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7/12/2017

7/12/2017

Magic Items Repository


Volume 2
Welcome back all to the second installment of Magic Items. This is yet another 100 items
for use in Fantasy Age and the Age System.

As in the previous document, not all of these are mine and I would like to not get sued.
Thanks and I do hope you enjoy this new addition to the Fantasy Age system.
7/12/2017
Absorbing Shield
Type: Permanent
Rarity: Rare
Effect: This Medium shield can absorb a certain amount of damage per day instead of it
being applied to the user. It holds 20 HP and these HP are used first before going to the
user. Once they are gone, it takes a full day to recharge the HP
History: A Paladin of the War God long ago single handedly killed 20 soldiers on the
opposing army during a massive battle. This supposedly channeled the souls of each of
those warriors into the Shield, providing him with extra protection

Adamantine Shield
Type: Permanent
Rarity: Uncommon or Rare
Effect: Small of Medium Shields can be made from Adamantine. Large and Tower Shields
are too big and weight far too much for this to be practical. The Adamantine version has an
extra +1 bonus to Defense and a +1 bonus to AR.
History: As with Adamantine Armor, the history is relatively unknown but modern versions
of this ancient design are great to have and are kind of expensive

Adamantine Weapon
Type: Permanent
Rarity: Uncommon
Effect: Adamantine Weapons are heavy but are made better and thus deal more
damage. Adamantine Weapons always have a +1 increase to minimum STR due to weight but
deal an extra +2 to damage. Most melee and throwing weapons can be made from
Adamantine
History: This is actually more recent than the Armor or Shield versions. Weapons made
from Adamantine have been recently discovered as the materials used to make them are
hard to form into solid pieces. Armor and Shields are easier due to thinner pieces. But these
babies will fetch a pretty penny if one is lucky enough to have it

Amulet of Magecraft
Type: Permanent
Rarity: Uncommon or Rare
Effect: The Amulet of Magecraft provides a +1/+2 bonus to Spellpower when worn (Based on Rarity). It
also grants the wearer a +1/+2 bonus to Resist harmful magic (Based on Rarity)
History: powerful mages long ago found a way to harness the innate magic of the world around them
and crafted these simple amulets. They vary in size and design but retain vital magical potency
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Amulet of Mighty Fists
Type: Permanent
Rarity: Rare
Effect: This seemingly normal ornate amulet is actually a powerful artifact. It grants the user
the ability to increase their own physical combat prowess in Unarmed Combat. The user is
treated as having one Degree more in the Unarmed Combat Style, even if they do not have it. If
the user gains the Master Level in this Talent, then the user gains additional Unarmed Damage
equal to their Constitution
History: Many of these amulets existed long ago and held the teachings of several
prominent martial arts masters. Since then, they have been destroyed or locked away by
collectors

Amulet of Natural Armor (+1, +2, +3)


Type: Permanent
Rarity: Uncommon, Rare or Legendary
Effect: this small amulet provides a bonus to AR when not wearing armor. Uncommon
versions provide a +1, while Rare provide a +2. Legendary version provide an AR bonus while
not wearing armor equal to your Constitution Rating
History: These amulets were crafted as protections talismans for a great battle long ago.
The symbols inscribed are prayers to the goddess of protection and she grants it to
whomever wears it

Animal Pelt Armor


Type: Permanent
Rarity: Uncommon
Effect: This is considered to be Heavy Leather Armor but with a 0 Penalty but a
Strain of 3. Made from large animals, this armor provides a new bonus based on the
animal it was made from that can be activated as a Minor Action once per encounter
for 1 minute:
 BEAR: +1 Strength and Constitution
 BISON: +1 Constitution and +2 to Speed
 CROCODILE: +1 Constitution and 8+Dexterity Swim Speed
 LION: +1 Strength and +1 bonus to Strength (Intimidation) Tests
 TIGER: +2 to Speed and +1 Dexterity
 WOLF: +1 Dexterity and Perception
History: Many Shamans throughout history have preserved the souls of animals in
their skins so that their warriors may call upon them in times of need.

Armor of Command
Type: Permanent
Rarity: Legendary
Effect: This armor acts as Heavy Plate Armor with a Penalty of 5 and a Strain of 6.
While this armor is worn, it provides access to the Command Talent at one degree more
than the user has. If the user has the Master degree, then the armor provides a +2 bonus
to all Communication Tests. Also, the Armor has 12 charges and the user can use up to 3 of
these at a time to give an ally that many in SP if that person Generates Stunts. The used
points will return after a full day of recharge
History: This is the armor of a powerful commander that led many into fierce battles
long ago. It is said that his soul resides within to lead others still
7/12/2017
Armor of Luck
Type: Permanent
Rarity: Rare
Effect: This armor is considered Heavy Leather. The armor comes with 12 points that can be
added to any Stunt Points Generated by the user. The user can only use a maximum of 3 of these
points per time and once these extra points are gone, it takes a full day to recharge
History: This armor is said to be worn by a very famous thief. It is said that he was so lucky
that he escaped the clutches of death in a one-on-one fight

Arrow of Phasing
Type: Temporary
Rarity: Uncommon
Effect: Any time an Arrow of Phasing is used, it is considered Piercing Damage. The
use of the Pierce Armor Stunt turns it to full Penetrating
History: No one really knows how this arrow came about but it is used by assassins
mostly these days

Arrow of Searing
Type: Temporary
Rarity: Rare
Effect: This arrow will burst into flame on command. It deals +2 Fire damage when used and
if the target fails a TN 13 Constitution (Stamina) test, they are set on fire and take 1d6 damage
every turn for the next 4 turns unless dowsed with water
History: The idea of using Fire on anything to enhance it has been around for thousands of
years. This arrow is no different and while many have turned to far greater enchantments, some
still use fire because of its chaotic nature

Arrow of Silence
Type: Temporary
Rarity: Rare or Legendary
Effect: This arrow was designed to sap the energy from Mages. In addition to normal
damage, the Mage must pass a TN 13/15 Willpower (Self-Discipline) Test (Based on Rarity) or
they lose 1d6/2d6 of Magic Points.
History: Many have thought of ways to harm mages and draining their very use of magic is
the best way to take them out. These arrows were used long ago when magic was still new to
the world and thus not trusted. These arrows are still used but against really dangerous rogue
sorcerers
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Arrow of Sleep
Type: Temporary
Rarity: Uncommon
Effect: These arrows are coated with a unique concoction that puts people to sleep. The
target of the arrow must pass a TN 11 Willpower (Self-Discipline) Test each round for 4 rounds
or the arrow is removed. Each time the target fails, they suffer the next effect:
1. Target suffers a -1 to Defense and Perception Tests
2. Target suffers a -3 to Speed
3. Target can only take Minor Actions
4. Target is asleep. Anyone trying to hit target will gain a +1 bonus to hit and deals an
extra 1d6 of damage
History: Sleep arrows are common among assassins but lately have been becoming more readily available to the common folk

Arrow of Tracking
Type: Temporary
Rarity: Rare
Effect: These arrows are magically enhanced by light and
upon impact with the intended target, begin to glow. The color is
determined by the user when fired. This colored glow gives
anyone attacking that target a +2 circumstance bonus to hit.
Getting hit with multiple arrows will not increase this effect but
a person can use them on multiple targets but no more than
their Willpower Score
History: these arrows are Elven in design and were used primarily as hunting tools. The glow could be tracked if they lost their
target while hunting and it made them better hunters

Arrow of Twinstrike
Type: Temporary
Rarity: Rare
Effect: this arrow magically splits into 2 mid-flight. This means that it hits 2 targets who
are within 10 yards of each other for standard weapon damage, or they can hit the same
target for an additional 1d6 of damage
History: no one knows where the magic for these arrows comes from, but they have
been used by archers in many battles against opposing armies to very great effect

Assassins’ Blade
Type: Permanent
Rarity: Rare
Effect: this blade is hidden within a Bracer and is spring-loaded. With a
Minor Action, the blade can be either triggered or retracted. It deals normal
Dagger damage and does not use a hand to operate. Also, 2 can be worn
and the Bracer provides a +1 bonus to Defense. If 2 are worn, the Defense
Bonus is not increased to +2 but it does provide various combat options
History: This blade is actually older than most think and has been
handed down from father to son over many generations. No one knows the
true origins but it is said that a civilization that was far more advanced
created them. As to what happened to that race, no one knows either
7/12/2017
Bag of Holding
Type: Permanent
Rarity: Uncommon, Rare or Legendary
Effect: The Bag of Holding uses Dimensional Magic to create a space that is
larger on the inside for storing lots of mundane objects. No living thing can
survive within the Bag of Holding. The Bag of Holding comes in 3 colors based on
Rarity:
1. Red: Uncommon: holds 25 pounds of stuff and weighs only 5
2. Brown: Rare: Holds 50 Pounds of stuff and weighs only 5
3. Tan: Legendary: Holds 100 pounds of stuff and weighs only 10
History: Bags of Holding have been around for a long time, but it was a
powerful mage known as Merlin who made the first one. He got tired of living
without his vast library; he found a way to carry it all with him. His Bag of Holding
was supposedly destroyed but didn’t seem to have a carrying limit like the ones
that have come after. No one knows how he got it to do so

Bandages of Rapid Recovery


Type: Temporary
Rarity: Common
Effect: These wraps are inscribed with runes to promote healing. When worn, they grant the
wearer a +2 bonus to Health recovery when healed by magic or by resting. The effects last for 2 full
days before the magic is gone. The Bandages can be cleaned after to trigger the effects again
History: bandages have been used since the dawn of warfare and magically enhanced ones
have been used almost as long. They are very common and are easy to obtain

