Wyrmmagicitems

wyrm

Core Book

Healing Potion
This vial contains a red bubbling liquid that heals 1d6 HP when quaffed.

Mana Potion
This vial contains a blue bubbling potion that restores 1d6 Mana points when quaffed.

Guuntlets of Titanic Strength
These large gauntlets cause 2d6 damage when used for unarmed attacks.

Feathered Cloak
This cloak is completely covered by raven feathers that slow every fall, so that the wearer does not sustain any damage from the fall.

Warmage Armor
This plate armor from the time of the Imperium uses special enchantments to allow casters to wear it without penalty. Its statistics are equal to normal plate armor, but its AP is 0.

Runeblade
This rune covered sword ignores any armor. Attack rolls with this weapon are made against basic Defense.

Discovered Lore

Breath Pearl
A beautiful ocean pearl that, when swallowed, allows the user to breathe underwater (as the Breathe Water talent) for three days. Once the pearl is swallowed, it is destroyed.

Catfoot Amulet
A silver or gold chain anklet with small charm in the shape of a cat. When worn, it grants the wearer a +2 bonus on all Rogue rolls to move without being heard.

Mask of Thorns
This plain white porcelain mask is lined on the inside with small, sharp thorns. When worn, the thorns dig into the flesh of the wearer. While the mask is being worn, the wearer can appear to others as a nondescript human of the same sex and build, hiding any obvious distinguishing features. This means that while the mask is worn, if the user has the Outcast negative talent, the mask suppresses the penalty. However, while the mask is worn, the user suffers 1d6-2 damage per hour that cannot be healed until the mask is taken off. The mask cannot be used by anyone abnormally large or small (such as a mountain giant, or a halfling or simian) unless it was specially crafted for a user of that size, and even then it will not hide the user’s abnormal size.

Stoneskin Rune
A polished semi-precious stone marked with a rune of endurance. When invoked, it grants the user the Tough as Nails talent (damage taken from each individual attack is reduced by 2) for one hour. Once invoked, the rune shatters and cannot be used again. If invoked by a character with the Tough as Nails talent, it has no effect, but still shatters.

Talestick
A two- to three-foot long stick an inch thick, peeled of bark and rubbed smooth. When activated, this stick stores perfect recall of one story or set of information of similar length. Symbols and pictures appear on the stick related to the information it is storing. Once the information is retrieved, the symbols disappear and the stick is “empty”, ready to be used again. Only one story or set of information can be stored at any given time.

Wolf Belt
A belt constructed from the hides of slain werewolves, decorated with bone fetishes. When put on, it transforms the user into a wolf as per the Wolfchange talent; the belt shifts with the user. The user can change back at will, in which case the belt falls off, ready to be put on again. Werewolves will attempt to kill anyone using a wolf belt, stopping at nothing.

From the Imperial Forges

Changestave
This simple whitewood stave can extend or retract on command, shrinking so as to fit within the palm or growing up to 10 yards in length or any length in between. This makes it extremely versatile; it can be easily concealed, used as a baton or staff in combat, used as a walking stick, used for poling rafts and boats over shallow water, or for bridging gaps shorter than its full extended length. The Changestave has the same traits as the staff when used in combat.

Holy Sword
This gold-hilted, silvery blade is bane against the undead, inflicting 2d6 damage to skeletons, zombies, vampires, and their ilk.

Enchanted Armor
The most common of enchanted armors, these suits and shields are unusually durable and permit the flow of arcane energies more effectively. Enchanted armors and shields gain a +1 Defense bonus and reduce their Armor Penalties by 1. Roll 1d6 to determine the type, then another 1d6 to determine the actual armor/shield:

roll 1: Type
1-4: Armor, 5-6: Shield

roll 2: Actual armor/shield
• Armor - 1: Leather, 2: Scale, 3: Lamellar, 4: Chain, 5: Light Plate, 6: Heavy Plate
• Shield - 1-2: Small Shield, 3-5: Large Shield, 6: Tower Shield

Enchanted Weapon
The most common of enchanted weapons, these blades, bows, and bludgeons are beautifully crafted, balanced, and powerful, providing a +1 bonus to attack and damage rolls. Roll 1d6 to determine the type, then another 1d6 to determine the actual weapon:
roll 1: Type
1-3: Blade, 4: Bludgeon, 5: Bow, 6: Other
roll 2: Actual Weapon
• Blade - 1-4: Sword, 5: Dagger, 6: Two-Handed Sword
• Bludgeon - 1-3: Warhammer, 4-5: Mace, 6: Two-handed Mace/Warhammer
• Bow - 1-4: Bow, 5-6: Longbow
• Other - 1-2: Axe, 3-5: Spear, 6: Two- Handed Axe

Flameblade
The blade of this blackened sword bursts into flame on command. It causes 1d6+1 damage when wreathed in fire and may set flammable enemies alight. It also provides light like a torch when ablaze.

