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Magic Items

Exchange Rate for Coins nullified and the character becomes sick on a failed Strength
10 copper coins = 1 silver; 10 silver coins = 1 gold coin. check, suffering 1 point of damage to Strength and Agility.

Roll d66 Potion


Gems
11-12 Cold Resistance
Roll d66 Gem Value (gp)
13 Diminution
11-15 10
14-21 Extra-Healing
16-24 25
22-23 Fire Resistance
25-31 50
24 Flying
32-36 75
25-26 Gaseous Form
41-45 100
31 Giant Strength
46-53 250
34-35 Growth
54-62 500
36-45 Healing
63-65 750
46-51 Heroism
66 1,000
52 Invisibility
53-54 Invulnerability
Jewelry 55-56 Levitation
Roll d66 Gem Value (gp) 61 Oil of Sharpness/Impact
11-31 1d6x10 62-64 Speed
32-43 2d6x10 64 Sweet Water
44-54 1d6x100 65-66 Water Breathing
55-63 2d6x100
64-66 3d6x100 Cold Resistance: The imbiber of this potion is impervious to
all forms of ordinary cold. Further, this potion grants an epic
Random Magic Items gear die (d10) versus magical cold damage.
Roll d66 Magic Type
11-16 Potions Diminution: This potion shrinks the imbiber and everything
21-25 Rings he carries to 15.24cm (6 inches) tall. The character gains a +4
26-34 Scrolls gear dice to his Stealth skill. The character can only attack
35-41 Rods, Staves, and Wands creatures smaller than 0.3m (1’) for normal damage; larger
42-46 Miscellaneous Magic opponents take only 1 hp from any hit. This potion will cancel
51-55 Armor a potion of growth without ill effect.
56-65 Weapon
Extra-Healing: Imbibing this potion replenishes Strength,
66 Artifact
Agility, and Witt damage, healing 1 point to each score.
Cursed Items: Cursed items generally have the opposite
effect of common magic items, incurring penalties based on Fire Resistance: The imbiber of this potion is impervious to
the negative value provided. Cursed items, once possessed by all forms of ordinary fire. Further, this potion grants an epic
a character, can only be disposed of with magic. The owner of gear die (d10) versus magical fire damage.
a cursed item will not believe the item is cursed, and will resist
efforts to get rid of the item until the curse is lifted. Flying: This potion grants the imbiber the ability to fly. The
Furthermore, the possessor of a cursed weapon will prefer to drinker may fly as if taking the Run Action (fast) moving up
use this weapon in combat above any other weapon. to two zones per action.

Gaseous Form: The creature who quaffs this potion takes on


Potions the form of a translucent cloud of gas. Anything the user is
Most potions are found as a single dose that imbues the carrying or wearing immediately falls to the floor. While in
potion’s effects on one individual. Potions usually bear no gaseous form, a creature cannot attack, but it can move slowly
label and vary in their appearance, aroma, etc. Even two (two Run Actions to move a single zone) and can flow below
potions of the same type will differ. A potion may be doors and other small spaces that are not sealed airtight. A
identified by sampling a small amount and making a gaseous creature cannot be harmed by non-magical weapons.
successful Lore check. Unless a potion’s description specifies
otherwise, potions take effect in the same round as their Giant Strength: The imbiber of this potion temporarily
consumption and last for 1d6 turns. becomes as strong as a giant, gaining 2 points of Strength for
its duration. This bonus to Strength restore through healing
If a potion is consumed while the character is still under the
1

just as though they weren’t temporary for the duration, but


effects of another potion, the effects of both potions are may drop the character to 0 Strength when the potion wears
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off while his Strength is low!


Forbidden Lands
Magic Items
once treated, liquid will resist spoilage or contamination for
Growth: The imbiber of this potion doubles in size. Strength 1d3 turns. After this time it can be contaminated once again.
increases by 4, however, Agility decreases by 2 (minimum of
1) for the duration. These bonuses are temporary, can be Water Breathing: The imbiber of this potion is granted the
restored as if they were permanent while in effect, but may ability to breathe in lakes, rivers, and other bodies of water at
drop any scores to 0 when the duration wears off. any depth. The potion lasts for 1d6 hours.

