion, 1 charge (7 GP)
Gives user a 20 Body, 20 CON, 20 Dex, 10 PD, 10 ED,
50 End, 50 Stun, 10 Rec, 5 Speed, 17- Acrobatics,
10” Running, and +1 all Combat, for 2 turns
At the end of the duration, the character takes 30 End from current total. Only useable by Monks

Dolomedes Triton Boots – Spider Hide (10 GP)
Up to 10” flight, only on water (at running speed)

Brainer – Blood Red Sap (15 GP)
3D6N, 5 STR min, +1 OCV

Purgatory – Black Helm (10 GP)
8 DEF on loc 3-5
Simulate Death, Invisibility to detect life. Also gives Discriminatory hearing so that the character has an idea of what is going on around them, 1 charge per week that lasts up to 1 hour

Dwarven Insight – Small Hammer Charm (7 GP)
Bump of Direction, underground only

Eluvia – Silver Braded Belt (20 GP)
Self contained breathing
+2 DEF on location 13, cumulative to 9 DEF
3 Points Power Defense, cumulative to 5

Harvest – Golden Scythe (50 GP)
1-1/2D6 HKA, +2 OCV, 12 STR min, 2H, 4D6 max
1D6 END transfer on 7- attack roll
1D6 Body and 1D6 Stun transfer on 4- attack roll

Defender of Utarin – Elegant Short Sword (45 GP)
1D6 HKA, +2 OCV, 10 STR min, 3D6 max
+1 DCV when wielding as primary weapon
+3 DCV, 0 phase activate, 2/day

Swarm – Temporary Arrows (2 GP each)
2D6 RKA, 5 shot Autofire, +2 OCV
Each one does 1 pip NND Killing if the RKA does body

Vamp – Permanent Arrow (12 GP)
2D6 RKA, +1 OCV
2D6 Body and 2D6 Stun Transfer, above max

Subdue – Permanent Arrow (10 GP)
6D6 N, +1 OCV, +1 Rmod, Invisible Power Effects

Bolster – Strong Alcoholic Potion (2 GP per charge)
+5 PRE (defensive only), 2D6 END aid above max

Zinger – ½” Runed Slingless Bullet (15 GP)
2D6 RKA, Penetrating, +2 OCV, any 12”, no range, must hit target to proceed to next. +1 StunX on 7- attack roll.

Suspender, Arrow of Sleep
12d6 supress body, 1 charge, lasting 10 years.
Slipknot(Sfx:Rope(may have other uses))
4d6 Entangle Linked with 0 End 1d6 Transfer STR to Body for Slipknot Triggered by using Str. (The more you struggle, the harder it gets to get free)

Strafer: Longbow,
+8PSL's vs Rapidshot penalties. Side effects= 1/2 DCV while carried.

Potion of Spirit Touch
This potion allows the imbiber to affect the spirit world as though it was the real world...grab or punch spirits for example.
Affects Desolid as naked advantage applied to up to 20 STR (10 Active); OAF - expendible, Trigger - drinking potion, 3 charges that last 1 turn each.

Oil of Ricochet
This oil, when applied to a missile weapon, allows the user to bounce the weapon off multiple surfaces before hitting the target.
Indirect +3/4 as naked advantage on up to 2d6 RKA, OAF, Trigger (drink), 3 charges of 2 phases each.

Potion of Retribution
This sneaky potion lets the user attack with no visible effect. The effects occur later, perhaps at an inoppurtune time. (example: Crush drinks the potion and hits Dirk with an 8d6N blow to the back, then runs away as fast as he can. Dirk feels nothing, but wonders why Crush is running away. Crush set the time of the effect for 1 minute, so in 60 seconds, Dirk is going to fall to the ground with no Crush to be seen.)
Time Delay +1/4 as a naked advantage on up to 20 STR. 3 charges of 1 Turn each, OAF, Trigger (drink).

Potion of Shadowself:
Drinking this potion creates a shadowy copy of the imbiber, who will aid his 'brother' as possible while he lasts...1 minute.
Duplication on up to 200 points (40); OAF Potion, Trigger (drink), Cannot Recombine (-0), 1 charge lasting 1 minute.
Messenger's Deliverance
This potion allows the drinker to move huge distances, each stride taking the character 1/3 of a kilometer instead of 1/3 of a meter (average stride for 5'5" person). Of course, you have to be careful not to step headlong into a building or mountainside...
Megascale +1/4 as naked advantage on up to 6" of running (3 points); OAF Potion, Trigger (drink), 4 charges lasting 1 minute.

Leechstone
When placed on bare skin (or scales, hide, etc), this stone attaches itself like a leech. It drains 1d6 BODY until time runs out or the victim is dead.
Drain 1d6 vs. BODY, Continuous, Uncontrolled; OAF - stone, trigger-magic word, 1 charge lasting 1 turn.

Numbing Agent
Though sometimes used legitimately, the most common use is by assassins. The vial is thrown and breaks, loosing an agent the stops the victim's sense of touch. Blowdarts, pin-pricks, and other followup attacks are then unnoticed, until too late...
6d6 Flash vs Touch, Explosion (+1/2), Invisible to Sight, Smell, Touch (+1); IAF-vial, trigger-throw and break, 1 charge.

Potion of Long Reach
This potion allows the user to attack at a distance without having to be there. It is typically used by assassins of Noroki to get at well protected targets, and by some thieves for safer pickpocketing. The user may attack or perform other actions at up to 6" distance as if standing there.
6" Stretching, Does Not Cross Intervening Space (+1/4), No Noncombat Stretching (-1/4), Invisible to Sight, Sound, and Touch (+1), OAF potion, Trigger -drink, 3 charges lasting 1 turn.

Velvet Touch -- Rapier 1d6 HKA, Invisible to Touch Sense group (+1/2), Does no Stun
The wounds this weapon causes are painless. The effect is that the target doesn't realize he's been wounded (or how badly he's been wounded) unless he takes a moment to examine the wound. (The GM doesn't tell players struck by it how much BODY they took -- and plays NPCS/Monsters as though they don't know either.) This weapon is especially favored by assassins for attacking sleeping victims as it will not wake them ...

Oil of Ricochet – 6 charges (3 GP)
Can add indirect (bounce off objects) to any physical ranged weapon (arrows, daggers, etc.)

Hyper Alert – 3 pills, lasts 5 minutes (15 GP)
+10 Perception, Danger Sense 11-
Must take half phase perceive to keep from being disoriented. If you don’t take a half phase, you get an Ego Save or you are disoriented (-2 CV)

In Motion – Simple Gold Ring (20 GP)
+1” Running (max 10”), +2” Swimming (max 6”)
15” Teleport, 3 End, 2/day, 6” Flight, costs end, 2/day

Cloak of Protection – Dark Blue, blade edge (25 GP)
Block, uncontrolled, 10 OCV, for 1 turn
1-1/2D6 RKA, Damage shield, lasts 1 turn
Both powers only activate when knocked out, or when incapacitated, with 1 charge per day

Ring of Ready –Platinum Ring, 12 charges (6 GP)
Instant Change, can include readying a weapon/shield

Sanctuary – Ring, 3 charges (9 GP)
Extra Dimensional Movement (safe zone) Gives user two full phases to take defensive, non-movement actions, only on self, (healing potions, etc.)

Keep Back – Rod, 2 charges (10 GP)
4D6 EB Electricity, NND, No Range, Hole in the middle, explosion

Purse of Plenty – Small Coin Purse (10 GP)
creates 1 Copper per 2 days, only if previous copper is spent. This is real money, not a transformation.

Set the Pace – Potion, 12 charges (12 GP)
½ END and no long term END effects from movement powers, each charge lasts 5 hours.

Siphon – Twisted Bands Ring, 3ch. (7.5 GP)
2D6 Stun and 1D6 Body Transfer
No Range, +2 OCV
Barricade – Bracers (20 GP)
8DEF Hardened Force Wall, 8” Line only
Stone Wall, blocks all sight, lasts 5 minutes
3 END per use, 2 charges per day

Filcher – Soft Leather Gloves (20 GP)
4 DEF cumulative to 7 DEF on location 6
5 STR TK, Invisible Power Effects, Fine Manip
12” Range, 1 END per phase, 2 charges per day
8- or +1 to Pick Pockets and Sleight of Hand

Like Minds – 2 Amulets (15 GP each – 30 GP)
Telepathy Surface Thoughts only between amulets
+2 to Coordinate attacks with other amulet wearer

Blazer – Permanent Arrow (10 GP)
1-1/2D6 RKA, +1 StunX, +2 OCV, Lasts extra phase

Thumper – Temporary Arrows (2 GP each)
8D6 EB, physical, +1 OCV, does double knockback (normally no knockback in FH)

Featherweight – Salve, 6 charges (12 GP)
Lowers the STR min of a weapon by 5. Can also be put on other things, be creative. Each charge takes a full phase to apply, but lasts for 24 hours.

Globe of Defense – Scroll (3 GP each)
Missile Deflection, normal projectiles
AE 1”, Uncontrolled, lasts 1 minute

Improved Globe of Defense – Scroll (12 GP each)
Missile Deflection, all ranged including magic
AE 1”, Uncontrolled, lasts 1 minute

Empower –Silver Ring, 6 ch (5 SP each, 3 GP)
Adds 10 Active points to a spell, 0 phase activate

Staff of Aldur – Metal banded Staff (45 GP)
4D6 N, +2 OCV, 13 STR min, 2H
Surprise: +1” Reach, 0 phase activate
Lighting Strike: +2 OCV, 0 phase activate, 2/day

Stone Skin Potion – gray and powdery (2 GP each)
+2 DEF, +2PD and +2ED, lasts 1 minute

Eye of Elvie – Diamond Eye Amulet (10 GP)
See invisible, 8” range, 0 phase activate
2 charges per day last 5 minutes

Fortress – Mirrored Tower Shield (40 GP)
+3 DCV Shield, 10 DEF, 10 Body
Create Stone Wall, 6 DEF, 10 Body, 8”, 1/day
Each hex has to be defeated separately
+2 OCV Deflect/+2 OCV Reflect light based flashes

Enchanted Scrolls – Blank Scrolls (1 GP each)
Can store up to a 60 active point spell

Zephyr– Glass Ring (25 GP)
5” gliding, always on
20% DR from wind based attacks

Athletes Strap – Red Silk Boot Strap (8 GP)
+1” Running, Max 11”

Slip Stone – Amulet (.5 GP per charge)
20” Teleport

Pellets: These pellets are typically the size of a pearl, with the consistency of baby aspirin. Pellets usually come 6-12 to a container...

Bird Pellet: Eating this pellet transforms the user into a blackbird (crow/raven from bestiary) for 1 hour. The bird form has the same INT and EGO as the user, as well as skills, although a crow can't speak incantations or wield a sword...
Multiform, -12pt creature modified (10 points), OAF-pellet, Trigger-eat, 6 charges lasting 1 hour, Limited-crow form lasts one full hour.

Banquet Pellet: This pellet provides the equivalent of one days food all day long. Eat one at breakfast and you don't need to eat again until tomorrow...
Diminished Eating (1 day), OAF-Pellet, Trigger-eat, 6 charges lasting 1 day

Bonding Pellet: When two objects are impacted by this pellet (e.g. hammer hits pellet resting on stone), the two objects are stuck together (e.g. the hammer just hit a bottle of superglue).
3d6 DEF3 Entangle, Sticky, only to bond surfaces, OAF-pellet, Trigger-impact of DC1 or greater, 6 charges

Odorous Pellet: When thrown against the target, the pellet releases a skunklike odor that clings to the target. The effect lasts 24 hours, much shorter than a real skunk's spray. Tomato juice can reduce the odor as per Skunk's odor also.
Flash vs. smell 4d6, 1 hex, Continuous, OAF-Pellet, Trigger-impact of DC1 or greater, 6 charges lasting 1 day

--------------------------------------------

"Dark Blade of the Broken" - A black edged dirty silver blade that has a squirmish leather grip wrapping. In the hands of a "Broken" works as such: 2d6 Killing, 10 Str Min, +2 OCV, +1 DCV; Immunity to Disease and Poison

In the hands of any other: 1/2D6 NK, 30 Str Min, -4 OCV/DCV; Disease - Transformation 4d6 - Into undead

Basically I wanted a sword, a good one, that my bad guys used, but couldnt be used by the party, or sold etc. Something they would have to destroy. Its worked wonderfully so far.

Displacer Medallion

Cost Power
7 Initial Displace: +5 with DCV (25 Active Points); Limited Power (Only vrs. First Attack of any attacker; -2), OIF (-1/2), Limited Power (Only vrs. Oppenents with Sight PER; -1/4)
9 Combat Displace: +4 with DCV (20 Active Points); OIF (-1/2), Limited Power (-1 Level for every successful "hit"; -1/2), Limited Power (Only vrs. Oppenents with Sight PER; -1/4)
Powers Cost: 16
--------------------------------------------

Burne's Baton (Wand of Fireballs): Created by renowned pyromancer Burne of Hommlet, this unassuming baton acts as a wand of fireballs but with a lot more options. The user need only point the baton, focus his attention for a moment and utter one of fifteen command words and it will shoot forth one of a variety of fireballs.

Multi-Power, 60-point reserve (60 Active Points); Charges (100 Charges that don’t recover; -1¼), Concentrate (½ DCV; -¼), Extra Time (Delayed Phase; -¼), Focus (OAF wand; -1), Incantations (-¼), Independent (-2) (-5; 10 Real Points).
1u Standard: RKA 2d6; Area of Effect (Radius 3" or 19 Hexes; +1).
1u Concentrated Blast: RKA 2d6; Area of Effect (One Hex plus One Hex Radius or 7 Hexes; +¾), Increased STUN Multiplier (+1 STUN; +¼).
1u Focused Blast: RKA 2d6; Area of Effect (One Hex; +½), Increased STUN Multiplier (+2 STUN; +½)
1u Arcing: RKA 2d6; Area of Effect (One Hex plus One Hex Radius or 7 Hexes; +¾), Indirect (from wand; +¼)
1u Ground Zero: RKA 2d6; Area of Effect (One Hex plus One Hex Radius or 7 Hexes; +¾), Personal Immunity (+¼)
1u Delayed Blast: RKA 2d6; Area of Effect (One Hex plus One Hex Radius or 7 Hexes; +¾), Time Delay (+¼)
1u Blinding: RKA 1d6 and Flash 3d6 vs. Sight Group; Area of Effect (Radius; +1).
1u Flickering: EB 6d6; Autofire (x5; +½), Explosion (+½).
1u Big Boom: EB 6d6; Explosion (-1 DC/3";+1).
1u Conforming: EB 6d6; Conforming (+½), Explosion (+½).
1u Penetrating: EB 6d6; Explosion (+½), Penetrating (+½).
1u Armor Piercing: EB 6d6; Armor Piercing (+½), Explosion (+½).
1u Line of Sight: EB 6d6; Explosion (+½), Line of Sight (+½).
1u Long Range: EB 6d6; Explosion (+½), Increased Maximum Range (x25 Range; +½).
1u Accurate: EB 6d6; Explosion (+½), No Range Modifier (+½).
Total Real Cost: 25 points


There you go.

Enjoy!!
Steve

AnotherSkip
May 20th, '03, 07:28 PM
this looks like Dadeluses old list.

NuSoardGraphite
May 20th, '03, 10:31 PM
It was from the old message boards.

Good work in saving that! More than enough magical items for prospective Gm's to sort through.

Old Man
May 21st, '03, 01:07 AM
The problem with this list is that it's utterly dry. Out of the entire list only a handful have any actual description at all. So the whole thing reads like a catalog of Hero powers, and frankly, that bores me.

I dare contributors to this thread to post further item descriptions that are, in fact descriptions, and better yet, aren't the sort of magic items we've all seen a trillion times in RPGs and computer games. I can do a strength potion in Hero myself, thank you.

AnotherSkip
May 21st, '03, 03:38 PM
read the Golinds Armor, Golinds Axe, and Dysons Mask entries, Old Man. There are a few others here also. but most of the "bland ones" are Dadeluses. Ell he posted most of the list as a "drop in and use" file for random/quickstarts/NPC's. Rather than filling in a paragraph on the genera of a potion of Strength he went with brutish and nasty items. Common stuff for his commoners. The really good stuff he was very reluctant to post due to players in his game possibly reading them. Though a few did surface.

Old Man
May 21st, '03, 05:01 PM
The object before you is a rod approximately 10 inches long and 1 inch thick. There is a small hole on one end of the rod. It is generally cylindrical and covered with many soft bumps. Overall the rod is a deep green color with the bumps being tinged with yellow.

Breaking one of the bumps causes a foul smelling, pus like liquid to ooze forth which is caustic to the touch. At the same time a similar colored ball of ooze shoots out of the hole. When there are no more bumps to break the rod ceases to function.

The colored ball seems to have no effect on metal or stone but is immediately absorbed by flesh. Once absorbed, the subject's skin erupts in painful pustules that break and burn. The smell of the yellow-green ooze that comes out of the blisters also causes extreme nausea. The effects seem to pass after about a minute.

Aleister's Rod of Blistering-
Negative CSLs -3 DCV, -3 OCV, Ranged (+1/2), 12 Charges lasting 1 minute (+1/2), Charges Never Recover (-2), Only vs Living Targets (-0), Side Effect - 1d6 RKA, no range (-1/2), OIF Rod (-1/2), Independant (-2), 60 Active Points, 10 Points Real.

How's that?

Old Man
May 21st, '03, 05:38 PM
You hold in your hands an object very similar to a Lavenus' Folly. Legend has it Lavenus was so greedy that he couldn't part with any of his treasures, even those that were cursed. One such item was a ruby pendant hanging from a golden chain. The ruby was of unusual size, about as wide as a silver royal, just like the one you have there.

If you looked closely, they say you could see sparkling lights moving in the stone, yes, yes, just like that one does. And if you hold a flame close to it, the lights dance about quickly. Here let me show you. There...see? they dance about just like that, but if you actually touch the flame to stone, it melts away like butter. There..see? Just like that.

The...oh please, do stop screaming, it's quite annoying. Now where was I? Ah yes, the glowing worms you see crawling over your skin and eating into your flesh? They have no name as yet, but they absolutely hate fire, it gets them into a burning rage you could say. The most interesting thing is that... *sigh*... I will have to gag you now, you know.

Now then, the interesting thing is that fire excites them to be violent but also causes them to mate uncontrollably. There! see that? their numbers are multiplying as we speak. You'll be happy to know that the pain will end soon as they burrow into your vital organs and brain, eating and mating at the same time. Marvelous creatures...simply marvelous.

Lavenus' Folly
RKA 1d6, NND (defence is resistant defense; +1), Does BODY (+1), Continuous (+1), Uncontrolled (+1/2), Sticky (+1/2), Trigger - direct flame (+1/4), No Range (-1/2), OIF - pendant (-1/2), Independant (-2), 1 Charge lasting 1 hour (-1/4), Charges Never Recover (-2) , 79 Active Points, 13 Points Real.

Briguy123
May 21st, '03, 10:27 PM
Xandros the Seeker is a god of many aspects. Most notably he is a god of travel, knowledge and exploration. However he is also known as a trickster. One of his devoted followers, Thelonius, an accomplished spy and diplomat, commisioned a special item in honor of Xandros. It was a coin made of silver mined from Mount Selkir where legend has it that Xandros won his wife, Lunara's freedom by luring Zarath, Lord of the Darkness into playing a rigged game of chance. The coin was minted in the high temple of the holy city of Xandrion and blessed by the High Priest of Xandros himself. Thelonius carried the coin as a luck charm.

Later, while on a diplomatic mission to the Empire of Xapat, documents of a rather sensitive nature were discovered on Thelonius' person (no doubt planted there by some unscrupulous courtier looking to discredit him :rolleyes: ). Thelonius was taken into custody and sentenced to death on the spot. As he was preparing for the end, Thelonius called upon Xandros to make the journey to the afterlife a safe one as he clutched the coin in his hand.

This enraged one of his captors who snatched the coin and hurled it out a window. Fortunately for Thelonius, Xandros was in a particularly good mood that day and responded to the prayers. As the coin struck the ground Thelonius disappeared from the grasp of his captors and reappeared at the spot where the coin fell. Thelonius, realizing that discretion is the better of valor, fled with the documents still in his possesion. Thus was a sinister plot to assassinate the High Prince of Xandrion thwarted.

From thence forth Thelonius never willingly parted with the coin, and it saved his life on a least two more occasions as recorded in the scrolls of Thon. There is no record of what happened to the coin after Thelonius died.

The Coin of Thelonius

10" Teleport, 0 endurance, OAF (coin), gestures (someone must fling the coin), Side effect: 10" accidental teleport versus the owner when somone else flings the coin.
Active cost: 30 Real cost: 11

2d6 Luck OAF (coin)
Active cost: 10 Real cost: 5

Total cost: 16

Thelonius occasionally found the coin to be a mixed blessing. One notable incident involved one of his many paramours finding him in flagrante delicto with a chamber maid. The enraged woman took his luck charm and threw it into the fire place. Thelonius acquired some unusual burn scars on his tender parts as a result.

I did not take the independent disadvantage for either power, because, while the coin may be taken from its true owner temporarily, it always manages to return. The coin was once stolen form Thelonius by a rival. However, three weeks later he went fishing and caught a fine perch. When he was cleaning the fish, for supper, he found the coin lodged in the fish's stomach.

How a PC becomes the true owner of the coin is up to the GM.

