To make a magical object, a Magical Objects Workbench is needed. See the Magical Equipment section at the bottom. Also, the SSC associated with that magical object must have been studied.
Cost to Make | 1 cred |
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Mysterious Ingredient | Squawk of a parrot |
a folder-like object measuring about 50cm*50cm*2cm, containing two flaps. A sheet of blank paper is put in one, and a page from a book etc. in the other. The object copies the text on the printed sheet to the blank sheet. From before the age of photocopiers.
Cost to Make | 6 creds |
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Mysterious Ingredient | Moonbeam |
Allows divination spells to use up half as much NE.
Cost to Make | 2 creds |
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Mysterious Ingredient | Shadow of a god |
Anyone touched by this rod must Save with Willpower, or be rendered incapable of lying.
Cost to Make | 2 creds |
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Mysterious Ingredient | Moonbeam |
Rings of detection light up when they detect whichever of these conditions the ring is made for:
Cost to Make | 6 creds |
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Mysterious Ingredient | Number above infinity |
This small black cube (1 cm side), when triggered by its owner, will wait for a living creature to touch it, then transport it into a Dimensional Warp which it cannot escape from. The owner may look into the Warp, and can free any creatures caught within. They may also entrap themselves, leaving the cube outside (it's impossible to bring the cube into the warp). The dimensional warp measures about ten metres to a side, and is cubical. The sides are transparent, giving what the cube is 'seeing', so one may look out of the warp but may not affect the outside world. If the owner is within, they may free themselves at will.
Cost to Make | 2 creds |
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Mysterious Ingredient | Number above infinity |
A medium-sized sack (50 cm by 1 meter) that always weighs about 2kg, and appears full of bulky items, but actually contains a dimensional warp of 10 metre side. The owner could fill the warp up with rock, for example, but it would still weigh two killogrammes. People may be put inside.
Cost to Make | 3 creds |
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Mysterious Ingredient | Number above infinity |
A piece of thin, black, silk of about 1m diameter. When placed on a surface, it becomes a hole, which the party may climb through. On the other side, one may peel it off of the wall and use it again, leaving the surface intact.
Cost to Make | 16 creds |
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Mysterious Ingredient | Number above infinity |
A heavy cloak, of any design or colour, containing many pockets. There will be 1D10 outside pockets, 1D6 inside pockets, and 1D4 hidden pockets. Each pocket leads to a dimensional warp that grows to accomodate what is placed within. The opening of the pocket will also grow when objects are being inserted or removed, but will revert to about ten centimetres afterwards, no matter what the pocket contains. For example, one may have a ladder in a pocket, or an attack helicopter, but you might need to take the cloak off to get the helicopter out!
Cost to Make | 2 creds |
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Mysterious Ingredient | Purr of a cat |
These are like the magic rings listed in the Magical Objects SSC section, except that the target of the spell the ring casts will always be under control of the GM. For example, they may make fireballs swing around and hit the owner of the ring. This will not be evident if the ring is analysed. If it is a ring of Invisibility, the wearer will appear invisible to their friends, but completely visible to their enemies. If it is a Ring of Detection, it will give false results at the GM's discretion.
Cost to Make | 3 creds |
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Mysterious Ingredient | Fury of an angry bull |
This appears to be a Heal potion, but when drunk, the victim will collapse for 1D6 turns. However, when they wake up, they will have a memory of overhearing the other members of the party plotting to kill them. The GM must tell them this secretly, and no other members of the party may know anything apart from the fact that the victim appears jumpy and nervous. 1D20 turns later, 1D4 must be rolled; if it is a 1, they will attack any one member of the group, yelling "You're not gonna kill me!". After 1D4 turns of combat, they will come to, and start profusely apologising for his actions. "I don't know what came over me... I just wanted you all dead!", etc.
Cost to Make | 3 creds |
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Mysterious Ingredient | Blessing of Rak |
This will appear to be a powerful magic staff, fully charged with NE, but whenever a spell is cast by the holder, it will be deficient in some way (half power, etc.). The player will not be told why their spell is weakened; they must work it out themselves. This power of the staff will not be evident if it is analyzed.
