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THE TREASURES

The 18 treasures described below are grouped into two categories. The first contains items which represent a general type of item (i.e., staffs with common properties). The second category contains unique, “only one like it ever” items.

Each treasure description provides the item’s game information and history. The following information explains the terms used in each item description. See also Key Knowledges and Deeds in this section.

Maximum Threads: A character may only weave one thread to a magic item. However, most items will hold more than one thread, so they may act magically for more than one character. If more than one character attaches a thread to an item, the character touching the item gets to use it. If an item already has the maximum number of threads woven to it and another character attaches a new thread, the thread of the lowest rank is replaced.

For example, Monturk’s Carpet can have, at most, two threads woven to it. If it already has two threads attached to it, one at Rank 4, the other at Rank 2 and someone weaves a new thread to the Carpet, the new thread would displace the Rank 2 thread.

Spell Defense: The Spell Defense of the item is the Difficulty Number used by a character attempting to use talents (such as Item History or Weapon History) to learn an item’s history. It also serves as the Difficulty Number for spells or talents used against the item.

Thread Ranks: This lists the thread rank, the Costs, Key Knowledges, Deeds, and effects the treasure has at each thread rank. Each item has a maximum number of thread ranks. A character cannot increase the rank of the thread he weaves to an item beyond the maximum listed rank. For example, a character with a Counterspell Staff may only increase the rank of the thread attached to the staff to Rank 6. It is simply not possible to weave a Rank 7 thread to a Counterspell Staff. Any attempt to weave a thread with a rank higher than the maximum automatically fails.

New effects are listed at each thread rank. If a higher rank does not list a new effect, assume it is the same as at the previous thread rank. Newer, more potent effects replace lesser abilities of the same type. The effects are not cumulative. For example, an item with Spell Defense +1 adds 1 to the wielder’s Spell Defense. If the item provides Spell Defense +2 at a higher rank, the character’s Spell Defense is increased by 2, not by 3. Note that all step notations are referred to in shorthand; for example, “Willforce + 10” means “Willforce step + 10 steps.”

Cost: This is the cost in Legend Points to weave a thread to an item or increase a thread’s rank.

GENERAL TREASURE

This section describes magical items of general types. More than one item of a type may exist that exhibits the same magical properties.


[Counterspell Staff

COUNTERSPELL STAFF

Maximum Threads: 2
Spell Defense: 13
A Counterspell Staff is usually 6 feet long, topped with a finely carved crystal. The crystal is carved into any number of shapes or figures, depending on the whim of the staff’s creator. Counterspell Staffs are made of wood, usually mahogany, but on occasion maple, oak, or ebony.

Thread Ranks

Rank 1 Cost: 200
Key Knowledge: The wielder must learn the Name of the Counterspell Staff.
Effect: Allows the wielder to cast Counterspell, a Circle 5 wizard spell. If a character does not have the Spellcasting Talent, he uses his Perception step to cast the spell. The effect of the spell is Willforce + 5. When used as a melee weapon, the damage of the staff is STR + 3 steps.

Rank 2 Cost: 300
Key Knowledge: Counterspell Staffs are designed to work against more and more magic as the thread rank increases. Initially they only protect against the spells of one Discipline. The wielder must know which Discipline the staff affects.
Effect: Spell Defense + 1.

Rank 3 Cost: 500
Effect: The effect of the Counterspell is Willforce + 6. The staff affects the spells of a second Discipline.

Rank 4 Cost: 800
Deed: The wielder may bind his or her magical energy to that of the staff, using blood magic to increase the staff’s effectiveness. The wielder permanently sacrifices 2 Damage Points. The ritual leaves a scar that occasionally oozes a drop of blood. The drop of blood is magically drawn to a notch in the staff; the notch glistens red for three hours after the drop hits it. As soon as the glisten fades, another drop of blood falls from the scar. This Deed must be performed in the jungle or forest where the wood of the staff originated. The Deed is worth 1,300 Legend Points.
Effect: The effect of the Counterspell is Willforce + 8; the damage of the staff is STR + 4 steps.

