Generally speaking, enchanted objects can have one or more of the following properties:
- Confer an Edge - either one that already exists or one made specifically for the item.
- Modify an Edge, giving it extra utility if you already have the Edge in question.
- Activate a Power or produce some effect equivalent to doing so.
- Confer a situational bonus or advantage, i.e. based on the number/suit of your Action Card.
- Confer a flat numerical bonus: use this very sparingly for powerful items, and bonuses should range from +1 to a maximum of +3. Bonuses don’t stack.
Anything can be enchanted: a ring, a deck of cards, a cabinet, or whatever. Magic items have a tendency to malfunction if operated very close to each other, however - particularly small items. For this reason, you can usually only wear one magic ring on each hand, a single amulet, a single set of magical footwear, a single set of magic armour, and so on. You don’t usually need to worry about magical interactions between, say, your magic ring and the sword you’re wielding in the same hand.
- Akkadian Fire
- Arcane Focus
- Blanket of Slumber
- Boots of Elvenkind
- Cloak of Elvenkind
- Crystal Ball
- Druid’s Blanket
- Elven Rope
- Folding Boat
- Helm of Invincibility
- Horn of Valhalla
- Ioun Stone
- Power Well
- Returning Weapon
- Spirit Lantern
- Wish Spirits
- Device of Al Qadim
- Dragon Orb
- The Eye of Light
- The Infinite Castle
- The Invulnerable Coat of Arnd
- Mace of Disruption
- Mammoth Rider’s Spear
- Threshold of Mind
- Vorpal Sword
An ancient weapon from a forgotten civilisation, the recipe for the alchemical marvel known as Akkadian Fire is still held as a close secret by a select few. It is a viscous black liquid when unlit, not unlike oil or pitch. As soon as the slightest spark touches it, however, it changes to a terrible aspect. It catches light much faster than oil, though it burns far longer - in the space of a second, a large quantity of Akkadian Fire can take light from a single candle-flame. This makes it immensely dangerous to store and handle.
Akkadian fire burns with a bright blue flame that is as hot as dragonbreath; it burns this way for about a minute (10 rounds), after which the blue flame dies. Flammable objects that have been set alight will continue to burn with regular fire, however. Water won’t quench Akkadian Fire, and only halves the duration for which it burns. Wood will be reduced to ash by Akkadian Fire, while stone will burn as though it was made of wood. Metal won’t burn, but the intense heat will often cause it to melt and run.
Akkadian fire, even while burning, is thick and viscous - it tends to stick to things. A person or structure that is hit by Akkadian Fire takes 3d6 damage and immediately catches fire. The fire continues to burn at 3d6 damage until the duration ends; it cannot be put out by nonmagical means, but a powerful blast of magical cold will extinguish it. Any equipment touched by Akkadian Fire is likely to be destroyed. When the duration ends, roll normally to see if the target continues to burn.
A thrown pot of Akkadian Fire is treated as a grenade with a radius of 1”, and can be Evaded as usual with an Agility roll at -2. Normally a miss simply indicates that the missile deviates as normal; however, a Critical Failure when throwing a pot of Akkadian Fire indicates that it explodes in your hand.
Akkadian Fire regularly fetches prices of 100 to 500 silver per jar.
A common piece of arcane equipment employed by many mages, these items are often available to purchase for up to 2000 silver. They can take many forms, depending on whom they are intended for. A mage might use a staff or wand to direct their energies, while an alchemist may use specialised equipment to safely distill their potions without resorting to “unstable” methods. A cleric may use a specially consecrated holy sceptre to channel divine energies. Unusual foci can even come in the form of gloves or weapons.
Arcane foci allow magic-users to channel their energies through them, allowing them to cast powers with a different trapping. For example, a Wand of Flame may cause every spell cast through it to assume a fiery aspect, dealing fire damage and/or lighting flammable objects. A Glove of Power may add the “Touch” limitation, reducing the PP cost of spells by 1 where appropriate.
More powerful arcane foci often have additional properties or powers.
Blanket of Slumber
A thick, heavy blanket that is careworn but very comfortable. When normally used, it is an excellent sleeping aid: anyone who lies beneath it will fall asleep within seconds and subside into a deep and restful slumber, even in conditions where this would normally be impossible. They will sleep for 8 hours and will be more difficult than usual to awaken.
Although its enchantment is fairly subtle, it is possible to use the Blanket of Slumber in battle. It can be thrown over someone within 1” with a ranged Athletics roll. If you hit, they must make a Vigor check or immediately fall asleep; note that if they pass the check, they will be in possession of the blanket. Someone sent to sleep in this way is difficult to waken, but will not sleep through excessive noise or pain. If the blanket is removed from them, the target will immediately awaken.
