TEXT:  
  1 
   
      
      
      
   
  A Supplement for the MAZES & MINOTAURS RPG 
   
   
   
   
         
   
   
  Includes 4 new realms of magic  
  and a myriad of new mythic items ! 
   
  Legendary Games Studio 
   
  L G S 
   
   
   
  Reproduction of the original black & white 1974 cover (artist unknown)
  
   
  2 
   
  Table of Contents 
   
  I : RELIGION 
   
  Priests & Faith  
   
   
   3 
   
  Patron Deities 
   
   
   
   4 
   
  Random Temple Generator 
   
   5 
   
  II : MAGIC 
   
   
    
   
  Resisting Magic  
   
   
   7 
   
  Magic Lore 
   
   
   
   7 
   
  Elementalist Class 
    
   
   8 
   
  Elemental Magic  
   
   
   8 
   
  Lyrist Class 
   
   
                11 
   
  Poetic Magic 
   
   
                11
   
   
  Oracle Class 
   
   
                13 
   
  Prophecy 
   
   
                13 
   
  Shapeshifter Class  
   
                14 
   
  Shapeshifting 
   
    
                14 
   
  III : MYTHIC ITEMS 
   
  Magical Armament 
   
   
  17 
   
  Potions & Consumables  
   
  18 
   
  Rings & Amulets 
   
   
  19 
   
  Staves & Wands  
   
   
  19 
   
  Garments & Accessories 
   
  20 
   
  Magical Vehicles 
   
   
  21 
   
  Miscellaneous Items 
   
   
  21 
   
  Unique Artifacts  
   
   
  23 
   
   
   
  Credits 
   
  Written by : Olivier Legrand, John Marron, Luigi 
  Castellani, Reid "Reidzilla" San Filippo, Carl David 
  Quaif, Guy Hoyle, and Paul Elliott. 
   
  Original Game Concept : Paul Elliott 
   
  Illustrations : Diverse Hands 
   
  All contents © Legendary Games Studio. 
   
   
  Legendary Games Studio 
   
  LGS 
   
   
   
   
   
   
   
   
  
   
  3 
  I : RELIGION 
   
  Priests & Faith 
   
  In the basic M&M rules, two Divine Prodigies (Divine 
  Blessing and Divine Gift) directly depend on the 
  affected character’s (rather than the Priest’s) Faith 
  modifier. This rule was based on the idea that you 
  have to believe in the power of the gods in order to 
  benefit from their blessings and gifts. It also aimed 
  to make Faith a useful attribute for non-Priests. 
   
  Some Maze Masters prefer to use the Priest’s own 
  Faith bonus as the modifier, allowing Priests to 
  bless or bestow divine gifts on characters with 
  average or low Faith scores, making Blessings and 
  Gifts a true manifestation of divine power (like the 
  other Divine Prodigies) rather than a matter of 
  personal psychology.  
   
  If this variant is used, a Divine Curse will confer a 
  penalty corresponding to the Priest’s Faith bonus 
  (eg -2 if the Priest has a Faith modifier of +2). 
   
  Maze Masters who adopt this variant should also 
  use the new rules on Patron Deities given below, to 
  make Faith a more significant attribute for all 
  character classes.    
   
  Patron Deities 
   
  Any non-magician character with a Faith of 13+ may 
  choose a god or goddess as his or her patron deity. 
  A character with a patron god or goddess acts as 
  his chosen deity’s agent and champion.  
   
  A character can only have one patron deity in his 
  entire life. Once made, this choice cannot be 
  changed. In game terms, having a patron deity 
  confers significant advantages, in the form of Divine 
  Boons, as well as certain duties and obligations 
   
  This decision can be taken at character creation or 
  after reaching a new level during the course of the 
  game. Beyond the Faith requirement, this choice is 
  also influenced by the character’s class. 
   
  Barbarians normally worship strange and barbaric 
  gods who never intervene (and who probably do not 
  really exist). Barbarian player-characters however, 
  are assumed to worship one of the true (ie 
  Olympian) gods. These Barbarians tend to favor the 
  warlike Ares or the solar Apollo as their patron deity 
  but may also follow gods associated with might and 
  power such as Zeus or Poseidon.  
   
  Amazons tend to select either Artemis or Athena as 
  their patron deity 
   
   
   
   
   
   
   
   
   
                 A Divine Duo of Almighty Olympians  
   
  Spearmen who want a patron deity almost always 
  select Ares or Athena as their divine protector. 
   
  Nobles may select any patron deity but generally 
  tend to favor deities associated with leadership or 
  wisdom such as Zeus, Athena or Apollo. Nobles 
  from seafaring cultures may also select Poseidon as 
  their patron and a few rare Nobles serve Aphrodite. 
   
  Specialists who have a patron deity are always 
  associated to a single god or goddess : Hermes for 
  Thieves, Artemis for Hunters and (of course) 
  Poseidon for religious Mariners. 
   
  Centaurs with a religious inclination generally 
  choose Artemis or Apollo as their patron deity, but 
  those who spend too much time hanging around 
  with Satyrs tend to prefer the worship of Dionysus, 
  who grants no divine boons but throws terrific 
  parties. 
   
  Priests are excluded from this possibility because 
  they already serve their deity in a different (and at 
  least as important) manner. They receive no Divine 
  Boons simply because their deity’s favor already 
  takes the form of their Divine Prodigies. 
   
  Sorcerers tend to be very independent individuals, 
  who generally choose to ignore (or challenge ?) the 
  power of the gods. For this reason, Sorcerers can 
  never have a patron deity. 
   
  Nymphs, being tied to the primal forces of Nature, 
  already have some sort of ‘divine connection’ ; 
  furthermore, being ageless and potentially immortal, 
  Nymphs have no need for Divine Boons. 
   
   
  
   
  4 
   
                
                         Hold that Pose, Poseidon ! 
   
   
  Divine Boons 
   
  A character with a patron deity receives a number of 
  Divine Boons equal to his own Faith bonus.  
   
  These Boons may be ‘spent’ at any time by the 
  character ; once used, however, they cannot be 
  recovered by the character or even given back by 
  the deity.  
   
  Divine Boons are a strictly limited commdity. A 
  character who has used up all his Divine Boons will 
  never be able to gain new ones from his patron 
  deity – or from any other god or goddess, for that 
  matter. That’s what being a mortal is all about.  
   
  Furthermore, a character with no Boons left is by no 
  means freed from his duties and obligations as his 
  patron deity’s champion and will remain at his 
  deity’s service for the rest of his entire life. That’s 
  divine justice for you. 
   
  Each Divine Boon may take one of the following 
  forms, chosen by the player of the character : 
   
  Attribute Raise : One of the character’s attributes 
  is raised by 1 point. Each deity favors two attributes 
  and may only raise each of them once. See Table 
  2A below for each deity’s favored attributes. 
   
  Mythic Item : The deity gives a mythic item (chosen 
  by the Maze Master) to the character ; truly unique 
  artifacts are an exception to this rule and may never 
  be given in this way. Deities can only give mythic 
  items which are associated with their name or 
  sphere of influence ; the Maze Master remains the 
  final arbiter on this matter. 
   
  Extra Life : This favor may be used when a 
  character is reduced to zero. Instead of dying, the 
  character benefits from a sudden surge of vital 
  energy and immediately recovers 1d6 Hits. 
   
   
   
   
  Favored Attributes 
   
  God  
   
  Favored Attributes 
   
  Apollo  
   
  Skill and Grace 
   
  Ares  
   
  Might and Skill 
   
  Hephaestus 
   
  Might and Wits 
   
  Hermes 
   
  Wits and Luck 
   
  Poseidon 
   
  Might and Luck 
   
  Zeus  
   
  Might and Grace 
   
  Goddess 
   
  Favored Attributes 
   
  Aphrodite 
   
  Luck and Grace 
   
  Artemis 
   
  Skill and Wits 
   
  Athena 
   
  Might and Skill 
   
  Demeter 
   
  Might and Luck 
   
  Hera  
   
  Might and Grace 
   
  Hestia  
   
  Wits and Luck 
   
   
   
   
  Divine Anger 
   
  Whenever a character who has a patron deity 
  causes the displeasure of his divine protector by his 
  decisions or actions, he permanently loses one of 
  his remaining Divine Boons.  
   
  If he already has used or lost all his Boons, he 
  suffers a permanent divine curse and loses 1d6 
  points in one of the two attributes favored by his 
  deity. He also loses 1d6 points of Faith to account 
  for his sacrilegious actions.  
   
  On the other hand, such a character is freed from all 
  his obligations toward his ex-patron deity. If he ever 
  does anything that should cause the deity’s anger, 
  however, he will immediately suffer Xd6 of damage, 
  where X equals his own level. That’s what you get 
  for being an ungrateful and stubborn mortal. 
   
   
   
  Never underestimate the power of divine decorum 
   
  
   
  5 
  Random Temple Generator  
   
  This system may be used to determine the nature, 
  importance and peculiarities (if any) of any temple 
  the characters might encounter during their travels. 
   
  Deity  
   
  First roll 1d6 to determine if the temple is dedicated 
  to a god (1-3) or to a goddess (4-6), then use the 
  tables given in the basic M&M rulesbook (p 9) to 
  determine the identity of the deity. 
   
  Size  
   
  Roll 1d6 to determine the overall size of the temple : 
  1 = shrine, 2-3 = small temple ; 4-5 = standard 
  temple ; 6 = large temple.  
   
  This size affects all the other characteristics of a 
  temple : its material riches, the number of resident 
  Priests and the number of mythic items (if any) it 
  possesses. 
   
  Size 
      Total Loot 
  Priests     Items 
   
  Shrine         1d6  
      0 
         0 
   
  Small 
       1d6 x 5 
      1 
      1d3-1 
   
  Standard    1d6 x 10 
    1d3 
      1d3 
   
  Large  
       1d6 x 50 
    1d6 
      1d3+1 
   
  Total Loot : This represents the total value in gold 
  coins that can be plundered by sacking the temple. 
  This loot may take many forms, from actual money 
  to statues, jewels, vases, ornaments etc. 
   
  Priests : Roll 1d6 to determine the level of each 
  Priest. Each resident Priest will also have a number 
  of zero-level acolytes equal to his level. 
   
  Mythic Items : Roll 1d6 to determine the general 
  category of each mythic item:  
   
  1 = Magical Armament 
   
  2 = Potions and Consumables 
   
  3 = Rings and Amulets  
   
  4 = Staves and Wands 
   
  5 = Miscellaneous Items 
   
  6 = Maze Master’s choice  
   
  Inside this general category, the Maze Master will 
  have to select the item that seems the most 
  appropriate to the deity. Note that Unique Artifacts 
  can only be found in randomly generated temples 
  as a special feature (see below). 
   
