[1]
Blight Stone
Equipment
– Necklace
If
you hit a foe while wearing this stone, they get -2 AC for the rest
of the battle. The stone guides you to old battlefields and gets
excited nearby rotting flesh.
This
stone ruins and corrupts equipment, warping it and rusting it. It is
said the scratches and dents caused by the weapons of the wielder
spread rust and staining colors from the points of impact on
afflicted armors, lest they be polished and well maintained.
[2]
Infused Raindrop
Charm
– Carry for Effect
Whenever
the carrier of this charm takes elemental damage from fire,
lightning, or acid the raindrop soothes their wounds and cools them;
absorbing 1d6 points of damage.
The
raindrop shrinks each time it is activated. It only works 3 times
before evaporating totally.
[3]
Wind Lace
Charm
– Carry for Effect
As
long as you carry the Wind Lace, the winds always aim to aid in your
movements; gaining +1 foot of movement per round. This allows you to
eventually catch up to those faster then you, or outrun foes of your
similar speed if you're using the basic rules. If you're using chase
or stunt rules, then the wind lace grants +1 to the relevant roll
instead.
[4]
Observer Ward
Consumable
– 3 Uses
The
ward must be placed upright and planted into the ground. It turns
invisible and can see everything around it. The planter of the ward
automatically sees what the ward sees; transmitted by the winds of
magic. The wards shrivels and dies in 1d4 days.
While
invisible, it can still be found via touch. Magical creatures may be
able to sense or devour the ward, and anyone who discovers a ward
placed somewhere compromising will be none to pleased about it, and
will usually destroy it unless they can send it useful fake
information. There is a rare blue offshoot of the ward that can see
the invisible.
[5]
Ultimate Orb
Charm
– Carry for Effect
This
orb contains the essence of life; as long as you hold it treat
yourself as 1 class level higher then you actually are. You gain all
the saves, HP, spells, bonuses and all advantages of the next highest
level except for your level 10 social/storyline bonuses such as
gaining a free fort and men for Fighters.
The
orb is highly coveted by basically everyone and everyone who possess
the orb tries to keep it a secret. However simply owning the orb
causes the carrier to seem greater and larger then life, making their
presence and reputation grow. Many up and coming powerful and
individuals of growing fame are murdered on the assumption they may
possess this priceless artifact.
[6]
Eaglesong
Magic – 1 Use
per day
By blowing this
horn it grants the target “limitless dexterity”. For one combat
round the target can avoid all attacks, or automatically hit their
attack. If used in combination with a bow, the bow's range extends to
anything you can see up to the horizon. If a very light breath is
used to blow the horn, it grants +5 to stealth checks for a turn.
[7]
Tranquil Boots
Equipment
– Boots
The
wearer of these boots draws healing energies from the earth itself;
recovering hit points at the same rate of bed rest even while
travelling. The boots can store up to 6 hit points of “healing”
that the wearer can use on others by touching them or themselves by clicking their heels.
Those
who wear the Tranquil Boots find themselves living at peace on the
roads and in nature, away from warfare and conflict. Those who wear
the boots also live about 15 more years on average, keeping along
much of their youthful vigor even into extreme old age. This only
applies to those who have worn the boots for many years- but even
slipping the boots on your feet once seems to have a positive,
long-lasting impact on the body and mind.
[8]
Wraith Band
Equipment
– Head + Magic 1 Use per day
This
band constantly whispers. It grants +1 to a random stat modifier each
day. Once per day, you can focus the whispers of the band to grant
you +2 to a stat modifier for one exploration turn. Once used, the
band is silent until the next night when the whispers begin to speak
again.
[9]
Demon Edge
Equipment
– Sword
This
magic sword is excellently made and very sharp, granting +2 to hit.
Anyone hit by this sword with less then 10 HD instantly die. Anyone
of a high enough level, divine essence, or extreme fortitude to
resist this effect take 4d6 damage instead.
This
death effect takes hold even on tiny scratches and scrapes, and it is
so sharp even minor cuts count as full attacks. If you test the blade
with your finger, try to disarm someone holding it, or grab the sword
by the blade roll a save or treat it as though you were hit by the
blade.
[10]
Vanguard
Equipment
– Shield
This
counts as a magic shield that grants the user +2 AC. If you hold the
shield up and focus only on defense this round, giving up your
attack, the shield also reduces the damage of all incoming attacks by
-2. Additionally if you are hit with a knockback effect, or slammed
by an incredible force, the shield absorbs it causing you to only be
pushed by a few inches, even by the swing of a giant or a huge
boulder falling on you.
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