Magic Items

Arlin Stormbrewer kicks the body of his slain enemy, the blood of his once-living foe catches the light as a remnant of it sticks to his foot. In the final strands of the dusk, something else glimmers. Kneeling, Arlin takes the body's hand and pulls the ring away sharply. The finger hangs limp. Examining it, Arlin mutters the Elvish written along the inside of the band. Suddenly, the ring glows an unholy black. Standing, Arlin turns sharply to his commander, Adiella, a cleric for the God of Strength. “My Lord, see what I have found!” -orcmonk220

Strengths of Magic Items

All magic items are broken into four different strength levels: Minor, Medium, Major, and Artifacts.  To distinguish between the different strength levels, each magic item is prefaced with either (Min), (Med), (Maj), or (Art) for the four levels, respectively.  For various purposes which are described in the appropriate sections, the different magic item strengths have an equivalency ratio where 4 Minor items = 2 Medium items = 1 Major item.

Magic Item Effects

The effects of magic items range from a simple +1 AC bonus, to granting a new ability such as Hide or Conceal, to unique effects such as those granted by a (Maj) Dancing Weapon or (Maj) Druidic Vestment, to the unmatched power granted by a rare Artifact.

Stacking: The general rule for the stacking of magic item powers is that identically named powers do not stack.  For example, the +1 AC bonus granted by a (Maj) Ring of Dexterity would not stack with another +1 AC bonus from a (Maj) Amulet of Dexterity, however it would stack with the +2 AC bonus from an (Maj) Amulet of Protection.  Also, magic item powers that specifically grant the effects of a spell in their description do not stack with the effects of the actual spell.  Unnamed bonuses, such as the AC bonus granted by a suit of +1 Armour, stack with all other bonuses.  Finally, powers do not stack with improved versions of themselves, such as Precision and Deadly Precision, or Resistance and Greater Resistance.

Effects: Effects granted by magic items, or damage caused by magic items are treated as if they are a special ability.  Because of this, threatening a creature does not prevent it from using any magic item powers.  The exception to this rule is spell storing items, because they actually grant an additional casting of a spell, and that spell is cast as any other spell.

Another important general effect is that all magic items deal magic damage and thus ignore DR.

Activating: Some magic items require activation to use; these items can be recognized by having either a limited number of uses signified by boxes: [][], or an unlimited number of uses signified by (unlimited uses) in the power's description.  Only creatures with an Intelligence of 3 or higher as shown on the RPG side of their stat card are capable of using magic items that require activation.

Assigning Magic Items

Only certain creatures can use certain types of magic items.  There are also limits to how many magic items may be used in a match and how many items creatures can use -- all of these limitations are described below.

Magic Item Limits: In any given match, a warlord may bring a number of magic items, regardless of their strength, equal to his Warlord Level +1.  The other general magic item limitations are:

There are also limitations on how many of some kinds of magic items a creature can use which are detailed in the item type's description, as well as some other general limitations with respect to specific creature stats as described below..

Limits by Creature: Different magic item types may be used by different creatures, so it is important that a warlord knows what kind of creatures can use the items it has.  These limitations are described below in detail, under each specific type of magic item.  The limitations of what items a creature can use are summarized below:

Types of Magic Items

There are 7 general types of items, most of which have their own subtypes: Potions, Spell Storing Items, Rods, Armour, Weapons, Rings, and Wondrous Items.  Each type and subtype is described in detail below, including how many of each type can be used by a single creature, and what creatures can use each type.  Players may choose the subtype of an item, for those that allow it, after the power of the items has been determined.

Potions

Using: Drinking one dose of a potion replaces a creature's attacks.

Effects: A potion grants the effects described in the description of the potion's power.

Limits of Use: Since potions require activation to use, they can only be use by creatures with Intelligence 3 or higher as shown on the RPG side of the creature's stat card.  The only other limitation is that the creature must have a mouth!

There is no limit to the number of potions a creature may have equipped at a time.

