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1 This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product. By David M. Garrett My Philosophy: I m a huge fan of Savage Worlds the game, the fantastic creators who dream up the awesome materials for Savage Worlds, and the die-hard fans who make up the community of Savages. I m sharing by experiences of how I run my games and settings for free in the hopes that someone else out there might enjoy the kinds of pulpy stuff I m running. If you find errors, mistakes, or have feedback: davidgarrett69@gmail.com 1
2 Version 1, 25 Apr 2017 MAURICE S MAGIC ITEMS 2
3 MAGIC ITEMS Amulet of the Planes This item works essentially like the Power Banish (SWFC page 29) except there is an inherent risk of a person failing to transport to the desired plane and location on that plane they wish to travel to. Unskilled Arcane users also run the risk of traveling to the wrong plane as well. The GM should adjust difficulty according to the user s level of Arcane Background. Amulet Versus Crystal Balls and ESP Renders the possessor protection against enemies using crystal balls or ESP. Armor +2 Armor +2 Toughness, SWFC page 49. Armor of Vulnerability Armor -2 Toughness. This one would be fun to game because the player is led to believe that the Armor is +2 to Toughness when, in reality, it causes the person to lose 2 points of Toughness. How long will the player go on using the armor until they notice that it is easier for their character to get hit? Arrow +1 Arrow +1 Damage, SWFC page 54. Arrow +2 Arrow +2 Damage, SWFC page 54. Axe +1 Axe +1 Damage, SWFC page 52. Axe +2 Axe +2 Damage, SWFC page 52. Bag of Tricks (gray) This bag weighs a half pound and contains a small, furry ball. Once per day the ball can be cast upon the ground where it transforms into an animal that obeys the caster s commands. Roll 1d8 for results: 1=weasel, 2=giant rat, 3=badger, 4=boar, 5=panther, 6=giant badger, 7=dire wolf, and 8=giant elk. Battle Axe +1 Battle Axe +3 Damage, SWFC page 52. Battle Axe +3 Battle Axe +3 Damage, SWFC page 52. Black Chainmail +3 Black Chainmail +3 Toughness. Boots, Speed Boots of Speed, SWFC page 59. Box of Holding I couldn t find a good corollary for this one in SWFC, but you can model it after a Type I Bag of Holding and say that the box has a fixed weight of 15 pounds no matter what s in it. The extra-dimensional inside holds 150 pounds and is 30 cubic feet. Crossbow of Accuracy Crossbow +2 Shooting, SWFC page 55. 3
4 Crossbow of Speed Crossbow of Fast Load, SWFC page 55. Cube of Force Each side has a rune that activates a different type of invisible barrier. The barrier is always 15 cubic feet centered on the possessor of the cube. The cube has 36 charges and regains 1d20 charges per day. The duration is 3 rounds. The side, function and cost in charges is as follows: 1=gasses, winds and fog can t pass through barrier-1 charge, 2=non-living matter can t pass through the barrier-2 charges, 3=living matter can t pass through the barrier- 3charges, 4=magic effects and spells can t pass through the barrier-4 charges, 5=nothing can pass through the barrier-5 charges, and 6=deactivation of the barrier. Death Lance This lance functions like a spear when its magical properties aren t being used (Str+d6; Parry +1; Reach 1; 2 Hands). It has 6 charges that have the dual effects of Blast and Lower Trait. Demon Staff This staff casts the Powers Fear (SWFC, page 36) and Summon Ally (SWFC, page 43) as Novice level. The summoned creature will only be a Demon (GM s choice) from the selection beginning on page 109 of SWFC. Dragon Hide Cloak Reduces cold-based damage by 50%. Dust of Sneezing and Choking This dust, when thrown into the air, creates a LBT-sized cloud of powder that causes all creatures within the template to begin coughing and sneezing uncontrollably. Anyone in the cloud is automatically Shaken and must begin each of their turns making a Vigor roll or remain Shaken or become Shaken again. The effects last for 3d4 rounds. Earth Elemental Stone Once per day this stone can be placed on the ground and given a command word to summon an Earth Elemental as the spell Summon Ally, SWFC page 43. The stats for Earth Elementals are in the SWFC, page 116. Efreet Bottle Once per day the Efreeti in the bottle can be summoned for 10 minutes to assist the possessor of the bottle. Stats for an Efreeti is given above. Fire Elemental Gem Once per day this gem can be given a command word to summon a Fire Elemental as the spell Summon Ally, SWFC page 43. The stats for Fire Elementals are in the SWFC, page 116. Gauntlets of Ogre Power As the Power of Boost Trait, SWFC page 31. Gauntlets, Swimming and Climbing The wearer of these gauntlets may move at normal Pace while swimming and makes Climbing rolls at +2. Grim Grimoire (in Koi Toan) This strange tome causes the reader to lose one random Edge unless they are an Assassin, in which case, they gain one Assassin-related Edge. 4
