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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 Wondrous Items C

 

Candle of Invocation I: +2 Overall, Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (3" Radius; +1) (50 Active Points); 1 Continuing Charge lasting 4 Hours which Never Recovers (-2), Independent (-2), IAF Fragile (lit candle; -3/4), Limited Power Power loses about a third of its effectiveness (Only affects beings of the same alignment as candlemaker; -1/2)

Candle of Invocation II: Variable Power Pool (Magic Pool), 40 base + 3 control cost, (60 Active Points); all slots Independent (-2), 1 Continuing Charge lasting 4 Hours which Never Recovers (-2), Limited Power Power loses about half of its effectiveness (Only for cleric of same alignment as candlemaker, only to add to existing divine magic pool; -1), IAF Fragile (lit candle; -3/4), Limited Class Of Powers Available Limited (Only divine magic; -1/2)

Candle of Invocation III (Gate): Summon 200-point divine servitor, Friendly (+1/4), Expanded Class of Beings Very Limited Group (divine servitors of appropriate alignment; +1/4) (60 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (candle; -1 1/4), Limited Power Power loses about half of its effectiveness (Summoning instantly consumes candle, ending all other effects; -1)

 

Real Cost: 57

 

Description: This wax taper is dyed with the appropriate hue for the alignment it's set to. When lighted, it casts a warm glow that enhances the prowess of all beings of the same alignment in proximity. In addition, if a cleric burns the candle while praying for the day's spells, they will be able to memorize and cast spells as though two levels higher, even being able to access spells they'd normally be ineligible for as long as the candle burns. The maximum burning time of the Candle is four hours, but since it can be blown out as easily as a normal candle, ending the benefits, wise users will protect the candle in some way. Also, anyone who lights a Candle of Invocation can use it to Gate in a divine servant of the candle's alignment. This being will be friendly and help the candle lighter, but in accordance with its own moral and ethical principals, thus it is usually a bad idea to use a Candle of an opposed alignment. (Gamespeak: If your campaign does not use alignments, the candles only work for those of the same religion as the candlemaker.)

 

 

Candle of Truth: Mind Control 6d6 (Humanoid class of minds), Area Of Effect (One Hex; +1/2), Continuous (+1) (75 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (candle; -1 1/4), Set Effect ("You May Not Lie"; -1/2), Does Not Provide Mental Awareness (-1/4)

 

Real Cost: 10

 

Description: This white tallow candle magically compels those next to it not to lie (though they may still refuse to speak, or be genuinely incorrect.) Note that this applies to all parties in the radius. If blown out, the effect ends and the candle is ruined. Usually found in interrogation chambers.

 

 

Cape of the Mountebank: Teleportation 50", Safe Blind Teleport (+1/4) (125 Active Points); 1 Charge (-2), Independent (-2), OAF (Cape; -1), Extra Time (Full Phase, -1/2)

 

Real Cost: 19

 

Description: This gaudy red and gold cape can be swirled about the wearer, causing them to disappear in a puff of smoke, reappearing in another puff of smoke at their desired destination. The fact that you can only do this once a day, and it's a full move action, tends to sharply lessen the utility of the cape. But when you really need an escape plan, it's a beautiful thing.

 

 

Flying Carpet: Flight 8", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (32 Active Points); Independent (-2), OAF (carpet; -1), Incantations (command word, verbal instructions; -1/4)

 

Real Cost: 7

 

Description: This intricately patterned and finely woven rug has the ability to fly, carrying a passenger. Each carpet has an individualized command word and is controlled by verbal instructions. The best models come from the hot desert lands, and are considered a status symbol. The small 5x5 carpet can carry one medium humanoid and their standard gear; there are also 5x10 models that seat two for 9 Real Cost, and 10x10 items that carry four for 10 Real Cost.

