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A few magic items I have used in my campaign that mostly forward the plot, serve a particular character's interests, or were stolen shamelessly from odd books I have read.

Self-powered items are very rare by having self-powered items eat themselves up to power the spell. Most self-powered items in my campaigns last between a minimum of two weeks and a maximum of two years. Any item listed below that does not have a life expectancy can be expected to be permanent (not self-consuming, see Kalcrear's Skull vs. the Iron Shock Wand ). The point of magic items for me is two fold: 1. less important is to make the character a little more powerful in terms of damage done or defense, 2. increase roll playing or strategic options. I greatly favor 2 over 1. Sure it's great to get a sword that does 5+3, but I would rather give a 3hex shadow ring or a cloak of flight (3 turns max) so their combats are more interesting and not just quicker. I also try to make some items role play well (see the Dragon Staff), making the character a bit obsessive or slightly change appearance, or more noticable to the undead, etc.

Most of the items below are meant either to be unique (see Kalcrear's) or unreproducable with current knowledge (see Kirean Stone Dagger, Iris Glass Jewels or Frost Star) to keep them limited and interesting.

Note on Spirit Fields: See 7Hex Dragon House Rules for a discussion of Spirit Magic. Some items can have their own Spirit Fields or even Spirits. This allows the wielder to cast spells like a battery or to get other semi-intelligent help or in rare cases, the item can cast it's own spells if not in direct combat.

Note on Staves: The Staves listed here can be atuned to any wizard who casts the Staff or Staff of Power on them (some staves can only have the Staff of Power spell cast on it, see the item description). Unless otherwise noted, a Staff may have either spell cast on it. If a wizard touches another wizard's staff who is: 1. Still alive and 2. Still wants posession of the staff, then the thief will take 2 dice damage (3 for Staff of Power), but then may take the staff and atune it to himself. He cannot have a minion take the damage for him as he must touch the staff himself to cast the Staff spell on it (i.e. have a gargoyle pick it up). The minion will take 2 dice damage and the wizard will still have to touch it and take the damage. The only exception is to have an apprentice touch it, take the damage, atune it with the staff spell and then willingly give it to the player wizard. Staves willingly given do no harm but become un-atuned to both the gifting and receiving wizards.

  1. Adept Summoner's Signalling Staff - Any creature up to 4 hexes (except Demons and Skeletons) can be summoned for 1ST, summoner must pay continuing cost to keep creature around. Prerequisite is knowing the summoning spell you want the discount on. This is a permanent item, it does not provide the missing ST, it actually makes the process of summoning easier (sort of like having a pulley to lift an object). This staff makes it slightly more likely that opposing summoned creatures will attack the wielder (i.e. it signals them too!). GM may play this as he wishes, but it should not be a great swarm I usually have opposing summoned creatures attack the nearest, most logical player, but if in doubt and the Signaling player is near at hand, attack him.
  2. Adept Summoner's Staff - Cuts in half the cost to maintain a summoned creature (except Demons and Skeletons). So continuing costs only have to be paid every other turn.
  3. Apprentice Summoner's Signalling Staff - Any one hex creature (except Demons and Skeletons) can be summoned for 1ST to start. Continuing cost remains the same (the staff "signals" and helps bring in creature, not maintain it). Prerequisite is knowing the summoning spell you want the discount on. This is a permanent item, it does not provide the missing ST, it actually makes the process of summoning easier (sort of like having a pulley to lift an object). This staff makes it slightly more likely that opposing summoned creatures will attack the wielder (i.e. it signals them too!). GM may play this as he wishes, but it should not be a great swarm I usually have opposing summoned creatures attack the nearest most logical player, but if in doubt and the Signaling player is near at hand, attack him.
  4. Ancient Naginata of Great Whale (Last Airbender) - Ancient set of naginatas taken from the teeth from one of the great Waterbending Whales that died many years ago. It does +2 damage and can produce 1 gallon of water every 12 turns.
  5. Armourer's Belt - Looks like a large weight lifter's belt with a hammer and anvil buckle. Allows wearer to gain 2 hit armour for 12 turns for a cost of 2ST.
  6. Bloody Ghost Float - Deep red glass float (glass orb used to hold fishing nets afloat) enchanted by a notorious and wicked Gleremere mage to ensnare the souls of a captured pirate ship as a way to have his own fearless and ruthless thugs punish brutally those who get in his way (especially his maritime trading, but others too). It can provide either a single wight sailor/pirate for 1ST casting cost (plus the user must pay the ongoing 1 ST per round). Or if you are aboard a ship of roughly the right kind (smallish combat vessel), for 20 ST you can summon the whole wight crew of 12 to run the ship and fight for you for 24 hours. The wights are very angry and wickedly murderous. They must be tightly controlled. The whole crew would need constant and vigorous supervision by the caster (who is the only person they will obey) for every minute to avoid murderous mutiny or brawls. The Combat Necromancers would destroy this if they knew about it (right now it is classified as just another sailor's tall tale). Their reputation precedes them (they don't just kill, they torture, dismember and spatter blood everywhere so those that find the decimated and mutilated ship will know what awaits them). If it is known that it is one of "Bloody Ghost Ships" approaching, opposing vessels will have morale issues unless they are of the highest naval training (all merchant vessels and other pirate ships will have to make morale saving throws to avoid panic/mutiny if asked to engage a Bloody Ghost Ship, the original mage used to fly the Bloody Face when using this item). The wights can only be hit by magical weapons, have roughly Summon Myrmidon stats, but can instantly conjure the hand-held weapon that they need for any given situation (non-magical, but any spear, sword, dagger, shield, their ST will allow, etc). These weapons can hit other magical creatures, but they have to remain in contact with the wight (no thrown or missile weapons). They are utterly fearless and vicious, delighting bringing fear and death, and in creative ways to kill and maim the helpless. They will fight with no regard for their own safety if so ordered.
  7. Borealis Bow - This bow is made from a magical green wood that sparkles in any light and will cast a special 6 turn 3MH radius Detect Enemies spell for 3ST. You can only see the detection aura when you have an arrow knocked and bow drawn. As you look down the shaft at each potential target, if it is an enemy within 3MH they will glow, and a glowing arc (looking somewhat like a small Aurora Borealis) will appear between you giving the path the arrow should take to hit them and slightly guiding the arrow down that path to the target even it it moves, so +2 to hit the target. Brought over by the Elves from a northern wooded island of Nymphs who worked with them to make the bows, but have since been lost due to tsunami wiping out the island.
  8. Barbarian Boots - High moccasin type boots that allow the wearer to both move silently and 1.5x current MA for 3ST for 12 turns. From the High Plains Barbarians. Even when not being powered, they muffle noise to slightly increase the chance of surprise, GM discretion, but won't muffle chain mail or talking, wearer must be clothed for stealth and trying to move quietly.
