User Tools

Magic Items List

Below is a collection of predetermined specific magical items. These may be purchased or crafted in most campaign settings, and may also serve as inspiration for what is possible to create through magical crafting. As usual, listed Costs are the item's value to craft, and thus typically items may only be purchased at this price during Character Creation.

Head Slot Items

Grave-Keeper's Skull

  • Cost: 250 TU

This grim head-wrap makes you look like a member of the living dead. Whilst worn, you freely blend in amongst other undead creatures, causing them to mistake you for one of their own. Once per day, you may use its dark powers to cast Speak with Dead.

Helmet of the Lucky Soldier

  • Cost: 50 TU

Once per day, the wearer of this military helmet may turn a critical hit against them into a normal hit. Alternatively, they may ignore the extra damage from a Sneak Attack or Ranged Sneak attack.

Hat of the Swordmaster

  • Cost: 300 TU

This broad hat is woven from reeds, and could be mistaken for something a rice farmer might wear. In actuality, this hat allows its user to deliver devastating attacks. Once per day, the user may declare that they are using the Hat of the Swordmaster as a Free Action. Upon their next melee attack using a bladed weapon, the attack inflicts double the weapon's normal damage, as if it were a critical hit - this effect lasts until the beginning of the wearer's next turn, if not expended. If the attack roll threatens a critical hit on its own, the critical is automatically confirmed, and the the weapon damage roll is treated as if it rolled the maximum possible, instead of doubling the standard damage roll.

Drunkard's Hat

  • Cost: 25 TU

This wide-brimmed hat has an ostentatious feather in it. When worn, you are telepathically provided the cardinal direction to the nearest alcohol-serving tavern or bar (if such an establishment is located on your current plane).

Headband Slot Items

Crown of Spring

This pretty flower headband may be made of any flowers of your choosing, though spring varieties are most popular. When worn, you gain the Woodland Stride Talent.

Circlet of Mindwarding, Minor

This thin circlet looks like a crown of laurel, and is typically made of gold, silver, mithril, or other precious metals. Once per day, its wearer may reroll a Will saving throw.

Circlet of Mindwarding, Major

This more potent version of the Minor Circlet of Mindwarding functions three times per day, rather than once. It is typically more extravagant in design as well.

Eye Slot Items

Scavenger's Eyepiece

When this item is created, one of the following categories must be selected:

  • Crafting
  • Magic
  • Alchemic
  • Technologic
  • Esoteric
  • Structural

When rolling a Search check to scavenge parts, the wearer of this eyepiece gains a +10 Enhancement Bonus to their check for the purpose of locating such items.

Sniper’s Goggles

  • Cost: 75 TU

These practical goggles allow for more accurate shots over vast distances. All range penalties are halved for the user. This cannot be used with a Scope of any kind.

Face Slot Items

Hextech Gasmask

  • Cost: 40 TU

The gasmask fits over the user's mouth and nose, and provides immunity to any inhaled effect, including Spells and airborne toxins. In addition to this effect, it can be equipped with air runes to allow the user to breathe in vacuums or underwater. Each “rune” costs 1 TU and provides 10 minutes of air.

Golden Visage

  • Cost: 200 TU

This mask conceals its users face completely, hides their intentions, and amplifies their ability to transmute materials. Any Sense Motive checks made against the user to judge their intentions takes a -10 penalty. When the user utilizes the Fabricate spell to convert or upgrade parts, they gain a +10 Enhancement bonus on the check, and their CL is treated as 5 higher. This bonus is doubled when using Fabricate with golden items.

Grim Faceplate

  • Cost: 150 TU

This cold metal faceplate imbues the user with a steely resolve against fear. Their Fear Tolerance is increased by 2 for both Mundane and Supernatural sources.

Shoulder Slot Items

Blinkcloak

  • Cost: 100 TU

This cloak allows the user to teleport short distances near instantly. By spending a Swift Action and 4 MP/TP, the user may teleport up to 60 ft. in any direction, so long as they can see their arrival point. This does not provoke attacks of opportunity and may only be used once per round.

Cloak of Molten Metal

  • Cost: 200 TU

This cloak shimmers with fiery golden light, protects its user from fire damage, and can reflect damage back on attackers. The user gains Fire Resistance 10, and once per round if they are struck by a melee attack which inflicts damage to them, they may spend 6 MP/TP and as an Immediate Action to cause the attacker to take 6d6 Fire Damage in retaliation.

