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Treasure

Magic items are divided into categories: armor, weapons, potions, rings, rods, scrolls, staffs, wands, and wondrous
items. In addition, some magic items are cursed or intelligent. Finally, a few magic items are of such rarity and power that they
are considered to belong to a category of their own: artifacts. Artifacts are classified in turn as minor (extremely rare but not oneof-a-kind items) or major (each one unique and extremely potent).
To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger.
Some items, once donned, function constantly. Activating a magic item is a standard action unless the item description indicates
otherwise. The three ways to activate magic items are described below.
Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished.. All thats left to
do is add the needed EP to the spell.
Command Word: If no activation method is suggested either in the magic item description or by the nature of the
item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word
and the item activates. No other special knowledge is needed.
A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item
accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word,
or a word or phrase from an ancient language no longer in common use.
Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a
pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.
The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or
deciphering clues regarding them. A successful skill check is needed to come up with the word itself. If that check is failed,
succeeding on a second check might provide some insight into a clue.
The spells identify and analyze dweomer both reveal command words.
Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a
sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation
is generally straightforward and self-explanatory.
Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one
wears. A few must simply be in the characters possession (on his person). However, some items made for wearing must still be
activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the
activation to happen. The description of an item states whether a command word is needed in such a case.

#
01

Normal
Item
Anklet

02

Armband

03

Armor

04

Belt

05

Book

Ideas
Bells
Chain and
charm
Jeweled
leather strap
Snake
Gold snake
Jeweled
Leather w-gems
Tin
Wide
Bone
Copper
Decorative
Fur
Shell
Braided
Broken
Jeweled
Leather
Money
Blank
Correspondence
Deed
False Bottom
Journal
List

06

Bottle

Locked
Map
Poem
Pressed Flowers
Scroll
Spell
Story
Training
Trapped
Treasure Map
Treaty
Wanted Posters
Acid
Alcohol
Blood
Ceramic
Creature
Crystal
Dirty
Dye
Empty
Flask
Glass
Herbs
Holy Water
Ink
Jeweled
Magical
Mist

07

Bracelet

08

Brooch

09

Cane

10

Card

Oil
Opener
Perfume
Stopper
Tattoo
Animals
Charm
Heavy
Nudes
Silver
Thin
Wide
Bug
Face
Hands
Leaves
Pinecone
Snowflake
Squirrel
Carved
Face
Hands
Sword
Walking
Wooden
Credit
Deed
Formula
Gift

Treasure

11

12

Chain

Chalice

13

Clockwork

14

Clothing

15

Collar

16

Comb

17

Crown/
Tiara

18

Earring

19

Fur

Letter of Credit
Letter Opener
Playing
Recipe
Song
Will
Big
Key
Medallion
Monocle
Silver
Small
Wallet
Watch
Whistle
Caldron
Grail
Silver
Jeweled
Bird
Instrument
Watch
Bodysuit
Cloak
Handkerchief
Ribbon
Sash
Scarf
Scarf
Silk
Slippers
Stockings
Vest
Cameo
Choker
Hooks
Leather
Studded
Brush
Hair clip
Hair comb
Hair pins
Mirror
Mother of pearl
Scissors
Silver
Executioners
Hood
Gold
Jeweled
Platinum
Thorns
Animal
Bone
Feathered
Hoop
Stud
Leopard white
Patchwork
Soft
Thick

20

Garter

21

Glasses

22

Gloves

23

Instrument

24

Locket

25

Mask

26

Mug

27

Necklace

28

Other

Bells
Choker
Cloth
Lace
Leather
Scabbard
Silk
Bottle Opener
Broken
Eye patch
Set
Topaz
Biking
Heavy
Spandex
Thimble
Bells
Carved
Chimes
Exotic wood
Flute
Harp
Horn
Music Box
Rattle
Butterfly
Coiled Snake
Crest
Dried flowers
Gold
Heart
Herbs
Rabbits foot
Animal
Cloth
Leather
Porcelain
Spider
Bowl
Brass
Cup
Animal Teeth
Colorful Stones
Glass Beads
String of Pearls
Box
Button
Candlestick
Dried Meat
Exotic Wood
Fake
Incense
Jade Coins
Marbles
Pillow
Pipe
Plated
Rare Spices
Royal seals
Scales
Scissors

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Painting

30

Pendent

31

Pin

32

Ring

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Robe

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Staff

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Statue

36

Tapestry

37

Urn

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Wand

Silverware
Stone carved
skulls
Two headed
coin
Landscape
Map
People
Photo
Poster
Print
Crystal
Holy Symbol
Medal
Sapphire
Shrunken Head
Tie tack
Gold
Broken
Finger
Toe
Worn
Woven
Cotton
Embroidered
Jeweled
Silk
Scepter
Wooden
worn
animals
Bone
Bust
Clay
Deity
Idol
Ivory
Jade
Marble
Nudes
Tombstone
Totem
Animal Pelt
Art
Flag
Mirror
People
Rug
Animal
Candy
Cremation
Herbs
Incense Burner
Porcelain
Tobacco
Wax
Wine
Branch
Crystal
Fan
Iron

