Loot

Underlines indicate an item has been claimed for the personal use of a character.

Fairy Market at Devil's Lane
Devil's Lane is a Fairy Regio that connects to several major cities in Europe. The closest access point, known to Gulielmus, Galafre, Jorn, and Artemisia, plus some magi who are now dead, is in the city of Bologna (home to Literatus covenant).

The fairies of Devil's Lane run a toy market that sells interesting curios made of Fairy glamour.

Enchanted Items cost the regular amount of vis that was needed to make it, plus one pawn, plus another pawn if the effect is greater than sixth magnitude.

Charged Items cost a minimum of one pawn of vis per charge.

Mundane Items cost 1 pawn of vis.

Commissioned Items cost a baseline of twice the vis needed to make the item, and the vis must be of an appropriate art to the effect. Without good haggling, items usually cost around four times their vis cost. Commissions must be paid for upfront. Each faerie merchant can commission in one season work equivalent to that done with a Lab Total of 100. Player characters can also negotiate for up to this amount of workshop access.

Tribunal 1362 Trade
Covenant traded for 50 Build Points of material at tribunal. 23 spent, 27 remaining

You can buy enchanted items, 2 BP per magnitude of effect, but you also need to pay the vis cost of making the item (including the extra needed for labwork if it involves a blighted form). You can't buy a vis source with these build points but texts, vis stocks, specialists, spells etc all make sense Items and spells are limited to Level 40, and the items must be lesser enchantments. Art Summae are limited to level 20, ability summae are limited to Level 8, and all Tractatii to Quality 11

Spent so far:
 * Cat's Eye Ring (for Lavinia) -- 2 pawns Muto vis and 4 BP
 * Orb of Underwater Exploration -- 3 pawns Muto vis and 6 BP
 * Specialist -- 11 BP
 * 10 pawns Rego vis -- 2 BP

Bottle of Arsenic
Collected in Allumiere. Non-magical, but dangerous.

Malach's Shovel
Opened for enchantment with 15 pawns of vim vis, but no effects instilled. Shape & Material bonuses: Move or destroy earth +4, Bonds +3, Harm or Repel Faeries +7

Numerologist's Book (Lesser)
Opened for enchantment with 8 pawns of vis, but no effects instilled. Shape & Material bonuses: +2 Intelligo, +3 Divination, +4 Numerology. Also a readable copy of Euclid's Elements 

Ancient King's Armor
Each piece is especially attuned for enchantment, and grants +5 to Lab Totals to enchant them in a martial manner (or a way that improves the martial capability of one wearing them). Derfel
 * Ancient Bronze Helm (+3 Protection, 2 Load, -3 to Perception when worn)
 * Ancient Bronze Mail Hauberk (Partial: +5 Protection, 5 Load; Full: +6 Protection, 6 Load)
 * Ancient Bronze Plate-and-mail Jambes (+2 Protection, 0.5 Load)
 * Full armor set: +10 Protection, 8.5 Load
 * Ancient Bronze Sword: Single Weapon, +2 Init, +6 Attk, +3 Dfn, +6 Dam, Min Str 0, Load 1
 * Ancient Bronze Shield: +3 Dfn, Min Str 0, Load 2

Vogelfrei Glassware
5 sets of high quality alembics, decanters, and other lab essential items. Without the master craftsman still around to replace them they do not add a bonus to labwork themselves, but have a sympathetic +10 to the lab total of any effect added to them designed to improve a magician's lab.

Aeolus' Map
The parchment is weathered, faded, and hard to read, but is definitely a map of northern France. Some sites of interest are marked, such as the legendary lost covenant of Kerguntuil on the Breton coast. The landmarks used to pinpoint these areas are magical spots that a French magus might know.

Belenus of Diedne
Might 10 ghost, Magic, very disagreeable. Currently trapped in a magic jar.

Sahir's Amulet
A fixed arcane connection to a jinn. Uses the stats of the Fire Elemental from RoP:Magic, p. 139. As a fixed connection it grants a penetration on all spells targeting the jinn. Recovered from the ruins of the Capocci manor in '55.

