Relict RPG
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      • Centaur
      • Dwarf
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      • Firmalite
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    • Character Classes >
      • Classes At A Glance
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        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
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        • Force Mage (Mage)
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        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
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        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
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        • Priest (Hybrid)
        • Warlock (Hybrid)
    • Perks
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    • Potions & Equipment >
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      • Magic Items
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Magic Items

Amulet of Light

Unusual (100-200 GP) | Jewelry
Tags: Light, Utility
Magic Properties
  • Light. When a creature touches the amulet and imparts a simple mental command, the amulet glows. It casts bright light in a 60ft. sphere around itself, and dim light in a 120ft. sphere. 

A simple amulet of metallic wire wound around a semi-precious stone. The stone determines the light's color. Rarer examples incorporate multiple stones, allowing the wearer to pick from a selection of colors when activated. 
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
Picture

Ethershard Ring

Unusual (500 GP), Rare (1,750 GP), Very Rare (7,000 GP) | Jewelry
Tags: Mana, Spellcasting

Magic Properties
  • Ethercharge. When you cast a spell or attempt a Counterspell while wearing an Ethershard Ring, you may expend any number of the ring's charges. Each charge expended counts as an additional point of Mana spent for Activation Costs, Upcasting, or Counterspell power. Charges cannot be spent on Sustaining costs. 
  • Recharging the Ring. Once spent, charges must be replenished manually. It takes one minute of uninterrupted focus to replenish each charge. You must have available Mana during the full minute, and cannot perform any other activity during the process. 
  • The number of charges depends on the ring's rarity:
    • ​Unusual: 2 Charges
    • Rare: 5 Charges
    • Very Rare: 9 Charges 

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. 
Picture

Luck Ward

Mundane (20GP) | Jewelry
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. 

A token of luck worn around the neck or worked into an armband, prized by adventurers and professionals with dangerous vocations. 

Ether Ward

Mundane (20GP) | Jewelry
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. 
A token of luck worn around the neck or worked into an armband, prized by adventurers and professionals with dangerous vocations. 

Kinetic Ward

Mundane (20GP) | Jewelry
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. 
A token of luck worn around the neck or worked into an armband, prized by adventurers and professionals with dangerous vocations. 

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.
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  • How to Play
    • Core Rules
    • Running the Game
    • Downloads
    • Videos
    • Support Relict >
      • Feedback & Contact
      • Donations & Support
      • Contributors
  • Characters
    • Character Creation Guide
    • Choose Your Lineage >
      • Lineage At A Glance
      • Centaur
      • Dwarf
      • Elf
      • Fae
      • Fiendling
      • Firmalite
      • Gaian
      • Gnome
      • Goblin
      • Gorgon
      • Human
      • Kobold
      • Mere
      • Orc
      • Shapeshifter
      • Stacian
      • Undead
      • Wilderkin
    • Character Classes >
      • Classes At A Glance
      • Playable Classes >
        • Assassin (Martial)
        • Berserker (Martial)
        • Field Medic (Martial)
        • Knight (Martial)
        • Marksman (Martial)
        • Plague Doctor (Martial)
        • Scoundrel (Martial)
        • Warrior (Martial)
        • Avatar (Mage)
        • Blink Mage (Mage)
        • Blood Mage (Mage)
        • Elementalist (Mage)
        • Enchanter (Mage)
        • Force Mage (Mage)
        • Necromancer (Mage)
        • Shadow Mage (Mage)
        • Sorcerer (Mage)
        • Dynamancer (Hybrid)
        • Harlequin (Hybrid)
        • Paladin (Hybrid)
      • In Development >
        • Legionnaire (Martial)
        • Scout (Martial)
        • Illusionist (Mage)
        • Muse (Mage)
        • Neuromancer (Mage)
        • Oracle (Mage)
        • Summoner (Mage)
        • Thaumaturgist (Mage)
        • Wizard (Mage)
        • Antiquarian (Hybrid)
        • Druid (Hybrid)
        • Priest (Hybrid)
        • Warlock (Hybrid)
    • Perks
  • Items & Equipment
    • Melee Weapons
    • Ranged Weapons
    • Armor & Clothing
    • Potions & Equipment >
      • Potions
      • Equipment, Traps, & Tools
    • Magical Objects >
      • Magic Weapons
      • Magic Armor & Clothing
      • Magic Items
  • Monsters & Encounters
    • Monster Rules - Simple & Advanced
    • Encounter Building Guide
    • Simple Monsters >
      • Elementals
      • Fauna
      • Humanoids
      • Mages
      • Monstrosities
      • Oozes
      • Undead
    • Advanced Monsters >
      • Celestials
      • Dragons
      • Fiends
      • Undead
  • Maps
  • Store