Cost to Make | 1 cred |
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Mysterious Ingredient | Shadow of Jop |
This goblet appears to be a Goblet of Quenched thirst, if Analyzed, but in reality the fluid it brings forth will have a subtle effect. Whoever drinks it will go into a degenerate spiral, according to the following schedule (Times in minutes after drinking):
After | Effect |
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4 minutes | Victim feels slightly ill, -5 to all attributes |
6 minutes | Victim feels very ill, another -5 to attributes, cannot attack or dodge, all skills become unusable, as victim curls up in a corner and shivers. |
10 minutes | Victim's stamina drops dramatically due to sores on the body, (1/2 original level), and all attributes go down to 1. Blood runs from victim's nose, ears, and mouth. Victim shudders violently. |
15 minutes | Victim starts convulsing, and their stomach begins to swell. Strange squelching noises come from within him. |
20 minutes | Victim will suddenly convulse violently, vomit blood, and die. A hole will appear in their bellybutton, amid much blood, and tiny beetles will rush out and hide. |
This schedule of events can be interrupted by a Dispel Magic, which will leave the unlucky drinker in their current state, but any shivering or convulsions will stop. Medical attention (1D4 weeks in hospital), twenty consecutive Heal spells/potions/powders, or 1D6 weeks of rest will restore them. Any analysis of them during the degeneration will reveal an aura of evil magic surrounding them.
Cost to Make | 2 creds. |
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Mysterious Ingredient | Crushed bone of a mythical beast |
The Skull of Kraan causes all Necromancy spells to cost half as much NE.
Cost to Make | 3 creds |
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Mysterious Ingredient | Flame from the Sun |
The flame rod is a 50cm red rod, from which Firebolts will fly at demand, doing 2D20 damage each. The target gets a chance to Save with Dodge.
Cost to Make | 1 creds |
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Mysterious Ingredient | Ash from Sun's burning |
Powders can be thrown at any one target within 5 metres, who gets a chance to Save with Dodge. A set of Magical Glassware is needed to make powders; See the Magical Equipment section. The pouches contain enough for one use. Powders, if Analyzed, will only reveal that they are magical. Their powers will not be revealed.
A packet of powder contains enough for one use.
Powder | Effect |
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Blindness | Subject can not see until a Save with Willpower (once per turn) is a success. |
Heal | Will restore 1D20 DC to any living being when sniffed. Also, removes 1D20 Poison Points |
Detect Magic | When sprinkled on an object, this black powder will stand up like iron filings on a magnet if the object is magical, or has a spell affecting it, e.g. Fools Gold. It may be re-used. |
Preservation | When this powder is sprinkled on an object, it will never age or go mouldy, etc. It is safe to put it onto food, but not people. |
Explosive | When ignited by a flame or fireball, this powder will explode, doing 1000+1D4*100 damage to everything within 1m. |
Acid | When this powder is placed upon an object it does 1D20 damage per turn for 20 turns or until washed off / Dispel Magicked. |
Cost to Make | 1 cred |
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Mysterious Ingredient | Fury of an angry Bull |
To make potions, you need a set of Magical Glassware. See the Magical Equipment section. The bottles contain enough for one use. Potions, if Analyzed, will only reveal that they are potions, not what type.
Cost to Make | 2 creds |
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Mysterious Ingredient | Rock from the Cliff of Order |
The Amazing spade will cut through rock as if it was butter, allowing characters to dig at a rate of their Strength attribute metres per half hour.
Cost to Make | 1 cred |
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Mysterious Ingredient | Vacuum |
Making any of these gases requires Magical Glassware. Releasing a gas from its bottle affects everything within 10m, on the next turn. The bottles contain enough for one use. Gases, if analyzed, will only reveal that they have magical properties, not which ones.
Name | Effect |
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Instant death | Save with Constitution or die! |
Nerve gas | Save with Constitution or become incapable of motion. |
Immunity to gases | All affected creatures are immune for 1D6 turns. |
Smothering | Living creatures must hold their breath, and are incapable of acting (except those which don't need air), and all fires go out. |
Cost to Make | 5 creds |
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Mysterious Ingredient | Steam from a flame from the Sun meeting holy water in a silver pot |
The wearer of this mask will be unaffected by gases, and able to breathe without air.
Cost to Make | 2 creds |
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Mysterious Ingredient | holy water |
This goblet will fill with cool, clear, water upon command.
