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Daedalus

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I have been gone a long time, since the old board died, and I didnt' see another thread that was on this subject. If this is a duplicate, please let me know where I can find the other thread.

 

Here are my latest creations. I hope you can use them to the enjoyment of your players:

 

MerBlade – 1-1/2D6 HKA, 13 Str min, +2 OCV, Free movement under water, breathe underwater, the sword is invisible under water, 8†Swimming (Like flight under water), 24†radius detect water life nondiscriminatory always on, 20†teleport only under water 2/day.

 

Reflection Necklace – Gives the user normal vision clairsentience only through water. Maximum of 1 mile range. There must be continuous water from starting point to ending point. For example a river or lake. It is as if the user is looking at the reflection of water in a different place. 1 charge per day. Costs 3 end per phase.

 

AnyWho – Potion (15 GP)

Shape Shift into any humanoid, not individual

Costs 50 End when consume, 2 Charges last 5 days

 

Watchful Eye – Amulet (25 GP)

Light Sleep, +1 PER cumulative to +2

 

Quick Hands – Supple Elven Chain Gloves (20 GP)

7 DEF cumulative to 8 on location 6

Gain an extra zero phase action 2/day

+1 Init (cumulative to +3) on H2H attacks (no move)

 

Gethin – Cloak (30 GP)

Combat Sense +1 or 11-, Defense Maneuver

 

Cyrus – Bronze Arbalest (45 GP)

2D6+1 RKA, +1 OCV, +2 Rmod, 15 STR min

Has a clip that can hold 4 bolts, 0 phs load bolt from clip

 

Lens of Farsight – Small Looking Glass (30 GP)

+3 Telescopic Vision, +2 Perception

Can attach to crossbows for an additional +2 OCV

 

Evade – Earring (30 GP)

Can always abort, even if surprised/already gone

Martial Dodge 1/day

+1 to Dive for cover 1/day

 

Suunil – Dark Blue Dagger (85 GP)

1D6 HKA, +2 OCV, 5 STR min, 4D6 Max

Breath Underwater, Free movement underwater

+4†Swimming, 32†noncom

+1 DC vs. water creatures

Water Blast: 2D6 RKA Penetrating, 6†line, no range 1/day

 

Glow – Fransica (65 GP)

1-1/2D6 HKA, +1 OCV, 13 STR min, 4D6 Max

25% DR from Fire attacks, not cumulative

AP vs. Ice and Ice SFX protective spells

Wounds do not bleed

 

Girdle of Might – Golden Girdle (40 GP)

+5 STR, always on, not cumulative

+1 CON, not cumulative

Does not figure into stats

 

Unfettered – Long Sword (50 GP)

1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max

+10 STR vs. Grabs and Entangles

Can attack physical Entangles without hurting entangled person.

 

Binder – Large Flail (55 GP)

1-1/2D6 HKA, +1 OCV, 16 STR min, 4D6 max, flail maneuver

+2†reach with attack

3D6 Entangle, flail maneuver, +1 OCV (chain detaches and grows a new one), 1/day

Martial Block 2/day

 

Invisible Mind – Necklace (40 GP)

10 points mental defense, not cumulative

Immunity to Telepathy, Invisibility to Mind Scan

 

Black Paw – Mummified Panther Paw (40 GP)

+1 Perception, not cumulative

+1 Stealth, +1 Breakfall (or 11-) not cumulative

Combat Sense 11-, Bump of Direction

 

Lucky Coin – Platinum Coin (7 GP)

3D6 Luck ablative

 

Star Pendant – Warm piece of crystal (25 GP)

From 0†to 15†of light, cone, line or radius

Normal, UV, blue, green, or red light

2D6 Flash vs. All sight, EX, No range, 2†fade, 1/day

 

Ring of Displacement – Black leather (15 GP)

12†teleport, 3 charges per day

Defensive Shift – Martial dodge, 1/day

 

Helm of Insight – Full Helm (15 GP)

8 DEF, loc 3-5, not cumulative, doesn’t impair PER

Telepathy with one willing target

3 Points mental defense, cumulative to 5

 

Circlet of Fire – ruby circlet (30 GP)

10% DR fire, cumulative to 25%

Fire Bolt: 2D6 Explosion, 2†fade, 1/day

 

Wild Hornet – Gold and Black Dart (25 GP)

2D6 RKA, AP, +2 OCV, Seeking

 

Black Burst – Permanent Arrow (5 GP)

2D6 RKA, no range, 12†cone

Bolt bursts into hundreds of small bolts

 

Blazer – Permanent Arrow (13 GP)

2D6 RKA, +1 StunX, +2 OCV, Lasts extra phase

 

Dragon Scale Potion – Potion, 2 charges (12 GP)

+2 DEF Armor, cumulative, lasts 3 turns

 

Salve of Greater Reconstitution – Salve, 1 charge, 1 min to apply (35 GP)

20D6 Major transform (restores all characteristics to maximum, restores charges from spells) Cures critical wounds, cures disease or other illnesses, breaks curses, restores severed limbs. Will not resurrect.

 

Griffon’s Milk – Potion (2 quaffs) (8 GP)

+1 Perception and 15†Flight for 1 Day.

 

Wand of Anti-magic – Wand, 2 charges (4 GP)

15D6 of Dispel vs. any fantasy magic

 

Anti-Magic Charm – crystal (4 GP)

Absorbs the first 10 body worth of magic damage.

 

Freak – Potion (10 GP)

8D6 END aid and 2D6 Stun AID (can go 10 over max)

 

Portable Hole – 3†Diameter Black Silk Cloth (10 GP)

Put the circle of cloth on any surface and it becomes a hole. Anything put into the hole is gone forever.

 

Magician’s Ring – onyx (5 GP)

Stores 60 active point max spell, 4 charges

Has a 2D6 AP, +2 OCV, Ice Shard spell in it

 

Firestorm – Wand, 6 charges (12 GP)

2D6+1, 12†Cone

 

Interval – Hour Glass Amulet (35 GP)

Stops time for 9 seconds. The user cannot affect (move alter, destroy, etc.) the real world during this time, but can move and use any sort of detect power, perceive, take aim, etc. Attacks carried out the segment that it wears off are at +2 OCV. 1 charge per day

 

Cornucopia – 3’ long Horn of Plenty (20 GP)

Creates enough food to feed 100 people per day. The food will not store and must be eaten within 1 day.

 

Eye of Kathuul – Giant round emerald that replaces your eye, irreversible (80 GP)

1 Point of Flash Defense, cumulative to 2 points

Detect Magic, non-discriminatory, ranged, always on, 11- perception roll

+1 Sight Perception, +2 Telescopic Vision, UV Vision

The emerald is worth 20 GP alone

Beam: 2D6+1 RKA, AP, +4 OCV, +2 vs. range, 1/day

 

Flux Ring – 3 intertwined platinum rings (10 GP)

15†Teleport, lasts 1 turn, must teleport each phase at least a half phase move. A 1†teleport will not take your half phase action. 1/day

 

Fast Strike Charm – Leather braded charm (10 GP)

Placed on any weapon, or your wrist/foot etc.; allows you to add +6 to your initiative roll. Attacks made with the fast strike cannot be dodged unless target was already dodging. 1/day

 

Dynamism– Crystal Wand (50 GP)

3D6 Entangle, +2 OCV, 2/day

2D6 Entangle, 2†Radius, 1/day

10â€, 12 rPD Force Wall, invisible to energy/spells, 1/day

6D6 Physical EB (force), 5 shot Autofire, +2 OCV, 1/day

 

Bird of Prey – Small hawk amulet (30 GP)

activate 1/day, pay 2 end per phase

Bird has 10 DCV, 2 DEF, 6 Body, 12†flight

Clairsentience, normal/UV sight

 

 

Elemental Ward– Ring (40 GP)

10% DR Fire, cumulative to 25%

10% DR Cold, cumulative to 25%

Immunity to intense heat or cold

 

Instant Pit – Small ball of black clay (3 GP each)

Creates a 1†wide, 10†deep smooth pit with 2D6 RKA, AP spikes at the bottom. Can be thrown under someone.

