Master Index of Magic Items
The artifacts and relics are sorted by location.
Table of Contents
- Clockwork Machine Gun: A brass, copper, and iron contraption on a tri-legged turret. The gun threatens everyone in range, and you roll +1 Agility when making ranged attacks, but you must spend a round setting up the stationary gun before it may fire. After each round that it is used, there is a 1-in-6 chance that the gun jams. It takes a whole round to unjam the gun.
- Ring of Regeneration: A jade ring carved with floral motifs. The user regains one HP per Exploration Turn. Furthermore, severed digits or limbs my be reattached by holding them against the stump. Once put on, however, the ring cannot be removed by any means until the wielder is killed (attempts to sever the digit will be unsuccessful). A direct hit with death or decay magic destroys the ring entirely.
- Equality: A small steel buckler shield molded with a stylized, balanced scale. When you and your adversary have tied Combat Checks, the adversary takes three damage instead of one. (You still take one damage, as usual.) While attuned to the shield, you cannot lie.
- Blasting Wand: A jagged yew wand with twisted bark. Roll your Fel Blasts with +1D to hit and damage, but each also costs an additional Mana.
- Feather Tokens (d6): Large, shimmering rainbow feathers (peacock/ostrich size) that may be activated to:
- Grow into a mundane, full size oak tree.
- Suck up 100 gallons of liquid, which may be released within the next 24 hours by reactivating the feather.
- Transform into a swan boat for a day.
- Summon a stiff breeze.
- Create enough food to comfortably feed six people.
- Zephyr Boots: While wearing these plain blue leather boots, the user steps several inches above the surface. Thus, they can walk on water, and they are not impeded by ice, difficult terrain, and so forth. If destroyed, an angry air elemental (L5) is summoned. While being worn, the boots are obviously magical, so they will draw a great deal of attention.
- Alissandro of Genola's Lyre: This elegant, ornate lyre possesses the spirit of its creator, the legendary troubadour Alissandro of Genola. Stats: Combat n/a, Magic 8D, Social 9D. Once a user possesses and uses the lyre, it bonds to them and cannot be removed from their possessions unless the lyre itself wishes it. Above all, the lyre desires to bring fame to its user (and itself). When it sees an opportunity for fame--which often involves going into danger, perhaps rashly--it tries to push the user into action (Social vs Discipline, if necessary). The lyre has three Enchantment points that work exactly like Class Resources. The user can spend a point to activate the following effects:
- Gain 1d3 bonus HP for a Turn.
- +2D to social tests for a scene.
- Expertise in playing the lyre for a scene.
- Bewitch, as the spell.
- Heroism: grant an ally +1D on a test or save within the next Turn.
- Charge Breaker: This massive, heavy poleax is quite difficult to wield in combat, but does massive damage when it connects with the enemy. The user makes melee combat Might tests at -1D, but with +2s damage.
- Lion's Heart Breastplate: This expertly crafted silver breastplate (+2 HP), set with a lion rampart, grants the user +1 Might, +1D versus fear effects, and +1D when commanding one's Followers. If the wearer ever flees from a challenge, however, the enchantment immediately fades: the lion disappears, and the armor becomes a mundane +2 HP breastplate.
The Mausoleum City of Jarrah
Jarrah (Golden Tomb, Mausoleum Row)
- Onyx Panther Statuette: If ground to powder and eaten, you gain +1 Agility, you grow a soft coat of black hair, and your pupils change to resemble green cat eyes.
- Strange Mineral Interlocking Geometric Cube Outlines Statuette: Align the cube outlines to a setting that specifies a time and place that you have been in the last 24 hours. Activate the device to rewind spacetime to that moment. The artifact then disappears in a flash, and reappears in a random place and time elsewhere on the continuum.
- Ivory Double-Breasted Fertility Goddess Statuette: User may activate once each day to gain 1d8 HP. After each use, 1 in 8 chance of dissolving into green ethereal energy.
