Magic Items
Legendary Items
1. Blade of Dalongaes, the Mighty (3)
Wounds inflicted by this blade cannot be healed by Sorcery or Rest.
2. Bolt of Ioran, the Godspear (2)
Once thrown, it becomes a streak of divine lightning that cannot miss its target, Level 3 Harm. You may choose to follow the lightning becoming a bolt of energy and teleporting to the target.
3. Bracers of Alfed, the Ablearm (2)
While wearing no other armour, gain +3 Outcome on Throws involving physical force, lifting, grappling, or breaking objects. You may wield weapons, shields, and objects of impossible size without taking Load.
4. Branch of Meliphia, the Blossoming (2)
Planted in soil, instantly causes an entire area to bloom with abundant life, crops, and massive vegetation. Left for 10 Long Rests, it grows into a full-sized Yoretree capable of sustaining entire settlements.
5. Candle of Cain, the Herald (2)
Burns away entirely to immediately prevent a character’s death. The target instead rises with all Harm reduced to Level 1.
6. Coffin Nail of Vey, Saint of Death (1)
When driven into a corpse, the dead cannot rise, return, or be spoken to by any means. When driven into a living creature, they immediately begin dying and cannot naturally recover while the nail remains.
7. Crown of Belaeus, the Hollow King (3)
Mundane beings instinctively recognise you as their rightful ruler until given undeniable reason not to.
8. Feather of Kliliki, the Sky Sovereign (2)
Allows the user to fly for up to an hour, replenished upon resting.
9. Glasses of Karamor, the Wise (1)
While wearing these glasses you are able to see the past lives and future of any living being you see, from their conception to their end.
10. Hammer of Veldir, the King of Giants (4)
Doubles the size of the user and increases their maximum load by 20
11. Hand of Enorick, the Magus (2)
The hand allows you to manipulate a spectral hand that does you bidding and can carry up to 3 Load. Once per Scene the hand may mimic a Sorcery you cast.
12. Helm of Strakd, the Wicked Envoy (2)
Speak and understand every spoken language, including those of demons, spirits, and ancient beings. When you speak you voice carries to anyone you wish to hear it.
13. Horn of Aredria, the Dragonlord (2)
Its sound can be heard across an entire city. The horn inspires all those who hear it granting all allies +2 Outcome for the Scene and immunity to fear for the scene.
14. Key of Fisk, the Gatekeeper (1)
Opens a doorway between any two doors you have personally stood before. The doorway remains open until closed by hand.
15. Lyre of Emrela, the Muse (2)
Any who willingly listen become overwhelmed with an emotion chosen by the performer. This cannot be resisted.
16. Plate of Xokar, the Underlord (3)
The wearer cannot suffer any Harm, if removed instantly die.
17. Sands of Buhn, the Dreamer (1)
Scatter the sands while sleeping to enter and physically interact with the dreams of others.
18. Scale of Kalgaxath, the Demonlord (2)
While carried, mundane fire cannot harm you and lesser demons refuse to attack you directly. You may summon a group of imps once per scene, who obey your commands until destroyed.
19. Scroll of Prescot, the Prophet (2)
After writing in this scroll the ink vanishes after a Long Rest. Vanished words written become Words of Power that you have access to. Gain +2 to SCROLLS while in possession of this object.
20. Staff of Eelin, the Archmage (3)
Holding this staff grants you the power of unlimited arcana. Sorceries have no word limit and Words of Power no longer expend. Gain +2 to SCORERY while in possession of this object.
21. Stone of Brann, the First (1)
While in possession of the Stone, increase your maximum Load by 40, up to a maximum of 50. The Stone may freely be changed in size from 5 centimetres to 25 metres in diameter; at 1 metre wide, it weighs 40 Load. Gain +2 to STONES while in possession of this object.
22. Sword of Danitha, the Legend (2)
While weilding this sword, channel the power of the greatest warriors who have ever lived. You may call forth a spectral army of swordsmen to aid you in battle. Gain +2 to SWORDS while in possession of this object.
23. Tail of Mastranag, the Traveller (2)
While in possession of this object, gain access to 5 Additional Origins.
24. Tome of Hardim, the Scholar (2)
Contains the answer to any question asked of it, though the answer may not be one you wish to hear.
25. Trumpet of Lucur, the Triumphant (2)
Whenever you win a throw it is treated as a critical success.