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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

 

Standard Rings U-Z

 

Water Walking Ring: Flight 12", Usable as Running (+1/4) (30 Active Points); Independent (-2), IIF (ring; -1/4), 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)

 

Real Cost: 7

 

Description: This ring is set with an opal, and allows the wearer to walk on the surface of any liquid. (It does not protect against any damaging effects of being that close to the liquid.) You never know when one of these might come in handy.

 

 

Wizardry Ring: Okay, you got me on this one. The effect is that the wearer (who must be an arcane spellcaster) gets double the number of spell slots for a given "level" for the day. It comes in 1st, 2nd, 3rd and 4th Level varieties. Anyone want to take a stab at it?

 

 

X-Ray Vision Ring: N-Ray Perception, not vs. lead or thicker substances (Sight Group) (10 Active Points); Increased Endurance Cost (x8 END; -3 1/2), Independent (-2), Costs Endurance (-1/2), IIF (ring; -1/4)

 

Real Cost: 1

 

Description: This ring allows the wearer to look through solid objects as though they were transparent glass. The only real drawback is that x-ray vision is rough on the eyes, so it quickly exhausts the user.

 

 

 

And that completes the standard magical rings. Next up is rods, if I ever get them in line.

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Re: D&D Magic Items 3.5 to HERO

 

On the wizardy ring, you would need to use transform to give the character an advantage/remove a limitation if it is charged based. If the campeign uses endurance instead as it's control extra endurance/Endurance reserve

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Re: D&D Magic Items 3.5 to HERO

 

Standard Rings U-Z

 

Wizardry Ring: Okay, you got me on this one. The effect is that the wearer (who must be an arcane spellcaster) gets double the number of spell slots for a given "level" for the day. It comes in 1st, 2nd, 3rd and 4th Level varieties. Anyone want to take a stab at it?

 

Appreciate all the work on these. For this ring, a possible option is a VPP, limited in power. The ring can't be set unless the parameters of what a 1st - 4th level spells are. KS's 15 active /level (IIRC) is one option. If you use this, then a ring for 1st level spells would be limited to spells of 15 active points or less, 2nd level from 16-30 active points, etc. The "doubling" would be tricky, since there is no idea what the standard is - it depends on game world - but you could simply build it with 1 charge in each slot, or else make sure that the Pool has enough points for a typical compliment of spells.

 

Or...you could make it a simple END reserve (if you do not forget spells), with enough power for an average doubled casting. This ring is just really, really hard to try to make without knowing they magic system that is in use. Other items can be dropped in as is...this one, not so much. :)

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Re: D&D Magic Items 3.5 to HERO

 

Remember this thread? Burnt out for a while, then lost track of the books, then my computer crashed and I needed a new copy of Hero Designer...

 

Anyhow, to pick up where we left off--

 

Some general rules on Rods. They're metal sceptre-like objects between two and three feet long; in addition to any magical properties, quite a few are sturdy enough to use as clubs or maces. They usually must be held or presented to be used, so they're OAF, and bought with Independent.

 

Standard Rods A-C

 

Absorption Rod: (Total: 279 Active Cost, 49 Real Cost) Endurance Reserve (90 END, 0 REC) Reserve: (9 Active Points); Independent (-2), OAF (rod; -1), Limited Power Power loses about a fourth of its effectiveness (Only to substitute for charges/END use of magical spells; -1/4) (Real Cost: 2) plus Absorption 18d6 (magic, END Reserve), Delayed Return Rate (points

return at the rate of 5 per Month; +2) (270 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (rod; -1), Limited Special Effect Very Common SFX (magic spells; -1/4) (Real Cost: 47)

 

Real Cost: 49

 

Description: This rod sucks up magical spells aimed at the user and turns them into fuel for her own spells. The rod starts out empty, but fills up somewhat each time it successfully absorbs a spell. The power reserves can then be used to provide END for the wielder's spells. (If you're using Charges, each charge will drain as much END as the power would if it weren't on a charge.) Note that the rod must be wielded to use either its absorption or power source abilities, thus it is not capable of helping with spells that require both hands for Gestures.

 

 

Rod of Alertness I: (Total: 13 Active Cost, 3 Real Cost) Hand-To-Hand Attack +1d6+1 (7 Active Points); Independent (-2), OAF (rod; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 1) plus +1 OCV w/Rod (5 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 1) plus

Lightning Reflexes: +1 DEX to act first with Attack with Rod; Independent (-2), OAF (rod; -1) (Real Cost: 1)

Rod of Alertness II: Multipower, 15-point reserve, (15 Active Points); all slots Independent (-2), OAF (rod; -1)

1) Detect Evil: Detect A Single Thing 18- (Unusual Group), Range (15 Active Points); Independent (-2), OAF (rod; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

2) Detect Good: Detect A Single Thing 18- (Unusual Group), Range (15 Active Points); Independent (-2), OAF (rod; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

3) Detect Law: Detect A Single Thing 18- (Unusual Group), Range (15 Active Points); Independent (-2), OAF (rod; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

4) Detect Chaos: Detect A Single Thing 18- (Unusual Group), Range (15 Active Points); Independent (-2), OAF (rod; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

5) Detect Magic: Detect A Single Thing 18- (Unusual Group), Range (15 Active Points); Independent (-2), OAF (rod; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

6) Discern Lies: Detect A Single Thing 18- (Unusual Group), Range (15 Active Points); Independent (-2), OAF (rod; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

7) See Invisibility: Detect A Single Thing 18- (Sight Group) (10 Active Points); Independent (-2), OAF (rod; -1)

8) Light: Sight Group Images Increased Size (2" radius; +1/4) (12 Active Points); Independent (-2), Only To Create Light (-1), OAF (rod; -1)

Rod of Alertness III: (Total: 49 Active Cost, 10 Real Cost) Detect Beings that intend to harm the possessor of the rod 18- (Unusual Group), Increased Arc Of Perception (360 Degrees), Sense (19 Active Points); Independent (-2), OAF (rod; -1), 1 Continuing Charge lasting 10 Minutes

(-1/2), Lockout (no other rod powers may be used while this effect is active; -1/2), Only When In Contact With The Ground (-1/4) (Real Cost: 4) plus +1 Overall, Usable Simultaneously (up to 8 people at once; all allies in radius; +1), Area Of Effect (2" Radius; +1) (30 Active Points); Independent (-2), OAF (rod; -1), 1 Continuing Charge lasting 10 Minutes (-1/2), Lockout (no other rod powers may be used while effect in action; -1/2), Only When In Contact With The Ground (-1/4) (Real Cost: 6)

Rod of Alertness IV: Telekinesis (11 STR), Area Of Effect (One Hex; +1/2), Selective (+1/4) (29 Active Points); Independent (-2), OAF (rod; -1), 1 Continuing Charge lasting 2 Minutes (-3/4), No Range (-1/2), Lockout (no other rod powers can be used while effect activated; -1/2), Limited Power Power loses about a third of its effectiveness (inanimate objects only, only to

attack; -1/2), Affects Whole Object (-1/4), Only When In Contact With The Ground (-1/4)

 

Real Cost: 29

 

Description: The Rod of Alertness looks to the naked eye like an eight-flanged mace, but it seems to make the arm faster when swinging it. It can be used to duplicate a fair number of detection spells, or light a room. Once per day, if planted in the ground, the rod detects all hostiles in the area and makes those rallied around it more effective for a short period. Also once a day, it can be planted in the ground, making small objects within a small distance around it turn into projectile weapons. With its great versatility, a rod of alertness can be useful to any adventuring party. (Gamespeak: If your campaign does not use alighnments, remove the affected Detects, lowering the rod's cost to 25.)

 

 

Rod of Cancellation: Dispel Magic item 17d6, all magic powers simultaneously (Removes all magic powers from the item struck; +2) (153 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF (rod; -1), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (vs. Foci only; -1/2)

 

Real Cost: 17

 

Description: If a magic item is successfully struck by this rod, it is very likely to lose all its magical properties. This process also drains all power from the rod itself, making it useless. As such, this rod is not to used frivolously, and is seldom found in random treasure hoards.

 

Hope to have more for you folks soon!

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Re: D&D Magic Items 3.5 to HERO

 

Standard Rods D-L

 

Rod of Enemy Detection: Detect Enemies 16- (Unusual Group), Targeting, 3 Continuing Charges lasting 10 Minutes each (+0) (20 Active Points); Independent (-2), OAF (rod; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)

 

Real Cost: 4

 

Description: When activated, the rod will swing to point to the nearest being intending harm to the possessor, even if that being is hidden, invisible, shapeshifted or otherwise concealed. (But Invisibility to Detect will work.) Since using this device is really obvious and makes the wielder easier to hit, it's best to have the rest of the party ready to attack the now-revealed enemies.

 

 

Rod of Flailing I: (Total: 52 Active Cost, 11 Real Cost) Killing Attack - Hand-To-Hand 2d6-1 (2d6 w/STR), Autofire (2 shots; +1/4), Custom Modifier (Concealable; +1/4) (37 Active Points); Independent (-2), OAF (rod; -1), Required Hands Two-Handed (-1/2) (Real Cost: 8) plus +3 OCV w/dire flail (15 Active Points); Independent (-2), OAF (rod; -1), Required Hands Two-Handed (-1/2) (Real Cost: 3)

Rod of Flailing II: +4 with DCV (20 Active Points); Independent (-2), OAF (rod; -1), 1 Continuing Charge lasting 10 Minutes (-1/2)

 

Real Cost: 15

 

Description: Ordinarily, the Rod of Flailing looks like an ordinary short metal cylinder. But on command, it becomes a "dire flail", a two-headed spiked ball weapon. It's magically enhanced so that the user doesn't have to have the usual Weapon Familiarity, but does take two hands to use. In addition, once per day the holder can cause the rod to interpose for them against attacks for a few minutes, making them harder to hit. This power can be activated in either mode. Activating the weapon function can enhance a presence attack, but failing to use it properly thereafter will make you look like a fool.

 

 

Rod of Flame Extinguishing I: Dispel RKA 4d6 (12 Active Points); Independent (-2), Limited Power Power loses about two-thirds of its effectiveness (Only vs. non-magical fire; -1 1/2), OAF (Rod; -1), No Range (-1/2)

Rod of Flame Extinguishing II: Multipower, 30-point reserve, 10 Boostable Charges (+0) (30 Active Points); all slots Independent (-2), OAF (rod; -1), No Range (-1/2)

1) Extinguish Flames: Dispel Any one flame-based power 8d6, any Flame-based power one at a time (+1/4) (30 Active Points); Independent (-2), OAF (rod; -1), No Range (-1/2)

2) Hurt Fire-based creatures: Energy Blast 6d6 (30 Active Points); Independent (-2), OAF (rod; -1), Limited Power Power loses about a third of its effectiveness (Only vs. fire-based creatures; -1/2), No Range (-1/2), No Knockback (-1/4)

 

Real Cost: 11

 

Description: This useful device easily puts out fair-sized normal fires with a touch; this alone would make it invaluable on wilderness expeditions. But it also can tackle non-natural fires, at the cost of some of its energy, spending more of it to handle tougher flame-based powers. And if pressed against fire-based creatures, it causes damage to them. Bring it along to the volcano land.

 

 

Immovable Rod: +30 STR, Difficult To Dispel (x2 Active Points; +1/4), Reduced Endurance (0 END; +1/2) (52 Active Points); Independent (-2), OAF (rod; -1), Limited Power Power loses about half of its effectiveness (Only to prevent the rod from being moved from where it is placed; -1), No Figured Characteristics (-1/2)

 

Real Cost: 9

 

Description: The Immovable Rod is a flat iron bar with a small button on one end. When the button is pressed, the rod stays exactly where it is, even if this defies gravity. Thus it can be used to hold ropes, bar doors, and even act as a ladder if you have more than one. (pressing the button again deactivates the rod.) Sages have written treatises on "1,001 Uses for an Immovable Rod." (Gamespeak: I dunno, this probably is GM Option territory at best.)

