#MagicItemMonday

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The Thousand Blades

“The officers surrounded the Shadow Thief, and his hands flew into the sleeves of his robe. As he extended his hands, it was as if a thousand blades sprung from his fingertips and into my men’s armor, and they crumbled as wheat before the scythe…”

This silk robe has long sleeves and many small pockets concealed within it. When worn for the first time, 3d6 magical throwing knives appear within the robe’s sleeves and myriad pockets. These can be drawn and thrown only by the wearer. Additionally, the wearer may Blot Out the Sun with the throwing knives, as if he had the ranger move of the same name.

When the wearer of the Thousand Blades steals a treasure from someone wealthy and gives away the profits to the poor, the robe recharges, and another 3d6 throwing knives may be drawn from it. Any leftover knives from the previous draw are lost, unless the number remaining is greater than the amount rolled on the new draw.

A bit late for #MagicItemMonday, but…

A bit late for #MagicItemMonday, but…

A bit late for #MagicItemMonday, but…

The Staff Of Infinite Interns

close, two-handed, 1 weight

Any sorcerer knows, it’s not like it used to be – when every blacksmith’s son was eager to take on an apprenticeship in hopes of a better life. Nowadays, any simple peasant can pass the entrance exam to a community college – most of which have at least one hedge mage in the faculty. Even worst wizarding students demand titles and paychecks directly upon graduation. What’s a poor wizard to do?

When the staff is held aloft and the command word is spoken, it vanishes in a cloud of nebulous dust which then coalesces into a random hireling. The hireling looks, acts, and feels just like any living being; they require food and shelter. Upon summoning, the intern believes this to be the first day of their internship. If the hireling is ever grievously injured, they disappear in another cloud of dust and the staff reappears in their place.

CC-BY-SA

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#MagicItemMonday

Death Mask

“I grant but one boon, mortal, and it will be given to you as it is given to everyone; when your time has come.”

-Anubis

A large wooden mask, crafted and painted to resemble a jackal’s head. Placing the mask upon the head of a person who has died within the last twenty-four hours and invoking the jackal-headed god of death charges the mask. When you place the mask on your own head, roll+WIS. *On a 10+ you are cloaked in an illusion of the deceased person who was used to charge the mask. You will look and sound like him, and you have access to one piece of information that he knew at the time of his death, which you must choose when you don the mask. *On a 7-9 the illusion still forms, but you do not gain the deceased’s knowledge, and at an inconvenient time the spirit of the deceased may try to take control of your body. *On a 6- the spirit of the deceased takes control of your body for a while.

Donning the mask uses up the charge, and a corpse can only be used to charge the mask one time. Burying or resurrecting the dead body used in charging the mask ends the illusion, as does removing the mask. 

#MagicItemMonday

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Skull of Legends

A fine-boned elven skull carved and fitted so as to be worn as a helmet.  When misidentified, appears to be the skull of some legendary leader and a token of good luck.  While bearing the Skull, when you take the life of someone who has mocked you or belittled you, mark experience.  When you make grandiose claims to an NPC about your own abilities, roll+CHA.  On a hit, you can use your claims as leverage when parleying.  On a 10+, take +1forward too.  On a miss, you are nothing and everyone knows it.  Take -1ongoing until you prove yourself.

Thoughts on improvement?  In possession of a Lawful Paladin.

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Lethe’s Draught

Aeneas moved by the sudden sight, asked in his ignorance what it might mean, what was that river over there and all that crowd of people swarming along its banks. Then the ghost of his father, Ankhises said:–“They are the souls who are destined for Reincarnation; and now at Lethe’s stream they are drinking the waters that quench man’s troubles, the deep draught of oblivion… They come in crowds to the river Lethe, so that you see, with memory washed out they may revisit the earth above.'”

–Virgil, Aeneid

Lethe’s Draught is as clear and flavorless as water, though holding a bottle of it to one’s ear reveals a faint whispering. Drinking this potion causes the imbiber to forget the events of the last several hours. Consuming two doses at once increases the effect to several weeks, and three causes complete, permanent amnesia.

A more concentrated distillation, Lethe’s Essence, can be used as an applied poison by thieves, though the effects are limited to only about an hour.

