Category Archives: Loot

Magic items and other neat stuff.

The Sword of Wonder

Why should Magic-Users have all the fun with their Wands of Wonder? Devised by an eccentric wizard who grew weary of the constant bragging and attention the “brave warrior” types always received, he created a devious magic weapon just for them.
The Sword of Wonder appears as a normal magical long sword until swung in combat. When the sword strikes an opponent instead of doing damage normally roll on the following chart:
1. Wielder and opponent are teleported into pocket dimension only to emerge when there is victor. The victor emerges with the appearance of the loser.
2. Wielder and opponent switch alignments.
3. Wielder and opponent switch genders.
4. Opponent is healed fully.
5. Opponent is cleaved in two. Each with 1/2 maximum HP but all other abilities at full strength.
6. Swarm of butterflies surround the wielder and opponent. Both at -2 to hit.
7. Swarm of carnivorous butterflies surround the wielder and opponent. Each take 1d4 damage per round for 1d6 rounds.
8. All ferrous metals within 20 feet of the Wielder are strongly magnetized. Strength and Dexterity checks required depending on the size and quantity of items in the area.
9. Wielder and opponent are rendered invisible but only to each other.
10. The Wielder hits his opponent as normal.
11. Wielder and opponent teleported 1d6 times 10 feet in a random direction.
12. Everyone and everything within 20 feet regenerates 3d6 HP.
13. The sounds of battle attract a wandering monster. Roll and see what shows up.
14. Fireball! Everyone within 30 feet Save or take 6d6 damage.
15. Nothing happens. But roll again for an illusionary effect.
16. Wielder is healed fully.
17. A random target within 20 feet of the wielder is dealt normal weapon damage.
18. Opponent hits itself.
19. Opponent takes damage equal to the amount of damage that the wielder has taken (Max HP-Current HP).
20. Opponent must Save vs Magic or be disintegrated.
The Sword of Wonder is considered a cursed magic item. Remove Curse spells will not release the wielder from this burden. He must acquire and use another cursed magic weapon for 3d6 weeks. That is if he survives.

The Dwarven Ricochet Hammer

Another little magic item popped into my head:
THE DWARVEN RICOCHET HAMMER
Long plagued by goblins pilfering their mines, the dwarves crafted this ingenious weapon to clear crowd tunnels of opponents.
The Dwarven Ricochet Hammer is a +1 magical throwing hammer doing 1d6+1 damage and has a range of 60 feet. The wielder makes a ranged attack against a primary target. If the hammer hits then the primary target takes damage as normal. The hammer then ricochets. Each target within a 20 foot radius of the primary target roll a successful Saving Throw or take 1d6+1 damage. The hammer then returns to the wielder. If the attack against the primary target misses then the hammer continues to fly out to its range of 60 feet.
If you happen to use fumbles in your game then a Natural 1 could prove interesting for any nearby party members.

The Sword of Stolen Memories

Who doesn’t love an ancient powerful soul eating sword?
The Sword of Stolen Memories acts as a normal +1 sword but it gains special abilities when it kills opponents with class levels. Victims without class levels like peasants or monsters only sate the sword and provide no other benefit.
The special effects are based on the class and the amount of levels of the victim(s). Each time one of the sword’s special abilities is used it burns the appropriate amount levels based on the class. The only way to recharge the sword is by killing more.
Fighter: +1d4 To Attack Rolls or +1d8 Damage. Determined before dice are rolled. The sword can do this 1x/level of fighter killed.
Cleric: Cast Cure Light Wounds on the wielder. 1x/two levels of cleric killed.
Thief: Cast the equivalent of the Knock spell. 1x/two levels of thief killed.
Magic-User: The ability to cast once the spells that were in the memory of the victim at time of death.
The Catch. Every artifact has catch. If the wielder of the sword dies. He cannot be resurrected by any means. His soul is forfeit to the sword. On the bright side, it does count as class levels for special abilities. The new wielder will be thankful for your sacrifice.

The Dagger of Logoalth

Forged in the blood of innocents. Dedicated to an ancient forgotten death god. This viscous artifact is prized by thieves and assassins. Anyone found possessing one in civilized areas is quickly executed. Any non-cult members who have a dagger are hunted down and killed.
The Dagger of Logoalth is considered to be magical. It’s more potent powers only activate against living targets. The dagger gets more dangerous with each hit.
First Hit: Normal Damage
Second Hit: Double Damage
Third Hit and beyond: Target Saves or Dies. If the attacker misses then he must save or die.
And sorry this post was a little late but real life came around and bit me in the ass.

The Serpent Blade

At first glance the weapon appears to be a +1 short sword with a blade fashioned to appear as a venomous asp.  When any of the following conditions are met, the blade’s unique qualities activate.

1.  A successful attack with the Sneak Attack/Back Stab ability

2.  The attacker rolls maximum damage.

3.  A “critical” hit is rolled.

The blade of the weapon transforms into a venomous snake and burrows into the flesh of the victim.  The snake does 1d6 damage every round and the victim must make a save versus Poison (each round) or suffer an additional 2d6 of damage.  During this time the attacker will need to use another weapon since his blade is inside the victim. Once the victim dies or the snake is removed The Serpent Blade returns to normal.

Yeah, I just watched Conan.

Potion of Spell Retention

A simple potion that has saved the life of many an arcane caster.

A magic user drinks this potion when prepares spells for the day. Whenever he casts a spell he rolls a Saving Throw against Magic. If the save is successful then the spell is retained in the magic user’s memory and the effect of the potion ends. If he fails the saving throw then potion does not activate.

Note: The magic user has no control which spell, he must save against. It is whenever he casts a spell, whether it be a simple cantrip or a powerful ritual.