Battlement Shield
Type: Permanent
Rarity: Legendary
Effect: This is a Tower Shield, meaning it provides a +4 bonus to Defense instead of
the highest +3. If one does not have at least the Novice in the Weapon and Shield Talent,
then they suffer a -2 on all attack rolls since the shield is massive in size. The Battlement
Shield can be placed into the ground as a Minor Action and Triggered. It transforms into
a wall that is 4 yards side, one yard thick and 2 yards tall. It is impenetrable and only the
command can deactivate the wall. Also, while worn, this shield provides the user with
immunity from the Skirmish and Knock Prone Stunts
History: There was once a Dwarven Smith who took the pieces of a fallen tower to
craft a shield. While he did not know it, the tower he used was actually a magical spire with great power. This shield has the ability to
make anyone using it an immovable object on the battlefield

Beaststrike Club
Type: Permanent
Rarity: Rare
Effect: The Beaststrike Club is a club with added spikes for an edge in combat. It deals
normal Club damage with a +2 bonus and has access to a special stunt:
 BLEED: 2SP: the opponent starts to bleed, taking 2 points of Penetrating damage
every round for 4 rounds unless they pass a TN 13 Constitution (Stamina) Test
History: This is just a brutal weapon designed by a tribe of barbarians long ago. It was
used mostly for protection, but bandits gave it a bad reputation soon after its invention
7/12/2017
Belt of Incredible (Ability) (+1, +2)
Type: Permanent
Rarity: Rare or Legendary
Effect: This Belt has one Chosen Ability when found. When worn, it
grants a +1 or +2 bonus (based on rarity) to that Ability but only when Tests
are involved. So a Belt of Incredible Dexterity will not increase Speed or
Defense, just the bonus to Dexterity Tests
History: Mages and Scholars have determined a long time ago that all
beings have 9 basic abilities that derive all other aspects of life. They then
discovered that specific runes can increase those base Abilities for a short
time

Boots of Airwalking
Type: Permanent
Rarity: Legendary
Effect: The Boots of Airwalking allow one to add their Acrobatics Focus to their Speed for 1
minute per encounter. They float, ignoring terrain and allowing faster movement.
History: There was a great warrior by the name of DuKain who was in love with the sky. He
borrowed feathers from many birds so that he could be with his love. However, the sun was jealous
and he sent out a heat wave that melted the glues used to craft the boots. That did not stop the
warrior who used his love to fly to the sky every night

Boots of Friendly Terrain


Type: Permanent
Rarity: Rare
Effect: These Boots are made with a Wilderness enchantment that allows a character to
completely ignore penalties to Speed based on Terrain. Snowfall to your knees, no penalty.
Earthquake Spell making others lose balance, no penalty.
History: These Boots were made by an Elven hunter a few centuries back. He used a unique
combination of leathers from different animals and it created a unique effect that completely
ignores terrain. He was murdered before he could complete his studies on this and his notes
were never found

Boots of Jumping
Type: Permanent
Rarity: Rare
Effect: The Boots of Jumping grant a +1 bonus to all Strength (Jumping) Tests
History: The Boots of Jumping were crafted by the same man who made the Gloves
of Swimming and Climbing. He continued this trend from the gloves to make these boots.
7/12/2017
Boots of the Winterlands
Type: Permanent
Rarity: Uncommon
Effect: These boots provide a +1 bonus to resist cold or ice effects. Also,
you can ignore 3 points of Cold/Ice damage every round.
History: These boots were made by those in the highlands of the world;
where ice and snow are the utmost common. They are designed to aid in
resisting the cold

Bracelets of Binding
Type: Permanent
Rarity: Rare
Effect: These Bracelets come in pairs. Normally they are just mundane bands
but if they are within 50 yards of one another and the command is spoken, then
snap together, dragging whatever is attached with them. Only the second
command word can unbind them’
History: these bands were crafted a few centuries ago to aid against rogue
mages. The bands snap together and prevent mages from casting magic.

Casters’ Shield (+1, +2, +3)


Type: Permanent
Rarity: Uncommon, Rare or Legendary
Effect: This Shield can be either s Small, Medium or Heavy Shield (Based on
Rarity) and provides not only the Defense bonus above, it also grants that as a
bonus to either Casting Rolls or Spellpower; chosen every time the caster uses
spells. This shield does not require the Weapon and Shield Talent to gain the full
Defense Bonus since it is magical in nature
History: Mages during the war long ago designed Shields to aid them in
combat. They are rare these days but there are many still intact in the hands of
collectors

Circlet of Splendor
Type: Permanent
Rarity: Legendary
Effect: The Circlet of Splendor is a wondrous artifact. It grants the user a +1
bonus to all Communication Tests and a +2 bonus to resist harmful magic
History: The Circlet of Splendor was crafted for a great queen long ago by her
love. However, this love was not the king. When the king found out, he had the
jewelry maker killed. His soul went into the circlet and protected her from the
kings’ anger. To this day, it is passed down from queen to queen as s symbol of the
throne
7/12/2017
Circlet of Telepathy
Type: Permanent
Rarity: Rare
Effect: this Circlet can allow a character to connect to a number of people
equal to their Willpower+1 (Not Including themselves). As long as the people
are within 5 miles, you can communicate with them as if they were beside you
History: these crowns were built be a race who could not speak like
normal people. They made these so that they could communicate with these other beings and share their ideas and wisdom.
However, about 500 years ago, they vanished and left these crystal adorned circlets as the only reminder

Cloak of Levitation
Type: Permanent
Rarity: Legendary
Effect: This Cloak has a mind of its own and chooses its user. It has not had one in over a
century but it has some really cool powers. It allows the wearer to fly at a speed of
8+Dexterity and prevents falling. The Cloak also has a Defense of 15 and either uses it or its
owners (whichever is higher). It can fly on its own and attack people with an attack base of
+5. It deals no damage on its own but can use objects around as Improvised Weapons dealing
1d6-1 damage. It can grab a hold on someone, and they have to pass a TN 15 Strength
(Might) Test to break free
History: It is not know the true origins of the Cloak of Levitation but it is indeed a
powerful relic and holds many secrets. It once belongs to a powerful wizard who could
manipulate time

Cube of Wonder
Type: Permanent
Rarity: Rare
Effect: This cube, known by some as a Tesseract, is a powerful object with unpredictable
effects. It holds 1d6 charges when found and has a maximum of 12 charges. When tossed, it
uses one charge and has a random effect. It regains 1d6 charges every day at dawn. The
player will roll 1d6 on the following chart to determine the effect:

1d6 roll Effect


1 The cube freezes the ground in a 5 yard radius centered on the cube. Anyone in the area must pass a TN 13 Dexterity
(Acrobatics) Test or they fall prone. Their Speed drops by 2 points even if they pass the Test. The ice melts after 4
rounds
2 The cube explodes, dealing 2d6 damage to all within a 5 yard radius centered on the cube
3 The cube creates a force field in a 5 yard radius centered on the cube. It has a Health of 25 and an AR of 2. It has to be
attacked and destroyed before any living matter can enter the field. All Arrows and Spells can be used from inside the
field. The field lasts for the rest of the encounter or until destroyed. This effect cannot be used twice in the same
encounter and so a reroll is needed if it is selected a second time
4 The Cube explodes, nullifying all magic in a 5 yard radius. All mages must pass a TN 15 Willpower (Self-Discipline) Test
each round for 4 rounds before they are allowed to cast spells
5 The cube bursts forth with healing energy. All player character regain 1d6+Constitution in Health.
6 The cube summons a Demon Soldier (Fantasy Age core Rulebook page 105). It will attack anything within 10 yards of its
position for 4 rounds before returning to the underworld. This can only be used once per encounter and s reroll is
needed if it is selected again
History: These powerful cubes were crafted long ago by an ancient civilization. Their secrets are all but lost to us and even the
most scholarly of mages has no idea how these things actually work, only that they do.
7/12/2017
Dagger of Time
Type: Permanent
Rarity: Legendary
Effects: This dagger holds the Sands of Time. It has the same stats as a regular dagger. It
begins with 12 charges and can use any number of charges to use unique powers. Follow the
chart here to see what types of powers can be used and how many charges they take:

Power Charges Effect


Delay 1 Your target must pass a TN 15 Constitution (Stamina) Test or they are frozen in time for 2 rounds. Any
attack against a frozen target is considered a Coup de Grace and kills them instantly. No target can be
affected twice in the same encounter
Recall 1-4 For each charge spent, you rewind time by 1 round, up to 1 minute. All damage done to you and allies
are reversed, as well as all enemies. You can then decide to take new actions. This can only be used once
per encounter
Haste 2 You slow down time for 1 round. It allows you to take 2 full actions in one turn (basically you take 2 turns
in one round)
Destiny 3 You can let the Dagger give you glimpses into the future. Sometimes theses events do not come to pass
as actions now affect the future
Burst of Sand 3 You send the sands forth from the dagger in a 10 yard area around you. Anyone within must pass a TN
13 Dexterity (Acrobatics) Test or they are knocked prone and take 2d6 penetrating damage. Passing the
Test means they only take 1d6+3 penetrating damage
Memory 2 The dagger can bring back things that have eroded or fallen with time, allowing cave-ins to remove or
walls to reform. These are permanent but only 3 things can be brought back at a time
The dagger can only be refilled by collecting the Sands of Time. Each time a Sand Cloud is found, it refills 1d6 charges to the
dagger
History: It is unknown where the dagger came from, but it is said that when the Mistress of Time died to create the Sands, it
also crafted the Dagger to control them. The Sands were locked inside a giant Hourglass to prevent the wrong hands from claiming
them

