EGYPTIAN MAGIC ITEMS

Ankh
An ankh.

Amulet Of Essence Shielding: This amulet will protect against any spells cast by general magicians.

18	Resistant Protection (12 PD/12 ED/12 Power Defense); 
	OAF (-1), Only Works Against Magical Attacks 
	That Aren't Divine And/Or Mental In Nature (-1)

Amulet Of Channel Shielding: This amulet protects against spells cast by priests.

29	Resistant Protection (12 PD/12 ED/12 Mental Defense/
	12 Power Defense); OAF (-1), Only Works Against 
	Divine Magics (-½)

Amulet Of Mind Shielding: This amulet protects against mental magics. Note that amulets can be worn together and will combine defenses against the proper spells (this is why mummies and the like were festooned with charms when buried.)

10	Mental Defense (20 points total); OAF (-1)

Bast's Playful Child: This statue turns into a lion. Game Masters may want to make the lion highly intelligent (add in the Smart Template) and give it the Divine Template as well.

30	Summon 204-point Lion, Slavishly Devoted (+1); OAF 
	(statue of a lion; -1), Incantations (throughout 
	casting; -½), Extra Time (Full Phase, Only to 
	Activate, -¼), END 8

Beauty Cream: By applying this cream, anyone can look more attractive—for a few days anyway. The cream is mostly made by priestesses of Bast.

1	+2/+2d6 Striking Appearance (vs. all characters), Delayed
	Effect (+¼); Extra Time (6 Hours, to brew; -3 ½), 
	Extra Time (1 Minute to apply to character; -1 ½), OAF
	Fragile (-1 ¼), Concentration, throughout
	brewing (0 DCV; -1), Striking Appearance Fades At A Rate
	Of +1d6 Per Day (-½), 4 Continuing Charges lasting 1 Day
	each (-0)

Bed Post Guardians: These carved bed posts not only protect against bad dreams, but will cry out if anyone approaches. Obviously, one can easily alter this magic item into other types of furniture—such as a throne warded against mind controlling magics and enchanted to warn of assassins and the like.

28	+30 Mental Defense; Only To Stop Bad Dreams, Nightmares, Or Dream/Sleep-Related Powers (-2), 
	OIF Bulky (carved bed-post guardian; -1) plus Hearing Group Images, +4 to PER Rolls, Persistent (+¼), 
	Reduced Endurance (0 END; +½), Trigger (person other than the bed's owner comes 
	within 3m of  the bed; +¾); OIF Bulky (carved bed-post guardian; -1)

Chameleon Paint: This body paint makes the user vanish into the background.

3	Invisibility to Sight Group , Delayed Effect (+¼); Extra Time (6 Hours, to brew; -3 ½), Extra Time 
	(1 Minute to apply to character; -1 ½), OAF Fragile (-1 ¼), Concentration, throughout brewing 
	(0 DCV; -1), Chameleon (-½), 3 Continuing Charges lasting 1 Minute each (-½), [3 cc]

Enchanted Crocodile: This statue becomes a friendly crocodile. See the entry under Bast's Playful Child for more.

24	Summon 161-point Crocodile, Slavishly Devoted (+1); OAF (statue of a Crocodile; -1), Incantations 
	(throughout casting; -½), Extra Time (Full Phase, Only to Activate, -¼), END 7

Enchanted Hieroglyphics: These hieroglyphs will transport whomever they catch into the location of the GM’s choice. Getting back is up to the GM. Although there may be similar hieroglyphs in the new location that will send the individuals back to where they came from.

21	Extra-Dimensional Movement (location depicted in hieroglyphics), x8 Increased Weight, Area Of Effect 
	(4m Radius; +¼), Trigger (person touches the hieroglyphs or reads them aloud; +¼), Usable As 
	Attack (+1 ¼); 1 Charge (-2), OIF Immobile (-1 ½), [1]

Enchanted Kopesh: A kopesh is an ancient bronze sword used during the Egyptian era. This weapon is far, far more dangerous than the real one.

