Notations: 1/d is once per day, 2/w is twice per week and so on.
Here we will have weekly bonuses, Like Inn of the Week or Magic Item of the Week or anything you would like to see. Suggestions are welcome.
This mirror is not easily breakable Break SC of 20.
Power: When this mirror is flung it creates a small puddle of water at that point and begins to expand. The expansion takes 4 rounds. It creates a small 20' Diameter, 20' Deep lake. The water is fresh, clean water. The duration of water is dependant on the climate around the lake. If someone swims to the bottom of the lake and retrieves the mirror, and the mirror is removed from the water the water dissipates in 1 round. The volume of water is just over 15,000 gallons.
This amulet is valuable just as a piece of jewelry, 2000gc. But it also grants the wearer the ability to fly 3 times per day for 15 minutes. The speed is 60' and the maneuverability is perfect.
Powers granted to the wielder:
- +5 to hit and damage doing 5d6 damage
- 50% Magic Resistance
- It can store up to five SCA 5 spells
The staff acts as a wand for the following seeds and has mana stored for each seed. Each regenerates at 1 mana per day:
-- Teleport (Transport) (10 Mana for this seed)
-- Dispel (Magic) (10 Mana for this seed)
-- Charming (Trickery) (10 Mana for this seed)
Set: This blade is one of a set of 12 blades all crafted by one man under the tutelage of Hephaestus himself.
The blade is nearly indestructible but has never gone up against Sheild Breaker.
- Wayfinder is a +8 Defender. You gain this bonus to attack, defense and damage.
- The Sword of Wisdom, when asked, can show you the shortest path to what you seek. It will guide you in and out of an area, guide you around or through things. It can even guide your path in battle.
- The sword has an intelligence of 6, Wisdom of 11 and a Command of 9.
The Dagger gains a +4 to hit and damage.
The dagger has the ability, usable 3/day. The blade does 10 points of fire damage on any successful hit. It only stays on for one minute.
The dagger has one side effect; it turns its owner's eyes green.
The Craft SC is 27.
-This armor grants a +5 bonus to your defense.
-This leather armor carries a specific disease. Anyone except the owner touching it will be infected by the disease.
-You are immune to all diseases of both from worlds on the tree of life and the underworld. But not the Palace of Light.
-This armor has the True Owner ability on it; making it only usable by its owner.
The Craft SC is 25, and it is valued at 12,610gc.
They have the takedown quality, which doubles the bonus to a +4 when using them to trip someone.
They also have the Call For ability. Which means you can summon item to your hand if it is within your LOS. You do this as a swift action.