Deck of Doors
Type: Temporary
Rarity: Rare
Effect: This deck contains 52 cards of nothing but pictures of doors. When placed
against a will and the command is spoken (a Minor Action), the card transfers its door to
the wall, allowing passage. A second command releases the door and the card back into
the hand. The doors that have been used cannot be reused for an entire week, but do
regenerate afterwards
History: A Great thief had these cards made to help him escape the clutches of the
law. He carried on for months, using them to steal and rob. One day, he used all of the
cards in the deck and was captured and hung for his crimes. He should have been a bit
more patient
7/12/2017
Dragonhide Leather Armor
Type: Permanent
Rarity: Rare
Effect: this is considered to be Heavy Leather Armor with an AR of 5, a Penalty of -1, and a
Strain of 1. It grants immunity to Fire Damage, even magical
History: it has long been considered to be a rarity for armor smiths to use Dragonhide in their
armor. But when dragons became more common in the past 50 years, more and more have tried
to craft such armor but to no avail. Only a few handful of Smiths know how to do it and are paid
good coin to do so

Elemental Gems
Type: Permanent
Rarity: Rare or Legendary
Effect: These stones come in many colors and varieties. Each one
is the solid essence of its particular element and grants a +2 damage
bonus to that element when attached to a melee or ranged weapon.
It grants a +2 bonus to resist that element when put onto armor also.
The stones are malleable and can be exchanged rather easily. The
Legendary versions contain 2 elements as a new combined element. These instead have a +3 bonus on both elements when used.
This color chart shows what elements are what:
Color Element
Brown Earth
Red Fire
Blue Water
Green Wind
Pink Lava (Fire and Earth)
Tan Mud (Water and Earth)
Clear Ice (Water and Wind)
Yellow Lightning (Wind and Fire)
Grey Sand (Wind and Earth)
White Steam (Fire and Water)
History: These stones have been sought after for generations since they are very strong. They seem to get stronger when neat
each other but that is only speculation

Elixir of Truth
Type: Temporary
Rarity: Uncommon
Effect: When ingested, the one who drank this elixir must pass a TN 15 Willpower (Self-
Discipline) Test or they can only tell the truth. Each time they fail, the TN increases by +1 but only till
it reaches a TN of 18. They can also make a TN 13 Constitution (Stamina) Test to have their body
reject the Elixir and throw it up, ending the effects immediately. The effects only last 1 minute
History: The use of Elixirs of Truth has been around for a long time, used to find spies and
traitors during times of war
7/12/2017
Flying Carpet
Type: Permanent
Rarity: Rare
Effect: the Flying Carpet flies at a speed of 15. For the first 2 rounds a person is on
it, they must pass a TN 13 Strength (Might) Test to hold on. After those 2 Tests, they can
ride with ease. It can hold up to 3 passengers
History: no one knows where they originally came from, but Flying Carpets have
been around for a very long time and are limited to the desert regions of the world,
where crossing the sand dunes is very dangerous on foot. Their magic is permanent and
there have been carpets that are thousands of years old

Folding Boat
Type: Permanent
Rarity: Uncommon
Effect: The Folding Boat is not magical but it folds for easy transport. It weighs only 10
pounds and folds to fit on a backpack. When unfolded, which takes about 5 minutes, it is fully
river worthy. It can hold up to 6 people, but not comfortably
History: they are a recent idea but Folding Boats have become popular since they are easy
and you can take them anywhere

Golem Manual
Type: Permanent
Rarity: Rare
Effect: The Golem Manual lets a player craft Golems (Fantasy Age Core Rulebook Page
108). You can craft a Golem from any of its listed materials. The Cost of Crafting a Golem is
50xAR and takes 1 week per AR of time. You can also add up to 5 extra Slots to a Golem to
enhance the base stats. Each Slot costs an extra Week of time and an extra 10 per Slot of cost.
Golems are helpful but they do not regain health as normal. Instead, it takes a TN 13 Dexterity
(Crafting) Test and they regain 2d6+Stunt Die in Health and cannot regain more for 4 hours
Use the following chart to see what things you can add to your Golem:
Effect Slots
Focus: Strength (Might) 1
+1 Defense 1
+1 Attack 1
Focus: Strength (Intimidation) 1
+2 damage 2
+10 Health 2
+2 AR 2
+2 Speed 2
History: The Golem Manuals are rare items and were created by a mad wizard. Crafting a Golem takes years of practice and it is
not the easiest of magic
7/12/2017
Heartstone Amulets
Type: Permanent
Rarity: Rare
Effect: These Amulets come in many varieties but they all have the same effect. Each Amulet
has 12 charges and can have these charges spent to do incredible things. It is found with only 1d6
charges but gains 1d6 every hour in daylight.
Effect Charges
Regain 1d6 health (Once per encounter) 1
Regain 1d6 mana (Once per encounter) 1
Gain 1 SP per charge (Up to 3) 1-3
Gain a +2 bonus to Defense (2 rounds) 2
Gain a +2 bonus to Spellpower (2 rounds) 2
Gain a Focus for a Weapons Group you have (2 rounds) 3
Gain a Talent Degree you have the requirements for (2 rounds) 3
Gain Darksight (1 hour) 4
History: Heartstone Amulets are crafted from Heartstones. It is not clear what a Heartstone actually is but they are created
deep within volcanoes and mountains. They are very unique gems that seem to harness magical properties

Horn of Blasting
Type: Permanent
Rarity: Legendary
Effect: The Horn of Blasting is a focus for some powerful magic. The Horn holds
6d6 worth of damage and can be channeled in any amount. So you can use is 3 times
dealing 2d6 each for example. Once it is blown into, pure force is blasted from the
horn, dealing damage to all in a 2 yard wide and 10 yard long line. It regains 1d6 of its
spent damage every hour in daylight
History: Long ago, this horn was used to call upon the forces of magic to break
the walls of a tyrant’s castle. It worked and since then, it has been a very sought-after prize for many adventurers

Horn of Valhalla
Type: Permanent
Rarity: Legendary
Effect: This horn can be used once per day and can call upon the souls of dead
warriors who have made it to Valhalla. Use the Stats for a Bandit (Fantasy Age Core
Rulebook Page 105). It can summon 4 regular warriors (do not apply a template to them),
3 Elite Warriors (apply the Elite Template), 2 Heroic Warriors (apply the Heroic Template)
or 1 Epic Warrior (apply the Epic Template) once per day. They remain in the command of
the one who used it for 5 minutes or until the encounter ends. This effect takes 12 hours
to recharge
History: the Horn of Valhalla was made from the horn of a white deer in the Hunting
Fields of the Heavens. It is not known how it got to earth, but it is said that only one
worthy can use it and he/she will be given a special place in Valhalla at death

Incense of Awareness
Type: Temporary
Rarity: Uncommon
Effect: when inhaled, you gain a +2 bonus to Defense and Perception Tests for 1 hour.
Lighting and inhaling takes an Activate Action
History: the Incense of Awareness have been used by healers and clergymen for a long
time, granting their warriors a boost in battle. They are readily available but cost quite a bit.
They are handed out cheaper in churches since they make so much of it
7/12/2017
Incense of Meditation
Type: Temporary
Rarity: Uncommon
Effect: When inhaled, the user gains a +1 bonus to Willpower Tests and a +2 bonus to
Spellpower for 1 hour. Lighting and inhaling takes a Major Action. Also, when used while
resting, they grant a +2 bonus to Health and Mana replenishment
History: The Clergy have been using these like the Incense of Awareness. They are easy
to come by in a church and they have been used for a long time to aid mages before
combat

Key of Open Doorways


Type: Permanent
Rarity: Rare
Effect: The Key of Open Doorways is a simple iron key that is said to be the first replica of the
Skeleton Key (See Magical Items Repository Volume 1). It has a different enchantment however;
instead of lowering the difficulty of each lock and never breaking, this key has 12 charges and can
open different levels of Locks by spending a certain number of charges. It regains 1d6 charges every
hour after they are used. See this chart for Lock difficulty and number of charges:
Lock Level TN Charges
Fragile 7 None-Automatic
Simple 9 1
Basic 11 2
Average 13 3
Good 15 4
Great 17 5
Superior 19 6
Masterwork 21 7
History: A Powerful mage had tried to copy the effects of the Skeleton Key long ago. His attempts were all unsuccessful accept a
few. They were base iron but they mimicked a very similar power to the original. Most have been destroyed, but a few have survived
through the ages

Lasso of Truth
Type: Permanent
Rarity: Legendary
Effect: Anyone wrapped in the Lasso of Truth has to pass a TN 15 Willpower (Self-
Discipline) or they are compelled to tell the truth and cannot lie so long as they are
being held. The Lasso works as a Whip (see the end of this document for new
Weapons). Once per encounter, it can glow with a golden light. For 1 minute, it is
unbreakable and deals an extra 1d6 of damage
History: This weapon was made by a race of Amazons centuries ago. They have
since died out but relics such as this have remained in the world and are valuable, well
sought-after prizes
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Life-Stealer
Type: Permanent
Rarity: Legendary
Effect: the Life-Stealer is a sword that steal the lives of its victims to feed its owner.
Every time the user kills a target with the Life-Stealer, they regain 1d6 health. This can
never exceed their maximum however. The Life-Stealer is a Longsword that also has a +1
bonus to hit and a +1 bonus to base damage
History: the Life-Stealer was the blade of a tyrant who ruled with an iron hand. He
drank the blood of his enemies in a silver chalice and then had that chalice forged as part of a new sword. When he died, it is said
that his spirit now inhabits the blade, still hungry for blood

Mace of Terror
Type: Permanent
Rarity: Legendary
Effect: This mace has in it some really powerful magic. Anyone attacked with it must also
make a TN 15 Willpower (Self-Discipline) Test or they suffer from fear. They take a -2 penalty
to attack the user of the Mace
History: there was once a very violent warrior who was driven insane when his wife was
brutally murdered in front of him. He took his mace and killed everyone involved with her
death. This mace was seen and feared by those involved and it retains that aura, even 300
years later

Magical Mirror
Type: Permanent
Rarity: Rare
Effect: these mirrors allow the use of the Divination Arcana with no Focus and no need to
use Mana. Also, once per day, the players may ask it one question and have it answered. The
information is given at the GM discretion.

