Magic Rings (84)

NamePriceDescription
Dungeon Ring, Prisoner's250Magically attuned to a Jailer's Dungeon Ring. The wearer of the Jailer's Ring is innately aware of the direction, distance and physical condition of the wearer of this ring. The Prisoner's Ring can only be removed by the wearer of the Jailer's Ring, or with use of Dispel.
Ring of Arcane Signets1,000This magical signet ring allows the wearer to embed their personal symbol upon any substance without damaging it. The mark can be invisible if the wearer wishes, in which case Detect Arcana causes it to visibly glow. The mark is permanent unless removed with Dispel.
Ring of Spell Knowledge, Novice1,500This ring allows to wearer to store a single Novice spell. The wearer must make a successful Knowledge (Arcana) roll after encountering the spell, and this replaces the existing stored spell (if any). The wearer may then cast the spell normally, although each casting requires the expenditure of a Benny if the wearer doesn't already have the appropriate Power with a different trapping.
Ring of Protection, Minor2,000This ring provides +1 armour. This counts as magic armour, which means it stacks with physical armour (such as worn and natural) but not with other magic armour.
Ring of the Grasping Grave2,000The wearer of this ring can make a touch attack against an undead. If successful, the target loses access to any draining attacks until they next draw Clubs for initiative.
Ring of Feather Falling2,200This ring automatically activates if the wearer falls more than 1". They fall with a Pace of 12", and take no damage upon landing.
Ring of Climbing2,500The wearer of this ring gains +1 die step to Climbing.
Ring of Jumping2,500The wearer of this ring gains a +2 bonus to Jumping rolls, and a raise on the roll grants an extra inch of distance.
Ring of Sustenance2,500The wearer of this ring doesn't need to eat or drink, and only requires a quarter of the normal amount of sleep. The ring must be worn for a week before it provides any benefit to the wearer.
Ring of Swimming2,500The wearer of this ring gains +1 die step to Swimming.
Ring of Ferocious Action3,000This ring can be activated once per scene as a free action. It allows the wearer to take a single action on their turn while Shaken, or after getting a success to recover from being Shaken.
Ring of Counterspells4,000This ring can hold a single spell, which must be intentionally cast into the ring. Should that spell ever be cast on the wearer, it is immediately countered as a free action, as if casting Dispel. The ring then needs to be recharged by casting a new spell into it.
Ring of Maniacal Devices 5,000The wearer of this ring gains a +2 bonus to Repair rolls related to traps.
Ring of Rat Fangs5,000The wearer of this ring gains a bite attack that inflicts Str+d4 damage. This is treated as a natural weapon.
Ring of Sacred Mistletoe6,000The wearer of this ring gain a +1 Charisma bonus when dealing with animals, and +1 die step to Knowledge (nature).
Ring of Spell Knowledge, Seasoned6,000This ring allows to wearer to store a single Novice or Seasoned spell. The wearer must make a successful Knowledge (Arcana) roll after encountering the spell, and this replaces the existing stored spell (if any). The wearer may then cast the spell normally, although each casting requires the expenditure of a Benny if the wearer doesn't already have the appropriate Power with a different trapping.
Ring of Swarming Stabs6,000This ring can be activated once per scene as a free action, before rolling an attack. If the wearer's attack is successful, they gain a bonus to damage equal to their Gang Up bonus.
Ring of Forcefangs8,000This ring absorbs any spells with a force trapping cast at the wearer, storing their Power Points. The ring can store up to 9 Power Points, if a spell would take it above 9 then it is not absorbed, an affects the wearer normally. The wearer may spend the Power Points to cast Bolt with a Magic Missile trapping, using Spirit for the arcane skill die.
Ring of Mind Shielding8,000The wearer of this ring is rendered immune to Analyze Foe and Mind Reading, and gains a +2 bonus to resist Divination.
Ring of Protection, Lesser8,000This ring provides +2 armour. This counts as magic armour, which means it stacks with physical armour (such as worn and natural) but not with other magic armour.
Ring of Strength Sapping8,000This ring can be activated once per scene as a free action, after making a successful unarmed attack. The victim must make a Vigor roll, on a failure their Strength is reduced by 1 die step, while the wearer's Strength is increased by 1 die step. This lasts 3 rounds, as if both wearer and victim were affected by Boost/Lower Trait.
Ring of Force Shield8,500This ring can be activated or deactivated as a free action. While active, it creates a weightless medium shield of invisible force.
Ring of the Ram8,600This ring can be used once per scene to perform a push maneuver on any target within 12", as if the wearer had Strength d12+2. It may also be used to force open doors and break inanimate objects, as if struck by someone with Strength d12+2.
Scholar’s Ring8,700The wearer of this ring understands all written and spoken languages, and gains +1 die step to Knowledge (history). In addition, once every 5 days the wearer can cast Divination using their Spirit as the arcane skill, and ask a question about a historical subject they've been studying the previous week.
Ring of Climbing, Improved10,000The wearer of this ring gains +2 die steps to Climbing.
Ring of Curing10,000The wearer of this ring heals an additional wound if they get 2 or more raises when using the Healing skill or the Healing or Greater Healing spell.
Ring of Foe Focus10,000As a free action, the wearer of this ring may designate one opponent they can see as their foe. This foe suffers a -1 penalty to all attacks made against the wearer of the ring. Only one foe may be designated at a time.
Ring of Jumping, Improved2,500The wearer of this ring gains a +4 bonus to Jumping rolls, and each raise on the roll grants an additional inch of distance.
Ring of Ki Mastery10,000A wearer with the Adept Edge can store up to 2 Power Points in this ring as a free action, as if it were a Ring of Spell Storing. These Power Points can be used by any wearer with the Adept Edge. In addition, if there is at least 1 Power Point stored in the ring, the wearer gains a +2 bonus to resist Grapple and Push maneuvers.
Ring of Revelation, Lesser10,000This ring grants access to a specific Novice spell, and 5 Power Points to use for casting and maintaining that spell. The wearer uses their Spirit to cast the spell, and are Shaken if they roll 1 on the Spirit die.
Ring of Swimming, Improved10,000The wearer of this ring gains +2 die steps to Swimming.
Ring of Animal Friendship10,800The wearer of this ring gains +2 Charisma when dealing with animals, and they won't attack him unless provoked or enraged for some reason.
Ring of Transposition10,800As a normal action, the wearer of this ring can touch it to any other ring and form a magical bond between the two. Once per day, as a normal action, the wearer can break the bond to trade places with the wearer of the other ring, as long as they are within 800 feet. The bond can also be broken with Dispel.
Ring of Tactical Precision11,000The wearer of this ring gains +1 die step to Knowledge (Battle). In addition, whenever they receive a bonus from one or more Cooperative Rolls, the ring provides them with an additional +1 bonus (this doesn't count towards the normal +4 maximum for Cooperative Rolls).
Ring of the Sophisticate11,000The wearer of this ring gains a +2 bonus to any Notice or Streetwise rolls related to identifying a bluff or lie. It also allows the wearer to receive +2 to all Common Knowledge rolls related to geographical locations, as if they were from the area. Once per day, as a normal action, the wearer can locate the direction of a known object or creature within 800 feet, although they must have observed it personally if the target is unique (such as a specific person or item), and this ability can be blocked by lead. Finally, as a free action they can locate the nearest tavern or pub within 20 miles, as long as it is within a village or larger settlement.
Decoy Ring12,000This ring activates automatically when the wearer is knocked out or incapacitated, or if they withdraw from melee combat (after resolving any free attacks). When activated, the wearer becomes invisible and four illusionary duplicates appear, each running off in a different direction, or performing some other action that helps draws attention away from the wearer. The invisibility and illusions last 3 rounds, or until the wearer performs any action other than movement.
Ring of Craft Magic12,000The wearer of this ring can choose to use their Repair skill instead of their arcane skill when casting spells. They may also spend 1 Power Point to gain a +2 bonus to any Repair roll.
Ring of Energy Resistance, Minor12,000The wearer gains +1 Toughness against one energy type, chosen when the item is created: acid, cold, electricity, fire or sonic.
Ring of the Troglodyte12,000This ring can be activated once per scene as a normal action, and may be deactivated as a free action. While the ring is active, the wearer emits foul-smelling fumes. At the end of the wearer's movement each round, everyone within 2" must make a Vigor roll or become Shaken. These fumes are considered poisonous for the purposes of any special resistances or immunities.
Steelhand Circle12,000The wearer of this ring inflicts +2 damage when striking inanimate objects. In addition, once per day when the wearer is hit with a raise, they may choose to downgrade it to a normal success. This must be decided before damage is rolled.
Ring of Chameleon Power12,700As a free action, the wearer of this ring can blend in with their surroundings, gaining a +2 bonus to Stealth rolls when attempting to avoid being seen. In addition, as a normal action they can magically change their appearance as if using the Disguise power.
Ring of Spell Knowledge, Veteran13,500This ring allows to wearer to store a single Novice, Seasoned or Veteran spell. The wearer must make a successful Knowledge (Arcana) roll after encountering the spell, and this replaces the existing stored spell (if any). The wearer may then cast the spell normally, although each casting requires the expenditure of a Benny if the wearer doesn't already have the appropriate Power with a different trapping.
Ring of the Sea Strider14,000The wearer of this ring gains +1 die step to Swimming, and while in the water their Pace is equal to their Swimming skill. In addition, once per day they can Teleport 15" (like the power) as a free action while in contact with liquid as long as both the start and end points are connected by the same mass of liquid.
Ring of Retribution15,000Once per day, the wearer of this ring can cause it to explode as a free action. This inflicts 3d6 fire damage to everyone within a Medium Burst Template centred on the wearer. The ring itself isn't damaged, but the wearer and everything else they are carrying suffer the full damage.
Ring of Water Walking15,000The wearer of this ring is able to walk across water, mud, oil, snow, quicksand, and similar, as if it were firm ground. Their feet hover about an inch above the surface, so they only suffer penalties for difficult ground when it is bumpy. If the wearer is submerged in liquid, they automatically move towards the surface at 12" each turn.
Dungeon Ring, Jailer's16,000This ring can be magically attuned to one or more Prisoner's Rings. The wearer is innately aware of the direction, distance and physical condition of each prisoner. The Prisoner's Ring can only be removed by the wearer of the Jailer's Ring, or with use of Dispel.
Ring of Revelation, Greater16,000This ring grants access to a specific Novice or Seasoned spell, and 8 Power Points to use for casting and maintaining that spell. The wearer uses their Spirit to cast the spell, and are Shaken if they roll 1 on the Spirit die.
Ring of Inner Fortitude, Minor18,000This ring grants the wearer a +1 bonus to resist any affect which causes Fatigue or reduces their traits.
