chromacide

Reliquary

Jul 16th, 2013
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  1. Magic Items
  2.  
  3. Cloak of Subversion
  4. When worn, the wearer will imprint themselves as distant acquaintance to anyone failing a wisdom check or something like that. You know, like: "Fuck, it's that guy. I know that guy! Where do I know him from again? Fuck man, better play it off and hope he doesn't expect me to remember." Further, more severe checks are required, if you try to do anything more than smalltalk, like trying to coax out personal or confidential information. Might be pretty game-breaking, but I just thought the idea might be cool.
  5.  
  6. ---
  7.  
  8. Inquisitor's Dagger: +1 dagger, but if it causes damage to the target the subject must answer 1d3 of the weilder's questions truthfully. If in combat, applies after battle if wounded target is still alive. Does not affect extraplanars, ethereals, etc
  9.  
  10. ---
  11.  
  12. Twin Lockets
  13.  
  14. The insides of these two identical lockets share the same space in the universe. That means, if someone places an object in Locket A, it will be there when the owner of Locket B opens it. Useful for messaging.
  15.  
  16. They were originally commisioned by two lovers one of whom went on to a military campaign, was taken hostage and came back home 20 years later.
  17.  
  18. ---
  19.  
  20. Refiner's Puzzle: 6x6 in silver and blue box. Any object placed inside will be split into its base components. Ex gold ruby amulet would become uncut stone and nugget. When used by an artificer, reduces the cost of item creation by 25%. Living tissue or creatures placed into the box will result in unsavory and mind damaging results.
  21.  
  22. ---
  23.  
  24. Sprout
  25.  
  26. This gnarled wooden bow is the only known remnant of the protodruidic orders and their holy mission to populate the once-barren planet with flora.
  27.  
  28. Made out of an extinct species of tree and strung with vines, it can grow its own arrows if watered daily.
  29.  
  30. Arrows that land in soil will magically grow into a whole tree overnight. Arrows that get lodged in a living target will instantly sprout into bushes, grass and other lesser plants, inconveniencing the victim further, especially if they easily get hay fever.
  31.  
  32. ---
  33.  
  34. Hero's Scarf
  35. This tattered red scarf looks like it's seen many necks and adventures. When worn, it makes the wearer feel more heroic. Some even get the urge to strike a pose before entering battle. It gives the wearer one reroll -- attack, damage, whatever -- of any die once per day.
  36.  
  37. ---
  38.  
  39. The Dare Devil
  40.  
  41. This small, ugly idol of a leering diabolic creature seems to be made out of black porcelain, but is quite sturdy in reality, despite appearing to be hollow on the inside.
  42.  
  43. If you give it a good shake at midnight, it will whisper out a challenge. The challenge will usually consist of doing something mischievous, dangerous, and often both, such as insulting the manhood of the party's barbarian, breaking the cross (or other religious symbol) on top of a church, kissing a local maiden in public, or even stealing from a dragon.
  44.  
  45. The owner of the idol can reject these (often ridiculous) dares, but should he complete the daily challenge, if he shakes the idol at midnight again, he will hear something rattling inside. If anyone but the challenger tries to put his fingers in the idol's mouth and extract the prize, he'll get bitten viciously, but the challenger himself will be entitled to a random trinket, ranging from coins and gems to magic rings and amulets.
  46.  
  47. It's hard to find out how the Dare Devil procures these trinkets seeing he's completely immobile, but their value tends to increase as the severity and impudence of the challenge does.
  48.  
  49. ---
  50.  
  51. It's actually a spell (a curse), but you could make it into a cursed item such as a ring.
  52. Whenever the wearer/the cursed person walks through a door, he WILL hit his head on the lintel, taking light nonlethal damage (like 1d6), even if he is far too short to risk it normally.
  53. The curse can also be placed on a door : every intruder will hit his head on the lintel.
  54.  
  55. ---
  56.  
  57. The Fists of Brotherhood
  58. This set of sturdy mithril gauntlets are light and comfortable, and appear to be made more for striking than for protection. The left gauntlet bears a small blue gem on the back of the hand, while the right gauntlet has a matching green gem.
  59.  