Healing: Imbibing this potion replenishes lost Strength, Rings


restoring 1 point. Magical rings must be worn on a finger or thumb. It is only
possible to wear two magical rings: one on each hand. If more
Heroism: When a character quaffs this elixir, he effectively than two are worn, none of them will function.
gains a mighty artifact die (d8) to his weapon attacks, to his
Armor Rating and checks to resist Fear for the duration. Rings Roll d66 Ring
11-13 Delusion
Invisibility: When this potion is quaffed, the drinker is 14-21 Cold Resistance
bestowed with the power of invisibility. When the character
22-24 Evasion
becomes invisible, all the items carried and worn by that
25-32 Feather Falling
character also become invisible. Items become visible once
33-36 Fire Resistance
again when they leave the character’s possession. This potion
can be consumed in 1/6 increments, in which case the 41-42 Invisibility
invisibility granted lasts 1 turn per dose. Any combat action 43-46 Protection
removes the invisibility, such that a new dose must be 51-52 Regeneration
consumed. 53-55 Telekinesis
56-62 Water Walking
Invulnerability: An invulnerability potion gives the drinker 63-64 Weakness
an epic artifact die (d10) to his Armor Rating. 64-66 X-Ray Vision

Levitation: When this potion is quaffed, the drinker is Delusion: This cursed ring convinces the wearer that the ring
bestowed with the ability of levitation. The drinker may move is of another type. The GM could decide randomly which kind
up or down 6.1m (20’) per round without any support. The of ring the wear believes this ring to be, or one might be
potion does not enable the drinker to move horizontally, but chosen.
the user could levitate to a ceiling and move sideways by
using his hands at his normal movement. Cold Resistance: The wearer of this ring is impervious to all
forms of ordinary cold. Further, it grants an epic gear die (d10)
Oil of Sharpness/Impact: This potion resembles the dark oil versus magical cold damage.
used to clean arms and armor. When found, roll a d6, on a roll
of 1-4 its oil of sharpness, on a 5-6 its oil of impact. When Evasion: The wearer of this ring gains a mighty artifact die
applied to the appropriate type of weapon (sharpness for (d8) when taking the Dodge (fast action).
bladed or pointed weapons; impact for blunt), it temporarily
enhances it to the equivalent of a +1 magic weapon (Weapon Feather Falling: When you fall while wearing this ring, you
Bonus +1, Weapon Damage +1). Weapons that are already descend 18 meters (60 feet) per round and take no damage
enchanted gain an additional +1 while oiled. If drunk, the oil from falling.
serves only to give the imbiber flatulence for several hours. A
single vial contains enough to coat 10 arrows, 2 one-handed Fire Resistance: The wearer of this ring is impervious to all
weapons, or one two-handed weapon. forms of ordinary fire. Further, this ring grants an epic gear die
(d10) versus magical fire damage.
Speed: This potion grants the character who drinks it one
additional Action per round (slow or fast as chosen by its Invisibility: When this ring is activated (an action), the wearer
imbiber per round). This potion only lasts 1d6 rounds once is bestowed with the power of invisibility. When the character
used. becomes invisible, all the items carried and worn by that
character also become invisible. Items become visible once
Sweet Water: This sweet-tasting liquid can be used to cleanse again when they leave the character’s possession. The ring can
water (including turning saltwater into fresh water) or be activated once per turn (15 minutes). Any combat action or
otherwise transform poisons, acid, and other non-potables into when the wearer falls unconscious or sleeps removes the
drinkable liquid. Further, sweet water will destroy other invisibility.
potions. For most liquids, this potion will affect up to 100,000
2

feet cubed. However, only 1,000 feet cubed of acid can be Protection: This ring gives its wearer a mighty gear die (d8)
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neutralized. The effects of sweet water are permanent, and to his Armor Rating.

Forbidden Lands
Magic Items
Regeneration: This ring grants the wearer the ability to 63-66 Spell, Rank 3
regenerate 1 point of lost Strength per day. The ring will also
regenerate body parts lost to injury. Small pieces, like fingers, Cursed Scroll
take 1 day to grow back. Larger pieces, such as a limb, may A cursed scroll inflicts a horrible curse upon the reader. The
take 1 week to grow back. Only damage taken while the GM has considerable flexibility in determining the effects of
character was wearing the ring can be regenerated. Further, the
the curse. A curse may only be removed with magic that
ring is powerless to regenerate damage caused by acid or fire,
and the ring will not function if the wearer’s Strength score removes a curse. The GM might also allow the curse to be
drop to 0. lifted if the character performs a special quest. Some possible
curses are provided below, but any similar curse might be used
Telekinesis: This ring grants the wearer the ability to move up instead.
to 200lbs. of weight with his mind. By concentrating on
nothing else (a Use Item Action), the caster can move objects
Roll Effect
or creatures by concentrating on them, moving them up to
d6
6.12m (20 feet) per round (GM’s discretion of this is able to
1 The victim loses a random magic item.
move someone to another zone). Living beings may also be
2 One random ability score is reduced by 1
moved, but they are allowed a Dodge Action to resist (this is
in addition to any normal Dodger Action they may have that 3 The victim becomes mute.
round). 4 All the victim’s mundane possessions disappear, sans
any coins he was carrying.
Water Walking: While wearing this ring, you can stand on 5 The victim is polymorphed into a small animal.
and move across any liquid surface as if it were solid ground. 6 The victim is rendered blind.