Ring of Protection, Major18,000This ring provides +3 armour. This counts as magic armour, which means it stacks with physical armour (such as worn and natural) but not with other magic armour.
Ring of Spell Storing, Minor18,000This ring can store up to 3 Power Points worth of spells. To store a spell, it must be cast at the ring with the intention of storing it. The wearer may discharge a spell from the ring as if they were casting it normally, except that it doesn't use their own Power Points.
Ring of Energy Shroud19,500The wearer gains +1 Toughness against one energy type, chosen when the item is created: acid, cold, electricity, fire or sonic. In addition, once per day when struck by an attack of the appropriate energy type, but before rolling damage, the wearer can choose to transform the attack into a shroud of energy. If the attack strikes other targets as well, they are still damaged normally, but the wearer of this ring instead gains the benefit of a minor Damage Field that inflicts 2d4 damage.
Ring of Arcane Mastery20,000This ring is able to store up to 3 Power Points, which can be added by the wearer as a free action. The wearer can use the Power Points as if they were his own, or to activate the additional abilities of the ring. For 1 Power Point, the wearer gains a +2 bonus to maintain concentration if his spells are disrupted. For 1 Power Point, the wearer is able to make a touch attack that inflicts 2d4 energy damage (acid, cold, electricity or fire, chosen before rolling the attack). If the wearer is on Hold and are targeted by a spell, they may attempt to reflect the spell back on the caster by matching the Power Point cost of the spell and winning an opposed arcane skill roll.
Ring of Invisibility20,000As a normal action, the wearer of this ring may turn invisible. Other characters suffer a -4 penalty to Notice the character, and a -4 penalty to attack them if they know they're there. The wearer becomes visible if he performs any offensive actions.
Ring of Wizardry, Novice20,000If the wearer of this ring gets a raise when casting a Novice spell, the Power Point cost of the spell is reduced by 1, to a minimum of 1.
Ring of Revelation, Superior24,000This ring grants access to a specific Novice, Seasoned or Veteran spell, and 10 Power Points to use for casting and maintaining that spell. The wearer uses their Spirit to cast the spell, and are Shaken if they roll 1 on the Spirit die.
Ring of Spell Knowledge, Heroic24,000This ring allows to wearer to store a single Novice, Seasoned, Veteran or Heroic spell. The wearer must make a successful Knowledge (Arcana) roll after encountering the spell, and this replaces the existing stored spell (if any). The wearer may then cast the spell normally, although each casting requires the expenditure of a Benny if the wearer doesn't already have the appropriate Power with a different trapping.
Ring of Evasion25,000This ring grants the wearer a +2 Agility bonus when evading area effect attacks.
Ring of X-Ray Vision25,000This ring is activated with a normal action, and can be deactivated with a free action. While active, the character gains X-ray vision with a range of 4". Within that range they ignore all penalties due to bad lighting, and their vision can penetrate up to three feet of wood or dirt, one foot of stone, or one inch of common metal (other than lead). For every full minute of use, the wearer must make a Vigor roll or suffer Fatigue (as if from lack of sleep).
Ring of Blinking27,000This ring is activated with a normal action, and causes the wearer to rapidly blink back and forth between the material and ethereal planes. Opponents suffer a -2 penalty to any attacks made against them, and they gain +2 armour against area effect weapons and falling damage. This is a trapping of the Deflection power, and therefore does not stack with other Deflection spells. Attacks with a force trapping affect the wearer normally, as they extend into both planes.
Ring of Energy Resistance, Major28,000The wearer gains +2 Toughness against one energy type, chosen when the item is created: acid, cold, electricity, fire or sonic.
Ring of the Ecclesiarch28,500This ring allows the wearer to embed their personal symbol upon any substance in the same way as a Ring of Arcane Signets, except that the signet also incorporates the symbol of the wearer's deity. It further grants a +1 bonus to Charisma, and +1 die step to Knowledge (Religion). If the wearer takes the Followers Edge, they gain twice the normal number of followers. Once per day, the wearer can transfer their consciousness into any object within Spirit x 100 feet, granting it their full range of normal senses, and even animate and talk through it (although this doesn't allow them to move or attack).
Ring of Protection, Greater32,000This ring provides +4 armour. This counts as magic armour, which means it stacks with physical armour (such as worn and natural) but not with other magic armour.
Ring of Return33,600The wearer of this ring may sacrifice their movement for one turn to create a magical link with their current location. This may done up to three times per day, and the ring can store up to three locations at once. As a free action, the wearer can teleport to one of any of the three locations, as long as they are within 15" of the desired location.
Ring of Freedom of Movement40,000The wearer of this ring gains a +2 bonus to resist and escape from grapple, constrict, bear hug, entangle and similar, as well as any spells or abilities that reduce or prevent movement such as paralysis and slow.
Ring of Wizardry, Seasoned40,000If the wearer of this ring gets a raise when casting a Novice or Seasoned spell, the Power Point cost of the spell is reduced by 1, to a minimum of 1.
Ring of Inner Fortitude, Major42,000This ring grants the wearer a +2 bonus to resist any affect which causes Fatigue or reduces their traits.
Ring of Energy Resistance, Greater44,000The wearer gains +3 Toughness against one energy type, chosen when the item is created: acid, cold, electricity, fire or sonic.
Ring of Delayed Doom45,000Whenever the wearer suffers a harmful effect that can be resisted with a trait roll, and he fails that roll, he may choose to use one of the rings nine charges to delay the effect for one minute. When the minute is up, he has the option of using another charge to delay the effect for another minute, and so on, until he runs out of charges. If the wearer removes the ring or falls unconscious, any delayed effects take place immediately. The ring cannot be recharged, it can only ever be used nine times.
Ring of Friend Shield50,000These rings come in pairs. Either wearer can activate their ring as a free action, as long as they are within 6" of each other. While a wearer's ring is active, any wounds suffered by the other wearer are split equally between the two characters, with the original recipient of the damage receiving the extra wound in the case of an odd number. Both characters may attempt to Soak their individual wounds normally. The rings automatically deactivate if they move more than 6" apart, or if their wearer is incapacitated or falls unconscious.
Ring of Protection, Superior50,000This ring provides +5 armour. This counts as magic armour, which means it stacks with physical armour (such as worn and natural) but not with other magic armour.
Ring of Shooting Stars50,000This ring only works at night. As a normal action, the wearer can cast Light with the Enhance trapping twice per day (this automatically succeeds). In addition, once per day they can use the ring to perform an attack, using Spirit as the arcane skill. If used underground or indoors, the ring projects a shower of sparks which are treated as Burst with the Conduction trapping. If used outdoors, it instead fires a shooting star, which is treated as Blast with the Flammable trapping.
Ring of Spell Storing50,000This ring can store up to 5 Power Points worth of spells. To store a spell, it must be cast at the ring with the intention of storing it. The wearer may discharge a spell from the ring as if they were casting it normally, except that it doesn't use their own Power Points.
Ring of Continuation50,000Whenever the wearer of this ring casts a spell on themselves with a duration of 10 minutes or longer, the duration becomes 24 hours. This only applies to one spell at a time, if a second qualifying spell is cast then the first spell reverts to its original duration (this may cause it to instantly expire).
Ring of Inner Fortitude, Greater66,000This ring grants the wearer a +3 bonus to resist any affect which causes Fatigue or reduces their traits.
Ring of Wizardry, Veteran70,000If the wearer of this ring gets a raise when casting a Novice, Seasoned or Veteran spell, the Power Point cost of the spell is reduced by 1, to a minimum of 1.
Spiritualist Ring70,000The wearer of this ring can speak to the dead three times per day. A successful Smarts roll gives one answer, although the corpse's knowledge is limited to what it knew in life, and the answers tend to be cryptic. Unless the Smarts roll succeeded with a raise, the same corpse can't be questioned again for another week. The wearer may also cast Legerdemain as a normal action three times per day, using Spirit as their arcane skill, with the trapping of a ghostly hand. Finally, the wearer is able to harm incorporeal creatures with their regular attacks.
Ring of Telekinesis75,000The wearer of this ring gains the ability to lift and manipulate objects with their mind, as if continually affected by a successful (non-raise) casting of the Telekinesis power.
Ring of Regeneration90,000The wearer of this ring rapidly heals cosmetic damage, such as minor cuts and flesh wounds, and cannot bleed out. More significant damage can also be regenerated much faster than normal, allowing the wearer to make a Vigor roll once per hour (or as a free action if they spend a benny) - on a success, they heal one wound or recover from incapacitation. Even lost limbs and other permanent injuries are regenerated once all wounds are removed, but the ring can only restore damage that was received while it was being worn.
Ring of Spell Turning100,000This ring can be activated three times per day as a normal action. If the wearer is targeted by a spell while the ring is active, that spell automatically bounces back on the caster. If no spell is cast within an hour of activating the ring, the activation is wasted.
Ring of Wizardry, Heroic100,000If the wearer of this ring gets a raise when casting a Novice, Seasoned, Veteran or Heroic spell, the Power Point cost of the spell is reduced by 1, to a minimum of 1.
Ring of Three Wishes120,000This ring grants the wearer three wishes. The exact usage of a wish is up to the GM's discretion, but possible options include duplicating the effect of another spell, undoing the effects of a harmful spell, removing injuries or afflictions, reviving the dead, and transporting people to different places and planes.
Ring of Djinni Calling125,000This ring can be activated as a normal action, summoning a djinn which appears at the beginning of the wearer's next turn. The djinn obeys the wearer of the ring, for up to an hour each day, and if it is killed, the ring becomes non-magical.
Ring of Elemental Command200,000Each Ring of Elemental Command is attuned to one of the four elements. The wearer takes half damage from the attuned element, but suffers an additional +2 damage from attacks of the opposed element. The wearer may use Elemental Manipulation at will for the attuned element, and also gains two other powers that can each be cast once per day as a normal action, using Spirit as the arcane skill. Air can cast Fly and Havoc, earth can cast Burrow and Armour, fire can cast Burst and Bolt, and water can cast Environmental Protection (underwater) and Barrier (of ice).
Ring of Spell Storing, Major200,000This ring can store up to 10 Power Points worth of spells. To store a spell, it must be cast at the ring with the intention of storing it. The wearer may discharge a spell from the ring as if they were casting it normally, except that it doesn't use their own Power Points.

