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Copyright © 2001 by Robert J. Hall
Return to Fantasy HERO®
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This beautiful Amethyst amulet is worn around the neck by means
of clasp attached to a slender gold chain. It bestows greatly
improved health upon the wearer, allowing him to recover more
quickly from injuries and providing protection from many diseases
and venoms.
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Abilities:
- +1 rPD/+1 rED Damage Resistance
- +10 REC, Only to recover BODY (-1)
- 2d6 Healing, Gradual Effect (1 Hour) (-1), Single
Charge/Day (-2)
- Paramedic Skill 15-, Only on wearer of gem (-1)
- +10 Power Defense, Only versus Disease and Venom
(-1/2)
Combined: OIF Gem (-1/2), Independent (-2),
Gem must be worn for a week before taking effect (-1/4)
Active Cost = 60; Real Cost = 11
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This amulet consists of a piece of coral shaped like a
dolphin hung from a string of sea shells. It bestows upon
its wearer the ability to survive in an underwater
environment, and to locate and communicate with any
underwater mammals in the vicinity.
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Abilities:
- Detect Underwater Mammals, Range, +10 Telescopic,
Discriminatory, Only underwater (-1/4), Costs END
(-1/2), 1/2 DCV Concentrate Throughout (-1/2)
- +20 PRE, Only versus Underwater Mammals (-1)
- 4d6 Telepathy, Only versus Underwater Mammals (-1)
- Life Support: Underwater Breathing, High Pressure,
Intense Cold, Only underwater (-1/4)
- +10" Swimming
Combined: OIF Aumlet (-1/2), Independent (-2)
Active Cost = 89; Real Cost = 20
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This magic item consists of a metal bar with a set of attached
leather straps that allow it to be strapped to a face as a gag.
The bar has a magically linked studded leather bracelet that the
owner of the item uses to control the creature wearing the gag.
This combination of items will slowly and inexorably destroy the
will of the subject creature, allowing the wearer of the bracelet
to control its every behavior.
This magical item is especially valued for training wild
horses, although it has been used for more odious tasks such as
the subjugation of humanoid captives.
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Abilities:
- 4d6 Suppress Mental Defense, 0 END Persistent (+1),
Gradual Effect (1 week) (-1-3/4), No Range (-1/2), OIF
Bar (-1/2), Only versus wearer of bracelet (-1)
- 4d6 Drain EGO, Recover 5/decade (+3), 0 END Persistent
(+1), Gradual Effect (1 week) (-1-3/4), No Range (-1/2),
OIF Bar (-1/2), Only versus wearer of bracelet (-1)
- 10d6 Mind Control, Difficult to Dispel (+1/4), Defensive
effect of target's EGO and Mental Defense is doubled (-1),
Only versus wearer of bar (-1), OIF Bracelet (-1/2)
Combined: Independent (-2)
Active Cost = 60; Real Cost = 11
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This beautiful, silver bracelet is studded with three large
sapphires wrapped in a swirling water motif. It has the magical
ability to instantly return all but the most powerful summoned
creatures back to the realm from whence they came. Unfortunately
this power is not always reliable and the bracelet can only hold
three charges. If the owner focuses for a moment the bracelet
can also be used to detect any summoned creatures. This device
must be stored in a dark place for a full week in order to fully
restore any expended charges.
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Abilities:
- 24d6 Dispel Summoning, Activation Roll 12- (-3/4), Gestures
(Point at target) (-1/4), Incantations (Shout "Begone") (-1/4),
3 Charges (-1-1/4)
- Detect Summoned Creatures, Range
Combined: OIF Bracelet (-1/2), Independent (-2)
Active Cost = 80; Real Cost = 14
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At first glance this appears to be a simple silver bracelet
with a small crystal charm the shape and size of a robin's egg.
A more careful examination will reveal that the charm contains
a beautiful image of a soaring eagle. When the magical powers
of this bracelet are activated, the wearer can assume the form
of a Giant Eagle. Doing
so will cost 3 points of END and require a full turn.
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Abilities:
- Multiform, Giant Eagle (133 pts), OIF Bracelet (-1/2),
Independent (-2), Extra Time: Full Turn (-1/2), Costs END
to change form (-1/4)
Active Cost = 27; Real Cost = 6
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This cape was created by the cult of shadowmasters to aid their
untrained associates. Its magical powers are easily mastered and
require little effort to employ. The cap is made from jet black
silk with a wide collar of crow feathers and a silver clasp.
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Abilities:
- Invisibility to Sight w/ Fringe
- Images to Sight, Invisible Power Effects (All) (+1), Only
to change shadow shapes (-1)
- Teleport 10", Invisible Power Effects (All) (+1), Only to
another shadow (-1/2), 1/2 DCV Concentrate (-1/4), Extra
Time: Full Phase (-1/2)
- Clinging
- Infrared Vision
- +1 to Concealment, Shadowing, and Stealth skills
Combined: OIF Cape (-1/2), Only while in Shadows
(-1/2), Independent (-2)
Active Cost = 98; Real Cost = 21
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This unusual head piece consists of a finely crafted bronze
circlet with a large piece of Azurite mounted in the center.
The band bestows upon its wearer a stronger physical presence
that that makes him more effective in combat.
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Abilities:
- +10 STR
- +10 PRE, Only in combat (-1/4)
- +2" Superleap
- -2" Knockback Resistance
- -5 Lack of Weakness
- Apply Penetrating to any 2d6 HKA (+1/2)
- +2d6 HA
Combined: OIF Circlet (-1/2), Independent (-2)
Active Cost = 55; Real Cost 15
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This wide, black, studded leather collar must be worn around
the neck in order for its powers to take effect. It bestows
upon the wearer immunity from most forms of paralysis, allowing
him to perform actions when others would be unable to move. The
collar is attached by means of a bronze buckle. It can be
uncomfortable to wear for the first few weeks.
