Magic Items


BAD STUFF

Reddere's Mirror of Madness: A black mirror outside Reddere's sanctum, anybody who looks into it is driven mad, permenantly

The Seeing Stone: At the top of the tower there is a seeing stone, place one hand on the stone, and you can see and hear any point within Sight range, however anybody there can read your mind as long as you're watching them, and could well be able to cast Mentem effects on you

The Shifting Stair: Your stairs move, simple as that, they rearrange themselves on a whim, a spontaneous ReTe effect of level 25 (assuming standard cange and duration) can overcome the effect, otherwise you takes your chances.

The Maze: Under the covenant is a maze, it's full of traps, and it shifts about much like the stairs. Your source of Vim vis is in the middle of it.

The Sentinel: The south face of the covenant is guarded by a statue of a vulture, which fires an Incantation of Lightning (Far Range) at anybody it doesn't recognise. Of course pretty much everybody it recognises died over a hundred years ago...

The Beehive: The Bees that live there develop human-level intelligence, and are incorrigable gossips, if you don't keep them informed of affairs, they'll go somewhere else...

The Bright Sword: When you draw this sword it inflicts the plague - the actual honest to god plague, on anybody within the same Structure (or similar area outside) as the weilder (and yes, this includes the weilder). Further, anybody who is struck with the sword dies instantly.

The Orchard: You have an apple orchard, the fruit of which turns those who eat it into crows.

The Old Lab: The laboratory of Lucien the Purple, Ex Tytalus. It is warded against pretty much everything, and nobody is entirely sure what's in there now. It was locked some forty years ago.

The Singing Maid: In a locked and soundproofed room there is a statue who sings all those who hear her into a deep slumber, which lasts as long as they are in earshot.

The Stone Shield: As the name suggests, this is a shield made of stone. Anybody who puts it on gets +3 Str, +3 Sta and +20 Soak, however they lose 1 point of Dex and Qik every hour, until they become immobile, and turn permenantly into stone. Needless to say the shield cannot be removed once taken up.

The Dance Floor: One of the larger halls of the covenant is a dance hall, built by a socially minded magus, it is enchanted such that anybody setting foot on it will dance until the next Full or New Moon, whichever is the later

The Burning Text: This is (probably) a pretty good Ignem summa, however anybody reading it immediately bursts into flames, taking +30 damage, and persisting as long as they continue to read

The Reading Text: An equally good Intellego summa (lvl 25, quality 10 - according to Simon the Blue), anybody reading it, however, goes completely mad.

The Putrefying Text: You know the drill by now, a Corpus Summa, and if you read it, you die in a big pile of sludge.

The Wracking Stone: Probably designed as a weapon, this stone, which gets a room to its self ,inflicts horrible horrible pain on anybody who goes near it.

The Bottled Storm: Actually a misnomer, this is a glass sphere which, when broken, will release an ungodly hurricane. The Grogs are *very* careful cleaning up around it...

The Black Armour: The final component of the Covenant's last ditch armoury, this one basically calls up the Curse of the Ravenous Swarm around the caster when it is put on

GOOD STUFF

The Mausoleum: Under the tower ten generations of Magi are interred, each as fresh as the day they died. There's about fifty Magi down there, I'll come up with the details later

The High Table: This long oak table always has food on it, *always*.

The Help: Pretty much any inanimate object in the tower can move about on its own, they come when called, and are obedient, but they do seem to have minds of their own - appropriate to their types (chairs are servile, books dour and so on)

The Red Spear: A spear, made of red coral, which will reduce the might of any Demon struck with it by (50 + Attack Outcome - Might)

The Horses: You have enchanted horses, they have wings, and this quality breeds true. These horses fetch a fine sum, and provide the best source of income the covenant has.

The Gallery: You've got a sandman-style gallery, which contains portraits of every Magus ever to attend the covenant (save six, whose pictures have been slashed to ribbons and their names erased). Speaking to a magus' picture premits two way telepathic communicatoin between the two.

The Healers Amulet: This simple little amulet negates the effects of any illness or poison, for as long as it is worn.


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