Wyrm Ouroboros
May 22nd, '03, 01:25 AM
Ye gods, the things I could post ...

An old GM of mine, also went by the name Ouroboros (long story, but I had the name first, dammit), wrote up a whole TON of weapons, wonders, gadgets and gizmos. They were, however, written for the Warhammer FRP game, and would take some mucking around to translate into Hero. However, my favorite comes to mind ...

The Daemon Axe of Nurm Geotlief
-- Kadrin-gototh, 'Slayer's Fist', Khazalid

The Axe was empty; then it was filled.
The Axe was soul-less; then it was alive.
The Axe was a void; then it drew blood.
-- from the chant of Nurm Goetlief, Norse axeman

A double-bitted axe of fearsome design, hundreds, perhaps thousands of skulls and leering faces press outwards from the once-smooth faces of the legendary weapon. The edges are yet keen enough to cut light, and spill out a rainbow hue despite the oily blackness of the steel. The triple-dragon's-head pommel actually smokes during battle, reeking of sulphur, and the thrusting tip in front is so jagged with screaming mouths that when the weapon is swung the tortured screams of scores of condemned souls sounds as the wind whistles past them. Runes on the blade pulse, the only unwarped portion of the steel, but even they alternate between drinking and expelling the light. The haft of the two-handed axe is wrapped in hide that seems to mix lizard and snake skins in its makeup, for it is both scaly and bumpy. Whatever the creature that gave its hide, it is excellent for gripping.

History: Hints found in Dwarven legends suggest that this may be the axe originally carried by the dwarvish ancestral God of Slayers into the Chaos Wastelands, where his fate is yet unknown. Since then, this ancient axe has been almost constantly on the move, appearing even after seemingly lost forever after a period of only five or ten years. During the Second Incursion of Chaos, the axe once again made itself known, in the hands of a Norseman berserker whose deeds lent his name to the axe. Fighting his way out of Praag as it fell, Nurm Goetlief slew scores of Warriors of Chaos along the north of the Kislev nation until he reached Kislev itself. At the forefront of the battle before the walls of Kislev, it is said that he was the first person from within the walls to greet the armies of Magnus the Pious -- by slaughtering his way out to the relieving force. After the siege broke, Goetlief moved on within only a few months, hunting Chaos bands to the west and north, supposedly heading back to his native Norscaa. The axe disappeared along with him.

Game Statistics: 'Package', Nurm Geotlief's Axe:
2-H Weapon (-1/2), Str Min 18 (-1), OAF Unbreakable (-1): 79 Actives, 21 Real Cost.
a) 2d6+1 HKA: Great Axe, 1/2 END (+1/2) [44 Actives]: 2 END.
b) +1 pip HKA: Additional Mystic Damage [5 Actives]; 2 'recoverable' charges (see text), -1/4.
c) 1/2d6 Drain: vs both PD and rPD (+1/2), 0 END (+1/2), Return Rate 25 Years (+3) [25 Actives]; Linked (To Main HKA, -1/2).
d) Final Death, 5 Actives (Special Effect, see Text).

b) -- If the axe inflicts ONLY the 'additional' damage to its target (i.e. the axe inflicts 8 points to a person with -- currently -- 7 rPD), one 'charge' of the second HKA is used up. It has two charges per day, the first refreshing at moonrise, the second at moonset (or however you want to run it). As I don't have Fantasy Hero, I didn't quite know how to run that, but as the person wielding this axe isn't liable to often inflict only 1 point of BODY damage, it shouldn't be too much of a penalty, hence the -1/4.

d) Final Death. Any person killed by this weapon dies -- no resurrection, no 'raised dead', no coming back as a ghost. The body may be animated as a zombie or skeleton, but the spirit of the person -- or daemon, or whatever -- is 'taken into' the axe itself. In WFRP, this is intended to be only daemons, chaos warriors, and nasty-evil-bad entities/critters. If the GM wants, however, this can be anybody and everybody. To quote from the game description for WFRP:


When a soul is taken into the blade, the axe changes minutely as it takes on part of the aspect of its newest 'victim'. As the axe has hewn more Chaos creatures than all of the Empire's Runefangs put together, its evil appearance is actually due to its war against Chaos, not its infection with it. The souls within are trapped, completely taken from the great stream of life, never to bother anyone ever again -- unless the axe is somehow destroyed, which will release on the spot a horde of ghosts, daemons, and other nasties to ravage the world. To prevent just such an occurance, a unique rune upon the blade confers upon it a 90% chance to resist any sort of destruction, above and beyond any normal resistances. Roll the 'anti-destruction' chance after the destructive force (weapon that destroys magical weapons, great forge hammer, dragon's breath, etc.) has achieved what the GM judges as sufficient force. If the resistance roll is 10% or under, the destructive force actually recoils upon itself.

This accounts also for the 'Unbreakable' aspect. If the axe ever IS broken, well, it should nigh be the end of the game world ...

NuSoardGraphite
May 22nd, '03, 09:53 AM
Now there is a magic weapon with a damn cool Special effect!!!

PhilFleischmann
May 22nd, '03, 03:31 PM
It probably would have been a good idea to include the authors of those magic items. I guess Daedalus contributed all the ones with "gold piece costs" listed.

For the record, the ones I created are:
Metaphysical Oil
Potion of Dragon's Breath
Sword of Peace
Powder of Madness
Quindard's Preserving Powder

Old Man
May 22nd, '03, 04:16 PM
Originally posted by Shadowpup
The object before you is a rod approximately 10 inches long and 1 inch thick. There is a small hole on one end of the rod. It is generally cylindrical and covered with many soft bumps. Overall the rod is a deep green color with the bumps being tinged with yellow.

Breaking one of the bumps causes a foul smelling, pus like liquid to ooze forth which is caustic to the touch. At the same time a similar colored ball of ooze shoots out of the hole. When there are no more bumps to break the rod ceases to function.


I had that disease once, but a month of amoxycillin made it go away. Always use a condom! :eek:

Intrope
May 22nd, '03, 05:57 PM
Originally posted by Old Man
I had that disease once, but a month of amoxycillin made it go away. Always use a condom! :eek:

Too. Much. Information!

On a less...informative...note:

Bryan's Big Bag of Stuff:
This ordinary-looking leather bag holds a surprising amount of goods: nearly half a ton of gear can be placed within the cavernous interior of this bag.

Bag: Vehicle-like object; STR 20 [10 pts], BODY 10, Size (1 hex), DEF 2, No END (+1/2) Persistent (+1/2) and Full IPE for STR (+1) [20 pts], Full IPE for Size (+1) [0 pts] Disadvantage: Small Opening [Infrequently, Slightly 5 pts]; 'Vehicle' isn't capable of moving or acting [0 pts]
Total Vehicle Cost: 25/5 = 5 pts

[The Invisible Power Effects to cancel Mass/Size was suggested by either Star Hero or TUV, I forget which. I simply dropped DEX, SPD and MOVE since it really isn't a vehicle. It'd actually be cheaper to buy them back, but I think that would be silly]

Captain Obvious
May 22nd, '03, 07:01 PM
I don't care what you say. If you don't buy the DEX etc down, I'm taking that bag out for a drive if I ever find it.

Well, I don't have it all statted out anywhere handy, but here's a quick outline of a nice little magic item I came up with once.

The Irresistable Hook: Summon Fish, Extra Time (5 minutes), OAF, random effect (can summon a trout-sized or large shark-sized fish), limited to fish within the body of water it's dangled in

Not worth much to most adventurers at first glance. Throw them into a survival situation, though, and they'll kiss your feet for one. If there's a fish in that pool of water, this thing will catch it....

AnotherSkip
Jun 2nd, '03, 07:37 AM
And what are they going to do if the fish is poisonous?

Captain Obvious
Jun 2nd, '03, 10:50 AM
Well, they're less appreciative in that case. They're also not too keen on sharks or barracudas.

Wyrm Ouroboros
Jun 6th, '03, 10:04 PM
Originally posted by Intrope

Bryan's Big Bag of Stuff:
Bag: Vehicle-like object...

I don't know. I think I'd do the Bag of Holding as a limited E-D space.

For those who want more, though ...

Mouse Knives

When you're bit by a mouse, it seems that the little thing always draws blood; the mouse knife does likewise, finding chinks in armor and Achilles' heels with surprising adeptness. Mouse knives come in many different shapes, just like regular knives; in fact, mouse knives are usually regular knives (albeit well-made ones) with an enchantment and perhaps a minor change in appearance, the most popular addition to which is a pommel in the shape of a small rodent -- usually the mouse, hence the name.

History: The mouse knife is not all that complex an item; in fact, back in their heyday, they were actually very common. One of the final tests for apprentices at many schools of magic is the enchantment of an item so minor as to be negligible; the mouse knife was most commonly selected because of its future usefulness to the mage. They do not, however, last forever, and can be broken just like any other ordinary knife, though until they are the enchantment does not wear off.

Game Statistics:
½d6 HKA, x3 Penetrating (+1½), 0 END (+½) [30 AP], STR Min. 3 (-1/4), OAF Breakable (-1): 13 Real Points. (+1 damage class per +15 Str, max at 1d6+1 HKA at 33 Str.)

Yes, the Mouse Knife costs only half as much as the Most Terrible Daemon Axe of Nurm Geotleif, but that's what you get sometimes -- lots of disads == low cost, while few == high cost. A mouse knife will do Body to damn near anything, though, while the Daemon Axe sometimes needs to bash for a while before it starts getting through.

GMs starting/running a Fantasy Hero campaign who are willing to let their mage start with a very minor magic item might suggest this to them, or its 'little brother' version:

1 pip HKA, x3 Penetrating (+1½), 0 END (+½) [15 AP], STR Min. 3 (-1/4), OAF Breakable (-1): 7 Real Points (rounding 6 2/3 up). (+1 damage class per +15 Str, max at ½d6 HKA at 18 Str.)

Wyrm Ouroboros
Jun 11th, '03, 11:40 PM
The Red Sword

Beware the Red Sword; its life is thy death...
-- unknown mystic

A simple-seeming gladius when in the sheath, the Red Sword is unmistakable when bared. Legends abound about the weapon, but this lowly scribe will sum them up here: a short blade, somewhat leaf-shaped, with a wide blood groove running down the middle. The metal is tainted faintly red, but the preternaturally sharp edge virtually glows the color of fresh blood. Both crosspiece and hilt are unadorned and unspectacular; the pommel is a simple ball of steel.

History: The Red Sword has a long and bloody history; its name comes not from the color of the blade, but from all the life it has spilled. Created thousands of years ago by priests of either a god of either war, death, or murder (or perhaps all three), the Red Sword has outlived both its cultists and, perhaps, the very god it was meant to honor. Its wielders have found themselves drawn into fights almost constantly, and more often than not into whatever battles or wars happen to be occurring nearby. Maximillian the Dead is known to have held the blade, as well as the champions of House Nerr'th before their fellow Houses destroyed them to the last. All wielders of the Red Sword have proven to be uncommonly quick in combat, easily dispatching multiple opponents within moments.

Game Statistics:
Package: The Red Sword, OAF Unbreakable (-1), Side Effect (character always acquires the Disadvantages Berserk While In Combat, go 8-, recover 14- (to be rolled when first wounding someone in combat) and Reputation: Untrustworthy (when character first displays possession of the weapon to a new group), -1): 21 Points

HKA 1d6+1, 0 END (+½), Penetrating (+½) (40 Actives); STR Min 7 (-½), One-Handed Weapon (-0): 11 Points.
Rapid Attack (HTH) (5 Actives); 1 Points.
Penalty Skill Levels (4 lvls vs. Sweep Maneuvers/Block) (12 Actives); 4 Points
Reputation (Weapon of Mass Destruction): Large Group (virtually everyone), 14-, 5 levels (15 Actives): 5 Points


Just drawing the Red Sword should be considered a presence attack; people facing the blade should be very edgy about doing so. Of course, drawing the weapon means that everyone in the village/town/city will shortly know you have it (presuming anyone survives seeing the blade but you), and consequently your reputation will be shot...

Wyrm Ouroboros
Jun 12th, '03, 01:23 AM
Cramper

"No matter how subtle the wizard, a knife between the shoulderblades will severely cramp his style."
-- Steven Brust, Jhereg (Paraphrased)

There are some weapons that are special -- and others that are more special than some. This is one of the less special ones, but people of less-than-savory reputation do tend to seek out such things. The knife doesn't really have a name, but it's acquired the nickname 'Cramper' in recent times, due to the infamous saying about wizards and knives. Particularly well-balanced, rogues have found that it is an easy weapon to wield, even to the point of doing other things at the same time...

History: Cramper has no real history, having shown up on the streets of the city only a dozen years ago. It's seen several owners, the current one being a cutpurse and thug by the name of Mack.

Game F/X:
a) ½d6 HKA, 0 END (+½), Ranged (+½), +2 STUN Mult. (+½) [25 Actives]; OAF (-1), 4 STR Minimum (-¼), Real Weapon (-¼): 10 Points
b) +2 SPD [20 Actives]; IAF (-½): 13
c) Penalty Skill Levels (vs. Off-Hand Penalties, 4 levels) [12 Actives]; OAF (-1): 6 Points
Total Points: 29

Old Man
Jun 13th, '03, 10:24 AM
Originally posted by Wyrm Ouroboros
1 pip HKA, x3 Penetrating (+1½), 0 END (+½) [15 AP], STR Min. 3 (-1/4), OAF Breakable (-1): 7 Real Points (rounding 6 2/3 up). (+1 damage class per +15 Str, max at ½d6 HKA at 18 Str.) [/B]

Maybe you should call the big one a Rat Bite, and the small one a Mouse Tail....

Wyrm Ouroboros
Jun 13th, '03, 08:35 PM
Hey, it's up to the GM. A 1 pip HKA isn't even an icepick, though, you know?

Galadorn
Jun 14th, '03, 10:19 PM
Originally posted by Old Man
The problem with this list is that it's utterly dry. Out of the entire list only a handful have any actual description at all. So the whole thing reads like a catalog of Hero powers, and frankly, that bores me.

I dare contributors to this thread to post further item descriptions that are, in fact descriptions, and better yet, aren't the sort of magic items we've all seen a trillion times in RPGs and computer games. I can do a strength potion in Hero myself, thank you.

I agree. What we need to do I think, Old Man, is have a section for aesthetics (appearance, beauty). But this would take an advertising executive....like me! LOL

Problem is, this takes alot of reflection and time. Creativity doesn't just happen, well not quality creativity anyway.

I am going to post some magic items from a competent normal fantasy game I have if people are interested. I was very concerned about aesthetics.

Galadorn
Jun 14th, '03, 10:26 PM
Originally posted by Captain Obvious
Well, they're less appreciative in that case. They're also not too keen on sharks or barracudas.

Actually they make good eatin'. -Aragorn the Ranger

Captain Obvious
Jun 15th, '03, 07:55 PM
Originally posted by Galadorn
Actually they make good eatin'. -Aragorn the Ranger

Yeah, but they tend to eat back until you kill them real good...

Nightshade
Jun 16th, '03, 02:14 PM
I actually got this idea from one of the Fantasy HERO companions, then modified it to become a very interesting plot hook.

The axe is called a horseman's axe. It has a very long handle for a mounted rider to be able to hit foot troops. The blade is encrusted with runes of a dead elven language. Trapped within the axe is Semjava, a devil of torment. When weilded, the axe slowly ingratiates itself into the mind of the wielder. Those who are weak-willed will succumb quickly. Eventually, however, anyone who wields this axe will become the incarnation of Semjava, attepting to torture and torment any who are in his path.

If you are not wielding Semjava, and are within 30 feet of the axe, you will have dreams, wherein a severed head resting on a dessicated alter will answer questions about demons and Semjava, claiming that Semjava is "The Holy Axe of the Mighty" and that it has chosen them to wield the axe in the fight against demons. It knows where the demons are, but it only needs someone to wield it so that they can be destroyed.

Multipower 50 Points

a) HKA - 3D6 (side effects 1d6 EGO drain, every use of the axe) - 1
b) Mental Images 5d6 (only when subject is asleep (-3/4))
c) Images (sound) (GM option for annoying sound effects when there are "demons" around)
d) Detect life descriminitory, sense, ranged, 360 degree

Nightshade

Agent X
Jun 16th, '03, 03:04 PM
Originally posted by Galadorn
I agree. What we need to do I think, Old Man, is have a section for aesthetics (appearance, beauty). But this would take an advertising executive....like me! LOL

Problem is, this takes alot of reflection and time. Creativity doesn't just happen, well not quality creativity anyway.

I am going to post some magic items from a competent normal fantasy game I have if people are interested. I was very concerned about aesthetics. Are you suggesting others are running an incompetent normal fantasy game? ;)

AnotherSkip
Jun 16th, '03, 07:28 PM
Naaah he's just being prejudiced from his P.O.V.

Wyrm Ouroboros
Jun 16th, '03, 10:28 PM
Originally posted by Galadorn
I agree. What we need to do I think, Old Man, is have a section for aesthetics (appearance, beauty). But this would take an advertising executive....like me! LOL

... or someone competent at writing descriptions and backgrounds. Like any long-term MU*er.


Problem is, this takes alot of reflection and time. Creativity doesn't just happen, well not quality creativity anyway.

I daresay I can disagree with you there. Most truly creative individuals are constantly creative, and some have a hard time getting everything down. It is after everything's gotten down that they can weed through it and select the best and the brightest...

Besides, I dare say I'm not doing too bad...

Galadorn
Jun 17th, '03, 03:47 AM
Originally posted by Agent X
Are you suggesting others are running an incompetent normal fantasy game? ;)

You funny Agent X. :p I suggested no such thing. (Notices Agent might be trying to get my in trouble with others... grrrrrrr ) LOL:eek:

Galadorn
Jun 17th, '03, 03:53 AM
Originally posted by Wyrm Ouroboros
... or someone competent at writing descriptions and backgrounds. Like any long-term MU*er.



I daresay I can disagree with you there. Most truly creative individuals are constantly creative, and some have a hard time getting everything down. It is after everything's gotten down that they can weed through it and select the best and the brightest...

Besides, I dare say I'm not doing too bad...

Neither did I say you were. But it takes alot to satisfy someone whose played roleplaying games as long as I have. Subtlety is key.

I won't get into a discussion here about creativity, having studied it for so long in school and work. Many people can be creative, but do they have quality creativity? I wouldn't say so, that's why I stopped reading fantasy books so long ago, except for a couple a year. Nothing worth my time IMHO.