5 Hammer +3 Hammer +3 Damage, SWFC page 52. Hammer, Thunderbolts Hammer of either Edges burst or smite (thunderbolt trapping), SWFC page 53. Hellhound Hide This garment confers the Ability of Immunity to Fire as the same as the Ability of a Hellhound. Helm of Underwater Vision This helm creates a magical pocket of air around the head of the wearer as well as giving the person normal visibility regardless of the murkiness of the water. Iron Horn of Valhalla This horn works as a Summon Ally spell at Veteran Rank. Use the stats for Mercenaries on pages 134 and 135 of SWFC. The horn can summon either 1 Viking Captain (Mercenary Captain) but replace 1 Edge with Berserk, 2 Veteran Vikings (Veteran Mercenaries) with their Edge replaced by Berserk, or 3 Common Vikings (Common Mercenaries) with no Edge. They can be summoned once per week and last for one hour or until Incapacitated, at which point they dissipate. Another alternative is the Horn of Heroes (SWFC page 73) which is pretty cool. Javelins of Lightning Javelins of either Edges burst or smite (lightning trapping), SWFC page 53. Jug of Alchemy This jug is light and feels empty even though it makes sloshing sounds when shaken. Once per day the possessor may name a liquid from the following list and produce from the jug the amount of said liquid: acid/8 ounces; poison/half ounce; beer/4gallons; honey/1gallon, mayonnaise/2 gallons; oil/1 quart; vinegar/2 gallons; fresh water/8 gallons; salt water/12gallons; wine/1 gallon. Longbow +1 Longbow +1 Shooting, SWFC page 55. Manual of Gainful Exercise (in Koi Toan) Spending 2 weeks studying the runes and symbols in this magical tome has the effect of giving the character a +1 to Strength. Morning Star +1 Morning Star +1 Damage, SWFC page 52. Necklace of Fireball Missiles Necklace of Bolt (trapping fire), SWFC page 31. Necklace of Missiles/Fireballs Necklace imbued with Bolt Power, SWFC page 31. Nolzur s Marvelous Pigments I love the name so let s call it Nolzur s Marvelous Chalks (8 sticks). See Window Chalk in SWFC page 78. Oil of Etherealness It takes 10 minutes to apply the oil to a human sized creature. Once applied, the oil gives the person the benefits of the Power of Intangibility. See SWFC page 39. 5
6 Oil, Slipperiness This unguent requires 5 minutes to pour over the intended target. Once applied, it becomes clear and odorless. For one hour the oil confers the magic abilities of the Arcane Resistance Edge (SWDE page 35) and the Power of Speed (SWFC page 42). Pearl of Wisdom Bead of Knowledge (GM s choice), SWFC page 62. Periapt of Proof Versus Poison This silver pendant grants the wearer immunity to poison. Philter, Love The imbiber is affected as the Power Puppet for 1 hour (trapping love), SWFC page 40. Philter, Persuasion The imbiber is affect as the Power Puppet for 1 hour (trapping gullible), SWFC page 40. Pipes of the Sewers The possessor must cast Detect Arcana to learn how to play the right tune to summon a Rat Swarm (Horror Companion, page 111). The tune must be played continuously to command telepathically and maintain control of the rats. If playing is ceased, the rats disperse. This would be fun to play just to have the rats appear and dance a little jig while the party is hanging out around the campfire. Poisonous Cloak This cloak can be handled without any adverse effect, but when donned, it poisons the wearer. The victim must make a Vigor roll or die. Portable Hole This hole is a piece of thin fabric 6 in diameter that can be folded up and carried around. When it is unfolded and placed on a surface, it creates a hole into extradimensional space that is 6 wide and 10 deep. Anything placed inside of it can be transported with no weight encumbrance. If a Bag of Holding or a Box of Holding is placed in the hole, a rift is formed in the Astral Plane that destroys both items and all their contents. If the Portable Hole is placed inside a Bag of Holding or a Box of Holding, it instead opens a doorway to the Astral Plane that sucks in everything within a 10 radius. All the items are strewn across the Astral Plane, too. Potion, Cloud Giant Strength Potion of Boost Strength With Raise (WR), SWFC page 79. Potion, Delusion Character incurs the Hindrance Delusional, SWDE page 30. Potion, Diminution Potion of Shrink, SWFC page 37. Potion, ESP As Power Mind Reading, SWFC page 40. Potion, Extra Healing Potion of Healing With Raise (WR), SWFC page 79. Potion, Fire Giant Control Potion of Puppet with better effectiveness on Fire Giants, SWFC page 79. 6
