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The Ocean Tear:

Necklace
This deep blue pendant in the shape of a tear has been spoken about in legends that date back to the earliest days of
Noli Timere
Allows use of lay on hands regardless of class once per rest.
Allows the wearer to cast Oceans Blessing once per rest.
Grants a +1 to all Cast a spell rolls for cleric spells.
Oceans Blessing: You call on the spirits of water to imbue the target with the wisdom of the deep. The target gains 1d4
hold. The target may spend one hold to perform one of the following:
- Change the weather to rain.
- Gain +2 to an Int or Wis check
- Communicate with water spirits (See the Wizard spell: Contact Spirits for details)
When all the hold is spent, or the caster wills it to, Oceans blessing ends
The caster of Oceans Blessing takes -1 to all Cast a Spell Rolls until Oceans blessing ends.

Solis:
Staff
This appears at first glance to be a staff with no head, but when it is touched by one who could release its power an
orb of intense fire ignites at the end of the staff, and the dark runes that run along its hilt seem to ignite with a yellowish
light. Though it has been mentioned in stories, its current location, and indeed its very existence, has been debated for
many years.
The wielder gains +2 to all Cast a Spell Rolls involving wizard spells.
The wielder gains the ability to use Corona Aura Once per Rest.
Corona Aura: The target of this spell is surrounded by a layer of intense flames. The flames do not harm the target or the
caster of this spell, but all other creatures that come into contact with the target take 2d6 damage unless they succeed a
defy danger roll against it. The target is also immune to all damage from fire and lava while the aura lasts.
The aura lasts until it has protected its target from, and/or dealt, 4d6 damage, or until the caster of the spell wills it to
end.
The caster of Corona Aura takes -1 to all Cast a Spell Rolls until Corona Aura ends.


Tempest and Storm:
Shortsword and dagger
These two weapons were forged from Mithril and infused with the essence of air. They cannot be taken more than 10
feet from each other or they will forcibly pull themselves back together. The exact whereabouts of these weapons have
been lost to time, but it is rumored that they will reappear when they are needed most.
The wielder gains +2 to Defy Danger Rolls using Dex and Str.
The Wielder May use Storms Fury Once per Rest.
The wielder may Use Blade Tempest Once per Rest.
Storms Fury: By holding the blades up to the sky, they become empowered with lightning, gaining +2 dmg to all
attacks made with them until you next rest. The damage boost becomes +4 during rain or thunderstorms.
Blade Tempest: By calling on the wind energies infused in the blades, you may perform a wind enhanced spin attack.
Deal your damage to all enemies in an area around you.




Andy May (order #6046671)
Chisel of the Earthshaper:
Chisel
This Silver Chisel grants its bearer the ability to shape and alter the properties of earth and stone, it is the only one of
the six elemental artifacts whose location is known, as it resides in the great temple in the city of Donarium, a city
which was originally created using its powers
The Wielder may drive the chisel into the ground to manipulate the earth and stone in an area around them, once the
chisel has been driven into the ground in this way, the earth and stone in the area around it may be shaped and changed
in any way the wielder desires. The chisel will remain stuck in the ground for 1d6 Weeks after it is used. If it is used on
a colossal scale (approximately 1,706 Square kilometres or higher) it will remain stuck in the ground for 1d100 years
instead.

Lunar Scythe:
Scythe(Close)
The Lunar Scythe was originally used by a group of shamans who drew on the moons energies to grant them divine
powers. The Scythe was used as the focal point of their nightly rituals and as a result absorbed huge amounts of
residual energy from the rituals. The shamans of the Crescent Moon eventually died out, but their relic remained.
The Wielder may draw on the moons energies to gain +2 to all cast a spell rolls at night.
The Wielder may use Lunar Gate Once per rest.
The Wielder may Use Crescent Cutter
Lunar Gate: By drawing on the moons energies, the bearer of the Scythe may attempt to slash open a dimensional gate
to any location they have visited before. This can only be done in darkness or at night. Roll 2d6+Wis. On a 10+ you
arrive exactly where you intended. On a 7-9 You arrive within 2d6 miles of your intended destination. On a 6- It will
either fail or send you somewhere completely different to where you intended.
Once a dimensional gate is opened in this way anyone may step through it, though it closes once the wielder of the
Scythe passes through or wills it to close.

Crescent Cutter: The wielders melee attacks with the Scythe now have the Far Tag in addition to the Close Tag.



Rift Diver
Transport

We found it in the deepest depths of the ruins, a stone orb engraved with strange symbols. It was easily large enough
to fit four people inside, and an open hatch on one side allowed us to enter it. A greenish blue crystal on a pedestal in
front of the orb seemed to control the hatch, as it opened and closed when we passed our hands over the crystal. The
orb seemed to be held aloft by magic, and it hovered over a swirling vortex. The inside of the orb was bare save for a
single curved shelf, perhaps some kind of bench, that stuck out from the wall opposite the hatch. The only other objects
inside were a red gem and a green gem, both mounted on the wall of the orb.

Outside the orb we found a collection of similarly mounted crystals on a raised table of some sort. A single, taller,
crystal projected some kind of bizzare map onto the wall of the room when a hand was passed over it.