Rank 5 Cost: 1,300
Key Knowledge: The wielder must learn the Name of the magician who created the staff.
Effect: Spell Defense +2; the effect of the Counterspell is Willforce + 9.

Rank 6 Cost: 2,100
Effect: Spell Defense + 3; the effect of the Counterspell is Willforce + 10; the damage of the staff is STR + 5 steps.


[Crystal Spellbox

CRYSTAL SPELL BOX

Maximum Threads: 2
Spell Defense: 12
A Crystal Spell Box is a small box made of crystal and metal. The sides, top, and bottom are all solid pieces of crystal, with the seams between the pieces made of precious metals, most often silver or gold. The boxes are not designed to be opened. The crystal used in these boxes is usually deep amber in color, though clear and blackened crystal is used occasionally. A Crystal Spell Box measures roughly 8 inches long by 5 inches wide by 3 inches high. When such a box contains a spell, it radiates a faint glow, which intensifies as more and more spells are captured within it.

Thread Ranks

Rank 1 Cost: 200
Key Knowledge: The wielder must know the Name of the item.

Crystal Spell Boxes were designed by the great mage Masym. The spell boxes capture spells cast by enemies, and store them for later release. Whenever the box contains the maximum number of spells, a spell currently in the box must be released before another spell can be captured.

To capture a spell, the wielder of the box makes a Spellcasting Test using the Spellcasting Test result of the cast spell as the Difficulty Number. For example, if the caster of the spell gets a result of 5 on his Spellcasting Test, the character wielding the spell box must achieve a result of 5 or better on his Spellcasting Test in order to capture the spell. Success places the spell in the box. All the Spellcasting bonuses given below apply only when the wielder uses the box to capture a spell. The wielder may not capture his own spell.

To release a spell, the wielder must make the usual tests using his Spellcasting and Willforce talents. The spell may be from a Circle higher than the wielder’s. No thread weaving is necessary when releasing spells from a Crystal Spell Box.
Effect: Spellcasting + 1 step; box holds 1 spell.

Rank 2 Cost: 300
Effect: Spellcasting + 2 steps; the box can hold 1 spell.

Rank 3 Cost: 500
Deed: Masym did not personally build every box. Apprentices worked for hundreds of hours to build the rudiments of a single box; Masym chose to complete only the best of those boxes. Discovering the Name of an apprentice and then taking the box to the grave (or final resting place) of the apprentice and leaving an offering of thanks is worth 5,500 Legend Points.
Effect: Spellcasting + 2 steps; the box can hold up to 2 spells.

Rank 4 Cost: 800
Key Knowledge: The wielder must know the Name of the mountain from which the crystal originated.
Effect: Spellcasting + 3 steps; the box can hold up to 2 spells.
Rank 5 Cost: 1,300
Effect: Spellcasting + 3 steps; the box can hold up to 3 spells.

Rank 6 Cost: 2,100
Key Knowledge: The wielder must learn the Name of the last person to have owned or used the box.
Effect: Spellcasting + 4 steps; the box can hold up to 4 spells.

Rank 7 Cost: 3,400
Effect: Spellcasting + 5 steps; the box can hold up to 5 spells.


[Frost Pouch]

FROST POUCH

Maximum Threads: 2
Spell Defense: 13
These are small pouches, usually 3 by 5 inches in size and made of white or blue cloth. The pouches always feel cool to the touch. Air elementals are essential for making a frost pouch.

Thread Ranks

Rank 1 Cost: 200
Key Knowledge: The character must learn the Name of the pouch.
Effect: The pouch allows the character to use bits of frost as throwing weapons. The user takes 1 point of Strain. He then reaches into the pouch and grabs some bits of frost. Using his Throwing Weapons or Dexterity steps, he hurls the frost at a target. The damage of the frost is the attacking character’s Willforce (or Willpower) + 5 steps. The range (in yards) of the frost is short 2–5; medium 6–10; long 11–15.