BROKEN MIRRORS: Broken Magic Mirrors do exist and are difficult to use. The
information given may be vague or unclear and the chances of any Divination Spell to work
has its TN increased by +2. Some Mirrors are far too broken to use at all and will not work no
matter how hard one tries. Broken Mirrors can be fixed with Alchemy but it takes a very long
time since the magic used to create these artifacts is far more ancient than most people think

History: Magical Mirrors have been used for a really, really long time. They are more ancient than most realize and some of the
largest ones were used as instantaneous transportation from one place to another. They have since been dying out and become
more rare every day but finding one is a true gem

Mantle of Faith
Type: Permanent
Rarity: Rare
Effect: These Robes are treated as Heavy Leather Armor but with a 0 Penalty and a 0 Casting
Strain. So long as they are worn by a devout believer, they grant a +1 bonus to Generating Divine
Stunts (See the end of this document for those)
History: For a thousand years, the devout and clerics have worn such Mantles. Their gods
channel their magic through these robes to aid their followers
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Mask of Fearsome Visage
Type: Permanent
Rarity: Legendary
Effect: so long as the mask is worn, its effects can be triggered as a Minor Action. For 1 minute,
anyone attacking the wearer of this mask must pass a TN 15 Willpower (Self-Discipline) test or they
suffer a -2 penalty to attacks. If a second test is failed, they flee for 2 rounds. Also, while worn, it
provides the user a +2 bonus on Strength (Intimidation) and Communication (Disguise) Tests
without having to trigger it. The triggered effect can be used only twice per encounter
History: Legend has it that this mask was worn by a man who went insane and went on a
rampage through the countryside. He was so feared and so hated that even looking at him drew
fear into the hearts of even the most seasoned warriors. He was finally killed but his visage
remains, as a horrid reminder of what was

Mask of Masques
Type: Permanent
Rarity: Legendary
Effect: This simple White and Red Mask can actually change shape and form over the users
face. As a Minor Action, the Mask changes into any face it wants and even changes the voice of the
user to match the face. It grants a +2 bonus to Communication (Disguise) Tests and adds a +1 to the
TN of noticing the difference the target has to make. The Mask works so long as the user wills it
and can only be taken off by the user, unless a person knows it is fake, they can remove it as well
with the users permission
History: the Mother of Faces is the creator of identities and one of her canvases was stolen by
her son, the Face Stealer. This Mask was carved from that canvas and the Face Stealer ran around
collecting faces to add to it. One day, a great warrior faced him and, without showing any emotion,
sent the Face Stealer back into the Sprit Realm. The Mask was given to him by the Mother of Faces as a gift to the world

Maul of the Titans


Type: Permanent
Rarity: Legendary
Effect: this is a 2-handed maul that deals 3d6+3 instead of the standard 2d6+3. Also, it has
access to a special Stunt:
 QUAKE: 4SP: When the Maul of the Titans hits the Ground, it begins to quake the
earth. Use the Earthquake Spell (Fantasy Age Core Rulebook page 70) for the effects of the
Quake Stunt. The effective Spellpower for this is 13
History: this Maul was forged in the fires of Creation many eons ago. The great Titan
Grandor used it to craft valleys and mountains into the earth. When the War between the
Titans raged across the earth, the Maul was thought to be lost
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Metamagic Rods
Type: Permanent
Rarity: Rare
Effect: each Rod is unique and has a Metamagic Power that boosts ones magic
spells. When found, the Rod contains one of the following Metamagic Powers
which can be used if desired so long as a spell is cast while the Rod is in your hand:

Power Effect
Bouncing The effects of the Spell will bounce to a secondary target within 5 yards of the first. They must pass the same Tests as
the first
Dazing If the target of the spell fails the test, they are considered stunned as well as taking the effects of the spell. If the spell
already stuns a target, they are stunned for one additional round
Disruption Any Mage being attack by your spells must pass a TN 9 (+your Willpower) Willpower (Self-Discipline) test or they
cannot cast a spell on their next turn
Enlarged If your spell deals damage, it deals an extra +3 damage to the roll
Extended You can increase the range of a spell by 5 yards
Focused You can add your Self-Discipline Focus to your Casting Roll, even if you have the Arcana Focus
Logical This Rod allows a character to use their Intelligence score instead of their Willpower when calculating Spellpower or
the Casting Roll. One must be chosen before the spell is cast
Overflow You can spend up to 6 points of additional Magic Points for this effect. If your Stunt Die is equal to or greater than the
number of MP you spent, you can Force a Stunt without having to have rolled doubles up to the amount of MP you
spent. Rolling doubles will not grant you the points if the Stunt Die is lower than the number of points you spent
Quicken You reduce the time of casting by one action. 1 minute becomes 2 rounds, 1 round becomes a Major Action, and so on
Selective If your spell effects an area that has your allies within, you can select a number of them equal to your Willpower and
they will not be affected by the spells area at all
History: Metamagic Rods have been around for a long time. Mages of the past and present have all tried to enhance their own
capabilities in minor ways to gain an edge in battle.

Monster Almanacs
Type: Permanent
Rarity: Uncommon, Rare or Legendary
Effect: the Monster Almanac provides the user with a +1 bonus to
Intelligence (Research) Tests (+2 for Rare and +3 for Legendary) involving
researching a particular creature. The TN of the Research is also dropped
by 1 point (2 for Rare and 3 for Legendary). However, the Thinner
Uncommon Books reduce the Time by at least 15 minutes while the larger
Rare Books do not reduce time and the thickest Legendary Books increase
the Time by 15 minutes due to size differences. Also, if the creature being
researched is encountered within the next 2 days, the researcher gains a
+2 bonus to attacking the creature, a +2 bonus to Damage, and a +1
bonus to Combat Stunt Generation against it
History: Long ago, a wizard sought to catalog every known creature in
existence. He managed to do so by prolonging his live by almost 300 years. These Almanacs are all that remain of that work and are
valuable assets to anyone who hunts rare beasts
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Necklace of Serenity
Type: Permanent
Rarity: Rare
Effect: Up to 4 times per day, the user can automatically succeed at any Willpower
(Faith/Morale/Self-Discipline) Test. If a Spell were to use this for the Test, then they gain a +2
bonus added to the Focus if they have it and ignore the effect all together if they pass instead of
taking a reduced effect. The automatic successes reboot at the end of each day, and they never
exceed 4
History: the Monks of the Southern Mountains imbue their necklaces with magic to aid in spiritual enlightenment. They have
passed on this tradition to anyone wishing to see their soul reach new levels

Ointments, Salves and Balms


Type: Temporary
Rarity: Uncommon
Effect: Each type of Ointment has a different effect. Each container of Balm contains 6 applications
within. Follow this chart to show which Salve and Balms do what:

Item Effect
Restorative Balm Restores 1d6+Con in Health per application
Spirit Balm Restores 1d6+Will in Mana per application
Grounding Balm Reduces Lighting Damage from Penetrating to Piercing for 1 minute
Warmth Balm Reduces Ice/Cold Damage by 2 points for 1 minute
Strength Balm Increases Melee damage by +2 for 1 minute
Ice Salve Reduces Fire/Heat Damage by 2 points for 1 minute
Nature Salve Gain a +2 bonus to resist harmful magic
Rock Salve Gain +1 AR for 1 minute
Swift Salve Gain +2 Speed and +1 Dexterity for 1 minute
rd
3 Eye Salve Gain a +1 bonus to Spellpower for 1 minute
History: For a long time, magical ointments and salves have been used by almost everyone. Today, it is a far less practiced art
but there are those who still sell these items to aid adventurers

Orb of Weathershift
Type: Permanent
Rarity: Legendary
Effect: the user can spend a certain amount of time with the orb to change the weather.
The longer the user uses it, the greater the changes he/she can make. Follow this chart for
some examples of what kinds of weather and in what regions these can be made:
Time Effect
1 minute Minor; clearing skies, light rain
5 minutes Moderate; medium rain, windy
10 minutes Major; heavy rain, high winds
1 hour Catastrophic; raging storm, hurricane
History: This Orb is the only of its kind and is said to be made from the tears of the nature goddess. No one knows how or why it
exists but many have tried to use it to conquer other lands by changing their natural yearly weather patterns

Phial of Starlight
Type: Permanent
Rarity: Rare
Effect: This Phial holds 8 hours of continuous light. It shines in a 10 yard
radius and can glow or dim on command. It takes a full day of sitting in the sun
to fully recharge the Phial. It can also be ingested to heal the user to full
Health but it has to be refilled by the elves to regain its light
History: Long ago, the Elves captured pure Starlight. This liquid is used as
not just a healing medicine, but to light the way in dark times as well
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Poisons
Type: Temporary
Rarity: Uncommon
Effect: Poisons are chemical concoctions that ravage the body and have deadly effects. One
requires the Alchemy Talent to craft Poisons. The following chart shows the Level, TN, threshold, and
Time required for each phial of Poison. Novice Poisons are called Distilled, Journeyman are called
Basic and Master are called Concentrated.