Gamewarden Cloak

  • Cost: 120 TU

This camouflaged cloak protects its user from detection through scent, and makes it harder to track them. The user of this cloak has no smell at all and can not be detected by the Scent ability. In addition, anyone trying to track the user takes a -5 penalty on the Survival check.

Ironborn Pauldrons

These sturdy shoulderguards massively fortify the user’s limbs - all of the user's Wounds are increased by 1.5x, as long as they are worn.

Shielded Shoulder Guard

  • Cost: 120 TU

This oversized pauldron can be used to shrug off incoming attacks. Twice per round, the user may Parry an attack as if they had a Heavy Shield. This item does not function as Armor or as a Shield for any other purposes.

Neck Slot Items

The Red Sign

  • Cost: 500 TU

The cursed sign of the Prophet is on this necklace. As long as the character wears and prominently displaces this sign, they always act first in Initiative. If the character would ever die, they may destroy this item to survive as an Immediate Action, rather than burn a Hero Point.

Warded Pendant

  • Cost: 100 TU

This powerful charm calls on the gods or another more eldritch power to protect the user from curses. If the user would be the target of a curse of any kind, they may roll twice against the curse and take the better result. If there is no saving throw involved, they may instead flip a coin: if Heads, the effect is simply stopped, and if Tails, it affects as normal.

In addition, if the user would take enough Wounds damage to reduce a limb to less than 0, they may instead break the pendant to prevent the damage entirely, as an Immediate Action.

Once used, the pendant does not function again, until it has been repaired with 20 TU of Magical Parts.

Scarf of Anywhere-But-Here!

  • Cost: 80 TU

This fluffy wool scarf reminds its user of home. By spending a Hero Point as an Immediate Action, the user teleports to any location, randomly determined (though guaranteed to be one mile or more from their present location). Their destination could be a dangerous area, or even another plane. There is no guarantee the new location is safe. However, it will contain breathable air, and a solid surface to stand on.

Chest Slot Items

Wasteland Duster

  • Cost: 300 TU

This worn out duster is infused with the will to survive. Whenever its wearer would take ability damage from any source, they may ignore the effect instead, once per day. In addition, the Duster grants its wearer a +4 bonus on any saves against environmental effects or radiation.

Archmage’s Robes

  • Cost: 500 TU

These flowing robes empower a selected School of Magic. Each Robe is made with a single school in mind. Whenever a user casts a spell of that school, their CL counts as 2 higher. In addition, the robes hold Mana in reserve, which may be used for that school's spells like an Implement. Mana may be withdrawn at a rate of 5 Mana per use, and the robe may store a maximum of 50 Mana.

Body Slot Items

Vest of Nimble Grace, Minor

This flashy vest looks best without a shirt underneath. Its wearer may reroll a Reflex save once per day.

Vest of Nimble Grace, Major

In exchange for an even more extravagant look, this vest provides its wearer with three Reflex save rerolls per day.

Brooch of the Wisest Wizard

  • Cost: 25 TU

This shiny metal brooch depicts the grinning face of the Wisest Wizard. If its wearer is targeted by Feeblemind, the spell is immediately reflected back at its caster. Afterwards, the brooch crumbles to dust.

Armor Slot Items

Thronemaker Armor

This armor contains the remnants of a forgotten god, and gives its user incredible power over Fate - however, the armor cannot be removed willingly. This armor is +10 magical Fullplate, and the user may sleep in it with no penalty or ill effects.

Additionally, as long as the armor is worn, the user is treated as having an additional Hero Point. Whenever the user spends a Hero Point, flip a coin: if Heads, the point is not spent, if tails, it is spent as normal. The wearer of this armor can no longer burn Hero Points unless it is used in a process of ascension to godhood. If the armor is removed after the wearer has worn it for more than one cumulative year, they immediately die.

Shield of the Reaver

  • Cost: 150 TU

This heavy wooden shield is a common sight amongst the raiders of the frozen north. It often has runes or animals painted on the front. This +2 Heavy Shield turns its wielder into a dangerous berserker the more they are attacked. Each time the wielder of the Shield of the Reaver blocks an attack, they gain one stack of Reaver Rage, and each time they fail to block and take damage, they gain two.