But maybe this discussion is best left for another forum. Take care. :)

lensman
Jun 23rd, '03, 02:30 AM
<font size=+1><b></b></font>

Player:

<table cellpadding="0" border="0"><tr><td align="right"><font size=2><b>Val&#160;&#160;</b></font></td><td><font size=2><b>Char&#160;&#160;&#160;</b></font></td><td><font size=2><b>Cost</b></font></td></tr><tr><td align="right"><font size=2>0&#160;&#160;</font></td><td><font size=2><b>DEX</b></font></td><td><font size=2>-30</font></td></tr><tr><td align="right"><font size=2>0&#160;&#160;</font></td><td><font size=2><b>INT</b></font></td><td><font size=2>-10</font></td></tr><tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr><tr><td align="right"><font size=2>0&#160;&#160;</font></td><td><font size=2><b>SPD</b></font></td><td><font size=2>-10</font></td></tr><td><font size=2></font></td><td><font size=2>&#160;</font></td><td><font size=2></font></td></tr></table><b>Characteristics Cost:</b> -50

<table border="0" cellpadding="0"><tr><td align="right"><b>Cost&#160;&#160;</b></td><td><b>Power</b></td><td align="right"><b>END</b></td></tr><tr><td align="right" valign="top">11&#160;&#160;</td><td>Killing Attack - Hand-To-Hand 2d6 (vs. ED), Reduced Endurance 0 END (+1/2) (45 Active Points); Independent (-2), OIF Unbreakable (Focus, Sword; -1/2), No STR Bonus (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">10&#160;&#160;</td><td><b><i>Mobility Retardation: </i></b>Drain: Running / DEX 1d6, Personal Immunity (+1/4), Variable Effect Two Powers Simultaneously (+1/2), Armor Piercing x1 (+1/2), Area Of Effect (One Hex; +1/2), Accurate (+0), Reduced Endurance 0 END (+1/2), Cumulative (x4 max.) (+1) (42 Active Points); Independent (-2), Linked to Killing Attack - Hand-To-Hand (-1/2), OIF Unbreakable (-1/2), Beam (-1/4)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">14&#160;&#160;</td><td><b><i>Fire Resistence: </i></b>Armor (0 PD/32 ED) (48 Active Points); Independent (-2), OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">4&#160;&#160;</td><td><b><i>Element Hunger: </i></b>Power Defense (20 points) (20 Active Points); Independent (-2), Only Works Against Limited Type Of Attack Very Limited Type of Attack (-1), OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1&#160;&#160;</td><td>Key: Unknown Astral Asset&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1&#160;&#160;</td><td>Oratory (3 Active Points); Independent (-2) 9-&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2&#160;&#160;</td><td><b><i>Unassailable Self-Interest: </i></b>Resistance (5 points) Oratory (5 Active Points); Independent (-2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">2&#160;&#160;</td><td><b><i>Astral Psychology: </i></b>Lack Of Weakness, Analyze: Psychology / Personality (-5) for Mental Defense (5 Active Points); Independent (-2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">3&#160;&#160;</td><td>Flash Defense (10 points) (Sight Group) (10 Active Points); Independent (-2), Only Works Against Limited Type Of Attack Limited Type of Attack (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">5&#160;&#160;</td><td><b><i>Dispassionate Mindset: </i></b>PRE (20 Active Points); Independent (-2), Limited Power Only vrs, PRE attacks (-1)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">&#160;&#160;</td><td>&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">1&#160;&#160;</td><td>Life Support , Immunity: Common Cold/Flu, Safe in Intense Heat (4 Active Points); Independent (-2), OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">9&#160;&#160;</td><td><b><i>Death by Fire, Inviolate: </i></b>Healing 1d6 (max. Healed Points: 6) (Can Heal Limbs, Resurrection), Reduced Endurance 0 END (+1/2) (52 Active Points); Independent (-2), Limited Special Effect Uncommon SFX (-1), Self Only (-1/2), Resurrection Only (-1/2), OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">16&#160;&#160;</td><td><b><i>Body Heat Consumption: </i></b>Invisibility to Sight Group, Infrared Perception, Uncontrolled: LAsts 5 Minutes (+1/4), Damage Shield (+1/2), Reduced Endurance 0 END (+1/2) (56 Active Points); Independent (-2), OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr><tr><td align="right" valign="top">21&#160;&#160;</td><td><b><i>Emotional Combustion Damper: </i></b>Change Environment: EGO rolls / Skills 2" radius, -5 : OCV, -5 Characteristic Roll and all Skill Rolls based on Characteristic, Long-Lasting: 20 Minutes, Reduced Endurance 0 END (+1/2), Invisible Power Effects (Sight Group, Hearing Group; +3/4) (126 Active Points); Gradual Effect 1 Season (-2 1/2), Independent (-2), OIF (-1/2)&#160;</td><td valign="top" align="right"></td></tr></table><b>Powers Cost:</b> 100






<b>Total Character Cost:</b> 50

<table cellpadding="0" border="0"><tr><td align="right"><b>Val&#160;&#160;</b></td><td><b>Disadvantages</b></td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Psychological Limitation What is the Cause of fear in Man?: (Common; Strong)&#160;</td></tr><tr><td valign="top" align="right">15&#160;&#160;</td><td>Psychological Limitation: Nigh incapable of Emotional passions (Common; Strong)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Psychological Limitation: Requires Heat in Everrything, Food, Shelter, etc. (Uncommon; Moderate)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Physical Limitation: Requires 12 Hours Sleep / Day (Infrequently; Slightly Impairing)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Distinctive Features: Things Touched are chilled slightly: (Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses)&#160;</td></tr><tr><td valign="top" align="right">5&#160;&#160;</td><td>Susceptibility: Contact with Liquids above 32 ' F / 0" C 1d6 damage, per Minute (Uncommon)&#160;</td></tr></table>
<b>Disadvantage Points:</b> 50

<b>Base Points:</b> 0
<b>Experience Required:</b> 0
<b>Total Experience Available:</b> 0
<b>Experience Unspent:</b> 0

Mechanic exceptions:
I wanted the Invisible to IR to be able to be used on others but not restricted by number rather by time.
So I wrote in a custom Uncontolled , limited by time to 5 minutes to mimic that the ody temp comes back slowly
The Drain is 1 Hex, accurate to reflect a "causual" or "touch" attack like to hit. Where just a glancing blow on the target anf the effect goes to work.
The gradual effect on the CE is for each new owner / user. It takes that much time to increment the power to full effect

I like to balance the real points of an item with limitations just like characters.

The effects run from the sublte to the gross, from physical to mental.

This item is one in a campaign I am preparing for where the players are trying to edit it out magic items / effects fromthe affairs of Men, fearing that they have too great a corupting influence.

Any thoughts? love to hear 'em

Wyrm Ouroboros
Jun 27th, '03, 12:07 AM
The 'disads' would be side effects and other, erm, limitations. Don't know otherwise. What's the weapon, what's the name? What's the flavor? Can you build this NOT as a 'character', but as an item/power/package of powers?

Daedalus
Jul 12th, '03, 11:32 AM
Here are my newest items, moved from the other thread. In answer to some other questions in this thread, these are items from a high magic campaign that I run. In this campaign, there are many magic shops and most high end NPCs and PCs ahve a lot of "mundane" magic created by sorcerers either for themselves or on commission for someone else. These do not represent artifact class items with backgrounds in most cases. When I introduce these into the game, I include a description of th items and the SFX off the cuff so to speak.

I hope you enjoy these, or at least can get inspiration from them.

MerBlade – 1-1/2D6 HKA, 13 Str min, +2 OCV, Free movement under water, breathe underwater, the sword is invisible under water, 8” Swimming (Like flight under water), 24” radius detect water life nondiscriminatory always on, 20” teleport only under water 2/day.

Reflection Necklace – Gives the user normal vision clairsentience only through water. Maximum of 1 mile range. There must be continuous water from starting point to ending point. For example a river or lake. It is as if the user is looking at the reflection of water in a different place. 1 charge per day. Costs 3 end per phase.

AnyWho – Potion (15 GP)
Shape Shift into any humanoid, not individual
Costs 50 End when consume, 2 Charges last 5 days

Watchful Eye – Amulet (25 GP)
Light Sleep, +1 PER cumulative to +2

Quick Hands – Supple Elven Chain Gloves (20 GP)
7 DEF cumulative to 8 on location 6
Gain an extra zero phase action 2/day
+1 Init (cumulative to +3) on H2H attacks (no move)

Gethin – Cloak (30 GP)
Combat Sense +1 or 11-, Defense Maneuver

Cyrus – Bronze Arbalest (45 GP)
2D6+1 RKA, +1 OCV, +2 Rmod, 15 STR min
Has a clip that can hold 4 bolts, 0 phs load bolt from clip

Lens of Farsight – Small Looking Glass (30 GP)
+3 Telescopic Vision, +2 Perception
Can attach to crossbows for an additional +2 OCV

Evade – Earring (30 GP)
Can always abort, even if surprised/already gone
Martial Dodge 1/day
+1 to Dive for cover 1/day

Suunil – Dark Blue Dagger (85 GP)
1D6 HKA, +2 OCV, 5 STR min, 4D6 Max
Breath Underwater, Free movement underwater
+4” Swimming, 32” noncom
+1 DC vs. water creatures
Water Blast: 2D6 RKA Penetrating, 6” line, no range 1/day

Glow – Fransica (65 GP)
1-1/2D6 HKA, +1 OCV, 13 STR min, 4D6 Max
25% DR from Fire attacks, not cumulative
AP vs. Ice and Ice SFX protective spells
Wounds do not bleed

Girdle of Might – Golden Girdle (40 GP)
+5 STR, always on, not cumulative
+1 CON, not cumulative
Does not figure into stats

Unfettered – Long Sword (50 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max
+10 STR vs. Grabs and Entangles
Can attack physical Entangles without hurting entangled person.

Binder – Large Flail (55 GP)
1-1/2D6 HKA, +1 OCV, 16 STR min, 4D6 max, flail maneuver
+2” reach with attack
3D6 Entangle, flail maneuver, +1 OCV (chain detaches and grows a new one), 1/day
Martial Block 2/day

Invisible Mind – Necklace (40 GP)
10 points mental defense, not cumulative
Immunity to Telepathy, Invisibility to Mind Scan

Black Paw – Mummified Panther Paw (40 GP)
+1 Perception, not cumulative
+1 Stealth, +1 Breakfall (or 11-) not cumulative
Combat Sense 11-, Bump of Direction

Lucky Coin – Platinum Coin (7 GP)
3D6 Luck ablative

Star Pendant – Warm piece of crystal (25 GP)
From 0” to 15” of light, cone, line or radius
Normal, UV, blue, green, or red light
2D6 Flash vs. All sight, EX, No range, 2” fade, 1/day

Ring of Displacement – Black leather (15 GP)
12” teleport, 3 charges per day
Defensive Shift – Martial dodge, 1/day

Helm of Insight – Full Helm (15 GP)
8 DEF, loc 3-5, not cumulative, doesn’t impair PER
Telepathy with one willing target
3 Points mental defense, cumulative to 5

Circlet of Fire – ruby circlet (30 GP)
10% DR fire, cumulative to 25%
Fire Bolt: 2D6 Explosion, 2” fade, 1/day

Wild Hornet – Gold and Black Dart (25 GP)
2D6 RKA, AP, +2 OCV, Seeking

Black Burst – Permanent Arrow (5 GP)
2D6 RKA, no range, 12” cone
Bolt bursts into hundreds of small bolts

Blazer – Permanent Arrow (13 GP)
2D6 RKA, +1 StunX, +2 OCV, Lasts extra phase

Dragon Scale Potion – Potion, 2 charges (12 GP)
+2 DEF Armor, cumulative, lasts 3 turns

Salve of Greater Reconstitution – Salve, 1 charge, 1 min to apply (35 GP)
20D6 Major transform (restores all characteristics to maximum, restores charges from spells) Cures critical wounds, cures disease or other illnesses, breaks curses, restores severed limbs. Will not resurrect.

Griffon’s Milk – Potion (2 quaffs) (8 GP)
+1 Perception and 15” Flight for 1 Day.

Wand of Anti-magic – Wand, 2 charges (4 GP)
15D6 of Dispel vs. any fantasy magic

Anti-Magic Charm – crystal (4 GP)
Absorbs the first 10 body worth of magic damage.

Freak – Potion (10 GP)
8D6 END aid and 2D6 Stun AID (can go 10 over max)

Portable Hole – 3” Diameter Black Silk Cloth (10 GP)
Put the circle of cloth on any surface and it becomes a hole. Anything put into the hole is gone forever.

Magician’s Ring – onyx (5 GP)
Stores 60 active point max spell, 4 charges
Has a 2D6 AP, +2 OCV, Ice Shard spell in it

Firestorm – Wand, 6 charges (12 GP)
2D6+1, 12” Cone

Interval – Hour Glass Amulet (35 GP)
Stops time for 9 seconds. The user cannot affect (move alter, destroy, etc.) the real world during this time, but can move and use any sort of detect power, perceive, take aim, etc. Attacks carried out the segment that it wears off are at +2 OCV. 1 charge per day

Cornucopia – 3’ long Horn of Plenty (20 GP)
Creates enough food to feed 100 people per day. The food will not store and must be eaten within 1 day.

Eye of Kathuul – Giant round emerald that replaces your eye, irreversible (80 GP)
1 Point of Flash Defense, cumulative to 2 points
Detect Magic, non-discriminatory, ranged, always on, 11- perception roll
+1 Sight Perception, +2 Telescopic Vision, UV Vision
The emerald is worth 20 GP alone
Beam: 2D6+1 RKA, AP, +4 OCV, +2 vs. range, 1/day

Flux Ring – 3 intertwined platinum rings (10 GP)
15” Teleport, lasts 1 turn, must teleport each phase at least a half phase move. A 1” teleport will not take your half phase action. 1/day

Fast Strike Charm – Leather braded charm (10 GP)
Placed on any weapon, or your wrist/foot etc.; allows you to add +6 to your initiative roll. Attacks made with the fast strike cannot be dodged unless target was already dodging. 1/day

Dynamism– Crystal Wand (50 GP)
3D6 Entangle, +2 OCV, 2/day
2D6 Entangle, 2” Radius, 1/day
10”, 12 rPD Force Wall, invisible to energy/spells, 1/day
6D6 Physical EB (force), 5 shot Autofire, +2 OCV, 1/day

Bird of Prey – Small hawk amulet (30 GP)
activate 1/day, pay 2 end per phase
Bird has 10 DCV, 2 DEF, 6 Body, 12” flight
Clairsentience, normal/UV sight


Elemental Ward– Ring (40 GP)
10% DR Fire, cumulative to 25%
10% DR Cold, cumulative to 25%
Immunity to intense heat or cold

Instant Pit – Small ball of black clay (3 GP each)
Creates a 1” wide, 10” deep smooth pit with 2D6 RKA, AP spikes at the bottom. Can be thrown under someone.

Phantasm – Francisca (65 GP)
1-1/2D6 HKA, +1 OCV, 13 STR min, max 4D6
Affects desolid always on,
-3 to be perceived by desolid undead of the spirit world
Wounds cannot be healed, can only be exorcised.
+1 DC and +1 OCV vs. undead

Psionic Amplifier – Mythril circlet (30 GP)
4D6 Ego Blast, Explosion, no range, per. immune, 1/wk
Telepathy, willing subject, 1/2 DCV throughout, at will

Ilthar’s Enduring Strength – Runed Belt (30 GP)
20 END reserve, 1 recover, can be used by anyone within 10” with consent of wearer

Megaport Bracers – Bronze Bracers (25 GP)
5 DEF cumulative to 7 DEF on location 7
Line of sight teleport, full phase, 1/2 DCV, 2/day
10 Teleport, 3/day

Shark – Long Sword (70 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max
Free movement under water, +4” swimming
Breathe under water, immune to intense cold & pressure

Sawtooth – Halberd (60 GP)
2D6+1 HKA, +1 OCV, 18 STR, 2H, 5D6 max
Penetrating on a 7- attack roll
+3 PRE when wielding, cumulative +10

Beast Master – Horse Hair Charm (20 GP)
+1 or 11- Combat riding: Any horse-like animal
½ End and fatigue when riding
+1 or 11- to Animal handling (horse-like only)

Whisper – Long Sword (60 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max
11- or +1 to Stealth rolls, cumulative to +2
Can conceal incantations 1/day
Can put invisible power effects a spell 1/day

Fire Brand – Long Sword (65 GP + 5 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max
+1D6 EB fire, NND always on (requires special scabbard that suppresses fire (comes with sword)
Start normal fires at will
10% DR vs. fire, cumulative to 25%

Potion of Life – blood red potion (12 GP/ch.)
8 points of Regeneration for 2 Turns
1D6 Stun Aid on segment 6 and 12, 2 Turns

Blade Barrier – Charm with 12 swords (15 GP/ch.)
1-1/2D6 Penetrating Damage Shield
½ phase activate (does not end turn), last 1 turn

Dark Shard – Black Long Sword (50 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max
1D6 (darkness) flash vs. all sight on a 8-
Night vision (1/2 penalties from all darkness)

Bow Ring– ring of bow string (6 GP/each)
Can “store” up to 6 arrows (normal or magical) inside it
takes 1 phase to load each arrow. Fire them in a ½ phase action as if firing a crossbow. Max 2D6+1 normal arrows.



Minmax – mini Arbalest (15 GP)
This crossbow is the size of a small pistol
You can load any Arbalest bolt into it as normal
Willing weapon enchantment (fast draw)

Storm Giant Potion – Smoky Potion (8 GP/ch.)
+25 STR, +10 ED, lasts 1 minute
Call lighting: 2D6+1 RKA, +1 StunX, outside, 2 ch.

Life Saver – Ivory Necklace (25 GP)
1 Point of Flash Defense, not cumulative
+8 DCV vs. Called shots on the head
1 DEF on loc 3-5, cumulative to 8 DEF

Bone Reaver – Long Sword/Hammer (70 GP)
This sword is made out of the spinal chord of a skeleton
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max, OR
1-1/2D6 HKA, +1 OCV, 22 STR, +1 StunX, 4D6 max
+1 DC vs. skeletons of all types

Ice Pick – Ice Stiletto (40 GP)
1D6 HKA, AP AP, +2 OCV, 10 STR min, max 2-1/2D6
Can be thrown, returns to scabbard at end of next phase

Rolling Stone – G. Ball of Crushing (5 GP/each)
2D6 RKA, Penetrating, any 12”, no range, 1” turn mode

Everlast – Long Sword (50 GP)
1-1/2D6 HKA, +2 OCV, 13 STR min, 4D6 Max
¼ Aging rate for wielder, Immune to Disease

Slayer – Grand Sword (50 GP)
2-1/2D6 HKA, +2 OCV, 25 STR min, 6D6 Max
2 handed unless 3 levels of growth or more
Will not fit in normal scabbard of concealment

Azmod – Small Rod (30 GP)
50 STR TK, grab throw, directly away from attack, no range, +2 OCV, 2/day
Damage is from hitting objects in path.

Unmaker – Main Gouge (35 GP)
1/2D6 HKA, +2 OCV, 5 STR min, 1-1/2D6 max
Can block to destroy a non-magical weapon
Destroys the weapon on a 8- block roll.
15D6 Dispel, any single fantasy magic, 1/week

The Sky is Falling – Stone Ring (20 GP)
2-1/2D6 RKA, 8” radius, 1/week

Girth – Clay Ring (30 GP)
+2 Body, +1 CON (not affect figured stats)

The Great Wall – Stone Amulet (10 GP)
9 DEF Hardened, 60” long Force Wall, 1/day
The wall is broken down in 10” segments

Mind Grabber – Wand, 3 charges (15 GP)
Ego Entangle, +2 OCV, doesn’t take damage
#D6 = (EGO of target/7)


Nova – Potion Bottle of light (6 GP)
10D6 EB Energy Explosion, Penetrating
linked to a 2D6 Flash all sight explosion, 2” fade

Daze – Permanent Arrow (20 GP)
2D6 RKA, +2 OCV
-2 CV and -2 Perception, -2 DEX roll offs
the effects last for 1 turn.

Surprise – Long Sword (65 GP)
1-1/2D6 HKA, +3 OCV, 15 STR min
Completely Invisible, all senses (don’t lose it)
Only +2 OCV if they can see Invisible.
Can get surprise on first attack.
Comes with an Invisible Scabbard also (15 GP)

Weird – Enslaved Water Weird Spirit (70 GP)
Any weapon of 15 or less STR min, Additional +1 OCV
Grab/Squeeze at 30 STR, 3” range
Cannot be destroyed, can let go after Grab Hits
If you hold on, you are at -2 DCV instead of half
If you let go of it, you can command it to Grab on it’s own
18 DEX, 3 SPD, 7 OCV (including grab penalty)

Phase Wand – 1 charges (4 GP)
1D6+1 NND Killing, +2 OCV
Teleports part of target back 1 foot.

Gloves of Asphyxiation – 2 Gloves (20 GP)
4D6 Suppress vs. Recovery, +2 OCV
2/day lasts 2 turns. Must wear both gloves
Need both hands for the initial attack only. Then no action is required.

Stone Potion – Thick gritty brown potion (24 GP)
3 Resistant rPD/rED, 3 charges last 1 minute

Anti-Magic Dust – Glittery Dust, 2 ch. 1 min (16 GP)
10% DR Killing, All Magic, Cumulative, Full Phase

Arrow Guard – Buckler, 3 charges last 1 min (15 GP)
Missile Deflection, normal arrows/bolts only, +2 OCV
No conscious control after activate. You make the deflect rolls, but it doesn’t take your action.

Hurricane Bottle – 1 potion, 1 charge ea (5 GP)
35 STR, grab throw TK random direction and height, AE 6” cone, no range

Penetrator – Javelin (40 GP)
1D6 HKA, Penetrating, +2 OCV, Thrown, +1 vs. range penalties, 10 STR min, Maximum 2D6+1
AP on a 8- attack roll

Aaargh! – Javelin (40 GP)
1D6 HKA, +2 OCV, Thrown, 10 STR min, maximum of 2D6+1, +1 StunX,
+2 StunX on attack roll of 5-

Orc Mean Paint – 3, war paint (9 GP total)
+5 Presence, 1 phase to apply, lasts 1 hour
Makes you aggressive (V. Common, Strong)

Orc No Pain Mix – 5, Potion, lasts 5 min (15 GP total)
User feels no pain, +20 CON for Stunning purposes
User doesn’t go unconscious until -10 Stun
GM keeps track of their STUN and BODY damage and END, they can ask only for visual clues only.

Sharpening Wax – 3, Waxy Yellow Stuff (9 GP total)
Adds +2 DC to weapon (max 5DCs of base damage)
1 phase to apply, lasts 1 min

Orc Acid Barb Arrow – 11 Arrows (1.8 GP ea =19.8 )
2D6 RKA, +2 OCV, +1 vs. range
1D3 RKA, NND Killing if RKA does body

Burrower – 12, Piece of charcoal (60 GP total)
Creates a 2” radius burrow underground with wooden ladder to get down into it. 1 minute to draw opening.
Lasts for 1 day.

Orc Mythic Breastplate – Plate Mail (40 GP)
8 DEF Hardened locations 9-13, weighs 14 KG
2D6 End aid, over normal maximum, 2/day
2D6 Body aid, 1/day, trigger if Body goes below 5

Ring of Hern – Slim Silver Ring (25 GP)
20 STR TK, fine manipulation, 4 END per phase
Creates a set of mystic ghostly hands
Can activate 2 times per day

Black Fist – Large Obsidian Ring (20 GP)
When activated, it coats your fist with obsidian
+1D6 HA, makes punches penetrating and ranged
2/day, lasts 2 turns

Narsil’s Stride – Bootstrap (10 GP)
Clinging at STR. Can cling a number of inches equal to double your movement the phase before you started clinging. Clinging ends at end of move. So, you can get a running start and cruise right u a castle wall to stop on the top of the wall.

Ooze Flesh – Gelatinous ring (20 GP)
Desolidification, not through airtight spaces.
1 charge per day, affected by all attacks. The effect is that you can turn you and your equipment to ooze, and slip through tight spaces, out of bonds or grabs, etc.