7 Potion, Fire Resistance Potion of Elemental Protection (fire), SWFC page 79. Potion, Flying Potion of Fly, SWFC page 79. Potion, Frost Giant Control Potion of Puppet with better effectiveness on Frost Giants, SWFC page 79. Potion, Frost Giant Strength Potion of Boost Strength With Raise (WR), SWFC page 79. Potion, Healing Potion of Healing, SWFC page 79. Potion, Hill Giant Control Potion of Puppet with better effectiveness on Quanch Giants, SWFC page 79. Potion, Human Control Potion of Puppet with better effectiveness on Humans, SWFC page 79. Potion, Invisibility Potion of Invisibility, SWFC page 79. Potion, Invulnerability Potion of Boost Vigor, which raises Toughness. See SWFC page 79. Potion, Longevity Drinking this potion reduces your age by 1d6+6 years to a minimum of 13 years. There is a cumulative 10% chance each time a Potion of Longevity is drank that the Potion will add 1d6+6 years instead. Potion, Mammal Control Potion of Puppet with better effectiveness on Mammals, SWFC page 79. Potion, Plant Control This allows the imbiber to control 1 plant or plant-based creature for 3 rounds. Potion, Polymorph Self Potion of Shape Change (Novice), SWFC page 79. Potion, Speed Potion of either Speed or Quickness, SWFC page 79. Potion, Storm Giant Strength Potion of Boost Strength With Raise (WR), SWFC page 79. Potion, Undead Control Potion of Puppet with better effectiveness on Undead, SWFC page 79. Potion, Water Breathing Potion of Environmental Protection (water), SWFC page 79. Ring of Anti-Venom (20 charges) This ring spends a charge to render the wearer immune to venom. 7
8 Ring, Contrariness (Spell Turning) I rolled on a table I found online for the Spell Turning aspect. This ring really has two magical properties, one a positive spell and one a curse. Spell Turning can be replaced by the Edge of Arcane Resistance (SWDE page 35) and the Contrariness part is just a nasty roll playing device that makes the character disagree with any plans the party tries to make. The character can t be tricked into harming themselves. The ring and the curse lasts until the player has it magically removed. I thought the article The 20 Most WTF Magical Items in Dungeons & Dragons was funny because it was #1 on the list. The entire list is a must read! Ring, Delusion Character incurs the Hindrance Delusional, SWDE page 30. Ring, Fire Resistance Ring of Fire Protection, SWFC page 80. Ring, Invisibility Ring of Invisibility, SWFC page 80. Ring, Protection +1 Ring of Protection +1, SWFC page 80. Ring, Protection +3 Ring of Protection +3, SWFC page 80. Ring of Regeneration Ring of Healing, SWFC page 80. Ring, Shooting Stars As the Powers Light and Elemental Manipulation (Fire), SWFC pages 35 & 40. Ring of Spell Storing (knock, polymorph self, animate dead, maze) Ring, Three Wishes I never liked this Pandora s Box of a spell back when I was playing the original module and I still don t use it now. If you want to convert it, go ahead and just read the D&D version but I couldn t find a Wish spell in SWFC. Ring, Water Elemental Command As the Power Summon Ally at Novice Rank, SWFC page 43. Can only summon a Water Elemental, SWFC page 116. Ring of Water Walking Ring of Water Walking, SWFC page 80. Rod, Cancelation As the Power Drain Power Points, SWFC page 35. Rod, Rulership Staff of Puppetry, SWFC page 85. Rope of Entanglement A rope that obeys a command to shoot forward and acts as the trapping for and Entangle spell, SWFC page 36. Scarab of Death This pin, when placed on a person, burrows through their clothing and flesh until it burrows through the victim s heart and kills them. It only takes 1 round to do this unless 8
