Magic Items

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When T'lor raised the Veil, Arcane magic drained from Traykon. Items that contained these arcane energies were rounded up and destroyed by the Magehunters. Clerics were known to still create magic items, but nothing extremely powerful. Some aspect of the veil interfered with item creation so no extremely powerful items were made.

Not all arcane items were found by the Magehunters. Powerful Runic items were known to exist. These items defied the Magehunter's attempts to find them. Also, the few remaining wizards and sorcerers hid what items they could find away in vaults hoping for a better future. Powerful nobles and kings managed to keep some items out of the fanatic's hands. Due to the castigation of arcane magic wielders, magic items are uncommon and in general the powerful items are in the hands of nobility, the wealthy, or the clergy.

With the weakening of the Veil, and the return of arcane spellcasters, Arcane magic items are being seen again on Traykon. However, many commoners and adventurers alike distrust these new items. Priests are beginning to discover that their magic now will power grander creations.

As the powers align once again for a great confrontation, the inhabitants of Traykon are seeing magical items returning into use. Old magic items are reappearing, new magics are being created, and the items of Legend have returned.

Legendary Items

Legendary Items are unique in Traykon. These items generally were created either during the height of Valislad or in the ages gone before. These items are believed to still exist as the Magehunters and other factions have either been unable to track them down or they are too well protected. Some of these items are magical artifacts which are so powerful their destruction requires unique circumstances.

Ashmourne An ancient blade created by the Runeweavers of Valislad and covertly given to a field general of the Mystics, it was used to convince him to exit the war and seek his fortunes elsewere. Krond took his new sword and carved a kingdom of his own in the northern mountains.
Mygar's Fist Mygar was a dwarven hero who fought giants and specters in the frozen mountains of the north. One day, while defending a small settlement he was slain by a flight of Chimera. During the battle, Mygar laid waste to the flight and managed to drive them away but the wounds he suffered proved too much for the healers. His remains were placed atop a cairn and immolated.
Nighthawk's Tallon Nighthawk was the name given to a great human barbarian chieftain. He wielded a battle axe in combat that he called "Talon." The barbarian tribes of the north were widespread and Valislad was a new kingdom. Nighthawk unified several human tribes under his rule and began conquering a much sought after territory in the northern plains. He was opposed by orc, goblin, elf, dwarf, giant, and even other human tribes.
Rift Blade It is rumored that the first Rift Blade was forged in the home world of Morval and was used by him while he searched for Aragon's Armaments. Since the creation of Traykon, priests of Morval have been known to create these blades once or twice a millennia. While some of them have been destroyed, none know of the true number which were created or when the priests will forge another. At least one is rumored to exist within the Citadel of the Word where it is a heavily guarded treasure of Aragon's high priest.
Ring of Valis The Legendary Rings of Valis were created by the nobility of Valislad to aid them in their battles.
Solovix's Vest Created by Solovix of the Eye, a priest of Vusha who died recently opposing the Magehunters of Yarr. The vest was "collected" by Daenar Darkwalker, the Master Hunter of The Colony. It is believe that he has retained the vest and uses it in his hunt for other artifacts. The vest was created by Solovix the aid him in fighting the Magehunters, it granted him several abilities and made him capable of evading their search attempts.

Magic Items

Although rare, these items may not be unique. In some cases they are relics left over from another time. A few are creations that have surfaced in the wake of the fading veil.

Crossbow of the Ram

Created by Drestal Meist for Mordrith Hakim of the Broken Shackle, the Rambow was meant to provide range capability to most brutish of fighters. The theory that powered the creation of this item was the premise that force attacks need not be confined to the Ring of the Ram. Using ancient text that hinted at the powers and creation of the legendary ring, Drestal worked the spells and energy into the large form of a heavy crossbow.

The Rambow is a heavy crossbow of force with 50 charges. When cocked, it is capable of firing a bolt of force that does 1d6 points of damage with a maximum range of 100 ft. (no range increments). A charge can be spent to do an additional 1d6 for each charge spent. A character can expend a number of charges per round equal to their Strength modifier. Evoking more charges than this forces the Rambow to succeed at a Reflex Saving Throw (DC 10 + charge used) or break. A broken Rambow is useless and looses its magical properties.

If a character loads a Rambow with a normal or magical quarrel, the force energy is dispersed when the weapon is fired. When a quarrel is fired in this manner, the Rambow acts as a normal Heavy Crossbow. If charges are spent while a quarrel is loaded, the force energy disperses but the quarrel is shattered, doing 1d4 damage to all those within 5 ft. (including the wielder).

When a character uses charges, the bolt of force acts as a Bull Rush if within 30 feet of the target. (The Rambow has a Strength of 27 and is considered Large.) The Rambow gains a +1 bonus to the bull rush attempt if 2 charges are expended, +2 if 3 charges are expended, +3 if 4 charges are expended, and so forth. If the Bull Rush is failed, the character may attempt to drop the Rambow with a Reflex save (DC 10) or be thrown back 10 feet. In addition to this effect, when charges are expended the Rambow also has the power to open doors as if it were a character with Strength of 29. If 2 charges are expended the effective Strength is 31, the effective Strength is 33 if 3 charges are expended, the effective Strength is 35 if 5 charges are expended, and so forth. These two extra effects do not function when the 1d6 bolt of force is used without charges.

