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D&D Magic Items 3.5 to HERO


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Re: D&D Magic Items 3.5 to HERO

 

As mentioned (threatened ???) earlier, here is my take on the Bohemian Ear-Spoon (also known as 'lugged spear', among many other names). Just Google "Bohemian Ear-Spoon" in case you have never seen one (and enjoy the imprecise nature of polearm names :D)

 

The weapon is adapted from the Spear HD data in the 'Weapons' Prefab posted in the HD Vault, if anyone asks.

 

I have kludged the Combat Levels because of the rules about applying Limitations to CSLs and this method felt 'better' than just applying smaller CSLs without Limitations. Feel free to modify for your own use :)

 

Edit: On reflection I think that a better Skill Level split for this class of weapon is to have the standard +1 OCV that spears of this length get and +1 for the Block/Bond/Disarm rather than the +2 for the latter.

 

The version that has extra effect against Goblinoids was done that way because the original (which worked against Kobolds) has less general utility to FH GM's than one that works vs. Goblinoids in general (and yes, I know that Kobolds are not Goblinoids - before anyone says anything :D)

 

 

 

Bohemian Ear-Spoon (mundane - no enchantment):

(Total: 59 Active Cost, 20 Real Cost)

 

Killing Attack - Hand-To-Hand 2d6-1 (+1 pt of Piercing, fully resistant), Reduced Endurance (0 END; +1/2) (42 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum 8 (-1/4) (Real Cost: 14)

 

plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 2)

 

plus +2 with HTH Combat (10 Active Points); OAF (-1), Limited to defensive Combat Maneuvers [especially Bind, Block, Disarm] (-1/2) (Real Cost: 4)Notes: 1 1/2H, Long 0

 

 

 

Bohemian Ear-Spoon, Bane of Goblinoids:

(Total: 74 Active Cost, 27 Real Cost)

 

Killing Attack - Hand-To-Hand 2d6-1 (+1 pt of Piercing, fully resistant), Reduced Endurance (0 END; +1/2) (42 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), STR Minimum 8 (-1/4) (Real Cost: 14)

 

plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Only To Cause Damage (-1/2), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) (Real Cost: 2)

 

plus +2 with HTH Combat (10 Active Points); OAF (-1), Limited to defensive Combat Maneuvers [especially Bind, Block, Disarm] (-1/2) (Real Cost: 4)

 

plus +1 with HTH Combat (5 Active Points); OAF (-1), Only works against Goblinoids (-1/2) (Real Cost: 2)

 

plus Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR) (10 Active Points); Only works against Goblinoids (-1/2), Linked (Killing Attack - Hand-To-Hand; -1/2) (Real Cost: 5)Notes: 1 1/2H, Long 1

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Re: D&D Magic Items 3.5 to HERO

 

Standard Potions C-D

 

Cat's Grace Potion: +4 DEX (12 Active Points); 1 Continuing Charge lasting 3 Minutes which Never Recovers (-2 3/4), Independent (-2), OAF Fragile (-1 1/4)

 

Real Cost: 2

 

Boostable: 10 Minute Duration for 2 Real Cost.

 

Description: This potion boosts the imbiber's reflexes and limberness. Very useful indeed. Tastes like cat hair.

 

 

Cure Light Wounds Potion: Healing BODY 1 1/2d6 (15 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (-1 1/4)

 

Real Cost: 2

 

Boostable: 2d6+1 BODY Healing for 3 Real Cost.

 

Description: The most beloved of beginner potions. Vital if there isn't a dedicated healer in the party.

 

 

Cure Moderate Wounds Potion: Healing BODY 3d6+1 (33 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (-1 1/4)

 

Real Cost: 4

 

Boostable: 4d6+1 BODY Healing for 5 Real Cost.

 

Description: Like Cure Light Wounds, but more so. Sould be all a character with normal BODY range will need.

 

 

Cure Serious Wounds Potion: Healing BODY 5d6+1 (53 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (-1 1/4)

 

Real Cost: 6

 

Boostable: 6 1/2d6 BODY Healing for 8 Real Cost.

 

Description: But just in case, here's the top of the line Cure potion for those really nasty wounds.

 

 

Darkness Oil: Darkness to Sight Group 2" radius (20 Active Points); 1 Continuing Charge lasting 30 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4), No Range (-1/2)

 

Real Cost: 3

 

Boostable: 100 Minutes duration for 3 Real Cost.

 

Description: The object or being coated with this oil exudes a darkness field, making it difficult to see in the area. Best used in conjunction with an ability that allows you to function in darkness.

 

 

Darkvision Potion: Nightvision (5 Active Points); Independent (-2), 1 Continuing Charge lasting 3 Hours which Never Recovers (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 1

 

Boostable: 10 Hours duration for 1 Real Cost.

 

Description: This potion allows the drinker to see in the dark. A must-have for stealth specialists. Tastes of carrots.

 

 

Daylight Oil: Sight Group Images Increased Size (8" radius; +3/4) (17 Active Points); 1 Continuing Charge lasting 50 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (oil; -1 1/4), Only To Create Light (-1), No Range (-1/2)

 

Real Cost: 2

 

Boostable: 100 Minutes duration for 2 Real cost.

 

Description: This oil makes the object or being smeared with it glow brightly, casting a light almost as strong as actual daylight. (But does not trigger sunshine allergies.) More reliable than torches, but considerably more expensive.

 

 

Delay Poison Potion: Life Support (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Independent (-2), 1 Continuing Charge lasting 3 Hours which Never Recovers (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about a fourth of its effectiveness (Only delays poison for duration--all damage applied when potion wears off; -1/4)

 

Real cost: 1

 

Boostable: 10 Hours duration for 2 Real Cost.

 

Description: This potion temporarily suspends the action of poison within the drinker's body. No matter how many times they're poisoned, nothing will happen. However, when the potion wears off, all poison effects will occur at once. It's recommended you have a healer with antidotes handy at that point. A good choice if you'll be facing multiple poisonous monsters.

 

 

Displacement Potion: +5 with DCV (25 Active Points); 1 Continuing Charge lasting 1 Turn which Never Recovers (-3 1/4), Independent (-2), OAF Fragile Expendable (Difficult to obtain new Focus; potion; -1 1/2), Limited Power Power loses about a fourth of its effectiveness (Only vs. sight-targeted attacks; -1/4)

 

Real Cost: 3

 

Boostable: 3 Turns duration for 3 Real Cost.

 

Description: This potion makes the imbiber appear to be a foot or so from their actual position, making it considerably harder to aim properly at them. Attacks targeted by non-sight means are not affected. While useful, this potion is expensive (requiring a bit of actual displacer beast) and very short in duration, so it is not very popular. It tastes like leather.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Potions E-F

 

Eagle's Splendor Potion: +4 PRE (4 Active Points); 1 Continuing Charge lasting 3 Minutes which Never Recovers (-2 3/4), Independent (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 1

 

Boostable: 10 Minutes duration for 1 Real Cost.

 

Description: This potion temporarily boosts the drinker's self-confidence and impressiveness. Better used outside the battlefield, for those all-important first impressions. Tastes like feathers.

 

 

Endure Elements Potion: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); Independent (-2), 1 Continuing Charge lasting 1 Day which Never Recovers (-1 3/4), OAF Fragile (potion; -1 1/4)

 

Real Cost: 1

 

Not Boostable.

 

Description: This potion protects the drinker from extremes of temperature, allowing them to be comfortable in anything from freezing to near-boiling climates. It does not protect against fire or ice damage. Mostly found in extreme climates.

 

 

Enlarge Person Potion: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide) (15 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about a fourth of its effectiveness (Does not stack with other Growth effects; Shrinking dispels; -1/4)

 

Real Cost: 2

 

Boostable: 10 Minutes duration for 2 Real Cost.

 

Description: This potion makes the imbiber larger. All clothing and equipment sizes up with them, though it won't be more effective because of that. Usually taken by a warrior type for that extra combat effectiveness. Tastes like iron.

 

 

Flame Arrow Oil: Killing Attack - Ranged 1d6, Continuous (+1) (30 Active Points); 1 Continuing Charge lasting 50 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (-1 1/4), Linked (Ranged Weapon; -1/2)

 

Real Cost: 4

 

Boostable: 100 Minutes duration for 4 Real Cost.

 

Description: This oil is designed to be poured over the ammunition for ranged weapons, such as arrows or sling stones (up to fifty items.) When propelled through the air, they burst into flame, doing additional fire-based damage. This oil is expensive by potion standards, so most people who have a bottle won't waste it for random encounters, but save it for situations where they would actually need fifty flaming arrows, like a major battle.

 

 

Fly Potion: Flight 12" (24 Active Points); 1 Continuing Charge lasting 5 Minutes which Never Recovers (-2 3/4), Independent (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 3

 

Boostable: 10 Minutes duration for 3 Real Cost.

 

Description: Allows the drinker to fly for a short time period. Amazingly useful. Tastes like feathers. Hint: If the GM gives you one of these at the beginning of the adventure, there will be a point in the adventure where you will need to fly. Plan accordingly.

 

 

Fox's Cunning Potion: +4 INT (4 Active Points); 1 Continuing Charge lasting 3 Minutes which Never Recovers (-2 3/4), Independent (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 1

 

Boostable: 10 Minutes duration for 1 Real Cost.

 

Description: Makes the drinker smarter. Helps spellcasters in combat, but more frequently used in more sedate settings for that extra boost to the thinking process. Tastes like fur.

 

 

 

Boy howdy, some of these rings are complex...

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Re: D&D Magic Items 3.5 to HERO

 

Standard Potions G-H

 

Gaseous Form Potion: Desolidification (affected by Magic) (40 Active Points); 1 Continuing Charge lasting 10 Minutes which Never Recovers (-2 1/2), Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (User becomes mute, cannot use any power that

requires Gestures, Incantations or Foci; moves at 2"; -2), OAF Fragile (potion; -1 1/4), Cannot Pass Through Solid Objects (-1/2)

 

Real Cost: 4

 

Boostable: 20 Minutes Duration for 4 Real Cost.

