[Dark Sun] Items of Power

All things having appeared in the campaign so far.

Rare
Attire (eyes, leather) - Light

ADV on Insight checks to detect lies and falsehoods; ADV on INT saves to resist illusions.

1/SR, [1A] brand a creature at Reach 6: automatically see through disguises and tricks, magical or mundane. Only total Cover prevents perception. Regain the use if the target is an innocent or an natural beast.

1/day, scry on that creature and its immediate surroundings, concentration up to 10 minutes.

The sun sees all.

Uncommon
Jewelry (pendant, stone) - Darkness

4 charges.

[1min] Cast Tier 0 Shadow Step => Shift into a subplane for 5min, you are made of shadowstuff and therefore undetectable in low light or darkness. You can't interact with the plane you shift from, but can see both planes.

Recharge: leave exposed to the moonlight for 4 consecutive nights, then have it spend one Field Rest in your shadow at noon.

This soft, round moonstone the size of a big marble has dark blue striations that alternately catch light or absorb it.

Legendary
Artifact (focus, obsidian) - Sorcerous

You know all Tricks spells. You know the T0, 1 and 2 spells of a chosen school.

You are immune to spells and effects of Tiers 0, 1 and 2.

1/SR, [1R] when a spell cast on you or your position, the caster makes an INT save of DC = 20-LVL. If failed, the spell is canceled.

1/ENC, [free] a Tier 3- spell you cast costs 0M.

1/turn, [free] a Tier 3- spell you cast gains +2 to PD.

This small orb (12-cm diameter) is made of obsidian, and rather cold and humid to the touch. It functions for both mystics and wizards.

Very Rare
Trinket (plant) - Spirit

Works as a scrying focus for the Oba.

1/day, [1min] gain predictive wisdom: ask a yes / no question to the Oba, she will answer "truthfully".

A most precious gift, held by Lalali-Puy herself at her hip until bestowed to you.

Uncommon
Jewelry (bracelet, stone) - Arcane, Cursed

While worn, halve Speed, cumulative. Take them off with a STR DC 10+3 per Burdened Bracelet.

While held, it is a thrown weapon: roll 1d4, on hit: it is worn by the target. Roll with ADV for each Burdened Bracelet worn byt the target.

During a Rest, if it isn't worn, it becomes so.

Hefty bronze bracers created by the hundreds, they mysteriously have found their way into every corner of the kingdom and even beyond... Now it seems they are being guided to an unseen will to gather together.

Uncommon
Jewelry (crown, obsidian) - Arcane

Holds 4 Mana for spells only as long as you defile. Recharge: ritually kill an incapacitated creature.

A preserver can automatically roll WIL DC 10 to be aware it is dark and dangerous.

Very Rare
Weapon (khopesh, iron) - Arcane

Reach 1, 1d10+KEY slashing or fire, +1 Reach if you choose to deal fire.

1/SR, [1A or free when you crit] the khopesh becomes a Companion.

You must speak Ancient Common or Primordial, or the efreet acts randomly every other turn.

Very Rare
Attire (belt, leather) - Sorcerous

As long as it is worn, the effects of defilement are not visible on your physical appearance; your magical aura doesn't carry its marks either.

In addition, effects that detect or counter defilement fail if INT saves (DC 14).

Defiling while wearing the belt cancels the effects until the next FR.

Uncommon
Enhancer (potion, protection)

For one day, the drinker ignores effects that compel truth or read thoughts, instead his mind and speech are drowning with meaningless trivia, tidbits and anecdotes. Every 6 hours, the drinker rolls WIL DC 12; if failed, the drinker reveals something very embarrassing or of consequence.

He had a bad reaction to the elixir, and since that day, his verbal diarrhea has never waned. Obviously, he is now the major of our town.

Uncommon
Weapon (crossbow, wood & iron) - Psionic

4d4+DEX piercing. If your target is snake-like of some sorts, gain ADV and Vicious.

Curse: all snakes and similar creatures instinctively want to hurt you.

Rare
Armor (Mail, wood) - Spiritual

Armor rating: 15 + DEX≤2.

1/ENC: when Defending, vines and roots surge forward; attacker makes DEX DC 14 or Restrained for 1min (end with any fire dmg or 10 slashing).

1/day, during a Field Rest, grows magical fruits at random. Roll 1d8:

1 = rotten fruit, DIS on Influence while wearing; 2-6 = daily ration for 1 Medium creature; 7 = Mendberry; 8 = Mendberry upcasted at Tier 5.

