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A few magic items I have used in my campaign that mostly
forward the plot, serve a particular character's interests or were
stolen shamelessly from odd books I have read.
Self-powered items are very rare by having self-powered items eat
themselves up to power the spell. Most self-powered items in my
campaigns last between a minimum of two weeks and a maximum of two
years. Any item listed below that does not have a life expectancy
can be expected to be permanent (not self-consuming, see Kalcrear's Skull vs. the Iron Shock Wand ). The point of magic items
for me is two fold: 1. less important is to make the character a
little more powerful in terms of damage done or defense, 2. increase
roll playing or strategic options. I greatly favor 2 over 1. Sure
it's great to get a sword that does 5+3, but I would rather give a
3hex shadow ring or a cloak of flight (3 turns max) so their combats
are more interesting and not just quicker. I also try to make
some items role play well (see the Dragon
Staff), making the character a bit obsessive or slightly change
appearance, or more noticable to the undead, etc.
Most of the items below are meant either to be unique (see Kalcrear's) or unreproducable with current
knowledge (see Kirean Stone Dagger,
Iris Glass Jewels or Frost Star) to keep them limited and
interesting.
Note on Spirit Fields: See 7Hex Dragon
House Rules for a discussion of Spirit Magic. Some items can
have their own Spirit Fields or even Spirits. This allows the
wielder to cast spells like a battery or to get other
semi-intelligent help or in rare cases, the item can cast it's own
spells if not in direct combat.
Note on Staves: The Staves listed here can be atuned to any wizard
who casts the Staff or Staff of Power on them (some staves can
only have the Staff of Power spell cast on it, see the item
description). Unless otherwise noted, a Staff may have either spell
cast on it. If a wizard touches another wizard's staff who is:
1. Still alive and 2. Still wants posession of the staff, then the
thief will take 2 dice damage (3 for Staff of Power), but then may
take the staff and atune it to himself. He cannot have a minion
take the damage for him as he must touch the staff himself to cast
the Staff spell on it (i.e. have a gargoyle pick it up). The minion
will take 2 dice damage and the wizard will still have to touch it
and take the damage. The only exception is to have an apprentice
touch it, take the damage, atune it with the staff spell and then
willingly give it to the player wizard. Staves willingly given do no
harm but become un-atuned to both the gifting and receiving
wizards.
- Adept Summoner's
Signalling Staff - Any creature up to 4 hexes (except
Demons and Skeletons) can be summoned for 1ST, summoner must pay
continuing cost to keep creature around. Prerequisite is knowing the
summoning spell you want the discount on. This is a permanent item,
it does not provide the missing ST, it actually makes the process of
summoning easier (sort of like having a pulley to lift an
object). This staff makes it slightly more likely that opposing
summoned creatures will attack the wielder (i.e. it signals them
too!). GM may play this as he wishes, but it should not be a great
swarm I usually have opposing summoned creatures attack the nearest,
most logical player, but if in doubt and the Signaling player is
near at hand, attack him.
- Adept Summoner's Staff -
Cuts in half the cost to maintain a summoned creature (except Demons
and Skeletons). So continuing costs only have to be paid every other
turn.
- Apprentice
Summoner's Signalling Staff - Any one hex creature (except
Demons and Skeletons) can be summoned for 1ST to start. Continuing
cost remains the same (the staff "signals" and helps bring in
creature, not maintain it). Prerequisite is knowing the summoning
spell you want the discount on. This is a permanent item, it does
not provide the missing ST, it actually makes the process of
summoning easier (sort of like having a pulley to lift an
object). This staff makes it slightly more likely that opposing
summoned creatures will attack the wielder (i.e. it signals them
too!). GM may play this as he wishes, but it should not be a great
swarm I usually have opposing summoned creatures attack the nearest
most logical player, but if in doubt and the Signaling player is
near at hand, attack him.
- Armourer's Belt - Looks like a
large weight lifter's belt with a hammer and anvil buckle. Allows
wearer to gain 2 hit armour for 12 turns for a cost of 2ST.
- Bronar Brazier - Mt. Bronar has
many magical properties and is crawling with Fire Elementals. The
Brazier was developed by the mages of the Duke of Mt. Bronar and
allows them to summon a Salamandar. It takes 6 turns to light and
call forth the Salamader bound to the Brazier and it will have a ST
of 14. It will stay 20 turn before the Brazier burns out and the
Salamander disappears, at least until it can be lit again. If the
Brazier is attacked or up ended the salamander will disappear. You
must carry the right ingredients to light the Brazier and they are
consumed each time. They cost 50 Silver, weigh 1Kg and cost 10ST to
bind the salamader to the ingredients (which can be done long before
the lighting process). They are mostly hung high used to guard
castles and rooms in Mt. Bronar (being triggered by unauthorized
entrace to temples, armouries and treasure rooms), but are
occssionally brought into the field for an advance cover force or
other tactical fire operations.
