The following is a list of magical objects which may be used in the GM's world as desired. They illustrate the ways in which the mechanics of the magic system may be used to create such items, and to give GM's ideas for further items. Many of these items could be increased or decreased in power by varying the statistics of the magical spirits inhabiting them.
C.1.1 Amulet of Protection
Description: A bronze armband engraved with runes of light.
Mechanics: Bound Guardian of Light; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: The guardian will astrally attack anyone making a hostile move towards the wearer of the amulet, provided that person is within line of sight. The initiative for the astral attack is 42, the strike chance is 126% and the damage value is 13. The amulet can attack in this way up to 25 times. In addition, the wearer will be warned of any presence nearby in astral space, such as magic, by a tingling sensation from the amulet.
C.1.2 Amulet of Stealth
Description: A small metal statuette representing a slyph.
Mechanics: Bound Guardian of Air; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: The amulet is designed to be attached to a vehicle. It may be activated by voice or touch. When activated, it will make the vehicle invisible and silent. The maximum size of the vehicle must be no greater than 7.5 metres across. The normal rules for disbelieving glamour apply.
C.1.3 Armour of Stone
Description: A breastplate of steel with a earth rune engraved on it.
Mechanics: Bound Guardian of Earth; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: The breastplate has an armour value of 18. In addition it gives an armour value of 8 against all astral attacks to the wearer. The magic will withstand 25 attacks, after which the armour will function as a normal breastplate with an armour value of 10.
C.1.4 Assassins Dagger
Description: A dagger of black metal with runes of dark engraved along the blade.
Mechanics: Bound Faerie of Dark; Str. 6, CoO. 26, Con. 6, Per. 16, Int. 6
Effects: The physical strike chance and damage when using the weapon in combat are calculated as usual for a dagger. When the weapon is wielded in combat, a single strike is rolled as normal. However, the sword also makes an astral attack at a strike chance of 96% with a damage of 3, using the same die roll. If the strike roll is successful for both the physical and astral attacks, then add the damages together and apply a single result. If it is successful for one attack but not the other , then apply only the appropriate damage. The dagger will make up to 6 astral attacks, after which it is treated as an ordinary dagger.
C.1.5 Boots of Speed
Description: A pair of soft leather boots marked with earth runes.
Mechanics: Animating Diety of Earth; Str. 50, CoO. 50, Con. 50, Per. 50, Int. 50
Effects: The wearer of the boots can travel at a speed of up to 16 kilometres per hour for unlimited distances without suffering any fatigue from the effort of walking. In combat, the wearer of the boots will have a movement rate of 16, though their stats will remain unchanged.
C.1.6 Book of Enchantment
Description: A heavy volume bound in black leather.
Mechanics: None.
Effects: This book can give a character experience in Occult skill, and also positive modifiers when performing any of the following rituals; Binding, Possession, Animation and Purification. The book is written in the dark runic language. In order to learn Occult skill from the book, a character must use study time. The book can increase the characters Occult skill up to a maximum of 80%. When used to assist a ritual, the character must make a dark runic skill roll. If successful, the book gives a +50% modifier to the ritual succeeding. If the language roll is failed, the modifer is -50%.
C.1.7 Cloak of Invisibility
Description: A simple cloak inscribed with air runes.
Mechanics: Bound Guardian of Air; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: When the wearer wraps the cloak around them, they will be invisible and soundless. The cloak can be used 25 times. Anyone who has reason to suspect that the cloak is being used may make a perception roll to see the wearer. The modifiers for this are given in the section on Glamour. The cloak effects two senses; sight and hearing.
C.1.8 Dark Codex
Description: A book bound in human skin.
Mechanics: None.
Effects: This book details the conjuring of a dark lord. The book is written in the dark runic language. In order to understand the book, a character must make a dark runic skill roll. If successful, the character gains a modifier of +100% in conjuring a dark lord. If the roll is failed, the modifier is -100%. The book was written by an adept who was possessed by a dark lord, and shortly after was driven mad by the experience. A character performing the ritual detailed in the book must observe all the usual requirements, for example the ritual must be performed within a pentacle when wearing black robes and burning the correct type of incense. The ritual takes 24 hours to perform. Although the book describes the ritual in detail, it gives no instructions on how to deal with the dark lord once it has been conjured.