As part of an attack, the user may spend 5 stacks of Reaver Rage to either add 3d6 extra damage to the attack, or +6 damage to the attack. This is an enhancement bonus. Reaver Rage stacks fade after 1 minute, unless more are gained (which refreshes this one minute countdown). If an ally attacks the bearer of this shield, the user must succeed on a DC 20 Will Save or attack the ally on the shieldbearer's next turn.


Hextech Battlesuit

  • Cost: 400 TU

This hulking suit of Fullplate is not just designed to increase a wearer's durability, but to also enhance their strength. The Hextech Battlesuit gives its user an extra pool of health called Frame. Frame damage only is taken if the user would take Wound damage, and is always taken before wound damage is. In addition, the Frame possesses Damage Reduction to Wounds 10/Acid or Electricity.

The Hextech Battlesuit possesses a total of 60 Frame. Once the Frame is gone, the Armor still has its normal hardness and Hitpoints. Restoring Frame requires Crafting, Magical or Alchemic parts. Each check requires 15 minutes at a DC of 15. This uses 1 part and restores up to 10 Frame. Spells may restore Frame, however, parts must be expended in the same way at the 10:1 ratio.

In addition to the Frame, the suit gives the user a +6 to their Strength score for the purpose of carrying capacity, lifting and dragging, as well as any Strength Checks made. The suit is always considered “armed” and the gauntlets are simple one handed weapons that inflict 1d6 bludgeoning damage. In addition, once per round when making any movement, the movement may be treated as Flight, but only until the end of the move and then the user begins to fall if they do not land. In addition, the Battlesuit is fully sealed, meaning the user is immune to any contact effects, inhaled effects, drowning, pressure effects, radiation, and effects from being in a vacuum, this extends to immunity to most extreme environments.

However, the Battlesuit requires a magical or alchemical fuel source to run. If there is no fuel source available, then the Strength bonus and Flight ability are lost, and the user is considered Hindered. The Battlesuit can hold up to 12 Fuel Cores. Adding or Removing a Fuel Core takes a Full Action and provokes Attacks of Opportunity.

A Magical or Alchemic Fuel Core costs 20 TU to create, and provides 1 hour of operation before needing to recharge for 8 hours. This means that if 8 Fuel Cores are plugged into the Battlesuit, it has a theoretical infinite operational period. However, after 12 hours of activity and every hour thereafter, the user must flip a coin. If Tails, one of the Fuel Cores recharging is destroyed, and can be salvaged for half its value. If heads, the Fuel Cores operate normally.

The Battlesuit may be improved just like normal armor through Masterworking or Magic. In addition, the Battlesuit gains access to Modules. The Battlesuit can support up to three Modules, and unless specified, a module can only be installed once.

However, more can be installed, but each additional module doubles in price. Modules can be changed out after they are built, but they require 10 hours of work and a Craft check DC 20.

Module, Frame Fortification

  • Cost: 100 TU

This module reinforces the Frame of the Battlesuit. Increase the Frame by 40. This Module functions with no power from Fuel Cores

Module, Insulation

  • Cost: 40 TU

The user may remove the Acid and Electricity DR weaknesses and use any other ONE damage type instead. This Module functions with no power from Fuel Cores

Module, Efficiency Upgrades

  • Cost: 80 TU

The users armor is far more efficient with its power and built for more prolonged use. Fuel Cores last twice as long and only began to have a burn out chance after 24 hours of operation.

Module, Flight Engines

  • Cost: 250 TU

The armor has true flight ability and is rather maneuverable. The user gains Fly (Good) 60ft. However if the flight is used for an hour nonstop, such as during travel, the Fuel Cores are drained twice as fast as normal.

Module, Magi Cannon Prototype (Sp)

  • Cost: 150 TU

Built into the armor is a powerful magical dynamo, capable of delivering massive magical attacks at the cost of the user's own magical reserves and Fuel Cores. As a Half Action the user can unleash the Magi Cannon in either a 30ft cone or a 100ft line. This costs 8TP/MP and uses up a charged Fuel Core as well. This blast inflicts 8d6 Force Damage, and can be halved with a Reflex Save DC 18.

