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Abyssal
Pipe
Invokes: "Cloudkill"
Weight: 0
This is a small pipe wooden pipe, carved to
resemble the head of a demon.
When used, this pipe billows forth great gouts of
deadly fumes from the planes of the Abyss. |
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Adder's
Tear
Invokes: "Adder's Kiss"
Weight: 0
This glistening green tear is as hard and smooth
as a pearl. When placed on the tongue, it
dissolves instantly and gives the user the
ability to spit forth spiraling bolts of acidic
green energy at an opponent. |
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Ashes
Of The Pabulum
Summons Trelons
Weight: 1
Not usable by Mages
Usabel only by Nameless One
These ashes are all that remains of a shool of
illusionists called the Pabulum. According to
their expedition logs, they traveled to the Plain
of Shale in search of the lost works of the
Fosterer, a powerful sorcerer who once ruled an
empire where the Plain of Shale now lies.
The naive illusionists were successful, and they
stumbled across one of his lost works: a hive of
vicious creatures called the Trelons. The remains
of the mages were found days later by two bariaur
scouts and were burned over a pyre as a symbol of
their folly.
To unlock the power of these ashes, one only
needs to stir them with the index finger of the
left hand, then sprinkle a pinch of the ashes
into the air in a circular pattern. The smell of
the remains of these dead mages is said to cause
a Trelon to appear to serve the user.
No one knows where the Trelons originated from,
but they seem to combine the worst
characteristics of demons and insects. They seem
to bear on insane hatred for mages, but the
reason for this is unknown. |
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Black-Barbed
Charm
Invokes: "Black-Barbed Shield"
Weight: 0
This is a string of black barbed seeds linked
together by one of Ravel's long gray hairs. This
is one of Ravel's impovised charms; when the
string of seeds is sliced in the right spot, the
necklace unravels around the caster, surrounding
the user with a black-barbed shield that will
help protect them from attacks and will also
damage anyone attempting to harm the caster. |
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Blood
Charm
Special: Heals 18 Hit Points
Weight: 0
This glistening drop of blood is as hard and
smooth as a pearl. When placed on the tongue, it
dissolves instantly and spreads through the
character's veins and heart.
Like it's younger cousin, the clot charm, the
blood charm stimulates the user's blood into
clotting and scabbing over existing wounds,
healing damage the user may have suffered before
consuming the charm. However, while the blood
charm's initial healing effect is more powerful
than the clot charm, it has no other lasting
effects. |
|
Blood
Fly Charm
Special:
.....Heals 3 Hit Points
.....Increases Regeneration
Weight: 0
Blood flies are pests believed to have originated
from one of the Lower Planes. In many ways, they
resemble mosquitoes with an insatiable appetite
-- a cloud of blood flies can suck all the blood
from a human body within minutes. Their stingers
are capable of penetrating even the skin of
fiends.
Despite their vicious appetite and temperament,
blood flies are used by healers to draw forth
diseased blood from an individual or even drain
blood from a dead body. On occasion, blood flies
are used to siphon off rare types of blood and
are then paralyzed with powders or spells and
kept in storage for future use.
This particular blood fly charm seems to hold the
blood of a lesser fiend, and abishai, in its food
sac. When this paralyzed fly is consumed, the
user heals a small amount of damage immediately
and also gains the ability to regenerate for a
certain period of time. If the character is
already able to regenerate, then the regeneration
rate is increased. |
|
Bone
Charm
Special:
.....+2 to Armor Class
.....+2 to Armor Class vs. Crushing
Attacks
.....+15% Resistance to Crushing
Attacks
Weight: 0
This old finger bone charm has been hollowed out
and tiny symbols have been scratched on its
surface. A user must snap it in two to activate
it.
When snapped, the bone charm temporarily
strengthens the user's skeleton and acts as a
ward against breaks and fractures. The charm
gives the user an overall bonus to their armor
class and additional resistance against crushing
attacks. |
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Charm
Of Infinite Recall
Special: Lore Skill set to 100
Weight: 0
While practicing, some Mage students discoverd a
means to condense and store knowledge into a
charm form. This particular charm contains the
entire resources of the famed Charon School of
Mages. Unfortunately, the effects of this charm
are fleeting and the user is rendered
unintelligible for a short period of time.
