Magic Items and Artifacts

Magic Items

Magic items grant the wearer/user a single ability comparable to a rank one or two class ability. If a magic item is also a weapon or armor, it is always considered to be high quality and also gives a +1 rank to its die roll (and +1 range for a ranged weapon). Magic items are rarely available for sale and cost tens of thousands of gold when they are.

Note that consumable items such as potions are handled through the Alchemy Adept, Alchemy Master, and Mad Alchemy abilities (see the Alchemist character class). They are not generally available items. They are much too unstable and dangerous for non-experts to carry around.

MAGIC ITEM LIMIT: A given character can only wear/use a limited number of magic items at one time. This limit is based on their PRE. A character must spend a day becoming attuned to any new item (and losing attunement to another item, if necessary) before it will function. Once attuned, a magic item (or artifact) will never be permanently lost. If the character dies or otherwise loses the item, it just randomly reappears in a random chest, locker, etc. in the next day or so. A rank one or two character will almost never have a magic item, as these generally start to be acquired at rank three or higher. Rank four characters always have one or more magic items. Note that an "artifact slot" can be used on a normal magical item if desired.

 

PRE is a D2 or D3 1 magic item
PRE is a D4 or D6 2 magic items
PRE is a D8 or D10 2 magic items and 1 artifact
PRE is a D12 3 magic items and 1 artifact
PRE is a D16 3 magic items and 2 artifacts
PRE is a D20 4 magic items and 2 artifacts
PRE is a D24 6 magic items and 2 artifacts
PRE is a D30 7 magic items and 3 artifacts
PRE is a D36 9 magic items and 3 artifacts
PRE is a D48 10 magic items and 4 artifacts
PRE is a D60 12 magic items and 5 artifacts

 

MAGICAL ABILITIES AND COMPANIONS: If the GM allows it, a character can have an innate magical ability, or a familiar/pet companion with a magical ability, that takes the place of a magic item. Any such abilities should be slightly less powerful than normal, due the advantages of not being tied to an item.

Magic Items

DRAGON SLAYER: Greataxe, 2 hands, STR+2; dragons have disadvantage defending (passive or active) against attacks from this weapon.

HOLY AVENGER: Broadsword, 1 hand, STR+1; attacks against demons or undead are a minor action, unless the attack misses (in which case it is a major action).

DEMON BLADE: Saber, 1 hand, DEX; half the damage done against living targets (rounded down) heals the wielder.

FLAMING LONGBOW: Longbow, 2 hands, range 6, DEX+2; half the damage done (rounded down) is applied as additional fire damage at a rate of one point per turn, starting at the beginning of the target's next turn.

FROST HAMMER: Hammer, 1 hand, STR+1; half the damage done (rounded down) is the number of turns the target has their number of APs halved (round down).

STAFF OF POWER: Staff, 2 hands, STR; makes any MP used to cast a spell become two MP (the additional MP can only be used for that spell).

HOLY DEFENDER: Shield, +2 DEF ranks; blocks with this shield against demons or undead are free actions, and can even be used against magical attacks.

DEMON ARMOR: Heavy Scale, FOR+2; half the damage taken (round down) is done to the attacker as well.

ADAMANT ARMOR: Full Plate, FOR+2; DEF value automatically defends against magic that would normally require other defenses (but magic cast by the wearer is disadvantaged).

FROZEN SILK ROBES: Robes, FOR-1; all fire damage is halved (round down) and the wearer never gets cold.

ROYAL HELM: PRE is +1 die rank while being worn.

CHAOS RING: Wearer gets a single randomly rolled ability at the start of each encounter (roll D10 for class, then D4 for rank).

DEMON SHROUD: Wearer can use the Warlock’s Fear ability. If they already have that ability, its casting cost is halved (round down).

CROWN OF INSIGHT: INT is +1 die rank while being worn.

GAUNTLETS OF STRENGTH: STR is +1 die rank while being worn.

BRACERS OF DEFENSE: +1 die rank unarmed parries, and unarmed parries can be used against melee and ranged weapons with no penalty.

SWIFT GLOVES: The wearer can ready/reload a weapon with a free action, gets +1 die rank with thrown weapons, and never drops anything.

BOOTS OF SPEED: +2 APs that can only be used for movement.

ABYSSAL CLOAK: All stealth rolls are advantaged until an enemy actually detects you.

SACK OF HOLDING: A 20-pound sack that holds up to 1000 pounds of items, as long as each item is no more than 20 pounds. An exclusive action is required to retrieve a specific item.

