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Some converted magic items


Eodin

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Staff of Bonebreaking: (Total: 82 Active Cost, 20 Real Cost) Hand-To-Hand Attack +4d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2) (40 Active Points); OAF (Staff; -1), Hand-To-Hand Attack (-1/2), STR Minimum 6-14 (10 STR; -1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 11) plus Drain BODY 1d6, any Body-based power one at a time (+1/4), Reduced Endurance (0 END; +1/2), Delayed Return Rate (points return at the rate of 5 per Month; Character heals damage as if recovering BODY; +2) (37 Active Points); OAF (Staff; -1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; 10; -1), Limited Power Power loses about half of its effectiveness (Only works if strike does BODY; -1), Required Hands Two-Handed (-1/2), Limited Power Healing BODY heals power (-1/2), Real Weapon (-1/4) (Real Cost: 7) plus +1 with HTH Combat (5 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 2)

Description:If the staff does BODY, it has broken a bone, and reduces a BODY-based power depending on what was broken. Breaking a leg drains running; breaking an arm reduces DEX/OCV; breaking a rib drains CON; etc.

 

Cloak Of The Hornet, all slots OIF (Cloak; -1/2)

Flight: Flight 12", Position Shift (29 Active Points); OIF (Cloak; -1/2)

Sting: Killing Attack - Ranged 1d6, Personal Immunity (+1/4), Does BODY (+1), Attack Versus Limited Defense (Magical Resistant ED; +1 1/2) (56 Active Points); 3 Charges (-1 1/4), OIF (Cloak; -1/2)

Cloak Mana Reserve: Endurance Reserve (60 END, 1 REC) (7 Active Points); OIF (Cloak; -1/2)

Description: The Hornet Cloak gives the wearer flight like a hornet, and the ability to "sting" 3 times per day with a magical bolt of energy. The sting bypasses normal armor, but can be reduced by magical [rED] protection, such as magic armor or spell.

 

Cloak Of The Cat, all slots OIF (Cloak; -1/2)

Catseyes: Nightvision (5 Active Points); Costs Endurance (-1/2), OIF (Cloak; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

Catsclaws: Clinging (normal STR) (10 Active Points); OIF (Cloak; -1/2), Costs Endurance (-1/2), Limited Power Cannot hang from ceiling, but can climb vertical surfaces (-1/2), Extra Time (Full Phase, Only to Activate, -1/4)

Catspaws: Invisibility to Hearing Group , No Fringe (20 Active Points); Limited Power Only to walk and move without making noise (-1), OIF (Cloak; -1/2)

Land On Feet: Gliding 6", Limited Power Only To Land Safely On Feet From A Fall/Jump (+0) (6 Active Points); OIF (Cloak; -1/2)

Cloak Mana Reserve: Endurance Reserve (60 END, 1 REC) (7 Active Points); OIF (Cloak; -1/2)

Description: A favorite of cat-burglars and spies.

 

Elephant Figurine: Summon 197-point Elephant, Devoted (+3/4) (68 Active Points); 1 Charge (-2), OAF (Figurine; -1), Extra Time (Full Phase, Only to Activate, -1/4), Incantations (Word Of Activation; -1/4)

Description: This black figurine of an Elephant can become an elephant once per day. The elephant is devoted to the summoner, and will perform any requested task(s) until the caster returns the elephant to it's figurine form. If the elephant is killed while in elephant form, it is destroyed, and the figurine is gone.

 

Patchwork Robe: Multipower, 180-point reserve, (180 Active Points); all slots 64 Charges which Never Recover (-1 1/2), OIF (Robe; -1/2)

Create Object: Major Transform 12d6 (Patch into any typical (inanimate) adventuring gear: dagger, lantern, mirror, 2meter pole, 20m rope, door, window, ladder, bags, chests, rowboats, etc.) (180 Active Points); All Or Nothing (-1/2), No Range (-1/2), OIF (Robe; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

Create Object 2: Summon 250-point any adventurer's creature, Devoted (+3/4), Expanded Class of Beings Any Type of Being (creates (summons) any creature typical to adventuring life: packmule, riding horse, tracking hound, etc.; +1) (137 Active Points); Extra Time (Full Phase, -1/2), OIF (Robe; -1/2), Gestures (-1/4)

Description: The mage's patchwork robe has 64 patches sewn on the outside of the robe. The mage may pull off any of the patches and have it become any desired object common to adventuring. Once a patch is removed, it may not be reattached; when all 64 patches have been used, the robe is no longer magical.

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Re: Some converted magic items

 

Officer's Battlefield Leather: Armor (5 PD/5 ED), No Mass (3.5kg; +0) (15 Active Points); OIF (-1/2), Real Armor (-1/4). Total Cost: 8 points.

