Magic Ammunition
Both arrows and bolts can be enchanted. When using magic ammunition add a wound die for each modifier on the ammunition. Once a hit has landed the ammunition becomes mundane.
Magic Weapon +1
A weapon whose blade can ignite in flames. Can be used as a torch. Grants the Flame Slash maneuver.
- AP Cost: 5
- Weapon: Slashing
- Range: Melee
Make a normal weapon attack against a creature, adding a enhanced die to the attack. The attack deals normal weapon damage, plus 2 wound die in fire damage.
Magic Shield
A shield covered in eyes that dart around, looking for any threats. Gives 1 superior die for perception checks and the Terrifying Gaze maneuver.
- AP Cost: 6
- Weapon: Shield
- Range: Area of Control
All creatures in your zone of control must make a Willpower save vs 2 superior dice. On fail they become terrified for the next minute. They cannot move closer to you and they add a terrible die to all attack rolls.
Wondrous Item
A pendant with a rest mist swirling in it's gemstone. Once per day you may use this to attempt to break a curse effecting you or a creature you can touch. The target makes a Willpower save against 1 terrible die. On success they end a single curse afflicting the target.
Magic Weapon +1
An incredibly light spear able to cut through armor. When making a basic attack you may reduce the AP cost by 1, to a minimum of 3. If you do, add 1 bad die to your roll.
If you land 3 hits against the same target during your turn, the target is dazed until the end of their turn.
Wondrous Item, Requires Attunement
A strange ring that wards the wearer from danger. When making a defense roll you can reroll a number of defense die equal to the rings modifier.
Magic Weapon +1
A blade that emits a cutting force beyond the edge of its sword. Damage dealt with this weapon is considered Force damage. You gain the Cutting Force maneuver.
- AP Cost: 6
- Weapon: Slashing
- Range: 7
Send a blast of force at a target within range. Make a normal weapon attack against the target, on hit the target takes 2 wound die in force damage.
Magic Weapon +1
A hammer infused with the power of earth. When attacking Elementals you deal an additional wound die in damage. You also gain the Quake maneuver.
- AP Cost: 7
- Weapon: Bludgeoning
- Range: Melee
Smash your hammer into the ground, causing the earth in your zone of control to break. Make a weapon attack roll, adding 1 proficient die to the roll. On hit each target takes 1 wound in Bludgeoning damage, and on crit are staggered until the start of your next turn.
Magic Weapon +1
A hatchet inscribed with runes, cold to the touch. When thrown the Hatchet appears back in your hand at the end of your turn. You gain the Icy Impact maneuver.
- AP Cost: 6
- Weapon: Slashing
- Range: Thrown
Empower your Axe with chilling cold. Throw the axe at a target position in range. On hit a 3x3 area of ice appears centered on the hatchet. All creatures inside the ice gain Slow 1 and add 1 Terrible die to all dexterity based saves, attacks, or skills. This effect ends once the creature leaves the area, and the area lasts until the start of your next turn.
Wondrous Item
A rugged cloak lined with pockets, it billows heroically even when there is no wind. It starts with charges equal to the successes from 3 superior die. Once per hour you may expend a charge to grab something from the cloaks pocket. You may find one of the following : 50 ft. of rope, 10 ft. of fine iron chain, a bandage, a torch, a fire kit, a gallon of water, a grappling hook.
The item lasts for 1 hour, after which it turns to dust.
Wondrous Item
A wand with a tip that looks like the embers from a campfire. Roll 5 superior die, this wand has charges equal to the total success. Spending 1 charge you can cast Firebolt at 1st level. Spending 2 charges you may cast Beam of Fire at 1st level.
Spells cast with this wand do not benefit from any spellcasting feats, and use 3 superior dice for the spellcasting roll.
Wondrous Item
A wand that emits black wisps of smoke. Roll 5 superior die, this wand has charges equal to the total success. You can spend a charge to turn all mundane lights in a 6x6 tile area to dim light for 10 minutes, covering half as much area as bright light. Spending 2 charges gives you the effects of Concealment for 10 minutes.
Wondrous Item
A wand with a crystal eye attached to the tip. Roll 5 superior die, this wand has charges equal to the total success. Spending 1 charge you gain the effects of Dark Sight for 1 hour. Spending 3 charges you may cast Magic Sight without concentrating on the spell.