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Abilities:
- +20 Mental Defense, Only versus Mind Control (-1/2),
Only if control is to cause paralysis (-1/2)
- 6d6 Suppress Entangle, 0 END Persistent (+1), Only
if entangle is transparent to attacks (-1)
- +20 Power Defense, Only against adjustment powers to
decrease Running or Swimming (-1-1/2)
Combined: OIF Collar (-1/2), Independent (-2)
Active Cost = 100; Real Cost = 21
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When inactive, this magical device has the appearance of a
crystal clear sphere of glass. It is small enough to be held in
the hand, but large enough to employ as a remote viewing device.
Steady concentration is required to employ the crystal ball, as
well as some knowledge of the area being viewed.
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Abilities:
- Clairsentience to Sight, x16 Range (6.4km), 1/2 DCV
Concentrate Throughout (-1/2), Gestures (-1/4), OAF
Crystal Ball, Fragile (-1-1/4), Independent (-2)
Active Cost = 40; Real Cost = 8
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This unusual piece of garb has the magical property of
allowing the wearer to apply a crushing squeeze to an
opponent. The wearer must be able to grab and squeeze the
target, but once he does so the grip can have a devastating
effect upon a target. The cummerbund of crushing is a piece
of fine crimson material that is worn around the waist. It
will magically resize itself to fit any belly.
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Abilities:
- +20 STR, Only w/ Grab & Squeeze (-1/2)
- 30 STR has Penetration, Only w/ squeeing (-1/4)
- +2 w/ Grab
Combined: IIF Cummerbund (-1/4), Independent (-2)
Active Cost = 39; Real Cost = 11
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This very old gold coin has the magical ability to force
the target to adhere to the outcome of a coin toss. The
subject must agree to the terms of the coin toss prior to
the actual toss taking place. The coin toss must also be
fair and free of magical interference. Note that the terms
of the coin toss must be carefully stated, or the subject
may have loopholes which allow him to avoid the true intent
of the agreement.
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Abilities:
- 9d6 Mind Control, Only to adhere to terms agreed to
prior to coin toss (-1), Gestures (Fair Coin Toss)
(-1/4), OAF Gold Coin, Fragile (-1-1/4), Independent
(-2)
Active Cost = 45; Real Cost = 8
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It is told in myth and tale that when the fang of a
dragon is planted in the ground, a magical warrior will
spring forth to serve the character. Perhaps there is
some truth to the tale because when buried these magical
fangs will each produce a dragon warrior, although some
of these teeth have grown inert.
At first this warrior will have no will of its own
and will follow any orders it can understand to the
letter. Over the course of several weeks, however, the
warrior will begin to develop an initiative and begin
to act independently. Soon, unless the character
possesses some means to retain control, it will seek
to leave its master and establish its own identity.
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Abilities:
- Summon Dragon Warrior
(80 pts), Single Charge (-2), Charges do not recover (-2), OAF
Fang (-1), Independent (-2), Activation 14- (-1/2).
Active Cost: 46; Real Cost: 5
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This lovely earring consist of a large oyster pearl attached to a
fine gold clasp. When attached to the ear, it bestows upon the
wearer a certain charm and enhanced physical appearance that greatly
increases his seductiveness. It will allow him to induce a state of
such intense ecstasy that the partner loses almost all awareness of
the physical surroundings for a period of several turns. Finally the
earring will also allows him to call in a favor from any such partner
at a later date.
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Abilities:
- +5 COM
- +2 to Conversation, Persuasion, and Seduction
- Seduction 12- base
- 4d6 Drain INT, Does not reduce tactile Perception (-1/4),
No Range (-1/2), Requires Seduction Skill Roll (-1/2)
- 4d6 Aid to PRE, Trigger (Ask for a favor) (+1/4), Requires
Seduction Skill Roll (-1/2), Only for the purposes of
satisfying the favor (-1), No Range (-1/2)
Combined: OIF Earring, Fragile (-1-1/4), Independent (-2)
Active Cost = 82; Real Cost = 15
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This lovely crystal figurine has the likeness of a winged faerie.
When held in the hand, magical words spoken in the native language
of the faerie can individually activate each magical power held
within. The figurine will allow the character to sense the use of
any form of faerie magic in the vicinity. It will also allow him to
travel to the native plane of the faerie and back again. Finally,
the character will be able to fly, become invisible, and to shrink
to a quarter of his normal size.
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Abilities:
- Multipower Framework (20 pts) - Faerie Powers. Fixed slots:
- Sense Faerie Magic, Range, Discriminatory, Costs END (-1/2)
- Extra-Dimensional Movement, Fairy Plane, 1/2 DCV Concentrate
(-1/4), Extra Time: Full Phase (-1/2)
- Extra-Dimensional Movement, Home Plane, 1/2 DCV Concentrate
(-1/4), Extra Time: Full Phase (-1/2)
- Invisibility to Sight w/ Fringe
- 10" Flight
- Shrinking (20 pts)
Combined: Incantations (Faerie) (-1/4), OAF Figurine,
Unbreakable (-1), Independent (-2).
