THE BAG OF FEASTING

This treasured magic item will produce meals of surpassing richness, capable of feeding up to nine people. Each meal is comprised of the items requested by the owner, along with whatever drinks he wishes. However, only mundane viands can be produced - no potions or unusual drugs.

Power: Life Support, No need to Eat or Drink

Specific Modifiers: Usable by up to 9 people (+1 1/4); OAF (-1), Independant (-2), requires Gestures and incantations to operate (-1/2).

Active cost: 11 points. Real Cost: 2 pts.

 

BAG OF HOLDING

Much favoured by travelling mages, the Bag of Holding shrinks whatever is placed inside down to a quarter of its normal size and but 1/64th of its normal weight. Thus a great number of objects can be carried with ease, and they will revert to normal size as soon as they are removed from the bag. As is common for items of this sort, although a bag is the most common form, it is also encountered as a belt pouch, backpack, small chest, and so on.

Power: 20 points of Shrinking

Specific Modifiers: Usable against others (+1), Uncontrolled (+1/2), Reduced to 0 END (+1/2); OAF (-1), Independant (-2), requires objects affected to fit into bag (-1/2).

Active cost: 60 points. Real Cost: 14 pts.

 

BOOTS OF LEAPING AND STRIDING

These sets of Boots fit any humanoid character, enabling them to do a number of feats. There are a number of variations on the types of powers they may give.

First Power: 5 point Elemental Control, movement magics,

Second Power: +5" running

Third Power: +10" superleap

Fourth Power: +2 DCV

Specific modifiers: -1/2 requires acrobatic skill roll. At the GM's option, these two skill levels can be used for: Breakfall, dancing, climbing, etc...

Fifth Power: Clinging (STR)

Specific modifiers: not for overhanging surfaces (-1/4), 1/2 ground movement rate (-1/4).

Sixth Power: 5" gliding

Specific modifiers: +1 fully invisible effect. Only to enable character to walk without a trace silently. Some versions of the boots may enable walking on calm water.

Seventh Power: +1 speed

Combined Modifiers: Independant (-2), OIF, Boots (-1/2)

Active cost: 75; Real Cost: 7.

 

BOTTOMLESS CHEST

A useful magic item for any traveller, this chest will never become full, no matter how much material is deposited therein. There is the minor disadvantage that if the chest is filled with too many items, it may take some time to locate the one desired. Any item placed can be affected, subject only to it being able to fit fully into the chest. As is common for items of this sort, although a chest is the most comon form, it is also encountered as a belt pouch, backpack, bag, and so on.

Power: Extra dimensional movement (to a single location).

Specific Modifiers: Usable against others (+1); OAF (-1), Independant (-2), requires objects affected to fit into chest (-1/2).

Active cost: 40 points. Real Cost: 9 pts.

 

PRISONER'S STONE

This item is a boon to anyone held captive, as bonds or gateways will fail to contain the holder. Locks will be carelessly left unlocked, inconvenient lanterns will go out, chains will fall free of walls and so on. In addition, guards are all but powerless to restrain the captive, as he never seems to be where he appears to be and the stone lends wings to his heels. Since the stone's powers are invisible, all these effects could be put down to bad luck. The trick, of course is getting it to the captive!

First Power: 6d6 Cosmetic Transform - closed lock into open one

Second Power: +3" Running

Third Power: +3" Superleap

Fourth Power: 5 x 8 point combat levels

Specific Modifiers: Only to DCV, levels cannot be changed (-1)

Fifth Power: Images (versus normal sight)

Specific Modifiers: Only to obscure user's image (-1/2)

Combined Specific Modifiers: Fully invisible effects (+1), OAF (stone, -1), Independant (-2), Only to get out of enclosure - not in! (-1).

Active cost: 154 points. Real Cost: 29 pts.

 

ROBE OF POCKETS

This handy item looks simply like an ordinary robe, although examination will reveal that it has a large number of pockets all over the inside where they may be easily reached by the wearer. Any object placed into one of these pockets is rapidly transformed to a thin plaque, greatly reducing its size and weight to allow easier carrying. Each plaque bears an image of the original object. If the plaque is removed from the pocket, it returns to its former state. This item can be found as other sorts of clothing as well, and the most common alternative is a belt decorated with a series of pouches.

Power: 1d6 Major Transformation

Specific Modifiers: Cumulative (+1/2); OAF (-1), Independant (-2), requires objects affected to fit into Pocket (-1/2).

Active cost: 22 points. Real Cost: 5 pts.

 

SHADOW CLOAK

This item is favoured by thieves and spies, and all other whose nocturnal activities are best sheltered from casual sight.

First Power: 15 points Darkness Cloak EC

Second Power: 1" Radius darkness, impervious to all sight

Specific Modifiers: personal immunity (+1/4), persistent (+1), 0 range, (-1/2), always on (-1/4)

Third Power: 10/10 PD/ED Forcefield, 1/2 END (+1/2), Linked to Darkness (-1/2).

Fourth Power: 5d6 HA NND, Cold Damage

Combined Specific Modifiers: Independant (-2), OAF (-1)

Active cost: 94 points; Real Cost: 16. 

 

Wind Dancer Boots

These knee-high, animal hide boots are decorated with the black and white striped pattern like a zebra. Wind Dancers were crafted during a bygone age for use by battle messengers. The tough heels are polished black and add about 0.1 meter to the high of the wearer. There are a set of lace holes that run up the side of each boot, and are used to secure the boot in place.

These boots draw upon the power of the winds to aid the wearer. The most significant power of these boots is the Wind Dance, an elaborate movement of the feet that the wearer must learn through training from a master. It is possible that this dance can be learned independently, but only after considerable practice.

The boots can also serve as a lethal combat weapon, allowing the wearer to dodge blows and deliver a potent kick. When the air is in motion, these boots also bestow the ability to run like the wind and to leap a considerable distance. The wearer is also somewhat resistant to the effects of strong winds, and can command the attention of the primal elements of the air.

First Power: 20 STR Telekinesis (Wind Dance)

Specific Modifiers: Explosion (5 STR per 1") (+1/2), Personal Immunity (+1/4), Only to push away from wearer (-1/2), No Range (-1/2), 1/2 DCV Concentrate Throughout (-1/2), Gestures Throughout (Whirling Dance, -1/2), Not in vacuum or underwater (-1/4)

Second Power: +3 PD / +3 ED Armor

Specific Modifiers: Coverage (15-18) (-1), Real Armor (-1-1/2), Full Mass (-1).

Third Power: +5 STR

Specific Modifiers: Only versus wind-based attacks (-1).

Fourth Power: +2" Knockback Resistance

Only versus wind-based attacks (-1).

Fifth Power: +2 DCV w/ Dodge

Sixth Power: +3 OCV w/ Kick

Seventh power: +2d6 HA

Specific Modifiers: Only w/ Kick

Eigth power: +6" Running

Specific Modifiers: 0 END (+1/2), Only in wind 5 kph or greater (-3/4).

Ninth power: 5" Superleap

Specific Modifiers: Only in wind 5 kph or greater (-3/4).

Tenth power: +20 PRE

Specific Modifiers: Only versus Air Elemental creatures (-2).

Combined Modifiers: OIF Wind Dancer Boots (-1/2), Independent (-2).

Active Cost: 120; Real Cost: 24.


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