 

 

Rod of Lordly Might I: Multipower, 50-point reserve, (50 Active Points); all slots Independent (-2), OAF (rod; -1)

1) Mace form: (Total: 17 Active Cost, 3 Real Cost) Hand-To-Hand Attack +1d6+1 (7 Active Points); Independent (-2), OAF (rod; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 1) plus +2 OCV w/rod (10 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 2)

2) Flaming Sword Form: (Total: 45 Active Cost, 10 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 6) plus Killing Attack - Ranged 1d6 (15 Active Points); Independent (-2), OAF (rod; -1), No Range (-1/2) (Real Cost: 3) plus +1 OCV w/rod (5 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 1)

3) Battleaxe form: (Total: 50 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR) (30 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 7) plus +4 OCV w/rod (20 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 5)

4) Spear form: (Total: 45 Active Cost, 10 Real Cost) Killing Attack - Hand-To-Hand 2d6-1 (2d6+1 w/STR) (25 Active Points); Independent (-2), OAF (rod; -1), Required Hands Two-Handed (-1/2) (Real Cost: 5) plus Stretching 1" (5 Active Points); Independent (-2), OAF (rod; -1), Only To Cause Damage (-1/2), Always Direct (-1/4), no Noncombat Stretching (-1/4), Limited Body Parts (Only spear; -1/4) (Real Cost: 1) plus +3 OCV w/rod (15 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 4)

Rod of Lordly Might II: Entangle 5d6, 5 DEF, Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks Physical Attacks (+1/4), Invisible Power Effects (Fully Invisible; +1) (125 Active Points); 1 Charge (-2), Independent (-2), OAF (rod; -1), No Range (-1/2)

Rod of Lordly Might III: Mind Control 10d6 (Humanoids class of minds), Hole In The Middle (+1/4), Area Of Effect Nonselective (2" radius; +1/2) (87 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1), Set Effect (Only to create fear; -1/2), Does Not Provide Mental Awareness (-1/4)

Rod of Lordly Might IV: Transfer 1 1/2d6 (BODY to BODY) (25 Active Points); 1 Charge (-2), Independent (-2), OAF (rod; -1), Only Restores To Starting Values (-1/2)

Rod of Lordly Might V: Flight 6", Usable By Other (+1/4) (15 Active Points); Independent (-2), Restricted Path (-1), OAF (rod; -1), Levitation (-1/2), Only In Straight Lines (-1/2), Lockout (Cannot use rod's other functions while this effect is in use; -1/2), Extra Time (Extra Segment, Only to Activate, -1/4), Physical Manifestation ("ladder"; -1/4), Limited Power Power loses about a fourth of its effectiveness (Only up to 8" total up or down before ladder must be reset; -1/4)

Rod of Lordly Might VI: +50 STR (50 Active Points); Independent (-2), OAF (rod; -1), Limited Power Power loses about half of its effectiveness (Only to open doors, move rocks and similar tasks; -1), No Figured Characteristics (-1/2), Instant (-1/2), Lockout (rod's other powers cannot be used while this effect is activated; -1/2), Extra Time (Extra Segment, Only to Activate, -1/4)

Rod of Lordly Might VII: Detect Magnetic North and Height/Depth relative to ground level 17- (Unusual Group) (11 Active Points); Independent (-2), OAF (rod; -1)

 

Real Cost: 64

 

Description: This thick metal rod has a flanged ball at one end and six buttons along its length. When no buttons are pushed, the RoLM acts as a handy mace. Button one turns it into a flaming sword, button two transforms it into a battleaxe, and the third button makes the rod into a mighty spear. The fourth button makes the rod become a fifty-foot high ladder, and the force of its expansion can be used to push open stuck doors and similar tasks. The fifth button retracts the rod to its basic mace form. The sixth button causes the rod to point to "magnetic North" and tells the user how far above or below the surface he is. In addition, there are a number of functions that don't require buttons, but an act of will. Once per day each, the possessor can paralyze an opponent by touch, strike fear into all who surround him (as with any area effect, watch where you are standing when you do this) or steal the vitality of an opponent to heal himself. The Rod of Lordly Might is sort of the Swiss Army knife of magical weapons, and possession of one is greatly coveted.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Rods M-N

 

Rod of Metal and Mineral Detection: Detect Metals and Minerals 15- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees) (24 Active Points); Independent (-2), OAF (rod; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Extra Time (Full Phase, -1/2), Limited Power Power loses about a fourth of its effectiveness (Only within a 5" range; -1/4)

 

Real Cost: 4

 

Description: This rod pulses in the user's hand and points to the largest metal object within thirty feet, but if the holder concentrates on a specific metal or mineral, the rod will instead point to the largest supply of the desired substance within the same range. Most often used to check for hidden treasure, but inventive users can come up with other applications.

 

 

A few words here about Metamagic rods--they essentially allow a spellcaster to change the rules under which their spells work. They're built as Naked Advantages to a spell. Most extend the length of time it takes to cast a spell, as the necessary mystic energy is gathered. Since they must be held firmly, they cannot be used to affect spells which require two handed Gestures. Some of these use Advantages that should be marked with Exclamation Points or Stop Signs. Be careful before allowing these items into your campaign.

 

 

Metamagic Rod (Empower): Empowerment (Increases damage x 1 1/2; +1/2) for up to 60 Active Points of Any one magic spell (30 Active Points); Independent (-2), 3 Charges (-1 1/4), OAF (rod; -1), Extra Time (Full Phase, Only to Activate, -1/4)

 

Real Cost: 5

 

Description: This rod allows a spell to be "empowered", multiplying its effect by half again. This can allow the spell to do more damage than its normal maximum. The "Lesser" version only affects up to 30 points of spell for 3 Real Cost--the "Greater" version can affect to 90 points of spell for 8 Real Cost. This rod is a favorite of "artillery" mages.

 

 

Metamagic Rod (Enlarge): No Range Modifier (+1/2) for up to 60 Active Points of Any one magic spell (30 Active Points); Independent (-2), 3 Charges (-1 1/4), OAF (rod; -1), Extra Time (Full Phase, Only to Activate, -1/4)

 

Real Cost: 5

 

Description: This rod allows spellcasters to more easily hit far-away targets with a spell. The "Lesser" version costs 3 Real Cost, and the "Greater" version 8 Real Cost. This rod is best suited to outdoors combat over a wide area, such as open battlefields.

 

 

Metamagic Rod (Extend): Custom Modifier (Double duration for any one magic spell Continuing Charge; +1/4) for up to 60 Active Points of Any One magic spell w/a duration (15 Active Points); Independent (-2), 3 Charges (-1 1/4), OAF (rod; -1), Extra Time (Full Phase, Only to Activate, -1/4)

 

Real Cost: 3

 

Description: This rod allows spellcasters to double the duration of any spell that has a duration other than "instantaneous", "concentration" or "permanent." The "Lesser" version is 1 Real Point, and the "Greater" version is 4 Real Points. Especially helpful for support mages who like buffing their party and noticed the normal spells just don't last long enough.

 

 

Metamagic Rod (Maximize): Custom Modifier (Maximize; +1) for up to 60 Active Points of Any one magic spell (60 Active Points); Independent (-2), 3 Charges (-1 1/4), OAF (rod; -1), Extra Time (Full Phase, Only to Activate, -1/4)

 

Real Cost: 11

 

Description: This rod allows spellcasters to "maximize" a spell, automatically causing the maximum effect possible (as though one had thrown all sixes.) The "lesser" version is 5 Real Cost, and the "Greater" version is 16 Real Cost. For mages who don't like to leave things to chance.

 

 

Metamagic Rod (Quicken): Custom Modifier (Quicken; +1) for up to 60 Active Points of Any one magic spell with a casting time of a full phase or less (60 Active Points); Independent (-2), 3 Charges (-1 1/4), OAF (rod; -1)

 

Real Cost: 11

 

Description: This rod allows a spellcaster to cast a spell almost instantaneously, such that she can take another action or a full move in the same Phase, with no penalty. The "Lesser" version is 6 Real Cost, and the "Greater" version is 17 Real Cost. No spell that takes over a Full Phase

to cast can be Quickened. The possible uses and abuses are myriad, but one of the more interesting strategies is making use of spells that are normally of minimal help because they only temporarily disadvantage the opponent, or leave the caster too close for comfort. With a Quicken rod, the spellcaster can immediately follow up with an exploiting attack, or get back out of the danger zone.

 

 

Metamagic Rod (Silent): Custom Modifier (No need for Incantations; +1/4) for up to 60 Active Points of Any One magic spell w/Incantations Limitation (15 Active Points); Independent (-2), 3 Charges (-1 1/4), OAF (rod; -1), Extra Time (Full Phase, Only to Activate, -1/4)

 

Real Cost: 3

 

Description: This rod allows a spellcaster to use a spell that normally requires speech without having to speak. The "Lesser" version is 1 Real Cost, and the "Greater" version is 4 Real Cost. Naturally, this rod is ideal for spellcasters who've branched out into the stealthier occupations.

 

 

Rod of Negation: Suppress Magic items 15d6, all magical item powers simultaneously (+2) (225 Active Points); Independent (-2), OAF (rod; -1), 3 Continuing Charges lasting 1 Turn each (-3/4), Beam (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work on artifacts; -1/4)

 

Real Cost: 43

 

Description: Three times a day, the user can cause this rod to send a grey beam out to touch a magic item and temporarily render it powerless. Best used against opponents who rely heavily on one very shiny object. Beware, however, as it has no effect on artifacts.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Rods O-S

 

Python Rod I: (Total: 14 Active Cost, 3 Real Cost) Hand-To-Hand Attack +1d6+1, Autofire (2 shots; +1/4) (9 Active Points); Independent (-2), OAF (rod; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 2) plus +1 OCV w/rod (5 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 1)

Python Rod II: Summon 50-point Python, Slavishly Devoted (+1) (20 Active Points); Independent (-2), OAF (rod; -1), Lockout (-1/2), Limited Power Power loses about a third of its effectiveness (User must be of Good alignment, snake reverts to rod if moved 100 feet from user or if killed--cannot be summoned for three days if "killed."; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)

 

Real Cost: 7

 

Description: This rod is unusually long, four feet, and can be used as a quarterstaff in combat. But its more impressive function is turning into a python when placed on the ground. The resulting magical constrictor snake obeys its summoner completely and competently. But if it strays too far from the summoner, or is killed, it reverts to being a rod. I'm sure you can think of many good uses for a summoned python. (Gamespeak: If your campaign does not use alignment, the rod will only function for someone who has at least one Common Strong Psychological Limitation stereotypically associated with "good" and no Psych Lims associated with "evil.")

 

 

Rod of Rulership I: Mind Control 10d6 (Humanoids class of minds), Area Of Effect (10" Radius; +1 1/4) (112 Active Points); Independent (-2), OAF (rod; -1), Set Effect ("I am your rightful ruler"; -1/2), No Range (-1/2), Costs END To Maintain (Full END Cost; -1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power loses about a fourth of its effectiveness (Beings w/12+ INT can make supplementary INT roll; -1/4)

Rod of Rulership II: Endurance Reserve (5500 END, 0 REC) Reserve: (550 Active Points); Independent (-2), OAF (rod; -1)

 

Real Cost: 156

 

Description: The Rod of Rulership is gold-plated and encrusted with gems, strongly resembling a royal scepter. When activated, the rod sends out a compulsion to all around the holder to believe that he, she or it is their rightful ruler and must be treated accordingly. Beings of above average intelligence have a better chance of resisting the effect. The effect lasts as long as the holder wills it to continue or until the rod runs out of power. While the uses/abuses of such an item should be obvious, keep in mind that just because someone thinks you're their rightful ruler doesn't change their basic nature.

 

 

Rod of Security: Base (20 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Independent (-2), OAF (rod; -1)

 

Real Cost: 3

 

Description: This rod is actually the key to an extra-dimensional pocket set up as a safehouse for the possessor. Once the rod is activated, anyone touching the rod, or touching someone touching the rod, is swept into the pocket. The pocket is supplied with enough air, water and food (vegan only) to support humanoids for 200 days divided by the number of inhabitants. The temperature is moderate and all inhabitants have double the usual natural healing rate. When the duration expires (naturally, or because the rod's possessor turns it off), all the inhabitants are returned to the spot nearest to where they left from that isn't lethal, and the rod cannot be used again for a week. Best camping trip ever.

 

 

Rod of Splendor I: +4 PRE (4 Active Points); Independent (-2), OAF (rod; -1)

Rod of Splendor II: Cosmetic Transform 2d6 (standard effect: 6 points) (ordinary clothing into rich, expensive garments, Removing clothing or twelve hours time) (10 Active Points); Independent (-2), 1 Charge (-2), OAF (Rod; -1), Limited Power Power loses about half of its effectiveness (Own clothing only; -1)

Rod of Splendor III: Base (4 Active Points); Independent (-2), OAF (rod; -1), 1 Continuing Charge lasting 1 Day which Recovers every 1 Week (-1/4)

 

Real Cost: 3

 

Description: This impressive-looking rod draws other people's attention to the holder, giving them a higher presence. In addition, once per day it can transform the holder's garments from ordinary cloth and leather to sumptuous fabrics, fur and jewelry. Sadly, after twelve hours, or if the clothing is removed by any means, it reverts back to its true state. And once a week, the rod can summon a large silk pavilion, a tent-like structure with splendid furnishings and food sufficient to entertain a hundred people. The tent lasts for but a single day, but oh! what a day! Not a whole lot of help in dungeon crawls, but sure to make you popular in any civilized land.

