Fantasy Legendary Items

What Are Legendary Items?

Legendary Items are objects of renown, infused by their creators with magic power.

These objects come in many forms such as suits of armor, weapons, jewelry, clothing, and tools.

Some of these were created by powerful magicians. Others have been blessed by the gods.

It is also believed that some objects, after long exposure to or a close relationship with important people and events, gain great powers that last for ages.

Rarity

Legendary Items are exceedingly rare.

There are three classified rarities:

Rarity Encounter Rate
Rare Up to 100 copies of this object exists in the world. Most people only hear about these objects in stories. The adventurers may come across only a handful of rare objects like this one during the whole of the campaign and the group will be lucky to have two or three of them in their possession by campaign’s end.
Extraordinary Up to 10 copies of this object exists in the world. Few people know anything about these objects. The adventuring group may come across one or two items of this rarity during the campaign and may, at most, come to possess one of them.
Unique There is only one in the whole world. It is probably kept by the powerful figure that created it, buried in a tomb, kept in a castle or temple, or lost to time. Almost no one that lives has heard of it.

Finding Legendary Items

Adventurers may find Legendary Items is a few hidden, well-guarded places.

Some examples:

  • Buried in a tomb or crypt with its former owner or its creator.
  • In the possession of a king, high priest, or powerful magician.
  • Abandoned at the bottom of a river, stream, lake, or well.
  • Hidden deep in the forest or mountains.
  • Kept at a temple or shrine.

The gamemaster should make the occurrence of Legendary Items sufficiently rare (as discussed previously).

Legendary Items can serve as the focus of the entire adventure (e.g. to retrieve a lost holy relic and bring it back to where it belongs) or a subplot in the adventure (e.g. stop an evil magician who uses a Legendary Item to enhance his power and terrorize the local people).

Creating Legendary Items

Skill Requirements

A magician of sufficient power can create Legendary Items.

The requirements are very steep. At a minimum, the magician must possess all three Magic Group Skills at a certain Level based on the rarity of the object to be created:

Rarity Minimum Skill Level
Rare 5
Extraordinary 6
Unique 7

(Since no mortal can reach Skill Level 7, Legendary Items of Unique Rarity are out of bounds for player characters to create.)

The magician must have his or her Alchemy, Sorcery, and Weirding Skills at the indicated Level before work on the object can begin.

If, by some means, the magician’s Magic Skill Levels are reduced during the time used to create the object, work on the object must stop and can only resume when the magician’s Magic Skill Levels are restored to the minimum or greater Levels.

Tools and Facilities

Each Legendary Item requires the same tools and facilities needed to craft a normal version of that item.

For example, a magic ring requires jeweler’s tools, an anvil, forge, and crucible. A magic cloak requires a loom and yarn or cloth, needles, thread, etc.

Without the proper tools and facilities, a magician cannot craft a Legendary Item.

Creation Process

The magician must dedicate time to the creation of the object.

The object requires a minimum number of successful workdays dedicated to construction based on its rarity:

Rarity Difficulty Workdays
Rare Legendary (5) 100
Extraordinary Legendary (6) 250
Unique Legendary (7) 750

Each workday must be spent with at least 8 hours of focused work on the object.

The magician spends each workday forging the object, studying magic incantations, and meditating over the tools, facilities, and material components to infuse them with magic power.

After each workday, the magician makes a Craft/Mend roll against the indicated Difficulty for the object.

If the Craft/Mend Skill roll succeeds, that day’s work counts toward the total number of workdays required to make the object.

If the Craft/Mend Skill roll fails, that day’s work does not count toward the total number of workdays required to make the object.

If the magician fails at 10 or more workdays during the creation process, the entire project is ruined: the materials used thus far in the creation of the object and all the time thus far spent on it are wasted.

Using Legendary Items

Discerning Legendary Properties

When characters find Legendary Items, they may not know their properties.

Legendary Items are usually of high quality. The detail and artisanship of these objects are apparent to all.

A character may not discover the properties of a Legendary Item until he or she experiments with it. This may occur as part of a deliberate attempt to use the object or by accident.

Example: After helping an old man find his lost dog, the old man gives Elnowan a faded gray cloak. He tells her that this cloak “will serve you well on your travels.”

Elnowan thinks little of the worn cloak and keeps it in her satchel.