White Fang – Short Sword (35 GP)
1D6 HKA, +2 OCV, 10 STR min (max 3D6+1)
Does SFX cold damage
IR Vision, only when half phase concentrate, 1 end per phase

Endure – Elegant Long Sword (60 GP)
1-1/2D6 HKA, 15 STR min, +2 OCV (4D6 Max)
½ END for normal STR (normal END for push)

Sear – Falchion (60 GP + 20 GP)
1-1/2D6 HKA, 15 STR min, +2 OCV (4D6 Max)
The blade is extremely hot, requires magical scabbard to withstand the heat (Scab of conceal)
Penetrating on 8- attack roll
Start normal fires at will with touch of blade

Frensel’s Metal Binder – Scabbard (25 GP)
For one turn after a weapon is drawn from this scabbard, it will have +2 OCV to block attacks from metal weapons and +1 OCV to hit opponents wearing 6 DEF or more of metal armor. 1 charge per day

Mad hornet – Hornet Broach, 1/day (40 GP)
Activating this broach causes the it to grow into a giant hornet (Summon). The hornet will attack whom it is directed to until destroyed. It moves 8” per phase and can still attack, 8 DCV, 8 OCV, 4 DEF, 10 Body, 4 Speed. It has a 1-1/2D6 AP RKA, no range stinger attack. If it goes below zero body, it turns back into the broach. If it goes below -10 body, it is destroyed forever. After it kills its target, it turns back into a broach.

Anathema – V. Heavy Bow (55 GP)
2D6 RKA, +1 OCV, 15 STR min arrows
+2 OCV vs. Goblins, +1 OCV vs. Orcs
1D6 NND EB vs. Goblins and Orcs
Creates a Hatred of Orcs (total) in user

Globe of Preservation – Crystal Amulet (30 GP)
Self Contained Breathing,
Survive high heat, cold and pressure
½ normal aging rate (maximum 100 years)
Immunity to Disease

Draco – Great Sword (70 GP + 25 GP)
2D6 HKA, 18 STR min, +2 OCV, 2H, Max 5D6
25% DR vs. Fire (Physical and Energy killing)
Scorch – 2D6 RKA, penetrating, 3”line, no range, 1/d
Dragon decorated Scabbard of Concealment

Cold Blooded – Pale blue long sword with crystal hilt (65 GP)
1-1/2D6 HKA, +2 OCV, 15 TR min, 4D6 max
1D6 Body Drain and 1D6 Stun Drain on an 8-
Icy Vapors - 2D6 End and 2D6 Stun Drain, 1” AE, 6” range, 2/day

Iron Fist – Large rough hammered gray maul shaped like a fist (65 GP)
2-1/2D6 HKA, Penetrating on a 10-, +2 OCV, 30 STR min, 2 Handed, Max 5D6
Can be thrown, will return at the beginning of the next phase

Black Cross – Throwing Star (35 GP)
1D6 HKA, 10 STR min, +2 OCV
1D6 Body Drain, continuous (4 SPD max), only if HKA does body, only until removed
Takes a full phase or 1/2D6 NND Killing when removed.

Seether – Long Sword (35 GP)
1-1/2D6 HKA, +2 OCV, 15 TR min, 4D6 max
+1 DC vs. things that you hate (psych lim.)

White Blaze – Ivory Wand sculpted like flames (30 GP)
Fire Bolt – 2D6 RKA, +2 OCV, 3/day
Chain Fire – 2D6 RKA, no range, any 8”, 1/day

Talbot’s Trinket – Diamond Ring (20 GP)
Punch is a 1D6 HKA, +3 OCV, 0 STR min, 3D6+1 max, 2/day
Jeweler skill at 11- or +1

Storm – Wand, 3 charges (12 GP)
2D6 RKA, +1 StunX, Explosion plus 2D6 Flash Vs normal, UV and IR sight Explosion

Sorcerer’s Knot – Knot of fine red silk, 6 charges (6 GP)
Adds a variable trigger to any spell

Cloak of Mental Occlusion – Silver Cloak (15 GP)
5 points mental defense, cumulative to 10 points
+1 to resist conversation or persuasion

Anchor – Wand, 3 charges (6 GP)
3D6 entangle, only to restrict movement, AE 2” Radius, only within 1” of ground

Water Walkers – Dark Blue tanned leather bootstraps (10 GP)
4 DEF cumulative to 7 DEF on 17-18 locations
Up to 15” of flight up to running movement, only on water (you don’t get wet)

Mark – V. Heavy Crossbow (6 GP)
2D6 RKA, +1 OCV, +1 vs. Range, 15 STR min, 2 Handed, auto load in half phase.

Bloody Carnage – crude club with gnarly spike (55 GP)
2D6 HKA +1 OCV, 15 STR min, Penetrating
(12.5 STR per DC over, maximum 3D6)
1D6 Body Drain on an 8-

Offender – Battle Flail (60 GP)
2D6 HKA, +1 OCV, 19 STR min
flail maneuver
(12.5 STR per DC over, maximum 3-1/2D6)
AE any 3 hexes selective, 2/day

Crash – Medium Shield (35 GP)
+2 DCV, 8 DEF, 10 Body
+2 OCV (total 4) OCV for shield bash
+2 DCV to offset penalty of not getting shield bonus when doing a shield bash.
25% DR (normal physical) only when you move through

Sticky Fingers – Gold Bracelet (25 GP)
SFX, your hand stretches out
Your STR TK (max 20) fine manipulation, 20” range
1 end per phase to run, 0 phase activate, 3/day
+1 to sleight of hand and pick pockets with TK

Stoker – Small Dagger (45 GP)
1D6 HKA, +2 OCV, 5 STR min (max 3-1/2D6)
SFX fire damage, +1 StunX on 6-, can be thrown

Ring of Destruction – Large metal ring (40 GP)
2 handed weapon, +3 DCV while holding, +3 to block
Binding Rings - 3D6 Entangle, AE 1”, 2/day
Bladed Rings – 2D6 AP, AE 1”, lasts Xtra phase, 1/day


Elixir of Freedom – Potion, 2ch. (8 GP)
+20 STR vs. grabs and entangles, lasts 1 hour

Chill – Ice Ring (33 GP)
25% DR vs. cold attacks (normal and killing, energy only)
Immune to intense cold
15D6 Suppress vs. ice entangles, invisible power effects.

Primer – Ornate Scabbard (25 GP)
2D6 End AID and +5 STR lasts 1 turn (not cumulative) when weapon drawn from scabbard
End can go over maximum, 1/day

Gismo – Jumble of metal, wood, pulleys and wires (10 GP)
Can take on the form of any simple machine
Ex. Pulleys, crossbow, lock, jack, etc.
Takes 1 turn to transform

Fiend – Arrow (50 GP)
Summons a Hordling, 1/day
The Hordling will attack the closest person until killed.
On a 8- it summons two, on a 4- it summons three.
On a 17+, it attacks the user first.

Drogo (Ghost Slayer) – Falchion (30 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, max 3-1/2D6
Rumored to harm ghosts and undead

Lior (Light Bringer) – Kite Shield (30 GP)
10 DEF 10 Body Shield
1” to 15” Cone or Radius Golden Light on command
1 Point of Flash Defense, not cumulative
2D6 Flash, Damage Shield if successful block or shield bash, 1/day

Tinkerer’s Pouch – Small Leather Pouch (12 GP)
Same as Pouch of Holding
11- chance of it containing any material components to make gadgets, fix machinery, etc.

Sigrun – Onyx Ring (20 GP)
+1or 11- to Stealth and Concealment (not cumulative)

Iorwerth – Supple Leather Gloves (20 GP)
+1 or 11- to DEX skills that require fine manipulation
Trap Setting and Disarming, Pick Locks, Sleight of Hand, etc. (not cumulative)

Andrastos – Silver Inlayed Burgundy Boots (15 GP)
+4” Running, Max 10”, Extra full move 1/day

Amulet of Mastery – Golden Amulet (5 GP)
+1 Overall Level for 1 minute, 2 charges

Bracers of Strength – Bronze Bracers (15 GP)
6 DEF on location 7
5 END Reserve for STR, 2 REC

Heart of Samina – Rod (15 GP)
4D6 Heal, Ranged, ½ phase, Doesn’t end phase, 1/day

Wizard Stone – 2” Quartz Amulet (15 GP)
Holds 1 spell up to 60 Active points, 1/day
+1 OCV and +5 Active points to spell cast from Stone
Only spells of the wielder

Poison Dart – 1d6 RKA AP if Bod done 1d2 NNDK lasts extra phase. 3 GP

Great Gunga Charm - 15” Superleap 4 charges Made of leather twine and a bit of silver hare from the great Gunga 2gp

Nettle Pod 1.5d6RKA AP Exp 2.5gp

Dread Vine Seed 1.5d6 RKA 4”r Selective 1Charge Lasts a turn 6 OCV 3DEF 10Bod 3DCV, razor sharp vines. 6 GP

Vinal – Twisted Wooden Wand (20 GP)
1-1/2D6 RKA, 3 shot AF, +2 OCV, 1/day
Survival in wooded area, 11- or +1

Defender - Throwing Axe (50 GP)
1D6+1 HKA, 10 STR min, +1 OCV, max 2-1/2D6
Returns to scabbard the next segment after thrown
+1 DCV as off-handed weapon (as buckler) in addition to the +1 DCV vs. one hand to hand attack

Battle Rod – Black studded shaft (45 GP)
+1 OCV magic weapon. Half phase to switch from Long Sword, Large Flail, Large Hammer or Large Pick

True Flight – Runed permanent arrow (12 GP)
2D6 RKA, +2 OCV, +2 vs. range, +1 offset called shot

Hammer Flight – Runed permanent arrow (10 GP)
1-1/2D6 RKA, +1 StunX, +1 OCV

Ring of Storing – silvery mirrored ring (20 GP)
Can store anything you can normally hold in one hand
Takes zero phase to put in, half phase to take out
Stores one item at a time. Command word activate

Bracers of Displacement – Black leather (15 GP)
6 DEF loc 16-18, Cumulative to 7 DEF
12” teleport, 3 charges per day
Defensive Shift – Martial dodge, a/day

Mountain’s Heart – Giant Ruby (35 GP)
The ruby alone is worth 20 GP
10% DR killing and normal from Fire attacks
Immunity to intense heat

Black Burst – Arrow – 3 non-recoverable charges (9 GP)
1-1/2D6 RKA, no range, 12” cone
Bolt bursts into hundreds of small bolts

Arrow of Agony – Arrow – permanent (15 GP)
1-1/2D6 RKA, +1 OCV
+ 1D2 RKA NND Killing lasts extra phase
NND is only if normal bolt does body

Golden Ward – Dwarven Great Helm (15 GP)
8 DEF on locations 3-5, no perception penalties
Jeweler Appraiser skill at 10- or +2

Golden Vigilance – Dwarven Medium Shield (35 GP)
+2 DCV, Defense Maneuver, Fast Put Away

Griffon’s Milk – Potion (2 quaffs) (8 GP)
+1 Perception and 15” Flight for 1 Day.

Greater Bowless Arrows – 3 (4.5 GP)
2D6+1 RKA, +1 OCV, +1 vs. Range
non-recoverable charges, -2 DCV

Ghost Medallion – Crystal face (20 GP)
Desolid, can abort, lasts 1 phase, 1/day
Affected by magic, and undead

Glove of Mending – Dark Red Silk Glove (4 charges) (10 GP)
2D6 Heal, living or inanimate, full phase

Boots of Flight – Hawk Feather Boots (25 GP)
+2” Running, Maximum of 11”
8” Flight, 3/day

Feather Fall Ring – Ivory Feather Shaped Ring (5 GP)
5” Gliding, always on, no conscious control

Tome of Construction – Leather Bound Book (20 GP)
Each page is a diagram of a non-magical object. Speak the magic words and the object becomes real, but the page is destroyed. It takes 1 full turn to create the object. Objects in book: Ballista with 24 bolts, 6 man rowboat, 12’ ladder, small horse cart, wagon wheel, 6 person heavy oak table with chairs, kite shield, long sword, and a 4 man tent.

Skinton’s Skillful Picks – 3” shaft of rubber (15 GP)
10- or +1 to Lock Picking skill

Hair Splitter – Ultra thin Dagger (35 GP)
1D6+1 RKA no range, +2 OCV, AP/AP (1 end)
Special scabbard to keep the blade from touching

Vim and Vigor – Potion, 3 charges (9 GP)
This unstable potion has erratic effects
You get 1D8-3 D6 worth of END Aid

Wand of Anti-magic – Wand, 2 charges (4 GP)
15D6 of Dispel vs. any fantasy magic

Ardent – V. Heavy Bow (40 GP)
2D6 RKA, +1 OCV, +1 Range, 15 STR min

Anti-Magic Charm – crystal, 3 of them (15 GP)
Absorbs the first 10 body worth of magic damage.

Bloodletter – Long Sword (20 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min

Sharpening Stone – Smooth stone, 1ch (6 GP)
+1 DC to any sword. 1 turn apply, lasts 1 day

Thrasher – Bladed Flail (50 GP)
1D6+1 HKA, 13 STR min, 6.25/DC, +1 OCV, 3D6 max
AE Selective 2 adjacent hexes, no range, 2/day

Orc Arrows of Pain – 6 Acid Arrows (.8 GP each)
2D6 RKA, Penetrating, +2 OCV

Brandwunde – Long Sword (45 GP)
1-1/2D6 HKA, 15 STR min, +2 OCV, 3-1/2D6 max
2D6 Flash vs. all sight on a 6-

Ogre Bracers – Thick Leather (15 GP)
+2 HA with punches, 4/day

Salve of Fixing – 2 charges (15 GP)
6D6 Healing and cure poison, 2 phases to apply

Hoowee Potion – 1 charge (10 GP)
8D6 END aid and 2D6 Stun AID (can go 10 over max)

Splitting Oak – 2 Arrows (5 GP each)
2D6 RKA, AE 8” cone, selective, +1 OCV

Pointy Pokey – 2 Arrows (2 GP each)
2D6 RKA AP, +1 OCV

Sunder – Small Runed Baton (30 GP)
3D6N +2 OCV, 5 STR min
Does additional 2D6 RKA, no range, on 8-

Shooting Stars – 4 Darts (10 GP each)
1-1/2D6 RKA, +2 OCV, +1 StunX. +2 vs. range

Wyvern Armor – like soft leather (35 GP)
5 DEF, cumulative to 7 DEF, all over, -1 DCV/DEX

Crystal Wand – 4 charges (12 GP)
1-1/2D6 AP AP or +2 StunX, +2 OCV

Bender – Long Sword (45 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max
+2” Reach and +2 OCV, activate 0 phase, 3/day

Circlet of Fire – ruby circlet (25 GP)
10% DR fire, cumulative to 25%
Fire Bolt: 2D6 Explosion, 1/day

Gloves of Spellcraft – Burgundy Leather (25 GP)
+1 to Classic Spells and Magic Theory
+1 to cast one spell (choose)

Potion of Stone – Black potion (8 GP)
25% DR from blades, last 2 turns
+5 STR, +2 PD +2 ED

Siphon – Twisted Bands Ring, 3ch. (7.5 GP)
2D6 Stun and 1D6 Body Transfer
No Range, +2 OCV

Barricade – Bracers (20 GP)
8DEF Hardened Force Wall, 8” Line only
Stone Wall, blocks all sight
3 END per use, 2 charges per day

Filcher – Soft Leather Gloves (20 GP)
4 DEF cumulative to 7 DEF on location 6
5 STR TK, Invisible Power Effects, Fine Manip
12” Range, 1 END per phase, 2 charges per day
8- or +1 to Pick Pockets and Sleight of Hand

Like Minds – 2 Amulets (15 GP each – 30 GP)
Telepathy Surface Thoughts only between amulets
+2 to Coordinate attacks with other amulet wearer

Blazer – Permanent Arrow (10 GP)
1-1/2D6 RKA, +1 StunX, +2 OCV, Lasts extra phase

Thumper – Temporary Arrows (2 GP each)
8D6 EB, physical, +1 OCV, does double knockback

Featherweight – Salve, 6 charges (12 GP)
Lowers the STR min of a weapon by 5. Can also be put on other things, be creative. Each charge takes a full phase to apply, but lasts for 24 hours.

Globe of Defense – Scroll (3 GP each)
Missile Deflection, normal projectiles
AE 1”, Uncontrolled, lasts 1 minute

Improved Globe of Defense – Scroll (12 GP each)
Missile Deflection, all ranged including magic
AE 1”, Uncontrolled, lasts 1 minute

Empower –Silver Ring, 6 ch (5 SP each, 3 GP)
Adds 10 Active points to a spell, 0 phase activate

Roper – Strand from a Roper (10 GP)
50’ of magical rope
10- or +1 to Climbing when can use rope
The rope climbs and attaches or releases on command.

Translocator – Amulet (7 GP)
15” Teleport, 2 per day

Fire Imp – Wand, 3 charges (3.5 GP each charge)
1-1/2D6, +1 StunX, AE1” Selective, +2 OCV
Lasts for 1 turn (4 speed), 8” movement

Magician’s Ring – onyx (1 GP per charge)
Stores 45 active point max spell, 4 charges
Has a 2D6 AP ice shard spell in it

Scabbard of Power – Red Scabbard (25 GP)
Scabbard of Concealment
Can add Fire SFX and Penetrating to the next attack after it is drawn, 2/day
Web Wand – blank and spiny, 3 charges (6 GP)
3D6 Entangle, sticky, +2 OCV

Pounder – Rock (2 GP each)
6D6 Penetrating EB physical, +1 OCV

War Pellet – Red Pellet (7 GP each)
4D6 Healing + 2D6 END aid

Orcish War Paint – Red, turn to apply (5 GP each) 2 = 10 GP
2D6 STR & 2D6 END AID above max, fade of 5 per hour

Orcish War Paint – Blue, turn to apply (5 GP each) 2 = 10 GP
+10 CON, +10 Stun, lasts 5 hours

Orcish War Paint – Black, turn to apply (5 GP each) 2 = 10 GP
+1 Stealth & Concealment or 11-, lasts 5 hours

Thundar – Orcish Falchion (45 GP)
1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max
Call lightning 1/day: 2D6 RKA, +1 StunX, +2 OCV

Craknah – Orcish Battle Axe (55 GP)
2D6 HKA, +0 OCV, 13 STR min (11 2H), 5D6 max
Reroll 1’s on Damage against Humans or Elves

Zipzort – Small crystal amulet (.5 GP each) 4 ch (2 GP)
+1 DC or 5 Active points to any spell
0 phase activate

Quiver of Plenty – Holds 300 Arrows (10 GP)
You automatically draw the arrow you want

Silver Tongue – Stiletto (20 GP) 1D6HKA, AP, 10 STR min, silver weapon, can be thrown

Stout – Ring, (20 GP) +3 CON to determine if stunned and for CON rolls

Moon Cloak – Cloak Clasp (10 GP), creates a dark gray cloak, +1 stealth and concealment, 1/day lasts 1 hour

Violence – Great Sword (55 GP) 2D6HKA, 18 STR min, 2H, +2 OCV, 1/2D6 NNDK on 8-

Crystal Cleaver – Dwarven Great Axe (40 GP) 2D6+1 HKA, 18 STR min, +0 OCV, 5D6 dispel vs. force fields 8-

Tornado Charm – Necklace with a small vial of air,
3 charges (18 GP)
Makes an HKA or HA autofire, 3 adjacent hexes (adjacent to character as well), selective, Max 2D6 HKA (7D6 HA), half phase to activate.

Ring of Identification – Sparkly blue ring, 9 ch. (4.5 GP)
Detect magic, Discriminatory, +4 Perception, no range

Pitfall Ring – Black and Red Granite Ring (5 GP)
75% DR Physical normal and killing, falling damage only.
Calculate full damage to determine if you are stunned.

Blight – Withered black root rod, 3 charges (12 GP)
6D6 Body Drain, +2 COV, roll location, no range, 5 END

Bowless Arrows – 2 recoverable charges (16 GP)
2D6 RKA, +2 OCV. +2 vs. range, can prepare arrow fire

Earthen Defender – Med. Shield of Reddish clay (35 GP)
+2 DCV, 4 DEF, 20 BODY, 15 STR min, fast put away
Regen. 1 body per 5 minutes when in contact with earth.
25% DR physical normal and killing vs. Earth golems and elementals.

Scroll of Scrying – Scroll, 1 charge (4 GP)
See invisible, see life force, IR vision lasts 5 hours
Full phase, need light to read by, -2 DCV

1 Energy Vial – 3D6 END aid (15 GP)
3” radius, selective, only use by a Cleric, Ranger, or Druid.
Benpher’s Swapping Pouches – 2 8” silk pouches (20 GP)
Anything you put in either pouch can be removed from either pouch the following round. Range of 5 miles.

Gloves of Pilfering – Thin leather gloves (20 GP)
5 DEF Hardened, cumulative to 7 DEF on location 6
+1 to Lock Picking and Sleight of Hands, or 11-

Greensbarrow Playing Cards – Skillfully marked (1 GP)
-4 perception to see that they are marked
+1 to Gambling rolls with deck

Book of Sorrow – Leather bound Crimson book (30 GP)
3 pages empty. Each page can take on someone’s pain or sorrow, freeing them from pain (mental or physical). Major transform from hurt to well. There are 37 pages full of other peoples sorrows. The first page contains a warning not to read a sorrow once the book has taken it away. Can cure criticals, allow you to get over a lost love, etc. 5 minutes to write your sorrows down. Reading a sorrow will visit it upon the reader.

