Magic Items (FiD)
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Magic items are rare and exceptional. To simulate this, they range n tier from 0 to 10, a wider range than creatures and organizations. Few if any permanent items have a tier of three or lower. Some items are rare and wonderful even for the most powerful people.
You need the Enchanter special ability to make new arcane design (the plans needed to create magic items) or make a magic item.
- 2 Crystal Ball ☐: When using the Advanced and Master Survey powers to scry, you can display the vision in the crystal ball, allowing others to see what you see.
- 3 Luck Charm ◯: A luck charm can take many forms; a rabbit foot, a four-leaf clover, an amber stone, or a holy symbol. While it is on your person, you can use it to negate the stress from a resistance roll. The charm is then useless and won't recharge. You can only own one luck charm and can only acquire a new one as a gift or downtime action. A Luck Charm is never automatically restored/recharged. Conspicuous, Consumable.
- 3 Warding Charm ◯: Mystic item made to ward against a specific type of creature, usually defined by a Power, but sometimes against all Summoned creatures or all Spirits. Improves position in a conflict. Each warding charm uses a separate formula. Common, Rare.
- 4 Pipe of Remembrance ☐: When you smoke this pipe, you can shape the smoke to play out various scenes that soon dissipate.
- 4 Rope of Climbing ☐: This 15 meter silk rope can hold up to 1,500 kg. If you hold one end of an unencumbered rope and speak the command word, the rope animates. You can command the other end to move toward a destination you choose at a walking pace until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
- 5 Bobbing Lily Pad ◯: Plant this seed in shallow water and in minutes it grows to a magic vehicle, a 3-meter-diameter leaf that floats on water. It has tendrils that propel it across land and across the water's surface (but not underwater), as well as through the air. It can walk, fly, and swim as fast as a horse, and it can hover. It moves according to your spoken directions while you are riding it. The lily pad can transport up to 500 kilos without hindrance. It withers at the next sunset. Consumable.
- 5 Horn of Alarm ☐: When you blow the horn, only your crew and others you are emotionally close to can hear it. Sometimes it can be heard over extreme distances, especially when you are in mortal danger. Unreliable.
- 5 Robe of Summer ☐: This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe you suffer no ill effects from the weather's temperature extremes.
- 6 Bag of Holding, Light ☐: This bag has an interior space considerably larger than its outside dimensions, it holds 4 load.
- 6 Boots of Elvenkind ☐: You move silently, gaining +1d on Prowl rolls for Stealth.
- 6 Boots of the Winterlands ☐: These furred boots are snug and feel quite warm. While wearing them you ignore cold climate, improve your position against cold attacks and powers, and are not hindered by snowy and icy grund.
- 6 Cloak of Elvenkind ☐: This pattern on this cloak meshes into your surrounding, giving you additional effect on Prowl rolls to sneak and hide. Conspicuous. People don't like feeling observed and not seeing anything.
- 6 Mirror of the Past ☐: The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can't be used again until the next dawn.
- 6 Mystic Compass ☐: A compass with a Magic loadstone that responds to ethereal phenomena such as Power effects, ley lines, spirits, and even specific monsters at great range. Can be configured to point to different things using Attune. A magical link to the target greatly enhances the effect. Variants can be a pendulum or loadstone.
- 7 Cape of the Mountebank ☐: This cape smells faintly of brimstone. While wearing it, you can whisper a command word to teleport to a nearby location you see or know of at a cost of one point of stress. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. Conspicuous.
- 7 Cloak of the Bat ☐: This dark cloak is made of short-haired bat pelts. You can grip the edges of the cloak with both hands and use it to fly with speed and agility. If you ever fail to grip the cloak's edges while flying in this way you lose this flying speed. You can transform yourself into a bat at a cost of 1 stress, this can work as a set-up action for a number of other actions but may penalize other things. All the cloak's powers fail in bright light.
- 7 Horn of Valhalla ☐: This horn from a mighty oxen is decorated in silver, showing a procession of warriors. You can blow this horn at a cost of 1 stress to summon Prowess cohorts enough to give you scale. They fight fiercely for you as long as they perceive you as a honorable warcheif. The warriors gradually disappear over the next hour or when you dismiss them, but you can blow the horn again to replace any losses. Later warriors will know of the events seen by previous warriors. Rare, Volatile the warriors will turn on a dishonorable coward.
- 7 Robe of Arachnida ☐: This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you reduce harm from poisons and can climb like a spider.
- 7 Robe of Eyes ☐: This robe is adorned with an attractive pattern of eyes. While you wear the robe, you can see in all directions at once. This negates scale and gives +1d on Insight resistance rolls.
