Magic Items
Rare Items
1. Almanaque of Knowing (2)
Once per Scene, ask the GM one question about a person, place, creature, or object. The answer must be truthful, though not always complete.
2. Amulet of Fireball (1)
Once per Scene, hurl a blazing explosion that inflicts Level 2 Harm in an area.
3. Bag of Holding (2)
Can store up to 25 Load with of items.
4. Boots of Travelling (1)
Ignore penalties from rough terrain, forced marches, and ordinary environmental exhaustion.
5. Cloak of Major Illusions (1)
Once per Scene, create a convincing illusion large enough to fill a room or obscure a group of people.
6. Covetous Ring (1)
While worn, always know the direction of the most valuable nearby object. Gain +2 Outcome when attempting to steal, bargain for, or appraise valuables.
7. Dawntide Staff (2)
Once per Long Rest, refresh all uses of Level 1 Words of Power, Gain +1 to SORCERY while in possession of this object.
8. Deck of Illusions (1)
Draw a card to summon a convincing illusory creature or figure.
9. Dream Dust (1)
Scatter the dust over a sleeping creature to subtly shape or influence their dreams until they awaken.
10. Earthshapers Gem (1)
Shape and mould stone like wet clay with your hands. Gain +1 to STONES while in possession of this object.
11. Fan of Gale Winds (1)
Once per Scene, Produce a powerful gust capable of knocking creatures back, dispersing smoke, extinguishing flames, or propelling sails.
12. Flying Broom (2)
A flying broom capable of carrying one rider at running speed.
13. Glasses of Night Sight (1)
See clearly in darkness as though it were dim light.
14. Goggles of Blind Sight (1)
Perceive nearby movement, creatures, and obstacles even while blinded or in complete darkness.
15. Harp of Calm Waters (3)
Music played upon it calms aggression and panic in nearby creatures. Gain +1 to SCROLLS while in possession of this object.
16. Helmet of Vitality (2)
Once per Scene, reduce incoming Harm by 1 level. While worn, you cannot be stunned or knocked unconscious by ordinary blows.
17. Lantern of the Damned (1)
Reveals spirits, undead, lingering Sorcery, and invisible creatures within its light.
18. Magic Carpet (4)
A flying carpet capable of carrying several passengers comfortably through the air.
19. Orb of Confusion (1)
Once per Scene, disorient all nearby creatures. Affected targets struggle to distinguish friend from foe for several moments.
20. Quiver of Endless Arrows (1)
Produces mundane arrows endlessly while drawn from it.
21. Rabbits Foot (1)
Once per Session, reroll a failed Throw after the result is revealed. Gain +1 to SWORDS while in possession of this object.
22. Ring of Binding (1)
Once per Scene, bind a creature or object in magical restraints that require significant effort or Sorcery to escape.
23. Ring of Relocation (1)
Once per Scene, instantly teleport a short distance within sight.
24. Rod of Lightning (1)
Once per Scene, fire a bolt of lightning inflicting Level 2 Harm.
25. Scroll of Teleportation (1)
Read aloud to instantly teleport yourself and nearby allies to a familiar location. The scroll is destroyed afterwards.
26. Sword of Petrification (2)
Creatures struck by this blade gradually turn to stone. After suffering Harm from the sword three times, the target becomes fully petrified.
27. The Necronomicon (2)
Once per Scene, command nearby undead or speak with the recently dead.
28. Vial of Shadow (0)
Release magical darkness that mundane light cannot pierce.
29. Wand of Portals (2)
Create a temporary doorway between two visible surfaces within short range.
30. Yore Branch (2)
Plant into soil to rapidly grow trees, roots, vines, and thick vegetation across the surrounding area.