#MagicItemMonday

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#MagicItemMonday

Candle Blade

“Though we had slain the fire wolf, its fur continued to flicker with lingering traces of it’s magical flames. The enchanter was upon it even before the flames had died, carving at the monster’s flanks. ‘Do you think death could extinguish this fire?’ he asked of me.”

A large candle rendered from the fat of a creature that dwells upon the elemental plane of Fire. When lit, a blade of fire springs from the wick. The blade can be wielded like a regular sword, dealing an extra 1d6 points of fire damage when it hits.

The candle has only a few uses before it burns down to a stub. While the stub can be lit one more time to gain an extra use of the blade, the flames sear the wielder’s hand as the last of the wax is consumed.

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Drop of Night

Like everything else about him, the Shadow Thief’s knowledge of poison was stolen. He stole the color of the night sky, and traded it back to the Moon Goddess for her knowledge of the plants and venoms that cloud the mind and cripple the body. When asked why he didn’t just steal the knowledge directly, the Shadow Thief replied, “Who says I didn’t?” and showed the bottle which contained the night sky.

The liquid inside of this tiny bottle is an inky black, though when held under moonlight, it glows faintly. When the Drop of Night is added to a poison, the poison becomes much more potent than normal. Alternatively, it can be consumed unmixed, granting the drinker the ability to see clearly in even total darkness until the next sunrise.

#MagicItemMonday

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Sir Stephen’s Shield

The enchantments of the Witches of the Icy North have long been known to come with a price, but that did not stop Sir Stephen of Blackstone. He traveled north in secret to conceal his blasphemy from his fellow knights. Trading a large bag of gold to them, the witches did indeed enchant his shield, but they warned him that there would yet be another price to pay.

It was shortly after Sir Stephen returned home that a dragon besieged Blackstone Keep. As the right rode out to meet the monster, he raised his enchanted shield, and the dragonfire did not burn him, but instead deflected as light from a mirror. Though the knights of Blackstone won they day, the witches’ prophecy came true, for the fire deflected by Sir Stephen’s shield set ablaze the home of his family, killing all within. Disgraced and overcome with grief, Sir Stephen threw the shield off of a cliff and left Blackstone forever. he sought revenge against the witches, but could never find them, and he perished among the tundra.

This steel knight’s shield has seen a few battles, but it is still quite sturdy. The crest upon it has been scratched almost beyond recognition, though the rune of the Ice Witches are still easily readable on the inner rim. When you raise this shield against an incoming magical attack, roll+CHA. *On a 10+ you wrest control of the spell and may turn it back against the caster. *On a 7-9 the spell is deflected, but it goes haywire and may cause some collateral damage. The price upon the shield is still in effect, and anyone who uses the shield is one day destined to destroy someone or some thing that he loves dearly.

#MagicItemMonday

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Pinch of Infinity

Legends tells that the Shadow Thief once sought to steal Time itself from the belt of the great creator of the universe. When he slipped undetected into the abode of the gods and put his fingers upon Time, the sky turned black and the earth began to tremble. The Shadow Thief relented and returned Time to its rightful place before the world would collapse into chaos. When others asked to see proof of his deeds, he had but a handful of golden sand to show them.

The sand in this pocked-sized timer has a fleck of gold in it. When you shatter the glass timer and the sand is scattered to the winds, a few moments of time are given back to you in exchange. The results of your last move are undone, and you may immediately roll again, taking +1 to the roll. However, you cannot change your move or your intention, only the dice.

#MagicItemMonday

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Elixir of Longevity

The quest for immortality has been at the core of many an alchemist’s research. While true eternal life is not possible without possessing a Philosopher’s Stone, several breakthroughs in the field of extending one’s natural lifespan have been achieved in the last century. The side effects aren’t nearly as bad as they used to be either.

When you drink this inky black elixir, you do not age for the next 2d4 years. The elixir does not restore youth, it merely prevents aging for a while. Then roll 1d6.

1: No side effects this time…

2: Lose one point of Intelligence permanently.

3: Lose one point of Wisdom permanently.

4: Lose one point of Charisma permanently.

5: Lose one point in any attribute of the player’s choice.

6: Lose one point in any attribute of the gamemaster’s choice.

After the duration of the elixir has run out, the drinker begins to age twice as fast for the same number of years as the elixir’s original duration unless he drinks another elixir of longevity. This effect is cumulative, all the prevented years will come back unless the drinker continues to consume elixir when each dose runs out.