Module, Hextech “Little Buddy” System

  • Cost: 50 TU

If the user is not inside the armor, or for some reason does not want to control the armor themselves while inside, they can activate the “Little Buddy” system. The Battlesuit is possessed by an amalgamation of powerful elemental spirits and can function without the user. However they are very, very dumb and if left with no order every turn they may (5% chance) begin attacking the nearest creature (Including the user if no order is given). However as long as the User spends a Half action giving commands as one would command an animal companion. The Little Buddy can not use weapons and will only use its fists at a +12, inflicting 1d6+6. Its AC is 10+ the AC of the Battlesuit. It gets +4 on all saves and has no skills. Its strength score is considered 24 for lifting, strength checks and carrying capacity. While active the Battlesuit does not use up Fuel Cores.

Module, Weapon Mount

  • Cost: 80 TU

The battlesuit is fitted with a powerful appendage that can hold a weapon or tool. This appendage counts as another fully functioning arm for the purpose of holding items or wielding weapons. This module can be taken multiple times.

Module, Planar Adaptation

  • Cost: 40 TU

This module is specialized to nullify a single type of effect the user would experience on another plane. Examples include immunity to a plane's nonstandard timeflow, passive damage normally taken on the plane, instant detection upon arriving on the plane, instant death to incompatibility with laws of existence, and many more.

Module, Full Integration

  • Cost: 250 TU

Only available if at least half of the user's limbs are prosthetic. This module fuses the user to the Battlesuit and they can no longer remove it without intensive surgery (or by killing them). The battlesuit no longer has Frame, but the user gains the DR for their own wounds, instead all of the wounds of the User are doubled and they take no penalty when one is damaged and is immune to Battle Damage. In addition there is no chance of Fuel Cores to burn out from extended use. The user may also power the Battlesuit for an hour by spending 8TP/MP. If the suit loses power the user must make a Fortitude save DC 20 every hour or take 5d6 damage to their Body.


Belt Slot Items

Belt of Resistance, Minor

This tough-looking belt seems to be made from the hide of some unknown, formidable beast. Once per day, its wearer may reroll a Fortitude saving throw.

Belt of Resistance, Major

You thought that last belt was built tough? You ain't seen nothin'. This bigger, badder belt lets you reroll Fortitude saving throws three times per day.

Wrist Slot Items

Harmony's Charm Bracelet

  • Cost: 60TU

This cute bracelet gives off good vibes, and is often decorated to suit its user. As long as the user does not carry any weapons they can use, they treat all NPCs of Neutral attitude or more as one step higher for Charm and Negotiate checks.

Hand Slot Items

Hextech Atlas Gauntlets

  • Cost: 260 TU

These bulky gauntlets are similar to weapons, and when wielded as such, the user's hands cannot hold other weapons. They are treated as Unarmed Strikes. The user is treated as one size larger for Unarmed strikes. Once per round as a Swift Action, the user may spend 4 MP/TP to gain Shell equal to their HD * 4.

Additionally, whenever you successfully hit an opponent with an unarmed strike, you may spend 2 MP/TP to attempt a Bull Rush.

The Hextech Atlas Gauntlets are treated as one weapon for the purposes of Magical Effects and Masterworking.

Mole Mittens

  • Cost: 100 TU

These cute gloves look like fuzzy moles. When worn, you may spend a Full Action to burrow 5 ft. through dirt or similar materials (of equal or lesser hardness). You may choose to leave a tunnel, or for the debris to collapse behind you.

Tactical Gloves, Minor

  • Cost: 200 TU

These gloves allow the user to call on an internal reserve of TP at a rate of 3 per use. They must also be filled with the wielders TP first and can hold up to 30 TP in total, akin to a magical implement.

Tactical Gloves, Major

  • Cost: 600 TU

These gloves act as Minor Tactical Gloves, except they may provide TP at a rate of 6 per use, and they may hold a maximum of 50 TP.

Ring Slot Items

[Under Construction…]

Feet Slot Items

Angel Treads

  • Cost: 400 TU

These ostentatious winged boots look both ridiculous and extremely cool at the same time. These boots combine the functionality of the Dashboots, the Hover Boots, and the Puddle Padders. However, now the hover function allows you to move as far as you are able, rather than half of your base movespeed (including utilizing the function of the Dashboots at the same time).

Dashboots

  • Cost: 80 TU

These stylish leather boots allow their user to move faster in brief bursts. Once per round as part of an action involving movement, the user may spend 2 MP/TP to move an additional 20 ft. This movement is still limited by Armor and any Conditions.

Hover Boots

  • Cost: 100 TU

These ornate gold and leather boots feel weightless in your hands. When worn, the wearer may freely move across up to half their base movespeed of nothingness per turn, in a similar fashion to the Air Walk spell. If you end your turn in midair, you immediately fall.

