TOMAGOMB Items

Starting Items
Character Starting Wealth: Characters do not (normally) begin adventuring without a stake. To determine the amount of working capital the character has, consult the Starting Wealth Table at right.

Optional Rule: Combat Class Wealth: The GM may give combat-based classes 100 extra gold at character creation to allow better armor and weapons to be purchased. If this optional rule is used, the extra money can only be used for equipment. If it is not spent on gear, the rest is removed. This is to encourage effective characters and to give even footing on liquid assets. The combat-based classes are: Assassin, Barbarian, Warrior, Paladin, Ranger, and Shadowknight. Monks don't need excessive gear, so this rule does not apply to them. The GM can optionally give the money to Bards and Thieves as well if he's being generous.

Additionally, all characters begin play with the Basic Equipment starting package. This entire package costs nothing extra and weighs only 12 lbs. total as a courtesy to new characters. It includes the following:




 * 1 Backpack
 * 1 Bedroll
 * 1 Winter Blanket
 * 1 Extra change of clothes
 * 1 Flint and Tinder
 * 3 Torches
 * 3 Days' worth of rations
 * 1 Full Waterskin
 * 50 ft. of hemp rope
 * }
 * }

If you give characters the option to do equipment a la carte instead of taking Basic Equipment (NOT RECOMMENDED) this equipment can be traded in for 5gp at character creation.

Weapons
Not for the pacifist, weapons tend to hurt people (even put out an eye). If you plan on doing much beyond casting spells, you're going to need some sort of weaponry. Melee weapons are for those who get right up next to someone to fight, while ranged weapons can be used at a distance.

Some weapons will list a Stealth Penalty or Backstab Penalty (SP or BP, respectively). This typically happens with larger weapons for various reasons. Stealth Penalty comes with weapons that protrude too far (two-handed weapons, etc.), or are visually hindering (a flaming sword, for instance). This will be taken in 1/5th increments from the wielder's total Stealth skill. BP happens with larger weapons due to the lack of precision that comes from swinging a 5 ft., 15 lb. blade with all your might, or rather, the lack of careful precision. BP can be taken either as a loss of multiplier, or a complete loss of backstab capability. The weapon will always at least deal regular damage, of course.

Armor
"Armor...Armor is what keeps us together....today."

Armor is that hard candy shell which prevents things from getting to our respective soft innards, comes in many forms.

Heavier armors may list a Spell Casting Penalty (SCP); if your armor has this score and you are attempting to cast Cleric/Druid or Mage spells, you subtract this number from Dexterity, then roll Dex to see if your spell is cast successfully. Failure indicates a miscast, which could have random and possibly dire consequences. If your Dex score is 20 or higher after applying the SCP, you don't need to roll and automatically succeed on your spellcasting.

The heaviest armors list a Dodge Penalty (DP); rather than subtract a set amount, these armors take a fraction (percentage) off from your dodge score, rounded down. For instance: scale/banded armor lists a 1/3rd penalty to dodge. If your fighter has a dodge score of 25%, he loses 9% dodge (16.something% rounded down) to a new dodge total of 16%. Depending on your particular character build, it may sometimes be wiser to keep your dodge higher instead of your damage reduction, although armor is often the best way to keep your character alive.

For stealth: light armor imposes no penalty to stealth. Medium armor halves your stealth skill, and heavy armor reduces it to 1/4th your normal amount.

Light Armors
Cloth Class

Padded Armor - 1 AC, Weight: 6 lbs., Price: 10 gp. Special: This armor will need frequent repairs, and gets hot quickly in warm climates. However, in cold climates this armor doubles as cold weather clothing.

Woven Armor - 1 AC, Weight: 4 lbs., Price: 15 gp. Special: Incredibly light and fairly durable, this is the poor man’s armor of choice for traveling in all climates. Though statistically similar to padded armor for AC, woven armor is lighter, cooler, and requires fewer repairs which makes the added cost well worth the price.

Leather Class

Leather - 2 AC, Weight: 10 lbs., Price: 25 gp. Special: Leather armor is the base standard of anybody seriously considering combat. Cheap, durable, and effective, leather armor empowers everyone from peasants to mercenaries to highwaymen. Most adventurers would prefer studded leather armor if they can afford the price and the weight.