23	HKA 2d6, Required Hands (1; +0), Reduced Endurance (0 END; +½); OAF (-1) plus +1 OCV; OAF (-1)

Heat Salve: This cream allows the wearer to survive the desert heat.

1	LS  (Safe in Intense Cold; Safe in Intense Heat), Delayed Effect (+¼); Extra Time (6 Hours, to 
	brew; -3 ½), Extra Time (1 Minute to apply to character; -1 ½), OAF Fragile (-1 ¼), Concentration, 
	throughout brewing (0 DCV; -1), 3 Continuing Charges lasting 1 Day each (-0), [3 cc]

Ka Mummy Burial Scroll: This scroll allows the reader to control a specific ka mummy. See the section on Temple of Set spells for more on a ka mummy.

13	Mind Control 12d6 (Human class of minds), Delayed Effect (+¼), Reduced Endurance (0 END; +½); Extra 
	Time (6 Hours, to scribe scroll; -3 ½), OAF Fragile (scroll; -1 ¼), Limited Class Of Minds (Only 
	Works On Specifically-Named Ka Mummy; -1), Concentration (0 DCV; to scribe; -½), Incantations 
	(must read scroll; -¼), Requires Light To Use (-¼)

Ornament Of Shielding: This small ornament is normally worked into a throne or chariot, protecting whomever sits in the throne of rides in the chariot.

27	Resistant Protection (8 PD/8 ED), Usable Nearby (+1); IIF Bulky (decorative metal plaque; -¾)

Purse Guardian: Much like the Bed Post Guardian, this enchanted pouch is meant to defend against thieves and pickpockets.

24	Detect Thief 14- (Touch Group); OAF (pouch or purse; -1) plus Hearing Group Images, +4 to PER 
	Rolls, Persistent (+¼), Reduced Endurance (0 END; +½), Trigger (thief touches pouch or purse; +¾); 
	OAF (pouch or purse; -1)

Reed Amulet: This simple reed amulet will protect the wearer from almost any attack or weapon.

14	Resistant Protection (8 PD/8 ED); IAF Fragile (reed amulet; -¾)

Ring Of Magic Detection: This simple metal ring is set with a black stone. The stone changes color depending on the type, intensity, and nature of any magical spells in the vicinity.

18	Detect Magic 16- (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), 
	Range, Sense; OIF (ring; -½)

Rune Stones: The engraved stones store magical energy and can power a magician’s spells.

12	Endurance Reserve (60 END, 0 REC) Reserve:  OAF (-1) plus Absorption 12 BODY (energy, END Reserve); 
	OAF (-1), Limited Special Effect (magic spells; -½)

Sandals Of Sand Walking: These sandals allow the wearer to cross sand with ease. Game Masters could also make snowshoes and skis for adventures taking place in colder regions.

13	Flight 24m, No Turn Mode (+¼), Reduced Endurance (½ END; +¼); Only To Move Across The Surface Of 
	Sand (-1), OIF (sandals; -½), Only In Contact With A Surface (-¼), END 1

Scarab Of The Scorpion: Change the name and GMs can easily create a protective item against just about an animal venom in existence.

2	LS  (Immunity: Venom from Scorpions); IAF (amulet; -½)

Sphinx Drink: This potion turns the imbiber into a Sphinx (see the Racial Templates) for one day. The new form should retain the drinker’s INT, EGO, and O/DMCV as well as an relevant Skills.

8	Multiform (250 Character Point Sphinx), Delayed Effect (+¼); Extra Time (6 Hours, to brew; -3 ½), 
	OAF Fragile (-1 ¼), Concentration, throughout brewing (0 DCV; -1), Extra Time (1 Turn to take 
	effect after being drunk; -¾), 1 Continuing Charge lasting 1 Day (-0), [1 cc]

Staff Of Ra: This powerful artifact allows the wielder to tap into the power of Ra, the sun god. Such a staff in the hands of a priest of Ra might have even more or greater powers.