Spells cast with this wand do not benefit from any spellcasting feats, and use 3 superior dice for the spellcasting roll.
Wondrous Item
A wand with a brass star on its tip. This wand is a simple weapon, using your Arcane spellcasting for the attack. It has a range of 5/10 and deals 1 wound die in force damage on hit. The star arcs over cover, ignoring all but total cover.
If your attack roll has no successes and a critical fail the wand breaks, losing its magic.
Wondrous Item
A wand in the shape of a lightning bolt. Roll 5 superior die, this wand has charges equal to the total success. Spending 1 charge you may cast the Static Shock cantrip. If you do, you may spend up to 2 additional charges to add a superior die for each charge to the spellcasting roll.
Spells cast with this wand do not benefit from any spellcasting feats, and use 2 superior dice for the spellcasting roll.
Wondrous Item
Transform a beast into a loyal steed. Can only be used on a non-intelligent, medium or smaller beast you can touch. A hostile creature makes a willpower save vs 2 superior die, taking no effect on success. Once used the token bursts into a handful of dry leaves.
The target beast transforms into a giant version of the animal, growing to the size of an average horse. The creature is charmed by you for the next 24 hours and can be used as a mount. They have 3 wounds and a move/sprint speed of 5/5. The gain +1 Strength, but their other stats are identical to their normal forms.
After 24 hours the creature returns to normal, becoming hostile if it was hostile before.
Wondrous Item
A ring adorned with silver ram's head. You may cast Thundering Blow as a cantrip, using your unarmed attack roll instead of spellcasting. This can be used 3 times, at which point the ram tarnishes. This ring can be used again after a successful repair roll.
Wondrous Item
This weapon empowers your unarmed attacks, allowing you your attacks to strike those in the ethereal plane. You bypass the physical resistances of ghosts, and can hit creatures phasing to the ethereal plane.
When attempting a grapple you may target creatures 1 tile away as the chains from your shackle bind the creature. If you crit your grapple roll the target is restrained instead.
Wondrous Item
This Tome, written in Elvish, contains instructions on how to construct a variety of wands. Someone proficient in enchanter's tools can spend 8 hours crafting a wand, given they have the materials.
Translating this book is difficult, and takes 8 days of successful translating to read the instructions for a single wand. To translate, you must successfully make an Intelligence save vs 2 bad dice each day, or else the day is wasted.
This book gives instructions on how to craft the following wands:
Wand | Materials | Roll |
---|---|---|
Wand of Secrecy | a gemstone worth at least 10gp, 3 enchanting supplies, vial of black ink | 2B |
Wand of Sight | a gemstone worth at least 25gp, 4 enchanting supplies, Eye of a beast | 2B |
Wand of Cinders | a gemstone worth at least 50gp, 4 enchanting supplies, 1lb of charcoal | 2B/1T |
Wand of Shock | 2 gemstones worth at least 50gp each, 2 enchanting supplies, a metal rod | 2B/1T |
Wondrous Item, Requires Attunement
While wearing this medallion your max wounds increases by 1.
Wondrous Item
You are immune to fear. Anytime you make an Intelligence, Willpower, or Charisma save you may reroll 1 die, keeping the new value.
Wondrous Item
This lantern has enough oil to light for 8 hours. When lit it acts as a normal lantern, shedding bright light 5 tiles out, and dim light a further 5. When invisible creatures or objects are within 10 tiles of the lantern the flame turns blue, and are visible while in the lanterns bright light.
Wondrous Item, Requires Attunement
This cloak grants you +1 to your Dexterity. If your move speed is lower than your sprint speed, it is increased to your sprint speed.
Wondrous Item
While wearing this cloak with the hood up it obscures your face from light, preventing penalties from being in bright light or sunlight. Bright light is reduced to dim light, and dim light is reduced to darkness in this way. In addition, you gain the following maneuver.
- AP Cost: 8
- Weapon: Piercing
- Range: Melee
You spin your dagger tipped cloak, slashing all adjacent creatures. Make a Dexterity save against the targets defense. If this is during or before the first round of combat, add 1 superior die to your roll. On hit they take 1 wound in piercing damage.
Wondrous Item, Requires Attunement
You gain Force Resistance 1 while wearing this cloak. Once per long rest you can spend 2 AP to cast Barrier at 2nd level.
