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Some converted magic items


Eodin

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Re: Some converted magic items

 

From D2:

 

77 Angelic Wings Amulet: Multipower, 116-point reserve, (116 Active Points); all slots OIF (Amulet; -1/2)

4u Angelic Aura: Sight Group Images Increased Size (8" radius; +3/4), +/-4 to PER Rolls, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); OIF (Amulet; -1/2)

2u Angelic Protection: (Total: 30 Active Cost, 20 Real Cost) Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF (Amulet; -1/2) (Real Cost: 10) plus Physical Damage Reduction, Resistant, 25% (15 Active Points); OIF (Amulet; -1/2) (Real Cost: 10)

1u Angelic Wings: Flight 8", 4 Continuing Charges lasting 5 Minutes each (+0) (16 Active Points); OIF (Amulet; -1/2)

1u Angelic Blessing: +1 Overall (10 Active Points); OIF (-1/2), Conditional Power Power Only Works If At Least 3 Items Of Set Are Worn (-1/4)

Total Real Cost: 85 Points.

Description: This amulet gives off a divine aura that provides illumination, protection, and limited ability of flight. If a total of 3 set items are worn (including this item), the amulet also blesses the wearer in all skills. The MP is set up so that all powers work simultaneously.

 

23 Angelic Halo Ring: Multipower, 34-point reserve, (34 Active Points); all slots OIF (Ring; -1/2)

1u Regeneration: Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2) (22 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), OIF (Ring; -1/2)

1u Health: +2 BODY (4 Active Points); No Figured Characteristics (-1/2), OIF (Ring; -1/2)

1u Blessing: +1 with All Combat (8 Active Points); OIF (-1/2), Conditional Power Power Only Works If At Least 3 Items Of Set Are Worn (-1/4)

Description: This ring places a halo around the wearer, providing the ability to regenerate from damage and better health. If 3 set items are worn, the ring also provides better expertise in combat.

 

32 Angelic Mantle: Multipower, 48-point reserve, (48 Active Points); all slots OIF (Armor; -1/2)

1u Magic Ring Mail: Armor (6 PD/6 ED) (18 Active Points); OIF (Ring Mail; -1/2), Half Mass (-1/2), Real Armor (-1/4)

1u Fire Resistance: Energy Damage Reduction, Resistant, 50% (30 Active Points); OIF (Armor; -1/2), Limited Power Only Versus Fire (-1/4), Conditional Power Power Only Works If At Least 3 Items Of Set Are Worn (-1/4)

Description: This magic suit of ring mail provides the same amount of protection as chain, but at half the normal weight. If at least 3 set items are worn, the armor also provides protection from all fire.

 

50 Angelic Sabre: Multipower, 100-point reserve, (100 Active Points); all slots OAF (Sabre; -1)

3u Blade: (Total: 80 Active Cost, 26 Real Cost) Killing Attack - Hand-To-Hand 1d6+1, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (Sabre; -1), STR Minimum 14 (-1/2), Real Weapon (-1/4) (Real Cost: 11) plus Killing Attack - Hand-To-Hand 2 1/2d6, Required Hands One-Handed (+0), Reduced Endurance (1/2 END; +1/4) (50 Active Points); OAF (Sabre; -1), STR Minimum 14 (-1/2), Limited Power Only Damages Undead (-1/2), Real Weapon (-1/4) (Real Cost: 15)

1u Angelic Swiftness: Lightning Reflexes: +3 DEX to act first with Single Action (Sabre Attack) (3 Active Points); OAF (Sabre; -1), Conditional Power Power Only Works If Wearing 3 Items Of Set (-1/4).

Description: This sabre does 1d6+1 dmg to most opponents, but 4d6 dmg to all undead. If 3 or more set items are worn, the weapon becomes extremely swift when used to attack.

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Re: Some converted magic items

 

Yes, I have. ;)

 

12 Arcanna's Sign Amulet: Multipower, 18-point reserve, (18 Active Points); all slots OIF (Amulet; -1/2)

1u Mana Reserve Enhancer: Endurance Reserve (10 END, 2 REC) Reserve: (3 Active Points); OIF (Amulet; -1/2); REC: (2 Active Points); OIF (Amulet; -1/2)

Notes:+2 REC and +10 END to casters Mana (Endurance Reserve) 0

1u Fire Resistance: Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF (Amulet; -1/2), Conditional Power Power Only Works If Wearing 3 Items Of Set (-1/4), Limited Power Only Versus Fire (-1/4)

Description: Arcanna's Sign Amulet adds to the END and Recovery of END of the caster's Mana Reserve. If 3 items of the set are worn, it also provides limited protection from fire.

