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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)