Wondrous Item
This flask is made of iron with a band of runes engraved around it. Studying the runes teaches you a ritual for the flask. Using chalk to draw out a rune covering a 2x2 tile area, you can attempt to trap a Demon, Elemental, Outsider, or Celestial inside the flask. The creature must remain inside the rune for 1 minute, after which they make a Charisma save against 4 superior dice. On fail they are trapped inside the flask.
A creature trapped inside the flask does not require food, air or water, and does not age. They cannot be communicated with, and a spell that locates a creature will instead locate the flask.
You may spend 5 AP to open the flask, releasing the trapped creature. A creature released must pass a Willpower save against 4 superior dice or be charmed by you for 1 hour. You may give commands to the creature, but cannot command it to hurt itself or take a course of action that will obviously cause itself harm.
When finding a flask it may already contain a creature, and a successful Lore check will tell you if a creature is inside, but not which type.
Wondrous Item, Requires Attunement
While wearing this belt your gain +2 proficiency to your Stamina save. If you do not know Dwarvish, you are able to read and speak it, and add 1 superior die to Charisma skills with dwarves.
Wondrous Item, Requires Attunement
While wearing this belt your gain +2 proficiency to your Dexterity save. If you do not know Elvish, you are able to read and speak it, and add 1 superior die to Charisma skills with elves.
Wondrous Item, Requires Attunement
While wearing these gloves your Strength is increased by 1. Your carry weight is tripled, lifting heavy objects, such as a boulder, with ease.
Wondrous Item, Requires Attunement
While wearing the circlet your spells are empowered. When making a spellcasting roll you may reroll dice equal to the circlets modifier.
Wondrous Item, Requires Attunement
While attuned to the Bone Charm you may reroll 1 wound dice when dealing Death damage from spells. You gain the Raise Skeleton spell.
- AP Cost: 8
- Mana Cost: 4
- Range: 5
You may target up to 3 corpses, making a spellcasting roll and adding a bad die for every corpse. On success a Skeleton raises from the corpse under your command for 24 hours. Alternatively you may cast this on up to 3 Skeleton creatures. If you do the Skeletons make a charisma save against your spellcasting, falling under your command for 24 hours on fail.
After 24 hours you lose command over the skeletons and they behave like normal undead. You may only control up to 3 skeletons this way, attempting to control more will remove your command over your previous skeletons.
Magic Weapon +2, Requires Attunement
The staff of the great necromancer Magthera. When casting a spell you may reroll 2 dice in your spellcasting roll, taking the new values. Melee attacks with this staff add wound dice to the attack instead of superior dice based on it's modifier, dealing Death damage. The staff can be empowered with the wielders mana, giving the Obliterate spell attack.
- AP Cost: 8
- Mana Cost: 7
- Range: Touch
Necrotic energy pulses from the staff. All creatures in a 3x3 area in front of the caster makes a Stamina save against 5 superior dice, taking half damage on success. This attack deals full damage to plants. Wood in the area splinters and shatters, while stone cracks and crumbles, losing any ability to support a structure.
Wondrous Item
A translucent white crystal. You may spend 5 AP to cause it to emit bright light out 3 tiles and dim light a further 3. Creatures in the bright light add a crit to saving throws against undead and demons.
Wondrous Item, Requires Attunement
An otherwise unassuming red scarf. When worn it gives the wearer +1 to their Charisma score and Diplomacy proficiencies. When making a saving throw against an effect that causes fear you may use your Charisma save instead.
Wondrous Item
This smooth crystal band is slick and cold to the touch. While worn, Misty Step costs 1 less mana and travels double the distance, but you add 2 terrible dice to the spellcasting roll. While travelling through a warren with the Open Warren spell the spellcaster maintaining the warren adds 1 failure to their roll.
Wonderous Item, Requires Attunement
Garments made from dridersilk and dyed with their blood, these clothes shrink and expand to fit their wearer. While wearing this you gain the following:
- When poisoned the level is reduced by 1, being removed at level 0 or less.
- You may walk along vertical surfaces and ceilings, keeping your hands free.
- You automatically succeed on saving throws against being caught in spider webs, such as from the Mass Web spell.
- When taking the defend action, any melee attackers must make a Dexterity save against 3 Superior dice. On fail they are wrapped in webbing from the garments and are grappled. While grappled they may spend 5 AP to free themselves from the webbing.
Magic Spear +1
An otherwise ordinary spear, it's metal tip is covered in a black tarnish. When attacking, the target creature gains Vulnerability 1 to Death damage on crit for the next minute.
