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ScarredLandsLite

MagicItemCompendium

haazevenVersion 1.0.0

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Scarred Lands Lite: Magic Item Compendium

Contents

Contents 2

1 Magic Item Basics 51.1 Item Categories . . . . . . . . . . 51.2 Item Properties . . . . . . . . . . 5

1.2.1 Common Properties . . . 51.2.2 Rare Properties . . . . . . 5

2 Magic Armors 72.1 Common Armors . . . . . . . . . 7

2.1.1 Common Properties . . . 72.1.2 Common Armors . . . . . 7

2.2 Rare Armors . . . . . . . . . . . 82.2.1 Rare Armors . . . . . . . 82.2.2 Examples of Rare Armors 8

2.3 Unique Armors . . . . . . . . . . 92.3.1 Armor of Flesh . . . . . . 92.3.2 Armor of Grace . . . . . . 92.3.3 King’s Rattle . . . . . . . 92.3.4 Oakskin Armor . . . . . . 92.3.5 Robe of the Earth Mother 92.3.6 Shield of Prator . . . . . . 102.3.7 Wretched of Vangal . . . 10

3 Magic Charms 113.1 Common Charms . . . . . . . . . 11

3.1.1 Common Properties . . . 113.1.2 Common Charms . . . . . 11

3.2 Rare Charms . . . . . . . . . . . 123.2.1 Rare Properties . . . . . . 123.2.2 Rare Charms . . . . . . . 13

3.3 Unique Charms . . . . . . . . . . 133.3.1 Clotstone . . . . . . . . . 133.3.2 Divine Token of Corean . 143.3.3 Divine Token of Drendari 143.3.4 Divine Token of Tanil . . 143.3.5 Master’s Brush . . . . . . 143.3.6 Manual of Perfection . . . 143.3.7 Moaning Diamond . . . . 143.3.8 Rod of Wonders . . . . . 143.3.9 Sphere of Annihilation . . 14

4 Magic Clothing 174.1 Common Clothing . . . . . . . . 17

4.1.1 Common Properties . . . 174.1.2 Common Clothing . . . . 17

4.2 Rare Clothing . . . . . . . . . . . 184.2.1 Rare Clothing . . . . . . . 184.2.2 Example of Rare Clothing 18

5 Magic Containers 215.1 Common Containers . . . . . . . 21

5.1.1 Common Properties . . . 215.1.2 Common Containers . . . 21

5.2 Rare Containers . . . . . . . . . 225.2.1 Rare Properties . . . . . . 225.2.2 Rare Containers . . . . . 22

5.3 Unique Containers . . . . . . . . 225.3.1 Soul Forge . . . . . . . . . 22

6 Magic Implements 236.1 Common Implements . . . . . . . 23

6.1.1 Common Properties . . . 236.1.2 Common Implements . . 23

6.2 Rare Implements . . . . . . . . . 246.2.1 Rare Properties . . . . . . 246.2.2 Rare Implements . . . . . 24

6.3 Unique Implements . . . . . . . . 256.3.1 Bells of Non . . . . . . . . 256.3.2 Black Book of Belsameth 256.3.3 Book of Divine Achieve-

ment . . . . . . . . . . . . 256.3.4 Divine Token of Belsameth 266.3.5 Dweaomer Crystal . . . . 266.3.6 Golem Manual . . . . . . 266.3.7 Roaring Wand . . . . . . 266.3.8 Shadowstaff . . . . . . . . 266.3.9 Staff of the Magi . . . . . 266.3.10 Witch Cube . . . . . . . . 26

7 Magic Jewelry 277.1 Common Jewelry . . . . . . . . . 27

7.1.1 Common Properties . . . 277.1.2 Common Jewelry . . . . . 27

7.2 Rare Jewelry . . . . . . . . . . . 287.2.1 Rare Properties . . . . . . 287.2.2 Rare Jewelry . . . . . . . 29

7.3 Unique Jewelry . . . . . . . . . . 307.3.1 Crystal Ball of the Mas-

termind . . . . . . . . . . 307.3.2 Amulet of Ebon Dreams . 307.3.3 Belsameth’s Silver Ear . . 317.3.4 Chalice of Marvels . . . . 317.3.5 Crown of Undead Splendor 317.3.6 Divine Token of Chardun 317.3.7 Divine Token of Hedrada 317.3.8 Divine Token of Madriel . 317.3.9 Divine Token of Vangal . 317.3.10 Hand of Glory . . . . . . 317.3.11 Ioun Stones . . . . . . . . 31

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7.3.12 Mask of Whispers . . . . 317.3.13 Ring of Three Wishes . . 327.3.14 Shard of the Forsaken . . 327.3.15 Slaracian Memory Sphere 327.3.16 Talisman of the Spheres . 32

8 Magic Vehicles 338.1 Common Vehicles . . . . . . . . . 33

8.1.1 Common Properties . . . 338.1.2 Common Vehicles . . . . 33

8.2 Rare Vehicles . . . . . . . . . . . 338.2.1 Rare Properties . . . . . . 338.2.2 Rare Vehicles . . . . . . . 33

8.3 Unique Vehicles . . . . . . . . . . 338.3.1 Chariot of Tanzil . . . . . 33

9 Magic Weapons 359.1 Common Weapons . . . . . . . . 35

9.1.1 Common Properties . . . 359.1.2 Common Weapons . . . . 35

9.2 Rare Weapons . . . . . . . . . . 369.2.1 Rare Properties . . . . . . 369.2.2 Rare Weapons . . . . . . 37

9.3 Unique Weapons . . . . . . . . . 389.3.1 All-Mother’s Judgement . 389.3.2 Arator, Holy Sword of

Karria . . . . . . . . . . . 389.3.3 Autumn Blade . . . . . . 399.3.4 Axe of the Huror . . . . . 399.3.5 Bloodlust . . . . . . . . . 399.3.6 Bone Axe of Gaurak . . . 39

9.3.7 Ertmodl, Earth Sword ofScarn . . . . . . . . . . . 39

9.3.8 Fahenia, Fire Sword ofScarn . . . . . . . . . . . 39

9.3.9 Fist of the Forsaken . . . 399.3.10 Gift of the Stag - Elkhorn

Bow . . . . . . . . . . . . 409.3.11 Gift of the Stag - Em-

peror’s Quiver . . . . . . 409.3.12 Gift of the Stag - White-

bone Arrow . . . . . . . . 409.3.13 Hammer of Thunderbolts 409.3.14 Huriki, Air Sword of Scarn 409.3.15 Izlander, Ice Sword of Scarn 409.3.16 Mageli, Spell Sword of

Scarn . . . . . . . . . . . 409.3.17 Natural Order . . . . . . 409.3.18 Shargar, Shadow Sword

of Scarn . . . . . . . . . . 409.3.19 Sunray Spear . . . . . . . 419.3.20 Sword Chaotic . . . . . . 419.3.21 Tear of Mormo . . . . . . 419.3.22 Thanqual . . . . . . . . . 419.3.23 Wicked Edge . . . . . . . 41

10 Special Materials 4310.1 Alchemical substances . . . . . . 4310.2 Special Materials . . . . . . . . . 46

11 Changelog 49

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Scarred Lands Lite: Magic Item Compendium

Chapter 1

Magic Item Basics

1.1 Item Categories

Magic items fall in one (or more) categories:

• Armors increase defensive abilities.

• Charms grant skill- or talent-basedabilities, or enhance physical abilties.

• Clothing improves movements orappearance.

• Containers modify or protect what theystore.

• Implements enhance spellcasting abilities.

• Jewelry increase mental abilities.

• Vehicles are items with specific modes ofmovement.

• Weapons provide combat abilities.

The category of an item depends on itsproperties, not its shape or nature. Forexample, a ring is generally considered aJewelry, but could also be a Charm, anImplement, or even an Armor. Exceptions areactual armors and shields (always of theArmor category) and melee or ranged weapons(always from the Weapon category).

An item can belong to several categories.In such case, the creator must have access toall categories the item belongs to.

1.2 Item PropertiesMagic items have properties similar to talents.They are classified in three tiers: common, rareand unique. In addition to the properties of itscategories, magic items can have one or severalof the following generic properties.

1.2.1 Common Properties• Skill Mastery: the item is linked to a

specific skill. (Encounter) The wearer canadd the property rank to a check of theselected skill. This cannot be used to

improve a talent activation roll or aspellcasting roll.

• Special Material: the item is made in aspecial material (see Chapter 10). Theproperty rank is always equal to the rankof the selected material.

• Spellcasting (Command-Word): thewearer can use the weapon to cast spells,using a combinaison Attribute+Skillwhich depends on the item. The itemgrants access to one or several spells (upto the property rank). The wearer mustbe able to speak and move the item tocast the spell.

• Spellcasting (Magic Contact): thewearer can use the weapon to cast spells,using a combinaison Attribute+Skill whichdepends on the item. The item grantsaccess to one or several spells (up to theproperty rank). The wearer can only castthese spells on a creature touched by theobject, but he does not need to speak tocast the spell. If the item is a weapon, theuser can cast the spell on a creature hit bythe weapon during the same action.

• Talent Mastery: the item is linked to aspecific talent. (Daily) If the wearer hasthe selected talent, he can add theproperty rank to his own talent rank. Thiseffect lasts for a single encounter.

• Weaponized: the item is considered as aweapon which deals one additional pointof damage per two property ranks. This istypically a melee weapon, but some itemscan provide a ranged attack. The item canthen be enchanted as an item of theWeapon category.

1.2.2 Rare Properties• Ego: the item is intelligent and has a

certain goal. The item has an Intelligenceand Charisma score (the sum of whichbeing equal to the Ego rank), as well asseveral skills. The item can activate any of

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Chapter 1

its properties on its own, with or withoutthe wearer’s consent. (Encounter) Theitem can make the wearer roll twice anycheck made with it, with a bonus orpenalty equal to its property rank. Thewearer cannot activate this property onhis own.

• Spellcasting (Ego Magic): this propertycan only be added to an item with theEgo property. The item is able to castspells using a specific combination ofAttribute+Skill (depending on the natureof the item). The item knows one commonor rare spell per property rank. Castingthese spells require no action from thewearer, but the wearer cannot decide tocast these spells or not.

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Scarred Lands Lite: Magic Item Compendium

Chapter 2

Magic Armors

2.1 Common Armors

2.1.1 Common Properties• Deflection: the wearer gains one

additional block attempt per round andproperty rank. (Encounter) The wearercan force reroll a melee or ranged attackroll against him, with a penalty on theattack equal to the property rank.

• Energy Resistance: the armor grantsresistance 1 against a specific energy.(Encounter) When hit by an attack of theappropriate energy, the wearer can forcereroll the attack roll. The resistanceagainst that energy increases to one perproperty rank, and decreases by 1 pointper round afterwards, until it goes back to1.

• Magic Resistance: (Encounter) when thewearer of the armor is targeted by a spellor a magical effect (Game Masterdiscretion), she may force reroll thespellcasting roll with a penalty equal tothe property rank.

• Repulsion: the space adjacent to thewearer count as difficult terrain.(Encounter) The wearer can attempt topush back all adjacent creatures, usingStrength+Prowess+Repulsion as an areaattack roll. In case of success, the target ispushed back 1 meter per property rank.

• Rooted: the wearer reduces by 1 thedistance of all effects that would move himagainst his will. If the wearer is on theground, the reduction is equal to half theproperty rank. If the wearer is on theground and has not moved in the lastround, the reduction is equal to theproperty rank.

• Thorns: (Encounter) when the wearersuffers wound damage, he may make aStrength+Prowess+Thorns vs Reflex anarea attack against all adjacent creatures.In case of success, the target suffers

wound damage equal to the number ofsuccesses obtained.

2.1.2 Examples of Common Armors• Banded Mail of Luck: armor (light).

Deflection 2.

• Bashing Shield: shield (light andmedium). Weaponized 1 (Mighty 1).

• Blinding Shield: shield (any).Spellcasting (Command-Word) 1 (flashinglight, Strength+Prowess).

• Bracers of Armor: bracers. Deflection 3.

• Mantle of the Ice Bear: armor(medium). Energy Resistance (cold) 2.

• Mantle of Spell Resistance: cloak.Magic Resistance 5.

• Mithril Full Plate of Speed: armor(heavy); Clothing. Special Material 5(mithril), Swiftness 2.

• Plate Armor of the Deep: armor(heavy); Clothing. Aquatic Ability 3.

• Reflecting Shield: shield (any). MagicResistance 2, Spellcasting(Command-Word) 3 (spell turning,Strength+Endurance).

• Periapt of Proof Against Poison:amulet. Energy Resistance 3 (poison).

• Ring of Protection: ring. Deflection 2.

• Ring of Energy Resistance: ring. EnergyResistance 2 (any one).

• Robe of the Archmagi: robe; Implement.Deflection 4, Magic Resistance 4,Spellmeld 3 (arcane magic).

• Scarab of Protection: amulet. EnergyResistance 2 (necrotic), Magic Resistance3.

• Shadowork Armor: armor (light). SkillMastery 2 (Stealth).

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Chapter 2

• Spine Shield: shield (heavy).Weaponized (ranged) 1 (Keen 1).

• Winged Shield: shield (medium);Clothing. Flight 1.

2.2 Rare Armors

2.2.1 Rare Armor Properties• Animated Shield: (Encounter) the shield

animates and flies around its wearer,granting its bonus even though the wearerdoes not wear it (allowing to use thesecond hand for other purposes, likecarrying a two-handed weapon). Whilethe shield is animated, it also grants abonus equal to one half the property rankto Reflex against area attacks. The wearermakes a Strength+Prowess+AnimatedShield as a duration roll.

• Arrow Catching: (Daily) when rangedattacks pass within 1m per property rankfrom the wearer, it attacks the wearerinstead if there is a line of effect betweenthe attacker and the wearer. The wearermakes a Strength+Endurance+ArrowCatching as a duration roll, but can endthe effect prematurely as a free action.Magical or exceptionally large projectilesare not affected.

• Bravery: the wearer gains a +1 bonus toall saves agains fear effects. (Daily) Thewearer and all allies within 5m perproperty rank gain a bonus against feareffects equal to half the property rank.

• Clothborn: the wearer ignores 1 point ofarmor penalty per two property ranks.(Daily) The wearer can force reroll a checkfor which armor penalty applies (except aspellcasting roll). This ability can be usedonce per day and per property rank.

• Fortified: (Encounter) when an attackdeals damage equal to the net number ofsuccesses to the wearer, the damage isreduced by one per property rank.

• Ghost: the armor is effective againstattacks from incorporeal creatures.(Encounter) The wearer can force rerollan attack roll from an incorporeal creatureagainst him, with a penalty equal to theproperty rank.

• Invulnerability: (Daily) the wearerreduces all wound damage taken by half,usingStrength+Endurance+Invulnerability as aduration roll.

• Sanctuary: creatures with a Willpowerscore lower than the property rank cannotattack the wearer. This effect wears of forthe remainder of the day as soon as thewearer performs an attack.

• Spellcasting Aid: the wearer ignores 1point of armor penalty to spellcasting rollsper two talent ranks. (Encounter) Whenthe wearer casts a spell, he adds theproperty rank to all his saves againstattacks made against him while he iscasting the spell.

• Undead Controlling: (Daily) the weareradd the property rank to the activationroll of any effect he uses to animate orcontrol undead (Game Master approval).

• Weapontrap: the wearer gains a bonusequal to half the property rank againstdisarming attempts. (Encounter) thewearer can trap a melee weapon that justattacked him (successfully or not). Hemust make aStrength+Prowess+Weapontrap checkopposed by a Strength+Prowess check ofthe attacker. The attacker gains a bonusequal to the highest property rank of hisweapon if it is magical. In case of success,the weapon becomes trapped in the armorfor one round per success obtained, afterwhich the weapon falls on the ground.The wearer can take the weapon wheneverhe wants.