 

 

 

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Re: D&D Magic Items 3.5 to HERO

 

Standard Rods T-Z

 

Rod of Thunder and Lightning I: (Total: 18 Active Cost, 4 Real Cost) Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Independent (-2), OAF (Rod; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 2) plus +2 OCV w/rod (10 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 2)

Rod of Thunder and Lightning II: Multipower, 113-point reserve, (113 Active Points); Lockout (-1/2); all slots Independent (-2), OAF (rod; -1)

1) Thunder: (Total: 38 Active Cost, 5 Real Cost) Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 1) plus Hand-To-Hand Attack +3d6 (15 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1), Limited Power Power loses about half of its effectiveness (only to induce CON Stun effect; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 2) plus +3 OCV w/rod (15 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1) (Real Cost: 2)

2) Lightning: (Total: 28 Active Cost, 4 Real Cost) Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 1) plus Energy Blast 2d6 (10 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1), No Range (-1/2) (Real Cost: 1) plus +2 OCV w/rod (10 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1) (Real Cost: 2)

3) Thunderclap: (Total: 16 Active Cost, 3 Real Cost) Energy Blast 2d6 (10 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1) (Real Cost: 2) plus Hearing Group Flash 2d6 (6 Active Points); 1 Charge (-2), Independent (-2), OAF (rod; -1) (Real Cost: 1)

4) Lightning Stroke: Energy Blast 9d6, Area Of Effect (18" Line; +1) (90 Active Points); Independent (-2), 1 Charge (-2), OAF (rod; -1)

5) Thunder and Lightning: (Total: 113 Active Cost, 17 Real Cost) Energy Blast 9d6, Semi-Armor Piercing (+1/4), Area Of Effect (22" Line; +1) (101 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Independent (-2), OAF (rod; -1) (Real Cost: 15) plus Hearing Group Flash 2d6, Area Of Effect (2" Line; +1) (12 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Independent (-2), OAF (rod; -1) (Real Cost: 2)

 

Real Cost: 35

 

Description: This iron rod with silver rivets makes an effective light mace. In addition, the following abilities can be used once a day each: a blow accompanied by a loud noise that helps stun the victim; an electrically-charged blow, a sonic attack that deafens the target, and a lightning bolt. Once a week, the rod can create an improved lightning bolt that penetrates armor better, and deafens everyone in its path. If only so many critters weren't immune to electrical attacks--good thing immunity to sonics is rare.

 

 

Viper Rod: (Total: 100 Active Cost, 18 Real Cost) Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Independent (-2), OAF (rod; -1), Hand-To-Hand Attack (-1/2) (Real Cost: 2) plus Drain CON 3d6+1, Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (82 Active Points); Independent (-2), OAF (rod; -1), Limited Power Power loses about half of its effectiveness (only works for ten minutes a day (continuous); -1), Gradual Effect (1 Minute; -1/2), Limited Power Power loses about a fourth of its effectiveness (Can only be used by evil possessors; -1/4) (Real Cost: 14) plus +2 OCV w/rod (10 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 2)

 

Real Cost: 18

 

Description: This heavy rod looks like a mace with a serpent's head pattern. Once a day, for ten minutes, the holder can make it become a "real" serpent's head, adding poison damage to each blow. Handy against massive enemies that need to be worn down, but since it's known to only work for the evil, will do no favors to your reputation. (Gamespeak: If your campaign does not use alignments, the Viper Rod will only work for a wielder who has at least one Common Strong or better Psychological Limit stereotypically associated with being "evil", and no Common Strong Psych Lims stereotypically associated with being "good.")

 

 

Rod of Withering: (Total: 26 Active Cost, 6 Real Cost) Drain STR + CON 0 1/2d6, STR + CON simultaneously (+1/2), Cumulative (24 points; +1 1/4), Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (21 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 5) plus +1 OCV w/rod (5 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 1)

 

Real Cost: 6

 

Description: The muscles of a being struck with this rod wither, weakening both their strength and general health. It's not much good in regular combat, but a good choice for subduing an opponent you want to take alive, and making sure that prisoners stay weak and helpless. The Rod of Withering is not innately evil, but it tends to be used for evil purposes, and is thus not good for your reputation.

 

 

Rod of Wonder: Multipower, 195-point reserve, (195 Active Points); Random effect (The user chooses when to activate the power, but not what it does; -1); all slots Independent (-2), OAF (rod; -1)

1) Slow: (Total: 100 Active Cost, 24 Real Cost) Drain SPD + Running 4d6, SPD + Running simultaneously (+1/2), Ranged (+1/2) (80 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 20) plus Negative Combat Skill Levels (-1 to opponent's DCV), Ranged (+1/2), Uncontrolled (Until SPD Drain ended; +1/2) (10 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 2) plus Negative Combat Skill Levels (-1 to opponent's OCV), Ranged (+1/2), Uncontrolled (Until SPD Drain ends; +1/2) (10 Active Points); Independent (-2), OAF (rod; -1) (Real Cost: 2)

2) Faerie Fire: Suppress Concealment + any one concealment-type power 7d6, Concealment and any one "concealing" power simultaneously (+1/2), Reduced Endurance (0 END; +1/2), Uncontrolled (Ends after ten minutes; +1/2) (87 Active Points); Independent (-2), OAF (rod; -1)

3) Delusion: Mental Illusions 10d6 (Human class of minds) (50 Active Points); Independent (-2), Self Only (-1), Limited Power Power loses about half of its effectiveness (Only to delude owner into thinking rod did something useful; -1), OAF (rod; -1), No Range (-1/2), Does Not Provide Mental Awareness (-1/4)

4) Gust of Wind: Telekinesis (18 STR), Area Of Effect (10" Line; +1) (54 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to simulate wind effects; -1), OAF (rod; -1), Instant (-1/2), No Range (-1/2), Affects Whole Object (-1/4)

5) Detect Thoughts: Telepathy 10d6 (Humanoid class of minds) (50 Active Points); Independent (-2), OAF (rod; -1), Receive Only (-1/2), Stops Working If Mentalist Is Stunned (-1/2), Limited Power Power loses about a third of its effectiveness (Surface thoughts only; -1/2), Does Not Provide Mental Awareness (-1/4), Concentration (1/2 DCV; -1/4)

6) Stinking Cloud: Mind Control 10d6 (Humanoids class of minds), Area Of Effect (4" radius; +1) (100 Active Points); Independent (-2), Based on CON (Defense: PD; -1), OAF (rod; -1), Set Effect ("Oh gods this stinks, I must move away as quickly as possible, taking no other actions."; -1/2), Limited Range (Centered 6" away; -1/4), Visible (-1/4)

7) Rainburst: Change Environment 4" radius, -4 to Hearing Group PER Rolls, -4 to Sight Group PER Rolls, -2" of Running, Multiple Combat Effects (47 Active Points); Independent (-2), OAF (rod; -1), No Range (-1/2)

8) Summon Animal: Summon 75-point 25% elephant, 25% rhino, 50% mouse, Slavishly Devoted (+1) (30 Active Points); Independent (-2), OAF (rod; -1), Limited Power Power loses about a third of its effectiveness (Caster does not choose which animal; -1/2)

9) Lightning Bolt: Energy Blast 6d6, Area Of Effect (12" Line; +1) (60 Active Points); Independent (-2), OAF (rod; -1), No Range (-1/2)

10) Butterfly Cloud: Darkness to Sight Group, Active Sonar and Radar 2" radius (30 Active Points); Independent (-2), OAF (rod; -1), No Range (-1/2)

11) Enlarge Person: 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), Uncontrolled (ten minute duration expires; +1/2), Ranged (+1/2), Usable As Attack (+1) (45 Active Points); Independent (-2), OAF (rod; -1)

12) Darkness: Darkness to Sight Group 3" radius, Costs END Only To Activate (+1/4) (37 Active Points); Independent (-2), OAF (rod; -1), Limited Range (centers 3" from caster; -1/4)

13) Grass Growth: Change Environment 8" radius, Long-Lasting 10 Minutes, Varying Combat Effects (35 Active Points); Independent (-2), OAF (rod; -1)

14) Ethereal Object: (Total: 195 Active Cost, 39 Real Cost) Invisibility to Sight and Touch Groups , Ranged (+1/2), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2) (75 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Inanimate objects only; -1), OAF (rod; -1) (Real Cost: 15) plus Desolidification (affected by Magic), Ranged (+1/2), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2) (120 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Inanimate objects only; -1), OAF (rod; -1) (Real Cost: 24)

15) Shrinking: Shrinking (0.25 m tall, 0.1953 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Costs END Only To Activate (+1/4) (37 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (1/4 Movement powers and STR for duration; -1), OAF (rod; -1), Limited Power Power loses about a third of its effectiveness (Cannot be turned off for ten minutes; -1/2)

16) Fireball: Energy Blast 6d6, Explosion (+1/2) (45 Active Points); Independent (-2), OAF (rod; -1)

17) Invisibility: Invisibility to Sight Group , Costs END Only To Activate (+1/4) (25 Active Points); Independent (-2), OAF (rod; -1), Limited Power Power loses about a third of its effectiveness (Automatically ends if user attacks, or after ten minutes; -1/2)

18) Leaf growth: Cosmetic Transform 10d6 (target into target w/leaves on it, Twenty-four hours) (50 Active Points); Independent (-2), OAF (rod; -1), All Or Nothing (-1/2)

19) Gem Burst: Energy Blast 6 1/2d6, Area Of Effect (14" Line; +1) (66 Active Points); Independent (-2), OAF (rod; -1), No Range (-1/2), Can Be Missile Deflected (-1/4), Reduced Penetration (-1/4), Limited Power Power loses about a fourth of its effectiveness (Attack loses 1d6 for each obstacle between caster and target; -1/4)

20) Blinding Colors: Sight Group Flash 2d6, Area Of Effect (2" Radius; +1 1/4) (22 Active Points); Independent (-2), OAF (rod; -1)

21) Color Change: Cosmetic Transform 10d6 (being into blue, purple or green being, Remove Curse or Dispel Magic), Difficult To Dispel (x2 Active Points; +1/4), Improved Results Group (+1/4) (75 Active Points); Independent (-2), Activation Roll 11- (If activation roll fails, affects caster instead; -1), OAF (rod; -1), All Or Nothing (-1/2), Limited Target Living Beings (-1/4)

22) Stone/Flesh Transformation: Major Transform 10d6 (Flesh being to stone or stone to flesh, reverse transformation spell), Improved Results Group (reverse of current state; +1/4) (187 Active Points); Independent (-2), OAF (rod; -1), All Or Nothing (-1/2)

 

Real Cost 70

 

Description: This bizarre but powerful magical device is the stuff of legends. The possessor triggers it, and a random magical effect occurs (with the ones listed being a suggested list.) Note that some of the effects are nigh-useless, while others are actually harmful to the caster. If this item is still too powerful for your campaign, add the Charges limitation. Also, the GM should feel free to pick a specific effect if it would be dramatically appropriate. A Rod of Wonder can only be made by a Chaos Mage.

 

(If you need further explanation of any of the effects, let me know.)

 

 

And that wraps up the Rods.

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Re: D&D Magic Items 3.5 to HERO

 

So, Scrolls. As they can literally contain any spell in the book, I'm not going to stat up specific examples.

 

But in general: In D&D 3.5, a "scroll" is a piece of parchment or paper inscribed with the necessary incantations for a spell or spells. For ease of carrying, it is rolled into a cylinder, which must be unscrolled to read. To use a scroll, the caster unrolls the scroll and reads the inscription aloud. This destroys the portion of paper or parchment the spell was written on. Reading a scroll is a half-phase action, though it may take longer to ready the scroll to be read (if for example it's tucked away in a backpack.) All materials and preparations for the spell are done at the time the scroll is made, though if it must be cast on an object to work, the caster will need to provide that object. Likewise, the spell will not require any extra Gestures.

 

To build a single-spell scroll, use the following Limitations: 1 Charge (possibly Continuing) which Never Recovers -4, Independent -2, OAF Fragile scroll -1 1/4, Limited Power: Caster must qualify to cast spell normally -`1/2, Incantations -1/4, Requires Light to Use -1/4.

 

Multiple spell scrolls, which can have up to six spells, can be created as a Multipower, each ultra slot of which has one non-recoverable charge. The "qualification" limitation means that you can't use a scroll if you haven't taken the proper character class, achieved the proper "level" and fulfill any other prerequisites for casting such a spell. (This is why rogues have "Use Magic Device" to get around this.)

 

Scrolls make excellent random treasure, as this is the primary way wizards get spells to copy into their books for later, and sorcerors need the versatility of spells outside their small repetoire. Less so for the divine spellcasters, where it's just another extra charge of whatever spell. Minor one-spell scrolls can be found in well-stocked magic shops--these will always be set to the lowest-level spellcaster that can make one. Once a player character learns the "Scribe Scroll" feat, he or she can buy off "Independent" on any scroll they want to have be a permanent part of their power set.

 

Perhaps the best tactical use of scrolls for player characters is not combat spells, but those "utility" spells that are only usable under specific circumstances, thus freeing up space in the prepared spell list.

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Re: D&D Magic Items 3.5 to HERO

 

A few preliminary words on magical staffs.

 

These handy spell-casting items are about 3-5' long, and just thick enough to be comfortably grasped in an adult human hand. Usually staffs are made of wood (and often a type symbolic of the staff's purpose), but ivory and other carvable materials will work too.

 

Unlike wands, staffs can hold multiple spell matrixes, of any level. Most magical staffs have a theme to the spells they can cast. Also, spells are cast from the staff at the level of the user, not the staff maker. Thus if the character is wimpy, the staff's powers will be weak, but if the user is powerful, the spells will be potent indeed. (Adjust the staff to match your campaign standards.) Despite similar appearances, most staffs are not balanced or durable enough to use as quarterstaffs; exceptions will be noted in their descriptions.