Magic Belts (48)

NamePriceDescription
Belt of Tumbling800Once per day, the wearer of this belt gains +1 Parry against a single attacker when withdrawing from melee combat.
Beneficial Bandolier1,000This bandolier has slots for holding up to 200 rounds of ammunition. As a free action, the wearer can teleport ammunition from the bandolier into one appropriate firearm that they're holding, fully reloading it if enough ammunication is available.
Meridian Belt1,000This belt allows two additional magic rings to be worn, one on each foot, although only two rings in total can be active at any one time. As a free action, the wearer may change which of the rings are currently active.
Bladed Belt2,000This belt can be transformed into a bladed melee weapon (or back) as a free action while being held. If worn, the belt first needs to be removed, and this is treated the same way as drawing a weapon. The type of melee weapon can be chosen from a list of standard weapons each time belt is activated.
Heavyload Belt2,000The wearer of this belt is able to lift and carry up to five times their Load Limit, although they still suffer a -4 penalty if they exceed three times their limit.
Aquatic Cummerbund2,600This belt grants the wearer +1 die step to Swimming.
Equestrian Belt3,200This belt grants the wearer +1 die step to Riding, and allows them to mount or dismount as a free action (but not both in the same round).
Belt of Giant Strength4,000This belt grants the wearer +1 die step to their Wild Die when making Strength rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Strength rolls.
Belt of Incredible Dexterity4,000This belt grants the wearer +1 die step to their Wild Die when making Agility rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Agility rolls.
Belt of Mighty Constitution4,000This belt grants the wearer +1 die step to their Wild Die when making Vigor rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Vigor rolls.
Belt of Teeth4,000When the wearer of this belt gains a free attack against an opponent retreating from melee, the belt also makes a free attack of its own. It is treated as an Extra with Fighting d6, and inflicts 2d6 damage. The belt can only make one free attack per turn, and doesn't contribute towards or benefit from Gang Up or any other maneuvers.
Blinkback Belt5,000Up to two medium or four small throwing weapons can be hung from this belt. If the wearer draws a weapon from the belt and throws it the same or the following turn, it teleports back to its sheathe immediately after resolving the attack.
Plague Rat Belt5,200This belt grants the wearer +1 die step to their Wild Die when making Vigor rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Vigor rolls. In addition, once per scene the wearer may reroll a Vigor check to resist disease or poison, treated exactly as if they had spent a benny.
Belt of Foraging6,000This belt grants the wearer a +2 bonus to Survival when foraging for food and water.
Serpent Belt9,000This belt grants a +2 bonus to resist poison while worn. In addition, once per day as a normal action the belt can be animated as a venomous or constrictor snake (chosen when activated). The snake obeys spoken commands and should be treated as an Extra under the wearer's control. After an hour, or if the snake is killed or moves more than 15" away from its master, it reverts back into a belt.
Monkey Belt9,400This belt grants the wearer +1 die step to their Wild Die when making Agility rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Agility rolls. In addition, once per scene as a free action the wear can transform the belt into a prehensile tile for up to 5 minutes. The tail can hold or manipulate objects as effectively as a normal limb (unless the task requires fingers for fine manipulation), and is treated as a natural weapon that inflicts Str damage, but it cannot use weapons or shields.
Belt of Physical Might10,000This belt grants the wearer +1 die step to their Wild Die for two of their physical attributes (chosen when the belt is created): Agility, Strength or Vigor. This cannot increase the Wild Die beyond d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for the appropriate rolls.
Belt of the Weasel10,000This belt grants the wearer +1 die step to their Wild Die when making Agility rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Agility rolls. In addition, they are able to move and run at half Pace while prone, as if they were only crouching. They also ignore the normal -2 penalty to Fighting and Parry while prone.
Belt of Thunderous Charging10,000This belt grants the wearer +1 die step to their Wild Die when making Strength rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Strength rolls. In addition, the wearer gains a +4 to the Push maneuver if they run at least 3", instead of the normal +2.
Minotaur Belt11,000This belt grants the wearer +1 die step to their Wild Die when making Strength rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Strength rolls. In addition, the wearer suffers no movement penalty for difficult terrain for any turn in which they perform the run action.
Plague Rat Belt, Greater11,200This belt grants the wearer +1 die step to their Wild Die when making Agility or Vigor rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Agility and Vigor rolls. In addition, once per scene the wearer may reroll a Vigor check to resist disease or poison, treated exactly as if they had spent a benny.
Belt of Equilibrium12,000If the wearer of this belt rolls a success to recover from being Shaken, they may choose to give up their movement for the turn in exchange for a single action of their choice. In addition, if they don't move on their turn then they may ignore 1 point of penalty from Fatigue until the beginning of their next turn. If they are forced to move (for example through the Push maneuver) then they lose this benefit immediately.
Security Belt12,500Once per day as a normal action, the wearer of this belt can touch a single item no larger than a small chest and magically shrink it into a tiny cloth duplicate. The wearer can draw one of these items at any time and return it to normal size as if they were drawing a weapon. In addition, any attempts to steal from the wearer, or locate any hidden weapons they may be carrying, suffer a -2 penalty to the roll. The belt also appears non-magical, as if protected by a permanent Conceal Arcana (use the wearer's Spirit to oppose Detect Arcana).
Belt of Mighty Hurling14,000This belt grants the wearer +1 die step to their Wild Die when making Strength rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Strength rolls. In addition, the wearer increases the range brackets of thrown weapons by +1/+2/+4.
Belt of Dwarvenkind14,900This belt grants the wearer +1 die step to their Wild Die when making Vigor rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Vigor rolls. The wearer gains +1 Charisma when when dealing with dwarves, and -1 Charisma when dealing with anyone else other than gnomes and halflings. They also gain Knowledge (Dwarven) d8 (reading and writing as well as speaking), and infravision.
Cord of Stubborn Resolve15,000This belt grants the wearer +1 die step to their Wild Die when making Vigor rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Vigor rolls. In addition, the wearer gains the ability to Soak Fatigue in the same way as wounds.
Belt of Giant Strength, Greater16,000This belt grants the wearer +2 die steps to their Wild Die when making Strength rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d6 Wild Die for Strength rolls.
Belt of Physical Perfection16,000This belt grants the wearer +1 die step to their Wild Die when making Agility, Strength or Vigor rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Agility, Strength and Vigor rolls.
Belt of Incredible Dexterity, Greater16,000This belt grants the wearer +2 die steps to their Wild Die when making Agility rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d6 Wild Die for Agility rolls.
Belt of Mighty Constitution, Greater16,000This belt grants the wearer +2 die steps to their Wild Die when making Vigor rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d6 Wild Die for Vigor rolls.
Monkey Belt, Greater18,000This belt grants the wearer +1 die step to their Wild Die when making Agility and Strength rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Agility and Strength rolls. In addition, once per scene as a free action the wear can transform the belt into a prehensile tile for up to 5 minutes. The tail can hold or manipulate objects as effectively as a normal limb (unless the task requires fingers for fine manipulation), and is treated as a natural weapon that inflicts Str damage, but it cannot use weapons or shields.
Anaconda’s Coils18,500This belt grants the wearer +1 die step to their Wild Die when making Strength rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Strength rolls. In addition, if the wearer gets a raise on an unarmed Fighting roll, they may choose to use Constrict (like the Constrictor Snake ability) instead of rolling their normal damage.
Serpent Belt20,000This belt grants the wearer +1 die step to their Wild Die when making Agility and Strength rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d4 Wild Die for Agility and Strength rolls. It also grants a +2 bonus to resist poison while worn. In addition, once per day as a normal action the belt can be animated as a venomous or constrictor snake (chosen when activated) with the Hardy ability. The snake obeys spoken commands and should be treated as an Extra under the wearer's control. After an hour, or if the snake is killed or moves more than 15" away from its master, it reverts back into a belt.
Belt of Fallen Heroes21,000Once per scene as a normal action the wearer of this belt may summon the spirit of a hero. The spirit uses the stats of a Ghost from the SWD bestiary, except the Fear ability doesn't affect the wearer or his allies. The spirit vanishes at the end of the scene, unless dismissed by the wearer as a free action.
Gorgon Belt23,000This belt grants the wearer +2 die steps to their Wild Die when making Strength rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d6 Wild Die for Strength rolls. In addition, the wearer suffers no movement penalty for difficult terrain for any turn in which they perform the run action. Finally, once per day the wearer can spew forth poisonous gas in a Cone Template. This hits automatically, and every creature within the cone must make a Vigor roll or become Shaken (unless immune to poison).
Earth Elemental Belt24,000This belt grants the wearer +2 die steps to their Wild Die when making Vigor rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d6 Wild Die for Vigor rolls. In addition, the wearer is immune to effects that would forceably move them (including the Push maneuver). Finally, once per day as a free action the wearer can spend a benny to gain all four special abilities of the Earth Elemental from the SWD bestiary for 3 rounds.
Sash of Flowing Water25,000This belt can only be used if the wearer has at least one hand free. The wearer gains the ability to perform other actions in the same turn as the Defend maneuver, although those actions still suffer the normal multi-action penalty. In addition, as long as the wearer isn't Shaken they may choose to perform the Defend maneuver as a free action at any time, even interrupting someone else's action and applying the Defend bonus retroactively after a successful attack roll has been made against them (but before rolling damage). Performing the Defend maneuver as a free action automatically causes the wearer to become Shaken.
Merform Belt32,000Once per day as a normal action, the wearer of this belt can assume a merfolk form for up to 12 hours (changing back is a free action). In merfolk form the character gains the Aquatic monstrous ability and natural armour +1 from their toughened skin, and their normal Pace (including running die) now applies when they are swimming. On land, they have a Pace of 1 and are always prone.
Belt of Giant Strength, Superior36,000This belt grants the wearer +3 die steps to their Wild Die when making Strength rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d8 Wild Die for Strength rolls.
Belt of Incredible Dexterity, Superior36,000This belt grants the wearer +3 die steps to their Wild Die when making Agility rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d8 Wild Die for Agility rolls.
Belt of Mighty Constitution, Superior36,000This belt grants the wearer +3 die steps to their Wild Die when making Vigor rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d8 Wild Die for Vigor rolls.
Belt of Physical Might, Greater40,000This belt grants the wearer +2 die steps to their Wild Die for two of their physical attributes (chosen when the belt is created): Agility, Strength or Vigor. This cannot increase the Wild Die beyond d12. If the wearer normally has no Wild Die, the belt grants them a d6 Wild Die for the appropriate rolls.
Belt of Mighty Hurling, Greater42,000This belt grants the wearer +2 die steps to their Wild Die when making Strength rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d6 Wild Die for Strength rolls. In addition, the wearer increases the range brackets of thrown weapons by +1/+2/+4, and any weapon they throw magically flies back to their hand at the beginning of their next turn, at which point it can be automatically caught as a free action (unless the character has moved since throwing it, or doesn't have a hand free to catch it, in which case it lands on the ground at the spot from which they threw it).
Belt of Stoneskin60,000After being worn for 24 consecutive hours, this belt grants the wearer Ablative natural armour +2. If the armour is degraded, it restores itself after another 24 hours.
Belt of Physical Perfection, Greater64,000This belt grants the wearer +2 die steps to their Wild Die when making Agility, Strength or Vigor rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d6 Wild Die for Agility, Strength and Vigor rolls.
Belt of Physical Might, Superior90,000This belt grants the wearer +3 die steps to their Wild Die for two of their physical attributes (chosen when the belt is created): Agility, Strength or Vigor. This cannot increase the Wild Die beyond d12. If the wearer normally has no Wild Die, the belt grants them a d8 Wild Die for the appropriate rolls.
Shadowform Belt110,000This belt grants the wearer +3 die steps to their Wild Die when making Agility rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d8 Wild Die for Agility rolls. In addition, as a free action the wearer may spend a benny to become incorporeal for up to 3 rounds, as if using the Intangibility power. The wearer can become corporeal again earlier as another free action, but cannot become both corporeal and incorporeal on the same turn.
Belt of Physical Perfection, Superior144,000This belt grants the wearer +3 die steps to their Wild Die when making Agility, Strength or Vigor rolls, to a maximum of d12. If the wearer normally has no Wild Die, the belt grants them a d8 Wild Die for Agility, Strength and Vigor rolls.