• Wildling: the armor keeps its propertieswhen the wearer is polymorphed. (Daily)When the wearer uses a polymorph effecton himself, he adds the property rank toits activation roll.

2.2.2 Examples of Rare Armors• Absorbing Shield: shield (heavy).

Spellcasting (Magic Contact) 3(disintegrate, Strength+Prowess).

• Armor of the Sea Monarchs: armor(medium); Clothing. Aquatic Ability 3,Freedom 2.

• Breastplate of Command: armor(medium); Jewelry. Bravery 3, Glory 2,Skill Mastery 2 (Persuasion).

• Caster's Shield: shield (light);Implement. Magic Storage 1 (arcanemagic), Spellcasting Aid 1.

• Celestial Armor: armor (medium).Special Material 5 (mithril), Spellcasting(Command-Word) 2 (angelic wings,Charisma+Faith).

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Scarred Lands Lite: Magic Item Compendium

• Chainshirt of Serpents: armor(medium). Weaponized 4 (Animated 4).

• Demon Armor: armor (heavy).Weaponized 2 (Spellcasting (MagicContact) 3 (contagion,Charisma+Deception)).

• Gloves of Arrow Snatching: gloves.Arrow Catching 1.

• Iron Shield of Vesh: shield (heavy).Invulnerability 4, Spellcasting (MagicContact) 4 (disintegrate,Strength+Prowess).

• Lion's Shield: shield (heavy). Bravery 1,Weaponized 1.

• Mantle of Faith: cloak. Invulnerability 4,Spellcasting (Command-Word) 4 (forcefield, Charisma+Faith).

• Mantle of Hope: cloak; Charm.Deflection 1, Healing 1.

• Medallion of the Veshian Vigils -Acorn: amulet; Clothing. EnergyResistance 2 (fire), Flight 3, Spellcasting(Command-Word) 3 (speak language,Intelligence+Perception).

• Monarch's Plate: armor (medium);Jewelry. Glory 2, Spellcasting(Command-Word) 2 (command,Charisma+Persuasion).

• Necklace of Immunity: amulet.Spellcasting Aid 4.

• Rhino Hide: armor (medium).Weaponized 1 (Charge 1).

• Robe of the Netherworld: robe;Implement. Deflection 3, Magic Storage(arcane magic, Necromancy spells only),Undead Controlling 4.

• Snakeskin Armor: armor (medium). SkillMastery 3 (Stealth), Spellcasting Aid 3(followers of Mormo only).

• Virduk's Bane: shield (heavy). Sanctuary4.

• Wight Armor: armor (heavy). SkillMastery 2 (Stealth), Undead Controlling4, Weaponized 4 (Debilitation 6, GhostTouch 6).

2.3 Unique Armors

2.3.1 Armor of FleshArmor (medium)

Common properties: none.Rare properties: Spellcasting Aid 4.

• Armor of Flesh 4: the armor is tied to aspecific race and a specific talent. Thewearer gains access to that talent with atalent rank equal to the property rank.Human-made flesh armors cannot grant abase class talent.

2.3.2 Armor of GraceArmor (heavy); Jewelry

Common properties: Glory 4, Glow 5,Special Material 5 (mithril).

Rare properties: Ego 3 (destroy evil).Intelligence 1: Perception 4.Charisma 2: Faith 5, Focus 3, Persuasion

2.

• Armor of Grace 5: the wearer gainsaccess to one talent of the Paladin class ofthe armor’s choice, with a talent rankequal to the property rank. The armorcan disable this property at will.

2.3.3 King's RattleToy

Common properties: Magic Resistance 6.Rare properties: Ego 5 (protect dwarven

children), Spellcasting (Ego Magic) 6 (forcefield, invisibility, mage armor, symbol ofwarding, teleport, wallbuilding,Intelligence+Perception).

Intelligence 1: Perception 6.Charisma 4: Faith 3, Focus 5.

• King's Rattle 6: if the wearer is adwarven child, he adds the property rankto all his saves against all kind of attacks,and the duration of any beneficial spellcast on the wearer (including spells castby the item) is increased by the propertyrank.

2.3.4 Oakskin ArmorArmor (heavy); Implement

Common properties: Rooted 6.Rare properties: Fortified 6, Metamagic

Mastery 5 (primal magic only), Wildling 6.

• Oakskin Armor 6: when the wearer usesthe Wild Shape talent, he can assume theshape of plants. He adds the propertyrank to the duration of the effect, andgain a bonus to Strength and Fortitudeequal to half the property rank as long ashe is transformed.

2.3.5 Robe of the Earth MotherRobe

Common properties: Magic Resistance 5.Rare properties: Spellcasting Aid 5.

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Chapter 2

• Robe of the Earth Mother 5: the wearercan still cast primal spells whilepolymorphed into an animal of any kind.When he does so, he can force reroll thespellcasting roll withIntelligence+Nature+Robe of the EarthMother.

2.3.6 Shield of PratorShield (medium)

Common properties: Magic Resistance 4.Rare properties: Bravery 6, Fortified 6.

• Shield of Prator 6: (Daily) when using aPaladin ability, the wearer uses the totalnumber of dice in the pool as the numberof successes. This can be used once perday and per property rank.

2.3.7 Wretched of VangalArmor (heavy); Charm

Common properties: Enhancement 4(Strength).

Rare properties: Fortified 6.

• Wretched of Vangal 6: the wearer canuse the Blood Frenzy (Barbarian) talentwith a talent rank equal to the propertyrank. If he already has the Blood Frenzytalent, the wearer automatically enters aBerserker Rage (as the Barbarian talent)for one round per property rank afteractivating the Blood Frenzy talent.

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Scarred Lands Lite: Magic Item Compendium

Chapter 3

Magic Charms

3.1 Common Charms

3.1.1 Common Properties• Enhancement: (Daily) the wearer of the

charm gains a +1 bonus to one of hisattribute and the associated defense forone round per property rank. Theattribute is determined by the nature ortype of charm, and cannot be changed bythe user.

• Healing: (Daily) the wearer of the charmcan spend a simple action to regain wounddamage. The use makes aStrength+Endurance+Healing todetermine the amount of wound damagerecovered.

• Luck: the wearer can roll twice one skillcheck or make an opponent roll twice oneskill check against him per day and perproperty rank. However, he cannot rolltwice checks from the same skill multipletimes (either his or his opponent’s).

• Mastery: the charm is associated to aspecific skill and has one daily usage perproperty rank. The wearer can spend acharge to use an (Encounter) talent basedon that skill for free, or three charges for a(Daily) talent. The charm cannot be usedto cast a spell for free, or to activatetalents that are only (Spark-powered) or(Spell-powered).

• Recovery: (Encounter) the wearer of thecharm can spend a simple action to regaindebilitation damage. After using thecharm, the wearer gains a bonus equal tohalf the property rank a single defense ofhis choice for one round. Each day thecharm can only heal one debilitationdamage per property rank.

• Servant: (Daily) the charm can summonor transform itself into a servant. Thenature, size and abilities of the servantdepends on the property rank (GameMaster discretion). The user makes a

Charisma+Persuasion+Servant check as aduration roll.

3.1.2 Examples of Common Charms• Amulet of Health: amulet. Mastery 2

(Endurance).

• Beads of the Altered Voice: gem. SkillMastery 3 (Deception, only to masqueradeas a member of the opposite gender).

• Belt of Giant's Strength: belt.Enhancement 3 (Strength).

• Bloodstone: gem. Healing 3.

• Bone Needle: needle. Mastery 1 (Melee).

• Bracers of Archery: bracers. Mastery 2(Ranged).

• Canopic Urn of the Undead: urn.Servant 5 (mummy).

• Circlet of Persuasion: crown.Enhancement 1 (Charisma).

• Cloak of Charisma: cloak. Enhancement3 (Charisma).

• Elemental Gem: gem. Servant 1(elemental).

• Eyes of Doom: lenses. Spellcasting(Command-Word) 2 (deathwatch,emotion, Charisma+Persuasion).

• Eyes of Petrification: lenses.Spellcasting (Command-Word) 4 (earthengrasp, Charisma+Deception).

• Figurine of Wondrous Power: figurine.Servant 1 (bull, elephant, giant owl,griffon, hyppogriff, lion, raven, riding dogor war horse, depending on the type offigurine).

• Gauntlets of Ogre Power: gloves.Enhancement 1 (Strength).

• Gloves of Dexterity: gloves.Enhancement 3 (Dexterity).

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Chapter 3

• Goggles of Minute Seeing: lenses. SkillMastery 1 (Perception, only to see fromafar).

• Goggles of the Night: lenses. TalentMastery 1 (Acute Senses (Elf, Wood)).

• Hand of the Mage: amulet. Spellcasting(Command-Word) 1 (telekinesis,Intelligence+Arcane).

• Headband of Intellect: crown.Enhancement 3 (Intelligence).

• Horn of Blasting: instrument.Spellcasting (Command-Word) 3 (shout,Charisma+Performing).

• Horn of Fog: instrument. Spellcasting(Command-Word) 1 (obscuring mist,Charisma+Performing).

• Horn of Valhalla: instrument. Servant 3(barbarians).

• Lenses of Detection: lenses. SkillMastery 1 (Perception, only to see near).

• Luthia's Tools of Precision: tools.Mastery 1 (Thievery), Skill Mastery 2(Thievery).

• Mask of the Skull: mask. Spellcasting(Command-Word) 2 (finger of death,Charisma+Deception).

• Periapt of Wound Closure: amulet.Healing 2.

• Medallion of the Veshian Vigils -Adamantite: amulet. Enhancement 2(Strength), Spellcasting (Command-Word)3 (awaken object (stone objects only),speak language, Intelligence+Perception).

• Medallion of the Veshian Vigils -Flower: amulet. Mastery 2 (Ranged),Spellcasting (Command-Word) 3 (speaklanguage, Intelligence+Perception),Spellcasting (Command-Word) 3(wallbuilding (thorn walls only),Intelligence+Nature).

• Ring of True Sacrifice: ring. Healing 3,Recovery 2.

• Robe of the Stars: robe. Luck 3,Weaponized (ranged) 1 (Brillant Energy4).

• Rod of Cancellation: rod. Spellcasting(Command-Word) 1 (dispel magic,Intelligence+Arcane).

• Rod of Negation: rod. Spellcasting(Command-Word) 3 (dispel magic,Intelligence+Arcane).

• Rod of the Python: rod. Servant 1 (giantconstrictor snake).

• Rod of Rulership: rod. Spellcasting(Command-Word) 4 (command,Charisma+Persuasion).

• Rod of Splendor: rod; Container.Enhancement 1 (Charisma),Extradimensional Space 4, Spellcasting(Command-Word) 2 (disguise self,Charisma+Deception).

• Rope of Climbing: rope. Spellcasting(Command-Word) 1 (animate object (selfonly), Strength+Athletics).

• Rope of Entanglement: rope.Spellcasting (Magic Contact) 2 (bind,Strength+Athletics).

• Saddle of the Ridermaster: saddle.Mastery 3 (Ride).

• Soul Brazier: brazier. Spellcasting 2(awaken object (on bones only),Intelligence+Folklore).

• Stone of Good Luck: amulet. Luck 2.

• Stone Horse: figurine. Servant 1 (horse).

3.2 Rare Charms

3.2.1 Rare Properties• Energy Dampening: (Daily) the charm

can create an aura in a 10m radius whichimpairs one energy (determined by theitem). All attacks of that energy madeagainst creatures in the aura can be forcererolled. The wearer of the charm makes aStrength+Endurance+Energy Dampeningas a duration roll.

• Health: the wearer adds the propertyrank to all Endurance checks madeagainst disease. (Daily) When the weareris targeted by a disease-based attack, hecan force reroll the attack roll with apenalty equal to the property rank.

• Natural Armor: the charm grants 1 pointof armor. (Daily) The charm grants 2points of armor instead of 1. The wearermakes a Strength+Endurance+NaturalArmor as a duration roll.

• Polymorph: the charm has one alternateform per property rank. (Encounter) Thewearer can transform the charm in one ofits alternative form, usingIntelligence+Focus+Polymorph as aduration roll. (Daily) The wearer cantransform the charm in one of its

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alternative form. The change is permanentuntil the wearer selects another form.

• Regeneration: (Encounter) the wearerregenerates one wound damage per roundfor one round per property rank.

• Resistance: (Daily) once per day andproperty rank (up to once per encounter),when the wearer is targeted against thatsave, he can force reroll the attack rollwith a penalty equal to half the propertyrank.

3.2.2 Examples of Rare Charms• Amalthean Helm: helm. Regeneration 3,

Resistance 1 (Fortitude), Weaponized 3(Charge 4).

• Amulet of Ghost Armor: amulet; Armor.Deflection 3, Natural Armor 4,Spellcasting (Command-Word) 3 (magearmor, Strength+Endurance).

• Amulet of Natural Armor: amulet.Natural Armor 2.

• Banje's Turban of Discernment: turban.Mastery 1 (Perception), Resistance 2(Instinct, only against Illusion effects).

• Cloak of Pestilence: cloak. Health 2,Spellcasting (Magic Contact) 3 (contagion,Strength+Endurance).

• Confessor's Quilll: quill. Spellcasting(Magic Contact) 2 (inquisition,Charisma+Faith).

• Cube of Frost Resistance: orb. EnergyDampening 2 (cold).

• Flailing Rod: rod. Polymorph 1 (heavydouble-flail - Speed Attack 3), Spellcasting(Command-Word) 3 (mage armor,Strength+Melee).

• Flame Estinguishing Rod: rod. EnergyDampening 1 (fire), Spellcasting(Command-Word) 1 (control fire (toquench fires only), Intelligence+Nature).

• Medallion of the Veshian Vigils -Grass: amulet; Clothing. EnergyDampening 2 (fire), Evasion 3,Spellcasting (Command-Word) 3 (speaklanguage, Intelligence+Perception).

• Medallion of the Veshian Vigils -Mosquito: amulet. Natural Armor 2,Healing 3, Spellcasting (Command-Word)3 (speak language,Intelligence+Perception).

• Medallion of the Veshian Vigils -Scorpion: amulet. Health 3, Spellcasting(Command-Word) 2 (shadow form,Dexterity+Stealth), Spellcasting(Command-Word) 3 (speak language,Intelligence+Perception).

• Horseshoes of the Vanishing Steed:horseshoes. Polymorph 1 (warhors).

• Medallion of the Veshian Vigils -Conifer: amulet. Enhancement 2(Strength), Regeneration 3, Spellcasting(Command-Word) 3 (speak language,Intelligence+Perception).

• Medallion of the Veshian Vigils -Wheat: amulet. Mastery 3 (Ride),Resistance 2 (Reflex), Spellcasting(Command-Word) 3 (speak language,Intelligence+Perception).

• Oathbraker Bracelet: bracers. Mastery3 (Deception), Resistance 3 (Instinct andWillpower, against any effect that wouldforce the wearer to tell the truth).

• Periapt of Health: amulet. Health 1.

• Proteus Rod: rod. Polymorph 5 (crowbar,hammer, pole, rope, spyglass).

• Quaal Feather Token: figurine.Polymorph 1 (anchor, fan, tree, whip(Animated 1)) or Servant 1 (messengerbird), depending on the type of token.

• Ring of Regeneration: ring.Regeneration 4.

• Rod of Lordly Might: rod. Polymorph 4(heavy axe - Sure Strike 3, ladder, lightmace - Vampiric 2, longsword - Energy 1(fire)), Spellcasting (Command-Word) 2(emotion, hold, Charisma+Persuasion).