Level TN Threshold Make Cost Buy Cost Time


Distilled 11 5 3 sp 9 sp 1 Day
Basic 15 10 6 sp 18 sp 2 Days
Concentrated 19 15 9 sp 24 sp 3 Days

Here are some Poisons for use. The chart will show the Name, Level and Effects of the item is question. Some Poisons are only
Journeyman or Master Levels and are really hard to craft. Keep that in mind as you follow the chart
Name Level Effect
Arsenic Distilled Suffers 1d6 penetrating damage every round for 2 rounds unless they pass a TN 11 CON
(Stamina) Test
Basic Suffers 1d6+3 penetrating damage every round for 3 rounds unless they pass a TN 13 CON
(Stamina) Test
Concentrated Suffers 2d6 penetrating damage every round for 4 rounds unless they pass a TN 15 CON
(Stamina) Test
Wolfsbane Distilled Hallucinate for 2 rounds unless they pass a TN 11 WILL (Self-Discipline) Test
Basic Hallucinate for 3 rounds unless they pass a TN 13 WILL (Self-Discipline) Test
Concentrated Hallucinate for 4 rounds unless they pass a TN 15 WILL (Self-Discipline) Test
Bloodroot Distilled Must pass a TN 11 CON (Stamina) Test each round or they are stunned for 2 rounds
Basic Must pass a TN 13 CON (Stamina) Test each round or they are stunned for 3 rounds
Concentrated Must pass a TN 15 CON (Stamina) Test each round or they are stunned for 4 rounds
Red Lotus Extract Distilled Target loses 1d6 in Mana unless they pass a TN 11 WILL (Self-Discipline) Test
Basic Target loses 1d6+3 in Mana unless they pass a TN 13 WILL (Self-Discipline) Test
Concentrated Target loses 2d6 in Mana unless they pass a TN 15 WILL (Self-Discipline) Test
Deathblade Concentrated Takes 3d6 points penetrating damage unless they pass a TN 15 CON (Stamina) Test
Nightmare Vapors Basic Takes 5 points of penetrating damage and hallucinates for 3 rounds unless they pass a TN 15
WILL (Self-Discipline) Test
Concentrated Takes 10 points of penetrating damage and hallucinates for 4 rounds unless they pass a TN
17 WILL (Self-Discipline) Test

For Hallucinations, roll 1d6 on this chart to see what they get:
1d6 roll Name Effect
1 Stop Mocking Me! The targets spends their next turn ranting at some random object
2 Get it Off! The target is convinced some living creature is crawling on them and will spend their next turn
swatting at it
3 You did this! They believe one of their allies backstabbed them and will attack them on their next turn
4 Look to the Skies! They believe that some nasty creature is in the skies and they drop their weapons and find
cover
5 The Shadows are Alive! They are convinced the shadows are alive and flee from any sort of shadow
6 Foul Creatures! They believe one of their allies has become a hideous monster and attack with full force,
gaining a +1 bonus to attack and damage against that target

History: poisons have been around for almost as long as Potions. The use of herbs and ingredients to ravage a person from the
inside is a long and dark history in itself
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Potions and Elixirs
Type: Temporary
Rarity: Common
Effect: Potions and Elixirs are chemical concoctions that have unique
effects on the body. This following chart shows the level that can be created
and the TN, Threshold, Costs and Time required to create them. Novice leveled
potions are hereby referred to as Lesser, while Journeyman are referred to as
Basic and Master are referred to as Greater. It takes the Alchemy Talent to
craft Potions and Elixirs
Level TN Threshold Make Cost Buy Cost Time
Lesser 11 5 3 sp 9 sp 1 Day
Basic 15 10 6 sp 18 sp 2 Days
Greater 19 15 9 sp 24 sp 3 Days

Here are the Potions and Elixirs. The chart will show the name, Level and effects of the item in question.
Name Level Effect
Healing Potion Lesser Regain 1d6+CON Health
Basic Regain 2d6+CON Health
Greater Regain 3d6+CON Health
Magic Potion Lesser Regain 1d6+WILL Mana
Basic Regain 2d6+WILL Mana
Greater Regain 3d6+WILL Mana
Regeneration Elixir Lesser Regain 1d6 Health and Mana
Basic Regain 2d6 Health and Mana
Greater Regain 3d6 Health and Mana
Potion of Might Lesser +1 Melee Damage for 1 minute
Basic +2 Melee Damage for 1 minute
Greater +3 Melee Damage for 1 minute
Potion of Accuracy Lesser +1 Ranged Damage for 1 minute
Basic +2 Ranged Damage for 1 minute
Greater +3 Ranged Damage for 1 minute
Elixir of Sorcery Lesser +1 Spell Damage for 1 minute
Basic +2 Spell Damage for 1 minute
Greater +3 Spell Damage for 1 minute
Elixir of Quickness Lesser +1 Initiative Rolls for 1 minute
Basic +2 Initiative Rolls for 1 minute
Greater +3 Initiative Rolls for 1 minute
Potion of Barkskin Lesser +1 AR for 1 minute
Basic +2 AR for 1 minute
Greater +3 AR for 1 minute
Elixir of Shielding Lesser Ignore up to 3 points of damage this encounter
Basic Ignore up to 5 points of damage this encounter
Greater Ignore up to 7 points of damage this encounter
Poison Antidote Lesser +1 Bonus to resist Poison Effects
Basic +2 Bonus to resist Poison Effects
Greater +3 Bonus to resist Poison Effects

History: Potions and Elixirs have been crafted since anyone can remember and they have been a staple in many places around
the world. Many areas have unique potions due to exotic ingredients that only that area has.
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Prayer Beads
Type: Permanent
Rarity: Uncommon
Effect: Prayer Beads allow a person to make a quick Prayer (as a Minor Action)
to gain access to one Divine Blessing of choice. If it is not used during this
encounter, it goes away. You can also use it to channel any Healing Spell with a +2
bonus to Health Gained
History: Prayer Beads are used primarily by Monks to aid them in battle. While
they seek peace in all things, Monks prepare for battle by asking their gods to help
them maintain good health

Provocateurs’ Battledress
Type: Permanent
Rarity: Legendary
Effect: This Leather Armor has the following stats:
 AR of 5
 Penalty of 0
 Casting Strain of 3
 Grants a +1 bonus to Dexterity Tests
 Grants a +1 bonus to generating Initiative Stunts
History: the Provocateur was a mistress of a king long ago. He had this armor crafted for her
out of love, but she secretly had other plans. She planned a 10 year coup that ended in her having
the kingdom. She was later dethroned by the proper heir to the throne and her armor was stored
away in some dark cave for many years. It was accidentally found some years ago by adventurers
and has ended up in the hands of collectors many times since then

Rapier of Piercing
Type: Permanent
Rarity: Rare
Effect: This is a typical Rapier that has Piercing on all of its damage. The use of the Pierce
Armor Stunt causes it to go full Penetrating.
History: Making such a weapon is hard since the blade has to be thin but durable. The
methods have been passed from mentor to student for a long time, but even a Master only
produces one such Rapier in every 50 blades they make. They do fetch plenty of coin, which
makes them very valuable to those with the skills to wield such a weapon
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Rebellion
Type: Permanent
Rarity: Legendary
Effect: Rebellion is a Longsword that has the following stats:
 Fighting to Attack
 2d6+STR base damage
 1 STR minimum
Rebellion, and all of its forms, deal an extra 1d6 of damage to beings that are not of this plain;
such as Angelic, Demonic, Abhorrent, and others.
Rebellion also has the ability to transform into other weapons with a Minor Action. Here is the
list and what their stats are:
Weapon Image Stats Description
Cerberus Accuracy, 1d6+3+DEX, STR 1, 2y This three-section chain has the powers of ice. It deals
an extra 3 points of Ice damage. The fast nature of the
chain also allows the user to attack a second time for
free but at a -2 on the second attack
Agni and Rudra Accuracy, 1d6+STR, STR -1 Twin Short Swords. Agni (Fire) deals an extra +3 in Fire
damage and Rudra (Wind) can use Knock Prone for free
but at a -2 on the attack roll

Beowulf Accuracy, 1d6+3+DEX, STR - Gauntlets that enhance physical strength. One can add
their Might Focus to damage from this weapon as well

Lucifer Accuracy, 1d6+3+PER, STR 0, 8/16y A rig that houses small Throwing Spears. The user can
use Lighting Attack for 1 SP less and the Spears explode
after 2 rounds dealing an extra 1d6 damage

Ophion Accuracy, 1d6+DEX, STR -, 3y This Whip can latch onto enemies, using Knock Prone for
1 SP less

Arbiter Fighting, 2d6+STR, STR 2 This Battleaxe has a hard hit. It can use Mighty Blow and
Lethal Blow for 1 SP less each

Osiris Accuracy, 2D6+STR, STR 2, 2y This Scythe has a great reach and an ever sharper edge.
All damage it does is Piercing (the Pierce Armor Stunt
turn it full Penetrating)