Lightfoot boots – Thin leather boots (20 GP)
5 DEF cumulative to 7 on locations 16-18
+1 to stealth and acrobatics or 11-, leaves no tracks

Specter Potion – Potion Bottle appears to be empty (16 GP)
Desolidification – affected by spells, 2D6 RKA, no range affects solid
2 charges last 1 turn each.

Gallant – Silver Chain Coif (28 GP)
7 DEF on locations 3-5, cumulative to 8 DEF
1 Point Flash Defense and 5 points mental defense, not cumulative
+2 Comeliness and +3 Presence

Inquisitor’s Hood – Black Leather Hood (18 GP)
5 DEF on locations 3-5, cumulative to 7 DEF
+1 or 10- in Interrogation, +3 to Presence (negative only)

Pyre – Wand, 3 charges (9 GP)
Flame Jet – 1-1/2D6 RKA, +1 StunX, 8” line or 3” Cone

Silver Slayer – Very Heavy Bow (70 GP)
2D6 RKA, +1 vs. range, +1 OCV
Silver Arrows (6 per day) 2-1/2D6, +1 vs. range, +2 OCV
silver weapon, affects desolid
Willing Bow enchantment (fast draw and fast put up)
Protection from being turned into a Lycanthrope

Salve of Restoration – salve, 1 charge per day (15 GP)
Cure poison & disease, require -2 herbs/paramedic skill roll.

Blackout – Black Leather Sap (25 GP)
3D6 HA, 5 STR min, +1 OCV, +1 Stealth while wielding

Ring of Splinters – wooden ring, 3 charges (12 GP)
1-1/2D6 RKA, AP, +2 OCV

Batter – Metal Rod, 2 charges per day (20 GP)
2D6 RKA, no range, +2 OCV, zero end
8- roll to hit again (keep attacking if continue to roll 8-)

Power Monger – Big Red Pill, 2 (12 GP)
+10 STR, +2 PD, +2 ED, +20 END, lasts 1 min.

Star Blazer – Wand, 3 charges (6 GP)
Creates dazzling lights in front of the targets eyes, making it hard for them to act. -3 CV lasts for 1 turn. +1 OCV

Ice Cube – Chunk of Ice (3.5 GP)
3D6 Icy Entangle, Sticky, -2 PER to sight and sound.

Invisible Servant Ring – Ring, 2 charges 1 hour (12 GP)
Creates an invisible servant. 10 STR TK, Fine Manipulation
Indirect, can give orders to carry out.

Arrow Hawk – Permanent Arrow (10 GP)
2D6 RKA, no range penalties, returns on zero phase command after being shot. Takes two segments to fly back into scabbard.

Rings of Dexterity – two golden rings (25 GP)
Ambidexterity and +1 DEX skills that require fine manipulation, requires both rings be worn.

Necrodat – Black Headband Circlet (25 GP)
+5 Presence vs. undead, +1D6 mind control over undead

NightSteed Statuette – small statue, 6 charges (12 GP)
Creates a black heavy riding horse that does not tire
Can only exist at night. 15” running, no turn mode.

Treasure Trove – small silver jewelry box (12 GP)
Can hold an amount equal to a pouch of holding

Scarab of Protection – gold & silver scarab, 4 chg (14 GP)
2D6 Heal and 1D6 End aid, trigger when either Stun, or Body goes below 75% of maximum. Max 2 chg per day.

Adventurer’s Belt (can hold 1 potion and 1 wand that teleport to hand on 0 phase command. Holds as much as a pouch of holding otherwise). (30 GP)

Ring of Zericus – Blood Red Ring (35 GP)
+1 Strength, +1 Endurance (not cumulative)
Can push to +10 STR 2/day w/no EGO roll

Globe of Defense – 3” r Crystal Globe (30 GP)
Useable by any magic caster. When activated it hovers in the air around the user for 1 minute. While hovering, it can do the following things from a pool of 4 charges:
Block/Deflect from H2H weapons to arrows +3 OCV (1 ch.)
Deflect any 1 Fantasy Spell, +3 OCV (4 ch.)
Erect a 2”r Force Wall, 8 DEF Hardened (3 ch.)

Troglodyte Tongue – Preserved Tongue (5 GP)
+1 point of Troglodyte language

Troll Tongue – Preserved Tongue (5 GP)
+1 point of Troll language

Hill Giant Tongue – Preserved Tongue (5 GP)
+1 point of Hill Giant language

Harpy Feather – 2’ long feather (15 GP)
+2” Flight, cumulative, makes all flight 1/2 END

Cobra’s Fang – Mummified Cobra Rod (40 GP)
Useable only by priests and druids
1D6 RKA, AP , 0 END, no range, bite, +2 OCV
+1D6+1 RKA, NND Killing if does body, 2/day

Essence of Wraith – blue smoke potion, 2 ch. (12 GP)
Desolidifcation, costs 4 END per phase, affected by magic and mystical creatures.

Salve of Reattachment – golden salve, 1 ch. (8 GP)
Cure critical wound, even severed limb, 1 hour

Ointment of the Eagle – glittery silver, 12 ch. (3 GP)
Adds no range penalties to any attack for one shot
Works with arrows, bolts, throwing daggers, darts, etc.

Minor Arcanas – Diamond Ring (15 GP)
Can store one 40 AP spell per day
Any spell caster

Talisman of the Blade – braded hilt charm (20 GP)
Re-roll 1 to hit or location roll, 1/week
Works on any kind of sword

Potion of Occlusion – clear potion (6 GP)
Invisibility to normal, IR and UV sight, lasts 1 minute
not within 6” radius, Thieves and Monks only

Pounder – mud brown potion (8 GP)
+2 PD, +2 ED, +5 CON (for stunning only)
2 charges last 1 minute each.

Argute – Glittery White Javelin (45 GP)
1D6+1 HKA, +1 OCV, 10 STR min, 3D6 Max, can be thrown
AP on a 6- attack roll

Prismatic Wand – 1”x 18” kaleidoscope (10.5 GP)
Roll 2D6 for which color hits each target
3 charges, 3” cone, no range
Blue 2-3: 1D6 CON Drain
Green 4-5: -1 CV for 1 Turn
Yellow 6-8: 6D6N EB heat ray
Orange 9-10: 2D6 Flash vs. all sight
Red 11-12: 3D6 NND Energy

Rod of Might –Rod w/ fist (10 GP)
+20 END, +5 STR (cumulative to +10)
2 charges last 1 minute each, only on self

Rubber Arms – Bracers (9 GP)
3” Stretching, 3 charges last 5 minutes
not a permanent item

Magic Bane – Salve (8 GP)
This salve makes an item very resistant to magic, but only protects the item. 75% DR vs. all damage and 10D6 Suppress vs. all fantasy magic at once, only on the item it is rubbed on. Item can be about the size of a weapon or piece of armor, or shield and non-living. 4 charges last 1 week.

Focus – Mirrored Rod, 3 charges (6 GP)
Automatic coordinate on any spell or spell-like powers cast at the rod and then sent at same time on to target. The holder of the rod must use a half phase to coordinate the attacks.

Tooth of the Banshee – 1” long (6 GP)
Can perform Banshee scream during duration of power
+20 PRE to cause fear, 2 charges last 1 minute

Carrion – Writhing Wormy Black Rod, 3 charges (9 GP)
1/2D6 RKA, NND Killing, +1 OCV
linked to 2D6 CON & 2D6 END Drain, fade per week

Perfect Body – blue potion, 1 charge (7 GP)
Gives user a 20 Body, 20 CON, 20 Dex, 10 PD, 10 ED,
50 End, 50 Stun, 10 Rec, 5 Speed, 17- Acrobatics,
10” Running, and +1 all Combat, for 2 turns
At the end of the duration, the character takes 30 End from current total. Only useable by Monks

Eye of Newt – Jellified Eye (2.4 GP)
3D6 Aid to tight group of 3 Spells
Affects END, Fade rate per minute

Eye of Beholder – Mummified Eye Pieces (6 GP)
20 Active points to tight group of 3 Spells
Affects END, Fade rate per minute
+1 DEF to Force Field

Dolomedes Triton Boots – Spider Hide (10 GP)
Up to 10” flight, only on water (running speed)

Brainer – Blood Red Sap (15 GP)
3D6N, 5 STR min, +1 OCV

Purgatory – Black Helm (10 GP)
8 DEF on loc 3-5
Simulate Death, Invisibility to detect life
and Discriminatory hearing, 1/wk up to1 hour

Dwarven Insight – Small Hammer Charm (7 GP)
Bump of Direction, underground only

Eluvia – Silver Braded Belt (20 GP)
Self contained breathing
+2 DEF on location 13, cumulative to 9 PD
3 Points Power Defense, cumulative to 5

Harvest – Golden Scythe (50 GP)
1-1/2D6 HKA, +2 OCV, 12 STR min, 2H, 4D6 max
1D6 END transfer on 7- attack roll
1D6 Body and 1D6 Stun transfer on 4- attack roll

Defender of Utarin – Elegant Short Sword (45 GP)
1D6 HKA, +2 OCV, 10 STR min, 3D6 max
+1 DCV when wielding as primary weapon
+3 DCV, 0 phase activate, 2/day

Swarm – Temporary Arrows (2 GP each)
2D6 RKA, 5 shot Autofire, +2 OCV
Each one does 1 pip NND K if the RKA does body

Vamp – Permanent Arrow (12 GP)
2D6 RKA, +1 OCV
2D6 Body and 2D6 Stun Transfer, above max

Subdue – Permanent Arrow (10 GP)
6D6 N, +1 OCV, +1 Rmod, Invisible Power Effects

Bolster – Strong Alcoholic Potion (2 GP per charge)
+5 PRE defensive, 2D6 END aid above max

Zinger – ½” Runed Slingless Bullet (15 GP)
2D6 RKA, Penetrating, +2 OCV, any 12”, no range, must hit target to proceed to next. +1 StunX on 7-

Oil of Ricochet – 6 charges (3 GP)
Can add indirect (bounce off objects) to any physical ranged weapon (arrows, daggers, etc.)

Hyper Alert – 3 pills, lasts 5 minutes (15 GP)
+10 Perception, Danger Sense 11-
Must take half phase perceive to keep from being disoriented. If you don’t take a half phase, you get an Ego Save or you are disoriented (-2 CV)

In Motion – Simple Gold Band (20 GP)
+1” Running (max 10”), +2” Swimming (max 6”)
15” Teleport, 3 End, 2/day, 6” Flight, costs end, 2/day

Cloak of Protection – Dark Blue, blade edge (25 GP)
Block, uncontrolled, 10 OCV, for 1 turn
1-1/2D6 RKA, Damage shield, lasts 1 turn
Both powers only activate when knocked out, or when incapacitated, with 1 charge per day

Ring of Ready –Platinum Ring, 12 charges (6 GP)
Instant Change, can include readying a weapon/shield

Sanctuary – Ring, 3 charges (9 GP)
Gives user two full phases to take defensive, non-movement actions, only on self, (healing potions, etc.)

Keep Back – Rod, 2 charges (10 GP)
4D6 EB Electricity, NND, No Range, Hole in the middle, explosion

Purse of Plenty – Small Coin Purse (10 GP)
creates 1 Copper per week, only if previous copper is spent. This is real money, not a transformation.

Set the Pace – Potion, 12 charges (12 GP)
½ END and no long term END effects from movement powers, each charge lasts 5 hours.

Ring of Evasion – Ring w/image of buckler (10 GP)
+1 DCV, only when not attacking, Rangers only

Velvet Touch – Rapier (40 GP)
1D6+1 HKA, +2 OCV, 10 STR min, 3D6 max
Invisible to Touch, Does no Stun

Pin Cushion – 2 Pouches of Pins (10 GP)
1D6 RKA, Penetrating, 10 shot autofire, +8 OCV
AE 6” radius, selective, must attack all targets

Archer’s Bane – Amulet, 3 charges (12 GP)
25% DR from piercing attacks (arrows, spears, etc.)
each charge takes 0 phase activate, lasts 1 minute

Bloodletter – Wand, 3 charges (9 GP)
2D6 Body Drain, return per 5 hours, +2 OCV
Continuous up to 1 Turn, 2 END per phase

Staff of Aldur – Metal banded Staff (45 GP)
4D6 N, +2 OCV, 13 STR min, 2H
Surprise: +1” Reach, 0 phase activate
Lighting Strike: +2 OCV, 0 phase activate, 2/day

Stone Skin Potion – gray and powdery (2 GP each)
+2 DEF, +2PD and +2ED, lasts 1 minute

Eye of Elvie – Diamond Eye Amulet (10 GP)
See invisible, 8” range, 0 phase activate
2 charges per day last 5 minutes

Fortress – Mirrored Tower Shield (40 GP)
+3 DCV Shield, 10 DEF, 10 Body
Create Stone Wall, 6 DEF, 10 Body, 8”, 1/day
Each hex has to be defeated separately
+2 OCV Deflect/+2 OCV Reflect light based flashes

Enchanted Scrolls – Blank Scrolls (1 GP each)
Can store up to a 60 active point spell

Zephyr– Glass Ring (25 GP)
5” gliding, always on
20% DR from wind based attacks

Athletes Strap – Red Silk Boot Strap (8 GP)
+1” Running, Max 11”

Slip Stone – Amulet (.5 GP per charge)
20” Teleport

Firefly – Very Heavy Bow (60 GP)
2D6 RKA, +1 OCV, 15 Str min, Fast Draw on bow
Ignite arrows 4/day for +1 DC of fire damage
Flaming arrows create 6” of light
10% DR from fire, cumulative to 30%

Quiver of Plenty – Black Leather Quiver (5 GP)
Holds 200 arrows, pulls each on ”no phase” command

Arrow Amp – Intricate Leather Quiver (18 GP)
Can add each of these powers to any arrow: 1/wk ea.
No Range Mods, Indirect, Invisible to all sight & sound.

Arcus – bowstring finger ring (30 GP)
You are only 3/4 DCV when firing a bow

Deliverer – Bone White Francisca (50 GP)
1-1/2D6 HKA, +1 OCV, +1 Rng, 13 Str min, 4D6 Max
Thrown, 0 phase recall to hand from within 30”

Barrage – Mirrored Francisca (40 GP)
1-1/2D6 HKA, +1 OCV, 13 Str min, 4D6 Max
Can be autofire (2 shot) when thrown, 1/day

Marathon Shoes – Burgundy Shoes (20 GP)
+4” Running (max 10”), 2x non-combat speed
Not half DCV when at non-combat speed.

Elzonn’s Blessing – Holy Symbol Amulet (10 GP)
Stores one Elzonn holy spell per day, max 30 active

Master Spellbinder – Mage’s Staff (75 GP)
4D6 N, +2 OCV, 13 Str min, Max 10D6
Store Spell: 1/day up to 150 active
3D6 Magic Spell Aid (tight group) 1 recov. chg./day
Requires 2 GP of components to recharge
+1 to cast tight group of spells
25% DR from own spell SFX
10% DR from chosen “counter” SFX cum. to 25%

Elzonn’s Favor – Necklace (45 GP)
+1 to Cast tight group of spells (3)
+1 Die to any healing spell, 1/day
+2 OCV with one spell, 1/day
Re-roll the effect of a spell, 1/day
5 END, 1 recovery for priest spells

Salutarus – Golden Rod, 1 charge/week (25 GP)
Can stack up to 60 active points of priest spells to be cast at once (full phase). Take the hardest spell roll, subtract 1 for every two additional spells (3=-1, 5=-2)

Covert – Leather Mask (20 GP)
3 DEF on location 3, cumulative to 8 DEF
2 points mental defense, invisible to mind scan
immunity to telepathy

Perfect Sight – Amulet (35 GP)
1 Point flash defense, cumulative to 2 points
See all invisibility as if it has a fringe at 1”
UV Vision, +1 to Perception cumulative to +3

Resonance – Long Sword (70 GP)
1-1/2D6 HKA, +2 OCV, 15 Str min, 4D6 max
25% DR from sonic attacks, cumulative to 35%
1D6 RKA, Penetrating, no range, continuous
only vs. rigid surfaces, ½ DCV throughout
unless you leave the sword stuck there
2D6+1 RKA, +2 OCV, Penetrating, 16” range, 2/day

Alter Form – Gray Lead Ring, 1/week (20 GP)
Shapeshift into any household/outdoor mundane item of man size. Takes full phase to transform each way.

Setar Elil-Pronin (SEP field) – Amulet, 1/month (20 GP)
Complete invisibility, 0 phase activate, can abort
Dispelled if you move anything but your eyes.
Costs 2 end per phase to run

Fiend – Long Sword (50 GP)
1-1/2D6 HKA, +2 OCV, 15 Str min, 4D6 max
Succor: 3D6 Body Drain, 2” radius, personal immunity, no range, 1/day

Automata – Bronze Necklace (33 GP)
Self contained breathing
Immunity to intense heat, cold and pressure
+2 to CON for stunning purposes
Doesn’t need to eat or excrete

Assault – Scroll (3 GP)
40” teleport, 4” radius selective, 10 END

Holocaust Cloak – Long Black Cloak (40 GP)
20% DR Fire, cumulative to 30%
Immunity to intense heat
Pyre: flames engulf wearer, +5 offensive PRE and
1D6 RKA penetrating Damage Shield, 1/day
effects last 1 turn, 1/day, 1/2 phs act., not end phs.

Black Thorn – Throwing Dagger (25 GP)
1D6 HKA, +2 OCV, +2 vs. range, 10 STR, 2D6+1 max
Seeking

Blink – Ring (15 GP)
15” teleport, 2/day
Abort to teleport with only -1 penalty for distance 1/day
Can teleport object from point to point within range. The object cannot be held or grabbed, and should be the size of what you could carry in one hand.

Assassin Arrow – temporary arrow (2 GP each)
2D6 RKA, +1 OCV, invisible power effects

Hammer Flight – Runed permanent arrow (10 GP)
1-1/2D6 RKA, +1 StunX, +1 OCV

Set the Pace – Potion, 12 charges (12 GP)
½ END and no long term END effects from movement powers, each charge lasts 5 hours.

Stone Skin Potion – gray and powdery (2 GP each)
+2 DEF, +2PD and +2ED, lasts 1 minute

Ice Cube – Chunk of Ice (3.5 GP each)
3D6 Icy Entangle, Sticky, -2 PER to sight and sound.

Power Monger – Big Red Pill (6 GP each)
+10 STR, +2 PD, +2 ED, +20 END, lasts 1 min.

Hummingbird Boots –Feathered Boots (25 GP)
+2” Running, Maximum of 11”, & 8” Flight, 3/day

Wand of Anti-magic – Wand, 2 charges (4 GP)
15D6 of Dispel vs. any fantasy magic

Daedalus

zarglif69
Jul 12th, '03, 12:43 PM
yeah yeah yeah blah blah blah these items obviously from a D&D clone FH game. I mean, Beholder eyes? beholders are from D&D!!! why make your FH world just like another RPG? make it unique!!!

Enforcer84
Jul 12th, '03, 06:25 PM
Let's not squelch creativity with our Anti-D&D Bias shall we?

NuSoardGraphite
Jul 13th, '03, 12:19 PM
Agreed.

Destructive Criticism is not appreciated here. (Constructive criticism on the other hand, is encouraged)

Any and all magic items posted here are welcome, irregardless of their source of inspiration...

Killer Shrike
Jul 13th, '03, 12:25 PM
Originally posted by zarglif69
yeah yeah yeah blah blah blah these items obviously from a D&D clone FH game. I mean, Beholder eyes? beholders are from D&D!!! why make your FH world just like another RPG? make it unique!!! Grow up, please. If you cant say anything nice, please dont say anything at all.

Source material is source material. One of the primary purposes of using the HERO System is to provide a common environment for interesting material from many source to work & play well together.



Thanx!

Daedalus
Jul 13th, '03, 02:18 PM
That actually gave me a good laugh. I stopped playing D&D over 15 years ago for all the obvious reasons (game mechanic wise), but there is nothing wrong with the setting, IMO. To each his own.

However, items translated from or directly inspired by D&D probably make up like 5% or less of the list, and by no stretch of the imagination can “characterize” it.

IMO, the only thing more pathetic than an insult, is an inaccurate one.

Daedalus

zarglif69
Jul 13th, '03, 07:17 PM
well, #1) all these items smack of D&D, and that's enough for me. #2) see #1.

Killer Shrike
Jul 13th, '03, 07:28 PM
Originally posted by zarglif69
well, #1) all these items smack of D&D, and that's enough for me. #2) see #1. :rolleyes: Plonk

Wyrm Ouroboros
Jul 14th, '03, 01:22 AM
Originally posted by zarglif69
well, #1) all these items smack of D&D, and that's enough for me. #2) see #1.

Go. Away. If you don't like the posts, the list, or the reasons, stop reading. Better yet, stop posting; we'll all breathe easier.

A goodly number of interesting items, however; any thoughts as to things that make them special (besides the name, I mean)? Here, here's a suggestion:


Originally posted by Daedalus
Ice Pick / Ice Stiletto (40 GP)
1D6 HKA, AP AP, +2 OCV, 10 STR min, max 2-1/2D6
Can be thrown, returns to scabbard at end of next phaseA little bit of twitching and tweaking and juggling and creative imagination, and ...