 

Phantasm – Francisca (65 GP)

1-1/2D6 HKA, +1 OCV, 13 STR min, max 4D6

Affects desolid always on,

-3 to be perceived by desolid undead of the spirit world

Wounds cannot be healed, can only be exorcised.

+1 DC and +1 OCV vs. undead

 

Psionic Amplifier – Mythril circlet (30 GP)

4D6 Ego Blast, Explosion, no range, per. immune, 1/wk

Telepathy, willing subject, 1/2 DCV throughout, at will

 

Ilthar’s Enduring Strength – Runed Belt (30 GP)

20 END reserve, 1 recover, can be used by anyone within 10†with consent of wearer

 

Megaport Bracers – Bronze Bracers (25 GP)

5 DEF cumulative to 7 DEF on location 7

Line of sight teleport, full phase, 1/2 DCV, 2/day

10 Teleport, 3/day

 

Shark – Long Sword (70 GP)

1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max

Free movement under water, +4†swimming

Breathe under water, immune to intense cold & pressure

 

Sawtooth – Halberd (60 GP)

2D6+1 HKA, +1 OCV, 18 STR, 2H, 5D6 max

Penetrating on a 7- attack roll

+3 PRE when wielding, cumulative +10

 

Beast Master – Horse Hair Charm (20 GP)

+1 or 11- Combat riding: Any horse-like animal

½ End and fatigue when riding

+1 or 11- to Animal handling (horse-like only)

 

Whisper – Long Sword (60 GP)

1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max

11- or +1 to Stealth rolls, cumulative to +2

Can conceal incantations 1/day

Can put invisible power effects a spell 1/day

 

Fire Brand – Long Sword (65 GP + 5 GP)

1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max

+1D6 EB fire, NND always on (requires special scabbard that suppresses fire (comes with sword)

Start normal fires at will

10% DR vs. fire, cumulative to 25%

 

Potion of Life – blood red potion (12 GP/ch.)

8 points of Regeneration for 2 Turns

1D6 Stun Aid on segment 6 and 12, 2 Turns

 

Blade Barrier – Charm with 12 swords (15 GP/ch.)

1-1/2D6 Penetrating Damage Shield

½ phase activate (does not end turn), last 1 turn

 

Dark Shard – Black Long Sword (50 GP)

1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max

1D6 (darkness) flash vs. all sight on a 8-

Night vision (1/2 penalties from all darkness)

 

Bow Ring– ring of bow string (6 GP/each)

Can “store†up to 6 arrows (normal or magical) inside it

takes 1 phase to load each arrow. Fire them in a ½ phase action as if firing a crossbow. Max 2D6+1 normal arrows.

 

 

 

Minmax – mini Arbalest (15 GP)

This crossbow is the size of a small pistol

You can load any Arbalest bolt into it as normal

Willing weapon enchantment (fast draw)

 

Storm Giant Potion – Smoky Potion (8 GP/ch.)

+25 STR, +10 ED, lasts 1 minute

Call lighting: 2D6+1 RKA, +1 StunX, outside, 2 ch.

 

Life Saver – Ivory Necklace (25 GP)

1 Point of Flash Defense, not cumulative

+8 DCV vs. Called shots on the head

1 DEF on loc 3-5, cumulative to 8 DEF

 

Bone Reaver – Long Sword/Hammer (70 GP)

This sword is made out of the spinal chord of a skeleton

1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max, OR

1-1/2D6 HKA, +1 OCV, 22 STR, +1 StunX, 4D6 max

+1 DC vs. skeletons of all types

 

Ice Pick – Ice Stiletto (40 GP)

1D6 HKA, AP AP, +2 OCV, 10 STR min, max 2-1/2D6

Can be thrown, returns to scabbard at end of next phase

 

Rolling Stone – G. Ball of Crushing (5 GP/each)

2D6 RKA, Penetrating, any 12â€, no range, 1†turn mode

 

Everlast – Long Sword (50 GP)

1-1/2D6 HKA, +2 OCV, 13 STR min, 4D6 Max

¼ Aging rate for wielder, Immune to Disease

 

Slayer – Grand Sword (50 GP)

2-1/2D6 HKA, +2 OCV, 25 STR min, 6D6 Max

2 handed unless 3 levels of growth or more

Will not fit in normal scabbard of concealment

 

Azmod – Small Rod (30 GP)

50 STR TK, grab throw, directly away from attack, no range, +2 OCV, 2/day

Damage is from hitting objects in path.

 

Unmaker – Main Gouge (35 GP)

1/2D6 HKA, +2 OCV, 5 STR min, 1-1/2D6 max

Can block to destroy a non-magical weapon

Destroys the weapon on a 8- block roll.

15D6 Dispel, any single fantasy magic, 1/week

 

The Sky is Falling – Stone Ring (20 GP)

2-1/2D6 RKA, 8†radius, 1/week

 

Girth – Clay Ring (30 GP)

+2 Body, +1 CON (not affect figured stats)

 

The Great Wall – Stone Amulet (10 GP)

9 DEF Hardened, 60†long Force Wall, 1/day

The wall is broken down in 10†segments

 

Mind Grabber – Wand, 3 charges (15 GP)

Ego Entangle, +2 OCV, doesn’t take damage

#D6 = (EGO of target/7)

 

 

Nova – Potion Bottle of light (6 GP)

10D6 EB Energy Explosion, Penetrating

linked to a 2D6 Flash all sight explosion, 2†fade

 

Daze – Permanent Arrow (20 GP)

2D6 RKA, +2 OCV

-2 CV and -2 Perception, -2 DEX roll offs

the effects last for 1 turn.

 

Surprise – Long Sword (65 GP)

1-1/2D6 HKA, +3 OCV, 15 STR min

Completely Invisible, all senses (don’t lose it)

Only +2 OCV if they can see Invisible.

Can get surprise on first attack.

Comes with an Invisible Scabbard also (15 GP)

 

Weird – Enslaved Water Weird Spirit (70 GP)

Any weapon of 15 or less STR min, Additional +1 OCV

Grab/Squeeze at 30 STR, 3†range

Cannot be destroyed, can let go after Grab Hits

If you hold on, you are at -2 DCV instead of half

If you let go of it, you can command it to Grab on it’s own

18 DEX, 3 SPD, 7 OCV (including grab penalty)

 

Phase Wand – 1 charges (4 GP)

1D6+1 NND Killing, +2 OCV

Teleports part of target back 1 foot.

 

Gloves of Asphyxiation – 2 Gloves (20 GP)

4D6 Suppress vs. Recovery, +2 OCV

2/day lasts 2 turns. Must wear both gloves

Need both hands for the initial attack only. Then no action is required.

 

Stone Potion – Thick gritty brown potion (24 GP)

3 Resistant rPD/rED, 3 charges last 1 minute

 

Anti-Magic Dust – Glittery Dust, 2 ch. 1 min (16 GP)

10% DR Killing, All Magic, Cumulative, Full Phase

 

Arrow Guard – Buckler, 3 charges last 1 min (15 GP)

Missile Deflection, normal arrows/bolts only, +2 OCV

No conscious control after activate. You make the deflect rolls, but it doesn’t take your action.

