Bumper Key
This key will fit into any lock. Turning it to the left turns the threshold of the door into a portal that allows people to walk through the threshold of another door where the key was last turned to the right. Using the key alerts the Key Master and they will pursue the user of the key until the user is slain and the key has been retrieved.
Moonflower Soil
1 charge
Placed in a regular plant pot, a Nightflower the size of a human grows out of the pot as soon as sun sets. The Nightflower will vigorously and savagely guard the area it is in until the rays of the sun touch its leaves, at which time it crumbles to dust leaving a pile of soil wherever its head lays.
Recharge: The soil left by the Nightflower must be kept out of sunlight for 2 full days.
the Bit and Bridle of the Loyal Horse
When the bit and bridle are place upon the head of a dead horse it rises back to life, its flesh and skin searing off and leaving only skeletal remains in a clearly undead state. When the holder of the reins whispers the name of a town, village, city, or other named settlement the now undead horse will carry the holder, or alternatively a single rider already seated upon the undead horse's back, to that destination. The horse moves at a gallop, but not dangerously, and always follows established roads or trails if they are available, but the undead horse will not stop until it reaches the named location. Upon arrival, the horse collapses into dust.
Mask of the Song
When the wearer of the mask sings, any who can see them will hear their singing clearly as if they are next to the wearer. If the Ballad of the Red Witch is sung in its entirety then the Red Witch possesses the wearer of the mask until someone else within earshot sings the Lullaby of the Red Witch.
Moonfire Armor
+2 Armor, bulky
When the wearer takes Critical Damage then the armor ignites with magical flame. This fire doesn't hurt the wearer of the armor, but anyone touching (or attacking) the wearer takes d6 damage from proximity.
Ghostskin Amulet
2 charges
Upon activation, the wearer takes 6 points of STR damage as if their HP had already been reduced to zero, but for the next 2 rounds of combat they become invulnerable to all other types of damage.
Recharge: Place the amulet around the neck of a corpse, give them a proper burial, then after two days have passed rob the amulet from the grave.
Armor of the Ghost Flame
+2 Armor
The armor glows from a faint bluish fire that gives off no heat even when it is not being used. While it is worn the armor attracts ghosts and spirits that only the wearer can see.
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magic items for Cairn 2e
Mordax Necklace
Total HP reduced by -1 while worn, but all attacks inflict +1 damage.
Lofty Ring
1 charge
Wearer can jump 10 feet straight up or 20 feet across.
Recharge: The ring must be thrown to, and caught by, someone more than 20 feet away.
Katarina's Dagger
Even when impaired, the wielder of this dagger rolls d12 for damage.
Mask of the Saber Tooth
While worn, enemies must make a Morale check every time the wearer attacks.
Captain's Armor
+1 Armor, bulky
When the wearer is swimming or underwater, this armor takes up no inventory slots.
Silver Crystal Amulet
1 charge
An attack that would cause the wearer to lose STR is reflected back upon the attacker.
Recharge: Swallow a silver coin. Every time the wearer has swallowed a number of coins equal to their STR their STR is permanently lowered by 1.
Angelic Ring
After reducing by armor, divide damage by 3 (round up).
Helm of the Cyclops
+1 Armor, bulky
Roll damage twice, keeping the best result. Every time the wearer attacks they must make a WIL save or the helm falls off their head, able to be picked up by anyone within reach.
Draconic Armor
3 Armor
Diamond Sword
d10 damage
The sword glitters, in any environment other than complete darkness the wielder is the main target for enemies' attacks.
Total HP reduced by -1 while worn, but all attacks inflict +1 damage.
Lofty Ring
1 charge
Wearer can jump 10 feet straight up or 20 feet across.
Recharge: The ring must be thrown to, and caught by, someone more than 20 feet away.
Katarina's Dagger
Even when impaired, the wielder of this dagger rolls d12 for damage.
Mask of the Saber Tooth
While worn, enemies must make a Morale check every time the wearer attacks.
Captain's Armor
+1 Armor, bulky
When the wearer is swimming or underwater, this armor takes up no inventory slots.
Silver Crystal Amulet
1 charge
An attack that would cause the wearer to lose STR is reflected back upon the attacker.
Recharge: Swallow a silver coin. Every time the wearer has swallowed a number of coins equal to their STR their STR is permanently lowered by 1.
Angelic Ring
After reducing by armor, divide damage by 3 (round up).
Helm of the Cyclops
+1 Armor, bulky
Roll damage twice, keeping the best result. Every time the wearer attacks they must make a WIL save or the helm falls off their head, able to be picked up by anyone within reach.
Draconic Armor
3 Armor
Diamond Sword
d10 damage
The sword glitters, in any environment other than complete darkness the wielder is the main target for enemies' attacks.
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