Weakness: This is a cursed ring, and once put on it can be Protection: Taking the Use Item Action to read the scroll
removed only with magic. Each round wearer’s Strength drops encloses you in an invisible barrier that envelops you. For 1d6
by 1 point, to no less than 1 point. rounds this barrier helps prevent any enemies from or harming
you. The field moves with you and a creature can attempt to
X-Ray Vision: One time per turn, the wearer of this ring can
overcome the barrier by making Wits check whenever they
see through a stone wall and up to 30’. The wearer may see
60’ if looking through wood and other low-density material. A attack you. On a success, the creature ceases to be affected by
10’ squared area can be visually examined each turn (15 the barrier for that attack.
minutes), and any secret doors, hidden recesses, or traps will
be evident. This activity takes full concentration (Use Item Remove Curse: This scroll, when read, will remove a curse
Action). Lead or gold will block x-ray vision. that afflicts a character or allows such a character to remove a
cursed object.
Scrolls
Most scrolls are pieces of parchment, imbued with a magical Spell: A spell scroll will contain a single spell written on it,
effect. These writings are potent in that they simply require the randomly determined or chosen by the GM from one of the
pronunciation of their words to release their power. Scrolls are spellcasting classes (Druids or Sorcerers). Characters can only
usually written in obscure or dead languages. A character must cast a spell from a scroll if the spell is on their class list. A
be able to read the language in which the scroll is written in spell may be cast even if it is not normally usable by a
order to use the scroll. A scroll becomes useless, crumbling to spellcaster of the reader’s Rank. These spells are cast is if
dust once read. There is no chance of a miscast with scrolls. from a spellcaster who used the minimum amount of
Willpower required to cast it. Additional Willpower can be
If the scroll contains a spell that you can use, you can read the used to boost the spell as usual.
scroll and cast its spell without providing any material
Rods, Staves, and Wands: Rods are sometimes usable by any
components. Casting the spell by reading the scroll requires class, but many are restricted to use by spellcasters only
the spell’s normal requirements. Once the spell is cast, the (Druids or Sorcerers). When a class-restricted item is
words on the scroll fade, and it crumbles to dust. If the casting described, the name of the item will be followed by either
is interrupted, the scroll is not lost. “SC” if it is usable by any Spellcaster, “DR” if it is usable by
Druids only, and “SR” if usable only by a Sorcerer. Many of
Scrolls Roll d00 Scroll the items allow its user to duplicate common spells from
various caster paths, but you do not need to be of that class or
11-14 Cursed
path in order to use the spell, it’s handled by the item. You
15-23 Protection
only need to meet the items requirement. A spell may be cast
24-32 Remove Curse
3

even if it is of higher Rank. These spells are cast as if from a


33-46 Spell, Rank 1
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spellcaster who used the minimum amount of Willpower


51-62 Spell, Rank 2
Forbidden Lands
Magic Items
required to cast it. There is no chance of a miscast with these or else be good at pantomiming. Creatures will gain additional
items. Witt checks every round to break the enchantment.