Boots of Elvenkind
These soft boots enable the wearer to move without sound of footfall in virtually any surroundings. Thus the wearer can walk across a patch of dry leaves or over a creaky wooden floor and make only a whisper of noise. All Notice rolls made to detect the sound of the wearer’s movements receive a -4 penalty.
Cloak of Elvenkind
This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when it is worn, with the hood drawn up around the head, it enables the wearer to be nearly invisible. Fully 90% of these cloaks are sized for human or elven-sized persons. The other 10% are sized for smaller persons (4 feet or so in height).
Cloaks of elvenkind do not function when the wearer is hastily moving; they only confer the semi-invisible effect when standing still or at a walking pace. When functioning, they make the wearer almost invisible; all Notice rolls to detect them are made a -2 penalty, which increases to -4 in wilderness environments. Even though the effect conferred by the cloaks is near invisibility, they cannot be used to hide from a creature that is already aware of you.
This is the most common form of scrying device: a crystal sphere about 6 inches in diameter. Versions also exist in the form of magic mirrors and enchanted scrying pools, all functioning in the same general way. They can be used to see over virtually any distance, but not into other planes of existence. The user of a crystal ball must know the subject to be viewed. Knowledge can be from personal acquaintance, possession of personal belongings, a likeness of the object, or accumulated information. It can only be used on living creatures or entities, not places or objects.
Unlike other forms of scrying, no skill roll or failure chance is associated with a crystal ball; they either work or they don’t. Protective enchantments like Conceal Arcana will prevent the crystal ball from functioning. Prolonged viewing (longer than 15 minutes) allows the subject a Spirit roll each hour to sense the crystal ball’s scrying.
A useful item used by druids and rangers to disguise their animal companions when entering civilised lands, this is an ordinary horse blanket of rough wool, appearing to be of little or no value. Its power is only revealed when it is thrown over a quadrupedal animal of approximately horse size: it will immediately confer upon them the appearance of a horse until it is removed.
Depending on the size of the beast, they may appear as anything from a small pony (Size +1) to an ordinary horse (Size +2) to an enormous destrier (Size +3). Anything too big or too small will be unaffected by the champion. The illusion also covers small sounds, but won’t mask a lion’s roar - or smells, for that matter. Although a Notice check may allow someone to realise an illusion is at work, the illusion cannot be broken unless the blanket is removed, damaged or magically dispelled.
Although the blanket’s magic can cover small inconsistencies, the subject must fairly cooperative and well trained. A tiger that is pacing and prowling, for example, will look unusual even if disguised as a horse, and may well draw suspicion.
Like many elven crafts, this special rope is not made by enchantment, but has semi-magical properties imbued by the manner of its creation. Elven rope is made by weaving slender, filament-like strands of bark from a tree that gave it willingly to druids. It is sung to while being woven, in a manner similar to the ritual of Treesong. It doesn’t require druidic power to make, however - just skill, and a connection to nature.
The result is a strong, light rope - similar to silk rope in most ways. Its unique properties make it very useful to any climber, however, as it has the power to untie itself at the user’s will. Simply grasp the rope and pull, and the knot will slip apart even if it supported the weight of a mountain climber a moment before. Elven rope is almost sentient, and will refuse to obey those who are enemies of nature.
More powerful variants of elven rope exist which have been handmade by druids. These items are actually animate, and can move on their own. Such ropes can climb cliffs and tie knots in themselves, or even grapple enemies and attempt to tie them up!
Another of the legendary pseudo-magical elven crafts, the folding boat is a slender rowboat or skiff made of a thin membrane of leaves. This vessel can be collapsed and folded into a form that will just about fit into an adventurer’s backpack. In either form, it weighs only about 20 pounds and can be carried without difficulty.
Despite its delicate appearance, the folding boat is surprisingly sturdy. It is a little more fragile than a wooden boat of the same time, but not by much. Because of its lightness, it is also easier to maneuver than most rowboats - though still somewhat unwieldy.
|Vehicle||Size||Wounds||Handling||Top Speed (MPH)||Toughness||Crew||Cost||Notes|
|Folding Boat||0||3||-1||5/9||7 (1)||1+3||-||Does not have Heavy Armor.|
Helm of Invincibility
This powerful magic item is an otherwise ordinary open-faced helmet, conferring +3 Armor to the head. Its name comes from the supernatural vigor and reflexes it confers on the wearer, allowing them to escape near-certain death. However, it works only when the wearer is completely focused and aware, and only in the heat of battle.
In combat, the helm triggers whenever its wearer draws a face card as their Action Card. Until the start of their next round, they receive a free Soak roll against any damage taken (even if they are not a Wild Card).
Horn of Valhalla
There are four varieties of this magical device. Each appears to be a normal instrument until it is blown. Then, each summons a number of berserkers from Valhalla to fight for the character who summoned them by blowing the horn. Each variety of horn can be blown just once every seven days. The warriors gladly attack anyone the possessor of the horn commands them to fight, until they or their opponents are slain, or 1 hour has elapsed, whichever occurs first.
