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101 Magical Items


TechnoViking

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Potion of Immolation

 

Potion of Immolation

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Item Category: Potion

Effect: Cover character a shroud of flames, that damages anyone that touches him.

Description: The potion when consumed will cover the characters in flames for 1-4 minutes, depending on how many charages are used. Useful againist creatures vulnerable to fire and swarm attacks.

 

Game Information:

Cost Power END
11 Immolation Form: EB 5d6, Delayed Effect (x2 number active; may have available a number of potions equal to character's INT; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (81 Active Points); Extra Time (6 Hours to brew, -3 1/2), OAF Fragile (-1 1/4), Concentration, throughout brewing (0 DCV; -1), 4 Continuing Charges lasting 1 Minute each (-1/4)

Item Cost: 11

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Indecision Ball

Submitted By: Blue Jogger

Suggested Item Category: Crystal Ball

 

Although it was supposed to be an idle toy for the king's son, it quickly became known as a powerful item that could fortell the future. The fortunes given are incredible cryptic but are oddly related to the question. "Should I accept the alliance proposal?" "You should not accept things at face value, but an alliance will aid you better than standing alone." At first, only really hard decisions will require an EGO roll to not rely on the ball. Eventually, the user becomes so reliant on the ball's cryptic wisdom, that he can not make any decision without it.

 

Images to normal sight, 1 hex, 0 END (15 Active Points)

-1 Only within the ball,

-1 OAF- Crystal Ball

-1/4 Gestures (Shake Ball)

-2 Independent

-1 Side Effect - Dependency on using the ball to make decisions. At first, EGO Roll for really hard decisions.

(2 Real Points)

 

Sense Question (5 Active Points)

-1 OAF- Crystal Ball

-1/4 Gestures (Shake Ball)

-2 Independent

(1 Real Point)

 

2 Overall Skill Levels

+1/4 Usable on Other (25 Active Points)

-1/2 Only to skills that require thought

-1 OAF - Crystal Ball

-1/4 Gestures (Shake Ball)

-2 Independent

(5 Real Points)

 

Total: 8 Real Points

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Gloves of the Master Thief

 

Gloves of the Master Thief

Submitted By: D. Michael Basinger, dbasinge@speakeasy.net

Suggested Item Category: Misc Item

Effect: STR bonus vs hand entagles, bonuses to lockpicking and sleight of hand

Description: This invisible glove allow the wearer to escape from hand bonds. The magic field of the gloves allow perform act of sleight of hand with ease. The gloves contain a set of superior lockpicks that can open almost any lock.

 

Game Information:

Cost Power END
14 Escape: +30 STR, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Fully Invisible; +1) (75 Active Points); Independent (-2), Limited Power Power loses almost all of its effectiveness (Only vs Manicles/Handcuff (entangles vs hands); -2), IIF (-1/4)
3 Superior Hidden Lockpicking Tools: +5 with Lockpicking (10 Active Points); Independent (-2), IIF (-1/4)
3 Nimble Hands: +5 with Sleight Of Hand (10 Active Points); Independent (-2), IIF (-1/4)

Item Cost: 20

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I thought one had to use at least 5 point levels if one was going to take advantages/disadvantages on them. It works out to the same points though, so I suppose it really doesnt matter.

 

6 (25) Nimble Hands : Skill Levels (DEX skills) *5

_____(-2) Independent

_____(-1) Levels only work with Lockpicking & Sleight of Hand

_____(-1/4) IIF

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Here's a few from the game I'm running. Most of them don't have costs or in some cases even effects easily defined by the rules.... but hey... why not...

 

The game is Low-Fantasy, set in an 1190's-ish re-imagining of the Fading Suns gameworld.

 

Dragon Horn of Sieghrud

--- + 2 reputation to Vuldrok who know the Sagas.

--- + 3 dice presence attack when blown.

--- blowing horn costs 10 End.

--- additionally the character blowing the Horn must make a CON roll to avoid 4d6 Stun with no defenses.

The Dragon Horn can be heard for miles, it's deafening roar is terrifying at close distances. It's made of what appears to be a single large piece of ivory (about 3' long by 14" diamater at the end.) Along the horn is engraved scenes of Sieghrud slaying a dragon on a mountain of skulls, under a thundering sky.

 

Vau Crystal of the Focused Mind

--- 10 pts. of END only for casting spells. This END returns at rate of 1 pt. per day.

--- If the Crystal is at Full END, it can expend it all as a 3d6 Aid to any Magic Spell. This Drains the Crystal to 0 End.

The Crystal is a small Crystal ball, perfectly smooth, and about 3" in diameter. It is surrounded by a filigre of worked Mithril.

 

Heartseeker

--- If the wielder of Heartseeker draws the blade of the spear across any part of his body, it will inflict a 1d3 Body wound with no defenses. However the next attack the wielder makes (if the attack is successful) will hit the Vitals - Hit Location.

Heartseeker is a spear with a Greek style Leaf blade. It is made of bronze, and has a ring of deep rust red semiprecious stones set in the fittings under the spear-tip. The blade itself is stainded a deep red along the edges of the blade.

 

Durandel

--- Durandel will never break, nor will it ever lose it's razor-edge, or chip.

--- Durandel is Armor Piercing.

Duarndel is a broadsword seemingly made from one piece of a slightly golden shimmering metal. Very faintly on the crossguard are runes in an ancient form of Imperial, on one side the rune says "ever-sharp", on the other "never-break".

 

Bright armor of Aethel

--- The armor is 4 rPD 4 rED, covers the same locations as a Chain Hauberk, but is 1/2 the weight.

--- The armor is Hardened against AP only, and gives 2 lvls. Of lack of weakness.

The bright armor appears to be a hauberk of shimmering golden scales. These scales are very small and close-knit giving the armor an almost fish like look. Light catches and plays along the scales brilliantly, and it's almost impossible to dull over for very long.

 

Thrasymachus' Razor

--- This knife will affect Desolid objects regardless of the special effect behind the Desolid.

--- It also will always act as any material that an object/being has a vulnerability too.

The razor appears as a slightly curved knife of an almost Kurgan style with a blade made of Ivory and a handle made of green jade.

 

Dark Mirror

--- The Dark Mirror allows anyone who has read the instructions to summon one of three Succubi who are trapped within the mirror. They are not amicable beings, and unless beaten in a contest of Egos may turn on the summoner. The book with the instructions gives a +20 to Presence and +10 to Ego for purposes of commanding the Succubi. Only one Succubus may be summoned at a time. They use the stats from the Bestiary. The ritual takes an hour, and requires candles, incense and words and circles of power drawn in human blood.

The mirror is made of a blackish and rust pitted piece of metal that dully reflects anyone looking into it, as if through a mist or fog. It's rim is bronze and it is supported on two legs that are sculptures of beautiful women, bracing the mirror on their shoulders. The instruction book is written in blood, and bound by the tanned leathery flesh of a female torso. There is a desiccated breast on the front.

 

Lucky Charm

--- This charm gives the wearer 1 Die of Luck.

This Charm is a simple ward against bad luck, a shiny -though ancient- Imperial coin engraved with a pictogram of a rising sun. The coin is pierced and hangs on a thin silver chain.

 

Mirror Charms

--- These charms protect the wearer from the contagion spread by the Mirror Ghouls. (undead that spread undeath like a disease)

The charm is a small shard of mirrored glass set into a choker, or bracelet woven from cloth striped from priestly raiments. Many of these charms also have prayer beads woven into the cloth, and the clasps are a holy cross that fits through a circle.

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