- Circlet of Darkness - This
Circlet is made of Obsidian with a large Smoky Quartz embedded in
it. The Circlet can cast one 7HexDarkness at a time (i.e. once you
cast the first one, you have to wait for it to wink out of existence
before you spend a turn recasting it). It is self-powered but eats
the Quartz up each time. You can assume you have 500 points of 7 Hex
Darkness spells before the Quartz falls to dust. This is especially
useful to Liches and Vampires who have always on Mage Site. They can
blank their MegaHex in darkness and attack out of there. Wearing it
also puts a dim shadow around you making it easier for you to hide
or use related hiding talents. Made by the now extinct Necromancers
of Gleremere. It puts a very subtle shadow around the wearer that
will mostly likely not be noticed in dim rooms, but may reduce some
reaction rolls as there will be a subconscious unease at something
the interlocutor can't quite put his finger on...
- The Dead Hammers - The Watchers
award these Lucern Hammers or
Bec-de-Corbins (see 7Hex
Dragon House rules on PoleHammers) to their most courageous and
active Warders (or those on particularly dangerous missions). These
PoleHammers radiate negative energy, creating a very faint wavy aura
around the Hammer. It sucks life energy and heat, to the touch the
head and languets feel like a combination of cold and very mild
shock. It can put out torches and small camp-type fires if thrust in
them and held for several turns. Hits drain ST against normal living
beings. Demons and the non-normal-zombie/non-skeleton undead suffer
"burns" and react as if strong light had been presented to them when
at close range (Kirean Zombies, Wights, Spectres, Vampires, all
demons, etc) and are at -1DX (-2DX for ShadowWights) in combat with
the wielder. The Watchers have had a long alliance with the Dwarves
of the Backbone Mountains after the Watchers helped rid a demon
invasion out of the lower levels of their caverns. The Watchers
provide many services (resident Physikers, ressurections,
demon/undead banishment, and aid during crises or attack) to the
Dwarves in exchange for weapons and armour (and occasional military
and fortification help). This allows most Warders to posses Fine
Weapons or Armour at a fairly early stage if they do a stint with
the Dwarves. Additionally they collaborate on enchanted weapons
with specifically Necromatic effects. The Dead Hammers are one such
prized project. They are made of Fine Silver (+1DX, +1Damage) and
have the ability to drain 1d6 of life per hit (registers as fatigue)
on any attack that penetrates armour (this 1d against the undead or
demons is burn damage and not fatigue and it is 1+2 against Shadow
Wights). In either case the extra damage is not included in
any charge attack damage multiplier and only assessed after damage
has penetrated armour. Animals and Undead will shy away from it all
things being equal (i.e. trained dogs, pack animals, warhorses will
put up with it after some initial shyness and
angered/summoned/trained animals will ignore it). It does full
damage against Banshees, Spectres, Ghosts, Wights and Night-Gaunts
(though will only do the 1d burn damage if
insubstantial). Additionally, the first successful attack by a Dead
Hammer causes an Induce Fear against non-demon/undead victims who
must save vs. IQ or suffer the effects of that spell. They are
engraved down the languets with Necromantic Runes and with a silver
skull as the butt cap for some balance and a blunt attack
option. They are effectively unbreakable (except maybe under some
catastrophic extreme: thrown in a Dwarven furnace at full
temperature, etc) and when given to a Warder is attuned to him so
that it is hard to drop (i.e. gets a 3d save or Contest Save vs. ST
against the spell or against a critical miss). Rumour has it that
there one each Bec-de-Corbin and Lucern Hammer that house their own
Spirit Fields and could be used to cast spells or summon undead (in
fact: ST 9 IQ 12: Summon Spectre, 3Hex Darkness, Detect Undead,
Banish on successful damage-causing hit at normal ST cost). This too
can cause a slight negative reaction roll as there will be a subtle
sense that something is not right that the interlocutor can't quite
put his finger on...