Puddle Padders

  • Cost: 100 TU

These cute yellow rainboots let you walk across water as easily as you would on land! Choppy waters may be treated as difficult terrain, at GM discretion.

Ruby Slippers

  • Cost: 150 TU

These ostentatious ruby covered slippers are in fact very comfortable. Once per week, they may be activated as a Full Action to cast Greater Teleport to bring their wearer home (wherever that may be). If required, the Slippers may even transport their master across other Planes of existence, though doing so prevents them from being used again for one month. As a Greater Teleport effect, the Slippers may transport allies - treat its CL as 9 for this effect.

For every 1,000 miles in traveled distance over 2,000 miles, the cooldown duration is increased by one week. If the distance is so great that the Slippers' cooldown would be a full year of time, they will transport the wearer successfully, and then turn to dust. The wearer always knows in advance if this would occur.

Slotless Items

Dragon Plushies, Assorted

  • Cost: 25TU

This adorable stuffed dragon shows no signs of wear and tear, and is just the right size for holding in your arms. When squeezed, it makes a cute squeaking sound, and puffs out a small breath weapon relevant to its type (metallic or chromatic) with a range of 1 ft., always dealing 1 point of damage. Each dragon is immune to the elemental damage which it produces.

Door Knob

  • Cost: 15 TU

This item appears to be nothing more than a simple brass doorknob. It can be attached to a smooth surface that is 6 inches thick or less, and with a hardness less than 20, creating a door. The door can be destroyed, with the difficulty depending on the material the wall (and thus the door) are made from. Regardless, the doorknob cannot be removed afterwards. If forcibly removed, it is destroyed (though the opening it created remains).

Handy Haversack

  • Cost: 60TU

This convenient backpack holds more than it should be able to, and makes sure its user always has easy access to its contents. The user treats their Strength as 4 points higher for determining their Carrying Capacity, excluding lifting and dragging. In addition, any item can be retrieved as a Half Action from the Haversack regardless of how full it is, or how small the item is. This does not provoke Attacks of Opportunity.

The Incredible and Miraculous Self Heating Autokettle

  • Cost: 80 TU

The unbelievable metal kettle not only brings water to a boil in exactly 5 minutes, but it also automatically turns off to avoid turning too much of the water to steam! Never before has such an item existed! Holds 2 Quarts of liquid. The Incredible and Miraculous Self Heating Autokettle can heat any liquid to boiling in 5 minutes, including Salt Water, blood, Acid, Liquid Nitrogen, Antimatter, Ichor, Souls, Lava, Unstable Darkmatter, Stable Darkmatter, most metals, God, Ammonia, Oozes, Slime, mold, and most forms of Sin!

Bag of Holding, Minor

  • Cost: 120 TU

This hefty sack weighs 25 lbs, but is in fact much larger on the inside. It can hold up to 500 lbs without influencing its own weight. It is limited to a volume of 100 cubic feet. If overloaded, the bag will rip asunder and dump its contents on the ground. If the bag contains more items than a normal sack, it requires a Full Action to retrieve any item from it.

Bag of Holding, Major

  • Cost: 250 TU

This even heftier sack weighs in at 60 lbs, but can carry up to 1500 lbs within it, and it is limited to a total volume of 300 cubic feet. This item otherwise functions as a Minor Bag of Holding.

Arcane Anvil

  • Cost: 300 TU

This bulky anvil is adorned with runes, and is a boon to skilled craftsmen. It counts as a Tier IV Toolkit, and weighs 20lbs. It requires 30 minutes to set up. When crafting Magical Weapons or Armor using the Arcane Anvil, if you beat the DC of the required Craft check, you gain a +5 on the check.

Mana Potion, Minor

  • Cost: 2 TU

This potion may be consumed as a Half Action to restore 3 MP.

Mana Potion, Major

  • Cost: 5 TU

This potion may be consumed as a Half Action to restore 5 MP.

Power Potion, Minor

  • Cost: 2 TU

This potion may be consumed as a Half Action to restore 3 TP

Power Potion, Major

  • Cost: 5 TU

This potion may be consumed as a Half Action to restore 5 TP.

The Unerring Timepiece

  • Cost: 80 TU

This pocketwatch is rather plain on the outside, but inside is an instrument of incredible craftsmanship. This watch always displays the accurate time of the user's homeland and homeplane, as well as the current local time. No spell, talent or ability can alter the time, even most divine intervention. In addition, the user is made aware if there has been a change in the flow of time, or a change in the timeline if they spend a Full Action checking, or in the next hour automatically. This does not make the user immune to the effect, only aware. The Unerring Timepiece functions in Antimagic Fields, and can not be un-made or un-purchased, even from a retroactive changes imposed by time travel - the creation of this timepiece is a fixed event.

Jar of Endless Dirt

  • Cost: 200 TU

This large glass jar is full of rough and dry dirt. Opening the jar and pouring out its contents reveals that it has an unlimited amount of dirt within, despite the jar itself weighing about 10 lbs. Each round the jar is left tilted and dumping out dirt, it pours out 1 cubic foot of dry and barren soil. At this rate it would take around 12 hours to entirely fill a basement of an average house.


Book Charms

Book charms are small magical tokens that can be attached to a book as a bookmark, clip or spine charm. Any book can only have a single charm at a time. Switching a charm out requires a Full Action. To notice a book charm, an observer must succeed on a Perception check at DC 25, and a Knowledge (Arcana) check at DC 15 to identify it as a book charm. A Knowledge (Arcana) check at DC 25 reveals what type of charm it is. Removing a charm after it has been triggered does not end the effect.

Charm of Sealing

  • Cost: 10 TU

The book with this charm can not be opened, save for the one who attached the charm. It requires a Strength check at DC 30, though the Knock spell gives a +5 bonus to this check. Using a weapon to break open the book destroys the book and its contents. The user may also assign a password to open the book by anyone who knows it.

Charm of Empty Words

  • Cost: 10 TU

The book with this charm appears to be blank, a Read Magic spell will reveal that there is text, but it is impossible to read. An Intelligence check at DC 30 can decipher it, and Dispel Magic grants a +5 bonus on this check. The user may also assign a password to make the book text legible, if desired.

Charm of Combustion

  • Cost: 10 TU

A book with this charm explodes violently when opened by anyone besides the user. This destroys the book, the charm, and inflicts 5d8 Fire damage to whoever opened it. The user may assign a password to prevent the explosion.

Charm of Calling

  • Cost: 40 TU

As a Half Action, the user can summon the book to their hand from any distance as long as it is on the same plane. The user may spend a second Half Action to send the book back to where it was last called from.

Charm of Durability

  • Cost: 10 TU

The book gains Fire Resistance 20, Hardness 10, and an additional 40 HP.

Charm of Screaming

  • Cost: 10 TU

When anyone besides the owner opens the book, the book loudly screams and continues to scream until the owner picks it up. The scream requires a Perception check of DC 0 to hear out to 100 feet, and it can even be heard out to a mile with a Perception check of DC 15. This effect does not pierce a Silence spell. The owner may also assign a password to prevent the scream.


Casket of Amber

  • Cost: 500 TU

This full-sized casket is made of solid amber. Any items or creature pushed into the semisolid top of the casket gets pulled inside. Once encased, the passage of time is fully stopped on the item or person. They do not age, decay, require food or water, or anything else that would alter the state they entered in. However, they can still be attacked through the amber and are considered to be Unconscious. Anyone inside the casket does not perceive the passage of time or events around themselves, nor can they leave under their own power or take any actions. The casket can only effectively hold a single Medium sized creature or around 400 pounds of items. The casket weighs 600 pounds.

Held Items

Dramen Staff

  • Cost: 50 TU

These slightly magical staves may only be created by a Druid or a Fey. They act as an endorsement and vouch for their wielder by their creator, and as such these staves are commonly carried by those seeking safe passage through the Feywild. Fey who encounter the wielder of a Dramen Staff will always attempt to bargain or otherwise negotiate, though the staff must be carried - should you have it stowed away, you will be seen as insincere.

Additionally, a Dramen Staff allows the wielder to make use of Fairy Rings without being a Druid or Fey themselves.

Laborer’s Maddock

  • Cost: 100 TU

This heavy two handed tool aids in the harvest of parts. While not always a maddock, it is always rather large and two handed. It can be used as a Simple Two handed melee weapon that inflicts 1d6 Bludgeoning damage. It weighs 10 lbs. When rolling a Harvest check, the user considers their check to be 5 higher, but only if they meet or exceed the Harvest check DC.