Studded Leather - 3 AC, Weight: 20 lbs., Price: 60 gp. Special: Many adventurers looking to stick to lighter armors will never go past studded leather. More durable and protective than plain leather armor, few can argue the practicality and affordability of studded leather. This is the lightest grade of armor that can have armor spikes added.

Hide - 3 AC, Weight: 25 lbs., Price: 55 gp. Special: Hide armor is a throwback to a cruder time with less refined craftsmanship. Slightly cheaper, heavier, and warmer, few would prefer it to studded leather, although an upgraded form of hide armor exists, Thick Hide. Thick Hide actually counts as medium armor but uses the same proficiency, it has 4 AC, Weight: 40 lbs., SCP: 2, Price: 90 gp. It’s also stiflingly hot to wear in any season but winter (double each round’s penalty toward combat fatigue unless conditions are cold).

Medium Armors
Wooden Class

Wooden Banded - 3 AC, Weight: 20 lbs., Price: 55 gp. Special: Wooden banded mail is light and fairly flexible at the cost of losing some durability. This armor actually counts as light armor. All wooden armor types do not count against swimming checks, and are more vulnerable to fire.

Wooden Plate - 4 AC, Weight: 30 lbs., SCP: 1, Price: 110 gp. Special: Wooden plate armor is made by bedkip craftsmen, high quality and lightweight. Wooden plate armor actually gives a +1 bonus to the relevant stat (Str or Dex) for purposes of swim checks made to stay afloat.

Chain Class

Chain Shirt - 3 AC, Weight: 20 lbs., Price: 80 gp. Special: This armor actually counts as light armor, but it still reduces Stealth by -10% due to noise. Chain class armor adds +1 AC vs. piercing missiles, including arrows, bolts, and javelins.

Chain Mail - 4 AC, Weight: 35 lbs., Price: 150 gp. Special: Chain class armor adds +1 AC vs. piercing missiles, including arrows, bolts, and javelins. Also, this is the heaviest and most effective armor the pure casting classes can wear without penalty.

Heavy Armors
Scale/Banded Class

Scale Mail - 5 AC, Weight: 45 lbs., SCP: 3, DP: -1/3rd, Price: 200 gp. Special: This heavy armor is what young struggling fighters are trying to afford. Not the lightest, most comfortable, or graceful armor, nonetheless scale mail will save your hide in many encounters and isn’t outrageously expensive.

Banded Mail - 5 AC, Weight: 40 lbs., SCP: 2, DP: -1/3rd, Price: 250 gp. Special: Banded mail is a slight cut above scale mail, although a strong fighter won’t notice the difference too much. Easier to maneuver in and easier to repair, banded mail is a fine choice of armor.

Plate Class

Half-Plate - 6 AC, Weight: 55 lbs., SCP: 5, DP: -½, Price: 400 gp. Special: Half-Plate armor is ridiculed by anyone with the money for full plate armor. This cumbersome and awkward armor is actually more difficult to maneuver in than full plate armor, though admittedly cheaper by a fair margin. Certainly not a choice for those seeking finesse, half-plate still finds a fair bit of use from up-and-coming adventurers who can’t quite afford the best.

Full Plate - 7 AC, Weight: 65 lbs., SCP: 4, DP: -½, Price: 800 gp. Special: When nothing but the best will do, and by “the best” you mean “keep that greataxe from breaking my skin, let alone my bones,” you need full plate armor. Full plate armor is often the unspoken rite of passage from early adventuring to serious contenders for battle. Warriors wanting to move quickly in this armor will need a fairly high Strength score.

Shields
Buckler - 1 AC, Weight: 3 lbs., Price: 10 gp. Special: This small, light steel shield has a number of uses. Strapped onto the forearm, it can be used to bash effectively for 1d6 damage, and you can wield a two-handed weapon or a weapon in each hand while still gaining the AC bonus from the shield (but not the bash attack). Against ranged attacks, a buckler is ineffective, having an AC of 0.

Wooden Shield - 1 AC, Weight: 6 lbs., SCP: 1, Price: 5 gp. Special: A wooden shield is not particularly durable or stylish, but it can be used as a floatation device and it’s certainly cheap.

