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Thread: Magic Items go here!!

  1. #1
    Join Date
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    Magic Items go here!!

    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...

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    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.

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    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.

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    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
    -------------------------------
    Knowledge is Power.
    Power Corrupts.
    Study Hard.
    Be Evil!
    -------------------------------

  2. #2
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    this looks like Dadeluses old list.
    Master of the 14th Millenium and more on Dollwizard!!!!!

    I feel like the Steven Hawking of RPG's, Im brilliant but can't communicate my ideas worth a darn.

    Among the "superheroes" that U.S. boys under the age of 10 in 1997 reported they most wanted to be, Catwoman rated number one. (The Harpers Index Book, Volume 3. Charis Conn & Lewis H. Lapham, Franklin Square Press, 2000)
    -Glibly Skip!

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    It was from the old message boards.

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

  4. #4
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    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.
    ...and that's when the destruction began.

  5. #5
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    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.
    Master of the 14th Millenium and more on Dollwizard!!!!!

    I feel like the Steven Hawking of RPG's, Im brilliant but can't communicate my ideas worth a darn.

    Among the "superheroes" that U.S. boys under the age of 10 in 1997 reported they most wanted to be, Catwoman rated number one. (The Harpers Index Book, Volume 3. Charis Conn & Lewis H. Lapham, Franklin Square Press, 2000)
    -Glibly Skip!

  6. #6
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    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?

  7. #7
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    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.
    Last edited by Old Man; May 21st, '03 at 05:41 PM.

  8. #8
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    Thumbs up The Coin of Thelonius

    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 ). 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.
    Last edited by Briguy123; May 21st, '03 at 11:42 PM.
    Brian A.
    "Electricity and beavers don't mix."

  9. #9
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    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 ...
    An inability to handle mathematics or politics is a sign of a subnormal mind.
    -- The Wyrm Ouroboros
    Look, I could kill you, but then I'd have to fill out paperwork.
    I hate paperwork.
    Even more than I hate you.
    -- Phineas Phentari

  10. #10
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    Now there is a magic weapon with a damn cool Special effect!!!

  11. #11
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    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

  12. #12
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    I'M ON A BOAT! I'M ON A BOAT! EVERYBODY LOOK AT ME I'M ON A M_____F___IN' BOAT!!
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    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!
    ...and that's when the destruction began.

  13. #13
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    Originally posted by Old Man
    I had that disease once, but a month of amoxycillin made it go away. Always use a condom!
    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]

  14. #14
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    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....
    Images, only to point out the obvious...now with COSMIC POWER ()

  15. #15
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    And what are they going to do if the fish is poisonous?
    Master of the 14th Millenium and more on Dollwizard!!!!!

    I feel like the Steven Hawking of RPG's, Im brilliant but can't communicate my ideas worth a darn.

    Among the "superheroes" that U.S. boys under the age of 10 in 1997 reported they most wanted to be, Catwoman rated number one. (The Harpers Index Book, Volume 3. Charis Conn & Lewis H. Lapham, Franklin Square Press, 2000)
    -Glibly Skip!

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