- 7 Bag of Holding, Normal ☐-☐: This bag has an interior space considerably larger than its outside dimensions, it holds 8 load.
- 8 Cauldron of Plenty ☐: This cauldron is made of thick copper that has turned green with age. It is 1 meter wide, weighs 25 kilos, and can hold up to 120 liters of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. If water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to one person per liter. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew. Artifact.
- 8 Claws of the Umber Hulk ☐: These heavy gauntlets of brown iron are forged in the shape of an umber hulk’s claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both claws, you gain increased effect and potency on Wreck rolls and can burrow through earth at walking speed and rock at a crawling pace.
- 8 Crystalline Chronicle ☐: An etched crystal sphere the size of a grapefruit hovers and hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information within the crystal at the speed of thought. This is particularly useful for a wizard's spellbook. A crystal is likely to contain a good deal of information when found, but information not deposited by you is hard and slow to digest, but still grants increased effect on Study rolls related to the crystal's owners and their interests, including you
- 8 Deck of Champions ☐: This deck of playing cards summons various creatures to aid you. You must draw a card randomly and toss it to the ground, each card can only be used once. The summons function like cohorts. For pip cards, a number of cohorts equal to the value of the card appears. For a jack, a prowess expert appears. For a queen, a Resolve expert appears. For a king, an Insight expert appears. The creature lasts 11 minutes minus the number of creatures summoned. The creatures behave according to the suit of the card: Clubs defend the spot they were summoned. Diamonds follow your orders. Hearts move along with you and defend you. Spades look for enemies and confront them. Consumable each card disappears once used.
- 8 Necklace of Adaptation ☐: While wearing this necklace, you can breathe normally in any environment and your position is controlled against any danger from gasses and vacuum.
- 8 Peregrine Mask ☐: While wearing this winged helm and speak a command word at a cost of 1 stress, the wings move from the helm to your back and you can fly like a falcon for a few minutes. You are fast, fantastic at diving, but cannot hover or maneuver well at slow speeds.
- 8 Robe of the Magi ☐: This elegant garment is made from exquisite cloth and adorned with silvery runes. It first appears grey, but when worn it appears to have a color depending on you ethics; white for good, red or grey for neutral, black for evil. While wearing it the stress cost of using and resisting powers is reduced by one.
- 8 Bag of Holding, Heavy ☐-☐-☐-☐: This bag has an interior space considerably larger than its outside dimensions, it holds 14 load.
- 9 Cloud Chariot ☐: Up to eight draft animals can pull this chariot, and up to one creature per puller can ride in it. With a command word that costs 1 stress to use, the chariot takes off and flies as long as it keeps moving. If stopping in the air, the chariot accelerates and descends. This flight does not shock the draft beasts, who continue their normal work.
- 9 Luckstone ☐: While this raw agate is on your person, you can use it to negate the stress from a resistance roll. You cannot use the stone again on this score.
- 9 Portable Hole ☐: This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet with a 1 meter radius. You can unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 3 meters deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a Wreck roll. On a success, the creature forces its way out and appears next to the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 hours, less if the hole is full of objects, after which time it begins to suffer from the bad air. Artifact, Volatile Rarely an ethereal traveler, usually a spirit, is caught in the portable hole.
- 9 Well of Many Worlds ☐: This fine black cloth, such as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 2 meters in diameter. You can unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. A study roll can direct the portal to a certain plane or place on a plane, but it is always uncertain. You can close an open portal by taking hold of the edges of the cloth and folding it up from either side. Once well of many worlds has opened a portal, it can't do so again for 1d hours. Artifact, Unreliable, Volatile you may not end up where desired.
- 10 Battle Standard of Infernal Power ☐: This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact. While you hold the banner, your weapon attacks and those of all allied creatures within 100 meters of you become potent to overcoming resistances.
- 10 Belt of Giant Strength ☐: Your strength increases to that of a giant. You gain increased effect on melee damage and on Wreck rolls (this stacks if you do damage using Wreck). Your load capacity doubles. Rare giant's skin or hair.
- 10 Daern's Instant Fortress ☐: You can place this 1-inch adamantine cube carved like a fortress on the ground and speak its command word. If there is room for it, the cube rapidly grows into a fortress that remains until you speak the command word that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 6 meters on a side and 10 meters high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command. It can be opened using mundane Wreck or Tinker, but it is exceedingly strong. The tower is made of adamantine. It can be damaged normally, but resists at its tier. Artifact.