Scalemail Armor, Requires Attunement
Scale armor adorned with feathers from a Carrion bird. When worn gives Resistance 1 to Death damage.
Wondrous Item, Requires Attunement
Chimes made from the bones of Lizardfolk elders. When worn increases your Willpower by 1. The Chimes hold a max of 6 charges. Each morning roll a superior dice, regaining charges based on how many successes were rolled. You may spend a charge to cast Weal on up to 5 creatures, automatically succeeding on the spellcasting roll.
The Chimes can be used to ask the spirits for guidance. Spending a charge and meditating for 1 minute you may ask the spirits a single yes or no question, or a question that results in a direction. For example, asking "which path leads to the tomb we seek?" is valid, but "which tomb do we seek?" is not. The spirits will give you a feeling of determination, apprehension, or a sense of direction as their answer. The spirits do not like to be disturbed, with each question asked within the last few days giving an increasing chance of the spirits answering incorrectly.
Wondrous Item, Requires Attunement
While wearing this mask you add 1 enhanced die to all spellcasting rolls. When taking a move action you can choose to hover. While hovering you ignore ground based effects and difficult terrain and can pass over creatures, returning to the ground at the end of your turn. You also learn two maneuvers, Shadow Magic and Orb of Destruction.
Curse. This item is cursed. After attuning to the mask you are unable to part with it, wearing it covering your face or off to one side. If you reach 0 wounds or suffer an effect that would kill you outright, the Mask consumes you and you return as a Shadowbeast. You are stalked by a powerful entity of shadow that wants the mask. This entity knows your general location and you cannot hide from it through magic.
- AP Cost: 7
- Damage: Death
- Range: 7
You summon 3 shadowbolts and launch them at targets in range. You may choose different targets, or have all bolts hit the same target. Make a curse spellcasting roll against the targets defense for each bolt, dealing 2 wound die on hit, and giving Hex 1 on crit. You gain 1 temporary wound for every 3 wounds dealt by this attack.
- AP Cost: 9
- Damage: Death
- Range: 10
You channel the masks power to create a large orb of negative energy. You send the orb crashing into the earth, hitting all creatures in a 3x3 area centered on a position in range. All creatures hit make a Dexterity save vs your curse spellcasting. On hit they take 3 wounds in damage, plus an additional wound die for each crit.
If this would reduce a creature to 0 wounds their body is consumed by the Orb, vaporizing and leaving no body behind. This maneuver can be used once, after which you must long rest before using again.
Wondrous Item
Magical chains made out of a mysterious golden metal, with a single broken chain link separated from the rest. When used on a Celestial, Fey, Undead, Elemental, Fiend or Outsider the creature must make a Willpower save against 5 superior dice. On success the creature is under the effects of the Bind Creature spell until the chain is removed. While bound the creature is unable to use magic. Once per day the creature can attempt to break the chains making a Strength save against 8 superior dice, destroying the chains on success.
Touching the broken chain link to the chain unlocks the bindings and ends the effects.
Wondrous Item
A dragon skull has been carved from the bones of a dragon, fashioned into a small charm. Wearing this charm on your person protects you from fire and death. The charm absorbs 4 wounds worth of fire or death damage, after which it crumbles to dust.
Wondrous Item, Requires Attunement
This ring imbues an extreme vitality to the user. Once per day the wearer can activate the ring by spending 2 AP, gaining 3 wounds and increasing their max wounds by the same amount. The wounds last for 10 minutes, after which the wearer loses 3 wounds and their max wounds returns to normal.
If this brings the wearer to 0 wounds or below they are consumed by the ring, leaving no body.
Magic Leather Armor +1, Requires Attunement
Leather armor with bones woven to reinforce it. Once per long rest, you may cast Cloud of Teeth at 3rd level.
Magic Ammunition +1
Magical arrows enchanted by mischievous fey. When fired the arrow transforms into foxfire, chasing down its target. The target makes a dexterity save vs your attack instead of a defense roll, dealing fire damage on hit. Targets gain no benefit from cover from these arrows.
Magic Bow +1
A bow blessed by a water spirit and empowered by one of its scales. The bow is a +1 Magic weapon that gives the Lightning Arrow and Water Arrow maneuvers.
