AMBERBLOOD HEART
This stone sculpture of a heart flows with slow-moving liquid amber. At its center is a crystalline amber core.
Keywords: Magic
Item Prerequisites: Amber flecked with iridoss, amphibolite rock from the heart of a mountain
Project Source: plans written in Rallarian
Project Roll Characteristic: Reason or Intuition
Project Goal: 600
Effect: Attuning to the heart requires a Respite activity. Once you attune to it, it magically vanishes into your chest to reinforce your heart and body; faint amber cracks then line your skin.
While attuned to the heart, you gain the following benefits:
You have Immunity to acid and poison damage equal to your level.
You can't become petrified or poisoned per those conditions.
You are immune to natural diseases.
For every 10 years that pass, your body ages only 1 year.
Your weight doubles, which grants +1 Stability, but applies a -1 penalty to speed.
BANGLE OF THE STARLIGHT RAVEN
This silver bangle feels almost cool or wet to the touch. Pressing its tail feathers inward causes its wings to unfurl, allowing you to place the bangle on your wrist or remove it.
Keywords: Arm, Magic
Item Prerequisites: A rovion ingot, star raven down, a nugget of pure silver
Project Source: Texts or lore in the First Language
Project Roll Characteristic: Reason
Project Goal: 450
Effect: While wearing this bangle, when you fall, you reduce the effective height of the fall by 5 squares in addition to any other reductions. Also, your normal jumping distance is doubled.
The following effects create raven servants to carry out their effects. The illusory ravens produced by these properties appear like moving constellations of starlight. Using any of these properties requires an action.
Starlight Messenger. Once per day, you can send a short message of twenty-five words or less to a creature with whom you are familiar. When you do, an illusory raven instantly appears before the recipient to deliver your message to it. and the recipient can answer immediately; the recipient's reply is delivered back the same way, at which point the raven vanishes. Messages can reach across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.
Stars' Guidance. Once per day, you may describe or name an object that is familiar to you. Once you do, an illusory raven appears on your shoulder to direct you toward the object for duration (10 minutes), provided it's within 200 squares of you. If the object is in motion, you know the direction of its movement.
The raven can locate a specific object known to you, if you have seen it up close—within 30 feet—at least once. Alternatively, the raven can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This raven can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Starstruck Swarm. Up to four times per day, you use the bangle to Hurl Elements, even if you do not normally have the ability. The missiles appear as the illusory ravens hurtling toward each target, dealing sonic damage.
CLOCKWORK HEALERBEE
This pill-shaped magical automaton, two inches long and made of brass and glass, has been crafted into the shape of a honeybee. It has a pair of tiny wings that silently keep it aloft. It hovers up to 5 feet above the ground and does its best to stay at your side.
Keywords: Magic
Item Prerequisites: A speck of iridoss, brass and glass fittings, jeweler’s tools
Project Source: plans written in Rallarian
Project Roll Characteristic: Reason
Project Goal: 450
Effect: The bee can enter and pass through another creature’s space and does not provoke opportunity attacks. While the bee is within your space, you can speak its command word as a maneuver to command the bee to fly to a creature that you can see within 4 squares of you. The bee flies to the creature’s space and touches its stinger to the creature, allowing the creature to regain Stamina equal to its recovery value without spending a Recovery. The healerbee can do this four times per day.
The bee is considered a Construct. It is considered size 1T for purposes of abilities that mention size, has 10 Stamina, and has Immunity equal to half its owner’s level to all damage types. If the healerbee drops to 0 Stamina, it can’t be used again for 24 hours, after which point it regains all Stamina.
CLOCKWORK FAEFLY
This pill-shaped magical automaton, two inches long and made of brass and glass, has been crafted into the shape of a firefly. It has a pair of tiny wings that silently keep it aloft. It hovers up to 5 feet above the ground once activated.
Keywords: Magic
Item Prerequisites: A speck of iridoss, brass and glass fittings, jeweler’s tools
Project Source: plans written in Rallarian
Project Roll Characteristic: Reason
Project Goal: 450
Effect: You can tap the head of the faefly twice as a maneuver. When you do, the mechanism begins to flutter 5 feet in the air. It flies in this way until a creature grasps it, or it falls to 0 Stamina. If you move more than 12 squares from the hovering faefly, it follows you until it is within 12 squares of you. It takes the shortest route to do so. If prevented from moving, the faefly sinks gently to the ground, becomes inactive, and its light fades out. While it’s flying, you can use a maneuver to speak its command word to cause it to move up to 4 squares.
If you are within 12 squares of the faefly, you can speak another command word as a maneuver to cause it to emit light (burst 5); the faefly can emit light in this fashion until ordered to stop or until it is reduced to 0 Stamina. Alternatively, you can command the faefly to spread fae fire (burst 4). Creatures and objects affected by fae fire themselves cast a faint glow, including anything that was invisible in the area at the time of the effect. Attacks against creatures or objects illuminated by fae fire receive a boon and continue to glow for one minute (ten rounds). Once the faefly spreads fae fire, it can’t do so again until the next dawn.
The bee is considered a Construct. It is considered size 1T for purposes of abilities that mention size and has 10 Stamina. If the faefly drops to 0 Stamina, it can’t be used again for 48 hours, after which point it regains all Stamina.
EATON’S BIRDSKULL BUZZKLL
Shaped like a thurible, six small bird skulls, glowing faintly orange, are secured into a sinew and hemp cradle for a green glowing chunk of cave beetle gland.
Keywords: Magic
Item Prerequisites: Six raven skulls, animal sinew, cave beetle glands
Project Source: Texts or lore in Yllyric
Project Roll Characteristic: Intuition
Project Goal: 150
Effect: While holding this device, you and anyone within 6 squares receives a double edge on rolls to resist the effects of the cave mushroom spores in Beerborram.
FIRE STICK
A club of charred ebon-wood, uncomfortably warm to the touch. When it strikes against foes, tongues of flame leap from it.
Keywords: Light Weapon, Magic
Item Prerequisites: A haft of ebony, red cave beetle glands
Project Source: Texts or lore in Szetch
Project Roll Characteristic: Intuition
Project Goal: 150
Effect: While wielding the Fire Stick, a character can inflict Fire damage instead of normal weapon damage. Once per day, the wielder may use the following action:
VISCOUS FIRE
A jet of heavy fire erupts with elemental fury where it strikes.
Keywords: Fire, Magic, Ranged, Strike
Type: Action
Distance: Ranged 10
Target: One creature or object
Power Roll + Reason:
• 11 or lower: 2 + R fire damage; push 2
• 12–16: 5 + R fire damage; push 3
• 17+: 7 + R fire damage; push 4
On a power roll of 2, the Fire Stick explodes, dealing 3d6 fire damage to everything within 6 squares. The wielder may also break the Fire Stick on purpose to cause the explosion.