Steel Shield - 2 AC, Weight: 12 lbs., SCP: 2, Price: 30 gp. Special: A steel shield is durable and stylish, but it sinks like a rock and it costs more.

Tower Shield - 3 AC, Weight: 30 lbs., SCP: 4, Price: 80 gp. Special: A bastion of defense for those with the strength to bear it. You can hide completely behind a tower shield, which has many tactical benefits too numerous to list. Tower shields are largely made of wood but heavily reinforced with steel. Dodge -5%.

Woden Sheild - 1 AC, Wait: 6 lsb., SPC: 1, Prize: 5 gp. Special! Satistcalli simlar two teh wooden shield, teh Woden Sheild iz maid uv eh Special! materlyal naam Wode. Wode iz hurvistad bi dr00ds en teh Groove uv Wode an maid ento eh Special! amor caled Sheild. Et iz veeree usfil win ewe fest strating aut weth yur karaktur, beht ewe prolly wana git eh stele sheild win ewe cin afrod wun.

General materials information
Dwarven-Crafted, Elven-Crafted and Bedkip-Crafted Items: Items that are made by races that master a particular craft get a nonmagical bonus for being made particularly sturdy. In the case of dwarves, items made of metal and stone can be refined in this way, and for elves items made of wood (or even bone) can be refined. Bedkips are also more than capable of this level of wood refinement, in fact probably moreso than elves. Other races may attempt this refinement, but only if they possess the proper crafting skill at more than 100%. The price increases as well, depending on the item in question.

Refined weapons cost 300gp more, and upgrade their damage dice by one step (1d6 to 1d8, 1d12 or 2d6 to 2d8, etc.).

Refined armor costs 300gp more for light armor, 500gp more for medium armor, and 1000gp more for heavy armor. Refined armor has +1 higher AC, and is custom made to fit your character.

Refined shields cost 200gp more for bucklers and wooden shields, 400gp more for steel shields, and 800gp more for tower shields. Refined shields have +1 higher AC and are extremely durable.

Refined skill tools cost 300gp more, and add a +5% bonus to the skill in question. Note that some skills do not have associated tools, such as Stealth or Knowledge: Arcana, and therefore could not benefit from this refinement.

Armor Spikes: Armor spikes may be added to any medium or heavy armor, any shield, or to studded leather. Armor spikes deal 1 unavoidable damage to any creature that strikes you in melee with an unarmed or natural weapon (such as a claw, slam, or bite attack) unless that creature aims more carefully to avoid the spikes with a -2 Dex penalty. Additionally, armor spikes deal 1 unavoidable damage to any creature grappling you each round, and add +1 damage to any grapple damage you personally deal (shield armor spikes don't work in a grapple). The armor spike bonuses from armor and a shield stack, enabling a character to create a very painful defense (and sometimes offense!). Armor spikes cost +100 gp to the base price of the armor in question, or +70 gp to the base price of the shield.

Mighty Bow: Characters with a Str score of 12 or more must seek out a master bowyer/fletcher (skill over 100%) to craft a special bow that allows for their Str bonus to be used with archery. The bow must be made as a refined weapon (300 gp extra) before the Mighty crafting can be considered. The cost for Mighty crafting is as follows: +500gp base +50gp / Str above 13. If you believe your character might ever get stronger, for 200gp more the bow can be modified to accomodate any level of strength your body is ever capable of (you must first buy it up to your current Str score). Refined mighty bows often have their owner's name carved or seared on the weapon, and any character attempting to use the weapon who is not the custom-specified user does not benefit from the weapon's refined or mighty status and suffers a -2 Dex penalty when trying to shoot it. Unfortunately, this also means the character cannot use their weapon effectively if they change forms (like through shapeshifting), and any character capable of taking your exact form can benefit from the bow. Mighty bows can be used as clubs fairly effectively, though it's considered bad taste and bad luck to do so. Used as a club, the bow only breaks on a failed Luck check after a critical failure on an attack.

