Misc. Magical Artifacts
Other stuff


Bracelet of Blending
This small locking bracelet seems to be translucent, and it is designed to go on the foot of a lesser or intermediate familiar. The bracelet will allow them to phase in and out of reality. When they are attacked, the player may roll 2d6. If the player rolls 7 or higher the familiar with phase out of reality and the attack will pass right through them. This only affects physical damage. Magic works as normal.

Cherlindrea's Wand
This wand may only be used by a Faerie Majic user, and will allow the wielder to cast two different spells per turn. It will also increase the wielder's mana pool by eight points. In addition, for every four rounds that the wielder does not cast a spell, it will regenerate two points of mana, but it will not regenerate past the wielder's starting amount.

Mercury Sandals
These winged shoes will give you one of two powers, and may be used twice per game. They can guarantee you a successful pit jump, or allow you to roll four movement dice on a turn. Cannot be used with "Rabbit Boots".

Flute of Luck
This magical flute is made of silver, and by playing on it, you may alter destiny. If you have a bad dice roll (attack; defend; movement; spell-casting or defense), by playing this flute, you may re-roll. May be used once per game.

Dulnivo's Rope
This rope was created by Dulnivo the Conjurer, and it can be used once per game to create a "pocket" universe. The rope is thrown to any space the character can "see". Once there, the rope will stand upright. Any character who walks to that space and climbs the rope will vanish. The pocket has air and is large enough to hold 4 characters. The pocket will last for 3 turns, after which anyone in the pocket will resume thier place on the normal plane.
Dulnivo's Rope can be pulled up into the pocket to prevent others from climbing in. No actions may be performed from the pocket except character to character magic within the pocket.

Necklace of Water Breathing
This necklace is made of Sea Gold, and will create a bubble of air around the character's head wearing the necklace, allowing that character to breathe underwater.

Bracelet of Animal Control
This golden bracelet has a blue gem that glows with a dull, throbbing light. It will allow any character to pick up a lesser familiar. This familiar functions just like the Druid's familiar (See the Druid for details). If the Druid wears the bracelet, he/she is allowed to pick up a second lesser familiar.

Lamp
This artifact contains a genie which can be conjured up once per game. The genie will do one of the following: open any door on the board (revealing what lies beyond), OR use 5 combat die to attack any monster within your line of sight, and continue to attack that monster until you can no longer "see" it.

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