- Demon Cleaver - Battle Axe
devised by the shamans of the eastern High Plains to combat the
demonic presence coming out of the
Wildwood in the century after the
Calamity. The use of the axe in general for heavy infantry came
from the Kirean Elite heavy infantry troops who survived the
Calamity in Kir Ornalt and who mixed with the barbarians of the High
Plains. These Axes are made of Fine Silver (+2Damage, +1DX) and do
an extra 1d of damage against demons. They also make it harder for
Demons to hit the bearer as it shines in the presence of demons (and
only demons see this glare). -2DX for demons to hit the wielder. One
or two were reported to house a Spirit Field and posess a
rudimentary intelligence (though no language). Speculation is that
many more housed a Field or even some kind of Spirit. Most were lost
as they were mainly produced to combat a demonic invasion 850 years
ago. The TaHote Tribe marched out against odds and were killed to a
man. Their last stand (as observed by some women hiding in the
nearby woods) is still sung how they made a last stand circle around
a small hill and as they were killed they stepped back to shrink and
close the circle. The line held until the last dozen were
overwhelmed. The axes were mostly destroyed by the horde then, but a
few other were made prior to that battle and those have been passed
around and lost over the years. The Horde, somewhat weakened over
time, was driven back by the mounted nomads of the eastern steppe
and they then seemed to retreat back into the Wildlands of their own
accord.
- Dragon Scale Klanth -
Dragonnewt Klanth (Bastard Sword) made of obsidian with a thin edge
of Dragon Scales. They all do +2 damage and will tingle if held in
the presence of those who mean Dragons or Dragonnewts
harm. Depending on the kind of dragon scales are used they will have
additional properties:
Black - Induce Fear (on first damage), Darkness (normal ST cost)
Green - Poison (must break skin, 2d unless save), Lock (normal ST cost)
Red - Flame Blade, Light (normal ST cost)
White - Frost Blade, Freeze (on first damage) (normal ST cost)
Silver - Lightning (on contact damage, normal ST cost max 2ST), Dazzle (normal ST cost)
Gold - Control Animal/Control Person (on damage), Knock (normal ST cost)
They are designed by the Dragonnewts and other races are at -2DX to
use them. Some have Dragonic Spirit Fields that can give some advice
on simple choices (Dragons are good at prophecy) or give ST battery
to the wielder and a spell or two.
- Dragon Fang Neclace - Necklace with
the Fang of an ancient dragon on it. Gives the wearer 2 points
armour and the Dragon Breath Spell (see 7HexDragon House Rules at
normal ST cost). Must be touching skin. Will decay over a one year
period of heavy use (wear it most days whether adventuring or not),
or 3 years of highly selective use (only on adventures when combat
is near). Wearer gets +1 reaction with dragonnewts and dragons, and
-1 reaction with Dwarves.
- Dragon Staff - Staff of Power
that:
1) if you know the proper Summoning Spell can Summon a
small dragon for 2+1 ST cost and a Dragon for 3+1 2) Dragons
will be mildly favourably inclined to the holder +1 reaction roll,
while dwarves will be at -1 3) Staff shoots Dragon Breath doing
2d to all in 1Hex wide line, 4 hexes long (great for narrow tunnels)
for 2ST Cost. Carved out of a reddish mahagony with a brass
dragon head and scaly woodwork. Ends in a brass ball and claw and
weighs 4Kg. The Staff, if kept close for several weeks, will start a
very slow transformation of the character. The character will
become very possessive of the Staff (GM should manipulate
this and report a large number of theft attempts against it that are
not in fact real, but he does not tell the possessing character this
and will only tell other characters they may be false if they
actively investigate the matter over a period of time). His life
will be greatly extended. He will start, over a period of years, to
slowly grow scales, fangs and clawed hands. After the 5 year mark,
he will have 1 hit natural armour and at 10 years he will have 2 hit
natural armour. His head will start to transform into a small
human/dragon mix and he will get the breath weapon of a half-damage
small dragon at half ST cost. Life expectancy is 200-400 years if
the Staff is kept within 1 hex of the character for 15 hours or more
per day (which should not be difficult since the character will be
increasingly possessive of it). A few were made several centuries
ago by mages of Mt. Bronar with the help of the Dragons that live
near there. Two are still held by the Duke and Mages of Mt. Bronar.
Ice Dragon Staff: variation on the main Dragon staff except it is
made of white wood with the dragon head on top made of an ice
crystal that steams gently in warm weather. Instead of fire, it
shoots a Cone of Cold as per the spell in
7Hex Dragon House Rules.
- Elven Bows and Arrows - Horse and
Long Bows made of special woods and elven craftmanship. Designed to
work well with balanced Elven Arrows, the combination gives the user
up to +2 Damage and +2DX. They are not likely to be given out
to other races (except Centaurs) and most Elves will have a hostile
reaction if it sees a non-Elf/non-Centaur with an Elven Bow, unless
the individual is of such vast fame as that most elves around the
world would know this person as an Elf Friend. Minimum ST is one
more than that required for a normal Horse or Long bow. Some few
bows have Spirit Fields on the Bows and can cast spells (Silent
Movement, Rope, Detect Life, Reverse Missiles).