  60. When worn, the gauntlets strike with great force, able to harm even incorporeal creatures such as ghosts and spirits. While one person can wear both, their true power awakens when each gauntlet is worn by a different person.
  61.  
  62. Two people wearing the Fists of Brotherhood know the direction and status (health, condition) of each other regardless of distance. It provides insight to the two wearers when they are in battle, making it easier to flank enemies and coordinate their attacks. A few times in a day, the wearers of the Fists of Brotherhood can also magically swap places.
  63.  
  64. ---
  65.  
  66. A compass and a small, ornately carved stone. The compass always points at the stone. Good for finding your way back to somewhere, or possibly for tracking someone if you hide the stone somewhere on their person.
  67.  
  68. ---
  69.  
  70. Stone Guardian's Sword
  71.  
  72. A heavy longsword that appears to be crafted from stone and made more durable with magic, these weapons were mass-produced using lost arts to arm the stone soldiers that guard the tombs of Aradain's royal dead; not just to protect from graverobbers, but also to prevent the undead from getting out.
  73.  
  74. These weapons bear powerful enchantments to disrupt and harm the foul forces that animate the dead, but are too heavy to be wielded in one hand.
  75.  
  76. ---
  77.  
  78. >The ring of true intention
  79. >Regular gold ring with a smallish ruby on it
  80. >When someone actively wishes/intends to harm the wearer within 100 feet, it glows
  81. >Have it glow in the middle of a tavern for !FUN!
  82.  
  83. ---
  84.  
  85. >Storm quiver
  86. >looks like a regular quiver for your arrows
  87. >works like a modified bag of holding - you can put as many arrows in it as you want
  88. >but you can only ever take out a single arrow
  89. >once you notch and release, that single arrow splits into every arrow previously stored in the Storm Quiver, simultaneously
  90.  
  91. ---
  92.  
  93. >The Hermit's Safeguard
  94. >When worn you only take a fraction of the damage you usually would take
  95. >Movement speed cut to 5 feet per round
  96. >Anyone trying to hit you just needs to meet half your AC
  97.  
  98. ---
  99.  
  100. >Upon attempted removal sends the ring finger to another dimension from the ring up effectively removing the finger.
  101. >"that'll teach those little shits!". -Random Angry Wizard
  102.  
  103. ---
  104.  
  105. Our party has a small wooden box with a simple metal latch.
  106. Upon opening the box, it pours forth 1d6 spiders every second.
  107. Not just any kind of spider, wolf spiders.
  108. Wolf spiders the size of your hand.
  109. It does this until the box is forced shut. The box can not be destroyed.
  110.  
  111. ---
  112.  
  113. >Cloak of Infinite Gales
  114. Enchanted to always billow gloriously, as if caught in the most dramatic of breezes, regardless of surrounding conditions.
  115.  
  116. ---
  117.  
  118. A human skull, yellowed with age, with the jawbone wired in place with fine copper wire. The skull has been etched with very fine runes, visible only in bright light, that identify it with the name of "Jerimr".
  119. Properties: When the skull's name is spoken aloud by someone holding it in their left hand, it will rise into the air and assume a position over his left shoulder, hovering unsupported, whereupon it will burst into cold green flames, providing light equivalent to a lantern.
  120.  
  121. ---
  122.  
  123. The Murderer's Cloak
  124.  
  125. Upon activation, the wearer and all items currently carrying or wearing turns into a flock of ravens of equal mass. The flock remains unified by a singular will, but remains mostly human, but feels incredibly hungry due to the energy needed for the transformation. If a Will save is not passed, then the flock will immediately seek out food.
  126.  
  127. So named due to the popular urban legend of murderers who would use such an item of clothing to consume or otherwise disfigure the victim of their crimes in a state where they do not feel quite so repulsed doing so, before escaping via flight.
  128.  
  129. ---
  130.  
  131. The Another knife has been heard to sporadically surface in the criminal underworld for centuries, although its peculiar nature can make it hard to tell if someone actually possesses it. The nature of the Another knife is such that it has no true physical form, but if its owner ever is entirely disarmed and in dire need of a blade, he will find that a knife or dagger of some description has materialized, concealed somewhere on his person. Should this weapon be discovered and taken from him as well, another knife will appear. The Another knife itself can only be given away freely or taken from the dead body of its last owner, where it will materialize in the moment of his death, again taking the shape of a knife or dagger of indeterminate description. As long as the Another knife has an owner, its different physical instances tend to vanish into thin air as soon as they're not being observed.