Active Cost = 20; Real Cost = 11
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These exceptionally rare and valuable precious stones were
brought to this world from a dimension where the fabric of
reality is held together by pure thought. The Gemstone of Genius
resembles a blue-hued, uncut diamond with a star-shaped, crystal
clear heart. When held in the hand by a reasoning being, the
clear heart of the gem begins to glow with a pale white light
that flickers with the changing thoughts of its handler.
These stones have a much sought ability to enhance the mental
faculties of their owner. They are especially valued by scholars
and other intellectuals. The powers of this stone can not be
detected by senses that are attuned to magic. however, they do
radiate a type of energy that will be noticed by mental senses.
If they are cut by an expert jeweler, they can produce a
beautiful and valuable faceted gem stone. However, doing so will
render the stone completely inert. The stone also will fail to
function when it is in contact with non-living matter, such as
rings, leather gloves, metal clasps, and so on. Creatures with
an automaton-like intellect will also be unable to benefit from
these stones.
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Abilities:
- Sense Intelligence, Discriminatory, Range
- +10 Mental Defense, Only versus Mental Illusions (-1),
1/2 DCV Concentrate Throughout (-1/2)
- +2 to all Perceptions, 1/2 DCV Concentrate Throughout (-1/2)
- +1 to all INT-based skills
- +1 to all Knowledge Skills except area and city knowledge
- Deduction 12- (base)
- Lightning Calculator
- Speed Reading
Combined: Not when in contact with non-living matter (-1/2),
Not when used by an automaton (-1/4), OAF Uncut Gemstone, Fragile
(-1-1/4), Independent (-2).
Active Cost = 55; Real Cost = 10
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These shiny black gloves have a very fine mesh made of an unusual
material. In addition to providing some protection to the hands, these
gloves greatly improve the finesse of the character, allowing him to
perform delicate tasks with great skill. The gloves will improve the
characters combat reflexes, allowing him to adeptly block incoming
attacks. He also instinctively gains the sleight of hand skill, and
his ability to pick locks is greatly enhanced.
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Abilities:
- +2 w/ Block
- +2 Missile Deflection, Thrown Objects
- Sleight of Hand 11- (base)
- +3 to Lockpicking and Sleight of Hand
- +5 DEX, Only for tasks requiring nimble fingers (-2)
- 2 PD/2 ED Armor, Coverage (Areas 6,17, and 18 or Activation
Roll 5-) (-2-3/4)
Combined: OIF Gloves (-1/2), Independent (-2)
Active Cost = 59; Real Cost = 15
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This wooden crown fits comfortably over the head, although
outwardly it appears most unpleasant to wear because of the
many thorns it projects. The headpiece has magical powers
over the world of plants and trees, especially those that
have defense mechanisms such as thorns or toxins.
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Abilities:
- Elemental Control (25 pts) - Plant Powers
- Immune to Common Plant Toxins
- 4" Tunneling through 3 DEF, Closes Behind, Only
through plant growth (-1/2) - pass through bushes
- 2d6 Entangle, Indirect (+3/4), Area Effect (Hex)
(+1/2), Only where plants can grow (-1/4) - tangling
plants
- 1d6+1 RKA, Indirect (+1/4), Explosion (+1/2),
Requires 2kg of wood (-1/2) - burst of thorns
2d6 BODY Drain, Indirect (+1/4), Explosion (+1/2),
Only if RKA does BODY (-1/4), Linked to RKA (-1/2),
Requires 2kg of wood (-1/2) - plant toxins
- 3d6 Cosmetic Transform, Area Effect (Hex) (+1/2),
0 END (+1/2), No Range (-1/2), Only through area
of plant growth (-1/2) - erase tracks
- 15 STR Telekinesis, Indirect (+3/4), Area
Effect (Hex) (+1/2), Only if large tree within 2"
(-1/4) - grabbing trees
Combined: OIF Headpiece (-1/2), Independent (-2)
Active Cost = 141; Real Cost = 35
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This very fine hourglass consists of an ornate chassis of gold,
two clear crystal bulbs, and a portion of very fine white sand.
When it is turned over, the hourglass has the magical ability to
freeze the flow of time within a 9" radius sphere. All those caught
within the time stasis are immune to any form of attack until the
flow of time starts again three minutes later.
The character who overturns the hourglass is immune to its
effect and can operate freely for the duration of the time stasis.
Any other creatures will also be uneffected if they are protected
by a force field or are in a state of desolidification. Those on
the outside when the device is activated are free to enter and
leave the area of effect for the duration of the stasis.
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Abilities:
- Extra-Dimensional Movement, Forward in Time, Area Effect
(9" Radius) (+1), Useable Against Others (Not versus Force
Field or Desolidified) (+1), Personal Immunity (+1/4), Single
Continuing Recoverable Charge Lasting 3 Minutes (Recover by
Turning Over Hourglass) (-1/4), Gestures (Turn over hourglass)
(-1/4), Activation w/ Burnout 14- (-3/4), Extra Time: Full
Phase (-1/2), Turning over hourglass before sand has finished
falling causes automatic burnout (-1/4), OAF Hourglass (-1),
Independent (-2)
Active Cost = 130; Real Cost = 22
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At first glance this appears to be a simple, hollow
steel box with an elaborate pattern of gold inlaid on
the sides. Upon touching a specific sequence of locations
on the faces, however, the box gradually and noisily
unfolds until it has formed a large, complete, two story
steel fortress with a 5" square base and a height of 3".
This structure has a single outer door that can only
be opened by a cypher lock. It also has several internal
rooms, each fitted with a fire place and immobile metal
furniture along the sides. The external walls on the
second floor are also fitted with arrow slits. Finally
there is a spiral staircase running between the two
floors.