- Frost Staff - Forged on the icy
plains of the Karlyd
Tundra, this staff is a glass like handle with an ice crystal on
top that steams lightly in warm weather. Any frost spell cast
through it (Frost Cloud, Cone of Cold, Create Frost Elemental) will
do one more hit of damage (per die for Cone of Cold or just
generally if a Frost Cloud). Also removes one point of damage from
fire (either per die for fireball/dragon breath or just one point
for the fire spell).
- Frost Star - Forged on the icy
plains of the Karlyd
Tundra, this Spiked Mace glimmers and the head gives of a slight
steam in temperatures above freezing. The head appears to be made of
ice, though it doen't melt in any normal circumstance. It does an
extra +3 cold damage if the mace penetrates armour. For example, a
man in chain mail and tower shield is hit for 5 points as rolled for
a normal, non-magical Morning Star. Since the Star did not penetrate
the armour no damage is done. If the Star had done 6 points of
damage, with one point going through to the man, then it would be 4
points total damage (1 point normal damage, 3 points frost). If the
mace does a total of 5 points or more, the target suffers a -2DX for
three turns of frost shock/shivering. The Frost Star does 1.5xDamage
(2x weapong damage if using 7Hex
Dragon's House Rules against fire creatures (elementals and the
like) and dragons. Fire damage is halved if you are in a fire
hex. Dragon breath and focused fire attacks (fireball, etc) are at
-1 per die damage against the wielder. The Star will melt if dumped
in a hot furnace (hot enough to temper metal) for an hour or more,
though when the Star hits the furnace, there is likely to be all
kinds of explosions and bursting steam which may break the furnace
or eject the Star. The Star will put out a torch in one turn and a
small campfire in 3 turns.
- Gleremere Mirage Staff -
Wizard's Staff about 4 feet tall made of clear glass topped by a
multifacted, multicolored glass globe. It has to have the Staff of
Power spell cast on it by the wizard who uses it to atune it to
him. The Staff:
1. Casts dazzle spell at no ST Cost (though you have to spend the turn casting it)
2. If you turn it and look through the right color, you get the same effect as the Iris Glass Jewels
3. If you look through the clear portion of the globe, you have Mage Sight at no ST cost (but see 5 below).
4. Any illusion cast by the wielder actually has some residual reality such that if the illusion is disbelieved it will stay around as a shadowy version of the creature at 1/3 ST and damage, but you must double the cost of the Illusion spell when cast.
5. Staff can be made to light up like a torch for 1ST per day (like the Light spell) (but you can't use the Mage Sight and Light functions as the same time).
6. It does not hit for any damage!
- Gleremere Glass Swords -
The glass smiths in Gleremere devised broad and bastard swords that
were light, sharp and highly durable. They are +2 DX for their
lightness but -1Damage (-2 Damage for the lightness, +1 for
sharpness). However they have different properties depending on the
glass:
Black Glass - drain st, does an extra 1d6 damage in
fatigue if the sword pierces armour and can cast Darkness at normal
ST cost. Blue Glass - mariner's blade - allows user to swim and
breath under water and call a magic rain storm as if he knew the
spell +2Damage to fire creatures. Red Glass - can throw 1 or 2
die fireball (with appropriate ST cost) per turn and can "flame"
blade at 1ST per 3 turns. +1 Damage to water and ice creatures.
Clear Glass - allows the user to cast the Dazzle spell (just like
the holder knew the spell) and glows as bright as a torch at will
(no ST cost). Frosted Glass - does +1 frost damage and first
successful hit and victim suffers -2DX due to the intense
cold. Glows dimly in the dark. +2 damage against fire creatures.
- Graknon Knife - The Graknon Knife
was the flower of Graknon
civilization. The Graknon were an advanced orc tribe that
settled down and made an uneasy and surprising alliance with the
dwarves of the Backbone Mountains. The Chief Warlord ordered a small
number (50) of these enchanted Orc Swords to be made for his
personal Guard. These Enchanted 2 handed Orc Swords do 3d
Damage. Additionally each successful attack causing damage requires
the victim to Contest Save the ST of the wielder vs. ST of the
victim or the victim will be knocked down and back one hex (this
only applies to 1 and 2 hex creatures, Giants and Dragons are
unaffected by this property of the Knife). The name was a little
joke trying to downplay the force of the weapon ("Got yer knives on
ya? We're goin' ta dinner!").