Treasure
39

Weapon

Dagger
Hilt
Jeweled
New
Old
Sword

Special Items:
01-85 = Normal item
86-00 = Magical item
Magical type:
01
Ability Score
Enhancement.
02
Spell Power
03-05
Protection
06-08
Skill Enhancement
09
Armor Boost
10
Special Power
Value of normal items:
01-39 1-20 GC D20
40-69
10-60GC
D6x10
70-89
10-100 GC
D10x10
90-100 100-1000GC D10x100
SPELL POWERS - One way of
creating a magical item is to pick an
object and give it a spell power.
Spell items will be charged with EP.
Each time the item is used it losses
EP equal to casting the spell. When
the EP are used up, it becomes a
normal item. A Mage can put his
EP into a spell item and recharge the
object as long as the object has not
become normal yet. Items can be
recharged to the max EP they can
hold. Spells can be placed in rods,
staffs and wands for use.
SKILL
ENHANCEMENT Some items
will give the user a boost to a skill.
Boosts are normally +6 to a specific
skill. Gloves could give a +6 to a
climbing skill for example. As long
as the item is being used the bonus
applies. These items dont cost EP
to use. A stronger version would
give a +12 to a skill check. These
items would be rare.
ABILITY
ENHANCEMENT These items
will boost an ability score. The
boost will be between +1 to +3. As
long as the item is being used the
bonus will apply to the user. These
items dont cost EP to use. There
are no stronger versions of these
items.

PROTECTION
POWER Also known in some
cases as Damage reduction. Items
that protect will give one of several
types of protection. The first could
be from a specific danger. (Fire
damage, falling damage, cold
damage, etc) This will protect the
user 1-6 damage each time they take
damage from the specific danger.
This can work either, once a day,
each Turn or each attack. A stronger
version will protect from the
specific danger taking only
damage from it or in rare cases
complete protection from the danger
as long as its not from a spell.
Other protection items
will protect from all damage.
Generally items of this type protect
a set number of HP. As damage is
taken these HP are used first and
when used up the item becomes
normal. Stronger versions of this
protection power protect the first 14 HP of each attack and never lose
their power.
Some protection powers
will protect not only the user but an
area around them from specific
damage.
ARMOR BOOST
Armor rating gives protection of 1-3
HP per Attack. Items can have
points that are used for each attack.
Subtracting 1-3 HP from the points
each time the user takes damage. A
necklace can give the protection of a
leather jacket for example. Armor
Boost doesnt cost any EP to use.
Once the points are used up the item
becomes normal. These items can
be charged by a Mage back to full
protection.

Below is a list of possibilities for magical items:


Name of Special Power
1. Ability Enhancement
2. Armor Regeneration
3. Armor Boost
4. Bashing
5. Beheading
6. Climbing
7. Crystal Blade
8. Defend
9. Distance
10. Draining
11. Faith
12. Fear
13. Fortification
14. Hardness
15. Heals
16. Health Points
17. Hide
18. Ignite
19. Light
20. Mage Reduction
21. Magic Resistance
22. Massive Damage
23. Reflecting
24. Regeneration
25. Resistance
26. See Invisible
27. Shielding
28. Shock
29. Sonic
30. Stealth
31. Strangle
32. Taloned
33. Throwing

Power bestowed
+ 1-3 to one ability score
+ 1-6HP/ Turn
+ Armor value HP
+ Damage 1-6 HP
STR check 19-20 (95-100) takes the head off the target
+6 (+12)climbing skill
Shatters 3D6 additional Damage explodes
+ to dodge score
+ to range
- HP from target/ add HP to you with skill check
Hurts Creatures effected by Faith/ +Damage 1-6 HP
Fright check when held or ordered
+ Health Points used first
+ Damage 1-6 HP
+HP/ Turn, Day or attack
+ additional HP to user
+6 hide Skill
1D6 Damage of fire
Light 10, 15 30
- to Damage from magic spells
+to magic resistance 01-50%
+2D4 additional targets.
Redirects spell effects
+HP/Turn 1-3
Cold, fire, sonic, acid protection power
See Invisible 10-50%
+HP
+ Damage 1-6
+ Damage 1-6
+6 to stealth skill
STR check 19-20 (95-100)
+ Damage 1-6
Can be thrown and automatically returns
Magic Stones:

Roll
01-03
04-06
07-11
12
13-14
15-18
19-21
22-25
26-27
28-30
31-35
36
37
38-00

Stone
Amber
Amethyst
Bloodstone
Diamond
Emerald
Garnet
Jade
Onyx
Opal
Pearl
Rose Quarts
Ruby
Sapphire
Burned out

Effect
Reduction Acid
Reduction Electric
CON bonus
STR bonus
DEX bonus
Reduction Sonic
Fright check bonus
Damage reduction
Reduction Disease
Reduction Poison
MV bonus
Reduction Fire
Reduction Cold

Magic stones are created by using a sparkle potion

Cost
50
50
10
1000
100
50
50
10
100
50
10
500
1000

Bonus Range
1D4 x CON M
2D4 Damage reduction
1
1
1
2D4 Damage reduction
1D6 Or recheck
2D4 always
1D6 or immunity
2D4 Damage reduction
1D4 3/Day
1D4 Or Immunity
1D4 Or Immunity

Books:
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Advanced Training Book


Archeology
Blood
Cooking
Drug use
First Aid
Folklore
Herbalism
ID Magic Items
Magical Engineering
Make Potions
News paper
No End
Occult
Post Cards
home
Puzzle Lore
Scroll Create Water
Scroll Curse
Scroll Curse
Scroll Curse
Scroll Darkness
Scroll Light
Scroll Protection
Scroll Protection
Scroll Protection
Scroll Protection
Scroll Protection
Scroll Protection
Scroll Protection
Scroll Protection
Scroll Raise Dead
Scroll
Scroll
Scroll
Scroll
Scroll
Scroll
Scroll
Scroll
Spell Craft
Stealth
Tattoo Magic
Tattoo of Armor
Tattoo of Body Adj
Tattoo of Spider
The Way
Training Book
Twisted Lore

Double results when used to train in the topic of the book.