The Ice Queen's Tear
-- Thushayaya-nas, 'Lady's Sorrow', Ptarmigen (Arctic Halfling)

For a thousand days she wept
Wept bitter tears for her lost
Her love, her child, her family
Her freedom, her people, her country...
-- From The Lament of Sunaya, a Ptarmigen Legend-Song

The Ice Queen's Tear is not really a very impressive weapon; it most certainly is a halfling-sized blade, a more needle-like dagger than most. Holding it induces chill, however, and unless the wielder wears a heavy leather glove on his or her hand, they will find their hand growing numb with the weapon's cold. The most frequently reported 'look' of the weapon is that of an inverted basket-guard (the 'cup' pointing towards the blade instead of back towards the pommel), while the grip is of some mysterious white hide, the pommel stone a small but clear crystal sphere.

History According to Ptarmigen tales, the Lady Sunaya, a widow and governess for a dozen or so villages, was captured by enemies of these northern halflings. Some say they were a vicious bunch of bandits; others say that the enemy was a tribe of ogruch whom the Ptarmigen had long and bitterly fought. One tale says that it was a nearby clan of humans who had turned upon the Ptarmigen and betrayed them for reasons unfathomable by the diminuative folk. Whatever the reason, the Lady Sunaya refused to surrender her governance to her captors, who tortured her in the worst manner possible -- by bringing to her one by one the mangled bodies of her charges, her family, even her beloved. For over three years they tortured her thus, her tears flowing into the empty dagger scabbard at her side, the only thing they left with her, again to taunt her with her helplessness. When they brought her at last the head of her children and fiancee', she plucked a hair from her own head and one from each of theirs, twisting them together and dropping the thin thread into her scabbard for safekeeping. The spirits of the north took final pity on her, turning her host of tears into a weapon with which she could strike back at her tormentors...

Game Statistics: The Ice Queen's Tear: 22 Points
1d6-1 HKA (Max 2d6-1 HKA at 20 STR, +1 DC/+7 STR), Armor Piercing (+), Ranged (+), 0 END (+) (25 Active Points); OIF (Special, -); 5 STR Minimum (-), Real Weapon (Special, -), Range Based on Strength (5" per +5 STR, -), Side F/X (wielder loses d6 Stun per Phase Held unless wearing a heavy glove/mitten, -): 10 Points PLUS +2 OCV, (10 Active Points); OIF (Special, -), Real Weapon (Special, -): 6 Points PLUS Find Weakness, 11- (10 Active Points); OIF (Special, -), Real Weapon (Special, -): 6 Points

The Ice Queen's Tear, as humans call it, is very good at punching through armor. If the individual using the blade takes a few moments to first study their opponent, the blade will help guide itself to the less-well-covered spots. In addition, the stiletto can be thrown, which makes it a most excellent weapon for those trained to do so.

In addition, the real weapon is not the 'Tear', but rather the scabbard; whenever Thushayaya-nas travels more than six feet or so from its scabbard, the bindings the winter spirits wrap the blade in begin to fracture and weaken. After a phase, the weapon returns to what it truly is -- snow wrapped around the base of an icicle, thereafter to melt and shatter. However, from the well of tears within the scabbard a new weapon coalesces, virtually fountaining before one's eyes into a new weapon. Its characteristics are unchanged, its blade whole and new. In fact, any time the stiletto blade is broken, a new one will regrow in instants within the scabbard, there for the drawing.

This is an ice-, cold-, and/or water-based weapon, doing additional damage to any creature vulnerable to such. At the end of each phase, it will steal d6 worth of stun from the wielder unless they are wearing heavy gloves. Unlike most weapons, the stiletto Thushayaya-nas never needs sharpening or upkeep -- to the blade. The scabbard, however, which is tooled leather and beautifully trimmed in copper designs, must be kept in pristine condition for the weapon to retain its usefulness. As well, the bearer must learn at least one of the tales of Lady Sunaya and tell it to anyone who asks about the blade or the scabbard.

AnotherSkip
Jul 14th, '03, 06:42 AM
Doggonit, looks like my Golinds equipment and Dysons mask did not make it.....
Ill have to rewrite them later....

Oh yeah as for the AD&D anti smack talk PHHHHHHBTTTTT!!!

i have been in the best game ever that was hero based upon an old AD&D conversion....

Daedalus
Jul 14th, '03, 06:59 AM
Wyrm Ouroboros, I love it. Can you do that for the rest fo the items please?

;)
Daedalus

Wyrm Ouroboros
Jul 16th, '03, 01:25 AM
Originally posted by Daedalus
Wyrm Ouroboros, I love it. Can you do that for the rest fo the items please? ;) Bah!! Doing such does take a bit of time. On the other hand, I don't see why I can't pluck one out every day or three, something that I find interesting, and do a writeup for it.

On the other hand, I'm surprised that nobody commented on the Ptarmigen halflings... :D

I should warn you that I do like adding flavor-bits; looking at my past writeups, there's generally a tweak here, a tweak there, and small 'add-on' powers. I also sometimes prefer, errrr, 'powerful' items -- or combined items. Usually singular, named items tend to have a bit more zest, greater depth, and/or a wider expanse of capabilities.



Originally posted by Daedalus
MerBlade – 1-1/2D6 HKA, 13 Str min, +2 OCV, Free movement under water, breathe underwater, the sword is invisible under water, 8” Swimming (Like flight under water), 24” radius detect water life nondiscriminatory always on, 20” teleport only under water 2/day.

Reflection Necklace – Gives the user normal vision clairsentience only through water. Maximum of 1 mile range. There must be continuous water from starting point to ending point. For example a river or lake. It is as if the user is looking at the reflection of water in a different place. 1 charge per day. Costs 3 end per phase.

All right, this pair get combined into a blatantly epic-scale weapon/tool ...

Trident of the Sea-Lords
-- Luooshusssahhanah, 'Water-Drop', Deeping

Only three things survive from the First Days: the first bit of Earth, the first drop of Water, the first tongue of Fire. Earth bore Water; little childling Air was riven from the two by the strike of Fire upon them. Thus always does Fire strive to break Stone and vanish Water; thus do Water and Stone smother Fire and part it from its child Air.
-- From many primitive tribals' legends of creation.

The Trident of the Sea-Lords is a great three-tined polearm in a classic design, three grips (fore, mid-shaft, and near-buttstock) moulded into its making. Depending on the light, the time of day, the feel of the wind, the depth of the water, and the emotions of the wielder, the weapon's appearance can vary from a glinting, glittery sun-off-the-top-of-the-waves blue to a murky deepwater green to a white-flecked near-ebon storm-tossed-wave nigh-black. It is ever-changing, but universally very long -- and, according to some, capable of both appearing and vanishing into thin air.

History: For once, the tales have it right; this really IS the remnant of the first Water. From before all gods but the Creator, this is the first droplet whence came all other water; this is the Water that was assaulted by jealous Fire, to unwillingly birth Air. The Trident has since been in the possession of gods and men, sea-elves and sea-ogres, the humble, the mighty, the profound and the profane. Some scholars (none of whom ever have seen, much less carried, the Trident) say that it has a sentience of its own; if this is true, it is a brutish, primal sentience, expressed not in thoughts, words, or even emotions, but rather in more ... elemental forms.

The Trident is currently in the keeping of the Priest-Duke Kaelan in the coastal city of Mith Koesh. 53-year-old Kaelan is a powerful priest of the shark-god Manno-niuhi, influential in the faith he represents as well as within the country his duchy is a part of. He is not a cruel ruler, but his reign is what one wit described as 'scrupulously ruthless', not unlike the sharks that frequent the Bay of Koesh. His eldest, 17-year-old daughter She'itsha, is being groomed to succeed him, as she is the only one of his six children to fully follow his path as both politico and priestess.

Game Statistics: Trident of the Sea-Lords: 36 Points
MultiPower: the First Water, 61 Active Points, OAF Extreme Difficulty (-2): 20 Points
u) 2d6 HKA, 0 END (+½), +2 Stun Multiplier (+½), (60 Active Points); 18 STR Minimum (-1), Hand-And-A-Half Weapon (-¼), OAF Extreme Difficulty (-2) (1 Point, END for Strength)
u) 2d6 RKA, ½ END (+¼), +1 Stun Multiplier (+¼), No Range Modifier (+½); 18 STR Minimum (-1), Hand-And-A-Half Weapon (-¼), OAF Extreme Difficulty (-2) (1 Point, 3 END)
u) Clairsentience, Sight Group, x16 Range (1,600"), 'Mobile' Viewpoint ('No Range Modifier', +½) (60 Actives); OAF Extreme Difficulty (-2), One Sense Only (Normal Sight, -¼), Only From the Viewpoint of Water/Liquid (-½), Incantations (-¼): (1 Points, 6 END)
u) Clairsentience, Sight Group, Cross-Dimensional (Elemental Plane of Water, 150" Range), 'Mobile' Viewpoint ('No Range Modifier', +½), Megascale (1"=10km) (60 Actives); OAF Extreme Difficulty (-2), One Sense Only (Normal Sight, -¼), Only From the Viewpoint of Water/Liquid (-½), Incantations (-¼): (1 Points, 6 END)
u) Flight, 10", x2 Noncombat (20"), Usable Underwater (+¼), 0 END (+½), Usable Simultaneously by 8 Others (+1¼) (60 Actives); OAF Extreme Difficulty (-2), Concentrate ½ DCV (-¼), Usable Only Underwater (-½): (2 Points)
u) Flight, 10", x8 Noncombat (80"), Usable Underwater (+¼), 0 END (+½) (61 Actives); OAF Extreme Difficulty (-2), Concentrate ½ DCV (-¼), Usable Only Underwater (-½): (2 Points)
PLUS
'Aquatic Ease': 3 2-Point Penalty Skill Levels (6 Actives); Only Applies in Water to DCV and DC Penalties (-1), IAF Extreme Difficulty (-1½): 2 Points
'Aquatic Survival': Life Support: Expanded Breathing (Water), High Pressure, Intense Cold (8 Actives); 'IIF' Extreme Difficulty (-1¼): 4 Points
'Natural Immunity': Life Support, Immune to Phytotoxins and Zootoxins (10 Active Points); Only Those Produced by Aquatic Beings (-½), 'IIF' Extreme Difficulty (-1¼): 4 Points
PLUS
Concealment, 20- (25 Actives); IIF Extreme Difficulty (-1¼), Trident Only (-¼): 10 Points

The Trident of the Sea Lords certainly carries even more vast and terrible powers; according to tales from around the world, the First Water can summon or calm hurricanes and tsunamis, break off the bases of islands (especially volcanic ones) and sink them, and destroy whole armies with barely more than a wave of the tri-pronged tip. Less impressive powers may perhaps be that the wielder is immune to any water-based attack (Force Field, 0 END, Persistent, Inherent, Always On, Only vs. Water-Based Attacks), or can redirect the ocean's currents to protect himself and his companions (Force Wall or Missile Deflection). The powers above are, however, the only abilities that the Priest-Duke Kaelan has displayed.

As a cornerstone of the world itself, Luooshusssahhanah can never be truly destroyed; it can, however, be temporarily sundered. It is considered to have a DEF of 24 against such 'weapon-breaker' techniques, but if it is broken, the water of which it consists will simply flow away, naturally. Somewhere else in the world, the Water-Drop will reform.

Certain powers of the Trident are considered 'IIF'; if the trident is somehow taken away from its rightful owner, the new owner must bear the weapon for a full week before the previous owner loses those benefits (i.e. 'Aquatic Survival' and 'Natural Immunity'). Thus, simply pinning the Trident's owner and taking the weapon away won't cause them to suddenly go *squish* due to water pressure.

Special Effects Hints:
RKA: The weapon itself is thrown; hit or miss, it will sink into the target, ground, or vanish into the surrounding water, coalescing out of the air (or water, whatever) within the wielder's hand.
Clairsentience: The wielder must 'pour' the trident into a sizeable bowl, then send her senses out, skipping from liquid surface to liquid surface. The view can be from a wine cup, a bucket of water, out of a bath, under the sea, or even -- with great effort -- from a drop of rain or the face of a cloud.
Flight: Trident in hand, the wielder simply wills the direction she (and her companions) desire to go; the water around her pushes the wielder that way. Companions, provided they are suitably close to the wielder, can be carried along, albeit at a reduction in speed.
Concealment: At the desire of the wielder, the Trident may reform itself; Duke Kaelan carries it around constantly as a sacred charge, 'concealed' within a large waterskin out of which he 'pours' water into his hand, the weapon reforming itself as it emerges.

And, if you like:
Duke Kaelan of Mith Koesh, Priest of Manno-niuhi: 27 Strength, 15 Dex, 20 Con, 20 Body, 17 Int, 18 Ego, 23 Pre, 16 Com. VPP Priest Spells/Blessings/Judgements, 75 Pool Points, primarily focussed on combat, war, judgement, death, and the sea. Highly experienced combat veteran, with the Trident as a favored but by no means only weapon.

AnotherSkip
Jul 16th, '03, 07:50 AM
Hmmmmmmmmmmmmmmmm

I went through the old boards and found the thread that started this mess and lo and behold I tried to access the other pages (Dadelus had about five pages with others contributing another two).

did the others pages not get saved or what?
I see the links but they dont do anything.


HEEEEEELLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLPPPPPP PPPPPPPPPP!!!!!!!

I really want the writeups i had for Golind's Axe and Armor as well as Dysons mask.......... I aint got them anymore (on a defunct hard drive.)

Wyrm Ouroboros
Jul 18th, '03, 01:01 AM
Originally posted by Daedalus
Fiend €“ Long Sword (50 GP)
1-1/2D6 HKA, +2 OCV, 15 Str min, 4D6 max
Succor: 3D6 Body Drain, 2€ radius, personal immunity, no range, 1/dayI sort of like this one; reminds me of an old friend...

Fiend
'Ware the fiend and his thirst...
-- Old Sou'country saying.

At first glance, the Fiend looks to be a simple black-steel longsword, the crosspiece done in an overly ornate scale-and-claw style. The pommel appears as a horned demon's-head, its repulsively beautiful face spreading its lips in a vile grin; the grip is likewise black and scaly, maybe snakeskin of some sort. Drawing the weapon from its sheath, the blade continues the scale motif, with a deep blood-groove from an inch below the hilt nearly to the tip. Though the edge cuts as expected for a sword, the fine scale metalwork continues right to the cutting part. Any purveyor of fine weapons would mark this as a weapon of very high quality, a true masterwork.

Wielding the Fiend in real combat betrays the truth, however; the Fiend is truly an unholy being, hammered into the sword-shape and bound by powerful forces to remain so. The blade is part of its body, the scales sharper than any lizard's; the blood-groove remains ever-clean as the daemon-sword drinks all that is offered to it.

History: Only a true sage or researcher into the politics of the infernal realms will discover the origin of the Fiend; suffice it to say that the weapons' creation is cruelty on-par with other tales of demons, devils, mephits and Fallen. Since its appearance in the hands of humans and the like, however, it has cut a subtle but bloody swath through the world. While the Fiend's influence has been felt on battlefields and in duels, it has more frequently been felt in back alleyways and royal bedrooms. Though solid numbers are hard to come by, the Fiend is thought to have been instrumental in no fewer than five thousand assassinations and political murders in the six hundred years of its confirmed presence among men.

Game Statistics: The Fiend: SF/X (character automatically begins to gain Psychological Limitations 'Vengeful', 'Megalomaniac', and 'Urge to Betray'. Limitations grow at 5 pts strength (total) per week of possession or per one use of abilities (a use would be a full combat sequence for the HKA, or for the Transfer or Healing one use each) of the weapon, up to 'Very Common, Strong', a total of 60 points: -2): 23 Real Points
a) 1d6 HKA, +2 Stun Multiplier (+), 0 END (+) (50 Active Points); 12 STR Minimum (-), One-Handed Weapon (-0), OAF (-1), SF/X (above, -2): 11 Points
b) Transfer, d6 Body to Healing, +18 Maximum, Ranged (+), END (+), IPF/X (Fully Invisible, Invisible Effects of Power Use, +2) (71 Active Points); IAF (Drawn Sword, -), Concentrate 0 DCV Unaware (-), Full Phase Extra TIme (-), Soft Incantations (-½), Only Works in Darkness/Deep Shadow (-), SF/X (As Above, -2): 12 Points
c) Healing, to Body (1d6, +22 Max after full Transfer)

You can see how this, aah, 'Fiend' could very easily corrupt good, honest men ...

Supreme Serpent
Nov 15th, '06, 06:30 AM
Menzigil's Monsterhide Message Board

The Wizard Menzigil crafted this item in order to stay appraised of job opportunities, especially when he entered new areas. He was tired of delving into seedy smoke-filled bars in order to see whatever "adventurers wanted" notices might be posted. It made his beard smell funny. Besides, it was unseemly and detracted from the mystique he wanted to cultivate.

The magical piece of the Message Board is a one foot-square piece of a monster's hide. Menzigil's original is from a scarlet drake, but any tough, relatively flexible hide from a potent monster would do. To use the Message Board, attach the hide to a board or similar flat object such as a shingle and hang it on a wall, tree, post, or something similar.

Over time, notices will begin to appear on the board for employment opportunities. The notices appear as well-written notes done in black ink on sheets of parchment. The prospective employers are not aware that their jobs are appearing on the board, allowing for more mysterious arrivals. Jobs generally start appearing that are closer rather than further, though more lucrative distant opportunities might show up quicker than one would expect due to distance. There is no guarantee that in between the job being posted and the job-seeker arriving that the job will still need doing.

************************************************** ***

There are several ways to run the Message Board.

1) Able to set conditions. This will allow the user to narrow the focus of the jobs offered. This will allow adventurers to avoid getting notices about repairing fences, cleaning out stables and the like, but they might miss out on some interesting if unusual jobs. Canny sorts might use the board to ferret out fiendish types, by setting job-search conditions like "murder", "assassination", "kidnapping" and then trouncing the prospective employers. Canny unsavory types might set things like "guard", "protect", "transport" and then steal whatever needs to be protected.

2) Search automatically based on person setting up Message Board. Whoever sets it up, the jobs are tailored more closely to them - their abilities and inclinations. The Dwarven smith will get more metalworking offers, the mage with lots of illusion spells might get party gigs, etc.

3) Luck of the draw - no filters. Get all kinds of things. While a lot to choose from, a lot to filter out. Very helpful-natured people may soon start to feel overwhelmed.

(if someone feels like statting up, feel free)

Killer Shrike
Nov 15th, '06, 09:38 AM
Menzigil's Monsterhide Message Board: Detect Job Opportunities and Capable Of Filtering 17- (Unusual Group), Concealed (-4 with Detect PER Rolls), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Rapid: x10, Sense, Telescopic: +500, Transmit (Employment Opportunities appear as well-written notes done in black ink on sheets of parchment, scrolling across the shingle) (302 Active Points); Independent (-2), OAF Bulky (Monster Hide Shingle; -1 1/2); Real Cost: 67 Points

PhilFleischmann
Nov 15th, '06, 02:10 PM
I don't think you need Concealed (just let it be a passive sense), or the Transmit (it doesn't advertise the user's job needs), or the Rapid (the description says it works slowly, gradually picking up opportunities based on distance and $). So I'd say lose those adders and add Gradual Effect, or maybe Extra Time.

Killer Shrike
Nov 15th, '06, 03:12 PM
I don't think you need Concealed (just let it be a passive sense), or the Transmit (it doesn't advertise the user's job needs), or the Rapid (the description says it works slowly, gradually picking up opportunities based on distance and $). So I'd say lose those adders and add Gradual Effect, or maybe Extra Time.

A) Concealed -- he said the people posting the jobs are unaware of its polling; its conceivably possible that someone could have an anti-scrying alert set up; concealed helps against that possibility

B) Transmit: The device transmits the information its collecting to those able to see it.

C) Rapid: It may "slowly" scroll them but there could presumably be a LOT of potential jobs to sort thru to keep the list queued. Rapid in this case is like a read-ahead buffer. Basically it can detect and sort thru / filter 10 jobs with one Detect roll.

D) Gradual Effect assumes there is a packet of info to be collected once and then parsed out over time. Extra Time would have to elapse for each detect (which is inefficient) unless Only To Activate were applied, and at any rate why make it take longer to work?

E) Your version can do whatever you like. If you dont like my version, feel free to stat your own version and post it.

Curufea
Nov 15th, '06, 03:44 PM
Another resurrected message board thread that should be considered potential wiki material :)

PhilFleischmann
Nov 15th, '06, 03:53 PM
A) Fair enough, but they wouldn't be able to see it anyway, normally, if it's a passive sense.

B) I don't think that's what Transmit does. Transmit allows you to send information. If you didn't have Transmit, would you consider this power useless? A radar screen doesn't need Transmit in order for someone to look at it and read the information. This is probably one of those Affected as Additional Sense cases, as if the user is Flashed, or in Darkness, or otherwise blinded, he won't be able to read the board.

C & D) Fair enough. I may have misunderstood what it was that was slow. I thought the detection itself was slow.

E) I *do* like your version. I just had a few minor nitpicks. No big deal.

Killer Shrike
Nov 15th, '06, 05:36 PM
A) Fair enough, but they wouldn't be able to see it anyway, normally, if it's a passive sense. This is true if its passive. I tend to thing of things like this that go out and come back with info as a "ping" and therefore Active at some level.



B) I don't think that's what Transmit does. Transmit allows you to send information. If you didn't have Transmit, would you consider this power useless? A radar screen doesn't need Transmit in order for someone to look at it and read the information. This is probably one of those Affected as Additional Sense cases, as if the user is Flashed, or in Darkness, or otherwise blinded, he won't be able to read the board.