 

I've bought the staffs coming up as Multipowers with OAF Staff, Independent, 50 Charges (some Continuing) that never recover, Limited Power: Only usable by kind of spellcaster, Limited Power: All charges are shared, using one slot consumes charges from all slots.

 

Staff charges are one of the things that have changed in Pathfinder--their staffs only have ten charges, but those charges can Recover in Certain Circumstances.

 

Due to the immense cost of most staffs, they will hardly ever be found in magic shops, needing to be special-ordered. Staffs found as random treasure will be missing a percentage of their charges, if only because the previous owner was trying to kill the party with it.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Staffs A-C

 

Staff of Abjuration: Multipower, 150-point reserve, (150 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, using a charge from one slot reduces all slots; -1/4)

1) Shield: (Total: 60 Active Cost, 11 Real Cost) Missile Deflection (Any Ranged Attack), Affects Desolidified Any form of Desolidification (+1/2) (30 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Magic Missile Spells; -1), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, using a charge from one slot reduces all slots; -1/4) (Real Cost: 5) plus +4 with DCV, Affects Desolidified Any form of Desolidification (+1/2) (30 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only from frontal attacks; -1), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4) (Real Cost: 6)

2) Resist Energy: Armor (0 PD/20 ED), 50 Continuing Charges lasting 80 Minutes each which Never Recover (+0) (30 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (only vs. one kind of energy (choose acid, cold, electricity, fire or sonic) ; -1/2)

3) Dispel Magic: Dispel Any one magical effect 8d6, any Magic power one at a time (+1/4) (30 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, using a charge from one slot reduces all slots; -1/4)

4) Lesser Globe of Invulnerabiliry: Suppress All incoming magical effects under 3rd Level 8d6, all incoming magical powers 3rd Level or under simultaneously (+2), Area Of Effect (2" radius; +3/4) (150 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (uses 2 charges per activation; -1/4)

5) Dismissal: Extra-Dimensional Movement (Home Dimensions, Single Location), Ranged (+1/2), Usable As Attack (+1) (62 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Only to send extra-planar beings to their home dimensions; -1), OAF (staff; -1), Limited Power Power loses about a fourth of its effectiveness (Uses two charges per activation; -1/4)

6) Repulsion: Telekinesis (20 STR), Invisible to Sight Group (+1/2), Area Of Effect (5" Radius; +1) (75 Active Points); Independent (-2), Limited Power Power loses about two-thirds of its effectiveness (Only to prevent beings from getting closer to caster; -1 1/2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), No Range (-1/2), Only Works On Limited Types Of Objects Limited Group of Objects (Animate beings; -1/2), Limited Power Power loses about a third of its effectiveness (Uses three charges on each activation; -1/2), Affects Whole Object (-1/4)

 

Real Cost: 39

 

Description: This staff is usually carved from the heartwood of an oak or other sturdy tree, and has a variety of defensive spells. Best used against other spellcasters, though the Repulsion effect is excellent for holding off large groups of infantry.

 

 

Staff of Charming: Multipower, 70-point reserve, (100 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, using a charge from one slot reduces all slots; -1/4)

1) Charm Person: Mind Control 8d6 (Humanoids class of minds) (40 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (Automatically ends if caster or ally attacks victim; -1/2), Does Not Provide Mental Awareness (-1/4)

2) Charm Monster: Mind Control 12d6 (Humans, Monsters and Additional Class of Minds classes of minds) (70 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Effect automatically ends if caster or ally attacks victim; -1/2), Set Effect ("I am your friend"; -1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power loses about a fourth of its effectiveness (Uses two charges with each activation; -1/4)

 

Real Cost: 17

 

Description: This staff is made of twisted wood, intricately carved. It's a little limited in function, only able to make people and monsters believe you're their friend. Best combined with a smooth talking user and non-trigger-happy allies.

 

 

Staff of Conjuration: Multipower, 450-point reserve, (450 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared; each slot that uses a charge reduces all slots; -1/4)

1) Unseen Servant: Telekinesis (2 STR), 50 Continuing Charges lasting 8 Hours each which Never Recover (+1/2), Uncontrolled (+1/2) (6 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Cannot attack, only to handle simple chores; ends if 6 BODY done to hex; -1/2)

2) Summon Swarm: Killing Attack - Ranged 1d6, Variable Targets (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (41 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 Minute each which Never Recover (-3/4), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Reduced Penetration (-1/4), Concentration (1/2 DCV; -1/4), Limited Power Power loses about a fourth of its effectiveness (Charges are shared; each slot that uses a charge reduces all slots; -1/4)

3) Stinking Cloud: Mind Control 8d6 (humanoids class of minds), Area Of Effect (2" radius; +3/4) (70 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Based on CON (Defense: PD; -1), OAF (staff; -1), Set Effect ("This stinks! I need to move away at full speed, taking no other actions"; -1/2), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared; each slot that uses a charge reduces all slots; -1/4)

4) Minor Creation: Major Transform 3d6 (Air to object made of non-living plant matter, 8 hours), Requires A Background Skill Roll (Variable RSR; Appropriate Professional Skill; +0), Improved Results Group (any common inanimate object; +1/4) (56 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), All Or Nothing (-1/2), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared; each slot that uses a charge reduces all slots; -1/4)

5) Cloudkill: Killing Attack - Ranged 6d6, No Normal Defense (Immunity to Poison; +1), Does BODY (+1), Area Of Effect (4" radius; +1), Continuous (+1) (450 Active Points); Independent (-2), No Conscious Control (Only Effects cannot be controlled; -1), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Does no STUN; -1/2), Limited Power Power loses about a third of its effectiveness (Successful CON Roll reduces effect to 1/2d6 CON Drain; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Uses two charges when activated; -1/4)

6) Summon Monster VI: Summon 300-point Any monster from approved list, Expanded Class of Beings Limited Group (See approved list; +1/2), Slavishly Devoted (+1) (150 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Each activation uses three charges; -1/2)

 

Real Cost: 108

 

Description: This staff is made of ash or walnut and carved with animal images. Its specialty is summoning things, from a small invisible servant that does menial chores for the caster, though dangerous clouds, up to mighty monsters. Very impressive indeed. Note that while Cloudkill looks good at first, it tends to drift randomly around the battlefield for the next eight minutes, killing or damaging everything in its path. This can be bad.

 

 

If you have any questions about any of the individual powers, let me know.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Staffs D-F

 

Staff of Defense: Multipower, 259-point reserve, (259 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4)

1) Shield: (Total: 60 Active Cost, 11 Real Cost) Missile Deflection (Any Ranged Attack), Affects Desolidified Any form of Desolidification (+1/2) (30 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Magic Missiles; -1), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by clerics; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4) (Real Cost: 5) plus +4 with DCV, Affects Desolidified Any form of Desolidification (+1/2) (30 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only vs. frontal attacks; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4) (Real Cost: 6)

2) Shield of Faith: +3 with DCV, Usable By Other (+1/4) (19 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by clerics; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4)

3) Shield Other: (Total: 113 Active Cost, 20 Real Cost) Energy Damage Reduction, Resistant, 50%, 50 Continuing Charges lasting 8 Hours each which Never Recover (+0), Usable By Other (+1/4), Ranged (+1/2) (52 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Caster takes damage equal to that stopped by Damage Reduction; -1), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4) (Real Cost: 9) plus Physical Damage Reduction, Resistant, 50%, 50 Continuing Charges lasting 8 Hours each which Never Recover (+0), Usable By Other (+1/4), Ranged (+1/2) (52 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Cater takes damage stopped by Damage Reduction; -1), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4) (Real Cost: 9) plus +1 with DCV, 50 Continuing Charges lasting 8 Hours each which Never Recover (+0), Usable By Other (+1/4), Ranged (+1/2) (9 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4) (Real Cost: 2)

4) Shield of Law: (Total: 259 Active Cost, 45 Real Cost) +4 with DCV, Usable By Other (+1/4), Area Of Effect (3" Radius; +1) (45 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Uses three charges per activation; -1/2) (Real Cost: 9) plus +5 with DCV, Usable By Other (+1/4), Area Of Effect (3" Radius; +1) (56 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. spells cast by chaotic creatures or with the "chaotic" descriptor; -1), OAF (staff; -1), 64 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Uses three charges per activation; -1/2) (Real Cost: 9) plus +10 Mental Defense (12 points total), Usable By Other (+1/4), Area Of Effect (4" Radius; +1 1/2) (31 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Only Works Against Limited Type of Attack (Mind Control and Possession effects; -1/2), Limited Power Power loses about a third of its effectiveness (Uses three charges per activation; -1/2) (Real Cost: 6) plus Drain SPD 3d6, Damage Shield (+1/2), Cumulative (36 points; +3/4), Area Of Effect (10" Radius; +1), Continuous (+1) (127 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only against Chaotic attackers; -1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Uses three charges per activation; -1/2) (Real Cost: 21)

 

Real Cost: 62

 

Description: This plain-looking staff throbs with power when held defensively (but does not in fact have any non-charged defensive capabilities.) The protective spells granted by the staff will be much loved by the party, especially if they frequently face chaotic opponents. This staff can only be created by clerics of Law. (Gamespeak: If your campaign does not use alignments, the Limitation becomes more valuable, as it will only apply to "creatures of Chaos" and the like.)

 

 

Staff of Divination: Multipower, 82-point reserve, (82 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, any use of a slot removes charges from all slots; -1/4)

1) Detect Secret Doors: Detect A Single Thing 11- (Unusual Group), Range (8 Active Points); Independent (-2), OAF (staff; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, any use of a slot removes charges from all slots; -1/4)

2) Locate Object: Detect Any one inanimate object 14- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range (23 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Must have clear description of object--magical shapechanges foil detect; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4)

3) Tongues: Universal Translator 14-, 50 Continuing Charges lasting 1 1/2 Hours each which Never Recover (+0), Usable By Other (+1/4) (29 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Spoken word only; -1/2)

4) Locate Creature: Detect A Large Class Of Things 14- (Unusual Group), Increased Arc Of Perception (360 Degrees), Range, 50 Continuing Charges lasting 1 1/2 Hours each which Never Recover (+0) (23 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (only to find specific known creature--magical shapechange baffles detection; -1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4)

5) Prying Eyes: Clairsentience (Sight Group), x4 Range (1,340"), 8 Perception Points, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 6" per Phase), 50 Continuing Charges lasting 8 Hours each which Never Recover (+1/2) (82 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Eyes must return to caster to deliver sense information; -1/2), Physical Manifestation (-1/4), One Sense Only (Normal Sight; -1/4), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4)

6) True Seeing: Detect True Appearances 18- (Sight Group), Usable By Other (+1/4) (21 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Each activation uses three charges; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4)

 

Real Cost: 24

 

Description: This staff is traditionally made of willow, with a forked tip. It allows the user a good chance of finding what they're looking for, though the translator function might be the most useful on a regular basis.

 

 

Staff of Earth and Stone: Multipower, 191-point reserve, (191 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges shared, when a slot uses a charge, it affects all slots; -1/4)

1) Passwall: Tunneling 2" through 10 DEF material (34 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Medium Limited (No metals; -1/2), Limited Power Power loses about a fourth of its effectiveness (Passage automatically closes after eight hours; -1/4)

2) Move Earth: Telekinesis (50 STR), Affects Porous, 50 Continuing Charges lasting 4 Hours each which Never Recover (+1/4), Area Of Effect (11" Any Area; +1) (191 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only for slow re-shaping of terrain; -1), OAF (staff; -1), Gradual Effect (1 Minute; -1/2), Only Works On Limited Types Of Objects Limited Group of Objects (Earth, dirt, loam, sand, etc. (NOT Stone); -1/2)

 

Real Cost: 44

 

Description: This staff looks impressive, being topped with a fist-sized emerald that smoulders with suppressed power. Sadly, its powers of making very short tunnels and slooowly landscaping an area are unlikely to thrill player characters. This one is better suited as a present to your local government, who can use the landscaping abilities to best effect.