• Rod of Thunder and Lightning: rod.Spellcasting (Command-Word) 3(lightning bolt, shout, Charisma+Nature),Weaponized 1 (Energy 1 (electricity),Thundering 1).

• Shackles of Apathy: shackles.Spellcasting (Magic Contact) 2(fleeblemind, Charisma+Persuasion).

3.3 Unique Charms

3.3.1 ClotstoneStone

Common properties: Healing 6.Rare properties: none.

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• Clotstone 3: when the owner uses theHealing property of the clotstone, the nexttime he suffers wound damage he alsotakes 1 wound damage (hemorrhagic) perround for 1 round per property rank. Thiseffect occurs automatically, and stack withitself if the clotstone is used more thanonce before the owner suffers damage.

3.3.2 Divine Token of CoreanAmulet

Common properties: none.Rare properties: Resistance 4 (Fortitude).

• Divine Token of Corean 4: if the weareris a follower of Corean, he can use theDefensive Stance (Dwarven Defender)talent with a talent rank equal to theproperty rank. He can enter the DwarvenDefender elite class without meeting theusual prerequisites. If he already has theDefensive Stance (Dwarven Defender)talent, he gains one additional daily useper property rank, but uses his own talentrank.

3.3.3 Divine Token of DrendariAmulet

Common properties: Mastery 4 (Stealth).Rare properties: none.

• Divine Token of Drendari 4: if thewearer is a follower of Drendari, he canuse the Shadow Jump (Shadow Dancer)talent with a talent rank equal to theproperty rank. If he already has theShadow Jump (Shadow Dancer) talent, hegains one additional daily use per propertyrank, but uses his own talent rank.

3.3.4 Divine Token of TanilAmulet

Common properties: Mastery 4 (Ranged).Rare properties: none.

• Divine Token of Tanil 4: if the wearer ifa follower of Tanil, he can uses her ranksin the Faith skill (up to the property rank)instead of Endurance, Nature, Perceptionor Stealth checks made in forests.

3.3.5 Master's BrushPaintbrush

Common properties: none.Rare properties: none.

• Master's Brush 6: (Daily) when theowner paints the portrait of a person, hecan walk into the portrait and re-emerge

looking as the creature in question. Thisis an illusion effect, but the difficulty toreveal it by any mean is increased by theproperty rank and the ranks in the Craftskill of the owner. Furthermore, anyattempt to dispel it must be rolled twice.The disguise grants a number ofadditional successes equal to the talentrank to all Deception checks made to passas the target. This ability lasts until theowner of the brush walks back into theportrait again.

3.3.6 Manual of PerfectionSpellbook

Common properties: none.Rare properties: none.

• Manual of Perfection 6: anyone whoreads this manual gains a +1 bonus to asingle attribute. The bonus lasts for oneyear per property rank. Multiples manualof perfection do not stack (even withdifferent attributes).

3.3.7 Moaning DiamondDiamond

Common properties: Servant 6 (earthelemental).

Rare properties: none.

• Moaning Diamond 6: (Daily) the wearercan shape earth and stone at will for theencounter, allowing to create structures ofany kind. UseIntelligence+Prowess+Moaning Diamondto determine the quality of the structurescreated. The changes are too slow to beused effectively as an attack.

3.3.8 Rod of WondersRod

Common properties: none.Rare properties: none.

• Rod of Wonders 3: (Encounter) thewearer can target a creature and activatethe rod. This casts the normal effects of aspell on the target or the wearer (50%chance each). The exact spell isdetermined randomly: 1) invisibility, 2)shape change in a random animal, 3) truesight, 4) obscuring mist, 5) hold, 6)flashing light. The rod usesCharisma+Arcane+Rod of Wonders asthe spellcasting roll.

3.3.9 Sphere of AnnihilationOrb

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Common properties: none.Rare properties: none.

• Sphere of Annihilation 6: anythingtouched by the sphere of annihilation issubject to a disintegration spell, with adice pool of 12. The dice pool can increaseif the sphere is controlled by anothercreature. The sphere is static unless it iscontrolled by another creature.

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Chapter 3

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Chapter 4

Magic Clothing

4.1 Common Clothing

4.1.1 Common Properties• Aquatic Ability: the wearer of the

clothing can breathe underwater, andgains a bonus to all Athletics check madeto swim equal to the property ranks.

• Equilibrated: the wearer can add theproperty ranks to all Acrobatics roll toavoid loosing balance. (Encounter) Whenthe wearer is targeted by an effect thatwould make him fall prone, he can forcereroll the attack roll with a penalty equalto the property rank.

• Flight: (Encounter) the wearer can gain abonus on an Athletics or Acrobatics roll tojump equal to the property rank. (Daily)The wearer of the clothing can fly at twicehis land speed for up to one round perproperty rank + one per rank in theAcrobatics skill.

• Glamered: the clothing has onealternative appearance per property rank.(Daily) The wearer can select a newappearance from the other alternatives ofthe clothing. This may grant a bonus toDeception checks equal to half theproperty rank (Game Master discretion).This is an illusion effect.

• Swiftness: the land speed of the wearer isincreased by one meter per two propertyranks. The wearer can take one extramove action per day and per propertyrank, but no more than one per encounter.

• Wallride: the wearer can walk on anyvertical surface. He gains a bonus onAthletics checks made to climb equal tothe property rank.

4.1.2 Example of Common Clothing• Belt of the Dwarvenkind: belt. Skill

Mastery 1 (Persuasion, only against

dwarves), Talent Mastery 2 (Stonecunning(Dwarf, Mountain)).

• Boots of Elvenkind: boots. Skill Mastery1 (Stealth).

• Boots of Landing: boots. Equilibrated 3(only against falls).

• Boots of Levitation: boots. Flight 1.

• Boots of Speed: boots. Swiftness 1.

• Boots of Striding and Sprining: boots.Skill Mastery 1 (Athletics), Swiftness 1.

• Boots of the Winterlands: boots; Armor.Energy Resistance 1 (cold), Equilibrated 1(only on icy surfaces).

• Cat's Claws: gloves; Charm.Enhancement 1 (Dexterity), Equilibrated2, Skill Mastery 1 (Stealth), Weaponized1.

• Cloak of the Arachnida: cloak.Spellcasting (Command-Word) 1 (bind,Intelligence+Nature), Wallride 2.

• Cloak of the Bat: cloak. Flight 2, SkillMastery 1 (Stealth), Spellcasting(Command-Word) 2 (shapechange (batsonly), Intelligence+Nature).

• Cloak of Elvenkind: cloak. Skill Mastery1 (Stealth).

• Cloak of Manta Ray: cloak. AquaticAbility 1, Spellcasting (Command-Word)1 (shapechange (manta ray only),Strength+Athletics).

• Enkili's Cloak: cloak. Spellcasting (MagicContact) 2 (disguise self,Charisma+Deception).

• Gloves of Swimming and Climbing:gloves. Aquatic Ability 1, Wallride 1.

• Hat of Disguise: hat. Spellcasting(Command-Word) 1 (disguise self,Charisma+Deception).

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• Helm of Underwater Action: helm.Aquatic Ability 3.

• Horseshoes of Speed: horseshoes.Swiftness 2.

• Monk's Belt: belt. Swiftness 1, TalentMastery 2 (Ki Strike (Monk)).

• Pearl of the Sirens: amulet. AquaticAbility 1.

• Robe of Blending: robe. Glamered 2,Skill Mastery 2 (Stealth).

• Robe of Bones: robe. Spellcasting (MagicContact) 1 (animate dead,Intelligence+Arcane).

• Slippers of Spider Climbing: boots.Wallride 1.

• Vest of Escape: cloack. Skill Mastery 1(Thievery).

• Winged Boots: boots. Flight 2,Spellcasting (Command-Word) 2 (holdgravity, Dexterity+Acrobatics).

• Wings of Flying: cloak. Flight 4.

4.2 Rare Clothing

4.2.1 Rare Properties

• Concealment: (Encounter) the wearercan force reroll any attack against himwith a penalty equal to the property rank,as long as he is standing next to an objectthat could cover him by one quarter.

• Dimensional Lock: the wearer adds theproperty rank to the difficulty any effectthat might teleport him (including hisown).

• Etherealness: (Daily) the wearer canbecome ethereal, using aStrength+Endurance+Ethereal as aduration roll. He can end this effectearlier if he wishes, but then he cannotbecome ethereal again until the next day.

• Evasion: (Encounter) when targeted byan area attack, the wearer can move 1mper property rank before the attack. If heremains in the area, he can force reroll theattack roll.

• Filtering: the wearer gains a bonus equalto the property rank against all gas-basedattacks.

• Freedom: the wearer gains a +1 bonus toall defenses against effects that wouldimpair his movements. (Encounter) Thewearer reduces by 1 round per propertyrank the duration of an effect that impairshis movements.

• Light Step: (Daily) the wearer can walkon any solid or liquid surface withoutbreaking it, usingDexterity+Acrobatics+Light Step as aduration roll.

• Teleport: the wearer may teleport up to10 meters per day per property rank. Thiscan be split in different usages, but nomore than once per encounter.

4.2.2 Example of Rare Clothing• Boots of Teleportation: boots. Teleport

3.

• Cape of the Mountebank: cloak.Teleport 1.

• Cloak of Displacement: cloak.Spellcasting (Command-Word) 3 (blur,Dexterity+Stealth).

• Cloak of Etherealness: cloak.Etherealness 3.

• Cloak of Evasion: cloak. Evasion 2,Swiftness 2.

• Dimensional Shackles: shackles.Dimensional Lock 2.

• Gauntlets of Rust: gloves. Spellcasting(Magic Contact) 1 (slime form (diminishedeffects only), Strength+Prowess).

• Gloves of the Gladitor: gloves; Jewelry.Enhancement 1 (Strength), Glory 2,Talent Mastery 3 (Consume Flesh (FleshEater)).

• Helm of Teleportation: helm. Teleport4.

• Horseshoes of a Zephyr: horseshoes.Light Step 3.

• Mantle of the Lawkeeper: robe; Armor.Deflection 1, Skill Mastery 2 (Perception,to detect lies only), Spellcasting (MagicContact) 1 (inquisition,Intelligence+Perception).

• Medallion of the Veshian Vigils -Caterpillar: amulet. Light Step 3, SkillMastery 2 (Stealth), Spellcasting(Command-Word) 3 (speak language,Intelligence+Perception).

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• Necklace of Adaptation: amulet.Filtering 1.

• Ring of Dimitri: ring. Concealment 1.

• Ring of Evasion: ring. Evasion 2.

• Ring of Freedom of Movement: ring.Freedom 3.

• Ring of Water Walking: ring. Light Step2 (liquids only).

• Robe of Scintillating Colors: robe.Spellcasting (Command-Word) 2 (blur,rainbow spray, Charisma+Deception).

• Shroud of Disintegration: cloak.Spellcasting (Magic Contact) 1(disintegration (non-undead corpses only),Charisma+Faith).

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Chapter 4

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Chapter 5

Magic Containers

5.1 Common Containers

5.1.1 Common Properties• Binding: (Daily) the user can trap a

creature within 5 meters per propertyrank in the container. He must succeed aCharisma+Deception+Binding vsWillpower as a mental attack roll andduration roll. In case of success, the targetis trapped in the item. She cannot act(except trying to free herself), but shecannot be targeted by any effect. Whenthe effect ends, she reappears next to thecontainer.

• Extradimensional Space: the itemcontains much more space than it appears,depending on its property rank.

• Invulnerability: the item and everythingit contains ignore up to three points ofdamage per property rank. This propertyalso provides water-proofing up to acertain depth (determined by the propertyrank).

• Lock: the difficulty to open the containerincreases by one per property rank, exceptfor the owner of the container.

• Storage: the item can store one item perproperty rank. Large items may take morethan one slot (Game Master discretion).(Encounter) The user can draw an objectstored from the item as a free action.(Encounter) The user can store an objectshe holds in the container as a moveaction.

• Supply: (Daily) the item can create acertain amount of material (usually rawmaterials or simple materials). Theamount and quality of the materialcreated depends on the property rank.

5.1.2 Examples of Common Containers• Bag of Holding: bag. Extradimensional

Space 2.

• Bag of the Pyre: bag; Charm. Servant 3(ghost), Spellcasting (Magic Contact) 2(obscuring mist, Intelligence+Deception),Supply 2 (ashes).

• Bag of Tricks: bag; Charm.Extradimensional Space 1, Servant 1(animal).

• Bestiary of Binding: spellbook. Binding6.

• Bowl of Commanding WaterElementals: bowl; Charm. Binding 4(water elementals only), Servant 4 (waterelemental).

• Brazier of Commanding FireElementals: brazier; Charm. Binding 4(fire elementals only), Servant 4 (fireelemental).

• Censor of Commanding Air Elementals:censor; Charm. Binding 4 (air elementalsonly), Servant 4 (air elemental).

• Decanter of Endless Water: bowl.Supply 1 (water).

• Dust of Disappearance: bag. Supply 1(dust), Spellcasting (Command-Word) 1(invisibility, Charisma+Deception).

• Dust of Illusion: bag. Supply 1 (dust),Spellcasting (Command-Word) 1 (disguiseself, Charisma+Deception).

• Dust of Passage Without Trace: bag.Skill Mastery 1 (Stealth), Supply 1 (dust).

• Efreeti Bottle: bottle; Charm. Binding 5(genies only), Servant 5 (genie).

• Emerald Quiver: quiver. Supply 4(arrows with Bane 4 (shapeshifters)).

• Eversmoking Bottle: bottle. Supply 2(smoke).

• Flagon of Imbibing: bottle. Supply 2(alchool), Spellcasting (Magic Contact) 2(charm, Charisma+Persuasion).

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• Gloves of Storing: gloves. Storage 1.

• Heward's Handy Haversack: bag.Extradimensional Space 1, Storage 1.

• Impenetrable Stringbox: box.Extradimensional Space 6, Invulnerability6, Lock 6.

• Iron Flask: bottle. Binding 6.

• Kelder's Feedbag: bag. Supply 4 (horsefood).

• Maiden of Weaponcall: ring. Storage 3(weapons only).

• Mirror of Life Trapping: mirror. Binding6.

• Murlyind's Spoon: spoon. Supply 2(gruel).

• Nolzur's Maervelous Pigments: bag.Supply 1 (coloring pigments), Spellcasting(Magic Contact) 1 (hallucinations,Charisma+Deception).

• Pack of Safekeeping: bag.Invulnerability 3.

• Portable Hole: bag. ExtradimensionalSpace 4.

• Quiver of the Unicorn: quiver. Supply 1(arrows).

• Ring of Scribing: ring. Supply 1 (ink).

• Robe of Useful Items: robe. Supply 4(dagger, lantern, pole, rope).

• Rod of Security: rod. ExtradimensionalSpace 6.

• Spiderweb Bag: bag. Spellcasting (MagicContact) 1 (bind, Dexterity+Stealth),Supply 3 (spider webs).

• Stone of Commanding EarthElementals: stone; Charm. Binding 4(earth elementals only), Servant 4 (earthelemental).

• Wind Fan: fan. Spellcasting(Command-Word) 1 (call storm,Intelligence+Nature).

5.2 Rare Containers

5.2.1 Rare Properties• Hiding: (Daily) any object in the

container becomes invisible. The difficultyto dispel this effect is equal to theproperty rank.

• Immovable: (Encounter) the containerstays in place, floating in the air, until thewearer grabs it and ends the effect.Powerful creatures and effects might movethe container, but the difficulty of suchchecks increases by 1 per property rank.