Mithril - This special metal is found only in the deepest parts of Sert or in areas where magic is unusually strong. It weighs half as much as steel, is at least 5 times more durable, never rusts, and any item made out of it is automatically treated as refined; in fact, any craftsman who would bother to work in mithril will also make it refined in addition to being made of mithril. This bumps up weapon damage yet another step, or adds +1 more AC, or +5% more skill bonus, and subtracts -2 from any Spell Casting Penalty (scores of 0 or less still apply; negative SCP scores give a bonus to the Dex check!), allows the subject to dodge freely in armor made of it, but mithril weapons and armor still reduce Stealth normally based on size, noise, and how shiny they are. Items made of mithril are very rare and very expensive: add +1500gp to the base price of the item, then double its total cost, including base price and refinement. Only very rich, very high level, or very lucky characters have access to this wondrous silvery metal.

Dragonhide - This special material can be used in place of regular leather for leather items. Like mithril, it is 5 times more durable and weathers well, and any item made of it is automatically treated as refined. Unlike mithril, it doesn't weigh less however. Items made of dragonhide cost +800gp to the base price of the item, then double the total cost.

Magical Items
TOMAGOMB's magical bonuses can be a harrowing experience to attempt to balance properly, so feel free to experiment in your own campaigns regarding magic items. This is an uncomprehensive list just to get started with, and suggested pricing tables for certain bonus types. Be especially careful giving out high dodge bonuses on items, or multiple dodge bonuses spread over a set of items, as this could be abused. The same is true for magic resistance.

Any two traits that don't oppose each other can be "Mix and Match"-ed, meaning you simply add the magical costs together. Adding more than 2 traits on one item (or bonuses going places they normally shouldn't, like AC on weapons would immediately cost double and count as 2 traits) causes any further bonuses to cost more: double for the third, triple for the fourth, quadruple for the fifth, etc. For instance: Ulrich the warrior wanted to add multiple damage types to his mace, to bring it up to +2 frost damage, +1 base damage and +2 electricity damage. The first two add in normally (1200gp for the frost, 400gp for the base damage) but the third gets doubled (2400gp for the electricity damage). If the traits haven't been set up yet, he could choose to have the non-elemental damage bonus apply last (400gp doubled to 800gp) so the cost would be (1200 + 1200 + 800) = 3200gp for his enchanted mace.

CPD Bonus: (bonus squared) x 400 GP, no more than +5 (some exceptions apply, see specific items)

Skill Bonus: (bonus squared) x 20 GP, no more than +20%

HP Bonus: 100 GP for each +1 HP bonus, maximum +20 per item.

Weapon Damage Bonus (non-elemental): (bonus squared) x 400 GP, no more than +5

Weapon Damage Bonus (elemental): (bonus squared) x 300 GP, no more than +5

Weapon Damage Bonus (1d6 elemental): (# of d6's squared) x 3000 GP

Armor Class Bonus: (bonus squared) x 1000 GP

Dodge Bonus: (bonus squared) x 20 GP, no more than +10%

Magic Resistance Bonus: (bonus squared) x 100 GP

Spell Scrolls: (CPD cost of spell squared) x 50 GP, +50 GP / caster level, 1/2 CPD is 1/2 price of 1 CPD scrolls.

Potions: (CPD cost of spell squared) x 80 GP, +50 GP / caster level, 1/2 CPD is 1/2 price of 1 CPD potions. Healing potions are an exception; see below.

Specific Magic Items:
Some of the items listed below will defy the pricing tables listed above; this is due to several factors. For one, the items are flavorful, and some may have built-in drawbacks or limitations. Two, these items are pre-built and don't allow for customization: that's extra. Three, the GM is always encouraged to give little discounts for "coolness," which goes back to the items being flavorful. All of that being said, these items are not too far off from their market value, so once you've got the hang of pricing you can create specialty items in your game at a discount as well. Also bear in mind that if an item is mass-produced, the means of producing it and the process involved become cheaper.

Weapons
Brass Tacks - These brass knuckles (for one hand) are imbued straightforwardly to benefit monks with +2 magic damage, although anyone can use them effectively with Unarmed proficiency. Since they are mass-produced in the Eastern Lands, they come at a slight discount. Weight: 1 lb. Price: 1,500 gp.

Lightning Strike - This mastercrafted bastard sword is imbued with magic and electricity, dealing 1d12 damage + 1 magic + 1d6 electrical. It sheds bluish crackling light in a 20 ft. radius. Whenever it lands a critical hit, the electrical damage is upgraded to 3d6 (and then subsequently multiplied for the critical hit), but calculate this damage separately. You take half of the electricity damage dealt on a critical hit. Weight: 6 lbs. Price: 4,000 gp.

