***Minor Staff of Wrack Darkness*** This enchant vests the cold power of darkness to leach life from foes. The user may declare an attempt to use the magic on their Turn (as the spell requires concentration). If attacking, a roll against the Invocation skill for staff is made. If successful, the opponent may resist using Evade (and usually going prone as a result). Failure to resist a successful strike causes 1d4 damage (intensity of the Wrack equals 3), which replaces the regular damage of the weapon. This damage ignores worn armour (as per Wrack). The enchanted blade turns smokey black, wisps of cold black tendrils drifting from the blade, and becomes insubstantial. The magic has the drawback of slowly turning the limb (and body) of the user pitch black, a very gradual effect, but permanent. In addition, the sorcerer maintaining this enchantment will look drawn and their own shadow seemingly more 'transparent'. Range 1m/POW
***Minor Staff of Wrack Fire*** This enchant unleashes the fire. The user may declare an attempt to use the magic on their Turn (as the spell requires concentration). If attacking, a roll against the Invocation skill for staff is made. If successful, the opponent may resist using Evade (and usually going prone as a result). Failure to resist a successful strike causes 1d4 damage (intensity of the Wrack equals 3), which replaces the regular damage of the weapon. Any misses may cause collateral damage by igniting flammable material nearby. This damage ignores worn armour (as per Wrack). The enchanted weapon looks burned and smokes at the edges. Range 1m/POW
2 Blessed Thunderstones for sling. These stones are activated by spending 1 Magic Point whilst touching it, whereupon y the stone will begin to spark and crackle. The stones may be thrown or used hand to hand. Each stone will do 1d6 damage and will destroy 1d6 Magic Points of its struck target. Armour and protective magic (such as Avert) can defend against them. Each stone may be used but once, and only within one melee round after activation
5 magic tin tipped arrows that will add +15% to the user's chance to hit, doing 1d6+4 damage
A magic crystal, set into a gold neck band, which triples all Heal spirit magic spells cast through it (Thus one heal becomes heal spell for three).
A magic crystal, set into a gold neck band, which triples all Heal spirit magic spells cast through it up to Heal 4 (Thus one heal becomes heal spell for three).
A small medicine bag, to be tied around the neck, that will add 2 points to wearer's CON for disease resistance etc. It will cast a Healing spell for the wearer, though doing this will destroy the bag's other properties
A tiny Magic Point storage crystal, not much bigger than a grain of salt, set craftily into a charm shaped like a duck's head. The crystal stores 23 Magic Points, and is worn round the neck
A vial of water from the River Styx, which will destroy vampires
A wand inscribed with a SUMMON SHADE Matrix. At a command word, the shade will materialize and do the summoners bidding for 10 melee rounds. The matrix may only be used by Thanics.
An enchanted dragon tooth bracelet, containing a bound spirit INT 11. POW 13
One dose of a magic power that when eaten will confer on the user an effect like a Strength 3 spell for 1d10+10 melee rounds
The "Sun Bow''. This item (taken from the body of his predecessor's regent, automatically ignites all missiles fired from it, consuming them in flight, but doing 3d6+1 damage on impact. What is more, these fiery bolts are compatible with Speeddart