 

Hurricane Bottle – 1 potion, 1 charge ea (5 GP)

35 STR, grab throw TK random direction and height, AE 6†cone, no range

 

Penetrator – Javelin (40 GP)

1D6 HKA, Penetrating, +2 OCV, Thrown, +1 vs. range penalties, 10 STR min, Maximum 2D6+1

AP on a 8- attack roll

 

Aaargh! – Javelin (40 GP)

1D6 HKA, +2 OCV, Thrown, 10 STR min, maximum of 2D6+1, +1 StunX,

+2 StunX on attack roll of 5-

 

Orc Mean Paint – 3, war paint (9 GP total)

+5 Presence, 1 phase to apply, lasts 1 hour

Makes you aggressive (V. Common, Strong)

 

Orc No Pain Mix – 5, Potion, lasts 5 min (15 GP total)

User feels no pain, +20 CON for Stunning purposes

User doesn’t go unconscious until -10 Stun

GM keeps track of their STUN and BODY damage and END, they can ask only for visual clues only.

 

Sharpening Wax – 3, Waxy Yellow Stuff (9 GP total)

Adds +2 DC to weapon (max 5DCs of base damage)

1 phase to apply, lasts 1 min

 

Orc Acid Barb Arrow – 11 Arrows (1.8 GP ea =19.8 )

2D6 RKA, +2 OCV, +1 vs. range

1D3 RKA, NND Killing if RKA does body

 

Burrower – 12, Piece of charcoal (60 GP total)

Creates a 2†radius burrow underground with wooden ladder to get down into it. 1 minute to draw opening.

Lasts for 1 day.

 

Orc Mythic Breastplate – Plate Mail (40 GP)

8 DEF Hardened locations 9-13, weighs 14 KG

2D6 End aid, over normal maximum, 2/day

2D6 Body aid, 1/day, trigger if Body goes below 5

 

Ring of Hern – Slim Silver Ring (25 GP)

20 STR TK, fine manipulation, 4 END per phase

Creates a set of mystic ghostly hands

Can activate 2 times per day

 

Black Fist – Large Obsidian Ring (20 GP)

When activated, it coats your fist with obsidian

+1D6 HA, makes punches penetrating and ranged

2/day, lasts 2 turns

 

Narsil’s Stride – Bootstrap (10 GP)

Clinging at STR. Can cling a number of inches equal to double your movement the phase before you started clinging. Clinging ends at end of move. So, you can get a running start and cruise right u a castle wall to stop on the top of the wall.

 

Ooze Flesh – Gelatinous ring (20 GP)

Desolidification, not through airtight spaces.

1 charge per day, affected by all attacks. The effect is that you can turn you and your equipment to ooze, and slip through tight spaces, out of bonds or grabs, etc.

 

White Fang – Short Sword (35 GP)

1D6 HKA, +2 OCV, 10 STR min (max 3D6+1)

Does SFX cold damage

IR Vision, only when half phase concentrate, 1 end per phase

 

Endure – Elegant Long Sword (60 GP)

1-1/2D6 HKA, 15 STR min, +2 OCV (4D6 Max)

½ END for normal STR (normal END for push)

 

Sear – Falchion (60 GP + 20 GP)

1-1/2D6 HKA, 15 STR min, +2 OCV (4D6 Max)

The blade is extremely hot, requires magical scabbard to withstand the heat (Scab of conceal)

Penetrating on 8- attack roll

Start normal fires at will with touch of blade

 

Frensel’s Metal Binder – Scabbard (25 GP)

For one turn after a weapon is drawn from this scabbard, it will have +2 OCV to block attacks from metal weapons and +1 OCV to hit opponents wearing 6 DEF or more of metal armor. 1 charge per day

 

Mad hornet – Hornet Broach, 1/day (40 GP)

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

 

Anathema – V. Heavy Bow (55 GP)

2D6 RKA, +1 OCV, 15 STR min arrows

+2 OCV vs. Goblins, +1 OCV vs. Orcs

1D6 NND EB vs. Goblins and Orcs

Creates a Hatred of Orcs (total) in user

 

Globe of Preservation – Crystal Amulet (30 GP)

Self Contained Breathing,

Survive high heat, cold and pressure

½ normal aging rate (maximum 100 years)

Immunity to Disease

 

Draco – Great Sword (70 GP + 25 GP)

2D6 HKA, 18 STR min, +2 OCV, 2H, Max 5D6

25% DR vs. Fire (Physical and Energy killing)

Scorch – 2D6 RKA, penetrating, 3â€line, no range, 1/d

Dragon decorated Scabbard of Concealment

 

Cold Blooded – Pale blue long sword with crystal hilt (65 GP)

1-1/2D6 HKA, +2 OCV, 15 TR min, 4D6 max

1D6 Body Drain and 1D6 Stun Drain on an 8-

Icy Vapors - 2D6 End and 2D6 Stun Drain, 1†AE, 6†range, 2/day

 

Iron Fist – Large rough hammered gray maul shaped like a fist (65 GP)

2-1/2D6 HKA, Penetrating on a 10-, +2 OCV, 30 STR min, 2 Handed, Max 5D6

Can be thrown, will return at the beginning of the next phase

 

Black Cross – Throwing Star (35 GP)

1D6 HKA, 10 STR min, +2 OCV

1D6 Body Drain, continuous (4 SPD max), only if HKA does body, only until removed

Takes a full phase or 1/2D6 NND Killing when removed.

 

Seether – Long Sword (35 GP)

1-1/2D6 HKA, +2 OCV, 15 TR min, 4D6 max

+1 DC vs. things that you hate (psych lim.)

 

White Blaze – Ivory Wand sculpted like flames (30 GP)

Fire Bolt – 2D6 RKA, +2 OCV, 3/day

Chain Fire – 2D6 RKA, no range, any 8â€, 1/day

 

Talbot’s Trinket – Diamond Ring (20 GP)

Punch is a 1D6 HKA, +3 OCV, 0 STR min, 3D6+1 max, 2/day

Jeweler skill at 11- or +1

 

Storm – Wand, 3 charges (12 GP)

2D6 RKA, +1 StunX, Explosion plus 2D6 Flash Vs normal, UV and IR sight Explosion

 

Sorcerer’s Knot – Knot of fine red silk, 6 charges (6 GP)

Adds a variable trigger to any spell

 

Cloak of Mental Occlusion – Silver Cloak (15 GP)

5 points mental defense, cumulative to 10 points

+1 to resist conversation or persuasion

 

Anchor – Wand, 3 charges (6 GP)

3D6 entangle, only to restrict movement, AE 2†Radius, only within 1†of ground

 

Water Walkers – Dark Blue tanned leather bootstraps (10 GP)

4 DEF cumulative to 7 DEF on 17-18 locations

Up to 15†of flight up to running movement, only on water (you don’t get wet)

 

Mark – V. Heavy Crossbow (6 GP)

2D6 RKA, +1 OCV, +1 vs. Range, 15 STR min, 2 Handed, auto load in half phase.