- Grellmore Axes - Dwarven War
Axes. A handful of weapons created by the Dwarves of the Backbone
Mountains from the unknown metal extracted from a meteor shower 700
years ago. Difficult to work with, dense, hard, but not brittle, of
a slate grey in colour with shimmers of silver, it took half a
(Dwarf) generation to make the tools and furnaces that could break
free and work with the substance. The first things made were tools
to further extract this ore. After several smithing tools were
made, a small run of Dwarven War Axes, Armour and Shields were
produced at the behest of King Grellmore for his personal guard and
an elite group of warriors who ran risky missions in the deepest
caves/mines and against strong foes. The rest was used to line the
inner gates of Grellmore Hall. The Axes are backed by an effective
fluke/spike and topped with a thin triangular spike for punching
through armour. All of these Axes require 2 higher ST to use due to
their density and are -1DX to use (though they are partially
balanced at the butt-end). They inflict an extra +3 damage and
ignore 2 and 4 points of armour for the one and two hand versions,
respectively. On 3, 4, or 5 to hit, the Axes will shatter the
non-magical, non-fine shield or armour of victim (or weapon if they
happen to parry that turn) and the Axes will ignore armour (having
cut through it). They are unbreakable outside the specially designed
furnaces the dwarves constructed just for this purpose and possibly
the most active of volcanoes, though none have ever tried to melt
any artifact in that manner. Any item made from this ore is highly
prized and guarded. Any theft of such and item will be pursued
relentlessly and with vigour by the entire elite squad who possess
the Axes, Armour and Shields along with their squires, paid spies
and allies. Note, these items of themselves are not magical, but can
be (and almost always are) enchanted.
- Imperial Crystal Ball -
Specially designed by the Secret Police of the Imperial Sorcerers to spy on a particular
group or place, they are very specific and can only be used to see
other things by adding 1 die to the rolls given in Advanced
Wizard. If you use it for it's intended purpose (i.e. to spy on the
individual, place or miliary group), you get to subtract 2 from your
roll against IQ. It will still not penetrate a conceal, pentagram,
spell shield, etc. The attunement takes 10ST and 3 days (with a 3d
roll against IQ to see if it worked) if you have something of the
person (hair, blood) or place (grass, soil). It takes 25ST and 2
weeks if you do not and you must make a 4 die roll every week
against IQ to make it work.
- Ice Crown - Belonging to the Frost
Dragon Herders (a tribe in the small boundry between the Glaciers
and the Karlyd Tundra), this crown:
makes the wearer immune to
cold Contains a Frost Elemental that can be called out and
controlled for 1ST/turn Gives the wearer a +2 Reaction Roll with
Frost Dragons and can cast a Mist spell for no ST at will (one
per turn) -1 (or per die) from Fire Damage.
- Imperial Infantry Staff
- This staff is issued to Wizards of the Imperial Sorcerers that are
attached to field units. They are very long, 6-7 feet long. They are
designed to help Wizards be effective in the field.
1) By
doubling the cost of any Thrown spell, the staff will act as a
magnifier and allow the Thrown spell to use Missile Weapon range DX
modifiers. So if you add 2ST to cast the Stone Flesh spell on
another person, you can use missile weapons DX modifiers (so no
penalty for 1 - 2 MH distance, -1DX for 3-4 MH distance, etc). There
is no extra ST cost to maintain the spell. 2) It hits for 2d
damage even though it is not a Staff of Power. This staff is
often used to cast MH Freeze spells on charging enemies (causing
following units to fall or break formation) then the light infantry
or even cavalry can use the confusion to break through enemy
lines). And since they have distance they can often get their spells
in first. This also helps with Spell support from behind the
lines. They are generally attuned to members of the Imperial
Sorcerers Corps.
- Iris Glass Jewels - there once
was a race of wizards who lived on the beaches north of Dar Miralo
and the Wildlands, in the city-state of Gleremere. Those beaches
were subject to lightning storms and they became master
glassblowers. The mages specialised in mind control. They created
glass jewels/lenses that if matched the colour of the victim's eye
would cast Control Person (or Animal) at no ST if:
1) The caster
held the lense over one eye 2) The caster is able to gain eye
contact (even if just briefly) 3) Keeps the victim in sight at
all times with the lense over one eye. Save vs. IQ (3 die or Contest
Save, see 7Hex Dragon House
Rules ). Costs 1ST per turn to utillize.