 

Description: This potion causes the drinker to become a cloud-like gaseous suspension, able to seep through cracks and avoid most attacks. Due to the severe handicaps it gives while the effect lasts, this potion requires careful planning to use properly. Tastes like smoke.

 

 

Good Hope Potion: +2 Overall (20 Active Points); 1 Continuing Charge lasting 5 Minutes which Never Recovers (-2 3/4), Independent (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 3

 

Boostable: 10 Minutes Duration for 3 Real Cost.

 

Description: This potion is distilled hope, and gives the drinker a positive emotional boost, making them better at everything. Some characters consider this the best potion ever, and it can be psychologically addictive. As a side effect, this potion negates the effect of Crushing Despair.

 

 

Haste Potion: (Total: 41 Active Cost, 7 Real Cost) Autofire (2 shots; +1/4) for up to 45 Active Points of all physical attacks, Continuous (+1) (22 Active Points); 1 Continuing Charge lasting 1 Turn which Never Recovers (-3 1/4), Independent (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about a fourth of its effectiveness (Does not stack with other effects that give extra attacks; -1/4) (Real Cost: 3) plus +1 OCV or DCV if able to move (5 Active Points); 1 Continuing Charge lasting 1 Turn which Never Recovers (-3 1/4), Independent (-2), OAF Fragile (potion; -1 1/4) (Real Cost: 1) plus Running +6" (12" total) (12 Active Points); 1 Continuing Charge lasting 1 Turn which Never Recovers (-3 1/4), Independent (-2), OAF Fragile (potion; -1 1/4) (Real Cost: 2) plus Swimming +2" (4" total) (2 Active Points); 1 Continuing Charge lasting 1 Turn which Never Recovers (-3 1/4), Independent (-2), OAF Fragile (potion; -1 1/4) (Real Cost: 1)

 

Real Cost: 7

 

Boostable: 2 Turns Duration for 7 Real Cost.

 

Description: This potion makes you faster, increasing movement speed and allowing extra strikes in an attack. Note that it doesn't stack with any other ability that allows extra attacks in a segment, such as a Sword of Speed. It's very expensive for a very short duration, so should not be used trivially. Tastes of licorice.

 

 

Heroism Potion: +2 with All Combat (16 Active Points); 1 Continuing Charge lasting 50 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 2

 

Boostable: 100 Minutes Duration for 2 Real Cost.

 

Description: This potion fills the drinker with great courage and skill in battle. Sometimes confused with the Dutch Courage potion, which only makes the drinker think they're better at combat.

 

 

Hide from Animals Potion: Invisibility to Sight, Hearing and Smell/Taste Groups, Detect, Radar and Spatial Awareness , No Fringe (53 Active Points); 1 Continuing Charge lasting 10 Minutes which Never Recovers (-2 1/2), Independent (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about half of its effectiveness (Only vs. animals, ends permanently when animal touched or any being attacked; -1), Only When Not Attacking (-1/2)

 

Real Cost: 6

 

Boostable: 100 Minutes Duration for 7 Real Cost.

 

Description: The imbiber becomes completely invisible, inaudible and scentless to animals. Even odd senses like sonar and temperature sensing will fail to register the user. The bad news is that the spell ends instantly if you touch one of the animals or attack anything at all. Most often used to sneak past guard animals.

 

 

Hide from Undead Potion: Invisibility to Sight, Hearing and Smell/Taste Groups, Detect, Radar and Spatial Awareness , No Fringe (53 Active Points); 1 Continuing Charge lasting 10 Minutes which Never Recovers (-2 1/2), Independent (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about half of its effectiveness (Only vs. undead, ends permanently when animal touched or any being attacked; -1), Only When Not Attacking (-1/2)

 

Real Cost: 6

 

Boostable: 100 Minutes Duration for 7 Real Cost.

 

Description: The imbiber becomes completely invisible, inaudible and scentless to the undead. Even odd senses like sonar and temperature sensing will fail to register the user. The bad news is that the spell ends instantly if you touch one of the undead or attack anything at all. Also,

if an intelligent undead creature has reason to believe an invisible person is in the vicinity, it can take appropriate actions. More in demand than the Hide from Animals potion due to the higher danger level.

 

 

RIP Gary Gygax.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Potions I-L

 

Invisibility Potion: Invisibility to Sight Group , No Fringe (30 Active Points); 1 Continuing Charge lasting 3 Minutes which Never Recovers (-2 3/4), Independent (-2), OAF Fragile (potion; -1 1/4), Only When Not Attacking (-1/2), Limited Power Power loses about a third of its effectiveness (Power duration ends if user attacks any being.; -1/2)

 

Real Cost: 4

 

Boostable: 10 Minutes Duration for 4 Real Cost.

 

Description: A colorless liquid that grants the drinker invisibility. Note that "attack" does not apply to indirectly doing harm, which improves the usability of the potion considerably. Your rogue wants to have this one. Tastes like spirit gum.

 

 

Jump Potion: Leaping +2" (4" forward, 2" upward) (Accurate) (7 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 1

 

Boostable: +4" Leaping with 5 Minutes Duration for 1 Real Cost, or +6" Leaping with 10 Minutes Duration for 2 Real Cost.

 

Description: A potion that allows the imbiber to jump further and more accurately. Not exactly the most powerful potion, but that just means the user has to think more carefully to use it properly. Tastes of dried grasshopper.

 

 

Keen Edge Potion: Semi-Armor Piercing (+1/4), Continuous (+1); 1 Continuing Charge lasting 50 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (oil; -1 1/4), Limited Power Power loses about a fourth of its effectiveness (Does not stack with other Armor-Piercing

effects; -1/4) for up to 30 Active Points of Focused HKA or RKA (5 Active Points)

 

Real Cost: 5

 

Boostable: 100 Minutes Duration for 6 Real Cost.

 

Description: This oil makes edged or pointed weapons sharper, allowing them to more easily get through armor. (If used on ranged weapon ammo, it can affect up to 50 shots.) It doesn't stack with any other power or effect that reduces the effect of armor, and does not work on natural (non-Foci) weapons such as claws. Best used when you know that there will be a long battle.

 

 

Levitation Potion: Flight 4" (8 Active Points); 1 Continuing Charge lasting 3 Minutes which Never Recovers (-2 3/4), Independent (-2), OAF Fragile (potion; -1 1/4), Levitation (-1/2), no Noncombat movement (-1/4)

 

Real Cost: 1

 

Boostable: 10 Minutes Duration for 1 Real Cost.

 

Description: The imbiber can float up and down at will. Not as shiny as the Fly Potion, but still useful in many situations. Tastes like leather.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Potions M-N

 

Mage Armor Potion: Armor (4 PD/4 ED) (12 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 2

 

Boostable: 10 Hours Duration for 2 Real Cost.

 

Description: Coats the drinker with an invisible force that protects them from physical harm. Most useful to characters who wear little or no armor--a good choice for diplomats in difficult negotiations, for example. Extraordinarily popular and likely to be high-priced. Tastes leathery.

 

 

Magic Circle Against (Alignment) Potion: (Total: 69 Active Cost, 9 Real Cost) +2 with DCV, Usable By Other (+1/4), Area Of Effect (1" Radius; +1) (22 Active Points); 1 Continuing Charge lasting 50 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about a third of its effectiveness (Only vs. specified alignment; -1/2) (Real Cost: 3) plus +10 Mental Defense (12 points total), Usable By Other (+1/4), Area Of Effect (1" Radius; +1) (25 Active Points); 1 Continuing Charge lasting 50 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4), Only Works Against Limited

Type of Attack (Mind Control; -1/2) (Real Cost: 3) plus Force Field (5 PD/5 ED), Usable By Other (+1/4), Area Of Effect (1" Radius; +1) (22 Active Points); 1 Continuing Charge lasting 50 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4), Only Works Against Limited Type of Attack (Summoned creatures of chosen alignment; -1/2) (Real Cost: 3)

 

Real Cost: 9

 

Boostable: 100 Minutes Duration for 10 Real Cost.

 

Description: Like a Protection From (Alignment) Potion, but more potent. A circular area become harder to attack by the designated alignment, is protected from mind control effects, and summoned creatures of the designated alignment cannot even approach the user. (If the summoned

creature is already inside the area when you take the potion, it's stuck in there with you.) Temples will only sell one variety, which works against the alignment they like least. Potions found in treasure hordes will be more random. Very helpful if you know the alignment of the opponents you're likely to meet. Tastes a bit metallic; silver to be precise. (Gamespeak: In

campaigns where alignments are not used, this potion will be unavailable.)

 

 

Magic Fang Potion: (Total: 19 Active Cost, 3 Real Cost) Hand-To-Hand Attack +1 point, Continuous (+1) (4 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (potion; -1 1/4), Hand-To-Hand Attack (-1/2) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR), Continuous (+1) (10 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (potion; -1 1/4), Linked (Natural HTH Killing Attack; -1/2) (Real Cost: 1) plus +1 OCV with HTH Combat (5 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (potion; -1 1/4) (Real Cost: 1)

 

Real Cost: 3

 

Boostable: 10 Minutes Duration for 3 Real Cost.

 

Description: This potion suffuses the drinker's body with magical energy, making them do just a bit more damage in unarmed combat and do damage like a magical weapon. It has some use for monks, but is generally fed to an animal ally before combat.

