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magic-armour-and-artifacts [2025/09/18 18:44] fantasyadminmagic-armour-and-artifacts [2025/09/19 15:18] (current) – [ARMOUR OF DARKNESS] fantasyadmin
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 chance of casting any Arcane spell of the Light or chance of casting any Arcane spell of the Light or
 Equilibrium. Equilibrium.
 +
 +===== EQUILIBRIUM MAGIC =====
 +
 +==== ARMOUR OF DEFLECTION ====
 +
 +**COST: 90**
 +
 +This plate armour is imbued with the power to
 +deflect all blades and missiles. Should the wearer be
 +hit in combat, he may roll one D100 and if he rolls
 +30% or less, he may ignore any wound(s) that would
 +have resulted from the blow.
 +
 +==== ARMOUR OF FIRE SUPPRESSION ====
 +
 +**COST: 100**
 +
 +This plate armour was originally created by the
 +dwarfs to protect their smiths from the searing heat
 +of volcanic forges. The armour is imbued with the
 +ability to turn flames and heat away from the owner.
 +Thus the owner is immune from all types of natural
 +and magical fire, except greater dragon fire, which
 +being multi-dimensional can actually turn the
 +defences of this armour. As a result greater (not
 +demi) dragon fire has its chance of incinerating the
 +occupant of this armour halved from 70% to 35%.
 +
 +==== ARMOUR OF WATER REPULSION ====
 +
 +**COST: 100**
 +
 +The wearer of this plate armour is immune from
 +drowning and safe from all types of magic that use
 +water (including ice). The spell Downpour, cannot
 +be cast on a character wearing this armour or on any
 +unit he is in base-to-base contact with.
 +
 +==== BELT OF STRENGTH ====
 +
 +**COST: 75**
 +
 +The owner of this wondrous item has his armour
 +type reduced for movement purposes to the next
 +class. Thus a character wearing mail and plate will
 +move as if he were wearing chainmail, but in combat
 +his armour would still count as mail and plate. The
 +character also gains a +15% to his FCP.
 +
 +==== BOOTS OF SPEED ====
 +
 +**COST: 45**
 +
 +These boots allow the owner to move at double his
 +normal movement speeds for three consecutive
 +turns once per day.
 +
 +==== CAP OF INVISIBILITY ====
 +
 +**COST: 90**
 +
 +Forged by the dwarfs, this cap allows the wearer to
 +go Invisible once per day for up to four consecutive
 +turns or until he attacks someone. While invisible
 +the controlling player should either record the
 +characters position and whereabouts on a sketch
 +map or use an inconspicuous marker on the table
 +that moves as if it were the character.
 +
 +==== GREAVES OF INVULNERABILITY ====
 +
 +**COST: 80**
 +
 +The wearer of these greaves may ignore all wounds
 +to his legs. His armour class will depend on the type
 +of normal armour he selects.
 +
 +==== HELMET OF HEARING ====
 +
 +**COST: 35**
 +
 +This helmet magically enhances the wearers
 +ability to hear sounds. To be used it must be
 +announced to the enemy. The wearer will then
 +automatically detect units, monsters or characters
 +within 15 cm of him hiding in woods or buildings or
 +concealed by magic. The owner will also be able to
 +detect characters using the skills hide or stealth and
 +moving on sketch maps. The owner's armour class
 +will depend on the type of normal armour he selects.
 +
 +==== HELMET OF FLIGHT ====
 +
 +**COST: 85**
 +
 +Allows the wearer to fly magically up to 50 cm
 +once per day. (See Magical Flight on page 79). His
 +armour class will depend on the type of normal
 +armour he selects.
 +
 +==== HELM OF INVULNERABILITY ====
 +
 +**COST: 100**
 +
 +The wearer of this helm ignores all head wounds
 +from non-magical weapons. His armour class will
 +depend on the type of normal armour he selects.
 +
 +==== HORSESHOES OF ALACRITY ====
 +
 +**COST: 80**
 +
 +These horseshoes will allow a rider and his mount
 +to move at double the mount's normal movement
 +speeds for three consecutive turns once per day.
 +
 +==== NECKLACE OF INVULNERABILITY ====
 +
 +**COST: 100**
 +
 +The wearer of this necklace may ignore all body
 +wounds from non-magical weapons. His armour
 +class will depend on the type of normal armour he
 +selects.