  9. Barbarian Throwing Ax - From the High Plains Barbarians, brace of throwing axes that return to the hand after their forward momentum stops, either by hitting something or by falling to the ground. The return is more of a teleport than boomerang. Of unknown origins as the current barbarian tribes do not know how to recreate them. Kept jealously within the owning tribe.
  10. Bronar Brazier - Mt. Bronar has many magical properties and is crawling with Fire Elementals. The Brazier was developed by the mages of the Duke of Mt. Bronar and allows them to summon a Salamandar. It takes 6 turns to light and call forth the Salamader bound to the Brazier and it will have a ST of 14. It will stay 20 turns before the Brazier burns out and the Salamander disappears, at least until it can be lit again. If the Brazier is attacked or up ended the salamander will disappear. You must carry the right ingredients to light the Brazier and they are consumed each time. They cost 50 Silver, weigh 1Kg and cost 10ST to bind the salamader to the ingredients (which can be done long before the lighting process). They are mostly hung high used to guard castles and rooms in Mt. Bronar (being triggered by unauthorized entrace to temples, armouries and treasure rooms), but are occssionally brought into the field for an advance cover force or other tactical fire operations.
  11. Chaos Ooze - Chaos Ooze. From the cult of the Chaos deity of the High Plains Barbarians. This wet, sticky bog-like ooze, when thrown at or smeared on an person will curse that person such that every time they need to make a normal roll (to hit, to save, etc), they must first roll a single die. If they get a 1 or 2, they suffer a plus or minus one (always against them) on that next normal roll. If they roll a 3 or 4 it is plus/minus two against them, if they roll a 5 it is plus or minus 3 against them. If they roll a 6 it is plus or minus three in their favor. Lasts until the victim can fully wash (full immersion or a many gallon shower/dowsing with scrubbing, it is almost as sticky as tar or sap). Animals will either avoid, or, if large enough predator (wolf, bear, war horse, panther, etc), attack (1 die roll 1-5 avoid, 6 attack). I suggest you wear gloves when applying/throwing, or use a fragile container to create a Chaos Molotov Cocktail. It does need to touch skin, so GM's discretion if the victim is in very completely covering clothing/armour. We normally assume any successful to-hit roll hits exposed skin in multiple locations. Any one caught with this in their possession in the High Plains will either be immediately attacked if the odds favor the attackers (e.g. squad of barbarians vs two travelers). If there is a large temple nearby, survivors (or those who surrender) will be hauled to the temple for severe punishment. If the odds are not favorable, the tribesmen will run for backup and report far and wide the description of the owners, and hunting parties will be dispatched as soon as word spreads. If captured, the Ooze will be destroyed by the local Order Priest (or Love priest if Order is not available) via dehydration through mixing with sand and exposing to sun on a stone surface (or lava if any is available). The dehydrated remains will be buried in solid rock (like what would happen with cooling lava). It can be smeared on door knobs or tools, etc, for the next person to touch them without gloves (or if they have gloves and don't notice, when they take their gloves off). Can be found in nature where chaos reigns (haunted bogs, old horrific battlefields, etc).
  12. Circlet of Darkness - This Circlet is made of Obsidian with a large Smoky Quartz embedded in it. The Circlet can cast one 7HexDarkness at a time (i.e. once you cast the first one, you have to wait for it to wink out of existence before you spend a turn recasting it). It is self-powered but eats the Quartz up each time. You can assume you have 500 points of 7 Hex Darkness spells before the Quartz falls to dust. This is especially useful to Liches and Vampires who have always on Mage Site. They can blank their MegaHex in darkness and attack out of there. Wearing it also puts a dim shadow around you making it easier for you to hide or use related hiding talents. Made by the now extinct Necromancers of Gleremere. It puts a very subtle shadow around the wearer that will mostly likely not be noticed in dim rooms, but may reduce some reaction rolls as there will be a subconscious unease at something the interlocutor can't quite put his finger on...
  13. Crystal Cape - Hooded black cape with dense and elaborate silvery ice crystal brocade and insets.
    Acts as padded armor for no loss of DX.
    Makes the wearer immune to cold based attacks (and cold in general).
    Resists fire attacks (-1 per die).
    Allows wearer to cast a combination MH icy/slippery floor and stationary MH Frost Cloud centered on the wearer for 3ST (or either one separately for 2ST).
    Coupled with the Ice Crown and Frost Wand the wearer can:
    call the Frost Elemental out of the Crown for 1ST for 12 turns
    can set the MH Frost Cloud of the Cape in one direction (see 7HexDragon House Rules)
    all cold attacks are +2 (or +2 per die for things like Icicle Spray)
    Touching the Frost Wand to any weapon while wearing all three items will make that weapon a Frost Brand for 12 turns for 1ST cost.
  14. Dead Hammers - The Watchers (a combat Necromantic Brotherhood, see our House Rules for the new Necromancer magic and profession) award these Lucern Hammers or Bec-de-Corbins (see 7Hex Dragon House rules on PoleHammers) to their most courageous and active Warders (or those on particularly dangerous missions). These PoleHammers radiate negative energy, creating a very faint wavy aura around the Hammer. It sucks life energy and heat, to the touch the head and languets feel like a combination of cold and very mild shock. It can put out torches and small camp-type fires if thrust in them and held for several turns. Hits drain ST against normal living beings. Demons and the non-normal-zombie/non-skeleton undead suffer "burns" and react as if strong light had been presented to them when at close range (Kirean Zombies, Wights, Spectres, Vampires, all demons, etc) and are at -1DX (-2DX for ShadowWights) in combat with the wielder. The Watchers have had a long alliance with the Dwarves of the Backbone Mountains after the Watchers helped rid a demon invasion out of the lower levels of their caverns. The Watchers provide many services (resident Physikers, resurrections, demon/undead banishment, and aid during crises or attack) to the Dwarves in exchange for weapons and armour (and occasional military and fortification help). This allows most Warders to posses Fine Weapons or Armour at a fairly early stage if they do a stint with the Dwarves. Additionally they collaborate on enchanted weapons with specifically Necromatic effects. The Dead Hammers are one such prized project. They are made of Fine Silver (+1DX, +1Damage) and have the ability to drain 1d6 of life per hit (registers as fatigue) on any attack that penetrates armour (this 1d against the undead or demons is burn damage and not fatigue and it is 1+2 against Shadow Wights). In either case the extra damage is not included in any charge attack damage multiplier and only assessed after damage has penetrated armour. Animals and Undead will shy away from it all things being equal (i.e. trained dogs, pack animals, warhorses will put up with it after some initial shyness and angered/summoned/trained animals will ignore it). It does full damage against Banshees, Spectres, Ghosts, Wights and Night-Gaunts (though will only do the 1d burn damage if insubstantial). Additionally, the first successful attack by a Dead Hammer causes an Induce Fear against non-demon/undead victims who must save vs. IQ or suffer the effects of that spell. They are engraved down the languets with Necromantic Runes and with a silver skull as the butt cap for some balance and a blunt attack option. They are effectively unbreakable (except maybe under some catastrophic extreme: thrown in a Dwarven furnace at full temperature, etc) and when given to a Warder is attuned to him so that it is hard to drop (i.e. gets a 3d save or Contest Save vs. ST against the spell or against a critical miss). Rumour has it that there one each Bec-de-Corbin and Lucern Hammer that house their own Spirit Fields and could be used to cast spells or summon undead (in fact: ST 9 IQ 12: Summon Spectre, 3Hex Darkness, Detect Undead, Banish on successful damage-causing hit at normal ST cost). This too can cause a slight negative reaction roll as there will be a subtle sense that something is not right that the interlocutor can't quite put his finger on...
