Date:         Sun, 20 Mar 1994 13:57:00 BST
Sender: Mythus Fantasy Roleplaying Game List <[MYTHUS L] at [BROWNVM.brown.edu]>
From: "John R. Troy (JRT--Mad Demiurge of Vargaard)"   <[j troy] at [genie.geis.com]>
Subject:      JRT-ART:  EE Sub (4)

Submission For Mythic Masters Magazine
From:  John R. Troy
       [j troy] at [genie.geis.com]
Date:  February 1st, 1994
Enchanted Equipment Submission:
Notes:  Here's a trio of Magick Items I created.  You can put them all into
one issue, or break 'em up as needed.  I figured I should create some small
ones for use with EGG stuffing us with the Changeling game material.  All
you need to do is add costs and publish!
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Begin Entries
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Fireflail
History:  The Fireflail's origin is lost in history.  What we do know is
that it originated in AEgypt long ago, perhaps by a mage devoted to the
elements, a priest-mage in the service of Ra, or some powerful hermaturge.
Whatever, the case, the device has been studied and duplicated throughout
AErth, although the secrets of creating the weapon are better known in the
AEgypt and those that have mages from that culture, such as Hy Braseal,
Darfur, and Relantl.
Appearence:   The Fireflail is always a one-handed flail, designed like
other AEgyptian flails.  The handle had runes of Hiero-AEgyptian, usually
dealing with fire, heat, dieties of flame, fire, heat, and sunlight.  The
handle usually has some gemstones as well, those most likely dealing with
fire.  Aural analysis will reveal strong dweomers dealing with fire,
elemental force, and a slight trace of postive heka and Empyreal
influences.
Powers:
    *    When the fireflail is held and a command word spoken, the flail's
         "tails" ignite into flame.  This flame does an extra 2D3 points of
         fire damage, plus the normal chance for combustion occuring on a
         target.  The flames are equal to that of a torch for the purposes
         of illumination.
    *    If the wielder of the fireflail is a full practioner mage, then
         another power is available to the wielder.  Once/day, if the
         proper command word is spoken, the mage may call up Empyreal flame
         into the ignited flail.  The flame is very birght and sheds
         illumination equal to that of a daylight cantrip...further more,
         it does 2D10 points of fire damage--and only castings and immunities
         that protect one from Supernatural Fire will protect the wielder.
         The Empyreal flame only lasts 3D3 CTs.
Command:  One command word for ingite/extinguish the flames, another one to
activate the Empyreal flames (only by Full Practioner Mage).
Cost:  <Your Job>
Sabrina's Sash of Saftey
History:  Sabrina LaCroix (842-899 AAF), an enchantress and famed Parisian
fashion designer, is acreditted with the creation of this magickal device.
The first time it came into knowledge was during a public assassination
attempt on her life by the Kraken's Killer Kultists during one of her
"private" shows for her special friends.  She untied the accessory, and
disappeared...then reappeared 2 minutes later with a few friends and a few
guardian spirts, to battle and defeat the Kraken's Own.
    Since then, the knowledge and creation of this scarf has dissiminated
amongst certain heka-practioners of Francia, as well as other states of
Western AEropa.  The device is rare, because of both the relative secrecy
of the knowledge as well as the rare and expensive materia required to
create the product.
Appearance:  The sash varies in size, sometimes it can be the size of a
headband or bandana, other times it is belt sized.  It can have any color,
style, pattern, shape, etc.  It is always of above average quality, and is
usually composed of some fine cloth or silk.
    Any form of divination will have to overcome the effect of a _Mask
Heka_ ritual, which is used in the creation of such objects.
Powers:
    When the Scarf is looped or wrapped around a person and tied into a
knot, the object then "records" the area at which it was tied.  When a
persona unties the knot, a powerful teleportation dweomer comes into
effect, transporting the user back to the very place he or she tied it.
The teleportation effect operates in the 9th Dimension (Conceivability),
and thus can bypass most barriers and obstacles.  This power even works
across planar barriers.
    Note that the sash is left behind when this teleportation effect
occurs, thus, for the persona, it is usually a 1 shot device.  The scarf
can be aquired by others, however, and then used by them.
    For game purposes, the time it takes to untie a knot is 2-4 CTs
(1D3+1).  High PNPow will reduce the time by 1 CT per every 5 points over
10, thus -1 at 15-19, -2 at 20-24, etc.  It takes a minimum of 1 CT to undo
such a knot.
    If the sash is cut, it will lose it's dweomered properties instantly.
Note, however, that in the process of creating the sash, it becomes
resistant to such damage.  It can resist up to 16 pts of cutting/piercing
damage/CT.  It is also completly unaffected by mundane and preternatural
fire (it can't ignite).

Command:  No command is needed.
Cost:  <Your Job>
Shard Star.
History:  The Shard Star is Dweomered Weapon of unknown origin.  It is
believed to have been created somewhere during the glory dayes of the
Ancient Ch'in Empire.  It has been used in Warfare and Assasination
attempts in their history.  Since that time, the knowledge has been passed
down throughout all of AErth.
    These weapons are uncommon, but very expensive and never available in
large quantities.  They are used by assassins and spies, as the weapon is
less effective in military operations due to the limitations against armor.
Appearence:  The Shard Star appears as a large Throwing Star, always of
Unsurpased Quality.  The Star will have some arcane pictograms on it.
Heka-dection will dected a standard Magickal Aura, of Alchemical and Heka-
Forging nature.
Powers:
    When a Shard Star is thrown and strikes a hard object, such as a wall
or persona, they explode on contact, bringing into effect a large volume of
sharp shards, all over a 2 Rod Radius.  The explosive effect does 4D6
Piercing DMG, multiplied by a 1D6 exposure roll for the target, 1D3 for all
other targets.  Note that unlike most explosions, Armor DOES protect
against this explosive effect.
Command:  No command is needed for this to work.
Cost:  <Your Job>