Magical items should be fairly rare in a Mythic Greece game. Most, if not all, such items should be gifts of the gods. Most magic armor, for example, is made by Hephaestus.
Arrows: Enchanted arrows are normally made by Eros, although other gods could make them, as well as sorcerers. Technically, each arrow is a one-use item, meaning it might have the “Charges Do Not Recover” option. Arrows of Love make the target fall in love with a named individual. Arrows of Disdain do the opposite. Arrows of Dispelling are meant to get rid of either effect.
14 Arrow Of Love: Mind Control 10d6 (Human class of minds), ACV (uses OCV against DCV; +0), Invisible Power Effects (Invisible to Mental Group; +¼), Telepathic (+¼); 1 Charge (-2), OAF (bow; -1), Set Effect ("fall in love with [name]"; -1), Normal Range (-¼), [1] 14 Arrow Of Disdain: Mind Control 10d6 (Human class of minds), ACV (uses OCV against DCV; +0), Invisible Power Effects (Invisible to Mental Group; +¼), Telepathic (+¼); 1 Charge (-2), OAF (bow; -1), Set Effect ("you dislike [name]"; -1), Normal Range (-¼), [1] 56 Arrow Of Dispelling: Dispel Mind Control 40d6, Invisible Power Effects (Fully Invisible; +1); 1 Charge (-2), OAF (bow; -1), Limited Range (normal bowshot range; -¼), [1]
Cake Of Ambrosia: Ambrosia is the food of the gods. A cake of the stuff will serve as a powerful healing agent on mortals. Game Masters could add in Life Support: No Need To Eat for a period of a day or so, meaning that just one small cake can sustain a man for 24-48 hours. The power here is for a single cake, increase the Charges if a god gifts a PC with more than one.
11 Simplified Healing 6d6, Can Heal Limbs; 1 Charge which Never Recovers (-4), OAF (cake of ambrosia; -1), [1 nr]
Drinks: The waters of the various rivers of the Underworld can have different effects on mortals. Each power represents a single drink of Underworld river water. The drinks all look and smell (and taste) like normal water, but will take effect the moment the water is passes the drinker’s lips.
Cocytus and Lethe server as forms of Mind Control. The former makes the drinker a depressed and grieving wreck while the latter makes the individual forget things. Both effects are instantly removed if the victim has any blood touch their lips (such as from a cut finger or for very rare/raw meat.) When using Lethe water, handle the Mind Control as follows:
- EGO +10—Character forgets only a few trivial details.
- EGO +20—Character forgets numerous minor details.
- EGO +30—Character forgets all but the most important things in his life.
- EGO +40—Character forgets everything about his life (up to and including his name.)
Drinking water from the River Styx is a special case. The character is fine as long as he tells the truth and upholds his oaths. But if he lies and/or breaks an oath (at any point in his life after drinking), the water will make him utterly apathetic and unable to lift a finger to help himself. The character won’t even eat! This effect lasts for a year and then the victim will return to normal. If no one helps the victim, he will die of starvation.
The values listed here are for single draughts. Drinking directly from the river in question should be treated as an absolute effect (i.e. no die roll is needed.)
19 Drink Of Cocytus: Mind Control 12d6 (Human class of minds), Telepathic (+¼), Persistent (+¼), Invisible Power Effects (Invisible to Mental Group; +¼), Reduced Endurance (0 END; +½), Constant (+½); 1 Charge which Never Recovers (-4), Set Effect ("you are a sad and grieving wreck"; -1), Based on CON (-1), Instantly Dispelled If Target Drinks/Tastes Blood (-1), No Range (-½), [1 nr] 19 Drink Of Lethe: Mind Control 12d6 (Human class of minds), Telepathic (+¼), Persistent (+¼), Invisible Power Effects (Invisible to Mental Group; +¼), Reduced Endurance (0 END; +½), Constant (+½); 1 Charge which Never Recovers (-4), Set Effect ("forget your past"; -1), Based on CON (-1), Instantly Dispelled If Target Drinks/Tastes Blood (-1), No Range (-½), [1 nr] 40 Drink Of Styx: Mind Control 20d6 (Human class of minds), Telepathic (+¼), Persistent (+¼), Invisible Power Effects (Invisible to Mental Group; +¼), Trigger (if character lies or foreswears an oath; +¼), Reduced Endurance (0 END; +½), Constant (+½); 1 Charge which Never Recovers (-4), Set Effect ("do nothing, be listless and apathetic"; -1), Based on CON (-1), No Range (-½), [1 nr]
Moly: Moly is a plant with white flowers and black roots. Only the gods know where it can be found. It will defend a character against any spell that targets him, once. Afterwards, the flower will crumble into dust and vanish. Game Masters may want to declare the Dispel has an absolute effect and automatically dispels any attack of 120 Active Points or less.
51 Dispel Magic 40d6, Trigger (character is struck by a spell; +¼), any one Magic spell or power at a time (+½), Invisible Power Effects (Fully Invisible; +1); 1 Charge which Never Recovers (-4), OAF (sprig of moly; -1), No Range (-½), [1 nr]