  Special Features 
   
  Roll 1d6 to see if the temple has any special 
  feature : this will be the case on a roll of 6 for 
  shrines, 5-6 for small temples, 4-6 for standard 
  temples and 3-6 for large temples.  
   
   
  If the temple does have a special feature, roll the die 
  again and consult the following table : 
   
  1 = Local Oracle 
   
  2 = Secret Chamber 
   
  3 = Guardian Statues 
   
  4 = Favored by Deity 
   
  5 = Unique Artifact 
   
  6 = Roll twice (ignore this result thereafter) 
   
  Local Oracle : The temple is inhabited by an Oracle 
  who delivers predictions and auguries. 
   
  Secret Chamber : The temple has a secret 
  underground chamber with a treasure hoard full of 
  gold and jewels (roll as per Total Loot) and 1d6 
  extra mythic items. 
   
  Guardian Statues : The temple is guarded by a 
  number of animated statues. Their number depends 
  on the size of the temple : 1 for shrines, 2 for small 
  temples, 3 for standard temples and 4 for large 
  ones. The nature of the guardians is determined as 
  follows : 1-3 = 1 Bronze Colossus, 4-5 = 1d3+3 Iron 
  Warriors, 6 = 1 Titanic Statue. 
   
  Favored by Deity : Add +2 to all Divine Attention 
  rolls made by characters praying inside the temple. 
   
  Unique Artifact : The temple holds a well-guarded 
  Unique Artifact associated with its deity. The exact 
  powers and properties of this item will be 
  determined by the Maze Master (who can also 
  choose to ignore this result and replace it by 
  another of his choice). 
   
  Plundering Temples 
   
  Stealing from a temple is a sacrilege and can only 
  be perpetrated by characters with a negative Faith 
  modifier (ie with a Faith score of 8 or less).  
   
  Sacking a temple is an act of desecration and will 
  always attract the deity’s anger in the form of a 
  permanent loss of Luck points : 1pt for a shrine, 
  2pts for a small temple, 3pts for a standard temple 
  and 4pts for a large temple.   
   
  Stealing a mythic item from a temple also attracts 
  the deity’s curse (loss of 1 Luck point). 
    
  
   
  6 
   
  2006 Edition Notes & Comments 
   
  Religion & Roleplaying 
   
  Of course, by today’s standards, having a Religion 
  chapter consisting of only 3 pages (including one 
  entirely devoted to a Random Temple Generator) 
  would be unthinkable – but in those days, it was 
  groundbreaking stuff. The short section on classes 
  and patron deities, for instance, is probably the first 
  time 
  that 
  actual 
  roleplaying 
  (ie 
  character 
  impersonation) was explicitly discussed in the pages 
  of a simulation game. 
   
  The Castellani Controversy 
   
  The alternate rule on Faith and Priests (often referred 
  to as ‘the Castellani variant’ from the name of the 
  Maze Master who first came up with it) was quite 
  popular and was used by most M&M gaming groups – 
  sure, it made Priests a bit more powerful (or useful, 
  depending on the perspective you choose) but it also 
  contributed to the « mythic peplum » flavor M&M 
  players had come to love.  
   
  Nevertheless, 
  the 
  Castellani 
  variant 
  had 
  its 
  adversaries who regularly invaded the Letters Page of 
  Griffin magazine with half-baked philosophical rants 
  about the real nature of Faith, discussing fascinating 
  concepts 
  like 
  divine 
  transcendance, 
  agnostic 
  cosmology and (of course) collective consensual 
  weltamschaung …  
   
  According to Griffin editor-in-chief Mark Feldman, this 
  trend 
  was 
  the 
  origin 
  of 
  the 
  tongue-in-cheek 
  Philosopher class which was published in an April 
  issue of the mag and was taken seriously by some 
  readers – wait … you mean it was just a joke ??? 
   
  Fanatics & Fallacies  
   
  Noticed the short paragraph on desecrating temples 
  in the Random Temple Generator section ? One 
  cannot be 100% sure but this is probably where the 
  strange notion that RPGs had something to do with 
  desecrating churches comes from – which is a bit 
  ironic, considering the blatant paganism of the M&M 
  world.  
   
  Remember the Big Anti-RPG Crusade of the 80s 
  when pressure groups such as WAMM (Worried 
  About Mazes & Minotaurs) or the so called Moral 
  Majority tried to have RPGs banned in the USA ?  
  Those were the same born-again bigots who heard 
  subliminal satanic messages in heavy metal songs or 
  thought that The Beauty & the Beast  actually 
  encouraged lycanthropy – not to mention ‘invisible 
  mind control mantras’ hidden in solo gamebooks…  
   
  This wave of anti-RPG propaganda reached its climax 
  with the hilarious Maleficious Mazes illustrated 
  pamphlet, in which a Maze Mistress who looked like a 
  S&M dominatrix initiated influenceable teen-agers into 
  the « dark dianic mysteries » by playing M&M…  while 
  we all know that, in those days, most Maze Masters 
  actually looked like overweight satyrs in Bermuda 
  shorts. Three pannels of this memorable piece of 
  bigotry & disinformation are reproduced here for our 
  readers’ enlightenment and enjoyment (not to mention 
  the esthetic epiphany)… 
  MALEFICIOUS MAZES ! 
   
   
   
   
  I am your Maze Mistress  
  and you must obey me ! 
   
   
   
  Mike - No, not Pyros ! I’m going to die ! Don’t cast me 
  out of the game ! Somebody save me - or I’ll kill 
  myself out of frustration and spiritual helplessness !  
   
  Fran - Get out, Mike ! You’re dead ! You don’t exist 
  any more for us, you pathetic whining loser !  Oh, and 
  one last thing : it was simulation all along. 
   
   
   
   
  Marcie – Gee, Hank, you saved my soul… 
   
  Hank – See ? I told you Jesus had all the answers !  
  Now, let’s go to the backyard and burn all those evil 
  Mazes & Minotaurs books – and then we’ll burn this 
  Maze Mistress you told me about… 
   
   
  
   
  7 
  II : MAGIC 
   
   
   
   
   
  - Ah ah !  See how I laugh before your pathetic « magic » ! 
   
  - Just wait ‘til I reach level 6 !  We’ll see who laughs, then ! 
   
  Resisting Magic 
   
  The more powerful a magician is, the harder it 
  should be to resist the effects of its spells or powers. 
  Maze Masters who wish to reflect this principle in 
  their game should use the following optional rule. 
   
  When a character uses his Mystic Fortitude to resist 
  hostile magic, the target number of the roll should 
  be adjusted according to the level of the magician :  
   
  Target Number = 14 + magician’s level 
   
  Thus, resisting the powers of a level 1 Sorcerer 
  requires a total of 15 or higher, while resisting the 
  powers of a level 4 Priest will require a total of 18 or 
  higher. Resisting the powers of the greatest (level 6) 
  magicians requires a target number of 20. 
   
  If this rule is used, it should also apply to creatures 
  with Nature’s Gifts, Psychic Powers or any other 
  type of magical abilities : thus, resisting the Psychic 
  Powers of an Atlantean Noble (equivalent to that of 
  a level 5 Sorcerers) requires a roll of 19+, while 
  resisting the Nature’s Gifts of a Mermaid (equivalent 
  to a level 3 Nymph) requires a roll of 17+. 
   
  The Petrification special ability also requires a 
  Mystic Fortitude roll (if the Danger Evasion roll is 
  failed). If this rule is used, this roll should have a 
  target number of 20, making Petrification one of the 
  deadliest powers available to creatures – as it is in 
  the legends of Greek mythology. 
   
  Some mythic items may also ask for a Mystic 
  Fortitude roll. If the item has an active user, then the 
  target number of the roll must be calculated with the 
  user’s level (regardless of his class). If the Mystic 
  Fortitude roll is caused by the item itself as an 
  automatic effect, the target number is 15.  Unique 
  Artifacts are an exception to this – in their case, the 
  target number is always 20 (regardless of other 
  factors, such as the user’s level etc).  
  Magic Lore & Mythic Items 
   
  Most mythic items are not readily identifiable for 
  what they are : it may be pretty difficult, for instance, 
  to tell a Helmet of Ares from a Helmet of Athena 
  since both look like… well, helmets.  
   
  Of course, the Maze Master may simply inform the 
  players of the item’s properties when it is found 
  (« Okay, so this looks like a Sword of Ares – this 
  adds your Skill bonus to damage rolls… ») but some 
  Maze Masters may prefer to add an element of 
  mystery and uncertainty to the discovery of mythic 
  items by using the following optional rules. 
   
  Whenever a character examines a mythic item, he 
  may recognize, guess or otherwise identify its 
  properties by making a Magic Lore roll. This roll is 
  made in secret by the Maze Master, using 1d10.  
   
  If the result is 7 or higher, the character immediately 
  identifies the nature of the item, as well as its 
  magical properties.  
   
  A roll from 2 to 6 means uncertainty, while a roll of 1 
  means the character make wrong assumptions 
  about the properties of the item or mistakes it for 
  another item with a similar appearance. 
   
  Characters from a magic-using class add their level 
  to this roll. Thus, a level 3 Sorcerer, Priest or other 
  member of a magician class will add a +3 bonus to 
  all his Magic Lore rolls.  
   
  Note that this Lore bonus entirely eliminates the risk 
  of making a mistake but leaves room for uncertainty. 
  Only level 6 magicians will be able to identify a 
  mythic item with no risk of error. 
   
   
    
   
   
  Level 6 Sorcerer - I say, this is a Harp of Poetic Insight ! 
   
  Level 1 Thief – You stupid old man !  It’s a magical shield ! 
   
   
  
   
  8 
   
   
   
   
  An Elementalist preparing to summon a Swirling Flood 
   
  ELEMENTAL MAGIC 
   
  Elemental magic (also known as ‘Elementalism’) is 
  one of the most spectacular forms that magic can 
  take. An Elementalist is a magician who uses his 
  magical spells to obstruct, burn and sunder those 
  who would oppose him. 
   
  Unlike 
  Sorcery 
  and 
  other 
  types 
  of 
  magic, 
  Elementalism is actually divided between four 
  different (but complementary) realms of power 
  corresponding to the four classical elements : Fire, 
  Air, Earth and Water.  
   
