I don't know about you, but when I started playing Fantasy HERO one of the things that disturbed me most was the lack of source material, such as ready made magical items. Over the years, I've converted many magical items from different games to HERO System, and invented quite a few of my own. This article is an incomplete listing of some of my favorites, which you could use as is or change at your will for your own campaign.
Simple magical weapons can be built as described on page 478 of the HERO System Rulebook (5 Edition Revised). The following is a list of special weapons which inflict special damage. All of these are just examples, and the exact numbers can be played with to fit to your campaign.
4d6 Hand to Hand Attack, AVLD - only organic armor (+1½), hand to hand attack (-½), STR Min 12 (-½), two handed weapon (-½), real weapon (-¼), OAF (-1), independent (-2) plus 1" Stretching, 0 END (+½), always direct (-¼), no noncombat stretching (-¼), only to cause damage (-½), no velocity damage (-¼), OAF (-1), independent (-2), linked to HA (-¼).
This staff is a powerful weapon of nature magic. It ignores all armor and shields that are not completely organic (e.g., tough hides, leather armor, wooden shields, etc.). Similar magical weapons can be constructed for any organic weapon - clubs, arrows, etc.
Active Cost: 38
Real Cost: 8
1½d6 HKA, wounds do not heal normally (+2), STR Min 13 (-½), 1½ handed weapon (-¼), real weapon (-¼), OAF (-1), independent (-2).
The wounds caused by this foul blade can not be healed normally. If healing magic is abundant in your campaign, some special ritual or potion might be needed for the wounds inflicted by this blade to heal. If it's rare, simple healing magic could suffice. Needless to say, the wounds do not heal naturally.
Active Cost: 75
Real Cost: 19
The following is a list of extra magical abilities that can be added to a magical weapon, after the weapon was built normally (as shown in page 478 of the HERO System Rulebook). As in the previous section, all of these are just examples, and the numbers can be altered to fit to your campaign.
3d6 RKA, 0 END (+½), no range (-½), weapon must do BODY damage (-½), only for purposes of calculating limb severing (-1), OAF (-1), independent (-2).
The magic imbued in this weapon makes it extremely sharp. It has a greater chance to severe a limb it hits in combat, which makes it much more deadly than it may seem at first glance. This ability can only be given to cutting or slashing weapons.
Active Cost: 68
Real Cost: 14
Ease of Use
+2 w/Weapon, OAF - weapon (-1), independent (-2).
This weapon is especially easy to use, and the wielder will find he can hit more accurately, parry more easily, etc. when using it.
Active Cost: 6
Real Cost: 2
Detect one definable object, discriminatory, ranged, 360°, +3 to PER rolls, OAF (-1), independent (-2).
This weapon has the ability to detect one definable object. When the wielder activates this power, the weapon will point towards the closest/largest deposit of such an object, gently tugging the wielder's hand.
Active Cost: 21
Real Cost: 5
1d6 RKA, +1 STUN multiplier (+¼), 0 END (+½), no range (-½), weapon must do BODY damage (-½), OAF (-1), independent (-2) plus Change Environment - Flame, 1 point of damage, 0 END (+½), self only (-½), no range (-½), OAF (-1), independent (-2).
When this weapon is drawn, its blade bursts out in a magical flame (which does not damage the weapon in any way). It can be used as a normal torch (for illumination, burning small objects, etc.) and inflicts extra damage when it hits an opponent.
Active Cost: 34
Real Cost: 9
Images - Bright Light, 2" radius (+¼), 0 END (+½), persistent (+½), only to create light (-1), always on (-½), no range (-½), OAF (-1), independent (-2).
This weapon emits a bright light in a 2" radius. This light can not be turned off, but it can be hidden if the weapon is kept in its scabbard.
Active Cost: 23
Real Cost: 5
3d6 RKA, 0 END (+½), no range (-½), only against shields (-1), weapon must miss by no more than the DCV bonus the opponent gains from his shield (-1), OAF (-1), independent (-2).
This weapon can not be stooped by shields. If a shield comes in the weapon's way, it will be smashed and rendered useless, leaving it's holder defenseless.
Active Cost: 68
Real Cost: 10
FAM w/Weapon, OAF (-1), independent (-2).
This weapon is very easy to use, and even characters that don't know how to use such a weapon will find that the weapon guides their hands.
Active Cost: 1
Real Cost: 1
3d6 RKA, 0 END (+½), NND does body (+2), gradual effect - 1 day (-1¾), weapon must do BODY damage (-½), no range (-½), no knockback (-¼), OAF (-1), independent (-2).
This blade is poisoned. Anyone stabbed by it would probably die painfully within a day.
Active Cost: 158
Real Cost: 23
Normal magical armors can be built as described on page 487 of the HERO System Rulebook. The following is a listing of special abilities that can be added to a magical suit of armor beyond the heightened protection it gives the wearer. AS always, these are just suggestions. Feel free to play around with the figures to make them fit your campaign.
2d6 Succor to PRE, 0 END (½), persistent (+½), always on (-½), OAF (-1), independent (-2).
This beautiful suit of armor inspires awe on its onlookers. Friendly creatures will feel inspired by the wearer, while enemies will fear this fearsome figure.
Active Cost: 20
Real Cost: 4
3d6 RKA, 0 END (+½), damage shield (+½), only up to the amount blocked by the armor (-1), no range (-½), only against weapons (-1), OAF (-1), independent (-2).
This armor is a menace for weapons. Every point of damage that does not succeed in passing through the armor is inflicted to the weapon, ultimately breaking it.
Active Cost: 90
Real Cost: 14