 

 

Staff of Enchantment: Multipower, 140-point reserve, (140 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges shared--each use of one slot removes charge from all slots.; -1/4)

1) Sleep: Mind Control 8d6 (Humanoid class of minds), Area Of Effect (2" radius; +3/4) (70 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Set Effect (Fall Asleep; -1/2), Limited Power Power loses about a third of its effectiveness (Does not work vs. Elves, half-Elves, the undead, constructs and beings w/LS: No need to sleep; -1/2), Does Not Provide Mental Awareness (-1/4)

2) Tasha's Hideous Laughter: Mind Control 8d6 (Humanoids, Monster Minds and Outsider Minds classes of minds), Continuous (+1) (120 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Set Effect ("laugh! Laugh! and do nothing else!"; -1/2), Limited Power Power loses about a third of its effectiveness (Does not affect beings w/INT of 2 or less, beings of different class of mind than the caster get +4 to EGO Roll; -1/2), Does Not Provide Mental Awareness (-1/4)

3) Suggestion: Mind Control 8d6 (Humanoid class of minds), 50 Continuing Charges lasting 8 Hours or until completed each which Never Recover (+1/2), Continuous (+1) (100 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only usable by arcane spellcasters; -1/2), Does Not Provide Mental Awareness (-1/4), Set Effect (Any one course of action that the victim "would not mind doing"; -1/4), Limited Power Power loses about a fourth of its effectiveness (All charges shared--each use of one slot removes charge from all slots.; -1/4)

4) Crushing Despair: (Total: 120 Active Cost, 20 Real Cost) Mind Control 8d6 (Humanoid class of minds), Area Of Effect (9" Cone; +1) (80 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Set Effect (Despair!; -1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power loses about a fourth of its effectiveness (each activation costs two charges; -1/4) (Real Cost: 11) plus Negative Skill Levels (-2 with Any Roll), Area Of Effect (5" Cone; +1) (40 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (each activation uses two charges; -1/4) (Real Cost: 9)

5) Mind Fog: Suppress EGO 3d6, 50 Continuing Charges lasting 30 Minutes each which Never Recover (+0), Sticky (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1) (49 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can be dispersed by a stiff breeze; -1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4)

6) Mass Suggestion: Mind Control 8d6 (Humanoid class of minds), 50 Continuing Charges lasting 8 Hours or until completed each which Never Recover (+1/2), Area Of Effect (10" Radius; +1), Continuous (+1) (140 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Each activation uses three charges; -1/2), Does Not Provide Mental Awareness (-1/4), Set Effect (Any one course of action that the victims "would not mind doing"; -1/4)

 

Real cost: 40

 

Description: Made of applewood with a clear crystal on the top, this staff offers a number of fun ways to mess with people's minds. Make sure to have backup, though, as opponents will quickly come to the decision that you need to die first.

 

 

Staff of Evocation: Multipower, 287-point reserve, (287 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4)

1) Magic Missile: Killing Attack - Ranged 1d6-1, Penetrating (+1/2), Autofire (5 shots; Four shots!; +1/2), No Range Modifier (+1/2) (25 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Cannot Use Targeting (-1/2), Limited Power Power loses about a third of its effectiveness (Does not affect inanimate objects; -1/2)

2) Shatter: Energy Blast 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Only vs. inanimate objects or crystalline beings; -1), OAF (staff; -1), Conditional Power Area Effect only works vs glass & crystalline objects (-1/4)

3) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Staff can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (Charges are shared, each time one power is used, it reduces charges for all slots; -1/4)

4) Ice Storm: (Total: 97 Active Cost, 18 Real Cost) Energy Blast vs. PD 3d6, Indirect (Same origin, always fired away from attacker; from above; +1/4), Area Of Effect (2" Radius; +1) (34 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) (Real Cost: 6) plus Energy Blast vs. ED 2d6, Indirect (Same origin, always fired away from attacker; from above; +1/4), Area Of Effect (2" Radius; +1 1/4) (25 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a fourth of its effectiveness (each activation uses two charges; -1/4) (Real Cost: 4) plus Change Environment 2" radius, -4 to Normal Sight PER Rolls, -4 to Active Sonar PER Rolls, -1 Temperature Level Adjustment, -2" Running, Multiple Combat Effects (38 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) (Real Cost: 8)

5) Wall of Force: Force Wall (30 PD/30 ED; 8" long and 1" tall), Difficult To Dispel (x2 Active Points; +1/4), Affects Desolidified Any form of Desolidification (+1/2) (287 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4)

6) Chain Lighting: Energy Blast 8d6, Autofire (10 shots; Nine shots altogether; +1) (80 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Each shot must be aimed at different target in chain, each no more than 3" from the last; -1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation costs three charges; -1/4)

 

Real Cost: 72

 

Description: A very smooth-polished staff made of hickory, willow or yew. This staff is the sort of thing your artillery mage will orgasm over, with multiple destructive options. Oh, and a defensive option for emergencies.

 

 

Staff of Fire: Multipower, 60-point reserve, (60 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Burning Hands: Energy Blast 3d6+1, Area Of Effect (4" Cone; +1) (34 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

2) Fireball: Energy Blast 8d6, Explosion (+1/2) (60 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

3) Wall of Fire: Energy Blast 3d6+1, Area Of Effect (14" Line; +1), Continuous (+1) (51 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation costs two charges; -1/4)

 

Real Cost: 16

 

Description: Made of bronzewood with brass fittings, this staff is not as versatile as the one above, but is dear to the hearts of pyro wizards. It's also relatively less expensive.

 

 

Staff of Frost: Multipower, 201-point reserve, (201 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Ice Storm: (Total: 97 Active Cost, 16 Real Cost) Energy Blast vs. PD 3d6, Indirect (Same origin, always fired away from attacker; from above; +1/4), Area Of Effect (2" Radius; +1) (34 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) (Real Cost: 5) plus Energy Blast vs. ED 2d6, Indirect (Same origin, always fired away from attacker; from above; +1/4), Area Of Effect (2" Radius; +1 1/4) (25 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) (Real Cost: 4) plus Change Environment 2" radius, -4 to Normal Sight PER Rolls, -4 to Active Sonar PER Rolls, -1 Temperature Level Adjustment, -2" Running, Multiple Combat Effects (38 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) (Real Cost: 7)

2) Wall of Ice: Force Wall (24 PD/24 ED; 8" long and 1" tall), Backlash (+1/2) (201 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (1/2 effectiveness vs. fire/heat attacks; -1/4)

3) Cone of Cold: Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4)

 

Real Cost: 49

 

Description: A rune-covered staff tipped with a glittering diamond on each end, this staff is excellent for crowd control.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Staffs G-I

 

Staff of Healing: Multipower, 108-point reserve, (108 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Lesser Restoration: Aid Any one below-normal stat + END 1d6, Any one below normal stat + END simultaneously (+1/2) (15 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Only Restores to Starting Values (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

2) Cure Serious Wounds: Healing BODY 5d6+1 (53 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

3) Remove Blindness/Deafness: (Total: 65 Active Cost, 10 Real Cost) Dispel Blindness/Deafness causing powers 12d6, any Blindness/Deafness-causing power one at a time (+1/4) (45 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) (Real Cost: 7) plus Healing Flashed Sight or Hearing Group 2d6 (20 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4) (Real Cost: 3)

4) Remove Disease: Dispel Diseases 12d6, all Disease-based powers simultaneously (+2) (108 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Each activation uses three charges; -1/2), No Range (-1/2)

 

Real cost: 28

 

Description: A white ash staff with inlaid silver runes, this is a boon companion to the busy cleric. You can be sure the rest of the party will appreciate keeping this beauty around.

 

 

Staff of Illusion: Multipower, 120-point reserve, (120 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Disguise Self: Shape Shift (Sight Group, any generic being of roughly the same size and shape), 50 Continuing Charges lasting 1 1/2 Hours each which Never Recover (+1/4) (25 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

2) Mirror Image: +4 with DCV (20 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Not vs. Area Effect or non-sight-targeted attacks; if an attack misses by less or equal to the extra levels, one is destroyed; -1), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4)

3) Major Image: Sight, Hearing and Smell/Taste Groups and Detect Temperature Images Increased Size (2" radius; +1/4), +/-1 to PER Rolls (32 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power loses about a third of its effectiveness (Vanishes when struck unless caster makes INT Roll to make it react appropriately; -1/2)

4) Rainbow Pattern: Mind Control 8d6 (Humanoids class of minds), Variable Targets (+1/4), Area Of Effect (2" radius; +3/4), Continuous (+1) (120 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power loses about a third of its effectiveness (not vs. blind creatures, each activation costs two charges; -1/2), Set Effect ("watch the pretty colors and take no other actions"; -1/2), Does Not Provide Mental Awareness (-1/4)

5) Persistent Image: Sight, Hearing and Smell/Taste Groups and Detect Temperature Images Increased Size (2" radius; +1/4), +/-2 to PER Rolls (36 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4)

6) Mislead: (Total: 70 Active Cost, 12 Real Cost) Invisibility to Sight Group , No Fringe (30 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Each activation uses three charges; -1/2) (Real Cost: 6) plus Sight, Hearing and Smell/Taste Groups and Detect Temperature Images 1" radius, Variable Targets (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2) (40 Active Points); Independent (-2), Set Effect (Only duplicate of self; -1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Limited Power Power loses about a third of its effectiveness (Each activation uses three charges; -1/2) (Real Cost: 6)

 

Real Cost: 32

 

Description: This staff is made of ebony or other dark wood, carved in a twisted or spiral pattern. It allows you to cast various helpful illusions, which requires some subtlety to be fully effective. A note on "Mislead"--the duplicate of the caster lasts as long as the caster concentrates, but the invisibility continues even if the caster doesn't concentrate, until the expiration of the spell.

 

 

Staff of Illumination: Multipower, 224-point reserve, (224 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Dancing Lights: Sight Group Images 1" radius (10 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

2) Flare: Sight Group Flash 2d6 (10 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

3) Daylight: Sight Group Images Increased Size (6" radius; +3/4), 50 Continuing Charges lasting 1 1/2 Hours each which Never Recover (+1/4) (20 Active Points); Independent (-2), Only To Create Light (-1), OAF (staff; -1), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4)

4) Sunburst: (Total: 224 Active Cost, 36 Real Cost) Sight Group Flash 6d6, Area Of Effect (6" Radius; +1 1/4) (67 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Uses three charges per activation; -1/2) (Real Cost: 11) plus Energy Blast 6d6, Area Of Effect (6" Radius; +1 1/4) (67 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Uses three charges per activation; -1/2) (Real Cost: 11) plus Energy Blast 8d6, Area Of Effect (8" Radius; +1 1/4) (90 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Only vs. Undead and slime/mold/ooze creatures; uses three charges per activation; -1), OAF (staff; -1) (Real Cost: 14)

 

Real Cost: 54

 

Description: Sheathed in silver and decorated with sunburst patterns, this staff is a good choice for parties with no nightvision members. For purposes of triggering Susceptibilities and Vulnerabilities, Dancing Lights is a soft, pale illumination; Flare and Daylight are a bright light but with no "sun" component; Sunburst is full sunlight. Vampires are not fond of this staff.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Staffs J-O

 

Staff of Life: Multipower, 240-point reserve, (240 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Heal: Healing All Below-Normal Characteristics 8d6, all below-normal characteristics simultaneously (+2) (240 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by clerics; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

2) Raise Dead: Healing All Below-Normal Characteristics 4d6, Resurrection, all below-normal Characteristics simultaneously (+2) (180 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about two-thirds of its effectiveness (Uses five charges per activation, plus see text description; -1 1/2), OAF (staff; -1)

 

Real Cost: 57

 

Description: Golden-brown crust, soft, aromatic body, tastes delicious...oh, the other Staff of Life. The magical one is thick, oaken and shod in gold. While death is cheap in D&D-style campaigns, it's not free. In addition to draining quintuple charges, the Raise Dead spell cannot restore missing parts, cannot call back a being that doesn't want to come back (or is restricted by their god), only works for a few days after death (one day per "level" of the caster), will not work if the corpse has been undeaded or was slain by death magic and the raised character loses two CON permanently. (If you're using levels and want to make sure this spell is treated with caution, the character loses two levels worth of improvements.)

 

 

Staff of Necromancy: Multipower, 240-point reserve, (240 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Cause Fear: Mind Control 5d6 (Humanoids class of minds) (25 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Set Effect (causes fear; -1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

2) Ghoul Touch: Major Transform 6d6 (living humanoid into paralyzed, stinking humanoid, passage of one minute) (90 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), All Or Nothing (-1/2), Limited Target Living humanoids only (-1/2), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

3) Halt Undead: Mind Control 8d6 (Undead class of minds), Autofire (3 shots; +1 1/4) (90 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Set Effect ("Stand still!"; -1/2), Limited Power Power loses about a third of its effectiveness (each shot must target different undead creature, auomatically ends if target attacked; -1/2), Does Not Provide Mental Awareness (-1/4)

4) Enervation: Negative Skill Levels (-4 with Overall levels), Ranged (+1/2), Cumulative (+1/2), 50 Continuing Charges lasting 8 Hours each which Never Recover (+1/2) (100 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only vs. living beings, uses two charges per activation; -1/2), Beam (-1/4)

5) Waves of Fatigue: Drain REC 5d6, Area Of Effect (11" Cone; +1) (100 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Only vs. living beings; uses two charges per activation; -1/2)

6) Circle of Death: Killing Attack - Ranged 8d6, Area Of Effect (4" radius; +1) (240 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Only vs. living creatures, must do enough BODY to kill creature or has no effect, uses three charges per activation; -1), OAF (staff; -1), No Knockback (-1/4)

 

Real Cost: 60

 

Description: This staff is normally made of ebony or other dark wood, and carved with images of skulls and bones. It features a number of powers that channel "death energy." While neither the staff itself nor using it are inherently evil, the bad reputation of necromancers make it a public relations nightmare.

 

 

 

A nicely matched pair, if I do say so myself.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Staffs P-R

 

Staff of Passage: Multipower, 135-point reserve, (135 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Dimension Door: Teleportation 1", Safe Blind Teleport (+1/4), MegaScale (1" = 1 km; +1/4), Can Be Scaled Down 1" = 1km (+1/4), Usable Simultaneously (up to 4 people at once; must be touching; +3/4) (5 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Extra Time (Full Phase, -1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

2) Passwall: Tunneling 2" through 10 DEF material (34 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Medium Limited (No metals; -1/2), Limited Power Power loses about a fourth of its effectiveness (Passage automatically closes after eight hours; -1/4)

3) Phase Door: Major Transform 4d6 (Wall into invisible passage, Being passed through four times), Usable By Other (+1/4), Invisible Power Effects (Fully Invisible; +1) (135 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Target wood, plaster or stone walls (-1), OAF (staff; -1), No Range (-1/2), All Or Nothing (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation costs two charges; -1/4)

4) Greater Teleport: Teleportation 10", Safe Blind Teleport (+1/4), Usable Simultaneously (up to 4 people at once; +3/4), MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (65 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a fourth of its effectiveness (Uses two charges per activation; -1/4)

5) Astral Projection: Extra-Dimensional Movement (Single Dimension), Usable Simultaneously (up to 4 people at once; +3/4) (35 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Leaves physical body behind, automatically returns if astral body killed or silver cord cut, uses two charges per activation; -1), OAF (staff; -1)

 

Real Cost: 34

 

Description: A potent staff that allows the user to get where they're going and get out of bad places. Because sometimes running away is the best answer.

 

 

Staff of Power--Quarterstaff: (Total: 19 Active Cost, 4 Real Cost) Hand-To-Hand Attack +1d6+1, Autofire (2 shots; +1/4) (9 Active Points); Independent (-2), OAF (staff; -1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2) (Real Cost: 2) plus +2 with staff (10 Active Points); Independent (-2), OAF (staff; -1), Required Hands Two-Handed (-1/2) (Real Cost: 2)

Staff of Power Retributive Strike: (Total: 400 Active Cost, 41 Real Cost) Energy Blast 50d6, Explosion (+1/2) (375 Active Points); 1 Charge which Never Recovers (-4), Limited Power Power loses almost all of its effectiveness (1d6 damage per remaining charge, uses all charges and destroys staff; -2), Independent (-2), OAF (staff; -1), No Range (-1/2) (Real Cost: 36) plus Extra-Dimensional Movement (Safety Dimension), Safe Blind Travel (+1/4) (25 Active Points); Independent (-2), OAF (staff; -1), Activation Roll 11- (-1) (Real Cost: 5)

Staff of Power Spells: Multipower, 280-point reserve, (280 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Smite: Hand-To-Hand Attack +1 1/2d6 (8 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Hand-To-Hand Attack (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

2) Magic Missile: Killing Attack - Ranged 1d6-1, Penetrating (+1/2), Autofire (5 shots; Four Shots!; +1/2), No Range Modifier (+1/2) (25 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Cannot Use Targeting (-1/2), Limited Power Power loses about a third of its effectiveness (Cannot affect inanimate objects; -1/2)

3) Ray of Enfeeblement: Drain STR 1 1/2d6, Custom Modifier (Heightened; +1/4), Ranged (+1/2) (26 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Beam (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

4) Continual Flame: Minor Transform 1d6 (inanimate object into inanimate object that sheds light like a torch, Dispel Magic or 3rd-level or better Darkness spell) (10 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), All Or Nothing (-1/2), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Target Inanimate objects only (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

5) Levitation: Flight 4", Usable By Other (+1/4), Ranged (+1/2) (14 Active Points); Independent (-2), OAF (staff; -1), Levitation (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

6) Lightning Bolt: Energy Blast 8d6, Custom Modifier (Heightened; +1/4), Area Of Effect (20" Line; +1) (90 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

7) Fireball: Energy Blast 8d6, Custom Modifier (Heightened; +1/4), Explosion (+1/2) (70 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

8) Cone of Cold: Energy Blast 8d6, Area Of Effect (9" Cone; +1) (80 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4)

9) Hold Monster: Mind Control 16d6 (Humanoid and Monster Class of Minds classes of minds) (90 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Set Effect (Stand still and take no actions including speech; -1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power loses about a fourth of its effectiveness (Each activation uses two charges; -1/4)

10) Wall of Force: Force Wall (30 PD/30 ED; 6" long and 1" tall) (160 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), No Range (-1/2), Restricted Shape (Dome over user only; -1/4), Limited Power Power loses about a fourth of its effectiveness (Uses two charges per activation; -1/4)

11) Globe of Invulnerability: Suppress Incoming magical powers 16d6, all incoming magical powers of fourth level or less simultaneously (+2), Area Of Effect (One Hex; +1/2) (280 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

 

Real Cost: 121

 

Description: This smooth, straight staff is the sort of thing your party wizard wants to see under the Hogswatch tree. First off, it's an actual quarterstaff, and remains one even after the charges run out. Second, it has a wide variety of useful spells. And if the situation is hopeless, you can snap it in half, escaping to another dimension while all around you are consumed by magical power. (Escape not guaranteed.) Only the Staff of the Archmage is more coveted. (Gamespeak: The "Heightened" advantage makes a spell a higher "level" so it can evade level-checking defenses such as Globe of Invulnerability.)

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Re: D&D Magic Items 3.5 to HERO

 

Standard Staffs S-Z

 

Staff of Size Alteration: Multipower, 80-point reserve, (80 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Enlarge Person: 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), Usable By Other (+1/4), Limited Range (within 3"; +1/4) (22 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Humanoids only; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4)

2) Mass Enlarge Person: 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), Usable By Other (+1/4), Ranged (+1/2), Area Of Effect (3" Radius; +1) (41 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Humanoids only; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4)

3) Reduce Person: Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Limited Range (3"; +1/4), Usable By Other (+1/4) (15 Active Points); Independent (-2), OAF (staff; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; -5 STR; -1/2), Limited Power Power loses about a third of its effectiveness (Humanoids only; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4)

4) Mass Reduce Persion: Shrinking (1 m tall, 12.5 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Usable By Other (+1/4), Ranged (+1/2), Area Of Effect (2" Radius; +1) (27 Active Points); Independent (-2), OAF (staff; -1), Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the recipient of the benefits of the Power; -5 STR; -1/2), Limited Power Power loses about a third of its effectiveness (Humanoids only; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4)

5) Shrink Item: Minor Transform 8d6 (Inanimate object to 1/6th size inanimate object, 8 days or being thrown onto a solid surface or caster ends spell) (80 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), Limited Target Inanimate, non-magical items (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

 

Real Cost: 22

 

Description: A stout, sturdy staff for the support mage. While the enlarging properties might seem more frequently useful, sometimes a smaller party is what's needed to get the job done.

 

 

Staff of Swarming insects: Multipower, 60-point reserve, (60 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by druids; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Summon Swarm: Killing Attack - Ranged 1d6, Variable Targets (+1/4), Area Of Effect (One Hex; +1/2), Continuous (+1) (41 Active Points); Independent (-2), OAF (staff; -1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by druids; -1/2), Reduced Penetration (-1/4), Physical Manifestation (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

2) Insect Plague: Killing Attack - Ranged 1d6, Uncontrolled (kill the stinging insects; +1/2), Armor Piercing (+1/2), Area Of Effect (5" Radius; +1), Continuous (+1) (60 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Uses three charges per activation; -1), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Physical Manifestation (-1/4)

 

Real Cost: 15

 

Description: Made of twisted dark wood with darker spots that resemble crawling insects (and which move when you're not looking), this staff allows the user to call down entomological horror upon their enemies. More of an annoyance than a killing attack, but oh so creepy.

 

 

Staff of Transmutation: Multipower, 450-point reserve, (450 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Expeditious Retreat: Running +6" (12" total) (12 Active Points); Independent (-2), OAF (staff; -1), Costs Endurance (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

2) Alter Self: (Total: 56 Active Cost, 12 Real Cost) Shape Shift (Sight, Smell/Taste, Touch and Mystic Groups, any humanoid race) (29 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) (Real Cost: 6) plus +2 STR (2 Active Points); Independent (-2), OAF (staff; -1), No Figured Characteristics (-1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only if shifted form larger than caster; -1/4) (Real Cost: 1) plus +2 DEX (6 Active Points); Independent (-2), OAF (staff; -1), No Figured Characteristics (-1/2), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only if form is smaller than caster; -1/4) (Real Cost: 1) plus Nightvision (5 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only if form normally has this; -1/4) (Real Cost: 1) plus Ultraviolet Perception (Sight Group) (5 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only if form naturally has this; -1/4) (Real Cost: 1) plus Discriminatory with Normal Smell (5 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only if form naturally has this; -1/4) (Real Cost: 1) plus Swimming +4" (6" total) (4 Active Points); Independent (-2), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only if target form naturally has this; -1/4) (Real Cost: 1)

3) Blink: (Total: 135 Active Cost, 22 Real Cost) +5 with DCV (25 Active Points); Independent (-2), Activation Roll 11- (-1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Does not work vs. Affects Desolid or See Invisible; -1/2) (Real Cost: 4) plus +2 OCV (10 Active Points); Independent (-2), Activation Roll 11- (-1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a fourth of its effectiveness (Does not work vs. See Invisible; -1/4) (Real Cost: 2) plus Energy Damage Reduction, Resistant, 50% (30 Active Points); Independent (-2), Activation Roll 11- (-1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a fourth of its effectiveness (Not vs. Affects Desolid; -1/4) (Real Cost: 5) plus Physical Damage Reduction, Resistant, 50% (30 Active Points); Independent (-2), Activation Roll 11- (-1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a fourth of its effectiveness (not vs. Affects Desolid; -1/4) (Real Cost: 5) plus Desolidification (affected by force effects) (40 Active Points); Independent (-2), Activation Roll 11- (-1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Limited Power Power loses about a third of its effectiveness (Can only be used by arcane spellcasters; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4) (Real Cost: 6)

4) Polymorph: Major Transform 10d6 (standard effect: 30 points) (willing living creature into animal, humanoid or elemental, eight minutes or target's act of will), Improved Results Group (any animal, humanoid or elemental form; +3/4) (262 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), All Or Nothing (-1/2), No Range (-1/2), Limited Target Willing living creatures (-1/4), Limited Power Power loses about a fourth of its effectiveness (Uses two charges per activation; -1/4)

5) Baleful Polymorph: (Total: 450 Active Cost, 63 Real Cost) Major Transform 12d6 (living creature into small non-magical animal w/ 20 Power Defense vs. Transformation, Remove curse or natural shapeshifting abilities), Improved Results Group (any small non-magical animal; +1/4) (225 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), OAF (staff; -1), All Or Nothing (-1/2), Limited Target Living Beings (Does not affect desolid or gaseous creatures, even if their Desolid doesn't work vs. magic; -1/4), Limited Range (6"; -1/4), Limited Power Power loses about a fourth of its effectiveness (Uses two charges per activation; -1/4) (Real Cost: 33) plus Major Transform 12d6 (normal mind into animal mind, Remove Curse), Improved Results Group (any animal mind; +1/4) (225 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Negated by successful EGO Roll or Physical Transformation not succeeding, uses two charges per activation; -1), OAF (staff; -1), All Or Nothing (-1/2), Limited Range (6"; -1/4), Limited Target Living beings (-1/4) (Real Cost: 30)

6) Disintegration: Killing Attack - Ranged 8d6, Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (420 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (CON Roll halves damage, uses three charges per activation; -1), OAF (staff; -1), Beam (-1/4), No Knockback (-1/4)

 

Real Cost: 115

 

Description: This potent staff is usually made from or decorated with petrified wood. It allows the caster to change herself or others in various ways--including to dust. A quick rundown of the various transformation spells might be handy here. "Alter Self" basically turns the caster to "myself if I happened to be a (name of humanoid species)." It grants some limited physical abilities based on the species turned into, but none of their niftier powers. "Polymorph" works similarly for the willing recepient of the spell, but has a much wider assortment of possible shapes. The target gains any abilities granted by the new shape's physical form, but nothing supernatural or mental in nature. Baleful Polymorph has a more limited selection of shapes, but can be used as an attack. If the Mental Transformation fails to take hold, the victim retains their normal intellect and any skills, powers and abilities not taken away by the change in form. If the mental transformation is successful, the victim's INT and EGO drop to animal levels, and they lose any abilities that require conscious thought. Baleful Polymorph is usually considered a "jerk" spell and a target really has to earn it.