  Each of the four elements can be divided into three 
  levels of mastery : I (initiate), II (adept) and III 
  (master). Every time an Elementalist gains a level 
  (including level 1), he gains 1 level of mastery in the 
  element of his choice. Thus, a level 1 Elementalist 
  will have a mastery level of I in a single element of 
  his choice, while a level 3 Elementalist could master 
  a single element at level III or two elements (one at 
  mastery II and the other at I) or three elements each 
  at a mastery level of I.  
   
  The combined sum of an Elementalist’s levels of 
  mastery is always equal to his class level, so that 
  even the most powerful Elementalists (level 6) 
  cannot expect to reach supreme mastery (level III) 
  in more than two elements. 
   
  Each level of mastery in an element takes the form 
  of a specific power. Using this power requires an 
  expenditure of 1d6 Power points, as per the usual 
  magic rules. 
   
  ELEMENTALISTS 
   
  Elementalists are magicians who draw their 
  powers from the four classical elements : fire, 
  water, earth, and air. Some of them are also 
  able to manipulate the pre-elementary forces of 
  light and darkness. 
   
  Prime Requisite : Wits. 
   
  Gender Restrictions : None. 
   
  Basic Hits = 8 
   
  Special Ability : Elemental Magic. 
   
  Level Advancement : Every level after the first, 
  an Elementalist gains the following : +2 Hits, 
  Danger Evasion +1, Mystic Fortitude +2. 
   
  Equipment : Elementalists start the game with 
  a dagger and a staff.  
   
  Starting Wealth : 3D6 x 5 silver pieces.  
   
  Power points : An Elementalist’s Power points 
  total is determined according to the usual rules, 
  using Wits as the prime requisite of the class. 
  Elementalists recover Power by sleeping, at the 
  usual recovery rate. 
   
   
   
  In the descriptions below, “Elementalist’s level” 
  refers to the character’s effective level in the 
  Elementalist class (from 1 to 6), while “mastery 
  level” refers to his level of power in a specific 
  element (from I to III).  
   
  Unlike most other types of magic, Elementalism is a 
  very physical form of magic and thus cannot be 
  resisted by Mystic Fortitude - but almost all 
  Elementalism powers may be avoided with a 
  Danger Evasion roll (as with most natural perils). 
   
  Earth 
   
  I : Hands of Stone 
   
  This power enables an Elementalist to cause stone 
  hands to erupt from the ground and seize an 
  enemy’s legs. It has an effective range of 30 feet.  
   
  A character or creature affected by this power is 
  considered to be immobile for a number of minutes 
  equal to the Elementalist’s level, lowering his EDC 
  by 4 and causing him to automatically fail any 
  Danger Evasion rolls. The character can still attack 
  opponents within his melee reach or missile range, 
  but with a penalty of -2. 
   
  
   
  9 
  The designated target may make a Danger Evasion 
  roll to escape the grasp of the Hands of Stone. 
  Once he has been grappled, he may try to break 
  free with a successful feat of strength roll. 
   
  The Elementalist may summon multiple pairs of 
  hands to affect several targets (up to his mastery 
  rank) within 30 feet, at no additional Power cost.  
   
  II : Skin of Bronze 
   
  With is power, an Elementalist infuses the target’s 
  body with the essence of bronze, greatly increasing 
  his strength and resistance to damage. The affected 
  character or creature gains a +4 bonus to EDC and 
  a +2 bonus to melee damage rolls.  
   
  The effects last for a number of minutes equal to the 
  Elementalist’s level. 
   
  III : Animate Statue 
   
  With this spell, an Elementalist can animate a large 
  stone statue, bringing it to life (see Mazes & 
  Minotaurs chapter V for a description of Stone 
  Titans characteristics).  
   
  The Stone Titan will obey all the commands of its 
  creator but will only live for a number of hours equal 
  to the Elementalist’s level, after which it will petrify – 
  become an inanimate statue again. 
   
  Fire 
   
  I: Dart of Fire 
   
  With this power, an Elementalist summons forth a 
  bolt of pure fire to hurl at his enemies. This requires 
  no attack roll but may be dodged with a successful 
  Danger Evasion roll (unless the target is completely 
  surprised). The dart of fire does (1d6 + mastery) 
  Hits of damage and has a maximum range equal to 
  the Elementalist’s level times 10 (in feet). 
   
  II : Blazing Sphere 
   
  This power allows the Elementalist to conjure a 
  man-sized ball of flame that he can move with 
  mental commands.  
   
  The Blazing Sphere has a movement of 40’ and 
  causes (1d6 + mastery) Hits of damage to any 
  character or creature within 5 feet of it as it moves.  
   
  The sphere may thus be used against several 
  targets, provided they are standing close enough to 
  each other. A specific target can only be damaged 
  by the sphere once per battle round and may avoid 
  all damage with a successful Danger Evasion roll.  
   
  The sphere will also ignite any flammable materials 
  it comes into contact with. Moving the sphere 
  requires the Elementalist’s full concentration, up to a 
  number of rounds equal to the Elementalist’s level. 
    
   
   
  - By the power of Earth, I command you to WALK !  
   
  III : Volcanic Destruction 
   
  With this power, an Elementalist causes an eruption 
  of volcanic fire that engulfs his foes in burning 
  sorrow for a number of battle rounds equal to the 
  Elementalist’s level.  
   
  All characters or creatures within 30 feet of the 
  center of the eruption must pass a Danger Evasion 
  roll each round or take 2d6 Hits of damage during 
  the first battle round and 1d6 more Hits on each 
  subsequent battle round. Even those who succeed 
  suffer 1d6 damage on the first round (but no 
  damage afterwards). 
   
  The center of the eruption cannot be more than 20 
  feet away from the Elementalist himself. In other 
  words, the Elementalist will also be affected by the 
  eruption and cannot make any Danger Evasion roll 
  (since 
  calling 
  the 
  eruption 
  requires 
  his 
  full 
  concentration) : because of this, the character will 
  always suffer 2d6 Hits of damage himself everytime 
  he uses this power, but will suffer no further damage 
  in the subsequent battle rounds. This strange and 
  totally arbitrary side effect (which may actually be a 
  consequence of the Gods’ concern over the 
  extraordinary powers of destruction granted by this 
  power), has caused the doom of more than one 
  overconfident Elementalist… 
   
   
   
  Caution : don’t try Fire Elementalism at home
  
   
  10 
   
   
   
    Stand aside !  Water Elementalism in action ! 
   
  Water 
   
  I : Torrent of Water 
   
  This power enables an Elementalist to cause water 
  to spout mightily from his hand. The Elementalist 
  may direct this torrent automatically towards a target 
  with 15 feet.  
   
  A character or creature hit by the torrent must pass 
  a Danger Evasion roll or be thrown back 2d6 feet 
  and knocked prone (see the Combat chapter for 
  effects).  
   
  Note that large creatures are only thrown back 1d6 
  feet and Gigantic creatures are unaffected by this 
  power. 
   
  This power may be used against a group, up to a 
  number of individuals equal to the Elementalist’s 
  level, with no extra Power cost but a separate 
  Danger Evasion roll for each intended victim. 
   
  II : Swirling Flood 
   
  With this power, an Elementalist can flood an area 
  with vigorously churning water cause all within to be 
  hindered. It has a range of 100’ and radius of 10 
  times the Elementalist’s level   
   
  All characters or creatures in the affected area must 
  make a Danger Evasion roll or suffer a -4 penalty 
  applied to all their Initiative, Attack and Danger 
  Evasion rolls for a number of minutes equal to the 
  Elementalist’s level.  
   
  III : Fist of the Sea 
   
  This power can only be used in the presence of a 
  large body of water (at least 20 yards across). By 
  invoking this power, an Elementalist can summon 
  forth a giant tentacle-like appendage of water 
  ending in a huge fist.  
   
  Each time this power is used, the fist can strike at 
  targets within 100 feet of the water’s edge, affecting 
  up to a single Gigantic creature, two Large ones or 
  four individuals of Medium size (and so on) as long 
  as they are closely adjacent to each other (a roughly 
  circular zone of 10’ diameter). The affected target(s) 
  must pass a Danger Evasion roll or suffer 1d6 Hits 
  of damage and be incapacitated for an equivalent 
  number of battle rounds as he coughs up water. 
   
  The true might of this power is revealed when 
  striking at sea vessels or fortifications. Such targets 
  are automatically damaged for 1d6 Hull or Structure 
  points everytime they are hit the Fist of the Sea. 
   
  Air 
   
  I : Swirling Winds 
   
  This power enables an Elementalist to cause the 
  wind to whip around the target, increasing his 
  defense class vs. Missile attacks. A character or 
  creature touched by the Elementalist is considered 
  to have a +4 bonus to EDC vs. missile attacks for a 
  number of battle rounds equal to the Elementalist’s 
  level… but the affected individual will also be unable 
  to make any Missile attacks himself. 
   
  This power may be used on a group, up to a 
  number of individuals equal to the Elementalist’s 
  level, with no extra Power cost. All individuals 
  affected must stay within 10 feet of each other. 
   
  II : Talons of the Wind 
   
  The target of this power is ravaged by a whirlwind 
  that attempts to scourge every piece of equipment 
  from him. The whirlwind lasts only one battle round. 
  The affected character or creature must make a 
  separate Danger Evasion roll for each piece of 
  equipment (armor, weapons, bags, etc.). Any piece 
  of equipment that fails is thrown 2d6 feet in a 
  random direction. This power also prevents the 
  target from taking any action other than defense  
   
  This power may be used on a group, up to a 
  number of individuals equal to the Elementalist’s 
  level, with no extra Power cost. All targets must be 
  within 10 feet of each other. 
   
  III : Gale Fury 
   
  With this power, an Elementalist summons a furious 
  gigantic whirlwind that scatters his foes like leaves 
  in the wind. All characters or creatures within 30 feet 
  of the center of the whirlwind must pass a Danger 
  Evasion roll each round or be tossed about. Those 
  who fail are thrown 3d6 feet in a random direction 
  and take 1d6 Hits of damage.  
   
  The whirlwind lasts for a number of battle rounds 
  equal to the Elementalist’s level and can move at a 
  speed of 10 feet per round (which requires the 
  Elementalist’s full concentration).  
   
  
   
  11 
  POETIC MAGIC 
   
   
   
   
   
                    An inspired Lyrist with his instrument 
   
  Lyrists have access to a special list of powers based 
  on music. Each level in the Lyrist class gives access 
  to a new song of power ; as this term implies, the 
  Lyrist must be singing and playing music to use his 
  magical powers.  
   