The Flaming Sword of Neoth

This massive blade is a Masterwork 10 (Attack Bonus), Flaming/Rending/Holy Bastard Sword (inflicting 9d6 Fire/holy/slashing damage) with intricate gold filigree and a two headed eagle on its cross-guard. Whenever the sword is Parried or Blocked, the item or limb which did so takes damage as if it was hit. It is intended to be wielded by a Large creature, however if given to a creature by its owner it will resize but still inflict the same damage.

As a Free action, it may be activated to inflict its elemental damage. However the sword also massively enhances the casting ability of the user. As long as it’s wielded, it provides 2 MP to any spell cast. The user also does not need to roll to cast in combat, and they instantly succeed on any concentration check to cast. Lastly, the wielder ignores all spell resistance.

Blessed Book

  • Cost: 80 TU

This unassuming grimoire is almost too small to be considered as a spellbook, but in fact it has a library worth of spells within. This book holds 1000 pages of spells for the Spellbook Talent. In addition, if the user spends 1 MP, they may flip to any spell in the book as a Free action. Scribing any spell into the book requires half the normal amount of time. Lastly, a Blessed book may have 2 Book Charms rather than 1.

Wand of Egg

  • Cost: 100 TU

By waving the wand and spending a Half Action, you create a single unfertilized chicken egg. This ability can be used once per hour. There is no limit to the number of eggs the wand can create. Eating 6 eggs in a day would be considered a meal.

Monkey Wrench

  • Cost: 50 TU

This wrench seems oddly wobbly and ill suited to repair things. However, by spending 2 TP/MP as a Half Action, you may hit an object and repair a number of its hitpoints equal to 1d8 + your Strength modifier. The Monkey Wrench gives no bonus on Repair checks, and doesn't even work as a normal wrench.

When the Monkey Wrench is picked up, and as long as it is on the user's person, the user grows a soft and furry monkey tail. This tail can hold items, wield weapons, and even help with climbing (granting a +5 bonus on Athletics checks to climb). However, the tail is fully sentient and must be bargained with to do even the simplest tasks. A Negotiate check at DC 15 is required for most simple things, but the DC may increase if it is dangerous. Each time the check succeeds, make note, as after 10 successes simple tasks are no longer required to roll. After 20, dangerous tasks are no longer rolled.

The Master Sword

This Masterwork 5 Intelligent, Holy, Defiant, Impervious Longsword gleams brilliantly in the light, and feels perfectly balanced when held by its elegant blue-mithril hilt; the mere sight of this blade seems to inspire hope and courage in your heart. The Master Sword, also known as the Sword of Evil's Bane, has a reputation for its effectiveness and nigh indestructability. Forged from a unique combination of Mithril and crystal, the weapon possesses qualities of each with the shortcomings of neither. The sword is completely immune to the ill effects of time's passage, rendering it unaffected by rust and other wear and tear (including supernatural origins of such effects, such as a rust monster). When the wielder of the Master Sword is unwounded (at their maximum Hit Points), they may channel their spirit through the blade to fire a projectile as a Half Action. This attack functions as a strike from the blade would, but is resolved as a ranged touch attack with an increment of 30 ft. Finally, the Master Sword refuses to be held by those without a pure heart: a nongood creature is incapable of making physical contact with the weapon in order to wield it.

Skullsplitter

This mighty hammer of myth was forged by the Dwarves and imbued with powerful runes of ruin to be used against enemies of order. This Masterwork 5 (Attack Bonus) Holy/Axiomatic/Bashing Warhammer has several additional effects besides its standard magical properties. Whenever it strikes a fiendish creature, the creature must make a Will Save at DC 20, or instantly return to its home plane. The wielder of Skullsplitter also gains Resistance 20 to all spell damage. When used against an Orcish opponent, Skullsplitter's critical threat range increases to 15-20.

The Gloryhammer

A hammer of kings, but mostly just a nasty goblinbasher and wizard slayer. This Masterwork 5 (Attack Bonus) Bashing Earthbreaker is mighty in its own right as it's critical damage is x3 instead of x2. However, when used against spellcasters or goblinoids, it is far more powerful. If the target of the Gloryhammer has an Initiation Grade or Caster Level, they take additional damage equal to the sum of the two on each hit. When used against a Goblinoid opponent, the Gloryhammer's critical threat range increases to 15-20.