Later during the adventure, it rains, and Elnowan puts on the cloak.

Elnowan and her fellow adventurers walk through a rainstorm. After the storm, Elnowan notices that neither the cloak nor anything under it—Elnowan herself, her clothing, or belongings—is wet. She also feels no cold.

Her fellow adventurers are completely soaked.

The old man’s gift has some uncanny power: unbeknownst to Elnowan, it is a Cloak of Comfort.

The gamemaster is encouraged to keep the properties of Legendary Items a secret from the players and allow them to discover these qualities on their own.

Additionally, the use of the Discern Properties Spell cast on a legendary object tells the magician if the object is a Legendary Item, its rarity, as well as all its properties.

Limitations

A single character may only benefit from a limited number of Legendary Items.

In effect, a character may wear:

  • One crown, circlet, or helm.
  • One cape, cloak, or mantle.
  • One suit of armor.
  • Two rings (one on each ring finger).
  • One amulet, necklace, or charm.

Additionally, a character may bear only one weapon and one shield at a time for purposes of determining Legendary Item limitations.

If a character would ever exceed these limits (for instance, wearing two legendary cloaks) the effects of all Legendary Items worn, carried, or used by the character are suppressed.

Practically speaking, these limitations should never be an issue. Legendary Items are so rare that characters are not likely to find many at all, much less to have trouble deciding which ones in their collection to make use of.

Legendary Items List

Amulet of Bravery

Rarity: Rare

The wearer of this amulet cannot score lower than 4 successes on any Willpower Skill roll made to resist Fear damage.

The wearer makes Willpower rolls normally in these cases; any result of 3 or fewer successes is changed to a result of 4 successes.

Amulet of Charming

Rarity: Rare

The wearer of this amulet cannot score lower than 3 on any Persuasion Skill roll made to charm, romance, or seduce another living creature that could be attracted to the wearer.

The wearer makes Persuasion rolls normally in these cases; any result of 2 or fewer successes is changed to a result of 3 successes.

After making a Persuasion roll that is affected by this item, the effects of this amulet cease to function if the wearer ever acts in a hostile manner toward a living creature or successfully persuades the creature to act in a way that is harmful to it or its interests: that living creature is unaffected by any further attempts at Persuasion by the wearer, indefinitely.

Amulet of Nine Lives

Rarity: Unique

The first time this amulet is found during a campaign, 1D+3 (numerical result) of its nine gems shine red (the rest are a dull black).

Each time the wearer would be slain by a Melee or Ranged Skill roll or some form of external damage (falling rocks, fire, being knocked off a cliff, etc.), one of the red gems turns black and the wearer isn’t slain, but instead remains at his or her lowest Wound Level.

When the last gem on this amulet turns black, the amulet slowly crumbles to dust and its magic is lost.

Legends say that this amulet, if lost, reappears in a different part of the world 10 to 20 years after it was last seen.

Amulet of Protection

Rarity: Rare

The wearer of this amulet may treat up to one result of a 3 or 4 on any Melee or Ranged Skill roll made against him or her as a failure. (While similar to the effects of Armor, this ability cannot be countered by weapons or abilities that pierce Armor.)

Amulet of the Rabbit

Rarity: Rare

The wearer of this amulet has his or her Movement score is increased by 4.

Amulet of Soundness

Rarity: Rare

The wearer of this amulet cannot score lower than 3 on any Willpower Skill roll made to resist Spell effects.

The wearer makes Willpower rolls normally in these cases; any result of 2 or fewer successes is changed to a result of 3 successes.

Amulet of Wisdom

Rarity: Rare

This amulet is made to represent a single profession. The name of each Amulet of Wisdom takes on this profession (e.g. Amulet of Wisdom: Jeweler, Amulet of Wisdom: Scribe, etc.).

The wearer of this amulet is considered part of the amulet’s represented profession for purposes of the Craft/Mend and Trade Skills.

To create this amulet, the magician must be a part of the represented profession.

Amulet of Vitality

Rarity: Extraordinary

The wearer of this amulet is immune to poisons and diseases. If the wearer is affected by a poison or disease it has no effect. If the wearer would have to make a Skill roll to resist the effects of a poison or disease, his or her roll automatically succeeds.