To close the steel fortress back into the cube,
another pattern appears inside the outer door. Again a
specific sequence of locations on the pattern must be
touched to fold it back up. Once the fortress begins
folding, any creatures and items held inside are tossed
out. The owner has plenty of time to complete the
sequence and then step through the outer door before it
starts folding.
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Abilities:
- Vehicle (50 hexes (5"x5", 3" tall), 100 ton, 18 BODY,
10 DEF), Immobile unless shrunk (-1)
- Shrinking (85 pts, 5kg, 0.25m), Area Effect (Radius
of Base) (+1), 0 END Persistent (+1), Gestures (-1/4),
0 DCV Concentrate (-1/2), Gestures to cancel (-1/4),
Extra Time: Full Turn (-1), Only versus base (+0)
Combined: OAF Fortress (-1), Independent (-2)
Active Cost = 317; Real Cost = 58
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This large, multi-faceted jewel is as large as a golf ball.
As the jewel is examined, it seems to change in hue and brightness
with each turn in the hand. The gem radiates strong magic, and
when hurled it will release a magical power that will strike at
the target. The jewel then snaps back into the hand of the owner.
Unfortunately the type of magic released is not determined until
the jewel is actually released.
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Abilities:
- Multipower Framework (36 pts), Changes to random power after
each use requiring extra time to reset: 2 phases (-1/2), Gestures
(Hurl Jewel at Foe) (-1/4), Incantations (Yell "Xod!") (-1/4).
Roll two six-sided dice then consult the table below to determine
the type of power released.
1st Roll |
2nd Roll |
Fixed Slot |
END |
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| 1 |
1-2 |
2d6+1 RKA, Reduced Penetration (-1/4) - The jewel turns into
a barbed arrow and strikes at the target |
3 |
| 3-4 |
2d6 Drain STUN, Range (+1/2) - The crystal creates a sphere
of glassy air around the target and the victim is struck by a
wave of dizziness |
3 |
| 5 |
2d6+1 Flash versus Sight Group, Only in Darkness (-1/2) -
Bright lights from the crystal flash in front of the target's
eyes, momentarily blinding him |
3 |
| 6 |
2d6 Entangle, Takes No Damage (+1/2), Brittle (1 BODY) (-1/2) -
The crystal spits out a mass of tough, sticky strands that
entangles the target |
3 |
| 2 |
1-2 |
4d6 EB vs. PD, Explosion (+1/2) - The crystal shoots out a
burning cinder that streaks toward the target, exploding in a
ball of flames |
3 |
| 3 |
1d6 Drain Running, Recover 1/hour (+1), Range (+1/2), Recover
1/hour (+1/2), Only on dirt (-1/2) - The crystal spins and
emits a fine cloud of seeds that grow into vine-like plants to
entangle the target's feet |
3 |
| 4 |
12d6 Dispel Flight - The crystal causes a dark shadow passes
over the target and suddenly he plummets to the earth |
4 |
| 5 |
3d6+1 EGO attack, Mental Power Based on CON (-1/2) - The crystal
glows with an intense blue light and the target suddenly develops
a nauseating headache lasting for several minutes |
3 |
| 6 |
7d6 Mind Control, Visible (-1/4), Only to cause fear (-1/2) -
The crystal turns into a terrifying specter that causes the
target intense fear |
3 |
| 3 |
1-2 |
1d6 Drain STR, Range (+1/2), Recover 5/week (+1+1/2) -
A wispy white strand of light from the jewel causes the target
to suddenly age ten years. |
3 |
| 3 |
3d6+1 Flash versus Hearing - The jewel rings with a clear
tone that temporarily deafens the target |
3 |
| 4 |
7d6 Cosmetic Transform - An eerie green glow from the jewel
shrouds the target and all his hair begins to fall out |
3 |
| 5-6 |
1d6 RKA, Armor Piercing (+1/2), Autofire (+1/2) - The
jewel spins rapidly and 5 steel needles shoot out to strike
at the target |
3 |
| 4 |
1 |
4d6 EB, NND (Hypnotic Attack) (+1/2) - Lights from the jewel
begin to dance around the target's head, producing a hypnotic
state that leaves the victim disoriented |
3 |
| 2 |
1d6 Drain DEX, Range (+1/2), 0 END (+1/2), Continuous (+1) -
Triangles of pale yellow light wrap around the target's joints,
making him clumsy |
3 |
| 3-4 |
2d6 EB, AVLD (Flash Defense) (+1+1/2), Not if target is blind (-1/4)
- A thick blue beam from the jewel strikes the target in the
eyes, causing intense pain |
2 |
| 5 |
Darkness to Sight Group, 2" Radius, 0 END (+1/2) - A thick
cloud of ice particles is emitted by the jewel, around the
target |
3 |
| 6 |
Summon Goblin - An ugly little creature pops out of thin air
where the jewel just passed |
4 |
| 5 |
1 |
1d6 RKA, Double Knockback (+3/4), +1 STUN Multiplier (+1/2) -
The jewel turns into a giant boot and whallops the target |
3 |
| 2 |
2d6 Entangle, Area Effect (Hex, Selective) (+1/2), Only on dirt
(-1/2) - A thick bush grows from a seedling desposited by the
jewel, completely envelops the target and entangling his arms
and legs |
3 |
| 3 |
-5 PER Images to Sight and Sound, Duplicate of Character -
The jewel appears to morph into an exact duplicate of the
owner |
3 |
| 4 |
3d6 SPD Drain - A flashing light from the jewel causes the
target to slow down |
3 |
| 5-6 |
12 STR Telekinesis, Area Effect (Cone) (+1), No Range (-1/2) -
The rapidly whirling jewel creates a strong gust of wind
blowing away from the owner |
4 |
| 6 |
1 |
Change Environment, 64" Radius - The jewel moves rapidly in
a large circle, producing a cloud that emits drenching
rain |
3 |
| 2-3 |
3d6 EB vs. ED, Area Effect (6" Line) (+1), No Range (-1/2) -
A bolt of lightning lances out from the jewel |
3 |
| 4 |
7d6 EB vs. ED, Beam (-1/4) - The jewel emits a narrow red
beam of intense heat that strikes the target |
3 |
| 5 |
2d6 EB, Area Effect (2" Radius) (+1), NND (Toxic Gas) (+1), Time
Delay (+1/4), Random delay (1d6 phases) (-1/2) - The jewel spins
and glows green, but nothing happens. After a short delay a cloud
of toxic gas erupts around the target |
3 |
| 6 |
Change Environment, 64" Radius - The jewel glows brightly and
then a wide area is suddenly illuminated by sunlight |
3 |
Combined: OAF Jewel (-1), Independent (-2)
Active Cost = 9; Real Cost = 37
|
This slim, polished piece of granite is shaped like the cap stone
at the top of an arch. It is firmly attached to an iron chain that
can be looped around the head like a necklace or fastened to a belt.
The stone has the magical property of increasing the physical
resilience of its owner, especially against normal attacks. It also
provides protection against transformation attacks, and increases
his physical strength.
|
Abilities:
- +5 rPD/+5 rED Damage Resistance
- 25% Physical Damage Reduction
- 25% Energy Damage Reduction
- Density Increase (10 pts), 0 END Persistent (+1)
- 3d6 Suppress Transform, 0 END (+1) Persistent, Always On (-1/2)
Combined: OAF Stone (-1), Independent (-2), Must have
connction to earth (-1/4)
Active Cost = 75; Real Cost = 16
|
A favorite of paranoid rulers, this polished copper ladle will
instantly purge any toxins from beverages served in its cup.
|
Abilities:
- 2d6 Minor Transform, Purify any Toxin (+1/4), 0 END Persistent
(+1), Always On (-1/2), No Range (-1/2), Only versus liquids
served from cup (-1/4), OAF Ladle (-1), Independent (-2)
Active Cost = 45; Real Cost = 9
|
This porcelane mask is decorated visage with the distorted
features of an anguished spirit. The culture that created this
mask worshipped the wind spirits and their shamen could control
many aspects of the weather. This mask has acquired some of
their abilities and can be used to manipulate the outdoor
elements.
|
Abilities:
- Elemental Control (35 pts) - Weather
- Change Environment, 64-hex Radius, Variable (+1), Only
moderate weather conditions (-1/2) - control weather
- 1d6+1 RKA, Only if overcast (-1) - call lightning
- 3" Radius Darkness to Sight, Not in dry conditions
(-1/4) - mist
- 2d6 Suppression, Affects any Fire Powers (+2), Area
Effect (Radius) (+1), Only if overcast (-1) - drenching
rain
- 2d6 EB, NND (Appropriate Life Support) (+1), Area
Effect (Radius) (+1), Continuous (+1), Variable Special
Effects (Extreme Weather) (+1/4) - extreme weather
- 20 STR Telekinesis, Area Effect (Radius) (+1), Effects
all parts of target (-1/4) - Strong winds
Combined: Not in enclosed environment (-1/2),
Gestures (-1/4), Incantations (-1/4), Extra Time:
1 turn (-1), OIF Mask (-1/2), Independent (-2), Mask
limits peripheral vision (-1 to sight PER) (-1/4).
Active Cost = 186; Real Cost = 26
|
When first discovered, this appears to be an inert polished metal
statue of an owl. Upon pressing the proper sequence of tiny switches
on the back, however, the device comes alive and will loyally serve
its new owner.
|
Abilities:
- Summon Mechanical Bird (Owl, 75 pts), Gestures (Switch Sequence)
(-1/4), OAF Statue, Expended (replaced by mechanical owl) (-1-1/2), Independent (-2)
Active Cost = 45; Real Cost = 9
|
This elaborate silver medallion holds a sky blue oval porcellain
cameo disk with the white silouette of a double-faced person. The
face on the left is that of a woman, while that on the right is a
man. When worn about the neck by its sturdy chain, the medallion
bestows the magical ability to remain virtually anonymous and avoid
all but the most powerful forms of magical detection.
|
Abilities:
- Shapeshift, Same Sex and Gender, Not when viewed via
mirror (-1/2)
- Invisiblility to Sight Group, No Fringe, 0 END Persistent,
Only when viewed using Clairsentience (-1)
- +20 Mental Defense, Only versus Mind Scan (-1)
Combined: OIF Medallion (-1/2), Independent (-2)
Active Cost = 120; Real Cost = 27
|
This oval-shaped silver mirror is roughly a half meter in height
and slightly less than that in width. It is contained in a solid
bronze frame with an elaborate bevel. Neither the mirror nor the
frame will ever tarnish. Any being who views his own reflection in
this mirror is momentarily blinded.