  15. Demon Cleaver - Lochaber type ax devised by the Battle Priests and shamans of the eastern High Plains to combat the demonic presence coming out of the Wildwood in the century after the Calamity. The use of the ax in general for heavy infantry came from the Kirean Elite heavy infantry troops who survived the Calamity in Kir Ornalt and who mixed with the barbarians of the High Plains and created what they called the cleaver (treat as a halberd for damage). It is a long, thin bladed lochaber-type axe, connected at two points to a pole of varying length with a back-hook for dismounting cavalry. These Cleavers are made of Fine Silver (+2Damage, +1DX) and do an extra 1d of damage against demons. They also make it harder for Demons to hit the bearer as it shines in the presence of demons (and only demons see this glare). -2DX for demons to hit the wielder. One or two were reported to house a Spirit Field and posess a rudimentary intelligence (though no language). Speculation is that many more housed a Field or even some kind of Spirit. Most were lost as they were mainly produced to combat a demonic invasion 850 years ago. The TaHote Tribe marched out against odds and were killed to a man. Their last stand (as observed by some women hiding in the nearby woods) is still sung how they made a last stand circle around a small hill and as they were killed they stepped back to shrink and close the circle. The line held until the last dozen were overwhelmed. They were mostly destroyed by the horde then, but a few other were made prior to that battle and those have been passed around and lost over the years. The Horde, somewhat weakened over time, was driven back two centuries later by the an alliance of High Plains Tribes (on a vision quest by a tribal chief's son) and they then seemed to retreat back into the Wildlands of their own accord.
  16. Dragon Scale Klanth - Dragonnewt Klanth (Bastard Sword) made of obsidian with a thin edge of Dragon Scales. They all do +2 damage and will tingle if held in the presence of those who mean Dragons or Dragonnewts harm. Depending on the kind of dragon scales are used they will have additional properties:
    Black - Induce Fear (on first damage), Darkness (normal ST cost)
    Green - Poison (must break skin, 2d unless save), Lock (normal ST cost)
    Red - Flame Blade, Light (normal ST cost)
    White - Frost Blade, Freeze (on first damage) (normal ST cost)
    Silver - Lightning (on contact damage, normal ST cost max 2ST), Dazzle (normal ST cost)
    Gold - Control Animal/Control Person (on damage), Knock (normal ST cost)
    They are designed by the Dragonnewts and other races are at -2DX to use them. Some have Dragonic Spirit Fields that can give some advice on simple choices (Dragons are good at prophecy) or give ST battery to the wielder and a spell or two.
  17. Dragon Fang Necklace - Necklace with the Fang of an ancient dragon on it. Gives the wearer 2 points armour and the Dragon Breath Spell (see 7HexDragon House Rules at normal ST cost). Must be touching skin. Will decay over a one year period of heavy use (wear it most days whether adventuring or not), or 3 years of highly selective use (only on adventures when combat is near). Wearer gets +1 reaction with dragonnewts and dragons, and -1 reaction with Dwarves.
  18. Dragon Staff - Staff of Power that:
    1) if you know the proper Summoning Spell can Summon a small dragon for 2+1 ST cost and a Dragon for 3+1
    2) Dragons will be mildly favourably inclined to the holder +1 reaction roll, while dwarves will be at -1
    3) Staff shoots Dragon Breath doing 2d to all in 1Hex wide line, 4 hexes long (great for narrow tunnels) for 2ST Cost.
    Carved out of a reddish mahagony with a brass dragon head and scaly woodwork. Ends in a brass ball and claw and weighs 4Kg. The Staff, if kept close for several weeks, will start a very slow transformation of the character. The character will become very possessive of the Staff (GM should manipulate this and report a large number of theft attempts against it that are not in fact real, but he does not tell the possessing character this and will only tell other characters they may be false if they actively investigate the matter over a period of time). His life will be greatly extended. He will start, over a period of years, to slowly grow scales, fangs and clawed hands. After the 5 year mark, he will have 1 hit natural armour and at 10 years he will have 2 hit natural armour. His head will start to transform into a small human/dragon mix and he will get the breath weapon of a half-damage small dragon at half ST cost. Life expectancy is 200-400 years if the Staff is kept within 1 hex of the character for 15 hours or more per day (which should not be difficult since the character will be increasingly possessive of it). A few were made several centuries ago by mages of Mt. Bronar with the help of the Dragons that live near there. Two are still held by the Duke and Mages of Mt. Bronar.

    Ice Dragon Staff: variation on the main Dragon staff except it is made of white wood with the dragon head on top made of an ice crystal that steams gently in warm weather. Instead of fire, it shoots a Cone of Cold as per the spell in 7Hex Dragon House Rules.

    Green Dragon Staff: black wood staff with Jade dragon head and claw/ball. Cloud of poison gas 1x4 hexes in place of fire (instant 1d, armor doesn't help, then ST 11 poison that will cause 1-6 turns paralysis, watch which way the wind blows!).

    Silver Dragon Staff - slim silver staff with small sliver dragon head. Ads +2 per die of the lighting spell you cast through it. When used as a melee weapon, ST10 contest save to avoid -2DX for 2 turns due to electric shock muscle control issues.