Additionally, when the wearer reaches 4 or more Wounds, the wearer doesn’t die. Each time the wearer reaches 4 or more Wounds, 1D is rolled: if the result is 3, 4, 5, or 6, the wearer lives and remains at 3 Wounds; on the result of 1 or 2, the wearer dies, normally. This additional affect can only be used once per game session.

Arrows of Severing

Rarity: Rare

When fired from a bow, these arrows ignore up to 1 Armor and/or 1D Cover Dice (to a minimum of 0).

For the purpose of creating these arrows, a magician can create up to 20 Arrows of Severing at a time.

Bane Blade

Rarity: Rare

This magical weapon takes the form of a short sword, longsword, or broadsword. The weapon is imbued with magic that specifies a single kind of enemy that it was created to destroy.

The bane weapon takes on the name of this Legendary Item and the name of its sworn enemy (e.g. Longsword of Alvoran Bane, Broadsword of Lion’s Bane, etc.). Applicable enemies include the inhabitants of a certain kingdom, a single species of animal or monster, or the adherents of a certain cult or religion.

When the weapon is used against the named enemy, all results of 4 on the dice rolled count as successes.

Additionally, when the weapon is held unsheathed, the bearer adds a +2D bonus to all Persuasion Skill rolls made to intimidate members of the named enemy.

No member of the named enemy can benefit from its effects. While a member of the named enemy bears the weapon, that being suffers a -2D penalty to all its Skill rolls; it feels an unyielding sense of uneasiness and anxiety while holding the weapon.

Beautified

Rarity: Rare

This object can be any piece of jewelry, sword, suit of metal armor, helmet, shield, glassware, coin, statue, or household object made of stone, metal, or glass. The object cannot weigh more than 50 pounds.

The beautified object takes on the name of this Legendary Item (e.g. Beautified Mail, Beautified Shield, etc.).

The object never tarnishes, rusts, patinas or never becomes scratched, worn, chipped, or cracked.

The object can be broken normally.

Blade of Vanquishing

Rarity: Unique

When this magic longsword is used to slay a living creature, that creature’s life essence is erased from the fabric of reality.

A creature slain by this blade suffers the following effects:

  • The slain creature cannot ever again be revived from death.
  • The slain creature’s corpse cannot be affected by the Commune with Dead, Far Sight, or Preservation Spells or information about the creature or its corpse cannot be otherwise gleaned or detected by magic.
  • Memories of the slain creature cannot be shaped or altered. This means that Spells such as Hallucination, Hindsight, Nightmare, Shape Memory, or Share Memory that feature or involve the deceased creature or its past cannot be cast, or if cast, the parts of those Spells that affected the slain creature and its memory do not take place.
  • The slain creature’s body dries up and turns to dust gradually over the course of one day. Nothing can reverse this process.

Blight Stone

Rarity: Extraordinary

This oblong, palm-sized stone can cause the effects of the Blight Spell when touched to the ground.

If a character touches this stone to the ground and holds it there for 10 minutes, all plant life within a 50-yard radius becomes afflicted by the Spell.

This effect may be used once per game session.

Bonded

Rarity: Extraordinary

Any object weighing 5 pounds or less can be affected by this property.

The bonded object takes on the name of this Legendary Item (e.g. Bonded Cup, Bonded Mirror, etc.).

When two living creatures touch or hold the object in unison, the two creatures are affected by the Share Thoughts Spell.

Neither creature can make a Willpower Skill roll to resist the effects of this Spell.

If only one creature touches the object or more than two creatures touch the object at the same time, no effect takes place.

Chalice of Sleep

Rarity: Extraordinary

A character that drinks from this silver chalice must make a Difficult (3) Willpower Skill roll or succumb to the effects of the Sleep Spell.

This item affects the first character to drink from it during any scene. Any subsequent characters that drink from it, after the first, in the same scene are not affected.

Circlet of Defiance

Rarity: Extraordinary

The wearer of this circlet receives a +2D bonus to Stamina and Willpower Skill rolls made to resist the effects of Spells.

Cloak of Comfort

Rarity: Rare

This cloak protects the wearer from the elements.

While wearing this cloak, the wearer and anything he or she wears or carries beneath it does not become wet, frozen, or damaged from precipitation (rain, snow, and hail).

Additionally, the wearer can tolerate temperatures between 0° and 100° Fahrenheit without any discomfort (the wearer does not take any kind of damage from these temperatures and does not need to make any Skill roll to resist them). If the wearer experiences temperatures outside this range, he or she gains a +1D bonus to Stamina and Willpower Skill rolls made to resist their effects on his or her body.

Cloak of Night

Rarity: Extraordinary

This cloak blends the wearer into his or her surroundings.

While wearing this cloak, the wearer is automatically affected by the Stealth Skill as if he or she had made a Stealth Skill roll.

The result of this roll is based on environment:

Outdoors Stealth Result
Full daylight 2
Dusk/Dawn 3
Night 4
Indoors Stealth Result
Daylight through windows 2
Dusk/Dawn through windows or bright candlelight or torchlight 3
Night through windows or low candlelight or torchlight 4

The wearer may make his or her own Stealth Skill roll; if the result is higher than the result that the Cloak of Night provides, the wearer takes that as his or her roll result; if the result is lower, the wearer takes the Cloak of Night’s results instead.

Cloak of Safety

Rarity: Rare

While this cloak is worn, it creates the effects of the Repel Spell.

Only the wearer and anyone or anything that is small enough to hide inside of the cloak with the wearer is affected.

Crown of Malice

Rarity: Unique

While wearing this crown, when the wearer makes a Melee Skill roll, up to one result of a 2 on the dice counts as a success.

Additionally, all Melee Skill rolls made against the wearer count up to one result of a 2 on the dice as a success.

This crown requires a Full Action to put on or take off.

Crown of Peace

Rarity: Unique

While wearing this crown, when the wearer makes a Melee or Ranged Skill roll, up to one result of a 5 counts as a failure.

Additionally, all Melee or Ranged skill rolls made against the wearer count up to one result of a 5 as a failure.

This crown requires a Full Action to put on or take off.

Crystal Ball

Rarity: Extraordinary

This fist-sized sphere of pure crystal allows a magician to peer into the past, over great distances, or into the future with greater clarity.

When a magician uses this object as part of casting the Hindsight, Far Sight, or Foresight Spells (peering into the surface of this crystal instead of a mirror or pool of water), those Spells are modified in the following ways:

Spell Modification
Hindsight Level modifications for this Spell are as follows: +0 Level for up to 50 years; +1 Level for up to 100 years; +2 Levels for up to 500 years.
Far Sight The Level modifications for this Spell are as follows: +0 Level of an acquaintance; +1 Level for never meeting one another.
Foresight Level modifications for this Spell are as follows: +0 Level for up to 50 years; +1 Level for up to 100 years; +2 Levels for up to 500 years.

Additionally, if the magician casts the Spell using double the normal casting time, he or she does not gain any Spell burn while using this object to cast the Hindsight, Far Sight, or Foresight Spells.

Dancing Blade

Rarity: Extraordinary

This longsword feels light in the hands. It weighs half as much as an ordinary longsword.

When the bearer of this weapon uses a Partial or Full Action to make an attack with it, he or she may make one additional attack with it once per Combat Round as a Free Action.

Decanter of Purity

Rarity: Extraordinary

The vessel holds one quart of liquid.

Any liquid poured into this glass decanter becomes purified of all diseases and poisons. Additionally, any alcohol consumed from this vessel has no inebriating effects (though it still tastes the same).

Liquid consumed from this decanter does not change in appearance but tastes clean.

Dread Mail

Rarity: Rare

This suit of black mail is extremely heavy.

The wearer of this suit of mail benefits from 4 Armor Dice but has its Movement rating reduced by 6 and his or her Physique Group Skill rolls suffer a -1D penalty.

Ever-Burning Candle

Rarity: Rare

This candle requires a Full Action (and the means to light a fire) to light.

Nothing can put this candle out short of a living creature intentionally using a Full Action to extinguish the flame.

This candle never runs out of wax. No matter how long it burns, it always appears—and is—about three-quarters expended.

Feather Mail

Rarity: Rare

This suit of mail and helm weighs half as much as normal mail.

The wearer of this suit of mail suffers no penalties to its Movement.

Gauntlets of Giant’s Might

Rarity: Unique

These steel gauntlets imbue the wearer with incredible physical strength.

When making a Physique Skill Group roll—if the gamemaster determines the roll requires the use of upper-bodily strength such as lifting, striking, climbing, etc.—all results of 5 and 6 on the dice rolled count as 2 successes each.