 +
 +==== PIED PIPES ====
 +
 +**COST: 35**
 +
 +These pipes allows the owner to control any one
 +type of animal and command it in brigade
 +formations — this is an exception to the normal
 +rules. The type of animal must be noted down when
 +this item is selected.
 +
 +==== SADDLE OF FLIGHT ====
 +
 +**COST: 95**
 +
 +This saddle will allow a rider and his mount to
 +magically fly through the air up to 50 cm once per
 +day. (See magical flight on page79)
 +
 +==== SHIELD OF REFLECTION ====
 +
 +**COST: 55**
 +
 +Any magic cast directly against the owner of this
 +shield is reflected back at, and takes full effect on the
 +caster. However, each shield can only reflect so many
 +spells before it shatters. If you select this magical
 +artifact you must roll one D4 to discover how many
 +spells it will reflect per day. If during any one day this
 +number is exceeded the shield will shatter (though
 +the spell that shatters it will cause no other harm)
 +and the owner of the shield must roll on the Failed
 +Magic Table. This artifact maybe kept secret until a
 +magic spell is cast at the owner. This shield also
 +provides its owner with the usual combat modifier
 +for a shield.
 +
 +==== SHIELD OF INTERCEPTION ====
 +
 +**COST: 60**
 +
 +This shield has been imbued with a magical
 +intelligence so it can react to incoming missiles
 +reducing their chance of hitting the owner. Missiles
 +fired at the owner of this shield suffer a firing
 +modifier of-10. This shield also provides its owner
 +with the usual combat modifier for a shield.
 +
 +==== VAMBRACES OF INVULNERABILITY ====
 +
 +**COST: 80**
 +
 +The wearer of these vambraces may ignore all
 +wounds to his arms. His armour class will depend on
 +the type of normal armour he selects.
 +
 +===== DARK MAGIC =====
 +
 +==== ARMOUR OF DARKNESS ====
 +
 +**COST: 90**
 +
 +Forged in the volcanic fires of Arnlaug, the Armour
 +of Darkness counts as plate armour for combat and
 +movement. In addition, the wearer of this armour
 +may automatically emit two "Spells of Darkness" per
 +day, without any risk of failure.
 +
 +==== CLAW OF SUMMONING ====
 +
 +**COST: 95**
 +
 +Worn like a gauntlet over one hand, this claw
 +can be used once per day to summon a group of
 +10 unarmoured skeletons with mixed weapons,
 +who will follow the owner's every command for
 +four turns. These skeletons will appear in base-to-
 +base contact with the character. At the end of the
 +allotted time the skeletons will return to the
 +Shadowlands and must be removed from play.
 +(For the powers and abilities of skeletons see
 +"Summon Skeletons" in the Arcane Magic spell
 +lists on page 127).
 + 
 +==== HELM OF HIDEOUS ASPECT ====
 +
 +**COST: 80**
 +A vile creation of the powers of Darkness which is
 +not only grotesque, but also appears to writhe and
 +move. The wearer of this helm automatically inflicts
 +a combat modifier of -3 and a morale modifier of -2
 +on any units, characters or monsters he attacks.
 +
 +==== HELM OF ILLUSION ====
 +
 +**COST: 90**
 +
 +Reputedly created by Valdrad, the arch sorcerer of
 +the north, the Helm of Illusion allows the wearer to
 +automatically cast up to two Illusion spells per day,
 +without any risk of failure. The spells to be cast must
 +be chosen before a battle commences. (See The
 +Arcane Magic Spell Lists on page 116)
 +
 +==== TALISMAN OF DARKNESS ====
 +
 +**COST: 95**
 +
 +The owner of this artifact enjoys an extra 5%
 +chance of casting any Divine spell of the Darkness or
 +Equilibrium.
 +
 +==== WAND OF DARKNESS ====
 +
 +**COST: 95**
 +
 +The owner of this wand enjoys a -5% modifier
 +when casting any Arcane Magic spells of the
 +Darkness or Equilibrium.
 +
  
magic-armour-and-artifacts.1758213841.txt.gz · Last modified: 2025/09/18 18:44 by fantasyadmin

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