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I have accumulated here various magic items that I found either on
the Web or transfered from other fantasy games. I am not able to give full
credit to all the creators since I did not record all their names. If you
recognize your creation here, drop me an E-mail and I will include your
name in this page.
This is absolutly not an exaustive list, just a series of medium power
objects that I included at one time or another in my campaign. I have not
included the well known magic items from the "Griffin Island"
book, but I will include items from previously published RQ2 adventures
like "Griffin Mountain" or "Borderlands" when they are
currently out of print. If Chaosium ever decides to publish them again,
I would gladely remove them from this page. I am not a "Heavy Magic"
type of master, so you will only find here moderately potent magic items.
I did include a few artefacts at the end, but these are the enbodied form
of a powerful being from the spirit world, and I play them much more like
original NPCs. They are created using my Spirit rules and required the establishement
of a mental link between the carrier and the spirit, usually by some gift
of POW.
CULTS: Associated - Aeolus (Orlanth)
These arrows come in three grades (1-3) and do an extra 1D6 per grade of lightning damage to the area they hit.
| Grade | Damage | Cost |
|---|---|---|
| I | +1D6 | 75 |
| II | +2D6 | 150 |
| III | +3D6 | 250 |
There are 5 grades of palsy arrows. The area hit by the spell is affected by a palsy spell with intensity of (grade)D4. Use normal palsy rules for resolution.
| Grade | Effect | Cost |
|---|---|---|
| I | 1D4 | 40 |
| II | 2D4 | 80 |
| III | 3D4 | 140 |
| IV | 4D4 | 230 |
| V | 5D4 | 350 |
When fired these arrows multipy themselves in flight. (See Multimissle). They come in three grades. The # of arrows indicates how many extra missles will be on the way to the target (not including original.) Roll individually for each missle.
| Grade | # of Arrows | Cost |
|---|---|---|
| I | ||
| II | ||
| III | ||
| IV |
This arrows provide additional force upon hitting increasing knockback. They come in 4 grades. Add the force generated to the damage of the arrow to determine knockback. NOTE: If significant enough, this force may be able to break fixed items such as doors.
| Grade | Force | Cost |
|---|---|---|
| I | 1D6 | 25 |
| II | 2D6 | 40 |
| III | 3D6 | 70 |
| IV | 4D6 | 120 |
These arrows are similar to the Pusher arrows except that provide a knockback force centered up impact spreading out 3m in all directions. (The force can be blocked by intervening object.) This arrows is most useful when it hits in a group of people but not an actual target, as the target often shields other targets from the effects. These come in 4 grades
| Grade | ForceTH | |
|---|---|---|
| I | ||
| II | ||
| III | ||
| IV |
These arrows are used to break through those nasty magical protections one is liable to find upon evil things. Each grade of arrow supplies 1D6 anti-magic force. Roll the force against the MP of the spell on the resistance table. If the anti-magic force succeeds the spell is removed. These come in two grades.
| Grade | ForceTH | |
|---|---|---|
CULTS: Associated - Watcher of the Woods (Elf Goddess)
These finely wrought cloaks increase the wearer's ability to blend into
natural surroundings. Outside the wearer gets +65% to hide, while inside
(including underground) only 30% is added to hide. These cloaks to not negate
any effects for light or movement, but their bonuses still apply.
CULTS: Associated - Watcher of the Woods (Elf Goddess)
These are similar in design and quality to Elven Cloaks. They increase
the wearer's chance of sneaking by 50%.
CULTS: Associated - Unknown
These soft flexible toe-boots increase the wearer's chance of climbing
by 40%.
CULTS: Associated - Unknown
These boots increase the wearer's movement rate by 50%. The wearers does
not feel any greater effects of fatique for the extra distance covered.
CULTS: Associated - Mostal (Dwarf God)
These gloves increase the wearers ability with working with his or her hands. They are different for each type of Dwarf, and give bonuses (+40%) to different skills.
| Rock | ||
| Lead | ||
| Quicksilver | ||
| Copper | (need to touch the object) | |
| Tin | ||
| Brass | ||
| Silver | ||
| Gold | (Note: even with the gloves, the total bonus cannot exceed the value of the speak skill) | |
| Iron | Attack with Hammer |
Lightning wands are metal rods with a special stone (a thunderstone) embeded into one end.
CULTS: Associated - Aeolus (Orlanth)
When the lightning wand is set strait up in a high place during a storm,
it has the ability to attract lightnings and store the energy. The wand
can store up to a maximum power. If the lightnings striking it exceed this
maximum, the wand melt (test POWx5 - fumble). The player cannot know how
much electricity is stored in the object, but when the wand is charged,
the thunderstone glows. The stored electricity can later be released by
the owner upon activation of the object in a way similar to the spell lightning.