Spell Storing Items: Scrolls, Wands, and Staves

Subtypes: There are three kinds of spell storing items, minor scrolls, medium wands and major staves.  Scrolls are limited to granting 1st and 2nd level spells or spells that cost 3pp or less, Medium Scrolls can grant 1st, 2nd, or 3rd level spells, or spells that cost 5pp or less, and Staves can grant 1st, 2nd, 3rd, or 4th level spells, or spells that cost 7pp or less.

Using: A spell storing items grant a spellcaster one additional casting of a spell that it can already cast, limited in power as described above.  Spell storing items may be reused next match by any eligible creature and with different spell if desired.  Because a spell granted by a spell storing item is identical to any other spell, it is subject to Spell Resistance

Limits of Use: Spell storing items may be used by any spellcaster.

There is no limit to the number of spell storing items a creature may have equipped at a time.

Rods

Using: A rod grants a spellcaster a metamagic boost to a spell being cast.  Each rod has a different metamagic power and can be used either once or twice per match.

Effects: The effects of a rod are determined from table M-4: Rods

Limits of Use: Rods may be used by any eligible spellcaster, however the only the power of one rod may be added to any one spell at time.

There is no limit to the number of rods a creature may have equipped at a time.

Armour

Subtypes: There are two types of Armour: Armour and Shields.  When the magic item type Armour is rolled, you may choose whether the item is a suit of armour or a shield.  After this choice is made, the armour is permanently this type of armour and may not change.

Using: When armour is assigned to an eligible creature, the armour is assumed to be the same set of armour the creature is already wearing, with additional powers.  Armour and Shields may be reassigned to different creatures every match and assume the form of armour or shield of the new creature.  It may be more accurate to view magical armour and shields as a magical trinket that fuses to a creature's armour before a battle begins.

Effects: All magic armour is shown as at least +1 which grants the user +1 AC.  Depending on the strength of the magic armour, it may also have additional powers which are determined by rolling on either table M-9: Medium Powers or table M-10: Major Powers.

The effects granted by magical armour and shields are in addition to any magical effects the creature's RPG amour and shield may have on the creature's skirmish stats.

Limits of Use: Both Armour and Shields can only be equipped by a creature who has armour or a shield listed in its possessions on the RPG side of its stat card.  Any creature that shows the use of armour may use magical armour, and any creature that shows the use of a shield may use a magical shield.

A creature may equip no more than one suit of magic armour and one magic shield.

Weapons

The whisperings of her sword were too much, one sound too many in an oppressive maelstrom of noise. "Enough!" roared Valkerata, her wings shaking with the rage she felt threatening to consume her. "You will taste the blood of this chaos mage and his unruly scum soon enough, but you must give me a semblence of quiet!"

Feeling foolish for admonishing a sword, even one as powerful as this anathema to all anarchy, Valkerata pushed on, her keen eyes searching for this dissident, this Silas Arngard. It was easy to take him for a fool who sang to the peasants about the evils of taxes and kings, but in battle he fought like a demon. His horrible cacophony was enough to drive even her most hardened of soldiers to madness, and she herself felt her discipline and poise fading.

Still, he had sent two of his most prized lieutenants after her, and their blood now soaked into a thirsty ground. Valkerata smiled grimly, thinking of the naked shock that must have crossed his face when the two barbarians surrounded her, only to be cleaved in twain with one stroke of her mighty sword. With luck, this villain would be defeated within the hour, evidence as hard as granite to the locals that order was both needed and righteous. - Zarnof

 

Subtypes: There are three types of magical weapons: Melee, Ranged, and Natural.  When a magical weapon is rolled, you may choose which of these three type of weapons it is.  After this choice is made, the weapon is permanently that type of weapon and may not change.

Using: When a magic weapon is assigned to an eligible creature, the weapon takes the form of the weapon the creature already uses but with additional powers.  When magic weapons are reassigned after each match, the magic weapon assumes the form of the weapon of the new creature.  It may be more accurate to view magic weapons as a trinket that fuses to a creatures existing weapon before a battle begins

Effects: All magic weapons are shown as at least +1 which grants the user +1 to their attack roll and provide magic damage.  Depending on the strength of the magic weapon, it may also have additional powers which are determined by rolling on either table M-11: Medium Weapon Powers or table M-12: Major Weapon Powers.  Magic weapon powers that grant the effects of a spell do not require a save.

