Amulet of LightUnusual (100-200 GP) | Jewelry
Tags: Light, Utility Magic Properties
GMs may roll on the table below for a random stone, or select one. Amulet Color (1d8) 1-Red / 2-Orange / 3-Yellow / 4-Green / 5-Blue / 6-Violet / 7-White / 8-Multi |
Ethershard RingUnusual (500 GP), Rare (1,750 GP), Very Rare (7,000 GP) | Jewelry
Tags: Mana, Spellcasting Magic Properties
Despite the hazards of harvesting and refining the raw Ether to make them, these rings are considered indispensable by some mage orders. The correlation between their creation and increased rates of injury among apprentices is rarely discussed. |
Luck Ward
Mundane (20GP) | Jewelry
Tags: Health, Affliction, Ward
Magic Properties
Tags: Health, Affliction, Ward
Magic Properties
- Ward Affliction. When you first roll on the Affliction Table while wearing this ward, roll twice and apply the lowest possible result. Once used, this item is destroyed and crumbles into dust.
- Ward Activation. This item must be worn on the body for at least 24 hours before it becomes active, it becomes inert and the duration resets if removed.
- Interference. Wearing multiple Ward items renders all but the first applied inert. Wards cannot begin their activation process if another Ward is already being worn.
Ether Ward
Mundane (20GP) | Jewelry
Tags: Spell, Defensive, Ward
Magic Properties
Tags: Spell, Defensive, Ward
Magic Properties
- Ward Magical Attack. When you would be dealt damage by a spell or magical ability (any ability that uses Mana or can be Counterspelled), you may use your Reaction to activate this Ward. Prevent all damage that source would deal to you. This Ward crumbles to dust and is destroyed after use.
- Ward Activation. This item must be worn on the body for at least 24 hours before it becomes active, it becomes inert and the duration resets if removed.
- Interference. Wearing multiple Ward items renders all but the first applied inert. Wards cannot begin their activation process if another Ward is already being worn.
Kinetic Ward
Mundane (20GP) | Jewelry
Tags: Spell, Defensive, Ward
Magic Properties
Tags: Spell, Defensive, Ward
Magic Properties
- Ward Physical Harm. When you would be dealt Common or Forceful Damage from any source, you may use your Reaction to activate this Ward. Prevent all damage that source would deal to you. This Ward crumbles to dust and is destroyed after use.
- Ward Activation. This item must be worn on the body for at least 24 hours before it becomes active, it becomes inert and the duration resets if removed.
- Interference. Wearing multiple Ward items renders all but the first applied inert. Wards cannot begin their activation process if another Ward is already being worn.
Item Rarity Guide (Reference)
- 0-100GP | Mundane. Commonly available items, suitable for all levels.
- 100-500GP | Unusual. Niche, accessible with some searching or contacts. Character levels 3-5.
- 500-2,500GP | Rare. Treasured objects inaccessible to most. Rare items often have a storied history. Character levels 6-9.
- 2,500-50,000 | Very Rare. The coveted prizes of organizations and kingdoms, arms and armor of celebrated heroes, fabled artifacts lost to time. Very Rare items, or at the least their makers or wielders, are likely known to scholars and storytellers both. Character levels 10+
- 50,000-500,000GP | Legendary. Literal objects of legend, only a handful of which exist in a given culture's stories. Apex masterpieces of history's greatest artificers or enchanters. Whether they are real or not may be debated. Recovering one would be a quest for many, and succeeding would attract the attention of more. Character levels 13+
- 500,000-10,000,000GP | Mythic. Forged as boons and workings of primordial powers, or confluxes of universal events. Armor forged by smith-gods, blades woven from screams by arch-devels, a humble arrowhead that pierced the heart of a dragon queen and now burns eternally with lightless fire--each Mythic item is unique and (nearly) priceless.