  19. Elk Tine Longword - Long, elegant thin katana-type gently curved swords with long (15 inch) hilts made of Elk Antler (treat as a Bastard Sword). Gift from the smiths of ka'Han to a High Battle Priest of a large Western Barbarian Tribe and her commanders in appreciation to a daring raid to rescue a large cohort of ka'Hanese merchants from a large hymenopteran hive sweeping in from the south west. They are fine silver (+1DMG +2DX) and for 1ST can cast the Speed Movement Spell on the wielder. It is carved with pictures of the Tree of Life on the sides of the blade and for 2ST can cast a Fortify spell which gives all friends within your MH +1ST and +1DX as they feel the life force flow through them to new purpose for 5 turns, additionally giving them +1 on Contest Saves against morale-type spells/situations (fear, gloomy, etc). This is a high honor to carry one of these elegant, well-crafted and powerful blades in a barbarian culture that is a bit technologically retrograde with their crude lochabar axes, Jeddart Staves and boar spears.
  20. Elven Bows and Arrows - Horse and Long Bows made of special woods and elven craftmanship. Designed to work well with balanced Elven Arrows, the combination gives the user up to +2 Damage and +2DX. They are not likely to be given out to other races (except Centaurs) and most Elves will have a hostile reaction if it sees a non-Elf/non-Centaur with an Elven Bow, unless the individual is of such vast fame as that most elves around the world would know this person as an Elf Friend. Minimum ST is one more than that required for a normal Horse or Long bow. Some few bows have Spirit Fields on the Bows and can cast spells (Silent Movement, Rope, Detect Life, Reverse Missiles).
  21. Fox Cape - Rich, elaborate, brocaded and fur lined cape, used for formal dress events by the Order of the Fox in their diplomatic functions. It combines the Persuasiveness, Detect Lie and Detect Enemies spell into one Diplomat's Boon that for 2ST you can walk around persuasive and knowing the liars and enemies around you for 12 turns. These capes are not allowed at the Thurian or IS courts.
  22. Frost Wand - Clear, icy and thin crystalline wand, about 20 inches long and exquisitely embossed with complex patterns that catch the light and refact it in beautiful patterns. It steams lightly in warm weather. Any frost spell cast through it (Frost Cloud, Cone of Cold, Create Frost Elemental) will do one more hit of damage (per die for Cone of Cold/Icicle Spray or just generally if a Frost Cloud). Also removes one point of damage from fire (either per die for fireball/dragon breath or just one point for the fire spell) if held in the ready hand facing the fire attack. For 1ST can cause light patterns that can befuddle any who are looking at it. Saving throw vs IQ to avoid it (victim does not have to take a turn to do this). Befuddled will stop moving and stare for up to 3 turns at the light show. Any sudden event will break the befuddlement (loud noise, sudden movement, being attacked, etc). If you own all three of the Crystal Cape, Ice Crown and Frost Wand, you get extra powers. See the Crystal Cape for details. Dragons and fire elementals may not like you so much.
  23. Frost Star - Forged on the icy plains of the Karlyd Tundra, this Spiked Mace glimmers and the head gives of a slight steam in temperatures above freezing. The head appears to be made of ice, though it doen't melt in any normal circumstance. It does an extra +3 cold damage if the mace penetrates armour. For example, a man in chain mail and tower shield is hit for 5 points as rolled for a normal, non-magical Morning Star. Since the Star did not penetrate the armour no damage is done. If the Star had done 6 points of damage, with one point going through to the man, then it would be 4 points total damage (1 point normal damage, 3 points frost). If the mace does a total of 5 points or more, the target suffers a -2DX for three turns of frost shock/shivering. The Frost Star does 1.5xDamage (2x weapong damage if using 7Hex Dragon's House Rules against fire creatures (elementals and the like) and dragons. Fire damage is halved if you are in a fire hex. Dragon breath and focused fire attacks (fireball, etc) are at -1 per die damage against the wielder. The Star will melt if dumped in a hot furnace (hot enough to temper metal) for an hour or more, though when the Star hits the furnace, there is likely to be all kinds of explosions and bursting steam which may break the furnace or eject the Star. The Star will put out a torch in one turn and a small campfire in 3 turns.
  24. Gleremere Mirage Staff - Wizard's Staff about 4 feet tall made of clear glass topped by a multifacted, multicolored glass globe. It has to have the Staff of Power spell cast on it by the wizard who uses it to atune it to him. The Staff:
    1. Casts dazzle spell at no ST Cost (though you have to spend the turn casting it)
    2. If you turn it and look through the right color, you get the same effect as the Iris Glass Jewels
    3. If you look through the clear portion of the globe, you have Mage Sight at no ST cost (but see 5 below).
    4. Any illusion cast by the wielder actually has some residual reality such that if the illusion is disbelieved it will stay around as a shadowy version of the creature at 1/3 ST and damage, but you must double the cost of the Illusion spell when cast.
    5. Staff can be made to light up like a torch for 1ST per day (like the Light spell) (but you can't use the Mage Sight/Control Person and Light functions as the same time).
    6. Note! This staff does not hit for any damage whatsoever (too fragile). Just carry a dagger.
  25. Gleremere Glass Swords - The glass smiths in Gleremere devised broad and bastard swords that were light, sharp and highly durable. They are +2 DX for their lightness but -1Damage (-2 Damage for the lightness, +1 for sharpness). However they have different properties depending on the glass:
    Black Glass - drain st, does an extra 1d6 damage in fatigue if the sword pierces armour and can cast Darkness at normal ST cost.
    Blue Glass - mariner's blade - allows user to swim and breath under water and call a magic rain storm as if he knew the spell +2Damage to fire creatures.
    Red Glass - can throw 1 or 2 die fireball (with appropriate ST cost) per turn and can "flame" blade at 1ST per 5 turns. +1 Damage to water and ice creatures.
    Clear Glass - allows the user to cast the Dazzle spell (just like the holder knew the spell) and glows as bright as a torch at will (no ST cost).
    Frosted Glass - does +1 frost damage and first successful hit and victim suffers -2DX due to the intense cold. Glows dimly in the dark. +2 damage against fire creatures.
  26. Golden Fans (Last Airbender) - These fans do +2 damage (or +1 protection if unfolded into a buckler). Additionally for 1ST they can fly around for 5 turns attacking opponnets in the Mega-MX, but the Kyoshi must concentrate on it while it is attacking.
  27. Graknon Knife - The Graknon Knife was the flower of Graknon civilization. The Graknon were an advanced orc tribe that settled down and made an uneasy and surprising alliance with the dwarves of the Backbone Mountains. The Chief Warlord ordered a small number (50) of these enchanted Orc Swords to be made for his personal Guard. These Enchanted 2 handed Orc Swords do 3d Damage. Additionally each successful attack causing damage requires the victim to Contest Save the ST of the wielder vs. ST of the victim or the victim will be knocked down and back one hex (this only applies to 1 and 2 hex creatures, Giants and Dragons are unaffected by this property of the Knife). The name was a little joke trying to downplay the force of the weapon ("Got yer knives on ya? We're goin' ta dinner!"). Great in formation for crowd clearing or trying to break through an enemy formation.