All of these magic items generally use a “charge” when their Rod of Striking: This heavy iron rod functions as a +1 mace
effect is triggered, and each item has a limited number of (Weapon Bonus +1, Weapon Damage +1). When this rod is
charges. When found, a rod will contain 1d6 charges, a staff used against living dead (undead), and each charge expended
will contain 1d6+4 charges, and a wand will contain 1d6+2 upon a successful hit, increases the Weapon Damage by +3.
charges. Exceptions will be noted in specific items
description. The Rank of the spell determines the number of Staff of Healing [DR]: This staff does not employ Willpower.
chargers spent; i.e., a Rank 1 spell uses 1 of the items charges, When touched to a wounded creature, you can heal 1 point of
etc. Additional charges can be used to boost the spell as if damage to Strength or Agility. It can be used a number of
using extra Willpower points to boost the spell. They can be times per day equal to your Empathy score. A wounded
recharged by “transferring” your Willpower into the item on a creature can be touched more than once for additional healing.
1:1 basis; i.e., 1 Willpower point equals 1 charge and can be
done during a rest. Staff of the Serpent [DR]: This staff strikes as a +1 staff
(Weapon Bonus +1, Weapon Damage +1). The user can
Physically, these three types of magic items differ primarily in command the staff to grow (a Use Item Action; uses 1 charge)
size. Wands are small and thin, being about 45.72 cm (18 to become a poisonous snake (GM’s Guide, page 127). The
inches) long (weight: Light). A staff is much larger; being snake will then attack any target designated by its wielder
1.83m (6’) long and generally has a 5.08cm (2”) diameter, and when the command word was spoken. The serpent returns to
can be used as a magical weapon (without any bonuses to the owner and reverts to staff form after it has been killed or
attack or damage) in melee like a common staff (weight: commanded by its owner. When the snake returns to staff
normal). Rods are somewhere in-between these two kinds of form, all damage it has sustained in combat is automatically
items, being about 0.91m (3’) long (weight: normal). Unless healed.
denoted in its description or is a staff, they cannot be used as
weapon in melee. Staff of Striking [SC]: This staff strikes as a +1 staff
(Weapon Bonus +1, Weapon Damage +1). With the
Rods, Staves, and Type expenditure of one or more charges on a successful attack, this
Wands Roll d66 staff can be used to increases the Weapon Damage by +1.
11-13 Rod of Captivation
14-21 Rod of Striking
Staff of Undeath (SR): This staff allows its wilder to use
22-24 Staff of Healing [DR]
25-32 Staff of the Serpent [DR]
following death magic spells: chill of the grave, raise the
33-36 Staff of Striking [SC] dead, and weight of ages.
41-42 Staff of Undeath [SR]
43-44 Staff of Wizardry [SR] Staff of Wizardry (SR): This staff grants several spells at the
45-51 Wand of Cold wielder’s disposal. The staff may be used to effect the
52-54 Wand of Fear following spells: sense magic (general), stun (stone song),
55-61 Wand of Fire immolate (blood magic) and terror (death magic).
62-64 Wand of Lightning
65-66 Wand of Paralyzation
Wand of Cold (SC): A chilling blast of frost is discharged
from this wand. A designated target up to one zone away take
Rod of Captivation: With the expenditure of 1 charge, a
both Strength and Agility damage equal to the number of
single creature within your zone may be charmed by the
charges spent unless it succeeds in a Move check (Slow
wielder for 1 turn (15 minutes) if it fails a Witt check, and so
Action), which negates it if successful. Armor does not protect
long as they are at least minimally intelligent (have a Witt
from this wand.
score). All charmed beings will hold nothing but respect and
awe for the wielder, and will seek to please him by doing
Wand of Fear [SC]: A wave of terror is discharged from this
nearly anything short of harming themselves or violating their
wand. A being designated by its wielder up to one zone away
alignment. The rod does not enable the caster to control the
becomes filled with Fear, suffering 1 point of damage to both
charmed person as if it was an automaton, but it perceives the
Wits and Empathy per charge expended. The target is allowed
rod wilder’s words and actions in the most favorable way. The
an Empathy check to avoid its effects. One charge is
subject can be given orders, but actions it wouldn’t ordinarily
expended per usage. Armor does not protect from this wand.
do based on its nature may be abstained from. An affected
creature never obeys suicidal or obviously harmful orders, but
Wand of Fire (SC): A ball of flames is discharged from this
it might be convinced that something very dangerous is worth
wand. A designated target up to one zone away take both
doing. Any act by the caster or his apparent allies that
Strength + Wits damage equal to the number of charges spent
threatens the charmed creature breaks the magic. The user
4

unless it succeeds in a Move check (Slow Action), which


must speak the person’s language to communicate commands,
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negates it if successful. Armor does not protect from this