• Scabbard: a magic scabbard is tied to aspecific magic weapon property. A weaponthat spends an extended rest in a scabbardgains its property for the next day.

5.2.2 Examples of Rare Containers• Burdensome Coin: coin. Immovable 1

(the property rank increases automaticallydepending on the number of other coinstouching the coin).

• Daern's Instant Fortress: cube; Charm.Invulnerability 4, Polymorph 1 (tower).

• Dragonstein: bag. Supply 1 (wine),Spellcasting (Magic Contact) 3 (dragonbreath, Strength+Prowess).

• Dust of Appearance: bag. Supply 1(dust), Spellcasting (Magic Contact) 1(glitterdust, Intelligence+Perception).

• Dust of Dryness: bag. Supply 1 (dust),Spellcasting (Magic Contact) 1 (horridwhilting, Intelligence+Nature).

• Immovable Rod: rod. Immovable 1.

• Scabbard of Hiding: scabbard. Hiding3, Scabbard 1 (Innocent).

• Scabbard of Keen Edges: scabbard.Scabbard 2 (Keen).

5.3 Unique Containers

5.3.1 Soul ForgeForge

Common properties: none.Rare properties: Immovable 6.

• Soul Forge 6: if a willing creature issacrificed during the creation of a magicitem, the creature becomes bound to theitem: the item becomes intelligent, withscores in Intelligence, Charisma and skillsequal to those of the creature, and an Egoequal to the sum of the creature’sIntelligence+Charisma. If the creature isable to cast spell, the item gains theSpellcasting (Ego Magic) talent with aproperty rank equal to the highest rank ina Spellcasting talent the creature knows.The creature chooses which spells aretransfered to the item.

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Chapter 6

Magic Implements

6.1 Common Implements

6.1.1 Common Properties• Attunement: the item is attuned to a

specific type of terrain, plane, or magic.(Daily) When the user casts a spellrelated to its attuned element (GameMaste approbation required), he may gaina number of automatic successes equal tothe property rank. If he cast the summonmonster spell to summon appropriatecreatures, he may instead summon oneadditional creature per two propertyranks. Finally, he can trade fourautomatic successes to cast the heightenedversion of the spell.

• Blasting: the wearer can cast a spell inthe item to activate it for the day. Theitem becomes then able to shoot rays ofpure energy to targets up to 10 meters perproperty rank, using the reducedspellcasting roll as a ranged attack roll.This ray deals one additional point ofdamage per two property rank uponimpact, and the damage dealt is from aspecific energy (which depends on theitem, not the spell cast to activate it).(Daily) The wearer can use his normalspellcasting roll for the ranged attack roll.This ability can be used once per day perproperty rank.

• Empowerment: the item is tied to aspecific (Spell-powered) talent. If thetalent has multiple (Spell-powered) usages(like the Songs of Legend (Bard) talent),the item is tied to only one specific usage(in this case, a specific bardic song). Theimplement has one charge per day and perproperty rank. With a single charge, theuser may roll twice the activation roll.With two charges, the user may use thetalent for free, without spending a spell orits daily usage.

• Magic Storage: the item is tied to a typeof magic. (Daily) When the wearer fails to

cast a spell of the appropriate type ofmagic, he may choose to not loose thespell and store it in the item. Later duringthe day, the wearer can try to cast it again(albeit not during the same encounter).This ability can be used once per day perproperty rank, but the item can store onlyone spell per two property ranks at agiven time.

• Spellmeld: the item is tied to a specifictype of magic. (Daily) When a spellcasterof the appropriate type attempts to castthe heightened effects of a spell, he mayspend one of his spells instead of an actionpoint. When he does so, he uses theproperty rank or his ranks in theSpellcasting talent, whichever is lower.

• Spell Repository: the item contains up toone spell per property rank. Therepository is tied to a specific type ofmagic, and only spellcasters of that typemay use it. When a character refreshes hisspells, a character can forego one (andonly one) of his spells and replace it witha spell from the repository. Characterswith the Spellcasting (Prepared Magic)(Wizard) talent may replace so up to onespell per property rank, up to their ownranks in the Arcane skill.

6.1.2 Examples of Common Imple-ments

• Blessed Book of Miridium: spellbook.Spellmeld 2 (arcane magic).

• Book of Knowledge: spellbook; Jewelry.Insight 3, Empowerment 4 (Scholar’sMind (Lorekeeper)).

• Candle of Invocation: candle.Empowerment 1 (Consecrate Ground(Cleric)).

• Candle of Truth: candle. SpellRepository 1 (divine magic, inquisition).

• Darkskull: orb. Empowerment 3 (Crownof Undeath (Commander of the Dead)).

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Chapter 6

• Deck of Illusions: spellbook. SpellRepository 2 (arcane magic, hallucinationsx2).

• Druid's Vestment: cloak. Empowerment1 (Wild Shape (Druid)).

• Drums of Panic: instrument.Empowerment 2 (Songs of Legend, Songof Terror (Bard)).

• Harp of Charming: instrument.Empowerment 1 (Songs of Legend,Charming Song (Bard)).

• Hornsaw Flute: instrument.Empowerment 2 (Songs of Legend, HeroicSong (Bard)).

• Lyre of Building: instrument. SpellRepository 1 (arcane magic, wallbuilding).

• Orb of Storms: orb. Attunement 3(storms).

• Pearl of Power: amulet. Spellmeld 4(divine magic).

• Phylactery of Undead Turning: amulet.Empowerment 2 (Repel Infidels (undeadonly) (Cleric)).

• Pipe of Vision: pipe. Empowerment 5(Foresight (Divine Oracle)).

• Pipes of Haunting: instrument.Empowerment 1 (Songs of Legend,Irritating Song (Bard)).

• Pipes of Sounding: instrument. TalentMastery 1 (Master of Sound (Bard)).

• Prophetic Tablet: tablet. Magic Storage1 (arcane magic).

• Ring of Spell Storing: ring. MagicStorage 3 (arcane).

• Staff of Abjuration: staff. SpellRepository 3 (arcane magic, dispel magic,mage armor, protection against elements).

• Staff of Charming: staff. SpellRepository 1 (arcane magic, charm).

• Staff of Conjuration: staff. SpellRepository 3 (arcane magic, bind,obscuring mist, summon monster).

• Staff of Divination: staff. SpellRepository 3 (arcane magic, far sight, readmind, true sight).

• Staff of Enchantment: staff. SpellRepository 3 (arcane magic, command,hold, sleep).

• Staff of Evocation: staff. SpellRepository 3 (arcane magic, cone of cold,fireball, magic missile).

• Staff of Fire: staff. Spell Repository 2(arcane magic, fireball, wallbuilding (firewall only)).

• Staff of Illusion: staff. Spell Repository3 (arcane magic, disguise self,hallucinations, invisibility).

• Staff of Necromancy: staff. SpellRepository 3 (arcane magic, animatedead, finger of death, vampiric feast).

• Staff of Transmutation: staff. SpellRepository 3 (arcane magic, animateobject, fabricate, shape change).

• Strands of Prayer Beads: amulet.Attunement 2 (divine magic).

6.2 Rare Implements

6.2.1 Rare Properties• Absorption: (Daily) when the wearer is

targeted by a spell, she gains a bonusequal to the property rank against thatspell. If the spell fail, the wearer gains onespell foil that can only be used to cast aspell she knows without spending it. If thespell foil is not used during the day, it islost.

• Metamagic Mastery: (Daily) when thewearer casts a spell with the Metamagictalent, he reduces the metamagic penaltyby the property rank. It cannot transforma penalty into a bonus. This can bedivided in several usages.

• Spell Immunity: (Daily) a spellcaster cancast a spell in the item. The wearer of theitem gains a bonus equal to the propertyrank to all saves against that spell.

• Wizardry: a spellcaster with reserve spells(for example, granted by the Spellcasting(Prepared Magic) talent) can cast one ofher reserve spells per property rank.When he does so, he cannot use theheightened effects, and must use theproperty rank instead of his ranks in theSpellcasting talent if it is lower.

6.2.2 Examples of Rare Implements• Asaathi Battlering: ring; Armor.

Deflection 3, Magic Resistance 4,Wizardry 4.

• Book of Infinite Spells: spellbook.Wizardry 6.

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• Brooch of Shielding: amulet. SpellImmunity 1.

• Cube of Force: orb; Clothing. Filtering 3,Spell Repository 2 (arcane magic,forcecage, repulsion).

• Cubic Gate: orb; Charm; Jewelry.Attunement 6 (6 elemental or outerplanes), Gate 6, Servant 6.

• Horn of the Tritons: instrument.Attunement 2 (aquatic), Spellcasting(Command-Word) 1 (control water,Charisma+Performing).

• Incense of Meditation: candle.Metamagic Mastery 1.

• Metamagic Rod: rod. MetamagicMastery 3.

• Pipes of Pain: instrument.Empowerment 1 (Songs of Legend,Hypnotic Song (Bard)), Spell Repository2 (arcane magic, remove resistance(psychic and sonic damage only), shout).

• Pipes of the Sewers: instrument. SpellRepository 2 (arcane magic, creepingdeath, charm animals (rats only)).

• Platinum Ring of Hedrada: amulet;Jewelry. Mental Bastion 2, SpellRepository 3 (divine magic, inquisition,magic weapon, symbol of warding).

• Ring of Counterspell: ring. SpellImmunity 1.

• Ring of Wizardry: ring. Wizardry 3.

• Rod of Absorption: rod. Absorption 3.

• Rod of Blasphemy: rod. Spell Repository3 (divine magic, death knell, finger ofdeath, vampiric touch).

• Staff of Defense: staff. Spell Repository3 (divine magic, mage armor, maintainorder, soul shield).

• Staff of the Divine Flame: staff. SpellRepository 3 (divine magic, control fire,fire shield, protection against energy).

• Staff of Earth and Stone: staff.Attunement 4 (underground), SpellRepository 3 (primal magic, earthengrasp, earthquake, meld into stone).

• Staff of Frost: staff. Attunement 3(arctic), Spell Repository 3 (arcane magic,cone of cold, creeping cold, wallbuilding(ice wall only)).

• Staff of Gaurak: staff. Spell Repository2 (primal magic, creeping death, energyfog), Weaponized 3 (Keen 1).

• Staff of Healing: staff. Spell Repository1 (divine magic, restoration).

• Staff of Illumination: staff. SpellRepository 2 (divine magic, flashing light,sunbeam).

• Staff of Passage: staff. Spell Repository4 (arcane magic, ethereal jaunt, holdgravity, phase door, teleport).

• Staff of Power: staff. Blasting 6, SpellRepository 6 (arcane magic, forcecage,hold, hold gravity, lightning bolt, magearmor, wave of fatigue).

• Staff of Swarming Insects: staff. SpellRepository 1 (primal magic, creepingdeath).

• Staff of the Wayfarer: staff; Container.Spell Repository 3 (divine magic, createfood and water, find the path, protectionagainst elements), Supply 1 (water).

• Woodlands Staff: staff. Attunement 4(forest), Spell Repository 3 (primal magic,charm animals, thorn throw, wallbuilding).

6.3 Unique Implements

6.3.1 Bells of NonInstrument

Common properties: none.Rare properties: none.

• Bells of Non 6: (Daily) when casting aspell from the Enchantment orNecromancy school, or using a sonic-basedability, the user of the bell can target allcreatures who hear the bell, up to 1kmper property rank.

6.3.2 Black Book of BelsamethSpellbook

Common properties: none.Rare properties: none.

• Black Book of Belsameth 6: anycreature who signs the book is promisedto Belsameth. The difficulty to resurrect(or animate as an undead) the creature isincreased by the property rank, and thespellcaster must roll twice and take thelower result. Exceptionally, Belsamethmay free a soul herself.

6.3.3 Book of Divine AchievementSpellbook

Common properties: Empowerment 4(Helping Prayer), Spellmeld 4 (divine magic).

Rare properties: none.

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• Book of Divine Achievement 3: anyCleric who reads this book is granted apermanent +1 bonus to one divine talentof his choice per property rank. If thereader changes divinity, the bonusbecomes a penalty. A single character canonly benefit from one Book of DivineAchievement.

6.3.4 Divine Token of BelsamethAmulet

Common properties: Attunement 4(moon-related magic).

Rare properties: none.

• Divine Token of Belsameth 4: if thewearer is a follower of Belsameth, he gainsone spell foil per property rank, which canonly be used to cast a spell from theEnchantment, Illusion, Necromancy orTransmutation school for free.

6.3.5 Dweomer CrystalGem

Common properties: none.Rare properties: none.

• Dweomer Crystal 5: the wearer gains oneaction point per property rank that he canonly use to cast the heightened effects ofarcane spells. Each time this item is usedits property rank is reduced by 1.

6.3.6 Golem ManualSpellbook; Jewelry

Common properties: Majesty 4(constructs only), Spell Repository 1 (arcane,divine or psionic magic, control golem).

Rare properties: none.

• Golem Manual 5: the manual containsinstruction to build one type of construct.When following the instructions to build aconstruct of the appropriate type, thenewly made construct gains 1 talent rankper property rank.

6.3.7 Roaring WandWand

Common properties: none.Rare properties: none.

• Roaring Wand 6: when the wearer caststhe finger of death spell, he can target allcreatures in a 1m per talent rank cone infront of him. The area also becomes thetarget of a shout spell, cast usingIntelligence+Arcane+Roaring Wand asthe spellcasting roll.

6.3.8 ShadowstaffStaff; Charm

Common properties: Attunement 5(shadow magic), Empowerment 6 (all talentsfrom the Shadow Dancer and Shadow Mageprestige classes), Servant 6 (shadow).

Rare properties: none.

• Shadowstaff 4: the wearer becomesincorporeal as long as he stays in theshadows. (Daily) When using ashadow-related ability, the wearer uses thetotal number of dice in the pool as thenumber of successes. This can be usedonce per day and per property rank.

6.3.9 Staff of the MagiStaff; Armor

Common properties: Attunement 5(arcane magic), Blasting 5, Magic Resistance5, Spell Repository 6 (arcane magic, bind,magic missile, hold, invisibility, mage armor,telekinesis).

Rare properties: none.

• Staff of the Magi 6: (Daily) when thewearer casts an arcane spell, he can rolltwice the spellcasting roll, or use theheightened effects without spending anaction point. This effect can be used onceper property rank and per day.

6.3.10 Witch CubeCube; Jewelry

Common properties: Majesty 4(serpent-like creatures), Magic Storage 6(arcane magic).

Rare properties: none.

• Witch Cube 6: the owner can replace upto one spell per property rank he knowsby the same number of rare spells fromthe Illusion or Necromancy school. Thechange is permanent and each charactercan only be affected once by the cube.This allows to choose rare spells thatwould not normally be accessible to thecharacter.

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Chapter 7

Magic Jewelry

7.1 Common Jewelry

7.1.1 Common Properties• Detection: the item is tied to one type of

creatures or objects. (Encounter) Thewearer can detect creatures or objects ofthe appropriate type in a 10m perproperty rank radius, usingIntelligence+Perception+Detection as aduration roll.

• Glow: the item sheds light in a 5 meterssphere per talent rank. (Daily) The lightcan be made brighter, blinding creaturesin the area. The wearer makes aCharisma+Deception+Glow vs Reflex asan area attack roll. If successful, thetarget is blinded for one round per twosuccesses obtained. If the target isnaturally sensitive to light, she takes onedebilitation damage and is blinded for oneround per success obtained.

• Glory: (Daily) the wearer of the item cangain a number of automatic successes on asingle check equal to the number ofsentient creatures who are able to see him,up to the property rank.

• Insight: once per encounter and propertyrank, the wearer can use her Instinctdefense instead of Reflex or Fortitudeagainst a melee, ranged or area attack.(Daily) When making a knowledge check,the wearer can gain a bonus equal to theproperty rank.

