The Helm Of Kai Yr Wythfed: This peculiar-looking helmet once belonged to the legendary tournament knight, Sir Kai Yr Wythfed, the greatest horseman in the kingdom of Elyntia .
Its current location is unknown, but it is highly sought after by those who seek renown in the jousting lists.
The magical helm grants no special abilities if worn by someone on foot, however should the wearer be mounted on a mighty stead (be it a horse, pegasus, griffon etc) then it grants the following powers (which probably explain Sir Kai's near-mythical prowess):
- The wearer's riding skill is boosted to +3 (regardless of what skill he had before, he gains a +3 bonus to all saving throws relating to handling his mount. This can bust the usual +6 limit for skills).
- All attacks made from the back of his stead are at +2DX (this stacks with any magical bonus from the weapon itself etc)
- Although the helmet grants no armour rating (AR) bonus, any attacks that strike the wearer's head (while he is mounted) do half damage.
Cloak Of Mists (from Sinbad And The Minotaur) - To the casual glance this appears, when first found, to a tatty black cloak, sewn through with silver threads and lined with purple - of some quality, for sure, but nothing so special. However around the edge you will find a number (3d6) of small, spherical buttons.
If the cape is put on and one of the buttons removed (the buttons disintegrate when removed, so are essentially 'charges' for the device) the cloak and all those covered by it will become totally invisible for as long as the cloak is worn (-). It can cover one or two people normally, but can be held up as a "sheet", essentially shielding up to four persons behind it.
However, it has a secondary, more impressive purpose when in use, if the person who removed the button wills it. all those - and whatever they are carrying - cloaked by the magical garment can instantly teleport (as per the spell, Magic Carta pg 148) to any location the person knows (but without the need to roll on the 'Teleport Table').
They will become visible when they arrive in their new destination and that charge will be spent.
Once all the buttons have been removed and the cloak used for a final time it will turn to dust and scatter in the wind.
Prayer Cloth (from Dawn Of The Dragonslayer): Inscribed with prayers to a thousand gods, these rare items offer their owners a degree of enchanted protection. As long as carried somewhere on the person, the cloth grants its owner a magical luck bonus of -1AR (Armour Rating) and a +1 bonus of any statistic checks etc in defensive situations (i.e. will give a DX bonus when dodging, but not when attacking).
Ointment Of Restraint (from The Beastmaster): A blue, glowing liquid that, when poured across the neck of a sleeping or prone victim, will keep them magically pressed down on whatever surface they have their back against for (1d6 x 10) minutes. The ointment somehow affects the localised gravity and short of god-like strength is impossible to break free from for the duration (a 10/ST if they must try). Luckily, not only is it very rare, but tends to come in small vials that only hold (1d3+1) applications.
The Elixir Of Pan (from Hellhounds): A rare magical draught that provides protection against all forms of fire. If full, the bottle will contain 13 sips (otherwise roll 2d6 to determine amount left).
Each sip provides total protection from any fire damage for 2d6 minutes - everything from a candle flame up to walking across burning lava, fireball spells through to the flames of Hell. The drinker will still feel a proportionate degree of heat, but suffer no damage whatsoever for the duration of the potion.
Charm Against Bondage (from Prince Valiant): A rather plain necklace of hard iron discs with rough edges, this minor magical item protects its wearer from being chained up.
If the wearer is ever manacled or wrapped in (non-magical) chains then the manacles will magically pop open or the chains slip off 10 to 60 minutes after he has been secured.