+6 to local history if read.
-1 EP to casting any spell in it.
+5 to any cooking skill score if read.
+10 skill in manufacture of drugs only when used.
+1D4 HP when used with healing skill.
+6 to Identify Twisted creatures when used.
+10 skill in locating/identifying herbs when used.
Gives a +2 for each person using the book to identify an object.
Combined two spells into one to be cast together. (Chosen ahead of time.)
Book needed to create custom potions. Useable by Mages only.
85% future prediction
Spell book small, holds 50EP in spells. Gives the caster 10EP/day.
+ 6 to Occult skill. Must successfully train to get bonus.
set of 4 Reader is instantly taken to location written on them. Ripped to return
+6 to Puzzle Lore skill. Must successfully train to get bonus.
Creates 1 gallon/ EP
-D4 to a Skill
- D4 to a Combat Skill
+D4 to the cost of Spells
A 30 area of darkness. 1/Day. Night vision does not work.
As a Light II spell with no EP cost 5/Day
Acid Damage
Cold Damage
Electricity Damage
Elementals 100% Damage protection from spells
Fire Damage
Twisted creatures Damage
Undead Damage
Vampires Damage from Disciplines
Brings Target back to 3HP
1 Spell useable 3 times/ day
2D6 Spells of 3D4 total EP
D4 spells of D6 total EP
Magic Scar gain True Faith
Magic Scar Mage Killer, -2 Damage/ attack from mages
Magic Scar Nature, Become a Were-Animal
Magic Scar Rage, Gain Frenzy ability
Protection for one type of thing
+6 to spell crafting useable by Mages
+10 to stealth score. Must successfully train.
Holds one spell useable 1/day. Can be put on skin.
AR of D4
Heals 3D6 /day. Change body as a glamour spell
Allows Climbing and walking on any hard surface at normal MV
New combat Skill at +6.
+6 to a new Skill.
+6 to Twisted Lore Skills. Twisted powers gained from prolonged study.
Misc Items:

1.
2.
3.
4.
5.

Anti-gravity Magnets
Bag, Boulders
Bell of the Bat
Blanket Everwarm
Bowl of Blood

Can be set for 10-500 lbs of reversed gravity.


2D4 stones thrown become boulders 3D6 damage
Controls Bats within 100yds with CHR check.
wearer immune to the effects of weather.
Fills with fresh blood 1 time/ week 10BP

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Bowl of Elements
Breath mints
Bridal of Animal Handling
Bridle of riding
Broomstick of flying
Bumper of the Ram
Candle of Darkness
Card Blanc
Cauldron Resurrection
Chalice
Crystal Ball
Dissector Table
Diving Crystal
Door hanger of Privacy
Dragon Dice
Duct tape of repair
Dust of Detection
Eavesdropping Tumbler
Elevator controls
Elvin Wedding Glasses
Entangle Globe
Essence Crystal
Eye drops of Night vision
Fairy Dust
Fancy Platter
Fire Stone
Fireproof Decal
Flute
Flying Carpet
Fuzzy Dice
Gum, explosive
Harp Animal Summoning
Harp Bow
Harp, Doves
Headlights of blinding
Healers Stone
Hoe of farming
Hook, Dissolving
Horn of Blasting
Horse Feathers
Ice Thrower
Instrument animated
Jade animal
Lens of focus
Life Draining Lipstick
Light bulb of true seeing
Light stick of revealing
Light Sticks, colored
all in a 6 area.
Little Pink Pill
Mages Chalk
Magic Cookie
Magic Shot Glass
Mary Q Makeup
Medicine bag
Mirror of Body Swapping
hrs.
Mirror of disguises
Mounts Feed bag
Orb, Iron
Orb, Purple
Painting Gate

