Known Relics. Either powerful items with a history or rarely made items.
Ring of Blessings. These crystalline rings, two total give the user the effect of a greater bless spell constantly. (+2 to all saves, stats, checks and rolls.) They also make the wearer immune to any disease and their lifespan is doubled.
Ritual Energy Orb. A large green stone sphere, carved with symbols of a forgotten language. This sphere allows anyone who pours blood over it to Bless or Curse an area 1 mile in range for 1 week. It was once highly fought over by clerics to make their divine holdings more powerful, and to cause problems to their foes.
Sword of Acid. A weapon of war from long ago. This weapon appears to be covered in rust and green tarnish, all but useless. When used in a fight however it deals 2d6 acid damage every hit and the user is immune to acid and fire damage. (18-20 x2 crit. 1d10 dmg +2d6 acid.)
Sceptre of Air. Crafted of gold and silver, this rod allows anyone to use control weather as a 20th level caster.
The Blades of Illusion. Dark cursed weapons from a age long passed, these knives make the user think they are a great warrior. In truth they suffer a -5 to all saves, attacks and checks, the items cannot be removed from their body. The weapons also siphon 1d4 int and wis a week.
Black Star Phylactery. This black orb of glass and metal absorbs the souls of anyone slain near it. Once a week a caster may access the lore, spells and knowledge of those within it on a Gather Information check.
Bloodstained Sun Jewel. A large red pendant set in a finely made golden holder. Anytime blood touches this amulet it gives the wearer a +4 to everything, they are immune to all forms of magical damage and immune to all poisons. However the user must give up 4 points of Con, the bonuses last for 24 hours then they fade.
Necklace of Shadow. Made of yellowed bones bearing a black sphere at the center. This pendant has the ability to protect its user from most forms of mind altering powers and a +5 to all Int based skillchecks.
The Rings of Radiance. Seemingly made of spun sunlight, these three rings are sought after by all who do good deeds. They grant the users a +8 to Cha, the ability to use Bless once a day per four class levels. It also grants the user the ability to use the spell Charm Person and Suggestion once a day. If an evil person uses this, all bonuses are turned into negatives and they are subject to a permanent Daze spell.
Grand Circlet of Falsehood. A cursed item, this golden crown is studded with what seem to be great gems and scrollworking. When worn the circlet fuses to the users head (Remove Curse at 18th lvl required.) It makes the user think they are a noble warrior and king, going on grand adventures. Time seems to pass for them, people met and great people met. In truth the subject is put into a coma for 1d6 weeks, losing 1 stat point a day from all stats while under it's effect.
The Fatherstone. A large boulder of a unknown material. This stone is covered in runes and symbols of ages past. When used by those of natural training (Druids, rangers, etc) This stone allows the user to summon golems. They may summon One iron golem, two stone golems or 3 clay golems once a week but only a single type may be chosen and the stone cannot be used during that week or until the golems are destroyed. They vanish at the end of the week.
Celestial Chain Mail. Made of semi transparent metal of a unknown nature, the armor seems to flow and ripple like water around its user. When worn it makes all weight the user has reduced by 1/2, they get doubled movement and the ability to cast light at will. The user also gains fast healing 3 and can cast circle of protection vs evil.
Plate Mail of Insanity. A gift from the enitity of chaos, this brightly decorated armor is covered in random spikes and odd symbols. When worn this plate armor allows the user to cast Daze, Confusion and Detect Thoughts at will. The user is also under a permanent minor displacement spell.
Gray Gauntlet. A spiked metal glove covered in signs of age and decay. When worn the user must feed on the flesh of the living once a week, however they gain the abilities of a 18th level rogue. If they do not consume the flesh even once, the gauntlet fuses to their hand and begins to attempt to control them INT 18 EGO 18 CHA 16 ALIN LE.
Hammer of the Ogre. A giant iron hammer the size of a barrel, almost too heavy to use by anyone unless they are exceptionally strong. The weapon allows the user to cast Shatter at will, move earth and stone and transmute rock to mud. The weapon has the following bonuses. +5 Adamantine 6d8 18-20
x4. Must have a STR of 22 or higher to use. The properties are Impact, Speed and Bane vs construct.
Summoners' Gauntlet. Covered in symbols of animals, this bronze gauntlet allows the user to cast any
Summon monster spell once per day in order from 1st to 5th.
Plate Mail of the Great Lord. The armor of command. This suit is thousands of years old but shows little signs of wear and tear and is embellished with symbols of thrones and royal items. At will this allows the wearer to use Mass Charm. It also grants a +4 to Cha and Str. Once a day the user may also use The lords step. Dimension door with a 100ft/lvl range.
Buckler of Venom. Made of green tinted metal, this rounded small shield grants its users attacks a poison to each blow. The user is immune to all diseases and poisons as well, once a day on a critical hit the shield transforms into brassy serpent that attacks the target. Bite 2d6 STR 24 for grapple checks.
Silver Sword of War. Crafted of silver and with a flame shaped weapon. When carried the user becomes stronger in combat, getting a +5 to str and one extra attack per round. The weapon deals damage based on level 1d8/3 levels. However the weapon also causes the user to be under a constant berserk state until combat ends and they fall into a coma for 1d4 days. While under the state they have
10hp/lvl as bonus but cannot do anything but fight, wounds suffered greater then the bonus HP may kill them when they are done fighting if they continue to do battle until their HP level is reduced beyond