Amethyst of Virtue
Contains 1 pawn of Mentem vis. If enriched, confers the minor supernatural virtue Lesser Immunity to Drunkenness. To gain the benefit, the stone must be in constant contact with the drinker's skin. Capocci 1355

Sapphire of Virtue
Contains 1 pawn of Intelligo vis. If enriched, confers the minor general virtue Intuition. The user must gaze into the gem to gain the intuition. Capocci 1355

Enriched Emerald of Virtue
Confers the supernatural virtue Animal Ken to its bearer, with the restriction that it applies to serpents only. Capocci 1355. Enriched by Lavinia in 1364.  Lavinia 

Jet of Virtue
1 pawn of Perdo vis. If enriched, confers the minor general virtue Puissant Stealth. Capocci 1355

Red Coral of Virtue
Contains 1 pawn of vim vis. If enriched, grants the wielder +3 on rolls to resist a Demon's Obsession power.

Cannons (x2)
Init: -6, Atk: 0, Def: 6 Dam: +30, Crew: 3, Range: 50-100, Cost: Expensive, Rare

Ignores armor soak. Causes a Stress Check on objects within 10 paces of the target that removes one Damage Level for every 5 points of Damage Total. Takes an Extended Action of (10 - Siege Weapon Ability) rounds to reload. Requires black powder.

Artillery Attack: Intelligence + Siege Weapon Ability + Engine Attack Bonus + Stress Die

Castle Defense: Intelligence + Profession Siege Engineer + Defense Bonus + Stress Die

Potom Flos Potions (x3)
3 potions that can instantly cure a Medium wound (any wound of penalty -4 or lesser). Recovered from the ruins of the Capocci manor in '55.

Incendiary Jars (x?)
Stolen from Bismaximus's lab. Contain an assortment of mundane incendiaries. One jar was used in the death of Cola di Rienzo, by Lavinia.

Fire Damp (x1)
Recovered from the Sahir Pirate's fort. This Reagent must be kept within a stoppered flask. When opened, a gas is released that will dampen the intensity of flames. The flames will lose 10 points of damage due to the cooling effect of the gas; if reduced to 0 damage they are extinguished. The gas is heavy and remains low to the ground, and in an open area can spread out to cover a 15-foot diameter to the height of two feet.

Smoke Oil (x2)
Recovered from the Sahir Pirate's fort. This Reagent must be kept in a sealed container, for when opened the oily liquid evaporates into a thick gray fog. When fully evaporated, the fog fills about a hundred cubic paces, the size of a large room. In still air this fog is impenetrably dark, but its effect is lessened by wind.

Greek Fire (x1)
Recovered from the Sahir Pirate's fort. This Reagent is typically placed into a clay ball with two compartments to contain each of the two parts of the formula. When mixed (such as when the clay is broken by an impact), these components combust into a eight-foot-diameter sphere of very hot fire that inflicts +15 damage should it hit someone (such fire would normally inflict +5 damage). This fire cannot be extinguished with water, but must be beaten out.

The Rod of Kabshiel
Recovered from Kabshiel.
 * 1) Effect #1: Smite a person in a state of sin with the Rod to summon Kabshiel.
 * 2) Effect #2: Enter the rod. This ability can be used at will and only by Kabshiel.

Nunzio's Brass Gauntlet
Experimentation has warped the gauntlet's original enchantment. Now, when the gauntlet is put on, it casts a cone of light from its palm, 30 meters long and 10 meters in diameter, as bright as daylight. The light lasts as long as the gauntlet remains worn, and can be activated 3 times a day. (CrIg 22, base 5, +1 conc, +1 touch, +1 maintain concentration, +2 levels 3x uses a day) As a major side benefit, while active the gauntlet also wards the wearer's hand against fires doing up to +10 damage. As a major side effect, anything touched by the gauntlet while it is active loses all its ability to affect taste (0 penetration effect). The gauntlet is restricted in that it will only work when worn on someone's dominant hand, and will cease to function if wet. Aristide's sigil has imprinted on the item, so that it shoots puffs of warm air out of its sides when activated.