C.1.9 Dragon Lance
Description: A carved wooden lance with a metal point.
Mechanics: Bound Diety of Fire; Str. 50, CoO. 50, Con. 50, Per. 50, Int. 50
Effects: The physical strike chance and damage when using the weapon in combat are calculated as usual for a lance. When the weapon is wielded in combat, a single strike is rolled as normal. The lance is intelligent and will recognise when it is being used against a dragon. When this happens, the lance also makes an astral attack at a strike chance of 300% with a damage of 25, using the same die roll. If the strike roll is successful for both the physical and astral attacks, then add the damages together and apply a single result. If it is successful for one attack but not the other, then apply only the appropriate damage. The lance may make up to 50 astral attacks.
C.1.10 Demon Sword
Description: A two-handed sword of black metal with dark runes engraved along the blade.
Mechanics: Diety of Dark under Pact; Str. 50, CoO. 50, Con. 50, Per. 50, Int. 50
Effects: The physical strike chance and damage when using the weapon in combat are calculated as usual for a two-handed sword. When the weapon is wielded in combat, a single strike is rolled as normal. However, the sword also makes an astral attack at a strike chance of 300% with a damage of 25, using the same die roll. If the strike roll is successful for both the physical and astral attacks, then add the damages together and apply a single result. If it is successful for one attack but not the other , then apply only the appropriate damage. The sword was created by conjuring the diety and then making a pact with it. The diety will continue to inhabit the sword as long as its owner ensures that there is plenty of opportunity for combat. If the diety becomes restless due to lack of mayhem, it may decide that the terms of the pact have been broken. If this happens, the diety will cease to be bound to the sword and will probably attack its owner.
C.1.11 Fire Arrows
Description: The flights of these otherwise ordinary-looking arrows are made of feathers which form fire runes.
Mechanics: Bound Faerie of Fire; Str. 6, CoO. 26, Con. 6, Per. 16, Int. 6
Effects: The physical strike chance and damage when using the arrows in combat are calculated as usual for a longbow. When the arrows are used in combat a single strike is rolled as normal. However, the arrow also makes an astral attack at a strike chance of 96% with a damage of 3, using the same die roll. If the strike roll is successful for both the physical and astral attacks, then add the damages together and apply a single result. If it is successful for one attack but not the other , then apply only the appropriate damage. If recovered, each arrow can make up to 6 astral attacks, after which it is treated as an ordinary arrow.
C.1.12 Flying Carpet
Description: A carpet with a complex geometric pattern. The patterns form runes of air.
Mechanics: Animating Diety of Air; Str. 75, CoO. 60, Con. 50, Per. 35, Int. 30
Effects: The carpet can carry one person at 20 kilometres an hour for an unlimited distance. Two people may be carried at 15 kilometres per hour for up to 6 hours, or three at 10 kilometres per hour for 6 minutes, after which the carpet will not move for another 6 hours. The carpet will fly in whatever direction it is directed to. It will respond to simple commands (up, down, left, right etc.) in whatever language they are spoken.
Description: A glass bottle with a neck ringed in metal. A metal stopper is joined to the neck by a fine chain..
Mechanics: Warding against Air magic. Guardian of Air; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: The metal neck of the bottle is engraved with warding runes, and the guardian is held in the bottle by the warding. When the stopper is removed from the bottle, the warding is broken, and a cloud of vapour is released and the guardian will manifest. This guardian is not pleased with being imprisoned in the bottle. It will claimed to follow all the instructions of the person who released it, but will always twist these instructions to make as much trouble as possible. The guardian is intelligent and can understand many languages. The only way to get rid of the guardian will be to persuade it to leave (not easy), to fight it astrally or to somehow trick it into returning to the bottle. If the stopper is replaced with the guardian inside, then the warding is resealed and the guardian trapped again.