  132.  
  133. Inspired by a certain Discworld villain who always seems to have, well, another knife.
  134.  
  135. ---
  136.  
  137. Have you ever been going through your possessions after an adventure, and noticed you picked up an extra dagger somewhere, and assumed you'd forgotten about it?
  138.  
  139. You didn't forget anything.
  140.  
  141. The Breeding Knives are alive, though in all senses they are identical to a knife forged by human hands. What sets them apart is the blood they absorb; where blood runs off steel, it soaks into these knives, the iron and carbon within the blood reborn as new; and suddenly, there is another dagger in your bag.
  142.  
  143. ---
  144.  
  145. The hot pot.
  146.  
  147. A survivalist's best friend, the hot pot is the size of a large cooking pot. Putting a liquid (or ice/snow) into the hot pot heats the liquid up to near boiling, regardless of external temperatures. Said heating point is "individualized" for the liquid; the final temperature for water will not be the same as alcohol.
  148.  
  149. The heating process is not instantaneous, taking exactly 30 seconds to get the liquid to a near boil.
  150.  
  151. ---
  152.  
  153. Sidereal Sword
  154.  
  155. A sword made of glass. It is ordinary glass, it breaks pretty easily. But if starlight is falling on the blade, it absorbs the light and becomes an +5 longsword which is as difficult to break as any other +5 weapon.
  156.  
  157. ---
  158.  
  159. Firefly in a jar. Not bright enough to be a light source, but if the jar is broken, it will unerringly find the quickest way to get "outdoors". Too fast to follow. Will attract the attention of everything in its path.
  160.  
  161. ---
  162. Dead Man's Brew
  163.  
  164. A particularly foul form of magic, the Dead Man's Brew is a liquid that allows one to know all of a man's secrets. One must kill the man, and drain all his blood. One must distill his blood using his skin to catch the vapor. His brain must be pounded into a fine pulp, then have its juices squeezed into the distilled blood. When this process is finished, a small cask must be constructed of his bones. The liquid must be allowed to ferment in the cask with his eyes ears and tongue. For an even more potent brew, his nose and one of his hands can be added. The longer the mixture is allowed to ferment, the memories become more numerous and vivid. A properly brewed and aged Dead Man's Brew will allow one to know all of a man's secrets, all the inner machinations of his mind, and all his thoughts. A quickly crafted brew may allow one to know a few details.
  165.  
  166. ---
  167.  
  168. "Boom" Sword
  169.  
  170. When someone holds this sword, the person who held it previously can shout "BOOM!" and the sword will zap the new holder with lightning and teleport to the previous holder's hand.
  171.  
  172. ---
  173.  
  174. Shatter Sword
  175.  
  176. Normally a +3 Longsword, the Shatter Sword can be activated with a simple phrase. On it's next successful attack, the Shatter Sword will shatter into hundreds of shards of metal with great force, retaining the direction of momentum of the swing or thrust that caused the hit. This causes horrendous physical harm to the target of the attack while leaving the wielder unscathed, but destroys the weapon in the process.
  177.  
  178. For when you more or less want the effect of Explosive Runes, but don't want to kill yourself in the process.
  179.  
  180. ---
  181.  
  182. Ring of Creeping Cancer
  183.  
  184. Upon adorning this ring, the wearer will grow on any desired part of his body a chitinous extra appendage, ending in a large crab's claw. This limb will be completely under the bearer's control, and will allow the bearer a small AC bonus and an optional additional round of attack for the use of the arm, if desired. However, each day the ring stays on, the chitin spreads over the body a little more, increasing the AC bonus but also reducing the Dexterity of its wielder. The ring can only be removed after three days minimum, at which point the bearer will revert to normal.
  185.  
  186. ---
  187.  
  188. The Spellbane Rose
  189.  
  190. A single rosebush, in a garden of a forgotten ruin, whose petals appear to be made from garnet. When a magic user touches any of the flowers their magic is burned away and they take damage relative to how much magic was purged. The rose will still have its effect through clothing and armor but does nothing to those who are not attuned to magic.
