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A Magical
Medley
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The material presented here is intended for use with the Savage Worlds system from Pinnacle Entertainment
Group . This material is not official and is not endorsed by Pinnacle Entertainment Group. Savage Worlds and all
affiliated logos are Trademarks of Pinnacle Entertainment Group, nc. ¨ 2001 Pinnacle Entertainment Group,
nc. All Rights Reserved.
Medley
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sound, so a moving character must make a successful
Stealth roll in order to receive the benefit of the cloak Ï
failure means the character is somehow noticed and
gains no benefit. Creatures with an acute sense (e.g.,
vision, smell, or hearing) halve the penalty.
What follows is a collection of 50 nifty magical items for
inclusion in any Savage Worlds campaign using a
ÑtypicalÒ fantasy setting. They have been converted from
their original form into one suitable for use with Savage
Worlds. Obviously, the list is by no means extensive. The
primary purpose of this document is to provide a
selection of ready-made magic items that will hopefully
help to spark the imagination of the individual GM. Feel
free to modify or adust to suit your own needs.
Cloak of Invsblty
This shimmering cloak will make the wearer invisible once
the hood is raised. This cloak only affects items that fit
entirely beneath it Ï items not covered by the cloak will
still be visible when the cloak is activated. The cloak
masks sound. The cloak may be used up to three times
per day Ï each use lasts one phase and invokes a Ï4
penalty to any Notice rolls made to detect the wearer.
Creatures with an acute sense (e.g., vision, smell, or
hearing) halve the penalty.
For purposes of this document, one phase is assumed to
equal 10 minutes. A phase is further subdivided into one-
minute turns, which in turn are divided into six-second
rounds. Rounds are the standard division of time in
Savage Words combat . Al distances are given where 1Ò
= 2 yards except where specificay noted.
Coronet of Mnd Expansion
The coronet is constructed of gold, platinum, or mithril,
and is inscribed with strange geometric symbols. On
occasion, precious gems are used as decorative
features. The coronet does not give off an aura of magic
Ï its nature is entirely mechanical and its powers derive
from its internal construction and composition (it functions
as a booster for psionic powers). The effect of the
Coronet of Mind Expansion is continual Ï no activation
word is needed to invoke its special powers. The device
functions only when used by someone with Arcane
Background: Psionics and then only if worn on the head.
n such cases it reduces the normal power point cost of
any power employed by one; however, the user must
actually possess enough power points to activate the
power in the first place. The device can reduce the
actual cost to zero.
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Arrow of Slayng
This arrow inflicts 4D6 points of damage. It is a one-use
item. If recovered after use it reverts to being a normal
arrow. As a variant item, an Arrow of Slaying may be tied
to a specific creature or group of creatures (e.g., Arrow
of Slaying Ï Trolls, Arrow of Slaying Ï Giants, etcÈ ). When
used against an Extra, the Arrow of Slaying kills the target
with a successful attack.
Boots of Speed
These well-made leather boots, increase the wearerÔs
modified Pace values by 2Ò. When running, a character
wearing these boots rolls a 2D4 rather than a D6 to
determine the distance moved.
Devices of Storng
These devices may be of almost any construction Ï often
taking the form of rods/staves/wands or talismans of
some sort. Each must contain a precious stone that acts
as a focus. These devices are useable only by someone
with an Arcane Background appropriate to the GMÔs
campaign. Each device allows the user to store up to 10
power points for later use. Only one power point may be
ÑloadedÒ into the device per day. Power points used in
this manner require 24 hours to recover. Stored power
points are used in the normal manner; however, a result
of Ñsnake eyesÒ (a Ó1Ô on any two dice) results in the
destruction of the device. The device is utterly destroyed
and the user suffers 1D6 points in magical backlash
damage for every two power points stored in the device!
Bracelet of Luck
This unassuming silver or gold bracelet is actually a lucky
talisman. It must be worn on the userÔs wrist to be
effective. This bracelet will grant the user one additional
Bennie at the start of any session in which the character
wears it. The item will function for three sessions (they
need not be consecutive). Once the third Bennie is
granted the bracelet will mysteriously vanish from the
wearerÔs wrist. You may never wear more than a single
bracelet at the start of any session.
Bracers of Defense
These mithril bracers, which are engraved with many
strange magical sigils, grant the wearer three points of
armor protection. This item will function only if no other
armor, excepting a helmet and/or shield, is being worn.
The rarer version of this item grants the armor bonus
regardless of any other armor which is used; however,
only one point of protection is granted.
Elxr of the Sun
This small crystal vial contains a single drop of an
unknown liquid. f kept in its container, this liquid causes
the vial to act as a magical lantern that sheds enough
light to illuminate an area equal to a medium burst
template . f the stopper is removed and the contents
poured on the lips of a deceased character then that
character will be restored to life, and after a 24-hour
recovery period, during which he is considered to be
incapacitated, he will be Ñas good as newÒ.
Cloak of the Chameleon
This cloak acts like a normal cloak until the hood is raised.
At this point the cloak changes color in order to blend in
with the wearerÔs surroundings thus invoking a -4 penalty
to any Notice rolls made to detect the wearer Ï provided
the wearer does not move. The cloak does not mask
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The Ever Full Goblet
This large silver goblet will fill with wine or water
depending on which command word is spoken up to
three times per day. The goblet can hold up to đ gallon
of liquid.
Necklace of the Stone Warrors
This necklace consists of a simple piece or rope to which
are attached five semi-precious stones of varying type
and color. Each stone has a letter inscribed upon it Ï the
letters form the command word for the device. The
power of the necklace may be invoked once per week.
To activate the necklace, the wearer simply removes one
or more of the stones and casts them to the ground while
speaking the command word. The stone(s) will be
transformed into a stone construct that is completely
under the control of the owner of the necklace. Once
activated, a stone construct will be active for one turn or
until destroyed Ï in either case, the semi-precious stone
from which the warrior sprang is consumed Ï the
command word is altered appropriately. Each stone
warrior possesses the following game stats:
Gem of Intellect
Possession of this gem increases the ownerÔs Smarts by
one die type Ï this affects all linked skills as well . The gem
must be kept on the ownerÔs person in order to derive
any benefit from it. Once it leaves its ownerÔs possession
their Smarts reverts to its actual die immediately .
Grdle of Aglty/Strength/Vgor
These leather belts have golden buckles and are
reinforced with metal studs. They will magically size to fit
the wearer. As long as the belt is worn the userÔs effective
attribute Ï as well as any linked skills or derived statistics -
is increased by one die type. Each belt affects only a
single attribute and no more than one belt may be worn
at any one time.
All Attributes: D6
Parry: 5; Pace: ; Toughness: 8
Fighting and Notice: D6
Construct, Fearless, Stoneskin (+3 Armor)
Short Sword (STR+2)
The Golden Strand
This strand of fine gold is not much thicker or heavier than
embroidery floss. Upon command it will bind any single
creature (no chance of breaking free) within of the
user. The creature bound is then forced to truthfully
answer any three questions posed by its owner. Any
attempt to lie or conceal the truth results in the delivery of
an electric shock that causes 1D6 points of damage
(ignore any non-magical protection) . The item may be
used up to twice a day and releases the target on
command.
Poton of Healng
This pale green potion, which smells of mint, will
immediately warm the belly and lift the spirits of any who
drink it. Each potion will have 1D6 doses (the GM should
roll this number and keep it secret) when found. Drinking
this potion will immediately restore a wound and/or
negate Shaken status.
Poton of Quckness
This light blue potion, which smells of menthol, will
improve the reaction speed of any who drink it. Each
potion will have 1D6 doses (the GM should roll this
number and keep it secret) when found. Drinking this
potion will cause the imbiber to be treated as if he
possessed the Quick Edge for 3 + D6 rounds (the GM
should roll this number and keep it secret).
Helm of Command
A single ruby and a long red horsehair crest adorn this
military-style helmet. Whoever wears this helm affects all
friendly Wild Cards and Extras within as if he possessed
all of the Leadership Edges described in the main
rulebook. Donning the helmet activates its special power,
which lasts for up to one phase. The helmet may be used
once per day, and provides protection as a pot helm .
Rng of Alertness
The wearer of this ring is treated as if he possessed the
Alertness Edge. Its effect is continual as long as the ring is
worn.
Helm of Control
This unassuming metal helmet allows the wearer to
access the Puppet power once per day. Donning the
helm activates its power, which is usable for up to one
phase once per day. The helmet provides protection as a
pot helm.
Rng of Arcane Resstance
This ring causes the wearer to be affected as if he
possessed the Arcane Resistance Edge. The power of the
ring is automatically activated whenever the wearer is
the target of an arcane power or attempts to resist an
arcane power, effect, or attack.
Lucky Con
This normal looking gold coin allows the bearer access to
a single bonus Bennie each session. There is a 10%
chance of losing the coin each day. During any session in
which the bonus Bennie is used there is an additional 50%
chance that the coin will be lost. f the coin is damaged
or modified in any way (say by boring a hole through it to
fit it on a necklace) it will immediately cease to function.
Rng of Fear
The wearer of this ring will cause all who can see him to
be affected as if he possessed the monstrous ability Fear.
This effect can be invoked three times per day by
speaking the activation word found on the inner surface
of the item. Each invocation lasts one round.
Necklace of Healng
A single small diamond adorns this silver necklace.
Whoever wears it may access the Heal power once per
day. A single wound is automatically healed as an action
Ï raises and modifiers do not apply.
Rng of Flyng
This ring allows the wearer access to the Fly power. The
wearer may fly at a rate up to his normal Pace . It may be
used up to three times per day. Each invocation lasts one
phase.
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Rngs of Frendshp
These rings appear as a matched set Ï each inscribed
with one-half of a complex design. Possession allows
those wearing one or the other of a matched pair access
to the Common Bond Edge. Bennies may only be
exchanged between ring bearers.
· The Spectacles of Translation allow the wearer to
read any language viewed as if it were written in his
native tongue.
·
The Spectacles of Illusion Detection reveal all illusions
for what they truly are.
Rng of Spder Climbng
This ring allows the wearer to move as if he possessed the
monstrous ability Wall Walker. This effect can be invoked
three times per day by speaking the activation word
inscribed on the inner surface of the item. Each
invocation lasts one turn.
The items function three times per day for one turn per
activation. Simply putting them on activates the items.
Except for the Spectacles of Far Seeing, all sight is
restricted to the wearerÔs normal vision limits. If worn
during combat, there is a 50% chance of them being
knocked off any time the character suffers a wound.
Staff Sword
This unassuming ash staff is 6Ô in length and appears to be
a normal quarterstaff in all respects; however, when the
command word is spoken, the staff changes into a
longsword . This sword is magical, although it imparts no
special combat bonuses. Speaking the command word a
second time will cause the sword to revert to a staff. The
item may be used as often as desired Ï activation counts
as an action (consider it to be the same as drawing a
weapon).
Rng of Undead Summoning
These unassuming rings come in four varieties. Each ring
allows a different type of undead to be instantly
summoned. The summoned creature(s) will do the
wearerÔs bidding. Each invocation lasts for one turn, after
which the undead (whether destroyed or not) will return
to the ring ready to be summoned again. Each ring may
be used once per week.
Rng Type Number Undead Type
ron 1D4 Skeletons
Copper 1D6/2 Zombies
Silver 1D4/2 Ghouls
Gold 1 Wight
Staff of Undead Control
A gilded human skull tops this 5Ô obsidian staff. Its bearer is
able to control 1D6 undead creatures within the area
covered by a large burst template centered on the staff.
The undead will do exactly as the bearer of the staff
commands Ï excepting self-destruction (although they
can destroy one another). The staff can be used three
times per day Ï each use lasting for one phase . Sentient
undead are allowed a Spirit test to avoid the effects of
the staff - Wild Cards are immune.
Statistics for skeletons and zombies are given in the
Savage Worlds rulebook. Ghouls may use the Zombie
stats with the following changes: Strength = D8; Pace =
6Ò; Claws = STR+2; No Weakness (Head). Wights may use
the stats of a Ghost (as given in the rulebook) with the
following changes: They are armed with longswords
(STR+3).
Sun Stones
This fist-sized stone gives off enough light to illuminate an
area the size of a large burst template . Roll 2D6 each
day, on a result of 2 or 12 the magic that created the
stone fades and the sun stone becomes an ordinary
stone in all respects. The effect of the sunstone is
continual Ï no activation word is needed to invoke its
special effect.
Spectacles of Magcal Sight
There are several variations of these magical spectacles.
When discovered, roll D% on the following table to
determine the type found:
D% Result Type of Spectacles
01-15 Spectacles of Night Vision
16-30 Spectacles of nvisibility Detection
31-45 Spectacles of Ethereal Vision
46-60 Spectacles of Magic Sight
61-75 Spectacles of Far Seeing
76-90 Spectacles of Translation
91-00 Spectacles of llusion Detection
Sword of Cleavng
This two-handed sword imparts a Ï2 penalty to the userÔs
Parry value; however, each raise on the attack roll allows
a +4 bonus on the damage roll.
Sword of Defense
This sword allows a +3 bonus to the userÔs Parry value
when used. This effect does not come without a
downside, however, as an equal penalty is applied when
attacking and to any resulting damage.
·
The Spectacles of Night Vision allow the wearer to
see in the dark as if it were full daylight.
·
The Spectacles of nvisibility Detection allow the
wearer to see anything that is invisible due to natural
or magical means.