9 armor is worn, in which case it takes 2 rounds. An Agility roll must be made. A success means the person pried the scarab from their flesh but they take 2d6 Damage. A Raise means no damage is taken. Failure results in death. The Scarab is contained in a magic box that prevents it from attacking as long as it s contained in the box. Scarab of Insanity Scarab of Confusion, see Power confusion in SWFC page 32. Scarab of Protection from Evil Clerics This pin, when worn, gives the wearer extra protection from any spells cast by an evil Cleric. This is done by giving the evil Cleric a -2 to all trait tests used to cast magic at the wearer. Scroll, Charm Monster Scroll of Puppet, SWFC page 84. Scroll, Charm Plants This spell causes all plants or plant-based creatures to behave in a friendly, non-aggressive manner towards the caster for 3 rounds. The range is a LBT area around the caster. Scroll, Conjure Animals (Bear) As the Power Summon Ally for 1 Bear, SWFC page 43. Scroll, Continual Darkness Scroll of Obscure, SWFC page 84. Scroll, Crystal Brittle As an Elemental Manipulation Power, see SWFC page 35. The trapping for this version is crystal and only affects metallic objects transforming them into crystal for the duration of the spell. Scroll, Cure Critical Wounds Scroll of Greater Healing, SWFC page 84. Scroll, Cure Light Wounds Scroll of Healing, SWFC page 84. Scroll, Cure Serious Wounds Scroll of Greater Healing, SWFC page 84. Scroll, Curse As a Curse Power, see SWFC page 30. Scroll, Detect Lie As the Power Mind Reading, SWFC page 40. Scroll, Energy Drain Scroll of Lower Trait, SWFC page 84. Scroll, Exploding As a Burst Power, see SWFC page 32. Scroll, Find Traps For 3 hours the caster gains a +2 on all Notice rolls when searching for traps. Scroll, Gate This a very powerful item that I wouldn t have in a game unless it served a very specific piece of the plot. In CoK, gates to other planes are rare. The D&D item creates and gate and allows players to call beings through the gate as well. 9
10 Scroll, Heat Scroll of Elemental Manipulation (Heat), SWFC page 84. Scroll, Hold Portal This Power magically seals any doorway or portal and can only be opened by dispelling the Power. Scroll, Invisible Stalker This Power can summon an Air Elemental as the spell Summon Ally, SWFC page 43. The stats for Air Elementals are in the SWFC, page 115. Scroll, Knock This spell can be used to unlock one lock that has been secured by either normal or magical locks, clasps, and shackles. Scroll, Lightning Bolt Scroll of Bolt, trapping Lightning, SWFC page 84. Scroll, Lower Water Scroll of Elemental Manipulation, SWFC page 84. Scroll, Minor Globe of Invulnerability This spell nullifies any Novice-level spell directed towards the caster for 3 rounds in a MBT around the caster. Scroll, Neutralize Poison Removes the effects of poison in any creature that drinks it. Scroll, Passwall This Power creates a 5 passage through stone, wood, or any like substance (not metal). Scroll, Protection from Demons This spell creates a MBT-sized sphere that prevents 1d10 Demons from entering the sphere for 1d10 rounds. Scroll, Protection from Elementals Scroll of Environmental Protection, SWFC page 84. Scroll, Protection from Lycanthropes This spell creates a MBT-sized sphere that prevents 1d10 were-beasts from entering the sphere for 1d10 rounds. Scroll, Protection from Magic Scroll of Arcane Resistance, SWDE page 35. Scroll, Protection from Undead This spell creates a MBT-sized sphere that prevents 1d10 Undead from entering the sphere for 1d10 rounds. Scroll, Restoration This spell restores any lost levels of Attributes, Skills, or Power Points due to magical means. Scroll, Stone Tell This spell can be directed at any small section of stone or rock and for 3 rounds, the stone will come to life and answer questions about who or what has taken place before the stone. It can also be used to reveal details about what lies beneath or beyond the section of stone for a radius of a MBT. 10
11 Scroll, Stone to Flesh This spell restores any creature that has been petrified or turned to stone back to life. The person must make a Vigor roll successfully to survive the process. Scroll, Symbol (Fear) Scroll of Fear, SWFC page 84. Scroll, Tongues Scroll of Speak Languages, SWFC page 84. Scroll, True Seeing This spell allows the caster to see through darkness as well as see anything obscured, disguised, or hid by any Arcane method. Scroll, Unholy Word As the Power Lower Trait, but only affects non-evil beings, SWFC page 31. Scroll, Wall of Ice Scroll of Barrier, SWFC page 84. Scroll, Word of Recall This spell teleports the caster back to their home, lair, or stronghold when a specific word is uttered. Shield +1 Shield +1 Toughness, SWFC page 49. Shield +1/+4 vs. missiles Shield +1 Toughness/+4 Toughness from ranged