1166 Campaign Magic Charms And Relics

Magic is controlled by the crown, which decrees that every person possess only one magic item apiece. These are considered family heirlooms. If captured, you're expected to ransom them back to the family, unless they're outlaws, in which case you give them to the Crown.

You can trade items to the Crown for more powerful ones, especially ones you've captured. If the Crown likes you, they may allow you to hold a magic item in trust for your heirs. It's gauche to wear more than one magic item openly, under any circumstances, and an affront if done so in the royal presence.

Everyone gets their starting magic item by buying it out of their starting funds. You may not choose item creation feats.

You may also wear up to seven charms (see below) and/or saints’ relics.

Common Charms

  • +2 bonus to armor class
  • +4 bonus to armor class vs. a particular creature type (one human bloodline/family, dragon type, etc.)
  • +1 bonus to one saving throw type
  • +2 bonus to saves vs. a particular creature type.
  • +1 bonus to attack and damage vs. a particular creature type.
  • +2 bonus to save vs. one particular spell.

Saints’ Relics

  • 0 level cleric spell, unlimited (not cure minor wounds or create water, treat the latter as a 1st level spell).
  • 1st level cleric spell, 5/day
  • 2nd level cleric spell, 2/day
  • 3rd level cleric spell, 1/day
  • 4th level cleric spell, 1/month, possible complication

More powerful relics are present in the campaign, but you’ll have to acquire them through play.

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