Miscellaneous Loot
Miscellaneous Loot I have found lying around written by either myself or other GM's.
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Ring of Strength
This simple yet elegant seal ring is silver with an engraving of a sword in the top. In the pommel is set a small ruby. This ring contains one charge of Rk 20 Strength of Stone as per the Earth Mage Spell. If worn by one who follows the PoD the ring will not work and while worn will drain 1ft/ minute (endurance once no fatigue. For each 10 fatigue drained the item will recharge one charge of strength (Max 5). This draining only affects those who are aligned, pacted or otherwise are on good terms with the PoD. To remove the item requires a minor curse removal for all wearers.
- BC: 100%
- Duration: 7.5 Hours
- Value: 2300sp (Spell 2000, Ring 300)
- MA of Curse: 19
- GM: Mandos
Illusionary Blade
This four inch long silver handle may become any bladed weapon. The blade may not be created through an entity or object. It costs one tiredness fatigue / Base Damage value of the weapon to change the blade. It may be shrunk back to just the handle for no fatigue cost. The blade may not be enchanted in any way but counts as magical damage.
- GM Gordon
- Value: 4000sp
- Weight: 4 ounces
- Aura: Magical
- Plane of Origin: Alusia
- Nature of the Magic: Illusion
- College: Illusion
- Magically Trapped/Warded/Cursed: No.
Chest of Undead Storage
This large chest weighing 42 pounds will store undead spirits. The chest is three feet long two feet wide and one and a half feet in height and is made of a solid heavy wood. The chest is carved with ornate runes depicting spirits in agony. Any spirits will be locked away from the physical world until released from the chest. The chest will any number of spirits however as soon as the lid is opened and for each minute thereafter the chest lid is open there is a <Number of Spirits>% chance of one escaping with the strongest fleeing first. What the spirits will do once freed is up to the GM at the time.
To place a spirit within the chest the body or container holding the spirit may be put into the chest or the spirit can be released near (Same Hex) the open chest and there is a 75% chance of the spirit being sucked into the chest. If a living creature enters the chest they will be devoured by the undead spirits.
The chest may not be able to hold all undead, specific spirits may be too strong. This is GM dependant but the GM should note that the item is both heavy and expensive and judge accordingly.
The chest may not be placed in deep pockets or any other form of portable pocket universes that can be carried by an individual.
The item itself is cursed but this has no impact on other creatures who utilise the chest.
- GM Mandos
- Value: 42000sp
- Aura: Formally Living
- Plane of Origin: Haven
- Nature of the Magic: Containment
- College: Shaper
- Magically Trapped/Warded/Cursed: Yes
Helm of soul absorption
This helm allows the user to absorb the life/death force of another being. The intended victim must be kept in view for continuously for 5 minutes after which they make a resistance check of (MR + 20 (Max 95) or be permanently killed. The wearer may use the victims EN/FT to heal their own and also add one half of the victims full FT/EN to their own for a period of 6 hours. This is stackable with no maximum.
E.g. Boris the bastard has EN/FT of 20/20 and he consumes the soul of Doris the Depraved (20/20) and Morris the Mad (15/18). Boris will, for four hours, have an Endurance of 38 and a fatigue of 39 and will have healed any damage taken.
Undead may use this by consuming other undead, if a living being takes the soul of an undead they will take damage equal to the undeads max FT/EN and will also have a reduction to their maximum of one half the victims FT/END. This also applies to Undead absorbing living people.
The item itself is cursed but this has no impact on other creatures who wear the helm. Rituals have also been developed to work with this help to speed up the process or increase the boost but these are not able to be divined from the helm.
- GM Mandos
- Value: 35000sp
- Aura: Formally Magical
- Plane of Origin: Haven
- Nature of the Magic: Conversion
- College: Shaper
- Magically Trapped/Warded/Cursed: Yes
Piercing of Permanence
These metallic barbs may be pierced through the flesh of an entity to make one non-permanent spell or ritual permanent. This will affect any spell/ritual that has an effect on a single target entity and has a normal duration of more than one hour. Only one piercing may be worn by a living entity however those of an undead persuasion may use as many as they wish. The ritual will dissipate as soon as the piercing is removed. The piercing also drains life force to maintain the ritual and so the user's maximum endurance is reduced by 3 while the piercing is in effect.