These come in 4 grades
| Grade | Power Stored | |
|---|---|---|
| I | ||
| II | ||
| III | ||
| IV |
These are powerful magic in the form of little sculpted animals (about 2" high).
CULTS: Associated - Tribal Spirits
When the statue is broken (crushed in hand or dashed to the ground) a
creature of which the statue depicts. It will provide services for the user
until sundown or sunup, (whichever comes first) at which time it will disappear.
The created creature will usually have average statistics for the creature
specified. Some powerful version of this item will have exemplary version
of the creature.
Any number of severed wild animal tails tied together to form a ball.
CULTS: Associated - Chaos, Orcs.
Enemy - Votank, Zutchko and all of the other tribal deities.
The construction of this item is one way the enemies of Votank (and his
followers) show their contempt for the hunter's way of life. Anyone possessing
one of these items is automatically an enemy of every votanki clan of Griffin
Island and would be attacked on sight.
A Ball of Tails is built by first cutting off the tail of a totem animal
and then killing the animal, immediately thereafter (the next round) binding
the spirit of that animal into the tail using normal spirit binding. This
procedure is repeated for more animals, and as each new spirit is bound,
its tail is tied to those of the earlier spirits. The owner of the Ball
of Tails does not have to individually enchant each different tail after
the first one in order to capture the subsequent spirits. This process can
go on without limit for as long as the animal killer can get away with it,
but binding the animal's spirit may draw the attention of the protector
deity of the appropriate clan who will then alert his shamans to the offense.
Blueface is known to relentlessly hunt down owners of Ball of Tails.
The owner of a Ball of Tails can use the POW of the bound spirits to cast
spells. If the item is found by another person, it is useless. Beings who
know the Peaceful Cut skill are able to release the spirits one per day
from this binding if the releaser makes successful Peaceful Cut rolls.
VALUE: A votanki obtaining one of these balls would simply disassemble
it using the Peaceful Cut skill, or else deliver it to one of his clan shaman
to disassemble for him. Anyone else has no use for one of these balls unless
he is the original owner. Votanki encountering anyone possessing one of
these will try to kill him immediately, so a price for one of these items
is difficult to estinlate.
A normal strait-blade iron sword of any type (from knife to greatsword).
CULTS: Associated - Humakt. Yanafal Tarnils.
Enemy - Krash, Red Eye, Vivamort.
A Humakti hero named Dilfin Doonifarer first discovered this enchantment
during the Gbaji Wars. Swords and Sword Priests of Humakt and, later, Yanafal
Tarnils have sometimes sacrificed the power and attuned death swords as
a final retributive stroke against their slayers.
A Rune lord or priest must permanently dedicate one point of POW and go
through a ritual in which they dedicate their sword to the service of their
patron god and call on him to strike down their murderer. If the possessor
of a death sword is slain by an assassin's attack (from behind, by surprise,
by deception, with poison, etc... - in the honest opinion of the possessor)
the spirit of the possessor can use the sword for one thrusting attack on
the assassin at 200% (or at the character's normal attack chance, if it
is higher). At this attack chance. the impale chance is 40% and the critical
hit chance is 10%.
Once the sword has been created anyone of any cult may attune the sword
by sacrificing another point of POW to it. However, anyone who has a Death
Sword has given up all hope of resurrection, for use of the sword inducts
the slain warrior directly into the ranks of Humakt's own.
A normal sword of any type (including curved or strait blades).
CULTS: Associated - Krash, Red Eye.
Enemy - Humakt. Yanafal Tarnils, any cult with the truth rune.
This enchantment is a favorite among Ockless assassins. It was first
introduced into the island by Jaw of Krash named Phillipus Krait. When a
sword is enchanted in this way, anyone attuned to the sword can command
it to alter its appearence to mimic any smaller type of blade weapon. For
example, the owner of a Shrinking Scimitar could carry it around in the
shape of a dagger. Upon command the sword will spring back to its initial
form, often to the surprise of the opponents. However, the weight of the
weapon is never affected by the transformation. Somebody carrying a greatsword
in the shape of a dagger would have a very heavy dagger with him. It is
a custom today in King Skilfil's court to hand your dagger to one of the
king's bodyguards before being admitted in the throne room, just so that
he can feel the weight of it.
A high-quality rope, often made of human hairs
CULTS: Associated - Red Eye, Ompala
The first of these ropes was made during Godtime by a priest of Waha.
Many more were made during the Dawn Ages, but by the Second Age the techniques
and powers necessary had been forgotten by everyone but the orcs.