NOTE: This charm can be used to
"identify" unknown items. It can *only*
be used on the quick item menu on the world
screen. After the charm is used, the user must
then enter their inventory screen and right-click
(i.e., "examine") each item they want
to identify. The charm will only allow the user
to identify objects that are in his possession --
items in other character's inventories cannot be
identified this way. The effects of this charm
are temporary and must be used quickly. |
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Clot
Charm
Special:
.....Heals 9 Hit Points
.....+5% Resistance to Slashing Attacks
.....+10% Resistance to Piercing
Attacks
Weight: 0
This glistening blood drop is as hard and smooth
as a pearl. When placed on the tongue, it
dissolves instantly and spreads through the
character's bloodstream.
The charm stimulates the user's blood into
clotting and scabbing over existing wounds,
healing any minor damage the user may have
suffered before consuming the charm. Furthermore,
as long as the charm is in effect, the player's
blood becomes more "aware" of new
wounds that occur, especially any attacks that
draw blood. The charmed individual becomes more
resistant to slashing and piercing attacks, as
their blood clots and scabe over the wound as
soon as the flesh is torn. |
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Cockroach
Charm
Special:
.....+4 to Armor Class
.....+2 to Armor Class vs. Crushing
Attacks
.....+10% Resistance vs. Crushing
Attacks
Weight: 0
Cockroaches are as common on the Planes as other
scavengers. The shell of this particular dead
cockroach has been dotted with paints and faint
arcane symbols. The magic contained within the
charm is activated when the roach is consumed.
When swallowed, the recipient temporarily gains
the protection of the cockroach. Their skin
hardens, taking on the strength of a suit of
chain mail armor, and the charmed individual
becomes difficult to squash, giving them added
protection vs. crushing attacks. |
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Cranium
Rat Charm
Special:
.....+5% Detect Traps Skill Bonus
.....+5 to Lore Skill
.....+1 to Intelligence
Weight: 0
The body of this cranium rat has been specially
prepared: its insides have been hollowed out and
stuffed with various herbs and shreds of papyrus
containing arcane symbols.
When the charm is consumed, the user gains a
temporary increase to their reasoning and
perception abilities; it feels as if the plater
is looking through several pairs of eyes and
sifting through several minds at once... the
sensation is somewhat dizzying for a minute or
two, but there are no harmful side effects. |
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Dirty
Rat Charm
Weight: 0
Usable only by Thieves
This cranium rat tail charm is particularly
filthy and smells faintly of vomit. The tail is
stiff, like a wire, and it can be bent into
different shapes... it would almost make a great
lockpick, except it is too thick.
When this rank charm is consumed, the user
temporarily becomes much stealthier and shiftier,
giving them a greater chance of success with
hiding in shadows and picking pockets. People
viewing the charmed individual will detect
something unsavory about him, however, reducing
first impressions accordingly. This unsavoriness
will last only as long as the charm is in effect,
however. |
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Divine
Censer
Invokes: "Raise Dead"
Weight: 3
When lit, this censer has the power to entice the
soul back of the recently departed.
Unfortunately, there is only a limited amount of
incense left in it. |
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Dustman
Embalming Charm, Lesser
Invokes: "Embalming, Minor"
3 Charges
Weight: 0
Usable only on Nameless One and Morte
This strange metal bracelet has directions
inscribed on the side of it. Judging from the
crude text, it appears that the bracelet works by
being held by a living creature, then while
pronouncing a mantra to the 'True Death,' it is
touched to the forehead of a zombie or skeleton.
When this is done, the minor enchantment held
within the item spreads through the corpse,
strengthening their bones, killing traces of
corpse rot and/or grave mold, and helping to seal
minor tears in the skin. |
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Frosty
Mint Candy
Invokes: "Friends"
Weight: 0
This small, round bit of hard candy makes the
devourer's breath so winter cool and frosty,
minty fresh that their Charisma is increaded
considerably for a period of time. |
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Healing
Scroll
Special: Heals 33 Hit Points
Weight: 0
This tissue-thin vellom scroll was part of
Deionarra's legacy. The scroll is neatly rolled
up and wrapped with a red ribbon. When the ribbon
is opened, the healing magic contained within the
scroll is released.