Because the Rambow is a Heavy Crossbow, it takes a full round action to load the weapon. A Rambow may also be created using a Light Crossbow but the smaller version of the Rambow has a maximum charge of 4 per round. These smaller Rambows have not been seen yet but are just magical theory.

Cost: 43,000 gp

Ghoul Touch Dagger

The Ghoul Touch Dagger was created by a dark priesthood devoted to death (some think The Unnamed One others say Naraska). Whatever its origin, the dagger has an aura of evil about it that can be felt by any wielding it. Upon a successful Critical Strike or Sneak Attack, the character struck by the dagger must succeed at a Will save (DC 19) or be paralyzed as if they were the subject of a ghouls attack. Elves are immune to this special function of the dagger.

Anyone slain by the dagger (everyone, not just those subject to the paralysis) will rise as a ghoul in 24 hours. Ghouls created in this manner are always loyal to the wielder of the dagger as if he were an evil priest commanding them. If the dagger changes hands, or a cleric takes command of them, the command effect is dispelled.

Cost: 145,000 gp.

Guard Cat

A remnant from the ancient times and magic, the Guard Cat was the premier home defense item of the wealthy. Even great kings were known to possess such treasures to keep their castles and wealth safe. A great Priest of Ganesha created these items and several more like them to impress upon the populace the power of their divine magic and further the dependence of the aristocracy upon magical aid.

Guard Cats are stone statues that take on a semblance of life whenever anyone enters a dwelling without first speaking a command word. Command words are chosen at the time of activation and can be changed each time the Guard Cat is activated. These cats are normally activated at night when people go to bed or are left active in off limits or restricted areas. The cats can typically ward a radius of 100 feet from their stationary point. The Guard casts animate and attack the individual trespassing until the person either leaves the warded area, the command word is given, or the statue is destroyed. These cats can be sculpted into any form but the creator chose the normal, average house cat as his inspiration.

Guard Cat HD 2d10 (16) Speed: 50 ft. Attacks: Claws +4/+4 AC 15 Init: +3 CR: 1
Tiny Construct Cost 21,000 gp Damage: 1d3/1d3 Fort: 0 Ref: 0 Will: -2
0 Str: 10 Dex: 16 Con - Int - Wis 7 Cha 1
Most often seen sculpted as a small house cat, these guardians will pounce upon their enemy and attach themselves. Anyone attempting to attack the construct must beware doing damage to the victim.
Guard Cat HD 4d10 (27) Speed: 40 ft. Attacks: Claws +5/+5 AC 15 Init: +3 CR: 2
Small Construct Cost 42, 200 gp Damage: 1d4+1/1d4+1 Fort: 0 Ref: +2 Will: -2
5 ft. Str: 12 Dex: 15 Con - Int - Wis 7 Cha 1
These guardians appear as either bobcats or oversized house cats. They like to bounce in and attack their opponent, then bounce away before they can be attacked. They benefit from the Spring Attack feat.
Guard Cat HD 6d10 (41) Speed: 30 ft. Attacks: Claws +5/+5 AC 15 Init: +1 CR: 3
Medium Construct Cost 63, 300 gp Damage: 1d6+2/1d6+2 Fort: 0 Ref: +1 Will: -2
5 ft. Str: 14 Dex: 13 Con - Int - Wis 7 Cha 1
Made in the shape of cougars or lions, these monstrosities attack by going directly against their opponents, raking them with massive paws. They do not use advanced tactics and tend to just attempt to overwhelm their opponents.
Guard Cat HD 8d10 (58) Speed: 40 ft. Attacks: Claws +6/+6 AC 15 Init: +0 CR: 4
Large Construct Cost 84, 400 gp Damage: 1d8+3/1d8+3 Fort: +1 Ref: +2 Will: -1
10 ft. Str: 16 Dex: 11 Con - Int - Wis 7 Cha 1
Feared predators such as lions or tigers often get depicted as larger than normal. As Guard Cats, they try to herd their opponents together and use their Cleave ability to hit multiples targets at once.
Guard Cat HD 10d10 (69) Speed: 30 ft. Attacks: Claws +9/+9 AC 14 Init: 0 CR: 6
Huge Construct Cost 105,500 gp Damage: 2d6+7/2d6+7 Fort: +2 Ref: +2 Will: 0
15 ft. Str: 20 Dex: 10 Con - Int - Wis 7 Cha 1
Seldom seen, these rare guardians can take any form and are exagerated in size. Their Combat Reflexes and Great Cleave abilities make them fearsom in battle.
Guard Cat HD 12d10 (107) Speed: 20 ft. Attacks: Claws +15/+15 AC 13 Init: 0 CR: 9
Gargantuan Construct Cost 126,600 gp Damage: 2d8+11/2d8+11 Fort: +5 Ref: +4 Will: 0
20 ft. Str: 24 Dex: 7 Con - Int - Wis 7 Cha 1
The largest of the guardians, only one of these cats has ever been seen. A gargantuan tiger once stood vigil above the gateway to an ancient castle. They enjoy advanced combat tactics and can use the following feats: Combat Reflexes, Great Cleave, and Power Attack. As a full round action, these guardians can charge their opponent and pounce upon them doing 5d10 points of damage.