Anyone or anything tied with one of these ropes will be unable to release
himself or to be released unless he knows the code word for that individual
rope. In fact, no one except gods (Divine Intervention) can untie one of
these ropes without the code word. The code words are usually in Orcish
and if not,will never be from languages less than 1000 years old. A rope
badly burnt by fire will cease to function, but this is the only other way
to untie the rope. For obvious reasons this is not a good technic to release
someone from the rope. The orcish version of the enchantment requires the
rope to be made with hairs from a sentient specie. For that reason, the
orcs are always on the look out for people with long hairs, and wearing
long braids or plaits is a mark of high power among the inhabitant of Ockless.
This is a magically glowing wild animal horn. It may be Bison, Red Cattle, Bush Cattle or Bluebucks. The outside will be marked by many runes.
CULTS: Associated - Eiritha, Grandmother Sky
These horns are called shards of the original Horn of Plenty. They were
created when Ragnaglar broke the original Horn of Plenty during the Godtime.
Even though the Horn healed itself, the shards developed into small forms
of the great Horn.
A person wishing to use this item must sacrifice one point of permanent
POW to attune the horn. Then, he may fill it with the any kind of soil (sand,
clay...) and use one magic point (recoverable normally) to make the soil
edible and nourishing. When eating dry soil like sand, unless a cup of water
is added, the meal costs the character one CON point (recoverable as with
poison damage) to digest. Either salt or fresh water will do the job.
A Plenty Horn is worth more than 10,000 pennies.
A long lance made out of carved white bone.
CULTS: Friendly - Votank, Zutchko and all of the other tribal deities.
Scala was a Kahn/Rune priest companion of Aigonus Windsword. Once during
a fight, he had the good fortune to critically hit a very large giant in
the abdomen with his mounted lance, doing over 30 points of damage in one
blow. This killed the giant instantly. Scala was very happy about this but
he feared that no one would believe that he could kill such a large giant
single-handedly. To prove his claim, he cut off one of the giant's legs
and dragged it back to the army's camp with the help of his warhorse. When
he returned, the elders of the votanki clans were so impressed that they
took the bone of the giant's leg, carved it into a lance, and enchanted
it with several matrices before returning it to Scala as a gift. In the
hundred years since this happened, the lance has been lost and its current
location is unknown.
Scala's Lance looks like a normal lance 3.5 meters long except that it appears
made of ivory and has 20 armor points. It holds the following matrices:
Repair 5, Bladesharp 5 and Detect Enemies.
Even after death, the contradictory nature of the giant remained: Any magical
attempt to influence the actions or emotions of anyone holding Scala's Lance
(such as casting at him demoralize, Harmonize, Befuddle, Fanatism, or attempting
possession by a spirit of fear) has only 5% chance to work, no matter how
many magic point the spell caster has in comparison to the spear holder.
This even applies to spells cast by the spear holder on himself.
A gemstone looking sometking like a Power storage crystal, but not as brilliant.
CULTS: Associated - Daka Fal, Kyger Litor, Thed
These are thought to have the same origin as do Power storage crystals.
They are activated by an unknown ritual. Its powers are unknown to virtually
everyone but a few Lhankor Mhy sages, but if known, almost anyone would
kill to obtain one.
When crushed, this stone will freeze all spirits within 40 meters to their
place for 12 hours. If the spirit is moved out of the radius, the effect
will continue on it for the full time period. Ghosts cannot move to attack,
and spirits cannot leave bodies they inhabit. Even a slain person's spirit
will stay with the body, though it will no longer animate it, and this effect
will prolong the period before the spirit begins to lose knowledge of its
spells and abilities by twelve hours.The use of Sever Spirit will counteract
the effect of this item on any one spirit within the radius. The item can
only be used once, then it becomes a simple gem, even if a Repair spell
is used on it.
A piece of living flesh in the shape of a dog's ear.
CULTS: Associated - Zutchko
Enemy - Chaos cults, Red Eye
Friendly - Grandmother Sky, Votank
While hunting with is brother Votank, Zutchko the dog-father lost one
of his ears and it was ripped into little pieces. During the course of time,
these ear-pieces have been scattered about Griffin Island, although they
are still most common in Zutchko Hills.
To obtain the use of one of these items, it is necessary to cut off one's
own ear, place the dog's ear in its place, and permanently sacrifice one
point of POW. If the being putting on the ear is untainted with Chaos, the
ear will join to the person's head and, in addition to its magical powers,
function as a normal ear.
Anyone putting this ear on with the above procedure has their base Listen
percentage raised from 25% to 100% (Perception and Experience bonuses are
added onto this and it is still possible to further raise Listen ability
with experience rolls.) Any Zutchko or Votank initiate putting this ear
on gain the permanent ability to understand dog-speech. Anyone wearing one
of these ears will find that Votanki hunters tend to react favorably to
them.