Magic Body-worn items (35)

NamePriceDescription
Robe of Infinite Twine1,000Once per round as a normal action the wearer can produce up to 6" of twine or 2" of rope. The produced material remains connected to the robe until cut, after which it becomes non-magical twine or rope that vanishes after 24 hours.
Robe of Needles1,000This robe produces magical needles, which can be thrown with the same range and damage as a dagger, without needing to be drawn. A roll of 1 on the Throwing die indicates that the robe has temporarily run out of needles, although it will have produced new ones by the next scene.
Robe of Bones2,400The wearer of this robe can summon a single skeleton or zombie as a normal action. These undead are permanent, but are not under the wearer's control. The robe is capable of summoning a total of 12 undead, after which it loses its magic.
Body Wrap of Mighty Strikes, Minor3,000Once per round, the wearer can add +1 to their damage roll after getting a raise on an unarmed melee attack roll. This can occur outside of their turn, such as when using First Strike or Counterattack, but must be announced before rolling the damage dice.
Corset of the Vishkanya3,000Once per scene, as a free action, the wearer gains the ability to squeeze through spaces half the size they can normally fit through. This also grants them a +2 bonus when attempting to escape from bonds. The ability lasts for 1 minute.
Druid's Vestment3,750If the wearer of this vestment is a druid, and they get a raise when casting Shape Change, the Power Point cost of the spell is reduced by 1.
Cassock of the Clergy4,600The wearer of this cassock can change its appearance to display or conceal the symbol of their deity. They also gain +1 Charisma when dealing with others of their faith. If they have Arcane Background (Miracles) and have the Succor power, they may choose to spend +1 Power Point when casting it and place the edge of a Small Burst Template adjacent to themselves, affecting everyone within the template with the Succor.
Mnemonic Vestment5,000Once per day, when the wearer of this robe casts a spell from a scroll, they may choose to pay the Power Point cost of the spell themselves. Doing this prevents the scroll from being used up. Note that this ability cannot be used for powers that aren't available for the wearer's Arcane Background.
Robe of Components5,000This robe magically produces up to 50gp worth of spell components or foci per day, as required by the wearer. Materials disappear when used, or if they leave the wearer's person. For suggestions on using spell components in Savage Worlds, see the Spell Focus option in Savage Arcanum.
Sorcerer’s Robe5,000This robe allows the wearer to cast one of their existing powers with a different trapping. They must spend a benny to activate the robe as a free action, prior to making the spellcasting roll.
Eidolon Anchoring Harness6,000This harness grants the wearer a +2 bonus to resist the Banish power.
Robe of Useful Items7,000This robe is covered in numerous patches that are only visible to the wearer. One patch can be removed per turn as a normal action, causing it to transform into the item it depicts. Patches can be replaced once removed.
Robe of Blending8,400Once per day, the wearer can assume the appearance of another humanoid race as a normal action. They cannot copy specific individuals, but if the race normally possesses infravision, low-light vision, or Aquatic, the wearer gains those abilities. The wearer also gains the ability to speak the racial language of their new form. The transformation lasts for 1 hour, unless ended earlier as a free action.
Blazing Robe11,000This robe grants the wearer +1 Toughness against fire damage. In addition, once per day the wearer can emit a burst of flames as a free action. This is treated as a 2d4 Damage Field, and lasts until the end of the wearer's next turn.
Shocking Robe11,000This robe grants the wearer +1 Toughness against electricity damage. In addition, once per day the wearer can emit a burst of lightning as a free action. This is treated as a 2d4 Damage Field, and lasts until the end of the wearer's next turn.
Voidfrost Robe11,000This robe grants the wearer +1 Toughness against cold damage. In addition, once per day the wearer can emit a burst of cold as a free action. This is treated as a 2d4 Damage Field, and lasts until the end of the wearer's next turn.
Body Wrap of Mighty Strikes, Lesser12,000Once per round, the wearer can add +2 to their damage roll after getting a raise on an unarmed melee attack roll. This can occur outside of their turn, such as when using First Strike or Counterattack, but must be announced before rolling the damage dice.
Monk's Robe13,000The wearer of this robe gains natural armour +1, and is never treated as an Unarmed Defender.
Robe of Arcane Heritage16,000When casting spells that offer different benefits at different ranks, the wearer of these robes may spend 1 Power Point before making the arcane skill roll to cast the spell as if they were one rank higher.
Xorn Robe20,000The wearer of these robes gains the ability to eat and digest gems and precious metals, with 100gp worth of material providing sustenance for 1 day. In addition, once per day as a free action the wearer can gain the Burrowing ability (with their normal Pace) until the end of their turn.
Corset of Dire Witchcraft22,000This corset provides +1 armour. This counts as magic armour, which means it stacks with physical armour (such as worn and natural) but not with other magic armour. If the wearer is a witch with the Familiar Edge, then whenever she casts Curse (or Lower Trait with a curse trapping) she always wins the opposed roll on a tie.
Body Wrap of Mighty Strikes, Major27,000Once per round, the wearer can add +d4 to their damage roll after getting a raise on an unarmed melee attack roll. This can occur outside of their turn, such as when using First Strike or Counterattack, but must be announced before rolling the damage dice.
Robe of Scintillating Colors27,000Once per day, as a free action, the wearer can cause their robes to shimmer with dazzling light. Those attacking the wearer suffer -1 to their attacks, and automatically miss and becomes Shaken if they roll 1 on their skill die. The robe also brightly illuminates a Medium Burst Template centred on the wearer, making stealth practically impossible for most situations. The ability lasts until the wearer draws Clubs for initiative, or until the end of the scene, whichever occurs first.
Gunman’s Duster36,000This duster provides +1 armour, or +2 against firearms. This counts as magic armour, which means it stacks with physical armour (such as worn and natural) but not with other magic armour. The wearer can also activate the duster once per day as free action. While active, ranged attacks made against the wearer suffer a -1 penaly, or -2 if they're firearms. This ability lasts until the wearer draws Clubs for initiative, or until the end of the scene, whichever occurs first.
Body Wrap of Mighty Strikes, Greater48,000Once per round, the wearer can add +d6 to their damage roll after getting a raise on an unarmed melee attack roll. This can occur outside of their turn, such as when using First Strike or Counterattack, but must be announced before rolling the damage dice.
Smuggler’s Collapsible Robe48,000As a normal action, the wearer is transported into an extradimensional space within the robe, which then collapses onto the floor. The discarded robe appears non-magical as long as the wearer is within it, but the wearer can still see the surrounding area, and may return as a free action (although he cannot perform any other actions from within the robe). If the robe is destroyed or targeted by Dispel, or the wearer remains within it for 24 hours, he immediately reappears and is Shaken.
Robe of Stars58,000As a normal action, the wearer can transport themselves to or from the astral plane, arriving within 5d100 miles of their desired destination. In addition, the wearer can shoot glowing stars at their opponents. Treat the stars as a weightless crossbow that uses Smarts instead of Shooting, inflicts fire damage, has no Strength requirement, and doesn't require reloading.
Robe of Gates64,000When the wearer of this robe casts Summon Ally, the range is doubled, and the duration is increased from rounds to minutes. In addition, the wearer has the option of spending an additional 1 Power Point immediately after successfully casting the spell in order to summon 1 additional ally.
Otherwordly Kimono67,000The wearer gains a +1 bonus to any opposed rolls initiatiated against them. In addition, once per day they can automatically capture a single creature within 10" and trap it within an extradimensional space. Each turn, the captured creature can make a Smarts roll at -2 to escape, although this consumes its action unless it get a raise. The creature is automatically released after 10 minutes if it hasn't yet escaped.
Body Wrap of Mighty Strikes, Superior75,000Once per round, the wearer can add +d8 to their damage roll after getting a raise on an unarmed melee attack roll. This can occur outside of their turn, such as when using First Strike or Counterattack, but must be announced before rolling the damage dice.
Robe of the Resplendent Thespian75,000The wearer gains the same benefit as the Arcane Resistance Edge, and this stacks if he actually has the Edge as well. In addition, the robe disguises the presence of armour through a magical glamour, making it appear as clothing.
Robe of the Archmagi75,000This robe provides +5 armour. This counts as magic armour, which means it stacks with physical armour (such as worn and natural) but not with other magic armour. In addition, the wearer gains the same benefit as the Arcane Resistance Edge, and this stacks if he actually has the Edge as well.
Body Wrap of Mighty Strikes, Heroic108,000Once per round, the wearer can add +d10 to their damage roll after getting a raise on an unarmed melee attack roll. This can occur outside of their turn, such as when using First Strike or Counterattack, but must be announced before rolling the damage dice.
Robe of Eyes120,000The wearer of this robe gains infravision, as well as the ability to see in all directions, which allows them to ignore up to 1 point of Gang Up bonus against them. They are also able to see invisible and ethereal creatures, and their Notice increases by +1 die step. If a Light spell (or a spell with a light-based trapping) is cast directly on the robe, the wearer suffers a -2 penalty to all sight-based Trait rolls until the spell expires (or until the end of their next turn if the spell has an Instant duration).
Body Wrap of Mighty Strikes, Legendary147,000Once per round, the wearer can add +d12 to their damage roll after getting a raise on an unarmed melee attack roll. This can occur outside of their turn, such as when using First Strike or Counterattack, but must be announced before rolling the damage dice.

Magic Chest-worn items (27)