The effects granted by magical weapons are in addition to any magical effects the creature's RPG weapons may have on the creature's skirmish stats.

Limits of Use: Magic ranged weapons may only be used by creatures with existing ranged attacks and show a ranged weapon as a possession on the RPG side of its stat card.  A magic ranged weapon may be used by an eligible creature for any type of ranged attack.  Magic melee weapons may only be used by a creature who wields a melee weapon as shown as a possession on the RPG side of the creature's stat card.  A magical natural weapon may be used by any creature that does not use a melee weapon as shown on the RPG side of the creature's stat card.

Magic weapon effects affect all of a creature's melee or ranged attacks regardless of their source. If a creature has attacks from both a melee weapon and a natural weapon, then a magic weapon of either type affects all attacks of both types. Creatures may use one ranged magic weapon, and one melee or natural magic weapon.

Rings

Effects: A ring grants the effects described in the description of the ring's power, which is determined by rolling on either table M-9: Medium Powers or table M-10: Major Powers depending on the ring's strength.

Limits of Use: Rings may be worn by any creature with fingers.  Creatures may wear up to 2 rings at a time.

Wondrous Items

Subtypes: There are five types of wondrous magic items.  Three of these are differentiated by the part of the body, or body slot, that they occupy: Head, Neck, or Arms.  Ioun Stones do not take any body slot, and Collars are a special type of item that are usable only by Difficult, Wild, Disruptive or Incited creatures.

When a random wondrous magic item is rolled, you must also roll on table M-5/6: Wondrous Items to determine which subtype of wondrous item is found.  You may choose the exact description of the three general body slot items from the options provided in the table.

Effects - Body Slot Items: The effects of body slot items depend on the power they hold, which is determined by rolling on either table M-9: Medium Powers or table M-10: Major Powers depending on the item's strength.

Effects - Collars: Upon wearing a collar, a creature is treated as if it did not have any Difficult, Wild, Disruptive or Incited ability for all purposes other than equipping the collar and Lieutenant eligibility.  Collars are also imbued with other powers which are determined by rolling on either table M-9: Medium Powers or table M-10: Major Powers depending on the collar's strength.

Effects - Ioun Stones: Ioun Stones grant bonuses based their colour, which is determined, depending on their power, from table M-7/8: Ioun Stones.

Limits of Use - Body Slot Items: Items that use the head slot can only be used by creatures with a human-like head distinct from its body and without any large protrusions.  For example a Bright Naga could use one of these items, but a Gauth or a Dolgrim could not.

Items that use the neck slot can only be used by creatures with a distinct head that is connected to a torso.  For example a Lizardfolk Rogue could use one of these items, but a Bright Naga could not.

Items that use the arm slot can only be equipped by creatures that have an even number of matching appendages that are not used for walking or flying.  For example a Draegloth or Thri-Kreen Barbarian could use one of these items, but a Thaskor or Beholder could not.

Any creature may only use one item for each of the three body slots.

Limits of Use - Collars: Collars are an item that can only be worn by Difficult, Wild, Disruptive or Incited creatures.  Collars are not necessarily dog collars, but should be viewed as an item, regardless of the form it takes, which can control certain creatures that are not otherwise easily controlled.

Limits of Use - Ioun Stones: Ioun Stones are the only magic item that are usable by any creature.

There is no limit to the number of Ioun Stones a creature may equip.

Unique Items

Effects: The effects of unique items vary with each unique item.  Which specific item and its effects are determined by rolling on table M-13: Unique Items.

Limits of Use: Some unique magic items have restrictions on which creatures may equip them, or they occupy body slots.  If the item does not specifically say either of these, it may be equipped by any creature capable of using magic items, and does not occupy any body slot.

Random Magic Items

To roll a random magic item, follow the sequence of tables below, starting with the Random Minor Magic Items, Random Medium Magic Items, or Random Major Magic Items tables as appropriate.