Unless otherwise specified, the wearer of these gauntlets can lift, move, or carry up to 100 pounds of weight per success rolled with an applicable Physique Skill Group roll.

Because of the weight of these gauntlets (20 pounds for the pair) any roll made while wearing them requires at least a Full Action to complete.

Tools, shields, or weapons used while wearing these gauntlets are easily destroyed. Any roll made while these gauntlets are worn that achieves 4 or more successes destroys a tool, shield, or weapon that the wearer uses.

Heatproof

Rarity: Rare

The wearer of this magic mail or plate armor is resistant to heat.

The heatproof armor takes on the name of this Legendary Item (e.g. Heatproof Mail, Heatproof Plate, etc.).

All penalties or damage from heat, flames, or fire are reduced by 2D (to a minimum of 0D).

The wearer of this armor does not feel a sensation of heat or flame while wearing this armor.

Helm of Amplification

Rarity: Extraordinary

This helm can reproduce the effects of the Heighten Senses Spell.

The wearer of this helm may choose to have the helm reproduce these effects with the use of a Full Action. For purposes of that Spell, the wearer’s Perception Skill roll result may be treated as 5 successes.

When this helm reproduces the Spell, it lasts until the wearer uses a Full Action to end the effects or the start of the next Scene (whichever comes first).

Hideous Helm

Rarity: Extraordinary

The wearer of this helm may create the effects of the Awe/Terror Spell.

The wearer must use a Full Action to create the Spell effect.

All living creatures—friendly or otherwise—other than the wearer within a radius of 5 yards that can see the helm are targeted.

A target of this effect may make a Difficult (3) Willpower Skill roll to resist the effects of the Spell.

This effect may be used once per game session.

Indestructible

Rarity: Extraordinary

This object becomes immune to ordinary damage. The object can weigh no more than 10 pounds.

The indestructible object takes on the name of this Legendary Item (e.g. Indestructible Longsword, Indestructible Silver Chalice, etc.).

Destroying this object requires a single damaging roll with 7 or more successes.

Any damage result of 6 or less dealt to this object has absolutely no effect on it (the object isn’t dented, scratched, bent, torn, or in any way damaged).

Any Armor Dice the object would naturally have still apply before damage is applied to the object from any source.

Irresistible

Rarity: Extraordinary

Any object weighing 5 pounds or less can be affected by this quality.

The irresistible object takes on the name of this Legendary Item (e.g. Irresistible Necklace, Irresistible Ruby, etc.).

A living creature that touches the object becomes affected by the Covet Spell.

The Spell targets both the living creature, who immediately experiences an unyielding desire to hoard the object, and the object itself which is the target of the living creature’s desire.

A living creature cannot resist the effects of this Spell and this Spell cannot be cancelled or suppressed.

The living creature’s desire for the object never ceases unless the object is destroyed, the creature is slain, or until the Bless Spell is cast on the creature.

If the Bless Spell is cast on a creature affected by this object, the creature is free from its lust for the object forever, though another creature who touches it will be affected by it.

Keen Weapon

Rarity: Rare

This dagger, knife, sword, axe head, or spear head never dulls and never needs to be sharpened.

The keen weapon takes on the name of this Legendary Item (e.g. Keen Longsword, Keen Battle Axe Head, etc.).

When a Melee Skill roll (or Ranged Skill roll in the case of a hand axe head or spear head) is made with the weapon, up to one result of a 2 on the dice counts as a success.

Life-Drinking

Rarity: Extraordinary

A Life-Drinking weapon may be a knife, dagger, sword, axe head, or spear head.

The life-drinking weapon takes on the name of this Legendary Item (e.g. Life-Drinking Longsword, Life-Drinking Dagger, etc.).

When the weapon is used to slay a living creature, the character that used it benefits from this weapon’s “refreshment.”

Refreshment from this weapon reduces all Fatigue and Wound penalties the user suffers by up to 1D each (to a minimum of 0D). Additionally, a character that benefits from this refreshment adds a +2D bonus to any Stamina Skill rolls made to resist or to recover from Fatigue or Wounds.

A user of this weapon cannot benefit from this weapon’s refreshment more than once at a time. If a user of this weapon slays multiple creatures, he or she is only refreshed once.