C.1.14 Gloves of Strength
Description: A pair of studded leather gloves, the studs marking out a pattern in earth runes.
Mechanics: Animating Guardian of Earth; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: The gloves increase the wearer's Might to 26. If the wearer's Left or Right Hand stat values are less than 16, then these stats are also increase to 16 when wearing the gloves. The wearer's Strength, Co-Ordination and unarmed damage value should be recalculated accordingly when wearing the gloves. The gloves have an armour value of 12 against physical damage.
Description: A life-size clay figure of a man which has an earth rune inscribed on its forehead.
Mechanics: Animating Guardian of Earth; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: The golem can be used to guard a room or building, or it may be used as an assassin. It will serve the adept indefinitely. The golem has an armour value of 18. It may only make physical attacks, which are calculated as per normal physical combat using its stats. It will respond to simple commands (forward, back, stop etc.) in any language. More complex commands should be spoken in the earth runic language.
C.1.16 Hand of Steel
Description: A right-handed metal arm engraved with tatoo-like earth runes.
Mechanics: Animating Guardian of Earth; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: This item is designed as a magical replacement for someone who has lost an arm. It is a right-handed metal arm animated by a gnome. The arm is engraved with tatoo-like earth runes. The arm has an armour value of 18 against physical damage, plus the armour value of whatever is worn over it. The arm gives a Right Hand stat value of 16 to the wearer. The wearers Might stat should be recalculated to be the average of their original Might and the Might of the hand, which is 26. However, when only using the right hand, the Might of the wearer is considered to be 26. For example, this means that the wearer has a damage value of 3 when performing a right-handed punch.
C.1.17 Healing Cup
Description: A shallow metal cup with a short plain stem and runes of light engraved around the rim.
Mechanics: Bound Diety of Light; Str. 50, CoO. 50, Con. 50, Per. 50, Int. 50
Effects: A single drink from the cup will heal a Maim or lesser combat result. A Destroy combat result may be healed with two drinks from the cup. The cup cannot restore life. After each drink, the cup will refill, up to a maximum of 50 times.
Description: A small metal statuette.
Mechanics: Animating Faerie of Light; Str. 6, CoO. 26, Con. 6, Per. 16, Int. 6
Effects: The homunculus is able to assist the adept to the extent of it's limited intelligence, and may be used to fetch and carry small items, such as books, and clean up the laboratory and library. It will only respond to commands given in the light runic language.
C.1.19 Love Potion
Description: A white liquid made of a mixture of lilies crushed into milk.
Mechanics: Bound Guardian of Light; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: When making the potion, a guardian of light must be conjured, and then the adept must make a potions skill roll and a binding ritual roll for the magic to bind to the mixture. Should the adept manage to persuade someone to drink the mixture, the victim will be possessed by the magic provided that their Willpower is less than 21. They will then immediately fall in love with the adept.
C.1.20 Mirror of Likeness
Description: A small round mirror set in a engraved metal frame with a bone handle.
Mechanics: Bound Guardian of Light; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: The mirror has the ability to change the owner's appearance and voice to appear as someone else. First the owner must locate the intended target, and capture their image by reflecting it in the mirror. Then the owner must gaze into the mirror. The mirror will then perform a glamour on the owner to make them appear and sound like the target. The normal rules for disbelieving glamour apply. The mirror can perform this service up to 25 times.
C.1.21 Pixie Dust
Description: A small leather bag containing sparkling dust.
Mechanics: Bound Faerie of Light; Str. 6, CoO. 26, Con. 6, Per. 16, Int. 6
Effects: When a pinch of dust is thrown over a target, they will experience hallucinations created by visual glamour. This may serve to distract or confuse them. There is enough dust in the bag for 6 uses.
C.1.22 Portrait of Eternal Youth
Description: A framed sheet of canvas, on which have been painted runes of dark.