• Majesty: the item grants command overone type of creature. (Daily) The wearercan control the actions of one creature,making a Charisma+Persuasion+Majestyvs Willpower as a mental attack roll andduration roll. Alternatively, he canparalyze up to one creature per propertyrank he sees, usingCharisma+Persuasion+Majesty vsWillpower as a mental attack roll andduration roll.

• Mental Bastion: the wearer gains a +1bonus to all defenses against effects thatwould make him act against his will.(Encounter) When he is targeted by amental attack roll, the wearer can forcereroll the attack with a penalty equal tothe talent rank.

7.1.2 Examples of Common Jewelry• Amulet of Mighty Fists: amulet. Skill

Mastery 2 (Melee, unarmed attacks only).

• Champion's Helm: helm; Armor. Glory3, Insight 4, Magic Resistance 4.

• Circlet of Iron Mind: crown. MentalBastion 6.

• Circlet of Warning: crown; Clothing.Evasion 5, Insight 6.

• Cloak of Fame: cloak. Glory 5, Majesty4.

• Cloak of Whispers: cloak. Insight 2, SkillMastery 3 (Perception, listen only).

• Helm of Comprehend Languages: helm.Spellcasting (Command-Word) 1 (speaklanguage, Intelligence+Perception).

• Helm of Telepathy: helm. Spellcasting(Command-Word) 2 (telepathic link,Intelligence+Perception).

• Lantern of Revealing: lantern. Glow 2,Spellcasting (Command-Word) 2 (dispelmagic (illusion effects only),Intelligence+Perception).

• Magic Animal Ring: ring. Spellcasting(Command-Word) 2 (shapechange,Intelligence+Nature).

• Medaillon of Thoughts: amulet.Spellcasting (Command-Word) 1 (readmind, Intelligence+Perception).

• Medallion of the Veshian Vigils - Moth:amulet. Mental Bastion 2, Spellcasting(Command-Word) 3 (dispel magic, speaklanguage, Intelligence+Perception).

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• Necklace of Fireballs: amulet.Spellcasting (Command-Word) 1 (fireball,Charisma+Persuasion).

• Phylactery of Faithfulness: amulet.Mental Bastion 1.

• Ring of Alarm: ring. Detection 3(titanspawn).

• Ring of Athletic Prowess: ring. SkillMastery 1 (Athletics).

• Ring of the Chameleon: ring. SkillMastery 1 (Stealth).

• Ring of Djinni Calling: ring. Spellcasting(Command-Word) 5 (summon monster(genie only), Charisma+Persuasion).

• Ring of Force Shield: ring. Spellcasting(Command-Word) 1 (mage armor,Intelligence+Focus).

• Ring of Invisibility: ring. Spellcasting(Command-Word) 2 (invisibility,Dexterity+Stealth).

• Ring of Kyel: ring. Mental Bastion 3,Skill Mastery 3 (Persuasion), Spellcasting(Command-Word) 2 (read mind,Intelligence+Perception).

• Ring of Mind Shielding: ring. MentalBastion 1.

• Ring of the Ram: ring. Weaponized(ranged) 1 (Mighty 1).

• Ring of Spell Turning: ring. Spellcasting(Command-Word) 4 (spell turning,Charisma+Arcane).

• Ring of Sustenance: ring. Skill Mastery1 (Endurance, against effects of hungeronly).

• Ring of Telekinesis: ring. Spellcasting(Command-Word) 4 (telekinesis,Intelligence+Focus).

• Rod of Metal Detection: rod. Detection1 (metals).

7.2 Rare Jewelry

7.2.1 Rare Properties• Alarm: the owner sets a command word.

Whenever a creature touches the itemwithout pronouncing the command word,the owner can make anIntelligence+Perception+Alarm vsInstinct as a mental attack roll againstthat creature. If successful, the item emitsa loud noise for one round per successobtained.

• Frightening: (Daily) the wearer canstrike fear in all enemies who see himwithin 10m. He must make aCharisma+Persuasion+Frightening vsWillpower check as a mental attack roll:the target must spend one action persuccess obtained to flee the wearer. If shecannot, she takes one debilitation damage.

• Gate: these objects work in pair. (Daily)The owner can open a gate between thetwo items, usingIntelligence+Arcane+Gate as durationroll.

• Interruption: (Daily) creatures within10m of the item (including its wearer)must roll twice any spellcasting roll andtake the lowest result. This effect lasts forone round per property rank.

• Nondetection: (Encounter) when thetarget is targeted by a Divination effect hecan force reroll the effect with a penaltyequal to the property rank. Each time thisoccurs during the day the property rankdecreases by 2 points. The property rankis reset after each rest.

• Pack: this consists of two similar itemsper property rank who are magicallylinked. (Encounter) The wearer candetermine the direction and distance ofthe closest one per property rank otheritems in the pack. If he concentrate forone round on one of these other items, hemay make an Intelligence+Perceptioncheck to gain information on the currentstatus of its wearer. The difficulty dependson the distance. (Daily) The wearer cantransfer his life energy one creature hetouches provided she wears an item fromthe same pack. The user may loose up toone wound damage per property rank, andthe target regains either two wounddamage or one debilitation damage foreach wound damage sacrificed.

• Repose: the wearer of the item adds theproperty rank to the difficulty of anyeffect that would raise it from the dead,either through resurection or throughundead animation.

• Scrying: (Daily) the owner can cast thescry ritual through the item even thoughhe is not normally able to cast spells orrituals, usingIntelligence+Perception+Scrying as thespellcasting roll.

• See Invisibility: the wearer can seeinvisible creatures and objects up to 10mper talent ranks. Effects with a rank

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higher than the property rank still appearblurred.

• Weapon Enchantment: the item is tiedto a specific Weapon property. Thewearer’s attacks benefit of the specifiedproperty with the same property rank, asif his weapon had that property.

7.2.2 Examples of Rare Jewelry• Alluna's Lenses of Discovery: lenses.

Spellcasting (Command-Word) 3 (analyzedweomer, Intelligence+Arcane), TalentMastery 3 (Arcane Sight (Wizard)).

• Amulet of the Belsamaug: amulet. SeeInvisibility 3 (belsamaug only),Spellcasting (Magic Contact) 3(invisibility, Dexterity+Stealth, only underthe moonlight).

• Amulet of Love: amulet. Mental Bastion5, Pack 2.

• Amulet of Peaceful Repose: amulet.Repose 3.

• Amulet of Proof Against Detection andLocation: amulet. Nondetection 3.

• Blinking Ring: ring. Spellcasting(Command-Word) 2 (blink,Dexterity+Stealth).

• Blood Band of Awakening: crown.Majesty 3 (dire animals), Spellcasting(Command-Word) 3 (shapechange (onanimals only), Charisma+Nature).

• Bracelet of Friends: bracelet. Pack 2,Spellcasting (Command-Word) 2 (teleport(only to move toward another bracelet inthe pack), Charisma+Faith).

• Breath of Life: censor. Glow 3,Spellcasting (Command-Word) 5(restoration, Charisma+Faith).

• Chaos Diamond: gem. Spellcasting(Command-Word) 5 (cloak of chaos,confusion, Charisma+Deception).

• Chime of Interruption: bell. Interruption2.

• Chime of Opening: bell. Spellcasting(Command-Word) 1 (knock,Charisma+Performing).

• Circlet of Blasting: crown. Spellcasting(Command-Word) 3 (sunbeam,Charisma+Faith).

• Crystal Ball: orb. Scrying 4.

• Despot Circlet: crown. Pack 6,Spellcasting (Command-Word) 6(command, read mind, only on creatureswearing the other circlets,Charisma+Persuasion).

• Everseeing Eyepatch: orb. Scrying 3(only on the location of the unsocketedeye).

• Gem of Brightness: gem. Spellcasting(Command-Word) 1 (flashing light,sunbeam, Charisma+Faith).

• Gem of Seeing: gem. Spellcasting(Command-Word) 4 (true sight,Intelligence+Perception).

• Gemgate: gem. Gate 5.

• Helm of Brillance: helm; Armor.Detection 5 (undead), Energy Resistance5 (fire), Glow 6, Spellcasting(Command-Word) 5 (fireball, flashinglight, prismatic spray,Charisma+Persuasion), WeaponEnchantment 5 (Energy (fire)).

• Helm of the Reaver: helm. Frightening3.

• Hourvan's Handglass of Holding:mirror. Scrying 1 (only on areas that werereflected during the same day).

• Iron Scepter of Hedrada: rod.Spellcasting (Magic Contact) 2(inquisition, Charisma+Faith).

• Kadum's Pearl: gem. Spellcasting(Command-Word) 3 (one among agony,Belsameth's strife, contagion, finger ofdeath, phantasmal killer, wounding,Charisma+Faith).

• Mask of Desire: mask; Charm.Enhancement 2 (Charisma), Majesty 3(people of the opposite gender),Spellcasting (Command-Word) 3 (cloak ofdesire, Charisma+Persuasion).

• Medallion of the Veshian Vigils - Fly:amulet; Armor. Energy Resistance 2(cold), Spellcasting (Command-Word) 3(speak language, Intelligence+Perception),Weapon Enchantment 3 (Bane(humanoids)).

• Medallion of the Veshian Vigils -Seashell: amulet; Clothing. AquaticAbility 3, Spellcasting (Command-Word)3 (speak language,Intelligence+Perception), WeaponEnchantment 2 (Bane (aquatic creatures).

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• Mirror of Mental Prowess: mirror.Scrying 5, Spellcasting (Command-Word)6 (farsight, read mind,Intelligence+Perception).

• Mirror of Opposition: mirror.Spellcasting (Command-Word) 4 (mirrorimage, shadow strike,Charisma+Deception).

• Ring of Animal Friendship: ring.Spellcasting (Command-Word) 1 (charmanimals, Charisma+Nature).

• Ring of Elemental Mastery: ring;Armor. Energy Resistance 6 (acid, cold,electricity or fire), Majesty 6 (air, earth,fire or water elementals), Spellcasting(Command-Word) 6 (control fire, controlwater, control winds or earthquake,Charisma+Persuasion).

• Ring of Feather Falling: ring.Spellcasting (Command-Word) 1 (stoptime (to avoid falling only),Dexterity+Acrobatics).

• Ring of Friend Shield: ring. Pack 2,Spellcasting (Command-Word) 2 (soulshield, Strength+Endurance).

• Ring of Gates: ring. Gate 3.

• Ring of Madriel's Blessing: ring. Glow3, Weapon Enchantment 3 (Bane(undead)).

• Ring of Shooting Stars: ring.Spellcasting (Command-Word) 3 (faeriedust, flashing light, lightning bolt,Charisma+Arcane).

• Ring of the pack: ring. Pack 3.

• Ring of Windfury: ring. WeaponEnchantement 2 (Spellcasting (MagicContact) (call storm, Strength+Prowess),ranged weapons only).

• Ring of X-Ray Vision: ring. Spellcasting(Command-Word) 2 (wall sight,Intelligence+Perception).

• Robe of the Eyes: robe. Insight 3,Spellcasting (Command-Word) 4 (arcaneeye, true sight, Intelligence+Perception).

• Rod of Alertness: rod. Detection 4 (anyenemy), Insight 4, Spellcasting(Command-Word) 4 (animate objects,Intelligence+Perception), Weaponized 1.

• Rod of Blessed Rest: rod; Container.Detection 3 (undead), Supply 1 (food),Weapon Enchantment 3 (Bane (undead)).

• Rod of Enemy Detection: rod. Detection2 (any enemy).

• Scarab of Golembane: amulet. WeaponEnchantment 1 (Bane (construct)).

• Shell of the Ocean's Call: shell. Pack 3.

• Solar Brooch: amulet; Armor. EnergyResistance 3 (fire), Glow 3, Spellcasting(Command-Word) 2 (sunbeam,Charisma+Faith).

• Stargazer: spyglass. Skill Mastery 3(Perception, to see from afar only),Spellcasting (Command-Word) 3 (farsight, Intelligence+Perception).

• Staff of Spirits: staff. Detection 2(undead).

• Stone of Alarm: stone. Alarm 1.

• Vengaurak Mask: mask; Armor.Deflection 3, Frightening 3, Insight 4,Weaponized 4 (Charge 4).

7.3 Unique Jewelry

7.3.1 Crystal Ball of the Mastermind

Orb; ImplementCommon properties: Spell Repository 1

(arcane magic, farsight).Rare properties: Scrying 6.

• Spellcasting (Scrying Mastermind) 6:the owner can cast the command, readmind and telepathic link spells oncreatures he is currently scrying with thecrystal ball, usingIntelligence+Persuasion+Spellcasting(Scrying Mastermind) as the spellcastingroll.

7.3.2 Amulet of Ebon Dreams

Amulet; CharmCommon properties: Skill Mastery 4

(Stealth), Talent Mastery 6 (Shadow Jump(Shadow Dancer)).

Rare properties: Resistance 4 (all saves,only against shadow-related effects).

• Amulet of Ebon Dreams 6: the wearercan use his rank in Stealth instead ofFaith to activate divine talents related toDrendari. (Encounter) When the wearer iswithin the shadow, he can gain a numberof automatic successes on a Stealth- orThievery-based check equal to theproperty rank.

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7.3.3 Belsameth's Silver Ear

AmuletCommon properties: none.Rare properties: none.

• Belsameth's Silver Ear 6: the wearer canear any conversation about him occuringwithin 1 km per property rank.

7.3.4 Chalice of Marvels

ChaliceCommon properties: none.Rare properties: none.

• Chalice of Marvels 6: a creature whodrinks in the chalice gains a magic itemproperty of her choice at a rank equal tothe chalice property rank. However, shealso suffers from an associated curse(Game Master discretion). The grantedproperty is permanent and tied to thedrinker: it cannot be transfered to otheritems or creatures.

7.3.5 Crown of Undead Splendor

Crown; ArmorCommon properties: Majesty 6 (undead).Rare properties: Undead-Controlling 6.

• Crown of Undead Splendor 6:(Encounter) the wearer gains a bonusequal to the property rank to a checkmade to animate or control undeads.

7.3.6 Divine Token of Chardun

AmuletCommon properties: Majesty 4 (creatures

of the same race).Rare properties: none.

• Divine Token of Chardun 4: (Encounter)if the wearer is a follower of Chardun, hecan add his Strength (up to the propertyrank of the item) to one check made tocommand or control other creatures.

7.3.7 Divine Token of Hedrada

RodCommon properties: Mental Bastion 4.Rare properties: none.

• Divine Token of Hedrada 4: if thewearer if a follower of Hedrada, thedifficulty of Deception checks made to lieto him increase by the property rank.

7.3.8 Divine Token of MadrielFeather; Armor

Common properties: Magic Resistance 4(only against death- or shadow-related spellsand effects).

Rare properties: none.

• Divine Token of Madriel 4: if the ownerif a follower of Madriel, he can attach thefeather to a weapon to grant it one of thefollowing property at the same rank as theproperty rank: Bane (undead), BrillantEnergy, Ghost Touch or Merciful. Theowner can change the property during arest.

7.3.9 Divine Token of VangalAmulet

Common properties: none.Rare properties: Weapon Enchantment 4

(Keen).

• Divine Token of Vangal 4: (Encounter)ifthe wearer if a follower of Vangal, he cansacrifice one wound damage to obtain anumber of automatic successes equal tothe property rank. No enemy can forcereroll this specific attack roll, except otherfollowers of Vangal.

7.3.10 Hand of GloryAmulet

Common properties: none.Rare properties: none.

• Hand of Glory 5: the wearer of the handcan carry one additional Jewelry item perproperty rank.