87 Arcanna's Head: Multipower, 130-point reserve, (130 Active Points); all slots OIF (Helm; -1/2)

1u Armor: Armor (5 PD/5 ED), No Mass (+0) (15 Active Points); Helm (Protects Locations 3-5) (-2), OIF (Helm; -1/2), Real Armor (-1/4)

1u Replenish Life: (Total: 23 Active Cost, 10 Real Cost) Healing 1 BODY, Reduced Endurance (0 END; +1/2) (15 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Self Only (-1/2), OIF (Helm; -1/2) (Real Cost: 5) plus +4 REC (8 Active Points); OIF (Helm; -1/2) (Real Cost: 5)

4u Retribution: Killing Attack - Hand-To-Hand 1d6, Penetrating (+1/2), Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (60 Active Points); OIF (Helm; -1/2)

1u Deflection: +3 with DCV, Conditional Power Only If Also Wearing Another Item In Set (+0) (15 Active Points); OIF (Helm; -1/2)

1u Lightning Resistance: Energy Damage Reduction, Resistant, 25% (15 Active Points); OIF (Helm; -1/2), Limited Power Power loses about a third of its effectiveness (Only Versus Electricity; -1/2), Conditional Power Only Works If Wearing 3 Items of Set (-1/4)

Description: Arcanna's Head helm provides armored protection for the head, but more importantly provides regeneration and a higher REC. Any attacks against the wearer are subject to a retributive damage shield attack. If the wearer is wearing at least 2 items of the set, the helm has a deflection field (+3 DCV vs all attacks). Finally, if at least 3 set items are worn, it provides protection from Lightning/Electrical attacks.

 

35 Arcanna's Flesh Platemail: Multipower, 53-point reserve, (53 Active Points); all slots OIF (Helm; -1/2)

1u Platemail: (Total: 30 Active Cost, 10 Real Cost) Armor (7 PD/7 ED) (21 Active Points); Full Coverage Long Jacket, High Boots (Protects Locations 9-14, 16-18) (-3/4), OIF (Armor; -1/2), Half Mass (-1/2), Real Armor (-1/4) (Real Cost: 7) plus Armor (3 PD/3 ED), Conditional Power Only If Also Wearing Another Item In Set (+0) (9 Active Points); Full Coverage Long Jacket, High Boots (Protects Locations 9-14, 16-18) (-3/4), OIF (Armor; -1/2), Half Mass (-1/2), Real Armor (-1/4) (Real Cost: 3)

1u Damage Reduction: Absorption 1d6+1 (standard effect: 4 points) (physical, BODY), Can Absorb Maximum Of 11 Points' Worth Of Physical Damage, Absorption As A Defense (x2) (18 Active Points); OIF (Helm; -1/2)

1u Abundant Energy: +10 END (5 Active Points); OIF (Helm; -1/2), Conditional Power Only Works If Wearing 3 Items of Set (-1/4)

Description:Arcanna's Flesh platemail provides 7 DEF normally, 10 DEF if at least 2 items in the set are worn. It also absorbs damage from attacks, and adds that to the casters BODY. If the caster is wearing at least 3 set items, it also adds to the wearer's personal END.

 

68 Arcanna's Deathwand Warstaff: Multipower, 137-point reserve, (137 Active Points); all slots OAF (Staff; -1)

3u Warstaff: (Total: 118 Active Cost, 31 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (25 Active Points); OAF (Staff; -1), STR Minimum 10 (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 8) plus Does BODY (+1), Attack Versus Limited Defense (Power Defense or Magic Defense; +1 1/2) for up to 25 Active Points of Warstaff Base Attack, Reduced Endurance (0 END; +1/2) (93 Active Points); Activation Roll 8- (-2), OAF (Warstaff; -1) (Real Cost: 23)

1u Quickstaff: Lightning Reflexes: +5 DEX to act first with Warstaff Attack (5 Active Points); OAF (Warstaff; -1)

1u Sorcery Expertise: +1 with all Sorceress Skills (8 Active Points); OAF (Warstaff; -1)

1u Mana Enhancer: Endurance Reserve (+50 END, +1 REC added to caster's existing Mana Endurance Reserve) Reserve: (6 Active Points); OAF (Warstaff; -1), Conditional Power Only Works If Wearing 3 Items Of Set (-1/4); REC: OAF (Staff; -1)

Description:Arcanna's Deathwand Warstaff is a powerful weapon, acting as a 1.5d6K attack; the attack has a 8- activation roll to make the attack AVLD Does BODY against Power Defense, further increasing the lethalith of the weapon. The staff is magically quick, providing +5 Lightning Reflexes when attacking with the staff. It also provides sorcery expertise, and adds to the wearer's Mana reserve if at least 3 set items are worn.