- Wand of Penetrating Spells: A clear, smooth crystal wand that sounds like a vibrating water glass when used. Roll +1D on any versus tests that a spell requires, or the target rolls -1D on their save. If the target succeeds at the test, there is a 1-in-6 chance that the wand shatters.
- Tongue of Comprehension: A sculpted platinum tongue. If the user's tongue is removed and this one inserted against the stump, the tongue replaces the user's. Although the tongue works as a normal tongue in terms of the user's ability to speak, the user's Presence is permanently reduced by one. However, the user may activate the artifact to interpret foreign, unknown, or coded language; in a fugue state, she reads/listens to the language, then the tongue speaks an accurate, insightful translation aloud.
Jarrah (Obelisk Forest)
- Starlight Amulet: This silver amulet, set with seven sapphires in the shape of the moon, becomes charged when it is set out beneath the light of the moon. The user may call on the amulet's power and expend the charge to cast Shroud and Kinetic Freedom on themselves.
- Archer's Helm: This plain leather helm grants +1D to marksmanship tests (e.g. bows or firearms in combat) when worn.
- Cheetah Pendant: +1 Agility. You move more quickly and more gracefully. (Requires Attunement.)
- Royal Sceptre of Akonhotep: This ornate golden and bejeweled sceptre holds three Enchantment charges (which work just like Class Resources). The user gains +1 Presence while they brandish the sceptre ostentatiously. The user may also expend a charge to activate the following effects:
- Second Sight.
- Recall and Revisitation.
- Death Ray (Ob 4), three charges.
- Book of Life and Death: When this massive parchment codex is read (takes over a week of full time study), the user gains +1 Knowledge. The book then crumbles to dust.
- Spiked Chain-Whip of Disruption: This whip glows with red and black energy. It was designed by demons to protect from otherworldly invaders. The whip deals +1s to armored oponents. When struck, extraworldly creatures must make an Ob 4 Discipline save or be catapulted back into their native realm.
- Spider Queen's Circlet: A delicate silver circlet set with onyx. The user may crawl on walls and ceilings like a spider. She may also cast a Level 3 Binding once per day for free, but when she does, there is a 1-in-6 chance that the onyx break and the spell is permanently lost (though the spider climbing ability remains).
- Bloodthirsty Ring: When this rust-red copper ring is bathed in fresh blood, it grants Regeneration 1 for the next hour. If the ring hasn't been bathed in blood for a week, it permanently drains 1 HP from its wearer.
- Mana Stone: A small purple mineral that gently pulses with power when charged. Mana may be transferred into or from the stone on a one to one basis. The stones hold 1d3 charges. Whenever a stone is reduced to zero charges, it has a 1-in-3 chance of breaking permanently.
- Shadow Mask of Ula'an Savor: This pure black leather hood is decorated with delicate silver thread on the hem. When worn, it gives the wearer +1D to hide and sneak. The user's shadow also peels off and becomes a permanent, immortal Shadow Servant while the Mask is worn. (The Servant is worthless in combat and, because it is not intelligent, cannot communicate, but it may phase through solid matter and it serves its master faithfully.) If the Mask is worn by a shadow being, they are fully transformed (back) into material form.
The Cyclopean Facility on Cymbeles
- Adamantine Unguent (d4): A vial of goopy black oil. When smeared over a weapon, piece of armor, or other item, it hardens like steel and becomes completely unbreakable.
- Unguent of Strength (d4): When this deep red oil is rubbed over one's body, it grants +1 Might and +3 temporary HP for the next Turn.
- Mechanical Wings: Steampunk strap-on wings, like a jet pack. When worn, user may fly unsteadily for a short distance (a few minutes), but the wings then need to be recharged from the sun for an hour.
- Dust of Disappearance (d6): Everyone in the immediate vicinity is turned invisible a la Shroud when coated by this fine silver dust.
- Antimatter Grenades (d6): 12D disintegration damage in a large area.