attacks, SWFC page 49. Shield +2 Shield +2 Toughness, SWFC page 49. Shield -2, Missile Attraction This shield appears as a Shield +2, but is actually a cursed Shield -2 to Toughness. Shield +3 Shield +3 Toughness, SWFC page 49. Snake Staff (Hooded Cobra) Viper Wand, SWFC page 85. Spear +3 Spear +3 Damage, SWFC page 54. Staff of Healing Wand of Healing, SWFC page 85. Staff of Striking This magical staff can be used as a normal staff (Str+d4; Parry +1; Reach 1; 2 Hands). It has 10 charges of magic. Each charge adds 1d6 points of Damage and up to 3 charges can be used at a time. Each dawn the staff gains 1d6+4 charges back (but never more than 10). Any time the staff runs out of its daily charges, roll 1d20; a 1 means the staff becomes a normal, non-magical staff. Staff of Withering This staff functions like a quarterstaff in normal melee. It also has 4 magical charges that can be spent to inflict an additional 3d4 damage. When a victim is hit by a charge 11
12 they must make a Vigor roll. Failure incurs 1 level of Fatigue that lasts for 1 hour. The staff regains 1d4 charges per day. Sword -2, Cursed This sword appears as a Sword +2, but is actually a cursed Sword -2 to Fighting. Sword, Cold Upon command the sword becomes sheathed in frost and inflicts an additional 1d6 damage. Sword, Flaming Sword of Smite (fire trapping), SWFC page 53. Sword, Frost +3 Sword of Smite (cold trapping) +3 Damage, SWFC page 53. Sword, Giant Slaying Sword of Edge Giant Killer, SWFC page 52. Sword, Two-Handed +4 Sword +4 Damage, SWFC page 52, although weapons typically don t go beyond +3 in SWFC. Sword, Two-Handed +4 hit/+6 dmg Snurre s sword is +4 to Fighting. Besides the stats for the sword (Str+d10+6 fire damage, AP 2), it also gives a 1 in 6 chance of catching someone on fire, see SWDE page 101. Symbol of Persuasion Everyone within the radius of the spell caster s Smarts must make an opposed Spirit roll to the casters Arcane skill or they become affected as the Power Puppet for 1 hour; 2 hours with a raise. See SWFC page 40. Talisman of Lawfulness Any creature that isn t of the Lawful alignment takes 4d6 damage when touched by this amulet. Tentacle Rod, Greater This device has 6 long tentacles that serve as a sort of whip. Treat the attack as Automatic Fire so that each tentacle utilizes its own Fighting die. If all 6 tentacles hit successfully, add an additional d6 on top of any extra damage for Raises (Str+d6, Reach 1). She also wears Drow-made garments that provide a +2 to Toughness. Tentacle Rod, Lesser This device has 3 long tentacles that serve as a sort of whip. Treat the attack as Automatic Fire so that each tentacle utilizes its own Fighting die. If all 3 tentacles hit successfully, add an additional d6 on top of any extra damage for Raises (Str+d6, Reach 1). They also wear Drow-made garments that provide a +1 to Toughness. Tome of Clear Thought Spending 2 weeks studying the system of logic in this magical tome has the effect of raising the character s Smarts by 1 die type. Tome of Understanding (in Koi Toan) Spending 2 weeks studying the system of logic in this magical tome has the effect of raising the character s Smarts by 1 die type. 12
13 Trident of Submission As a trident with the Power of Beast Friend (Aquatic Animals Only). The Trident has 12 Power Points and regains 1d12 Power Points each day. Wand, Cold Wand of Elemental Manipulation (trapping ice and snow). It has 16 Power Points. SWFC page 35. Wand, Enemy Detection As Power Analyze Foe, SWFC page 28. Wand, Fear As Power Fear, SWFC page 36. Wand, Lightning Bolts As Power Bolt with Lightning trapping, SWFC page 31. Wand, Missiles As Power Bolt, SWFC page 31. Wand, Paralyzation Wand of Petrifaction, SWFC page 85. Wand, Polymorph As Power Shape Change, SWFC page 41. Wand, Spider (50 charges, rope of entanglement) As Power Entangle, SWFC page 36. Wand, Viscid Globs This Drow-made device shoots globs that restrain opponents. It has 20 Power Points and works like the Power Entangle, SWFC page 36. Warhammer +2 Warhammer +2 Damage, SWFC page 52. Wings of Flying This magic items appears as a normal cloak but upon command, the cloak transforms into a pair of wings giving the wearer the Power Fly, SWFC page 37. Wizard Eye This device, when activated, works like the Power Farsight, SWFC page 36. It is an orb that floats and can also be used for scouting. It has a Pace equal to the caster and cannot stray beyond the caster s Smarts x2. 13
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