Cost to Make | 0.6 creds |
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Mysterious Ingredient | holy water |
These tinctures require Magical Glassware to make and are mixed with a drink to have the desired effect upon the drinker. They may only be used once. If analyzed, their powers will not be evident.
Name | Effect |
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Instant death | save with Constitution or die! |
Truth serum | save with Willpower or be incapable of lying for 1D6 minutes |
Lose all magic abilities | Save with Willpower or be unable to use magic skills. Only good against those who use magic. |
Healing | Restore 1D10 DC, remove 1D10 Poison Points |
Levitation | For 1D6 turns, the drinker may float around at will, at up to 50 km/h. |
Detect poison | When added to a drink, it will go bright red if it is poisonous. |
Cost to Make | 2 creds |
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Mysterious Ingredient | Sound of fingers scraping blackboard |
The Amulet of Ward Immunity makes the wearer immune to all wards; he/she will be aware of but not affected by them. Also, the illusions used to protect buildings and the Pandora's Box, etc, will be completely visible and obvious to the wearer.
Cost to Make | 0.5 creds |
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Mysterious Ingredient | Bark of a dog |
This stick of magic chalk is needed to draw runes. It never runs out.
Cost to Make | 2 creds |
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Mysterious Ingredient | Beam of sunlight |
This dual-purpose device can be used to chisel runes into stones, or can be used to destroy a runestone, even if Burn has been written on it, with no damage or effect to the user or chisel.
Cost to Make | 5 creds |
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Mysterious Ingredient | Purity of a dewdrop |
If a rune is affecting the holder, the Compass will point to its location in the room.
Cost to Make | 1 cred |
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Mysterious Ingredient | Blessing of Thom |
This small, leather, pouch will produce ammo for portable (handheld) weapons at will, including arrows and bazooka charges.
Cost to Make | 19 creds |
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Mysterious Ingredient | Blessing of Rak |
Any long, thin object may become a staff. A staff has these powers
Cost to Make | 3 creds |
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Mysterious Ingredient | Purr of a cat. |
A Magic Ring has a spell built into it (which must be a spell the creator knows). The wearer can then cast that spell by touching the ring, even if they are not a wizard. However, the ring needs to be charged with NE by a wizard; it can hold up to 10 NE per level of the creator. A wizard can drain their own NE into a magic ring, but cannot recharge their NE from NE stored in a ring.
Cost to Make | 3 creds |
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Mysterious Ingredient | Ambrosia, the food of the Gods |
This ivory horn will pour forth tasty and nutritious gluten-free vegan vegetable soup upon command, in a dizzying variety of flavours (you don't know which one you'll get, however).
Cost to Make | 8 creds |
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Mysterious Ingredient | the Blessing of Rak |
This crystal sphere will protect the owner against any magic spell or attack if they roll less than 50 on a D100. If they roll 95-100, however, the Sphere shatters.
Cost to Make | 4 creds |
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Mysterious Ingredient | Ash from the Sun's burning |
This magical object must have a spell and a condition combined into it at its creation. It is a tiny hourglass, containing the ash from the Sun's burning as a Mysterious Ingredient, and it will do nothing until the condition becomes true, when the spell will be cast. Creating the object uses as much NE as the chosen spell does. Spells that need a target will have to have one specified during the creation, and a specification along the lines of 'the nearest living creature' will work.
Cost to Make | 4 creds |
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Mysterious Ingredient | a second |
This ordinary-looking tent will turn invisible and float five metres in the air when the command word is spoken, hiding all its occupants. When the second command is spoken, it will gently sink to the floor and appear again. The tent folds into a 40x20x10 cm pouch, and the occupants can clearly see out of it even when it's invisible. It will hold up to four people.
Name: Spell Repeater {-5} Cost to make: 2 creds Mysterious Ingredient: the Blessing of Rak
Using the spell repeater, a caster may cast the same spell as many as nine times in one action. To use it, the owner chooses a spell and rolls a D10. The number on the D10 is the number of times the spell MUST be used, using up NE each time. The repeater is a small wooden hammer. If the caster does not have enough NE, the spell will be cast as many times as possible with the NE they have, and all their NE will be used up.
Cost to Make | 4c |
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Mysterious Ingredient | Blessing of Thom |
When this ring is worn, the wearer's Constitution, Muscle, and Reactions are increased by 10, and their Beauty increased by 5, as they will go all muscly and sexy.