Magic Items

10 entries found.

Carnelian Crdlu
Treasure5
Price16
The Carnelian Crdlu is a small statue of a Crdlu Bull carved from orange carnelian. Should the figurine be placed on the ground and the word carved on its underside (in Tancred) pronounced, then figure expands into a full sized Crdlu. This Crdlu can haul loads as if it were 3 Crdlu, and can be ridden. At the end of a day it returns to statue form undamaged, even if it is slain or eaten. It can be used in this way up to 8 times before crumbling into dust.

If the statue is placed in a pile of Crdlu dung for 12 days, it regains one use.
Chalice of Water
Treasure6
Price17
A Chalice of Water (there are commonly supposed to be 20 of these items) is a large Bronze cup with a flared base and wide bowl edged with gold. The outer surface of the bowl is divided into 14 panels, each embossed with the image of a women pouring water from a jar. It would make a fine drinking vessel.

If a 40th of a Tirol (around 1 pound) of flammable material is placed within the bowl and burnt, then the Chalice fills with 1 Arin of clean fresh and cool water. Each time it is used one of the figures blackens. If all the images are blackened the Chalice ceases to work.

If the Chalice is bathed in fresh clean river water and carefully scrubbed for at least ten minutes, the blackened figures return to normal.
Copper Hunter
Treasure5
Price18
The Copper Hunter is an intricate creature made from living copper, in the shape of a Cudu'djell. When at rest it resembles a delicate statue, it's surface of copper plates engraved with the shape of feathers and scales. The Hunter's wings have 100 individual copper feathers chased with silver, while it's sharp beak and claws are of a silvery bronze. A copper bracelet is attached to one of the Hunter's legs with a fine chain.

If the bracelet is removed and worn then the wearer can command the Hunter to come to life. The wearer may command the Hunter to fly, land, spy, attack or hunt, retaining a link up to 60 Klegs (if the Hunter goes beyond this distance it returns to the bracelet). When animated the Hunter has the same stats as a Cudu'djell save that it has 5 armour. If reduced to 0 Health the Hunter falls to the ground inert. It can be healed 1 Health if the metal is heated for an hour. Red Order magic that inflicts fire damage heals it for 1 health per Rank + EL of the spell.

As well as using it's beak and claws the Hunter can be commanded to pluck out one of it's feathers and drop it. When a feather falls to the ground it explodes with a bright flash of coppery light. This inflicts D6 Lethal damage to anything within 10 Legats, and anyone in that area must roll Phys vs. 12 or be blinded for 1 + failures rounds. Once used a feather is gone for good, and each 5 feathers lost reduces the Hunter's Agility, Health and Movement by 1. Feathers can be replaced (assuming at least some remain) by a Smith with a skill of at least 15 using copper and silver worth 4.
Dust of the Sun’s Circle
KeywordsAncient, One-Use
Treasure4
Price12
Dust of the Sun’s Circle is always found in pyramidal containers of stone. The top of the Pyramid can be removed to reveal a sparkling yellow dust. If a handful of the Dust (of which the average container contains but 3) is spread in a circle around up to 10 people then a dull red flame flickers up above it. Any creature attempting to pass through the flame (including anyone inside the circle when it was created) must roll Physical resisted by 18, or be thrown back, and takes D4+2 damage in any case. Arrows and other missiles cannot pass the flame. The protective wall lasts for 10 minutes.
Helm of Hashu
KeywordsAncient, Worn
Treasure5
Price16
The Helm of Hashu resembles a giant Bull's head cast from heavy bronze, designed to rest on the shoulders of the wearer. Anyone seeing such a helm (unless it is being worn) is consumed with the desire to wear it unless they can make a Spirit roll resisted by a 12.