The benefits of this weapon’s refreshment end at the next sunrise.

Master’s Bridle

Rarity: Rare

This bit and bridle can be fitted to one horse.

When a Ride/Team Skill roll is made by a humanoid character that mounts the fitted horse (or a vehicle that only the fitted horse pulls), that roll cannot achieve fewer than 2 successes.

The user still makes Ride/Team rolls normally in these cases; any result of 1 or fewer successes is changed to a result of 2 successes.

Mirrored Blade

Rarity: Rare

This longsword reflects its surroundings so well that it blends into the background, making it hard to see.

A Melee Skill roll made with this longsword ignores up to 2 Parry (to a minimum of 0).

Poisoned Blade

Rarity: Rare (dagger or knife) or Extraordinary (sword)

This magical weapon inflicts poison on its targets.

The poisoned weapon takes on the name of this Legendary Item (e.g. Poisoned Dagger, Poisoned Longsword, etc.).

Attacks made with this weapon suffer a -2D penalty.

A living creature that is dealt 1 or more Wound damage by an attack made with this weapon must make a Stamina Skill roll with a Target Number equal to the damage dealt.

If the target fails the Stamina Skill roll, it dies immediately as the burning poison courses through its veins.

This poison is magical and any effect that protects against natural poisons does not protect against this poison.

A living creature that succeeds at its Stamina Skill roll to resist this poison is immune to its effects—and that from all Poisoned Blades—for the rest of its life.

Ring of Alchemy

Rarity: Extraordinary

When the wearer of this ring casts an Alchemy Spell, he or she may treat his or her current Spell Burn as -2 (to a minimum of 0).

Ring of Luck

Rarity: Extraordinary

When the wearer of this ring makes a Skill roll that results in two or more dice results of 1, he or she may treat one result of 1 on that Skill roll as a success.

Ring of Magic

Rarity: Extraordinary

When the wearer of this ring casts a Spell, he or she may treat his or her current Spell Burn as -1 (to a minimum of 0).

Ring of Sorcery

Rarity: Extraordinary

When the wearer of this ring casts a Sorcery Spell, he or she may treat his or her current Spell Burn as -2 (to a minimum of 0).

Ring of Weirding

Rarity: Extraordinary

When the wearer of this ring casts a Weirding Spell, he or she may treat his or her current Spell Burn as -2 (to a minimum of 0).

Scepter of Dream

Rarity: Unique

This scepter allows a magician to control dreams.

When the bearer of this scepter casts the Dream, Nightmare, Read Dreams, or Sleep Spells, those Spells are modified as follows:

Spell Modifications
Dream The magician gains 2 additional Dream Points.
Nightmare A target affected by this Spell suffers from the nightmares until the third sunrise after the Spell is cast.
Read Dreams The magician may bestow 1 additional Dream Point to the target of this Spell. Additionally, this Spell cast as a Miracle costs 1 fewer Action Point (to a minimum of 0 Action Points).
Sleep A target affected by this Spell sleeps until the third sunrise after the Spell is cast or until he or she sustains 2 Wound damage.

Scepter of Multitudes

Rarity: Unique

This scepter allows a magician to summon huge numbers of creatures.

When the bearer of this scepter casts the Summon Flock, Summon Pack, or Summon Swarm Spells, those Spells are modified as follows:

Spell Modifications
Summon Flock The Spell summons between 2,500 and 5,000 birds and the magician may choose for the summoned birds to remain in the area until the third sunset after the Spell is cast.
Summon Pack The Spell summons between 100 and 500 canines and the magician may choose for the summoned canines to remain in the area until the third sunrise after the Spell is cast.
Summon Swarm The Spell can either summon millions of tiny creatures (instead of hundreds of thousands) or millions of insects from up to three different species (instead of all from the same species). The summoned tiny creatures or insects remain in the area until the third sunrise after the Spell is cast.

Scepter of Shaping

Rarity: Unique

This scepter allows a magician to shape matter.