Staff of the Apprentice - A good companion for a vulnerable apprentice, this staff grants the wielder +1 CPD and +5 HP. It is otherwise a humble quarterstaff. Weight: 4 lbs. Price: 900 gp.

Staff of the Adept - A more powerful magical staff that focuses less on survival and more on study. It grants the wielder +3 CPD and +10% Knowledge: Arcana. Weight: 4 lbs. Price: 5,000 gp.

Staff of the Archmage - This mastercrafted mithril staff is an intimidatingly beautiful sight, set with glowing precious stones and Runic inscriptions. Wielding such a staff and wearing an Archmage's robe will command respect from nearly anyone you encounter. This staff deals 1d12 damage +2 magic, grants +5 CPD, and increases your caster level by +2. Weight: 6 lbs. Price: 14,000 gp.

Armor
Heart of the Wood - This mastercrafted wooden plate armor is specially imbued to give additional bonuses to those with a magical tie to nature. It normally counts as simply mastercrafted wooden plate armor with +1 AC (6 AC total). If a divine caster who knows at least one spell each from the colleges of Air, Animal, Earth, Fire, Plant and Water dons the armor, it grants additional properties: the AC bonus raises to +2 (7 AC total), the SCP (Spell Casting Penalty) is completely removed from the armor, and the wearer gains 3 fire resistance, reducing all fire damage taken by 3. The armor is not vulnerable to burning like other wooden armor. Weight: 30 lbs. Price: 3,500 gp.

Spellmirror Plate - Exquisite and rare, Spellmirror Plate is occasionally produced by dwarves and more rarely elves to bolster their most elite warriors. The mithril plates are brought to a high mirror finish and are left unadorned. It grants the wearer 10% magic reflection, which can be added to the roll for magic resistance (if any). If the roll succeeds but only by a margin of 10% or less, a targeted spell is reflected back at the caster. This mastercrafted mithril full plate is enchanted with +1 AC, bringing its base stats to the following: 10 AC, Weight: 32.5 lbs., SCP: 2, DP: none, Price: 15,000 gp.

Phalanx Ward - These mastercrafted tower shields are intricately detailed, often showing a coat of arms. Their magical design is extremely straightforward though: they are enchanted with +2 AC (6 AC total) and give the wielder +20 HP. Weight: 30 lbs. Price: 6,500 gp.

Miscellaneous
Solomon's Pack - This sturdy backpack can theoretically carry any amount of weight and volume, but it doesn't reduce the weight and it can't hold more in it than the carrier's maximum weight limit. For instance: a character with 10 Str could have their Solomon's Pack carry 110 lbs. worth of materials, regardless of the materials' dimensions (it could be 110 lbs. of feathers or 10 ft. poles!). Weight: 2 lbs. Price: 100gp

Cubbyhole Bag - This amazing bag doesn't look like much from the outside, but inside it holds an entire 20' by 20' by 20' room, stocked with industrial steel shelves up to the ceiling and 6d6 empty crates which convert into barrels at a command. The floor alone has space to sleep 6 normal-size characters comfortably, and the shelving could accomodate up to 50 total normal-size humanoids easily! The bag has no weight limit on what it can hold, though it obviously has an upper limit in regards to the dimensions of an object, and at your command will ventilate in air from outside to keep oxygen flowing or close off to prevent noxious fumes from entering. The temperature inside the bag ranges from 55 degrees Fahrenheit to 80 degrees, also set at your command. Weight: 5 lbs. Price: 5,000gp

Neophyte's Robe - This robe for a young spellcaster is an alternative to armor, not able to be worn with armor unlike mundane robes as the magic is fragile and other materials (such as metal and previously living materials like wood and leather) can interfere with its benefit if spread over a wide area. Robes of this type must in fact be made of silk for the enchantment to function. It has no AC, but adds +1 CPD, and comes in the colors of orange, yellow, white or brown. Weight: 2 lbs. Price: 80gp

Apprentice's Robe - This alternative to armor adds +2 CPD, and is similar to the Neophyte's Robe. It comes in the colors of green, gray or any Neophyte Robe color. Weight: 3 lbs. Price: 450gp

