Rare Magical Items

These items are not unheard of, they are able to be produced at a reasonable rate. They are priceless but could be bought from one who does not need them.

Deck of Illusions

This deck of cards was once a part of a magical game played by nobles. The card can be thrown down to create a convincing illusion of the creature on the card.

Magelight

This magical lantern floats about and grants light like a torch for 1d4+2 hours before it must collect the light of the dawn to recharge. It can also be charged by 1MD.

Mariner's Armor

Made from a blue-green metal found beneath the sea this armor allows the wearer to swim effortlessly. Additionally if the wearer falls unconsious they will be dragged to the surface at tremendous speed.

Ring of Flight

A common artefact in the Omarim college of magic, this ring allows the wielder to fly for 1d10+20 seconds each day.

Officers Sidearm

Arming Sword, Medium Melee (d10+piercing 2)

Granted to the officers of the Vedoran military these blades provide their last line of defense. You may reroll attack roll you are involved in per day.

Knight's Blades

Melee Weapon, any

Passed down from Knight to squire despite these swords storied histories they are to common to build legends. Deal an additional 2 [element] damage on hit.

Hunter's Ally

Any Weapon

These simple enchantments are considered vital for any hunter who need be worried about being hunted by their own prey. They glow in the presence of [target] (within 120ft)

Magewrought Staff

Staff, Medium Melee (d8/d10); Reach, Versatile

Commonly crafted by mages this staff can hold 1 [spell] for use in emergency that can be used once per day.

Legendary

These items have named attached to them soon enough, a legendary weapon will quickly become the symbols of a hero or legend. Through the skill, materials or circumstances needed to create them legendary weapons are unique or near enough to be characteristic.

Javelin of Lightning

Medium Weapon; Thrown & Powerful or Piercing

When you throw this javelin it turns into a bolt of lighting and can deal damage in a 30ft line before it turns back into a javelin to hit the final target. If the final target is within 30ft they take damage twice.

The Javelin returns to you when the next morning comes, appearing with a spark of static in a specially made sheath. The javelin recharges every 10 minutes in a thunderstorm.

Life Stealer

Any Weapon

An executioners weapon from an age when souls more eagerly returned to life. Often worked with a motif of cats these blades hold 1d6+2 gemstones in the mouths of carvings. When a creature is reduced below half-health the blade can, instead of dealing damage, instantly kill them filling one gemstone. A person killed in this manner cannot be reserected unless the gemstone is shattered first.

Relics

Relics are items beyond that, they cannot be made except by incredible circumstances. The weapons of gods, artefacts of a domain or other powerful gear. A relic will almost always be more famous than those who wield them.

Artefacts of the Grave

These artefacts are the symbols of the 3 Queens of the Grave, Fey Queens who passed into the shadow realm and lay claim over the souls of the dead. They were lost and the tales of their exploits have become widely known, although the relics involvements are less known.

Cloak of the Macht

You may reroll any stealth checks as the cloak blends you into the shadows. The cold of the grave cannot reach you while you wear the cloak, you only receive half damage from sources of cold and cold weather does not effect you.

Awakened: You learn to step partially into the shadows, when standing in darkness or shadows you become invisible. This effect breaks if you make any sudden moves, draw attention to yourself or are lit by bright light.

Hunginn and Muninn

When you hit an attack with these weapon the target takes 1d6 cold damage and must save or be stunned. When thrown these daggers will return to the users hands.

Awakened: Whenever they are thrown the wielder can choose to transform into shadow and merge with the blade, Teleporting to wherever the blade impacts.



Roll 1d6

  1. Fire

  2. Cold

  3. Lightning

  4. Acid

  5. Plague

  6. Thunder

Roll 1d6

  1. Undead

  2. Shape-Changers

  3. Fey/Outsiders

  4. Elementals

  5. Flying Enemies

  6. Giants

Roll 1d6

  1. Knock/Lock

  2. Telekenesis

  3. Stoneskin

  4. Drain life

  5. Light

  6. Invisibiliy