The scroll will heal even the most critical of
wounds. It disintegrates into powder when used. |
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Heart
Charm
Special:
.....Heal 27 Hit Points
.....Reduces Fatigue
.....+10% Resistance to Slashing
Attacks
.....+20% Resistance to Piercing
Attacks
Weight: 0
This glistening drop of blood is as hard and
smooth as a pearl. When placed on the tongue, it
dissolves instantly and spreads throught the
character's veins and heart.
The heart charm is more powerful than the blood
and clot charms, and it heals a number of wounds
instantly, even serious or critical injuries.
Furthermore, the user will also gain a rush of
energy, removing any fatigue they may otherwise
be feeling. |
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Heart
Of The Fosterer
(Minor Artifacts)
Special: Summons the Sohmien
Weight: 1
Usable only by Evil and Neutral Characters
This strange object is said to be the "Heart
of the Fosterer." According to legend, the
Fosterer was a sorcerer who built his empire upon
the Plane of Shale many centuries ago. He was
rumored to have 3,333 hearts, and each of them
carried in it a different evil he had committed
in his lifetime. One of the evils he committed
was the discovery of how to summon the Sohmien
and bind them to his will. It is said that the
Fosterer was carried away by these beasts after
he invoked them against some ancient foe, leaving
only his hears behind.
According to planar scholars, the Sohmien are
fiendish horses, said to have been born from the
blood of the last of the nightmare lords. They're
not so much flesh and blood as an abstract given
substance. They come to anyone who seeks revenge
and bind themselves to them.
They were born from a great treachery at the
Gloom Meet, the time when the fiends gather to
speak to the others of their kind. The nightmares
ride the skies to gather the fiends to this
meeting, acting as messengers. While the fiends
saw the nightmares as helpful, convenient allies,
they had grown tired of bartering with the last
of the nightmare lords for his consent to use
them.
So the fiends called a Gloom Meet only for the
purpose of killing. They lured teh nightmare lord
there to kill him, and when he arrived, the
fiends set upon him. He beseeched the other
nightmares for aid, but they only watched, their
eyes aflame as their lord was attacked.
The fiends tried to put him in the dead book -
they scattered the earth with caltrops covered
with the foulest poisons in the hells, hurled
barbed cold-iron spears a league wide into him,
and when he tried to take to the air to escape,
they turned the sky alight with magick, blinding
his eyes white. They struck at him with
everything in their hateful arsenal - but no
matter what they struck him with, he was too
proud to die. They hounded him to the edge of the
Outlands, firing their cruel arrows and spears
into him until he staggered into the Hinterland
mists and died there... or so it is said.
It's said that as the nightmare lord stumbled
into the mists of the Hinterlands, his dark blood
left a steaming trail across the landscape.
Whereever his blood fell, the Outland itself
cried out, wailing like a banshee, uttering the
cries the nightmare lord would not.
Less than a year later, the Sohmien rode from the
Hinterlands, seeking out any nightmares and
fiends where they could find them. Their cries
were the same as had risen from the blood wounds
on the Outlands, and their minds were focused
solely on revenge.
It is said that gripping the heart of the Sohmien
and wishing harm upon another will cause them to
appear. The Sohmien will answer the user's call,
then fade into the mists from which they came. |
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Jar of
Embalming Fluid
Special:
.....+2-8 to Hit Points
.....+1 to Armor Class
Weight: 1
Usable only by the Nameless One and Morte
This is a sealed jar of embalming fluid. It is
used as a preservative for dead bodies. As an
added benefit, the smell of the fluid is more
than sufficient to mask the smell of any rotting
bodies it is used on. Effects are temporary. |
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Knot
Charm
Invokes: "Strength"
Weight: 0
This charm is made from a small piece of hemp
knotted into a loop. No matter how much you study
it, however, you cannot seem to figure out how
the knot was tied... it looks like it has been
wrapped around, inside and even *through* itself
several times.
