Magic Items

The following are some “common” and “uncommon” items that your character may start with, craft (with the appropriate Feats) or find on Expedition.

During a session, some of these items may be available for sale at some point (always in limited quantities). When common items can be found for sale they will usually go for between 3 and 6 gold and uncommon items go for between 5 and 15 gold. Be prepared to haggle.

The Equipped Feat allows an Adventurer to begin each session with two items from the following list: Antidote Potion, Arrow Charm, Backfire Ward, Gillian’s Knot, Healing Potion, Manna Stone, Save Charm (any type).

Potions

During a battle, a character may drink one Potion when their turn comes up by using their action, their movement or spending 1 Advantage Chit.

IMPORTANT: Only one Potion with an ongoing effect can be active at a time (the most recent one stays active).

The Alchemy Discipline allows the creation of Potions. Alchemists know how to make 3 Potions from the Common list and a number of additional Potions off the Common or Uncommon list equal to their Magic Skill Rank.

Common Potions

  • Antidote Potion: Drink/Expend to make you immune to all poison damage and effects for 1 hour. Also removes any poison already in your system (but not any damage it may have already caused). This includes alcohol so will sober you up instantly ;)

  • Healing Potion: Drink/Expend to heal up to 3 Wounds.

  • Potion of Speed: Drink/Expend in Battle to gain a second turn immediately after resolving your current one.

  • Potion of Strength: Drink/Expend in Battle to add 1 to the damage of any melee combat attack for which any of your dice rolled a 12 for 1 for the rest of the Battle (has no effect on someone who already has the Mighty Feat).

  • Potion of Water Breathing: Drink/Expend to give you the ability to breathe underwater for 1 hour.

Uncommon Potions

  • Rage Potion: Drink/Expend in Battle to add 1 damage to any melee attacks you make for the rest of the battle BUT when you make a Defense test you must reroll the highest die (this is done AFTER any rerolls you may have made).

  • Speed Potion: Drink/Expend in Battle to give you the ability at the end of each of your.= turns to spend 2 Advantage Chits to take gain a second turn immediately after resolving your current one (this doesn’t cascade - you can’t take a third).

  • Potion of Restration: Drink/Expend to heal any and all Wounds.

  • Potion of Memory: Drink/Expend to allow you to make Lore tests as though you had a Lore Skill Rank of 5 for 1 hour. If you already have a Lore Skill Rank of 5 or better you test as though it were 1 rank higher. Will give you a headache when the effect wears off (roleplay this).

  • Potion of Heroism: Drink/Expend in Battle to fight as though you had a Combat Skill Rank of 5 for the rest of the fight. If you already have a Combat Skill Rank of 5 or better you fight as though it were 1 rank higher.

  • Potion of Invulnerability: Drink/Expend in Battle to reduce all damage you take by 1 for 1 Battle.

  • Potion of Regeneration: Drink/Expend in Battle to give you the option to spend 1 Advantage Chit at the start of each of your turns to heal 1 Wound.

Charms

The Enchanting Discipline allows the creation of Charms.

Common Charms

Charms are minor magic items that can be used by anyone and are expended when they are used.

  • Arrow Charm: If Expended when attacking with a bow, if the attack hits, it scores +1 damage (only 1 arrow may be used to attempt to boost any given attack).

  • Backfire Ward: If carried by a caster whose spell backfires, it is automatically Expended and they take 1 less Wound.

  • Gillian’s Knot: If carried by a character who is reduced to 0 Wounds it is automatically Expended, they automatically pass the Death Save and recover 1 Wound.

  • Manna Stone: Expend when using a magic ability that requires a Manna Burn test to pass automatically.

  • Save Stone: There are 3 types, one for each kind of save (Agility, Endurance and Resolve). When you fail a Save of the specified type, the stone is Expended and you Succeed instead (which is treated as though you scored twice). The decision to use the Stone must be made as soon as the Save is failed before any rerolls or Feats are taken into consideration.

  • Skill Charm: There are 8 types. Athletics, Influence, Linguist, Lore, Pathfinder, Perception, Stealth and Tinker (but not Combat). These Charms can only be created by an Enchanter who has the Skill of the chosen type at Rank 5 or better. When you fail a Test of the specified type, the stone is Expended and you Succeed instead (which is treated as though you scored twice). The decision to use the Stone must be made as soon as the Test is failed before any rerolls or Feats are taken into consideration.