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  • 2 weeks later...

Re: Some converted magic items

 

These magical gems (inspired by D2/D2X) can be affixed to a weapon, piece of armor (including helm, boots, etc), or a shield, and the effect the gem creates is based on what it is attached to. It takes one minute to affix a gem to said item, or to remove the gem from said item, so trying to do that in combat is a bad idea.

 

11 Flawless Amethyst: Multipower, 24-point reserve, (24 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Amethyst Gem; -1/2)

1u Combat Expertise: +3 with All Combat (24 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Amethyst Gem; -1/2), Limited Power Only works while affixed to a weapon (-1/4)

1u Combat Strength: +8 STR (8 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), No Figured Characteristics (-1/2), OIF (Amethyst Gem; -1/2), Limited Power Only works while affixed to armor (-1/4)

1u Combat Defense: +3 with DCV (15 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Amethyst Gem; -1/2), Limited Power Only works while affixed to shield (-1/4)

Description: This magical amethyst provides +3 with Combat when attached to weapons, + 8 STR when attached to Armor, or +3 DCV versus all attacks when attached to Shields.

 

11 Flawless Diamond: Multipower, 24-point reserve, (24 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Diamond Gem; -1/2)

1u Undead Destruction: Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Limited Power +1d6K to weapon, Only Affects Undead (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Diamond Gem; -1/2), Limited Power Only works while affixed to a weapon (-1/4)

1u Combat Expertise: +2 with All Combat (16 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Diamond Gem; -1/2), Limited Power Only works while affixed to armor (-1/4)

1u Enhanced Protection: Armor (2 PD/2 ED) (6 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Diamond Gem; -1/2), Limited Power Only works while affixed to shield (-1/4)

Description: This magical diamond provides +1d6K versus Undead when attached to weapons, + 2 CSLs with All Combat when attached to Armor, or +2 DEF when attached to Shields.

 

23 Flawless Emerald: Multipower, 52-point reserve, (52 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Emerald Gem; -1/2)

1u Poison Damage: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2), No Normal Defense (Immunity to Poison; +1), Does BODY (+1) (52 Active Points); Limited Power +1d6K to weapon, Only Affects Undead (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Emerald Gem; -1/2), No STR Bonus (-1/2), Limited Power Only works while affixed to a weapon (-1/4)

1u Snake Agility: +8 DEX (24 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), No Figured Characteristics (-1/2), OIF (Emerald Gem; -1/2), Limited Power Only works while affixed to armor (-1/4)

1u Poison Resistance: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Emerald Gem; -1/2), Limited Power Only Works When Affixed To A Shield (-1/4)

Description: This magical emerald provides 1d6K poison damage when attached to weapons, + 8 DEX when attached to Armor, or +Immunity to Poisons when attached to Shields.

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Re: Some converted magic items

 

Pts. Skill/Perk/Talent/Power END
13 Flawless Ruby: Multipower, 30-point reserve, (30 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Ruby Gem; -1/2)
1u 1) Fire Resistance: Energy Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Only Versus Fire Damage (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Ruby Gem; -1/2), Limited Power Only Works When Affixed To A Shield (-1/4) 0
1u 2) Life Essence: +3 BODY (6 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), No Figured Characteristics (-1/2), OIF (Ruby Gem; -1/2), Limited Power Only Works When Affixed To Armor (-1/4)
1u 3) Magic Flames: Killing Attack - Ranged 1d6+1, Reduced Endurance (0 END; +1/2) (30 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Ruby Gem; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4), Range Based On Weapon (-1/4) 0
58 Flawless Sapphire: Multipower, 130-point reserve, (130 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Sapphire Gem; -1/2)
1u 1) Cold Resistance: Energy Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Only Versus Cold Damage (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Sapphire Gem; -1/2), Limited Power Only Works When Affixed To A Shield (-1/4) 0
1u 2) Increased Mana: Endurance Reserve (30 END, 0 REC) Reserve: (3 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Sapphire Gem; -1/2), Limited Power Only Works When Affixed To Armor (-1/4); REC: Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Sapphire Gem; -1/2) 0
5u 3) Magic Cold: (Total: 129 Active Cost, 50 Real Cost) Killing Attack - Ranged 1d6+1, Reduced Endurance (0 END; +1/2) (30 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Sapphire Gem; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4), Range Based On Weapon (-1/4), Limited Power Only Works When Affixed To A Weapon (-1/4) (Real Cost: 10) plus Drain Agility and Movement 3d6+1 (standard effect: 10 points), Ranged (+1/2), Reduced Endurance (0 END; +1/2), DEX, SPD, and Running simultaneously (+1) (99 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Sapphire Gem; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4) (Real Cost: 40) 0
107 Flawless Skull Gem: Multipower, 240-point reserve, (240 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Skull Gem; -1/2)
1u 1) Invigoration: (Total: 23 Active Cost, 6 Real Cost) Healing 1 BODY, Reduced Endurance (0 END; +1/2) (15 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), Self Only (-1/2), OIF (Skull Gem; -1/2), Limited Power Only Works When Affixed To Armor (-1/4) (Real Cost: 3) plus +4 REC (8 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Skull Gem; -1/2), Limited Power Only Works When Affixed To Armor (-1/4) (Real Cost: 3) 0
3u 2) Retribution: Killing Attack - Ranged 1d6+1, Reduced Endurance (0 END; +1/2), Continuous (+1), Damage Shield (Affects Mental And Physical Attackers; +1) (70 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Skull Gem; -1/2), Limited Power Only Works When Affixed To A Shield (-1/4) 0
10u 3) Vampiric Drain: (Total: 240 Active Cost, 96 Real Cost) Transfer 1d6 (standard effect: 3 points) (BODY to BODY), Can Transfer Maximum Of 36 Points, Ranged (Range Based On Weapon; +1/2), Reduced Endurance (0 END; +1/2), Delayed Return Rate (BODY Heals as Wound; +2) (120 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Skull Gem; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4) (Real Cost: 48) plus Transfer 1d6 (standard effect: 3 points) (Mana END to Mana END), Can Transfer Maximum Of 36 Points, Ranged (Range Based On Weapon; +1/2), Reduced Endurance (0 END; +1/2), Delayed Return Rate (END Heals as Wound; +2) (120 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Skull Gem; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4) (Real Cost: 48) 0
13 Flawless Topaz: Multipower, 30-point reserve, (30 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Topaz Gem; -1/2)
1u 1) Lightning Resistance: Energy Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Only Versus Electrical Damage (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Topaz Gem; -1/2), Limited Power Only Works When Affixed To A Shield (-1/4) 0
1u 2) Magic Lightning: Killing Attack - Ranged 1d6+1, Reduced Endurance (0 END; +1/2) (30 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Topaz Gem; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4), Range Based On Weapon (-1/4) 0
1u 3) Rogue's Luck: Luck 2d6 (10 Active Points); Limited Power Only Works To Find More Magic Items (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (Topaz Gem; -1/2), Limited Power Only Works When Affixed To Armor (-1/4) 0
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Re: Some converted magic items

 

Negation Armor: (Total: 78 Active Cost, 34 Real Cost) Armor (6 PD/6 ED), No Mass (3.5kg; +0) (18 Active Points); OIF (-1/2), Real Armor (-1/4) (Real Cost: 10) plus +30 PD, No Mass (+0) (30 Active Points); OIF (Armor; -1/2), Limited Power Only Versus STUN of Attacks (-1/2), Limited Power Blocks Maximum of 5 STUN per 1 BODY blocked by Armor (-1/2), Real Armor (-1/4) (Real Cost: 11) plus +30 ED, No Mass (+0) (30 Active Points); OIF (Armor; -1/2), Limited Power Blocks Maximum of 5 STUN per 1 BODY blocked by Armor (-1/2), Real Armor (-1/4) (Real Cost: 13)

Description: This uniquely enchanted armor negates up to 5 STUN for every 1 BODY result of a Killing Attack. That is, if a 1d6+1K Attack generates 4 BODY, the armor negates up to 5*4=20 STUN. If the attack result was 7 BODY, the armor can only block 6 BODY and 30 STUN of the attack. If the damage is from a Quarterstaff (4d6N), and the damage rolled is 16 STUN and 4 BODY, the Armor blocks 4 BODY and 5*4b = 20 STUN.

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Re: Some converted magic items

 

Acid Arrow: (Total: 52 Active Cost, 19 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Killing Attack - Ranged 1d6, Armor Piercing (+1/2), Continuous (+1) (37 Active Points); 16 Continuing Charges lasting 1 Turn each which Never Recover (-1 1/2), IIF (-1/4), Beam (-1/4) (Real Cost: 12)

Description: These arrow emits acid on impact, which eats away at the target for the next 12 seconds (1 Turn). The arrows are consumed on use.

 

Piercing Arrow: (Total: 58 Active Cost, 31 Real Cost) Killing Attack - Ranged 1 1/2d6 (Piercing 8 DEF), 16 Charges (+0) (49 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 22) plus Penalty Skill Levels: +6 vs. Hit Location modifiers with This Arrow (Real Cost: 9)

Description Piercing Arrows are specially made to pierce through armor and target the heart (vitals). The 8 points of piercing will bypass most armor and magic, and the Penalty Skill Levels offset some of the modifiers for aiming for the vitals (heart).

 

Arrow of Translocation: Teleportation 10", x2 Increased Mass, x8 Noncombat, Usable As Attack (+1) (70 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Limited Power Teleports target 1 hex in front of user (-1). Total Cost: 14 points

Description: These rare arrows are used to move a target from a "safe" location to within HTH range of the arrow's firer.

 

Bolt of Polymorphing: Major Transform 10d6 (standard effect: 30 points) (Target into Squirrel, Dispel Magic) (150 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Beam (-1/4). Total Cost 35 points.

Description Bolts of Polymorphing transform the target in a squirrel, unless the target has enough resistance (BODY) or protection (Power Defense) to prevent the transformation. Variations of these bolts also appear from time to time that change the target into a rabbit, chicken, or sheep. The effects are removed with a successful Dispel Magic.

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Re: Some converted magic items

 

Not really converted, but could be fun... I'll fix the writeups after I get home.

 

Bigby's Arrows were originally commissioned by Oleg Brandt, a wizard in service to the Silver Helm Mercenaries. Batches of these arrows show up from time to time, usually after giantish incursions.

 

Bigby's Clenched Fist Arrow: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Beam (-1/4). Total Cost: 14 Points

Description: When fired, one of these arrows become a giant opaque clenched fist flying at the target, which solidifies moments before impact.

 

Bigby's Grasping Fist Arrow: Entangle 4d6, 4 DEF, Area Of Effect (One Hex; +1/2) (60 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Limited Power Entangle Disappears After One Turn (-1/2), Beam (-1/4). Total Cost: 13 points.

Description: When fired, one of these arrows become a giant opaque open hand, which closes on the target hex. The hand dissipates after 1 turn unless destroyed beforehand.

 

Bigby's Pounding Fist Arrow: Energy Blast 8d6, Area Of Effect (One Hex; +1/2), Continuous (+1) (100 Active Points); 16 Continuing Charges lasting 1 Turn each which Never Recover (-1 1/2), OAF (-1), Beam (-1/4). Total Cost: 27 points.

Description: When fired, one of these arrows appears as a giant opaque clenched fist flying at the target. When the ghostly hand reaches the target, it hits the target and continues pounding the target for 1 full turn.

 

Bigby's Squeezing Fist Arrow: Telekinesis (40 STR), Area Of Effect (One Hex; +1/2) (90 Active Points); 16 Continuing Charges lasting 1 Turn each which Never Recover (-1 1/2), OAF (-1), Limited Power Hand Grabs and Squeezes Only (-1/2), Beam (-1/4). Total Cost: 21 points.

Description: When fired, one of these arrows appear as an giant opaque open fist (as per grasping fist); however the fist grabs the target, it squeezes the target, and continues to squeeze at full STR (40) for 1 full turn.

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Re: Some converted magic items

 

Thanks Enforcer84. :) Keep yours coming too as you have time!

 

Fulminating Potion: Killing Attack - Ranged 2d6, Explosion (+1/2) (45 Active Points); 6 Charges which Never Recover (-2 3/4), OIF (Potion Bottle; -1/2), Range Based On Strength (-1/4). Total Cost: 10 points.

Description: These bottles of orange liquid (from D2/D2X) explode in a fiery blast when they impact with a surface or target.

31

El Runestone: Multipower, 71-point reserve, (71 Active Points); all slots Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (El Runestone; -1/2)

2u

Enlightened Attack: (Total: 71 Active Cost, 22 Real Cost) +2 with All Combat (16 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (El Runestone; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4) (Real Cost: 6) plus Sight Group Images Increased Size (4" radius; +1/2), +4 to PER Rolls, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (55 Active Points); Only To Create Light (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (El Runestone; -1/2), Limited Power Only Works When Affixed To A Weapon (-1/4) (Real Cost: 16)

2u

Enlightened Defense: (Total: 65 Active Cost, 20 Real Cost) +2 with DCV (10 Active Points); Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (El Runestone; -1/2), Limited Power Only Works When Affixed To Armor or Shield (-1/4) (Real Cost: 4) plus Sight Group Images Increased Size (4" radius; +1/2), +4 to PER Rolls, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (55 Active Points); Only To Create Light (-1), Extra Time (1 Minute, Only to Activate, (To Affix To Selected Object or to Remove From Selected Object); -3/4), OIF (El Runestone; -1/2), Limited Power Only Works When Affixed To Armor or Shield (-1/4) (Real Cost: 16)

Description: Runestones work the same way as Gems, in that they are affixed to a weapon, armor, or shield. The main difference between runestones and gems is that 2 or more runes affixed in the correct order form rune words, which add additional abilities.

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Re: Some converted magic items

 

Stout Charm: Armor (+1 PD/+1 ED), Limited Power Must Be Carried Or Worn Somewhere On Person (+0) (3 Active Points); IIF (Small Charm; -1/4). Total Cost: 2 points.

Description: This small charm in the shape of a shield adds 1 DEF to the person who carries this charm somewhere on his person.

 

Lucky Charm: Luck 1d6, Limited Power Must Be Carried Or Worn Somewhere On Person (+0) (5 Active Points); IIF (Small Charm; -1/4). Total Cost: 4 points.

Description: This small charm, shaped like a rabbit's foot, gives 1d6 Luck to the person who carries this charm somewhere on his person.

 

Owl Charm: Nightvision, Limited Power Must Be Carried Or Worn Somewhere On Person (+0) (5 Active Points); IIF (Small Charm; -1/4). Total Cost: 4 points.

Description: This small charm, shaped like an owl, gives Nightvision to the person who carries this charm somewhere on his person.

 

Small Charms are minor magic charms, like the proverbial rabbit's foot. They only need be carried someplace on the user's person to be effective.

 

64 Fletcher's Charm: Multipower, 80-point reserve, all slots Limited Power Must Be Carried Or Worn Somewhere On Person (+0) (80 Active Points); all slots IIF (Grand Charm; -1/4)

1u Bow and Crossbow Expertise: +1 with Ranged Combat (5 Active Points); IIF (Grand Charm; -1/4)

1u Crafting Expertise: +1 with Weaponsmith (Muscle-Powered Ranged) (4 Active Points); IIF (Grand Charm; -1/4)

5u Bow-Based Power Enhancer: Bow-Based Power Enhancer: Aid Bow and Archery - based powers and powerskills 2d6 (standard effect: 6 points), Any Four Bow and Archery Powers simultaneously (+1), Delayed Return Rate (Permanent While Worn; +2) (80 Active Points); Self Only (-1/2), IIF (Grand Charm; -1/4)

 

Description: The Fletcher's Charm, one of the "Grand Charms", is a more powerful charm, capable of enhancing a craft or skillset. The Fletcher's Charm here gives +1 Combat SKill Level with Bows and Crossbows, gives +1 with Weaponsmithing to make Bows and Arrows, and gives a 6 AP Aid to any 4 powers simultaneously that are based on Bows or Archery (e.g. Mana Arrow spell).

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Re: Some converted magic items

 

Ammunition. Variations are available for Arrows, Crossbow Bolts and Darts/Shurikens.

 

19 1) Acid Arrow: (Total: 52 Active Cost, 19 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Killing Attack - Ranged 1d6, Armor Piercing (+1/2), Continuous (+1) (37 Active Points); 16 Continuing Charges lasting 1 Turn each which Never Recover (-1 1/2), IIF (-1/4), Beam (-1/4) (Real Cost: 12)

Description: Acid Arrows emit acid on impact. [16]16

 

2) Flame Arrow: (Total: 45 Active Cost, 16 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Killing Attack - Ranged 1d6, Continuous (+1) (30 Active Points); 16 Continuing Charges lasting 1 Extra Phase each which Never Recover (-1 3/4), IIF (-1/4), Beam (-1/4) (Real Cost: 9)

Description: Flame Arrows burn an additional phase after impact. Variations are available for Crossbow Bolts and Darts/Shurikens.[16]

 

18 3) Ice Arrow: (Total: 52 Active Cost, 18 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Killing Attack - Ranged 1d6, Penetrating (+1/2), Continuous (+1) (37 Active Points); 16 Continuing Charges lasting 1 Extra Phase each which Never Recover (-1 3/4), IIF (-1/4), Beam (-1/4) (Real Cost: 11)

Description: Ice Arrows have a penetrating cold that lasts an additional phase.[16]

 

17 4) Lightning Arrow: (Total: 49 Active Cost, 17 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Killing Attack - Ranged 1d6, +1 Increased STUN Multiplier (+1/4), Continuous (+1) (34 Active Points); 16 Continuing Charges lasting 1 Extra Phase each which Never Recover (-1 3/4), IIF (-1/4), Beam (-1/4) (Real Cost: 10)

Description: Lightning Arrows cause additional stun from the current coursing through the body.[16]

 

15 5) Screaming Arrow: (Total: 45 Active Cost, 15 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Killing Attack - Ranged 1d6, Penetrating (+1/2), Area Of Effect (One Hex; +1/2) (30 Active Points); 16 Charges which Never Recover (-2), IIF (-1/4), Beam (-1/4) (Real Cost: 8)

Description: Screaming Arrows cause severe penetrating damage in a one hex area around the target.