  A Lyrist’s songs have an effective range of 20 feet 
  and may affect up to a number of individuals equal 
  to the Lyrist’s level. Lifeless or Mindless creatures 
  (as well as other Lyrists) are totally immune to the 
  powers of a Lyrist.  
   
  Lyrists were granted their powers by Apollo and 
  cannot receive any other divine boon from him (or 
  from any other deity). 
   
  Level 1: Song of Inspiration 
   
  This song grants a special bonus added to one of 
  the character's d20 modifiers (Melee attack, Missile 
  attack, Danger Evasion or Mystic Fortitude) of the 
  Lyrist's choice, equal to the Lyrist's Grace modifier.  
   
  Like most other songs, it may affect a number of 
  targets equal to the Lyrist's Level, bestowing the 
  same bonus to all of them. Playing this song takes 
  one minute (10 battle rounds) during which the 
  Lyrist can do nothing else. The 1d6 Power points 
  are spent at the end of this minute. The song then 
  takes its full effect, which lasts for a number of 
  hours equal to the Lyrist’s level. 
   
   
  LYRISTS 
   
  Lyrists are wandering poets and storytellers 
  with the Gift of Orpheus, which allows them to 
  work magic through their mastery of the oratory 
  and musical arts.  
   
  Prime Requisite : Grace. 
   
  Gender Restrictions : None. Although most 
  Lyrists are male, female Lyrists are not 
  unknown. 
   
  Basic Hits = 8 
   
  Special Ability : Poetic Magic. 
   
  Level Advancement : Every level after the first, 
  a Lyrist gains the following benefits : +2 Hits, 
  Danger Evasion +1, Mystic Fortitude +2.  Lyrists 
  advance by gaining Wisdom points, as all other 
  magic-using classes. 
   
  Equipment : Lyrists start the game with a lyre 
  and dagger. Note that the Gift of Orpheus 
  forbids them to use any weapon other than a 
  staff or dagger – and only if they have been 
  attacked first.  
   
  Starting Wealth : 3D6 x 5 silver pieces. 
   
  Power points : A Lyrist’s Power points total is 
  determined according to the usual rules, using 
  Grace as the prime requisite of the class. 
  Lyrists recover Power by singing, playing music 
  and reciting poems, at the usual rate of 
  recovery. 
   
   
   
  Level 2 : Song of Freedom 
   
  This song grants temporary immunity to Fear, 
  Petrification and Sorcery. Its execution requires one 
  minute (10 battle rounds) and its effects last for a 
  number of minutes equal to the Lyrist’s level. 
   
  Level 3 : Song of Soothing 
   
  This song enables a Lyrist to entrance a mortal, 
  animal or monster with his swelling music. Unlike 
  the two previous songs, this song begins to take 
  effect as soon as the Lyrist starts to sing and play.  
   
  Targets are allowed a Mystic Fortitude roll to break 
  the spell. Targets that fail to resist will be unable to 
  take any hostile action against the Lyrist as long as 
  he is playing, up to a number of minutes equal to 
  the Lyrist’s level. A successful attack on the victim 
  will immediately break the spell. 
   
  
   
  12 
   
   
           See ? Female Lyrists do exist ! 
   
  Level 4 : Song of Comfort 
   
  Those who benefit from the effects of this song 
  immediately heal 1d6 Hits (without exceeding their 
  usual maximum). It may affect up to (Lyrist’s level) 
  individuals and takes one full minute (10 battle 
  rounds) to execute.  
   
  While listening to this song, characters must not be 
  engaged in any strenuous activity (like combat or 
  magic use) to benefit from its effects. The Lyrist 
  himself may not benefit from this magical healing. 
   
  Level 5 : Song of Wrath 
   
  This song is imbued with the power of rage and 
  anger. Like the song of Soothing, it takes effect as 
  soon as the Lyrist begins to play.  
   
  Each time the Lyrist uses this power, he may play 
  the song for a maximum number of battle rounds 
  equal to his level : during this time, all those who 
  hear the song (ie who are within 20’ of the singer) 
  suffer 1d6 Hits of damage per battle round (except 
  for the Lyrist himself, of course).  
   
  Victims are allowed a Mystic Fortitude roll to resist 
  the effect. If this roll is successful, the character 
  takes no damage and will not suffer any further 
  damage for the rest of this specific song of wrath. 
   
  Level 6 : Song of Glory  
   
  This song is imbued with the power of Fate itself. It 
  allows the Lyrist to compose a poetic tale 
  celebrating a hero’s exploits and adventures. This 
  individual must be known to the Lyrist and must 
  belong to a class that accumulates Glory points.  
   
  The composition requires 1d6 days, at the end of 
  which the Power points are expended. Once 
  composed, a Song of Glory immediately brings a 
  number of extra Glory points to the chosen 
  individual equal to his own level times 250.  
  Thus, a level 4 character would gain as much as 
  1000 Glory points from such a song. Songs of Glory 
  are more powerful for high-level characters because 
  they actually build on the Glory and renown of the 
  celebrated individual.  
   
  A given individual can only be affected by a single 
  Song of Glory in his entire life. Also note that a 
  Lyrist cannot use this power on himself.  
   
   
   
  Agents of Poetic Justice 
   
  A level 6 Lyrist may also use a reversed version 
  of this power (called a Satire) to castigate and 
  denounce individuals who have fallen into 
  hubris, offending the gods and the forces of 
  Fate by their arrogance.  
   
  Composing a Satire is subject to the same 
  conditions and restrictions as composing a 
  Song of Glory but it actually causes the 
  immediate loss of (250 x victim’s level) Glory 
  points (and may well reduce a character’s 
  actual level).  
   
  Satires are far more devastating for high-level 
  characters because they actually exploit the 
  victim’s fame and grandeur against him.  
   
  Satires are a manifestation of Poetic Justice : 
  they can only be targetted at characters who 
  have 
  perpetrated 
  seriously 
  dishonorable 
  actions, angered the Gods or otherwise 
  offended the powers of Fate. Before deciding to 
  use this power, a player will always have to 
  consult the Maze Master to know whether or not 
  a specific individual may be Satirized. 
   
   
   
   
   
                 Lyrist in the middle of an inspired solo 
  
   
  13 
   
  PROPHECY 
   
  Oracles are granted their powers of vision and 
  prophecy by a deity (most often Apollo) and cannot 
  receive any other form of divine boon or favor.  
   
  Except where otherwise noted, Oracles must always 
  spend 1d6 battle rounds in a state of full 
  concentration before using any of their powers. 
   
   
  It’s Augury time, folks ! 
   
  Level 1: Augury 
   
  The Oracle can ask the Maze Master if an intended 
  course of action during the adventure is a good 
  choice or not. The Maze Master will have to answer 
  by yes or no. 
   
  Level 2 : True Sight 
   
  With this power, the Oracle can see through all 
  magical illusions, shapeshifting and invisibility spells 
  for a number of hours equal to her level. 
   
  Level 3 : Psychometry 
   
  With this power, the Oracle can see and hear what 
  has happened in a place he is in or to an object it is 
  touching during the last 1d6 centuries. This requires 
  1d6 minutes of concentration. 
   
  Level 4 : Clairvoyance 
   
  With this power, the Oracle can see and hear what 
  is happening in a specific location that is known to 
  him, regardless of the actual distance. This effect 
  only lasts for a number of battle rounds equal to the 
  Oracle’s level, so extended scryings will require 
  several Power expenditures. 
   
   
   
   
  ORACLES 
   
  Oracles are seers and soothsayers. Their 
  uncanny powers of divination come from a 
  special connection with the Gods and the forces 
  of Fate. 
   
  Prime Requisite : Faith. 
   
  Gender 
  Restrictions : 
  Most 
  Oracles 
  are 
  female, but male Oracles are not unheard of. 
   
  Basic Hits = 8 
   
  Special Ability : Prophetic Magic. 
   
  Level Advancement : Every level after the first, 
  an Oracle gains the following : +2 Hits, Danger 
  Evasion +1, Mystic Fortitude +2. Oracles 
  advance by gaining Wisdom points, as all other 
  magic-using classes. 
   
  Equipment : None.  
   
  Starting Wealth : 3D6 x 5 silver pieces. 
   
  Power points : An Oracle’s Power points total 
  is determined according to the usual rules, 
  using Faith as the prime requisite of the class. 
  Oracles recover Power by meditating, at  the 
  usual recovery rate. 
   
   
   
  Level 5 : Omniscience 
   
  With this power, the Oracle can ask the Maze 
  Master a specific yes or no question. Unlike Augury, 
  this question is not restricted to intentions and may 
  be related to past events, hidden secrets, specific 
  items or anything else. 
   
   
  - You know, after a while, Clairvoyance and Omniscience 
  can really make you a little blasé about life and destiny … 
  
   
  14 
  Level 6 : Doom / Destiny 
   
  This power allows the Oracle to actually influence 
  the Fate of a chosen individual (whose presence is 
  not required but whose name must be known to the 
  Oracle) by uttering a prophetic curse (Doom) that 
  will accelerate his tragic demise or a prophetic 
  blessing (Destiny) that will act as an extremely 
  potent form of mystic protection. This requires at 
  least one full minute of full concentration. 
   
  Doom : A Doomed character suffers a permanent 
  penalty equal to his own level to all his Danger 
  Evasion and Mystic Fortitude rolls. This can only be 
  undone by a Divine Boon or Intervention. 
   
  Destiny : A character with a Destiny gains a 
  permanent bonus equal to his own level to all his 
  Danger Evasion and Mystic Fortitude rolls. 
   
  Doom and Destiny can only affect characters with 
  levels. A given individual can only be affected by a 
  single Doom or Destiny in his entire life and that one 
  can’t be used to cancel the other. Note that the 
  Oracle cannot use this power on himself.  
   
   
  METAMORPHOSIS 
   
  Metamorphosis is the magical art or shapechanging. 
  Its practicioners are called Shapeshifters : most of 
  them are tricksters and imposters, accustomed to 
  alter their form to deceive others… and to escape 
  the consequences of their actions afterwards. 
   
  Contrarily to popular belief, Shapeshifters cannot 
  transform others – the notorious Circe was a 
  Sorceress (or was she an Elementalist ?) with 
  special powers, not a Shapeshifter herself. 
   
  Shapeshifting Basics 
   
  Depending on his level, a Shapeshifter may adopt a 
  variety of forms and shapes. Each transformation 
  takes a full battle round of full concentration (during 
  which the character cannot do anything else) and 
  costs 1d6 Power points.  
   