- Immoveable Rod: A dull, unadorned iron rod, two feet long and one inch in diameter, with a button on one end. When the button is set, the rod fixes in place, even hovering in the air. It can support up to 400 lbs. and may only be moved with a successful Ob 4 Might check. After each use, there is a 1-in-10 chance that it permanently breaks.
- Biomancy Cube: A fist-sized metallic brass cube etched with scenes of verdant floral life and veiny entrails. The user may activate the cube to expend one class resource and gain 1d2 HP. The cube cannot be activated more than once per Turn.
- Suitcase Guard Bot: A large (~3' tall) shiny metal egg. When touched, a simple set of (incomprehensible) ideograms light up near the top. If characters fiddle with the touch buttons, they will eventually turn on the guard bot. The egg unfolds six spindly legs from its base and a turret/sensor package from the top. It may be commanded to guard and area (and exempt any number of individuals or types, by either direct facial scan or description). In combat, various laser cannons protrude or unfurl from the body.
- Stats: Guard Bot (Level 3). Health 7 (DR 1). Combat 7D (+2s). Magic 6D.
The Shrine of the Seven Lords of Darkness (Eastern Mountains)
- Flesh Vats: When repaired, a live human, when sacrificed into the hot, bubbling black oil, transforms within one Exploration Turn into a: (1-3) Demon Slug, (4-5) Hell Hound, (6) Spike Demon.
- Demon Portal: The portal can only be opened by a person with a demonic aura. It opens a portal to Hell. Roll a random encounter check: (1-2) 1d12+1 Demon Slugs; (3) 1d4 Demon Wasps and 1d6 Demon Slugs; (4) 1d3 Spike Demons and 1d6 Demon Slugs; (5) Horned (Goat) Demon and 1d6 Demon Slugs; (6) 1d2 Horned Demons plus 1d6 Hell Hounds plus 1d8 Demon Slugs.
- Slugs, L3: C3, M7, S1. Resists magic. Spit acid vs Agility Ob 3, 1d2 damage.
- Hell Hound, L4: CMS 6. Trip with successful attack. Fast. +1s fire bite.
- Wasps, L4: C6, M5, S4. Convulsion poison sting vs Might Ob 3, tax Acuity and Agility and stun next round.
- Spike, L5 C7, M6, S5. +5 HP. +2s. Resists magic.
- Horned, L7: CMS 9. Darkness. Dominate disc vs disc. +5 HP. +1s. Resists all.
- The Foe Hammer: A massive iron warhammer. Makes the wielder's limbs feel full and heavy. Also makes the wielder aggressive (like roid rage). While wielding or carrying, +2 Might and -1 Agility, and must make an Ob 3 Discipline check to avoid starting fights when confronted (e.g. an insult, a possible combat situation, etc.).
- Petrified Demon Heart: A tiny sulpherous yellow stone heart (roughly the size of a chicken heart.) The heart must be absorbed into the user's body and replaces their own heart in an extremely painful process. There are multiple effects: the user grows a pair of small horns; they detect as
demonicto creatures with the Second Sight; and, if they ever take damage that leaves them below zero HP, they immediately regain 1d6 HP. When the user is killed, they transform into a Horned demon within minutes.
- Ring of Frost Immunity: Held by necromancer. -Bottled Smoke: A dusky glass beaker. When unstopped, hot smoke pours out until a moderate to large room is filled. When broken, an angry Smoke Elemental (L5) is summoned.
- Serpent's Eye: A green, carved gem set into a leather eye patch and strap. When worn, the Eye replaces the user's own eye over an Exploration Turn (this is very painful!). The user can now see poison and toxins (yellow glow) and identify their rough strength/effect.
Cyclopean Fort, Lesser Ornat Island
- Spyglass of Shared Suffering: An ornate spyglass of gold and crystal (worth 10 Cash alone). In addition to normal magnification (x2.5, roughly), the user may choose to deal 3 damage to a creature viewed through the spyglass, but only if they themselves take 3 damage. When used in this manner, the spyglass has a 1-in-6 chance of losing its enchantment.
- Bottomless Wineskin: The wine is of very high quality. If the skin is torn, it continues leaking wine for 24 hours.
- Dancing Rapier: A heavy but exceptionally well balanced short sword. The sword magically integrates and enhances the user's grace, reflexes, and coordination: while wielding the rapier, the user rolls +1D on all Agility tests.
- Resilience: This large, tooled leather belt (like a boxing title belt) grants the user +3 maximum HP. When the user is reduced below zero HP, there is a 3-in-6 chance that the belt shatters.
Unplaced Magic Items
- Vorpal Pick: This razor-sharp war pick shines with chrome. It is exceedingly dangerous to both wielder and foe: when you strike an enemy with it, you deal +2s damage, but take one damage.
- Stunning Mace: A beautiful ceremonial silver mace, but also useful in combat. When you strike an enemy of lower level, they are stunned for a round. Once per day, a damaged enemy of equal or higher level may be stunned for a round on a failed Might save (Ob 4).
- Slammer: A heavy, black iron warhammer. Whenever your Margin of Success on a Combat Check is two or higher, your opponent is knocked down (Ob 5 Agility save negates).
- Orb of Attraction: A skull-sized crystal orb that pulses with faint blue light. When activated, every sentient creature within one mile is irresistibly drawn to the orb (Ob 4 Discipline Save negates). The user may specify a particular type of creature, e.g. by name, appearance, species, etc. After each use, there is a 1-in-6 chance that the orb cracks and becomes useless.
- Torgish Rune Stone: A stone carved with an Ogham rune and painted with Cybalt paste, which glows faintly in a color significant to the spell trapped within the stone (e.g. green for healing, red for destruction, black for necromancy, yellow for transportation, orange for conjury, blue for warding, purple for psychomancy, etc.) Each stone contains a bound spell. The user may activate the spell for free, but there is a 4-in-6 chance that the spell fades after being used, at which point the Cybalt paste burns away, fades, turns to liquid, or otherwise disappears, leaving behind a nonmagical stone. (Hint: leave one or two of these already drained as a hint near the room where more charged stones may be found.)
- Spirit Talisman: A brooch, amulet, necklace, bracelet, or similar jewelry set with a single large precious stone. The inside of the stone swirls with mist and fog. When worn, the user may summon a spectral servant. The servant will manifest for an hour, at the end of which a roll must be made to see whether the mist in the talisman will disappear, leaving behind a piece of mundane jewelry worth 1d6 Cash.
- Lapis Lazuli:
- Pied Piper's Flute: While you play this simple wooden flute, nearby rodents swarm to your location and follow your general directions. Each Exploration Turn spent playing calls 2d12 rodents, who travel toward you at their normal speed (so it may take minutes for them to begin to arrive). Any rodent may be summoned--rats and mice are most common, but rodents like bats, beavers, capybara, etc. may come, demanding in the environment. The user may summon and direct a total of 50 rodents per Level.
- Pointy Red Hat: A pointy red hat. Like a witch's hat, but made from a hot and heavy fabric (like velvet). Each day the user may activate one effect:
- Pull out any mundane tool, weapon, or similar object, regardless of size. It lasts for four hours before disappearing in a puff of red smoke.
- The hat blazes with harmless red fire for a Turn (spreads light like a bonfire).
- Billowing clouds of thick red smoke emanate from the hat. They fill a very large area and last 1d4 turns.
- Disc of Shattering: A small, plain ceramic disc. When placed against a surface and activated, both the disc and the surface (up to 225 square feet) shatter harmlessly into fine dust.
- Goggles of Darkvision: These simple goggles are tinted deep black. The user can see perfectly in shadows, dim light, and pure darkness (up to the normal range of their vision). The vision, however, is colorless (black and white only).