NamePriceDescription
Bandages of Rapid Recovery200The wearer of these bandages doesn't suffer natural healing penalties for rough traveling or no medical attention. The bandages lose their magic when removed, or once the wearer has healed all their wounds.
Quick Runner's Shirt1,000Once per day as a free action, the wearer can double their Pace until the end of their turn.
Endless Bandolier1,500This bandolier appears to have space for 20 alchemical cartridges, but can actually hold three times as many. Its extradimensional pockets also have space to store four one-handed weapons and a pair of two-handed weapons.
All Tools Vest1,800The wearer of this vest never suffers penalties to Repair rolls for lacking basic tools, as they can conjure whatever they need. Tools conjured in this way vanish if they move more than 1" away from the wearer.
Vest of Surgery3,000The wearer of this vest always has access to whatever medical supplies they may need for Healing checks. Once per day they may add +1 to a Healing roll.
Sash of the War Champion4,000The wearer of this sash receives a +1 bonus to Fear tests.
Sipping Jacket5,000Once per day as a normal action, the wearer may pour a potion onto the lining of this jacket, which fully absorbs the liquid. The wearer may later activate the jacket as a free action to gain the benefits of the potion, as if they had just consumed it. This only works for potions which the wearer would normally drink, and if the potion isn't used within 24 hours of being poured onto the jacket, it loses its power.
Tunic of Careful Casting5,000The wearer of this tunic receives a +1 bonus to concentration rolls if their maintained spells are disrupted.
Vest of Escape5,200This vest contains magic lockpicks that provide a +1 bonus to Lockpicking, and also grants a +2 bonus to escape from bonds.
Cackling Hag’s Blouse6,000This blouse grants the wearer +1 die step to Intimidation. If the wearer is a witch, then once per day she can cast Curse (or Lower Trait with a curse trapping) as a free action.
Deadshot Vest6,000Once per day, the wearer of this vest can halve the attack penalty for one called shot made with a ranged weapon.
Prophet’s Pectoral6,000If the wearer of this chestplate successfully casts Divination with a raise, they may choose to ask two yes/no questions instead of receiving a five-word answer. If they have the Visions Edge, they may choose to spend a benny after consulting their cards to draw one additional card before applying the results of the reading.
Tunic of Deadly Might 6,000The wearer of this tunic gains a +2 bonus to resist being disarmed.
Vest of the Vengeful Tracker6,000Once per day as a free action, the wearer of this vest gains a +1 bonus to attack and damage rolls against a single target they've successfully tracked for at least one mile within the last 24 hours. This bonus lasts until the end of the turn.
Resplendent Uniform7,000The wearer of this uniform gains a +2 bonus to Knowledge (Battle) rolls when using the Tactician Edge. In addition, their command radius becomes 2 plus half their Smarts (i.e., 5" for Smarts d6, 6" for Smarts d8, etc.
Shirt of Immolation8,000This shirt bursts into flames whenever the wearer grapples or is grappled, inflicting 2d6 damage at the beginning of each of his subsequent turns. This can cause flammable targets to catch on fire.
Bane Baldric10,000The wearer of this baldric can attune it to a single one-handed melee weapon, granting the weapon +1 damage against a specific type of creature. Only one weapon can be attuned at a time, and the process requires 24 hours.
Unfettered Shirt10,000Once per day as a normal action, the wearer gains a +2 bonus to resist and escape from grapple, constrict, bear hug, entangle and similar, as well as any spells or abilities that reduce or prevent movement such as paralysis and slow. This ability lasts for the scene.
Poisoner’s Jacket, Lesser12,000The wearer of this jacket can produce up to three doses of poison per day. This is a normal action, and the poison lasts for the scene before losing its potency. The jacket cannot produce Lethal poison.
Vest of the Cockroach16,000The wearer of this vest gains the Hardy ability.
Vest of Stable Mutation20,000The wearer of this vest ignores any attribute penalties caused by potions, including the noxious vapors caused by an alchemy backlash.
Spectral Shroud26,000The wearer of this shroud is able to see invisible creatures. In addition, once per day as a normal action the wearer may spend a benny to become incorporeal for up to 3 rounds, as if using the Intangibility power. While incorporeal, the wearer gains the ability to fly at half his normal Pace. The wearer cannot make any attacks while incorporeal, but may end the power at any time as a free action.
Mantle of Immortality50,000If the wearer has the Elderly hindrance, they ignore the normal Pace, Strength and Vigor penalties. Should the Elderly character remove the mantle, they must make an immediate Vigor roll at -2 or suffer a level of Fatigue. Note that this mantle doesn't prevent death from old age, nor does it grant youth.
Poisoner’s Jacket, Greater58,000The wearer of this jacket can produce up to three doses of poison per day. This is a normal action, and the poison lasts for the scene before losing its potency. The jacket can also produce Lethal poison.
Merciful Baldric60,000If the wearer of this baldric has the Champion Edge, then once per scene as a normal action they may touch one target and choose one of the following effects: remove Shaken, remove one level of Fatigue, stabilise a character who is bleeding out, remove paralysis, neutralise one dose of poison, or cure a disease.
Mantle of Faith 70,000The wearer of this mantle may use their Faith skill instead of Vigor when making Soak rolls against damage received from evil creatures.
Mantle of Spell Resistance90,000The wearer gains the same benefit as the Arcane Resistance Edge, and this stacks if he actually has the Edge as well. In addition, when the wearer spends a benny to reroll a Trait roll to resist a power used against him, he adds +2 to the final total.

Magic Eye-worn items (31)

NamePriceDescription
Deathwatch Eyes2,000The wearer of these lenses can see at a glance whether someone is healthy, wounded, incapacitated, bleeding out, or dead. He can also identify undead and creatures that are neither living nor dead (such as constructs).
Eyes of the Eagle2,500These lenses grant the wearer +1 die step to Notice.
Goggles of Minute Seeing2,500These goggles grant the wearer close-range microscopic vision, allowing him to ignore any penalties for working on devices with tiny parts when making Repair rolls.
Pirate’s Eye Patch2,600This patch can be activated once per day as a free action. When activated, the wearer gains +2 Pace (both on land and in water) for the scene.
Spectacles of Understanding3,000These spectacles allow the wearer to understand any written language, and grant a +2 bonus to detect forged documents.
Lens of Detection3,500These lenses grant the wearer +1 die step to Notice and Tracking.
Eyes of the Owl4,000These goggles grant the wearer Low Light Vision.
Eyes of Keen Sight6,000These lenses grant the wearer Low Light Vision and +1 die step to Notice.
Treasure Hunter’s Goggles6,400These goggles grant the wearer a +2 bonus to locate secret doors and identify the properties of magic items. Once per day as a normal action the wearer can sense the direction of the nearest stash of coins (100 or more), as long as they are within 800 feet.
Inquisitor’s Monocle6,800This monocle grants the wearer a +2 bonus to any Notice or Streetwise rolls related to identifying a bluff or lie. In addition, once per scene the wearer can create a zone of truth within 6", covering a Medium Burst Template. Anyone within (or entering) the zone can attempt to resist with an opposed Spirit roll, those failing are unable to intentionally lie.
Kinsight Goggles7,500These goggles consist of two separate monocles, which can be detached and worn by different people. As long as both wearers remain within 500 feet of each other, they can look through each others monocles as a free action.
Goggles of Elvenkind8,500These goggles grant the wearer Low Light Vision, and a +2 bonus to identify magic auras and items.
Goggles of Brilliant Light8,800Once per scene as a free action, the wearer of these goggles can emit twin beams of bright light at one target within 12". The target must make a Vigor roll or be blinded for the remainder of the scene. In addition, the wearer gains a +2 bonus on any rolls they make to resist gaze attacks or blinding effects.
Blind Man’s Fold12,000This blindfold completely obscures the wearer's sight, but also grants them the ability to sense nearby creatures and objects. The wearer ignores all vision-based penalties when making attacks against targets within 6", but suffer the full -6 penalty for opponents further away.
Goggles of Night12,000The wearer of these goggles ignores all penalties due to darkness.
Lenses of Figment Piercing12,000The wearer gains the same benefit as the Arcane Resistance Edge when dealing with illusion spells, and this stacks if he actually has the Edge as well. In addition, he gains a +2 bonus to see through illusions.
Arachnid Goggles15,000The wearer of these goggles is able to see in all directions. He may ignore up to 1 point of Gang Up bonus against him.
Darklands Goggles20,000The wearer of these goggles ignores all penalties due to darkness, and gains +1 die step to Notice and Tracking while underground.
Sniper Goggles20,000The wearer of these goggles inflicts +2 damage if they strike an unaware foe with a ranged attack at short range.
Rainbow Lenses21,000The wearer of these lenses can cast Stun once per scene as a normal action, using Spirit as their arcane skill die.
Annihilation Spectacles25,000If the wearer of these spectacles is capable of casting Blast, Bolt, or Burst, they may choose to cast them with a disintegrate trapping instead of their normal trapping. This means the caster must pay the extra Power Points for additional damage (if casting Blast or Bolt), and any target incapacitated or destroyed by the damage is disintegrated, along with their equipment.
Eyes of Doom25,000The wearer of these lenses can see at a glance whether someone is healthy, wounded, incapacitated, bleeding out, or dead. He can also identify undead and creatures that are neither living nor dead (such as constructs). In addition, the wearer can cast Fear once per scene as a normal action, using Spirit as their arcane skill die.
Eyes of Eyebite30,000As a normal action, the wearer of these glasses can make an opposed Spirit roll against one creature within 12". Success causes the target to become Shaken.
Sniper Goggles, Greater50,000The wearer of these goggles inflicts +2 damage if they strike an unaware foe with a ranged attack at any range.
Eyes of Charming56,000Once per day, the wearer of these lenses can cast Puppet on one living sentient humanoid creature who meets their gaze, using Spirit as their arcane skill die.
Monocle of the Investigator66,000Once per day, the wearer of this monocle can gaze at an area the size of a Small Burst Template and see what occurred there over the last 24 hours. It requires 10 rounds of observation to see the full 24 hours, but the wearer may continue where they left off if interrupted. The monocle provides detailed images but no sound.
Sea Tyrant’s Patch70,000The wearer of this patch gains the Aquatic monstrous ability, with a Pace equal to their Swimming skill. In addition, once per day they may use the Puppet power on an aquatic creature, using Spirit as the arcane skill die.
Swordmaster’s Blindfold80,000This blindfold completely obscures the wearer's sight, but also grants them the ability to sense nearby creatures and objects. The wearer ignores all vision-based penalties when making attacks against targets within 6", but suffer the full -6 penalty for opponents further away.In addition, whenever the wearer gets a raise on a melee attack, they may spend a benny to reroll damage as if they had the No Mercy Edge.
Mindmaster’s Eyes95,000Once per day, the wearer of these glasses can cast Puppet on any one creature, using Spirit as their arcane skill die.
Eyes of the Dragon110,000The wearer of these lenses gains Low Light Vision and Infravision. They also ignore all vision-based penalties with a range of 12".
Truesight Goggles184,800The wearer of these goggles ignores all vision-based penalties, except those caused by solid cover. They can also see through illusions and shapechanging spells, although not mundane disguises. Once per day, the wearer can cast Detect Arcana (but not the Obscure version) as a normal action, using Spirit as their arcane skill die.

Magic Boots (43)