Lightning Spear
When thrown, this etched, silver-bladed spear transforms into a bolt of lightning, streaking towards its target. Its thrown range is 40 yards and it inflicts 1d6+2 damage if it hits. It instantly returns to its wielder’s hand whether it hits or not.

Venomblade
This cruel dagger can be commanded to drip venom. The lethal poison does its normal damage and effects in addition to the damage caused by the dagger itself. The poison can only be invoked and used once per day.

Antidote Potion
This vial contains a yellow bubbling liquid that immediately eliminates any poisons and diseases in the drinker when quaffed.

Bearsark
This fine bearskin cloak uses the bear's head as a hood and its clawed paws as a clasp. Once per day, the wearer can invoke its power, turning into a bear for one hour. The character cannot talk, cast spells, or use tools or magical items while transformed, and calculates their abilities using the following template:
Attributes: Highest of character or bear in each case.
HP: Highest of character or bear. If the character loses more HP in bear form than they naturally have, they will die when they turn back unless healed first.
Mana: As character.
Defense: Recalculate using appropriate Attributes, but without armor or magical items, +2 for thick fur.
Attacks: As bear.

Bountiful Purse
1d6 silver pieces may be pulled from this silk purse each day. The coins are real.

Conjuring Cap
This wide-brimmed, pointed felt hat produces random things when the user reaches in and pulls something out. The cap may be used 1d6 times per day, and each time it is used roll 1d6 to see what it produces:
1: A bunch of 2d6 fresh, fragrant roses.
2: A collection of 2d6 colorful scarves.
3: A collection of 2d6 colorful ribbons.
4: A handful of confetti and glitter.
5: A white dove, alive and well.
6: A white rabbit, alive and well.

Dragon's Breath Potion
This vial contains an orange bubbling potion that enables the consumer to breathe a gout of flame on anyone in melee range. This attack uses the Rogue attribute and does 2d6 damage, possibly setting a flammable enemy alight.

Dragonskin Cloak
Carefully crafted from scaled dragonhide, this cloak provides the wearer with amazing to resistance to the damage inflicted by all but the most intense of flames. Any fire damage the character suffers is reduced by 6.

Dragon Tooth Bag
This leather pouch contains 2d6 carved dragon's teeth. Each tooth, when thrown on earthy ground, instantly grows into a skeleton warrior under the command of the user. A skeleton serves for one hour. A tooth can only be used
once.

Headband of Revelation
This fine headband features an elaborate eye design stitched onto its front with gold thread. The wearer can see any magical objects or beings within 5 yards, including those hidden or using invisibility. The headband can only be used in this manner once per day for an hour.

Horn of Plenty
This carved animal horn provides food when commanded once per day. Enough assorted fresh fruit such as apples and grapes spills forth to serve as 2d6+4 meals, but spoils if not consumed within a day.

Love Potion
This vial contains a bubbling purple fluid that causes anyone imbibing it to fall madly in love with the next species-compatible individual they see, including their own reflection. The effects can be resisted with a Mage check vs. DL7, but if they are not resisted they last for 1d6 hours. Someone under the influence of a love potion absolutely trusts the individual they have fallen in love with, cannot bear to be parted from them, spends all of their time trying to win their affection, will do nearly anything to please them, and absolutely will not attack them. However, if someone enchanted by a love potion is asked by their love to do something strongly counter to their normal nature, they can make another roll to throw off the potion’s influence.

Luck Potion
This vial contains a bubbling green fluid that grants 1 fate point when quaffed. If not used, the fate point disappears after a day.

Magic Beans
This leather pouch contains 2d6 purple beans. When a bean is thrown on earthy ground it grows into a thick, tangled, easily-climbed beanstalk, as tall as is necessary for the user to reach the location they wish to climb to. For example, if the user wishes to reach the top of a tall castle’s tower, when he throws down the bean, the stalk will grow up the tower to the top. A bean can only be used once.

Mermaid's Ring
This strange ring appears to be made of soft, artfully woven silk-like strands of golden hair. When donned, it enables the wearer to breathe water as easily as air, though stagnant or polluted water can still prove dangerous or unbreathable. Unfortunately, while the ring is donned, the wearer cannot breathe air.

Rat King's Flute
This carved wooden flute summons a pair of giant rats to protect the musician when played and invoked. The rats protect the flutist for as long as he or she continues to play the flute, and disappearwhen the music stops or they are destroyed. The flute can be used in this way once per day.

Serpent Staff
When thrown upon the ground, this carved wooden staff turns into a venomous snake under the command of the user. The snake serves for 1d6 hours before turning back into a staff, but turns back instantly if slain. It can only be
used in this manner once per day.

Soup Stone
Dropped into any container of water up to the size of a large cauldron, the soup stone transforms it into a delicious, savory soup. It can be used to do this once per day.

Stone Horse
This beautiful white marble statuette of a horse is small enough to be carried in a belt pouch. When invoked, it transforms into a magnificent white warhorse. It remains a warhorse for 1d6 hours or until slain, returning to statuette form. It is utterly tireless, and needs not rest nor food when active. It may only be invoked once per day.