7.3.11 Ioun StonesGem; Charm; Implement

Common properties: one amongEnhancement 1, Glow 1, Insight 1, MagicStorage 1, Mental Bastion 1, or Regeneration1.

Rare properties: none.

• Ioun Stones 6: (Daily) during a rest, thecharacter can choose one ioun stone hepossesses. For that day, the selected stonehas a property rank equal to the numberof ioun stone the character has activated.All other ioun stones have a property rankof 1.

7.3.12 Mask of WhispersMask

Common properties: Majesty 6.Rare properties: none.

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• Mask of Whispers 6: when the weareruses the Majesty ability with success, hecan decide to make the effects permanent.However, he can only control one creatureper property rank with this talent. Thecreator of the mask can roll twice allmental attack rolls against the wearer ofthe mask with a bonus equal to theproperty rank.

7.3.13 Ring of Three WishesRing

Common properties: none.Rare properties: none.

• Ring of Three Wishes 3: (Daily) thewearer can formulate a wish. This has thesame effects as the ritual of the samename, and uses Charisma+Focus+Ring ofThree Wishes as the activation roll. Eachtime the ring is used the property rank isreduced by 1.

7.3.14 Shard of the ForsakenGem

Common properties: none.Rare properties: Weapon Enchantment 6

(Bane (titans)).

• Shard of the Forsaken 6: a follower ofThat Which Abide can use anydivine-related talent he possesses, with alimit on his talent ranks equal to theproperty rank.

7.3.15 Slaracian Memory SphereOrb; Charm

Common properties: none.Rare properties: Pack 3, Servant 3

(slaracian gargoyle).

• Slaracian Memory Sphere 4:(Encounter) when the owner uses apsionic ability on a creature withoutpsionic abilities, he can roll twice with abonus equal to the property rank.

7.3.16 Talisman of the SpheresAmulet

Common properties: none.Rare properties: none.

• Talisman of the Spheres 6: the wearercontrols a sphere of annihilation within10m per property rank. To move thesphere he must make anIntelligence+Focus check as a singleaction: the sphere then moves by 2m persuccess obtained in the direction of his

choice. If he fails, the sphere moves at aspeed equal to 1m per dice rolled towardshim. As long as he controls the sphere, heuses Intelligence+Focus+Talisman of theSpheres as the spellcasting roll for thesphere of annihilation disintegration power.

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Chapter 8

Magic Vehicles

8.1 Common Vehicles

8.1.1 Common Properties• Autonomous: (Daily) the owner of the

vehicle can indicate a destination, and thevehicle will move by itself to thatdestination if the owner succeeds anIntelligence+Perception+Autonomouscheck.

• Flying: the vehicle can fly at a speed andmanoeuvrability depending on theproperty rank.

• Folding: the vehicle can fold in a portabledevice. The transformation takes 7rounds, minus 1 round per property rank.

• Pathfinder: when doing long travels, theowner can attempt to divide the traveltime by two with anIntelligence+Perception+Pathfindercheck.

• Self-Propulsion: the vehicle can moveeven without wind or creatures tracting it.The property rank indicates the speed ofthe vehicle.

• Submarine: the vehicle can gounderwater at a speed andmanoeuvrability depending on theproperty rank. The interior of the vehicleitself is kept waterproof.

8.1.2 Examples of Common Vehicles• Apparatus of Kwalish: submarine.

Folding 1, Submarine 4.

• Broom of Flying: broom. Flying 2.

• Carpet of Flying: carpet. Flying 4.

• Folding Boat: boat. Folding 2.

• Spectral Yoke: carriage. Self-Propulsion4.

8.2 Rare Vehicles

8.2.1 Rare Properties• Planewalker: (Daily) the owner of the

vehicle can attempt to make it go toanother plane, using anIntelligence+Focus+Planewalker check.

8.2.2 Examples of Rare Vehicles• Amulet of the Planes: amulet.

Planewalker 4.

8.3 Unique Vehicles

8.3.1 Chariot of TanzilChariot

Common properties: Flying 6,Self-Propulsion 6.

Rare properties: none.

• Chariot of Tanzil 6: creatures in thechariot can force reroll any ranged or areaattack roll against them with a penaltyequal to the property rank. This effectcan be used only once per round.

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Chapter 9

Magic Weapons

9.1 Common Weapons

9.1.1 Common Properties• Animated: (Daily) the weapon can fly

and attack on its own, using the wearernormal attack rolls. The wearer makes anattack roll+Animated as duration roll.The fly speed of the weapon is 2 metersper property rank. A melee weapon canmake charge attacks, which convey abonus equal to half the property ranks tothe attack roll. A ranged weapon can takea full-round action to aim, thus gaining abonus to its next attack roll equal to halfthe property ranks.

• Bane: the weapon is particularly effectiveagainst a certain type of enemy, granting abonus on attack rolls against suchcreatures equal to half the property ranks.(Encounter) When the weapon hits one ofits enemy, the target suffers one additionaldebilitation damage per two successesobtained (up to the property rank).

• Defending: the weapon grants oneadditional block attempt per round andper property rank, as well as a +1 bonusto all defenses against melee or rangedattacks, depending on the type of weapon.(Encounter) The wearer can force rerollone attack roll against him, with a penaltyequal to the property rank.

• Energy: the weapon is imbued with acertain energy. Each time the weapondeals damage, one point of damage perproperty rank is considered from thatenergy. (Encounter) The weapon producesa burst of energy after a successful hit.The wearer can make a normal attack rollvs Reflex as an area attack roll against allcreatures within 1 meter per propertyrank. This attack deals one point ofwound damage of the appropriate energyper property rank.

• Keen: (Encounter) after a successful hit,the weapon deals one additional point of

wound damage per property rank. Theattack cannot deal more damage than thenet number of successes obtained on theattack roll.

• Mighty: when the weapon makes asuccessful attack, the wearer can decide toforego up to one wound damage perproperty rank and push back the target by1 meter per wound damage spent. (Daily)On a successful hit, the target is pushedback 1 meter per success obtained, plus 1per property rank.

9.1.2 Examples of Common Weapons• Assassin Crossbow: ranged (light,

crossbow). Keen 1, Talent Mastery 2(Sneak Attack (Rogue)).

• Bead of Force: ammunition (light, sling).Energy 2 (force), Spellcasting (MagicContact) 2 (bind, Charisma+Arcane).

• Bloodfang Dagger: melee (light,dagger). Spellcasting (Command-Word) 3(invisibility, Dexterity+Stealth),Spellcasting (Magic Contact) 3 (poison,Dexterity+Thievery), Talent Mastery 4(Sneak Attack (Rogue)).

• Flame Tongue: melee (medium, sword).Energy 2 (fire), Spellcasting(Command-Word) 2 (magic missile,Dexterity+Ranged).

• Frost Brand: melee (heavy, sword).Energy 3 (cold), Spellcasting (MagicContact) 3 (dispel magic (fire effectsonly), Strength+Prowess).

• Hornsaw Blade: melee (medium, sword).Keen 4.

• Iron Bands of Bilarro: ammunition(light, sling). Spellcasting (MagicContact) 3 (hold, Strength+Prowess).

• Javelin of Lightning: ranged (medium,spear). Spellcasting (Command-Word) 1(lightning bolt, Dexterity+Ranged).

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• Judgement Hammer: melee (medium,hammer). Bane 2 (good creatures, evilcreatures).

• Mace of Smiting: melee (heavy, mace).Bane 4 (construct), Bane 2 (outsiders),Special Material 6 (adamantium).

• Nine Lives: melee (medium, sword).Spellcasting (Magic Contact) 2 (finger ofdeath, Strength+Endurance).

• Screaming Bolt: ammunition (crossbow).Energy 1 (sonic).

• Shifter's Sorrow: melee (heavy,double-sword). Bane 2 (shapeshifters),Special Material 1 (silver).

• Slaying Arrow: ammunition (bow).Spellcasting (Magic Contact) 2 (finger ofdeath, Dexterity+Ranged).

• Sleep Arrow: ammunition (bow).Spellcasting (Magic Contact) 1 (sleep,Dexterity+Ranged).

• Stormseeker: melee (medium, spear).Energy 2 (lightning), Spellcasting(Command-Word) 5 (call storm,Charisma+Nature).

• Sword of Subtlety: melee (light, sword).Talent Mastery 2 (Sneak Attack (Rogue)).

• Sword of the Forsaken: melee (medium,sword). Skill Mastery 2 (Melee, reservedto elves).

• Sylvan Scimitar: melee (medium,sword). Bane 2 (fire creatures), Mighty 3.

• Tanil's Screaming Arrow: ammunition(bow); Charm. Servant 5 (spire wyvern).

• Thunder Crossbow: ranged (heavy,crossbow). Spellcasting (Magic Contact) 2(shout, Charisma+Ranged).

• War Cleaver: melee (heavy, polearm).Keen 5, Mighty 4.

• Web Arrow: ammunition (bow).Spellcasting (Magic Contact) 1 (bind,Intelligence+Ranged).

• Whirlwind Blade: melee (medium,sword). Talent Mastery 4 (Martial Burst(Fighter)).

• Wormtongue: melee (light, dagger).Spellcasting (Magic Contact) 3 (finger ofdeath, Dexterity+Thievery).

9.2 Rare Weapons

9.2.1 Rare Properties• Brilliant Energy: (Daily) the weapon

transforms into pure light, allowing it toignore any kind of armor, and disablingthe possibility to block it. However, itcannot deal damage to non-livingcreatures. The wearer makes aStrength+Prowess+Brillant Energy as aduration roll.

• Charge (Melee): the weapon grants a+1 bonus to all charge attack rolls.(Encounter) The wearer can roll twice acharge attack roll with a bonus equal tothe property rank.

• Cursed Wounds: (Encounter) on asuccessful hit, one point of damage perproperty rank dealt by the attack cannotbe healed with magical means.

• Debilitation: (Encounter) on a successfulhit, the target takes one debilitationdamage. This ability can be used once perencounter and property rank.

• Disruption: the weapon grants a +1bonus to all attack roll against undeadcreatures. (Encounter) When the weaponhits an undead creature, it dealsadditional damage equal to the propertyrank.

• Distance (Ranged): the range incrementincreases by 10m per property rank.(Encounter) The wearer gains a bonusequal to the property rank to a rangedattack roll made against a creature in longrange.

• Ghost Weapon: the weapon affectsincorporeal creatures normally. (Daily)After a successful hit on an incorporealcreature, the target looses her incorporealproperty for one round per property rank.

• Innocent: creatures with an Instinct scorelower than the property rank do notconsider the weapon as a threat (until thewearer attacks with it).

• Merciful: (Encounter) after a successfulhit, the wearer can convert up to onepoint of wound damage per property rankto debilitation damage.

• Mark: (Encounter) after hitting acreature, the wearer can consider her ashis mark. He can then take a single actionto find the direction to one of his mark,using an Intelligence+Perception+Markvs Instinct as a mental attack roll

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(difficulty increased by the distance). Theweapon can have up to one mark perproperty rank active at each time.

• Oath: (Daily) the wearer swears to killone creature he sees. Once per round hecan roll twice an attack roll against thatcreature. Make a Charisma+Focus+Oathas a duration roll.

• Returning (Ranged): when thrown, theweapon always returns to the wearer.(Encounter) The wearer can attack onecreature per property rank with theweapon in a single action.

• Seeking (Ranged): (Encounter) if thetarget has concealment of any kind, thewearer can roll twice with a bonus on theattack roll equal to the property rank.

• Shattering (Melee): the weapon dealsthe net number of successes againstobjects. Once per day and per propertyrank this can also apply to constructs andsimilar non-living creatures.

• Speed Attack: (Encounter) whenattacking with the weapon, the wearer canmake one additional attack using its usualmelee attack roll. This can be used onceper encounter and per property rank.

• Spellstrike: (Daily) after making asuccessful attack with the weapon, thewearer can cast a spell on the same targetfor free. He cannot cast a heightenedeffect of a spell. He uses the property rankinstead of her own ranks in theSpellcasting talent to determine the effectsof the spell if it is lower.

• Sure Strike: (Encounter) when an attackroll made with this weapon is forcererolled, the wearer gains a bonus on theattack roll equal to the property rank.

• Throwing (Melee): the weapon can beused as a thrown weapon with a 5m perproperty rank ranged increment.

• Thundering: (Encounter) on a successfulattack, the target is deafened for oneround per property rank. The damage ofthe attack turns to (sonic).

• Vampiric (Melee): (Encounter) on asuccessful attack, the wearer can heal asmany wound damage as the number ofdamage dealt by the attack, up to theproperty rank.

• Vicious (Melee): (Encounter) on asuccessful attack, the wearer can dealadditional damage equal to the propertyrank, but he must suffer wound damageequal to half the property rank.

• Vorpal: (Daily) on a successful attack, ifthe target has remaining wound damagelower or equal to the property rank, thetarget dies. This can only affect creatureswith clear heads.

• Wounding: (Encounter) on a successfulattack, the target suffers one point ofwound damage (hemhorragic) per roundfor one round per property rank.

9.2.2 Examples of Rare Weapons• Artemisia's Garrote: strand; Vehicle.

Self-Propulsion 1, Vorpal 6, Wounding 4.

• Asaathi Blade: melee (medium, sword);Charm. Polymorph 1 (bladed hoodserpent), Special Material 5 (serpentsteel),Spellcasting (Magic Contact) 3 (poison,Intelligence+Nature).

• Bladed of the Wounded King: melee(light, sword). Cursed Wounds 3.

• Bone Dagger: melee (light, dagger).Debilitation 3.

• Dagger of the Assassin: melee (light,dagger). Talent Mastery 1 (Death Mark(Assassin)).

• Dagger of Venom: melee (light, dagger).Spellcasting (Magic Contact) 1 (poison,Dexterity+Thievery).

• Dwarven Thrower: melee (medium,warhammer). Bane 3 (giants), Returning1, Throwing 3.

• Halfling Blade: melee (medium, sword).Innocent 3.

• Hammer of Shattering: melee (heavy,mace). Bane 3 (earth elementals),Shattering 4.

• Holy Avenger: melee (medium, sword);Armor. Bravery 4, Special Material (coldiron), Spell Resistance 4.

• Hunter's Spear: ranged (medium, spear).Mark 6, Returning 1.

• Ice Sickle: melee (light, sickle). Energy 3(cold), Spellcasting (Magic Contact) 3(creeping cold, Strength+Nature).

• Lady of the Valley: melee (medium,sword); Charm; Jewelry. Enhancement 2(Strength), Frightening 3, Keen 3,Spellcasting (Magic Contact) 3 (cloak ofdarkness, Charisma+Deception).

• Life Drinker: melee (heavy, axe).Debilitation 3.

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• Luck Blade: melee (medium, sword);Charm. Luck 2.

• Mace of Terror: melee (light, mace);Jewelry. Frigtening 3.

• Mattock of the Titans: melee (heavy,mace). Special Material 6 (adamantium),Spellcasting (Magic Contact) 2(disintegration (earth and stone only),Strength+Prowess).

• Mageblade: melee (medium, sword);Armor. Deflection 2, Spellcasting Aid 4.

• Marriner's Spear: melee (medium,spear); Charm; Clothing. Aquatic Ability2, Energy Dampening 3 (fire).

• Maul of the Titans: melee (heavy, mace).Shattering 3.

• Oathbow: ranged (heavy, bow). Oath 3.

• Rapier of Puncturing: melee (light,sword). Debilitation 3, Wounding 3.

• Ratspike: ranged (light, dagger). Keen 2,Seeking 3.

• Rod of Withering: melee (medium,mace). Bane 2 (plants), Debilitation 2.