wand.
Forbidden Lands
Magic Items
Wand of Fire (SC): A bolt of electricity is discharged from Light, but holds up 10 Normal weight items or combination
this wand. A designated target up to one zone away take both thereof. Weight: -
Strength + Empathy damage equal to the number of charges
spent unless it succeeds in a Move check (Slow Action), Boots of Elvenkind: While you wear these boots, your steps
which negates it if successful. Armor does not protect from make no sound, regardless of the surface you are moving
this wand. across. You have a mighty artifact die (d8) with Stealth
(Agility) checks that rely on moving silently. It does not stack
Wand of Paralyzation [SC]: A beam of grey energy is with Armor of Shadows; only the higher Artifact Die applies.
discharged from this wand. A target of the wielder up to one
zone away take both Agility and Wits damage equal to the Boots of Levitation: On command, these leather boots allow
number of charges spent unless it succeeds in a Move check the wearer to levitate. The wearer may move up or down 20’
(Slow Action), which negates it if successful. Armor does not per round without any support. The boots do not enable the
protect from this wand. wearer to move horizontally, but the user could levitate to a
ceiling and move sideways by using his hands at his normal
Miscellaneous Magic Items movement. The duration is indefinite.
Roll d66 Table
11 Bag of Devouring Boots of Speed: While you wear these boots, you can take the
12 Bag of Holding Use Item Action (fast action) clicking the boots' heels
13-14 Boots of Elvenklind together. This action grants the character one additional
15 Boots of Levitation Action per round (slow or fast as chosen by its wearer when
16 Boots of Speed activated). When the boots' property has been used for a total
21 Boots of the Winterland of 1 turn (15 minutes), the magic ceases to function for a full
22 Bracers of Archery day.
23-24 Bracers of Armor Boots of the Winterlands: These furred boots are snug and
25 Brooch of Shielding feel quite warm. While you wear them, you are impervious to
26 Cloak of the Bat all forms of ordinary cold. Further, this it grants its wearer an
31-32 Cloak of Elvenkind epic gear die (d10) versus magical cold damage.
33 Cloak of the Manta Ray
34-35 Displacer Cloak Bracers of Archery: While wearing these bracers, you gain a
36 Drum of Panic mighty artifact die (d8) rolls with the Marksmanship (Agility)
41 Drum of Stunning skill.
42-43 Gauntlets of Ogre Power
44 Girdle of Giant Strength Bracers of Armor: These items appear to be wrist or arm
45 Gloves of Agility guards. They grant the wearer a mighty artifact die (d8) to
46 Helm of Comprehending Languages your Armor Rating. Both bracers must be worn for the magic
51 Helm of Underwater Action to be effective, and may be worn with armor. The protection
52 Horn of Blasting offered by the bracers can be combined with other magical
55 Ointment of Healing effects that alter AR, such as magical armor, a ring of
protection or cloak of protection, but only the highest value
56 Periapt of Health
applies (i.e., an epic die [d10] supersedes a mighty artifact die
61 Periapt of Proof against Poison
[d8]). Weight: Light
62 Pipes of the Sewers
63 Rope of Climbing Brooch of Shielding: This appears to be a piece of silver or
64 Rope of Strangulation gold jewelry used to fasten a cloak or cape. In addition to this
65 Scarab of Death mundane task, it can absorb physical magical damage
66 Scarab of Protection (Strength or Agility) of the sort generated by spell or spell-like
effects from monsters. A brooch can absorb 1 point of damage
Bag of Devouring: This magical bag is the size of a small per round and it melts and becomes useless after 10 points of
sack. After 3+1d6 turns, all items placed in this bag vanish and damage is absorbed. Weight: Tiny
are permanently lost. The bag must be fully closed for this
effect to take place. Weight: - Cloak of the Bat: While wearing this cloak, you have a
mighty artifact die (d8) with Stealth (Agility) checks. In an
Bag of Holding: This appears to be a common small sack. area of dim light or darkness, you can grip the edges of the
The bag of holding opens into a nondimensional space. Its cloak with both hands and use it to fly (as if taking the Run
inside is larger than its outside dimensions. It is large enough
Action (fast) moving up to two zones per action). If you ever
to fit an object that is 3.05m x 1.52m x 0.9 m (10’x5’x3’).
5

fail to grip the cloak’s edges while flying in this way, or if you
Regardless of what is put into the bag, its weight is considered
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are no longer in dim light or darkness, you lose this flying