TABLE M-1: Random Minor Magic Items
d5
Item
Notes
1 Scroll See Spell Storing Items for effects
2 Potion of Cure Moderate Wounds  [] replaces attacks; self; Heal 10 hp
3 Ring of ENERGY Resistance Resist 5 ENERGY (One element chosen on rolling)
4 +1 Armour1
5 +1 Weapon2
Table M-2: Random Medium Magic Items
d8
Item
Notes
1 Wand See Spell Storing Items for effects
2 +1 Armour1 of… Roll on table M-9: Medium Powers
3 +1 … Weapon2 Roll on table M-11: Medium Weapon Powers
4-5 Ring of… Roll on table M-9: Medium Powers
6-8 Wondrous Item Roll on table M-5/6: Wondrous Items
Table M-3: Random Major Magic Items
d10
Item
Notes
1 Staff See Spell Storing Items for effects
2 Rod of... Roll on table M-4: Rods
3 +1 Armour1 of… Roll on table M-10: Major Powers
4 +1 … Weapon2 Roll on table M-12: Major Weapon Powers
5-6 Ring of… Roll on table M-10: Major Powers
7-9 Wondrous Item Roll on table M-5/6: Wondrous Items
10 Unique Item Roll on table M-13: Unique Items
1 Choose one of Armour or Shield

2 Choose one of Melee, Ranged, or Natural

Table M-4: Rods
d6
Rod Type
Effect
1 Heightening [][] Spells that require a save get DC +2
2 Silent and Still [][] Spell may be used when caster is threatened or paralyzed
3 Shaping [][] Spell’s range is increased one step: touch → range 6 → sight, OR spell with an area effect is increased one step: cone → sight; radius 2 → sight; radius 4
4 Quickening [] Spell is cast as a swift action
5 Empowering [] damage +10 to spells that only deal damage the same turn as being cast, this rod may not be used to cast spells containing the word "Empowered"
6 Energy Substitution [] change the energy type of 1 spell that deals energy damage
Table M-5/6: Wondrous Items
d5
Medium Wondrous Item Type
Body Slot
Medium Wondrous Item Power
1 Bracers / Bracelet / Brassard of… A Roll on table M-9: Medium Powers
2 Helm / Circlet / Crown / Mask of… H Roll on table M-9: Medium Powers
3 Amulet / Necklace / Pendant of... N Roll on table M-9: Medium Powers
4 Collar of... None Roll on table M-9: Medium Powers
5 ...Ioun Stone None Roll on table M-7/8: Ioun Stones
d4
Major Wondrous Item Type
Body Slot
Major Wondrous Item Power
1 Bracers / Bracelet / Brassard of… A Roll on table M-10: Major Powers
2 Helm / Circlet / Crown / Mask of… H Roll on table M-10: Major Powers
3 Amulet / Necklace / Pendant of... N Roll on table M-10: Major Powers
4 ...Ioun Stone None Roll on table M-7/8: Ioun Stones
H = Head Slot, N = Neck Slot, A = Arm Slot
Table M-7/8: Ioun Stones
d5
Colour
Medium Ioun Stone Powers
1 Deep Red +1 AC
2 Lavender Spell Resistance against spells of level 3 or lower
3 Pale Green attack +1, save +1
4 Pink +10 hp
5 Orange +1 DC on all spells cast
     