The fruits remain until another fruit is grown. If the wearer knows Terramancy, he rolls with ADV.

Blessed by the Oba, this wooden armor brings with it the nurturing energies of the Forest Crescent... usually!

Rare
Attire (cloak, silk) - Psionic

[1A] Move for free, but you teleport there instead of moving physically. Lose 1d6 HP, can't be reduced.

[1A] 1/day, teleport at Range 20, you must land on a surface. You can target a creature at Reach 1, if unwilling rolls WIL or DEX DC 14 with DIS if Grappled.

Rare
Weapon (greataxe, bone) - Arcane, Cursed

When attacking, roll an additional d6 (total of 3d6), either of the d6s can fail or crit (if both, normal hit). If you fail, it deals twice the weapon's damage to you.

1/ENC, after dealing damage, you create a tether with the target: at the end of your turn, deal 2d6 to the tethered creature and gain that many HP. All damage is necrotic.

Originally wielded by a berserker whose rage was kept on a leash by a powerful necromancer, it has been at the side of many a perpetrator of grisly massacres.

Rare
Attire (shoes, leather & silk) - Psionic

[1A + 1 PSI] Can't be moved against your will from your current position touching a surface: gain ADV2 for your saves, give DIS2 to enemies' actions. You ignore gravity as long as you desire, can't move legs at all during that time.

Very Rare
Weapon (throwing hammer, steel) - Arcane

1d8+STR bludgeoning, Thrown 8, ignores Rushed attack penalty and returns between every attack.

Against creatures above Medium, damage is 1d20+STR instead.

Indestructible.

Forged on the First Anvil, blessed by kings and elders alike, it is any dwarven warrior's dream to glance at this perfect stone hammer. This weapon will answer the call to its people's needs, unfailingly... the wearer better be ok with this!

Very Rare
Attire (pectoral, bone) - Rage

[Free] Add +6 to the total of Is That All You Got?!

Very Rare
Weapon (shortsword, bronze) - Arcane, Cursed

1d6+DEX piercing, on hit: end a mystical effect of Tier 7 or less OR give DIS on next such atk; when the effect happens, the target takes an extra Tier*5 dmg, ignores Armor.

Curse: can’t activate class features while attuned.

Uncommon
Attire (cape, silk) - Psionic

Sways and clings to the body according to the wearer's mood. 1/SR, ADV on Influence checks, 10 min.

Doesn't function if dirty.

Req. attunement for non-mystics.

Rare
Armor (Shield, wood) - Arcane

+3 to Armor.

1/ENC or 1/day, [1HD and 1A] gain Burrow Speed in sand equal to 2*Speed, lasts for KEY turns. After a Move, your next attack has ADV and creates a Blast 1 dust devil (provides Cover).

For your next meal, you must eat 3x as much or use 1Wild Talent (cumulative).

Rare
Feature (wall, iron) - Radiance

When adorned with a well-made torch, it gives off a discreet atmospheric light that enhances discussions in a way that drama ensues: under that light, Influence checks related to strong emotions gain ADV; INT checks to counter those claims gain DIS^2.

Legendary
Artifact (focus, obsidian) - Sorcerous

You know all Tricks spells. After SR, choose a school : you know its T0, 1 and 2 spells.

You are immune to spells and effects of Tiers 0, 1 and 2.

1/SR, [1R] when a spell cast on you or your position, the caster makes an INT save of DC = 20-LVL. If failed, the spell is absorbed and you regain 1d4M; if successful, you regain 1 use of this.

1/ENC, [free] a Tier 3- spell you cast costs 0M.

1/turn, [free] a Tier 3- spell you cast gains +2 to PD.

This small orb (12-cm diameter) is made of obsidian, and rather cold and humid to the touch. It functions for both mystics and wizards.

The Second Orb has EGO 5 and has a Consumer personality. Using any power turns all water at Reach 6 of the user into polluted, rancid one (drinkable if DC 12 STR passed, +2DC if failed; then Poisoned for 24h afterwards; 1 week of this reduces STR by 1 until 1 week of SR has passed).

Rare
Attire (cloak, wool) - Arcane

1/ENC, [1R when hit by a range attack] the attack misses, then you can Move 1/2 your Speed (whole Speed in dim light or full darkness).

Very Rare
Trinket (focus, amber) - Light

At Initiative, if you have 0 Mana, gain 1d4+1 Mana; they disappear at the end of the fight.

Rare
Weapon (battleaxe, stone) - Psionic

1d10+STR slashing.