|
Abilities:
- 2d6 Flash to Sight Group, 0 END Persistent (+1), Area Effect
(Hex in front of mirror) (+1/2), Always On (-1/2), No Range
(-1/2), Target must view own reflection in mirror (-1), OAF
Mirror (-1), Independent (-2)
Active Cost = 50; Real Cost = 8
|
This cursed mirror resembles a curved carnival mirror that
makes any viewer look strangely distorted. While the reflection
can be amusing to see, the mirror has the horrible effect of
making the reflection become real. The features of a characters
face become stretched and warped, producing effects such as a
very long jaw, pronounced brow, oddly thin face, a long beaked
nose, and so on. The result is a greatly reduced comeliness
lasting for many years. Only the aid of magic can be used to
restore a characters face to normal.
|
Abilities:
- 1d6 Drain COM, Recover 5/Decade (+2+1/2), 0 END Persistent
(+1), Area Effects (Hex in front of mirror) (+1/2), Always
On (-1/2), No Range (-1/2), Target must view own reflection
in mirror (-1/2), OAF Curved Mirror (-1), Independent (-2)
Active Cost = 50; Real Cost = 9
|
This fine necklace holds a jade gorget that is shaped as
two intertwined dragons locked in mortal combat. The necklace
is supported by several strings of jade beads forming an
intricate band. When worn, the necklace has the magical ability
to lessen and repair the damage from a lethal injury.
|
Abilities:
- 3d6 Absorbtion to Healing per turn, OAF Necklace (-1),
Independent (-2)
Active Cost = 45; Real Cost = 11
|
This necklace has the appearance of a string of softly glowing
pearls. When worn around the neck, this jewelry bestows upon its
owner several useful powers based on light. He can create a glare
that will make him difficult to see, produce a blinding flash of
light, create several glowing light forms, and project an opaque
sphere of light. All these powers draw their energy from the
stones which must be periodically recharged by a lengthy exposure
to a light source.
|
Abilities:
- Elemental Control (22 pts) - Light Powers
- Change Environment 4" radius - Light, 0 END Persistent
(+1), Only from exposed necklace (-1/4), Always On
(-1/2), No Range (-1/2) - glowing pearls
- +4 DCV, Costs END (-1/2), Incantations (-1/4), Only
when attacked from front (-1/4), 2 END from Reserve (+0)
- glare
- 2d6 Flash to Sight, Area Effect (6" Cone) (+1), Personal
Immunity (+1/4), No Range (-1/2), Incantations (-1/4),
4 END from Reserve (+0) - blinding flash
- Images to Sight, Only to create glowing forms (-1),
Gestures (-1/4), Incantations (-1/4), 1 END from
Reserve (+0) - glowing forms
- Darkness to Sight Group, Gestures (-1/4), Incantations
(-1/4), 1 END from Reserve (+0) - sphere of light
- END Reserve (40 END, 1 REC), END recovers per minute
(-1/2), No REC in darkness (-1/4)
Combined: OIF Necklace (-1/2), Independent (-2)
Active Cost = 85; Real Cost = 19
|
This powerful crystal orb is firmly held in the jaws of a
dragon's head made of bronze. The powers of this device are
designed to produce great disorder among the enemies' ranks.
The bronze base is quite heavy and is usually stood upon a
platform prior to the start of battle.
Prior to each activation some warm blood must be splashed
on the orb. This is followed by some incantations in the
mysterious language of magic.
|
Abilities:
- Multipower Framework (60 pts) - Battle Havoc. Fixed Slots:
- 10" Teleportation, Useable Against Others (+1), x4 Mass
(+1/2), Range (+1/2), No more than 1" elevation change
(-1/2) - 4 END
- 2d6 Entangle, Area Effect (6" Radius, Selective Target)
(+1+1/2), Transparent to Attacks (+1/2) - 6 END
- Summon Insect Swarm (51 pts), Range (+1/2) - 6 END
- -4 PER Images to Sight Group, 8" Radius (+3/4), Only to
blur sight (-1/2) - 6 END
- -8 PER Images to Sight and Touch, Only to change weapon
into a snake (-1) - 4 END
- 2d6 Drain Running, Area Effect (Cone, Selective Target)
(+1+1/4), Personal Immunity (+1/4), No Range (-1/2)
- 5 END
- 12d6 Mind Control, Only to cause target to attack a
friend (-1/2) - 6 END
- Shapeshift, Any Humanoid, Useable by 8 Others (+1),
Range (+1/2) - 5 END
- Missile Reflection, All Ranged Attacks, Adjacent Attacks
(+1/2), Costs END (-1/2), Only versus magical attacks
(-1/2) - 6 END
- 8 PD/0 ED Force Wall, Transparent to Energy-based attacks
(+1/2) - 3 END
Combined: Gestures (Splash blood on Orb) (-1/4),
Incantations (-1/4), Extra Time: Full Phase (-1/2), OAF
Orb, Warm Blood, Bulky (-1-1/2), Independent (-2)
Active Cost = 60; Real Cost = 21
|
This handsome wood pipe is carved in the shape of a wise
old man. When lit, the pipe allows the smoker to create
clouds of magical smoke that have various deleterious effects
on the character's opponents.