When the bearer casts the Shape Fire, Shape Fog/Mist/Smoke, Shape Metal, Shape Stone, Shape Water, or Shape Wood Spells, those Spells are modified as follows:

  • Any damage from fire may be increased or decreased by 1D or 2D at a time (maximum damage: 4D).
  • Any penalties from fog, mist, or smoke may be increased or decreased by 1D or 2D at a time (maximum penalty: -2D).
  • Any increase or decrease in area covered by fire or by fog, mist, or smoke may be altered by up to 25% at a time.
  • The maximum weight of any metal or wood object affected is doubled.
  • The cubic area of stone or rock affected is doubled.
  • Any increase in Level (for purposes of casting the Spell) is reduced by 1.

Scepter of the Skies

Rarity: Unique

This scepter allows a magician to control the weather.

When the bearer casts the Weather Summon Spell as a Miracle, that Miracle costs the magician 1 fewer Action Point (to a minimum of 0 Action Points).

Additionally, the duration of the weather conditions may persist until naturally dissipated or until the magician wills them to change up to a duration lasting until the third sunrise after the Spell is cast.

When the weather conditions dissipate, they do so naturally and gradually (over the course of 2 or more hours).

Scepter of Wonder

Rarity: Unique

When the bearer of this scepter casts a Miracle, the Action Point cost of that Miracle is reduced by 1 (to a minimum of 1 Action Point).

Shield of Brilliance

Rarity: Rare

This shield provides 1 Parry.

Additionally, if the bearer of this shield takes damage from fire, flame, electricity, lightning, steam, or heat, that damage is reduced by 2  point(to a minimum of 0).

Because this shield reflects light so well, the bearer suffers a -2D penalty to Stealth Skill rolls.

Shield of Redirection

Rarity: Extraordinary

This shield provides 0 Parry.

While bearing this shield, a character may once per Combat Round (as a Free Action) attempt to redirect any Spell that names the bearer as a target to another applicable target.

The Spell must allow the bearer of this shield to make a Stamina or Willpower Skill roll to resist its effects and the new target must be within 10 yards of the bearer and must be capable of being a target of the Spell (per that Spell’s rules).

The bearer of this shield makes his or her Stamina or Willpower Skill roll as normal.

If the roll fails, the bearer of this shield is affected as normal. If the roll succeeds, the Spell is redirected to the new target instead.

The new target makes a Stamina or Willpower Skill roll to resist the effects of the redirected Spell as if the new target were the original target of the Spell.

Staff of Endurance

Rarity: Rare

When carried, this staff allows the bearer to score a minimum of 3 on all his or her Stamina Skill rolls made to resist the effects of Fatigue.

The wearer makes Stamina rolls normally in these cases; any result of 2 or fewer successes is changed to a result of 3 successes.

Additionally, when the bearer reaches his or her four Fatigue Levels, the bearer doesn’t fall unconscious: the bearer must be dealt one additional Fatigue damage to be knocked unconscious. While the bearer of this item has 4 Fatigue Levels, his or her dice penalty is -3D.

Thunder Spear

Rarity: Rare

This superbly crafted spear can be thrown in such a way as to create a crack of thunder as it sails toward its target.

When throwing the spear as part of a Ranged Skill roll, the user may shout “Skies open upon you!”

If the user does this, the spear emanates a loud thunderclap and each result of 5 or 6 on the dice used for the Ranged Skill roll to throw the spear counts two successes each.

When the user shouts the command phrase to activate this spear’s ability, 1D is rolled separately: on the result of a 1 or 2 the spear splinters into thousands of pieces on impact and it is destroyed after delivering the attack; on the result of 3, 4, 5, or 6, the spear remains intact.

Tools of the Master

Rarity: Rare

This small set of artisan’s tools come wrapped in a leather case emblazoned with the emblems of their creator.

When a magician uses these tools as part of casting the Runes Spell, that magician must spend only 2 Action Points to cast the Spell as a Miracle.

Additionally, casting the Runes Spell takes only 2 days (instead of 3 days) when these tools are used.

Wax of Safekeeping

Rarity: Rare

This magical ball of wax can be placed into keyholes, locks or over latches, knobs, or handles to prevent entry.

Applying the wax requires one minute. The user can slowly melt the wax in his or her hands and then cover the keyhole, lock, latch, knob, lid, or handle to be affected.

The mechanism that the covered object manipulates (door, window, lid, etc.) is inoperable while the wax covers it.

This wax can only be removed either by the user that placed it there (taking one minute to remove and recover the wax) or by destroying the door, window, or lid.

Any attempt to destroy a door, window, or lid affected by this object suffers a -1D penalty.