The Cloven Hoofed Monk's Sword
Recovered from a demon in the damned monastery of St. Sylvester. Mundane stats equivalent to regular longsword (Single Weapon).

Incantation/Malediction L32: When the sword strikes someone with enough force to cause an injury, that person is cursed to have -3 to all die rolls and roll an additional 3 botch die on all stressed rolls until the next sun-up/sun-down. (Base 15, +1 Touch, +2 Sun, +2 3 uses a day)

Crystal Pendant
Amulet of Fire Protection: A glittering crystal pendant that looks like a cloudy piece of carved and petrified ice. It serves as a constant means of protection against fire. Found in the layered tower regio of Varina, ancient Bjornaer.  Lavinia 

Quench the Raging Fire (PeIg 25)

Trigger: Flames touching the amulet.

Mundane fires that come into contact with the item are extinguished, as are magical flames that do not exceed +15 damage. Because it is the enchanted item that must be bathed in flames to extinguish a fire, and not the person who wears it, the pendant should be worn on top of the user’s clothes, and not underneath. (Effect: Base 10, +1 Touch; +10 unlimited uses)

Silver Diadem
Diadem of the Winter Princess: A silver steel band that feels cold to the touch, meant to be worn as a crown. A single clear gem is embedded in the center. Found in Varina's tower regio.  Lavinia 

Effect #1: Circling Winds of Protection  (CrAu 35)

Trigger: Tap the gem three times to activate/deactivate.

Surrounds you with winds that circle at great speed. Since the wind picks up dust and other small, loose objects, you may be obscured. Anyone standing near enough to attack you with a hand weapon must make a Size stress roll of 9+ at the beginning of each round or be blown back. Melee Attack rolls against you are at –3, and missile or thrown attacks are at –9. (B: 3, R: Touch +1M, D: Concentration +1M, T: Individual, Unnatural +2M, Rego Requisite +1M; Item Maintains Concentration +5L, Unlimited Use +10L)

Effect #2: Conjuration of the Indubitable Cold  (PeIg 35)

Trigger: Rub the gem in a circular motion, then touch the target.

Cools the air within ten paces of the target, leaving it slightly below freezing. All nonliving things are chilled thoroughly, not just on the surface. All living things (except you) lose one Fatigue level. House fires become as small as campfires, bonfires become as small as torch fires, and campfires and smaller fires go out. (Base 4, +1 Touch +1 Rego, +1 Part, +2 size, Mom, Unlimited Use +10L)

Enchanted Shoe
Recovered from Consolata of Mercere.  Lavinia 

Shoe of Swift Flight, ReCo(An,He,Te) 25; Pen 0, 24/day:

A leather shoe with a wooden sole; it has a matching but non-magical partner. Allows the wearer to move at remarkable speeds to any point within 50 paces in a single round regardless of intervening terrain, although the destination must be visible from the wearer’s starting position (Base 15, +1 Touch, free requisites; +5 24/day)

Enchanted Ivory Blade
Recovered from Consolata of Mercere.  Lavinia 

The Innocuous Blade, PeHe(Te) 27; Pen 0, 3/day:

This slim ivory knife is blunt, typical of a letter opener and useless as a weapon. It can cut through metal, stone, and wood (but not animal products) by destroying whatever it touches. With a single continuous hatching motion each use can destroy up to one cubic foot in size. (Base 4, +1 Touch, +1 Part, +2 affect metal, +1 requisite; +2 3/day)

Enchanted Staff
Staff of Puissant Parries, ReTe(He) 15, Pen 0, unlimited uses per day:

This short staff effortlessly deflects one blow from a melee weapon each time it is triggered. It can only be used once each round. (Base 2, +1 Touch, +2 affect metal, free requisite; +10 unlimited per day) As a weapon uses Great Weapon skill, stats: Init +2, Attack +3, Defense +3, Damage +2, Minimum Strength -1, Load 2.

Hero's Companion
An enchanted still created by Proclus of Rome. Changes water to steam then condenses it through a still, 50 uses a day. Level 10 ReAq item. Adds +1 to Lab Aquam focus if installed.