Anyone wearing the Helm comes under the influence of the Demon-God Hashu, and is filled with energy. Their skin grows hot to the touch, and is wreathed with steam. This confers +3 Armour. The helm also allows the wearer to see body heat, allowing them to detect hidden creatures. Finally their mind comes under the sway of the Demon-God, compelling them to attack anyone that does not serve Hashu. The wearer may attempt to resist this domination by making a Spirit roll resisted by a 15. If they succeed they manage to rip the Helm from their shoulders and cast it to the ground. If they fail then they can retry once a day, but the resistance is now 16.
Helm of the Shadow Lion
KeywordsAncient, Worn
Treasure4
Price15
The Helm of the Shadow Lions is a helmet of black obsidian attached to a black cloak of an unknown, but incredibly hard wearing, material. On either side of the helm, on the cheek guards, are engraved the shapes of Shadow Lions. The Helm has the same protective qualities as a Bronze Helmet, but additionally grants the strength and stealth of the Shadow Lion. The wearer gains +3 Physical and +3 Stealth. In addition they can see perfectly in the dark while they wear the helm. The Helm’s only drawback is that it makes the wearer extremely sensitive to sunlight for a day after the helm has been worn, to the extent that the sun of the Dead Lands causes them actual harm (1 point of damage) and extreme discomfort. This effect wears off after the Helm has been off for more than three days.
Mask of Deceit
KeywordsAncient, Worn
Treasure8
Price20
The Mask of Deceit is a full face mask carved from Ebonwood, in the shape of a crude and aristocratic Keldian. There is no space for a mouth, and the eyes are solid wood, but a faint tracery of ivory outlines the features. A thong made from woven Keldian hair is threaded through two holes in the edge of the mask.

As soon as the Mask is donned it cleaves to the face of the wearer, burning into their face for 1 Lethal Damage. Once attached the Mask takes on the shape of another person. If the wearer succeeds in an Int roll when donning the Mask (and chooses to do so) the Mask will adopt the face of someone specific that they visualise. Otherwise the Mask will take on the appearance of a random Keldian, of any age, sex, or breed. This illusion extends to the rest of the wearer's body. To all intents and purposes they are transformed into another person, so exact a copy that even a close friend could not tell them apart by sight or voice (though the Mask does nothing to impart knowledge, mannerisms, or patterns of speech). If attempting to imitate someone while speaking or interacting the Mask confers +8 Disguise.

The Mask maintains its disguise until removed, and cannot change its shape without being removed and donned again. Each day, when the first star passes the ziggurat of Ur, the Mask inflicts another Lethal Damage if it is still being worn. Each time the Mask is removed the wearer must make a simple Spirit roll. If they fail they forget some basic fact about their own history or identity. By the time they have failed seven times they no longer have any idea who they are, and will adopt the identity of the last person they imitated using the Mask.
Obsidian Rod
KeywordsAncient, Charged
Treasure5
Price14
Obsidian Rods are stubby wands of the finest obsidian, their entire surface traced out with runes almost to fine to see. It is thought that once the Ancients used them as part of their magics. They are only found in the ruins of the Ancients cities.

A Rod has a number of uses: For 1 charge it will blow apart a wooden object, such as a door, that it is pressed against, and for 3 charges it will do the same to a block of stone up to 1/3 of a stride thick. For 4 charges it will absorb the deadly energies of a damaging spell, such as Sun’s Curse, and for 5 it can melt a metal object up to the size of a chair into twisted slag. A rod, when found, typically has 13 to 25 charges, and cannot be recharged; when it runs out of charges it crumbles into dust.
Tolan's Rod
KeywordsAncient
Treasure3
Price12
Tolan’s Rods are short sticks of sacred iron, usually inlayed with Gold, which are sometimes recovered from the ruins of Ancient cities. These Rods allow accurate measurement, both of short distances and long. By grasping the Rod and sighting along it while placing the rod in line with the distance to be measured the exact measurement can be read from the markings on the rod.

The rod can also be used to aim a ranged attack. If you take an Aim action while wielding the rod you gain +4 Attack on your first aim. Subsequent aim actions only accumulate the normal +1 Attack bonus. The count resets when you stop aiming, or shoot.
Yellow Stave
Treasure6
Price22
A Yellow Stave, or power-rod, is of great value to all Mages. Each rod is about a foot long, and crafted from a smooth hard fired yellow clay. Each order has a certain stock of these staves which are given to trusted followers, and more are sometimes found in ancient ruins. They are almost never available for sale.

Yellow Staves can absorb fatigue that their wearers would otherwise take for casting a spell. The amount that a stave can absorb varies according to its quality, from 50 to 100. As the stave absorbs energy it grows gradually darker in colour, and fine cracks start to appear on its surface. When it has absorbed its final point of fatigue it shatters into yellow dust.

Recharging a stave is difficult, but not impossible. A sufficiently skilled potter (Craft / Pottery 4+) may fire a stave in a kiln at a temperature just high enough to vitrify the surface. For each full day of firing, the stave regains 1 point of capacity.