HEROES    ITEMS

Magical Items and Artifacts

Mundane Items    Mazrian Devices

These items are attuned to the Rephaim, yielding a variety of magical effects. All require specialized lore to use. 

Idols

Idols assist you in making Offerings to Lord Adod, a rest activity granted by the Lord Adod lore. All idols require the Lord Adod or Wisdom of Adod lore to craft

         1𐤑   1𐤇   Idol of Adod

Holding this idol when you make an Offering grants an additional +1 overflow stamina on a success. Adod is the Lord of Tel-Kanan and typically viewed as the personification of the cyclone that holds up the realm's floating islands. He's often portrayed as a winged bull, or a muscular, horned man atop a stormcloud. Unlike other idols, Adod's is common in Tel-Kanan and can be bought with credit.

           1𐤇   Idol of Anat

Holding this idol when you make an Offering grants a+1 overflow guard on a success. Anat is Adod’s sister. She's a fierce warrior who's said to do Adod's dirty work when the Lord is incapacitated. She's often portrayed as a teenage girl with vacant eyes and bloodstained arms.

          1𐤇   Idol of Istar

Holding this idol when you make an Offering grants a+1 overflow awareness on a success. Istar is the goddess of craft, broadly defined—tradecraft, navigation, warcraft, technology. She's often portrayed as a middle-aged woman wearing elegant armor. 

          1𐤇   Idol of Sherah

Holding this idol when you make an Offering restores +2 life on a successSherah is the goddess of agriculture, healing, hearth, and home. She's often portrayed as a pregnant woman with a serene smile. 

Mystic Weapons

Mystic weapons require either the Path of Air or Wisdom of Adod lore to craft. These items have intricate patterns of holes carved in their wood, or in the case of a sling, woven into their fabric. Mystic weapons are specially attuned to you and can't be used by anyone else.

          3𐤇   Mystic Club

Stow Back  Damage LethalGuard +1   DR 4   Requires Strength (2H) or  ✦✦  (1H)Reduce your maximum Spirit by 1 to attune to this club. 

          3𐤇   Mystic Staff

Stow Back  Damage BluntedGuard +2   DR 4   Requires 2HReduce your maximum Spirit by 1 to attune to this staff

          3𐤇   Mystic Sling

Stow Leg  Damage Lethal Guard -   DR 2   Requires 2H, The Sling, plus a bullet pouch (stow belt)Reduce your maximum Spirit by 1 to attune to this sling

If you're attuned to a mystic weapon, you can take -1 awareness to cause a ferocious gale to follow the path of your weapon’s attack. If the attack doesn’t miss, make a free Shove brace against the foe.

If your mystic weapon is a club or staff, you can make a ranged attack with this technique, though the attack itself only carries the gale and doesn’t deal any damage. If you have a mystic sling, you can make a melee attack with this technique, which likewise only carries the gale and doesn’t deal damage.

If you’re a Messenger, you have wind advantage on the Shove roll. Additionally, if you’ve Called Wind, you can wield the mystic weapon to cast spells, expending awareness instead of an equal amount of wind. 

          1𐤇   Flame Arrow (x1)

Requires The Bow, and Path of Air or Wisdom of Adod to craft or useThe arrow creates a fiery blast at the point of its impact, affecting the target and any adjacent foes. Roll 3d4 for the blast attack. It inflicts lethal damage and -2 guard.Burn: On a hit or block, the blast burns any defending arms held by the foe(s) that are composed primarily of wood: light shields, spears, staffs, and clubs. Roll 3d4 again. If the result exceeds the armament’s durability rating (DR), it ignites and is destroyed. If your initial Bow attack had a negative result (by virtue of its range penalty or the target Evading), apply the negative to the 3d4 attack roll. If your Bow attack misses a target on high relative to you, the blast automatically misses. (The arrow is consumed.) 

          1𐤇   Wind Arrow (x3)

Requires The Bow, and Path of Air or Wisdom of Adod to craft or useAfter you shoot this arrow at a foe, resolve its damage as normal. Then—hit, block, or miss—make a free Shove brace against the target and any adjacent characters. Roll 3d4 for the Shove action, rather than your own Brace die. (The arrow is consumed.)

Phylacteries

Phylacteries are physical attachments to Shinarian Vessel bodies and are useless to non-Shinarians. They require the Code of the Clay King to craft, though any Shinarian can use them.

You can deactivate a phylactery as a rest activity, detaching it from your body and regaining your maximum Spirit, if applicable. You can likewise reactivate a phylactery as a rest activity.

You can benefit from multiple phylacteries—potentially as many as your maximum Spirit. If your Shinarian hero has a Second Soul, both souls can benefit from a phylactery.

           3𐤇   Heart Container

Requires Code of the Clay King to craftReduce your maximum Spirit by 1, and increase your maximum Life by 3. 

           3𐤇   Memory Cistern

Requires Code of the Clay King to craftReduce your maximum Spirit by 1, and gain one Shinarian lore and its starting ability. However, you must meet the lore's attribute requirement to benefit from the cistern.If you deactivate a Memory Cistern, you lose access to all abilities tied to the lore it holds. 

           3𐤇   Vision Orb

Requires Code of the Clay King to craftReduce your maximum Spirit by 1, and increase your maximum Awareness by 2. 

           1𐤇   Voice Box

Requires Code of the Clay King to craftIf you hear someone speak for a few minutes, you can imitate their voice perfectly.

Artifacts

Artifacts are mysterious objects from the time before the Shattered Planet shattered. Much like mundane arms, the ancient cylinder and ancient rod must be stowed, and can be used to make attacks. Unlike mundane arms, artifacts are so suffused with Rephaim that they are virtually indestructible. You can't craft or buy artifacts.

   Ancient Cylinder

Stow Back  Damage PsychicGuard +1   DR    Requires 2H, Ancient Cylinder loreThis 6-foot-long ancient cylinder, as wide around as a strong arm, is made of an unfathomably lightweight, squishy material.Psychic. Instead of inflicting lethal damage, the artifact inflicts -1 awareness on a hit. This damage can't be absorbed by armor. Reach. The cylinder’s length prevents some foes from counterattacking you (noted in their abilities). 

   Ancient Mirror

Requires Ancient Mirror loreYou must hold this dinky mirror to make use of its abilities, but it's small enough that it doesn't take up a stow slot. 

   Ancient Rod

Stow Belt  Damage PsychicGuard –   DR –   Requires 1H, Ancient Cylinder loreThis forearm-length rigid stick of smooth, lightweight material has a small curved cup on the opposite end of the handle, which holds a hazy ball of greenish energy, only visible to you. Throwing this ball at a foe summons a bizarre, ethereal monster which chases and retrieves the ball, attacking the foe in the process.Psychic. Instead of inflicting lethal damage, the artifact inflicts -1 awareness on a hit. This damage can't be absorbed by armor. Ranged. Attack a distant foe with a -2 penalty (or more, if the distance is great).