  191.  
  192. Cuttings from the bush do not sprout and flowers cut from the bush whither within a month.
  193.  
  194. ---
  195.  
  196. A simple wooden coffin. If a persons body is placed inside it then the last person to touch the coffin will take on that persons appearance.
  197.  
  198. ---
  199.  
  200. Midas Oil
  201.  
  202. Rubbing this oil on anything will turn the surface of it into gold. It must be handled very carefully.
  203.  
  204. ---
  205.  
  206. Debtor's ring
  207.  
  208. A gold ring shaped in the form of a manacle, uncomfortably tight regardless of how it's worn.
  209.  
  210. This item makes the user astoundingly persuasive in all matters financial.
  211. The ring functions so long as the user's wealth increases at a trivial-but-growing compounding rate.
  212.  
  213. The persuasive magic of the ring degrades over time at a rate at first unnoticeable, which accelerates exponentially.
  214.  
  215. ---
  216.  
  217. Silver Horseshoe
  218.  
  219. A silver horseshoe with foreign writing etched on to the side of the shoe. Roughly translates to "Trailfire".
  220.  
  221. This horseshoe, when in contact with flesh, bone, or any extremity of the body, grows extremely hot, like a brand. However, when held bare handed, will burn like a bitch. Use blacksmith gloves. Used like a Cestus.
  222.  
  223. ---
  224.  
  225. Blood Roses are a kind of roses which grow only in the most remote groves. They are extremely hardy and very rarely blossom but when they do they are beautiful beyond compare.
  226.  
  227. Their extremely sturdy nature extends even to their leaves and a non-educated observer would easily mistake them for a very small wooden spear of sorts. That is until they have blossomed.
  228.  
  229. The blood rose rarely blossoms though and when it does, it happens in seconds. The known way to make Blood Roses to blossom is by sprinkling them with blood. As soon as blood has hit the blood rose, it will be absorbed by the woody exterior and the head of the rose will expand and unfold in all its glory within seconds. Onlookers describe it as one of the most beautiful flowers they have ever seen, were it not in the particular circumstance.
  230.  
  231. The hardy exterior of the bloodrose is so tough that it can even pierce metallic armor and nimble herbalists rish the harsh thornes of the blood rose to attatch arrow feathers and carve knocks into them, making them into gruesome arrows which will expand violently upon entering their victen, shredding the innards of any creature unfortunate enough to be hit by it.
  232.  
  233. While not specifically magical in nature, blood rose arrows are only handled by the most skilled or foolhardy of magicians or herbalists and it is very rare to find them outside shops which deal in such rarities.
  234.  
  235. ---
  236.  
  237. >Dawn Stone
  238.  
  239. A softly glowing stone which emits a faint blue light. When anything comes within a few inches of dawn stone the stone will light up in a flash and slow the object considerably. This makes it very valuable for spot-protection but the brittle nature of dawn stone causes it to make very bad armor in itself. Dawn Stone can be extremely hard to mine because of its properties, slowing down pickaxes to a point where they are almost pointless. Many fine suits of armor, however, are adorned with dawn stone as precious stones, lending protection to the wearer of the armor. It seems that the larger the mass of the dawn stone, the stronger the effect is. This means that the small pebbles used to adorn armor has a rather limited effect while the greater quantities it is mined in, makes said mining extremely difficult. This has caused the rise of a very specialized profession who mines out dawn stone by grinding it out of the very rock with rough tools, taking care not to damage the stone itself. Clever duelists sometimes have specially crafted Dawn Stone handles for their swords to protect their hands in duels.
  240.  
  241. ---
  242.  
  243. >Tenebrine
  244.  
  245. A rare stone that swallows light from its surroundings, causing it to appear perfectly pitch black and casting the surrounding area in deep shadows. Useful enough for this reason alone in its pure form, it can also be forged with metals to make so-called "umbral" alloys, which share many of the properties of the base metal or alloy but additionally possess a weakened form of tenebrite's light-draining power and serve as an effective focus for the amplification of shadow- and darkness-related magic.
  246.  
  247. Fukcing thieves man. Fucking thieves
  248.  
  249. ---
  250.  