  A Shapeshifter must also spend 1d6 Power points 
  to change back to his natural form : if this expense 
  cannot be made, he will remain trapped in his 
  current form until he has enough Power points to 
  recover his true form.  
   
  Shapeshifters recover 1d6 points of Power per day 
  (at sunset) while in their natural form but only 1 
  point per day when in any other form.  
   
  When a Shapeshifter adopts a new shape, he 
  normally gains all the characteristics (including 
  special abilities and limitations, such as the 
  impossibility to speak for beasts and most 
  monsters). See next page for additional (and very 
  important) exceptions and restrictions. 
   
   
   
   
   
   
   
  A Shapeshifter undergoing a major transformation 
   
   
   
   
  SHAPESHIFTERS 
   
  Shapeshifters 
  are 
  magicians 
  who 
  have 
  mastered the art of transformation -  called 
  Metamorphosis. They can turn themselves (and 
  sometimes others !) into all sorts of animal, 
  mortal or monstrous shapes. 
   
  Prime Requisite : Luck. 
   
  Gender Restrictions : None. 
   
  Basic Hits = 8 
   
  Special Ability : Metamorphosis. 
   
  Level Advancement : Every level after the first, 
  a Shapeshifter gains the following : +2 Hits, 
  Danger Evasion +2, Mystic Fortitude +1.  
  Shapeshifters advance by gaining Wisdom 
  points, as all other magic-using classes. 
   
  Equipment : Shapeshifters start the game with 
  a dagger and a staff.  
   
  Starting Wealth : 3D6 x 5 silver pieces. 
   
  Power points : A Shapeshifter’s Power points 
  total is determined according to the usual rules, 
  using Luck as the prime requisite of the class. 
  See the Shapeshifting Basics section for more 
  on Power recovery. 
   
   
     
   
   
   
  
   
  15 
   
  A cleverly disguised Shapeshifter 
   
  (or perhaps it’s just a deer – who knows ?) 
   
   
  Restrictions & Limitations 
   
  A Shapeshifter may never transform into a Spirit or 
  Animate, regardless of his level. 
   
  The Shapeshifter does not gain the creature’s 
  Cunning or Mystique, but fully retains his own Wits 
  and Luck scores.  
   
  A Shapeshifter always keeps his own Mystic 
  Fortitude, his Danger Evasion bonus is equal to his 
  own Danger Evasion modifier, plus any bonus for 
  the creature’s relevant special abilities (if any) and 
  his EDC is equal to his own basic Defense Class 
  (12 + Luck modifier), modified by the creature’s 
  relevant special abilities (if any). 
   
  The only special abilities which are not duplicated 
  by metamorphosis are the ones that are directly 
  associated with a creature’s Mystique or Mystic 
  Fortitude or which can be resisted by Mystic 
  Fortitude. More specifically, this restriction applies to 
  Petrification, Psychic Powers, Nature’s Gifts and 
  Magic Resistance. 
   
  Shapeshifting & Wounds 
    
  When a Shapeshifter adopts the form of another 
  creature, his Hits total is equal to the standard Hits 
  total for this creature, minus any damage taken by 
  the Shapeshifter in his previous form – this will kill 
  the Shapeshifter if the creature’s natural Hits are 
  reduced to zero in this manner. This also applies to 
  the Shapeshifter’s natural form : all damage 
  sustained while in another form will be carried over 
  to the character’s own Hits. Players of Shapeshifters 
  are advised to check their character’s Hits and 
  wounds before any transformation ! 
   
  Contrarily 
  to 
  (once 
  again) 
  popular 
  belief, 
  Shapeshifters do not need to be in their natural form 
  (or in any specific form) to heal their wounds but 
  always recover lost Hits at their own natural healing 
  rate, regardless of their current form. 
   
  Level 1 : Appearance Alteration 
   
  The 
  Shapeshifter 
  can 
  change 
  his 
  overall 
  appearance as a human (including apparent age 
  and gender). This power has many possible uses, 
  from concealing your identity to adopting the 
  appearance of a specific person (whom the 
  Shapeshifter must have previously observed).  
   
  This transformation does not change any of his 
  attributes or abilities (including Hits total etc), nor 
  does it confer the biological functions or limitations 
  of the adopted form (ie a character changing into an 
  elderly person does not suffer weakness or 
  decrepitude and a man changing into a woman 
  does not gain the power to bear children).  
   
  Level 2 : Basic Transformation 
   
  The Shapeshifter can transform into any Folk of 
  Small, Medium or Large size. 
   
  Level 3 : Animal Transformation 
   
  The Shapeshifter can transform into any Beast of 
  Small, Medium or Large size. 
   
  Level 4 : Advanced Transformation 
   
  The Shapeshifter can transform into any Folk or 
  Beast, including those of Tiny or Gigantic size. 
   
  Level 5 : Monstrous Transformation 
   
  The Shapeshifter can transform into any Monster of 
  Small, Medium or Large size.  
   
  Important 
  restriction : 
  the 
  character 
  cannot 
  transform himself into a Monster he has never 
  seen – you can’t adopt the form of a Chimera if 
  you’ve never met one. The player of a level 5 or 6 
  Shapeshifter 
  should 
  keep 
  a 
  « monstrous 
  repertoire » : a list of the Monsters his character has 
  had the opportunity to encounter and observe. 
   
  Level 6 : Supreme Transformation 
   
  The Shapeshifter can transform himself into any 
  Monster, regardless of its size (but with the same 
  restrictions as for Monstrous Transformation). Here 
  there be dragons ! 
   
   
   
   
            - Lelio, stop it ! This is NOT funny ! Lelio ? Is that you ? 
  
   
  16 
   
  2006 Edition Notes & Comments 
   
  The Great Magic Schism 
   
  « The more powerful a magician is, the harder it should be to resist the effects of its spells or powers. »  This 
  statement (often attributed to Luigi Castellani) made perfect sense, of course, but it also caused quite an uproar 
  among a sizeable portion of the M&M gaming community. It also created something of a schism between 
  baroque Maze Masters (who used these revised rules as well as the variant on Faith given in the Religion chapter) 
  and classical ones (who rejected these new options in the name of « game balance » (as well as for the sole sake of 
  tradition).  
   
  This « other Castellani controversy » eventually gave birth to yet another topic of heated debate which regularly 
  invaded the Letters page of Griffin magazine (and, of course, every other conversation involving more than one 
  Maze Master). Ready for a few samples ?  
   
  « Game balance ???  We’re talking about magic, here – MAGIC ! »  
   
  «  Unfortunately, Mr X’s letter fails to provide ANY valid argument showing that Game Balance should NOT apply to 
  Magic  or, for that matter, to the Gods themselves (…), who are themselves the very Guarantors of Cosmic Balance 
  (…) not to mention the Law of Universal Equanimity » (typical case of POCL – Pompous Overuse of Capital Letters)  
   
  « Honestly, I’m quite fed up with people throwing verbal abuse at each other simply because they don’t agree on 
  how a GAME should be played (…)  – come on, folks, there are more important things in life - like new monsters, 
  new mythic items, new tables (…) » 
   
  « After reading Mr Y’s letter about magic resistance, may I suggest that he should immediately be committed to the 
  nearest asylum ? » 
   
  « Another possibility would be to multiply the result of odd Mystic Fortitude rolls by the level of the casting magician, 
  squaring the final result – except, of course, in the case of Initiative ties (…) »   
   
  « Blah blah blah blah… ».  
   
  Those were the days.     
   
  New Magician Classes  
   
  The Elementalist was an instant hit and quickly eclipsed the Sorcerer as the premier wizardly class in the hearts of 
  many M&M players.  
   
  The Lyrist was also a blast – especially with verbose players.  
   
  Most Maze Masters judged the Shapeshifter as being far too powerful, despite the various restrictions and 
  limitations attached to this class (such as its slower rate of Power points recovery). Still, it proved very popular with 
  some gaming groups – and with the Letters page of Griffin magazine (see below).   
   
  The least popular new class was by far the Oracle, whom most players saw as an « armchair mage with little 
  adventuring potential » and who was generally used as a NPC – or as a « recommended class » for the rare female 
  gamer (that is, recommended by chauvinistic male players who did not want girls to play Amazons who were 
  stronger than their own Barbarians).   
   
  The Big Shapeshifing Issue 
   
  Despite being acclaimed by some over-enthusiastic gamers as « the most elegant shapeshifting rules ever 
  devised », the section on Metamorphosis suffered from one big omission : it said NOTHING about what befell 
  clothing, equipment and other objects held, carried or worn by a Shapeshifter when he transformed. And there 
  appeared to be no simple, obvious answer do such questions as : « If my Shapeshifter wears a ring and turns into a 
  bird, does the ring fall off his talons or is it somehow incorporated into the bird-form ? » or « Is my Shapeshifter 
  always naked when he transforms back into his original form ? ».  
   
  After years of uncertainty and conflicting theories, the author of the rules himself finally presented an ‘official 
  addendum’ in an issue of Griffin magazine, offering the following clarifications : « Clothes and objects with an 
  Encumbrance of zero are incorporated into the new form and will re-appear when the Shapeshifter resumes his 
  original form. This does not apply to weapons, pieces of armor and other objects with an effective Encumbrance 
  value : such items simply fall around the Shapeshifter at the time of the transformation. »   
   
  
   
  17 
   
  III : MYTHIC ITEMS 
   
  Magical Armament 
   
  Arrows of Plague  
   
  Created by Apollo, usually only 1-3 will be found at 
  a time. Anyone struck by a Plague Arrow who fails 
  their Mystic Fortitude roll will sicken and lose 1d6 
  Hits per day until they die or they receive magical 
  healing. Arrows of Plague disappear after use. 
   
  Cestus of Pugilism  
   
  Magical leather strips wrapped around each hand. 
  Allows the wearer to inflict 1d6 Hits of regular 
  damage using only his fists. Such attacks have a 
  Reach of zero. 
   
  Dragon Spear 
   
  The blades of these spears are carved from the 
  teeth of a great dragon slain many centuries ago by 
  a legendary hero.  
   
  Dragon spears have a +3 to Melee attack but 
  cannot be used against a dragon or hydra – ie the 
  spear itself will not physically touch the hides of 
  these creatures. Once per day the head of a Dragon 
  Spear can erupt into flame for 6 rounds, causing an 
  additional die of damage.  
   
  Helm of Hermaphrodite 
   
  A bronze helmet of Thracian design, it appears 
  perfectly normal to every test…until worn. Named 
  after the son of Hermes and Aphrodite, whose body 
  was melded with that of a Nymph, creating a being 
  of both sexes, the Helm is a cursed item; when 
  placed on the head, it transforms a male wearer into 
  a female of the same species, and vice versa.  
   