Journeyman's Robe - This elegant robe in the alternate armor series actually has 1 AC, and adds +3 CPD. It comes in the colors of red, black or any previous color. Weight: 4 lbs. Price: 1,800gp

Adept's Robe - This stately robe has 2 AC, and adds +4 CPD. It comes in blue, purple or any previous color. Weight: 5 lbs. Price: 4,500gp

Archmage's Robe - This exquisite robe has 3 AC, grants +20% magic resistance, and adds +5 CPD. It has the power to alter its visual form with an illusionary effect, and only those who come in contact with it get a M.A. save with a -2 penalty to disbelieve the illusion (if they fail, it feels just like whatever it looks like). The five pockets spread throughout the Archmage's Robe can hold up to 400 lbs. of any material apiece (living creatures have 10 minutes' worth of air before suffocating). Finally, the robes allow you to fly at your normal ground speed for 20 rounds per day, and these rounds need not be consecutive. An Archmage's Robe comes in any colour you like. Weight: 10 lbs. Price: 15,000gp

Healing Potion, Minor - This bitter, murky brown mixture heals 1d4 hp when consumed. Weight: 1/4 lb. Price: 15gp

Healing Potion, Lesser - This bland tasting pink mixture heals 1d6+1 hp when consumed. Weight: 1/4 lb. Price: 35gp

Healing Potion - This oily but sweet dark green mixture heals 2d6+6 when consumed. Weight: 1/4 lb. Price: 120gp

Healing Potion, Greater - This tangy crimson mixture heals 5d6+10 when consumed. Weight: 1/4 lb. Price: 300gp

Mana Potion, Minor - This addictively tart yet sweet turquoise mixture restores 1/2 CPD when consumed. Weight: 1/4 lb. Price: 40gp

Mana Potion, Lesser - This refreshing light blue mixture restores 1 CPD when consumed. Weight: 1/4 lb. Price: 100gp

Mana Potion - This sour dark blue mixture restores 2 CPD when consumed. Weight: 1/4 lb. Price: 250gp

Mana Potion, Greater - This delicious purple mixture restores 5 CPD when consumed. Weight: 1/2 lb. Price: 700gp

Potion of Youth - Spoken of only in legend, these potions are long-sought items with a very strong market. When imbibed, the drinker becomes a certain number of years younger, but not forgetting their experiences earned through aging. While elves would have little use for them, humans crave them. While legends persist of a Fountain of Youth, there is no historical evidence to point to the existence of such a place; truly, only powerful magic can prolong one's life, and even then only to a point. If such a potion existed, it would cost 1,000gp per year of age it reversed.

Stat Potions - There are occasionally documented cases of potions which, once imbibed, give a permanent +1 bonus to one of the four basic stats: Str, Dex, Fort, or M.A. These potions typically cost 10,000 gp. Potions which add a permanent +1 bonus to L.S., Piety, M.D. or Luck are almost unheard-of and are likely mere stories. Such a potion would cost around 15,000 gp.

Defense Amulet, Minor - This bronze amulet with a fluorite crystal can absorb a maximum of 10 damage total, one dose of poison, one disease, one targeted spell and will allow the wearer to reroll one roll they just made. Each of these effects is one time only, and once they are all used up the amulet is no longer a magical item. The wearer chooses when to use each of these effects. Weight: 1/2 lb. Price: 400 gp.

Adventurer's Ring - This potent but unfocused little silver ring adds +1 AC, +1 CPD, +1 HP, +1% to all skills, +1% Dodge, +1% Magic Resistance, +1 Weapon Damage and +1 Spell Damage. Due to some secret of crafting them, the price is not as high as it would be normally. Weight: Negligible. Price: 2,000 gp.

Artifacts
These items simply cannot be bought, and are rarely ever found. Objects of such power tend to alter the course of history by being in someone's hands, and it is for that reason that only the most enterprising, smart, lucky or cursed individuals ever come across one. They can be divided into two categories: minor artifacts (multiples exist of each item, in theory), and major artifacts (there can be only one).