The Rift Diver is an incredibly complex piece of mystical equipment. It allows the users to transport themselves to any
location, using a dimensional rift as a shortcut. Of course it only works if you have the right planar coordinates, and it
requires a great deal of skill to pilot effectively.

Attempting to Change the coordinates on the rift diver to travel to a different location requires the user to roll 2d6+int
On a 10+ the coordinates are set correctly and on use the rift diver will send you exactly where you specified. On a 7-9
it will arrive in a random location within 2d8 miles of the chosen location. On a 6- its down to luck, fate, and the GM to
decide where you end up. The coordinates can only be changed when the rift diver is in its initial location.

When someone waves their hand over the green crystal inside the Diver the hatch closes and the diver plunges into the
pool of rift energy underneath it and appears at its destination. When someone waves their hand over the red crystal the
diver hatch closes and it returns to its previous location above the rift pool wherever it was found.


Andy May (order #6046671)


Storage Ring
An oddity created by many apprentice mages to hone their craft, it is often handy to have a 10ft pole available at a
moments notice

The storage ring can contain a single object of any kind indefinitely. The wearer of the ring can access that object
simply by willing the ring to release it. Each ring can only hold a single item and the item contained within a given ring
cannot be replaced with a different Item.

Amulet of Economy
Hey, that amulet you have there! Yes that one! Ill give you 20 gold for it! huh? no? are you sure? Nothing we can do
to come to some arrangement?

The Amulet of Economy is a bizarre little trinket, what on first appearance appears to be an unimpressive little necklace
quickly becomes priceless when you discover that almost any merchant who recognizes the symbol on it will gladly
offer a discount for just about any object you want if you offer it to them.
When you attempt to barter with an NPC and offer them this amulet as part of the deal roll 2d6+cha. on a 10+ they will
cut the price of the object you ask for in half as long as they get the amulet. on a 7-9 they will still offer a discount of
some kind (GM decides by how much), on a 6- they show no interest in the Amulet and offer no discount of any kind.

Psi-Stone:
Trinket

A clear Gemstone that takes on the colour of a persons psionic energy field when they touch it. After Someone has
touched it it retains the colour of their energy field and will only respond to them. These gems are very rarely found set
in rings and other forms of jewelry. When worn as Jewelry these gems allow the wearer to tap into latent psionic
energies within them. When first picked up This object binds itself to the person touching it and only they are able to
use it after that point.

The user is able to activate the stone to attempt to find someones true intentions (Roll 2d6+Int)

The stone can also distill its owners psychic energy into a physical form (e.g. a weapon or a tool of some kind). The
object created is transparent and glows with the colour of the creators psionic field.
However to create an object they must roll 2d6+int, and they take a -1 penalty if trying to create objects larger than
themselves, and a -2 penalty if trying to make complex objects such as keys or machines.
Any objects created by psionics disappear after they leave the users grip (Except for throwing daggers which remain
until they hit something)

When a 10+ is rolled, choose two, if a 7-9 is rolled, choose 1:

* The object created is self sustaining and can leave your grasp for up to an hour before disappearing.
* The object created is of finer quality than usual. Add +1dmg and piercing to weapons, and +2 to rolls made with any
(non weapon) tools created in this way.
*The object is not obviously a psionic construct, and both looks and feels identical to a normal object of this type.

The Stone Can only be activated for a single use of EITHER ability once per rest. Any objects created by the stone
dissipate when the user next rests if they have not dissipated already.













Andy May (order #6046671)
Flynt:
Sentient Weapon
An Iron sword with a thin dark purple edge made of an unknown material.
While how Flynt came to exist is unknown, he has been passed through the hands of numerous individuals
over the years. He chooses his next owner based on a test of strength, often challenging them to a sword
ght.
He will allow anyone who bests him in battle to wield him, but he has a notable preference for people who
act as heroes (Anyone who will willingly put themselves in danger to defend others).
Since he has been around for a long time, he is fairly knowledgeable about the world.

Intent: Find A worthy Wielder
Range: Close
+2 Damage, 1 Weight, 1 Piercing

Abilities:
He Can levitate and move on his own

Once per day, the owner of this weapon may roll 2d6+Cha: On 10+ Flynt will answer three questions about
the area, an individual, or an object. On a 7-9 he will answer one question, on a miss he will say nothing.

Mystic Letter Opener
Iron Dagger
This is an ordinary iron dagger in most respects, but if you use it to open a sealed package or envelope, the cut made by
it will repair itself leaving no trace within a few minutes. Along with the transcript ring it was constructed by an elderly
spy working for an Influential (and Anonymous) Lord.

Transcript Ring
Bronze Ring
This ring is rather unexceptional in appearance, indeed its only distinguishing feature is the eye symbol engraved in it.
Its value comes from its unique ability to record and reproduce written documents. It was constructed alongside the
Mystic Letter opener by an elderly spy working for an Influential (and still Anonymous) Lord.
When you pass this ring over any form of writing, roll 2d6+wis. On a 10+ it records the writing flawlessly, on a 7-9 it
records it with some minor errors. On a 6 or below it records it rather badly with some major errors/missing parts.

Andy May (order #6046671)

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