Perhaps. In this case based upon the write up stating that it presents a well written offer with the sundry details that it is not just doing a data dump, but is in fact massaging the facts into a presentable end product. Transmit seems like a fair way to measure that.



E) I *do* like your version. I just had a few minor nitpicks. No big deal.
Im not saying it is a big deal, Im encouraging you to contribute.

Maybe I should use more smiles.....


E) Your version can do whatever you like. If you dont like my version, feel free to stat your own version and post it. :):):):):):):):):):)

Blue Jogger
Nov 20th, '06, 08:18 PM
Memory Crystals

These beautiful crystals may not be worth much compared to their size, but there are specialized designed to hold memories. Like snowflakes, no two are made exactly the same way. Some project images for everyone to see, some are more private and project directly into one's mind. Some seem to... Oh dear, you tried to steal one didn't you... well, yes, some memories aren't very pleasant. You might ask, why would I keep such a nasty memory? Well, maybe to teach you not the steal. See, I could cut off one of your hands, but I think the memory of someone losing his hand will be quite enough. Oh yes, that's exactly how it feels to lose one hand. Now, I don't mind you stealing, and I don't feel the need to rob you of one of your talented hands, unless of course, you steal from me again... Have I made myself clear? Good, because I have need of your talents elsewhere.

Tim
Nov 20th, '06, 10:54 PM
Memory Crystals: (each bought seperately) 20d6 Mental illusions, completely alters setting, target takes stun, target will remember illusion being real (Ego+40 lvl)Does not provide mental awareness (-1/4), Mandatory effect(-3/4), Skin Contact required (-1), Trigger (being touched) (+1/4), 1 charge, recoverable (-1 1/4), Instant (-1/2), IAF( -1/2), Independant(-2), Standard effect(+0)
(Active 125, real 19)

I think I may have missed a few bits and peices needed. But it was off the top of my head and about 3 minutes work.

Frenchman
Nov 21st, '06, 02:15 AM
Oh boy - here's just one to start with. I'll post more when I've got time.
But which to choose?

I'll start with one of my favorite - gave this to a player, and told everyone else in the group about the curse. They all played along so well, poor Dwayne had no idea what was going on for a good 10+ game sessions, and when he finally figured out that he had a cursed item, he started throwing away everything else he had - he had gotten the Shroud so long ago in a dungeon, and the curse is somewhat subtle, that he didn't connect them. I don't think any one plot device has made my sides hurt so many times...

The Nameless Shroud: With an origen lost long ago in the blackness of time, The Nameless Shroud is made from the blackened human skin of an unknown victim, studded with the bones of undead creatures. At a casual glance it appears to be light, well-made, and much-used Studded Leather armor made of thin, black papery leather and skull-shaped bone studs. In addition to its mundane defenses, the Shroud provides protection against Necromantic magic, and the wearer's skin takes on the chilly pallor of the dead. The shroud also carries a curse, however - Not only do animals and detection magics react to the wearer as though they were an undead thing, but anyone and everyone the wearer has ever known forgets that the wearer is still alive. Careful inquiry will reveal that most don't remember the precise circumstances of the wearers demise, and hold only the vauge memory that the wearer did die some time ago. This memory reasserts itself whenever the wearer leaves their presence (sleeping near eachother makes them think they had a dream about it) and so they obviously are somewhat confused every time they 'meet' the wearer again. Unbeknownst to most wearers, the armor makes them immortal, though once they pass their normal lifespan they slip into undeath, and removing the armor would then be their end. The armor seems supremely comfortable to its wearer, and they prefer to wear it at all times. Like many cursed items, the Shroud cannot be removed without magical aid, and if one tries to do so, it is quickly discovered that the armor has bonded itself to the wearers skin. Removing it without magically remedying this will result in the wearer taking 4d6 of Killing damage with no defense as their skin and flesh is peeled away - and the lingering effect of the Shroud prevents this damage from being healed by most means.

The Nameless Shroud: (Total: 38 Active Cost, 6 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Side Effects: Everyone Thinks you are Dead when you aren't in their immediate Presence, and the Wearer Detects as Undead, Side Effect occurs automatically whenever Power is used (-2), Independent (-2), Armor Weight (-1/2), OIF (-1/2), Only Protects Hit Locations 7-16 (-1/2) (Real Cost: 1) <b>plus</b> Power Defense (10 points) (10 Active Points); Side Effects: Everyone Thinks you are Dead when you aren't in their immediate Presence, and the Wearer Detects as Undead (-2), Independent (-2), Armor Weight (-1/2), Only Works Against Limited Type Of Attack Necromancy (-1/2), OIF (-1/2) (Real Cost: 3) <b>plus</b> Life Support (Longevity Immortal; Safe in Intense Cold; Safe From Necromantic Magic) (9 Active Points); Side Effects: Everyone Thinks you are Dead when you aren't in their immediate Presence, and the Wearer Detects as Undead (-2), Independent (-2), OIF (-1/2) (Real Cost: 2)

Whenever I get back to this, I'll post an ancient dwarvish weapon: Balam Grumnax - The Wraith Eater

Frenchman
Nov 24th, '06, 01:12 PM
Balam Grumnax - The Wraith-Eater: Forged long ago by a Dark Dwarf in the Lightless Realms far beneath the earth, The Wraith-Eater was forged in complete darkness, without even a forge-fire, from a lump of raw iron. Its highly textured black handle was also made in this way, and it attaches to the head of the hammer in a fashion remeniscent of how the spine attaches to the skull. The head of the hammer is shaped like a feminine face, twisted into a hideous scream, and it glows with a bright, yet ghostly-green, radiance which comes from the spirit of a woman that was used in the forging process and is now trapped in the weapon. Balam Grumnax also imparts the chilling despair of the undead souls it has devoured upon its victims, making it especially effective even if it isn't "charged" with an undead soul. Its primary powers, and its name, come from the weapons ability to eat the souls of those undead which have no other substance - such as wraiths, ghosts, and spectres. If any undead creature, corporeal or not, should approach the horrific face begins to scream in terror and rage, which can be extremely unnerving to its wielder. When the hammer strikes an incorporeal undead being, the it's face distorts even more as it tears and 'eats' great chunks of incorporeal matter from the creature - only when it has devoured the undead does it stop screaming. It rarely takes more than a few blows from this weapon to destroy any undead spirit. Even more horrific is what the weapon can do with the souls that it eats - they ferment inside of it, and after a day or so its wielder can command the weapon to vomit them forth, often in conjunction with a more traditional attack. The inky cloud which results will sap the strength and health of any inside of it as well as terrify them - the wielder should use this power with care as they are not immune to its effect.

Balam Grumnax: The Wraith Eater: (Total: 367 Active Cost, 64 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6, +2 STUN Multiplier (+1/2), Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2) (62 Active Points); Independent (-2), OAF (-1), STR Minimum 13 (-1/2), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 13) <b>plus</b> Sight Group Images Increases Size (2" radius; +1/4), +3 to PER Roll, Reduced Endurance (0 END; +1/2) (33 Active Points); Independent (-2), Only To Create Light (-1), OAF (-1), STR Minimum 13 (-1/2), No Range (-1/2), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 5) <b>plus</b> Drain STR, CON, BODY, & PRE 2d6, Doesn't Target Undead and other targets which are immune to this power (+0), Reduced Endurance (0 END; +1/2), Area Of Effect (One Hex; +1/2), Four Powers Simultaneously (+1), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (90 Active Points); 5 Recoverable Charges which Recover every An Incorporeal, Undead Being must be Slain with Grumnax to regain a Charge (-2 1/4), Independent (-2), OAF (-1), STR Minimum 13 (-1/2), Required Hands One-And-A-Half-Handed (-1/4), Linked (Hammer; -1/4) (Real Cost: 12) <b>plus</b> Hearing Group Images 1" radius, +5 to PER Roll, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When undead are closer than 10" to the hammer.; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Independent (-2), Only To Create Screaming (-1), OAF (-1), STR Minimum 13 (-1/2), No Range (-1/2), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 6) <b>plus</b> Killing Attack - Hand-To-Hand 2d6, Affects Desolidified Any form of Desolidification (+1/2), Reduced Endurance (0 END; +1/2), NND (Protection from 'Positive Necromancy' or being corporeal; +1), Does BODY (+1) (120 Active Points); Independent (-2), OAF (-1), Only vs. Undead (-1), STR Minimum 13 (-1/2), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 21) <b>plus</b> Detect A Class Of Things 21-/26- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, Sense (27 Active Points); Independent (-2), OAF (-1) (Real Cost: 7)


More will be coming as I find the time.

NuSoardGraphite
Nov 24th, '06, 06:27 PM
Sweet! I was totally thinking about bringing this thread back the other day at work, because I wanted to post this:

THE BLACK HEART:

The Power of Darkness
AID: 4D6 to Magic Spells: All at the same time (+2) Continuous (+1) 0 End (+1/2) Persistant (+1/2) Difficult to Dispel x2 (+1/2)
--Always on (-1/2) Self Only (-1/2) Side Effects: Major [30pt susceptibility to Holy objects/areas] (-1) Side Effects: Minor [20pt Vulnerability to Holy-based attacks] (-1/2)
Base: 20 Active: 110 Real: 31 (note: is equivalent to 440AP to dispel!)

And the Darkness Shall Sustain Us:
HEALING: 1D6: Standard Effect (Regeneration) 0 End (+1/2) Persistant (+1/2)
--Extra Time; 1 turn (-1) Self Only (-1/2) Limited Power; Not on Holy Ground (-1/2)
Base: 10 Active: 20 Real: 7
Note: Regenerates 1 Body point per Turn (Post-seg 12) but not while on Holy Ground.

LIFE SUPPORT: Diminished Eating (1) 1/week
Diminished Sleep (1) 8 hours per week
Safe Environment: Intense Cold (2)
Longevity: Lifespan 1600 years (4)

And in the Darkness We Thrive:
END RESERVE: 100 End 10 Recovery:
--Not on Holy Ground (-1/2)
Base: 20 Active: 20 Real: 13

To Feed the Darkness Within:
Transform: To Lich (Major) 1D6: Continuous (+1) 0 End (+1/2) Persistant (+1/2)
--Extra Time 1 minute (-1 1/2) Limited Power: Only after body has died (-2)
Base: 15 Active: 45 Real: 10

And Thou Shalt Cover the World in Darkness
Naked Advantage: Megascale: Ranged 1km/" (+1/4) AoE 1km/" (+1/4)
For up to 100 Active Point Spells
--X2 End (-1/2) Extra Time: 1 Turn (-1)
Base: 50pts Active: 50pts Real: 20pts

INT: 25 (15)
EGO: 22 (24)
DEX: 20 (30)
SPD: 5 (20)

The Black Heart is an ancient artifact which dates back to the First Age, when magical feats undreamed of in the current age were a daily occurance and the Sidhe Spellmasters ruled their realm with their mighty powers. It is said that a conclave of the most powerful wielders of Dark sorceries came together and plotted the downfall of the mighty Sidhe. They came to an agreement, that amongst them they must chose a champion and bestow upon him such mighty power that mountains will tremble at his approach. For a full year and a day, the darkest powers were called upon, bargains struck, energies tapped and focused until finally on the eve of the Winter Solstice, when the powers of Darkness were at their zenith, a glob of black ooze seeped from within the earth to coalesce amongst the Dark Conclave. It radiated unimaginable evil and held irrefutable power. This was DARK POWER at its purist, or rather, at its most impure. And it chose from amongst them, the mightiest Necromancer. It commanded its servants to cut the heart from the one it chose and they obeyed. When the deed was done, the Necromancer's heart burst into flame and within an instant, was rendered to ash, but the Necromancer's wound was miraculously healed, and the Dark Power was gone. However the Necromancer knew that the Power had come into him...replacing his mortal heart with an immortal Heart of Darkness. From that day forward, the powers of darkness have plagued mortal and elf alike, and the Black Heart remains a wound upon the Earthpower to this day.

The Powers of the Black Heart:
The Black Heart increases its hosts spell casting abilities significantly. From the moment it chooses a host, his spell casting abilities are increased by 24 Active Points permanently. This includes Power Frameworks such as VPP and Multipower as well as Elemental Controls.
The Black Heart also heals its host of any sort of wound, short of an instantly fatal one. It also sustains the hosts body by feeding it a constant supply of Dark Energy which means the host only has to eat and sleep infrequently. The hosts aging is also slowed to an incredible degree. The original host having lived for well over 1500 years.
The host of the Black Heart also has access to Dark Energy with which to power his spell casting.
The Black Heart also has the ability to boost the power of its hosts magical abilities if the host (or the Heart) so desires which allows the magical spells of the host far-reaching effects...the ability to wipe out entire armies or erase whole cities from the face of the land from a thousand leagues away.

The weaknesses of the Black Heart are few, but it is known that the host of the Black Heart is seamingly weakened when on Holy ground, and objects that have been blessed by the hand of a deity of light can give the host grievous wounds.
However, when the host of the Black Heart is killed, they are without fail revived as a powerful Lich within minutes of death. In which case they gain all the powers they had in life in addition to the powers of the most powerful of Liches. However the mind and the spirit of the original Host are destroyed at that point, and the Black Heart itself will control the host from that point forward.

(The Black Heart is the very Will and Essence of Evil. It will only chose a suitable Host...one with little to no consciouss and one that has the Will to Power necessary to use the powers bestowed upon it by the Heart)

NuSoardGraphite
Nov 24th, '06, 06:30 PM
The head of the hammer is shaped like a feminine face, twisted into a hideous scream, and it glows with a bright, yet ghostly-green, radiance which comes from the spirit of a woman that was used in the forging process and is now trapped in the weapon. Balam Grumnax also imparts the chilling despair of the undead souls it has devoured upon its victims, making it especially effective even if it isn't "charged" with an undead soul. Its primary powers, and its name, come from the weapons ability to eat the souls of those undead which have no other substance - such as wraiths, ghosts, and spectres. If any undead creature, corporeal or not, should approach the horrific face begins to scream in terror and rage, which can be extremely unnerving to its wielder. When the hammer strikes an incorporeal undead being, the it's face distorts even more as it tears and 'eats' great chunks of incorporeal matter from the creature - only when it has devoured the undead does it stop screaming. It rarely takes more than a few blows from this weapon to destroy any undead spirit. Even more horrific is what the weapon can do with the souls that it eats - they ferment inside of it, and after a day or so its wielder can command the weapon to vomit them forth, often in conjunction with a more traditional attack. The inky cloud which results will sap the strength and health of any inside of it as well as terrify them - the wielder should use this power with care as they are not immune to its effect. .


Dude...thats gross.

I like it!

Blue Jogger
Nov 24th, '06, 07:25 PM
The Three Rings of Saturn - Seperately, these three rings just look like magical rings with a minor enchantments. However, when all three are worn, a love triangle is formed between all three. They will either fall in love or hate with the other two (depending on which is more approriate for that character). Although it is possible, all three might just hate eath other.

The three rings form a Psychic Mind Link. As a side effect, emotions (positive or negative) for the other two are likewise amplified.

Frenchman
Nov 24th, '06, 11:36 PM
Dude...thats gross.

I like it!

I forgot to mention - the glowing light it emits takes the form of greenish ectoplasm which flows from its mouth and fills the air with strands and clouds of light. Thats why the light has a 2" radius on it, if any were wondering.

Next: An Elvish Ring

NuSoardGraphite
Dec 8th, '06, 09:56 PM
Just to bump this thread:

Sword of Heroes:
+2 OCV: 2D6K STR Min-10 Longsword (SFX-Magical)

Cuts through Armor as easily as it cuts through flesh (Add Armor Piercing)

Inspires men to great acts of courage and heroism (+15 to wielders PRE, only for making PRE attacks to command and inspire)

Heroes Fury:
4D6 Aid (40) to STR, DEX, CON, STUN and END. All same time (+2)
Fades 5pts per minute (+1/4)
1 Recoverable charge (charge recovers at Sunrise the next day) Self Only (-1/2)

Blue Jogger
Dec 14th, '06, 08:17 PM
(Bump)

White Satin Armor (Knights in)
Forged long ago to reclaim the majesty and virtues of the Royal Knights. The reaction to wearing white satin armor has been mixed.

Frenchman
Dec 15th, '06, 12:03 AM
Ahh...finals are done. Just finished my last paper.
Now for that ring I promised y'all.

Ring of Autumn: A copper ring shaped like a circle of overlapping leaves, these were first created by Elves to demonstrate the power which can be drawn from the seasons. They were rare, until a certain eccentric elven wizard became convinced that the end of the world was near - eternal winter. He believed that this winter would be preceded by a nigh-endless autumn, and so made a great number of these in the hopes that they would prove especially useful. Useful in any season, the ring provides some magical protection from most attacks, and the constant rain of leaves that is the trademark of this item also provides concealment. Most useful is the ability of the wearer to apparently explode into a flurry of leaves, and reappear some distance away in a similar burst - sadly this can only be done once per day. Not only does the trail of debris that the ring leaves behind it (no pun intended) make wearing this item all the time something of a nuisance, it also can be used to track the character by anyone who knows they possess one of these. This is less of a problem in autumn, when the ground is covered in leaves anyways, and additionally the season grants the ring one additional power - the rain of leaves around the character is so heavy that it becomes almost impossible to see them.

Ring of Autumn Leaves: (Total: 91 Active Cost, 18 Real Cost) Armor (2 PD/2 ED), Side Effect: Leaves constantly fall on and near the Wearer and from his Clothes (Side Effect only affects the environment near the character; +0) (6 Active Points); Independent (-2), IIF (-1/4) (Real Cost: 2) PLUS Invisibility to Sight Group , Side Effect: A rain of leaves is constantly falling around the Wearer (Side Effect only affects the environment near the character; +0), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); Independent (-2), Only works during Autumn (-1), Always On (-1/2), Bright Fringe (-1/4), IIF (-1/4) (Real Cost: 8) PLUS Teleportation 20", Side Effect: A flurry of leaves bursts from the Wearer at either 'end' of his movement, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; +0) (40 Active Points); 1 Charge (-2), Independent (-2), Cannot be used to escape Entangles (-1/4), IIF (-1/4) (Real Cost: 7) PLUS +1 with DCV, Side Effect: Leaves constantly fall about the Wearer (Side Effect only affects the environment near the character; +0) (5 Active Points); Independent (-2), IIF (-1/4) (Real Cost: 1)

Frenchman
Dec 15th, '06, 12:12 AM
Sky Shield: An object of unknown origin, the Sky shield is made from silvery-blue brushed steel shield and can be expanded or shrunk between buckler and medium size with a command word (Nel). When it is a buckler, its wielder may use it to deflect incoming missiles with a fair degree of confidence. A second command word allows it, twice per day, to summon a wall of force near the user, useful in protecting him.


Sky Shield: (Total: 69 Active Cost, 13 Real Cost)
Arrow Deflection: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Independent (-2), Armor Weight (-1), OAF (-1), Requires A DEX Roll (-1), Linked (Buckler; Lesser Power can only be used when character uses greater Power at full value; -3/4), Will Not Work Against Heavy Missiles (-1/4), STR Min 3 (-1/4) (Real Cost: 1)
Arrow Deflection: +4 with Missile Deflection (20 Active Points); Independent (-2), OAF (-1), STR Min 3 (-1/4) (Real Cost: 5)
Second Shield: Force Wall (3 PD/3 ED) (15 Active Points); Independent (-2), 2 Continuing Charges lasting 1 Turn each (-1), OAF (-1), No Range (-1/2), Incantations (-1/4), Restricted Shape: Curved Wall (-1/4) (Real Cost: 2)
Buckler: +2 with DCV (10 Active Points); Independent (-2), Requires A DEX Roll (-1), OAF (-1), Incantations (-1/4), STR Min 3 (-1/4) (Real Cost: 2)
Medium Shield: +4 with DCV (20 Active Points); Independent (-2), OAF (-1), STR Min 10 (-1/2), Incantations (-1/4) (Real Cost: 4)

Still more to come!

runescience
Apr 3rd, '08, 10:53 AM
there are funny symbols imbedded. I realize that they probably mean something, but I am trying to do a global replace, and I dont know what should i replace those symbols with?

a slash? a hyphen? Thanks in advance.

CTaylor
Apr 3rd, '08, 11:40 AM
I have a file of treasures, including a randomizer, on my gaming downloads site. It's incomplete as it is part of an upcoming book, but it has the charts and basic descriptions:

Gaming Downloads (http://www.kestrelarts.com/gamedls.html)

runescience
Apr 3rd, '08, 12:14 PM
Yes, ive spent many hours trying to put your random treasure generator into a java program. I wanted to talk to you about fixing your lists. As it stands certain treasures occur too frequently. more on that another time....

If any one is curious, CTaylor has some great GREAT stuff on his downloads. His monster manuals are the best ive seen for Fantasy hero.

NuSoardGraphite
Jan 29th, '11, 10:13 AM
Bumping this thread for great justice. More items need to be added...

xirr2000
Jul 6th, '11, 08:31 AM
I'd love to see a similar list for spells. I'm playing more of a champions campaign rather than fantasy hero, but for my purposes a list of spells would be very helpful.

Very nice job posting these though, nice to see fan creations.