Occasionally these cats are found not activated in old ruins. When discovered in this way, the Guard Cat can be taken as part of the treasure and used by the adventurers. NOTE: These cats should never be placed as random treasure, they always had a purpose and only under extreme circumstances should they even be found without being activated. Most paranoid people who own them would have activated them at the first signs of trouble.

Quill of Scribing

This magical quill was created by a studious priest of Ganesha. When the Quill is used to scribe magical spells (either on a scroll of in a spellbook), the cost of the procedure is halved. The Quill doesn't effect the experience spent for creating scrolls but it cuts the gold spent and the time by one half. The cost is still calculated normally for the experience spent to create scrolls and such. If used to copy spells in a spellbook, the Quill adds a +2 competency bonus to the spellcraft check. The Quill cannot aid in magical research and all costs are normal weather the Quill is used or not.

A strange drawback of the Quills usage is that spells cast from scrolls prepared by the Quill in the construction of other magic items add 10% to the cost of the resulting item. This means that a character using a scroll of Fireball prepared with the Quill to make a Wand of Fireball would have to pay 6,188 gp instead of 5,625 gp.

Cost: 65,000 gp.

Sword of Discharge

These Vicious swords were once standard equipment for the Valislad Legionnaires. Originally created to combat rogue Bugbears that would descend from the mountains and plague local farms, these swords were quickly drawn into the civil war between the Runeweavers and the Mage Guild. Thousands of these swords were crafted by archmages on both sides of the conflict, therefore some swords are covered with glowing silver runes.

Most of these swords were finely crafted +3 Long Swords that were capable of delivering an additional 1d8 + 10 points of electrical damage. Opponents receive no protection from metal armor against the bonus damage as these swords simply ignore metallic armors. If the wielder rolls high enough to hit with a touch attack but not enough to strike a normal hit, the electrical damage is still applied against opponents with metal armor. The +3 bonus associated with the swords increases to +6 when used against creatures made completely of metal (such as iron golems).

The secret of their creation has returned and a few new swords are circulating. Rumors persist of superior versions of the sword created that were capable of dealing an additional 1d8+20 damage instead of the 1d8+10. These swords were rumored to have been given to Sauroman's personal guards but none of these weapons have yet to be recovered.

Divine Artifacts

These were created by deities for the use of their minions. Never intended to be used by mortals, these items are reserved for the express use of divine proxies. However careful deities are, there have been rare occasions were one of these items have fallen into mortal hands. Normally either the entity who lost the item or another just like it is sent to retrieve the item. Only in extreme circumstances will a deity directly move to recover a lost item.

Artifacts are infused with such power that their destruction is only possible through epic means. These items can only be suppressed, not destroyed by magical spells or abilities such as the Magehunter Disjoin skill. Due to the difficulty of destroying these items, their existence in Traykon is factual and their eventual return to circulation is inevitable.

Minor Artifacts

Robe of Vusha This unique robe was discovered by Aegar Brightmantle and is the last known person to possess it. Imbued with the magic of the god Vusha, this robe can change shape and color at will following the wearer's wishes. It is the ultimate clothing for infiltration or escape.
Soul Blade These weapons are wielded by Ulan's Mord Wraiths in their search for lost souls throughout the Shadowlands. Every Mord Wraith possesses one of these divine weapons. If someone can enter the Shadowlands and confront a Mord Wraith, they have a chance to steal the sword should they be able to defeat the creature. Throughout history, tales of creative mages invading the Shadowlands and absconding with one of these prized blades is the subject of epic tales.
Staff of the Dragon The legendary Staff of the Dragon is an artifact that comes from the Age of Magic. Legend states that a powerful dragon created the staff as a gift for a beautiful elven princess with whom he had fallen in love. Another legend attributes the staff's creation to a powerful Fey sorcerer who created the staff to help him overthrow a rival. The truth of the staff's creation is lost to antiquity.

Major Artifacts

Aragon's Armaments Consisting of five individual artifacts, this set gains power with the more pieces one possesses. It is rumored that to possess all five will gain the favor of Aragon and elevate the wearer to the stature of a Demigod.
Eye of Darkness In ancient times, elemental gods walked the land beside of their mortal worshipers. Great gods of the forest kept lesser races from defiling their domains. As civilization progressed, humanoids began weakening the elder gods. After centuries of intrusion, the humanoids were able to drive the gods out of their domains. With the shrinkage of their land, the elemental gods started weakening. Many of the gods perished at the hands of the mortals they were attempting to keep out of their domain. Several of these gods left behind traces of their presence. Sacred sites exist in nature where the power of these gods still hold sway. They Eye of Darkness is one of these remnants.
Nightblaze Bow Rumored to have been crafted by Morval, this weapon has been lost for centuries.