- GM Mandos
- Value: 40000sp
- Aura: Formally Magical
- Plane of Origin: Haven
- Nature of the Magic: Suspension
- College: Shaper
- Magically Trapped/Warded/Cursed: Yes
Bow of Goblin Archers
These short bows when activated (1 pulse) create two magical long bows that reside in the front left and front right hexes.
These bows can be fired at the base chance of the short bow and all three arrows will hit the same target. The Longbow arrows will count as physical damage but will not remain if Endurance damage is caused.
If a magical bow takes any damage the bow will be permanently destroyed. Anyone using the bows will also lose 2 points of tiredness fatigue each time they are fired. (1 if a bow has been destroyed).
- GM Gordon
- Value: 8000sp
- Aura: Magical
- Plane of Origin: Allusia
- Nature of the Magic: Replication
- College: Orc Shaping
- Magically Cursed: Yes – No effect, just cursed.
Amulet of Hora
These amulets are small and intricately made hourglasses 1 inch long edged with true-silver and gold. Instead of sand they have a small pool of liquid star-silver.
The amulet is tied to XXXXX and may only be used by them. Each High Holiday the amulet will store 5 seconds of time which may be used at whim by XXXXX. When activated all time will stop for everyone else and XXXXX may use the pulses stored within the amulet to take actions. These actions are restricted only in that XXXXX may not make contact with any other living creature while they are outside time.
Alternately the time stored may be used to take the users physical state back a number of pulses returning them to how they were that many pulses ago.
Should the user die and the amulet is charged the amulet will automatically discharge all time stored in this fashion.
- GM Mandos
- Value: 30000sp
- Aura: Magical
- Plane of Origin: Allusia
- Nature of the Magic: Storage
- College: No Answer
- Magically Trapped/Warded/Cursed: No
Amulet of Demonic Misdirection
This small amulet will protect the wearer against demonic entities (both light and dark). While wearing the item the wearer will be under the effect of a Rk15 Invisibility for all Demonic entities that might otherwise see the wearer. This effect only stops the demon's natural vision if the demon is under the effect of a spell of Witchsight they will be able to see the wearer as normal.
An invisible thing does not have a shadow or a reflection. They have no impact on their environment as a result of the effects of light in any form. The converse is not true - light still affects the target (e.g. may still see, be hit by Blackfire etc.). Invisibility may be cast over objects or entities (and any possessions of either). An object's possessions are any thing which is totally enclosed by that object (e.g. coins in an invisible chest which is closed, but not one which is open). If a thing ceases to be a possession, then the spell will not affect it. Similarly if an object becomes a possession then the spell will affect it (i.e. an object put down by an invisible entity will become seen; a coin put in the invisible chest will become invisible). Note that light may not be a possession — if the target is carrying a lantern it will be invisible, but the light it emits will not. The spell ceases to work whenever the target makes a strike check (whether resulting in a "hit" or not) that does not involve a Thrown or Missile weapon (used as such).
- GM Mandos
- Value: 6000sp
- Aura: Formally Living
- Plane of Origin:
- Nature of the Magic: Illusion
- College: Greater Summoner
- Magically Trapped/Warded/Cursed: No
Sails of Bewitching Calm
Any ship out to sea with these sails set will never be troubled by storms. The seas around the boat out to 500ft will always be calm and perfect for sailing. Any winds entering the area will turn to aid the ship movement and will only be as strong as the ship can handle. As long as the wind is strong enough the ship will always sail at the maximum speed for the ship, although in light winds the boat will only be pushed as fast as that wind will allow. The ship must be able to carry all the sails, this requires at least three masts.
- Value 50,000
- GM - Mandos