Mechanics: Bound Guardian of Dark; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: When the portrait has no owner, it's surface depicts the original runes used to create the binding. However, the moment it comes into someone's posession, the portrait will immediately depict it's owner. From that moment on, the owner will appear to never age as long as the portrait is in their possession. However, the image displayed by the portrait will age, showing the owner as they would appear if the portrait was not in their possession. The illusion is maintained by means of a visual and tactile glamour. The portrait does not have to always be within line of sight of the owner in order for the glamour to be maintained, due to the effect of contaign. The portrait can negate the apparent effects of up to 25 aging rolls which affect Charisma, regardless of the number of owners through whose hands it passes. The owner or GM should keep track of the actual and apparent Charisma stats of the owner. Should the owner ever lose possession of the portrait, their apparent Charisma stats will alter to their true values.
C.1.23 Ring of Darkness
Description: A black metal ring engraved with dark runes on the inside.
Mechanics: Bound God of Dark; Str. 75, CoO. 75, Con. 75, Per. 75, Int. 75
Effects: When the ring is worn, the wearer cannot be seen, heard, touched or smelt. Unfortunately they also become possessed by the dark god, provided that their Willpower is less than 75. When possessed, they will see their ownership of the ring to be the most important thing in the world, and they will believe that everyone around them wants to steal the ring from them. The possession will last as long as they remain the ring's owner. Over time, a glamour will form over the owner of the ring, causing them to appear stunted and hideous. Their Charisma will fall by 1 for every month that the ring is in their possession (or they are in its).
Description: A broadsword with runes of light engraved along the blade.
Mechanics: Bound Diety of Light; Str. 50, CoO. 50, Con. 50, Per. 50, Int. 50
Effects: The physical strike chance and damage when using the weapon in combat are calculated as usual for a broadsword. When the weapon is wielded in combat, a single strike is rolled as normal. However, the sword also makes an astral attack at a strike chance of 300% with a damage of 25, using the same die roll. If the strike roll is successful for both the physical and astral attacks, then add the damages together and apply a single result. If it is successful for one attack but not the other , then apply only the appropriate damage. On the 50th strike of the sword, it will shatter as the diety is released.
C.1.25 Soul Sword
Description: A broadsword with runes engraved along the blade.
Mechanics: Animating Revenant; Str. 16, CoO. 19, Con. 17, Per. 19, Int. 15, Broadsword 80%
Effects: This sword contains the trapped soul of a master swordsman. It may be used in physical combat as a normal broadsword, but the strike chance is calculated as if the wielder has a broadsword skill of 80%. The spirit of the swordsman has a conscience. If the wielder of the sword tries to use the sword for unjust ends, for example, attacking an unarmed target or attempting to rob someone, then the strike chance should be calculated using the broadsword skill of the wielder, with a -80% modifier as the sword tries to resist.
C.1.26 Spirit Boat
Description: A small wooden boat with a carved wooden figurehead of a mermaid on the prow.
Mechanics: Animating Diety of Water; Str. 70, CoO. 60, Con. 60, Per. 30, Int. 30
Effects: The boats figurehead represents the diety. The boat can travel at 20 kilometres an hour for an unlimited distance, regardless of weather. It does not require sails or oars to move it, but will simply travel in whichever direction the rudder steers it as long as someone is manning the rudder.
C.1.27 Spirit Trap
Description: A small lead box ringed with runes.
Mechanics: Warding versus Dark, Earth, Air, Fire and Water.
Bound Guardian of Light; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: When the box is opened, the warding is broken. The guardian will then enter into astral combat with any magical presence within line of sight, provided that the target is not Light magic. The initiative for the astral attack is 42, the strike chance is 126% and the damage value is 13. If the target is defeated, the guardian will bring it to the box. The box can then be closed, trapping target within it. When the box is opened again, the trapped spirit will be released and the guardian must again restrain it, or else it must be dealt with by other means. The box can be used in this way up to 25 times.
Description: A carved wooden staff.
