Magic Items

Permanent Magic items

Amulet of Fortitude: You are immune to contracting diseases while you wear this amulet. If you are already diseased, any effects caused by the disease are nullified while you wear the amulet. Weight 1/4 lb.

Armor of Retribution: When you are hit by a melee attack while wearing this armor, you can choose to deal half of the total damage you take to your attacker as magical force, but you still take the total damage. Once you use the armor’s magic, roll a d6. If the result is a 6, the magic can be used again. If not, the magic cannot be used again until the following dawn. Weight 40 lb.

Bag of Storing: This simple cloth sack measures 1-foot-by-2-foot in size and from the outside appears to be full of clothing, even when empty. You can store up to 500 pounds of gear in the sack, and it always weighs 3 pounds. Any item that fits through its opening can be placed inside the sack, providing it does not cause the total contents to exceed 500 pounds. Weight 3 lb.

Belt of Stability: You cannot be knocked prone while wearing this belt. Weight 1 lb.

Belt of the Mule: This simple leather belt enables you to carry an extra 50 pounds. In addition, when you are held by a creature, you can make a Body check to break the hold as a gratis action (instead of a move action). Weight 1 lb.

Boots of Fanciful Footwork: When moving, you can move before and after making an attack, but your total movement cannot exceed your speed. Weight 2 lb.

Boots of Water Walking: These boots allow you to walk on water as if it was normal ground. Weight 2 lb.

Bracers of the Bowman: These bracers grant you a +1 bonus to damage dealt by ranged attacks. Weight 1 lb.

Buckler of Blocking: This small magical shield straps to your forearm and can be used by anyone. When you are hit by an attack, you can activate the buckler’s magic, which creates an invisible barrier of magical force to protect you. Until the start of your next turn, creatures suffer a -5 penalty to attack you. This penalty also applies to the triggering attack, possibly turning it into a miss. Once you use the buckler’s magic, roll a d6. If the result is 5 or 6, the magic can be used again. If not, the magic cannot be used again until the following dawn. Weight 3 lb.

Cloak of Graceful Descent: If you fall from a height greater than 5 feet while wearing this cloak, you take no damage and instead float slowly to the ground at a speed of 10 feet per round. The cloak does not allow you to move latterly as you descend. Weight 1 lb.

Emerald Amulet of Distraction: Once per skirmish, as a gratis action, you can use this amulet can use it to make an attack against a creature within 15 feet. The target of the attack must make a Spirit check or become confused. Weight N/A.

Endless Quiver: When you pull an arrow from this quiver, another replaces it. Weight 3 lb.

Feather of Life: This snow-white, palm-sized feather is from the wing of an angel. While it is on your person, you can survive for 10 rounds when dying instead of 5 rounds. Weight N/A.

Glasses of Language Comprehension [elven]: These wire-rimmed glasses allow you to read, but not speak, an additional language. Weight N/A.

Gloves of Mighty Striking: These gloves grant you a +1 bonus to damage dealt by melee attacks. Weight 1/2 lb.

Horn of Rallying: Once per skirmish, you can blow this horn as an attack action. When you do, all allies within 50 feet can immediately use a move action. Weight 1 lb.

Orb of Arcane Destruction: The interior of this clear crystal orb alternates between swirling flames, blowing ice, dancing lightning, and clouds of green acidic gas. A creature with the Mage ability can use this orb as a focus item when casting spells that deals damage. When used in this manner, the orb adds a +1 bonus to the damage dealt by each attack. Weight 2 lb.

Pin of Illumination: When you touch this tiny torch-shaped lapel pin and utter the word lumati, light appears in a 50-foot-radius around you, providing clear illumination. While the light seems to emanate from you, you do not glow, and the light has no true discernable source. You can bring forth or extinguish the light as a gratis action. Weight N/A.

Rabbit’s Foot: While you carry this enchanted rabbit’s foot, you gain a +1 bonus to all Body, Mind, and Spirit checks. Weight N/A.

Ring of the Mermaid: While wearing this ring you can breathe underwater. In addition, you can swim up to 40 feet on your turn in combat. Weight N/A.

Ring of Poison Cleansing: While wearing this ring you are allowed an immediate Body check when you first become poisoned. If the check is successful, the poison is nullified and has no effect. Weight N/A.

Ring of Translucence: When you speak the word invisus while wearing this ring, you and all of the equipment you carry becomes translucent, making you difficult to see. You gain a +5 bonus to attribute checks that involve hiding or not being seen. If you are in combat, you gain a +4 bonus to attack rolls against creatures that cannot see you clearly, and attacks against you by creatures that cannot see you clearly suffer a -4 penalty. Once activated, the ring’s magic lasts for 5 minutes, after which, it cannot be used again until the next dawn. Weight N/A.