Applewood Comb
The Comb's Collection of the Connections, ReCo 10

When Bismaximus's applewood comb is rapped against a surface, any stray hairs and bits of dead skin in the room race across table and floor in an attempt to meet it. This item is most effective when used on the floor, since its power to move hairs against gravity is limited. The comb briefly glows a faint blue when activated. Base 3 (Move a target slowly in one direction, as long as the surface can support its weight) +2 Room +1 Touch +0 Momentary +0 1 use/day +0 no penetration).

Room Conditioner
A mysterious white ceramic rectangular object a pace tall and a foot wide/deep, with slots carved into one side. Recovered from Anson of Bonisagus' lab.

This device is activated when the user taps the engraved circle with an index finger, causing the object to chill the room it touches. Normally this would make continued occupation of the room intolerable, but if the building is in a very hot location (such as a volcano) the cooling provided by the Room Conditioner cancels out the ambient heat and makes the room habitable. This effect has 2 uses in case the user wishes to move to another room during the course of their day. In normal environmental conditions this is a 0 pen room target constant duration Conjuration of the Indubitable Cold ArM pg142 PeIg 30, Base 4, +1 Touch, +2 Sun, +2 Room, Pen +0, +4 constant effect, +1 2 uses/day

Turquoise Ring w/Woman's Face
A ring found in Prudenzio's dusted ashes. Has 3 hermetic effects. (L9, L9, L29)
 * 1) Effect #1:  Preserves a corpse from decay while the ring is worn (L9)
 * 2) Effect #2:  Preserves a corpse from infection while the ring is worn (L9)
 * 3) Effect #3: Protects a corpse (not a living body) wearing the ring from weapons aligned to Terram and Herbam. (L29).

Iron Nail
Stamped with Rego symbol, found in Bismaximus' magic door.

The Faithful Warden (ReCo 34)

The iron nail wards whatever it is driven into against human beings, with a penetration score of 30. If the nail is removed from its target, the effect will lapse, and it cannot be reactivated until sunrise or sunset.

(Touch, Sun, Individual) (constant effect, 30 penetration) Base 15 (ward a target against human beings) +0 Touch +0 Sun +0 Individual +15L penetration +1L 2 uses/day +3L environmental trigger

Golden Nail
Stamped with Vim symbol Recovered from Bixmaximus' lab.

An Experiment to Accumulate Vis (CrVi 14)

Twice per day (at sunrise and sunset) the golden nail warps whatever is in contact with its point.

(Touch, Momentary, Individual) (2 uses/day, environmental trigger) Base 5 (add one warping point to target) +1 Touch +0 Momentary +0 Individual +1L 2 uses/day, +3L environmental trigger

Orb of Underwater Exploration
A warm crystal orb. Anyone who touches the orb and asks for its gift may be granted gills suitable for breathing underwater. Acquired at Tribunal 1362.

(Base 2, +1 Touch, +2 Sun, +10 Unlimited use)

Cauldron of Man's Creation
A very heavy dark iron crucible. It must be filled with mercury and brought to a boil. Once done, a user can add a weapon (sword, axe, polearm, club, etc.) along with scraps of material that type of weapon would be made of -- metal shavings, bits of wood and leather, and so on. The items will dissolve and the mercury will eventually dissipate. If a imperfect primer (a damaged weapon) and sufficient material are in the crucible, the elements will combine to create a perfected form of the weapon (undamaged). If a perfect primer (undamaged weapon) and sufficient material are in the crucible, the extra elements will form an exact duplicate alongside the original sword. This crucible can even duplicate wondrous items (City & Guild), but not Hermetic items opened to enchantment. Purchased in the City of Brass. Mechanics are uninvestigated but activation is known. (2 effects, one non-Hermetic 8th magnitude, one Hermetic 8th magnitude) (johns)

Gourd of Pixies
A hollow gourd, home to some 20 odd faerie pixies, each with might no more than 3. They are very similar to will o' the wisps, whose lethality is not in combat but in distracting and misleading. They obey the owner of the gourd (or the one holding the cap), suppressing their natural tendency to harm that particular person. They are suitable to help in a lab, providing a Lesser Horde bonus. Purchased in the City of Brass put to work in Alphubel's lab. For stats, use the Fool's Fire from Realms of Power: Faerie p. 92, with might adjusted.