d5
Colour
Major Ioun Stone Powers
1 Dark Blue This creature's warlord gains +2 initiative
2 Pink and Green +1 CR (if any)
3 Pale Blue Melee damage +5
4 Pearly White Regeneration 5
5 Lavender and Green Spell Resistance
Table M-9: Medium Powers
d33
Power
Effect
1 Aid Attack +1, save +1, +5 hp
2 Animal Handling Beastmaster 20 (if any)
3 Arrow Catching Arrow Catching
4 Big Stepping Gain dimension door []
5 Blinding [] Replaces attacks: each adjacent creature; blinded. Ends after target creature's next turn; DC 14
6 Charging Powerful Charge +5
7 False Life +10 hp
8 Fortune Prevailing Reroll one save per battle
9 Fortune Striking Reroll one attack per battle (must use result of second roll)
10 Giant Strength Melee attack +2
11 the Harpy Countersong
12 Insight Immune to Flanking and Sneak Attack
13 the Marksman Ranged attack +2
14 Minor Invulnerability DR 5
15 One Mighty Blow Smite +5 []
16 Presence Gain Aura of Fear 1
17 Proof Against Poison Immune Poison
18 Protection +1 AC
19 Protection from Acid Immune Acid
20 Protection from Cold Immune Cold
21 Protection from Electricity Immune Electricity
22 Protection from Fire Immune Fire
23 Protection from Sound Immune Sonic
24 Quick Striking [] This creature gains an extra attack at its highest attack bonus as a swift action if it doesn't move during it's turn
25 Recall [] Cast a spell of Level 1 or 2 that has already been cast by this creature
26 Resistance Save +2
27 Shielding Immune magic missile
28 Sprinting [] swift action: speed +6 for one turn
29 Striding Speed +2
30 Swift Flight [] swift action: speed becomes F8 for this turn
31 TYPE Turning [] Turn TYPE 20, roll on the Creature Type Groups table to determine TYPE
32 Vision Blind Fighting
33 Withdrawal Gain sanctuary [] but range self
Table M-10: Major Powers
d32
Power
Effect
1 Acid Arrows Gain Melf's acid arrow []
2 Aggression gain Aggression +10
3 Blast Flesh Gain blast flesh [] (replaces attacks: cone; 15 sonic damage; DC 15)
4 Blasting Gain searing light []
5 Burrowing Burrow 4
6 Charisma +1 Commander Rating (if any)
7 Concealment Conceal 6
8 Concentration Combat Casting (This creature can cast spells even when in a square threatened by an enemy)
9 Dexterity +1 AC, ranged attack +1, +1 Speed
10 Energy Adaptation Immune Fire and gain Energy Adaptation (replaces attacks: change energy immunity to a different energy type)
11 Etherealness Incorporeal while moving
12 Flying Speed becomes F8
13 Glorious Recovery [] Replaces attacks: self; heal 25 hp
14 Greater Presence Gain Aura of Fear 3
15 Greater Recall [] Cast a spell of Level 4 or less that has already been cast by this creature
16 Greater Resistance Save +4
17 the Hunter Pounce
18 Intimidation [] Replaces attacks; range 6; target creature makes a morale save
19 Invisibility Gain Invisibility []
20 Invulnerability Adamantine Laced 5
21 Lightning Bolts Gain lightning bolt []
22 the Lion Fearless
23 One Godly Blow Smite +20 []
24 Protection +2 AC
25 Counter Spell [] Immediate: sight; cancel spell of up to 3rd level as an enemy casts it
26 Regeneration Regeneration 5
27 Sidestepping Sidestep
28 Spell Resistance Spell resistance
29 the Shadow Hide
30 Spell Storing Gain magic missile [][][]
31 Immortality Creature type becomes Undead, replacing all existing types and subtypes
32 Dual Powers Roll twice on table M-9: Medium Powers, reroll identical results
Table M-11: Medium Weapon Powers
d25
Power
Effect
1 None Add an additional attack bonus of +1
2 Bloodlust Gain Bloodlust (If this creature reduces a living enemy's hp to 0 with a melee attack, it gains Fearless)
3 Cleaving Gain Cleave or Ranged Cleave
4 Corroding Burst [] damage +15 acid; the use of this power must be declared before making an attack
5 Death Strike Gain Death Strike
6 Defending +1 AC
7 Empathic Burst [] damage +Empathic Transfer 5 ( 5 damage and this creature heals 5 hp); the use of this power must be declared before making an attack
8 Execution Gain Executioner's Blade