Aquila Accuracy, 1d6+PER, STR -, 6/12y These Twin Throwing Blades return to the owners hand
at the end of the turn. They can be charged by using a
Full Action and remain on the target for one whole
round, dealing damage a second time without having to
make another attack roll
History: it is said that a powerful demon grew weary of the underworld and escaped to this realm. He fell in love with a human
and had twin boys. Afterwards, this demon sealed the doorway to the underworld, trapping all demons within, including himself. He
has this blade forged and sent it to his sons; who instead of wielding it together, fought over its power. One wanted to help the
world and the other wanted it for power. It is said that their life-long rivalry ended in the underworld where they both are still
fighting to this day, without this powerful artifact
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Ring of (Creature) Bane


Type: Permanent
Rarity: Rare or Legendary
Effect: This Rings has the power of a certain type of creature. Based on Rarity
determines how Specific the creature it has dominion over. More Specific Creatures are
harder to find in terms of the Rings. The Rare version provides a +1 bonus to attack and a +2
bonus to Damage against a broad category of creatures, such as Giants or Undead. The
Legendary provides the same bonuses but to specific creatures like the Manticore or
Dragons
History: for a long time, many have sought dominion over the more powerful of beasts. These Rings were crafted by mages to
provide an edge against creatures that could normally kill a man in one strike

Ring of Force Shield


Type: Permanent
Rarity: Uncommon, Rare, or Legendary
Effect: The Ring of Force Shield can be activated once per encounter and it brings forth a
Shield of pure force energy. It takes up the hand you have the Ring on and you do not need the
Weapon and Shield Talent to gain the full bonus of the Shield. The Uncommon version provides
a Small Shield at +1 while the Rare version provides a Medium Shield at +2 and the Legendary
version provides a Large Shield at +3
History: A powerful mage crafted these rings before a great battle since the armory did not
have enough shields. They provided just enough protection from the fight against an army of dragons. Since then, many have tried
to replicate these rings, but very few have succeeded.

Ring of Mind Shielding


Type: Permanent
Rarity: Rare
Effect: This Ring provides a +2 bonus to Willpower Tests involving resisting Spells
History: These rings were made by a deity to help aid his followers from the influence of evil
sorcerers about 500 years ago

Ring of Shooting Stars


Type: Permanent
Rarity: Legendary
Effect: this Ring comes with 12 Charges and can access certain powers depending on how many
Charges one uses. The ring recharges 2 Charges per hour in daylight. Follow this chart to see what
powers it can use and how many Charges it takes:

Power Charges Effect


Dancing Lights 1 All targets within 5 yards must pass a TN 13 Willpower (Self-Discipline) test or they are distracted by
the lights. They suffer a -5 penalty to Defense for 2 rounds
Ball of Light 1 Summons a sphere of light that lasts 1 hour and illuminates a 10 yard area centered on the ball
Ray of Light 2 Make an Accuracy attack vs. targets Defense. If you hit, they Ray deals 2d6 Piercing Radiant Damage.
This is Penetrating towards Undead and Unholy Creatures
Healing Light 2 Heals ally for 2d6+Willpower. Can only use twice per encounter
Faerie Fire 3 Select 1 target. They glow with purple light. Anyone attacking gains a +1 bonus to Hit. This only lasts 4
rounds and only 1 target can be selected at a time
Fireball 3 Launches a Fireball within 15 yards of user. It explodes in a 5 yard radius and anyone caught within
must pass a TN 13 Dexterity (Acrobatics) Test or suffer 3d6 damage. This can only be used once per
day
History: This Ring is said to be crafted by the Goddess of the Stars herself as a means of aiding the world she loved but could not
touch. Her touch burns all and she does not want that to happen
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Ring of Spiderclimb
Type: Permanent
Rarity: Rare
Effect: This grants a +2 bonus to Strength (Climbing) Tests. You can also climb at
your full move rank. You can also climb on walls and ceilings without hand or foot
holds at half you total move rank
History: This Ring was crafted by the Spider God. He gave this Ring to a human he
loved. When she died, he gathered her up and placed her soul within the ring. It split
into a few dozen other, smaller rings that are now scattered around the world.

Ring of Stamina
Type: Permanent
Rarity: Uncommon
Effect: Up to 3 times per day, you can chose to either reroll any failed Constitution
(Stamina) Test or you can gain a +2 bonus on Stamina Tests
History: Many years ago, Mages discovered the secrets to magically enhancing ones
prowess in battle

Ring of Telekinesis
Type: Permanent
Rarity: Rare
Effect: You can spend a Major Action to grab a hold of an object with your mind.
You can make a Willpower (self-Discipline) Test with a TN based on how heavy the
object is. Once you lift it, you can move it or throw it. Throwing it uses the Improvised
Weapons attack and damage rating. Follow this chart to see how much you can lift and
the TN required:
TN Weight in pounds
11 1-25
13 26-75
15 76-150
17 151-250
19 251-400
21 400+
History: These Rings were crafted with a rare gem that enhances the mental prowess of the wielder. It was designed to help
them lift and move objects far too heavy to do so with bare hands

Ring of the Decoy


Type: Permanent
Rarity: Rare
Effect: This Ring has to be worn for at least 3 hours before its effect can be used. The Ring can be
removed as a Minor Action and the Words Spoken. It floats in the air and generates a mirage of the
last wielder. The mirage can move on its own but cannot attack. If attacked and damage is dealt, the
mirage ends and the ring falls to the ground. It can be retrieved by the current user as a Major Action
History: This Ring was crafted by a rogue who sought a way to escape from his crimes easier. The
enchantments made the guards follow a fake image of him as he slipped away. His fate is still
unknown but most speculate that he got away with a vast wealth that no one knows where he left it
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Robes of Blending
Type: Permanent
Rarity: Rare
Effect: The Robes of Blending Provide a +1 bonus to all Dexterity (Stealth) Test while
worn. If the user stands still for 1 entire round, then the Robes blend into the background,
becoming almost invisible. The bonus to Stealth increases to +2 in this form, but if the user
moves more than half their current Speed, then the Blending goes away. Also, while
Blended, the Robes Provide a +2 bonus to attack and a Rogue that uses the Robes will
always succeed in their Pinpoint Attack, no matter how high their targets Dexterity is
History: It is unclear who was the first one to make these Robes, but they are used
mostly by the Elven Folk and are not shared very easily

Rod of Creature Summoning


Type: Permanent
Rarity: Legendary
Effect: The player must make a Willpower (Self-Discipline) Test vs. a preset TN to summon one
creature. It is summoned to aid the group for 1 minute and this power can only be used once per
encounter. The Creature will be under the control of the user. The Rod can also be used as a
Weapon using the Stats for a regular Club. Follow this chart to see the TN of the above Test:
TN Rank
13 Minor
15 Moderate
17 Major
19 Dire
21 Legendary
+1TN Elite
+2TN Heroic
+3TN Epic
You can add the Templates by increasing the TN by a small amount.
History: the Rod of Creature Control was forged by a great Beastmaster long ago from crystals containing the souls of animals.
No one knows how he did it or why, but it is a prize worth having in the event of a very dire situation

Rod of Lordly Might


Type: Permanent
Rarity: Legendary
Effect: The Rod of Lordly Might has 2 sets of powers. The first takes Charges, and the Rod comes with
12 and can use any number to use these Effect:
Power Charges Effect
Hold Person 2 TN 15 Willpower (Self-Discipline) Test or the target is frozen for 2 rounds
Fear 2 TN 15 Willpower (Self-Discipline) Test or the target flees for 2 rounds
Drain 3 Deals 2d6 penetrating damage to target and heals user for the same
amount

The Rod can be used as a Weapon and is considered to be a Mace in its first form. It has 3 buttons that
transform it into new weapons:
Button Weapon
Red Battleaxe
Green Spear
Blue Long Sword
History: This was crafted a long time ago to be given to the Patriarch of the time. He wielded it with compassion, but his brother
sought to rule the kingdom himself. A bloody war was raged over the throne, but in the end, the side of good and compassion won
out
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Rod of Spell Absorption
Type: Permanent
Rarity: Rare
Effect: Each Rod has contains 12 Slots and can completely negate and absorb the effects of a
spell thrown at the user. This chart shows how many Slots a Spell takes up:
Spell Level Slots
Novice 2
Journeyman 4
Master 6
The user can then decide to be rid of s Spell by unleashing it from the Rod. Once the spell I
gone, the slots open up for more spells. They cost no Mana to use from the Rod, but the effective Spellpower is 10+Users
Intelligence with no chance for Focuses to be used
History: These Rods were made back during the Mage Wars when Magic was seen as evil. Like the Spellbreaker, they were
designed to fight mages on their level. later, when magic became the norm, rods like this died out but many do still exist and are
well sought after prizes

Rod of the Python


Type: Permanent
Rarity: Rare
Effect: if any spell that deals damage is channeled through this (as an Arcane Device) then it
deals +2 points Poison Damage (Penetrating). Also, as a Minor Action, the Rod can be tossed at a
target. It will either turn into 3 Vipers or one Constrictor (see Fantasy Age Bestiary Page 131). The
user controls the Snakes and they get their turn on his. Once the Snakes are killed, then it turns
back into a Rod. The Snakes can only be summoned once per day, but if they are killed it takes 3
days to regenerate the snakes.
History: it is said that the Gods captured a vile demon that could take the form of snakes in
these Rods. They split his form so that he could never regain his full strength. This is just a legend
however…or is it?