  251. These are dirty skin-tight gloves. While wearing them, you can manually detach them together with your hands. Wearer still controls them as normal extension of their body. Think, Thing from Addams Family.
  252.  
  253. ---
  254.  
  255. Hearth Sword
  256.  
  257. An otherwise unremarkable longsword that when stuck into the ground causes a shelter to assemble itself around where it was stuck. The style and stability of the structure depends on where the sword was stuck: a log shack in the woods, a sand castle on the beach, etc. The entire process takes about an hour to complete and remains even after the sword is removed.
  258.  
  259. ---
  260.  
  261. > Mimic Maker
  262. A wand/staff/etc that causes inanimate objects to become animate. The object grows a large mouth lined with razor sharp teeth with a stomach with strong acids. You can control as many mimics as you can animals/familirs (One by default, but if you can control 2 animals, you're smart enough to comand two mimics). Max of 5 mimics, using the wand again restores the first mimic to it's natural form.
  263.  
  264. These mimics need to eat every few hours (3 meals) eating as much living matter as large man would for dinner. The matter has to be alive, flesh and blood. If they miss a meal, they will turn wild and eat the nearest thing, controller included. If they miss 2 meals their abilties/stats sky-rocket. When they miss 3 meals, they revert back to normal objects (the normal object, providing it is not indestructable, will implode in on itself at this point. Wood splinters, metal crumples into a ball, etc)
  265.  
  266. ---
  267.  
  268. >Cavorite Armor
  269.  
  270. Cavorite is a rare floating gel-like material found only in very deep marshland where it floats gently above the surface of the mud while its covered in grass or held down by branches. It is lighter than air which makes it float.
  271.  
  272. Skillful armorers make hollow armor and fill them with Cavorite to create virtually (or, quite literally) weightless armor. Master Armorers sometimes work with powerful wizards to forge magically hardened steel into armor so thin, yet strong, that if the armor is not weighed down, it will fly away when filled with the cavorite. This may prove problematic for the salesman, but it also allows the wearer to jump incredible distances and run at amazing speeds as the weight of the wearer is decreased.
  273.  
  274. ---
  275.  
  276. >Ersatz Satchel
  277. A nondescript satchel made of rough leather. It used by placing any item inside, and upon taking out will turn into any desired item. Items produced by this effect are mostly non functional, and upon closer examination appear "off". The imitation item is only limited to the size of the bag, and only one item can be made at a time. The magic runs out after a few hours or it is discovered to be an imitation.
  278.  
  279. ---
  280.  
  281. >A large gear of solid iron, enchanted to turn constantly by means of a circular magical diagram inscribed on its face. Although it turns very slowly, it does so with apparently unlimited torque; it will turn at that constant rate no matter how much resistance is put on it. An entire city--state is built around it, powering its whole infrastructure off of this source of unlimited mechanical power - the mountainous city of Eth, pumping fresh air deep into its caverns. Every fifty years, the diagram on its face must be renewed in fresh, human blood.
  282.  
  283. >A hoop of heavy, silvery metal over nine feet in diameter. If it is placed on the surface of a solid object, a corresponding hoop will appear on the other side, no matter the distance, and if you look into the hoop you will see a ruler-straight engraved metal tunnel of the appropriate distance linking them. A city is built around this ring, as well; if it is placed down on solid ground, and no caves lie below it, it will tunnel down to the Earth's mantle, allowing a flow of hot magma upwards. This source of unlimited geothermal power is the key to the arctic coastal city of Steamhold, built of cast basalt; the endless supply of superheated steam provided by the magma channel and the nearby sea provide heat and power to the city's many devices.
  284.  
  285. ---
  286.  
  287. RINGS
  288. > Assassin's
  289. Can move without making any noise as long as you are trying to avoid making noise.
  290.  
  291. > Madman's
  292. Increased physical abilities, but plagued by visions and hallucinations
  293.  
  294. > Rebel's
  295. Instantly know who or what a person you are talking to hates/fears and can use that to convince them. It is slightly hypnotic as you flare up their hatred for source of their hate.
  296.  
  297. > Commander's
  298. As above, but you know what they want in life and can use it for negotiation. Again, you inspire them to make the source of their joy/dream happy.
  299.  
  300. > Alchemist's
  301. Alchemicial knowledge. But vague (you can't tell how many parts of that you need to make a bomb, but you know when it's too little or too much)
  302.  