 

 

Staff of the Woodlands--quarterstaff: (Total: 19 Active Cost, 4 Real Cost) Hand-To-Hand Attack +1d6+1, Autofire (2 shots; +1/4) (9 Active Points); Independent (-2), OAF (staff; -1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2) (Real Cost: 2) plus +2 OCV w/staff (10 Active Points); Independent (-2), OAF (staff; -1), Required Hands Two-Handed (-1/2) (Real Cost: 2)

Staff of the Woodlands--Pass Without Trace: Flight 6" (12 Active Points); Independent (-2), Only On Appropriate Terrain natural surfaces (-1), Limited Power Power loses about a third of its effectiveness (Only to not leaves tracks or a scent trace; -1/2), IAF (staff; -1/2), Only In Contact With A Surface (-1/4)

Staff of the Woodlands Spells: Multipower, 208-point reserve, (208 Active Points); all slots Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Can only be used by druids; -1/2), Limited Power Power loses about a fourth of its effectiveness (All charges are shared; each use of a slot drains charges from all slots; -1/4)

1) Charm Animal: Mind Control 4d6 (Animals class of minds), 50 Continuing Charges lasting 8 Hours each which Never Recover (+1/2), Continuous (+1) (50 Active Points); Independent (-2), OAF (staff; -1), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (Automatically ends if caster or allies attack animal; -1/2), Does Not Provide Mental Awareness (-1/4)

2) Speak with Animals: Universal Translator 14- (23 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Animals only; -1), OAF (staff; -1), 50 Continuing Charges lasting 8 Minutes each which Never Recover (-1/4)

3) Barkskin: Armor (3 PD/3 ED), 50 Continuing Charges lasting 1 1/2 Hours each which Never Recover (+0), Usable By Other (+1/4) (11 Active Points); Independent (-2), OAF (staff; -1), Limited Power Power loses about a third of its effectiveness (Does not stack with other artificial Armor enhancements, uses two charges per activation; -1/2)

4) Wall of Thorns: Force Wall (15 PD/15 ED; 8" long and 1" tall) (Alterable Size, Opaque Sight Group), Hardened (+1/4), 50 Continuing Charges lasting 1 1/2 Hours each which Never Recover (+1/4), Backlash (+1/2) (208 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Uses three charges per activation; -1), OAF (staff; -1)

5) Summon Nature's Ally VI: Summon 300-point Creatures from the approved list, Expanded Class of Beings Limited Group (+1/2), Devoted (+3/4) (135 Active Points); Independent (-2), 50 Charges which Never Recover (-1 1/2), Limited Power Power loses about half of its effectiveness (Creatures only stay 1 1/2 minutes, each activation uses three charges; -1), OAF (staff; -1)

6) Animate Plants: Telekinesis (50 STR), Area Of Effect (8" Radius; +1) (150 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Uses four charges per activation; -1), OAF (staff; -1), 50 Continuing Charges lasting 1 1/2 Minutes each which Never Recover (-1/2), Only Works On Limited Types Of Objects Limited Group of Objects (Non-Animate Plants; -1/2)

 

Real Cost: 61

 

Description: This staff looks it was naturally grown into its present shape, but don't be fooled. It's been magically shaped to work as a quarterstaff. The user can use it to not leave tracks in the wilderness, and this ability remains even after all the charges are gone. But your druid's probably most happy with the assortment of spells the staff makes available.

 

 

And that's a lot of staff!

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Re: D&D Magic Items 3.5 to HERO

 

Wands: In 3.5, wands are simply spell storage devices. They are usually thin cylinders of wood (or other suitable material) about six to eight inches in length. A newly created wand holds fifty charges of any one spell, up to 4th level in strength.

 

Any spell in the appropriate range can be placed in a wand, but traditionally it's reserved for spells that can be Used By Other or Used as Attack. Since that's still a ridiculous number of spells, I'll just describe the general shared write up.

 

A wand is an Obvious Accessible Focus, with 50 (possibly Continuing) Charges that Never Recover, and Independent. They Can Only Be Used by Appropriate Spellcaster -1/2. Many wands created for magic shop sale also have Incantations, a trigger word that is only given to the purchaser after they've paid.

 

Fresh wands are rare in magic shops, usually having to be special-ordered, but slightly used wands with only a few charges remaining are somewhat common. Most wands found as treasure will also be missing a percentage of their charges, if only because the previous owner was trying to kill the player characters.

 

GMs should note that any mage in possession of a fully charged wand with a decent attack spell will be using it as their default tactic until the battery runs low.

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Re: D&D Magic Items 3.5 to HERO

 

And coming up next is Wondrous Items, aka "Everything Else."

 

All Wondrous Items are Foci of some kind and Independent; beyond that they're not very similar.

 

Many of these items are worn by the owner--only one magical item will work per "slot", so layering isn't always a good idea.

 

Low-cost one-use items (such as Quaal's Feather Tokens) can be found over-the-counter at finer magic shops. Most other items will need to be special ordered, though sometimes a "flawed" version of a powerful item may be in stock and cheap.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Wondrous Items A

 

Amulet of Health: +2 CON (4 Active Points); Independent (-2), IIF (amulet; -1/4)

 

Real Cost: 1

 

Description: A necklace that improves your basic health. This tasty item is good for just about any adventurer, but you might also consider giving it to your DNPC, just on general principle. Also comes in +4 CON for 2 Real Cost and +6 CON for 4 Real Cost.

 

 

Amulet of Mighty Fists: (Total: 7 Active Cost, 2 Real Cost) Hand-To-Hand Attack +1 point (2 Active Points); Independent (-2), Hand-To-Hand Attack (-1/2), Limited Power Power loses about a third of its effectiveness (Only w/unarmed and natural weapon attacks; -1/2), IIF (amulet; -1/4) (Real Cost: 1) plus +1 OCV w/unarmed attacks (5 Active Points); Independent (-2), IIF (amulet; -1/4) (Real Cost: 1)

 

Real Cost: 2

 

Description: This necklace makes your very body a magical weapon. Extremely helpful to monks and animal companions. Also comes in +1d3 Hth and +2 OCV for 4 Real Cost, +1d3 HTH and +3 OCV for 6 Real Cost, +1d3 HTH and +4 OCV for 7 Real Cost, and +1d6-1 HTH and +5 OCV for 9 Real Cost.

 

 

Amulet of Natural Armor: Armor (1 PD/1 ED) (3 Active Points); Independent (-2), IIF (amulet; -1/4)

 

Real Cost: 1

 

Description: Made of bone or scales, this amulet toughens the wearer's skin, making it more difficult to penetrate. Usable by anyone, but best for those that can't wear regular armor. Also comes in 2 PD/2 ED for 2 Real Cost, 3 PD/3 ED for 3 Real Cost, 4 PD/4 ED for 4 Real Cost, and 5 PD/5 ED for 5 Real Cost.

 

 

Amulet of the Planes: Extra-Dimensional Movement (Any Dimension, Any Location), Usable Simultaneously (up to 16 people at once; must all be touching; +1 1/4) (101 Active Points); Independent (-2), Requires An INT Roll (If INT Roll fails, plane accessed is random; -1), OIF (amulet; -1/2)

 

Real Cost: 22

 

Description: This amulet looks like a circular black stone from a distance, but close examination reveals a swirl of dark colors. It can be used to access other dimensional planes, but is extremely difficult to use properly. If an INT Roll at -10 is not successful, the destination point is "random." (Read, GM's choice.) Experienced users might be able to substitute "Navigation: Extra-Dimensional Movement" instead.

 

 

Amulet of Proof Against Location and Detection: Invisibility to Mystic Group and Detect , Reduced Endurance (0 END; +1/2), Persistent (+1/2) (26 Active Points); Independent (-2), IIF (amulet; -1/4)

 

Real Cost: 8

 

Description: This plain-looking and understated necklace is designed to baffle scrying and detection spells. Given the many, many Detects available in the D&D milieu, this amulet is very popular. Note, however, that wearing one when meeting your social superiors might be considered very suspicious.

 

 

 

Vehicle Name: Apparatus of Kwalish

Additional Info:

Owners Name: NPC

 

CHARACTERISTICS

Val Char Base Points Total Roll Notes

1 SIZE 0 5 1 Length 1.26", Width 0.63", Area 0.79" Mass 200 kg KB -1

15 STR 15 0 15 12- HTH Damage 3d6 END [1]

10 DEX 10 0 10 11- OCV 3 DCV 3

2 SPD 2.0 0 2 Phases: 6, 12

11 DEF 2 27 11

20 BODY 11 9 20 13-

4" Ground Movement 6 -4 4"

4" Water Movement 2 2 4"

0" Leaping 0 0 0" 39 Total Characteristics Points

 

POWERS

Cost Power END

10 Air Supply: Life Support (Self-Contained Breathing), 1 Continuing Charge lasting 6 Hours (+0) [1 cc]

4 Claws: Extra Limbs (2) (5 Active Points); Limited Manipulation (-1/4) 0

7 Headlamps: Sight Group Images Increased Size (2" radius; +1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (22 Active Points); Only To Create Light (-1), No Range (-1/2), Limited Arc Of Fire (60 degrees; -1/2) 0

21 Total Powers Cost

 

DISADVANTAGES

Cost Disadvantage

20 Physical Limitation: Complex Operation, requires two people to move and fight at same time (All the Time, Greatly Impairing)

20 Total Disadvantages Cost

 

Description: At rest, this item looks like a large, sealed metal barrel. Once the concealed hatch is found, there is just enough space inside for two medium-sized humanoids. A series of unlabelled levers control the vehicle, which when fully activated looks rather like a metal lobster. Due to the number and confusing arrangement of the levers, the Apparatus requires two operators to be able to move and use its claws at the same time. But the fact that it can operate underwater for several hours makes the Apparatus a useful item for finding sunken treasure.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Wondrous Items B

 

 

Bag of Holding: +10 STR (10 Active Points); Independent (-2), OAF (Bag; -1), Limited Power Power loses about half of its effectiveness (only to increase carrying capacity, bursts if overstocked or unsheathed sharp objects inside; -1), No Figured Characteristics (-1/2)

 

Real Cost: 2

 

Description: This appears to be an ordinary cloth sack about two feet wide by four feet long. But it's actually an extra-dimensional space, far larger on the inside than the outside. This allows the storage and transportation of large amounts of goods and treasure. A must-have item for adventurers who want to lug around their entire gold piece collection with them. Also comes in 15 STR for 3 Real Cost, 20 STR for 4 Real Cost and 25 STR for 4 Real Cost.

 

 

Bag of Tricks: Summon 25-point Animals on approved list, Expanded Class of Beings Very Limited Group (approved list; +1/4), Devoted (+3/4) (10 Active Points); Independent (-2), OAF (Bag; -1), 10 Charges which Recover every 1 Week (-3/4), Limited Power Power loses about a fourth of its effectiveness (only one animal at a time, only stays ten minutes; -1/4)

 

Real Cost: 2

 

Description: A small gray cloth bag which allows the holder to summon animals by reaching into the bag, feeling around for one of the furry spheres within, and tossing it out. The animal summoned is well-trained and loyal to the bag's holder, but otherwise normal. The Gray version's creatures tend to be small and not particularly combat-effective, but have other uses. Also comes in rust-colored, which summons 50-pt base animals for 4 Real Cost, which are somewhat more combat ready; and tan-colored, which summons fearsome 75 pt. base animals for 6 Real Cost.

 

 

 

Bead of Force: (Total: 138 Active Cost, 16 Real Cost) Entangle 5d6, 10 DEF, Difficult To Dispel (x2 Active Points; +1/4) (94 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF (bead; -1), Can Be Missile Deflected (-1/4), Cannot Form Barriers (-1/4), Range Based On Strength (-1/4) (Real Cost: 11) plus Energy Blast 5d6, STUN Only (+0), Hole In The Middle (+1/4), Explosion (+1/2) (44 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF (bead; -1), Can Be Missile Deflected (-1/4), Range Based On Strength (-1/4) (Real Cost: 5)

 

Real Cost: 16

 

Description: This bead looks like a lusterless black pearl. When thrown, it explodes, trapping the target inside a force sphere, while all those around the target are violently thrust away by the expanding force. Because it's a thrown item, it can be batted away by those with the presence of mind to do so. Only the fact that it's a one-use item for a very high cost prevents the bead of force from being a standard feature of adventurer's equipment.

 

 

Monk's Belt: (Total: 14 Active Cost, 4 Real Cost) +1 with DCV (5 Active Points); Independent (-2), IIF (belt; -1/4) (Real Cost: 1) plus Hand-To-Hand Attack +0 1/2d6 (3 Active Points); Independent (-2), Hand-To-Hand Attack (-1/2), IIF (belt; -1/4), Limited Power Power loses about a fourth of its effectiveness (Only applies to unarmed combat; -1/4) (Real Cost: 1) plus Custom Modifier (+1 Charge for Stunning Fist; +1/4) for up to 25 Active Points of Stunning Fist (6 Active Points); Independent (-2), IIF (belt; -1/4) (Real Cost: 2)

 

Real Cost: 4

 

Description: This appears to be a simple rope belt, but actually grants the wearer several monk-like abilities--improved defenses, better hand-to-hand damage, and the ability to use the Stunning Fist power one more time a day. (The wearer must already have at least one charge of Stunning Fist to begin with.) It's mostly used by low-level monks to boost their abilities, but can be helpful to other unarmored characters. (High-level monks put aside such crutches as part of lessening their attachment to worldly goods.)