NamePriceDescription
Boots of the Cat1,000The wearer of these boots always suffers the minimum possible falling damage, as if every d6 had rolled 1, and always lands on his feet.
Daredevil Softpaws1,400The wearer of these boots may use the Extraction Edge once per day as a free action. If they already have Extraction, they instead gain the benefit of Improved Extraction once per day.
Boots of the Enduring March 1,500The wearer of these boots gains a +2 bonus when rolling to resist Fatigue caused by extended travel, such as a forced march, or a long trek through the mountains.
Feather Step Slippers2,000The wearer of these slippers doesn't suffer the normal movement penalties for crossing difficult ground.
Boots of Friendly Terrain2,400The boots conceal any tracks left behind them. Anyone following the wearer suffers a -2 penalty to their Tracking rolls.
Boots of the Winterlands2,500The wearer of these boots is able to walk across snow and ice at their full pace, without any risk of slipping or falling. In addition, they no longer need to make Vigor rolls to avoid Fatigue in cold weather.
Boots of Elvenkind2,500These boots grant the wearer +2 to all Agility rolls made to perform acrobatic maneuvers, including Tricks.
Horseshoes of Speed3,000When fixed to the hooves, these horseshoes increase the wearer's Pace by +2.
Boots of the Mire 3,500When moving through swampy environments, the wearer ignores penalties for difficult terrain, remains comfortable as if affected by Environmental Protection (swamps), and anyone following them suffers a -2 penalty to Tracking rolls. The wearer also gains a +2 bonus to Vigor rolls when resisting all forms of poison and disease.
Burglar Boots, Minor4,000The wearer of these boots gains a +2 bonus for Notice rolls to spot or locate traps and other devices within 2". The wearer also gains a +2 bonus to Agility rolls when attempting to dodge a triggered trap, and is treated as having an additional +2 armour against area-effect traps.
Horseshoes of Crushing Blows, Minor4,000When fixed to the hooves, these horseshoes provide the hooves with a +1 weapon ability.
Sandals of Quick Reaction4,000The wearer of these sandals gets a +2 bonus when rolling to avoid surprise.
Slippers of Cloud Walking4,400The wearer of these slippers is able to walk on fog, mist or clouds as if walking on solid ground, for up to 10 minutes per day. If they stop using the slippers (or step off a cloud) while in midair, the wearer floats to the ground at the rate of 12" per turn for d6 turns, after which they fall normally.
Slippers of Spider Climbing4,800The wearer of these slippers is able to walk on walls and ceilings as if they had the Wall Walker ability, for up to 10 minutes per day.
Sandals of the Lightest Step5,000The wearer of these sandals can walk on air as if it were solid ground, as long as the first 1" of their movement that turn started and ended on an actual solid surface. If the character falls to reach a solid surface by the end of their movement, they suffer normal falling damage.
Boots of Striding and Springing5,500These boots increase the wearer's Pace by 1", and grant an additional +1"distance on a successful Jumping roll.
Horseshoes of a Zephyr6,000These horseshoes cause the wearer's hooves to float about an inch above the ground, granting them the ability to cross non-solid terrain (such as water and quicksand) without penalty. The wearer also leaves no tracks in the ground, although their passage can still bend grass and break foliage. Anyone Tracking the wearer typically suffers -2 to their roll.
Haunted Shoes6,480Twice per day, the wearer of these shoes can summon d4 invisible spirits to serve him for the scene. These spirits have Pace 2, Strength d4 and Toughness 4, obey whatever commands they're given, but cannot attack. If they move more than 12" away from the wearer, they vanish. In addition, once per day the wearer can command the spirits to swirl around him, providing light cover until the next time he draws and plays a Clubs card for initiative.
Boots, Jaunt 7,200Once per scene, the wearer of these boots may Teleport up to 3" (like the spell) in place of his normal movement.
Boots of Levitation7,500The wearer of these boots is able to levitate up and down at will. Every 1" of levitation is counted as 2" for the purposes of movement, and horizontal levitation is not possible (although the character could use vertical surfaces to push or pull themselves). A character attempting to attack while levitating suffers the Unstable Platform penalty. The wearer cannot use the run action for levitation.
Boots of Escape8,000Once per day, the wearer of these boots may Teleport up to 6" (like the spell) after being successfully grappled, entangled, or similar. In the wearer is a gnome, the range of the Teleport is increased to 66". This occurs on the attacker's turn, immediately after the wearer has been grappled, any before constricting damage (if any) can be inflicted. This does not count as the wearer's movement, nor does it impact their other actions.
Earth Root Boots8,000If the wearer of these boots doesn't move on their turn, then they receive a +2 bonus to resist any effects that would forceably move them (such as the Push maneuver). If they don't move for two or more turns, the bonus increases to +4. This bonus vanishes as soon as the wearer moves (willingly or otherwise).
Nightmare Boots8,500Whenever the wearer performs a run action, smoke pours from their boots, giving them light cover against ranged attacks until the beginning of their next turn. If the wearer uses a run action to withdraw from melee combat, any free attacks made against them suffer a -1 penalty due to the concealing smoke. In addition, once per day the wearer can cause the boots to ignite as a free action after making a successful melee attack. This inflicts 2d6 damage to everyone adjacent to the wearer, unless they evade the flames with a successful Agility roll.
Nightmare Horseshoes9,000Once per day, the wearer of these horseshoes takes on a nightmare aspect for the scene. Their eyes, mane and hooves burst into flames, increasing the damage of their natural weapons by one die step (Str becomes Str+d4), and granting them a smoke-based breath weapon using the Cone Template. Anyone within the template must make a Vigor roll or suffer a level of Fatigue from smoke inhalation. The template remains in place until the beginning of the wearer's next turn, and provides light cover against ranged attacks due to the reduced visibility.
Caltrop Boots10,000Three times per scene as a free action the wearer of these boots may leave a trail of caltrops behind them as they move. An area seeded with caltrops can be moved through safely if treated as difficult terrain. Moving through the area normally requires a Notice roll per 1" (at -2 if running), failure causes the character to become Shaken and lose the remainder of their movement for the turn, while rolling 1 on the skill die is treated as a failure, and also causes the victim to gain the Lame hindrance until they can receive medical assistance. The caltrops vanish if removed, otherwise they remain until the end of the scene.
Tremor Boots10,000The wearer of these boots is able to sense vibrations in the ground. While standing on solid ground, he can automatically sense the exact location of any other creature within 6" as long as they are also standing on the ground.
Boots of the Mastodon10,500Whenever the wearer of these boots performs a run action, they gain +2 to the Push maneuver, and ranged attacks made against them suffer a -1 penalty, until the beginning of their next turn. Once per day as a full round action, the wearer may make a trample attack, moving their normal Pace in a straight line and automatically inflicting Str damage to each target of Large or smaller that they move over.
Shoes of Lightning Leaping10,500Once per day as a full round action, the wearer of these boots can make an Agility roll to transform into a bolt of lightning and move up to 12" in a straight line, instantly reforming when they arrive. Every target they move through may make an opposed Agility roll to avoid the lightning, otherwise they suffer 2d10 damage (this counts as a Heavy Weapon, and inflicts the normal +d6 damage on a raise). If the wearer fails to damage one or more of the targets that they successfully hit (i.e., the damage roll is below the target's Toughness), they are automatically Shaken when they reach their destination. The wearer is not subject to free attacks if they use this ability to withdraw from close combat.
Boots of Speed12,000Once per round as a free action, the wearer of these boots may spend a benny to double their Pace and perform one normal action as if it were a free action.
Verdant Boots12,000Three times per day as a normal action, the wearer of these boots can cause edible plants to sprout within a Small Burst Template adjacent to him. This is treated as both cover and difficult ground, and provides enough food to sustain two people for one day. The plants vanish after 24 hours.
Horseshoes of Crushing Blows, Lesser16,000When fixed to the hooves, these horseshoes provide the hooves with a +2 weapon ability.
Winged Boots16,000These boots can be activated up to three times per day as a free action. After being activated, the wearer gains the ability to fly with Pace 12 for five minutes.
Shoes of the Firewalker21,000The boots grant the wearer +2 Toughness against fire damage, and allow them to walk on lava and magma at their normal Pace without suffering damage.
Dryad Sandals24,000The wearer of these boots leaves no tracks or scent while in forest terrain, and also gains a +2 bonus to Stealth rolls when hiding or sneaking through forests. He never treats natural undergrowth as difficult ground, and once per day may merge with any living tree of his girth or larger. The wearer may remain hidden within the tree for up to 9 hours, and may exit from any similar tree within Spirit x 250 yards.
Horseshoes of the Mist27,000Once per day as a normal action the wearer or their rider may spend a benny to both become incorporeal for up to 3 rounds, as if using the Intangibility power. While incorporeal, the wearer gains the ability to fly at half his normal Pace. The wearer and their rider cannot make any attacks while incorporeal, but whoever spent the benny may end the power at any time as a free action.
Getaway Boots30,000Once per day as a normal action, the wearer may attune the boots to the location where they're currently standing. Once per day as a full round action, the wearer can teleport themselves to the attuned location.
Horseshoes of Crushing Blows, Major36,000When fixed to the hooves, these horseshoes provide the hooves with a +3 weapon ability.
Horseshoes of Glory39,600These horseshoes can be fitted to a medium or Large mount. Once per day as a normal action, the rider can increases the mount's Strength by +4 die steps and its Size by +4 (which grants it +4 Toughness). This also increases medium mounts to Large, and Large mounts to Huge, which gives them a penalty to hit smaller creatures, and gives smaller creatures a bonus to hit them. The mount returns to its normal size at the end of the scene.
Burglar Boots, Major46,000The wearer of these boots gains a +4 bonus for Notice rolls to spot or locate traps and other devices within 2". The wearer also gains a +4 bonus to Agility rolls when attempting to dodge a triggered trap, and is treated as having an additional +4 armour against area-effect traps.
Boots of Teleportation49,000Three times per day, the wearer of these boots may teleport up to 15" instead of their normal movement. If they are very familiar with the destination, spend a full round concentrating on the desired location, and make a successful Smarts roll, the range of the teleport increases to Smarts miles (or twice that on a raise).
Slippers of the Triton56,000The wearer of these slippers gains the Aquatic monstrous ability, with a Pace equal to their Swimming skill.
Horseshoes of Crushing Blows, Greater64,000When fixed to the hooves, these horseshoes provide the hooves with a +4 weapon ability.
Horseshoes of Crushing Blows, Superior100,000When fixed to the hooves, these horseshoes provide the hooves with a +5 weapon ability.

Magic Gloves (35)