  303. > Befriender's
  304. Everyone is slightly nicer to you.
  305.  
  306. > Gravedigger's
  307. Can detect dead bodies (or undead) within a large radius. When in line of sight, can tell how person died (even if death is not obvious. Poison, etc) (assuming body is not cremated or mutilated)
  308.  
  309. > Biologist's
  310. Biological knowledge. (You see an elephant. You have no idea it's called an elephant, but you know it's familia, how long it usually lives to, it's diet, where it's organs are...)
  311.  
  312. > Judge's
  313. Truth detector. Person's statement has to be clear though. I did/I did not or Yes/No.
  314.  
  315. ---
  316.  
  317. Stygium - A peculiar semitransparent, smoky gray metal that can be found in convoluted deposits near graveyards and other areas where the dead are found in large quantities. It is composed of the spiritual residue shed by departed souls as they cast off worldly attachments in the process of their passage to the afterlife. It is very light, comparable to mithril in terms of weight-to-strength ratio, and possesses the unique property of being able to interact with incorporeal spirits of the dead as though they were real. A thin gilding or mesh of stygium is an effective barrier against ghosts, and can be used to proof armor, shields, or even entire rooms (if you have enough) against ghostly attack and passage. Stygium weapons can harm ghosts as though they were corporeal, and ritual implements made of the metal are highly effective for use in spells intended to interact with the dead in some way.
  318.  
  319. Its semi transparant properties also make it highly valuable to those who do not wish to seem like they are wearing armor like spies, diplomats or even kings.While no stronger than steel, it is almost impossible to see it more than a few feet away and even those close would easily mistake it for a simple weave of fine cloth unless closer examined.
  320.  
  321. ---
  322.  
  323. Boots of Insight
  324.  
  325. Anyone who walks a mile in these boots will gain insights on anyone else who has ever worn these boots.
  326.  
  327. As a downside, you will be unable to tell lies to anyone who has worn the boots, and the insights gained are totally random.
  328.  
  329. ---
  330.  
  331. Ring of Greed
  332.  
  333. This Ring gives you luck and skill in terms of making money, so that you are able to amass incredible wealth through cunning and as said, luck.
  334.  
  335. downside, the ring makes you too greedy to actually spend any of the wealth, and you hoard it until you die.
  336.  
  337. ---
  338.  
  339. A handful of small smooth stones. If one swallow them all, he becomes immune to food poisoning, ingested venom, ingested acids (mouth and throat are not immune) and can digest things like wood and bones. After 24 hours nature takes its course, and they are "removed" from the body. If one so desires, the stones can be reused few more times, before they lose they abilities.
  340.  
  341. ---
  342.  
  343.  
  344. Boots of Travel
  345.  
  346. Anyone who walks with these boots does can walk without rest or weariness and the roads never get boring.
  347.  
  348. But these Boots make you forget the goal of your journey, so you might end up going too far or some day just breaking down because of the exhaustion you didn't notice.
  349.  
  350. ---
  351.  
  352. The Underdog's Axe
  353.  
  354. A battered, dented, seemingly useless axe that's blunter than a tree trunk and so rusty merely looking at it could give you tetanus. In combat, however, it's size and sharpness scale to how much stronger your opponent is than you, as long as you're able to hold it and can muster enough strength to wield it.
  355.  
  356. This leads to some helpful situation (Axe is strong enough to cut through BBEG's magic armor or duel the ancient warrior badass with or whatever) to very unhelpful ones (Axe growing to gargantuan and unusable proportions against a dragon, practically inverting itself when turned against weaklings like rodents, etc.)
  357.  
  358. I suppose this could work with any weapon, really.
  359.  
  360. ---
  361.  
  362. Urist Axeandarm's Flagon
  363. Owned by Urist Axeandarm, a famous Dwarf adventurer.
  364. Since dwarven ale is made from mosses and Cave Fungi, it tastes pretty bad. In the Clanholds it's not so bad; spices can be bought and grown. But when off adventuring, Urist couldn't take spices with him.
  365. So he created the Flagon, which magically flavours any alcoholic beverage poured within it. It also chills it or warms it, however the drink (or the drink it's imitating) tastes best.