Mechanics: Bound Diety of Fire; Str. 50, CoO. 50, Con. 50, Per. 50, Int. 50
Effects: When the wielder of the staff utters the word "fire" (in any language), the staff will emit a bolt of flame. The unfortunate target of this effect will be briefly engulfed in flame. The strike chance for this attack is 100%, and the damage is 9. The effective range is 50 hexes and extreme range is line of sight. The staff may be fired up to 50 times.
C.1.29 Voodoo Doll
Description: A small figure made of wax.
Mechanics: Bound Guardian of Dark; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: An item belonging to the intended victim must be attached to the figure, such a scrap of clothing or a lock of hair. The victim is located through contaign. The guardian must travel to the victim, so the effect may be delayed by hours or even days, depending on distance. Piercing the figure with a needle will cause the guardian to attack the victim astrally. The strike chance of this attack is 126% and the damage is 13.
C.1.30 Wishing Ring
Description: A plain metal ring. The ring has tiny runes of light engraved on the inside.
Mechanics: Three Bound Faeries of Light, each with; Str. 6, CoO. 26, Con. 6, Per. 16, Int. 6
Effects: Whenever the wearer of the ring speaks the words "I wish...", one of the sprites is released and will attempt to carry out the spoken wish that follows these words, if a successful spell roll is made by the wearer. The wearer does not have to be an adept. The chance of the spell succeeding is five times the will of the wearer, minus 6 (the will of the sprite), minus any modifiers incurred from not speaking the wish correctly in the light runic language. For example, if the wish is spoken in another language, an additional modifier of -40% is applied. The wish may be beyond the capabilities of the sprite, but the magic will always try to fulfill it to the best of it's abilities if the spell roll is made. For example, the wearer of the ring may wish to be forever young, and the sprite could perform a visual glamour to make the wearer appear young for the remainder of the day . If the spell roll is not made, the sprite is free to become creative with the effects of the wish. For instance, in the above example the wearer could be made to appear as ten years old for a few hours. Because the binding is non-specific, one sprite is released each time a wish is spoken, so the ring is only good for three wishes.
C.1.31 Witch Compass
Description: A small spherical framework of thick brass wires, within which an engraved brass pointer is suspended that is free to rotate in any direction. Attached to the bottom of the sphere is a hook.
Mechanics: Bound Faerie of Dark; Str. 6, CoO. 26, Con. 6, Per. 16, Int. 6
Effects: If an object is hung from the hook, the pointer will swing to point in the direction of the owner of the object, regardless of distance. The compass operates through the principle of contaign. It may be used up to 6 times, after which it may be recharged by conjuring and binding another imp.
C.1.32 Witches Broom
Description: A ordinary wooden broom, carved with dark runes.
Mechanics: Animating Guardian of Dark; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: The broom can carry one person at walking pace (3 kilometres per hour) for up to 6 minutes at a time, after which it may not be used for another 6 hours. The broom will fly in whatever direction it is steered.
Description: A walking corpse.
Mechanics: Animating Guardian of Dark; Str. 26, CoO. 16, Con. 25, Per. 21, Int. 21
Effects: The zombie can be used to guard a room or building, or it may be used as an assassin. It will serve the adept indefinitely, although the body will continue to rot and will eventually become a skeleton. The zombie has an armour value of 18. It may only make physical attacks, which are calculated as per normal physical combat using its stats. It will respond to simple commands (forward, back, stop etc.) in any language. More complex commands should be spoken in the dark runic language.
C.2 Spells
The following are examples of how spells may be used in practice. The names and language used are examples only, and the GM should feel free to change or adapt these where necessary for their own games.
C.2.1 Feytetch's Spellbook
Feytetch is adept of earth magic. This spellbook is written in the earth runic language and all the spells listed must be spoken in the same language. The target of a spell is indicated by the relevant pronoun; mal (him), arn (her), es (it) or esvay (them). If there are multiple targets, these can be indicated by using du (also). If no main target is indicated, the target is the adept. For example, invisibility and silence on the adept and others can be cast by using, "Fa-loren, Fa-Miron du esvay". Some spells may be cast using gestures. All spells require that the magic is first conjured.
Unseen Fa-Loren; Invisibility by glamour.