9 Fear Burst [] creature must make a morale save; the use of this power must be declared before making an attack
10 Fire Burst [] damage +15 fire; the use of this power must be declared before making an attack
11 TYPE Foe TYPE Foe (damage +5 against TYPE), roll on the Creature Type Groups table to determine TYPE
12 Force Gain Pushback
13 Ghost Touch Attacks Incorporeal creatures as if wielder had Incorporeal ability
14 Icy Burst [] damage +15 cold; the use of this power must be declared before making an attack
15 Inciting [] target gains Incited (save DC 17 negates); the use of this power must be declared before making an attack
16 Keen Score critical hit on natural 19 or 20
17 Luck save +1 and [] swift action: reroll attack (must use result of second roll)
18 Paralytic Burst [] creature struck is paralyzed (save DC 17 negates); the use of this power must be declared before making an attack
19 Poisoned Damage +Poison (5 damage whenever poisoned creature activates; DC 14)
20 Precise Sneak Attack or Sudden Strike damage +5 (if any)
21 Rending Gain Rend +5 (creatures with 2 or more attacks only, if a creature has more than two attacks, the Rend damage is dealt upon this creature's second successful melee attack in a single turn)
22 Shocking Burst [] damage +15 electricity; the use of this power must be declared before making an attack
23 Close Quarters Melee or natural weapon provides Close-Order Fighter +5 (melee damage +5 whenever 2 or more allies are adjacent to this creature) OR ranged weapon provides Precise Shot
24 Thundering [] Thunder (the creature struck and each creature adjacent to it, excluding the holder of this weapon; 10 sonic damage; DC 17); the use of this power must be declared before making an attack
25 Vicious Unlimited uses: this attack gain damage +5 and this creature does 5 magic damage to itself; the use of this power must be declared before making an attack
Table M-12: Major Weapon Powers
d25
Power
Effect
1 None Add an additional attack bonus of +2
2 Acid Damage +5 acid
3 Anarchic or Axiomatic1 Damage +10 against lawful or chaotic creatures respectively (you must choose whether the weapon is anarchic or axiomatic at the time the item is rolled)
4 TYPE Bane TYPE Bane (attack +2, damage +10 against TYPE), roll on the Creature Type Groups table to determine TYPE
5 Bleeding Damage + Bleed 5 (living creatures only; 5 damage whenever affected creature activates until it gains hit points)
6 Brilliant Energy This weapon ignores all bonuses to enemy AC from spells, magic items, and scenarios.
7 Dancing When creature is destroyed, weapon continues to attack the killer at creature’s highest attack bonus. Weapon attacks only if the killer is within 5ft of the creature when it is destroyed and continues to attack for the rest of the battle whenever the target creature activates (as spiritual weapon). If the killer is not within 5ft when the creature is destroyed the weapon does not attack for the rest of the battle.
8 Deadly Precision Sneak Attack or Sudden Strike damage +10 (if any)
9 Death Force Death Strike.  If the creature was reduced to 0 or -5 hit points and hits with the death strike, the creature instead is not eliminated and now has 5 hit points
10 Elemental Burst [] damage +5 Acid +5 Cold +5 Electricity +5 Fire +5 Sonic; the use of this power must be declared before making an attack
11 Greater Empathic Burst [] damage +Empathic Transfer 15 (15 damage and this creature heals 15 hp); the use of this power must be declared before making an attack
12 Flaming Damage +5 fire
13 Frost Damage +5 cold
14 Hasted gain effects of haste spell
15 Holy or Unholy1 Damage +10 against evil or good creatures respectively (player may choose whether the weapon is holy or unholy at the time the item is rolled)
16 Pacification Damage +Pacification (Living creature can't make melee or ranged attacks until after its next turn; DC 15)
17 Reaching or