  366. The flavors are random, but good. Range from heady, hoppy ales to sweet meads. Each new drink is different. Also, this suppresses the original flavor entirely.
  367. Works on potions and poisons, too, so long as they're mixed with alcohol.
  368. There's no way of telling what the original drink is after it enters the Flagon.
  369. Urist was known to prize the Flagon over most other possessions, and several of his tales describe how his various enemies Steal it from him, only to have him go to hell and back to get it (in one case literally).
  370.  
  371. ---
  372.  
  373. >Blade of the Champion
  374.  
  375. A sentient sword that bestows its wielder with nearly unmatched swordsmanship prowess. Unfortunately, the blade refuses to be unsheathed if it finds a prospective enemy "unworthy" and has a fearsome aura to scare away faint-hearted challenger.
  376.  
  377. >Anvil Fingers
  378.  
  379. Gloves that allow the user to shift their entire body weight into a single fist and, in essence, hit with the power of every muscle in their body. The heavier the user is, the more powerful the gloves become.
  380.  
  381. This is actually part of setting I built where every magic item was something powerful enough to make the user some mythic hero. They are all sentient and able to speak and I have a lot more if anyone's interested.
  382.  
  383.  
  384. ---
  385.  
  386. Stolen from Wakfu, but could be neat for someone who hasn't heard it: A sentient map that can show any location in the world but is so stubborn and haughty that it any information needs to be coaxed out with compliments. The map is also a chronic liar.
  387.  
  388.  
  389. ---
  390.  
  391. Rainy Day Prism
  392.  
  393. This raindrop-shaped crystal always has a very sharp point that can easily slice through skin and draw blood. Cutting oneself and bleeding onto the gem will slowly fill it with energy and vitality, stored and ready to be drawn later to heal wounds and relieve fatigue.
  394.  
  395. The Prism cannot absorb blood and energy that is not willingly given.
  396.  
  397. ---
  398.  
  399. Perfect Mirrors
  400.  
  401. Three dozen of these were recovered from an ancient wizard's lab. The size of an adult human's palm with a golden backing, the mirrors reflects all forms of energy that strike its surface, from pure physical force to the most exotic of eldritch energies. However, this does not mean that the wielder is invincible by any stretch - the mirror is nothing like the more common defensive enchantments that reflect hostile spells back upon the attacker.
  402.  
  403. While the mirrors can be used to reflect hostile spells back upon aggressors, they are very small and must be held at a very precise angle to aim the reflected energies. They also do absolutely nothing to protect the rest of the wielder.
  404.  
  405. ---
  406.  
  407. The Ante Up
  408.  
  409. A worn looking gold and green poker chip that when flipped and caught causes an area of roughly 50 feet around the weilder to become soaked in luck magic. Coins land on their edge. Miraculous recoveries and horrifying incidents occour. A woman might spill some rice only to find it lands in the prefect shape of a map of the world. Things get weird basically. The strength of the luck magic increases with each subsequent flip, the chance of the coin simply dissapearing increase.
  410.  
  411. (in game terms, the primary effect would be reduce the required numbers for critical hits and critical misses, as well as whatever other environmental effects the DM thought would be relevant at the time)
  412.  
  413. ---
  414.  
  415. Berserker's Charm
  416.  
  417. An amulet worn by the late Barvon Skelskt, barbarian of the North. He was said to have killed 1000 mercenaries with great hammer in a single fight, raging with the force of his patron deity.
  418.  
  419. The wearer of this amulet becomes engraged to the point to unlocking superhuman strength, however, under this uncontrollable anger, the wearer is not liable for any actions he takes.
  420.  
  421. Barvon had discarded the amulet when he had slain all six of his dear party members over a wager.
  422.  
  423. ---
  424.  
  425. Lantern of Life's Light
  426.  
  427. A lantern that never needs to be refuelled, can't be blown out by wind or drowned by water, and can be lit with a whispered word rather than troublesome flint and steel.
  428.  
  429. However, whoever activates it ages at double the normal rate as long as it remains lit.
  430.  
  431. ---
  432.  
  433. Sound Shell
  434.  
  435. An enchanted shell that when held up to your ear plays back the sounds from when it was enchanted.
  436.  
  437. ---
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