Summons one type of elemental 1 time/ week


Provides +6 to CHR for 10 min
Animal handling and Jump skill +6
+6(+12) to Ride Skill
As flying spell
3D6 damage if used on a vehicle
A 20 area of darkness. Night vision does not work
Becomes any card
1 body Redemption spell
Fills with holy/unholy water on command 5/day
Used to see over distances. Must know location.
Iron Table w/ Straps. Entangles target. Owner has Psionic Control.
+10 points to a locate skill check
Changes any noises to different sounds. (TV, Talking, music)
1=Beholder(Spot), 2=Nymph (Reaction), 3=Unicorn(Heal) 4= Dragon(ID) +6
+2D8 HP back to whatever it is used to fix.
Detects enchanted items. Lilac color and smell.
Listen check +10
Pushing the buttons next to a door opens the door to that floor.
One side copies potions. Other creates opposite potion.
Sprouts veins entangles for 2D6 Min for D4 damage each round.
Light 4 or Heal 3HP/ 1EP Used Max 4 uses per day.
Night vision for 4 hours at 20
Fly 1 Hour
will produce food for 1 EP
As ignite spell at no EP cost 3/day.
Fire immunity 100%
Controls rodents within 100 yrds
As flying spell
+6 drive skill
two sticks chewed together to activate. 5D4 damage
Summons 2D6 animals when played
harp can fire arrows as a short bow
Cures derangements and removes fear.
Blind targets for D4 turns
Plus 6 to healing skills (Not spells)
+5 digging Skill. +5 damage
5D6 dam/ Min 1 time a week for 6 Min
D6 sonic damage
If planted Grows a Pegasus over night
Flame thrower but with cold.
Plays by its self on command
becomes the animal on command for 6 Turns 1/day
spells cast threw it dam =x2
CON check or lose 1 CON with each contact.
Magic resistance to see true forms 100%
5 shows true form of creatures, illusions and shapechanges. Good for 6 hours.
Purple= Invisibility, Yellow= Detect magic in use, Green= silence, Red= Fear
Purifies the body. Causes Trixies wings to fall off and become human.
Allows anyone to cast Rune Spells
Heal 3D4, Encumbrance -2D4 for 8 hours, +2 reaction if given away
See through walls for 1 EP
Provides +6 to COM for 10 hours
Heals WIS score xD10, Cures Encumbrance loss from fear WIS M x2
When two images are in the mirror at the same time bodies are swapped for 48
Seeing image = Glamour spell for 4 hours
Fills with food once per day.
Red sparks when touched, see anywhere known in it for 1 min
Casts purple light for 15 with command word.
Walking through the painting to another place

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Pearl of WIS
Ponwan Statue
Robe of Spider silk
Rock, Fog
Rope of Climbing
Rug Quicksand
Sack of Holding
Sack of Storage
Saddle of Riding
Saddle of the Master
Saltshaker
Scent Stone
Skull, Sage
Soup Stone
Spray Paint
Sun Stone
Tablets, Fuel
Tires Impervious
Toolbox Enchanted
Traveling Flask
Video camera of sight
War Mug
Water skin of confusion
Whip, Riding
Zachs Tools
Zapping Hand Buzzer

Holds 1 Spell under 3EP. +D4 to WIS


+5 skill points/24 hrs in skill depicted in statue upon touch.
A light weight robe temperature control for wearer +3 Reaction
In water it produces 40 of fog for 15 min
+6(+12) to Climb Skill
Once placed down it acts as a 5 patch of quicksand.
The inside is bigger than the outside. 3 sack holds 10x10 of items.
Things put inside do not age. Will hold one person.
Ride skill +10 / Jump Skill +6
Target wearing the saddle will obey the owner. WIS check to disobey.
Over shoulder = +D4 to all skills
Blocks all smells in 1 of stone
Answers 1 yes/no question truthfully a day
Up to10 gallons of water to soup 1/day.
Casts rune spells
Works as sun light in 3
One fills any car sized tank.
Can not be punctured
+6(+12) to Repair Skill and fixes 4D10 in repair damage
Cool water or Warm tea 2 Gallons per day
Sees like night vision for 10 Allows you to see targets in their true form.
Liquid in it will not spill Does D6+2 Damage if used as a weapon.
Stimulates the pleasure center. +6 seduction (counts as alcohol.)
MV +2 when used.
Silver hooks, scalpels, + tongs. 3D6 Damage. Intimidate Skill +20
D8 Electrical damage
Weapons:

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Arrow Smiting
Arrow of Anti-Magic
Arrow of Disarming
Arrow of Ice
Arrow of Lava Burst
Arrow of Lightning
Arrow of Piercing
Arrow of Spell Targeting
Arrow Seeking
Arrow, web
Arrows/Bolts (3D4)
Axe of rapid wacks
Black Thorns of Throwing
Blowgun of Emotions
Bolt Battering ram
Bolt Devastation
Bolt Hellacious Pain
Bolt Throat seeking
Boomerang of cleaving
Bottomless Magazine
Bow/Crossbow of speed
Brass knuckles
Chain, Wall
Chainsaw, Enchanted
Crystal Gun
Dagger +2
Dagger of Cutting
Dagger of Interrogation
Dagger of Poison
contact with.
30. Dagger of vital organs
31. Dagger, Blood Feeding

+4 damage, knocks target off mount


Dispels up to 10 EP of a Spell
+6 to disarming Skill
+2D6 clod damage
7D6 damage over a 10 area
+3D6 Lightning Damage
Armor Rating cant be used for protection.
will hit a spell effect when ordered
Named target automatically hits.
Creates a 15 web to entangle targets.
+1 - +4 Damage
2D4+1 damage
D4+5 damage
As spell animal urges in hit target with no ability score check.
Becomes battering ram when it hits. 3D6 damage
Explodes for 3D4 additional damage
Additional D4 pain and D4 turns of nausea
Normal hit when making a called shot. +1 damage
2D4+2 damage
Once a day this clip will hold as many projectiles as can be fired in 20 min.
+1 Attack each min.
1 EP= fist turns to iron dam= 2D10+STR M
Becomes 10x30 wall on command
+3 to damage and Skill
Stores a 3D6 energy bolt
Vs Undead only to damage
D2 (+1 Damage for each attack after the first in succession.)
when held to a target holder gets +12 intimidation.
Dagger also does poison damage on command of any type it has been in
Normal hit when making a called shot. +2 damage
Holds 1 BP for every 4 HP in Damage up to 10 BP