Kraven Kor
Jul 6th, '11, 01:34 PM
A few I recently put together for my Lostorum "steampunkish" setting:


Larraiss Guard: A simple, padded shoulder and neck guard, its plain appearance masks its true power. As the discovery of Aether weapons spread across Telos, the Elite units of the newly formed Kingdom of Kalanth needed protection that normal armor could not provide. The Larraiss Family of Feldmar was contracted, and produced a few hundred of these for the Royal Guard, though they were secretly selling some to their Noordmarian neighbors as well. The Larraiss Guard produces a spark of oppositional force to any incoming projectile, stopping most arrows or bullets completely - though the wearer often takes some of the impact, rarely does a projectile pierce the wearer's skin. The guard also takes a brief moment to recharge; as such, it is more useful as a safeguard from assassins or random attacks than during the chaos of a full fledged battle. Nonetheless, those who possess them would nearly never be found without them - stopping one bullet is better than stopping none.

Resistant Protection (12 PD) (Protect Carried Items), Hardened (+1/4), Impenetrable (+1/4), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Full Phase to reset, Character does not control activation of personal Trigger; Triggered when any ranged attack would successfully hit; resets after one full phase.; +1/4) (49 Active Points); IAF (-1/2), Nonpersistent (-1/4), Requires A Roll (13- roll; -1/4), Restrainable (Magic) (Only by means other than Grabs and Entangles; -1/4), Perceivable (-1/4)


Prism of Displacement: This simple hexagonal prism, dating back to the First Age if not before, is more a curio to most. In the right hands, however... The prism seems mundane enough on first inspection, but the base of the prism can be depressed. Press it once, the prism does nothing. Press it twice, and an image of the last person to press the base is displayed. Thus, one who knows its powers can either see who touched it last, or can project an image he sets up beforehand.

Sight Group Images, Alterable Origin Point, Invisible Power Effects (Fully Invisible; +1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); Set Effect (Image of person who places prism) (-1), IAF Arrangement (-3/4), Restrainable (Magic) (Only by means other than Grabs and Entangles; -1/4), Conditional Power Power does not work in Uncommon Circumstances (Requires at least some light; candle, moonlight, etc.; -1/4)

NuSoardGraphite
Sep 8th, '11, 06:50 AM
The Ilasiri:
There are 4 Master Orbs and 16 Access Orbs. The Master Orbs are largely immobile, set in a large pedestal of Laen and gold. The Access Orbs are smaller and more mobile. They can be set into a pedestal or removed for transport. Those who know the key Words can cause the Access Orbs to shrink in size to fit into a small pouch or sack for easy transport.

The Master Orbs:
The Master Orbs are incredibly powerful scrying devices. Those trained in their use have access to a vast array of powers and spells and in addition to enhancing the scrying and prophetic capabilities of its user, allows them to cast spells through the Orb at any scene they are viewing through the Orb….with enhanced effects.

120pt Variable Power Pool (120)
OIF (-1/2) Bulky (-1/2) Very difficult to obtain new focus (-1) Only spells related to Scrying, detection and Postcognition and Prophecy (-1) Requires a Skill Roll (-1/2) Control Cost: 13pts

Spell Boost: 10D6 Aid (100) to Magic Spells (+1/4) one at a time. 0 End (+1/2) 175 Active Standard Effect +30 Active Points
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) 50pts.
Enhanced Ranging: Megascale 1” = 1000km(+1) Naked Advantage for up to 150 AP spells (150pts)
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) 42pts
Expanded Area of Effect: Megascale 1” = 1km (+1/4) Naked Advantage for up to 150 AP spells (38pts)
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1/) Requires a Skill Roll (-1/2) 11pts
Scrying Shield: Invisibility to All Sense Groups (100) 0 End (+1/2) Persistant (+1/2) 200 Active
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Only to prevent scrying attempts against the Ilasiri (-1) 50pts
Spell Strengthening: Difficult to Dispel x4 (+1/2) Naked Advantage for up to 150 AP spells (75pts)
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) 21pts
Remote Spellcasting: Indirect (+3/4) Naked Advantage for up to 150 AP spells (112pts)
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) 32pts
Remote Communication: Mind Link (5) with up to 4 minds at once (+10) 15 Active Points
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) Only with another Orb (-1) 4pts

A Master Orb has the ability to cast any kind of scrying, clairvoyance, detection and prophetic type magic spell in the game up to 120 active points worth. A skilled user can gain access to any location upon Kulthea (Clairsentience with Megascale of 10,000km per hex which is 42 active points) although even the vaunted power of the Ilasiri cannot pierce the veil between the Eastern and Western hemispheres.
Spells can also be cast through the Orb onto the scene currently being viewed through it. Of course, one cannot cast spells into the Past or into the future, only scenes viewed in the present.
The Orb also has the ability to enhance the power of spells being cast through it allowing them to affect entire cities or whole armies. The Orb can also be tuned to prevent scrying attempts on the location of the Orb. Without another Master Orb or Access Orb, it is very difficult to scry on one of the Ilasiri. The Orbs also have the ability to communicate with one another over vast distances.

The Access Orbs
The Access Orbs, while less far-reaching than the Master Orbs, are still very potent scrying devices in their own right. They were designed to be remote boosters for the Master Orbs. A chosen Emissary would carry an Access Orb into a location and remain in communication with a Master Orb. The controller of the Master Orb could then see everything in the vicinity of the Access Orb unerringly.

60pt Variable Power Pool (60)
OAF(-1) Very difficult to Obtain new focus (-1) Only Spells pertaining to scrying, detection, Clairsentience, postcognition and prophecy (-1) Control Cost: 8pts

Spell Boost: 5D6 Aid (50) to Magic Spells (+1/4) one at a time. 0 End (+1/2) 88 Active Standard Effect +15 Active Points
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) 25pts.
Remote Spellcasting: Indirect (+3/4) Naked Advantage for up to 75 AP spells (56pts)
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) 16pts
Remote Communication: Mind Link (5) with up to 1 minds at once 5 Active Points
OIF(-1/2) Bulky (-1/2) Very difficult to obtain (-1) Requires a Skill Roll (-1/2) Only with another Orb (-1) 2pts

The Access Orbs are a smaller, less powerful version of the Master Orbs. They can allow spellcasting through the orbs, though the Access Orbs don’t enhance the range or area of effect of spells as do the Master Orbs, nor are they capable of protecting the user from scrying.

The true purpose of the Access orbs becomes clear when several are brought together under the control of a Master Orb. The controller of the Master Orb can channel magic spells through the Master Orb and piggyback them through multiple Access Orbs, each time the spell gains a power boost. At maximum (1 Master Orb linked with 4 Access Orbs) a spell can gain a boost of 90 Active Points! (30 from the Master Orb, +15 from each Access orb totaling 60 for a grand total of 90) When coupled with the bonus from a Major Foci, such spells are capable of wiping out entire nations or permanently changing the Flows of Essaence upon the face of Kulthea. For this reason the Loremasters and other powers are struggling fiercely to keep the Ilasiri out of the hands of the minions of the Unlife…

NuSoardGraphite
Sep 8th, '11, 06:57 AM
The Mindstones of Itanis:
These gemstones come in a variety of colors and are extremely rare. Thus far, they have only been mined in the Southeast portion of Emer. The Warlocks of Itanis prize these stones highly, for they have the capability, once Worked with the Essaence, to enhance the mental capabilities of the aforementioned Warlocks.
The Mindstones are famous throughout Emer and a vast mythology has grown to obscure their true capabilities. Stories abound of Intani Warlocks who could call upon world-shattering powers through their mindstone. While the truth is far less dramatic, the Mindstones do indeed enhance the power of any Mentalist who can get their hands on one of these precious stones.

Itani Mindstone:
Essaence Battery: Endurance Reserve: 80 END(8) REC 1 (2) 10pts
IIF(-1/4) Very difficult to obtain new focus (-1) 4pts
(Notes: The Mindstones Endurance Reserve can vary between 20pts of END and 80pts of END. The writeup above represents the most powerful Mindstone available…it represents only 1% of Mindstones)
Improve Mentalism: +3 Skill Levels with Mentalism magic skill. (9)
IIF(-1/4) Very difficult to obtain new focus (-1) 4pts
Enhance Mentalism spells: Increased Range Naked Advantage (+1) for up to 120 Active Points (120)
IIF(-1/4) Very difficult to obtain new focus (-1) Concentration (-1/2) Extra Time1 minute (-1 ) 28pts
Detect Essaence: Detect Essaence (5) 360^ (5) Ranged (5) Sense (2) 17 Active Points
IIF(-1/4) Very difficult to obtain new focus (-1) 8pts
Spell Storing: Trigger Naked Advantage: +1/2 for up to 120 Active Points (60)
IIF(-1/4) Very difficult to obtain new focus (-1) 1 Charge (-2) recovers daily 14pts
Mind Defense: +10 to Mental Defense (10) Hardened (+1/4) 13pts
IIF(-1/4) Very difficult to obtain new focus (-1) 6pts
Detect Illusion: Detect Illusion (5) Ranged (5) 10 Active points
IIF(-1/4) Very difficult to obtain new focus (-1) Concentration (-1/4) 4pts
Keyed to a single owner: 2D6 RKA (30) +2 Stun Multiplier (+1/2) Trigger (+1/4) 52 Active Points
IIF(-1/4) Very difficult to obtain new focus (-1) No Range (-1/2) 19pts

The powers of the Mindstones vary per stone. Most especially the Essaence Battery. They vary between 20 END and 80 END. The Improve Mentalism ability aids the Mentalist in casting spells. It adds directly to the Mentalists spellcasting roll. Enhance Mentalism spells increases the range on the spells the Mentalist casts. The spellcaster must concentrate to gain the bonus however. Concentrating for a half phase gains x5 to range. For a full phase gains x25 to range. For a full turn gains x125 and for a full minute gains x625 range.
Detect Essaence is pretty self explanatory and is automatic. The Spell storing ability allows the Mindstone to store a single spell cast by the mentalist. After the spell is stored it can be activated at will (as a 0 phase action) or set to trigger under a specific condition. Only 1 spell can be stored at a time, after which 24 hours must pass before another spell can be stored.
Mind Defense is the Mindstones protection against mental attacks. The Mindstone can also detect Illusions. Each Mindstone is keyed to a specific owner and once imprinted, anyone else attempting to use one will receive a blast of elemental essaence (lightning).

NuSoardGraphite
Sep 8th, '11, 07:13 AM
The Essaence Blades:
These twin swords were made by Tethior the Smith during the latter days of the Wars of Dominion. The blades are not evil, but are touched by Tethior’s feelings of despair at the never-ending war against Darkness and he was beginning to tire of the ceaseless crusade.
The weapons are Bastard Swords, being wieldable in one hand or two. Each sword has a blade made of crystal clear Laen with a hilt and handguards of silver and gold with a clear spherical gem at the pommel. Only when the blade is grasped and the power called forth do the weapons reveal their natures. The 1st sword is the Blade of Light. The second is the Blade of Shadow. The Blade of Light glows with a bright light that fills the Laen blade. The Blade of Shadow absorbs light and the blade is filled with a smokey darkness. The blades are intelligent and have a Will of their own. They are filled with Tethior’s anger at the senselessness of the Wars and they fill their wielders with an almost fatalistic drive to kill their enemies.

Magical Bastard Swords:
Of Slaying All foes: 3D6 HKA (45) 0 End (+1/2) 67 Active sfx Magical/Slaying
OAF(-1) Very Difficult to obtain new focus (-1) STRmin (-1/2) 19pts STRmin= 12
Magical Blade: +3 OCV (15)
OAF(-1) Very difficult to obtain (-1) 5pts
Slaying weapon: +3 to Critical hit range: +6 OCV (30)
OAF(-1) Very difficult to obtain (-1) Only to increase Critical Hit range (-1) 8pts
Warrior’s resilience: +20 to CON (40)
OAF(-1) Very difficult to obtain (-1) Only to determine point of Stunned result (-1) 10pts
Call the Essaence: 3D6 RKA (45) +2 Stun Multipler (+1/2) 67 Active
OAF(-1) Very difficult to obtain (-1) Side Effect: drains 1pt of CON (-1/2) returns per hour of rest. 19 7 End/blast (-1 CON) Range 225"
Intelligence
INT: 15 (5) EGO: 20 (20) DEX: 20 (30) SPD: 4 (10)
Mind Control vs Wielder: 10D6 (50)
Always attempts to make the wielder go Berserk. Depending on the characters demeanor, this could be EGO+ (for someone who already has a Berserk disad) EGO+10 (for someone with an Enraged) EGO+20 (for someone who is normal amount of anger) to EGO+30 (for someone who is zen-like calm)
The Essaence blades have an ECV of 7 for purposes of this contest of Wills.

All of the above abilities are fairly self explainitory. The Call the Essaence is the weapons special attack. The Blade of Light fires a bolt of Plasma (pure Essaence energy) and the Blade of Shadow fires a bolt of Nether. Both blades drain a single point of CON from the wielder for this attack. The CON point will return after an hour of rest and relaxation.

NuSoardGraphite
Sep 8th, '11, 07:21 AM
The previous items were written up for use in my Fantasy campaign set in I.C.E.'s Shadow World setting. (the one that was supposed to include stats for Fantasy Hero in its supplements). The Illasiri are artifact level magical items and should be used sparringly. If used at all, they should be the focus for the campaign or factor heavily in the plot. They are highly sought after by all manner of magical beings (Mages, Elves, Dragons, Demons and Deities among others) and if they were to fall into the hands of the Powers of Darkness, a dark shadow would cover the land in darkness and the mortal races would endure all manner of suffering and woe.

The Mindstones of Itanis and The Essaence Blades, while not as powerful as the Illasiri are potent magical creations in their own right. These are much more reasonable to put into the hands of a P.C., but only consider doing so if your P.C.s are about to jump out of the frying pan.

Btw, these are written in the 5th edition format. Converting them shouldn't take too much effort though.

NuSoardGraphite
Sep 8th, '11, 08:05 AM
The following magical items were one's I created in a pinch when my P.C.'s managed to defeat a Lich (the first major foe they faced in the campaign with a serious chance of killing them) and this Lich had managed to amass a pretty significant hoard of magical items and lore. They were not given detailed writeups because I didn't need the point costs at the time. I'm going to post them as I have them typed out in my file. Anyone who wishes to can flesh them out or add to them or whatever.


Cloudlord’s Armor:
This consists of chainmail suit with a breastplate, gauntlets, greaves, gorget and helm. There is a tabard and cape attatched as well. The tabard holds the Pegasus symbol…the device of the Cloudlords of Tannara.
The Chainmail is Defense: 7 and protects locations 7-9, 12-16.
The Breastplate (coupled with the chainmail) is Def: 9 and protects locations 10-11.
The Helm is Def: 10 and protects locations 3-4
The Gorget is Def: 8 and protects location 5
The Gauntlets are Def: 7 and protects location 6
The Greaves are Def: 7 and protects locations 17-18
The entire suit is enchanted to be less encumbering, total mass of the suite is only 14kg (instead of the full 28kg)
The suit also provides an additional +1 to the wearer’s DCV.
The Tabard is enchanted so that the wearer is seen as a friend to Steardan and Pegasai. Adds +3 to Animal handling for dealing with Steardan and adds +3 to interaction skills used with Pegasai.
The cloak is enchanted to make the wearer near weightless to a Steardan or Pegasus used as a steed.
This suit would be worth at least 700gp to an interested party. The Cloudlords themselves would be willing to reward the person who returns it to them 1000gp.

Sword of Kyrae Tula:
This is a short sword composed of an alloy of White Eog and Keron which makes the blade appear a dull grey, but upon closer inspection, the White Eog and Black Keron are actually swirling around throughout the blade. This weapon was created by an Elven smith during the Wars of Dominion for an Elven prince of Urulan.
+2 OCV
1D6+1K (4 DC)
+1 StunX (+2 StunX vs Unlife)
STR Min: 7
Body: 8 Def: 12
Mass: .8

Detect minions of the Unlife:
Detect Unlife (5) Ranged (5) 360^ (5) Sense (2)
Note: Detects minions of the unlife (including undead and demons) within 25” on a 12 or less. The swords blade turns pure white and attains a bright blue aura when minions of the unlife are within 150 feet. The closer they are, the brighter the aura.

Cloak of Safe Storage:
This cloak is forest green on the outside and deep violet on the inner lining. The wearer of the cloak can place an object fully within the cloak (they must be wearing the cloak) and will it to a place of storage, and the powers of the cloak will send it there. When the wearer wants to retrieve the object, they merely have to will it into their hands and withdraw it from the cloak. The wearer can even transport other individuals, provided they can fit within the cloak while it is being worn (generally anyone of human size of a Body less than 16 or so can fit if they curl up and are covered by the cloak’s edges). The wearer can also transport him or herself by putting up the hood and closing the cloak’s edges together and willing themselves into the storage.
Inside the storage is a nice room with a roaring hearth a table and chairs and shelves upon shelves of objects being stored within the cloak. Although time seems to pass to those within the storage, in reality, time moves by extremely slow (at a rate of 10 times as slow). Individuals within the storage space do not age and will not die of thirst or hunger, no matter how long they remain within the storage area.

Cloak of Safe Storage:
Extra Dimensional movement: to safe pocket dimension (20)
Usable against others (+1) x2 mass (+1/4) 0 End (+1/2) 55 active.
OIF (-1/2) Difficult to replace (-1) Extra Time: Full Phase (-1/2) Gestures (-1/4) 17pts

Inside the Storage is an Imp by the name of Leviticus. His master was a mage by the name of Vlaxus who was the chief advisor to the emperor before the Wars of Dominion.

Staff of the Earth:

This Dyr-wood staff is 6’ in height and has a smooth surface almost as if it were polished (but it is not). The wielder of this staff will never become tangled in overgrowth or attacked by animate plants. The wielder is also considered by Earth elementals to be a friend and ally. The staff has a battery of arcane powers connected to the earth and a skilled wielder can accomplish much with this powerful artifact.

Pass through plants:
Tunnelling: 6” (30) through 10 Def (27) material. Fill in ( +10) 0End (+1/2) 100
OAF(-1) Diff to replace (-1) Indep (-2) 20pts

Friend to the Earth:
+20 to PRE (20)
Only when dealing with Earth Elementals and Nature Spirits (-1/2) 13pts

Essaence Battery:
100 END (10) REC: 2 (2) 12 Act: OAF(-1) Indep(-2) 4pts

Mastery of Earth Essaence:
60pt Variable Power Pool (60)
Lim: OAF(-1) diff to replace (-1) Only Earth/growing/nature SFX (-1)
Control Cost: 10 Skill roll: up to -6

Notes: this staff is attuned with the Arcane Essaence and thus can be used by a wielder of any realm, as long as they have a Magic Skill. However, even a non-spell caster can use this staff if they are of the appropriate mindset (a Ranger or Beastmaster perhaps) and can use their EGO roll in place of a Skill roll (and they can develop a specific skill for using the Staff)

Ring of Majesty:

This item consist of a golden band (ithloss) with a brilliant red jewel mounted upon it. When worn, this jewelry will make the wearer seem attractive and majestic. It gives a bonus to both COM and PRE while worn (+5 to both stats)
However, this “aura” attracts thieves like nobody’s business. Most of whom will be fixated upon the ring itself.

Bolts of Slaying:

There are 7 crossbow bolts with hafts of black ironwood, fletching from Stormeagle feathers and heads made of Vaanum. These crossbow bolts have a bonus of +1 OCV and +4 to Rmod (in addition to any bonuses from the crossbow that fires them). The bolts also give a bonus of +3 damage classes to the base damage of the Crossbow they are fired from. Each bolt can only be fired once. After impact, they will vanish in a brilliant display of Essaence.

Piercing Spear of Shael Lyndon

This mid-sized spear is designed for both throwing and hand to hand combat. The shaft is made of enchanted oak and is incredibly difficult to break (Def 15 hardened and Body 10) and the head of the spear is enchanted to easily pierce most materials. It was originally created to fight against very heavily armored creatures such as Dragons, Constructs (Iron Golems etc) and the like.

+1 OCV
+2 Rmod
1 1/2D6K (5DC) Penetrating
+1 StunX
STRmin: 12
Bod: 10 Def: 15h
Range: 50”

Alcamtar
Sep 8th, '11, 12:59 PM
Nice to see some Shadow World stuff!

NuSoardGraphite
Sep 23rd, '11, 07:58 AM
Nice to see some Shadow World stuff!

I will post more when I have time! I love the feel of magic items in Shadow World. They always seem so....epic.

Lerysh
Oct 2nd, '11, 10:16 PM
(Sneaks into thread)...

(Steals a bunch of Magic Items for his campaign)...

Thanks!

NuSoardGraphite
Oct 4th, '11, 03:07 AM
(Sneaks into thread)...

(Steals a bunch of Magic Items for his campaign)...

Thanks!

Stop! Thief!

Oh wait, thats why this thread was created in the first place.

Never mind!

Lethosos
Oct 12th, '11, 10:06 AM
Don't worry, they're illusory demo items. He has to spend his points for the real deal, just like everyone else. :D

NuSoardGraphite
Dec 24th, '11, 09:24 AM
I'm bumping this because it needs to stay on the front page. I will add more stuff I'm working on later, but they got me busy at work.

Escafarc
May 12th, '12, 04:49 PM
Magic Weather Forecasting Stone

http://www.mondoblog.se/thomasoscarson/files/2012/03/Sk%C3%A4rmavbild-2012-03-08-kl.-21.22.23.png

Christopher
May 13th, '12, 03:24 AM
Magic Weather Forecasting Stone

http://www.mondoblog.se/thomasoscarson/files/2012/03/Sk%C3%A4rmavbild-2012-03-08-kl.-21.22.23.png
They forgot the most important:
Stone not there: Stolen.