You add +1 to the DC and PD of your spells.

1/SR, when you take down a non-mininon creature, you can regain MANA equal to half their LVL, rounded up.

1/ENC, on hit: Slowed, then STR save with your DC, if successful the Condition ends at the end of their turn, if failed they make another save next turn and if failed again, Petrified.

!!! When you attune to it, make a DC 20 WIL save: if you fail, it inflicts 1 Wound that can't go away until you level up and retry.

Made of wood and stone, the finishing is reminiscent of Gulg's famed weaponmaster, Chizoba "Shapehand". No halfling would have been able to do this.

Very Rare
Weapon (staff, obsidian) - Arcane, Cursed

1d8+WIL/INT psychic (can’t be defended),

6 charges.

[2A]: Cone 8, Reach 0, Concentration ≤1min, 2d10+10 psychic (can’t defend), on dmg: casting psionics or spells requires DC 14 INT, heroes are Slowed, while slowed this way, attacks and skill checks cost one more / monsters are dazed.

Attunement: mage, mystic or shadowmancer only.

Curse: gives DIS on WIL and INT.

Recharge: hit yourself with the staff, go insane for 1d4 days.

Very Rare
Weapon (spear, wood) - Spiritual

(Reach 2) 1d10+STR piercing. Resistance to lightning dmg.

12 charges. Spend [1A/1R + 1 Charge]: you or an adjacent ally become Charged.

Also, 1/ENC, spend [2A + 3 Charges]: Line 12 and teleport anywhere on the path: all creatures affected make a DC 15 DEX save; if failed, 4d8+12 lightning, if successful, halve dmg. If you were Charged, lose the Condition and ignore the DEX save.

If you use your 3rd action to attack, you can change the dmg to lightning and deal the same amount to a secondary target within Reach.

Recharge by taking lightning dmg (1 Charge per Mana used) or by catching a lightning in a storm.

After you use it to kill a nature-blessed creature (druid, genasi, elemental priest etc.), you must make a prayer in Elvish to atone for that crime. If not done, and whenever you touch it again, WIL save DC 15 or it throws a bolt at yourself and disappear.

Made of agafari wood with granite tip, it looks and feels solid even though a simple touch gives a jolt of power.

Uncommon
Jewelry (earring, crystal) - Psionic

Concentrate to read the surface thoughts of a creature within Reach 6. Creatures can sense you doing this and may not like it. If you are communicating telepathically at the same time, you can attempt to hide this effect with an Influence check.

Curse. Vulnerable to psychic damage.

Legendary
Trinket (book, leather) - Arcane

Written in Ancient Common.

Study it for 2d4 SR: learn 1 Utility from Death except Death Tricks. Swap it after 1 SR.

Study it for 1d8 more SR: as long as you hold the tome, cast T0 to T5 Death spells with [+1A].

Study it for 2d8 more SR: learn Speak with Corpse (cast with Mana or with HD) and you can make a 24h ritual to preserve their soul from the worst aspects of the Grey (priceless service).

Rare
Weapon (dagger, obsidian) - Psionic

1d4+DEX, light, thrown 4. On damage, create a mindlink: talk for free, [1A] try and pry open the secrets of the mind.

Otherwise, [1A] hold the dagger to start a mindlink with the holder of the twin dagger, regardless of distance. 10min/day. Can refuse to respond.

Made of obsidian, with a weird blue hue.

Uncommon
Wand (illusion, bone) - Tier 3

2 charges,

Recharge: leave in a haunted place for 3 days OR absorb the non-magically induced scream of a creature in abject terror.

If no proficiency in wands then DC 13 Arcana or charge expended.

Rare
Wand (shadow, wood) - Cantrip

6 charges.

Recharge: leave in the shadow of a corpse from sunrise to sunset.

4/LVLDEX+
Temporary Dervish Adventuring Companion, Cheat
Companion.

Can Interpose (if asked humbly).

Dervish Fever.

Attacks against the efreet miss if the PD = 1+Wounds.

Its attacks crit if PD = max-Wounds.

Each turn, Fly 6 then choose 1:
  • Rondo Slash.

    1d10 fire to ALL adjacent creatures, +4 every 5 levels. Can crit.

  • Igniting Dance.

    Up to 2 creatures at Reach 4 are Smoldering.

Dying:

1/ENC, at 0HP, the efreet casts Enchant Blade Tier 4 on nearest creature (will choose ally in case of a tie). Lasts until the end of combat.

WOUNDS: