OTHERWORLDLY WARLOCKS


TREASURE LISTS PART THREE



MAGIC ITEMS WORN LIMITS You can wear 1 Hat (Helm, Cap, Shroud, Crown) You can wear 1 Pair of Shoes (Boots, Sandals) You can wear 1 Belt (Girdle) You can wear 1 Cloak (Cape, Robe) You can wear 2 Rings (One on each Hand) You can wear 1 Pair of Armbands You can wear 1 Amulet (Necklace, Brooch, Torc, Pendant, Choker) You can wear 1 Shirt (Vest, Tunic, Jacket) You can wear 1 Pair of Pants (Leggings, Pantaloons, Trousers) You can wear 1 Suit of Armor Of course you can own more and carry more But you only get the benefit from what you wear. If you attempt to wear more, they will cancel each other out. ---------------------------------------------------------------------------- WEAPON BONUSES Unless specified Bonuses are to Attack and Damage. MINOR MAGIC WEAPONS -Enchanted Sword +1. Two weeks and 500 Gold to Forge -Fairy Slingshot +2 Attack. Long Range. LESSER MAGIC WEAPONS -Scimitar +2. -Battle Axe +2. One Month and 1000 Gold to Forge -Short Sword +2. Glows if Humanoids are within Long Range. -Poison Dagger +1. And Poison. -Goblin Bane Sword +1. Is +3 vs Goblins. MAJOR MAGIC WEAPONS -Firebrand Sword +2. Does +1 Fire Damage. -Frostbrand Sword +2. Does +1 Cold Damage. -Flail +3. Two Months and 5000 Gold to Forge. -Luck Blade +2. Owner gets +2 Luck at start of Day. -Dancing Scimitar +1. Animates for 1 Combat per Day. -Hammer of Throwing +1. Always Returns. Medium Range. -Sword of Speed +1. Attack Twice per Turn. -Sword of Sharpness. Damage +5 GREATER MAGIC WEAPONS -Spear +4 of Dragon-Slaying. Dragon must Save or Die. Six Months and 20,000 Gold to Forge. -Evil Intelligent +3 Rune Sword. Drains 1 Level if it Hits. -Intelligent +4 Lightning Sword. Shoots 5 Lightning Bolts per day. -Twin Blade +2: Creates a Duplicate of Wielder also holding a copy of sword. If either is killed or loses their sword the swords rejoin and the original wielder remains. Th Duplication can be activated again in 1 Day. Other items not duplicated. All Copies share the same Power pool for casting purposes. LEGENDARY MAGIC WEAPONS -Meteorite Sword +5: 50% to break opposing Shields and Weapons. -Quad Sword: Like Twin Blade but creates 4 Copies. -Eldritch Blade: Sword +5 that gives Wielder +10 Power per Day. Five Years and 400,000 Gold to Forge. -Sea Kings Trident +5. Summon Sea Creature Allies 3 times a Day. -Vorpal Blade. Damage +10. One Year and 100,000 Gold to Forge. -Soul Drinker Sword +5: Souls of Victims are Destroyed. Wielder regenerates Hits equal to Damage Sword inflicts. Ten Years and 1 Million Gold to Forge ---------------------------------------------------------------------------- MINOR MAGIC BOW -Shortbow +1. One week and 100 Gold to make LESSER MAGIC BOW -Crossbow +2. Two weeks and 500 Gold to make -Arrow of Slaying +1: Target must Save or Die. Three Days and 200 Gold to make MAJOR MAGIC BOW -Longbow +3. One Month and 1000 Gold to make -Endless Quiver: Up to 300 Arrows per day. -Compound Bow +3. Double Range. 2 Months and 5000 Gold. GREATER MAGIC BOW -Great Bow +4. Demon-Slayer. 6 Months and 20,000 Gold. -Fire Bow +3. Arrows catch on fire when released. -Ice Bow +2. Target Frozen: Immobilized for 1D4 Turns. -Light Bow +3. No Arrows needed. Energy Arrows do extra +4 Damage. -War Bow +5. Double Shot. 1 Year and 100,000 Gold. LEGENDARY MAGIC BOW -Elder Bow +5. Range of 1 Mile. 5 Years and 400,000 Gold to make. -Heroes Bow +5 with Triple Shot and Monster Slaying. ---------------------------------------------------------------------------- MINOR MAGIC ARMOR -Leather Brigandine +1 Armor. One week and 100 Gold. LESSER MAGIC ARMOR -Chain Mail +2 Armor. Three Months and 5000 Gold. -Round Shield +3. One Month and 5000 Gold to Forge. MAJOR MAGIC ARMOR -Plate Mail +3 Armor. Light as a Feather. Helm of Fire Resistance. Half Damage from Fire Attacks. Two Months and 5000 Gold to Forge. -Great Shield +4. Three Months and 10,000 Gold to Forge. -Helm of Iron Will: Gain +4 to save vs Mental & Psychic Attacks. GREATER MAGIC ARMOR -Helm of Force: Once per day cast a Force Field. -Golden Armor +4 Armor. Strength +5. One Year and 100,000 Gold to Forge. LEGENDARY MAGIC ARMOR Eldritch Armor +3 Armor. Magic Resistance +5. Five Years and 400,000 Gold to Forge. -Armor Fit for a God +5 Armor. Polymorph three times a Day. Heal Five Times a Day. Charisma +2. Ten Years and 1 Million Gold to Forge. ---------------------------------------------------------------------------- MINOR MAGIC WANDS -Wand of Light: Tip of Wand shines like a Lantern. -Magic Missile Wand: Fires 1 Missile for +1 Attack. 10 times a Day -Snake Staff: Turns into Poisonous Asp once per day for 1 Combat. -Wand of Wonder: Does something Frivolous. Up to 10 times a Day. LESSER MAGIC WANDS -Wand of Lightning Bolts: Like the Spell. 3 times a Day -Wand of Freezing: Like the Spell. 4 times a Day -Wind Baton: Gust of Wind Spell. 5 times a Day. -Ring of Spell Storing: Mage can store 1 Spell In it. MAJOR MAGIC WANDS -Wand of Fireballs: Like the Spell. 3 times a Day -Wand of Petrification: Like the Spell. 3 times a Day -Animators Rod: Animate Object Spell. 3 times per Day. -Sand Staff: Sand Storm or Quicksand. 3 times a Day. GREATER MAGIC WANDS -Baton of Command: Like the Spell. 5 times a Day -Staff of Power: Wielder gets an extra 7 Power per Day. LEGENDARY MAGIC WANDS -Rod of Ruling: Wielder gets +4 to Leadership Rolls. -Scepter of the Gods: Wielder is Immortal and Cannot take Damage. -Wizards Staff: Can store up to 10 Spells. ---------------------------------------------------------------------------- MINOR MAGIC RINGS (JEWELRY) -Ring of Protection: Get +1 to Defense and Saves. One week and 100 Gold to make -Ring of Power: Provides 1 extra Power per Day -Luck Amulet: Provides 1 extra Luck per Day -Periapt of Gaseous Form: For 3D10 Minutes. Once a Day. Two weeks and 500 Gold to make. LESSER MAGIC RINGS -Ring of Fire Resistance: Fire Resistance+4. One Month and 1000 Gold to make. -Ring of Invisibility: Three times per Day for 5 Minutes each time. Two Months and 5000 Gold to make. MAJOR MAGIC RINGS -Pendant of Magic Resistance: Save vs Magic at +2. Six Months and 20,000 Gold. -Diadem of Dragon Control: For 1 Task Hours then Dragon will fly away. Once a Day. -Amulet of Power: Wearer gets +3 Power per day. GREATER MAGIC RINGS -Mind Control Torc (8) Control Target. Requires Concentration. Once a Day. 1 Year and 100,000 Gold to make LEGENDARY MAGIC RINGS -Dragon Form Bracers (9) Become a Dragon for 1 Hour. Once a Day. Five Years and 400,000 Gold to make ---------------------------------------------------------------------------- MINOR ARTIFACTS -Magic Spectacles: Detect Magic. Thrice a day. -Boots of Speed: Ground Movement Rate Doubles. Jump+2 -Bag of Holding: Can hold up to 100 pounds for no Encumbrance. -Wondrous Chalice: Refills with Wine. 1D4 Gallons per Day. -Talking Hat: Controlled by GM. Intelligent. Gives Advice. -Magic Lantern: Light Spell Constant. -Boots of Jumping - Jump+8 up to 30 Feet. -Enchanted Ocarina: Get +2 to Musical Skill Checks. -Stasis Jar: Contents remain Fresh Forever: Dragon Breath, Snowflakes, Resurrection Fairy, etc. -Magic Skeleton Key: 50% to open any Lock. -Belt of Strength: Strength+1 -Fairy Net: Get +5 to catch insects and tiny Fairies SL = 1-2 LESSER ARTIFACTS -Magic Tent: Its 10 times bigger on the Inside. -Winged Sandals: Fly Medium Speed Whenever. -Cornucopia: Produces 1D6 rations per day. Fruit. -Wizards Hat: Gain +1 Wit and Will. -Horn of Blowing: Create a Gust of Wind. Twice a day. -Spirit Portrait: Spirit of the pictured deceased can animate his likeness and communicate with observers. -Swift Sail: For a small Boat. Doubles its Speed. -Force Gem: Repulsion Spell (Force Spell List) Three times a day. -Gauntlets of Ogre Strength: Strength +2. -Fabulous Fiddle: Dance Spell once per day. -Magic Fishing Rod: Get +2 to Fishing Skill Checks. -Magic Compass: Get +2 to Navigation Skill Checks. -Pipers Pipes: Disperse a Swarm once per day. -Boots of Water Walking: Constant effect. MAJOR ARTIFACTS -Cloak of Invisibility: Sometimes hands or feet will show. Stealth+6 -Monster Statuette: Will turn into a Monster for 1 Combat. Once a day. -Girdle of Giant Strength: Strength +3. -Sail Glider: Slow Flyer. Minimal Lift. Can be Folded up. -Magic Shovel: Dig Spell (Earth List) All the Time. -Banner of Courage: Military Company Size gets Morale +2. -Magic Hourglass: Cast a spell. Spell will not activate until sand in Hourglass runs out. Can be set for 1 Hour or 1 Day. -Enchanting Lute: Calm Spell twice per day. -Magic Harp: Sleep Spell once per Day. -Pan Flute: Lure Spell (Entertainers Spell List) Three times per day. -Hat of Shrinking: Once per Day until you take it off. -Charming Charm: Wearer says exactly what the listener wants to hear. Cha+4 -Magic Tarot Deck: Fortune Telling Spell once per day. GREATER ARTIFACTS -Teleporter Key: Teleports those touching it to a Specific Location. -Flying Ship: Atmospheric. Flies at Medium Speed. -Magic Flute: Charm Spell Once per Day. -Gauntlet of Truth: Burns the Souls of those who tell a lie. LEGENDARY ARTIFACTS -Primordial Clay: Shape it into a Person or Monster. Permanent. -Void Ship: Can fly through space between Worlds. It takes a Week to get to the Moon and 3 Months to traverse the entire solar System. Wormholes in space can portal the ship to other Solar Systems. -Resurrection Pod: Takes 2D6 Days. Will bring Dead back to Life. -Magic Mirror: Full Length. Scry 3 times a day. View Memories or Divination Twice a Day. Mirror Door once a Day. ------------------------------------------------------------------------- MINOR RELIGIOUS RELIC -Holy Symbol: Turn Undead Spell once per Day. -Holy Water: Single use. Damage+5 to Undead, Demons, Devils, Horrors. -Holy Oil: Single use. Anoint Target for 1D3 Boons. Lasts 3D6 Hours. -Blessed Incense: Single Use. Calm Spell. -Holy Salve: Single use. Heal and Neutralize Poison. LESSER RELIGIOUS RELIC -Snake Staff: Turns into Poisonous Snake twice a Day. -Holy Icon: Fate+1 -Skullcap of Wisdom: Wits+1 -Prayer Beads: Will+1 -Holy Book: Circle of Protection Spell once per Day. MAJOR RELIGIOUS RELIC -Mace of Disrupting +3. Slay Undead. -Holy Hand Grenade: Does +5 Damage to all Evil Creatures within 10 Meters. Single Use. -Holy Manuscript: Preach+3 GREATER RELIGIOUS RELIC -Staff of Healing: Cast Heal three times a Day. -Bones of the Saint: Fate+2 -Death Shroud of the Saint: Cast Cure once per Day LEGENDARY RELIGIOUS RELIC -Holy Sword +5. Armor+5 -Holy Ark: Cleanse Spell once per day. -Spear of Destiny: Owner gets +3 to all rolls involving Leadership, Politics, and Warfare. ---------------------------------------------------------------------- MINOR EVIL RELIC -Charm of Cursing: Once per day Jinx Spell. -Dagger of Flaying+1: Flay Spell once per Day. LESSER EVIL RELIC -Chaos Symbol: Cast Mutation Spell once per Day. -Jagged Blade: Sword+2. Always causes a Bleed. MAJOR EVIL RELIC -Axe of Cleaving: Axe+3. All Injuries are Amputations. -Chaos Armor: Armor+4. Wearer gets 2 Chaos Mutations. GREATER EVIL RELIC -Stormbringer: Sword+4. Chaos Storm Spell once per Day. -Doom Caller: Horn: Dark Tidings Spell Once per Day LEGENDARY EVIL RELIC -Soul Sucker: Sword+5. Destroys Soul of those it Kills. -Hellbringer Staff: Hellfire Spell 7 times per day. ------------------------------------------------------------------------- CURSED ITEMS The Curse Spell List is used to create Cursed Items. Once worn or used, the owner becomes Cursed. A Remove Curse Spell (Casting Roll at -3) is needed to end the Curse. CURSED ITEM LIST -Helm of Forgetfulness: Total Amnesia. -Sword of Confusion: Become Confused during Combats. -Boots of Slowing: Move at Half Speed. -Cracked Mirror: Get -4 to Charisma. -Heavy Belt: Get -3 to Strength. -Foggy Goggles: Blindness. -Sword of Clumsiness: Fumble on Natural Rolls of 1-3. -Shield of Attraction: Get -4 Defense Penalty . -Unlucky Ring: Get -7 Luck. -Dunces Cap: Get -5 to Wits. -Sword of Cowardice: Run away from Danger. -Cursed Tome: Madness. --------------------------------------------------------------------- MINOR TECHNOMANCY DEVICE -Apparatus: Gives +2 to Any one other specific Casting Roll on Technomancer List. Example: +2 to cast the Create Homunculi Spell. Takes 2 Months and Costs 2D4 x1000 Gold to build -Magic Goggles: Takes 1D4 Weeks part-time. Costs 2D6 x100 Gold to build They can detect one thing: Invisible, Magic, Spirits, Faeries, Chaos, etc. -Rocket Boots: Fly at Fast Speed for 1D3 Minutes. Holds 2 Charges. Takes 3 Weeks and 3000 Gold. LESSER TECHNOMANCY DEVICE -Grappling Hook Gun: Can be used to retrieve objects or get out of tight spots. Auto-winder can lift 2 people. -Plasma Flask: Throw for +3 Electrical Damage to a 3 Meter Area. Takes 1 Week part-time and 200 Gold to build -Anti-Gravity Belt: Fly Slow. Takes 1 Month. Costs 4000 Gold to build. MAJOR TECHNOMANCY DEVICE -Magnetic Gloves: Magnetic Control Spell (Force List) Ten times a Day. -Elemental Projector: Weapon. Medium Range. +2 Damage. Holds 8 Charges. Targets a 2 Meter Area. Can be Fire, Ice, Lightning, etc. Takes 2 Months to build. Costs 5000 Gold. -Psi Helmet: Wearer gets +4 to save vs Mental, Psionic Attacks. Takes 2 Months. Costs 4000 Gold to build. GREATER TECHNOMANCY DEVICE -Giant Tesla Coils: Artillery. Long Range. Electrical Attacks. +3 Damage To a 3 Meter Area at -2 to Hit. Holds 14 Charges. Uses Double Charges. Takes 3 Months. Costs 10,000 gold to Construct. -Gravity Gun: Weapon/Tool. Long Range. Lift Target into the Air and Drop Them. Ground Flyers. Move objects around. Holds 5 Charges. 6 Months to build. 6000 Gold. -Teleportation Pads: Go from one to another. Up to ten times a Day. -Necrophone: Speak to the Dead. Very Delicate Machine. LEGENDARY TECHNOMANCY DEVICE -D-Hopper: Creates a Dimensional Portal for up to 5 Minutes. Twice a Day. -Time Machine: Time Travel. Holds 100 Charges. Uses 10 per Trip. -Mind Control Device: Target at far range for 2D2 Hours. Takes 5 years to build. Costs 500,000 Gold. Holds 10 Charges. Uses them All. -Weather Control Device: Storms, Floods, Droughts, Blizzards for 1D2 Days. Takes 2 years to build. Costs 200,000 Gold. Holds 25 Charges. Uses them All. -Transmorgifier Vat: Drop 2 or more things inside. They will be combined into 1 Composite thing. They can be living things or inanimate objects. This can create the most terrifying abominations. ------------------------------------------------------------------------------------ MINOR PUPPET LIST -Toy Puppet: SL = 2-3 For entertainment -Dummy Puppet: SL = 4-6. Cannot use Weapons. For Target Practice or Distraction. LESSER PUPPET LIST -Fighting Puppet: SL = 6. Can use HTH Weapons. -Drone Puppet: SL = 2-4. Slow Flyer. -Crawler Puppet: SL = 3. Poison Stinger. Can Jump and Climb up Walls. Insect Like. MAJOR PUPPET LIST -Four Armed Fighting Puppet: SL = 6. Can make Long Leaps. -Trap Puppet: SL = 6. Can Shoot Poison Darts to Medium Range. -Surprise Puppet: SL = 6. If Destroyed, a Crawler Puppet emerges. -Extension Puppet: SL = 6 . Tentacle Arms can reach to Medium Range. -Armored Puppet: SL = 6. Armor = 3 GREATER PUPPET LIST -Spell Casting Puppet: SL = 6. Can cast 1 Spell. -Human Puppet: SL = 6. Made out of a Human Corpse. Gets +2 to Hit and -2 to Be Hit. -Monstrous Puppet: SL = 7-10. Can be ridden. Armor = 4 Contains Multiple Long Limbs and Poison Dart Traps. -Living Puppet: SL = 6. Infused with a Spirit that Controls it. Has a will of its own. Abilities based on that of the Spirit. -------------------------------------------------------------------------------







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