- Living Rope: Concentrate to cause the rope to animate and move like a snake at a slow pace. Too slow for combat applications, but may find hitch and tie itself in a knot.
- Coward's Hope: These pair of grey running shoes are labeled
AWAY.While actively fleeing danger or running from a fight, the user's speed is doubled and they gain +3 temporary HP that last as long as they are fleeing. If the user is ever captured and bound, the shoes lose their enchantment and fall apart.
- Cloak of Invisibility: A plain grey cloak. A handful were made in ancient times. When the user wraps herself in the cloak, she may cast Shroud once per day for free, and any gear that fits under the small cloak is also hidden from sight.
- Marvelous Pigments: Paint up to 1,000 sq ft per usage. The two dimensional image becomes three dimensional and real, but only the terrain and similar components (traps, etc.). Nothing of value (greater than 1 Cash) will truly be created, but will in fact be made fro e.g. bones, feathers, mud, etc. Usage die: d6.
- Fool's Boon: A dried, milky white flower with an uncanny resemblance to a human brain. When eaten, if the sum of the user's Knowledge, Acuity, and Discipline is less than nine, gain +1 to each. If the sum is equal to or greater than 9, +1 Presence instead.
- Hunter's Divining Rod: A thick ash wand carved with scenes of hunting. You roll +2D when tracking or orienteering. If you know the true name of your quarry, you may activate the rod to know their precise direction and distance from you, or else you learn what other dimension they currently reside in. After you use the wand in this way, there is a 1-in-3 chance that it is consumed in green flame.
- Deafening Horn: When this horn is blown, everyone in range is deafened for an Exploration Turn by an extremely loud blast. Anyone effected who fails an Ob 3 Discipline test is also stunned for a turn (including the blower).
- Giant Shot: This massive elephant rifle is unwieldy, but packs a massive punch. Roll -2 Agility on firearms Combat Checks, but deal +2s damage. The rifle takes up three Inventory Slots, but does not require ammo; rather, the gun creates its own supernatural shells.
- Pendent of Big Game Hunting: A large bronze disc on a necklace. Into the disc are set bits of teeth, antler, horn, and other hunting trophies, which together make a mosaic depicting a hunting scene with large exotic game (elephants, etc.). You deal +1s damage against targets larger than men.
- Faerie Lantern: This delicate iron hooded lantern casts pale blue light. Any non-fey creature touched by the light is subject to the Dominate spell (Discipline Ob 4 negates). After each effect, there is a 1-in-8 chance that the lantern's charm effect fades, though it will still magically cast pale blue light without any fuel.
- Druidic Staff: A smooth oak staff. The staff is unbreakable and causes the user to grow small shoots and leaves from the upper parts of their limbs (back of the hand, shoulder, etc.). When the user dies, the staff also withers and dies. The staff has three charges, and regains one charge per week. As long as the staff has charges, the user may speak with plants at will. The user may also spend a charge to:
- Transform into a small tree, along with all belongings.
- Regenerate 4D hit points over a Turn as long as the user is standing in the sun.
- Deal +1s with the staff as a melee weapon.
- Book of Emerald Whispers: Made of emerald. Covered with magical runes. When opened, soft whispers eminate. When read completely, gain +1 Acuity, Knowledge, and Presence, but -1 Might, Agility, and Discipline. After being read, the book teleports away into the Feyrealm, eventually to make its way back to the material world. If you know spells, you also permanently lose one random spell. Then, you gain two spells:
- Emerald Sight: Acuity Ob 3. Your eyes turn into green energy. You see as if you were in the Feyrealm. You can identify fey creatures and understand how to activate fey relics and their effects. You can also identify supernatural illusion and charm effects.
- Emerald Step: Knowledge Ob 4. You phase rapidly between the material world and the Feyrealm, existing in both simultaneously. You can interact with things or creatures in either world, but do so with half dice. You take half damage from sources in either world. When the spell ends, you can choose to remain in either world.