 

Bloody Carnage – crude club with gnarly spike (55 GP)

2D6 HKA +1 OCV, 15 STR min, Penetrating

(12.5 STR per DC over, maximum 3D6)

1D6 Body Drain on an 8-

 

Offender – Battle Flail (60 GP)

2D6 HKA, +1 OCV, 19 STR min

flail maneuver

(12.5 STR per DC over, maximum 3-1/2D6)

AE any 3 hexes selective, 2/day

 

Crash – Medium Shield (35 GP)

+2 DCV, 8 DEF, 10 Body

+2 OCV (total 4) OCV for shield bash

+2 DCV to offset penalty of not getting shield bonus when doing a shield bash.

25% DR (normal physical) only when you move through

 

Sticky Fingers – Gold Bracelet (25 GP)

SFX, your hand stretches out

Your STR TK (max 20) fine manipulation, 20†range

1 end per phase to run, 0 phase activate, 3/day

+1 to sleight of hand and pick pockets with TK

 

Stoker – Small Dagger (45 GP)

1D6 HKA, +2 OCV, 5 STR min (max 3-1/2D6)

SFX fire damage, +1 StunX on 6-, can be thrown

 

Ring of Destruction – Large metal ring (40 GP)

2 handed weapon, +3 DCV while holding, +3 to block

Binding Rings - 3D6 Entangle, AE 1â€, 2/day

Bladed Rings – 2D6 AP, AE 1â€, lasts Xtra phase, 1/day

 

 

Elixir of Freedom – Potion, 2ch. (8 GP)

+20 STR vs. grabs and entangles, lasts 1 hour

 

Chill – Ice Ring (33 GP)

25% DR vs. cold attacks (normal and killing, energy only)

Immune to intense cold

15D6 Suppress vs. ice entangles, invisible power effects.

 

Primer – Ornate Scabbard (25 GP)

2D6 End AID and +5 STR lasts 1 turn (not cumulative) when weapon drawn from scabbard

End can go over maximum, 1/day

 

Gismo – Jumble of metal, wood, pulleys and wires (10 GP)

Can take on the form of any simple machine

Ex. Pulleys, crossbow, lock, jack, etc.

Takes 1 turn to transform

 

Fiend – Arrow (50 GP)

Summons a Hordling, 1/day

The Hordling will attack the closest person until killed.

On a 8- it summons two, on a 4- it summons three.

On a 17+, it attacks the user first.

 

Drogo (Ghost Slayer) – Falchion (30 GP)

1-1/2D6 HKA, +2 OCV, 15 STR min, max 3-1/2D6

Rumored to harm ghosts and undead

 

Lior (Light Bringer) – Kite Shield (30 GP)

10 DEF 10 Body Shield

1†to 15†Cone or Radius Golden Light on command

1 Point of Flash Defense, not cumulative

2D6 Flash, Damage Shield if successful block or shield bash, 1/day

 

Tinkerer’s Pouch – Small Leather Pouch (12 GP)

Same as Pouch of Holding

11- chance of it containing any material components to make gadgets, fix machinery, etc.

 

Sigrun – Onyx Ring (20 GP)

+1or 11- to Stealth and Concealment (not cumulative)

 

Iorwerth – Supple Leather Gloves (20 GP)

+1 or 11- to DEX skills that require fine manipulation

Trap Setting and Disarming, Pick Locks, Sleight of Hand, etc. (not cumulative)

 

Andrastos – Silver Inlayed Burgundy Boots (15 GP)

+4†Running, Max 10â€, Extra full move 1/day

 

Amulet of Mastery – Golden Amulet (5 GP)

+1 Overall Level for 1 minute, 2 charges

 

Bracers of Strength – Bronze Bracers (15 GP)

6 DEF on location 7

5 END Reserve for STR, 2 REC

 

Heart of Samina – Rod (15 GP)

4D6 Heal, Ranged, ½ phase, Doesn’t end phase, 1/day

 

Wizard Stone – 2†Quartz Amulet (15 GP)

Holds 1 spell up to 60 Active points, 1/day

+1 OCV and +5 Active points to spell cast from Stone

Only spells of the wielder

 

Poison Dart – 1d6 RKA AP if Bod done 1d2 NNDK lasts extra phase. 3 GP

 

Great Gunga Charm - 15†Superleap 4 charges Made of leather twine and a bit of silver hare from the great Gunga 2gp

 

Nettle Pod 1.5d6RKA AP Exp 2.5gp

 

Dread Vine Seed 1.5d6 RKA 4â€r Selective 1Charge Lasts a turn 6 OCV 3DEF 10Bod 3DCV, razor sharp vines. 6 GP

 

Vinal – Twisted Wooden Wand (20 GP)

1-1/2D6 RKA, 3 shot AF, +2 OCV, 1/day

Survival in wooded area, 11- or +1

 

Defender - Throwing Axe (50 GP)

1D6+1 HKA, 10 STR min, +1 OCV, max 2-1/2D6

Returns to scabbard the next segment after thrown

+1 DCV as off-handed weapon (as buckler) in addition to the +1 DCV vs. one hand to hand attack

 

Battle Rod – Black studded shaft (45 GP)

+1 OCV magic weapon. Half phase to switch from Long Sword, Large Flail, Large Hammer or Large Pick

 

True Flight – Runed permanent arrow (12 GP)

2D6 RKA, +2 OCV, +2 vs. range, +1 offset called shot

 

Hammer Flight – Runed permanent arrow (10 GP)

1-1/2D6 RKA, +1 StunX, +1 OCV

 

Ring of Storing – silvery mirrored ring (20 GP)

Can store anything you can normally hold in one hand

Takes zero phase to put in, half phase to take out

Stores one item at a time. Command word activate

 

Bracers of Displacement – Black leather (15 GP)

6 DEF loc 16-18, Cumulative to 7 DEF

12†teleport, 3 charges per day

Defensive Shift – Martial dodge, a/day

 

Mountain’s Heart – Giant Ruby (35 GP)

The ruby alone is worth 20 GP

10% DR killing and normal from Fire attacks

Immunity to intense heat

 

Black Burst – Arrow – 3 non-recoverable charges (9 GP)

1-1/2D6 RKA, no range, 12†cone

Bolt bursts into hundreds of small bolts

 

Arrow of Agony – Arrow – permanent (15 GP)

1-1/2D6 RKA, +1 OCV

+ 1D2 RKA NND Killing lasts extra phase

NND is only if normal bolt does body

 

Golden Ward – Dwarven Great Helm (15 GP)

8 DEF on locations 3-5, no perception penalties

Jeweler Appraiser skill at 10- or +2

 

Golden Vigilance – Dwarven Medium Shield (35 GP)

+2 DCV, Defense Maneuver, Fast Put Away

 

Griffon’s Milk – Potion (2 quaffs) (8 GP)

+1 Perception and 15†Flight for 1 Day.

 

Greater Bowless Arrows – 3 (4.5 GP)

2D6+1 RKA, +1 OCV, +1 vs. Range

non-recoverable charges, -2 DCV

 

Ghost Medallion – Crystal face (20 GP)

Desolid, can abort, lasts 1 phase, 1/day

Affected by magic, and undead

 

Glove of Mending – Dark Red Silk Glove (4 charges) (10 GP)

2D6 Heal, living or inanimate, full phase

 

Boots of Flight – Hawk Feather Boots (25 GP)

+2†Running, Maximum of 11â€

8†Flight, 3/day

 

Feather Fall Ring – Ivory Feather Shaped Ring (5 GP)

5†Gliding, always on, no conscious control

 

Tome of Construction – Leather Bound Book (20 GP)

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

 

Skinton’s Skillful Picks – 3†shaft of rubber (15 GP)

10- or +1 to Lock Picking skill

 

Hair Splitter – Ultra thin Dagger (35 GP)

1D6+1 RKA no range, +2 OCV, AP/AP (1 end)

Special scabbard to keep the blade from touching

 

Vim and Vigor – Potion, 3 charges (9 GP)

This unstable potion has erratic effects

You get 1D8-3 D6 worth of END Aid

 

Wand of Anti-magic – Wand, 2 charges (4 GP)

15D6 of Dispel vs. any fantasy magic

 

Ardent – V. Heavy Bow (40 GP)

2D6 RKA, +1 OCV, +1 Range, 15 STR min

 

Anti-Magic Charm – crystal, 3 of them (15 GP)

Absorbs the first 10 body worth of magic damage.