 

 

Censer of Controlling Air Elementals: Summon 100-point Air Elemental, Slavishly Devoted (+1) (40 Active Points); Independent (-2), OAF (Censer; -1), Limited Power Power loses about half of its effectiveness (Censer must be filled w/Incense of Meditation for full effect, regular incense reduces to 75 pt. elemental, must have new incense 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 golden vessel looks like a thurible you might find in a house of worship, about six inches around, an inch deep, perforated on the top, and suspended by a short golden chain. When filled with incense, lit and the proper incantations spoken, the incense smoke will form an air elemental which will then serve the summoner. If the censer is filled with magical Incense of Meditation, it will be a larger elemental. (Gamespeak: You may want to make the Limitation larger for this.) While this item is more readily portable than the ones that summon water and fire elementals, it's still usually found primarily in temples, such as that of the Sky God.

 

 

Chaos Diamond: Multipower, 765-point reserve, (765 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (-1 Overall Level to non-Chaotic users; -1/2); all slots Independent (-2), OAF (Diamond; -1)

1) Lesser Confusion: Mind Control 8d6 (Humanoid class of minds) (40 Active Points); Independent (-2), 4 Charges (Recovers Under Limited Circumstances (see text); -1 1/4), OAF (Diamond; -1), Set Effect (Only to cause confusion for one Turn; -1/2), Does Not Provide Mental Awareness (-1/4)

2) Magic Circle Against Law: (Total: 173 Active Cost, 33 Real Cost) +2 with DCV, 4 Continuing Charges lasting 3 Hours each (Recovers Under Limited Circumstances (see text); +0), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (2" Radius; +1) (25 Active Points); Independent (-2), OAF (Diamond; -1), Limited Power Power loses about a third of its effectiveness (Only vs. Lawful beings; -1/2) (Real Cost: 5) {b]plus[/b] +10 Mental Defense (22 points total), 4 Continuing Charges lasting 3 Hours each (Recovers Under Limited Circumstances (see text); +0), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (2" Radius; +1) (28 Active Points); Independent (-2), OAF (Diamond; -1), Only Works Against Limited Type of Attack (Mind Control and "possession" effects; -1/2) (Real Cost: 6) plus Force Field (20 PD/20 ED), Usable Simultaneously (up to 2 people at once; +1/2), 4 Continuing Charges lasting 3 Hours each (Recovers Under Limited Circumstances; +1/2), Area Of Effect (8" Radius; +1) (120 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (Physical entrance or attack by Lawful summoned beings; -1), OAF (Diamond; -1), Limited Power Power loses about a third of its effectiveness (Deliberately moving to within radius of Lawful summoned being negates protection; -1/2) (Real Cost: 22)

3) Word of Chaos: (Total: 765 Active Cost, 105 Real Cost) Hearing Group Flash 2d6, Area Of Effect (4" Radius; +1 1/2) (15 Active Points); Independent (-2), 4 Charges (Recovers Under Limited Circumstances (see text); -1 1/4), Limited Power Power loses about half of its effectiveness (Only vs. non-chaotic characters Level 19 or less, successful EGO Roll negates; -1), OAF (Diamond; -1), No Range (-1/2) (Real Cost: 2) plus Ego Attack 10d6, Area Of Effect (4" radius; +1) (200 Active Points); Independent (-2), 4 Charges (Recovers Under Limited Circumstances; -1 1/4), Limited Power Power loses about half of its effectiveness (Only to cause CON-Stun effect, Successful EGO Roll negates; -1), OAF (Diamond; -1), No Range (-1/2), Limited Class Of Minds Non-chaotic beings of Level 18 or less (-1/2), Does Not Provide Mental Awareness (-1/4) (Real Cost: 27) plus Mind Control 19d6 (Humanoid class of minds), Area Of Effect (4" radius; +1) (190 Active Points); Independent (-2), 4 Charges (Recovers Under Limited Circumstances (see text); -1 1/4), OAF (Diamond; -1), Limited Class Of Minds Non-chaotic beings of Level 14 or less (-1/2), Set Effect (Cause confusion; -1/2), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Successful EGO Roll shortens duration to one Turn maximum; -1/2), Does Not Provide Mental Awareness (-1/4) (Real Cost: 25) plus Killing Attack - Ranged 6d6, Based On EGO Combat Value (Mental Defense applies; +1), Does BODY (+1), Area Of Effect (4" radius; +1) (360 Active Points); Independent (-2), 4 Charges (Recovers Under Limited Circumstances (see text); -1 1/4), OAF (Diamond; -1), Limited Class Of Minds Non-chaotic beings level 9 or less (-1/2), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Does no STUN, Successful EGO Roll halves damage; -1/2), No Knockback (-1/4) (Real Cost: 51)