Talsman of Bravery
Characters wearing this talisman Ï which consists of a
golden circle (3Ò diameter) with an embossed lionÔs head
in profile attached to a gold chain Ï are treated as if they
possessed the monstrous ability Fearless. Although no
activation word is required to invoke the talismanÔs ability,
it will only function three times per day (it activates
automatically in the presence of anything requiring a
Guts check).
·
The Spectacles of Ethereal Vision allow the wearer to
see any ethereal items.
·
The Spectacles of Magic Sight cause all magical
items to glow a dull blue when viewed.
·
The Spectacle of Far Seeing increase the wearerÔs
normal range of vision by a factor of five.
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Wand of Fre/Cold/Lghtnng Bolts
This unassuming 1Ô wand of wood/metal/stone can be
used to cast bolts of fire/cold/electricity. The exact
appearance and trapping is up to the individual GM.
Each wand is Ñpre-loadedÒ with D10+10 power points
and cannot be reloaded once the last power point is
used. The user invokes the power of the wand by saying
one of the three command words inscribed along the
wandÔs length Ï the first casts a single bolt that does 2D6
points of damage and expends one power point; the
second invokes a variation, which expends two power
points and casts a single bolt that does 3D6 points of
damage; the final command word activates the wandÔs
most powerful power (and expends four power points)
which is a single bolt doing 4D6 points of damage. Up to
two bolts may be fired in a single round Ï this costs
double the normal power point expenditure for the type
of bolt fired (i.e., firing two 4D6 bolts would require eight
power points). For purposes of determining whether an
attack hits or not, assume the wand is a missile weapon
(with a range of 3/6/12) and use the normal rules
governing missile weapons (i.e., the characters Shooting
skill).
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Dssolve Magic Scroll
This parchment scroll contains an incantation written in
the Common Tongue. When read aloud (requiring an
action and a full round) it will dispel the effects of any
power as if the character had used the Dispel power. This
is a one-shot item Ï the scroll crumbles into dust once the
words are read. The scroll is treated as an AB: Magic
version of the spell cast at a skill level equal to D10.
Nectar of the Deep
This blue and salty liquid grants the user the benefits of
the Wave Runner power. For game purposes, treat the
character as if he had cast the power himself. The effects
last for one hour per dose and each potion will contain
D4 doses when found.
Poton of Etherealty
This clear and tasteless liquid grants the user the ability to
become ethereal. For game purposes, treat the
character as if the possessed the Monstrous Ability
(Ethereal). The effects last for D6 turns per dose and each
potion will contain D4 doses when found.
Weapon +1/+2
Any weapon may be imbued with a magical power that
grants it a bonus of +1 or +2 to its normal chances to
score a hit. The bonus also applies to damage resulting
from a successful attack. Weapons imparting such a
bonus should be quite rare indeed, with the +2 variety
being considerably more rare that those imparting a +1
bonus. Such bonuses are applied as any other bonus and
count toward determining raises.
PrestÔs Staff
This 6Ô long ash staff may be used as a normal
quarterstaff; however, in the hands of a priest, it provides
an additional 5 power points. These power points may be
used and recovered in the normal manner. A version for
mages also exists.
Hope you enoyed this Savage Worlds supplement Ï stay
tuned for more savaged goodies in the near future!
Rng of Fre Protection
This iron ring allows the wearer to ignore the effects of fire
and heat as if he had cast the Fire Walk (from 50
Fathoms) power. The ring may be used up to three times
a day for one turn per use.
Rng of Regeneraton
This ring is carved from the knuckle of a troll. Anyone
wearing it allows the wearer to regenerate wounds more
quickly than normally possible Ï for game purposes, treat
the character as if they possessed the Monstrous Ability
(Regeneration, Slow).
All illustrations are copyright by their respective owners
and are used without permission Ï no challenge of their
copyright is intended. Copyright owners wishing to have
their illustrations removed from this document should
contact the author ( blittlefield@yahoo.com )
Ths document was last modfed on: December 4, 2003
All modifications since the last release of this document
are in red. These modifications are the result of additional
playtesting, player and GM comment, forum feedback,
and simple editing errors and omissions.
Talkng Mrrors
These unassuming silvered mirrors (handheld) are usually
found as a pair. Those possessing them can
communicate with one another over any distance. The
mirror allows sight and sound to be transmitted regardless
of the actual distance separating the characters.
Weapons of Pan
These weapons Ï they may be of any form Ï cause
damage equal to their non-magical counterparts;
however, any damage they cause heals at đ the normal
rate. Damage that is magically healed is also halved so,
for instance, Heal requires a raise to heal a Wild Card of a
single wound or return an incapacitated Extra to Shaken
status.
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