 

 

Belt of Dwarvenkind: (Total: 50 Active Cost, 10 Real Cost) +2 all PRE-Based Skills (10 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. dwarves; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-2 w/PRE-based skills vs anyone not a dwarf, gnome or halfling; -1/2), IIF (belt; -1/4) (Real Cost: 2) plus +2 with all PRE-Based Skills (10 Active Points); Independent (-2), Limited Power Power loses about a third of its effectiveness (Only vs. dwarfs, gnomes and halflings; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-2 to all PRE-based skills vs. anyone not a dwarf, gnowme or halfling.; -1/2), IIF (belt; -1/4) (Real Cost: 2) plus Language: Dwarvish (idiomatic; literate) (5 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (-2 to all PRE-based skills vs. anyone not a dwarf, halfling or gnome; -1/2), IIF (belt; -1/4) (Real Cost: 1) plus Nightvision (5 Active Points); Independent (-2), Limited Power Power loses about a third of its effectiveness (Only works for non-dwarfs; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-2 to all PRE-based skills vs. anyone not a dwarf, gnome or halfling; -1/2), IIF (belt; -1/4) (Real Cost: 1) plus +2 PER with all Sense Groups (6 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. stonework, does not work if wearer is dwarf; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-2 to PRE-based skills vs. anyone not a dwarf, halfling or gnome; -1/2), IIF (belt; -1/4) (Real Cost: 1) plus +2 CON (4 Active Points); Independent (-2), Limited Power Power loses about a third of its effectiveness (Does not work if wearer is dwarf; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-2 to PRE-based skills vs. anyone not a gnome, halfling or dwarf; -1/2), IIF (belt; -1/4) (Real Cost: 1) plus +2 with DCV (10 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (only vs. magic and poison-based attacks, does not work if wearer is dwarf; -1), Side Effects, Side Effect occurs automatically whenever Power is used (-2 to PRE-Based skills vs. anyone not a dwarf, gnome or halfling; -1/2), IIF (belt; -1/4) (Real Cost: 2)

 

Real Cost: 10

 

Description: This sturdy belt was first created by a dwarf wizard who felt sorry for his non-dwarf best friend and wanted him to experience the blessings of that race. Thus, it allows the wearer fluency in the Dwarvish language and several small enhancements. As an initially unexpected bonus, the wearer becomes more impressive and persuasive to dwarfs and other "short races", but a penalty to interacting with anyone else. Receiving one of these from a dwarf is considered a great honor--by dwarfs, and not wearing it when you are next meeting one is a deadly insult. Rumors that overuse of a Belt of Dwarvenkind will cause the wearer to slowly transform into a dwarf are probably completely unfounded.

 

 

Belt of Giant Strength: +4 STR (4 Active Points); Independent (-2), IIF (belt; -1/4)

 

Real Cost: 1

 

Description: A thick leather belt studded with iron, this item makes the wearer stronger. Best used by fighter types, but can be helpful for wimpy adventurers who need extra oomph. Also comes in a +6 STR version for 2 Real Cost.

 

 

Folding Boat: Vehicle (15 Active Points); Independent (-2), OAF (box; -1)

 

Real Cost: 4

 

Description: In its inert form, this item appears to be a well-made wooden box, a foot long and a half-foot wide and deep. It can be used for storing things just like a normal box. But it has two alternate forms when commanded; a sailboat that seats four, and a small ship that can comfortably fit fifteen. (Any items stored in the box will appear inside the expanded boat.) Creating this item required a mage with PS: Shipwright, so they're much more rare than the point cost would suggest. This boat is ideal for navigating bodies of water that cannot be reached from other water easily, such as underground rivers and lakes. It saves so much weight for portage!

 

 

Boccob's Blessed Book: Custom Perk (5 Active Points); Independent (-2), OAF (book; -1)

 

Real Cost: 1

 

Description: A small iron-bound book with fittings of silver, and a fine lock. Despite being no more than an inch thick, it contains a thousand pages, which can be inscribed with spells at no monetary cost. This allows it to replace a wizard's normally bulky spellbook library, a great boon for the adventuring spellcaster. This is never found as treasure with spells already inscribed--apparently the book erases itself between masters.

 

 

Boots of Elvenkind: +5 with Stealth (10 Active Points); Independent (-2), IIF (Boots; -1/4)

 

Real Cost: 3

 

Description: These soft boots muffle the sound of the wearer's movement, making it that much easier to move silently. Only the elves know the secret of their construction, which drives up the cost. Rogues and assassins love these, but they work well for rangers and scouts as well.

 

 

Boots of Levitation: Flight 4" (8 Active Points); Independent (-2), Levitation (-1/2), IIF (Boots; -1/4)

 

Real Cost: 2

 

Description: These handy boots allow the user to levitate at will. A limited power, but in the feet of a clever user, useful indeed.

 

 

Boots of Speed: (Total: 27 Active Cost, 7 Real Cost) Autofire (2 shots; +1/4) for up to 30 Active Points of any one weapon or hth attack (7 Active Points); Independent (-2), IIF (boots; -1/4), 10 Charges (-1/4), Limited Power Power loses about a fourth of its effectiveness (Does not stack with other "extra attack" powers; -1/4) (Real Cost: 2) plus +1 with All Combat (8 Active Points); Independent (-2), IIF (boots; -1/4), 10 Charges (-1/4) (Real Cost: 2) plus Running +6" (12" total) (12 Active Points); Independent (-2), IIF (boots; -1/4), 10 Charges (-1/4) (Real Cost: 3)

 

Real Cost: 7

 

Description: Ten times a day, the wearer of these boots can click the heels together, creating a burst of speed that makes him able to attack more often, run faster, and engage in combat more effectively. The only problem with this is discerning the best time to use this ability.

 

 

Boots of Striding and Springing: (Total: 10 Active Cost, 3 Real Cost) Running +2" (8" total) (4 Active Points); Independent (-2), IIF (boots; -1/4) (Real Cost: 1) plus Leaping +1" (3" forward, 1 1/2" upward) (Accurate) (6 Active Points); Independent (-2), IIF (boots; -1/4) (Real Cost: 2)

 

Real Cost: 3

 

Description: These well-made boots just make the wearer a little faster and able to leap better. Not very spectacular, but always useful. Consider giving them to a slower member of the party. Note that these can only be made by a caster with the full Acrobatics skill.

 

 

Boots of Teleportation: Teleportation 9", Safe Blind Teleport (+1/4), MegaScale (1" = 100 km; +3/4), Can Be Scaled Down 1" = 1km (+1/4) (40 Active Points); Independent (-2), 3 Charges (-1 1/4), IIF (Boots; -1/4)

 

Real Cost: 9

 

Description: These boots allow the wearer to teleport. The extreme range of these items make them best for carrying messages over great distances.

 

 

Boots of the Winterlands: (Total: 16 Active Cost, 5 Real Cost) Flight 6" (12 Active Points); Independent (-2), Only On Appropriate Terrain Only on snow and ice (does not leave tracks; -1), IIF (boots; -1/4), Only In Contact With A Surface (-1/4) (Real Cost: 3) plus Environmental Movement (no penalties on snow and ice) (2 Active Points); Independent (-2), IIF (boots; -1/4) (Real Cost: 1) plus Life Support (Safe in Intense Cold) (2 Active Points); Independent (-2), IIF (boots; -1/4) (Real Cost: 1)

 

Real Cost: 5

 

Description: These fur-lined boots are a godsend to characters adventuring in the cold and icy wastes. They keep the wearer warm, and allow her to move easily across snow and ice without leaving tracks. Pretty much useless everywhere else, though.

 

 

Winged Boots: Flight 12" (24 Active Points); Independent (-2), OIF (boots; -1/2), 3 Continuing Charges lasting 5 Minutes each (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only 8" if heavily armored; -1/4)

 

Real Cost: 6

 

Description: Three times a day, these boots can sprout wings from the heels, allowing the wearer to fly. A definite advantage for any combatant.

 

 

Bottle of Air: Life Support (Self-Contained Breathing), Usable By Other (+1/4) (12 Active Points); Independent (-2), OAF (bottle; -1), Nonpersistent (-1/4)

Real Cost: 3

 

Description: This appears to be an empty glass bottle (about the size of a wine bottle) with a cork. The bottle is filled with ordinary air, but constantly refreshes itself, so beings with the proper anatomy can use it to breathe even in conditions that would normally prevent this. By handing it between users, the bottle can be used to keep several people able to function underwater, holding their breath between uses. Unfortunately, it has a few drawbacks, most noticable being that it does not naturally have a way to be attached to the face, so most users end up being unable to take actions with one arm and breathe at the same time, and their swimming speed is reduced. Still, for short, impromptu underwater excursions, or in areas where there may be toxic gases, this item can be a lifesaver.

 

 

Bowl of Commanding Water Elementals: Summon 100-point Water Elemental, Slavishly Devoted (+1) (40 Active Points); Independent (-2), OAF Fragile (Bowl; -1 1/4), Limited Power Power loses about half of its effectiveness (Bowl must be filled w/salt water for full effect, fresh water reduces to 75 pt. elemental, contaminated water will not work, must have new water for each summon, summoned elemental stays 2 1/2 minutes; -1), Extra Time (Full Phase, Only to Activate, -1/4), Incantations (-1/4)

 

Real Cost: 8

 

Description: This bowl is about a foot in diameter, shallow, and carved from a thin layer of semi-precious stone, so tends to be quite breakable. When filled with natural salt water, and the proper chant spoken over it, the bowl will summon a water elemental to serve the bowl's owner. If fresh water is used instead, the elemental will be somewhat smaller, and if the water is contaminated or altered, no elemental will appear. The summoning uses all the water in the bowl, and it must be refilled to summon another elemental. Due to its limitations, the bowl is best used to defend a fixed location with a steady supply of water to hand. Expect to see one in the temple of the water god.

 

 

Friends Bracelet: Summon 250-point creatures, Friendly (+1/4), Expanded Class of Beings Very Limited Group (close personal friends; +1/4), Specific Being (+1) (125 Active Points); 4 Charges which Never Recover (-3), Independent (-2), OIF (bracelet charms; -1/2), Limited Power Power loses about a fourth of its effectiveness (summoned friend must agree to come; -1/4)

 

Real Cost: 18

 

Description: This fine chain bracelet has four charms hanging from it. The wearer can attune each of these charms to one of their close friends. By grasping a charm and thinking of that friend, the wearer can summon that friend to their side, gear and all. This consumes the charm. Note that the friend can refuse to come; if so, the charm is not used. The resell value of the bracelet drops by 25% for each missing charm. Better hope your friends are reliable.

 

 

Bracers of Archery: (Total: 6 Active Cost, 2 Real Cost) WF: Bows ; Independent (-2), IIF (bracers; -1/4) (Real Cost: 1) {b]plus[/b] +1 OCV w/bows (5 Active Points); Independent (-2), IIF (bracers; -1/4), Limited Power Power loses about a fourth of its effectiveness (Must already have WF: Bows; -1/4) (Real Cost: 1)

 

Real Cost: 2

 

Description: These leather bracers magically grant the user the ability to use bows as if trained in their use. If the wearer already knows how to use a bow, then their accuracy with same is enhanced. Best given to your archery specialist, though it could be useful if you have more magic bows than trained bow users to give them to a non-fighter. These bracers (which must be worn together to work) also come in a Greater version, which gives +1 OCV and adds +1 RKA to any bow-launched attack for 5 Real Cost.

 

 

Bracers of Armor: Armor (1 PD/1 ED) (3 Active Points); Independent (-2), IIF (bracers; -1/4)

 

Real Cost: 1

 

Description: Magical bracers that create a protective field over the wearer, making them harder to injure. Both bracers must be worn for them to function. The usefulness of this item should be obvious. consider getting a set for your DNPC. Also comes in 2 points of Armor for 2 Real Cost, 3 for 3, 4 for 4, 5 for 5, 6 for 5, 7 for 6 and 8 for 7. (Pathfinder also allows putting extra armor-based enchantments in the bracers as well.)

 

 

Brazier of Commanding Fire Elementals: Summon 100-point Fire Elemental, Slavishly Devoted (+1) (40 Active Points); Independent (-2), OAF (Brazier; -1), Limited Power Power loses about half of its effectiveness (Brazier must be filled w/brimstone for full effect, only fire reduces to 75 pt. elemental, must have new fire for each summon, summoned elemental stays 2 1/2 minutes; -1), Extra Time (Full Phase, Only to Activate, -1/4), Incantations (-1/4)

 

Real Cost: 8

 

Description: This item looks like a normal metal brazier used for holding fires. But when brimstone is placed into the fire and the proper chant is spoken, a mighty fire elemental will appear to do the user's bidding. If ordinary fire is used, the elemental will be somewhat smaller. The summoning consumes the original fire, and a new one must be set in the brazier to summon a new elemental. Best used to defend a place with a steady supply of fire and brimstone, for example the temple of the fire god.

 

 

Brooch of Shielding: +101 BODY (202 Active Points); Independent (-2), Limited Power Power loses about two-thirds of its effectiveness (Does not recover, only protects vs. Magic Missile damage; -1 1/2), No Figured Characteristics (-1/2), IIF (brooch; -1/4)

 

Real cost: 38

 

Description: This attractive gold or silver brooch protects the wearer from Magic Missiles. Admittedly, that's a very specialized function, but Magic Missile is a very common attack for D&D mages. If found as loot, will have lost a percentage of its protective mojo.

 

 

Broom of Flying: Flight 8" (16 Active Points); Independent (-2), OIF (broom; -1/2), Limited Power Power loses about a third of its effectiveness (Only 6" if heavily armored, up to 9 hours total per day; -1/2), Restrainable (-1/2)

 

Real Cost: 3

 

Description: It's a broom. It flies. Oh, and you can summon it from some distance away, unless it's properly held down. Some cultures treat this as a woman's magic vehicle, but in others, it's linked to popular sports.

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