Seeking or

Ki Strike

Melee weapon provides Melee Reach 2 OR ranged attack Ignores cover, automatically succeeds against Conceal, and gains Precise Shot OR natural weapon gains [] swift action: +15 damage +Stun (DC 16)
18 Returning Gain range 6 attack +[#] ([@] damage); [#] = level, [@] = highest melee attack damage (not cumulative with existing ranged attacks), this is always a melee weapon
19 Shock Damage +5 electricity
20 Sonic Damage +5 sonic
21 Slowing this creature's attacks gain Slow (creature struck gains Slow Attack until the end of its next turn; DC 17)
22 Terror On a successful attack, this creature gains Aura of Fear 6 for the rest of the turn
23 Ultra Keen Score critical hit on natural 18, 19, or 20
24 Vampiric gain Life Drain 5 (max of max hp)
25 Dual Powers Roll twice on table M-11: Medium Weapon Powers, reroll identical results.
1 Creatures with one or more alignments may not wield weapons or items that deal damage to any or their alignments.
Table M-13: Unique Items
d33
Power
Effect
1 Amulet of the Planes Uses the Neck body slot: gain Planewalk (This creature may start phased out; on round 4 or later, if you win initiative, it may use a move action to return to play in any legal position)
2 Beads of Force [] Replaces attacks: Range 6; radius 2; 20 damage and no creature may enter or leave the area affected until the next round, those who make their saves are pushed out of the area of effect along the shortest possible route, if there is more than one possible route then the owner of the creature may choose where it ends up. Gaze attacks, and Dimension Door are the only effects that can penetrate the affected area. Creatures inside the area of effect may not attack those outside and vice versa, and Incorporeal creatures cannot pass through the affected area; DC 16
3 Bag of Tricks [][] Replaces attacks: Summon 1 random creature by rolling d%: 01-20 Celestial Dire Badger, 21-40 Celestial Black Bear, 41-60 Fiendish Dire Weasel, 61-80 Hunting Couger, 81-100 Giant Frog, only one creature from the Bag of Tricks may be present at a time
4 Blessed Cross Divine Spellcasters with at least one Caster Level only: +2 AC, +2 Saves, +1 DC on all spells cast.
5 Bowl of Commanding Water Elementals [] Replaces attacks: Summon 1 Medium Water Elemental
6 Brazier of Commanding Fire Elementals [] Replaces attacks: Summon 1 Medium Fire Elemental
7 Censor of Controlling Air Elementals [] Replaces attacks: Summon 1 Medium Air Elemental
8 Chime of Interruption [] Replaces attacks: all creatures within Radius 4 of where this item was activated have their spells fail unless they make a DC 15 save, which must be rolled for each spell attempted, failed spells are used up, this effect lasts the rest of the game..
9 Crystal Helm Uses Head body slot, Psionic spellcasters with at least one caster level only: +2 AC, +2 Saves, +1 DC on all spells cast.
10 Druidic Vestment Druidic Spellcasters with at least one Caster Level only: +2 AC, +2 Saves, +1 DC on all spells cast.
11 Drums of Panic [] Replaces attacks: All creatures between Radius 4 and Radius 12 must make a morale save.
12 Elixir of Fire Breath gain Breath Weapon [] (replaces attacks; cone; 20 fire damage; DC 13)
13 Eversmoking Bottle [] Replaces attacks; Entire battle grid becomes Fog Terrain for two rounds, starting at the beginning of the first round after this item is activated.
14 Helm of Teleportation Uses the Head body slot: gain dimension door [] as a swift action
15 Horn of Blasting Gain shout []
16 Horn of Valhalla [] Replaces attacks: Summon creatures whose name contains Barbarian of total cost 20 or less
17 Hand of the Mage Uses the Neck body slot, spellcasters with at least one Caster Level only: gain the effects of spectral hand
18 Lantern of Revealing [] Replaces attacks: All creatures within radius 4 lose Conceal, Hide and Invisibility effects and abilities
19 Manual of Bodily Health Permanently gain +5 HP, this item does not count towards magic item limits after it is used
20 Manual of Gainful Exercise Permanently gain +1 attack, this item does not count towards magic item limits after it is used
21 Manual of Quickness Permanently gain +1 AC, this item does not count towards magic item limits after it is used
22 Mask of the Skull Uses the Head body slot: gain ranged attack +[#] [] (20 damage); [#] = level (not cumulative with existing ranged attacks)
23 Orb of Storms Gain call lightning []
24 Pearl of Power [] Cast a spell that has already been cast by this creature
25 Pipes of the Sewers [][] Replaces attacks, creatures with Countersong or Improved Countersong only: Summon 3 Dire Rats
26 Rod of Wonder [][][] Cast a spell with a random metamagic boost from table M-4: Rods. Reroll the metamagic if it does not effect the spell.
