TEXT: Tricky Owlbear Publishing, Inc. presents this series of pdfs for use with the 
  Swords & Wizardry Core Rules (and, by extension, any retro-clone game). 
  The narrator here, Maxolt Alberiim, is the same personality featured in our 
  “Behind the Spells” series of pdfs that focuses on the origins of the game’s 
  classic spells.  For this series, Maxolt (actually an ancient gold dragon who 
  takes human form to better disseminate his wisdom) rummages through 
  his hoard of magical paraphernalia and presents the most interesting items 
  which many have thought long lost to the ages.  The format is simple—the 
  magic item is explained and the accompanying italicized text is Maxolt’s 
  commentary (providing some sort of insight into the item or its history). All 
  text in this product is Open Game Content.
  Swords & Wizardy, S&W, and Mythmere Games are the trademarks of Matthew J. Finch. 
  Tricky Owlbear Publishing is not associated with Matthew J. Finch or Mythmere Games ™.
  
  2
  Misc. Magical Items 
  Boots of tremors: These sturdy leather boots 
  have a stony appearance accentuated 
  by decorative “cracks” running across their 
  surface.  When the wearer jumps in place 
  three times he unleashes ground-shaking 
  power.  All creatures within 60 feet must 
  succeed a saving throw (Dexterity bonus 
  applies) or fall to the ground. Unattended 
  objects, at the GM’s discretion, may also 
  topple.  Usable by: Magic-users.
  After witnessing the effectiveness of a 
  Cleric’s Earthquake spell, a human Magic-
  user named Mobiq Farnand developed 
  this special pair of boots for those of his own 
  vocation.  While their power was reliable, 
  most Magic-users weren’t comfortable 
  wearing the things around their sensitive 
  laboratory equipment.  As such, this 
  particular brand of magical footwear fell 
  out of favor and only a few dozen pairs 
  were created (making them quite valuable 
  among the right circles).  Mobiq was a 
  great lover of this type of magic item and 
  it is widely thought he also created the 
  more popular boots of elvenkind.
  Column of projection: Smoothly tapered 
  from the square crown down to the crisp 
  edges of an octagonal base, this exquisitely 
  veined marble column measures 3-1/2 feet 
  high, 15 inches in diameter, and weighs 
  200 pounds.  When a nonmagical object 
  is placed atop the flat top, the magic of 
  the column examines it down to the last 
  detail.  This process requires 10 minutes but, 
  thereafter, the object’s image is stored 
  within the magic item permanently.  When 
  commanded by the column’s owner (the 
  last person to have touched it), an illusory 
  image of a stored item is projected atop 
  the column.  Even books are copied in 
  their entirety just by placing the originals 
  atop the column.  The resulting illusions are 
  interactive, the owner being able to page 
  through a book, for example.  The column 
  has one defense mechanism that can be 
  activated by its owner (if within 120 feet). 
  On command, the column becomes 
  Invisible and projects an illusory duplicate 
  of itself up to 15 feet away.  Usable by: All 
  Classes.
  The ability to copy books in their entirety 
  makes individual library use of this item 
  obvious.  No longer does a person have to 
  rely on physically storing hundreds of books 
  when they can now store them “virtually.” 
  However, wanting a column of projection 
  and getting one are two different things. 
  These items are not only hard to move, 
  they’re hard (and expensive) to acquire. 
  But besides being extremely handy for data 
  storage, there is a persistent rumor that, 
  even though it cannot copy the image of 
  a magical item, a column can positively 
  identify the qualities of any placed on it. 
  The problem is, no one has been able to 
  verify this intriguing rumor.  Requiring a 
  command word for this function, if it exists, 
  seems most likely.  This possible power 
  aside, the column is a great find for any 
  adventurer since its unknown contents 
  could be quite valuable on their own.
  Fire orb: This polished orb appears to 
  be little more than a large version of a 
  child’s marble (2 inches in diameter). 
  When its bearer is damaged by magical 
  fire, however, the orb’s magical nature 
  becomes obvious.  It soaks up a maximum 
  of 5 points of magical fire damage and 
  stores that power until shattered.  Usually 
  the orb is thrown at an enemy which then 
  releases the same amount of fire damage 
  it had stored.  Usable by: All Classes.
  A clear variant of the more popular ring 
  of fire resistance, the fire orb came into 
  prominent use among the elite guards 
  of the Denatt Kingdom.  A fire-loving 
  evoker had long plagued the main trade 
  route leading to the capital city when 
  an enterprising Magic-user decided to 
  even the playing field.  He developed the 
  fire orb and sold the design to Denattan 
  mages who were able to mass produce 
  the items quickly and distribute them to 
  the elite guard (who were tasked with 
  eliminating the evoker).  The final battle 
  was a classic case of someone being able 
  to dish something out without being able 
  to take it as the evil Magic-user died in a 
  hail of small fireballs.  The Denatt Kingdom 
  has long since crumbled to ruin but these 
  
  3
  orbs are typical treasure for those who 
  explore its now monster-infested land.
  Necklace of skulls: No less than five 
  ivory-crafted skulls adorn this fine silver 
  necklace.  The tiny human skulls can be 
  easily removed and, when thrown to the 
  ground, conjure a standard skeleton to do 
  the user’s bidding.  Only one skeleton can 
  be in use at a time, the undead serving 
  faithfully until its destruction.  Usable by: All 
  Classes.
  Inspired by the more popular necklace 
  of firebaubles, this necklace has found 
  its niche market with minorly powerful 
  necromancers and those who enjoy silent 
  (if a bit creepy) servants.  People should 
  really think “outside the box” though 
  with an item like this.  A single skeleton’s 
  effectiveness in combat is questionable 
  until one considers that there are other 
  means of participating in combat besides 
  direct melee.  I’ve seen someone use a 
  necklace skeleton to perform acts such as 
  setting off a devastating trap, decoying a 
  pursuing foe, and employing simple magic 
  items (like laying out a carpet of flying or a 
  portable hole).
  Portal bug: This magical transportation item 
  appears to be a ladybug affixed to a small 
  block of wood.  The “insect” is dull red in 
  color, measuring no more than two inches 
  in length, and has a sharp steel point on 
  the bottom which is how it is attached to 
  the base.  When removed from the block 
  and pushed onto the wooden frame of 
  a doorway (or other portal), the bug’s 
  magic is unleashed.  For the next five 
  minutes, anything that passes through the 
  enspelled portal (which glows very faintly) 
  is transported one-way onto the ethereal 
  plane.  After the duration, the portal bug 
  disintegrates and the doorway returns to 
  normal.  Usable by: All Classes.
  When you hear about people “vanishing 
  without a trace” it is usually because they 
  are very good at hiding.  Once in awhile, 
  however, it is because they have used a 
  portal bug.  These items have proven useful 
  not only for quick escapes but also to aid 
  in defending against ethereal creatures; 
  the user employing the bug to be able 
  to reach the monsters on their home turf.  
  Unless you have some means of returning 
  from the ethereal, though, this item should 
  probably be kept as a last resort.
  Shadow wrap gauntlet: This black glove 
  looks like velvet but has the resiliency of 
  steel.  Three times per day the wearer 
  can shoot ribbons of dark energy from 
  the gauntlet’s knuckles.  These bands of 
  shadow stuff cocoon one human-sized 
  (or smaller) target within 15 feet.  On any 
  round a target remains wrapped, the 
  wearer can flood the ribbons with negative 
  energy.  This inflicts damage as per the 
  reversed version of the Cure Light Wounds 
  spell (1d6+1).  The shadow ribbons remain 
  for up to 6 rounds before dissipating on 
  their own into nothingness.  Severing the 
  bands physically will achieve the same 
  end but requires 10 hit ponts of damage to 
  be dealt in one round.  Usable by: All but 
  Fighting-men.
  Conceived of, and later crafted by, a High 
  Shadow (the chief Cleric of the Darkness 
  deity), the shadow wrap gauntlet is a 
  status symbol among the Darkness clergy. 
  The church will exert above average 
  effort to retrieve any that become lost to 
  self-righteous adventurers.  Some sages 
  (myself included) believe that a person 
  who possesses one of these gauntlets can 
  gain access to magically sealed church 
  safe houses.
  Specterblade: The sword is clearly of Elven 
  make and its cross guard is shaped like a 
  crescent moon.  This magical longsword 
  +3 radiates a dim aura of darkness around 
  its blade.  Once per day, the wielder can 
  fire this darkness at an opponent up to 30 
  feet away.  Living targets must succeed 
  a saving throw or be drained of 2 levels. 
  Lawful creatures who merely touch the 
  blade are subject to the same effect (but 
  are only drained of one level for a failed 
  save).  Usable by: Fighting-Men.
  There is a legend about a powerful Elven 
  Adventurer who became corrupted by 
  an artifact of chaos and turned on his 
  community.  Once its best protector, the 
  