The pipe can create four types of dense smoke clouds: a
cloud that obscures sight, a cloud of choking smoke, a cloud
of confusing smoke, and a cloud that will reveal the
presence of invisible beings. With some skill the smoker can
also make hypnotic rings of smoke. It will allow the smoker
to turn himself into a heavy cloud of smoke that is all but
invulnerable to attack. While in this form can float through
any narrow cracks. Finally, the pipe can allow the smoker to
gain a state of deep contemplation.
|
Abilities:
- Elemental Control (20 pts) - Smoke-based Powers
- +10 INT, Costs END (-1/2), 0 DCV Concentrate Throughout
(-1/2) - 1 END, Smoke of Contemplation
- 6d6 Mind Control, No Verbal Component (+1/4), Only to
watch smoke ring (-1/2), Requires DEX roll (-1/2)
- 4 END, Smoke Rings
- Images to Sight Group, 8" Radius (+3/4), Only to
obscure sight (-1/2) - 3 END, Blinding Smoke
- 3d6 EB, NND (Appropriate life support, Hold breath)
(+1), Area (Hex) (+1/2) - 4 END, Choking Smoke
- 3d6 Drain INT, Explosion (+1/2) - 4 END, Confusing
Smoke
- See Invisible to Sight, Range, Targeting, Costs END
(-1/2), Reduced by Range (-1 PER/1") (-1/4) - 3 END,
Revealing Wisps
- Desolidification (Vulnerable to winds and all magic
except attacks against PD), Can only move through
barriers if there are cracks (-1/4) - 4 END, Smoky
Body
Combined: Gestures Throughout (Puff on pipe)
(-1/2), Extra Time: Full Phase (-1/2), Not in strong
winds (-1/4), OAF Lit Pipe (-1), Independent (-2)
Active Cost = 142; Real Cost = 28
|
This magical quill allows the owner to produce an almost
indistinguishable duplicate of any writing. The ink and
paper used must match that of the document being forged,
however.
|
Abilities:
- Forgery 17-, OAF Quill, Ink (-1), Independent (-2)
Active Cost = 9; Real Cost = 2
|
This simple magical charm bestows a degree of luck on its
wearer. Many of these charms are little more than useless
trinkets and it requires a knowledgeable person to distinguish
the two.
|
Abilities:
- 1d6 Luck, OIF Rabbit's Foot (-1/2), Independent (-2)
Active Cost = 5; Real Cost = 1
|
This seemingly ordinary rope can perform several useful
actions for its owner, one at a time. It can climb a wall
and secure itself to a projection. It can also cross a
chasm and secure itself at both ends to provide a tight
rope. The rope can also be commanded to attack a foe and
wrap him in its folds. Finally, the rope can grab and
tighten a foe in a very constrictive hold. Upon command,
the magical rope will fold itself back into a neat bundle.
|
Abilities:
- Multipower Framework (52 pts) - Rope Tricks. Fixed slots:
- Clinging, Area Effect (Line) (+1), Useable Against
Others, x16 Mass (+2), Range (+1/2), 0 END (+1/2),
Only Vertical Line (-1/2), Only versus creatures that
can hold rope (-1/4), Only if anchor at top (-1/4) -
Climb Wall
- 10 PD/0 ED Force Wall, Transparent to Energy Attacks
(+1/2), 0 END (+1/2), Only for thin horizontal surface
(-1), Requires Acrobatics or Climbing Roll to cross
without falling off (-1/2), Only if anchors at both
ends (-1/2) - Tightrope
- 4d6 Entangle, Both Take Damage (+1/4) - 4 END,
Entangle
- 25 STR Telekinesis, 1/2 END (+1/4), Only for Grab
(-1/2) - 2 END, Constriction
Combined: Range limited to 5" (-1/4),
Incantations (-1/4), OAF 10" Rope (-1), Independent (-2)
Active Cost = 52; Real Cost = 16
|
This dashing soft white scarf has several uses, including as
a neck warmer, a bandera, and as a head cover. While wearing
this scarf, the character has the ability to slide quietly and
quickly over any smooth surfaces. This slide makes is more
difficult to maneuver, however, and the turning radius rules
must be applied.
|
Abilities:
- 8" Flight, Invisible Power Effects (All) (+1), 1/2 END
(1/5") (+1/4), Only to slide across relatively smooth
surfaces (-1)
- +2 to Shadowing and Stealth skills, Only across relatively
smooth surfaces (-1)
Combined: OIF Scarf (-1/2), Independent (-2)
Active Cost = 42; Real Cost = 9
|
This unusual silver belt buckle bears the face of a
human skull with faintly glowing rubies inlaid inside the
eye sockets. The buckle requires a belt nearly 0.1m wide.
When the buckle is exposed to sight, it will bestow upon
its wearer certain necromantic abilities. These include
command over undead and protection against their life
draining attacks. It also allows the wearer to perform a
deathly touch that will chill to the bone. Characters
seen wearing this buckle will receive a strong negative
reaction from members of "good" religions.
|
Abilities:
- +20 PRE, Only versus beings with afterLife support
(-1)
- +10 Power Defense, Only versus Drain attacks from
beings with afterLife support (-1)
- 3d6 STUN Drain, No Range (-1/2), Only versus living
creatures (-1/2)
Combined: Only when buckle is exposed and
worn around the waist with a wide belt (-1/4), Not
on ground sanctified to a "good" religion (-1/4),
OIF Buckle (-1/2), Independent (-2).
Active Cost = 60; Real Cost = 12
|
This silver trimmed red cap fits snugly across the head,
forming a close contact with the wearer's skull. The cap
allows the wearer to activate a number of powerful mental
powers, but requires high intelligence or steady concentration
to activate and control. If the wearer is unable to properly
use the device he receives a severe mental backlash.
|
Abilities:
- Elemental Control (25 pts) - Mental Powers
- +15 Mental Defense
- Mental Awareness
- 3d6 Ego Attack - 3 END
- 6d6 Telepathy - 3 END
- 8d6 Mind Control, Doesn't require verbal communication
(+1/4) - 5 END
- 10d6 Mental Illusions - 5 END
- 12 STR Telekinesis, Fine Manipulation - 3 END
- Invisibility to Mind Scan - 2 END
Combined: -2 Variable Limitations (-1), Variable
limitations are limited to: Concentration, Increased END
Cost, and Requires an EGO-based Skill Roll (-1/4), IAF
Skullcap (-1/2), Visible (-1/4), Independent (-2), Side
Effect: (3d6 STUN Drain) (-1/2)
Active Cost = 139; Real Cost = 28
|
This slender copper spike must be thrust into the ground
in order to activate its magical power. After concentrating
for a moment, the owner of this item can bring into being an
illusionary bubble that merges with the surrounding terrain.