NamePriceDescription
Assisting Gloves180As a free action, the wearer of these gloves can conjure a glowing hand. If used in combat, the hand provides a Gang Up bonus to the wearer's next attack as if it were a creature. Alternatively, the hand can make a single Cooperative Roll to aid the wearer for an action that requires manual skill, treated as if it had the same attributes and skills as the wearer. After providing its bonus, or after 1 minute, the hand vanishes and the gloves become non-magical.
Claws of the Ice Bear1,300The wearer of these gloves gains +1 die step to Climbing, and ignores the climbing penalty for wet or slippery surfaces. Once per day, the wearer may spend a benny to gain the Wall Walker ability for 3 rounds. The wearer cannot hold anything else while wearing these claws, and they are treated as Brass Knuckles if used in combat.
Gloves of Reconnaissance2,000The wearer of these gloves can see and hear through up to 3" (i.e., 6 yards) of solid material by placing their hands on the surface and making a Notice roll as a full-round action. If they roll 1 on the Notice die, the gloves cannot be used again for the rest of the day. A failed Notice roll still provides the same sort of general information that wouldn't normally require a Notice roll if the material wasn't there.
Glowing Glove2,000As a normal action, the wearer may press their hand against a solid surface and leave behind a glowing handprint. The handprint provides the same illumination as a candle, and fades away after 24 hours.
Apprentice’s Cheating Gloves2,200These gloves allow the wearer to use Sorcery or Wizardry to perform contests of will, opposed by the victim's Smarts.
Challenger’s Gloves2,200Once per day, the wearer of these gloves may perform a Taunt as a free action.
Gloves of Larceny2,500The wearer of these gloves gains a +1 bonus to Stealth rolls when picking pockets or palming objects.
Healer’s Gloves2,500The wearer of these gloves gains a +1 bonus to Healing rolls.
Engineer’s Workgloves3,000The wearer of these gloves gains a +1 bonus to Repair rolls related to mechanical devices. Once per day, the wearer may touch a mechanical device as a free action to gain an innate understanding of its purpose and general method of operation, along with any flaws or malfunctions. This secondary ability provides no insight into magical or other non-mechanical aspects of the device.
Gauntlets of the Skilled Maneuver 4,000The wearer of these gloves gains a bonus when performing one specific maneuver, chosen when the gloves are created: +1 to Push, +1 to Disarm, +1 to Grappling, or +1 Parry when withdrawing from close combat.
Ghostvision Gloves4,000The wearer may activate these gloves once per day as a normal action, and they remain active for the remainder of the scene, unless deactivated earlier as a free action. While the gloves are active, the wearer can clearly see all undead, within 12", even if invisible or hidden in walls, but can no longer see constructs or living creatures. If the wearer has the Champion Edge, the damage bonus is doubled (from +2 to +4) when attacking undead.
Gloves of Arrow Snaring4,000Once per scene, the wearer of these gloves may attempt to catch or deflect a successful ranged attack made against them by making an opposed Agility roll. On a success the attack is deflected, while on a raise the wearer can actually catch the weapon or ammunition if they wish. The wearer must have at least one hand empty in order to use the gloves.
Trapspringer’s Gloves4,000The wearer of this ring gains a +1 bonus to Repair rolls when disarming traps. The wearer also gains a +1 bonus to avoid or resist a triggered trap, and is treated as having an additional +1 armour against area-effect traps.
Gloves of Arcane Striking5,000When the wearer of these gloves activates Arcane Strike, they may choose to share the benefit with one adjacent ally (both wearer and ally gain the full benefits of the Edge until the beginning of the wearer's next turn). These gloves provide no benefit if the wearer doesn't have the Arcane Strike Edge.
Poisoner's Gloves5,000Each glove can store a single dose of liquid, usually poison (although holy water and other liquids are also possible). After making a successful unarmed or touch attack, the wearer has the option of immediately and automatically delivering the dose within that glove. Each glove can be used once per day, and filling a glove requires a full round. Poison stored within a glove does not lose its potency over time.
Magnetist's Gloves6,000The wearer of these gloves is able to perform the Disarm maneuver at a range of 6", as long as the weapon is primarily made of metal. Each success and raise on the Disarm roll causes the weapon to move 1" towards the wearer, and if this would place the weapon adjacent to the wearer then they may catch it with a successful Agility roll, as long as they have at least one hand free.
Gloves of Swimming and Climbing6,250The wearer of these gloves gains +1 die step to Swimming and Climbing.
Deliquescent Gloves8,000The wearer of these gloves inflicts +1 acid damage when making a successful unarmed or touch attack. In addition, the gloved hands are protected from the acid ability of oozes, allowing the wearer to make unarmed attacks against an ooze without the risk of suffering damage from the contact.
Form-Fixing Gauntlets8,000The wearer of these gauntlets gains +1 bonus to unarmed Fighting rolls against creatures capable of shapechanging at will. Furthermore, after successfully grappling a shapechanger, the wearer can force them to assume their natural form instead of causing damage by making an opposed Spirit roll. If the grappled creatures wishes to shapechange while grappled, it must make a Spirit roll as a normal action (at the usual -4 for being grappled).
Iron Cobra Gauntlet8,000As a normal action, the wearer of this gauntlet can cause it to transform into an iron cobra, leaving behind a bracelet of metal scales with which the cobra can be controlled. If the iron cobra is slain, it reverts to gauntlet form, and cannot be activated again for 24 hours.
Shadow Falconer's Glove8,000Once per day as a free action, the wearer of this glove can conjure a shadowy falcon, which swoops towards one target within 6" and performs a Disarm maneuver against them. It has Fighting d12 and uses an Offensive Stance, rolls 2d6 damage for the purposes of the opposed Strength roll (it doesn't actually cause damage). If successful, the falcon flies back with the item and places it in the wearer's hand (or at their feet if the hand is full). The falcon vanishes after the action has been resolved.
Spellstrike Gloves8,000These gloves allow the wearer to cast ranged spells with a range of touch, meaning that if the spell is successfully cast, he adds +2 (for touch attack) and compares the result against the target's Parry. Area effect spells cannot be cast this way, and only the creature being attacked is affected by the spell.
Glyphbane Gloves9,000The wearer gains a +2 bonus to disarm glyphs, wards, and other magical traps. If the wearer gets a raise on the disarm roll, he may change the trigger instead of disarming the trap.
Glove of Storing10,000As a free action, the wearer can store or retrieve one object to or from the glove. Only one object can be stored at a time, it cannot weigh more than 20 pounds, and it must be small enough to be held in one hand.
Gloves of Shaping10,000The wearer of these gloves can shape stone, wood, leather, and other solid materials, by making a Strength roll against half their Toughness. For fine detail or more complex shapes, use Repair instead of Strength. Up to 1 cubic foot of non-living material can be shaped per round. If the wearer wishes to destroy objects with his bare hands, use the rules for Breaking Things, except their Toughness is halved.
Pliant Gloves10,000As a free action, the wearer is able to lengthen his arms, granting +1 reach until the beginning of his next turn. While his arms are lengthened, the wearer suffers a -1 penalty to Fighting rolls. Finally, whenever the wearer suffers falling damage, he can make an Agility roll: each success and raise reduces the falling damage by 1 point.
Gauntlet of Rust11,500Once per scene, the wearer can make a touch attack against a metal object or creature. On a success the target is Shaken (assuming it's a creature), while on a raise it suffers a wound from rust damage (most inanimate objects are destroyed with just one wound). In addition, the wearer of this gauntlet is immune to all rust-causing attacks that target him or his equipment.
Gloves of Dueling15,000The wearer gains a +1 bonus to resist any actions that would cause him to drop or lose his weapons. In addition, if the wearer's weapon is damaged by an attack, he may use bennies to make Soak rolls based on his Fighting skill; each success and raise negates one wound caused to the weapon.
Vampiric Gloves18,000Once per day, the wearer can use these gloves to make a touch attack against a living creature: on a success, the victim becomes Shaken; on a raise, the victim suffers a wound, and the wearer heals one wound (if injured).
Giant Fist Gauntlets20,000As a free action, the wearer can enlarge and harden his fists until the beginning of his next turn. While this ability is active, each success and raise on unarmed attack rolls causes the victim to be knocked back 1". If this would cause the victim to be moved into a solid object, they instead suffer an additional +1 damage for each 1" they were unable to move.
Gloves of the Shortened Path27,000Once per day as a free action, the wearer can bend space so as to exist in two places at once. The wearer selects a location within 2", and may change the location each subsequent round with another free action. The wearer can make attacks (or be attacked), use skills, cast spells, provide (and suffer from) a Gang Up bonus, and perform other non-movement actions from either location. It is also possible for the wearer to provide a Gang Up bonus to himself, by selecting a location adjacent to the foe he's attacking. This ability lasts for 1 minute.
Gloves of the Commanding Conjurer30,000The wearer of these gloves can take control of a summoned creature within 10" by making a Spirit roll opposed by the caster's arcane skill. If the wearer rolls 1 on the Spirit die, he suffers a level of Fatigue.
Greater Gauntlet of Rust34,500Once per scene, the wearer can make a touch attack against a metal object or creature. Each success and raise on the attack roll causes one wound of rust damage (most inanimate objects are destroyed with just one wound). In addition, the wearer of this gauntlet is immune to all rust-causing attacks that target him or his equipment.
Talons of Leng67,000These clawed gloves are treated as natural weapons that inflict Str+d4 damage, and these natural weapons also receive a +1 bonus to the Fighting roll. If the wearer achieves a raise on their attack roll, the victim must make a Spirit roll at -4 or become Shaken (before rolling and applying damage), as if affected by the Confusion power. The wearer of these gloves is immune to Confusion, but their Spirit is also reduced by 1 die step (to a minimum of d4). The wearer can still use their hands normally despite the claws.
Gauntlets of the Weaponmaster110,000As a free action, the wearer can store or retrieve one weapon to or from the gauntlets. Up to ten weapons can be stored at a time, although no individual weapon may weigh more than 20 pounds, or be too large to physically hold in one hand (e.g., two-handed weapons are fine, but catapults are not). The wearer may also retrieve a weapon while their hand is full, in this case the two weapons switch places, with the previously held weapon being moved into the gauntlets as the new weapon is retrieved. The wearer may also choose to store or retrieve two weapons simultaneously, but this requires a normal action rather than a free action. Finally, whenever the wearer spends a benny to reroll an attack, they receive a +2 bonus to roll (total, not per benny).

Magic Head-worn (47)