Artifacts

Artifacts grant the wearer/user an ability comparable to a rank three or higher class ability. If an artifact is also a weapon or armor, it gets double the normal magic item bonuses (+2 die ranks, +2 range). Artifacts are never sold, as they will not work for anyone they are not meant for.

A character can only wear/use an artifact if they have a PRE of D8 or higher. Artifacts have their own soul (but they are usually still mindless) and will only become active when used by a character they feel compatible with. Artifacts can often influence their users over time, even pushing them to be evil, good, etc. It is rare for a character of rank three to have an artifact, but common at rank four.

ATANTA'S DIAMOND LANCE: Lance, 1 hand, long, STR+2; whenever using this weapon to attack with advantage, gain an additional level of advantage automatically.

MIDNIGHT CLOAK OF NERTHUS: The wearer can use the Rogue's Shadow Master ability. If they already have that ability, its cost is reduced to 1 MP. In addition, the cloak itself is always consider to be a “shadow”, even in brightly lit areas.

ARDEN’S UNERRING BOW: Longbow, 2 hands, range 7, DEX+3; shots from this bow are never given levels of disadvantage, regardless of the circumstances; take no actions to aim or reload; the matching quiver never runs out of arrows.

KURMA’S INVULNERABLE CHESTPLATE: Full Plate, FOR+3; major action to become completely invulnerable for a turn, but you cannot use actions to move (this ability has a cooldown).

MIGHTY GAUNTLETS OF URSUS: STR is +2 die rank while being worn. You can use a minor action to make all rolls involving STR advantaged for the rest of your turn (this ability has a cooldown).

BAST’S SILVER CHOKER: For 2 MP, you can change a die you rolled to a maximum possible roll (this ability has a cooldown).

VAJI’S LUCKY CARD: For 3 MP, you can completely reverse a situation you find yourself in (i.e., your enemy is now tied up instead of you) with a minor action (this ability has a cooldown). The card can also perfectly mimic any playing card.

DAGON’S HAMMER: Hammer, 1 hand, throwable (range 2), STR+2; minor action to return to hand if within maximum range; the wielder can use the Shatter ability with the hammer, and with an exclusive action can use it on all possible targets in the same region (friend, foe, bystanders, random objects, etc.).

BLADE OF CHARON: Longsword, 1 hand, STR+2; half the damage done against living targets (rounded down) heals the wielder; half the damage done against living targets is also the number of turns their APs are halved (round down).

LILITH’S CRIMSON LASH: Whip, 1 hand, DEX; every time the whip hits a living target, its die is increased by a rank. This bonus is reset if a full turn goes by without doing damage to a living target.

MOLOCH’S VORACIOUS GLOVES: Whenever anyone dies in the same region or a region adjacent to the gloves’ wearer, the wearer can use a minor interrupt action to regain a hit point.

LUCIFIER’S QUICKSILVER RING: The wearer can shapeshift into any humanoid form, perfectly mimicking their body, voice, clothing, etc. However, the person being mimicked must have touched or been touched by the ring (bare skin, not just through clothing).

ARIEL'S GOLDEN STAFF: Staff, 2 hands, STR+1; the wielder can use the Priest's Protection ability (if they already have that ability, it becomes a minor action instead of a major action).

RAPHAEL’S FLAWLESS AMULET: The wielder can recover a MP with a minor action. This ability has a cooldown.

SHIELD OF MICAH: Shield, +3 DEF ranks; you can block any attack (that you are aware of), even magical or area-effect attacks (anyone directly behind you is also protected). This means you substitute your DEF roll as the active defense against the attack.

MARDUK'S STEADFAST BOOTS: With a minor action, you become immune to all knockback, throws, or any other kind of forced movement (until you decide to move again). You can also jump up to half your STR die in regions with a minor action, which will always allow you to attack with advantage the first time you do this to a given opponent.

TIAMAT'S SUNDERING SWORD: Greatsword, 2 hands, STR+3; every hit by this weapon reduces the target's armor type by a rank (in addition to normal damage). If an attack by it hits when the defender blocks, the shield is reduced by a rank (destroying it if it is not a magic item). If an attack by it hits when the defender is parrying, the defender's weapon die rank is reduced (destroying it if it falls below a -2 modifier).

XAPHAN’S MARVELOUS GUN: Derringer/Pistol/Rifle, 1 hand/1 hand/2 hands, range 3/5/8, DEX+1/DEX+2/DEX+3; this weapon can be switched from a rifle to a pistol (or back), or a pistol to a derringer (or back) with a major action. It does not require reloading, has unlimited ammo, and with an exclusive action can fire a penetrating shot that makes a target's defense disadvantaged if they just use a shield or armor to defend (this ability has a cooldown).