Different types of horn summon different warriors, from ordinary einherjar to mighty heroes. Regardless of their level, however, they always have the same equipment: chain mail, a medium shield and a spear or battleaxe. Summoned warriors are always Extras.
Silver Horn (2d4+2 warriors)
Pace: 6; Parry: 7(2); Toughness: 8(3)
Attributes: Agility d6, Strength d8, Smarts d4, Spirit d6, Vigor d6
Skills: Athletics d6, Fighting d6
Brass Horn (2d4+1 warriors)
Pace: 6; Parry: 8(2); Toughness: 8(3)
Attributes: Agility d6, Strength d8, Smarts d4, Spirit d6, Vigor d6
Skills: Athletics d6, Fighting d8
Bronze Horn (2d4 warriors)
Pace: 6; Parry: 8(2); Toughness: 9(3)
Attributes: Agility d6, Strength d8, Smarts d4, Spirit d6, Vigor d8
Skills: Athletics d6, Fighting d8
Iron Horn (1d4+1 warriors)
Pace: 6; Parry: 8(2); Toughness: 9(3)
Attributes: Agility d8, Strength d8, Smarts d4, Spirit d6, Vigor d8
Skills: Athletics d6, Fighting d8
Edges: Block, Frenzy
These magical stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, they must hold and then release it, so it takes up a circling orbit, whirling and trailing, around their head. Thereafter, the stones must be grasped or netted to separate them their owner. The owner may voluntarily seize and stow the stones (at night, for example) to keep them safe, but loses the benefits of the stones during that time.
The stones may be targeted in combat with a ranged weapon; their scale is Tiny, imposing a -6 penalty for a man-sized creature to shoot them down. Any successful hit will interrupt their orbit. Alternatively, an Athletics or Fighting Test can be made to grab or knock the stones out of orbit. If attempting to damage them, they are considered to have a Hardness of 8.
The benefits of an ioun stone vary depending on its colour, and are as follows:
|Clear||Sustains without food or water.|
|Iridescent||Sutains without air and confers immunity to poisonous gases.|
|Pearly White||Slow regeneration, allowing a Natural Healing roll each day.|
|Pale Lavender||Confers the Arcane Resistance Edge.|
|Vibrant Purple||Allows a wizard to store 10 PP, similar to a power well.|
|Deep Red||Increases Agility by 1 die.|
|Scarlet & Blue||Increases Smarts by 1 die.|
|Incandescent Blue||Increases Spirit by 1 die.|
|Pale Blue||Increases Strength by 1 die.|
|Pink||Increases Vigor by 1 die.|
Magic items are, for the most part, priceless. Their creation requires a skilled spellcaster and significant expenditure of both time and energy. Potions are the exception to this rule, however. Although alchemy requires expensive equipment and a great deal of skill, alchemists are able to produce potions with relative ease once they have what they need.
As a result, many potions are available for purchase in large towns or cities that are home to practicing alchemists with an interest in using their craft to make coin. The more obscure and complex inventions of alchemy aren’t generally available for sale; only the common potions which are well known. Because potions are such a commodity, their prices are far from stable - however, you can work out their general value with the following formula:
50 silver * PP cost * Rank
For example, Healing is a Novice power that costs 2 PP to cast. Therefore, a simple healing potion without any modifiers would cost 100 silver. Potions cast with a raise cost an extra 50%.
Unless otherwise noted, potions are brewed with their basic duration; for example, an Oil of Speed lasts for 5 rounds. Alchemists are quite capable of extending the duration of their potions by brewing them stronger, but this is not usually the case for potions bought “off the shelf”. Getting stronger potions custom-made will increase the cost by at least 50%.
Simply put, a power well is a magical battery than can have a capacity anywhere between 1 to 20 power points. This stored power can be drawn on by its wielder, allowing them to activate powers without sacrificing their own energies. Some of them are consumable, and lose their powers once emptied; others can be recharged by any magic user who can spare the power points to do so. They come in a wide variety of shapes and sizes - gemstones, pearls, magic wands, even magic weapons or armor.
Power wells are highly coveted for obvious reasons, but can only be used by a magic-user of a compatible arcane background. A wizard cannot use a power well designed for priests, and vice-versa. The most powerful can significantly increase a magic-user’s effective pool of power points, making them far more powerful than they otherwise would be.
Returning weapons contain an enchantment that will return them to the wielder’s hand at will. They are most commonly throwing weapons such as axes or javelins, but the enchantment is sometimes found on other types of weaponry as well. The enchantment can be invoked in two ways:
- If the weapon is thrown, it will immediately return to the wielder’s hand afterwards, as long as it was not thrown further than its long range increment.