27 Ring Gates [][] Replaces attacks: choose 1 adjacent square, that square becomes Teleporter terrain type
28 Robe of the Archmagi Arcane Spellcasters with at least one Caster Level only: +2 AC, +2 Saves, +1 DC on all spells cast.
29 Robe of Bones Spellcasters with at least one Caster Level only, each effect replaces attacks: [] Summon Skeleton, [] Summon Wolf Skeleton, [] Summon Zombie, [] Summon Troglodyte Zombie
30 Stone of Controlling Earth Elementals [] Replaces attacks: Summon 1 Medium Earth Elemental
31 Tome of Clear Thought Commanders only: permanently gain +1 Initiative AND Divine and Druidic Spellcasters with at least one Caster Level only: permanently gain +1 DC on all spells cast, this item does not count towards magic item limits after it is used
32 Tome of Leadership and Influence Permanently gain +1 Commander Rating (if any), this item does not count towards magic item limits after it is used
33 Tome of Understanding Arcane and Psionic spellcasters with at least one Caster Level only: permanently gain +1 DC on all spells cast, this item does not count towards magic item limits after it is used
Table M-14: Artefacts
Artefact
Effect
Corona Imperadoxa
(The Crown of Glorious Command)
1
See the Corona Imperadoxa page.
Iugum the Collar of Servitude2 Permanently choose any one creature to be enslaved by this artefact. This creature is legal in your warband. If this creature is not included in your warband, gain CR -1 and your warband gains save -1.
Demonic Essence2 Resist 10 Acid/Fire/Cold, SR, DR 5, Smite Good 10[], Type becomes Outsider (Keep subtypes), Your opponent's Good Outsiders gain Outsider Foe, -1 to effective level for LT purposes (both number of LT's and max level of LT's), Permanent once used, Gain a speed of F4 in addition to other speeds..
Angelic Essence2 Resist 10 Acid/Electricity/Cold, SR, DR 5, Smite Evil 10[], Type becomes Outsider (Keep subtypes), Your opponent's Evil Outsiders gain Outsider Foe, -1 to effective level for LT purposes (both number of LT's and max level of LT's), Permanent once used, Gain a speed of F4 in addition to other speeds.
Banner of Command3 You may put followers within 9 squares under command in addition to line of sight. Your CFX extend to 9 squares. You also gain the CFX "Commanders within 9 squares gain Willing to Follow". Other commanders may only put followers within 4 squares under command.
Carpet of Flying3 You may move upto 16 squares with a movement of flight on your turn and make an attack or any replace attacks action. If you do not move at least 2 squares during your turn, lose the benefits of this item for the rest of the match.
Crystal Ball of E'Mit1 Bearer gains Improved Initative 1 (+1 to all initiative checks) and [] Initiative Boost 4 (+4 to next initiative check). During the warband reveal; the wielder of the Crystal Ball reveals two warbands. At least four creatures must be the same in both warbands. After seeing his opponents warband, he declares which of the two warbands he will be playing. If the bearer uses this ability, his opponent may pick which side he wants, and who will place first.
Magic Lamp of the Genie2 This item gets 3 charges per game. Each wish replaces attacks and uses one charge (unless otherwise stated):
  • Wish for illumination: The commander receives the power of an illuminator, all creatures within 6 squares loose conceal, hide & Invisibility.
  • Wish for protection: Any creature gains the benefits of the Protection from Energy spell (Choose energy type at time this wish is used, this ability does not stack with other versions of Protection from Energy).
  • Wish for healing: Any creature gains the effects of Cure Serious Wounds.
  • Free the Genie: Takes 2 charges, summon a Djinni. Warlord may not move this turn.
If your warlord dies, your opponent's warlord (if alive) immediately gains control of the lamp for the rest of the battle, and its charges refresh.
Phylactery of Former Lives1 Uses Neck slot, Gain +5 Melee and Ranged Sneak Attack, Gain a Caster Type from the choices: Arcane, Divine, Druidic, or Psionic., Gain a 1st level spell from your chosen caster type (and a PP, if Psionic). If you had Sorcerer Spells, you gain a 1st level spell known and a 1st level casting., Permanently able to progress in the Stealth and Caster Warlord classes (doing so makes this item permanent), If you already have levels in the Caster Warlord class, you must choose which class future spells will come from. You keep your current caster level, spells, and anything gained prior to this item, You are limited to half your warlord level in LT's, round down, minimum 1.
1 This Artefact was a tournament prize for a low-level pool
2 This Artefact was a tournament prize for a mid-level pool
3 This Artefact was a tournament prize for a high-level pool