The interior of the bubble can be set to any mild weather
condition and time of day that the character desires.
|
Abilities:
- Change Environment, 4" Radius, Any Weather Condition and
Light Level (+1), 0 END Persistent (+1)
- Images to Sight Group, x4 Radius (+1/2), 0 END Persistent
(+1), Only to create masking, static hallucinatory terrain
when viewed from outside (-1/2), No Range (-1/2), Linked
to Change Environment (-1/2)
Combined: 1/2 DCV Concentrate (-1/4), Must be
planted in ground (-1/2), OAF Cone (-1), Independent
(-2)
Active Cost = 110; Real Cost = 21
|
A very fine jade statuette of a young stallion rearing and
kicking its front legs, this magical item allows the owner to
summon a light warhorse once a day that will serve only the
owner for a period of 12 hours before vanishing. Upon speaking
the word of invocation, a horse will appear wearing a saddle
plus bit and bridle. A different horse is summoned each day,
so if a mount is slain the statuette can be used to call a new
mount the following day.
|
Abilities:
- Summon Light Warhorse (97 pts), Incantations (Command Word)
(-1/4), Single Charge/Day (-2)
- 16d6 Dispel Summoning, Time Delay (12 hours) (+1/4), Only
to dispel summoned warhorse (-1/2), Linked to Summon (-1/2)
- 3d6 Aid to PRE, Lose 1/hour (+1), Linked to Summon (-1/2),
Only versus summoned warhorse (-3/4)
Combined: OAF Statuette (-1), Independent (-2)
Active Cost = 140; Real Cost = 26
|
This fine black hat has the magical property that a small animal
can be drawn from inside by the possessor. An unlimited number of
such animals can be drawn from within the hat.
|
Abilities:
- Summoning, Any Very Small Animal (+1/4), 0 END (+1/2),
Gestures (-1/4), Extra Time: Full Phase (-1/2), OAF
Hat (-1), Independent (-2)
Active Cost = 52; Real Cost = 11
|
At first sight this appears to be an ordinary bronze
funeral urn. Opening the hinged lid will reveal fine ashes
nearly filling the hollow urn. After a few moments the
ashes begin to stir and some odd, wispy lights slowly wind
their way out of the urn. These lights coallesce into some
form of undead creature that will immediately attack the
nearest target.
To determine the type undead, roll 3d6 and consult the
list below.
|
Abilities:
- Summon (100 pts), Any Undead (+1/4), 0 END (+1/2),
Trigger (Lid Opened) (+1/4), Undead type chosen at
random from table below (-1/4), OAF Urn, Bulky (-1-1/2),
Independent (-2), Always On (-1/2)
| 3d6 Roll | Type Summoned |
| 3-8 | Summon Skeleton |
| 9-10 | Summon Ghoul |
| 11 | Summon Wight |
| 12-13 | Summon Shadow |
| 14-15 | Summon Mummy |
| 16-17 | Summon Lesser Vampire |
| 18 | Summon Special or Reroll |
Active Cost = 100; Real Cost = 19
|
This cone-shaped hat is violet in hue and is decorated with
a pentagram and several astrological signs. The hat is clearly
the garb of a practitioner of magic, and so may be very
undesirable gear in certain cultures. However, it bestows upon
its wearer several magical abilities that make it a valued
accessory. In addition to improving the wearers overall skill
level in magic, the cap allows him to modify two of the
attributes of the spell. These attributes are: effort required,
maximum range, affects desolidified, difficulty in dispelling,
visibility of the power effects, and delay in activation. The
wizard will still need to pay the modified END cost and adjust
the skill roll appropriately. (Each power adds +20 to the
active cost for a spell.) It also requires a full phase to
change which two of the attributes will be modified.
|
Abilities:
- +2 to all magic skills
- Multipower Framework (40 pts) - Spell Attributes. Fixed slots:
- Apply 1/2 END to any magic spell with 40 active points or less
- Apply 5x Increased maximum range to any magic spell with 80
active points or less
- Apply Affects Desolidified to any magic spell with 40 active
points or less
- Apply x2 Difficult to Dispel to any magic spell with 80 active
points or less
- Apply Invisible Power Effects (sight group) to any magic spell
with 40 active points or less
- Apply Time delay to any magic spell with 80 active points or
less
Combined: OIF Hat (-1/2), Independent (-2)
Active Cost = 55; Real Cost = 19
|
This special magic eye was created by the mage Xylstra
for his queen who had lost the use of one eye. The eye has
enhanced senses and is designed to magically blend almost
invisibly with the normal functioning eye. It must be
placed in an empty eye socket in order to function, however,
so this eye has little use for individuals who are unwilling
to part with one of their natural eyes.
|
Abilities:
- Normal Sight
- Ultraviolet Sight
- Telescopic Sense, +4 to offset range penalities, Sight Group
- +2 to perception with magical eye
Combined: Eye must be worn in empty eye socket (-1/2),
IIF Eye (-1/4), Independent (-2)
Active Cost = 22; Real Cost = 6
|
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