- As long as the weapon is within 10” of its owner, it can be willed into their hand as a free action. There must be a clear path for it to fly to the owner’s hand, but it does not have to be within their line of sight.
Although the enchantment is swift and effective, it is not very strong. Weapons can generally retrieve themselves from corpses, sod and other soft materials where they may have become embedded. If the weapon has been grasped by another or embedded into something solid (such as an oak door), it must be retrieved manually.
There many magic rings in the world - small, portable trinkets with potent magical effects for those that wear them. The difficulty and complexity of creating such items is such that they are rarely meager artifacts; even the least of the magic rings is a priceless treasure.
Animal Friendship: While worn, permanently gives you the effects of the Beast Master Edge, meaning most natural animals won’t attack you unless you attack them first. The ring has 30 charges, and you can expend one to cast Beast Friend on an animal. For 10 minutes, the affected animal will understand and can communicate with you, and will obey simple commands. They will endanger their own lives, but not against overwhelming odds or in the face of their instinctual fears. If used on intelligent beasts, it will confer communication but not obedience.
Cantrips: This ring allows any number of cantrips to be cast by the wearer without expending any power points. It even works for non-magic users.
Feather Falling: This ring activates whenever the wearer falls more than 1”, and causes them to levitate slowly down at a rate of 2” per round. The effect lasts for up to 10 rounds.
Free Action: Wearing this ring makes you immune from magic that slows you or applies the Entangled or Bound conditions. It also allows you to move freely and normally in restrictive environments (such as underwater or in difficult terrain), even allowing you to use blunt or cutting weapons effectively underwater. Its effect does not extend to projectiles hurled or fired by the wearer.
Invisibility: It can be put on or removed as an action. For as long as you are wearing it, you are invisible as if under the effect of the power of the same name. You cannot be seen, except for a vaguely transparent blur or outline. Actions taken against you that require sight, including Notice rolls to see you, are made at a -4 penalty. Some powerful variants of this ring make you totally invisible, giving you the effects of Invisibility cast with a raise. Any offensive action makes you visible until the end of your next round.
Protection: This simple bauble is one of the most common magical rings in circulation, and contains a simple protective enchantment that grants +1 Armor to the wearer. This stacks with any worn armour.
Ram: 24 charges; activate to produce a ram-like force, manifested by a vaguely discernible shape which resembles the head of a ram or goat. The force has a range of 5” and requires a Shooting roll to strike the target. It deals 1d6 damage per charge, to a maximum of 3d6; on a raise, an extra d6 damage is dealt. Targets that are Shaken are knocked prone unless they are Huge-sized or above. Alternatively, it can be used as a battering ram: 1 charge will break a light door, and 2 charges will break a heavy gate. Otherwise, use the rules for Breaking Things.
Readiness: This unusual ring is designed for warriors or thieves, and is wrapped in a fine white ribbon. This ribbon should be affixed to some piece of equipment, it can be wrapped around the pommel of a weapon, sewn into a set of armor, and so on. When the ring is worn, the wearer needs only will (as a free action) and the linked piece of equipment will teleport onto their person. Weapons or other items will appear in the ring hand, while articles of clothing or armour will appear on their body. If the ribbon is lost or damaged, it can be replaced by obtaining a new ribbon and keeping it wrapped around the ring for 1 week.
Regeneration: This ring confers slow regeneration on the wearer, allowing them to make a Natural Healing roll once each day. This applies even if they are dead, as long as they continue wearing the ring; however, a ring cannot be placed on a corpse to resurrect it. It can even regenerate lost limbs, though this will take several weeks. There are rumours of more powerful variants that confer fast regeneration, allowing the wearer to make a Vigor roll every round to restore a Wound, or two on a raise.
There is a variant known as the ring of vampiric regneration, which triggers a Natural Healing roll every time the wearer inflicts a Wound on a living creature. Anything of Size -2 or less doesn’t count.
Revealing: This ring gives the wearer “x-ray vision”, allowing them to see through solid substances. Doing so requires focusing intently on the object to be see through, and requires an action. Using the ring, it is possible to penetrate through 3” of most organic substances, such as cloth or wood. It is possible to pierce through up to 2” of stone or most metals. Some metals, such as lead or gold, can’t be seen through at all. Use of the ring is uniquely tiring, and requires the wearer to make a Vigor roll or gain a level of Fatigue each time it is used.
Spell Turning: This rare ring protects the wearer from magic; it provides the Arcane Resistance or Improved Arcane Resistance Edge, depending on how powerful it is. It can also reflect certain spells back to the original caster. This only works on spells cast directly at the wearer; it does not function against touch spells, area of effect spells, innate abilities or spells activated from a magic item. If the ring protects you against a spell that can be reflected - for example, if you pass the saving throw or the spell doesn’t deal enough damage to Shake you - its effects are returned to the spellcaster. Note that the ring’s protective properties apply to helpful and harmful spells alike.
Truth: This simple band prevents the wearer from knowingly telling a lie. Attempts to do so will result in a strangled croak. It cannot be removed by the wearer, but must be removed by another.
When first used, the purpose of this lantern seems quite simple. When filled with oil and lit, it will produce darkness in a 4” radius for 10 minutes (it burns oil faster than a regular lantern). This is as per the Darkness power, and creates pitch darkness within the affected area. Its true function, however, is to darken the waking world while making hidden things visible. Incorporeal ghosts, invisible creatures and spiritual entities of all kinds become brightly visible in the darkness of the lantern.
What legendary warrior is complete with a fitting magical weapon at their side? Many magical swords and other enchanted weapons have been made for champions throughout the ages, though they are a rare and priceless find.
Flametongue: This enchanted longsword is covered in licking, crackling flames at all times when drawn. It counts as a flaming weapon; on a successful hit, the target may be set alight as per the Fire hazard. Creatures which are vulnerable to fire will take double damage from Flametongue. Finally, the Flametongue protects the wielder against the cold, making them immune to the Cold hazard and reducing the damage from all cold-based attacks by 4 while it is held.
Frostbrand: This longsword is enchanted with supernatural cold, causing a constant sheen of frost to coat its blade. Any creature struck with this weapon must roll as if affected by the Cold Hazard. The sword can also extinguish any fire into which its blade is thrust, with a radius of up to 2”. Finally, the Frostbrand protects the wielder against fire, making them immune to the Heat hazard and reducing the damage from all heat and fire-based attacks by 4 while it is held.
Dweomerbane: These longswords were made for warriors who must face down powerful mages, and can cut the threads that hold enchantments and spells together. As an action, a warrior can attempt to “cut” any spell or enchantment they are close enough to strike with the sword. This functions like a casting of the Dispel power, but uses the wielder’s Strength as the spellcasting skill. If the wielder is On Hold and interrupts his foe’s action, it can be used to counterspell in the same way as Dispel. The sword can only be used on spells that are “in the air”, not to break enchantments on items or creatures. Cutting spells is physically taxing, and prolonged use may Fatigue the wielder.
Sword of Dancing: This masterwork shortsword is a fine weapon in its own right, giving a +1 bonus to Fighting rolls. Its true power is unleashed when released by its wielder, though. As a free action, the sword can be released and will act autonomously from the wielder, following their commands and attacking with a Strength and Fighting of d6 (with a Wild Die). The Sword of Dancing acts on the wielder’s round and can be given telepathic orders as a free action. It can move up to 6”, but cannot be more than 6” away from its wielder at any time. If not given any orders, it will continue to attack its last target until they are defeated, then hover and await further commands.
Sword of Quickness: This shortsword is otherwise unremarkable, but confers the effects of the Quick Edge to its wielder. This allows them to redraw any Action Cards of 5 or lower, but only works while the blade is being wielded. If you already have the Edge, it allows you to redraw any Action Card of 8 or lower.
Sword of Slaying: These weapons are popular with monster-hunters and great heroes, and many varieties exist - swords of dragonslaying, giant-slaying, lycanthrope-slaying and so on. They all function similarly: against their chosen enemy, they get a free reroll on damage. Against all other foes, they function as ordinary swords.
The creation of the slightly deranged gnomish genius, Leopold the Magnificent, truesilver is usually found in a beautifully enamelled spherical container about the size of an orange (similar to a faberge egg). This container has a small hinged lid which can be used to access the contents: a small amount of what looks to be quicksilver at first glance. However, it has been alchemically transformed into truesilver, an amorphous metal which is highly sensitive to mental emanations.
By concentrating intently on a quantity of truesilver, the substance can be made to move and change shape all on its own. It can be manipulated at a distance equal to your Smarts rating in feet, and can “slither” like a snake to cover ground. By the user’s mental command, it can assume any shape (assuming there is enough material to assume this shape). It can also change from a liquid into a semi-solid, about as firm as soft green wood. Truesilver can exert a small amount of force, up to about 5 pounds; enough to lift something light or turn a mechanism, but not much more. Characters with a Smarts of d10 or more can make it as hard as solid oak and exert 10 pounds of pressure.
As might be expected, truesilver is very popular amongst thieves; a thief controlling a quantity of truesilver can direct it to enter a lock and reshape itself to the lock’s internal mechanism. This allows them to pick the lock remotely and gain a +2 bonus when doing so. Other uses include making a perfect copy of a key, opening a window-latch from the inside, dousing a wall-sconce by smothering the flame, and so on. The uses of truesilver are limited only by the willpower and creativity of its user.
Truesilver is exceedingly rare and difficult to make, with a standard “vessel” fetching thousands of silver when it surfaces. Combining or splitting specimens of truesilver does not reduce their effectiveness; each individual quantity of truesilver behaves normally. Splitting or combining a specimen just makes it smaller or bigger. You do not need to be able to see truesilver to manipulate it as long as it is in range and you know where it is.
One of the most common surviving relics of the Ancient Karui, the Waystones are standing obelisks scattered throughout the Karui Desert. They are covered in glyphs and writing in the Ancient Karui tongue, but even one who speaks this dead language will require a Smarts check over the course of an hour to decipher the archaic and complex spell that adorns each Waystone.
Each Waystone is connected to a specific location, although in many cases their destination no longer exists. When the activation spell is spoken by an arcane magic-user and a PP is invested, the caster receives a divinatory vision that lasts about a minute. They see the desert from far above, as if they were a soaring eagle. The dunes speed past, and a few moments later they can see the place the Waystone is keyed to. Then the vision fades, the magic spent.
Successfully using a Waystone has 3 effects:
- The caster knows the exact cardinal direction of the location it is keyed to.
- For the duration of their journey, the caster receives a +2 bonus to Survival checks made to keep to this direction.
- The caster sees the route - though briefly and at great speed. If there are particularly notable features, like an impassable mountain or a thri-kreen war camp, they may be aware of them.
Powerful and potent artifacts of the Ancient Karui, the Wish Spirits were distilled by the ancients using an arcane process that has been lost to time. Imbibed, these small glass phials of firewater have the power to grant wishes (as per the ritual) - but only temporarily. The wish must be made as the drink is imbibed, and will be immediately granted for a space of 1d6 rounds.
At the end of the spirit’s duration, the wish will be undone - powers granted will be taken away, those restored to life will die once again, and so on. Although this will reverse the effects of the wish itself, it does not reverse time. If you wished for giant strength, for example, you would gain it for 1 to 6 rounds, then lose it - but the door you broke down would still be matchwood.
Device of Al Qadim
This clockwork device appears to be a curious, embossed ovoid made of some kind of gold alloy, immune to rust or age. It is just large enough to fit comfortably in the palm of one’s hand, and resembles a scarab with a clockwork dial on one side. If examined closely, it can be seen that there are several parts which are obviously seperate; 6 of them placed around the edges of the item, and one circular “door” or panel at the bottom of it, directly opposite to the clockwork dial. However, none of these moving parts can be forced open without ruining the device.
The first time it is wound up while exposed to bare flesh, it will undergo a peculiar process. Six insect-like legs spring from the edges of the device, piercing the flesh and holding it in place. Then, a needle emerges from the center of the device and puncture’s the user’s skin. A few moments later, the device retracts and returns to its original state. The wound inflicted is quite bloody, and imposes a level of Fatigue until 24 hours have passed.
The effects of using the device are subtle, but powerful: the user grows younger by 1 year. After it is used, however, the dial becomes immobile and non-functional. It must be “recharged” by allowing it to drain the blood of a living creature - simply by placing it over their flesh and allowing it to extend its needle. It must be allowed to fully drain the creature to the point of death in order to recharge. After each use, the process must be repeated: each life taken will restore a year of life to the user.
Artifacts of terrible power, the Dragon Orbs were created by the most powerful of elven magi in times gone by: times of great desperation. Etched crystal globes about 10 inches in diameter, their purpose is to control and destroy dragons.
Each of the dragon orbs contains the soul and intellect of a captured dragon; though enslaved, it retains the full force of its intellect and personality. Most are also quite insane after centuries of imprisonment. Despite this, they retain the Smarts and Spirits score of an Old dragon, along with any skills and knowledge they possessed in life. However, they are powerless to affect the world around them unless the orb is activated.
To activate the orb, one must stare into it. This causes it to grow to twice its original size, and to fill with a colored mist corresponding to the dragon trapped within. You must then make an opposed Spirit roll against the dragon’s soul. If you succeed, you are able to control the orb for as long as it remains in your presence. Certain events, such as being distracted or disrupted while using the orb, may allow the dragon another attempt to wrest control from you.
For as long as you control the orb, you gain access to the following powers:
- Detect Arcana can be cast at will. This power is always active, as long as the orb is held in one hand.
- Divination can be cast at will, by staring into the orb’s depths.
- The orb can be used to scry at will, as per a Crystal Ball, by staring into its depths.
- The dragon within the orb can be interrogated on any topic, and it must answer truthfully to the best of its ability.
- Any dragon of the correct type within 10 miles can be sensed and controlled as per the Puppet power. They don’t get a roll to resist unless given an obviously suicidal order. This control lasts for as long as you concentrate on the orb, and for 30 minutes after you stop. You can issue commands to dragons telepathically through the orb, again at a distance of up to 10 miles.
If the orb’s would-be master is bested by the dragon that resides within, they will fall under the orb’s sway. Those who are dominated by the orb rarely realise they have failed, and the orb will often pretend to be subservient to them. However, the orb is truly in control. Not only does the dragon within have full control and discretion over the orb’s powers and their use, but it also can exert total control over the orb’s user, as per the Puppet power, with an unlimited duration.
Even when the orb is in control, it still needs a user. It cannot use its powers and abilities while in an inactive state; however, it can give suggestions and commands to the user that will be carried out even after it is deactivated. The user remains under its sway even when the orb is inactive, as long as it remains within 10 miles. Only when they have been more than 10 miles away for a week, or when the orb is mastered by another user, will its influence fade.
The Eye of Light
Constructed from the fragments of an ancient divine artifact - the Starjewel - the Eye of Light is a magical superweapon. It is currently held by the Crown of Vingaard, where it is mounted on a flying ship named the Spear of Justice. However, it’s said that in Githas, similar weapons can be found in the hands of powerful magi - though their variants are enormous arcane assemblages that take up entire buildings and cannot be moved.
Mounted on a wooden pole, it is a many-faceted globe of perfectly clear glass. In the center of that sphere, magically suspended and arranged carefully, the Starjewel fragments can be seen. At the top of the sphere is a large glass lens which channels sunlight into the sphere; the device needs sunlight to operate, and will not work at night or indoors.
To operate it, a brightly reflective mirrored shell is placed over the sphere with only a single closed aperture from which light can escape (besides the focusing lens). This shell contains a pair of handles which can be used to swivel the Eye of Light in any direction. While the shell is in place, it will slowly focus sunlight and generate power over the course of 1 minute. Then, a small lever can be pulled to open the aperture and release the energy within as a beam of radiance.
When fired, the Eye of Light has a range of 150/300/600 (in inches). Its range is theoretically many miles, however, and its Extreme Range can be used to fire at anything the user can see. The Eye of Light deals 4d6+4 damage in a Small Burst Template; an overcast day will reduce the damage by 1d6, as will firing the weapon at distances greater than 1 mile. If it misses, use the rules for Deviation to see what it strikes. If it’s being fired at distances greater than 1 mile, the multiply the distance deviated by 10.
This beam can be sustained for up to 10 rounds before it must be recharged. Treat this as a separate Shooting roll each round to keep the beam steady and on target; as it’s a laser-like beam, it can’t be Evaded. Damage from the Eye of Light is treated as fire damage; flammable objects will immediately catch fire regardless of the damage roll. Consider it to be as hot as dragonfire for the purposes of damaging structures and objects caught within the area of effect.
The Infinite Castle
In an unlikely place - perhaps an untouched, moldering cave or the bottom of a great catacomb - an incongruous door is discovered. When opened, one finds themselves inside a great castle whose dimensions do make any logical sense with respect to the world around them. This is because you have entered the Infinite Castle, a demiplane originally created as a stronghold by a powerful wizard. Its original owner is long gone, but the castle has passed through many hands other than his over the centuries.
When it is discovered, the castle includes all of the basic amenities and furniture one may expect to find in a lordly residence. Bedrooms are furnished with beds, libraries with bookshelves, kitchens with stoves and cooking utensils, and so on. However, it is completely unequipped. Libraries have bare shelves, for example, and the kitchen is devoid of food. The castle is actually enchanted to ensure these basic amenities are always present - if a bed is destroyed, for example, the fragments will vanish and it will be replaced the next morning.
The castle’s most unique property, however, is its ability to open portals to worlds in the Prime Material. The castle’s great hall does not have a fortified gate or doorway as most such fortifications would. Instead, there is a blank stone wall upon which the Red Mirror, the centerpiece of the castle, is hung. The Red Mirror is part of the castle and cannot be removed without causing the demiplane to collapse.
Most of the time, the mirror simply swirls with reddish fog - when it is in this state, entering the fog will cause one to be transported directly to the Deep Ethereal. Seemingly at random, however, the fog will part and reveal a door. It’s a different door every time, and it corresponds to a real door somewhere in the Material Plane. One can pass through it and find themselves in some strange part of the world. As long as the door remains open, the portal will be stable. Once it is closed, however, it may vanish into the fog at any time.
For most keepers of the Infinite Castle, using the Red Mirror seems to be a matter of random chance and nothing more. This is a mere illusion, though - in truth, it is controlled by a powerful fire spirit named Abraxas. Abraxas is bound to the castle - she lights the fires that appear in the grates as if by magic, powers the enchantments which keep the castle clean and replace broken furniture, and has the power to direct the Red Mirror.