- AP Cost: 6
- Damage: Lightning
- Range: 10
Fires a bolt of lightning in the target direction. All creatures in a 10 tile line must make a dexterity save against 3 superior dice, taking 1 wound on fail plus 1 wound die on crit.
- AP Cost: 6
- Range: Bow Range
Fires a bolt of compressed water that explodes on impact. All creatures adjacent to the tile of impact must make a strength save against 3 superior dice. being pushed away 1 tile, and being knocked prone on crit. The blast of water extinguishes magical and non-magical fires on all tiles hit.
Wondrous Item, Requires Attunement
Your max AP increases by 1 and any slow effect against you is reduced by 1.
Wondrous Item, Requires Attunement
An opal pendant, a thick black mist swirls across the opals surface. Once per day you may make a shadow clone of yourself. Spending 5 AP, The shadowy mist on your pendant takes form, creating a mirror image of you in a place within 5 tiles. The illusion can move, sharing your movement stats. It does not make noise and you cannot see or sense through the illusion. When casting a spell you may choose the illusion to be the casting point instead of yourself.
The illusion is purely visual, lasts for 10 minutes, and is destroyed if it takes 1 wound in force damage.
Wondrous Item
A pristine red gemstone that fits in the palm of your hand. You may cast a spell of 4th level or lower into the gem, doing so increases the spells cast time by 10 minutes. Once a spell is stored you may spend 5 AP to cast the spell, ignoring the spells casting time. The spell uses 3 superior dice for its spellcasting roll regardless of the casting ability of the original caster. Only one spell can be stored at a time, casting a new spell into the gem replaces any spell stored.
Wondrous Item
A pristine red gemstone that fits in the palm of your hand. You may cast a spell of 7th level or lower into the gem, doing so increases the spells cast time by 10 minutes. Once a spell is stored you may spend 5 AP to cast the spell, ignoring the spells casting time. The spell uses 5 superior dice for its spellcasting roll regardless of the casting ability of the original caster. Only one spell can be stored at a time, casting a new spell into the gem replaces any spell stored.
Magic Staff, Requires Attunement
A staff made of blackened oak. While attuned to this staff the wielder gains +1 Intelligence. When preparing spells for the day you may choose two spells to be enhanced by the staff. For the rest of the day you have expertise when casting these spells.
Wondrous Item
A book of common enchantments.
- Swiftness: Increases your move and sprint speed by 1.
- Fire Starting: Enchant a ring, concentrating for a round allows you to light something on fire, such as a torch or camp fire.
- Rope trick: Enchant a rope to automatically tie itself to an object, such as a branch, or rock. The rope moves across surfaces, up walls, and can reach 2 tiles into the air.
- Balancing: When making an Acrobatics or climbing check you cannot roll below a normal die.
Name | Mana | Supplies | Roll | Effect |
---|---|---|---|---|
Fire Starting | 1 | 1 | 1B | Enchant a ring. Concentrating for a round allows you to light something on fire, such as a torch or camp fire. |
Balancing | 2 | 2 | 2B | When making an Acrobatics or Athletics check you cannot roll below a normal die. |
Rope Trick | 3 | 2 | 2B/1T | Enchant a rope to automatically tie itself to an object, such as a branch, or rock. The rope moves across surfaces, up walls, and can reach 2 tiles into the air. |
Swiftness | 3 | 3 | 2B/1T | Increase your move and sprint speed by 1. |
Wondrous Item
A book of instructions for enchanting items, made by the battle mage Aventus.
Name | Spell Slot | Supplies | Roll | Effect | |
---|---|---|---|---|---|
Weapon | |||||
Firebolt | 2nd | 2 | 2B | Enchant a weapon with the Firebolt spell. This weapon gains the Firebolt spell as a maneuver. | |
Returning | 3rd | 2 | 2B/1T | After throwing this weapon you may call it, instantly returning it to your hand. | |
Armor | |||||
Shielding | 3rd | 4 | 3B/1T | Enchant armor with a defensive spell. The spell must be one you can cast, or have cast on the armor during enchanting of 3rd level or lower. The stored spell can only be used once, and must target the wearer. The spellcasting roll for the spell uses 1 superior die, plus an additional superior die for every crit rolled in the enchantment check. | |
Resistance | 3rd | 4 | 2B/2T | Enchant this armor to give you Resistance 1 against one of the following damage types: fire, cold, lightning, thunder, arcane |
Wondrous Item
A cloak made from the skin of a Darkmantle, imbued with magic. While in dim light or darkness you may wrap yourself in the cloak. While wrapped in the cloak, as long as you do not move you appear as a stalagmite and add 3 superior dice to any stealth checks made.