 

31 6) Piercing Arrow: (Total: 58 Active Cost, 31 Real Cost) Killing Attack - Ranged 1 1/2d6 (Piercing 8 DEF), 16 Charges (+0) (49 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 22) plus Penalty Skill Levels: +6 vs. Hit Location modifiers with This Arrow (Real Cost: 9) [16]

 

13 7) Mild Poison Arrow: (Total: 35 Active Cost, 13 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Drain CON 1d6, 16 Charges (+0), Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (20 Active Points); OAF (Arrow Poison; -1), Limited Power Poison Only Works If Arrow Does BODY (-1), Beam (-1/4) (Real Cost: 6)

Description: These arrows contain a mild poison that reduces the target's hardiness (CON) for a short time.[16]

 

15 8) Poison Arrow: (Total: 40 Active Cost, 15 Real Cost) Killing Attack - Ranged 1d6, 16 Charges (+0) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) plus Drain STR and CON 1d6, 16 Charges (+0), Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2), STR and CON simultaneously (+1/2) (25 Active Points); OAF (Arrow Poison; -1), Limited Power Poison Only Works If Arrow Does BODY (-1), Beam (-1/4) (Real Cost: 8)

Description: These arrows contain a stronger poison that affects the target's muscles and nervous system (STR and CON).[16]

 

14 9) Arrow of Translocation: Teleportation 10", x2 Increased Mass, x8 Noncombat, Usable As Attack (+1) (70 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Limited Power Teleports target 1 hex in front of user (-1) [16 nr]

 

35 10) Arrow of Petrification: Major Transform 10d6 (standard effect: 30 points) (Target into Stone, Dispel Magic or Stone To Flesh) (150 Active Points); 16 Charges which Never Recover (-2), OAF (Arrow; -1), Beam (-1/4) [16 nr]

 

35 11) Bolt of Polymorphing: Major Transform 10d6 (standard effect: 30 points) (Target into Squirrel, Dispel Magic) (150 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Beam (-1/4) [16 nr]

 

10 12) Bolt of Paralysis: Entangle 2d6, 2 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks Limited Group (+1/4), Works Against CON (+1) (50 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Limited Power Entangle Loses Minimum Of 1 BODY Per Target's Phase (-1/2), Cannot Form Barriers (-1/4), Beam (-1/4) [Notes: Works against CON - body has to fight off the shock.]

Description: The paralysis is an Entangle that works against CON. Each phase the victim can make an attack on the Entangle with 1d6 per 5 points of CON. Regardless of how much BODY the victim inflicts on the Entangle, the Entangle take a minimum of 1 BODY, so the effect lasts at most 2 phases.[16 nr]

 

14 13) Screaming Bullet (Sling): (Total: 62 Active Cost, 14 Real Cost) Killing Attack - Ranged 1d6+1, +1 Increased STUN Multiplier (+1/4), Penetrating (Sonic Vibrations; +1/2) (35 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Required Hands Two-Handed (-1/2) (Real Cost: 8) plus Hearing Group Flash 6d6, Area Of Effect (One Hex; +1/2) (27 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Can Be Missile Deflected (-1/4) (Real Cost: 6) [16 nr]

 

30 14) Giants Bane Bullet: (Total: 61 Active Cost, 30 Real Cost) Killing Attack - Ranged 1 1/2d6 (Piercing 8 DEF), 16 Charges (+0), +1 Increased STUN Multiplier (+1/4) (61 Active Points); OAF (-1) (Real Cost: 30) [16]

 

Thrown Items

14 1) Acid Dart: (Total: 47 Active Cost, 14 Real Cost) Killing Attack - Ranged 1/2d6, 16 Charges (+0) (10 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 4) plus Killing Attack - Ranged 1d6, Armor Piercing (+1/2), Continuous (+1) (37 Active Points); 16 Continuing Charges lasting 1 Turn each which Never Recover (-1 1/2), OAF (-1), Beam (-1/4) (Real Cost: 10) [16]

 

10 2) Asp Nest Dart: (Total: 30 Active Cost, 10 Real Cost) Killing Attack - Ranged 1/2d6, 16 Charges (+0) (10 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 4) plus Drain CON 1d6, 16 Charges (+0), Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (20 Active Points); OAF (-1), Limited Power Poison Only Works If Dart Does BODY (-1), Beam (-1/4) (Real Cost: 6) [16]

 

7 3) Dart of Accuracy: (Total: 15 Active Cost, 7 Real Cost) Killing Attack - Ranged 1/2d6, 16 Charges (+0), No Range Modifier (+1/2) (15 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 7) [16]

 

14 4) Shining Light Dart: (Total: 60 Active Cost, 14 Real Cost) Killing Attack - Ranged 1/2d6, 16 Charges (+0) (10 Active Points); OAF (-1), Beam (-1/4) (Real Cost: 4) plus Entangle 2d6, 2 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks Limited Group (+1/4), Works Against CON (+1) (50 Active Points); 16 Charges which Never Recover (-2), OAF (-1), Limited Power Entangle Loses Minimum Of 1 BODY Per Target's Phase (-1/2), Cannot Form Barriers (-1/4), Beam (-1/4) (Real Cost: 10) [16]

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Re: Some converted magic items

 

Throwing Axe of the Coming Storm: (Total: 40 Active Cost, 12 Real Cost) Killing Attack - Ranged 1 1/2d6 (25 Active Points); 8 Charges which Never Recover (-2 1/2), OAF (-1), Beam (-1/4), STR Minimum 5 (-1/4) (Real Cost: 5) plus +3 with Ranged Combat (15 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 7).

Description: When thrown, each throwing axe becomes a highly accurate stroke of lightning.

Notes: For the Throwing Axe of Fire, change the special effect to flames; for the Thunderbeast Throwing Axe, change the special effect to sonics.

 

Black Raven Throwing Axe: (Total: 40 Active Cost, 9 Real Cost) Killing Attack - Ranged 1d6 (15 Active Points); 8 Charges which Never Recover (-2 1/2), OAF (-1), Beam (-1/4), STR Minimum 5 (-1/4) (Real Cost: 3) plus Drain PRE 1d6, Ranged (+1/2), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1/2) (20 Active Points); 8 Charges which Never Recover (-2 1/2), OAF (-1), Beam (-1/4) (Real Cost: 4) plus +1 with Ranged Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2)

Description: Each strike of this black axe drains courage from the target.

 

Potion of Death Armor: (Total: 61 Active Cost, 14 Real Cost) Force Field (6 PD/6 ED), 16 Continuing Charges lasting 5 Minutes each (+1) (24 Active Points); Extra Time (6 Hours, Only to Activate, Brewing Time; -1 3/4), OIF (-1/2), Requires An Alchemy Skill Roll (To Brew; -1/2) (Real Cost: 6) plus Killing Attack - Ranged 1d6, Penetrating (+1/2), Continuous (+1) (37 Active Points); Extra Time (6 Hours, Only to Activate, Brewing Time; -1 3/4), 16 Continuing Charges lasting 5 Minutes each which Never Recover (-1), OIF (-1/2), Requires An Alchemy Skill Roll (To Brew; -1/2) (Real Cost: 8)

Description:Death Armor potions provides armor that also inflicts damage on anyone attacking the potion's drinker.

 

Potion of Ironguts:(Total: 10 Active Cost, 2 Real Cost) Life Support (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Extra Time (6 Hours, Only to Activate, Brewing Time; -1 3/4), 16 Continuing Charges lasting 5 Minutes each which Never Recover (-1), OIF (-1/2), Requires An Alchemy Skill Roll (To Brew; -1/2), Limited Power Requires A CON Roll (-1/2) (Real Cost: 2)

Description: The Potion of Ironguts gives the drinker a fighting chance against poisons that may be encountered over the next 5 minutes. If he makes his CON Roll after being affected by poison, his system shakes off the effect. Snake handlers and similar professions are common users of this potion.

 

Elixir of Horus-Re: (Total: 142 Active Cost, 28 Real Cost) Hearing Group Images Increased Size (8" radius; +3/4), +4 to PER Rolls (30 Active Points); Extra Time (6 Hours, Only to Activate, Brewing Time; -1 3/4), Only To Create Light (-1), 16 Continuing Charges lasting 5 Minutes each which Never Recover (-1), OIF (-1/2), Requires An Alchemy Skill Roll (To Brew; -1/2), No Range (-1/2) (Real Cost: 5) plus Killing Attack - Ranged 2d6, 16 Charges (+0), Personal Immunity (+1/4), Uncontrolled (+1/2), Area Of Effect (8" Radius; +1), Continuous (+1) (112 Active Points); Extra Time (6 Hours, Only to Activate, Brewing Time; -1 3/4), Limited Power Only Versus Undead (-1), No Range (-1/2), Requires An Alchemy Skill Roll (To Brew; -1/2) (Real Cost: 23)

Description: This elixir makes the imbiber glow with sunlight in an 8-hex radius, which is also damaging to undead.

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