speed.
Forbidden Lands
Magic Items
While wearing the cloak in an area of dim light or darkness, Gloves of Agility: These gloves bestow upon the wearer a
you can take the Use Item Action (Fast) transforming into a bonus of 1 to their Agility score.
bat swarm (GM’s Guide, page 127). You get the Strength and
Agility of the bat swarm while you are in animal form. The Helm of Comprehending Languages: Appearing as a normal
downside is that you lose your ability to speak and a part of studded leather cap, a helm of comprehending languages
your mental capacity, with the consequence that your Wits and grants its wearer the ability to understand the spoken words of
Empathy drop to 1 each while in bat swarm form. You also get any creature, and to read text in any language.
access to the animal’s natural attacks. Shifting back to your
normal form requires that you take the Use Item Action again. Helm of Underwater Action: The wearer of this closed
The cloak can’t be used this way again for 24 hours. helmet can see underwater. Drawing the small lenses in
compartments on either side into position before the wearer’s
Cloak of Elvenkind: This light, iridescent cloak is made by eyes activates the visual properties of the helm (a Use Item
the magical and nimble hands of the elves. It allows the Action), allowing him to see five times farther than water and
wearer to blend into his surroundings to the point of becoming light conditions would allow for normal human vision. Weeds,
nearly invisible. The cloak adds a mighty artifact die (d8) obstructions, and the like block vision in the usual manner. If
when trying to hide using the Stealth (Agility) skill. the command word is spoken (free action), the helm of
underwater action creates a globe of air around the wearer’s
Cloak of the Manta Ray: While wearing this cloak with its head and maintains it until the command word is spoken
hood up, you can breathe underwater, and you have a again, enabling him to breathe freely.
swimming speed equal to your walking speed. Pulling the
hood up or down requires a Use Item Action. Horn of Blasting: This horn appears to be a normal trumpet.
When the instrument is played with the intent to cause harm,
Displacer Cloak: This item appears to be a normal cloak, but and a successful Performance (Empathy) check is made, all
when worn by a character its magical properties distort and enemies within your zone will become deafened, suffering
warp light waves. All opponents suffer a -1 penalty on attacks damage to both Strength and Agility equal to the number of
against the wearer of the cloak. successes on the Performance check roll. ). Other objects may
take damage in other ways, at the GM’s discretion. For
Drum of Panic: This drum is a kettle drum (about 1/2 meter example, a small hut might be completely leveled with a blast
in diameter, 0.61 meters long, with harness). It is from the horn, but a portion of stone wall 10’ thick might take
unremarkable in appearance. If a command word is given and three or four horn blasts. The horn can be used in this manner
the drum sounded (a Use Item Action and a successful once per day. Weight: Normal
Performance check made), all enemies within your zone will
become fearful, suffering damage to both Wits and Empathy Ointment of Healing: This pungent ointment comes in small
equal to the number of successes on the Performance jars of 5 doses each. When applied to a wound, it heals 1 point
(Empathy) check roll. The drum can be used in this manner of lost Strength or Agility damage. In addition, it neutralizes
once per day. Weight: Normal poison and cures disease. A total of 1d3 jars are found.
Weight: Tiny
Drum of Stunning: This drum resembles a drum of panic; if a
command word is given and the drum sounded (a Use Item Periapt of Health: This engraved gem appears to be of little
Action and a successful Performance check made), all enemies value. If a character keeps the periapt in his possession, it
within your zone will become Stunned, suffering damage to grants a mighty artifact die (d8) to Endurance rolls to avoid
Agility equal to the number of successes on the Performance being infected by diseases, including supernatural diseases.
(Empathy) check roll. The drum can be used in this manner Weight: Tiny
once per day. Weight: Normal
Periapt of Proof against Poison: This item is a brilliant-cut
Gauntlets of Ogre Power: These gauntlets are made of tough black gem on a delicate silver chain. The wearer gains a
leather, with iron studs running across the back of the hands mighty artifact die (d8) to Endurance rolls to avoid being
and fingers. They increase the wearers Strength score by 1. poisoned. Weight: Tiny
Both gauntlets must be worn for the magic to be effective. The
strength offered by the gauntlets can be combined with other Pipes of the Sewers: These wooden pipes appear ordinary,
magical effects that increase strength, such as a girdle of giant but if the possessor plays the proper tune and makes a
strength, but only the highest value applies. successful Performance (Empathy; a Use Item Action) check,
he can attract a rat swarm (GM’s Guide, page 127). The rat
Girdle of Giant Strength: A girdle of giant strength confers swarm appears in the next round, and the piper must continue
great strength to the wearer. They increase the wearers playing until the rats appear. The rat swarm will obey the
Strength score by 2. The strength offered by the girdle can be piper’s telepathic commands so long as he continues to play. If
6

combined with other magical effects that increase strength, for any reason the piper ceases playing, the rats leave
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such as gauntlets of ogre power, but only the highest value immediately. If played while in a zone where there is a swarm
applies. of uncontrolled rats or under the control of another creature,
Forbidden Lands
Magic Items
he may take control if his Performance (Empathy) roll is The protection offered by armor, helmets, and shields can be
successful (versus uncontrolled swarm) or if the check beats combined with other magical effects that alter AR, such as
an opposed Insight (Wits) roll of the controlling creature. other magical armor, a ring of protection or cloak of
Creatures that lack Wits that control a rat swarm cannot be protection, but only the highest value applies (i.e., an epic die
wrest of control. The pipes can be used in this manner once [d10] supersedes a mighty artifact die [d8]).
per day. Weight: Normal
There is also a 1in 20 chance when a suit of armor or a shield
Rope of Climbing: A 10-meter-long rope of climbing is no is found that it is a cursed item. This item will grant a penalty
thicker than a wand, but it is strong enough to support 454 kg rather than a bonus to AR when worn; and it cannot be taken
(1,000lb.) Upon command (a Use Item Action), the rope off (unless removed through powers that annul magic or
snakes forward, upward, downward, or in any other direction remove curses). Whenever the wearer of the armor rolls his
at 3 meters (10’) per round, attaching itself securely wherever Artifact Die, any successes (x) are actually banes (f), and
its owner desires. It can unfasten itself and return in the same these artifact banes reduce his AR by the amount of banes
manner. A creature must hold one end of the rope when its rolled on the artifact die (AR cannot be reduce below 0). The
magic is invoked. Weight: Normal wearer will immediately be aware of ineffectiveness of the
armor. A cursed suit of armor with special qualities will still
have those special qualities, however.
Rope of Strangulation: This cursed magical rope appears to
be another magical rope, but when activated it constricts Roll to determine the type of suit, helmet or shield found:
around the throat of the user. It immediately begins choking its
victim; inflicting 1 point of Strength and Agility damage each Magic Armor Type
round (armor does not protect). Victims are not able to free Roll d66 Magic Armor
themselves by any means, and cannot cast spells. A bystander 11-13 Padded Tunic
may free the victim by inflicting 20 points of damage to the 14-16 Hide
rope, which has an AR of 2. Weight: Normal 21-23 Gambeson
24-26 Leather
Scarab of Death: This small pin appears to be any one of the
31-33 Hardened Leather
various beneficial amulets, brooches, or scarabs. However, if
34-36 Studded Leather
it is held for more than 1 round or carried by a living creature
41-43 Chain Mail
for 1 turn (15 minutes), it changes into a horrible burrowing
beetle-like creature. The thing tears through any material, 44 Plate Armor
burrows into flesh, until it reaches the victims heart, causing 45-46 Studded Leather Cap
death. The beetle then returns to its scarab form. The beetle 51-53 Open Helmet
causes 1 point of damage reach round to both Strength and 54-55 Closed Helmet
Agility (obviously, armor does not protect). Each round after 56 Great Helm
the initial, the victim may make an Empathy check to purge 61-63 Shield, Small
himself of the beetle, whereupon it exits the body and reverts 64-65 Shield, Large
to it inert form. Placing the scarab in a container of wood, 66 Shield, Tower
ceramic, bone, ivory, or metal prevents the monster from
coming to life and allows for long-term storage of the item. Next roll to determine modifier and chance of special powers:
Weight: Tiny
Armor Modifier and Powers
Scarab of Protection: This device appears to be a silver Roll d66 Armor Rating Bonus Special Power
medallion in the shape of a beetle. The scarab’s possessor 11-62 Mighty artifact die (d8) 1 in 6
gains immunity to any curse, regardless of the source. Upon 63-65 Epic artifact die (d10) 2 in 6
absorbing 1d6 such attacks, the scarab turns to powder and is 66 Legendary artifact die (d12) 3 in 6
destroyed. Weight: Tiny
If the armor or shield has a Special Powers roll here:
Armor, Helmets, and Shields
Magic armors, helmets, and shields add a bonus to one’s Special Powers
Armor Rating (AR); a few also have some other special
Roll d6 Special Power: Effect
qualities.
1 Animated (shields only)
2 Deflection
Most suits of armor are made for human-sized individuals;
there is a 1in 10 chance that a suit of armor when found will 3 Feather (armor only)
be larger or greater than man-sized (50% of either). 4 Resistance
7