Once per day you can use the cloak to conjure an aura of darkness radiating 3 tiles out in all directions. Mundane light cannot penetrate the darkness, and any light spell of 2nd level or lower inside the darkness is dispelled.
Wondrous Greatsword +1
A sword used to execute rogue mages, this 6ft claymore is inscribed with protective runes. When taking the defend action you add this weapons bonus to all saving throws and defense rolls against magic. Once per day you may cast Dispel Magic using 4 superior dice for the spellcasting roll.
Wondrous Item
This black metal band resizes itself to fit around the wearers forearm. Once per day you can command the band to emit a field of absolute silence for 10 minutes. Once activated the field stays until dispelled or the duration ends. The field extends to all adjacent tiles around the wearer and moves with them. A creature in the field is unable to make or hear a sound, and gains resistance 3 to thunder damage.
Wondrous Dagger +1
This dull blue dagger emits faint wisps of smoke visible even when sheathed. You gain the Shadowwalk maneuver while holding this dagger.
- AP Cost: 5
- Damage: Death
- Range: 5/10
Make an attack roll against a target, turning you and the dagger into shadow. On hit you deal Death damage instead of piercing and you reform out of the shadows in a tile adjacent to the target. If the attack misses the GM determines where the dagger lands, with the wielder appearing in the closest unoccupied tile.
Wondrous Item
This leather-bound book is filled with mismatched pages describing a variety of plants and potions.
You may search for these plants the same way you would search for apothecary ingredients, increasing the challenge by 1 tier.
Area | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
---|---|---|---|---|---|---|---|
Plains | Gracebloom | Gracebloom | Vitalflower | Vitalflower | Silverleaf | Silverleaf | Silverleaf |
Forest | Lucky Leaf | Lucky Leaf | Hearty Root | Hearty Root | Silverleaf | Silverleaf | Silverleaf |
You learn how to make the following potions.
- Ingredients: 2 Healroot/Basic Healing Potion, 1 Silverleaf
- Roll: 2 Bad dice, 1 Terrible die
A greater healing potion. On use, heals 2w + 3 wound dice in health.
- Ingredients: Healing Potion +1, 1 Gracebloom
- Roll: 2 Bad dice, 2 Terrible dice
An advanced healing potion. On use, heals 3w + 4 wound dice in health.
- Ingredients: 2 Poison Nettle/Nettle Fever, 1 Nightshade
- Roll: 2 Bad dice, 1 Terrible die
A concentrated poison. On hit inflicts Poison 2, or Poison 3 on crit.
- Ingredients: 1 Gracebloom, 2 Silverleaf
- Roll: 2 Bad dice, 1 Terrible die
For the next hour you add an enhanced die to all saving throws.
- Ingredients: 2 Healroot, 1 Vitalflower, 1 Hearty root
- Roll: 2 Bad dice, 1 Terrible die
Your max wounds increases by 1 for the next 24 hours. Every time you roll a healing surge you heal an extra wound.
Wondrous Item, Requires Attunement
While wearing this pendant you gain 1 Stamina and have expertise when making Poison saves.
Wondrous Item, Requires Attunement
A circlet worn around your wrist, adorned in arcane runes. When making a spellcasting roll you may reroll a number of dice equal to the circlets modifier.
Magic Padded Armor
A tunic woven from the hair of a spriggan. While outside you have expertise in stealth as long as you aren't moving. While in a forest you gain the Treewalk Maneuver.
- AP Cost: 5
- Range: 7
When standing next to a tree you may magically enter the tree. While inside the tree you are untargetable by effects that do not target the ethereal plane. At the start of your next turn you appear beside a tree within range.
Wondrous Item
Once per day you may cast Wall of Faith, automatically succeeding the roll. When holding this emblem you may reroll 1 die when making Religion checks.
Wondrous Item, Requires Attunement
A large blue orb with storm clouds swirling inside. While attuned to this item all Lightning spells you cast start with 1 crit (but no successes) and you may reroll 1 die for those rolls. Regardless of the weather, while you hold the orb it is always considered stormy weather for the purposes of spellcasting.