Robe of the War Mage [white]: While wearing this robe, all damage you take is reduced by a number that is determined by the robe's color. The robe cannot be worn over or under other armor. See the table below for details. Weight 3 lb.

Color Damage Reduction
White 1
Grey 2
Black 3

Steel Shield of Defense: When you speak the word protectus while holding this shield, you imbue it with protective magic, and for the next 5 minutes, it absorbs an additional 2 points of damage when you are hit by an attack. Once you use the shield’s magic, roll a d6. If the result is a 6, the magic can be used again. If not, the magic cannot be used again until the following dawn. Weight 10 lb.

Symbol of Divine Might: This palm-sized iron ring represents the deity Omnis. A creature with the Curate ability can use this symbol as a focus item when speaking prayers that deal damage. When used in this manner, the symbol adds a +1 bonus to the damage dealt by each attack. Weight 1 lb.

Totem of Nature's Wrath: This handheld totem is carved with images of floods, tornados, earthquakes, and other natural disasters. A creature with the Wilder ability can use this totem as a focus item when performing chants that deal damage. When used in this manner, the totem adds a +1 bonus to any damage dealt. Weight 2lb.

Trapspringer Gloves: While wearing these gloves, if you roll a natural 1 while disarming a trap, the trap does not trigger. Weight N/A.

Weapon of Altered Misfortune: When you roll a natural 1 on an attack with this weapon, you can reroll the attack. Weight varies by weapon.

Weapon of Bashing: When you hit with this weapon and the natural d20 roll is 18 or greater, the target is knocked prone, provided it is your size or smaller and capable of being knocked prone. Weight varies by weapon.

Weapon of Striking: When you utter the word strikus while wielding this melee weapon, you gain a +2 bonus to attack and damage rolls with it for the next minute. Once you use the weapon’s magic, roll a d6. If the result is 5 or 6, the magic can be used again. If not, the magic cannot be used again until the following dawn. Weight varies by weapon.

Weapon of Searing: When you score a critical hit with this weapon, a burst of flames sears the point of impact, dealing an additional 2d4 damage. Weight varies by weapon.

Consumable Magic Items

(4) Arrow of Swarming: When fired from a bow, this arrow splits into 1d6+1 arrows in mid-air. The resulting arrows can only target a single creature, and each arrow requires a separate attack roll. On a successful hit, each arrow deals 1d6+1 damage. The creature firing the arrow is not allowed to add any attribute modifiers to the damage dealt from the arrows. Weight N/A.

Bottle of a Thousand Screams: This corked clear bottle appears to be empty. However, if uncorked or shattered, it emits the sound of a thousand piercing screams. All creatures within 5 feet of the bottle take 1d10+1 damage and must make an immediate Spirit check or be shocked on their next turn. Weight 1 lb.

Healing Prayer Beads: This strand of five magical beads has the ability to heal injured creatures. To use a bead, you must un-tie it from the strand, place it in your palm, and utter the words Solorum de Omnoso. The next creature you touch with your palm receives 1d6+1 health points. Using a prayer bead is the equivalent of a move action. Weight N/A.

(3) Potion Capsule: This tiny extradimensional capsule is capable of holding an entire potion's worth of liquid. Filling the capsule takes 1 minute. Once full, it can be placed in an intelligent creature's mouth between its cheek and gum until needed. Biting down on the capsule releases its contents, which can then be swallowed as a gratis action. The capsule dissolves in the process. A creature can only have one potion capsule in its mouth at a time. Weight N/A.

Potion of Heroics: You drink this potion as a move action. When you do, you gain an additional move and attack action that must be used by the end of your turn. Weight N/A.

Potion of Levitation: Drinking this potion allows you to levitate upward at a speed of 20 feet per round. You can stop at any height, but when you do, you can not levitate any higher. The potion does not allow you to move latterly as you ascend, and its effect ends after 5 minutes, at which time you fall if not supported. Weight N/A.

Ironskin Potion: Upon drinking this potion, your skin takes on a metallic sheen, and you gain 1 DR for 24 hours. The bonus from this potion allows you to surpass the normal maximum DR of 6. Weight N/A.

Stone of Razor Sharpness: You spend 1 hour honing a bladed weapon with this magical stone. When you are finished, the stone is no longer magical, but your blade is razor-sharp and scores critical hits on a natural die roll of 18 or higher. The magical sharpness lasts for 1d6 skirmishes before wearing off. Weight 1 lb.

