The Magic Circle by John William Waterhouse, 1886

Hello friends!

This week we’re continuing with the theme we started here. It’s time for more magic items!

Chime of Dreams

A set silver chimes and mallet intricately engraved with sigils linked to the Lord of Dreams. When struck, it emits a rich bell tone seemingly too deep and resonant to come from the instrument.

Effect: Those who hear the ring of the chime must make an Ob 3 Will (or Nature) test or fall into a deep, unnatural slumber filled with strange and terrible dreams. Those trapped in this sleep will only awaken if prodded or struck. Otherwise they will slumber forever. The chime can affect a maximum of four creatures of Might 1 or 2, three creatures of Might 3, two creatures of Might 4 or one creature of Might 5. It does not work on beings with the undead descriptor or who are Might 6 or higher.

Charges: 1d3+1

Inventory: Hand/carried 2 or pack 2

Type: Magical equipment

Crystal Egg

A smooth, shimmering crystal the size of a fist that seems to shift colors as one gazes upon it.

Effect: This crystal functions as a matrix that can store known spells, similar to a traveling spell book. A magician may store up to 8 slots of spells in the orb. Adding spells to the orb follows the rules for scribing a known spell into a traveling spell book. When found, the Crystal Egg may already contain spells imprinted by its previous owner. Roll 1d6 and consult the following table:

1d6 Result 1 Empty 2 One 1st Circle spell 3 1d3 1st Circle spells 4 One 2nd Circle spell 5 1d3 1st and 2nd Circle spells 6 One 3rd Circle spell

Inventory: Hand/carried 1 or pack 1

Type: Magical container

Ring of the Frog

A ring of mottled green and brown stone that always appears to be wet.

Effect: The wearer may breathe normally underwater.

Charges: 1d6+3

Inventory: Hand/worn 1

Type: Magical jewelry

Robe of the Thaumaturge

A heavy, exquisitely brocaded robe beaded with pearls.

Effect: The robe acts as armor against combat spells, invocations and other magical effects in kill and drive off conflicts. -1 personal damage from magical effects. After absorbing damage, roll 1d6. On a result of 1-2, one of the robe’s pearls crumbles to dust. When the pearls are all gone, the robe’s magic is destroyed.

Charges (Pearls): 1d6+3

Inventory: Torso/worn 3 or pack 4

Type: Magical clothing

Swan Mantle

A cloak of purest white swan feathers stitched with gold thread.

Effect: The wearer pulls the cloak tightly about them and takes the form of a swan. To transform, make a Will test Ob 3. This test does not take a turn. If successful, your character takes the shape of a swan and assumes its nature descriptors (Preening, Flying, Swimming). You may end the effect at any time by removing the cloak.

Inventory: Torso/worn 1, hand/carried 1 or pack 2

Type: Magical clothing