 

Bloodletter – Long Sword (20 GP)

1-1/2D6 HKA, +2 OCV, 15 STR min

 

Sharpening Stone – Smooth stone, 1ch (6 GP)

+1 DC to any sword. 1 turn apply, lasts 1 day

 

Thrasher – Bladed Flail (50 GP)

1D6+1 HKA, 13 STR min, 6.25/DC, +1 OCV, 3D6 max

AE Selective 2 adjacent hexes, no range, 2/day

 

Orc Arrows of Pain – 6 Acid Arrows (.8 GP each)

2D6 RKA, Penetrating, +2 OCV

 

Brandwunde – Long Sword (45 GP)

1-1/2D6 HKA, 15 STR min, +2 OCV, 3-1/2D6 max

2D6 Flash vs. all sight on a 6-

 

Ogre Bracers – Thick Leather (15 GP)

+2 HA with punches, 4/day

 

Salve of Fixing – 2 charges (15 GP)

6D6 Healing and cure poison, 2 phases to apply

 

Hoowee Potion – 1 charge (10 GP)

8D6 END aid and 2D6 Stun AID (can go 10 over max)

 

Splitting Oak – 2 Arrows (5 GP each)

2D6 RKA, AE 8†cone, selective, +1 OCV

 

Pointy Pokey – 2 Arrows (2 GP each)

2D6 RKA AP, +1 OCV

 

Sunder – Small Runed Baton (30 GP)

3D6N +2 OCV, 5 STR min

Does additional 2D6 RKA, no range, on 8-

 

Shooting Stars – 4 Darts (10 GP each)

1-1/2D6 RKA, +2 OCV, +1 StunX. +2 vs. range

 

Wyvern Armor – like soft leather (35 GP)

5 DEF, cumulative to 7 DEF, all over, -1 DCV/DEX

 

Crystal Wand – 4 charges (12 GP)

1-1/2D6 AP AP or +2 StunX, +2 OCV

 

Bender – Long Sword (45 GP)

1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max

+2†Reach and +2 OCV, activate 0 phase, 3/day

 

Circlet of Fire – ruby circlet (25 GP)

10% DR fire, cumulative to 25%

Fire Bolt: 2D6 Explosion, 1/day

 

Gloves of Spellcraft – Burgundy Leather (25 GP)

+1 to Classic Spells and Magic Theory

+1 to cast one spell (choose)

 

Potion of Stone – Black potion (8 GP)

25% DR from blades, last 2 turns

+5 STR, +2 PD +2 ED

 

Siphon – Twisted Bands Ring, 3ch. (7.5 GP)

2D6 Stun and 1D6 Body Transfer

No Range, +2 OCV

 

Barricade – Bracers (20 GP)

8DEF Hardened Force Wall, 8†Line only

Stone Wall, blocks all sight

3 END per use, 2 charges per day

 

Filcher – Soft Leather Gloves (20 GP)

4 DEF cumulative to 7 DEF on location 6

5 STR TK, Invisible Power Effects, Fine Manip

12†Range, 1 END per phase, 2 charges per day

8- or +1 to Pick Pockets and Sleight of Hand

 

Like Minds – 2 Amulets (15 GP each – 30 GP)

Telepathy Surface Thoughts only between amulets

+2 to Coordinate attacks with other amulet wearer

 

Blazer – Permanent Arrow (10 GP)

1-1/2D6 RKA, +1 StunX, +2 OCV, Lasts extra phase

 

Thumper – Temporary Arrows (2 GP each)

8D6 EB, physical, +1 OCV, does double knockback

 

Featherweight – Salve, 6 charges (12 GP)

Lowers the STR min of a weapon by 5. Can also be put on other things, be creative. Each charge takes a full phase to apply, but lasts for 24 hours.

 

Globe of Defense – Scroll (3 GP each)

Missile Deflection, normal projectiles

AE 1â€, Uncontrolled, lasts 1 minute

 

Improved Globe of Defense – Scroll (12 GP each)

Missile Deflection, all ranged including magic

AE 1â€, Uncontrolled, lasts 1 minute

 

Empower –Silver Ring, 6 ch (5 SP each, 3 GP)

Adds 10 Active points to a spell, 0 phase activate

 

Roper – Strand from a Roper (10 GP)

50’ of magical rope

10- or +1 to Climbing when can use rope

The rope climbs and attaches or releases on command.

 

Translocator – Amulet (7 GP)

15†Teleport, 2 per day

 

Fire Imp – Wand, 3 charges (3.5 GP each charge)

1-1/2D6, +1 StunX, AE1†Selective, +2 OCV

Lasts for 1 turn (4 speed), 8†movement

 

Magician’s Ring – onyx (1 GP per charge)

Stores 45 active point max spell, 4 charges

Has a 2D6 AP ice shard spell in it

 

Scabbard of Power – Red Scabbard (25 GP)

Scabbard of Concealment

Can add Fire SFX and Penetrating to the next attack after it is drawn, 2/day

Web Wand – blank and spiny, 3 charges (6 GP)

3D6 Entangle, sticky, +2 OCV

 

Pounder – Rock (2 GP each)

6D6 Penetrating EB physical, +1 OCV

 

War Pellet – Red Pellet (7 GP each)

4D6 Healing + 2D6 END aid

 

Orcish War Paint – Red, turn to apply (5 GP each) 2 = 10 GP

2D6 STR & 2D6 END AID above max, fade of 5 per hour

 

Orcish War Paint – Blue, turn to apply (5 GP each) 2 = 10 GP

+10 CON, +10 Stun, lasts 5 hours

 

Orcish War Paint – Black, turn to apply (5 GP each) 2 = 10 GP

+1 Stealth & Concealment or 11-, lasts 5 hours

 

Thundar – Orcish Falchion (45 GP)

1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max

Call lightning 1/day: 2D6 RKA, +1 StunX, +2 OCV

 

Craknah – Orcish Battle Axe (55 GP)

2D6 HKA, +0 OCV, 13 STR min (11 2H), 5D6 max

Reroll 1’s on Damage against Humans or Elves

 

Zipzort – Small crystal amulet (.5 GP each) 4 ch (2 GP)

+1 DC or 5 Active points to any spell

0 phase activate

 

Quiver of Plenty – Holds 300 Arrows (10 GP)

You automatically draw the arrow you want

 

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

 

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

 

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

 

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

 

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

 

Tornado Charm – Necklace with a small vial of air,

3 charges (18 GP)

Makes an HKA or HA autofire, 3 adjacent hexes (adjacent to character as well), selective, Max 2D6 HKA (7D6 HA), half phase to activate.

 

Ring of Identification – Sparkly blue ring, 9 ch. (4.5 GP)

Detect magic, Discriminatory, +4 Perception, no range

 

Pitfall Ring – Black and Red Granite Ring (5 GP)

75% DR Physical normal and killing, falling damage only.

Calculate full damage to determine if you are stunned.

 

Blight – Withered black root rod, 3 charges (12 GP)

6D6 Body Drain, +2 COV, roll location, no range, 5 END

 

Bowless Arrows – 2 recoverable charges (16 GP)

2D6 RKA, +2 OCV. +2 vs. range, can prepare arrow fire

 

Earthen Defender – Med. Shield of Reddish clay (35 GP)

+2 DCV, 4 DEF, 20 BODY, 15 STR min, fast put away

Regen. 1 body per 5 minutes when in contact with earth.

25% DR physical normal and killing vs. Earth golems and elementals.

 

Scroll of Scrying – Scroll, 1 charge (4 GP)

See invisible, see life force, IR vision lasts 5 hours

Full phase, need light to read by, -2 DCV

 

1 Energy Vial – 3D6 END aid (15 GP)

3†radius, selective, only use by a Cleric, Ranger, or Druid.

Benpher’s Swapping Pouches – 2 8†silk pouches (20 GP)

Anything you put in either pouch can be removed from either pouch the following round. Range of 5 miles.

 

Gloves of Pilfering – Thin leather gloves (20 GP)

5 DEF Hardened, cumulative to 7 DEF on location 6

+1 to Lock Picking and Sleight of Hands, or 11-

 

Greensbarrow Playing Cards – Skillfully marked (1 GP)

-4 perception to see that they are marked

+1 to Gambling rolls with deck

 

Book of Sorrow – Leather bound Crimson book (30 GP)

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

 

Lightfoot boots – Thin leather boots (20 GP)

5 DEF cumulative to 7 on locations 16-18

+1 to stealth and acrobatics or 11-, leaves no tracks

 

Specter Potion – Potion Bottle appears to be empty (16 GP)

Desolidification – affected by spells, 2D6 RKA, no range affects solid

2 charges last 1 turn each.

 

Gallant – Silver Chain Coif (28 GP)

7 DEF on locations 3-5, cumulative to 8 DEF

1 Point Flash Defense and 5 points mental defense, not cumulative

+2 Comeliness and +3 Presence

 

Inquisitor’s Hood – Black Leather Hood (18 GP)

5 DEF on locations 3-5, cumulative to 7 DEF

+1 or 10- in Interrogation, +3 to Presence (negative only)

 

Pyre – Wand, 3 charges (9 GP)

Flame Jet – 1-1/2D6 RKA, +1 StunX, 8†line or 3†Cone

 

Silver Slayer – Very Heavy Bow (70 GP)

2D6 RKA, +1 vs. range, +1 OCV

Silver Arrows (6 per day) 2-1/2D6, +1 vs. range, +2 OCV

silver weapon, affects desolid

Willing Bow enchantment (fast draw and fast put up)

Protection from being turned into a Lycanthrope

 

Salve of Restoration – salve, 1 charge per day (15 GP)

Cure poison & disease, require -2 herbs/paramedic skill roll.

 

Blackout – Black Leather Sap (25 GP)

3D6 HA, 5 STR min, +1 OCV, +1 Stealth while wielding

 

Ring of Splinters – wooden ring, 3 charges (12 GP)

1-1/2D6 RKA, AP, +2 OCV

 

Batter – Metal Rod, 2 charges per day (20 GP)

2D6 RKA, no range, +2 OCV, zero end

8- roll to hit again (keep attacking if continue to roll 8-)

 

Power Monger – Big Red Pill, 2 (12 GP)

+10 STR, +2 PD, +2 ED, +20 END, lasts 1 min.

 

Star Blazer – Wand, 3 charges (6 GP)

Creates dazzling lights in front of the targets eyes, making it hard for them to act. -3 CV lasts for 1 turn. +1 OCV

 

Ice Cube – Chunk of Ice (3.5 GP)

3D6 Icy Entangle, Sticky, -2 PER to sight and sound.

 

Invisible Servant Ring – Ring, 2 charges 1 hour (12 GP)

Creates an invisible servant. 10 STR TK, Fine Manipulation

Indirect, can give orders to carry out.

 

Arrow Hawk – Permanent Arrow (10 GP)

2D6 RKA, no range penalties, returns on zero phase command after being shot. Takes two segments to fly back into scabbard.

 

Rings of Dexterity – two golden rings (25 GP)

Ambidexterity and +1 DEX skills that require fine manipulation, requires both rings be worn.

 

Necrodat – Black Headband Circlet (25 GP)

+5 Presence vs. undead, +1D6 mind control over undead

 

NightSteed Statuette – small statue, 6 charges (12 GP)

Creates a black heavy riding horse that does not tire

Can only exist at night. 15†running, no turn mode.

 

Treasure Trove – small silver jewelry box (12 GP)

Can hold an amount equal to a pouch of holding

 

Scarab of Protection – gold & silver scarab, 4 chg (14 GP)

2D6 Heal and 1D6 End aid, trigger when either Stun, or Body goes below 75% of maximum. Max 2 chg per day.

 

Adventurer’s Belt (can hold 1 potion and 1 wand that teleport to hand on 0 phase command. Holds as much as a pouch of holding otherwise). (30 GP)

 

Ring of Zericus – Blood Red Ring (35 GP)

+1 Strength, +1 Endurance (not cumulative)

Can push to +10 STR 2/day w/no EGO roll

 

Globe of Defense – 3†r Crystal Globe (30 GP)

Useable by any magic caster. When activated it hovers in the air around the user for 1 minute. While hovering, it can do the following things from a pool of 4 charges:

Block/Deflect from H2H weapons to arrows +3 OCV (1 ch.)

Deflect any 1 Fantasy Spell, +3 OCV (4 ch.)

Erect a 2â€r Force Wall, 8 DEF Hardened (3 ch.)

 

Troglodyte Tongue – Preserved Tongue (5 GP)

+1 point of Troglodyte language

 

Troll Tongue – Preserved Tongue (5 GP)

+1 point of Troll language

 

Hill Giant Tongue – Preserved Tongue (5 GP)

+1 point of Hill Giant language

 

Harpy Feather – 2’ long feather (15 GP)

+2†Flight, cumulative, makes all flight 1/2 END

 

Cobra’s Fang – Mummified Cobra Rod (40 GP)

Useable only by priests and druids

1D6 RKA, AP , 0 END, no range, bite, +2 OCV

+1D6+1 RKA, NND Killing if does body, 2/day

 

Essence of Wraith – blue smoke potion, 2 ch. (12 GP)

Desolidifcation, costs 4 END per phase, affected by magic and mystical creatures.

 

Salve of Reattachment – golden salve, 1 ch. (8 GP)

Cure critical wound, even severed limb, 1 hour

 

Ointment of the Eagle – glittery silver, 12 ch. (3 GP)

Adds no range penalties to any attack for one shot

Works with arrows, bolts, throwing daggers, darts, etc.

 

Minor Arcanas – Diamond Ring (15 GP)

Can store one 40 AP spell per day

Any spell caster

 

Talisman of the Blade – braded hilt charm (20 GP)

Re-roll 1 to hit or location roll, 1/week

Works on any kind of sword

 

Potion of Occlusion – clear potion (6 GP)

Invisibility to normal, IR and UV sight, lasts 1 minute

not within 6†radius, Thieves and Monks only

 

Pounder – mud brown potion (8 GP)

+2 PD, +2 ED, +5 CON (for stunning only)

2 charges last 1 minute each.

