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 items 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, Monturks 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 items 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
wielders Spell Defense. If the item provides Spell Defense +2 at a higher
rank, the characters 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 threads rank.
This section describes magical items of general types. More than one item of a
type may exist that exhibits the same magical properties.
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 staffs 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 staffs 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.
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 wielders. 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.
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
characters Willforce (or Willpower) + 5 steps. The range (in yards) of
the frost is short 25; medium 610; long 1115.
Rank 2 Cost: 300
Effect: The range of the frost becomes short 210; medium
1120; long 2130.
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.
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 maces 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 wielders
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.
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
characters 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 characters 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 characters 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 characters Recovery
Tests. It also adds 6 steps to any tests made to resist the effects of
poison.
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 shields Armor Rating. Add +2 to its Mystic
Armor Rating. The shields Initiative Penalty is 1. (See Goods
and Services
for explanation of Initiative Penalty.)
Rank 2 Cost: 300
Effect: Add +3 to the shields 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 shields 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 casters Spellcasting Test. The test is successful if the
result is at least equal to the casters 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 shields 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 wielders
armor. For an additional, one-time cost of 1 point of permanent damage, the
characters armor can only be defeated by an Extraordinary success.
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