Ironically, despite the knot's complexity, it
comes undone easily when pulled. The person
undoing the knot charm temporarily gains a rush
of strength, allowing them to do more damage with
melee attacks and carry more weight. |
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Minaurosian
Chocolate
Invokes: "Swarm Curse"
Weight: 0
Eating this moldering, bitter piece of chocolate
will result in the devourer vomiting forth great
clouds of angry insects. |
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Mirror
Of Imaging
Special: Creates 1-4 Mirror Images of
self
Weight: 2
This magical mirror creates duplicates of anyone
reflected in it's surface. The effect is similar
to the wizard spell 'Magic Mirror'. From 1 to 4
images are created. Each image is identical to
the user of the mirror and may confuse enemies.
There is a chance that an image will be targeted
rather than the mirror user. |
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Murk
Invokes: "Blacksphere"
Weight: 0
This is a small bottle containing some dark
liquid. The liquid contained within seems to be
thicker and blacker than ordinary liquid. The
blackness of the liquid is so dark that light
seems to be absorbed into the liquid. |
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Needle
And Thread
Special: Heals 6 Hit Points
Weight: 0
This is a spool of thread and a small bone
needle. They look like they're used for stitching
up wounds... in living or dead bodies. When used
on a creature, it heals 6 hit points of damage. |
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Ring of
Fallen Stars
Invokes: "Meteor Storm
Bombardment"
Weight: 0
The band of this ring is made of stone recovered
from a fallen star. When used this ring can call
others of its kind to rain down upon the users
enemies. |
|
Rod of
Modron Might
Special: Summons 1-3 Modron Constructs
Weight: 5
This magical rod allows the user to summon Modron
constructs to do battle with his enemies. From
one to three constructs are summoned. The
constructs will fight fearlessly to the death. |
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Sadistic
Frame
Invokes: "Pain Mirror"
Weight: 1
When used, this item causes an attacker to feel
the same pain and hurt that he has inflicted upon
the user.
NOTE: This item must be used from the Quick Items
menu. |
|
Shackles
of Light
Invokes: "Chain Lightning
Storm"
Weight: 10
Somehow someone or something has managed to
transform the power of lightning and turn it into
a solid form. These shackles contain all the
power and fury of a lightning storm and at one
time could probably contain even the most
powerful of creatures. Now, it looks as if the
spells that have bound the lightning are failing,
as evident by the constant discharge of energy.
Throwing the chains should be enough to release
the energy contained in the chains. |
|
Shamanic
Rod
Invokes: "Magic Missile"
Damage: 2-5 Points of Damage per Missile
Range: 180 ft. + (30 ft. / level)
Duration: Instant
Speed: 1
Area of Effect: 1 creature
Saving Throw: None
Weight: 1
Usable only by Mages
This is the severed foot of some large bird. For
whatever reason, someone has enchanted it, making
it capable of casting the spell "Magic
Missile" for a limited number of times. |
|
Symbol
of Torment
(Greater Artifact)
Invokes: "Rune of Torment"
Weight: 0
Usable only by Nameless One
This strip of flesh holds the symbol of Torment
that you have always worn; it peeled away from
your arm when you realized your true name.
The symbol no longer rules you, and you may
harness its power to bring retribution against
your enemies. Merely holding it and invoking its
power will summon all the pain and suffering from
your past incarnations upon your foes. |
|
Tear of
Salieru-Dei
(Artifact)
Special: Permanent +1 Constitution
Weight: 0
Usable only by Lawful Good Characters
This glistening red tear was shed by the martyred
Harmonium officer Salieru-Dei when he was put to
death on the Harmonium's home plane of Ortho.
Mistaken as a member of the hated Revolutionary
League, Salieru-Dei's obedience and loyalty was
such he could not bring himself to challenge the
allegations of his superiors. At the moment of
his execution, three tears fell from his right
eye and turned to stone as they fell upon the
flagstone of the square.
Ironically enough, an anarchist subsequently
revealed the Harmonium's mistake to the public,
discrediting them. Ever since, the tears of
Salieru-Dei have been considered relics of the
Harmonium... and used as a lesson to the evils of
unquestioning obedience by the Revolutionary
League. |
|
Thrice-Blind
Charm
Invokes "Blindness"
Weight: 0
These three cranium rat tails have been woven
into a small charm. Despite the separation from
their owners, however, they still twitch
occasionally, as if irritated.
To use this charm, the caster must select a
target within his line of sight, then, while
remaining focused on the target, untie the charm.
The target's vision will turn black for several
minutes, rendering them helpleses and reducing
their combat ability drastically. |