Subtle enchantments make this leather armor almost as strong as chainmail. It's mass is also very light, weighing only 3.5kg. Inspiration: Might & Magic 7

 

Pirate's Raiding Leather: Armor (6 PD/6 ED), No Mass (3.5kg;+0) (18 Active Points); OIF (-1/2), Real Armor (-1/4). Total Cost: 10 points.

Given to the officers (captains and 'mates) of the pirate kingdom, enchantments make this leather armor as strong as chainmail. It's mass is also very light, weighing only 3.5kg. Inspiration: Might & Magic 7

 

King's Battlefield Leather: Armor (7 PD/7 ED), No Mass (+0), Hardened (+1/4) (26 Active Points); OIF (-1/2), Real Armor (-1/4). Total Cost: 15 points.

Very few suits of the King's Battlefield Leather have been made. The enchantments placed on it make it as good as plate and chain, but at light as cloth (3.5kg). It is also hardened against piercing blows such as picks and stilletos.

 

Gauntlets of the Master Smith, all slots OIF (Gauntlets; -1/2)

Protection: Armor (6 PD/12 ED), No Mass (+0) (27 Active Points); OIF (Gauntlets; -1/2), Real Armor (-1/4)

Forging Strength: +10 STR (10 Active Points); No Figured Characteristics (-1/2), OIF (Gauntlets; -1/2)

Workman's Endurance: +20 END (10 Active Points); OIF (Gauntlets; -1/2)

Created by the Master Smith for his assistants in creating the powerful armor and weapons used in the Monster Wars. Inspiration: Might and Magic 7

 

Robe of Pockets: Multipower, 160-point reserve, (160 Active Points); all slots OIF (Robe; -1/2)

Storage Pockets: Extra-Dimensional Movement (Single Dimension), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2) (100 Active Points); Gate (-1/2), OIF (Robe; -1/2)

Know What's In Pockets: Clairsentience (Sight Group), Single Dimension, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); OIF (Robe; -1/2)

The robe of pockets contains several pockets that are portals to another single dimension. The mage can place items in the pockets (pocket dimension) and the items have no weight (encumbrance) on him. He always knows what's in the pockets, but he'll still have to spend time retrieving the object as needed.

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Re: Some converted magic items

 

Leather of the Pirate King, all slots OIF (Leather Armor; -1/2).

Enchanted Leather: Armor (6 PD/6 ED), No Mass (+0) (18 Active Points); OIF (Leather Armor; -1/2), Real Armor (-1/4)

Nimble-fingered: Sleight Of Hand 13- (11 Active Points); OIF (Leather Armor; -1/2)

Disarming Expertise: +2 with HTH Combat (any Disarm Maneuver) (10 Active Points); OIF (Leather Armor; -1/2)

Water Walking: Flight 6", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (24 Active Points); OIF (Leather Armor; -1/2), Only In Contact With A Surface (Water) (-1/4)

Rogue's Luck: Luck 2d6 (10 Active Points); OIF (Leather Armor; -1/2)

Created for THE Pirate King, the armor kept him alive in many raids. Unfortunately, it didn't save him from being poisoned by his wife when he returned from his last raid. Inspiration: Might and Magic 7

 

Longbow of Carnage: Killing Attack - Ranged 2d6, Explosion (+1/2) (45 Active Points); OAF (Bow; -1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; 13 STR; -1), Real Weapon (-1/4). Total Cost: 14 points.

Created during the Monster Wars, these bows tranform any arrow fired from them into a globe of fiery energy that explodes on impact. The tricks for the archer, of course, are to remain out of the range of the explosion, and to keep his friends out of said explosion. Inspiration: Might and Magic 7

 

Ring of Air Magic: (Total: 175 Active Cost, 86 Real Cost) Aid 3d6+1 (standard effect: 10 points), all Air Magic powers simultaneously (+2), Delayed Return Rate (points return at the rate of 5 per Month; Permanent While Worn; +2) (165 Active Points); Self Only (-1/2), OIF (Ring; -1/2) (Real Cost: 82) plus +5 with Air Magic Skill (10 Active Points); Limited Power Power loses about half of its effectiveness (Only To Offset MR penalties of higher AP cost of spells; -1), OIF (Ring; -1/2) (Real Cost: 4).

Created for guildsmen of the college of Air Magic, these rings increase the power of all Air Magic spells cast, without increasing the difficulty of said spells. Inspiration: Might and Magic 7

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Re: Some converted magic items

 

Dart of Stunning: Killing Attack - Ranged 1/2d6, Required Hands One-Handed (+0), Penetrating (+1/2), +5 Increased STUN Multiplier (+1 1/4) (27 Active Points); 32 Charges which Never Recover (-1 3/4), STR Minimum 5 (STR Min. Cannot Add/Subtract Damage; -3/4), OIF (Darts; -1/2), Limited Range (16"; -1/4), Real Weapon (-1/4). Total Cost: 6 points.