NamePriceDescription
Mask of Stony Demeanor500This mask conceals emotions from the wearer's voice and facial expressions. The wearer receives a +1 bonus to Persuasion rolls when trying to bluff or lie, but a -1 penalty to Persuasion rolls when trying to evoke an emotional response (in situations where both are important, the bonus and penalty cancel each other out).
Cap of Human Guise800This cap allows the wearer to change their appearance as a normal action, although they may only assume the illusionary form of an unremarkable human child, gnome, or halfling. The wearer must have Size 0 or lower in order to use this cap.
Cap of Light900The wearer of this cap may activate or deactivate it as a normal action. While active, the cap illuminates a MBT area centred on the wearer.
Hat of Disguise1,800This hat allows the wearer to change their appearance as a normal action. Attempting to duplicate the physical appearance of a specific person requires a Stealth roll, and works like the Disguise power.
Buffering Cap2,000Once per day, after suffering one or more wounds from an attack, the wearer may convert the wounds from that attack into Bumps and Bruises Fatigue before applying them.
Miser's Mask3,000This mask allows the wearer to sense and pinpoint the location of valuable metals and gems within 6".
Stalker's Mask3,500This mask provides the wearer a +1 bonus to Stealth rolls when sneaking through (or hiding in) shadows. In addition, once per day as a full-round action the wearer may make a Stealth roll to assume the physical appearance of one creature within 12", as if using the Disguise power. The wearer inflicts +1 damage when attacking the creature he's disguised as.
Circlet of Persuasion4,500The wearer of this circlet receives a +1 bonus to Charisma.
Grappler's Mask5,000The wearer of this mask receives a +1 bonus to initiate, maintain, resist and escape from a grapple.
Helm of Fearsome Mien5,000Once per scene, when the wearer of this helm enters a berserk rage, they can make a free Intimidation roll against one adjacent target of their choice. This item does not grant the wearer the ability to enter a berserk rage, they must already have the appropriate Edge.
Jingasa of the Fortunate Soldier5,000Once per day, after being successfully hit with a raise or Sneak Attack (but before rolling damage), the wearer may downgrade the raise to a normal success and/or negate the bonus damage from the Sneak Attack.
Helm of Comprehend Languages and Read Magic5,200The wearer of this helmet is able to understand all languages, in both written and spoken form. Although the wearer can also read magical texts, the helmet doesn't provide any magical knowledge or spellcasting ability.
Crown of Swords6,000Whenever you are successfully struck in combat, after resolving the damage roll you may choose to conjure a blade of force, which immediately attacks the person who hit you. The blade has Fighting d8, and has a Wild Die if the wearer has one, but it has no bennies. The blade inflicts 2d6 damage if it hits (with the usual +d6 on a raise), but rolling 1 on the Fighting die drains the crown, preventing it from being used again for the rest of the day. Conjured blades vanish as soon as they've resolved their attack.
Minor Crown of Blasting6,480The wearer of this crown is able to project a beam of Divine Light (as the spell) as a normal action, using Spirit as his arcane skill. If he rolls 1 on the Spirit die, he suffers a level of Fatigue.
Mask of the Krenshar7,200Once per scene, the wearer may create an illusion of the skin peeling back from their skull. All creatures within 12" who can see the wearer must make a Fear check.
Helm of the Mammoth Lord8,500This helmet has a pair of tusks, which the wearer can use to make a Str+d4 Fighting attack, although the helmet doesn't count as a weapon for the purposes of negating the Unarmed Defender penalty. The helmet also provides a +2 bonus to Vigor rolls to resist Cold hazards, and +1 die step to Riding when mounted on an elephant, mammoths, or similar creature. The wearer can also sense the presence and approximate location of any such creatures within 100", and may communicate with them (although this doesn't make them any more friendly than normal).
Veil of Fleeting Glances9,000This veil grants the wearer a +2 bonus to resist vision-based effects. Furthermore, when resisting gaze attacks, the wearer can have a free reroll (one per gaze attack), as if he'd spent a benny.
Mask of a Thousand Tomes10,000This mask grants the wearer a +1 bonus to all Knowledge rolls, although the wearer is blinded while wearing the mask, and must wear it for at least 10 minutes before gaining the benefits.
Medusa Mask10,000This veil grants the wearer a +2 bonus to resist gaze attacks and vision-based effects. Once per day, the wearer may target one creature within 6" as a normal action; the creature must make a Vigor roll at -1, on a failure they're turned to stone for 1 minute.
Cap of the Free Thinker12,000When resisting mind-affecting effects, the wearer of this cap can have a free reroll (one per effect), as if he'd spent a benny.
Halo of Inner Calm16,000The wearer of this circlet gains a +2 bonus to resist all spells that influence or relate to emotions.
Cat's Eye Crown18,000The gem centerpiece of this crown grants the wearer Darkvision to a distance of 12", or increases their Darkvision by an additional +12" if they already have the ability. If the gem is detached and within 100", once per day the wearer can look through it (with the benefit of Darkvision) for up to 10 minutes. If the gem is being carried by another creature, the wearer instead looks through the senses of that creature. Should the gem be destroyed, a replacement costs 100gp and requires 24 hours to be attuned to the crown.
Maw of the Wyrm18,000This helmet provides a +1 bonus to Intimidation rolls, and a +1 bonus to Fear checks when caused by a dragon. Once per day, the wearer may breathe a blast of energy as a full-round action (the type of energy depends on the breed of dragon the helmet was based on when it was created); everyone within a Cone Template must make an Agility roll at -2 or suffer 2d6 damage.
Mitre of the Heirophant18,000The wearer of this hat gains a +1 bonus to Persuasion and Knowledge (Religion) rolls. Once per day, he may ask a question of his patron deity; this works like the Divination power, using Faith as the arcane skill, except the duration is 10 minutes. Only characters with Arcane Background (Miracles) gain any benefit from this item.
Magician's Hat20,000Once per scene, the wearer of this hat may cast a memorised using the trapping of a different memorised spell of their choice. For example if they have memorised Bolt (magic missile) and Deflection (fireshield), they could cast Bolt with the trapping of a firebolt, or Deflection with the trapping of a forcefield. Only characters with Arcane Background (Wizardry) gain any benefit from this item.
Circlet of Mindsight22,000The wearer of this circlet gains Blindsense to a distance of 6", although it doesn't sense the presence of mindless creatures (such as certain undead and constructs) or creatures immune to Mind Reading.
Mask of the Skull22,000Once per day, after wearing this mask for at least an hour, the wearer can cause the it to fly from his face and attack one target within 12". The attack is resolved as either a Throwing or Shooting roll (wearer's choice), and if successful it inflicts 2d6 damage, +d6 damage for each and every raise on the attack roll. After making the attack, the mask flies back to the wearer's face.
Howling Helm22,600The wearer of this helmet can communicate with canine, lupine, vulpine and similar animals, and gains +1 Charisma when dealing with such animals (including similar magical beasts, such as worgs, blink dogs, etc). Once per scene, the wearer unleash a terrifying howl, which is resolve as a single Intimidation roll against all opponents within a LBT, centred on the wearer. The Intimidation roll is also treated as the arcane skill roll for casting Nature's Ally, summoning as many normal wolves as possible for the wearer's rank (although not more than the wearer can control); if the wearer rolled 1 on their Intimidation die, they suffer a level of Fatigue.
Major Crown of Blasting23,760The wearer of this crown is able to project a powerful beam of Divine Light (as the 3d4 damage version of the spell) as a normal action, using Spirit as his arcane skill. If he rolls 1 on the Spirit die, he suffers a level of Fatigue.
Helm of Underwater Action24,000The wearer of this helmet is able to see normally underwater, ignoring visual penalties from water and darkness, and can also swim at his normal land Pace. As a free action, the wearer may also conjure a globe of air around his head, allowing him to breathe normally while underwater. The globe of air is constantly refreshed, and creates a stream of bubbles which raise towards the surface. It can be dismissed with another free action.
Crown of Conquest24,600The wearer of this crown gains a +2 bonus to Intimidation rolls. If he has the Command Edge, then he provides a +1 bonus to Fear checks to all subordinates within his command radius.
Batrachian Helm26,000As a normal action, the wearer of this helmet is able to fire a tongue of force at any target within 4". This is resolved as an opposed Strength roll: On a success, the target is dragged towards the wearer so that they're now adjacent; on a raise, the target is also Shaken. If the target is heavier than the wearer, then the wearer is instead moved adjacent to the target. The wearer may also spend a benny to fire the tongue as a free action rather than a normal action if they wish. Anyone moved out of close combat by the tongue is not considered to be withdrawing, and does not provoke a free attack.
Helm of Telepathy27,000As a full-round action, the wearer of this helmet can concentrate on sensing the presence or absence of thoughts within a Cone Template. If the wearer spends a second round doing nothing but concentrating, and doesn't move the Cone Template, he is able to identify the Smarts of each creature he can see within the area of effect. If the wearer spends three or more rounds in concentration, he can attempt to scan the emotions or surface thoughts of one creature each round; resolve this as an opposed Smarts roll, on a success the wearer reads the target's emotions and may speak with them telepathically (this allows two-way communication); on a raise he reads the target's surface thoughts; if he rolls 1 on the Smarts die, the wearer suffers a level of Fatigue.
Plague Mask27,000This mask provides the wearer with a +2 bonus to Vigor rolls for resisting disease. Once per day he may attempt to cure a disease, resolved as if he were casting Healing (except it only removes disease, and doesn't need to be cast within 10 minutes of infection), using Spirit as the arcane skill die (there is no Power Point cost or Backlash).
Iron Circlet of Guarded Souls30,000The wearer of this circlet gains immunity to any effect that targets the soul.
Laurel of Command30,000As a free action, the wearer of this laurel may grant one creature within 6" (including themselves) a +1 bonus to their next trait roll. The bonus must be used before the beginning of the wearer's next turn, otherwise it is lost. This item may be used multiple times on different creatures, but each creature can only be granted the bonus once per day. The laurel works through the voice, requiring that the wearer speak loudly and with authority, and that the recipient be able to hear and understand what was said.
Lesser Mask of Giants30,000When the wearer of this mask casts Beast Shape, he may choose to assume the form of an ogre, troll or giant, instead of that of an animal. He must still meet the normal rank requirements of the new form. This mask provides no benefit if the wearer doesn't have the Wild Shape Edge.
Steel-Mind Cap33,600If the wearer of this cap gets a failure or basic success on their Spirit roll when recovering from being Shaken, they may perform a single normal action at -2 that turn (in addition to any free actions).
Stormlord's Helm35,000Once per day, the wearer of this helmet can summon a thunderstorm. It requires 10 minutes of full concentration (no other actions allowed) to call the storm, and another 10 minutes before it arrives, after which it remains for a further 10 minutes, unless the wearer dismisses it early (as a normal action). While the storm is present in the sky overhead, the wearer can call down lightning once per round - this is treated as casting Burst with the Electricity (Conduction) trapping, using Spirit as the arcane skill die; the wearer becomes Shaken if he rolls 1 on the Spirit die, but doesn't need to spend Power Points. As the lightning shoots down from the sky, it cannot generally strike foes who are indoors or underground, although at the GM's discretion a thin roof might simply provide cover.
Lesser Helm of Brilliance36,000The wearer of this helmet can cast Blast (fireball), Bolt (scorching ray), flaming sphere, and Light/Obscure (light), using Spirit as the arcane skill die; if the wearer rolls 1 on the Spirit die, he become Shaken. The wearer must also roll a d10 every time he uses the helmet's spells, on a 1 that spell has been permanently drained from the helmet; once all of the spells have been drained, the helmet becomes non-magical. However while the helmet retains its magic, it has three additional abilities: it glows whenever undead are within 6", causing them d6 damage at the beginning of their turn; the wearer may grant his currently held weapons the Flammable trapping until the beginning of his next turn as a free action; the wearer reduces all fire damage by 4, but if he becomes Shaken or wounded by fire damage he must make a Spirit roll at -1, on a failure the helmet explodes, inflicting 2d10 damage to the wearer and everyone else within a MBT.
Judge's Wig59,200The wearer of this wig gains a +2 bonus to Intimidation and Persuasion rolls, and +2 to Notice rolls for recognising if someone is telling the truth (to the best of their knowledge).
Helm of Teleportation73,500Three times per day, the wearer of this helmet may teleport up to 15" instead of their normal movement. If they are very familiar with the destination, spend a full round concentrating on the desired location, and make a successful Smarts roll, the range of the teleport increases to Smarts miles (or twice that on a raise).
Halo of Menace84,000The wearer of this circlet constantly radiates an aura of menace. All hostile creatures must make a Fear check at -2 when they come within 4" of the wearer.
Greater Mask of Giants90,000When the wearer of this mask casts Beast Shape, he may choose to assume the form of an ogre, troll or giant, instead of that of an animal. He may also ignore the rank requirements of the new form. This mask provides no benefit if the wearer doesn't have the Wild Shape Edge.
Greater Helm of Brilliance125,000The wearer of this helmet can cast Blast (fireball), Burst (prismatic spray), Barrier (wall of fire), and Light/Obscure (daylight), using Spirit as the arcane skill die; if the wearer rolls 1 on the Spirit die, he become Shaken. The wearer must also roll a d10 every time he uses the helmet's spells, on a 1 that spell has been permanently drained from the helmet; once all of the spells have been drained, the helmet becomes non-magical. However while the helmet retains its magic, it has three additional abilities: it glows whenever undead are within 6", causing them d6 damage at the beginning of their turn; the wearer may grant his currently held weapons the Flammable trapping until the beginning of his next turn as a free action; the wearer reduces all fire damage by 6, but if he becomes Shaken or wounded by fire damage he must make a Spirit roll at -1, on a failure the helmet explodes, inflicting 2d10 damage to the wearer and everyone else within a MBT.
Helm of Electric Radiance125,000The wearer of this helmet can cast Bolt (chain lightning), Bolt (lightning bolt), shocking sphere, and Light/Obscure (daylight), using Spirit as the arcane skill die; if the wearer rolls 1 on the Spirit die, he become Shaken. The wearer must also roll a d10 every time he uses the helmet's spells, on a 1 that spell has been permanently drained from the helmet; once all of the spells have been drained, the helmet becomes non-magical. However while the helmet retains its magic, it has three additional abilities: it glows whenever undead are within 6", causing them d6 damage at the beginning of their turn; the wearer may grant his currently held weapons the Conduction trapping (to their bonus damage die) until the beginning of his next turn as a free action; the wearer reduces all electricity damage by 6, but if he becomes Shaken or wounded by electricity damage he must make a Spirit roll at -1, on a failure the helmet explodes, inflicting 2d10 damage to the wearer and everyone else within a MBT.
Crown of Heaven150,000The wearer of this crown gains the ability to speak celestial, and can cast Speak Language once per day, using his Spirit as the arcane skill; a 1 on the Spirit die causes the wearer to become Shaken. The wearer also gains +1 to Knowledge (Planar) rolls related to creatures with the Good or Evil abilities, and can detect evil creatures (i.e., those with the Evil ability) on a successful Notice roll. If the wearer also has an orb of heaven or a sceptre of heaven, they each grant +1 to attack and damage rolls against Evil creatures, and +1 Parry and Toughness against attacks from Evil creatures (these stack, so a character with all three items gains a +2 bonus).

Total: 350 magic items