Genderswap Amulet
Changes the wearer's gender, 6 uses per day. Concentration duration, item maintains concentration. Crafted by Galafre the Elder as recompense for Zita. Makes the wearer smell of thick perfume.

Miser's Pot
Recovered from the mines beneath Allumiere. A cruel trap designed to snare the hand of anyone who reaches in. (johns)

Mysterious Reliquary
Recovered from the Basilica of Santa Maria in Trastavere. Inscribed with Hermetic symbols of Rego, Perdo, and Vim, as well as the name "John Philosymeon of Verditius." Has 3 effects, of Level 4, 45, and 60. (johns)
 * 1) Effect #1: ReTe 4. Pen 0, 1/day, R: Per, D: Mom, T: Ind -- This effect moves the metal of the reliquary, as if worked by a metalsmith, to seal the door shut. A Perception + Finesse roll by the person using the reliquary determines how elegant the seal appears. Although the magic is momentary, the metal remains sealed after it ends. The seal must be broken by mundane means, but the magic can seal it again. It is activated by closing the reliquary’s door and closing the latch.
 * 2) Effect #2:  Ensorcell the Luciferian Spirit (ReVi 45); Pen +42, Constant Effect, R: Special, D: Sun, T: Ind-- This magical device traps any one Infernal spirit within the reliquary, making it unable to move beyond the boundaries of the box. The effect is activated when the door is closed, and ended if the door is reopened. This effect cannot draw a spirit into the reliquary; the item’s creator used a spell for that. The effect must Penetrate, and thus can, normally, affect a creature with an Infernal Might of 41 or lower. However, both Magic Resistance and Penetration are affected by the local aura (ArM5, page 183); in a Divine or Magic aura, the affected Might is effectively increased by twice the aura, while in an Infernal aura it is decreased by twice the aura. (Base 4 (by analogy with ReCo), +2 Special (based on Touch), +2 Sun; +1 2/day, +3 environmental trigger, +21 Penetration)
 * 3) Effect #3: Univestigated -- Level 60

Basalt Tower
A model tower fashioned from basalt. Found in the tower in the infernal regio in the swamp of Cesena. Uninvestigated. Has three non-Hermetic effects at levels 85, 80, and 35. (endrite)

Faerie Wedding Ring
A gold wedding band, found on the infant Frangipani in the Colosseum regio. Has 1 Faerie Magic effect at Level 10. (johns)

Enchanted Locket
A gold locket with a mirror inside. Recovered from Consolata of Mercere. Has 1 effect at Level 18. (johns)

Silver Chalice
A fine silver chalice, recovered from Proclus' lab. Has 1 effect at level 15. (Endrite)

Bialas' Cloak
A white leather cloak sized for a +2 human with a human bone clasp. 12 vis invested, 4/12 slots filled with effects. One effect, unresearched. (DFD) Shape & Material bonuses: +3 Flight, +4 Transform wearer, +5 Alter/suppress wearer's image, +3 destroy human mind, +4 destroy human body

Bismaximus' Magic Sword
Has two effects. Recovered from Bismaximus' lab. Bears the legend "RODERICUS  X̄  AD MCLXXXIX." Effects are L26 & L33. Mundane combat stats are a longsword (cumthinker)
 * 1) Effect #1: Rodericus's Lesser Destruction (PeTe 38)-- When the sword's edge strikes metal (for example, a rival's sword or armor), this effect destroys the metal in front of it, allowing it to pass through cleanly and with little loss of momentum. The edges of the damaged object glow as if they were molten. This is a linked effect, and cannot be activated independently. (Touch, Momentary, Part) (unlimited uses/day, 20 penetration) Base 3 (destroy dirt) +2M affect metal or gemstone +1M Touch +0 Momentary +1M Part +3L linked trigger +10L penetration +10L unlimited uses/day