  Once used, the Helm loses all power, and cannot be 
  used to reverse the effect. The curse can only be 
  broken by Divine will, and will usually require a long 
  and difficult quest to earn the Deity’s help. 
   
  Net of Arachne 
   
  This silken net is amazingly tough for its weight 
  (Encumbrance 0). It is so light and easy to use that 
  it adds +2 to the user's Attack roll. Because of the 
  net's amazing clinging ability, the target suffers a -4 
  to his Danger Evasion rolls. 
   
  Net of Submission  
   
  Creatures bound by this net will not struggle to free 
  themselves unless they make a Mystic Fortitude roll. 
   
             
               
   
   
  A bold Spearman exhibiting his magical armament 
  (including a very stylish Helm of Hermaphrodite) 
   
  More Magical Spears !  
   
  Spear of Striking : This magic weapon grants +1 
  on Melee attack, as well as a +4 bonus for one 
  attack, once per day (whether you hit or miss). 
   
  Spear of Casting : This weapon looks like a normal 
  spear with small wings at its neck. It can be thrown 
  once per day out to three times the normal range of 
  a javelin, with a +3 attack modifier.  
   
  Spear of Conquest : These spears were carried by 
  ancient kings and princes and give a +1 Melee 
  attack bonus – or +2 when used by Nobles.  
   
  Spear of Defense : This spear provides a +2 bonus 
  to EDC and has an indestructible shaft.  
   
  Spear of Vigilance : The tip of this spear glows in 
  the dark, providing illumination in a radius of 20 feet. 
   
  Stargold 
   
  Back in the ancient days, this wondrous bluish metal 
  (of meteoritic origin ?) was mined and used by the 
  Derros and the Atlanteans, who have apparently 
  lost the secret of its crafting.  
   
  Items forged in stargold as are indestructible as they 
  are light. A stargold blade will never break or grow 
  dull and gives a +1 bonus to damage.  
   
  A piece of armor gives +3 to EDC (instead of the 
  usual +2) and has half its normal encumbrance 
  value (ie 2 for a breastplate and 1 for a helmet).  
  
   
  18 
   
   
   
   
  Deluxe containers for magical potions 
   
  Potions & Consumables 
   
  Amphora of Preservation  
   
  Liquids stored in these fabulous jar do not spoil. 
  Poisonous or tainted liquids will be purified if stored 
  within it for 1d6 days. 
   
  Aphrodite’s Venom 
   
  A single dose of this rare magical poison can be 
  coated on a blade, arrowhead or spearpoint. Male 
  creatures (including men) wounded by this weapon 
  will take 2 extra Hits of damage.  
   
  The poison loses its effectiveness in 1d6 hours or 
  after three wounds (whichever comes first).  The 
  recipe of this poison is only known to the heiresses 
  of the royal Amazon bloodline. 
   
  Apollo’s Water 
   
  This crystal-clear water is the only known remedy to 
  the effects of Lethe Water. A single dose will also 
  immediately awaken a Lyrist who have drunk too 
  much Mead of the Muses.  
   
  When found, Apollo’s Water usually comes in a 
  small phial or flask containing 1d6 doses. 
   
  Cocytus Water 
   
  Must be kept in a fireproof flask, which can be 
  hurled or spilled, doing 1d6 Hits of damage to a 
  single target for 1-3 consecutive rounds.  
   
  Cocytus Water is generally found in small phials 
  containing 1d3 doses. 
   
  Lethe Water 
   
  Drinking a single dose of this magical water will 
  cause the immediate loss of one class level (and all 
  related bonuses and benefits) unless a Mystic 
  Fortitude roll is made.  
   
  Level 1 characters cannot be reduced below their 
  current level but will suffer complete amnesia, 
  forgetting all details about their personal lives 
  (friends, family, their own names).  
   
  Lethe Water is generally found in small phials 
  containing 1d3 doses. 
  Mead of the Muses  
   
  This magical, beer-like, honey-tasting brew can help 
  a tired Lyrist to refresh his poetic inspiration – but it 
  is also extremely intoxicating.  
   
  Each cup of the mead restores 2d6 Power points to 
  the Lyrist, without exceeding his regular total – but if 
  the rolled points do take the character’s Power 
  above its maximum, he will immediately collapse 
  and fall into a deeply enchanted sleep for a number 
  of hours equal to the number of points in excess.  
   
  Moreover, each hour of this enchanted, Mead-
  induced sleep will cause the loss of 1d6 Power 
  points, as the Muses take back what they have 
  given to the hapless poet…  
   
  When found, the Mead of the Muses usually comes 
  in a small phial or flask containing the equivalent of 
  1d6 cups. If drunk by a character other than a Lyrist, 
  the Mead will have the standard effects of alcohol. 
   
  Olive Tree of Athena  
   
  This tree produces a crop of olives once a month as 
  long as appropriate sacrifices to Athena are made. 
  Note that cuttings from this tree produce robust but 
  normal olive trees. 
   
  Hydra Head Potion 
   
  When the user imbibes this rare and costly potion, 
  extra heads sprout from his shoulders. One extra 
  head is grown per dose consumed, which lasts for 
  one hour. When found, Hydra Head Potion usually 
  comes in a a small bottle containing 1d6 doses. 
   
  Each head beyond the first adds one opponent to 
  the creature’s maximum number of opponents per 
  round. Each extra head also gives +1 to the 
  character’s Initiative and Detection rolls, making him 
  more difficult to surprise. 
   
  A pair of human shoulders cannot support more 
  than 3 heads. Each dose taken beyond this limit will 
  simply inflict 1d6 Hits of damage to the drinker.  
   
  Also note that each extra head gives a -4 First 
  Reaction penalty (and makes it impossible to pass 
  incognito). 
   
  Potion of Remembrance 
   
  This potion is the only known cure for the amnesia 
  induced by Lethe Water (see above).  
   
  When found, potion of remembrance usually comes 
  in a small phial or flask containing 1d6 doses 
   
  Styx Water 
   
  One dose of this liquid instantly banishes malignant 
  spirits (shadows, ghosts etc) to the Underworld 
  unless the creature makes a Mystic Fortitude roll.  
   
  Styx Water is generally found in small phials 
  containing 1d3 doses.  
  
   
  19 
          
   
   
                Hydra Head Potion in Action ! 
   
  Rings & Amulets 
   
  Amulet of the Nereids  
   
  The bearer of this fine marine ivory amulet can 
  communicate with all undersea Folks and Monsters. 
  Note that these creatures may not have anything 
  interesting to say.  
   
  Armlet of the Dioscuri  
   
  A copper armlet, worn on the bicep; it is engraved 
  with a two-faced head, and is often mistaken for an 
  Armlet of Janus (q.v.). The eyes of the faces – two 
  in total - are inset with black pearls.  
   
  The Armlet reflects the dual nature of the Dioscuri, 
  Kastor and Polydeuces – the former was mortal; the 
  latter, immortal.  
   
  Once per day, the wearer may call on the Armlet to 
  briefly emulate the power of Polydeuces; the next 
  time the player has to make a Danger Evasion roll, it 
  will automatically succeed.  
   
  Each time the Armlet is used, there is a 5% chance 
  (cumulative) that one of the pearls crumbles into 
  dust. The pearls cannot be replaced. Once both are 
  destroyed, the Armlet becomes forever powerless. 
   
  Armlet of Janus 
   
  A copper armlet, worn on the bicep; it is engraved 
  with a two-faced head. The eyes of the faces – two 
  in total - are inset with precious gems (an emerald 
  on the left, a sapphire on the right. 
   
  This truly marvellous Armlet reflects Janus’ status 
  as the god of doorways. The wearer can, by 
  touching the emerald eye and speaking a word of 
  command, vanish from his present location and 
  instantly reappear up to 60’ away.  
   
  The destination must either be within plain view, or 
  must be a place the wearer has been before (within 
  range). By touching the sapphire eye and speaking 
  the command word again, the wearer is returned to 
  the exact spot he originally left from – but only if he 
  is standing at the spot where he first materialised, or 
  the power fails to operate. 
   
  The Armlet’s power operates only once per day in 
  each direction, and the emerald’s power cannot be 
  used again unless the sapphire’s power has been 
  employed (or at least attempted). If either or both of 
  the enchanted gems is removed, the Armlet will not 
  function until they are restored to it. 
   
  Ring of Proteus  
   
  This magical ring is one of the most prized items a 
  Shapeshifter may have, since it allows them to 
  retain the power of speech while in animal or 
  monstrous form. It is of no use to other characters. 
   
  Rings of the Elements 
   
  There are actually four different types of Elemental 
  Rings : one for each Element. When worn by an 
  Elementalist, this ring confers him an extra rank of 
  mastery in the corresponding Element. If the 
  character already has a mastery of III, the ring gives 
  him no particular benefit.  
   
  Rings representing opposite elements (Fire and 
  Water, Earth and AIr) are mutually exclusive and 
  cannot be worn by the same character. 
   
  Staves & Wands 
   
  Beta Ray Wand 
   
  This wand can shoot beams of green energy that 
  causes damage to all creatures but is especially 
  harmful to Animates. It has a range of 20 feet, 
  requires a Missile attack roll to hit and does 1d6 Hits 
  of damage (or 2d6 if the target is an Animate). Each 
  wand contains enough energy for 1d10 shots. 
   
  Staff of the Serpent  
   
  This cursed staff looks like a potent magical artifact 
  but turns into a deadly venomous snake as soon as 
  it is firmly held by a hand. The character holding the 
  staff will have to make a Danger Evasion roll to 
  avoid being bitten at the wrist by the snake. If the 
  roll is failed, he will die within 1d6 battle rounds. 
   
  Wand of Air  
   
  This item can only be used by an Elementalist 
  skilled in the power of Air. When the character uses 
  his Swirling Winds power (mastery I), the wand 
  doubles its duration as well as the maximum 
  number of individuals it can affect. 
   
  Wand of Fire  
   
  This item can only be used by an Elementalist 
  skilled in the power of Fire. When the character 
  uses his Dart of Fire power (mastery I), the wand 
  simultaneously shoots a second Dart at the target of 
  his choice (at no additional Power cost). 
  
   
  20 
   
               - Yes, this is a Toga of Pompous Dignity ! 
   
  Garments & Accessories 
   
  Cloak of Many Forms 
   
  This magical cloak can be used by Shapeshifters to 
  store extra Power points.  
   