If the victim is lost to sight (due to darkness, or other obstacle
or great distance), the spell is broken. Clearly the caster can't
fight or do much else while using the lense. Note eye colour in
characters or roll to see what it is. Dwarves tend to the
brown-hazel-grey spectrum. Elves the green-blue-purple
spectrum. Humans/hobbits brown to green to blue. Orcs are
black-red-gold. Dragons and undead are immune. Animals tend to be
brown-red. Unless the user has a wide collection (the wizards of
gleremer used to cary a range embedded in specially designed leather
strips that allowed them to look through several to get the right
one), roll for generic eye colour of a target until you get
something that fits: black 3-4 green 4-6 brown 7-10
hazel 11-14 blue 14-15 red 16-17 purple 18
- Iron Shock Wand - This is a
solid iron wand, 2' long and 0.5'' diameter tapering slightly at the
tip. When you pick up this Wand, you take 2 hits shock damage. The
next turn the Wand is painful to hold, but causes no damage. After
that you have suffer no negative consequences while you continue to
hold it. Shock Shield is on all the time starting the third turn you
hold it with no ST cost to keep it in effect. Unfortunately any
creature you touch (with your hand, bump into, etc) will suffer 2
hits damage from electricity the first turn you touch them (and then
the full shock shield damage after that if they continuously touch
the holder). If you know the lighting spell and cast it through the
wand, it will add +2 per die damage. If you hit someone with the
Wand, it will do 1+2 damage and can be used in HTH combat as a
dagger (plus the attacker will suffer 2 hits the first turn in HTH,
then full Shock Shield after that). If you put the wand down for
more than one turn, you will have to pick it up again and suffer the
2 hits damage. Requirements: Minimum ST is 14 to hold the Wand and
endure the electrical current. Down side, roll 3d for any month you
held the Wand for more than one continuous hour. If you roll an 18,
you will suffer a minor stroke and lose 1 each ST, IQ, DX
permanently. The wand will eat itself up providing all this power
and will fall apart in 2 years of moderately active use.
- Kalcrear's Skull - Kalcrear became a great Lich over 300 years
ago and "lived" over 200 years in what is now the IS city of Thur
and later in life, Dar Miralo. He was able to bend so much Spirit
Energy around him, his relics have themselves been imbued with a
form of Spirit Field. This allows for a more potent Spirit Jar (8ST)
or NecroStaff (12ST). The NecroStaff made with the Skull can Summon
a Lich for only 1ST initial cost (the 2ST per turn is still
required). Additionally, you may cast one Induce Fear per turn for
no ST cost. You must know (not cast from a book) the Spirit Jar
spell and cast it on the Skull to get the benefits. The skull will
eventually decay, but most of the power comes from the Field, which
is potent, and will last 4-500 years..
- Kalcrear's Spine - This adds
2ST to any NecroStaff made with it. It is Kalcrear's Spine held together with a silver
rod, molded to the bones. You must know (not cast from a book) the
NecroStaff spell and cast it on the Spine (and any skull, though see
below if you have Kalcrear's Skull too!) to get the benefits. The
spine will eventually decay, but most of the power comes from the
Field not the spine, so I give this effectively infinite life (400
years).
- Kalcrear's NecroStaff If
you combine Kalcrear's Skull and the Spine
in one NecroStaff you get the Lich powers of Mage Sight with no ST
cost and a MH Induce Fear centred around your hex at no ST cost at
will (though it takes one turn to turn the MH Induce Fear on, and
remember it works on your friends too). The NecroStaff holds a total
of 18ST as a battery. It also keeps individual attributes of the
Skull and Spine.
Requirements: 1) Know the NecroStaff spell
to put the Skull and Spine together into your own NecroStaff. 2)
Know the Summon Lich Spell (memorised)
- Karlydian Cloak - These cloaks
are produced in the Karlydian Tundra and are
very advanced stealth cloaks made of white fur that give the user
the the ability to blend into snowy landscapes and have anti-scrying
properties such that crystal balls and other easvesdropping will
have to make a 4-die Contest Save against the average of IQ and ST
of the wearer.
- Kirean Stone Dagger - These
terrifying intruments were used as part of the ritual to create Kirean Zombies, a unique brand of
zombie that involved the torture and ``sacrifice'' of victims. The
torture created an
Impressioned Remain that was bound back to the corpse. This
dagger is at -1DX in combat as it is heavy and unbalanced. However
it does 1+2 damage (no ST bonus in HTH) and any succesfull hit
causes wracking pain that puts the victim at -3DX for 3 turns. If
the dagger is the only weapon that damages the victim and causes
it's death, the the victim has to make a 5 die saving roll against
their IQ to avoid an Impressioned Remain being created from their
Spirit being torn from their body. The binding of the Impressioned
Remain was a separate spell that was lost with the sudden
destruction of the Kirean Kingdom. These
daggers do decay over many uses (4-500 years with "regular" use).