Most who enter will never realise this, though, for she remains silent and hidden - content simply to run the castle and keep it safe. Abraxas has come to terms with her existence as the keeper of the castle. She loved its original master, who saved her from destruction, and considers the castle to be part of her. She has a dim view of the various riff-raff that squabble over and attempt to rule it over the years, however. Though she considers the maintenance of the castle to be her duty, she resents any who would attempt to take her master’s place and give her commands.
The Invulnerable Coat of Arnd
This coat of mail was once borne by the chosen champion of an ancient god. While Arnd himself has passed into legend, his armor lives on - most recently in the posession of the Crown of Vingaard, where it is kept under lock and key for the Queen herself to wear into battle.
The Invulnerable Coat is a chain mail shirt that covers the torso and arms. It behaves in most respects identically to chain mail - weighing as much as one would expect, and giving +3 Armour to the wearer. However, as the name implies, it is invulnerable. No ordinary weapon or blow can pierce its rings, and even great force will be absorbed by it without effect. This confers the Heavy Armor property on the wearer’s torso and arms; effectively, it means they are invulnerable to all attacks, regardless of the damage roll, unless they are made with a Heavy Weapon.
While the Invulnerable Coat is powerful, it does not confer perfect invulnerability. A Called Shot that targets the head or legs can bypass the coat entirely, and any attack that targets the whole body (such as a fireball) will bypass it and roll damage normally against the target’s Toughness.
Mace of Disruption
This ancient and powerful weapon of holy power was made for the destruction of the undead. When struck, it channels pure positive energy with a burst of light. This energy is harmless against the living - though it still functions as an ordinary mace - but disrupts the energy that animates the undead.
When the Mace of Disruption is used against an undead foe, the user makes a Fighting roll against the target’s Parry as usual. However, they don’t need to roll for damage. Instead, every hit and raise on the attack roll inflicts one Wound as the negative energy that powers their enemy is disrupted by the mace’s enchantment.
Mammoth Rider’s Spear
This old spear was once the property of an ancient Norse hero who has since fallen into obscurity. Its haft is carved with Norse runes that translate to “gored upon the tusks of fate”, and the spearhead is engraved with a stylised image of a mammoth. Because of its nature and origins, this spear does not have any magical properties unless wielded by one with a debt of vengeance to pay. Furthermore, it only functions as long as vengeance is being actively pursued.
When wielded by an appropriate person, the spear gains the following properties:
- The mammoth engraving becomes a rusty red, instead of a dull black.
- It confers complete invulnerability to all forms of cold.
- It allows the wielder to summon a skeletal mammoth by thrusting it into the ground. This mammoth obeys the summoner, understands simple commands, and will serve as a mount. If slain, it can be conjured again after three days have passed.
- When used against the one to whom a debt of vengeance is owed, all penalties to Called Shots are reduced by 2. This applies only to people who wronged the wielder directly.
Regardless of whether it is currenly active, the spear is almost impossible to break or damage. It can only be permanently destroyed by laying to rest the ancient mammoth that slumbers within, who still yearns for vengeance for her long-dead master.
Threshold of Mind
A powerful and bizarre artifact of ancient origin, the Threshold of Mind has been referred to in many esoteric texts. In many of these its supposed location is given - yet, when sought, only mundane doors are found. It is believed, then, that the Threshold is not fixed in location, but moves and appears in different doorways throughout the world. Why and how, though, is unknown. Many seekers after the occult have spent fruitless years seeking it without success.
The Threshold is composed of two things: an ancient, ornate door covered in wrought iron patterns - and a matching key. Both are required for the artifact to function. The key must be inserted into the back of a person’s head; they’ll instantly go limp and appear as if dead. They will remain this way until the key is removed. The door can then be opened to enter a strange extradimensional space: a physical representation of the person’s mind.
Although it is a representation, the world accessed through the door is very real. Books left in the person’s mind will be memorised instantly. Things can be hidden within their mind; memories can be found, viewed and even taken out. But there are dangers too: the fears, dreams and delusions of the target are given form and presence. Other aspects of their psyche can be found with physical form as well - and if taken out, will permanently change the person’s personality until returned. What is a person like without fear, or desire? It is possible to find out through the Threshold of Mind.
In theory, it is possible to completely remodel someone’s personality, memories and thoughts with this artifact. The mind is a delicate system, however, and blundering attempts to use the Threshold often have unintended consequences.
Though not quite unique, these legendary blades are so few in number as to qualify as artifacts in their own right. Wielded by great heroes throughout history, the vorpal swords are renowned for their incredible sharpness. They are so sharp, in fact, that there is very little that they cannot cut through. This gives them three special properties:
- Vorpal swords negate the penalty for a Called Shot to the head.
- If an enemy is Incapacitated by a vorpal sword, they are beheaded (if applicable).
- Vorpal swords are always eligible for the purposes of Breaking Things, even if the object in question would normally be immune to slashing damage.