Description: Darts of Stunning don't do much BODY damage, but excel at stunning the target. (Average 2 BODY, which is ignored by even Leather Armor; STUN Mult is +5, so a hit to the chest is x(3+5) or x8, so 16 STUN). When a dart is used, its magic consumes it and it disappears.

 

Animal Control Potion: Mind Control 8d6 (Animal class of minds), Requires An Alchemy Skill Roll (to brew; No Active Point penalty to Skill Roll; +0), Telepathic (Direct Mental Control; +1/4) (50 Active Points); Extra Time (6 Hours, Brewing Time; -3 1/2), OAF Fragile (Potion; -1 1/4), Stops Working If Mentalist Is Knocked Out (-1/4).

Description: This version of the potion lets the drinker pick any animal in sight to control. So if he sees a pig, a donkey, and a tiger, he may choose which of the 3 to try to control. Total Cost: 8 points.

 

Clairaudience Potion: Clairsentience (Hearing Group), Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; +0), 4 Continuing Charges lasting 20 Minutes each (+1/4) (25 Active Points); Extra Time (6 Hours, Brewing Time; -3 1/2), OAF Fragile (Potion; -1 1/4). Total Cost: 4 points.

 

Potion of Heroism: (Total: 95 Active Cost, 14 Real Cost) Aid BODY (+8 BODY) 5d6+1 (standard effect: 16 points), Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (79 Active Points); Extra Time (6 Hours, Brewing Time; -3 1/2), OAF Fragile (Potion; -1 1/4), 4 Charges (-1), Self Only (-1/2) (Real Cost: 11) plus +2 with All Combat, Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), 4 Continuing Charges lasting 1 Hour each (+0) (16 Active Points); Extra Time (6 Hours, Brewing Time; -3 1/2), OAF Fragile (Potion; -1 1/4) (Real Cost: 3).

Description: Drinking this potion gives the user +8 BODY and +2 Overall Combat Levels.

 

Potion of Invulnerability [to Nonmagic Attacks]: Desolidification (affected by Magic), Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), 4 Continuing Charges lasting 20 Minutes each (+1/4) (50 Active Points); Extra Time (6 Hours, to brew; -3 1/2), OAF Fragile (Potion; -1 1/4), Only To Protect Against Non-magical attacks (-1), Cannot Pass Through Solid Objects (-1/2).

Description: This potion protects the drinker from any non-magic attack. Swords, arrows, tiger's claw, punch, all have no effect. Spells and magical weapons have normal effect.

 

Potion of Long Life: Life Support (Longevity: 400 Years), Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), 1 Continuing Charge lasting 1 Century (+0), Difficult To Dispel (x16 Active Points; +1) (4 Active Points); Extra Time (6 Hours, to brew; -3 1/2), OAF Fragile (Potion; -1 1/4). Total Cost: 1 point.

Description: For the next Century (100 years), the drinker ages at 1 year for every 4 that pass. When the potion expires, he ages normally. Note that although the Real Cost is very low, the $$$ cost is extremely high, as most nobles and kings want to live a long, long time.

 

Chayapa: Energy Blast 7d6, Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), 16 Continuing Charges lasting 1 Turn each (+0), Reduced Endurance (0 END; +1/2), Continuous (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (140 Active Points); Extra Time (6 Hours, to brew; -3 1/2), Limited Power Only If Weapon Does BODY (-1), OIF (tin container; -1/2). Total Cost: 23 points.

Description: This blue gel smells vaguely of mulberries, and is often used to coat arrows, daggers, darts, and so forth. Chayapa is quick acting, and very powerful.

 

Ghoul Sweat: Drain DEX 5d6 (standard effect: 15 points), Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), 16 Charges (+0), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (87 Active Points); Extra Time (6 Hours, to brew; -3 1/2), Limited Power Weapon Must Do BODY (-1), OIF (tin container; -1/2). Total Cost: 14 points.

Description: This scummy green gel smells like, well, ghoul sweat. Like Chayapa, it is often used to coat arrows, daggers, and so forth. Ghoul sweat causes painful muscle cramps, making physical activity very difficult (and painful).

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Re: Some converted magic items

 

Chayapa: Energy Blast 7d6, Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), 16 Continuing Charges lasting 1 Turn each (+0), Reduced Endurance (0 END; +1/2), Continuous (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (140 Active Points); Extra Time (6 Hours, to brew; -3 1/2), Limited Power Only If Weapon Does BODY (-1), OIF (tin container; -1/2). Total Cost: 23 points.

Description: This blue gel smells vaguely of mulberries, and is often used to coat arrows, daggers, darts, and so forth. Chayapa is quick acting, and very powerful.

Could you give a little more information on the sfx of this attack? I understand it is supposed to be a poison that you coat on piercing/stabbing weapons but what is it's effect in an in-character sense?

 

TB

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Re: Some converted magic items

 

Could you give a little more information on the sfx of this attack? I understand it is supposed to be a poison that you coat on piercing/stabbing weapons but what is it's effect in an in-character sense?

 

TB

 

Chayapa: Energy Blast 7d6, Requires An Alchemy Skill Roll (No Active Point penalty to Skill Roll; to brew; +0), 16 Continuing Charges lasting 1 Turn each (+0), Reduced Endurance (0 END; +1/2), Continuous (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (140 Active Points); Extra Time (6 Hours, to brew; -3 1/2), Limited Power Only If Weapon Does BODY (-1), OIF (tin container; -1/2). Total Cost: 23 points.

Description: This blue gel smells vaguely of mulberries, and is often used to coat arrows, daggers, darts, and so forth. Chayapa is quick acting, and very powerful.

Chayapa gives the sensation of having one's breath pulled forcefully from the body, as one of chayapa's effects is the consumption of oxygen in the bloodstream. Chayapa also has a magical component that spreads negative energy through the bloodstream. The victim tends to turn as blue as the chayapa gel from lack of oxygen and negative planar energy coursing through the body.

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Re: Some converted magic items

 

Archangel Broadsword: Killing Attack - Hand-To-Hand 1d6+1 (Piercing 6 rPD), Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Affects Desolidified Any form of Desolidification (+1/2) (95 Active Points); OAF (Broadsword; -1), STR Minimum 12 (-1/2), Real Weapon (-1/4). Total Cost: 34 points.

Description: This blade of pure erudine steel can cut through armor like butter and glows with a blue-white light. The blade can also penetrate spells of protection (e.g. Potion of Invulnerabilitly to Normal Weapons) and can affect spirits. Inspiration: Might and Magic 8.

 

Havoc, Broadsword of Legend: (Total: 85 Active Cost, 31 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); OAF (Broadsword; -1), STR Minimum 12 (-1/2), Real Weapon (-1/4) (Real Cost: 14) plus +2 SPD (20 Active Points); OAF (Broadsword; -1) (Real Cost: 10) plus +5 with HTH Combat (OCV Only) (25 Active Points); OAF (Broadsword; -1), Limited Power OCV Only (-1), Side Effects, Side Effect occurs automatically whenever Power is used (x1/2 DCV in Combat, cannot use Block/Parry; -1/2), Real Weapon (-1/4) (Real Cost: 7)

Description: This legendary sword enhances the speed and accuracy of the sword-wielder, but at a cost. The aggressive, offensive nature of the weapon reduces the defense of the wielder, and prevents the use of Block and similar defensive maneuvers.

Inspiration: Might and Magic 8

 

Divine Amulet: (Total: 125 Active Cost, 83 Real Cost) +10 STR (10 Active Points); IAF (Amulet; -1/2) (Real Cost: 7) plus +10 DEX (30 Active Points); IAF (Amulet; -1/2) (Real Cost: 20) plus +10 CON (20 Active Points); IAF (Amulet; -1/2) (Real Cost: 13) plus +10 BODY (20 Active Points); IAF (Amulet; -1/2) (Real Cost: 13) plus +10 INT (10 Active Points); IAF (Amulet; -1/2) (Real Cost: 7) plus +10 EGO (20 Active Points); IAF (Amulet; -1/2) (Real Cost: 13) plus +10 PRE (10 Active Points); IAF (Amulet; -1/2) (Real Cost: 7) plus +10 COM (5 Active Points); IAF (Amulet; -1/2) (Real Cost: 3).

Description: These rare amulets infuse the wearer with a measure of divine energy, greatly enhancing their characteristics. Inspiration: Might and Magic 8

 

Amulet of Doom: (Total: 14 Active Cost, 10 Real Cost) +1 STR; IAF (Amulet; -1/2) (Real Cost: 1) plus +1 DEX (3 Active Points); IAF (Amulet; -1/2) (Real Cost: 2) plus +1 CON (2 Active Points); IAF (Amulet; -1/2) (Real Cost: 1) plus +1 BODY (2 Active Points); IAF (Amulet; -1/2) (Real Cost: 1) plus +1 INT; IAF (Amulet; -1/2) (Real Cost: 1) plus +1 EGO (2 Active Points); IAF (Amulet; -1/2) (Real Cost: 1) plus +1 PRE; IAF (Amulet; -1/2) (Real Cost: 1) plus +1 COM (1 Active Points); IAF (Amulet; -1/2) (Real Cost: 1) plus Damage Resistance (1 PD/1 ED); IAF (Amulet; -1/2) (Real Cost: 1)

Description: These relatively common amulets are aptly-named, as they are most often used by the inexperienced adventurers, who often go do their doom believing they could beat the odds.

 

Ring of the Golem: (Total: 54 Active Cost, 36 Real Cost) Armor (5 PD/5 ED) (15 Active Points); OIF (Ring; -1/2) (Real Cost: 10) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF (Ring; -1/2) (Real Cost: 10) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF (Ring; -1/2) (Real Cost: 10) plus Life Support (Extended Breathing: 1 END per Minute; Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (9 Active Points); OIF (Ring; -1/2) (Real Cost: 6)

Description: The Ring of the Golem provides the same resistance to most damage as if the character were a stone golem. Inspiration: Might and Magic 8

 

Ring of the Unicorn: (Total: 65 Active Cost, 43 Real Cost) Luck 1d6 (5 Active Points); OIF (Ring; -1/2) (Real Cost: 3) plus Aid REC of Spell END 2d6 (standard effect: 6 points), Delayed Return Rate (Permanent While Worn; +2) (60 Active Points); OIF (Ring; -1/2) (Real Cost: 40).

Description: The pearlescent ring increases the Luck of the wearer, and enhances the recovery rate of the END used to cast spells. If the caster's spells use personal END, add +3 to the REC stat; if the spells use an END Reserve, add +3 to the REC of the END Reserve.

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Re: Some converted magic items

 

Cool Items again' date=' but why buy the increase REC on the Ring of the Unicorn as an Aid? Seems very expensive to me. It'll max out at 12 points (6 REC), so why not just buy it as +6 REC? The cost of that part of the ring is cut to a fifth.[/quote']

It seemed appropriate since it depends on the GM's world whether spells run off END or an END Reserve. But you're absolutely right, +3 REC (6 AP) is definitely cheaper! I'll rewrite it later...

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Re: Some converted magic items

 

Ring of the Unicorn: (Total: 11 Active Cost, 7 Real Cost) Luck 1d6 (5 Active Points); OIF (Ring; -1/2) (Real Cost: 3) plus +3 REC (6 Active Points); OIF (Ring; -1/2) (Real Cost: 4). (revised from above)

 

Drogg's Helm: (Total: 98 Active Cost, 40 Real Cost) Armor (6 PD/6 ED), No Mass (+0) (18 Active Points); Helmet (Protects Locations 3-5; -2), OIF (Helm; -1/2), Real Armor (-1/4) (Real Cost: 5) plus +15 PRE (15 Active Points); OIF (Helm; -1/2) (Real Cost: 10) plus +15 INT (15 Active Points); OIF (Helm; -1/2) (Real Cost: 10) plus Healing 2 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (50 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OIF (Helmet; -1/2), Self Only (-1/2) (Real Cost: 15)

Description: In the history of the Vori (vikings), it's rare to find a chieftain who rules for long. Drogg was one of the few chieftains to survive decades of raids. With his helm, you can understand why.

Inspiration: Might and Magic 8

 

Ring of Fusion: (Total: 45 Active Cost, 22 Real Cost) +5 with Alchemy Skill(s) (25 Active Points); OIF (Ring; -1/2), Costs Endurance (-1/2) (Real Cost: 12) plus +20 INT (20 Active Points); OIF (Ring; -1/2), Costs Endurance (-1/2) (Real Cost: 10).

Description: The signet ring of the master of the Freehaven Alchemist's Guild, this ring is only meant to be worn when mixing potions, and it uses 4 END per phase it is worn. It's no wonder his potion creations were fabulous, if rare.

Inspiration: Might and Magic 8

 

Gibbet, Monster Slayer: (Total: 135 Active Cost, 43 Real Cost) Killing Attack - Hand-To-Hand 2d6, Ranged (Can Be Thrown; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (75 Active Points); OAF (Spear; -1), STR Minimum 13 (-1/2), Real Weapon (-1/4), Required Hands One-And-A-Half-Handed (-1/4) (Real Cost: 25) plus Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); OAF (Spear; -1), Limited Power Only Versus Undead, Demons, and Dragons (-1), Real Weapon (-1/4) (Real Cost: 18)

Description: An unimpressive weapon, it was forged by the great Mekorig the Blind to help end the Age of Monsters and bring in the Age of Man. Though the damage is impressive (2d6K vs. most targets, 4d6K vs. Undead, Demons, and Dragons), it is more often found in a Dragon's hoard than in the hands of a living adventurer.

Inpiration: Might and Magic 7

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Re: Some converted magic items

 

Cloak of the Sheep: (Total: 40 Active Cost, 20 Real Cost) Life Support (Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents) (20 Active Points); OIF (Cloak; -1/2), Side Effects (Gullibe (-4 to INT Rolls); -1/2) (Real Cost: 10) plus Power Defense (20 points) (20 Active Points); OIF (Cloak; -1/2), Side Effects (Easily Swayed/Decieved (-4 to PRE Rolls); -1/2) (Real Cost: 10)

Description: Created for agents of the Cult of Baa, it confers immunity to poisons, diseases, stoning transforms, sleep transforms, paralysis transforms; but it makes the agents gullible and easily deceived by the Cult.

 

Hands Of The Master: +2 with HTH Combat (Unarmed Combat) (10 Active Points); IIF (Gloves; -1/4).

Description: These gloves are meant for Monks (ie Martial Arts monks), but a few Rogues have put them to good use.

 

Belt of Saint Perci: (Total: 38 Active Cost, 19 Real Cost) +10 STR (10 Active Points); OIF (Belt; -1/2) (Real Cost: 7) plus +1 with All Combat (8 Active Points); OIF (Belt; -1/2) (Real Cost: 5) plus Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), OIF (Belt; -1/2) (Real Cost: 7)

Description: Created for Saint Perci in his quests against evil, it was unable to save him from death at the hands of the red dragon Wromthrax.

 

Lady's Escort: (Total: 33 Active Cost, 20 Real Cost) Flight 6", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (24 Active Points); OIF (Ring; -1/2), Only In Contact With A Watery Surface (-1/4) (Real Cost: 14) plus Gliding 6" (6 Active Points); OIF (Ring; -1/2) (Real Cost: 4) plus Damage Resistance (3 PD/3 ED) (3 Active Points); OIF (Ring; -1/2) (Real Cost: 2)

Description: This ring was obviously crafted for a woman, and was crafted for one of mage Terrax's lady friends. Unfortunately, the ring and friend disappeared somewhere en route to Erathia.

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Re: Some converted magic items

 

Heres some of mine:

Angel Robes: (Total: 312 Active Cost, 63 Real Cost) Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Independent (-2), IIF (-1/4) (Real Cost: 11) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Independent (-2), Only Works Against Holy Attacks Very Limited Type of Attack (-1), IIF Unbreakable (-1/4) (Real Cost: 7) plus Healing 2 BODY, Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (70 Active Points); Independent (-2), Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), IIF Unbreakable (-1/4) (Real Cost: 15) plus Armor (0 PD/20 ED) (30 Active Points); Independent (-2), Only Works Against Light/Fire Based Attacks Limited Type of Attack (-1/2), IIF Unbreakable (-1/4) (Real Cost: 8) plus Absorption 4d6 (HOLY, STUN/BODY) (20 Active Points); Independent (-2), Limited Phenomena: Holy Magic (-1), IIF Unbreakable (-1/4) (Real Cost: 5) plus Aid BOD 10d6 (standard effect: 30 points), Trigger (When brought to -10 Body or Less; +1/4) (125 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), IIF Unbreakable (-1/4) (Real Cost: 17)

notes:Resplendant robes of unknown material. Worn by the celestial servants of the Gods.

Inspired by Breath of Fire games.

 

Angel's Vest: (Total: 220 Active Cost, 52 Real Cost) Armor (15 PD/15 ED) (45 Active Points); Independent (-2), Standard Vest (Protects Locations 11-13; -1 1/2), OIF Durable (-1/2), Real Armor (-1/4) (Real Cost: 8) plus Aid All Holy based abilities 5d6 (standard effect: 15 points), Persistent (+1/2), all HOLY powers simultaneously (+2) (175 Active Points); Independent (-2), OIF Durable (-1/2), Self Only (-1/2) (Real Cost: 44)

notes: a vest of silver threads designed to aid the favored of the Gods.

Inspired by Breath of Fire Games.

 

Blizzard Mail: (Total: 110 Active Cost, 26 Real Cost) Armor (11 PD/11 ED) (33 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4) (Real Cost: 9) plus Energy Damage Reduction, Resistant, 75% (60 Active Points); Independent (-2), OIF Durable (-1/2), Only Works Against Cold Based Attacks (-1/2), Side Effects (Takes 2x Damage From Fire; -1/2), Real Armor (-1/4) (Real Cost: 13) plus Energy Damage Reduction, Resistant, 25% (15 Active Points); Independent (-2), OIF Durable (-1/2), Only Works Against Wind Based Attacks (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Takes 1.5 Damage from Earth Based Attacks; -1/2), Real Armor (-1/4) (Real Cost: 3) plus LS (Safe in Intense Cold) (2 Active Points); Independent (-2), OIF Durable (-1/2) (Real Cost: 1)

notes: chain mail that is always pleasantly cool to the touch. often woven onto the skin of an arctic beast, with fur lined sleeves and neck.

Inspired by the Breath of Fire games.

 

Burglar Garb: (Total: 44 Active Cost, 12 Real Cost) Armor (9 PD/9 ED), Hardened (+1/4) (34 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4) (Real Cost: 9) plus Deadly Blow: +1d6 (any circumstances, any HTH weapon) (10 Active Points); Independent (-2), OIF Durable (-1/2) (Real Cost: 3)

notes: Lightweight enchanted cloth, embroidered on the sleeves in dark green are images of striking serpents. The wearer of this armor does increased damage with any weapon they weild.