Unheard Fa-Miron; Silence by glamour.
Unfelt Fa-Gelin; Tactile glamour causing the target to be undetectable by touch.
Unsmelt Fa-Telan; Glamour causing the target to be undetectable by smell.
Disguise Loren e; Literally, "appear as". Must be followed by the name of a person or persona.
Scare Tehain; The magic will form a glamour designed to scare. The nature of the glamour will vary.
Distract Viath; As Tehain, but the glamour will be designed to distract rather than scare.
Kill Tain; Can be cast by gesture. The target is indicated and then the adept slams a fist into an open palm.
Subdue Elas; Attack until the target ceases to resist.
Restrain Sharl. Attempt a Restrain combat action.
Fetch Silneth; The object to be fetched must be within line of sight or indicated by contaign.
Movement Elmir; Earth magic does not permit flying, but this may be used to pass over water or unsteady ground.
Move through Elmir Shilon; Allows passage through solid objects. The object must be indicated by gesture.
Move below Elmir Duin; Allows passage through the earth to avoid an obstacle.
Physical watch Cairin Var; The adept is warned if anyone approaches in physical space.
Astral Watch Cairin Dul; As Physical Watch, but for astral space.
Cancel Achallan; Cancels a spell currently effective that was cast by the adept.
Manifest Duriath. Causes conjured magic to appear in the physical world. The appearance of this will vary.
Heal Moreal. Heal the target to the best of the magic's abilities.
C.2.2 A Magical Combat
Albrecht the magician (Str. 14, CoO. 13, Con. 14, Per. 15, Int. 20) and Bongo and Candy, his apprentices (both with Str. 18, CoO. 17, Con. 15, Per. 16, Int. 13) are approaching the Great Hall of Pong. Their way is blocked by a Golem (see C.1.15). The Golem, with an initiative of 37, would normally move first, but its instruction are only to stop anyone trying to enter the Great Hall, so it defers its move. Bongo, with an initiative of 33, now sees his chance for glory. He points the Staff of Tim (see C.1.28), which he is carrying for his master, at the Golem and yells, "Fire!". The range to the Golem is 5 metres (3 hexes). Bongo rolls 01% for the strike on the Golem. The damage is therefore quadrupled to 36. Bongo then rolls 2d10 for the damage, with a result of 12. The total damage on the Golem is therefore 48. The armour value of the Golem is 18, so the damage result is 30, a destroy. Bongo did not specify a specific location for his strike, so the location defaults to the torso. Bongo rolls 3 on 1d6 for where on the torso, the result being chest. The Golem's chest is destroyed in a bolt of flame and the clay body crumbles to dust. This was a tactical mistake. The Staff of Tim does only physical damage, and the guardian spirit animating the Golem is unharmed. The GM rules that the guardian is sufficiantly annoyed by being treated this way that it will attack. It previously deferred its move, so it attacks immediately. It has a strike chance of 126% and a damage of 13 in astral combat. The GM rolls 50% for the strike and 10 for damage. The result is a wound. This is treated as whole body damage and no armour is used because it is an astral attack. Green light streams from the crumbled remains of the Golem and envelops Bongo, who falls to the ground. Candy moves next. She attempts to conjure a sprite. She has a skill of 40% in Conjure Sprite and 30% in the runic language of light. She rolls 25% for the conjuration, and the sprite appears as a white light above her head. She tells the sprite to attack the guardian. The chance of this spell working is 5 times her willpower , minus that of the sprite (6), minus 10% for her lack of language expertise. This comes to 49%. She rolls 40%. Albrecht, with an initiative of 28, now moves. He draws his Runesword (See C.1.24) and strikes. The GM ignores the physical strike, since the guardian cannot be harmed by it. However, the diety within the sword also attacks the guardian astrally. Albrecht rolls 50% for the strike and 20 for the damage. The guardian is banished. It is now the next round of combat. Candy's sprite still remains, but it has no target. Being a good spirit, the GM rules that it attempts to heal Bongo's wound instead. Bongo's wound is reduced to an injury. He sits up groggily.