  4
  Elven lord became its doom, leading his 
  corrupted company in wanton slaughter of 
  the village.  The deaths were too gruesome 
  for me to recount here but the gods of that 
  time are said to have punished the Elven 
  company for the heinous deed by turning 
  them into undead guardians of the once 
  peaceful glade, forced to forever look 
  upon their misdeed.  The land had soaked 
  up the blood and agony of the dead and 
  the horrible event forever changed the 
  landscape.  To this day, trees seep poison 
  and peaceful wandering animals become 
  ferocious diseased creatures.  At its heart, 
  the corrupted glade’s pond retains a 
  magical quality (formerly of healing) that 
  turns all longswords dipped into it into 
  specterblades, like the ones carried by 
  the cursed Elven company.  For cults that 
  venerate the undead, the glade is a rite 
  of passage to which prospective upper 
  echelon members must go to and claim 
  their own specterblades before being able 
  to elevate their status.
  Staff of storing: This smooth wooden staff 
  measures six feet in height and is 1-1/2 
  inches in diameter.  When the staff bearer 
  touches an object and speaks the word 
  “keep”, the object becomes a small (1-inch 
  diameter) two-dimensional design that 
  appears on the staff’s surface.  Restoring 
  the object requires nothing more than 
  touching the proper image and speaking 
  the word “free.”  Unlike normal magical 
  staves, this one does not use charges. 
  Usable by: All Classes.
  Although created in the same time period 
  as the column of projection, that is the 
  limit to the relationship of that item and 
  this staff.  Since the staff’s power is not 
  limited to capturing nonmagical objects, 
  magic-users and clerics frequently carry 
  miscellaneous items such as potions within 
  it for easy transport.  Non-spellcasters tend 
  to use the staff as a lockbox, storing keys, 
  gemstones, and important documents 
  within its magical frame.  These staves were 
  quite popular up until two centuries ago 
  in the region known then as Vylentia.  The 
  most recent news I’ve heard about them is 
  that someone is trying to fashion a version 
  which can capture living beings.
  Unusual Magical Ammunition 
  The four different types of ammunition 
  described below should be considered 
  extremely rare and only be found in 
  quantities of five or less.
  Arrow of penetrating: This +2 magical 
  arrow is decorated by tiny fists that run its 
  length.  Once this arrow hits a foe, and 
  is not removed before the next round, it 
  magically regains its previous momentum 
  and damage must be re-rolled.  If two 
  “maximum” damages are rolled in a row, 
  the arrow tears through the target’s body 
  in a gory eruption, inflicting an additional 
  2d6 damage.  At the GM’s discretion, 
  repeated penetration of a target’s head 
  automatically slays it.  The arrow can regain 
  its momentum a total of four times before 
  the magic dissipates.
  Ogres, giants, and other sizable creatures 
  rarely stop to pluck an enemy arrow from 
  their bodies.  It has good reason to be 
  unconcerned when such projectiles are 
  mere nuisances.  The magic of this arrow 
  changes things entirely.  I once saw an 
  orc fall to the arrow’s first strike but land so 
  the projectile was not crushed.  In the next 
  few moments, the arrow blasted through 
  the monster’s head to take out an ogre’s 
  kneecap.  I’d call that a good shot!
  Arrow of screaming: This +1 magical arrow 
  emits a painful screech after it takes flight 
  from a bow.  The target as well as any 
  creature within five feet of the arrow’s flight 
  path are subject to this horrible wail which 
  inflicts 1d4 damage (no save) and deafens 
  the affected creatures (save negates) for 
  2d4 rounds.
  Besides being useful against spellcasters, 
  these arrows can also do wonders in 
  unnerving enemy soldiers when fired over 
  their heads.  It might improve effectiveness 
  if someone took this arrow and added 
  some harmless pyrotechnics as well.
  Bolt of summoning: On impact, this +1 
  magical bolt summons one monster from 
  the list below.  The monster appears as 
  close to the point of the bolt’s impact as 
  
  5
  possible and attacks the bolt’s target for 
  1d4+1 rounds before disappearing.
  Roll d6
  1 – Ant, Giant (Worker)
  2 – Centipede, Giant (Small, lethal)
  3 – Gnoll
  4 – Lizardman
  5 – Wolf
  6 – Zombie
  This magical bolt lends a bit more efficiency 
  to the battlefield.  Instead of choosing 
  between hefting his crossbow or casting 
  a spell, a Magic-user can now do both! 
  This bolt has also been known to be used 
  defensively, being armed in a crossbow trap 
  just inside a doorway or outside a treasure 
  vault.  The resulting “instant guardians” 
  are rarely used due to their weak staying 
  power but often prove effective in at least 
  delaying an intruder long enough for more 
  potent defenses to arrive.
  Bolt of teleporting: Any creature damaged 
  by this +1 magical bolt must succeed a 
  saving throw or find itself Teleported 60 
  feet in a random (horizontal) direction.  
  The target cannot arrive inside a solid 
  mass (appearing as close to that spot as 
  possible) but can appear over a pit or 
  other imminently dangerous location.
  No matter what precautions Magic-users 
  take, it seems almost inevitable that a 
  foe gets too close for comfort.  When a 
  powerful opponent threatens the mage’s 
  companions, large-scale magical assaults 
  are not an option (unless the caster enjoys 
  heavy collateral damage).  And maybe 
  pinpoint magical strikes aren’t powerful 
  enough to get the job done.  Perhaps a 
  Magic-user has run out of spells and just 
  needs time to escape.  For all of these 
  reasons (and more), the bolt of teleporting 
  was created.  And you certainly can’t 
  blame 
  the 
  crossbow 
  wielder 
  if 
  the 
  unfortunate target of one of these bolts 
  finds its way onto the wrong side of a cliff 
  face.
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rick Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Some artwork copyright William McAusland, used with permission.
  Additional artwork by Jesse Mohn
  Maxolt’s Magical Menagerie #1, Author Bret Boyd, Copyright 2010, Tricky Owlbear Publishing, Inc.
  
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