  Unlike the Shapeshifter himself, the cloak does not 
  recover its Power points once they are spent and 
  will have to be “refilled”. A Cloak of Many Forms 
  may store up to 1d6+6 Power points. 
   
  Fillet of Piety  
   
  This headgear allows a Priest to call on Divine 
  Prodigies as if he was one level greater than he 
  actually is once per day. If he fails to use the 
  Prodigy, he has angered the gods somehow and will 
  have to appease them before he can use it again. 
   
  Girdle of Teiresias 
   
  Legends are confused about this handsome, jewel-
  inlaid girdle, which once belonged to the famed 
  blind seer Teiresias, greatest of all Oracles.  
   
  Some say that this girdle will endow anyone who 
  wears it with the prophetic abilities of a 6th level 
  Oracle. Others say that the wearer will be struck 
  blind, or have the ability to speak to snakes or will 
  have its gender changed forever. The truth is that 
  the Girdle can accomplish all this, but on a random 
  basis. Whenever a character puts the Girdle on, roll 
  1d6 and apply the corresponding result : 
   
  1 = The character gains the magical abilities of an 
  Oracle of level 1d6, with the corresponding number 
  of Power points. If he is already an Oracle, his 
  effective level is increased by one. If the character is 
  already a 6th level Oracle, well, just roll again… 
   
  2 = The character gains the ability to speak to 
  snakes (including Giant Snakes) and understand 
  their secret, hissing language. Note that this does 
  not give him any command or control over them – 
  nor does it guarantee that these creatures will have 
  anything interesting to say. 
   
  3 = The character is struck blind. 
   
  4 = The character’s gender is changed. 
   
  5 = Oracular Blindness : Apply results 1 and 3. 
   
  6 = Oracular Sex Change : Apply results 1 and 4. 
   
  These effects last as long as the Girdle is worn… 
  and once it has been put on, it cannot be removed – 
  except by Divine Intervention. 
   
  To reflect the uncertain and confusing nature of the 
  Girdle, a successful Magic Lore roll will only reveal 
  one of its true properties, rolled randomly on the 
  table given above.  
   
  Laurels of Glory 
   
  This magical crown of laurel can only be worn by 
  Nobles, Spearmen and other fighters who have 
  reached level 6. It gives the character a +4 First 
  Reaction bonus and makes him permanently 
  immune to the effects of Sorcery, Fear and 
  Petrification. A character of level 5 or less who puts 
  these laurels on his head becomes guilty of hubris 
  and immediately loses his current class level, falling 
  to the next lower level (with exactly the minimum 
  Glory required). 
   
  Laurels of Wisdom  
   
  This magical crown of laurel has the same effects 
  as the Laurels of Glory for magic-using characters. 
   
  Siren’s Comb 
   
  A decorative hair-comb, made from bone, with 
  mother-of-pearl inlay. It carries the image of a 
  woman-headed bird.  
   
  This item is especially enchanted to resist a Siren’s 
  gift of Nature’s Charm; while worn in the hair, it 
  grants the wearer – and only the wearer - complete 
  immunity to the Siren’s enchanting songs.  
   
  Any Siren who sees one of these combs in the hair 
  of her prey will become enraged, and physically 
  attack the wearer; it is suspected that the bone from 
  which the comb is made comes from a Siren slain 
  for that purpose. 
   
  Thespian Masks  
   
  This is a set of two masks similar to those worn by 
  actors : one is happy and the other angry.  
   
  A character wearing the happy mask enjoys the 
  same immunities as if he was affected by a Song of 
  Freedom (Poetic Magic level 2) and will also benefit 
  from a +2 First Reaction bonus. 
   
  A character wearing the angry mask will be 
  absolutely immune to Poetic Magic – but will suffer 
  a -2 First Reaction penalty. 
   
  These effects are permanent as long as the mask is 
  worn. Note that a character wearring such a mask 
  cannot benefit from his usual Reputation Effect. 
   
  
   
  21 
           
   
   
    Always look on the bright side of life  
   
     with our Happy Thespian Mask ! 
   
  Tunic of Nessos 
   
  This cursed tunic appears as a beautiful reddish 
  piece of clothing. Any character who puts it on will 
  autiomatically suffer 1d6 Hits of damage per battle 
  round until he is dead or the tunic is taken off. The 
  victim is so wretched in pain that he cannot remove 
  the tunic himself, unless he makes a Danger 
  Evasion roll (one try at the end of each round). 
   
  Magical Vehicles 
   
  Atlantean Wargalleys 
    
  These powerful warships are decorated with bronze 
  dolphins and fierce statues of Poseidon. They are 
  powered by a magical wood-burning copper boiler 
  that turns 120 bronze oars. The crew of an Atlantan 
  galley can be a minimum of three : one steersman, 
  one captain and one engineer. Sails are not 
  needed. Each galley is fitted with three large 
  catapults. These require their own crews. Atlantean 
  galleys can row agains the wind.  
   
  Chariot of Turning 
   
  This baby can wheel on a dime, and negotiate even 
  the most cluttered battlefiels. In game terms, a 
  Chariot of Turning adds a +4 bonus to all Danger 
  Evasion rolls made by its driver. 
   
  Chariot of Ares 
   
  This chariot gives a +2 EDC bonus to its crew 
  members and must be damaged thrice (instead of 
  only twice) to be destroyed. A more powerful 
  version (the Improved War Chariot) exists, which 
  gives +4 to EDC and is destroyed when damaged 
  for the fourth time. 
   
   
   
  Test-driving the new Chariot of Ares 
  Mechanical Chariot  
   
  Also known as the Hepahestus 500, this wonderful 
  « auto-mobile » vehicle does not need horses – nor 
  does it need fuel, since it is animated by magic !  Its 
  Movement allowance is the same as a normal, 
  hippomobile chariot. 
   
  Wings of Daedalus 
   
  The wings of daedalus allow the user to fly at 240' 
  per round… but the character must make a special 
  flying roll every ten minutes of flight or fall from the 
  sky, suffering 1d6 damage per 10 feet fallen.  
   
  Flying rolls are resolved exactly as swimming rolls, 
  using the character’s Melee attack modifier against 
  a target number of (10 + Encumbrance). 
   
   
   
   
   
  Crash-testing the new Wings of Daedalus 
   
   
   
  Miscellaneous Items 
   
  Ariadne's Ball of Twine 
   
  This ordinary-seeming ball of plain, non-descript 
  twine can be used to find the exit to any labyrinth. 
  Upon the utterance of the command word, the ball 
  of twine, when dropped to the floor, will roll towards 
  the nearest exit, leaving a trail of twine behind it.  
   
  The twine will not be able to pass through or over 
  obstacles; instead, it will take whatever detour is 
  necessary to reach the exit. Only if there is no way 
  around an obstacle will the ball stop rolling. 
   
  There doesn't seem to be any limit to the amount of 
  twine wrapped around the ball, but any twine cut off 
  from the main line is just plain twine.  
   
  Once the exit has been found, repeating the 
  command word will cause the twine to re-wrap itself 
  around the ball. 
   
  Arrow of Direction  
   
  Will point the way to the nearest underworld 
  entrance (within 100 miles).  
  
   
  22 
  Bag of Winds 
   
  Each of these magical bags holds 2d6 points of 
  Wind. Everytime the bag is opened by someone 
  who knows its properties, the character will have to 
  decide whether he wishes to spend 1, 2 or 3 points 
  of Wind, depending on the desired effect.  
   
  When used on purpose, each point of Wind spent 
  duplicates the equivalent mastery rank of Air 
  Elementalism : thus, causing Swirling Winds costs 
  1pt, Talons of the Wind 2pts and Gale Fury 3pts.  
   
  Unlike the corresponding Elemental powers, these 
  winds affect all characters and creatures in a radius 
  of 10’ per point of Wind spent and their effects last 
  for 1d6 battle rounds. 
   
  A single point of Wind can also be used to propel a 
  galley at top speed for 1d6 days.  
   
  If the bag is opened wide by an unsuspecting 
  person, it will loose 1d3 points of Wind per battle 
  round until it is closed or emptied. 
   
  Bridle of Poseidon  
   
  This wondrous item makes horses obey your words 
  without question (although it does not allow you to 
  understand what they're saying).  
   
  In game terms, a rider using this item receives a +4 
  bonus on all Danger Evasion rolls made while riding 
  (including 
  his 
  own 
  mount’s 
  rolls 
  – 
  see 
  Horsemanship in Men & Monsters for more details). 
   
  Bronze Bull Statuette 
   
  This small (Encumbrance 1) bronze statuette 
  representing a bull can be turned into a live Bronze 
  Bull (see Mazes & Minotaurs, p 58) once per day by 
  pressing the small gem located between its horns.  
   
  The Bronze Bull will remain in existence for 1d6 
  battle rounds and will obey the mental commands of 
  the character who pressed the gem. It will then 
  become a statuette again for the next 24 hours.  
   
   
   
  Chains of Prometheus  
   
  Not as cosmic as their name might imply, these 
  magical iron chains forged by Hepahestus himself 
  may nonetheless prove extremely useful as they are 
  absolutely unbreakable (except by direct Divine 
  Intervention) – and can be used to chain absolutely 
  anything, including the most gigantic monsters 
  (once they have been subdued, of course). 
   
  Complete Works of Homeros 
   
  These seven scrolls of unmatched poetic grandeur 
  collect the complete odes, songs and versified epics 
  of Mythika’s greatest poet and storyteller, the 
  legendary (and long-dead) Homeros.  
   
  Any Lyrist reading these masterpieces will reach 
  unsuspected heights of knowledge and inspiration in 
  the form of  100 Wisdom points per scroll for the first 
  four and 200 points for each one of scrolls V to VII.  
   
  A given library, tomb or treasure room will contain 
  1d10 such scrolls, in numbered order (thus, a roll of 
  4 means scrolls I to IV).  
   
  Reading (and appreciating) the Complete Works 
  take approximately a week per scroll. 
   
  Crystal of Vision  
   
  This small crystal sphere can only be used by 
  Oracles of level 4 or higher, as it enhances their 
  power of Clairvoyance.  
   
  When scrying through the crystal, the Oracle may 
  maintain her vision for a number of minutes (instead 
  of battle rounds) equal to her level. 
   
  Flute of the Shepherd  
   
  This small magical wooden flute may be used by 
  any character with a very strong connection to 
  nature : 
  Hunters, 
  Nymphs, 
  Centaurs 
  and 
  Priestesses of Demeter.  
   