Lightning Wand: When activated, this thin metal wand discharges a 30-foot-long straight line of lightning from its tip. Any creature caught in the line must make a Body check or suffer 1d10 lightning damage. Once discharged, the wand is no longer magical. Using the wand is an attack action. Weight N/A.

Firestorm Wand: The user of this wooden wand targets a 15-foot- by-15-foot area no more than 50 feet away and fills it with magical fire. Each creature in the area must make a Body check or suffer 1d10 fire damage. Once discharged, the wand is no longer magical. Using the wand is an attack action. Weight N/A.

Ice Wand: When you touch an opponent with this glass wand, it encases the creature in a 1-inch layer of ice. At the beginning of the encased creature's turn, it suffers 10 cold damage. An encased creature cannot attack or move while frozen, but it can use its move action to attempt a Body check to break free of the ice and end the cold damage. Once discharged, the wand is no longer magical. Using the wand is an attack action. Weight N/A.

Wand of Health: When you touch a creature with this thin marble wand, it regains 1d10 health points. Once discharged, the wand is no longer magical. Using the wand is a gratis action. Weight N/A.

Necromancer’s Wand: When you make a melee attack and touch a creature with this black-lacquered wand, it takes 1d10 damage, and you immediately gain the damage amount in health points. Once discharged, the wand is no longer magical. Using the wand is an attack action. Weight N/A.

Burrowing Black Beetle: This thumb-sized onyx beetle can be thrown as an attack action (range 25/50). If it successfully strikes a creature, it comes to life and burrows into the target’s flesh, dealing 1d10 damage. The beetle remains below the target’s skin dealing 1d10 damage as if feeds at the start of the target’s turn. The only way to remove the beetle is to cut it out. Doing so is an attack action that deals 1d10 damage. Once removed from a creature’s flesh, the beetle shrivels and dies, becoming useless. Weight N/A.

Wolf Statuette: This tiny statuette of a wolf is carved of simple stone. You can toss the figurine to the ground adjacent to you as a gratis action and utter the words Uttaris lo Maynar. When you do, the statuette disappears and a wolf appears in its place. The wolf always attacks the nearest visible enemy and fights for 5 minutes, or until destroyed, at which time it fades from existence. Weight N/A.
WOLF: LEVEL 1; HEALTH 16; MODIFIER 0; SPEED 35; MELEE ATTACK Bite 1d10+1

Incantations

UNLOCK INCANTATION SCROLL
Requirements: 1st level, Mage
Cost: 50 gp
Time: 15 minutes
Description: You trace complex runes and symbols upon a locked object, using your magic as a key. You make a Mind check (your GM can apply modifiers based on the situation or quality of the lock). If the check is successful, you unlock the object. If your attempt fails, you can retry the incantation a number of times equal to 1 or ½ your Mind modifier.

ZAAL'S WATCHFUL EYE INCANTATION SCROLL
Requirements:
3rd level, Mage
Cost: 75 gp
Time: 15 minutes
Description: You create a floating eyeball to serve as a faultless sentry. The fist-sized eyeball constantly floats around you as you work, eat, sleep, or perform other tasks, keeping you aware of your surroundings as if you were fully engaged in guard duty. The eyeball can move no more than 50 feet from you. Upon completing the incantation, the eyeball remains for 8 hours.

TRAVERSE TERRAIN INCANTATION SCROLL
Requirements:
1st level, Wilder
Cost: 50 gp
Time: 15 minutes
Description: You call upon nature to guide the steps of you and your companions. This incantation allows you and a number of individuals equal to (2 X your Spirit modifier) to cover twice the normal distance when moving overland by foot. It does not increase the distance you or your allies can move during combat. Once completed, this incantation lasts for 24 hours.

SLOW DECAY INCANTATION SCROLL
Requirements:
1st level, Curate
Cost: 50 gp
Time: 15 minutes
Description: You use your divine magic to help preserve the corpse of a recently deceased creature. When you use this incantation on a creature that has been dead for less than 24 hours, you extend the amount of time that can pass before the creature is resurrected by a number of weeks equal to 1 or to ½ your Spirit modifier.

DIMENSIONAL RIFT INCANTATION SCROLL
Requirements:
8th level, Mage
Cost: 250 gp
Time: 15 minutes
Description: Upon completing this incantation, you slice your finger through the air, tearing a dimensional rift between your current location and another visible location within 500 feet. The rift connecting the two locations effectively has no distance, and creatures stepping through one side emerge at the rift’s destination as if they had stepped through a normal doorway.
The rift’s opening is large enough to allow a human-sized or smaller creature and its gear to climb though. Once open, you can maintain the rift for a number of minutes equal to 1 or ½ your Mind modifier.