  28. Grey Cloaks - Cloaks of the Grey Line (a.k.a. Grey Knights) for their elite. They add 1 point to armour for no DX loss, they muffle sound for increased surprise chances (GM discretion) and can, for 1 ST be cast as a thrown spell to blind and entangle a foe, or function as a whip for that same turn. Contest save DX of thrower vs DX of victim for entanglement (treat as the rope spell, but they have to recover the cloak to re-cast it). The Grey Knights have demonstrations where they wield a long dagger and then the cloak in their off-hand, using the cloak as defense, whip and blinder. Always a crowd favorite.
  29. Grellmore Axes - Dwarven War Axes. A handful of weapons created by the Dwarves of the Backbone Mountains from the unknown metal extracted from a meteor shower 700 years ago. Difficult to work with, dense, hard, but not brittle, of a slate grey in colour with shimmers of silver, it took half a (Dwarf) generation to make the tools and furnaces that could break free and work with the substance. The first things made were tools to further extract this ore. After several smithing tools were made, a small run of Dwarven War Axes, Armour and Shields were produced at the behest of King Grellmore for the elite group of warriors who ran risky missions in the deepest caves/mines and against strong foes. The rest was used to line the inner gates of Grellmore Hall. The Axes are backed by an effective fluke/spike and topped with a thin triangular spike for punching through armour. All of these Axes require 2 higher ST to use due to their density and are -1DX to use (though they are partially balanced at the butt-end). They inflict an extra +3 damage and ignore 2 and 4 points of armour for the one and two hand versions, respectively. On 3 or 4 to hit, the Axes will shatter the non-magical, non-fine shield or armour of victim (or weapon if they happen to parry that turn) and the Axes will ignore armour (having cut through it). They are unbreakable outside the specially designed furnaces the dwarves constructed just for this purpose and possibly the most active of volcanoes, though none have ever tried to melt any artifact in that manner. Any item made from this ore is highly prized and guarded. Any theft of such and item will be pursued relentlessly and with vigour by the entire elite squad who possess the Axes, Armour and Shields along with their squires, paid spies and allies. Note, these items of themselves are not magical, but can be (and almost always are) enchanted.
  30. Imperial Crystal Ball - Specially designed by the Secret Police of the Imperial Sorcerers to spy on a particular group or place, they are very specific and can only be used to see other things by adding 1 die to the rolls given in Advanced Wizard. If you use it for it's intended purpose (i.e. to spy on the individual, place or miliary group), you get to subtract 2 from your roll against IQ. It will still not penetrate a conceal, pentagram, spell shield, etc. The attunement takes 10ST and 3 days (with a 3d roll against IQ to see if it worked) if you have something of the person (hair, blood) or place (grass, soil). It takes 25ST and 2 weeks if you do not and you must make a 4 die roll every week against IQ to make it work.
  31. Ice Crown - Belonging to the Frost Dragon Herders (a tribe in the small boundry between the Glaciers and the Karlyd Tundra), this crown:
    makes the wearer immune to cold
    Contains a 10ST Frost Elemental that can be called out and controlled for 1ST/turn
    . The crown is a frosty ice and the Elemental can be seen swirling around inside. Gives the wearer a +2 Reaction Roll with Frost Dragons
    and can cast a Mist spell for no ST at will (one per turn)
    -1 (or per die) from Fire Damage. If the Elemental is killed, you will have to cast the Create Elemental spell (max 10ST) to replace it. If you can collect the Crystal Cape, Ice Crown and Frost Wand you get extra powers. See the Crystal Cape for details.
  32. Ice Flail - Common weapon of the Karlydian Ox riders. The flail cauases +1 frost damage and the victim must save vs. ST to avoid 3 turns of -2DX due to chills and stiffness. When whirled about and for 1ST, will cast a 3 Hex Frost Cloud (See the 7 Hex Dragon House Rules for a description of the 3 hex frost cloud spell). A charging formation of Karlydian Oxen will often be preceded by a giant dense wall of frost cloud...
  33. Imperial Infantry Staff - This staff is issued to Wizards of the Imperial Sorcerers that are attached to field units. They are very long, 6-7 feet long. They are designed to help Wizards be effective in the field.
    1) By doubling the cost of any Thrown spell, the staff will act as a magnifier and allow the Thrown spell to use Missile Weapon range DX modifiers. So if you add 2ST to cast the Stone Flesh spell on another person, you can use missile weapons DX modifiers (so no penalty for 1 - 2 MH distance, -1DX for 3-4 MH distance, etc). There is no extra ST cost to maintain the spell.
    2) It hits for 2d damage even though it is not a Staff of Power.
    This staff is often used to cast MH Freeze spells on charging enemies (causing following units to fall or break formation) then the light infantry or even cavalry can use the confusion to break through enemy lines). And since they have distance they can often get their spells in first. This also helps with Spell support from behind the lines. They are generally attuned to members of the Imperial Sorcerers Corps.
  34. Iris Glass Jewels - there once was a race of wizards who lived on the beaches north of Dar Miralo and the Wildlands, in the city-state of Gleremere. Those beaches were subject to lightning storms and they became master glassblowers. The mages specialised in mind control. They created glass jewels/lenses that if matched the colour of the victim's eye would cast Control Person (or Animal) at no ST if:
    1) The caster held the lense over one eye
    2) The caster is able to gain eye contact (even if just briefly)
    3) Keeps the victim in sight at all times with the lense over one eye. Save vs. IQ (3 die or Contest Save, see 7Hex Dragon House Rules ). Costs 1ST per turn to utillize.
    If the victim is lost to sight (due to darkness, or other obstacle or great distance), the spell is broken. Clearly the caster can't fight or do much else while using the lense. Note eye colour in characters or roll to see what it is. Dwarves tend to the brown-hazel-grey spectrum. Elves the green-blue-purple spectrum. Humans/hobbits brown to green to blue. Orcs are black-red-gold. Dragons and undead are immune. Animals tend to be brown-red. Unless the user has a wide collection (the wizards of gleremer used to cary a range embedded in specially designed leather strips that allowed them to look through several to get the right one), roll for generic eye colour of a target until you get something that fits:
    black 3-4
    green 4-6
    brown 7-10
    hazel 11-14
    blue 14-15
    red 16-17
    purple 18
  35. Iron Shock Wand - This is a solid iron wand, 2' long and 0.5'' diameter tapering slightly at the tip. When you pick up this Wand, you take 2 hits shock damage. The next turn the Wand is painful to hold, but causes no damage. After that you have suffer no negative consequences while you continue to hold it. Shock Shield is on all the time starting the third turn you hold it with no ST cost to keep it in effect. Unfortunately any creature you touch (with your hand, bump into, etc) will suffer 2 hits damage from electricity the first turn you touch them (and then the full shock shield damage after that if they continuously touch the holder). If you know the lighting spell and cast it through the wand, it will add +2 per die damage. If you hit someone with the Wand, it will do 1+2 damage and can be used in HTH combat as a dagger (plus the attacker will suffer 2 hits the first turn in HTH, then full Shock Shield after that). If you put the wand down for more than one turn, you will have to pick it up again and suffer the 2 hits damage. Requirements: Minimum ST is 14 to hold the Wand and endure the electrical current. Down side, roll 3d for any month you held the Wand for more than one continuous hour. If you roll an 18, you will suffer a minor stroke and lose 1 each ST, IQ, DX permanently. The wand will eat itself up providing all this power and will fall apart in 2 years of moderately active use.