Scabbard of Keen Edge (+1, +2, +3)


Type: Permanent
Rarity: Uncommon, Rare or Legendary
Effect: Any of the following Weapons can have a Scabbard of Keen Edge: Main Gauche, Rapier,
Bastard Sword, Long Sword, Two-Handed Sword, Dagger, Short Sword, Falchion, Cutlass and
Scimitar. The Scabbard allows the blade to remain keen and sharp, providing a Damage bonus
based on Rarity (Uncommon is +1, Rare is +2 and Legendary is +3).
History: These have not been around for very long, but there is a trick to making a Scabbard
that helps retain the edge of a weapon. Many have tried and failed but some succeed and so they
are sold for quite a bit of money

Scorpions’ Tail
Type: Permanent
Rarity: Rare
Effect: This is a Whip (See end of Document) that deals extra damage due to
the small blades grafted into the end. It deals 2d6 instead of 1d6 and is often
tipped in poison by assassins
History: These weapons have been around for a long time and are favored by
assassins since they can deliver poison at a Distance
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Shackles of the Demon
Type: Permanent
Rarity: Legendary
Effect: This set of Shackles resembles s turtles shell. It has jade
spikes that enter the back at specific points. While worn, the user cannot
move unless moved by another and a Mage within cannot cast Spells
since the pressure points prevent Mana Flow. Only a specific Key on the
back can open the locks
History: this was created by the Gods to hold a very powerful
demon. He is said to be the destroyer of all and will stop at nothing to
get free

Shield Splitter
Type: Permanent
Rarity: Rare
Effect: The Shield Splitter is a Two-Handed Spear designed to break armor. It can
access its own Stunt:
 SUNDER: 2SP: For 2 SP you can sunder the targets armor and reduce
it by 1 AR. If it is a Shield, the Shield losses 1 point to its Defense Bonus. If the Armor or
Shield is reduced to 0, then it is broken completely and is irreparable
History: Many years ago, a brilliant tactician designed a new weapon to aid
combatants of horseback. This Spear was designed to destroy enemy armor and
shields, making it easier for them to kill their enemy while remaining on a mount

Shroud of Life
Type: Permanent
Rarity: Legendary
Effect: the Shroud of Life holds 6d6 worth of Healing within. The user can call upon any
number of d6 in combat to heal him or an ally. It takes 2 hours per d6 to recharge. If one
dies, the Shroud can spend at least 3d6 of charges to bring them back to life. This can only
work once per person and so it will not work a second time
History: the Shroud of Life was said to be worn by a very powerful Priest long ago. His
connection to the gods was so powerful that he had his very soul placed into the Shroud. He
was killed for his beliefs and the Shroud brought him back. He lived a full life after and then
hid the Shroud so that it would not fall into the wrong hands

Silver Armor
Type: Permanent
Rarity: Uncommon
Effect: any armor can be Silver. This armor always retains at least half its AR when
magical Penetrating Damage is involved
History: Many have known that Silver is a bane to magic. While it can be used to channel
magic, it can be used to counter it as well. Silver Armor has the ability to retain its protection
against magic
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Silver Weapons
Type: Permanent
Rarity: Uncommon
Effect: Silver Weapons are a bane against demons and magical
creatures. Any Weapon can be Silver and it is as normal but when used
against a Magical Beast or Undead or Unholy creatures, it deals an
extra 1d6 of damage that ignores their Natural Armor, even if they are
normally immune to it
History: as long as anyone can remember, Silver has been used
against the creatures of darkness. Silver is said to be a metal from the
heavens and so to the creatures of the abyss, it is burning and
destroying

SPELLBREAKER
Type: Permanent
Rarity: Rare or Legendary
Effect: This is either a Long Sword or a Two-Handed Sword (Based on
Rarity). Not only does the weapon deal normal damage, but Mages have to
make a TN 13/15 (Based on Sword) Willpower (Self-Discipline) Test or they
will lose 1d6-2d6 (Based on Sword) in Magic Points.
History: This Long Sword or Two-Handed Sword was designed to sap
the power from mages a long time ago. When Magic was first introduced into the world, Mages and those with the ability to use is
were seen as dangerous and weapons such as this were made to fend them off. Since then, magic has been grown accustomed to
and so weapons like these are only used in dire situations against very powerful and dangerous mages

Sphere of Binds
Type: Permanent
Rarity: Legendary
Effect: the Sphere of Binds is a metal ball made of strips of metal. When tossed at a
target, they must pass a TN 13 Dexterity (Acrobatics) Test or they are bound by the Binds.
They are dropped Prone and cannot move at all. Only the user can deactivate the Spheres’
power
History: a strong mage made these Binds to stop a sect of evil mages. He had 10 but
only 5 are left in existence

Spirit Blade
Type: Permanent
Rarity: Legendary
Effect: This Long Sword deals 1d6 penetrating damage on top of its regular damage
unless the target passes a TN 13 Willpower (Self-Discipline) Test
History: this blade was forged the Heavens and it was designed to attack the soul at
the same time it attacks the body
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Staff of (Arcana)
Type: Permanent
Rarity: Uncommon, Rare or Legendary
Effect: These Staves carry the Spells of a Given Arcana. The Uncommon only contains the
Novice Level Spells while the Rare carries the Journeyman and the Legendary carries the Master.
Anyone can use the Spells without Mana but Mages use their own Spellpower. Anyone else can
use an effective Spellpower of 10+Intelligence
History: These Staves were crafted by the Mages during the First War. They stored spells so
that they could save their Mana

Staff of Power
Type: Permanent
Rarity: Rare
Effect: The Staff of Power comes with 12 charges and they can be spent on certain effects.
It regains 2 charges per hour of recharge and can access these powers:
Power Charges Effect
Arcane Bolt 1 Bolt of energy that deals 1d6 damage and has a range of 20 yards
Ray of Light 1 A Ray of light that deals 2d6 damage to a target. This becomes
penetrating to those of Undead or Unholy origin
Levitate 2 You can fly as per the Wind of Flight Spell
Magical Flame 2 Summons a magical fire that illuminates a 10 yard area
Lightning Bolt 3 As the Lighting Bolt Spell
Cone of Cold 3 Cone of Ice in an 8 yard by 4 yard area. Anyone in the area must
pass a TN 13 Dexterity (Acrobatics) Test or they fall prone
Wall of Force 4 Wall of pure energy that is 5 yards long, 2 yards tall and 1 yard
thick. It is impenetrable
Magic Armor 4 Hardens your armor and gives you a +2 AR for 1 minute
History: The Staff of Power was crafted for a Prince a few hundred years ago. He was inclined to fits of rage and would often
times take his aggression out on anyone near him. He was dethroned by his own brother who later took the crown as well. He swore
revenge and went into hiding. No one knows if he survived or died

Staff of the Woodlands


Type: Permanent
Rarity: Rare
Effect: The Staff of the Woodlands carries all 4 of the Wood Arcana Spells that can be used
once per day each without Mana. Also, it grants a +2 bonus to Communication (Animal Handling)
and Dexterity (Stealth) Tests involving the Woodlands; such as calming a deer or sneaking through
dense brush
History: Druids in the region commonly use these Staves to aid in their rituals. They rarely sell
their Staves since making them is a secret art that has only been passed down from one generation
to another. They like to keep their secrets as close to the clan as possible
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Sword of Bloodlust
Type: Permanent
Rarity: Legendary
Effects: The Sword of Bloodlust is considered a Long Sword for base stats. When
the Sword of Bloodlust hits a target, it gets stronger, dealing more damage. Follow
this chart and add the highest amount of extra damage when rolling:
Hits Damage
1-2 +1
3-5 +3
6-9 +1d6
10-14 +1d6+2
15+ +2d6
The number of hits resets to 0 at the end of each day and you only take the
highest amount of damage, they are not cumulative
History: The Sword of Bloodlust was crafted by a Mage who wanted to delve into
the secrets of Blood Magic. His experiments drove him insane and he went on a killing
spree. He was finally stopped but his sword had seen so much blood, it always wants more

Throwing Shield
Type: Permanent
Rarity: Uncommon
Effect: The Shield of Throwing is nor magical but it is weighted for throwing.
Use the Improvised Weapon as the base damage. It is a Medium Shield with a +2
bonus and has a range of 10/20 yards. If you have the Weapon and Shield Talent,
the damage in increased from 1d6-1 to 1d6+2
History: this Shield was crafted by Monks in the East. Since they try to live
peaceful lives, they developed a non-lethal weapon that acts as personal defense
as well. It was well received and is now common around the world

Urn of Souls
Type: Permanent
Rarity: Legendary
Effect: No one knows what this Urn does since no one has opened it for 1000 years.
It is said to contain an entire army of 10,000 men within and they will be released when
they are needed.
History: The Urn has been kept a closely guarded secret for 1000 years and all
knowledge of its existence is only speculation and conjecture
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Vestments of Protection
Type: Permanent
Rarity: Uncommon
Effect: These Robes provide an AR of 4 with no Penalty or Casting Strain
History: Monks and Clerics alike use Vestments like this to aid them in combat. They
have been around for a long time and will likely still be around for longer still

War Bringer
Type: Permanent
Rarity: Legendary
Effect: This weapon uses the Halberd Stats. This Weapon also gains a +1 bonus to attack
and damage ratings. This weapon also has a unique Stunt:
 ENRAGE: 2SP: when the target is hit, they must pass a TN 15 Willpower
(self-Discipline) Test or they fall into a Rage state. They attack the nearest ally and continue
to do so for 2 rounds. This Stunt cannot be used on the same target twice but it can be used
on multiple in one combat encounter
The War Bringer can also transform into any Two-Handed Weapon as a Minor Action
and uses their stats with the above bonus
History: The War Bringer was forged in the fires of the Heavens for the God of War. He
sent it down a few centuries ago to his best warrior who was then slain in battle years later.
It has passed from hand to hand since then and remains at large at this point in time