Inspired by Breath of Fire Games

 

Diana's Dress: (Total: 73 Active Cost, 20 Real Cost) Armor (11 PD/11 ED) (33 Active Points); Independent (-2), OIF Durable (-1/2) (Real Cost: 9) plus Mental Damage Reduction, 25% (15 Active Points); Independent (-2), OIF Durable (-1/2) (Real Cost: 4) plus Power Defense (25 points) (25 Active Points); Independent (-2), OIF Durable (-1/2) (Real Cost: 7)

notes: A brilliant dress said to be for a high priestess of Deandra goddes of knowledge. The Dress protects the wearer from mental assaults and Deth, petrification, and poison effects.

Inspired by the Breath of Fire games

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Re: Some converted magic items

 

I just wrote this one up it seems "clunky" but I'm using it anyway.

 

Midas Armor: (Total: 109 Active Cost, 29 Real Cost) Armor (8 PD/8 ED) (24 Active Points); Independent (-2), OIF (-1/2) (Real Cost: 7) plus Absorption 4d6 (physical, Transform), Provides Resistant PD and ED (+1/2), Persistent (+1/2), Absorption As A Defense (x2) (60 Active Points); Independent (-2), OIF (-1/2) (Real Cost: 17) plus Minor Transform 2d6 (Adds gold to pouch, Spending Money), Trigger (When struck for damage in combat; +1/4) (25 Active Points); Independent (-2), Limited Target Gold Pouch on side of armor (-1), All Or Nothing (-1/2), OIF (-1/2) (Real Cost: 5)

 

notes: This bizzare but highly sought after armor is gold in color and has attached by adamantine rivets, a pouch made of the hide of a grand dragon. The armor provides the protection of Plate, is very light and transforms the blood drawn from a wound into gold coins that appear in the pouch. The wearer gets gold in coins equal to two per Body point "absorbed", the transferrance heals the wearer of the damage.

Inspired by Breath of Fire IV.

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Re: Some converted magic items

 

I'm looking through the games/manuals of other rpg/crpgs that I have, but I'm having trouble finding interesting things.

Rage of Mages - the wizard staves are interesting, especially the prismatic and stoning staves, and the bows of stoning are interesting. (Stoning is essentially an Entangle). But outside of RoM, steel swords, adamantine swords, crystal swords... they are just variations of the theme.

Diablo/Hellfire - the potions affecting weapons and armor, and the gems/ jewels/ runes, etc. are interesting, especially if they were written up as transforming a weapon rather than requiring a socketed weapon. And the armor/weapon/ring sets could be interesting, but they need some tweaking to make them more interesting for other worlds.

Baldur's Gate/Neverwinter Nights. Definitely some interesting stuff, like the Darts of Stunning (which I've already done).

 

Keep the stuff coming folks!

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Re: Some converted magic items

 

CatsEye Necklace: +3 with Trading (6 Active Points); IIF (Cat's Eye Necklace; -1/4) . Total Cost: 5 Points.

Description: Provides mastery of the Trading skill.

 

Cloak of Guises: Cosmetic Transform 2d6 (Cloak into various sets of clothing and back again), Improved Target Group (Cloak into any clothing; +1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Limited Target (Cloak only) (-1/4). Total Cost: 14 Points.

Description: A full length cloak that can magically turn into several complete sets of clothing at will. This includes a shirt, pants, socks and vest, or coat, or a full length dress. The clothing is limited to various shades of the cloak's original color. The pieces cannot be separated and must be worn as a complete set.

 

Bracelet of Charms: (Total: 358 Active Cost, 104 Real Cost) Summon 90-point Wolf, Devoted (+3/4) (31 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF (Charm; -1/4) (Real Cost: 7) plus Summon 192-point Leopard, Devoted (+3/4) (66 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF (Charm; -1/4) (Real Cost: 15) plus Summon 1-point Raven, Devoted (+3/4) (2 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF (Charm; -1/4) (Real Cost: 1) plus Summon 39-point Ferret, Devoted (+3/4) (14 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF (Charm; -1/4) (Real Cost: 3) plus Summon 99-point Horse (Riding), Devoted (+3/4) (35 Active Points); 1 Charge (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), IIF (Charm; -1/4) (Real Cost: 8) plus Major Transform 4d6 (standard effect: 12 points) (Inanimate Object into Bracelet Charm, Removal from Bracelet and command word), Reduced Endurance (0 END; +1/2), Continuous (Keeps working until item is transformed; +1), Improved Target Group (Any Inanimate Object; +1) (210 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), IAF (Charm Bracelet; -1/2), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (May only have 20 charms other than the five animal charms on the bracelet at any given time.; -1/4) (Real Cost: 70)

Description: This is a seemingly normal charm bracelet of silver with five animal charms on it. The five animal charms are: Wolf, Leopard, Raven, Ferret and Horse. When taken off the charm becomes a real version of itself and is empathically linked with the owner of the bracelet. Each charm can be active for 12 hours. The charm bracelet has been further enchanted to accept up to 20 additional charms. Any non-living item, be it magic, mundane, rune or otherwise can be carried in this fashion. The item must touch the bracelet for 12 seconds and be willed by the owner to become part of it. It will then be represented by a small charm version of itself. There is no limit to the number of uses within a day for the extra charms or the ability of the bracelet to accept new charms. The bracelet is indestructible and can become invisible at the owner's wish.