4) Cloak of Chaos: (Total: 372 Active Cost, 75 Real Cost) +4 with DCV, Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (2" radius; +3/4) (45 Active Points); Independent (-2), OAF (diamond; -1), 4 Continuing Charges lasting 3 Minutes each (Recovers Under Limited Circumstances (see text); -1/4) (Real Cost: 10) plus Armor (25 PD/25 ED), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (2" radius; +3/4) (169 Active Points); Independent (-2), OAF (diamond; -1), Only Works Against Limited Type of Attack (Lawful spells and spells cast by Lawful creatures; -1/2), 4 Continuing Charges lasting 3 Minutes each (Recovers Under Limited Circumstances (see text); -1/4) (Real Cost: 35) plus +10 Mental Defense (22 points total), Usable Simultaneously (up to 2 people at once; +1/2), Area Of Effect (2" Radius; +1) (28 Active Points); Independent (-2), OAF (diamond; -1), Only Works Against Limited Type of Attack (Possession and Mind-Control effect attacks; -1/2), 4 Continuing Charges lasting 3 Minutes each (Recovers Under Limited Circumstances (see text); -1/4) (Real Cost: 6) plus Mind Control 8d6 (Humanoid class of minds), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (+1/2), Area Of Effect (2" radius; +3/4) (130 Active Points); Independent (-2), OAF (diamond; -1), Set Effect (Confusion only; -1/2), Limited Power Power loses about a third of its effectiveness (Only vs. Lawful attackers; -1/2), 4 Continuing Charges lasting 3 Minutes each (Recovers Under Limited Circumstances (see text); -1/4), Does Not Provide Mental Awareness (-1/4) (Real Cost: 24)

 

Real Cost: 191!

 

Description: A lustrous, uncut gem about the size of a human fist. This powerful item has multiple powers. First, it can be used as a simple confusion attack. Second, it can be used to cast a circle of protection against "Law" that lasts several hours. Third, it can utter a chaotic noise that afflicts all non-chaotic beings within range with a variety of effects (the more powerful the beings, the less they are affected.) And fourth, it can create a protective field that punishes lawful attackers. Its major drawbacks are being attuned only to Chaotic users, punishing any non-chaotic holder, and the fact that its powers recharge erratically. It can only be created by a powerful Chaos mage, and is even rarer than its point cost would indicate. (Gamespeak: If you are not using alignments in your game, this item will need to be heavily reworked. The only vs. Lawful limitation is worth a lot more, since it will only work against creatures of pure law like modrons. The Word of Chaos power will need reworking if you're not using levels--change it to point totals as appropriate for your campaign. Recharging: At the beginning of each day, roll 3d6 for each power slot. 18-No charges are regained, and any leftover charges are also drained. 17-15-One charge is regained. 14-12-Two charges are regained. 11-9-Three charges are regained. 8-4-Four charges are regained. 3-Four charges are regained, and all remaining slots are also fully charged. Luck and Unluck may affect this roll.)

 

 

Chime of Interruption: Darkness to Hearing Group 3" radius (15 Active Points); Independent (-2), OAF (chime; -1), Limited Power Power loses about half of its effectiveness (Only to prevent Incantations, EGO Roll at -3 temporarily overcomes, lasts only 3 minutes, then requires 10 minute "cooldown."; -1), Gestures, Requires Gestures throughout (must be held up for entire duration of effect; -1/2), No Range (-1/2)

 

Real Cost: 2

 

Description: When this small chime is held up and struck, it makes a piercing ringing noise that is exactly at the right frequency to interrupt a mage's use of spell incantations. Only by strong concentration will a mage be able to get through his speech correctly, and even then must continue if he wishes to keep the chanting going. Since the wielder of the chime will be required to move it as appropriate to ensure that spellcasters are kept within range, it's best used as support for a non-spelluser combat team going up against spellcasters, rather than as a solo effect.