5 Shadow (armor only)


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6 Sun

Forbidden Lands
Magic Items
Animated Shield: While holding this shield, you can speak its target; but if a shot is missed the arrow could theoretically be
command word (Use Item Action) to cause it to animate. The retrieved and re-fired (2 in 6 chance the arrow is recoverable).
shield leaps into the air and hovers in your space to protect
you as if you were wielding it, leaving your hands free. The It is possible for these magic weapons to be cursed; when a
shield remains animated for 5 rounds, until you use the weapon is generated roll a d12, on a 1 the weapon is a cursed
command again to end this effect, or until you are weapon, and the listed bonus is in fact a penalty to Weapon
Incapacitated or die, at which point the shield falls to the Bonus/Weapon Damage. The weapon also dominates the user
ground or into your hand if you have one free. in such a way that he will not wish to use any other weapon.
The curse can be lifted through magic.
Deflection: This armor not only reduces damage, but aids in
deflecting attacks. The armors artifact die is also used as a Then roll to determine the type of weapon. For arrows or
penalty to an opponent’s melee or marksmanship skills; roll bolts, roll 1d6 to determine the number found. Note that
the artifact die before being attacked, any successes (x) are certain weapons will have special qualities, these are included
applied as a penalty to the attackers roll. in the description and detailed in the notes following:

Feather: When falling, you take only half damage (round Weapons
down) from falls. Further, the armor is one category lighter; Roll d66 Weapon Type
Heavy becomes Normal, Normal becomes Light, and Light 11 Arrows/bolts/slingstones (1-3/4-5/6 chance on d6)
becomes -. 12-13 Battleaxe
14 Broadsword
Resistance: You have resistance to one type of damage while 15 Crossbow, Light
you wear this armor. The wearer of this armor is impervious to 16 Crossbow, Heavy
all ordinary forms of the type resisted. Further, its wearer uses 21 Dagger
its Artifact Die mitigate damage from the type resisted. The 22 Falchion
GM determines its resistance type randomly from the options 23 Flail
below. 24 Halberd
26 Handaxe
Roll d8 Damage Type 26 Knife
1-2 Acid 31 Knife, Throwing
3-4 Cold 32 Longbow
5-6 Electricity 33-34 Longsword
7-8 Fire 35-36 Mace
41 Morningstar
Shadow: While you wear this suit of armor, your steps make 42 Pike
no sound, regardless of the surface you are moving across. 43 Scimitar
You have a an Artifact Die with Stealth (Agility) checks that 44-45 Shortbow
rely on moving silently equal its artifact die type. It does not
46 Sling
stack with boots of elvenkind; only the higher Artifact Die
51 Spear, Short
applies.
52 Spear, Long
Sun: While wearing this armor, you can take the Use Item 53 Spear, Throwing
Action to activate the armor’s power, shrouding you in an aura 54 Staff
of heat and light, which illuminates your immediate zone, and 55 Throwing Axe
does 1 point of Strength damage per round to any opponents 56 Trident
within your zone (armor does not protect). Victims are 61 Two-Handed Axe
allowed a Strength check roll to negate the damage. This 62 Two-Handed Sword
effect lasts for 1d6 rounds, after which it cannot be used again 63 Warhammer
for 24-hours. 64 Warhammer, Heavy
65 Wooden Club
Weapons 66 Wooden Club, Large
Magic weapons are listed with a”+”, indicating it magical Next roll to determine modifier and chance of special powers:
bonus. This bonus applies to both Weapon Bonus and Weapon
Damage, so a +1 mace does Weapon Dice +1 and Weapon Weapon Bonus
Dice +1. If a weapon is listed as +1/+2 it means Weapon Roll d66 Bonus Special Power
Bonus +1, Weapon Damage+2. There is one exception to the 11-55 +1 1 in 6
above rules. Magic arrows, bolts, or slingstones grant a bonus 56-63 +1/+2 1 in 6
8

to damage only, but this bonus does stack with a bow or 64-65 +2/+1 2 in 6
Page

crossbow. Magic arrows lose all bonuses when they strike a 66 +2 3 in 6


Forbidden Lands
Magic Items
If the armor or shield has a Special Powers roll here: regain 1 point to any attribute if it’s reduced due to injury
(your choice). Life Drinker has no affect upon the living dead
Special Powers (undead) or constructs.
Roll d66* Special Power: Effect
11-13 Dancing (melee only) Musical: In the presence of music, this weapon bounces and
14-16 Expanding (slingstones only) quivers with magical energy, gaining an additional +1 bonus.
21-31 Flame Tongue It responds to any style of music, including whistling or
32-42 Frost Brand singing by its wielder (free action). To gain the additional
benefit from this weapon, its wielder must make a successful
43-44 Holy
Performance (Empathy) check to appease the weapon. The
45-46 Life Drinker
wielder must continue to perform and must re-roll the
51-52 Musical (any, except arrows or bolts)
Performance (Empathy) check every 3 rounds to maintain
53-55 Penetrating (arrows or bolts only) appeasement to the weapon, failure ends the bonus
56-63 Returning (thrown only) immediately, and the weapon will not perform again in this
64-66 Venom (melee only; bladed or pointed only) manner for 24-hours.
* Re-roll any conflicting results
Penetrating: This arrow or bolt will ignore any AR gained by
Dancing: While holding this weapon, you can speak its wearing armor; only 1/2 the natural armor (AR) of the target
command word (Use Item Action) to cause it to animate. The will apply (round down, minimum of 1).
weapon leaps into the air and hovers in your zone, attacking
one creature of your choice. The sword uses your attack and Returning: These weapons when thrown will always return to
damage rolls. You can take the Use Item Action to change the wielder’s hand.
targets as needed. The shield remains animated for 3 rounds,
until you use the command again to end this effect, or until Venom: You can take the Use Item Action to cause thick,
you are Incapacitated or die, at which point the weapon falls to black poison to coat the blade. The poison remains for 1
the ground or into your hand if you have one free. minute or until an attack using this weapon hits a creature. The
poison has a Potency of 6 and is of the Lethal Type (see page
Expanding: These small, smooth 2.45cm (1 inch) diameter, 113 of the Player’s Handbook). The dagger can’t be used this
28.3gr (1 ounce) stones are engraved with images of blooming way again until 24-hours have passed.
flowers. After being hurled from a sling, at a moment just
before it strikes an object (whether it's the desired object or
not), the stone expands to 4 times its size diametrically, but
maintains its speed. This results in an epic artifact die (d10)
added damage to the object that it strikes. After use, the stone
retains its new (larger) form, and is too heavy to be easily used
in a sling.

Flame Tongue: You can take the Use Item Action to speak
this magic weapons’ command word, causing flames to erupt
from it. These flames shed bright light within your zone.
While the weapon is ablaze, it deals an epic artifact die (d10)
in fire damage to any target it hits. The flames last until you
take the Use Item Action to speak the command word again or
until you drop or sheathe the weapon.

Frost Brand: You can take the Use Item Action to speak this
magic weapons’ command word, causing frost to appear on its
business end. This frost shed dim bluish light within your
zone. While the weapon is frosted, it deals an epic artifact die
(d10) in cold damage to any target it hits. The frost last until
you take the Use Item Action to speak the command word
again or until you drop or sheathe the weapon.

Holy: When you hit a Demon or an undead (living dead) with


it, that creature takes a legendary artifact die (d12) in extra
damage.
9

Life Drinker: Whenever you reduce a living creature to 0


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Strength (Broken), the creature is automatically slain and you


Forbidden Lands

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