 

Argute – Glittery White Javelin (45 GP)

1D6+1 HKA, +1 OCV, 10 STR min, 3D6 Max, can be thrown

AP on a 6- attack roll

 

Prismatic Wand – 1â€x 18†kaleidoscope (10.5 GP)

Roll 2D6 for which color hits each target

3 charges, 3†cone, no range

Blue 2-3: 1D6 CON Drain

Green 4-5: -1 CV for 1 Turn

Yellow 6-8: 6D6N EB heat ray

Orange 9-10: 2D6 Flash vs. all sight

Red 11-12: 3D6 NND Energy

 

Rod of Might –Rod w/ fist (10 GP)

+20 END, +5 STR (cumulative to +10)

2 charges last 1 minute each, only on self

 

Rubber Arms – Bracers (9 GP)

3†Stretching, 3 charges last 5 minutes

not a permanent item

 

Magic Bane – Salve (8 GP)

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

 

Focus – Mirrored Rod, 3 charges (6 GP)

Automatic coordinate on any spell or spell-like powers cast at the rod and then sent at same time on to target. The holder of the rod must use a half phase to coordinate the attacks.

 

Tooth of the Banshee – 1†long (6 GP)

Can perform Banshee scream during duration of power

+20 PRE to cause fear, 2 charges last 1 minute

 

Carrion – Writhing Wormy Black Rod, 3 charges (9 GP)

1/2D6 RKA, NND Killing, +1 OCV

linked to 2D6 CON & 2D6 END Drain, fade per week

 

Perfect Body – blue potion, 1 charge (7 GP)

Gives user a 20 Body, 20 CON, 20 Dex, 10 PD, 10 ED,

50 End, 50 Stun, 10 Rec, 5 Speed, 17- Acrobatics,

10†Running, and +1 all Combat, for 2 turns

At the end of the duration, the character takes 30 End from current total. Only useable by Monks

 

Eye of Newt – Jellified Eye (2.4 GP)

3D6 Aid to tight group of 3 Spells

Affects END, Fade rate per minute

 

Eye of Beholder – Mummified Eye Pieces (6 GP)

20 Active points to tight group of 3 Spells

Affects END, Fade rate per minute

+1 DEF to Force Field

 

Dolomedes Triton Boots – Spider Hide (10 GP)

Up to 10†flight, only on water (running speed)

 

Brainer – Blood Red Sap (15 GP)

3D6N, 5 STR min, +1 OCV

 

Purgatory – Black Helm (10 GP)

8 DEF on loc 3-5

Simulate Death, Invisibility to detect life

and Discriminatory hearing, 1/wk up to1 hour

 

Dwarven Insight – Small Hammer Charm (7 GP)

Bump of Direction, underground only

 

Eluvia – Silver Braded Belt (20 GP)

Self contained breathing

+2 DEF on location 13, cumulative to 9 PD

3 Points Power Defense, cumulative to 5

 

Harvest – Golden Scythe (50 GP)

1-1/2D6 HKA, +2 OCV, 12 STR min, 2H, 4D6 max

1D6 END transfer on 7- attack roll

1D6 Body and 1D6 Stun transfer on 4- attack roll

 

Defender of Utarin – Elegant Short Sword (45 GP)

1D6 HKA, +2 OCV, 10 STR min, 3D6 max

+1 DCV when wielding as primary weapon

+3 DCV, 0 phase activate, 2/day

 

Swarm – Temporary Arrows (2 GP each)

2D6 RKA, 5 shot Autofire, +2 OCV

Each one does 1 pip NND K if the RKA does body

 

Vamp – Permanent Arrow (12 GP)

2D6 RKA, +1 OCV

2D6 Body and 2D6 Stun Transfer, above max

 

Subdue – Permanent Arrow (10 GP)

6D6 N, +1 OCV, +1 Rmod, Invisible Power Effects

 

Bolster – Strong Alcoholic Potion (2 GP per charge)

+5 PRE defensive, 2D6 END aid above max

 

Zinger – ½†Runed Slingless Bullet (15 GP)

2D6 RKA, Penetrating, +2 OCV, any 12â€, no range, must hit target to proceed to next. +1 StunX on 7-

 

Oil of Ricochet – 6 charges (3 GP)

Can add indirect (bounce off objects) to any physical ranged weapon (arrows, daggers, etc.)

 

Hyper Alert – 3 pills, lasts 5 minutes (15 GP)

+10 Perception, Danger Sense 11-

Must take half phase perceive to keep from being disoriented. If you don’t take a half phase, you get an Ego Save or you are disoriented (-2 CV)

 

In Motion – Simple Gold Band (20 GP)

+1†Running (max 10â€), +2†Swimming (max 6â€)

15†Teleport, 3 End, 2/day, 6†Flight, costs end, 2/day

 

Cloak of Protection – Dark Blue, blade edge (25 GP)

Block, uncontrolled, 10 OCV, for 1 turn

1-1/2D6 RKA, Damage shield, lasts 1 turn

Both powers only activate when knocked out, or when incapacitated, with 1 charge per day

 

Ring of Ready –Platinum Ring, 12 charges (6 GP)

Instant Change, can include readying a weapon/shield

 

Sanctuary – Ring, 3 charges (9 GP)

Gives user two full phases to take defensive, non-movement actions, only on self, (healing potions, etc.)

 

Keep Back – Rod, 2 charges (10 GP)

4D6 EB Electricity, NND, No Range, Hole in the middle, explosion

 

Purse of Plenty – Small Coin Purse (10 GP)

creates 1 Copper per week, only if previous copper is spent. This is real money, not a transformation.

 

Set the Pace – Potion, 12 charges (12 GP)

½ END and no long term END effects from movement powers, each charge lasts 5 hours.

 

Ring of Evasion – Ring w/image of buckler (10 GP)

+1 DCV, only when not attacking, Rangers only

 

Velvet Touch – Rapier (40 GP)

1D6+1 HKA, +2 OCV, 10 STR min, 3D6 max

Invisible to Touch, Does no Stun

 

Pin Cushion – 2 Pouches of Pins (10 GP)

1D6 RKA, Penetrating, 10 shot autofire, +8 OCV

AE 6†radius, selective, must attack all targets

 

Archer’s Bane – Amulet, 3 charges (12 GP)

25% DR from piercing attacks (arrows, spears, etc.)

each charge takes 0 phase activate, lasts 1 minute

 

Bloodletter – Wand, 3 charges (9 GP)

2D6 Body Drain, return per 5 hours, +2 OCV

Continuous up to 1 Turn, 2 END per phase

 

Staff of Aldur – Metal banded Staff (45 GP)

4D6 N, +2 OCV, 13 STR min, 2H

Surprise: +1†Reach, 0 phase activate

Lighting Strike: +2 OCV, 0 phase activate, 2/day

 

Stone Skin Potion – gray and powdery (2 GP each)

+2 DEF, +2PD and +2ED, lasts 1 minute

 

Eye of Elvie – Diamond Eye Amulet (10 GP)

See invisible, 8†range, 0 phase activate

2 charges per day last 5 minutes

 

Fortress – Mirrored Tower Shield (40 GP)

+3 DCV Shield, 10 DEF, 10 Body

Create Stone Wall, 6 DEF, 10 Body, 8â€, 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 11â€

 

Slip Stone – Amulet (.5 GP per charge)

20†Teleport

 

Firefly – Very Heavy Bow (60 GP)

2D6 RKA, +1 OCV, 15 Str min, Fast Draw on bow

Ignite arrows 4/day for +1 DC of fire damage

Flaming arrows create 6†of light

10% DR from fire, cumulative to 30%

 

Quiver of Plenty – Black Leather Quiver (5 GP)

Holds 200 arrows, pulls each on â€no phase†command

 

Arrow Amp – Intricate Leather Quiver (18 GP)

Can add each of these powers to any arrow: 1/wk ea.

