Here are some Magic Items for
 
 

 

 

 

They were created by Chris Morgan
and
George Bradburn

Articles of Magic

 

Ball of Daylight: A crystal orb which continually emits the globe of daylight spell; 1 MDC, 1 to 3 inches in diameter.

 

Boots of the Dragon: Fine scale thigh-high boots allow the character to leap 20ft high or 40ft lengthwise from a running start and kick for 2d6 MD. 25 MDC per boot.

 

Boots of Fleetness: doubles natural speed; 25 SDC each.

 

Boots of the Spider: character can move at normal speed on any surface at any angle except glass and highly polished metal; 25 SDC each.

 

Cloak of Shadows: adds 25% to prowl; 30 SDC.

 

Cloak of Invisibility: turns wearer invisible, 15 minutes daily; 40 SDC.

 

Cloak of Protection: AR: 12, MDC: 50, impervious to fire

 

Crystal Ball: Locates a known person, creature, or location within a 2000 mile radius, 2d4 melees to locate, viewer sees and hears all in the viewing area; men of magic above 3rd level have a 40% chance of sensing enchantment when used on them; 10 MDC.

 

Flying Broom: holds three human sized passengers, speed: 35mph, AR: 8, MDC: 60

 

Flying Carpet: holds six human sized passengers, speed: 30mph, AR: 6, MDC: 50

 

Mystic Sextant: Provides navigation, navigation: space, and read sensory equipment (coordinates, headings, etc) at 98%; Fragile - 40 SDC.

 

Dimensional Sextant: As mystic sextant plus Locate Rifts (100 miles) 70%, locate ley-lines (100 miles) 85%, identify Rifts to home dimension 70%. The destination of other Rifts can be estimated at 38%.

 

Magic Potions

 

Dragon Breath: Choose one adult dragon breath type, lasts 1d4 minutes; Rate of Fire: Equal to the number of attacks of the character.

Fly as the Eagle: as spell and level of creator

Healing: restores ld8 SDC/HP

Healing (superior): restores 2d6 SDC/HP

Impervious to Fire: as spell and level of creator

Lycanthropy: Transforms character into a werewolf (HP and half of the SDC of player plus the natural resistances, abilities, and vulnerabilities of a werewolf).

 

 

Specific Magic Weapons

 

Dragon's Fang: an indestructible, eternally sharp, boomerang-like, carved dragon tooth; Inflicts 2d6 + 3 MD and returns to weilder (via mental command) when thrown, range: 120ft

 

Firebrand: a gold encrusted shortsword of living flame, inflicts 4d6 MD, has a gold encrusted, fire resistant scabbard; 30 MDC handle.

 

Hunter's Sword: a magical sword with the express purpose of slaying a specific species (such as vampires or werewolves), Inflicting double damage against that specific race. The blade is always constructed of silver or Iron, Is remarkably balanced (one or two-handed use), and weighs 4 to 6 pounds. Inflicts 3d6 MD. MDC: 80

 

Longsword of Doubling: inflicts mega-damage as a doubling cube (2, 4, 8, 16, 32, or 64 MD), 70 MDC

 

Mystic Armors

 

Average to Good Quality: 1d6 X 10 + 10 MDC and resistant to cold of fire (choose one; half damage). Restore magic armor MDC by:

 

01-25 TW casting Armor of Ithan (1 MDC to 1 MDC) to restore MDC

26-50 Regenerates 5 MDC per hour

51-75 Regenerates 5 MDC per hour on a ley-line (10 MDC at a nexus)

76-00 Cast Armor of Ithan on It (anyone; ratio of 2 to 1 MDC)

 

Fine to Incredible Quality: 80 + 1d4 X 10 MDC, resistant to fire and cold (half damage), regenerates 2d6 MDC per hour, restores 2d6 HP per hour to wearer.

 

Styles of Mystic Armors: (use for all armor qualities)

 

01-10 Leather

11-15 Studded leather

16-30 Chain mail

31-50 Banded or splint mail

51-60 Plate mail

61-75 Field plate

76-90 Scale mail

91-00 Exotic scale mail

 

Mystic Weapons

 

Average to Good Quality: 1d4 X 10 + 10 MDC, inflicts (1d4)d6 + 2d6 MD.

 

Fine to Incredible Quality: 2d4 X 10 MDC, inflicts (1d4)d6 + 2d6 MD, and may have special qualities.

 

01-25 No special quality (cancels 91-00)

26-50 Eternally sharp (+2 MD)

51-75 Two psi-powers (3 times per day each; no super powers)

76-80 Indestructible (forget MDC)

81-85 Returns when thrown (ooh! 300ft range)

86-90 Spits 2d6 MD energy; 300ft range; 1d12 times per day

91-00 Roll two times (ignore 91-00 if rolled for a second time)