 * 1) Effect #2: Unknown, possibly Intelligo / Ignem

Prudenzio's Mirror
A silver mirror found in Prudenzio's dusted ashes. Has 5 hermetic effects at levels 57, 54, 53, 37, and 24. (dfd)
 * 1) Effect #1: Rousing the Receiving Fleshy Host (ReMe 37) -- This effect casts a variant of Awaken the Slumbering Corpse (ArM5, page 134.) The mirror must be touching the corpse. This allows the caster to control a corpse through mental rather than verbal commands. Base 10, +1 Touch, +2 Sun, +1 Mentem, +1 frequency, +3 environmental trigger, +3 linked trigger.
 * 2) Effect #2 - #5: Univestigated

Amber Ring w/Man's Face
A ring found in Prudenzio's dusted ashes. Has 2 linked hermetic effects at 35 and 48. (dfd)

Aeolus' Pipe
A bizarre object made of rich cherry wood. It is a hollow tube, bent in an L shape. The smaller leg has a large, wide aperature, and the other leg has a thin, narrow aperature. The interior is singed. Recovered from Mont-Mercure. (johns)

2 effects: MuIm L5, MuMe(Au) 50

Linfiaclach's Jar of Ghost Jailing
Two halves of a crystal jar, joined at the middle by a lead weld, and sealed with a loose string-tied cloth cover. Inside the jar is a flicking fiery etherial form that manifests a human face long enough to hurl arcane curses at anyone around. The spirit is incoherant and angry. Recovered from Mont-Mercure. (johns)

1 Effect: ReMe 34

Key of Kerguntuil
A typical key, made of iron, but feels much too heavy for its size. Recovered from Mont-Mercure. (johns)

1 Effect: InVi 20

Adelheid's Staff
An oak staff, as classically befits a wizard, with a purple gemstone afixed to the end. Recovered from Mont-Mercure. (johns)

1 Effect: PeMe 26

Ars Ineptias, by Talus of Merinita
A thick, leatherbound tome, bearing the sigil of a 9th century Merinita magus. Fastened closed with a buckle clasp. Recovered from Mont-Mercure. (johns)

1 Effect: ReMe 40

Green Silken Headwrap
Laced with a golden weave. Recovered from the ruins of Capocci Manor in 1355. (johns)

1 Effect: Mentem Equivalent 5

Turqouise Candle Holder
It's a candle holder, made out of solid turqoise, and marked with the necromancer cult's sigil: a silhouette of a crow eating a worm. 1 Effect: MuMe(Im) 33. Returned to Diarmuid ex Misc by Archibald as agreed.

Silken Kerchief
A fine silk cloth, trimmed with gold. The center bears the necromancer cult's sigil.1 Effect: MuTe(Me) 30. Returned to Diarmuid ex Misc by Archibald as agreed.

Leadworker's Tablet
Recovered from the mines beneath Allumiere. Serves as an arcane connection to the spirits of many fallen miners. Traded away by Venator.

Averna's Staff
Recovered from the inscription cave beneath Allumiere. Destroyed by Aristide while investigating.

Marco's Family Heirloom
A glossy polished black talon, 6 inches in length, and deeply curved. It is attached to a leather thong to be worn as a necklace. Has no active magic or effects instilled, but Consolata was willing to kill to get her hands on it. Destroyed by Fabius in 1347 AD

Verditius Favor
Antone of Verditius, a client of Vardian's Tomb, is allowed to use the communal non-sanctum laboratory for his commissions. In exchange for giving him the ring of Verditius, he'll make either a greater enchanted device with 2 effects, or 3 lesser enchanted devices. He is recently gauntleted so his lab totals are limited. He has corpus, mentem, imagnem, rego, muto, some creo, some perdo. His craft is silversmithing. The services for the ring of Verditius have been delivered.

Cobb's Band
A band of kidnappers for hire, previously employed by Consolata of Mercere. Have the stats of Standard Soldier in RAW (p. 22). Up to 12 trained men recruitable at a fair wage. Dispersed by plague.