  36. Kalcrear's Skull - Kalcrear became a great Lich over 300 years ago and "lived" over 200 years in what is now the IS city of Thur and later in life, Dar Miralo. He was able to bend so much Spirit Energy around him, his relics have themselves been imbued with a form of Spirit Field. This allows for a more potent Spirit Jar (8ST) or NecroStaff (12ST). The NecroStaff made with the Skull can Summon a Lich for only 1ST initial cost (the 2ST per turn is still required). Additionally, you may cast one Induce Fear per turn for no ST cost. You must know (not cast from a book) the Spirit Jar spell and cast it on the Skull to get the benefits. The skull will eventually decay, but most of the power comes from the Field, which is potent, and will last 4-500 years..
  37. Kalcrear's Spine - This adds 2ST to any NecroStaff made with it. It is Kalcrear's Spine held together with a silver rod, molded to the bones. You must know (not cast from a book) the NecroStaff spell and cast it on the Spine (and any skull, though see below if you have Kalcrear's Skull too!) to get the benefits. The spine will eventually decay, but most of the power comes from the Field not the spine, so I give this effectively infinite life (400 years).
  38. Kalcrear's NecroStaff If you combine Kalcrear's Skull and the Spine in one NecroStaff you get the Lich powers of Mage Sight with no ST cost and a MH Induce Fear centred around your hex at no ST cost at will (though it takes one turn to turn the MH Induce Fear on, and remember it works on your friends too). The NecroStaff holds a total of 18ST as a battery. It also keeps individual attributes of the Skull and Spine.
    1) Know the NecroStaff spell to put the Skull and Spine together into your own NecroStaff.
    2) Know the Summon Lich Spell (memorised)
  39. Karlydian Cloak - These cloaks are produced in the Karlydian Tundra and are very advanced stealth cloaks made of white fur that give the user the the ability to blend into snowy landscapes and have anti-scrying properties such that crystal balls and other easvesdropping will have to make a 4-die Contest Save against the average of IQ and ST of the wearer. In anything approaching a snowy terrain, the cloak provides a +2 to surprise opponents not on the look out for you (not invisibility, just really tough to see).
  40. Kirean Stone Dagger - These terrifying intruments were used as part of the ritual to create Kirean Zombies, a unique brand of zombie that involved the torture and ``sacrifice'' of victims. The intense torture created an Impressioned Remain that was bound back to the corpse, giving it limited intelligence and memories of the victim. This dagger is at -1DX in combat as it is heavy and unbalanced. However its evil magic makes it dangerous, does 1+2 damage (no ST bonus in HTH) and any successful hit causes wracking pain that puts the victim at -3DX for 3 turns and will have to save (Contest or against ST) to avoid an Induce Fear effect. If the dagger is the only weapon that damages the victim and causes it's death, the the victim has to make a 5 die saving roll against their IQ to avoid an Impressioned Remain being created from their Spirit being torn from their body. The binding of the Impressioned Remain was a separate spell that was lost with the sudden destruction of the Kirean Kingdom. These daggers do decay over many uses (4-500 years with "regular" use). Hopefully that spell died with the Kirean Kingdom. They originally came from a banshee infested quarry near the base of Mt. Kir (where hundreds died in a village near the base of the volcano). The anguished banshee Spirit Energy seems to have infected the very rock that the daggers are made out of.
  41. Merchant's Credit Stick - From the cult of the Traveler/Trade Deity of the High Plains Barbarians is this ordinary looking credit stick (notches would be cut into the stick, then split in half so each side to a deal would know how much credit was advanced). It is a traveling merchant's friend. It will cast the Reveal Value spell for 1ST. You can touch one item per turn for 5 turns. You can also cast the Detect Lies spell for the normal cost of the spell as if you were a wizard. If you are a wizard and know the Detect Lies spell, well, sucks to be you. Once you split it, all the above listed powers are lost, but a new one is gained. If any party to the original credit agreement touches either half of the stick, it will glow dimly as will all the original notches (so any added surreptitiously later will not glow), and if the stick was cut to hide legitimate notches, the cut end will glow a pulsing blood red.
  42. Night Crystal - This smoky quartz crystal is in the shape of a clawed human hand (though slightly smaller than an average human hand), in the shape of a closing claw. First, if a Night-Gaunt/Wight/Ghost/Spectre/Banshee/Vampire comes within 5MH of the holder, it will flicker dimly and the holder will become aware of the general location (the MH) that the creature is in. Secondly, it has special powers over Night-Gaunts. If a Night-Gaunt is insubstantial, the Crystal can freeze it or force it's movements, one hex per turn, up to 5MH distance from the Crystal (you can stroll along with them at a slow pace). If a Gaunt tries to become substantial within 5HM of the holder, he must also make a 3d save against ST to attempt to become substantial if the holder of the Crystal does not want it to become substantial. Once substantial, the holder can cast a ``control person'' type spell at the Gaunt (with the same cost as the spell). The Gaunt gets a 4d save vs. ST. Only one Gaunt at a time can be controlled in each state (i.e. you can force the movement of one insubstantial while controlling one substantial Gaunt). The crystal has to be ``ready'' in a hand or attached to a (Necro)Staff. The user cannot attack while controlling a substantial Gaunt and can only attack if he is "freezing" an insubstantial Night-Gaunt (not making it move). ST cost is 2ST to cast the Control Gaunt spell and 1ST per turn to continue control. Controlling an insubstantial Gaunt has no cost. Though once you stop forcing it to move it is likey to want to attack you.
  43. Obsidian Hammer - From the Obsidian Underground group of Earthbenders (see House rules for Avatar: the Last Airbender). They are Fine (+1Dmg, +1DX) Hardened Obsidian Hammers (Pick, War, Great or Pole) that have the Open Crevace spell ability if you strike the ground with them (user must pay normal ST cost minus 1).