Rank 2 Cost: 300
Effect: The range of the frost becomes short 2–10; medium 11–20; long 21–30.

Rank 3 Cost: 500
Key Knowledge: The frost in the pouch originally came from mountain snow or glacier ice. The character must learn the Name of the mountain or glacier.

Deed: Return to the mountain or glacier of origin, and fill the pouch with snow or ice. The Deed is worth 1,300 Legend Points.
Effect: The damage of the frost is Willforce + 6 steps.

Rank 4 Cost: 800
Effect: The frost becomes more powerful. It now has a power called Freezing Frost. If frost of this thread rank hits a target, compare the Damage Test result to the Spell Defense of the target. If the Damage Test is successful, the target takes no damage, but is locked into position as if frozen. The effect lasts for a number of rounds equal to the thread rank, or until the victim makes a successful Willpower Test against the Spell Defense of the pouch wielder. A successful Dispel Magic spell cast against the Spell Defense of the pouch wielder also frees the target.

Rank 5 Cost: 1,300
Key Knowledge: The character must learn the Name of the air elemental who lent its power to the pouch.
Effect: The damage of the frost is now Willforce + 7 steps.

Rank 6 Cost: 2,100
Effect: The damage of the frost is now Willforce + 8 steps.


[Lightning Mace]

LIGHTNING MACE

Maximum Threads: 2
Spell Defense: 14
Lightning Maces can be of as many different shapes and sizes as normal maces. The head of a Lightning Mace is always made of metal and often shows many small burn marks. When a character wielding a Lightning Mace activates its magic by taking Strain, the head of the mace crackles with small bolts of lightning.

Thread Ranks
Rank 1 Cost: 200
Key Knowledge: Every Lightning Mace is Named by its creator. The wielder must learn the Name of the individual mace.
Effect: The damage of the mace is STR + 5 steps. For the cost of 1 point of Strain the mace crackles with lightning, resulting in damage of STR + 8 steps. The lightning effect lasts for a number of rounds equal to the thread rank.

Rank 2 Cost: 300
Effect: The damage of the mace is STR + 6 steps. The lightning does damage of STR + 9 steps.

Rank 3 Cost: 500
Key Knowledge: The character must learn how the mace became separated from its last wielder.
Deed: The character must visit the site where the last wielder lost the weapon. The character must pledge that he shall never part with the mace, using blood magic (1 point of permanent damage) to seal the oath. The Deed is worth 1,300 Legend Points.
Effect: The damage of the mace is STR + 7. The lightning does STR + 10 steps of damage.

Rank 4 Cost: 800
Effect: The damage of the mace is STR + 8. The lightning does STR + 11 steps of damage. The mace also allows the wielder to shoot bolts of lightning from the mace, which costs the wielder 2 points of Strain every round during which he uses the effect. The wielder may target a number of characters equal to the mace’s thread rank. The wielder uses the Melee Weapons talent to attack. The bolts do STR + 5 steps of damage. No more than one bolt may be cast per target character.

Rank 5 Cost: 1,300
Key Knowledge: The wielder must learn the Name of the person who created the mace.
Effect: The lightning bolts now do STR + 7 steps of damage.

Rank 6 Cost: 2,100
Effect: The mace can now produce flashes of lightning that deflect attacks. The Physical Defense and Spell Defense of the wielder both increase by 1.

Rank 7 Cost: 3,400
Key Knowledge: The wielder must learn the Name of the last wielder of the mace. If that individual died, the character must also learn how he died. If the previous wielder is still alive, the character must learn where he is currently living.
Effect: The damage of the mace is now STR + 10 steps. The lightning now does STR + 13 steps. Lightning bolts do STR + 7 steps damage.

Rank 8 Cost: 5,500
Deed: The character must pledge to complete the last wielder’s unfinished task. Upon completing the mission, the character earns 5,500 Legend Points. If the last wielder left no unfinished task, this Deed cannot be performed.
Effect: The Physical Defense and Spell Defense of the wielder now increase by +2.