Weapon of Parry
Type: Permanent
Rarity: Uncommon
Effect: any Melee weapon can have this effect. The Weapon of Parry gains a +2 bonus to
Defense against Melee attacks
History: as long as weapons have been around, the ability to defend against them has been as
well. These weapons were designed with that in mind

Weapon of Returning
Type: Permanent
Rarity: Uncommon
Effect: These work like the Dwarven Thrower (See Volume 1 of the Magic Items
Repository). At will any Throwing Weapon can be recalled to the owners hand by just a
Minor Action
History: These Weapons are enchanted by the same enchantments that created the
Dwarven Thrower. Some mages figured out how to replicate the Runes and often sell these
weapons to adventurers
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White and Black (AKA Ivory and Ebony)
Type: Permanent
Rarity: Legendary
Effect: These Weapons are Pistols that has the following stats:
 Accuracy to Attack
 1d6+3+PER base damage
 - STR minimum
 Ebony and Ivory can use these stunts for 1 SP less; Lighting Attack
and Dual Strike
Ebony and Ivory, and all of their forms, deal an extra 1d6 of damage to beings that are not of this plain; such as Angelic,
Demonic, Abhorrent, and others. These Pistols do not ever need to reload.
They also has the ability to transform into other weapons with a Minor Action. Here is the list and what their stats are:
Weapon Image Stats Description
Revenant Accuracy, 1d6+2+PER, STR -, 8y by 2y This shotgun deals 1d6 extra damage if a target
cone is within 2 yards of its cone. It can also use
Knock Prone for 1SP instead of 2

Ravager Accuracy, 1d6+PER, STR -, 8/16y This fires a needle that sticks into the target. The
user can then spend a Minor Action to press a
switch and the needle explodes dealing 1d6
Penetrating damage. 6 needle can be launched
at a time and only 2 can be in one target
Nightmare Accuracy, 1d6+1+PER, STR -, 8/16y This weapon fires a beam of energy. It can also
be charged. For every round (2 maximum) it will
increase its damage by +1d6 per round and
increase its range by +2/+4 per round

Spiral Accuracy, 2d6+3+PER, STR -, 12/24y This is a Rifle that shoots a powerful shot that
can rebound to another target. For every 2 SP
spent, the player can use REBOUND: the shot
hits one target and moves to another target (3
extra targets maximum) so long as they are
within 24 yards of the original firing position.
History: it is not known where these strange weapons come from, but some say that they are from the underworld or another
time. One thing is clear, the nature of these is odd and dangerous
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Wondrous Gems
Type: Permanent
Rarity: Legendary
Effect: Each of these 12 gems holds a power that only it can access. Each stone holds 6 charges and
can use its respective power for 1 charge each time. It takes 6 hours to recharge each charge however,
so use them wisely
Gem Color Power
Garnet Deep Red Can add your Might Focus to Melee damage for 1 minute
Amethyst Purple Can reroll failed Ability Tests for 1 minute
Aquamarine Pale Blue Cloak weapon in Ice, dealing +2 Ice damage for 1 minute
Diamond Clear Can substitute Willpower for Strength or Perception in damage for 1
minute
Emerald Green Adds +2 to AR for 1 minute
Pearl White Can add your Intelligence to Magic damage for 1 minute
Ruby Red Cloak weapon in Fire, dealing +2 Fire damage for 1 minute
Peridot Pale Green Can add your Dexterity to Ranged damage for 1 minute
Sapphire Deep Blue Spellpower becomes 12+Willpower+Focuses for 1 minute
Tourmaline Pink Once per encounter, heal 2d6 Health
Citrine Yellow Cloak weapon in Lightning, dealing +2 Lightning damage for 1 minute
Tanzanite Blue Once per encounter, regain 2d6 Mana
History: It is said that the first ruler of the lands was given a crown with 12 jewels from the 12 gods. He ruled with compassion
and kindness for almost 50 years before a war brought his end. The crown was dismantled and the Gems sold, not aware of their
power. They have recently come together in the hands of a collector, but he has no idea of the prophecy that they have brought
being together again
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MELEE WEAPONS:
Group (Hit)
WEAPON STR Damage Cost
Chains (ACC)
Chain 1 1D6+1 15 sp
Spiked Chain 1 1D6+3 19 sp
Whip - 1D6 8 sp
Curved Blades (ACC)
Cutlass - 1d6 15 sp
Falchion 2 2d6+2 21 sp
Scimitar 0 1d6+2 18 sp
Flails (FGT)
Flail 1 2d6 16 sp
Scourge - 1d6 11 sp
Two-Handed Flail 2 2d6+2 20 sp
Light Blades (ACC)
Dagger - 1d6+1 9 sp
Short Sword -1 1d6+2 14 sp
Hook Sword 0 1d6 11 sp

RANGED WEAPONS:
Group (Hit)
WEAPON STR Damage Ranges Reload Cost
Bows (ACC)
Compound Bow 0 1d6+2 20/40 Minor 12 sp
Short bow -1 1d6+1 16/32 Minor 9 sp
Longbow 1 1d6+3 26/52 Minor 15 sp
Crossbows (ACC)
Light Crossbow 0 2d6+1 26/52 Major 15 sp
Heavy Crossbow 1 2d6+2 30/60 Major 20 sp
Hand Crossbow -1 1d6+1 16/32 Minor 12 sp
Throwing (ACC)
Throwing Axe 1 1d6+2 4/8 Minor 10 sp
Throwing Knife - 1d6 6/12 Minor 10 sp
Throwing Spear 0 1d6+3 8/16 Minor 12 sp
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Divine Intervention

DIVINE STUNTS: Divine Stunts are a series of new Stunts that can be used by anyone in game. They work like regular Stunts but
are attributed to Divine Intervention
SP Stunt Effect
1-3 Armor of Faith You gain AR equal to the SP spent up to 3 on your next turn
1-5 Divine Sacrifice You can sacrifice up to 5 points of Health to heal an ally by DOUBLE that amount
2 Divine Inspiration You or an Ally gains a +2 bonus to all Willpower Tests for 1 minute
2 Overcome Resistance You ignore any Resistance to non-magical Weapons a creature may have
3 Divine Mercy Any ongoing effects (such as poison or Spells) are removed, but you do not heal the damage
already taken
3 Shield of Faith you gain a +2 bonus to Defenses on your next turn
4 Divine Mantle Pick a target to challenge, for the encounter you gain a +2 bonus to all attacks against that target.
you can only have 1 Divine Mantle active at a time
4 Divine Awe All foes will take a -2 penalty on all tests until the end of your next turn
6 Divine Miracle Your deity will grant one Divine Blessing of choice to you for later use. if you do not use it within 24
hours, it is gone

DIVINE BLESSINGS: Divine Blessings are one-time use powers granted by a Cleric or Deity or Shrine. A character may hold more
than one but no more than their Willpower Score. Once the Blessing is used, it goes away until granted again
Blessing Effect
Speed for one encounter, you gain an additional Minor Action per turn
Warrior For one encounter, you gain an additional Major Action per turn
Shadow One use only, you can choose to automatically succeed a Dexterity (Stealth) Test
Mana after casting a spell, you may choose to regain the spent Fatigue, even if you fail the casting roll
Skill One use only, you gain a +2 bonus on any Ability Test of choice
Strength For one encounter, you deal an extra +2 in Melee Damage
Sharp Eye For one encounter, you deal an extra +2 in Ranged Damage
Aptitude For one encounter, you gain a +1 bonus to Defense
Protection For one encounter, you gain a +1 AR
Health For one encounter, you have an additional 5 Health Points that cannot be regained
Reserve For one encounter, you can ignore 2 levels of fatigue without repercussions
Magic Resistance For one encounter, you gain a +2 bonus to resist all spells. if the Stunt Die is a 6, then the spell does not work
on you at all
Understanding For one entire day, you gain one Lore Focus. You are considered to have it if you do not. If you do, increase
the bonus to +3. if you have it at +3, then it gets increased to +4
Enchantment For one day, you will deal an extra +2 damage of one of the following elemental types:
 Fire, Ice, Lightning, Rock, Physical, Poison*, Spirit*, Holy**, or Chaos***
*Poison and Spirit Damage is always Penetrating
**Holy damage is normal but it is Penetrating towards the undead or unholy creatures
***Chaos is normal but is penetrating towards any Divine or Holy creature
Wound Closure You can heal yourself or an ally for 10+Willpower (faith) in health. you can only use this a number of times
equal to your Willpower (Faith) (Faith will add the Focus bonus to the number of uses)
Luck For one day, you may re-roll any 3 failed Ability Tests
Communication For one entire day, you gain two Communication Focuses. You are considered to have them if you do not. If
you do, increase the bonus to +3. if you have it at +3, then it gets increased to +4
Alertness For one day, you gain a +2 on all Perception (seeing, touching, and Hearing) Tests
Combat Prowess For one day, you gain a +1 bonus when generating Combat Stunts
Exploration For one day, you gain a +1 bonus when generating Exploration Stunts
Magic For one day, you gain a +1 bonus when generating Magic Stunts
Voice For one day, you gain a +1 bonus when generating Role-Playing Stunts

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