Wondrous Item
A magic stone from the Astral Void. While holding the stone you can spend 3 AP and 2 mana to open up a rift in space that pulls in the user. At the start of your next turn you attempt to exit the rift in an open space within 1000 ft. (200 tiles). Make a hard Arcana check, on success you appear within a few tiles, with each failure placing you progressively farther away.
Wondrous Item, Requires Attunement
A pitch black cube, untarnished through age where not even dust settles on it. Each edge is exactly the same length, and the edges seems to bend light causing it to glitter.
While attuned to the Heart of Madness you may use it to cast any damaging spell you have prepared, reducing its mana cost by 3. When cast this way the spells damage type changes to Death damage and it no longer inflicts any conditions or effects other than damage and it ignores critical effects. Instead, on crit target creatures gains Hex 1 for 1 minute.
Magic Sword +1
This sword has 3 charges, regaining a charge every day as long as it is exposed to the light of dawn. You may use a charge to take the Justice maneuver.
Justice AP: 5
Make a weapon attack against a target. On hit the attack deals normal weapon damage, adding 2 wounds in Holy damage. On crit the target is blind until the end of their next turn.
Magic Sword +2, Requires Attunement
The sword has 6 charges, regaining 2 charges every day as long as it is exposed to the light of dawn. When activating the sword, either by spending a charge or taking the Justice maneuver, you gain the effects of the spell Radiance for 10 minutes.
You may spend all charges to awaken Archeon, becoming a +3 weapon for a minute per charge spent. While awakened Archeon does an extra wound of Holy damage with each attack, or 3 wounds to chaotic demons, outsiders and monstrosities. In addition you may use the Law maneuver.
Law AP: 6 Range: 10
A target creature in range makes a Charisma save against 5 superior dice. On fail, if they are not lawfully aligned they are unable to roll criticals for the next 24 hours, with any critical rolled counting as 2 successes instead. If the creature is chaotic they are Blind, Dazed, and gain Slow 3 until the start of your next turn. These conditions bypass any resistances.
Magic Sword +1
Can cast starfall at 4th level, using 4 superior die for the roll.
Magic Sword +2
Can cast starfall at 4th level, using 4 superior die for the roll.
The sword has 6 charges, regaining all charges when bathed in the light of a full moon. When activating the sword, either by spending a charge or taking the Starcall Maneuver, you gain the effects of Enhance Ability for 10 minutes. You may use a charge to take the Starcall Maneuver.
Starcall
-AP: 5 -Range: 5
Targeting up to 3 creatures in range, they make a Strength save against 4 Superior dice. On hit they take 1 wound in force damage, adding a wound die on crit.
Magic Sword +3
Once per day, can cast Starfall at 4th level using 5 superior die for the roll.
The sword has 10 charges, regaining 2 charges every night Astraea can see the sky. When activating the sword, either by spending a charge or taking the Starcall Maneuver, you gain the effects of Enhance Ability for 10 minutes. While attuned to Astraea you gain the Starcall and Dimension Door maneuvers.
This sword is always under the effects of the spell Sword Burst (1st level), and when landing a critical hit with the sword you may drain an attribute from the creature. You choose the attribute with the creature losing 1 point and you gaining 1 point in the chosen attribute. This effect lasts for 1 hour, during which you have expertise on all rolls using that attribute and gain madness. This can only effect one creature at a time and applying this to a new creature ends the effects on the old creature.
Dimension Door
-AP: 5 -Range: 60 -Cost: 2 Charges
You create a magical rift at a target location you can see, visualize, or recall within range. The rift pulls you and anything you're carrying in and instantly teleports you to the target location. The maneuver fails if you attempt to teleport into a solid object or otherwise can't pass through the rift.
You may instead use this maneuver targeting an adjacent creature. The creature makes a Dexterity save against 4 superior dice, being teleported to the location on fail.
Magic Weapon +1
The sword exudes necrotic energy. After killing a creature, for the next hour when making an attack or maneuver with this weapon it deals an extra wound of Death damage on crit.
Magic Weapon +2
This weapon has 5 charges, regaining 1 after killing a creature with it, or all charges after killing a Good aligned creature. You may spend 1 charge to cast Bleed at 2nd level using 4 superior dice for the spellcasting roll.
After killing a creature, for the next hour you gain the following effects:
- When making an attack or maneuver with this weapon it deals an extra wound of Death damage on crit.
- You gain 1 temporary wound every time you deal death damage with this sword.