- Orcish Shaman Staff - The Orcish
Shaman Staff is made from any odd collection of bones of at least 5
enemies that the shaman has personally killed. When assembled and
the Staff of Power spell cast on it, it does:
1. 2d damage like a Staff of Power
2. Can Cast a Berzerker spell (T) at 1 ST cost.
3. Cast Darkness at 1ST
4. Can summon Orcish Spirit to inhabit the Staff or an Enchanted Orc
Sword. Spirit has IQ 8 and ST 9 and can cast Darkness, Slow Movement
(and can be used as a battery). Cost 3ST, spirit stays for 12 turns.
- Night Crystal - This smoky
quartz crystal is in the shape of a clawed human hand (though
slightly smaller than an average human hand), in the shape of a
closing claw. First, if a
Night-Gaunt/Wight/Ghost/Spectre/Banshee/Vampire comes within 5MH of
the holder, it will flicker dimly and the holder will become aware
of the general location (the MH) that the creature is in. Secondly,
it has special powers over Night-Gaunts. If a Night-Gaunt is
insubstantial, the Crystal can freeze it or force it's movements,
one hex per turn, up to 5MH distance from the Crystal (you can
stroll along with them at a slow pace). If a Gaunt tries to become
substantial within 5HM of the holder, he must also make a 3d save
against ST to attempt to become substantial if the holder of the
Crystal does not want it to become substantial. Once substantial,
the holder can cast a ``control person'' type spell at the Gaunt
(with the same cost as the spell). The Gaunt gets a 4d save
vs. ST. Only one Gaunt at a time can be controlled in each state
(i.e. you can force the movement of one insubstantial while
controlling one substantial Gaunt). The crystal has to be ``ready''
in a hand or attached to a (Necro)Staff. The user cannot attack
while controlling a substantial Gaunt and can only attack if he is
"freezing" an insubstantial Night-Gaunt (not making it move). ST
cost is 2ST to cast the Control Gaunt spell and 1ST per turn to
continue control. Controlling an insubstantial Gaunt has no
cost. Though once you stop forcing it to move it is likey to want to
attack you.
- Ranger Cloak - Cloak developed by
the Elves of the Wildwood in conjunction
with the Centaur Rangers. It comes in two forms, humanoid and
Centaur. If it fits, it will immediately render the wearer very hard
to see in any natural surrounding (forest, natural cave, plains,
etc). Secondly it will damper noise and odour coming from the
characters movement. This adds chance to surprise as the GM sees
fit. I basically gave them a 5 out of 6 if the characters were
trying to surprise and 3 out of 6 if they were just generally being
careful and not being directly watched. Once they are in combat they
are of course completely visible, though I give archers a chance not
to be seen after their first turn if they are in any kind of cover,
giving them a second turn of surprise. At a cost of 1ST per turn the
wearer can increase his MA by 50 percent round down to nearest even
number. Will degrade if subject to combat and must be repaired
periodically or lose its power (I usually wing this one, but say
every 40 points damage the character takes while wearing it breaks
it). Repairs should be expensive and hard to find!
- Ravens Mask - The
Order of the Raven is a
Knightly Order in
Thur that upon Knighting
(called the Burning) award the new Knight an Iron Mask with a crown
and grotesque face (can be gargoyle-esque, a raven, skull or other
ghastly form). Most newly awarded Masks are mundane, but many Ravens
have had theirs enchanted. Many are buried in them, but others are
handed down to squires or eldest male heirs. The basic enchanted
Mask will cast an Induce Fear spell like the Necromancer Spell at
same strength cost. It also gives an additional 1 point to your
armour total. These masks seem to have a permanent soot and charing
about them that slowly alters of it's own accord as it is used,
making the Mask more hideous than it already is. It seems to adapt
to it's surrounds too becoming darker at night, etc. They are made
of thin iron, carved in great detail, but made almost as strong as
adamant.
- Scorpian Staff - A Staff with the
Scorpion Staff spell
permanently on it. Generally causes fear in Giant Spiders, and Giant
Scorpions are not likely to attack the holder unless summoned, being
attacked by the wielder or under direct control. Hymenopteran will
have +1 reaction roll. Has the 2Hex Jab capability of the
spell. Takes one turn to "turn on" at cost of 1 ST and stays on for
5 turns.