  44. Orcish Shaman Staff - The Orcish Shaman Staff is made from any odd collection of bones of at least 5 hostile enemies that the shaman has personally killed. When assembled and the Staff of Power spell cast on it, it does:
    1. 2d damage like a Staff of Power
    2. Can Cast a Berserker spell (T) at 1 ST cost (see our House Rules).
    3. Cast 3-Hex Darkness at 1ST
    4. Can summon Orcish Spirit to inhabit the Staff or an Enchanted Orc Sword. Spirit has IQ 8 and ST 9 and can cast Darkness, Slow Movement and Induce Fear (and can be used as a battery). Cost 3ST, spirit stays for 12 turns.
  45. Peace Sapling - temporary staff made from a young sapling in the springtime. Wielded by a trained priest(ess) of the Love Cult of the High Plains Barbarians it can create a calming and morale boosting MH aura centered on the wielder. This will create a +1 for all reaction rolls, a willingness to trust and negotiate in good faith with others in the MH. Used for courtship and marriage counseling and other dispute resolutions. Staff functions (and blooms) until the Summer Solstice. As you might imagine, marriages, divorces and trade/land/personal disputes are all resolved in the Spring where at all possible. Where resources allow, special saplings are planted early so that they are ready on the first day of Spring. Costs 10ST to create it and 1ST per day to maintain it alive and active during the Spring.
  46. Ranger Cloak - Cloak developed by the Ranger Elves of the Wildwood in conjunction with the Centaur Rangers. It comes in two forms, humanoid and Centaur. If it fits, it will immediately render the wearer very hard to see in any natural surrounding (forest, natural cave, plains, etc). Secondly it will damper noise and odour coming from the characters movement. This adds chance to surprise as the GM sees fit. I basically gave them a 5 out of 6 if the characters were trying to surprise and 3 out of 6 if they were just generally being careful and not being directly watched. Once they are in combat they are of course completely visible, though I give archers a chance not to be seen after their first turn if they are in any kind of cover, giving them a second turn of surprise. At a cost of 1ST per turn the wearer can increase his MA by 50 percent round down to nearest even number. Will degrade if subject to combat and must be repaired periodically or lose its power (I usually wing this one, but say every 40 points damage the character takes while wearing it breaks it). Repairs should be expensive and hard to find!
  47. Raven's Mask - The Order of the Raven is a Knightly Order in Thur that upon Knighting (called the Burning) award the new Knight an Iron Mask with a crown and grotesque face (can be gargoyle-esque, a raven, a skull or other ghastly form). Most newly awarded Masks are mundane, but many wealthlier Ravens have had theirs enchanted. Many are buried in them, but others are handed down to squires or eldest male heirs. The basic enchanted Mask will cast an Induce Fear spell like the Necromancer Spell at same strength cost. It also gives an additional 1 point to your armour total. These masks seem to have a permanent soot and charing about them that slowly alters of it's own accord as it is used, making the Mask more hideous than it already is. It seems to adapt to it's surrounds too becoming darker at night, etc. They are made of thin iron, carved in great detail, but made almost as strong as adamant. Rumour of the orginal Raven's Mask (in the shape of a raven skull) say it had MH Induce Fear and could turn into an undead raven familiar with it's own MH Induce Fear spell.
  48. Scorpian Staff - A Staff with the Scorpion Staff spell permanently on it. Generally causes fear in Giant Spiders, and Giant Scorpions are not likely to attack the holder unless summoned, being attacked by the wielder or under direct control. Hymenopteran will have +1 reaction roll. Has the 2Hex Jab capability of the spell. Takes one turn to "turn on" at cost of 1 ST and stays on for 5 turns. After the spell is cast, the weilder must decide to hit with the staff like any other weapon or take some other action. The staff does not have a mind of it's own.
  49. Silver Lighting Sword - Also from the forges of Gleremere, the Silver Lighting Sword came from the same lightning struck beaches that produced Gleremere glass objects. The Sword can redirect lighting such that if the wielder is attacked with lighting, he may redirect it to someone else upon successful contest save DX of the lighting caster vs. DX of the wielder. Additionally it can cast up to a 2D lighting bolt, wielder pays normal ST cost. Glows dimly in very dark settings, not enough to see by. Comes in Broad and Bastard versions.
  50. Silver Wolf Cloak - The The Order of the Wolf has a small number of these ancient silver wolf skin cloaks that allows the wearer to double their MA, and be silent at a cost 1ST per turn. In anything approaching a forest setting, the wearer is difficult to see or hear, at no strength cost increasing chance to surprise. This is not invisibility and anyone on the look out will see the wearer, GM discretion. Wolves will show a fearful respect to the wearer unless directly controlled/trained.
  51. Sonic Fourche de Guerre (Last Airbender) - A Military/Tuning Fork that:
    • Standard Halberd type pole arm in melee.
    • +2 damage to all sonic attacks (See Avatar: The Last Airbender House Rules)
    • Increases Sonar sensitivity to an extra MH and +1 on any contest saves to see invisible, etc.
  52. Soul Mirror - The Soul Mirrors were created by the same Gleremere mages who created Iris Glass Jewels and Gleremere Glass Swords . These mirrors were used to trap the souls of the unwary. The victim would live in a shadow world while his body would be occupied by another. The duration of trapping is limited (24 hours). If the victim is unwilling, then they get a 3D save against IQ to avoid forced capture (or a Contest Save. The victim must look into the mirror at the eyes of the captor for the effect to take place. Cost: 10ST to use and minimum IQ of 12. It was considered poor taste to have a large mirror in rooms or places where people gathered in Gleremere. Made by a rogue Gleremere Necromatic Brotherhood that was put down by the Necromancer Enforcers Brotherhoods.
  53. Spirit Vortex - singular ancient artifact from before the days of the Brotherhoods, when shamanism, necromancy and magic were in their infancy. It is the petrified remains of what can only be imagined as powerful tree of life and death (maybe the same kind of tree as the Weeping Willow Shaft?), a spirit sinkhole and trap. Likely haunted by powerful spirits, both malicious and virtuous. When thrown and 5ST spent to activate it, it create a spirit vortex which is a MH induce fear and a Mega-MH despair and decrepify for 5 turns. All must (contest) save vs ST to avoid the multiple effects. Those at the epicenter will have all three effects hit them. The visual is just a dim, flickering, spinning vortex of barely visible shadow pulling at all in the area of effect down towards the center of the vortex. The intense, vertigo inducing feel is more pronounced and ominous. You feel the life and spirit being sucked out of you. All strength, joy, rationality, vitality, anger all drain away, you feel weak, heart fluttering and pausing, headache, until you feel you will be left a shambling shell with nothing human left of you. A wandering death. The undead will be hypnotized and walk towards the center with no thought of self-protection if they don't contest save IQ of caster vs IQ of victim.