• Scorpion Whip: melee (medium, whip).Spellstrike 3.

• Shadowblade: melee (medium, sword).Ghost Weapon 3.

• Shatterspike: melee (medium, sword).Spellcasting (Magic Contact) 1(disintegration, Strength+Prowess).

• Silver Bow: ranged (heavy, bow). Bane 4(lycanthropes), Wounding 3.

• Slitheren Starmaw: melee (heavy,mace). Cursed Wounds 3, Energy 2 (fire),Spellcasting (Magic Contact) 3 (contagion,Strength+Endurance).

• Sovereign Accord: melee (medium,whip); Armor. Spellcasting (MagicContact) 4 (sunbeam, Charisma+Faith),Weapontrap 5.

• Squire's Sword: melee (medium, sword).Sure Strike 1.

• Staff of the Hornsaw Wood: melee(light, staff). Spellcasting (MagicContact) 5 (blindness/deafness, hold,poison, Intelligence+Nature).

• Star of Terror: melee (medium, mace).Frightening 3, Wounding 2.

• Sun Blade: melee (heavy, sword). BrillantEnergy 3, Spellcasting (Command-Word)3 (sunbeam, Charisma+Faith).

• Sword of Life Stealing: melee (medium,sword). Debilitation 2, Vampiric 2.

• Sword of the Planes: melee (medium,sword). Energy 2 (energy depends on thecurrent plane).

• Trident of Fish Command: melee (heavy,trident). Spellcasting (Command-Word) 2(charm animals (aquatic animals only),Charisma+Nature).

• Trident of Sparkfury: melee (heavy,trident). Speed Attack 3, Spellcasting(Command-Word) 3 (lightning bolt,teleport, Charisma+Nature).

• Trident of Warning: melee (heavy,trident). Spellcasting (Command-Word) 1(detect creatures (aquatic animals only),Intelligence+Nature).

• Wraithblade: melee (medium, sword).Debilitation 4, Ghost Touch 5,Spellcasting (Magic Contact) 6 (animatedead, Charisma+Arcane).

9.3 Unique Weapons

9.3.1 All-Mother's JudgementMelee (heavy, schythe)

Common properties: Keen 6.Rare properties: none.

• All-Mother's Judgement 6: (Encounter)the wearer can roll twice an healing effectsused within 5m per property rank, keepingthe worst result. (Encounter) When theuser kills a sentient creature with thisweapon, he can make anIntelligence+Nature+All-Mother’sJudgement vs Willpower as a mentalattack roll. If succeeded, the target isreincarnated as an animal or humanoid ofthe wearer choice, and cannot beresurrected by any means except a directdivine intervention.

9.3.2 Arator, Holy Sword of KarriaMelee (medium, sword)

Common properties: Energy 6 (fire),Keen 4.

Rare properties: Ego 6 (conquer theworld), Spellcasting (Ego Magic) 6 (see text,Charisma+Arcane), Spellstrike 4.

Intelligence 2: Arcane 5, Perception 4.Charisma 4: Deception 6, Faith 3, Focus

5, Persuasion 5.

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• Arator 6: each time the wearer casts aspell using the Spellstrike ability, Aratorcan make a Charisma+Arcane+Arator vsInstinct check as a mental attack rollagainst him. If successful, she gains accessto that spell for her Spellcasting (EgoMagic) property. Arator can know amaximum of one spell per rank in theSpellcasting (Ego Magic) property, plusone reserve spell per property rank(similar to reserve spells granted by theSpellcasting (Perpared Magic) (Wizard)talent).

9.3.3 Autumn BladeMelee (medium, sword); Armor; Clothing

Common properties: Energy 4 (cold orelectricity, wearer’s choice), Spellcasting(Command-Word) 6 (call lightning, call storm,sunbeam, Charisma+Nature).

Rare properties: Energy Resistance 4(cold, electricity), Freedom 6.

• Autumn Blade 6: (Encounter) whenstruck by a cold- lightning- orwind-related effect, the wearer can forcereroll the attack roll with a penalty equalto the property rank. If the attack fails,he can then use it before the end of theencounter, usingCharisma+Nature+Autumn Blade as theactivation roll.

9.3.4 Axe of the HurorMelee (heavy, axe); Armor; Charm

Common properties: Energy 6 (cold),Keen 4, Mighty 5.

Rare properties: Ego 3 (protect arcticlands from civilization), Energy Dampening 4(fire), Energy Resistance 6 (cold).

Intelligence 2: Folklore 2, Nature 5,Perception 4.

Charisma 1

• Axe of the Huror 6: the wearer ignoresup to one point of armor per two propertyranks. Against inanimate objects, theweapon deals one additional point ofdamage per property rank.

9.3.5 BloodlustMelee (medium, sword); Charm

Common properties: Keen 6, Mastery 6(Melee).

Rare properties: Ego 6 (kill humanoids),Wounding 6.

Intelligence 2Charisma 4: Persuasion 6

• Bloodlust 6: (Daily) if the wearer has notinflicted one point of wound damageduring the previous day, Bloodlust willattempt to control him usingCharisma+Persuasion+Ego vs Willpower.If successful, the weapon takes full controlof the wearer’s actions, allowing her toadd her talent ranks to all melee attackrolls he makes. This control effect lastsuntil the end of the next encounter duringwhich the weapon has killed at least onehumanoid.

9.3.6 Bone Axe of GaurakMelee (medium, axe)

Common properties: Special Material 4(Fangfall ore), Talent Mastery 5 (BersekerRage (Barbarian)).

Rare properties: Debilitation 4, Vampiric6.

• Bone Axe of Gaurak 6: each time thewearer uses the Debilitation or Vampiricability, he gains a bonus on his nextStrength-based check equal to theproperty rank.

9.3.7 Ertmodl, Earth Sword of ScarnMelee (medium, sword); Armor; Charm;Jewelry

Common properties: Majesty 6 (earthcreatures), Natural Armor 6.

Rare properties: Shattering 6, SpeedAttack 6.

• Ertmodl 6: each time the wearer destroysan inanimate object he recovers onewound damage per point of Strength.This can occur once per day and perproperty rank.

9.3.8 Fahenia, Fire Sword of ScarnMelee (medium, sword); Armor; Jewelry

Common properties: Energy 6 (fire),Energy Resistance 6 (fire), Majesty 6 (firecreatures).

Rare properties: Speed Attack 6.

• Fahenia 6: each time the wearer deals firedamage he recovers one wound damageper point of Charisma. This can occuronce per day and per property rank.

9.3.9 Fist of the ForsakenMelee (heavy, mace)

Common properties: Mighty 6.Rare properties: none.

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• Fist of the Forsaken 6: the wearer gainsa bonus equal to the property rank to hismelee attack rolls against all pronecreatures. He can use the (Daily) effect ofthe Mighty property as an (Encounter)effect.

9.3.10 Gift of the Stag - Elkhorn BowRanged (heavy, bow)

Common properties: Mighty 3.Rare properties: Debilitation 1, Distance

3, Mark 2.

• Gift of the Stag 2: the property rank ofall the bow properties is multiplied by thenumber of different Gifts of the Stag itemsin the wearer’s possession.

9.3.11 Gift of the Stag - Emperor'sQuiver

Quiver; Container; ClothingCommon properties: Supply 2 (arrows,

Energy 1 (fire)).Rare properties: Freedom 2 (in forests

only), Scabbard 2 (Ghost Touch, Seeking,Wounding).

• Gift of the Stag 2: the property rank ofthe quiver properties is multiplied by thenumber of different Gifts of the Stag itemsin the wearer’s possession.

9.3.12 Gift of the Stag - Whitebone Ar-row

Ammunition (bow)Common properties: Spellcasting (Magic

Contact) 3 (finger of death,Dexterity+Ranged).

Rare properties: none.

• Gift of the Stag 2: the property rank ofthe arrow properties is multiplied by thenumber of different Gifts of the Stag itemsin the wearer’s possession.

9.3.13 Hammer of ThunderboltsMelee (heavy, mace); Charm

Common properties: Bane 5 (giant),Enhancement 6 (Strength), Energy 5(electricity), Spellcasting (Magic Contact) 6(lightning bolt, Strength+Prowess).

Rare properties: Returning 6, Throwing6, Thundering 5.

• Hammer of Thunderbolts 6: (Encounter)the wearer can roll twice an attack rollagainst a giant, with a bonus equal to theproperty rank. If successful, the attackdeals damage equal to the total number ofdices rolled.

9.3.14 Huriki, Air Sword of ScarnMelee (medium, sword); Armor; Clothing;Jewelry

Common properties: Animated 6,Majesty 6 (air creatures).

Rare properties: Flight 6, Speed Attack 6.

• Huriki 6: each time the wearer strikes acreature who is not in contact with theground or while flying he recovers onewound damage per point of Dexterity.This can occur once per day and perproperty rank.

9.3.15 Izlander, Ice Sword of ScarnMelee (medium, sword); Armor; Jewelry

Common properties: Energy 6 (cold),Energy Resistance 6 (cold), Majesty 6 (coldcreatures).

Rare properties: Speed Attack 6.

• Izlander 6: each time the wearer dealscold damage he recovers one wounddamage per point of Strength. This canoccur once per day and per property rank.

9.3.16 Mageli, Spell Sword of ScarnMelee (medium, sword); Armor; Jewelry

Common properties: Magic Resistance 6,Mental Bastion 6.

Rare properties: Speed Attack 6,Spellstrike 6.

• Mageli 6: each time the wearer casts aspell or is targeted by a spell he recoversone wound damage per point ofIntelligence. This can occur once per dayand per property rank.

9.3.17 Natural OrderMelee (medium, staff); Implement

Common properties: Magic Storage 4(primal magic).

Rare properties: none.

• Natural Order 6: when making meleeattacks against any creature, the weareruses the highest Melee rank of an adjacentcreature instead of his own (even if it islower), up to the item property rank.

9.3.18 Shargar, Shadow Sword ofScarn

Melee (medium, sword); Armor; CharmCommon properties: Nondetection 6,

Repulsion 6.Rare properties: Debilitation 6, Speed

Attack 6.

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• Shargar 6: each time the wearer makesan attack while being hidden he recoversone wound damage per point of Dexterity.This can occur once per day and perproperty rank.

9.3.19 Sunray SpearRanged (medium, spear); Jewelry

Common properties: Bane 4 (undead),Glow 5, Spellcasting (Command-Word) 5(sunbeam, Charisma+Faith).

Rare properties: Returning 1.

• Sunray Spear 5: when the wearer caststhe sunbeam spell (either through thespear or through his own abilities), he canaffect all enemies in a 10m per propertyrank line in front of him, and heal up toone ally per property rank by 1 point ofwound or debilitation damage per rank inthe Faith skill.

9.3.20 Sword ChaoticMelee (see text, sword)

Common properties: none.Rare properties: Innocent 6.

• Sword Chaotic 6: when found, the swordhas an equal chance to be light, medium orheavy. Its size changes everytime it is notpossessed by any creature. On a successfulattack, the weapon does not deal theusual damage. Instead, the wearer makesa Charisma+Sword Chaotic check, anduses the result as the number of successes.

9.3.21 Tear of MormoMelee (light, dagger)

Common properties: Energy 5 (poison),Keen 5.

Rare properties: Ego 6 (lead the red witchslytherens), Spellcasting (Ego Magic) 6 (anyIllusion or Necromancy spell,Intelligence+Arcane).

Intelligence 3: Arcane 6, Folklore 4,Nature 4, Perception 5.

Charisma 3: Deception 5, Focus 3,Persuasion 5.

• Tear of Mormo 6: (Encounter) when thewearer kills a creature with the weapon,he can make an Intelligence+Arcane+Tearof Mormo vs Fortitude as a physicalattack roll. If successful, the creature isnot killed, but permanently transformedinto a red witch slitheren.

9.3.22 ThanqualMelee (medium, sword)

Common properties: Keen 4.Rare properties: Ego 6 (accumulate

wealth), Spellcasting (Ego Magic) 5 (analyzedweomer, command, find traps, lorecall, truesight, Intelligence+Perception).

Intelligence 3: Arcane 3, Erudition 6,Folklore 4, Perception 5.

Charisma 3: Deception 4, Persuasion 5.

• Thanqual 6: the sword knows thelocation of one legendary treasure andweapon cache per property rank.

9.3.23 Wicked EdgeMelee (heavy, sword); Jewelry

Common properties: Bane 6 (evilcreatures), Detection 6 (evil creatures).

Rare properties: Ego 6 (slay evilcreatures).

Intelligence 1: Perception 4.Charisma 5: Deception 2, Persuasion 6.

• Wicked Edge 6: (Daily) the weaponmakes a Charisma+Persuasion+WickedEdge vs Willpower as a mental attack roll.If successful, the wearer must seek thenearest evil creatures and fight him. Thiscompulsion lasts until the end of thecreatures. If no evil creatures can befound in the vincinity, the weapon canforce the wearer to take his own life.

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Chapter 10

Special Materials

10.1 Alchemical substances

• Acid: throwing a flask of acid on acreature (using Dexterity+Ranged+Acidvs Reflex as a ranged attack roll) dealsone point of wound damage (acid) persuccess obtained. The next round, repeatthe attack vs Fortitude as a physicalattack roll.

• Albadian Essence: this whitish pastegrants a +1 bonus to all defenses againstfire effect, as well as a +2 bonus to allEndurance checks against hot weather andclimate. The effects last for one hour peralchemical rank.

• Alchemical Fire: alchemical fire explodeson impact. UseDexterity+Ranged+Alchemical Fire vsReflex as a ranged attack roll against allcreatures within 1 meter per alchemicalrank of the point of impact. The targettakes wound damage (fire) equal to thenumber of successes obtained.

• Argent Essence: when this silvery thickliquid is applied on a metallic blade, theweapon is considered as in silver for onehour per alchemical rank.

• Armor in a Bottle: this heavy mist grantsan armor rating 1 for ten minutes peralchemical rank when poured over acreature. This armor moves with thecreature and does not have any checkpenalty.

• Blast Rock: this stone exploses violentlywhen set to flame. Make anIntelligence+Craft+Blast Rock (using thecreator’s attribute and skills) vs Reflexcheck as an area attack roll and durationroll against any creature within 1m peralchemical rank when this happens. Thetarget suffers one wound damage (fire) pertwo successes obtained and is blinded anddeafened for the prescribed duration.

• Buoyancy Salve: this blue-green paste israther viscous. Applied to an object or acreature, it forbids it to drown for onehour per alchemical rank.

• Chuckleberries: these bright orangeberries from the Spine Forest can makeany humanoid who eats them laugh forone hour, which makes them unable to doanything else. It makes anIntelligence+Craft+Chuckleberries (usingthe creator’s attributes and skills) vsWillpower as a mental attack roll.

• Clinging Flame: this sticky orange gluecan be applied to any object, and thenbecomes indetectable. When thetemperature increases around the object(Game Master discretion), it bursts intoflame, making anIntelligence+Craft+Clinging Flame (usingthe creator’s attribute and skills) vsReflex check, which deals one point ofwound damage (fire) per success obtained.The substance then burns for one roundper alchemical rank, which deals one pointof wound damage (fire) per round.

• Courtesan Draught: this tea makes itsdrinker infertile for one day per alchemicalrank.

• Courtesan Powder: an alcoholic beveragein which this greenish powder has beenmixed cannot make the drinkerintoxicated. The size of the container thepowder can affect depends on thealchemical rank.

• Daemonbane: this viscous black oil,created by the Church of Corean, is usedas coated on weapons. It allows to forcereroll one attack roll against an eviloutsider per alchemical rank.