Winged Boots
These elegantly stitched leather boots sprout fluttering wings at the ankles on command, bearing the wearer aloft. The wearer can fly for an hour as swiftly as a bird of prey. When in flight, the wearer enjoys a +3 Defense bonus. The boots can only be invoked once per day.

From the Imperial Forges 2

Amazonian Bracers
These fine silver bracers are inscribed with starshaped sigils and provide the wearer with a +2 bonus to Defense against physical ranged attacks only such as arrows and thrown knives, as they deflect them.

Belt of Might
This broad leather belt is inset with etched decorative metal plates and grants the wearer a +1 bonus to their Warrior attribute.

Changeling Vizard
This featureless white mask can change it appearance to perfectly mimic the face of any individual the wearer has seen and studied for at least a minute. It provides no other qualities of the individual whose face it mimics, however.

Crystal Ball
This polished crystal orb is a tool of divination; when infused with 1 Mana it provides hazy glimpses of the future pertaining to the user or another individual as selected by the user. These glimpses should be cryptic but potentially useful and are provided by the GM.

Dancing Blade
This amazing sword fights on its own when instructed by its owner, floating and slashing through the air as if wielded by an invisible swordsman. It can only be activated once per day and remains active for 10 combat rounds or until beaten before returning to its scabbard.
It has the following abilities:
Attributes: Warrior 5
HP: 10
Defense: 10
Skills: Swords
Damage: 1d6

Dragonslayer
This impressive sword is bronzed with heat and etched with runes. It does 2d6 damage to drakes, dragons, and other related species.

Everful Quiver
This beautifully stitched leather quiver only contains a single arrow and resists all efforts to place more within it. However, when the arrow is drawn, another magically appears making the supply of arrows limitless. The arrows are completely mundane, and disappear after 2 combat rounds once drawn so they cannot be stocked up.

Flaming Arrows
2d6 of these ebony-shafted bronze-tipped arrows are found, suitable for a bow or longbow. They burst into flame when loosed, adding +1 to the normal damage of the bow. They may set flammable enemies alight.

Folding Boat
This small boat, equipped with a pair of oars and small sail and large enough to seat six, mystically folds up like paper when instructed to by its owner, becoming a wooden tile that easily fits within a belt pouch.

Pixie Dust
This leather pouch contains glowing golden powder, enough for 2d6 applications. One application enables an individual to fly for an hour as swiftly as a bird of prey. When in flight, the wearer enjoys a +3 Defense bonus.

Potion of Might
This vial contains a bubbling indigo fluid that provides the drinker with a +1 bonus to their Warrior attribute for one hour when quaffed.

Sacrificial Blade
This vile dagger is stained black. The wielder gains 1d6 Mana when they use the dagger to slay an intelligent being, though the extra Mana only lasts an hour before it dissipates.

Seven League Boots
These sturdy, steel-toed boots can be invoked once per day, allowing the wearer to make a single “step” (actually an instant teleport) of up to
21 miles to anywhere they have visited before or can see unaided.

Silent Slippers
Crafted from best quality black silk and batwingleather, these supple shoes grant the wearer a +2 bonus to any attempts to move silently.

Skeleton Key
This bone key will open nearly any non-magical lock. Roll 1d6 when used on a lock to see if it works. If it fails, it cannot open that particular lock even with repeated attempts.
1: The lock stays locked
2-6: The lock opens

Thunder Hammer
This rune-carved warhammer does 1d6+2 damage as it strikes with a clap of thunder and arc of lightning. It may also be used as a thrown weapon with range of 15 yards and instantly returns to its wielder’s hand whether it hits or not.

Unicorn Chalise
This carved ivory chalice is inlaid with images of unicorns. Any fluid placed within it turns virulent green if it is poisonous or contains poison.

Vampiric Knife
This foul dagger is stained red. It causes 1d6-1 damage and heals the wielder of 1HP whenever it causes a damaging strike. It provides no healing benefit if the wielder is at full HP.

Weapon Charm
This miniature weapon resembles a painstakingly crafted pendant, and is suspended from a leather thong. When desired by the owner, it transforms into a full-sized normal weapon of its type, ready in hand, and transforms back again as desired. Roll 1d6 to determine the type, then another 1d6 to determine the actual weapon:
roll 1: Type
1-3: Blade, 4-5: Bludgeon, 6: Other
roll 2: acTual Weapon
Blade - 1-4: Sword, 5: Dagger, 6: Two-Handed Sword
Bludgeon - 1-3: Warhammer, 4-5: Mace, 6: Two-Handed Mace/Warhammer
Other - 1-2: Axe, 3-5: Spear, 6: Two-Handed Axe

Copyright © Robert P McDowell 2012 - All Rights Reserved. No part of this document may be reproduced without written consent from the author. Providing to any content to this document grants Mr McDowell unlimited license to use, modify, display and perform, reproduce and distribute that content.