  54. Talisman of the Boar - small boar charm carved out of a wild boar tusk. Gives the recipient of its touch +1 ST and +4 MA and 1 hit armour for 5 turns at a cost of 2ST to the caster, can be used on self. Used by a few shaman of the High Plains
  55. Thurian Horseman's Hammer/Pick - (2+1 ST13), If using the damage table from 7HexDragon's House rules then the Horseman's Hammer does 1+2 over Unarmed damage and has a -1DX penalty like other hammers, and has a 13 ST requirement. The elite horsemen of Thur use a special kind of long handled, one handed millitary hammer/pick designed to be used from horseback (though it can certainly be used unmounted). It is longer and a little heavier than a normal pick (hence the extra point damage and higher ST requirement), has a three pronged hammer head, backed by a fluted spike and topped with a short thick spike. It ignores 1 hit of armour (not including shields). If owned by a Thurian noble, they are enchanted to be immune from Break Weapon and Drop Weapons spells and each Thurian Order has it's own spell in their Hammer (at normal ST costs to cast it):
    Order of the Bear - Drop Weapon
    Order of the Wolf - Speed Movement
    Order of the Llama - Detect Lie
    Order of the Fox - Detect Enemies
    Order of the Hawk - Far Vision
    Order of the Bat - 4Hex Shadow
    Order of the Raven - Induce Fear
    Order of the Boar - Avert
    Order of the Chameleon - Invisibility (very rare)
  56. Undine's Aquamarine - 10 carat Aquamarine that has been put into a bracelet by the Dwarves of Backbone Mountain. It allows the wearer to cast Control Elemental at an Undine at no ST cost (and no need to memorize the spell), allows user to swim and breath under water, even if in full armour. Allows user to cast Magic Rainstorm at 2ST cost if they have sufficient IQ for the normal spell (though again, the wearer does not need to actually memorize the spell). The origins of this are lost. Some Sea-faring Elves claim it is theirs to help their voyages. Some Dwarves claim it is theirs used to get past a huge underground lake they discovered (in fact it was the sea elves stationed near Gleremer who brought it over, but the dwarves stole it).
  57. Vampire Lord's Fang - The fang of a Vampire Lord/Prince when worn touching the skin gives the wearer the equivalent of the Charisma talent with Wights, NightGaunts, Shadow Wights and Vampire Spawn. and Mage Sight and Invisibility at normal ST cost. Of course, only works if you are living! You stop showing up in mirrors and Necromancers and Vampires will look at you funny. Will decay over 1 year of heavy use (wear it most days) or 2 years of selective use (only when adventuring in dangerous areas).
  58. Warder's Fine Brigandine - Another collaborative work with the Dwarves of the Backbone Mountains and the Necromancers. Warder's Brigandine consists of very thin admantine or mithril plates rivited between two specially treated layers of leather formed into a long coat, split at the waist front and back to allow horse riding and easier movement. They are light but very effective in stopping damage. Unenchanted, it has a -3 DX but stops 5 hits. Then additional enchantments can be given to increase hits stopped and other protective or offensive properties (often things like blur, shock shield, etc). They are black and have Necromantic symbols inlaid into the leather that give +2 damage protection against demons and undead attacking by hand (i.e. vampire bite, Night-Gaunt in HTH, Spectre's touch, etc). On the other hand if, for example, a Night-Gaunt is using a weapon, it will not add any undead defense bonus.
  59. Wailing Willow Shaft - 5 foot staff made from the rumored Spectral Wailing Willow Tree. Ancient tales tell of the ominous Black Willow from the great swamp that was a portal to the other side. Pilgrims would come from long distances to talk to departed loved ones, shaman would come to enhance their powers. The rapacious, demented and demonic would come to build undead armies. It was feared it served as a hanging tree outside of collective memory as the highly atuned to the spirit field can sometimes hear a muted wailing in the night, with fears of multiple deeply buried and maybe trapped banshees. Its powers were always held with high suspicion, even more than most Necromantic objects. The tree has long ago been lost, but several of the staves that were carved from it by unknown Necromantic magic and used for powerful NecroStaves (see 7HexDragon House rules). Any NecroStaff made with a Wailing Willow shaft (which replaces the non-skull bone) gains the following powers: +2 to the ST battery, successful touch casts both the Drain Life and Induce Fear spells on the living for 1 ST cost (no need to know the spell) or Repel Undead on an undead victim (just for that one undead creature, no need to know the spell) for no ST cost, grants wielder a combination the Communicate with the Undead spell coupled with Persuasivness for 1ST (and you don't have to know the spells, only works on the undead, one at a time).
  60. Weeping Wand - Evil work of unknown origin, probably renegade Necromancers, Lich, Vampire Coven or super-powerful Shadow Wight Mages. These wands are made from a recently dead Weeping Willow and the death cry of a sentient being. Used as a weapon it hits for a Drain Life on contact (as opposed to 1d a normal staff will do), going straight to heal any fatigue of the wielder. Optionally and additionally in combat, a Despair spell can be cast on those touched with the wand, Cost 1ST. When blown on it sends out a piercing baleful cry that acts like a MH Induce Fear spell centered on the wielder and a Despair spell to any in a 3MH radius. All must Contest Save IQ vs. IQ of the caster. Costs 3 ST to get the Piercing Cry (see the Banshee). There is rumor of a super-weeping wand (the Banshee Wand) made from a rare charcoal grey wood weeping willow of vague sentient malevolence in the Great Swamp. Not only did the evil creator of this wand kill the tree and capture the death wail of a woman killed in an unspeakable way, but also induced and captured the banshee that emerged from her terrible death. In addition to all the powers of a normal Weeping Wand, the Despair spell on contact costs no ST. It can cast the Induce Fear, Despair or Decrepify spells as a thrown spell at normal ST cost minus 1. It also houses an actual banshee that can be summoned out of the wand and controlled to spy, wail and do other dastardly things. It takes 2ST to summon her, but no ongoing ST to control her. She will go back into the wand after 12 turns and must be re-summoned. For 1 ST you can cast a MH darkness centered on the Wand. The wood of the wand acts as a 5pt strength battery also. This wand has a weak Spirit Field of its own and will interfere with a Spirit Jar or NecroStaff (See 7HexDragon's House Rules for the Necromantic Arts and the Spirit Field). Note this wand is only about 18 inches long and can be used in HTH combat. Animals will be nervous and shy around it, want to avoid getting near unless well trained (war horse, guard dog) or summoned. Certain sensitive individuals (people and animals) will also feel anxious around it.

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