• Dark Oil: this black and thick liquid isoften used to fuel lamps or torches. Whenlit, it burns with a black flame which doesnot provide standard lighting. Instead, itgrants everyone within 5m per alchemical

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rank the darkvision ability, yet onlywithin that area. a typical torch madewith dark oil burns for 1 hour.

• Death Breath: when a sleeping creatureinhilate this greyish smoke, all her vitalsigns disappear for one hour peralchemical rank. She is still alive, but shedoes not breathe (and she does not needto) and her heart does not beat.Furthermore, she cannot wake up beforethe effects wear off.

• Distilled Liquid Air: this deep blue liquidallows the drinker to breathe underwaterfor one hour per alchemical rank.

• Ecstasy Ointment: this thick gel isapplied to an object. When a creaturetouches it, it makes anIntelligence+Craft+Ecstasy Ointment(using the creator’s attributes and skills)vs Instinct as a mental attack roll: thetarget must take the object and considerhit her own for one hour per successobtained.

• Elixir of Fire Breath: this fiery red liquidgrants the ability to breathe fire in a 5mcone. The drinker makes aStrength+Prowess vs Reflex as an areaattack roll. The attack deals wounddamage (fire) equal to the number ofsuccesses obtained. The drinker can makeone attack per alchemical rank during theencounter.

• Elixir of Love: this sweet-tasting liquidmakes the drinker charmed (as the charmspell) by the next person he sees. Theeffects last for one hour per alchemicalrank.

• Elixir of Truth: this white thick liquidforces the drinker to answer to the nextquestion he is asked by the truth, unlesshis Willpower score is strictly higher thanthe alchemical rank.

• Evergreen: this thick greenish gel shed asoft ghostly light in a 25m sphere (50mbelow water) when shaken. It lasts for onehour per alchemical rank (or twice thatamount below water).

• Fatling's Curse: this slimy liquid causesfood to be unnourishing for one hour peralchemical rank. Food sprayed with thefatling’s curse will make the eater feelhungry again, as if he did not eat anythingduring that meal.

• Feral Draught: this distilled water of theBlood Sea grants an animal who drinks ita bonus to all Melee checks equal to the

alchemical ranks for one hour, after whichthe animal takes one debilitation damage.During that time, the animal gains abonus equal to half the alchemical rankson all her saves against effects to controlher (including attemps to calm her ortame her with the Nature skill).

• Felton's Red: this dark red thick liquidgrants animals a bonus equal to thealchemical ranks to all Endurance checksfor one hour. When the potion wears off,the animal takes one debilitation damage.

• Flakeiron: this ferrous powder can beapplied on any metallic weapon. The nextone per alchemical rank attack made withthe weapon deal one debilitation damagein addition to the normal damage.

• Folly: this concoction is a mixture ofdried plants from the coasts of the BloodSea. When inhalated, it grants a bonusequal to the alchemical rank to allPerception checks, and half that amountto all spellcasting rolls to cast Divinationspells. However, the Fortitude of thecharacter drops to 1 for this duration.The effects last one hour.

• Forgedust: this metalic dust, whensprayed upon raw metalic materials,grants a bonus to the next Craft check(within the next hour) equal to itsalchemical rank.

• Fleetfoot Oil: this sticky elixir grants a+1 bonus to Acrobatics check made onparticle surfaces such as sand or snow.The bonus lasts for one hour peralchemical rank.

• Frenzy Mead: this potent mead allows acharacter with the Berserker Rage talentto add the alchemical talent to theactivation roll of the Berserker Rage.However, while in rage the charactercannot distinguish between allies andenemies, attacking the closest creature.

• Geniebane: this distillation of pureelements can be thrown on an elementalcreature. Use aDexterity+Range+alchemical rank vsReflex as a ranged attack roll. The targettakes wound damage equal to the numberof successes obtained. The geniebane hasno effect on non-elementals.

• Hag Powder: this powder crafted fromthe ashes of creatures or plants who diedof poison increases by 1 the potency of apoison it is mixed with. The increase lastsfor one hour per alchemical rank.

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• Hardshell: this greyish goo can beapplied on any hard enough surface(typically wood, clay or metal). Itincreases by the alchemical rank thedifficulty to break the item for one hour.Used on a weapon, it increases by 1 thedamage it deals. Used on an armor or ashield, it increases by 1 the armor rating(without increasing the armor penalty).

• Healing Balm: this thick balm allows torecover one wound point per alchemicalrank. Applying the balm takes afull-round action. The effect occur afterthree rounds (alchemical rank 1 and 2),two rounds (rank 3 and 4), or one round(rank 5 and 6) following application.

• Hoarfrost Powder: this powder madefrom the scales of an ice basilic can freezewater. When sprayed over a wet surface(1m radius per alchemical rank), itbecomes slippery, requiring Acrobaticschecks not to fall.

• Julka Weed Essence: this thick liquid isa powerful stimulant and narcotic. Whendrunk, it grants a +2 bonus to Fortitudeand Endurance checks for one hour peralchemical rank. However, when this ends,the target immediately takes twodebilitation damage.

• Kheoghtom's Ointment: this blackonguent grants a new Endurance checkwith a bonus equal to the alchemical rankagainst poisons when applied to a woundthat occurs in the previous encounter.

• Kinskull: when this specially-preparedskull is thrown, it explodes upon impact.Make a Dexterity+Ranged+Kinskull vsFortitude check as an area attack rollagainst all creatures within 1 meter peralchemical rank of the point of impact.The target takes one wound damage (fire)per two talent ranks, as well as onedebilitation damage. Non-living creaturesonly takes half the wound damage, and nodebilitation damage.

• Lethene Kiss: this metallic powdercharged with static electricity makes acreature vulnerable to lightning. Make aDexterity+Ranged+alchemical rank vsReflex as a ranged attack roll andduration roll against a creature wearingmetallic armor (or mostly composed ofmetal). The target suffers a -1 penalty toall his defenses against lightning effects forthe prescribed duration.

• Lightrod: this small metallic stickproduces light when hit hard enough,

providing illumination as a torch for 1hour per alchemical rank.

• Meditative Incense: this incenseproduce a smoke which smells helpsfocusing the mind. If inhalated whilecasting a Divination spell or using aDivination-related talent (Game Masterapproval required), the user gains a bonuson his spellcasting roll equal to thealchemical rank.

• Oil of Respose: this oil smells of sweetand fresh flowers and fruits. When appliedto a creature who died within the lasthour, it prevents the corpse to be raised asan undead, increasing the difficulty ofsuch effects by the alchemical rank. Theeffects slowly wear off with time, and thealchemical rank decreases by 1 per yearuntil it reaches 0.

• P'tarri Root: this small thin-leaved plantof the Spine Forest acts as a minorsedative. After being dried, the smoke ofthe root inflicts one debilitation damageto anyone who inhilates it, and they mustmake Focus checks against the alchemicalrank to perform any action. The effectslast for one hour.

• Reaver's Onguent: this thick balm iscreated with a mixture of poisonousplants. When applied to the hands andfeet, it increases by one the damage dealtwith natural attacks. The effects last forone hour per alchemical rank.

• Salve of Slipperiness: this gready oilmakes any surface slippery for one hourper alchemical rank. This can either helpescaping from bonds, or cause people tofall if they walk too quickly, depending onthe situation.

• Slipshod: when spread over a surface,this oily liquid makes it extra slippery,forcing creatures to succeed aDexterity+Acrobatics check each roundnot to fall prone. The oil dissipates in onehour per alchemical rank.

• Smokestick: setting this dark coal stickon fire makes it exsude a thick blacksmoke which blocks vision in a 1 meterradius per alchemical rank. The smokelasts for one minute per alchemical rank,unless winds disperse it earlier.

• Sneezing Powder: when cast in the air,thie grey-greenish powder based onpepper forces everyone with a Fortitudescore lower than the alchemical ranks tosneeze, effectively loosing one move action

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per round for one round per alchemicalranks, minus their Fortitude score.

• Sourberries: these berries from theHornsaw Forest can be specially preparedto make anti-venoms. When ingested, theuse gains a +1 bonus to all saves againstpoison for one hour per alchemical rank.

• Sovereign Glue: this pale ambersubstance can bind two objects togetherfor one hour per alchemical rank. AStrength+Prowess check against6+alchemical rank is required to pull thetwo objects apart.

• Spiderweb Dust: this sticky white dustcan be used to cover a 1m per propertyrank sphere with cobwebs and similarfeatures. Anyone in the area gains a +1bonus to Stealth checks, and Perceptionchecks in the area suffers a -1 penalty.The dust disappears after one hour.

• Stonesalve: this thick greyish pastebreaks the effects of petrification for oneround per alchemical rank.

• Sunshroud: this dark glistening oil allowssomeone covered to force reroll anyEndurance check made to resist warmweather as well as sun exposure. Thislasts for one hour per alchemical rank.

• Temperature Stabilizer: thisblack-and-red powder controlstemperature when spread: this will bringthe temperature in the area back to 15degres. However, it cannot make atemperature change higher than 5 degresper alchemical rank. After usage, thetemperature returns to its original valueat the rate of 5 degres per hour.

• Thunderstone: this rock makes adeafening noise on impact. UseDexterity+Ranged+Thunderstone vsFortitude as an area attack roll against allcreatures within 1 meter per alchemicalrank of the point of impact. The target isdeafened for one round per successobtained.

• Tincture of Ire: this distilled water of theBlood Sea mixed with alchool makes thedrinker particularly angry for one hour.This grants a bonus equal to thealchemical rank to all saves against effectsto charm or persuade her, but the targetwill react angrily and perhaps violently ifthreatened (Game Master discretion).

• Terraloca Sap: when chewed, thisthick-brown sap from a rare tree in theSpine Forest grants one temporary wound

damage per alchemical rank. Thesetemporary wound damage disappear afterone hour, after which the chewer gains onedebilitation damage.

• Ukrudan Essence: this reddish pastegrants a +1 bonus to all defenses againstcold effect, as well as a +2 bonus to allEndurance checks against cold weatherand climate. The effects last for one hourper alchemical rank.

• Unguent of Timelessness: this translucidointment prevents decay in objects madewith dead organic matter (paper, wood,food, dead flesh, etc). The object will notrot for one month, one year, ten years, onecentury, one millenium, or forever(depending on the alchemical rank).

• Universal Solvant: this acid-smellingliquid can dissolve any glue-like substancewith a lower alchemical rank. If thealchemical ranks are equal, the solvanttakes ten minutes to act.

• Vigilant's Wine: this brewed stimulantgrants a +1 bonus to Endurance checksmade to walk over long distances. Thebonus lasts for two hours per alchemicalrank.

• Wishroom: these small, purplish,mushrooms are potent hallucinogenicfound in the Spine Forest. When ingested,it makes an Intelligence+Craft+Wishroom(using the creator’s attributes and skills)vs Instinct check. The victim seeshallucinations for one hour per successobtained. This drug provokes a verystrong addiction.

• Wood Adhesive: this brownish gluesticks to wood of any kind. It can be usedto stick wooden objects together. Appliedto the limbs of a creature, it grants abonus to Athletics checks made to climbtrees or similar wooden objects equal tothe alchemical rank. The effects wear offafter one hour.

10.2 Special Materials

• Adamantium (6): armor and shieldmade in adamantium reduce by 1 thearmor check penalty (to a minimum of 0)while increasing by 2 their armor rating.Weapons made in adamantium increase by1 the damage they inflict, or 3 againstinanimate objects.

• Azurite (3): this brilliant metal with abluish hue is very light and reflects lights,

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which reduces by 1 the armor penalty tochecks. When a weapon made in azuritestrikes an enemy while being adjacent to astrong light source, the damage becomes(radiant).

• Blood Lacquer (2): wood treated withthis lacque made from corals of the BloodSea hardens. This increases by 1 thearmor bonus or the damage dealt by anobject coated with it.

• Bones of the Lost One (2): thisextremely rare bone-like stone found inthe Iron Sand Deserts weits twice as lessas steel, but has the same solidity. Acreature using a bone weapon gains a +1bonus on her Dexterity for the purpose ofmaking attack rolls with the weapon,while bone armor have an armor penaltyreduced by 1.

• Cold Iron (1): cold iron has no specialproperties, except that a certain numberof creatures (notably feys) are vulnerableto it.

• Coldweave (2): this black fabric is madein Hollowfaust. Clothing made incoldweave reduce by 1 all fire damage, andgrants the ability to roll twice allEndurance checks made to survive warmweather.

• Dragonhide (4): armors made withdragonhide grants a resistance 2 againstone energy (depending on the type ofdragon it was made with).

• Fangsfall Ore (4): this light white stonefound near Fangsfall absorbs bloodrapidly. Wearer of armors made inFangsfall ore reduce by 1 all hemorrhagicdamage they sustain (to a minimum of 1),while weapons made in Fangsfall oreinflict one additional wound damage(hemorrhagic).

• Mithril (5): armor and shield made inmithril reduce by 2 the armor checkpenalty (to a minimum of 0) whileincreasing by 1 their armor rating.Weapons made in mithril increase by 1the damage they inflict, and grant thewearer the ability to roll twice any fire- orradiant-based attack made with theweapon.

• Moltleather (2): this thick leather isspecially treated asaath skin (asaathi tendto profoundly hate those who wearmoltleather). Armors made in moltleatherhave no armor check penalty.

• Morphean Ore (3): this opalescent metalis extracted and processed on the Crilosisland near Termana. When worn, disarmor theft attempts must be roll twice.Furthermore, if the item sustain damage,the wearer can choose to sustain thedamage instead.

• Nightwood (4): this dark wood is foundin the Hornsaw Forest. Items made ofnightwood weight half their normalweight. Armors and shield made innightwood reduce by 1 the armor checkpenalty. When darkness- or dream-relatedspells are cast using items in darkwood,the wearer can roll twice the spellcastingroll.

• Obsidian (2): this dark glass-like stonedeals one additional point of wounddamage (psychic) on each successfulattack against a creature who can usepsionic powers or abilities.

• Serpentsteel (5): weapons made inserpentsteel deal 2 additional wounddamage (poison) on each successfulattack. Furthermore, the wearer can rolltwice any poison-based attack made withthe weapon.

• Shelzarium (1): this strange metal isfound in the sea below Shelzar, hence itsname. Objects made in shelzarium glowfaintly, the radius of the light dependingon the amount of shelzarium used in theobject (typically 1m for a coin, 5m for adagger, 15m for a sword, and up to 50mfor a full armor).

• Silver (1): silver has no special properties,except that a certain number of creatures(notaby lycanthropes) are vulnerable to it.

• Sorcerer's Steel (6): when objects madewith sorcerer’s steel are subject to anenchantment (including eldrichtenchantements or the Imbue Item talent),the wearer can roll twice the activationroll. Armors made in sorcerer’s steel haveno penalty on spellcasting.

• Starsteel (3): weapons made in starsteeldeal 1 additional wound damage (fire) oneach successful attack. Furthermore, thewearer can roll twice any fire-based attackmade with the weapon.

• Soulwood (2): this wood is found in theHorsaw Forest, near Glivid-Autel. Objectsmade in soulwood grant the ability to rolltwice any necromancy-related check madewith it.

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• Tepuje Crystal (2): this solid crystal isfound in both Ehitovael and in the Tepujecities of Termana. Objects made in tepujecrystals grant their wielder the ability toroll twice any Focus-based talent check(including spellcasting rolls).

• Thoghal'na (2): items made in thisstone-metal composite weight twice asmuch as usual. Weapons in thoghal’nadeal 1 additional points of damage, butrequire two-hands to lift. Armors inthoghal’na have an armor rating increasedby 1, but this increases the armor penaltyby two points.

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Chapter 11

Changelog

Version 1.0.0• Initial version.