 

 

Greater Magic Fang Potion: (Total: 19 Active Cost, 3 Real Cost) Hand-To-Hand Attack +1 point, Continuous (+1) (4 Active Points); Independent (-2), 1 Continuing Charge lasting 5 Hours which Never Recovers (-2), OAF Fragile (potion; -1 1/4), Hand-To-Hand Attack (-1/2) (Real Cost: 1) plus Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR), Continuous (+1) (10 Active Points); Independent (-2), 1 Continuing Charge lasting 5 Hours which Never Recovers (-2), OAF Fragile (potion; -1 1/4), Linked (Natural HKA; -1/2) (Real Cost: 1) plus +1 OCV with HTH Combat (5 Active Points); Independent (-2), 1 Continuing Charge lasting 5 Hours which Never Recovers (-2), OAF Fragile (potion; -1 1/4) (Real Cost: 1)

 

Real Cost: 3

 

Boostable: 1/2d6 HA, 1/2d6 HKA and +3 OCV w/unarmed HTH with 12 Hours Duration for 6 Real Cost; 1d6 HA, 1d6 HKA and +5 OCV w/unarmed HTH with 20 Hours Duration for 11 Real Cost.

 

Description: Like the Magic Fang potion, but with a longer duration, and much better Boosted versions. Also much rarer.

 

 

Magic Stone Potion: (Total: 19 Active Cost, 3 Real Cost) Energy Blast 1d6+1, Limited Power Power loses less than a fourth of its effectiveness (All charges must be used within 30 Minutes; +0) (7 Active Points); 3 Charges which Never Recover (-3 1/4), Independent (-2), OAF Fragile (oil; -1 1/4) (Real Cost: 1) plus +1 OCV w/rocks, Limited Power Power loses less than a fourth of its effectiveness (All charges must be used within 30 minutes; +0) (5 Active Points); 3 Charges which Never Recover (-3 1/4), Independent (-2), OAF Fragile (oil; -1 1/4) (Real Cost: 1) plus Energy Blast 1d6+1 (7 Active Points); 3 Charges which Never Recover (-3 1/4), Independent (-2), OAF Fragile (oil; -1 1/4), Limited Power Power loses about half of its effectiveness (Only vs. undead; all charges must be used within 30 minutes; -1) (Real Cost: 1)

 

Real Cost: 3

 

Cannot be boosted.

 

Description: Pour this oil over three ordinary pebbles and they will become Magic Stones, which you can throw or use in a sling. Especially effective against the undead.

 

 

Magic Vestment Oil: Armor (1 PD/1 ED) (3 Active Points); Independent (-2), 1 Continuing Charge lasting 5 Hours which Never Recovers (-2), OAF Fragile (oil; -1 1/4)

 

Real Cost: 1

 

Boostable: 2 PD/2 ED at 8 Hours Duration for 1 Real Cost; 3 PD/3 ED at 12 Hours Duration for 1 Real Cost; 4 PD/4 ED at 16 Hours Duration for 2 Real Cost; 5 PD/5 ED at 20 Hours Duration for 2 Real Cost.

 

Description: This oil may be poured over clothing or armor to improve its protective qualities. Warning: may stain some fabrics. Most helpful for those who wear little or no armor.

 

 

Magic Weapon Oil: (Total: 15 Active Cost, 2 Real Cost) Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR), Continuous (+1) (10 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (oil; -1 1/4), Linked (Weapon Focus; -1/2) (Real Cost: 1) plus +1 OCV w/weapon (5 Active Points); 1 Continuing Charge lasting 1Minute which Never Recovers (-3), Independent (-2), OAF Fragile (oil; -1 1/4) (Real Cost: 1)

 

Real Cost: 2

 

Boostable: 10 Minutes Duration for 2 Real Cost.

 

Description: This oil makes an ordinary weapon temporarily magical. If it's used on ammo for a ranged weapon, it can affect up to 50 items. This only affects artificial (bought through Focus) weapons. Helpful for beginning adventurers.

 

 

Greater Magic Weapon Oil: (Total: 15 Active Cost, 2 Real Cost) Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR), Continuous (+1) (10 Active Points); Independent (-2), 1 Continuing Charge lasting 5 Hours which Never Recovers (-2), OAF Fragile (oil; -1 1/4), Linked (Weapon Focus; -1/2) (Real Cost: 1) plus +1 OCV w/weapon (5 Active Points); Independent (-2), 1 Continuing Charge lasting 5 Hours which Never Recovers (-2), OAF Fragile (oil; -1 1/4) (Real Cost: 1)

 

Real Cost: 2

 

Boostable: +1/2d6, +3 OCV and 12 Hours Duration for 5 Real Cost; +1d6, +5 OCV and 20 Hours Duration for 9 Real Cost.

 

Description: As the Magic Weapon oil, but with a longer duration and better boostability. Well worth the expense.

 

 

Misdirection Potion: Shape Shift (Mystic Group), Imitation (15 Active Points); Independent (-2), 1 Continuing Charge lasting 3 Hours which Never Recovers (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about a third of its effectiveness (Only to detect as one chosen nearby object or person; -1/2)

 

Real Cost: 2

 

Boostable: 10 Hours Duration for 2 Real Cost.

 

Description: At the time of drinking, the user must choose a nearby object or person. For the duration of the potion, the user will detect to any form of magic or detection power as though he was the designated target. For example, an assassin uses it, designates a paladin as the imitated target, and now he detects as good. Most useful when infiltrating an enemy position,

but there are other tricks that can be pulled.

 

 

Neutralize Poison Potion: Dispel Poison 6d6, Poisons simultaneously (+1/2), Continuous (+1) (45 Active Points); 1 Continuing Charge lasting 30 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 7

 

Boostable: 100 Minute Duration for 7 Real Cost.

 

Description: Even better than the Delay Poison potion, this one completely negates any poison that would normally affect the user during its duration. However, it does not undo any damage already done by the time the potion is drunk, so speed is of the essence. A must have if you know the party will be fighting poison-using monsters. Tastes of charcoal.

 

 

Nondetection Potion: Invisibility to Mystic Group and Detect (13 Active Points); Independent (-2), 1 Continuing Charge lasting 3 Hours which Never Recovers (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 2

 

Boostable: 10 Hours Duration for 2 Real Cost.

 

Description: The drinker becomes invisible to all magical Detects, Clairsentience and similar spells and powers. Very useful for infiltration work; possession of this potion may be illegal in some cities. Tastes gritty.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Potions O-P

 

Owl's Wisdom Potion: +4 EGO (8 Active Points); 1 Continuing Charge lasting 3 Minutes which Never Recovers (-2 3/4), Independent (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 1

 

Boostable: 10 Minutes Duration for 1 Real Cost.

 

Description: This potion boosts the imbiber's mental strength. Most helpful for characters whose powers have EGO-based attack or skill rolls, but might help with pesky Psychological Limitations. Tastes like feathers.

 

 

Pass Without Trace Potion: Flight 6" (12 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about half of its effectiveness (Only to not leave tracks or scent trail; -1), Only In Contact With A Surface (-1/4)

 

Real Cost: 1

 

Boostable: 10 Hour Duration for 2 Real Cost.

 

Description: The drinker becomes able to move across any terrain without leaving footprints or a scent trail. Best used by solo adventurers, since it doesn't do any good to take this potion if the rest of your group is going to leave a trail two meters wide.

 

 

Protection from (Alignment) Potion: (Total: 30 Active Cost, 3 Real Cost) +2 with DCV (10 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about a third of its effectiveness (Only vs. specified alignment; -1/2) (Real Cost: 1) plus +10 Mental Defense (13 points total) (10 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (potion; -1 1/4), Only Works Against Limited Type of Attack (Mind Control; -1/2) (Real Cost: 1) plus Force Field (5 PD/5 ED) (10 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (potion; -1 1/4), Only Works Against Limited Type of Attack (Summoned creatures of chosen alignment; -1/2) (Real Cost: 1)

 

Real Cost: 3

 

Boostable: 10 Minutes Duration for 3 Real Cost.

 

Description: The drinker becomes harder to hit by attacks by beings of the chosen alignment, is harder to affect with mind control, and summoned creatures of the chosen alignment can't directly touch them. Temples will only sell one kind of this potion, aimed at the alignment they like least. Most useful if you know the alignment your opponents will be. Tastes metallic (silver.) (Gamespeak: If your campaign does not use alignments, this potion will not exist.)

 

 

Protection from Arrows Potion: Armor (10 PD/0 ED) (15 Active Points); Independent (-2), 1 Continuing Charge lasting 3 Hours which Never Recovers (-2), OAF Fragile (potion; -1 1/4), Ablative BODY Only (-1/2), Only Works Against Limited Type of Attack (Non-Magical Ranged Attacks; -1/2)

 

Real Cost: 2

 

Boostable: 10 Hours Duration for 2 Real Cost.

 

Description: This potion creates a barrier that protects the drinker from non-magical ranged attacks. It has the small flaw of slowly being chipped away; if it all goes, that's the end of the effect, even if the duration hasn't expired. (Making the boosted version not necessarily a lot better.) The long duration makes it a good one to swallow long before trouble begins. Tastes like tortoiseshell.

 

 

Protection from (Energy Type) Potion: Energy Damage Reduction, Resistant, 75% (60 Active Points); 1 Continuing Charge lasting 50 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4), Ablative BODY Only (-1/2), Only Works Against Limited Type of Attack (One of the following: acid, cold, electricity, fire or sonic ; -1/2)

 

Real Cost: 8

 

Boostable: 100 Minutes Duration for 8 Real Cost.

 

Description: This potion creates a barrier that protects the drinker from one kind of "energy." Available special effects guarded against include acid, cold, electricity, fire and sonic. The type protected against is chosen when the potion is made. The barrier slowly chips away, and when it goes down, the effect ends, even if the duration has not expired. This potion stacks with any form of Resist (Energy Type.) Very useful, provided you know in advance what kind of energy the opponent will use.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Potions Q-R

 

Rage Potion: (Total: 12 Active Cost, 3 Real Cost) +2 STR (2 Active Points); 1 Continuing Charge lasting 1 Turn which Never Recovers (-3 1/4), Independent (-2), OAF Fragile (potion; -1 1/4), Side Effects, Side Effect occurs automatically whenever Power is used (- 2 DCV, user becomes Enraged; -1) (Real Cost: 1) plus +2 CON (4 Active Points); 1 Continuing Charge lasting 1 Turn which Never Recovers (-3 1/4), Independent (-2), OAF Fragile (potion; -1 1/4) (Real Cost: 1) plus +3 EGO (6 Active Points); 1 Continuing Charge lasting 1 Turn which Never Recovers (-3 1/4), Independent (-2), OAF Fragile (potion; -1 1/4) (Real Cost: 1)

 

Real Cost: 3

 

Boostable: 2 Turns Duration for 3 Real Cost.

 

Description: This potion replicates the effect of a barbarian's raging ability. Most useful if the drinker has a special ability triggered by raging.

 

 

Reduce Person Potion: Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB) (10 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (potion; -1 1/4), No Growth Momentum (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not stack with other Shrinking effects; -1/4)

 

Real Cost: 1

 

Boostable: 10 Minutes Duration for 1 Real Cost.

 

Description: Makes the drinker smaller. Not really all that useful, but another warning sign if the GM includes it in starting equipment. Tastes like iron.

 

 

Remove Blindness/Deafness Potion: (Total: 65 Active Cost, 7 Real Cost) Dispel Blindness/Deafness-causing powers 12d6, any Blindess/Deafness-inducing power one at a time (+1/4) (45 Active Points); 1 Charge which Never Recovers (-4), No Range (-1/2) Independent (-2), OAF Fragile (potion; -1 1/4) (Real Cost: 5) plus Healing Flashed Sight or Hearing Group 2d6 (20 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (potion; -1 1/4) (Real Cost: 2)

 

Real Cost: 7

 

Cannot be boosted.

 

Description: This potion restores sight or hearing to an afflicted drinker by removing any spell or effect causing the affliction, and healing any temporary damage to the sensory organs. Like your HMO, it will not treat pre-existing conditions--you'll need to spend Experience to buy those disadvantages off.

 

 

Remove Curse Potion: Dispel Curses 12d6, all Curse powers simultaneously (+2) (108 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (potion; -1 1/4), No Range (-1/2)

 

Real Cost: 12

 

Cannot be boosted.

 

Description: Drinking the potion breaks all the curses on the drinker (that can be broken--see individual curses for exceptions.) It does not break the curse on cursed items, but will allow the drinker to discard them without fear of return. Essential for tomb raiders.

 

 

Remove Disease Potion: Dispel Diseases 12d6, all Disease powers simultaneously (+2) (108 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (potion; -1 1/4), No Range (-1/2)

 

Real Cost: 12

 

Cannot be boosted.

 

Description: This potion instantly cures all curable diseases afflicting the drinker. Note that this does not provide any future immunity to those same diseases, and the drinker can quickly be reinfected if the disease-causing agent is still present. It also does not restore any damage already done by the diseases. Still, if you're up against disease carriers, you want this potion handy.

 

 

Remove Fear Potion: (Total: 8 Active Cost, 2 Real Cost) +4 PRE (4 Active Points); 1 Continuing Charge lasting 10 Minutes which Never Recovers (-2 1/2), Independent (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about half of its effectiveness (Only to defend against fear-based effects; -1) (Real Cost: 1) plus +4 Mental Defense (6 points total) (4 Active Points); 1 Continuing Charge lasting 10 Minutes which Never Recovers (-2 1/2), Independent (-2), OAF Fragile (potion; -1 1/4), Only Works Against Limited Type of Attack (fear-based effects; -1/2) (Real Cost: 1)

 

Real Cost: 2

 

Cannot be boosted.

 

Description: This potion heightens the imbiber's courage, protecting them from fear-based effects.

 

 

Remove Paralysis Potion: Dispel Paralysis 12d6, any Paralysis-effect power one at a time (+1/4) (45 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (potion; -1 1/4), No Range (-1/2)

 

Real Cost: 5

 

Cannot be boosted.

 

Description: This potion removes paralysis effects, such as ghoul touch or Hold Person. Usually applied to someone else, due to the nature of the condition being treated.

 

 

Resist (Energy Type) Potion: Armor (0 PD/10 ED) (15 Active Points); 1 Continuing Charge lasting 30 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4), Only Works Against Limited Type of Attack (Chosen form of "energy"; -1/2)

 

Real Cost: 2

 

Boostable: 20 ED and 70 Minutes Duration for 4 Real Cost; 30 ED and 110 Minutes Duration for 7 Real Cost.

 

Description: The drinker becomes resistant to a particular kind of "energy", with the available types being acid, cold, electricity, fire and sonic. More reliable than Protection from (Energy Type), but works well in tandem with it. Most useful if you know what kind of energy a particular enemy will use.

 

 

(Lesser) Restoration Potion: Aid Below Normal Level Characteristic + END 1d6, Any one below-normal Characteristic and END simultaneously (+1/2) (15 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (potion; -1 1/4), Only Restores to Starting Values (-1/2)

 

Real Cost: 2

 

Cannot be boosted.

 

Description: This potion is a quick pick-me-up that restores a bit of any Characteristic that's been lowered (as by Drain) and gives the user a second wind. Helps when you're up against opponents that like to sap your strength.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Potions S-T

 

Sanctuary Potion: Mind Control 6d6 (Humanoid class of minds), Personal Immunity (+1/4), Area Of Effect (4" Radius; +1) (67 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (potion; -1 1/4), Set Effect ("Do Not Attack Me"; -1), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Automatically ends if user attacks; -1/2), Does Not Provide Mental Awareness (-1/4)

 

Real Cost: 6

 

Boostable: 2 Turns Duration for 10 Real Cost.

 

Description: Anyone near the drinker will be affected by a compulsion not to attack that person. If the drinker makes any attacks, this effect will end, but they may act normally otherwise. Usually a good choice for the party's healer when he needs to cast an emergency cure and doesn't want to get interrupted.

 

 

Shield of Faith Potion: +2 with DCV (10 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 1

 

Boostable: +3 DCV with 6 Minutes Duration for 2 Real Cost; +4 DCV with 12 Minutes Duration for 3 Real Cost; +5 DCV with 18 Minutes Duration for 4 Real Cost.

 

Description: The drinker is surrounded by an invisible field that makes them harder to hit. Always a good potion to have along. Tastes like parchment, but with a bitter aftertaste if made by a spellcaster whose religion differs from yours.

 

 

Shillelagh Oil: (Total: 9 Active Cost, 2 Real Cost) Hand-To-Hand Attack +1 point, Continuous (+1) (4 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (oil; -1 1/4), Hand-To-Hand Attack (-1/2), Linked (wooden club-like weapon; -1/2) (Real Cost: 1) plus +1 OCV w/wooden club-like weapon (5 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF Fragile (oil; -1 1/4) (Real Cost: 1)

 

Real cost: 2

 

Boostable: 10 Minutes Duration for 2 Real Cost.

 

Description: This oil only works on wooden, club-like weapons (up to quarterstaff size) and makes them into magical weapons for a short time. Druids and monks are the most likely users, as footpads don't have the extra cash to make this worthwhile.

 

 

Spider Climb Potion: Clinging (normal STR) (10 Active Points); 1 Continuing Charge lasting 30 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (-1 1/4)

 

Real Cost: 1

 

Boostable: 100 Minutes Duration for 2 Real Cost.

 

Description: The drinker is able to climb walls and even cling to ceilings like a spider. This is another potion that will warn you that a particular type of adventure is coming up, should the GM put it in your starting equipment. Tastes like spider, though newbie adventurers might not know what spider tastes like.

 

 

Tongues Potion: Universal Translator 14- (23 Active Points); 1 Continuing Charge lasting 30 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 3

 

Boostable: 100 Minutes Duration for 4 Real Cost.

 

Description: Allows the imbiber to talk to any creature with a standard spoken language, or read their written works (does not decipher code, though.) A must-have for diplomatic missions to foreign lands. Tastes like clay.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Potions U-Z

 

Undetectable Alignment Potion: Invisibility to Mystic Group , No Fringe (20 Active Points); Independent (-2), 1 Continuing Charge lasting 1 Day which Never Recovers (-1 3/4), OAF Fragile (potion; -1 1/4), Limited Effect Detect Alignment (-1/4)

 

Real Cost: 3

 

Cannot be Boosted.

 

Description: Once the drinker takes this potion, their alignment cannot be detected by any means. On the other hand, it can be inferred from their actions. Considered a highly suspicious potion in most civilized areas.

 

 

Water Breathing Potion: Life Support (Expanded Breathing) (5 Active Points); Independent (-2), 1 Continuing Charge lasting 6 Hours which Never Recovers (-2), OAF Fragile (potion; -1 1/4)

 

Real Cost: 1

 

Boostable: 20 Hours Duration for 1 Real Cost.

 

Description: Allows the drinker to breathe water. Logically, there should be an Air Breathing potion for underwater creatures, but it's not listed in the standards. Vital for any adventure on or in the water. Tastes like straw.

 

 

Water Walk Potion: Flight 6" (12 Active Points); 1 Continuing Charge lasting 50 Minutes which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (potion; -1 1/4), Limited Power Power loses about a third of its effectiveness (only on liquid surfaces; -1/2), Only In Contact With A Surface (-1/4)

 

Real Cost: 2

 

Boostable: 100 Minutes Duration for 2 Real Cost.

 

Description: The imbiber can traverse any body of liquid as though walking on dry land. Actually, the feet are hovering about an inch above the surface. Often more helpful with liquids other than water, such as a lake of acid.

 

 

 

Next up is rings!

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Re: D&D Magic Items 3.5 to HERO

 

General Notes on Rings

 

Magical rings are small circular objects meant to be worn on fingers or toes. They are customarily made of precious metals and inset with small gems, but can be made of other sturdy materials such as ceramics or stone. In the standard D&D world, only two magical rings can affect the same wearer at a time. If more than two are worn, the effects of all are negated. (Exception: If a ring is cursed, the curse part of its powers will continue to operate.) Magical theorists argue about just why this should be.

 

Rings are "one size fits most", fitting from gnome to ogre fingers without difficulty, this being the quick way to detect a magical ring. Non-magical rings are often used by adventurers as a form of portable wealth, and by nobles to show off their status, so seeing a person with multiple rings will arouse no suspicion, and it will usually be impossible to tell without testing if some of those rings are magical.

 

Rings are either Inobvious Inaccessible Foci or Obvious Accessible Foci, depending on how obvious it is that the effect comes from them. Naturally, they are also Independent unless the player buys off that limitation.

 

Some of these rings are unduly complex, and you might want to rework them to fit your campaign rules more closely.

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  • 2 weeks later...

Re: D&D Magic Items 3.5 to HERO

 

Standard Rings A-B

 

Animal Friendship Ring: Mind Control 4d6 (Animal class of minds) (20 Active Points); Independent (-2), Set Effect ("I am your friend"; -1/2), IIF (ring; -1/4), Limited Power Power loses about a fourth of its effectiveness (Automatically wears off if ringbearer or an ally attacks animal; -1/4), Does Not Provide Mental Awareness (-1/4)

 

Real Cost: 5

 

Description: This ring will often be decorated with a lamb or dove. At command, the ring can cast a spell over a nearby animal, causing it to view the caster as a friend. Note that this does not in any way give the ability to communicate with said animal, and any attempt to attack it by the caster or their allies will bring it to its senses. Still, there are many situations in which this ring can be useful.

 

 

Blinking Ring: (Total: 152 Active Cost, 31 Real Cost) Physical Damage Reduction, Resistant, 50% (30 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (All Attack forms gain an Activation Roll of 14-, or one step worse if already has Activation Roll; -1), Costs Endurance (-1/2), IIF (ring; -1/4), Nonpersistent (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work vs. Extra-Dimensional attacks; -1/4) (Real Cost: 6) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (All attack forms now have an Activation Roll of 14-, or one step worse if already has Activation Roll; -1), Costs Endurance (-1/2), IIF (ring; -1/4), Nonpersistent (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work vs. Extra-Dimensional Attacks; -1/4) (Real Cost: 6) plus Mental Damage Reduction, 50% (30 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (All attack forms gain Activation Roll 14-, or one step worse if they already have Activation Roll; -1), Costs Endurance (-1/2), IIF (ring; -1/4), Nonpersistent (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work vs. Extradimensional attacks; -1/4) (Real Cost: 6) plus Desolidification (affected by Extra-Dimensional Attacks) (40 Active Points); Does Not Protect Against Damage (-1), Activation Roll 11- (-1), Limited Power Power loses about half of its effectiveness (Only to pass through solid objects; -1), Side Effects (If Desolid fails while inside solid object, user is expelled and takes 1d6 normal damage per 1" traveled, no defenses apply; -3/4), IIF (ring; -1/4) (Real Cost: 8) plus +2 with OCV (10 Active Points); Independent (-2), Linked (Damage Reduction; Lesser Power can only be used when character uses greater Power at full value; -3/4), IIF (ring; -1/4) (Real Cost: 2) plus Penalty Skill Levels: +4 vs. Dodging-based DCV with All Attacks (12 Active Points); Independent (-2), Linked (Damage Reduction; Lesser Power can only be used when character uses greater Power at full value; -3/4), IIF (ring; -1/4) (Real Cost: 3)

 

Real Cost: 31

 

Description: This ring will often be decorated with a blink dog. When activated, the user starts "blinking" between the Material and Ethereal Planes. Thus all attacks are only half as effective against them. Also, it's easier for the user to find a position of advantage to attack from, and it's harder to dodge them. However, there's a small chance that the user will time an attack wrong and be unable to hit themselves. The user can pass through solid objects at a normal walking pace, but there's a strong chance that they'll materialize inside and be expelled in pain. The final drawback of the ring is that it uses immense amounts of END while operating (13 END a Phase!) and will quickly exhaust the user.

 

 

 

Yeah, it's been a while, hasn't it?

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Re: D&D Magic Items 3.5 to HERO

 

Standard Rings C-D

 

 

Chameleon Power Ring: (Total: 38 Active Cost, 11 Real Cost) Concealment 14- (13 Active Points); Independent (-2), Self Only (-1/2), IIF (ring; -1/4) (Real Cost: 3) plus Shape Shift (Sight Group, bipedal humanoids), Costs END Only To Change Shape (+1/4) (25 Active Points); Independent (-2), IIF (ring; -1/4) (Real Cost: 8)

 

Real Cost: 11

 

Description: This ring will often be decorated with a chameleon. It allows the wearer to blend into the surroundings, making it easier to hide. More impressively, it also allows the wearer to change its appearance considerably (though within limits; they still have to look like a bipedal humanoid.) While it doesn't allow direct imitation, it can certainly add bonuses to a Disguise roll.

 

 

Climbing Ring: Climbing 13- (7 Active Points); Independent (-2), IIF (ring; -1/4)

 

Real Cost: 2

 

Description: Actually a magical leather cord that's tied around a finger, this "ring" gives the wearer the ability to climb as though fully trained. Best given to a character who hasn't got that particular skill. Also comes in an Improved version, which gives a 16- Climbing Skill for 4 Real Cost.

 

 

Counterspell Ring: Dispel Specific Spell 20d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger requires a Turn or more to reset, Character does not control activation of personal Trigger; When wearer or wearer's area is targeted by specified spell; +1/4), any specified magic power one at a time (must be chosen beforehand; +1/4) (90 Active Points); 1 Charge (Recovers Under Limited Circumstances; Only recharges by having spell cast into it; -2 1/2), Independent (-2), IIF (ring; -1/4)

 

Real Cost: 16

 

Description: This ring looks identical to a Spell Storing ring, but when a spell is cast into it, you can't get that spell back out. Instead, the magical energy remains inside the ring until an identical spell is cast at the wearer. At that moment, the energy will precisely counter the incoming spell, making it fail. Since only one spell can be guarded against at a time, most wearers will choose a common attack spell like Magic Missile, Lightning Bolt or Fireball.

 

 

Djinn Calling Ring: Summon 200-point Djinn, Slavishly Devoted (Must obey all commands--willingly, at first; +1), Specific Being (One djinn, if it dies, the ring is worthless; +1), Continuous (+1) (160 Active Points); Independent (-2), Extra Time (Extra Phase, Only to Activate, -1/2), IIF (ring; -1/4), 1 Continuing Charge lasting 1 Hour (-1/4)

 

Real Cost: 40

 

Description: When rubbed, this ring summons a djinn from the Elemental Plane of Air, which will serve the wearer for one hour of each day. This is a lesser djinn, unable to grant wishes, but still very powerful by human standards. Note that while the djinn is compelled to obey the wearer of the ring, it can interpret the orders given as it pleases. Thus, keeping on the djinn's good side is wise. And since it travels back to the Plane of Air after the hour is up, it can communicate with other djinn and share its experiences. If the djinn bound to the ring is killed, the ring becomes non-magical and worthless. Djinn Calling rings are greatly coveted.

 

 

Next up are the Elemental Command rings, which are...complicated.

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Re: D&D Magic Items 3.5 to HERO

 

A big one this time. Anyone still reading these?

 

Standard Rings E-F

 

 

Elemental Command Air Ring: (Total: 254 Active Cost, 53 Real Cost) Force Field (15 PD/15 ED), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; Except to Air Elementals; +1) (120 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Air Elementals user has not attempted to Charm; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-2 levels vs. Earth-based effects; -1/2), IIF (ring; -1/4) (Real Cost: 25) plus Mind Control 15d6 (Outsiders class of minds) (75 Active Points); Independent (-2), Limited Class Of Minds Air Elementals (-1/2), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (effect automatically ends if wearer or an ally attacks Air Elemental; -1/2), Does Not Provide Mental Awareness (-1/4), IIF (ring; -1/4) (Real Cost: 15) plus +4 with All Combat (32 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. beings from the Elemental Plane of Air; -1), IIF (ring; -1/4) (Real Cost: 7) plus Universal Translator 18- (27 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to communicate with beings from the Elemental Plane of Air; -1), OIF (ring; -1/2) (Real Cost: 6)

 

Air Command: Elemental Control, 30-point powers, (15 Active Points); all slots Independent (-2), IIF (ring; -1/4)

 

1)Feather Falling: Flight 12", Reduced Endurance (0 END; +1/2), Persistent (+1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Falling; +1) (72 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to slow falling speed; -1), Levitation (-1/2), no Noncombat movement (-1/4), IIF (ring; -1/4)

2)Resist Electricity: Armor (0 PD/30 ED) (45 Active Points); Independent (-2), Only Works Against Limited Type of Attack (Lightning and electricity; -1/2), IIF (ring; -1/4)

3)Gust of Wind: Telekinesis (20 STR), Area Of Effect (12" Line; +1) (60 Active Points); Independent (-2), 2 Charges (-1 1/2), Limited Power Power loses about half of its effectiveness (Only to push away from self; -1), No Range (-1/2), IIF (ring; -1/4)

4)Wind Wall: Telekinesis (10 STR), Invisible Power Effects (Fully Invisible; +1), Area Of Effect (12" Any Area; +1 1/2) (52 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to push upwards; -1), Affects Whole Object (-1/4), IIF (ring; -1/4)

5)Air Walk: Flight 12", 1 Continuing Charge lasting 1 1/2 Hours (+0), Usable as Running (+1/4) (30 Active Points); Independent (-2), Limited Power Power loses about a third of its effectiveness (No faster than wearer's Running; -1/2), IIF (ring; -1/4)

6)Chain Lightning: Energy Blast 15d6, Area Of Effect (8" Any Area; see text; +1) (150 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Independent (-2), Limited Power Power loses about a fourth of its effectiveness (Only first target takes full damage, all other targets (up to 14) must be within 3" of first target, and only take 7d6 damage; -1/4), IIF (ring; -1/4)

 

Real Cost: 117

 

Description: This powerful ring is attuned to the element of air. As such, it makes the wearer far more effective in combat against creatures from the Elemental Plane of Air, and even provides near-total protection from Air Elementals. The last, however is negated if the wearer tries to use the ring's power to Charm Air Elemental and fails. Plus, the wearer can talk to beings from the Elemental Plane of Air.