  Playing the flute requires no specific skill and allows 
  the user to duplicate the effects of a Lyrist’s Song of 
  Soothing, using his own level to determine duration 
  and maximum number of targets. 
   
  Harp of Poetic Insight 
   
  This magical lyre can be used by Lyrists to store 
  extra Power points.  
   
  Unlike the Lyrist himself, the harp does not recover 
  its Power points once they are spent and will have 
  to be “refilled”. A Harp of Poetic Insight may store 
  up to 1d6+6 Power points. 
   
   
   
   
   
  Playful flute-playing Thief trying to prevent a solmen  
  Lyrist from using his Harp of Poetic Insight 
   
  
   
  23 
  Silveroak  
   
  This magical wood can be used to make virtually 
  indestructible ships. A ship with a hull made of 
  Silveroak will have double the usual amount of Hull 
  points. Silveroak only grows at the heart of the most 
  ancient forests, in remote parts of the world full of 
  strange wonders and perilous monsters.   
   
  Strings of Orpheus 
   
  When installed on a Lyrist’s harp, lyre or similar 
  instrument, these unbreakable magical strings will 
  enhance the power of the Lyrist’s songs, doubling 
  their effective duration.   
   
  Tablets of Binding  
   
  These enchanted lead tablets act as a the level 6 
  Sorcery spell Enslavement (as if cast by a Level 6 
  Sorcerer, naturally), but can be used by anybody 
  who knows how to write. The binder describes the 
  person he wants to enslave in some detail, and the 
  result that he wants to achieve.  
   
  Typical examples include making someone fall in 
  love with the binder, causing an athlete to lose 
  competitions against the binder's favorites, keeping 
  the target from speaking ill of the binder etc.  
   
  The binder must bury the tablet in a graveyard or 
  into a deep spring or pool during a full moon, where 
  it will take effect the next dawn. If the tablet is found 
  or destroyed within the year, the effects are 
  dispelled; otherwise, they are permanent.  
   
  The victim is, of course, allowed a Mystic Fortitude 
  roll to resist these effects, as per the usual rules. 
   
  Tripod of Divination 
   
  This tripod can only be used by Oracles, who must 
  burn incense inside it to activate its properties.  
   
  The tripod can be used by Oracles to store extra 
  Power points. Unlike the Oracle herself, the tripod 
  does not recover its Power points once they are 
  spent and will have to be “refilled”. A Tripod of 
  Divination may store up to 1d6+6 Power points. 
   
  Treasures of Autolycus 
   
  Autolycus was a master thief who sailed upon the 
  Argo with other bold heroes.  
   
  Amongst his most prized treasures were the 
  wonderful tools with which he plied his craft. 
   
  Mask of Autolycus  
   
  Once donned, this woven mask allows the wearer to 
  appear like a completely ordinary person, not worthy 
  of attention, unless he does something to attract 
  attention (like attack, or walking into a lady's private 
  chamber). Anyone who knows of the mask's abilities 
  can attempt a perception Danger Evasion roll to 
  detect the wearer. 
  Staff of Autolycus 
   
  A short metal rod with several small studs or buttons 
  along its length. When pressed in the appropriate 
  combination, the rod unfolds and extends in various 
  configurations, becoming : 
   
  1) A climbing pole up to 30' long, with spokes protruding 
  for aid in climbing (+4 to climbing rolls), and a spike for 
  planting securely in the ground. 
   
  2) A 6' long spike, which can be used as a spear 
   
  3) A long pole suitable for pole-vaulting 
   
  4) Can be used to force open doors and similar feats of 
  strength as if it has a Might of 18, provided it is braced 
  properly. 
   
  5) Can be used as a pogo stick 
   
  6) Can be flung as if it was a javelin, and always returns to 
  the same place it was thrown from. 
   
  If the proper combination is not known, an effect 
  may be rolled randomly, using 1d6. 
   
  Pigments of Autolycus  
   
  This cannister of paint, suitable for coloring 1d6 
  Medium-sized beings, can be used to completely 
  disguise someone or something. The fluid itself 
  changes color to match the artistic vision of the 
  painter, allowing him to conceal the identity of (for 
  example) a stolen cow. A Large creature will require 
  twice as much paint and a Gigantic creature four 
  times as much ; conversely, reduce quantity to 50% 
  for Small creatures and to 25% for Tiny ones 1/4. 
   
  Unique Artifacts 
   
  As their name implies, Unique Artifacts are one-of-
  a-kind mythic items. Most (if not all) of them are of 
  divine (or at least semi-divine) origin and can never 
  be found by chance or as part of a treasure hoard. 
  They can only be obtained as the final reward of 
  truly epic quests, after many perils and obstacles 
  have been vanquished – and many Glory, Wisdom 
  or Experience points have been gained.  
   
  Here are three examples of Unique Artifacts from 
  the world of Mythika :  
   
  The Golden Fleece 
   
  This is the fabled item that was once recovered by 
  the great hero Jason and his Argonauts – before 
  being lost again… It appears as the golden fleece of 
  a huge ram, complete with the scalp and horns of 
  the beast. Legends remain quite hazy about the true 
  properties of this unique artifact – but all agree on 
  their extraordinary magnitude.  
   
  In game terms, a character who claims the Golden 
  Fleece as his prize will immediately gain 1000 Glory 
  or Wisdom points (depending on his class) as well 
  as 1d6 Luck points (up to a maximum of 20). 
   
  
   
  24 
   
   
  The Head of Orpheus 
   
  This is the severed head of the demigod Orpheus, 
  first and greatest of all Lyrists (and an Oracle too). It 
  appears as a normal-sized human head made of an 
  indestructible metal akin to bronze but much darker, 
  with uncannily vivid eyes…  
   
  The Head is able to talk : it can also sing, tell stories 
  and make prophecies.  
   
  In game terms, the Head has the same powers as a 
  level 6 Lyrist and a level 6 Oracle with a combined 
  Power maximum total of 100 points… but since it is 
  no longer really alive, it cannot recover its Power 
  points as mortal magicians do. It can only be 
  « recharged » by any magic-using character with his 
  own Power points, at the rate of 1d6 points per full 
  hour of mental symbiosis (during which the 
  recharging character can no nothing else).  
   
  When found, the Head of Orpheus will have 1d100 
  Power points left.  
   
  Moreover, listening to the Head’s stories, poems 
  and prophecies can bring Wisdom to any Lyrist or 
  Oracle, at the rate of 1 Wisdom point per full hour 
  devoted to this activity… but beware, for the Head’s 
  Wisdom is also tainted with echoes of madness and 
  despair. Everytime a Lyrist or Oracle gains 100 
  Wisdom points in this manner, he must make a 
  Mystic Fortitude roll (against a target number of 20) 
  or fall into a deep state of dark melancholia. A Lyrist 
  or Oracle affected by orphic melancholia will be 
  absolutely unable to recover Power points or to gain 
  new Wisdom points (including from the Head itself) 
  as long as he remains in this state – which can only 
  be cured by Divine Intervention. 
   
  The Chess Pieces of the Gods 
   
  This is a set of 32 huge chess pieces which were 
  crafted by Hephaestus himself. They belonged to 
  Zeus himself and have been used by the King of the 
  Gods on numerous occasions to play destiny games 
  against his wife Hera (or, more rarely, against 
  another Olympian), where each move on the 
  chessboard causes a corresponding event in the 
  material world. 
   
  After an especially humilating defeat, a furious Hera 
  tossed the 32 playing pieces through the windows of 
  his cloudy palace in a moment of divine anger. They 
  eventually landed on a mysterious lost island, where 
  they lost their fate-affecting powers but retained 
  some of their magical essence. Meanwhile, in 
  Olympus, Zeus simply ordered Hephaestus to make 
  new chess pieces and eventually forgot about the 
  whole incident… 
   
  Each playing piece appears as a beautifully crafted 
  statuette that appears to be made of ivory or ebony 
  and has the same properties as a Bronze Bull 
  Statuette (see page 22), except that the creatures 
  stay animated as long as their master wishes (or 
  until they are ‘killed’ – see below) and that each type 
  of piece corresponds to a specific type of Animate : 
   
  The set includes 2 x 8 Pawns (Iron Warriors), 2 x 2 
  Rooks (Bronze Bulls), 2 x 2 Towers (Bronze 
  Colossus), 2 x 2 Bishops (Minatons), 2 x 1 King 
  (Titanic Statue) and 2 x 1 Queen (Titanic Statue). 
  Pawns have an Encumbrance of 1/4, Rooks, 
  Towers and Bishops have an Encumbrance of 1 
  and Kings and Queens have an Encumbrance of 2.  
   
  If a mortal was to come into possession of the whole 
  set, he would have a small (and portable !) army of 
  Animates at his command. If one of these Animates 
  is reduced to zero Hits, he simply transforms back 
  into a chess piece – ready to be re-animated and 
  commanded by the next person who picks it up and 
  wills it to live. 
   
   
   
  2006 Edition Notes & Comments 
   
  Mythic Items & Silly Jokes 
   
  The Bag of Winds was, of course, the subject of 
  various gross jokes (sometimes with all-too-vivid 
  sound effects) by unsavory players - but never in 
  the presence of female gamers, as noted by an 
  anonymous Maze Master in his letter to Griffin 
  magazine, which listed the « 20 Good Reasons to 
  Get Girls in a Gaming Group ».  
   
  The Mechanical Chariot was the doom of many 
  M&M campaigns, turning them into silly peplum 
  versions of The Road Warrior or (worse still)  
  Cannonball, with characters running over innocent 
  pedestrians, causing spectacular chariot crashes 
  or trying bootlegger-reverse maneuvers instead of 
  questing, adventuring and fighting monsters. 
   
  Unique Artifacts  
   
  Ah, the Head of Orpheus… The quest for its 
  recovery was the central theme of my first truly 
  epic M&M campaign as a player. It sent us into a 
  series of wild adventures across the Middle Sea, 
  with myriads of perils and monsters (including a 
  homebrew creature called the Hekkarax - don’t 
  ask) and a rival group of Atlantean Nobles who 
  wanted to use the Head as part of some nefarious 
  (and pretty confused) master plan. After a dozen 
  sessions (and a few deaths !), we eventually found 
  the Head and brought it back to a secret shrine – 
  but not before my own Lyrist character Eurybiad 
  had (of course) overdosed on its Wisdom, sinking 
  into a state of dark melancholy. He was cured by 
  the Divine Intervention of the Muse Calliope 
  herself - but, hey, that’s another story… 
  
SOURCE: textdata/thevault/Mazes & Minotaurs/Mazes & Minotaurs Myth & Magic.pdf