Magic Items (FiD)
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Magic items are rare and exceptional. They range in tier from 0 to 10, a wider range than creatures and organizations. Few if any permanent items have a tier of three or lower. Many items are rare and wonderful even for the most powerful people, often made in the distant past.
You need the Enchanter special ability to make new arcane design (the plans needed to create magic items), and unlike Gadgets you need both a design and such a special ability or craft 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.
- 2 Luck Charm ◯: A luck charm can take many forms: a rabbit’s 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 then becomes useless and won’t recharge. You can only own one luck charm and can only acquire a new one as a gift or through a downtime action. A Luck Charm is never automatically restored or recharged. Consumable.
- 3 Robe of Illusion ◯: A piece of jewelry imbued with illusion. Speaking a command word creates the appearance of any clothing. Works best when naked. Increases effect on Consort rolls but creates rumors. Conspicuous.
- 3 Warding Charm ◯: A mystic item designed to ward against creatures linked to a specific Power, all Summoned creatures, or all Spirits. Improves position in conflicts against this kind of creature. Common, Rare.
- 4 Pipe of Remembrance ☐: When you smoke this pipe, you can shape the smoke to play out various scenes, which 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, up to its maximum length, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object, unfasten itself, knot or unknot itself, or coil itself for carrying.
- 5 Horn of Alarm ☐: When you blow the horn, only your crew and those you think of can hear it. It can be heard over extreme distances. 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 extreme temperatures.
- 6 Belt of Many Pouches ☐: This belt has an interior space considerably larger than its outside dimensions, holding 3 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 warm. While wearing them, you ignore cold climates, improve your position against cold attacks and powers, and are not hindered by snowy or icy ground.
- 6 Cloak of Elvenkind ☐: The pattern on this cloak blends into your surroundings, granting increased effect on Prowl rolls to sneak and hide. Conspicuous. People dislike feeling watched without 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 while naming the target. Instead of the holder's reflection, the mirror presents scenes from the target’s past. The information is accurate but random, cryptic, and presented out of order. The mirror provides visions for up to 1 minute, then returns to normal and cannot be used again until the next sunset.
- 6 Mystic Compass ☐: A compass with a Magic lodestone 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 include a pendulum or lodestone.
- 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 the cost of 1 stress. When you disappear, you leave behind a cloud of smoke and reappear in a similar cloud at your destination. Conspicuous.
- 7 Cloak of the Bat ☐: This dark cloak is made from short-haired bat pelts. You can grip the edges with both hands to fly with speed and agility. If you let go of the cloak's edges while flying, you lose this ability. You can also transform into a bat for 1 stress, which may work as a setup action for other actions but imposes penalties in some situations. All the cloak’s powers fail in bright light.
- 7 Horn of Valhalla ☐: This silver-adorned ox horn depicts a procession of warriors. You can blow it for 1 stress to summon thug cohorts (p. 96) sufficient to give you scale (p. 211). They fight fiercely for you as long as they perceive you as an honorable war chief. They gradually disappear over the next hour or when defeated or dismissed. Blowing the horn again replaces any lost warriors. Later warriors will recall the events witnessed by earlier ones. Rare, Volatile. The warriors will turn on a knave or coward.
- 7 Peacock Robe ☐: This robe is adorned with an eye pattern. While wearing it, you see in all directions at once, negating scale and granting +1d on Insight resistance rolls.
- 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 Handy Haversack ☐-☐: This bag has an interior space considerably larger than its outside dimensions, holding 6 load.
- 8 Cauldron of Plenty ☐: This green-patinated copper cauldron is 1 meter wide, weighs 25 kilos, and holds up to 120 liters of liquid. Embossed images of satyrs and nymphs in repose adorn its bulging sides. If water is poured in and stirred for 1 minute, it transforms into hearty stew, providing one nourishing meal per liter of water. It can't be used again until the next sunrise. The cauldron’s exterior stays safe to touch despite the heat. Artifact.
- 8 Bag of Holding ☐-☐-☐-☐: This large bag has an interior space considerably larger than its outside dimensions, holding 12 load.
- 9 Cloud Chariot ☐: Up to eight draft animals can pull this chariot, with one rider per puller. Speaking a command word for 1 stress causes the chariot to take off and fly as long as it remains in motion. If it stops mid-air, it descends. The flight does not alarm the draft animals, which continue pulling as if on the ground.
- 9 Luckstone ☐: While this raw agate is on your person, you can use it once per score to negate the stress from a resistance roll.
- 10 Daern's Instant Fortress ☐: Placing this 1-inch adamantine cube on the ground and speaking a command word causes it to rapidly expand into a fortress. The fortress remains until dismissed by command, which only works if it is empty. The structure is a square, 6 meters per side and 10 meters high, with arrow slits and a battlement. The adamantine door opens only at your command or through exceptional Wreck or Tinker rolls. Artifact.
- 10 Portable Hole ☐: This fine black cloth unfolds into a 3-meter-radius sheet. When placed on a solid surface, it creates a 3-meter-deep extradimensional space. The hole remains until folded up again. Artifact, Volatile. Occasionally, an ethereal traveler—usually a spirit—is caught in the hole.