 

 

Ring, Protection from Thievery: Negative Skill Levels (-4 with Sleight of Hand (Pickpocketing)), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Area Of Effect (One Hex; +1/2), Invisible Power Effects (Fully Invisible; +1) (45 Active Points); IIF (Ring; -1/4). Total Cost: 36 Points.

Description: This is a simple silver band with a small amber setting. Anyone attempting to pick pocket or otherwise thieve from the wearer's person has their skill reduced by -4.

 

Fire Opal Ring: Multipower, 45-point reserve, (45 Active Points); OIF Unbreakable (Fire Opal Ring; -1/2). Cost: 30 Points

1u) Blinding Flash: Sight Group Flash 6d6, Area Of Effect (One Hex; +1/2) (45 Active Points); 2 Charges (-1 1/2), OIF Unbreakable (Fire Opal Ring; -1/2)

1u) Cloud of Smoke: Darkness to Sight Group 2" radius (20 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), OIF Unbreakable (Fire Opal Ring; -1/2)

1u) Energy Blast 6d6, Area Of Effect (One Hex; +1/2) (45 Active Points); 2 Charges (-1 1/2), OIF Unbreakable (Fire Opal Ring; -1/2)

1u) Fire Fist: Hand-To-Hand Attack +4d6, Continuous (+1) (40 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), Hand-To-Hand Attack (-1/2), OIF Unbreakable (Fire Opal Ring; -1/2)

Total Cost: 34 Points.

Description: This is a ring made entirely of fire opal. It gives the wearer the following abilities 2/day:

Blinding Flash

Cloud of Smoke (1 Turn)

Fire Bolt

Fire Fist (1 Turn)

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Re: Some converted magic items

 

Armor of Illusion: (Total: 89 Active Cost, 37 Real Cost) Armor (8 PD/8 ED), Variable Special Effects (Limited Group of SFX; May appear as any kind of armor; +1/4) (30 Active Points); OIF (Armor; -1/2), Half Mass (7kg; -1/2), Real Armor (-1/4), Extra Time (Full Phase, Only to Activate (Change Special Effect), -1/4) (Real Cost: 12) plus Shape Shift (Sight, Smell/Taste, Touch and Hearing Groups, limited group of shapes) (29 Active Points); OIF (Armor; -1/2), Extra Time (Full Phase, -1/2), 1 Continuing Charge lasting 1 Hour (-1/4) (Real Cost: 13) plus Invisibility to Sight Group , No Fringe, 2 Continuing Charges lasting 1 Hour each (+0) (30 Active Points); Limited Power Power loses about half of its effectiveness (Automatically dispelled if wearer attacks; -1), OIF (Armor; -1/2) (Real Cost: 12).

 

Description: In normal appearance this is black full plate armor, similar to the armor worn by medieval knights. It has elaborate silver and ruby engravings on the shoulders and breastplate. It has been enchanted so as to be nearly weightless (7kg) and virtually silent. It possesses the following abilties:

Change Appearance-armor: The armor can be made to look like any type of armor that the wearer wishes, taking a full phase to will the change. The change lasts as long as the armor is worn. Once put away, it reverts back to it's original shape.

Change Appearance-wearer: Once a day the wearer can activate this power and take on the appearance, smell and sound of any typical humanoid, male or female, from human to orc. This power lasts one hour.

Invisibility: This ability can be activated twice a day and lasts one hour or until the wearer attacks, whichever comes first.

 

Bracelet of Beauty: (Total: 13 Active Cost, 10 Real Cost) +6 COM (3 Active Points); IIF (Bracelet; -1/4) (Real Cost: 2) plus Magic Damage Reduction, 25% (10 Active Points); IIF (Bracelet; -1/4) (Real Cost: 8).

Description: This exquisite silver bracelet make the wearer better looking, and provides some resistance to magic.

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Re: Some converted magic items

 

Boots of Air Walking: Flight 6" (12 AP), OIF Boots (-1/2), Limited Power: Movement is by walking on air, speed is directly impacted by ability to walk/run (-0) (Total: 8 points) plus Flight 6" (12 AP), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (24 AP); OIF Boots (-1/2), Only to maintain current position (-1/2) (Total: 12 points). Overall Total: 20 Points.

Description: Boots of Air Walking allow the user to step on air as if it were solid ground, so as long as the wearer is capable of walking/running, he can move. Because the air is treated as solid ground, if he is standing 6" above the ground and is stunned, knocked out, or even killed, he remains 6" above the ground without worrying about falls. This leads us to the strange tale of how this particular pair was recovered by a team of adventurers, who happened upon a skeleton floating in the sky near an orc basecamp...

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