No Range Mods, Indirect, Invisible to all sight & sound.

 

Arcus – bowstring finger ring (30 GP)

You are only 3/4 DCV when firing a bow

 

Deliverer – Bone White Francisca (50 GP)

1-1/2D6 HKA, +1 OCV, +1 Rng, 13 Str min, 4D6 Max

Thrown, 0 phase recall to hand from within 30â€

 

Barrage – Mirrored Francisca (40 GP)

1-1/2D6 HKA, +1 OCV, 13 Str min, 4D6 Max

Can be autofire (2 shot) when thrown, 1/day

 

Marathon Shoes – Burgundy Shoes (20 GP)

+4†Running (max 10â€), 2x non-combat speed

Not half DCV when at non-combat speed.

 

Elzonn’s Blessing – Holy Symbol Amulet (10 GP)

Stores one Elzonn holy spell per day, max 30 active

 

Master Spellbinder – Mage’s Staff (75 GP)

4D6 N, +2 OCV, 13 Str min, Max 10D6

Store Spell: 1/day up to 150 active

3D6 Magic Spell Aid (tight group) 1 recov. chg./day

Requires 2 GP of components to recharge

+1 to cast tight group of spells

25% DR from own spell SFX

10% DR from chosen “counter†SFX cum. to 25%

 

Elzonn’s Favor – Necklace (45 GP)

+1 to Cast tight group of spells (3)

+1 Die to any healing spell, 1/day

+2 OCV with one spell, 1/day

Re-roll the effect of a spell, 1/day

5 END, 1 recovery for priest spells

 

Salutarus – Golden Rod, 1 charge/week (25 GP)

Can stack up to 60 active points of priest spells to be cast at once (full phase). Take the hardest spell roll, subtract 1 for every two additional spells (3=-1, 5=-2)

 

Covert – Leather Mask (20 GP)

3 DEF on location 3, cumulative to 8 DEF

2 points mental defense, invisible to mind scan

immunity to telepathy

 

Perfect Sight – Amulet (35 GP)

1 Point flash defense, cumulative to 2 points

See all invisibility as if it has a fringe at 1â€

UV Vision, +1 to Perception cumulative to +3

 

Resonance – Long Sword (70 GP)

1-1/2D6 HKA, +2 OCV, 15 Str min, 4D6 max

25% DR from sonic attacks, cumulative to 35%

1D6 RKA, Penetrating, no range, continuous

only vs. rigid surfaces, ½ DCV throughout

unless you leave the sword stuck there

2D6+1 RKA, +2 OCV, Penetrating, 16†range, 2/day

 

Alter Form – Gray Lead Ring, 1/week (20 GP)

Shapeshift into any household/outdoor mundane item of man size. Takes full phase to transform each way.

 

Setar Elil-Pronin (SEP field) – Amulet, 1/month (20 GP)

Complete invisibility, 0 phase activate, can abort

Dispelled if you move anything but your eyes.

Costs 2 end per phase to run

 

Fiend – Long Sword (50 GP)

1-1/2D6 HKA, +2 OCV, 15 Str min, 4D6 max

Succor: 3D6 Body Drain, 2†radius, personal immunity, no range, 1/day

 

Automata – Bronze Necklace (33 GP)

Self contained breathing

Immunity to intense heat, cold and pressure

+2 to CON for stunning purposes

Doesn’t need to eat or excrete

 

Assault – Scroll (3 GP)

40†teleport, 4†radius selective, 10 END

 

Holocaust Cloak – Long Black Cloak (40 GP)

20% DR Fire, cumulative to 30%

Immunity to intense heat

Pyre: flames engulf wearer, +5 offensive PRE and

1D6 RKA penetrating Damage Shield, 1/day

effects last 1 turn, 1/day, 1/2 phs act., not end phs.

 

Black Thorn – Throwing Dagger (25 GP)

1D6 HKA, +2 OCV, +2 vs. range, 10 STR, 2D6+1 max

Seeking

 

Blink – Ring (15 GP)

15†teleport, 2/day

Abort to teleport with only -1 penalty for distance 1/day

Can teleport object from point to point within range. The object cannot be held or grabbed, and should be the size of what you could carry in one hand.

 

Assassin Arrow – temporary arrow (2 GP each)

2D6 RKA, +1 OCV, invisible power effects

 

Hammer Flight – Runed permanent arrow (10 GP)

1-1/2D6 RKA, +1 StunX, +1 OCV

 

Set the Pace – Potion, 12 charges (12 GP)

½ END and no long term END effects from movement powers, each charge lasts 5 hours.

 

Stone Skin Potion – gray and powdery (2 GP each)

+2 DEF, +2PD and +2ED, lasts 1 minute

 

Ice Cube – Chunk of Ice (3.5 GP each)

3D6 Icy Entangle, Sticky, -2 PER to sight and sound.

 

Power Monger – Big Red Pill (6 GP each)

+10 STR, +2 PD, +2 ED, +20 END, lasts 1 min.

 

Hummingbird Boots –Feathered Boots (25 GP)

+2†Running, Maximum of 11â€, & 8†Flight, 3/day

 

Wand of Anti-magic – Wand, 2 charges (4 GP)

15D6 of Dispel vs. any fantasy magic

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Tip to find stuff

 

This list seems rather daunting, now that I see it posted like this. I suggest that if you are looking for a particular sort of thing, that you use the "find" function. Hit "control" + "f" and then type in what youa re looking for.

 

For example, sword, flail, potion, arrow, etc.

 

Thank you,

Daedalus

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Damn man! Been busy?

 

I find this one in particular interesting:

 

Unfettered – Long Sword (50 GP)

1-1/2D6 HKA, +2 OCV, 15 STR min, 4D6 max

+10 STR vs. Grabs and Entangles

Can attack physical Entangles without hurting entangled person.

 

Do you have a description/background on this weapon (also, a Longsword with a STR min of 15? How heavy is this thing?)

 

Are all those of your own design, or do you have a secret source you are borrowing/stealing from. (I like to borrow from Rolemaster/Shadow World..they have some interesting items)

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Sure enough, I did miss the other thread. I'll move all of this stuff over there, and we can consider this duplicate thread dead.

 

It's nice to see some of the old familiar names after such a long time, like coming home. I feel like singing the theme to Cheers, but I'll pass.

 

NuSoardGraphite, I play every week and always have a good supply of "magic shop" sort of magic. Many of my games are high magic where you can buy anything but super cool artifacts in a magic shop. That is the sort of stuff I publish here for the most part.

 

As for the "long sword", I just use the stats for the Falchion for "standard" sword weapons because it is so efficient. I don’t really have a super cool background for that item because in my game it is essentially just a cool magic item made by a sorcerer at some time, either for himself or was commissioned by someone else. The player got it off a mercenary he killed and it didn’t have a “letter of origin†with it. For my generic items like this, I don’t write origins, although I will give descriptions and SFX off the cuff when the item is first acquired.

 

I am inspired by everything I have ever been exposed to. I often think in “themesâ€, and of course every movie, book and D&D game I played in as a kid is used for inspiration.

 

Thank you all for the compliments. As GMs yourselves, many of you may know that GMing can seem like a selfish thing, but in reality we spend a LOT of hours just to make sure our players have fun. Getting positive feedback, even from people outside of the group is a real bonus.

 

Daedalus

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  • 1 year later...

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