Minor Artifacts
Potion of the God of War - Thought to be distributed by Varthaal, these exceptional potions can turn anyone into a fighting machine, but notoriously don't improve one's odds of survival by much. Once consumed, the potion adds +10 to Str, Dex, and M.D. for 1d6+1 rounds. During this time, the character flies off the handle into a rage, similar to a berserker's class ability with appropriate bonuses and penalties in addition to those mentioned above. If the character is not a berserker, it works like the level 1 berserker rage. If the character is a berserker, they count as being 10 levels higher for the rage they fly into. The primary exception is that the rage's duration is equal to the potion's duration, no matter what your Fort score is, and afterwards leaving the character fatigued as normal (unless they were a level 60 berserker).

Scroll of Invulnerability - These scrolls, thought to be written around the Age of Corruption, were used as a last-resort tactic to battle the epic magic of that time. The character must be able to read and recite Runic to use the scroll, but they do not need any knowledge of spellcasting, and they spend one main action to activate it. The scroll burns up upon use, and for the next 2d4 rounds the character is completely invulerable. This includes all forms of damage, spells, psionics, etc. It is theorized that deities might be powerful enough to get around the scroll's power, although no documented case exists of such a conflict.

Spellshatter Hammer - These weapons were almost certainly used during the Age of Corruption, when their power was certainly needed. The wielder can see into the aether and automatically identify spell effects and areas, enabling better use of the hammer's special power. Once per day, the wielder can make an attack which targets a spell instead of a person. If this would involve hitting an object or person that the spell is on, it does so as well if the wielder desires. If the damage the attack deals is greater than the number of CPD of the spell effect, the spell is broken. Permanent magic items only lose their abilities for 1d6 days when targeted this way. The hammer is a two-handed greathammer, 3d8 base damage with +5 magic damage.

Major Artifacts
Rainbow Wand - Thought to come from the Age of Magic, this odd little multicolored sparkling wand made of a light, unidentifiable translucent substance is a great find for any spellcaster. It grants the wielder a +2 bonus to M.A., L.S. and Piety, and +6 CPD on top of that. The wand can fire a prismatic bolt at will using Dex to hit, which deals 1d6 fire, electricity, light, holy and force damage at a range of 200 feet. All Light spells cost 1/2 of a CPD less to cast, and are cast at +2 caster level (possession of the Rainbow Wand also lets you automatically succeed at casting the ritual Prism Dance, and the blast created from that spell can be combined with the wand's blast). When a caster gains possession of the Rainbow Wand for their first full month, they learn 1d6+1 new spells at the end of the first month, plus the ritual spell Prism Dance if they didn't know it before. Even if they lose the wand afterwards, these new spells remain in their repertoire.

Sword of Exorcism - Wielded by the legendary Knight of the Sunrise Sir Gaerdalwyth during the Age of Bronze, the Sword of Exorcism is a potent weapon against evil outsiders (demons, devils, etc.) and a killing blow against undead, but merely a quality weapon against other types of creatures. The plain but bright mithril longsword sheds pure sunlight within a 20 ft. radius, and regular light within another 20 ft. This means that vampires are automatically turned to ash within 20 ft. of the naked blade. When used against undead, the sword is a 1d12 +5 magic damage +6d6 holy damage weapon, its critical range is extended by +2, and multiplied by an extra x1. Further, when the sword touches an undead being, that being is annihilated utterly and cannot be resurrected. If the undead is particularly power (such as a deity, or by GM discretion), it may make a M.A. save with a -10 penalty to avoid destruction.

When used against evil outsiders (or certain aberrations by GM discretion), the sword is a 1d12 +5 magic damage +4d6 holy damage, its critical range is extended +2, and multiplied by an extra x1. When such a creature is slain by the sword, it is gone forever and may never return to life. Someone being possessed by a creature can be cured by a mere touch of the sword, and that individual is immune from that creature's possession forevermore.

When used against any other sort of creature, it functions as a nonmagical mastercrafted mithril longsword, a 1d12 weapon.

The sword cannot be used by anyone, however. The sword judges whether the wielder is pure of heart and intentions before allowing itself to be wielded. If the character who touches it to wield is judged to be unworthy, they are slain in a burst of brilliant light (not unlike Call to Judgment) and only dust remains. Anyone that dies this way cannot be resurrected. If, however, the character is pure enough to use the sword, full of the virtues of honor, courage, sacrifice and justice, all NPCs either respect or fear the character if they know he possesses the Sword of Exorcism.