	Staff Of Ra, all slots OAF (-1)
17	1)  Sun Bolt:  RKA 2d6, No Range Modifier (+½), Reduced Endurance (0 END; +½); OAF (-1), 
	Requires A Roll (Magic Skill roll; -½), Extra Time (Full Phase, -½), Gestures (-¼), Incantations (-¼)
12	2)  Heat Mirage:  Sight Group Images, -5 to PER Rolls, Area Of Effect (4m Radius; +¼), Reduced 
	Endurance (0 END; +½); OAF (-1), Requires A Roll (Magic Skill roll; -½), Extra Time (Full Phase, -½), 
	Gestures (-¼), Incantations (-¼)
10	3)  Solar Shield:  Resistant Protection (6 PD/6 ED/6 Mental Defense/6 Power Defense); OAF (-1), 
	Requires A Roll (Magic Skill roll; -½), Extra Time (Full Phase, -½), Gestures (-¼), Incantations (-¼)
5	4)  Eyes Of Ra:  Sight Group Flash Defense (10 points); OAF (-1)
2	5)  Warmth Of Ra:  LS  (Safe in Intense Cold; Safe in Intense Heat); OAF (-1)

Stoneskin: The cream provides some protection against attacks.

2	Resistant Protection (5 PD/5 ED), Delayed Effect (+¼); Extra Time (6 Hours, to brew; -3 ½), 
	Extra Time (1 Minute to apply to character; -1 ½), OAF Fragile (-1 ¼), Concentration, throughout 
	brewing (0 DCV; -1), 3 Continuing Charges lasting 1 Minute each (-½), [3 cc]

Table Guardian: Similar to other Guardians, this one wards against poisons.

30	Detect Poison 14- (no Sense Group), Increased Arc Of Perception (360 Degrees), Range, Sense; OAF 
	(small chime; -1) plus Hearing Group Images, +4 to PER Rolls, Persistent (+¼), Reduced Endurance 
	(0 END; +½), Trigger (poison detected; +¾); OAF (small chime; -1)

Torch Of Ra: The lamp (with three candles) physically repels the undead.

14	+50 PRE; Only For Turning Undead (-1), OAF (lamp; -1), 3 Continuing Charges lasting 1 Minute each (-½)

Wand Of Focus: Wands like this could be used in almost any settings. In order to help with a certain type of magic, the wand may need specific components when made. For example, a wand meant to help with fire spells might require a phoenix feather to be worked into it.

4	+5 with Power: [Name of] Magic Skill; OAF (-1), Gestures (-¼), Incantations (-¼)

Wine Of Wound Mending: This healing draught can be brewed up in advance, then given out when needed.

2	Healing BODY 1d6, Delayed Effect (+¼); Extra Time (6 Hours, to brew; -3 ½), OAF Fragile (-1 ¼), 
	Concentration, throughout brewing (0 DCV; -1), 8 Charges (-½), [8]

True Ahnk: Made by the gods, there are only nine of these in existence (or so it’s said.) Each one allows totally master of a certain type of magic, as well as other powers. Suggested magic types include: any Elemental Magic (especially air, fire, water, and earth), Divination, Druidry, Sorcery, and Thaumaturgy.

150	Cast Great Spells:  Variable Power Pool (Magic Pool), 100 base + 100 control cost, No Skill Roll 
	Required (+1), Powers Can Be Changed As A Zero-Phase Action (+1); Limited Special Effect 
	(magic spells belonging to a specific arcana; -1); all slots OAF (True Ahnk; -1) 
125	Heal All Wounds:  Healing Characteristics 5d6, All Characteristics Simultaneously (+4); OAF (True 
	Ahnk; -1), END 25
40	Raise The Dead:  Healing BODY 6d6, Resurrection; OAF (True Ahnk; -1), END 8

Egyptian Magic Items Hero Designer File


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