- Soul Mirror - The Soul Mirrors were
created by the same Gleremere mages who created Iris Glass Jewels and Gleremere Glass Swords . These mirrors
were used to trap the souls of the unwary. The victim would live in
a shadow world while his body would be occupied by another. The
duration of trapping is limited (24 hours). If the victim is
unwilling, then they get a 3D save against IQ to avoid forced
capture (or a Contest
Save. The victim must look into the mirror at the eyes of the
captor for the effect to take place. Cost: 10ST to use and minimum
IQ of 12. It was considered poor taste to have a large mirror in
rooms or places where people gathered in Gleremere.
- Thurian Horseman's
Hammer/Pick - (2+1 ST13), If using the damage table
from 7HexDragon's House rules
then the Horseman's Hammer does 1+2 over Unarmed damage and has a
-1DX penalty like other hammers, and has a 13 ST requirement. The
elite horsemen of Thur use a special kind of long handled, one
handed millitary hammer/pick designed to be used from horseback
(though it can certainly be used unmounted). It is longer and a
little heavier than a normal pick (hence the extra point damage and
higher ST requirement), has a three pronged hammer head, backed by a
fluted spike and topped with a short thick spike. It ignores 1 hit
of armour (not including shields). If owned by a Thurian noble,
they are enchanted to be immune from Break Weapon and Drop Weapons
spells and each
Thurian Order has it's own spell in
their Hammer (at normal ST costs to cast it):
Order of the Bear
- Drop Weapon Order of the Wolf - Speed Movement Order of
the Llama - Detect Lie Order of the Fox - Detect Enemies
Order of the Hawk - Far Vision Order of the Bat - 4Hex
Shadow Order of the Raven - Induce Fear Order of the Bull -
Avert Order of the Chameleon - Invisibility
- Undine's Aquamarine - 10
carat Aquamarine that has been put into a bracelet by the Dwarves of
Backbone Mountain. It allows the wearer to cast Control Elemental at
an Undine at no ST cost (and no need to memorize the spell), allows
user to swim and breath under water, even if in full armour. Allows
user to cast Magic Rainstorm at 2ST cost if they have sufficient IQ
for the normal spell (though again, the wearer does not need to
actually memorize the spell). The origins of this are lost. Some
Sea-faring Elves claim it is theirs to help their voyages. Some
Dwarves claim it is theirs used to get past a huge underground lake
they discovered (in fact it was the sea elves stationed near Gleremer who brought it over, but
the dwarves stole it).
- Vampire Lord's Fang - The fang
of a Vampire Lord/Prince when worn touching the skin gives the
wearer the equivalent of the Charisma talent with Wights, NightGaunts, Shadow Wights and Vampire
Spawn. and Mage Sight and Invisibility at normal ST cost. Of
course, only works with the living! You stop showing up in mirrors
and Necromancers and Vampires will look at you funny. Will decay
over 1 year of heavy use (wear it most days) or 2 years of selective
use (only when adventuring in dangerous areas).
- Warder's Fine Brigandine
- Another collaborative work with the Dwarves of the
Backbone Mountains and the Necromancers. Warder's Brigandine consists of very thin
admantine or mithril plates rivited between two specially treated
layers of leather formed into a long coat, split at the waist front
and back to allow horse riding and easier movement. They are light
but very effective in stopping damage. Unenchanted, it has a -3 DX
but stops 5 hits. Then additional enchantments can be given to
increase hits stopped and other protective or offensive properties
(often things like blur, shock shield, etc). They are black and have
Necromantic symbols inlaid into the leather that give +2 damage
protection against demons and undead attacking by hand (i.e. vampire
bite, Night-Gaunt in HTH, Spectre's touch, etc). On the other hand
if, for example, a Night-Gaunt is using a weapon, it will not add
any undead defense bonus.
- Weeping Wand - Evil work of unknown
origin, probably renegade Necromancer, Lich or a super-powerful Shadow Wight Mage. The wand is made
from a recently dead Weeping Willow and the death cry of a sentient
being. Used as a weapon it casts
Drain Life on contact (as opposed to 1d a normal staff will do),
going straight to heal any fatigue of the wielder. Optionally and
additionally in combat, a Despair spell can be cast on those touched
with the wand, Cost 1ST. When blown on it sends out a piercing
baleful cry that acts like a MH Induce Fear spell centered on the
wielder and a Despair spell to any in a 3MH radius. All must Contest Save IQ vs. IQ of the
caster. Costs 4 ST to get the Piercing Cry.
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