Value
A Zutchko's Ear could probably be sold for 20,000 pennies, but they are
usually found attached to people who would not sell it at any price.
CULTS: Associated - Mostal (Dwarf God)
A gothic suit of armor (full plate armor) made of iron. It is usually designed for dwarf anatomy.
The powered armor is a creation of the iron dwarfs. It is not properly
speaking, an object, but rather a semi-sentient being similar to the jolanti,
but made of metal. It is an incomplete creature, lacking CON and POW, and
possessing only a low fixed INT. To obtain the use of the powered armor,
one must permanently sacrify one point of POW to create a mental link with
the armor. The back of the armor can then be open and the user slides inside
of it. Once inside, the user can command the powered armor as if it was
part of its own body, taking advantage of the increadible strenght and protection
of the creature. Together, user and armor form an hybrid complete creature
with STR, DEX, SIZ and Armor Points provided by the armor, and CON, INT,
POW, APP and Hit Points provided by the user. The armor has armor points
instead of hit points. Since most powered armors are enchanted with "Fend
Blow" (Elder Races Book, pp 24), it is usually necessary to cut through
the armor to reach the user, an often most difficult task...
The only described powered armor in Griffin Island was found in the catacombs
of Ockless by Sir Storm and his party, and was obviously designed a long
time ago for an humanoid of SIZ 13-14. It was used for some time by Sir
Cletor, and most of the description comes from his experience. Rumors say
that the armory in Kazâd Uzuk contains other powered armors designed
specifically for iron dwarfs.
According to Sir Cletor's testimony, the use of the armor is fairly simple
once the telepathic link is established, and one only needs to move as in
a normal suit of armor, with the restriction of the limited DEX of the creature.
One must however be carefull to take into consideration the vast increase
in weight when trying to cross bridges or travel over swampy areas. It is
interesting to mention that the user does not have to be inside the armor
to command it, but that the mental link appears to have a range of about
50 m. However, remote control greatly reduces the efficiency of the armor.
The following statistics were obtained from Sir Cletor's Powered Armor:
| Characteristics | Attributes | ||
| STR | 30 | Move | 2 |
| SIZ | 14 | Armor Points | 12 per location |
| INT | 5 * | Damage Modifier | + 2D6 |
| DEX | 6 | DEX SR | 4 |
| Location | Points | |||
| r leg | 12 | |||
| l leg | 12 | |||
| abdomen | 12 | |||
| chest | 12 | |||
| r arm | 12 | |||
| l arm | 12 | |||
| head | 12 |
A knife carved with Western runes up and down the blade. Successful uses of Chaos detecting abilities or magical analysis spells will reveal that the blade is evil magic.
CULTS: Associated - possibly Brithini or other sects that allow
Tapping. Jraktal cult, RedeEye.
Enemy - anyone opposed to Tapping
Hostile - almost anyone else.
History
First invented by the Brithini, these weapons have been loathed for centuries.
Weapons known to Tap POW are rumoured in many place throughout Glorantha,
particularly in areas that feature either Brithini or unaligned sorcerers.
Known variously as Brithini Blades, Jraktal knives in Fonrit, or Soul Killers,
they are the ultimate weapon for the permanent removal of your enemies,
and for making them fear your ruthlessness. They are known in Fronela as
Brithini artifacts, and though no Brithini have been known to confirm their
use (in fact, asking about them is often grounds for summary execution),
several figure in the Sog underworld are rumoured to possess them, probably
created by their own depraved sorcerers rather than attempting to steal
them from the Brithini Horals. In Fonrit, they are known of, and possession
is punishable by the worst tortures - but nonetheless, both underworld bosses
and cruel potentates are rumoured to possess them. They are regarded as
chaotic, as they use the power of the chaotic deity Jraktal.
Procedure
To use it, simply stab someone with it. To create one simply requires knowledge
of the sorcery spell Tap POW, and sorcerous spell Matrix Creation Enchantment.
The spell is put into the item at the appropriate power, along with a trigger
condition (that the blade penetrate the skin) and a source of Magic points.
Generally, a large amount of magic point storage is place in the blade so
that the wielder can access points from the Tap, or they flow to the wielder
directly. Edged weapons are used because the trigger condition allows use
without special training and at the same time minimses the potential for
mishap.
Powers
Anyone stabbed by it is immediately attacked by the spell Tap
POW. Note A target's characteristic cannot be reduced to less than 1,
and points beyond that are not subtracted. Thus a target whose POW was 1
would be immune from the weapon's effect.
Value
No one could openly buy or sell such a thing without attracting outrage.