[Potion of Life]

POTION OF LIFE

Maximum Threads: 2
Spell Defense: 8
Potions of Life vary greatly in color and consistency, depending on the alchemists who create them. The containers holding these potions are most often porcelain, but sometimes glass or metal.

Thread Ranks

Rank 1 Cost: 100
Key Knowledge: A Potion of Life is stored in a magical flask. The flask refills itself once the potion has been drunk. The character tosses a silver coin over his shoulder, proposing a toast to the alchemist; a flare of green fire consumes the coin, and the flask fills with the Potion of Life. The character must learn the Name of the flask and potion.
Effect: When drunk by a character, the potion adds 6 steps to one of the character’s Recovery Tests. When using the Potion of Life, the character may use no other potion or magic to enhance the Recovery Test.

Rank 2 Cost: 200
Effect: The potion adds 8 steps to one of the character’s Recovery Tests.

Rank 3 Cost: 300
Key Knowledge: The character must learn the Name of the alchemist who created the potion.
Effect: The potion adds 8 steps to one of the character’s Recovery Tests. It also adds 4 steps to any tests made to resist the effects of poison.

Rank 4 Cost: 500
Effect: The potion adds 9 steps to one of the character’s Recovery Tests. It also adds 6 steps to any tests made to resist the effects of poison.


[Silvered Shield]

SILVERED SHIELD

Maximum Threads: 4
Spell Defense: 13
A Silvered Shield can appear as a shield of any size. All have fine silver lines decorating their edges, making them appear of more than average worth. Many of these shields have sigils and designs outlined in silver.

Thread Ranks

Rank 1 Cost: 200
Key Knowledge: Crafted from elementally charged earth, the shield gains some of its power from an earth elemental. The wielder must learn the Name of the shield.
Effect: Add +2 to the shield’s Armor Rating. Add +2 to its Mystic Armor Rating. The shield’s Initiative Penalty is –1. (See Goods and Services for explanation of Initiative Penalty.)

Rank 2 Cost: 300
Effect: Add +3 to the shield’s Armor Rating. Add +2 to its Mystic Armor Rating.

Rank 3 Cost: 500
Key Knowledge: The wielder must learn the Name of the person who created the shield.
Effect: Add +3 to the shield’s Armor Rating. Add +3 to its Mystic Armor Rating. The wielder may use his action to make a Perception or Spellcasting Test to repel a spell. The Difficulty Number is equal to the result from the caster’s Spellcasting Test. The test is successful if the result is at least equal to the caster’s Spell Defense, sending the spell back to affect its caster. Using a Silvered Shield to repel a spell costs 1 point of Strain.

Rank 4 Cost: 800
Effect: Remove the penalty to the Initiative step.

Rank 5 Cost: 1,300
Key Knowledge: The wielder must determine the source of the elemental earth used in the creation of the shield.
Effect: The shield adds +1 step to the Repel Test.

Rank 6 Cost: 2,100
Effect: The shield adds +2 steps to the Repel Test. The shield also grants elemental fortitude to the wielder, adding +1 to Recovery Tests.

Rank 7 Cost: 3,400
Key Knowledge: The wielder must learn the Name of the earth elemental who helped create the shield.
Effect: Add +4 to the shield’s Armor Rating. Add +4 to its Mystic Armor Rating.

Rank 8 Cost: 5,500
Deed: The wielder must find the earth elemental who imbued the shield with a fraction of its own power. The wielder pledges to defend the elemental against all enemies and to help protect elemental earth from those who would steal its power without permission, such as wildcat miners and Therans. The wielder makes a blood magic oath to seal the pact (at a cost of 3 points of permanent damage). The deed is worth 8,900 Legend Points. If the wielder ever breaks the oath, the shield immediately shatters, destroyed beyond repair.
Effect: The blood magic improves the quality of the wielder’s armor. For an additional, one-time cost of 1 point of permanent damage, the character’s armor can only be defeated by an Extraordinary success.

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