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Flail of Rusting
Causes other metals to rust on contact. (+3 Damage per hit)
Giants Club
D6+3 Dam (x3 dam 3/day)
Hammer of Lightning
+D6 Electrical damage with each hit or at a 8 distance strike.
Hammer of Throwing
Thrown distance x2 and returns to thrower next min.
Holster, quick draw
Gain 1 attack before the start of combat.
Knife Gynzu
On vegetation +10 damage and x2 STR M
Knife, Razor
Never dulls, Ignore damage reduction
Mace of armor Shattering
Armor damage is x2
Mace of Blood
Once it draws blood it does only 1 HP damage until cleaned CURSED ITEM
Mace of confusion
Hit = confused (cannot act) next turn.
Mace, Dragon fist
Holds on 1 EP spell useable 4/ day
Machete Flameing
D4 damage +D6 fire damage on first strike each battle.
Marksman bullet
+6 to skill using it
Normal Weapon Multi Spell D4 Spells Useable one time/ day each
Normal weapon with a spell One spell useable 1 time/ day
Normal Weapon
+1 - +4 damage and Skill
Normal Weapon
+1- +4 Damage
Normal Weapon
+3 - +6 Skill
Nunchaku Charged
+D4 electrical damage 5/day
Quiver of the Wind
Holds 200 arrows with no weight.
Rod Veil Breeching
Opens a gate for 4 EP
Rod of Dragon Breath
Dragon head appears from mist and uses breath weapon 6D6/ 1 EP
Rod
1 spell 1time/ day
Rod
1 spell 30 EP charges for casting
Spear +3
Returning
Spear Backbiter
On a critical hit the total damage goes to the user. CURSED ITEM
Staff of hail n brimstone
Ice and flaming coal hail 5D4 damage for 2 EP
Staff of Life
Heals D10 5/day Restore spell 1/day
Staff of Magic
Holds 2D4 spells holds 30 EP for casting the spells in it.
Staff of Power
+10 EP to cast any War spells
Staff
Holds one spell useable 3 times/ day
Stone, comet
Sling stone with fire elemental inside.
Sword -2
-2 to skill and damage with weapon. CURSED ITEM
Wand Animate Dead
Animates dead for 24 hours
Wand Chargeable
Rechargeable Loads D4 spells for later use.
Wand Magic
1 Spell 2 times/ day
Wand Missiles
1 EP =
Wand of AneurismsBlood vessels burst in the head D6 damage + stuns target D4 Turns
Wand of Change
Target becomes a normal animal. WIS check for caster control of target.
Wand of Fire
Flame jet spell (D6 Damage) 20 charges.
Wand of Frost
Frost Wave (2D6 Damage) 20 charges.
Wand of Lightning
D6 Damage
Wand Rust
4D4 damage to non-metal. 25% chance of breaking.
Wand
D4 Spells one use of the wand for each spell it holds
Whip, Entangler
Strangle on a 19/20 (Or 92% or more on 100%)
Whip, Phantom
D4 damage to phantom creatures

Clothing I
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Amulet of Charming
Amulet of Hunting
Amulet of Insect Control
Amulet of Location
Amulet of Psionic Reflection
Amulet of Regeneration
Amulet of silver Repulsion
Amulet of the Beast
Anklet of Levitation
Apron of Cooking
Armband of Strength

+2 Reaction checks
+6 (+12) Hunting Skills
CHR check to control insects within 100 yds.
Owner can know the location of the Amulet 5 times/day
New random target of any Psionic attack 3 times/ day
+1 HP/Turn
extra attempt to dodge silver attack +10 to dodge
Lupines can control their changes.
As spell. 20 EP charges.
+6 (+12) Cooking Skills
+6 to Damage

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Armor Chainmail bikini of stunning 5/day stuns all members of opposite sex in 50 for 7Turns
Armor Dwarven
Double AR for type of armor
Armor Knight of Rose
Bloodstained Special protection.
Armor of Fear
Casts Fear 2 times/day
Armor of the Dragon
Casts dragon energy spell 3/day
Armor, Storm
Immune to lightning, movement unaffected by winds
Belt, sword
Belt becomes a long sword on command.
Biker Jacket, demonic
Claw attack D4+3 damage, Reaction +/-3
Boots of Attraction
+2 Reaction Checks
Boots of Dancing
+6 (+12) Dancing Skills
Boots of Dancing
Boots start dancing at any give time. CURSED ITEM
Boots of groin kicking
+3 to kick skill, +5 to damage
Boots of Levitation
As Spell useable 3times/day
Boots of Speed
1 EP = MV x2
Boots of Speed
MV Doubles useable 5 times/ day
Boots, thigh high seduction
+8 to seduction. +4 to reaction
Bracelet Mage
A charm holding 5 EP of spells total
Bracelet of Charms
Sack, Rope, Torch, 10 pole (Become items when
removed.)
Bracelet of missiles
3 rockets/ Day. 6D6 damage
Bracelet of Tunnel
As spell 3/day
Bracer of Archery
+6(+12) to Bow or Crossbow Skills
Bracer of Defense
+3 Dodge Score
Bracers of Deflection
Can deflect attacks +3 to Dodge
Brooch of Defending
+2 Dodge Score
Charm of Luck
Reroll 2 dice rolls per Day.
Charm of Opening
As Open Locks Spell 3 times/ day
Charm of Returning
object attached to the charm can be called for 1 EP
Cloak of Camouflage
+6 to Hide. Invisibility 1/Day. Im with them spell 1/Day.
Cloak of Comfort
Protects against natural cold and heat Damage
Cloak of Hiding
+6(+12) Hide Skill
Cloak of Invisibility
As spell when worn
Cloak of Living
Undead in this cloak appear to be living.
Cloak of Phase
As Spell 3/day
Cloak Of Poisonous
wearer takes D4 damage CURSED ITEM
Cloak of Reflection
Redirects a spell effect to another random target 5 times/
day
Cloak of Shadows
Wearer becomes Phantom ghost power 3 times/ day
Cloak of Stone
+1 AR. 3/Day wearer can become a statue 400 HP 5 turns
Cloak of STR
+3 to STR
Cloak of Warmth
Temperature for wearer never changes.
Cloak razor
Any one attacking the wearer takes D8 dam
Coat of useful Items
10 items can be stored. Pockets are empty until item is
needed. (Flashlight, Multipurpose tool, Fire Extinguisher, first aid kit)
Collar of animal form
Become a normal animal
Collar of Change
1/day change shape Return to natural form at will
Collar of Disguise
Glamour spell 6/Day
Collar of Strangling
At command word wearer takes 2D6 Damage.
Collar of Venom
+D4 poison bitten or spit.
Earring translator
Any language can be understood.
Fangs Vampire
Makes the wearer a vampire when worn
Garter of Lightning
2D6 1time per day
Garter Vampire
Drains blood without cutting the victim. Target still takes
damage.
Glasses of speed reading
Read, study and learn at x2 speed
Headband of INT
+D4 to INT
Helm of Dragonfly
Fly at MV x2 3/Day
Holster, hidden
Holds one weapon. Hidden to everyone but owner.
Leather Jacket
-1 Damage reduction to physical attacks
Mask Fanged
Bite attack x2 Damage
Name tag
Names written on the tag are believed if INT check is failed

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Necklace of Ice
Cold spell 3/day. Skin turns light blue.
Necklace of Strangulation
Wearer takes D4 damage CURSED ITEM
Necklace Bear Tooth
STR M doubles 3x day for 2 turn each time.
Necklace Elk Tooth
Doubles MV
Normal Armor
+1-+6 AR
Parka of Warmth
protection from cold 100%
Pin, Smiley faced
+6 CHR
Power tie
+2 to damage, +1 to CHR
Robe of Powerlessness
EP goes to 0 does not go up while worn. CURSED ITEM
Rose Cross
Constant spell Im with them.
Running Shoes of leaping
Give wearer the combat skill jump +3
Sandals of Water Walking
Can walk on liquids as if they were solid
Silk Armor
Spandex cloth AR 20/4 +3 DEX
Slippers of the Spider
Wearer can walk on any solid surface as if it was flat
Suit lucky
Ranged attack 50% chance of missing target.
Sunglasses of wandering eyes
Spot Skill +10
Watch of Speed
+1 action or MVx2 5/day
Windbreaker of resistance
+2 to all ability score checks

Clothing II
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Bag of Devouring
Beret of Fairy Kin
Gauntlet of Electricity
Gauntlets of dragon magic
Gauntlets of Fumbling
Gloves Haz-Mat
Gloves of Climbing
Gloves of Damage
Gloves of DEX
Gloves of digging
Gloves of Holding
Gloves of Strength
Gloves, driving Ace
Necklace Crystal Claw
Ring - Arrow
Ring - Alleater
Ring Bad Bargains
Ring - Basilisk
Ring Cataclysmic Avoidance
Ring Cloaking
Ring Clumsiness
Ring - Combat
Ring Curse Breaking
Ring Dire Straits
Ring Hefty Damage
Ring Illumination
Ring Mojo
Ring Remote eye Gouging
Ring - Servitude
Ring - Silence
Ring - Thunder
Ring Undead Aggravation
Ring Wicked Kicks
Ring Nose- lifting
Ring of Alertness
Ring of Animal Summoning
Ring of Any Beast
Ring of Armor Boost
Ring of Cold

Anything living inside is attacked D4 dam/Turn CURSED ITEM


Elvin telepathy when worn.
throws one D6 bolt every 3 turns.
Casts spell dragon energy.
-6 DEX CURSED ITEM
Immunity to acid, fire, poison and disease(Hands only)
+6 (+12) to Climbing Skills
+6 Damage
+D4 to DEX
turns rock to mud on contact
STR check to have something pulled from wearers grip.
+3 Damage
Drive skill +10
Detects dragons in 1 Mile.
Arrow appears when bow is drawn D4-1 dam
damage from acid. Can eat anything 3/day. Immunity to oozes.
owner always thinks they are getting a deal CURSED ITEM
Protection from turning to stone.
First attack that does over 100 Damage at once is ignored
Makes a cloak appear in any color +6 to Hide Sklls
-6 to DEX CURSED ITEM
+10 to trip, jump, disarm. +6 to punch, kick and shove.
1/ Day breaks a curse for someone with true faith.
1/ week Diving intervention to someone with true faith.
+2 to all damage
Cast any light spell. +1 to INT when worn.
Never need sleep.
As the cantrip
Anyone wearing will obey follow whoever has the highest CHR Sore
Anyone wearing this ring cannot talk/sing
can cause thunder to sound in the distance.
Touch is like holy water.
+10 to kick skill. +5 to kick damage.
Lift weight x3
Alerts wearer to danger
As spell 3/day
As spell 20 EP charges
+50 HP
As spell 3/day

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Ring of Cold Cocking


Ring of Decoder
Ring of Energy Resistance
Ring of Freedom
go up)
Ring of Friendship
Ring of Healing
Ring of Human form
Ring of Hydra
Ring of Invisibility
Ring of Jumping
Ring of Protection
Ring of Protection Acid
Ring of Protection Cold
Ring of Protection - Cold
Ring of Protection Electric
Ring of Protection Fire
Ring of Protection Fire
Ring of Protection Spells
Ring of Protection Sunlight
Ring of Protection Undead
Ring of Protection
Ring of Protection
Ring of Protection falling
Ring of Surveillance Detection
Ring Purple Dragon
Shield Area defense
Shield Bashing
Shield enchanted
Shield of Lightning
Shield of Reflecting
Shield of Stars
Shield of Throwing
Six Demon Bag

Hammer fist Combat skill


Riddle Lore +10
Absorbs 1 type of energy up to 15 in damage
Target automatically makes any entangles STR checks (STR does not
+1 Reaction score
Heals D10 for 1 EP
Wearer looks human
Nine rerolls gone once used.
As spell 3/day
Gives Jump combat skill at +6
-(D4) damage from creature type.
Damage from acid
Damage to cold
Cold Immunity
Damage to electrical attacks
Damage to fire
Fire Immunity
-(D4) Damage Reduction from spells
Sun light Immunity
Detects undead within 30
-(D4) Damage Reduction
+(D4 x10)HP
-(3D4) Damage from falling(3-12)
Can detect if you are being detected, watched, overheard
Detect poison at will, light and open lock spell 2/day each
all targets in 30 get +2 to dodge
Bashing damage STR M x D8
+1-+4 AR
Electrical attack when struck 4D4
Bounces any beamed spell or effect less than 5 EP in cost
Night vision 20 darkness spell 3/day
Throwing (always returns)
Six stones that explode when thrown 15 5D6 damage
Mage Potions I

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02-06
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30-31
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34-35

Name
Ability Enhancement
Antidote
Attack Enhancement
Augmented Essence
Barrier A
Barrier B
Barrier C
Barrier D
Bleach
Bull Health
Catsup
Cling of the Insect
Displacement
Dodge
Eclipse
Enchant Item Greater
Enchant Item Lesser
Enhance Familiar
Enhancement A
Enhancement B

Description
Split one ability score at its current score
Cures/neutralizes for 24 hours
+10 to attack with one combat attack
+10 to your Essence points
Explosive 6D6 10
Fire 6D6 15
Cold 6D8 10
Electric 8D6 10
Terminates all blood bonds
+20 HP
+5 reaction to opposite sex
Walk on walls
Double dodge score for 1 hour
+1 to your dodge
Avoid moon change for 1 month
+5 to an item
+1 to item up to +5
Familiar gains one new gift
+1 to an ability score
+1-4 to an ability score

Other info
1D8: 8= fails
Lasts 1 game

2 Games only
1 Game only

Lupine only
Max at +5
Max at +5
1D8: 8=choice
1D8: 8=choice

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Enhancement C
Glamour
Green-thumb
Heal All
Heal Bull
Heal Horse
Heal Ox
Hold Porthole
Horse Health
Ketchup
Killer Bee Extract
Liquid Sun
Lucky
Mapper
Mustard
Ox Health
Platelets
Pure Essence
Quick Silver
Restore Life
Rush Horse
Rush Ox
Scorpion Extract
Skill Enhancement
Sleeping
Time Stop
Truth Serum
Ultimate Solution
Viper Extract
Webbing

+10- 40 to an ability score


Be someone else for 1 hour
Plant growth/control 15x15
Heals all but 1D4 HP
Heals 4D10 HP
Heals D10 HP
Heals 2D10 HP
Ward of 60HP to a building
+10 HP
+5 reaction to same sex
Poison 2D10 50% contact/ ingested
As sunlight 30 R
Re-roll any one roll
Creates a map 100yds from pourer
-5 reaction to everyone
+15 HP
+10 BP
+3 to your Essence points
Coats Items with silver dust
Create Zombie
+2D12 to skill score
+4D12 to skill score
Poison 4D10 50% contact/ ingested
Split one skill at its current score to tree it
1D4 min passed out
4 Actions for the next turn.
1D4 questions respond truthfully
Dissolves anything non living (except glass)
Poison 10D4 Contact only
300 feet of liquid rope.

1D8: 8=failure

Can be dispelled
2 Games only
CON check dam

With info requested


2 Games only
Vampire/Ghoul only

WIS check score


Next skill used
Next skill used
CON check dam

3x3x3
CON check nil

Potions II
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Aging Acid
Anti-Venom Serum
Anti-Water Potion
Chemical Light stick
Combination Potion
Dust of Choking
Elixir of Black Death
Elixir of Black Flame
Elixir of Madness
Elixir of Natures Voice
Elixir of Purity
Elixir of Spring
Essence of the Raptor
Essence Oil
Liquid Pain
Love Potion
Odins Oil
Oil of Complete Fix
Oil of Midnight
Oil of Movement
Oil of Repairing
One-mind Potion
Permanence Potion
Philter of Lust
Potion Bind Undead
Potion Create Monster

Turns metal to rust up to 5 ft. (4D8 Damage)


+9 to poison checks for 48 hours (Given after poisoned gives a 2nd CON check)
Water proof 20 of material. Causes water to part if poured directly in.
Reveals Invisible or hidden creatures in 5
Used on two magical objects it will combine them into one of the two objects.
CON check or target can only choke for D6 turns CURSED ITEM
Eliminates oxygen in water (6x6 area)
Casts light as a fire. D4 cold damage. Will not harm combustible items.
Causes a derangement
Talk to plants 24 hours
Plus 10 to all Ability Scores useable one once on a person.
Resurrection no checks, back to life with 2 HP.
MV+4, +6 to hide, jump, spot skills.
Masseur skill+ oil= EP returns in difference of the roll and score.
D4 damage for 2D4 turns
Charmed to the next name you hear for 48 hours
Liquid bandage Heals 25 HP
Repairs all but D4 HP to nonliving material
Fly for 8 hours at a MV of 20.
DEX check to hold or move over effected area. (5x5 area)
Fixes nonliving material D4x10 HP.
Two drinkers know each others last 6 hours
Causes a temporary condition to become its normal state of being
puts the person in heat. WIS check to do anything else/ hour. Lasts 3D6 hours.
Given to undead they must obey the owner of the potion for 2 weeks
Poured on a normal creature they transform into a twisted creature.

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Potion Flying
Potion Ghostly
Potion Gibberish
Potion Invisibility
Potion Magic Resistance
Potion Non-detection
Potion regeneration
Potion Reincarnation
Potion Shape Change
Potion Snow
Potion Vitality
Potion Water Breathing
Saviors Blood
Sparkle lotion
Sun block 8000

As spell
Drinker gains phantom powers for 3D6 turns
Drinker can only speak gibberish for 2D4 hours
As spell
Damage
Cannot be located by magical means
Heals All but 1 HP
Becomes a vampire if drunk
D6 1= Bird, 2= fish, 3= lizard, 4= mammal, 5= insect, 6= gas
Creates a snow construct.
7 days with no food or sleep
Lasts 8 hours. Breaths water not air.
Purges Twisted or Vampire Blood. Makes Pope holy/ drinkable
Brings out magic in gems
Causes all sunlight to be indirect light for 48 hours.

Item Variations and descriptions:


Boots Standard human size. Shoes, slippers, anklets and toe rings can be substituted at storyteller choice. Only one
pair can be worn at a time.
Earring- Can be worn on different parts of the body. Only 4 can be worn at any given time and be active.
Potion-Potions come in 4 dose containers in most cases. A D4 roll can be made to determine how many doses are left.
Most come in small 1 OZ glass bottles. Potions last about 1 hour if they are not perm. Drinking a potion takes a full
action.
Ring A circular band usually worn on a finger or toe. Activating a ring takes a full action. Some rings are active all
the time and do not require activation. A ring that is not active will not be magical in nature until it is activated. Some
rings cost 1 EP to activate.
Rod A typical rod is about 6 long. It can be made from any type of material. Using a spell from a wand uses a entire
turn to do so. Rods can be recharged by a mage. They usually have 30 charges. Each use uses one charge unless
specified.
Scroll- Spells written on individual pieces of paper. They can be used over and over again. Mages can study them to
add the spell to their spell list. A caster must have enough EP to cast the spell on the scroll. A person must be able to
read to use a scroll.
Staff- The staff must be of natural material, longer than 3 feet. Staffs usually have 30 charges. Staffs can be recharged
by a mage. Each use uses one charge unless specified.
Wand- A wand must be of natural material, less than 2 feet long. Wands can be recharged by a mage. Usually have
about 20 charges. Each use uses one charge unless specified.
Armor and Shields: Magic armor (including shields) offers improved, magical protection to the wearer. Some of these
items confer abilities beyond a benefit to Armor Rating (AR) .
Weapons: Magic weapons are created with a variety of combat powers and almost always improve the Combat skill
and/or damage rolls of the wielder as well.
Size and Magic Items- When an article of magic clothing or jewelry is discovered, most of the time size shouldnt be
an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer.
Size should not keep characters of various kinds from using magic items.
Magic Items on the Body-Many magic items need to be donned by a character who wants to employ them or benefit
from their abilities. Its possible for a creature with a humanoid-shaped body to wear as many as twelve magic items at
the same time. However, each of those items must be worn on (or over) a particular part of the body.
A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups,
keyed to which place on the body the item is worn.
One headband, hat, helmet, or phylactery on the head

One pair of eye lenses or goggles on or over the eyes


One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
One vest, vestment, or shirt on the torso
One robe or suit of armor on the body (over a vest, vestment, or shirt)
One belt around the waist (over a robe or suit of armor)
One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
One pair of bracers or bracelets on the arms or wrists
One glove, pair of gloves, or pair of gauntlets on the hands
One ring on each hand (or two rings on one hand)
One pair of boots or shoes on the feet
Of course, a character may carry or possess as many items of the same type as he wishes. However,
additional items beyond those listed above have no effect.
Some items can be worn or carried without taking up space on a characters body. The description of an item indicates
when an item has this property.
Intelligent Items-Some magic items, particularly weapons, have an intelligence all their own. Only permanent magic
items (as opposed to those with a single use or those with charges) can be intelligent. (This means that potions, scrolls,
and wands, among other items, are never intelligent.)
In general, less than 1% of magic items have intelligence.
Cursed Items-Some items are cursedincorrectly made, or corrupted by outside forces. Cursed items might be
particularly dangerous to the user, or they might be normal items with a minor flaw, an inconvenient requirement, or an
unpredictable nature. Items must have the curse removed in order to take off the item if it is worn. Cursed items most
often look like some other magical item.

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