 

But that's not all! The wearer can fall from any height without harm, is nearly immune to electrical attacks, can bend the wind to his will, and once per week can shoot chain lightning from his fingertips. There are two catches, however. While wearing the ring, the owner is less capable against any Earth-based effect. And until the ring is "attuned" to the wearer (GM Option, but needs an event roughly as difficult as single-handedly defeating an air elemental) the only function that can be accessed is Feather Fall.

 

 

Elemental Command Earth Ring: (Total: 254 Active Cost, 53 Real Cost) Force Field (15 PD/15 ED), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; Except to Earth Elementals; +1) (120 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Earth Elementals user has not attempted to Charm; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-2 levels vs. Air & Lightning-based effects; -1/2), IIF (ring; -1/4) (Real Cost: 25) plus Mind Control 15d6 (Outsiders class of minds) (75 Active Points); Independent (-2), Limited Class Of Minds Earth Elementals (-1/2), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (effect automatically ends if wearer or an ally attacks Earth Elemental; -1/2), Does Not Provide Mental Awareness (-1/4), IIF (ring; -1/4) (Real Cost: 15) plus +4 with All Combat (32 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. beings from the Elemental Plane of Earth; -1), IIF (ring; -1/4) (Real Cost: 7) plus Universal Translator 18- (27 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to communicate with beings from the Elemental Plane of Earth; -1), OIF (ring; -1/2) (Real Cost: 6)

 

Earth Command: Elemental Control, 34-point powers, (17 Active Points); all slots Independent (-2), IIF (ring; -1/4)

1) Wall of Stone: Entangle 4d6, 8 DEF (Larger Wall (+6")) (72 Active Points); 1 Charge (-2), Independent (-2), Only To Form Barriers (-1), Limited Power Power loses about a third of its effectiveness (Must be connected to/supported by existing stone; -1/2), IIF (ring; -1/4)

2) Meld Into Stone: Desolidification (affected by Air & lightning-based effects), Reduced Endurance (0 END; +1/2) (60 Active Points); Independent (-2), Limited Power Power loses about two-thirds of its effectiveness (Only to move inside stone object that can completely hold wearer, other limitations see text; -1 1/2), IIF (ring; -1/4)

3) Soften Earth and Stone: Minor Transform 7 1/2d6 (Natural or unworked earth and stone to softer earth and stone, Harden Earth and Stone, Dispel Magic), Partial Transform (+1/2) (112 Active Points); Independent (-2), Limited Target ([slightly Limited]; Only natural or unworked earth and stone; -1/4), IIF (ring; -1/4)

4) Stone Shape: Minor Transform 7 1/2d6 (Stone or stone object to differently-shaped stone object, Stone Shape or Dispel Magic) (75 Active Points); Independent (-2), 2 Charges (-1 1/2), All Or Nothing (-1/2), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (crude shapes only, no fine detail; -1/4), IIF (ring; -1/4)

5) Stoneskin: Physical Damage Reduction, Resistant, 50%, Hardened (+1/4) (37 Active Points); Independent (-2), Ablative BODY Only (-1/2), 1 Continuing Charge lasting 1 1/2 Hours which Recovers every 1 Week (-1/2), Limited Power Power loses about a fourth of its effectiveness (Does not work vs. adamantine; -1/4), IIF (ring; -1/4)

6) Passwall: Teleportation 4", 2 Continuing Charges lasting 15 Hours each which Recover every 1 Week (+0), Safe Blind Teleport (+1/4), Usable Simultaneously (up to 2 people at once; +1/2), Persistent (+1/2), Cumulative (+1/2), Uncontrolled (+1/2), Continuous (+1) (34 Active Points); Independent (-2), Can Only Teleport To Floating Fixed Locations (Through wall; -1/2), Limited Power Power loses about a third of its effectiveness (Only to pass through walls, cannot penetrate metal or anything harder; -1/2), no Noncombat movement (-1/4), IIF (ring; -1/4)

 

Real Cost: 130

 

Description: This powerful ring is attuned to the element of earth. As such, it makes the wearer far more effective in combat against creatures from the Elemental Plane of Earth, and even provides near-total protection from Earth Elementals. The last, however is negated if the wearer tries to use the ring's power to Charm Earth Elemental and fails. Plus, the wearer can talk to beings from the Elemental Plane of Earth.

 

But that's not all! The user can summon a stone wall once a day, meld into stone (Once inside the stone, the wearer cannot travel except to exit the stone, nor see out of it, but can still gesture and vocalize to cast self-only spells; Smashing the stone sufficiently that the wearer can't fit inside anymore will expel her and do 5d6 normal damage with no defenses applying. Stone to Flesh and Stone to Mud will do the same--Stone Shape will only do 3d6 and not expel the wearer.) The user can make natural or unworked earth and stone softer and easier to dig in/carve, or make a stone a different shape. Once a week, the wearer's skin can become like stone, and twice a day, the user can create a "tunnel" through any wall not made of metal or a harder substance.

 

There are two catches, however. While wearing the ring, the owner is less capable against any Air or Lightning-based effect. And until the ring is "attuned" to the wearer (GM Option, but needs an event roughly as difficult as single-handedly defeating an earth elemental) the only function that can be accessed is Meld Into Stone.

 

 

Elemental Command Fire Ring: (Total: 254 Active Cost, 53 Real Cost) Force Field (15 PD/15 ED), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; Except to Fire Elementals; +1) (120 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Fire Elementals user has not attempted to Charm; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-2 levels vs. Water & Cold-based effects; -1/2), IIF (ring; -1/4) (Real Cost: 25) plus Mind Control 15d6 (Outsiders class of minds) (75 Active Points); Independent (-2), Limited Class Of Minds Fire Elementals (-1/2), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (effect automatically ends if wearer or an ally attacks Fire Elemental; -1/2), Does Not Provide Mental Awareness (-1/4), IIF (ring; -1/4) (Real Cost: 15) plus +4 with All Combat (32 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. beings from the Elemental Plane of Fire; -1), IIF (ring; -1/4) (Real Cost: 7) plus Universal Translator 18- (27 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to communicate with beings from the Elemental Plane of Fire; -1), OIF (ring; -1/2) (Real Cost: 6)

 

Fire Command: Elemental Control, 32-point powers, (16 Active Points); all slots Independent (-2), IIF (ring; -1/4)

1) Resist Fire: Armor (0 PD/30 ED) (45 Active Points); Independent (-2), Only Works Against Limited Type of Attack (Fire and heat-based attacks; -1/2), IIF (ring; -1/4)

2) Burning Hands: Energy Blast 3 1/2d6, Area Of Effect (5" Cone; +1) (36 Active Points); Independent (-2), No Range (-1/2), IIF (ring; -1/4)

3) Flaming Sphere: Energy Blast 2d6, Variable Targets (+1/4), Sticky (+1/2), Line Of Sight (+1/2), Continuous (+1) (32 Active Points); Independent (-2), 2 Continuing Charges lasting 1 Minute each (-3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Restrainable (-1/2), IIF (ring; -1/4)

4) Pyrotechnics I: Sight Group Flash 4 1/2d6, Explosion (+1/2) (34 Active Points); Independent (-2), 2 Charges (-1 1/2), Conditional Power Power does not work in Common Circumstances (Requires existing fire; -1/2), Limited Power Power loses about a fourth of its effectiveness (Shares its charges with Pyrotechnics II; -1/4), IIF (ring; -1/4)

5) Pyrotechnics II: (Total: 68 Active Cost, 14 Real Cost) Darkness to Sight and Smell/Taste Groups 2" radius (25 Active Points); Independent (-2), 2 Continuing Charges lasting 1 Minute each (-3/4), Conditional Power Power does not work in Common Circumstances (requires existing fire; -1/2), Limited Power Power loses about a fourth of its effectiveness (shares charges with Pyrotechnics I; -1/4), IIF (ring; -1/4) (Real Cost: 5) plus Change Environment 2" radius, -4 Characteristic Roll and all Skill Rolls based on DEX, -4 Characteristic Roll and all Skill Rolls based on STR, Multiple Combat Effects (43 Active Points); Independent (-2), 2 Continuing Charges lasting 1 Minute each (-3/4), Conditional Power Power does not work in Common Circumstances (requires existing fire; -1/2), Limited Power Power loses about a fourth of its effectiveness (shares charges with Pyrotechnics I; -1/4), IIF (ring; -1/4) (Real Cost: 9)

6) Wall of Fire: (Total: 150 Active Cost, 30 Real Cost) Energy Blast 4 1/2d6, Continuous (+1), Area Of Effect (10" Any Area; +1 1/4) (75 Active Points); Independent (-2), 1 Continuing Charge lasting 1 Minute (-1), Limited Power Power loses about a fourth of its effectiveness (Only to form lines or rings; -1/4), No Knockback (-1/4), IIF (ring; -1/4) (Real Cost: 16) plus Energy Blast 4 1/2d6, Continuous (+1), Area Of Effect (10" Any Area; +1 1/4) (75 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (only to form lines and rings; only vs. undead; -1), 1 Continuing Charge lasting 1 Minute (-1), No Knockback (-1/4), IIF (ring; -1/4) (Real Cost: 14)

7) Flame Strike: Energy Blast 15d6, Indirect (Same origin, always fired away from attacker; Straight down from sky; +1/4), Variable Special Effects (Limited Group of SFX; Fire and "holy"; +1/4), Area Of Effect (One Hex; +1/2) (150 Active Points); 2 Charges which Recover every 1 Week (-2), Independent (-2), IIF (ring; -1/4)

 

Real Cost: 139

 

Description: This powerful ring is attuned to the element of fire. As such, it makes the wearer far more effective in combat against creatures from the Elemental Plane of Fire, and even provides near-total protection from Fire Elementals. The last, however is negated if the wearer tries to use the ring's power to Charm Fire Elemental and fails. Plus, the wearer can talk to beings from the Elemental Plane of Fire.

 

But that's not all! It also gives superior protection from fire damage, allows the user to shoot fire from its fingertips, summon a ball of fire that rolls around setting things (and beings)aflame, use pyrotechnics to create a blinding explosion or choking cloud from an existing fire, create a wall of flame, or call divine fire down from the heavens. There are two catches, however. While wearing the ring, the owner is less capable against any Water or Cold-based effect. And until the ring is "attuned" to the wearer (GM Option, but needs an event roughly as difficult as single-handedly defeating an fire elemental) the only function that can be accessed is Resist Fire.

 

 

Elemental Command Water Ring: (Total: 259 Active Cost, 58 Real Cost) Force Field (15 PD/15 ED), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (One Hex; +1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible Power Effects (Fully Invisible; Except to Water Elementals; +1) (120 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Water Elementals user has not attempted to Charm; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-2 levels vs. Fire-based effects; -1/2), IIF (ring; -1/4) (Real Cost: 25) plus Mind Control 15d6 (Outsiders class of minds) (75 Active Points); Independent (-2), Limited Class Of Minds Water Elementals (-1/2), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (effect automatically ends if wearer or an ally attacks Water Elemental; -1/2), Does Not Provide Mental Awareness (-1/4), IIF (ring; -1/4) (Real Cost: 15) plus +4 with All Combat (32 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. beings from the Elemental Plane of Water; -1), IIF (ring; -1/4) (Real Cost: 7) plus Universal Translator 18- (27 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to communicate with beings from the Elemental Plane of Water; -1), OIF (ring; -1/2) (Real Cost: 6) plus Life Support (Water Breathing) (Real Cost: 5)

 

Water Command: Elemental Control, 30-point powers, (15 Active Points); all slots Independent (-2), IIF (ring; -1/4)

1) Water Walk: Flight 12", Usable As Running (+1/4) (30 Active Points); Independent (-2), Only In Contact With A Surface (-1/4), Only On Appropriate Terrain Only on liquid surfaces (-1/4), Limited Power Power loses about a fourth of its effectiveness (No faster than wearer's Running; -1/4), IIF (ring; -1/4)

2) Create Water: Major Transform 2d6 (Air to water, evaporation, fire-based spells), Partial Transform (+1/2) (45 Active Points); Independent (-2), Limited Target Air (-1/4), IIF (ring; -1/4)

3) Wall of Ice: Entangle 6d6, 6 DEF (Larger Wall (+7")), Backlash (+1/2), Continuous (+1) (185 Active Points); Independent (-2), Only To Form Barriers (-1), Vulnerable (Very Common; fire and heat; -1), 1 Continuing Charge lasting 15 Minutes (-1/2), Nonresistant DEF (-1/4), IIF (ring; -1/4)

4) Ice Storm: (Total: 56 Active Cost, 10 Real Cost) Physical Energy Blast 3d6, Indirect (Same origin, always fired away from attacker; down from sky; +1/4), Area Of Effect (2" Radius; +1) (34 Active Points); 2 Charges which Recover every 1 Week (-2), Independent (-2), IIF (ring; -1/4) (Real Cost: 6) plus Cold Energy Blast 2d6, Indirect (Same origin, always fired away from attacker; from sky; +1/4), Area Of Effect (1" Radius; +1) (22 Active Points); 2 Charges which Recover every 1 Week (-2), Independent (-2), IIF (ring; -1/4) (Real Cost: 4)

5) Control Water: Telekinesis (50 STR), Affects Porous, Area Of Effect (9" Radius; +1) (170 Active Points); Independent (-2), Only Works On Limited Types Of Objects Limited Group of Objects (Liquids; -1/2), Limited Power Power loses about a third of its effectiveness (Only to raise or lower liquid; -1/2), Affects Whole Object (-1/4), 2 Continuing Charges lasting 1 1/2 Hours each which Recover every 1 Week (-1/4), IIF (ring; -1/4)

 

Real Cost: 144

 

Description: This powerful ring is attuned to the element of water. As such, it makes the wearer far more effective in combat against creatures from the Elemental Plane of Water, and even provides near-total protection from Water Elementals. The last, however is negated if the wearer tries to use the ring's power to Charm Water Elemental and fails. Plus, the wearer can talk to beings from the Elemental Plane of Water.

 

But that's not all! The wearer can walk on water, or breathe under it. She can create potable water at will, be her own tidal force, and create walls or storms of ice. There are two catches, however. While wearing the ring, the owner is less capable against any Fire-based effect. And until the ring is "attuned" to the wearer (GM Option, but needs an event roughly as difficult as single-handedly defeating an water elemental) the only function that can be accessed is Water Walk.

 

 

Energy Resistance (Type) Ring: Armor (0 PD/10 ED) (15 Active Points); Independent (-2), Only Works Against Limited Type of Attack (Specified "energy"; -1/2), IIF (ring; -1/4)

 

Real Cost: 4

 

Description: A reddish iron ring that protects the wearer from one kind of "energy" damage. Choices (by the creator of the ring) are acid, cold, electricity, fire, and sonic. All are useful at least once in a while, though the cold, electricity and fire versions are going to get more of a workout. This ring also comes in Major (20 ED for 8 Real Cost) and Greater (30 ED for 12 Real Cost) models.

 

 

Evasion Ring: +5 with DCV (25 Active Points); Independent (-2), Requires A DEX Roll (-1), Limited Power Power loses about a third of its effectiveness (Only vs attacks that allow a DEX Roll "saving throw"; -1/2), IIF (ring; -1/4)

 

Real Cost: 5

 

Description: If an attack allows the target to make a DEX Roll to reduce damage, this ring gives the wearer an increased chance to avoid the attack altogether. Its usefulness will depend on how many attacks allow such a "saving throw" in your campaign.

 

 

Feather Falling Ring: Flight 6", Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Falling at least 1"; +1) (24 Active Points); Independent (-2), Levitation (-1/2), Limited Power Power loses about a third of its effectiveness (No upward movement, only to reduce falling damage; -1/2), IIF (ring; -1/4)

 

Real Cost: 6

 

Description: This ring allows the wearer to fall from great heights with little or no damage. A real life-saver, especially in mountainous terrain. As such, very hard to find in shops because the owners tend to hang on to them.

 

 

Force Shield Ring: +2 with DCV (10 Active Points); Independent (-2), Limited Power Power loses about a third of its effectiveness (Only against attacks the wearer is aware of; -1/2), IIF (ring; -1/4)

 

Real Cost: 3

 

Description: When activated, this ring causes a shield-like force to appear on the wearer's arm, which functions as a normal shield, except being weightless. If your campaign requires a WF: Shields to properly use a shield, the same restriction applies to this item. Most helpful in situations where one cannot normally carry a shield, such as many civilized courts.

 

 

Freedom of Movement Ring: (Total: 47 Active Cost, 12 Real Cost) Environmental Movement (no penalties on any surface) (4 Active Points); Independent (-2), IIF (ring; -1/4) (Real Cost: 1) plus Environmental Movement (no penalties underwater) (2 Active Points); Independent (-2), IIF (ring; -1/4) (Real Cost: 1) plus +20 STR (20 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to escape Grabs and Entangles; -1), No Figured Characteristics (-1/2), IIF (ring; -1/4) (Real Cost: 4) plus Contortionist 18- (21 Active Points); Independent (-2), IIF (ring; -1/4) (Real Cost: 6)

 

Real cost: 12

 

Description: This ring allows the wearer to move freely in conditions that would normally slow them down or make it hard to balance. In addition, it makes the wearer harder to keep confined. Very useful, and hard to find in stores.

 

 

Friend Shield Ring: (Total: 145 Active Cost, 28 Real Cost) +1 with DCV, Usable By Other (+1/4), Ranged (+1/2), No Range Modifier (+1/2) (11 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only on person wearing matching Friend Shield Ring, effect lasts ten hours and thus must be renewed; -1), IIF (ring; -1/4) (Real Cost: 2) plus Energy Damage Reduction, Resistant, 50%, Usable By Other (+1/4), Ranged (+1/2), No Range Modifier (+1/2) (67 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (only usable on person wearing matching Friend Shield ring, effect lasts ten hours, then must be renewed; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Wearer takes the "reduced" damage themself; defenses do not apply; -1), IIF (ring; -1/4) (Real Cost: 13) plus Physical Damage Reduction, Resistant, 50%, Usable By Other (+1/4), Ranged (+1/2), No Range Modifier (+1/2) (67 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (only on wearer of matching Friend Shield Ring, effect lasts ten hours, then must be renewed; -1), Side Effects, Side Effect occurs automatically whenever Power is used (wearer takes "reduced" damage themselves, no defenses apply; -1), IIF (ring; -1/4) (Real Cost: 13)

 

Real Cost: 28

 

Description: These rings are always made in matched pairs, and their decoration will reflect this. At command, the wearer can take upon themselves half the damage that the other ring's wearer would normally suffer. A pair of Friend Shield rings is very expensive, and they are always custom-made; the GM should prepare the backstory of any pair found in a treasure hoard.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Rings G-J

 

No G or H rings...

 

 

 

Invisibility Ring: Invisibility to Sight Group , No Fringe (30 Active Points); Independent (-2), Only When Not Attacking (-1/2), Limited Power Power loses about a third of its effectiveness (Power automatically ends when wearer attacks or at end of three minutes; -1/2), IIF (ring; -1/4)

 

Real Cost: 7

 

Description: A ring that allows the wearer to turn invisible for a few minutes at a time. A classic item beloved of Greek philosophers and English linguists alike.

 

 

Jumping Ring: Leaping +1" (3" forward, 1 1/2" upward) (Accurate) (6 Active Points); Independent (-2), IIF (ring; -1/4)

 

Real Cost: 2

 

Description: This ring allows the wearer to jump further and more accurately. Not the most spectacular of magic items, but useful. Also comes in an Improved version, which offers +2" Leaping for 2 Real Cost.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Rings K-P

 

Mind Shielding Ring: (Total: 66 Active Cost, 18 Real Cost) +20 Mental Defense (22 points total) (20 Active Points); Independent (-2), Only Works Against Limited Type of Attack (Telepathy and telepathy-like powers; -1/2), IIF (ring; -1/4) (Real Cost: 5) plus Invisibility to Mental Group and Detect , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (46 Active Points); Independent (-2), IIF (ring; -1/4), Limited Power Power loses about a fourth of its effectiveness (Only vs. telepathic-style Detects; -1/4) (Real Cost: 13)

 

Real Cost: 18

 

Description: This heavy gold ring protects your mind from being read, or even detected. Note that it does squat-all against mind control or direct mental zaps. Still, it's always nice to have a way to protect yourself against the Thought Police.

 

 

Protection Ring: +1 with DCV (5 Active Points); Independent (-2), IIF (ring; -1/4)

 

Real Cost: 1

 

Description: This ring makes the wearer slightly less likely to be hit in combat. Everyone likes these, though those that can't wear armor need them more. Also comes in +2 (3 Real Cost), +3 (5 Real Cost), +4 (6 Real Cost) and +5 (8 Real Cost) versions.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Rings Q-R

 

Ram Ring: Energy Blast 1d6, Double Knockback (+3/4) (9 Active Points); Independent (-2), 50 Boostable Charges which Never Recover (-1 1/4), OIF (ring; -1/2)

 

Real Cost: 2

 

Description: This ring is decorated with a ram or billy goat head. On command, it will shoot out a bolt of force capable of knocking a person over, or in rare cases even send them flying for short distances. Note that it can produce a stronger effect by using more charges (up to three at a time.) Careful planning can make all the difference in using this device.

 

 

Regeneration Ring: Healing 1 BODY, Can Heal Limbs (15 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Independent (-2), IIF (ring; -1/4), Limited Power Power loses about a fourth of its effectiveness (Only works vs. damage taken while wearing ring; -1/4)

 

Real Cost: 3

 

Desription: While wearing this ring, the user's natural healing process is speeded up to the point where even reattaching body parts is possible. Most helpful to medium-level adventurers who have sufficient BODY to not die before the regeneration kicks in, but lacking access to the top-level healing spells.

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  • 1 month later...

Re: D&D Magic Items 3.5 to HERO

 

Standard Rings S-T

 

Shooting Stars Ring: Elemental Control, 14-point powers, (7 Active Points); all slots Independent (-2), OIF (ring; -1/2)

1) Dancing Lights: Sight Group Images 1" radius, 12 Continuing Charges lasting 1 Minute each (+1/2) (15 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to make four lights that can dance about (may be globe or humanoid-shaped), must wait one hour between uses; -1), Conditional Power Power Only Works Outdoors at Night or conditions of deep darkness (-1/2), OIF (ring; -1/2)

2) Light: Sight Group Images Increased Size (2" radius; +1/4), 2 Continuing Charges lasting 2 Hours each (+1/4) (15 Active Points); Independent (-2), Only To Create Light (-1), No Range (-1/2), Conditional Power Power Only Works Outdoors at Night or Deep Darkness (-1/2), OIF (ring; -1/2)

3) Ball Lightning: Energy Blast 4d6, Variable Targets (+1/4), Continuous (+1) (45 Active Points); Independent (-2), 1 Continuing Charge lasting 1 Turn (-1 1/4), Conditional Power Power Only Works Outdoors at Night or in Deep Darkness (-1/2), OIF (ring; -1/2), No Knockback (-1/4)

4) Shooting Stars: (Total: 40 Active Cost, 7 Real Cost) Energy Blast 2d6 (10 Active Points); Independent (-2), 3 Charges which Recover every 1 Week (-1 3/4), Conditional Power Power Only Works Outdoors at Night or In Deep Darkness (-1/2), OIF (ring; -1/2), Limited Range 7" (will explode at end of range even if it doesn't hit anything; -1/4) (Real Cost: 2) plus Energy Blast 4d6, Explosion (+1/2) (30 Active Points); Independent (-2), 3 Charges which Recover every 1 Week (-1 3/4), Conditional Power Power Only Works Outdoors at Night or In Deep Darkness (-1/2), OIF (ring; -1/2), Limited Range 7" (Explodes at end of range even if it hasn't hit anything; -1/4) (Real Cost: 5)

5) Faerie Fire: Cosmetic Transform 6d6 (Ordinary object/being into faintly glowing object/being, Expiration of spell (12 minutes) or darkness-effect spell), Variable Special Effects (Limited Group of SFX; blue, green or violet glow; +1/4) (37 Active Points); Independent (-2), 2 Charges (-1 1/2), Conditional Power Power Only Works Indoors or Underground at Night (-1/2), OIF (ring; -1/2)

6) Spark Shower: (Total: 46 Active Cost, 7 Real Cost) Energy Blast 2 1/2d6, Area Of Effect (4" Cone; +1) (26 Active Points); 1 Charge (-2), Independent (-2), No Range (-1/2), Conditional Power Power Only Works Indoors or Underground at Night (-1/2), OIF (ring; -1/2) (Real Cost: 4) plus Energy Blast 2d6, Area Of Effect (3" Cone; +1) (20 Active Points); 1 Charge (-2), Independent (-2), No Range (-1/2), Conditional Power Power Only Works Indoors or Underground at Night (-1/2), OIF (ring; -1/2), Limited Power Power loses about a fourth of its effectiveness (Only vs. targets w/metal armor or weapons; -1/4) (Real Cost: 3)

 

Real Cost: 27

 

Description: This ring has a number of functions that only function at night or in deep darkness. If the wearer is outdoors, they can summon small dancing lights, a more powerful light spell, a ball of electricity that zooms from one victim to the next for a short period, or shooting stars that hit hard, then explode in flames. If the wearer is indoors or underground, they can coat an area and everything in it in a faint glow, or send a shower of sparks at an opponent. (The last is more effective if the target is wearing or carrying a lot of metal.) Best used by night-faring adventurers, especially whoever's on watch.

 

 

Spell Storing Ring, Minor: Variable Power Pool (Magic Pool), 30 base + 3 control cost, (45 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (when friendly mage casts spell into ring; -1/2), Limited Class Of Powers Available Slightly Limited (Magic spells cast into ring; -1/4); all slots Independent (-2), Limited Power Power loses about half of its effectiveness (Only spells cast into ring, only up to three "levels" at a time; -1), IIF (ring; -1/4)

 

Real Cost: 33

 

Description: This coveted ring holds magical spells that have been cast into it for later use. Handily, the user does not themselves have to be magically adept. It will hold up to three "levels" of magic (3 1st level, 1 2nd level and 1 1st level or 1 3rd level), which make it slightly less powerful than you'd expect for the cost. It also comes in "standard" (50 Active Points, up to five "levels") for 55 Real Cost, and "major" (100 Active Points, up to ten "levels") for 110 Real Cost.

 

 

Spell Turning Ring: Missile Deflection (Any Ranged Attack), Missile Reflection, Custom Modifier --Works against Mental Attacks too (+1/4) (50 Active Points); Independent (-2), 3 Charges (-1 1/4), Only Works Against Limited Type of Attack (Magical spells; -1/2), IIF (ring; -1/4)

 

Real Cost: 10

 

Description: Three times a day, a wearer can choose to try to reflect a magical spell back at its caster. Of course, this choice often must be made before the spellcaster finishes their casting, so the user might blow a charge if the spell turns out to be defensive or aimed at someone else. Still, if done correctly, the results can be quite satisfying.

 

 

Sustenance Ring: Life Support (Eating: Character does not eat; Sleeping: Character only has to sleep 8 hours per week) (4 Active Points); Extra Time (1 Week, Only to Activate, -2 1/4), Independent (-2), IIF (ring; -1/4)

 

Real Cost: 1

 

Description: This ring turns air into sustenance for its wearer, thus they do not have to eat (but still can, if they want) and need only one hour of sleep a night. It takes a week for the ring to adjust itself to the wearer's metabolism--if it's removed for any reason, it will take another full week to readjust, even to the same person. Invaluable if you're in an area where you can't trust the food, or rations are short.

 

 

Swimming Ring: Swimming +1" (3" total); Independent (-2), IIF (ring; -1/4)

 

Real Cost: 1

 

Description: This ring, decorated with wave patterns, makes you a slightly better swimmer. Not exactly the top of everyone's shopping list, but every little bit helps. Also comes in an Improved (+2" Swimming for 1 Real Cost) version.

 

 

Telekinesis Ring: Telekinesis (15 STR) (23 Active Points); Independent (-2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), IIF (ring; -1/4)

 

Real Cost: 6

 

Description: An amazingly useful ring for its cost, the Telekinesis Ring allows the wearer to manipulate objects at will, only requiring a certain amount of concentration. GM caution is recommended before handing this out.

 

 

Three Wishes Ring: Extra-Dimensional Movement (To Parallel Universe where wish came true) (25 Active Points); 3 Charges which Never Recover (-3 1/4), Independent (-2), IIF (ring; -1/4), Limited Power Power loses about a fourth of its effectiveness (Subject to GM interpretation of wish; -1/4)

 

Real Cost: 4

 

Description: This ring is set with three rubies of great price. When a wish is made, one of the rubies vanishes and the wish comes true. When all three rubies are gone, the ring loses all its magical properties and turns to dross. These are hardly ever found intact--at least one wish will have been used by the previous owner. The GM should interpret the wish as necessary--if it's a reasonable request that will help the game along, by all means be nice to the wisher. If the wish is greedy or hubristic, sock them with the literal genie stick. This ring cannot have Independent bought off.

 

 

 

 

Have been having problems with the Rods...

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