 

 

Chime of Opening: Dispel locks and closings 11d6, any lock or closing power one at a time (+1/4) (41 Active Points); 10 Charges which Never Recover (-2 1/4), Independent (-2), OAF (chime; -1), Limited Power Power loses about a fourth of its effectiveness (Darkness vs. Hearing Group negates; -1/4)

 

Real Cost: 6

 

Description: A footlong mithral tube; when held up and struck, it makes a ringing noise that opens any lock, sealing or magical closing effect. Note that if there's more than one closure, the chime must be struck for each. (If for example a door is locked, sealed with lead and and cursed with "Elminster's Glue Spell", it will take three rings total.) Ten rings will cause the chime to shatter, though the pieces can be melted down and used to cast a new chime. If a Chime of Opening is found in a dungeon, this is usually a hint to look for a sealed door.

 

 

Circlet of Blasting, Minor: Energy Blast 4d6 (20 Active Points); Independent (-2), 1 Charge (-2), OIF (circlet; -1/2)

 

Real Cost: 4

 

Description: A simple gold headband that can emit a ray of searing light once per day. Not really a particularly useful item for adventurers. Its primary use is as jewelry for young noblewomen, so that they have a easy to use hole card in case of emergencies.

 

 

Circlet of Blasting, Major: Energy Blast 13d6 (standard effect: 39 STUN, 13 BODY) (65 Active Points); Independent (-2), 1 Charge (-2), OIF (circlet; -1/2)

 

Real Cost: 12

 

Description: An elaborate gold headband that can emit a seriously dangerous ray of searing light once per day. Unlike its minor counterpart, the Major Circlet always does a standardized amount of damage. For the young noblewoman who has serious kidnapping fears.

 

 

Circlet of Persuasion: +3 with all PRE-Based skills (15 Active Points); Independent (-2), IIF (circlet; -1/4)

 

Real Cost: 5

 

Description: A silver headband that subtly enhances the wearer's ability to convince people that he's trustworthy and likable. Invaluable for ambassadors and conmen. In some areas, forbidden to non-nobility.

 

 

Cloak of Arachnida I: Clinging (normal STR) (10 Active Points); Independent (-2), OIF (Cloak; -1/2)

Cloak of Arachnida II: Suppress Entangle 6d6 (30 Active Points); Independent (-2), No Range (-1/2), Self Only (-1/2), Limited Power Power loses about a third of its effectiveness (Only vs. webs or web-like effects; -1/2), OIF (cloak; -1/2)

Cloak of Arachnida III: Entangle 6d6, 6 DEF, Area Of Effect (2" radius; +3/4) (105 Active Points); 1 Charge (-2), Independent (-2), Susceptible Very Common (Fire; -1), Limited Power Power loses about a third of its effectiveness (DEX Roll at -6 prevents individual from being entangled; -1/2), OIF (cloak; -1/2)

Cloak of Arachnida IV: +3 with CON roll (9 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only vs. spider venom-based poisons; -1), OIF (cloak; -1/2)

 

Real Cost: 26

 

Description: This black silk cloak, embroidering in a web-like pattern with silver thread, gives the wearer several spider-like abilities. First, it allows the user to climb walls and even ceilings as though they were a spider. Second, it allows traversing spiderwebs and simulations of them without being entangled. Third, once a day the user can cast a Web spell. And lastly, the wearer is resistant to the effects of spider venom. The Cloak of Arachnida is very popular with low-level Drow, who have not yet gained the ability to do these things on their own. While the Drow do not in fact have a monopoly on manufacturing such cloaks, they think they should and will have a negative reaction to "outsiders" wearing them.

 

 

Cloak of the Bat I: +5 with Concealment (15 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Self only; -1), OIF (cloak; -1/2)

Cloak of the Bat II: Clinging (normal STR) (10 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only to hang upside-down from ceilings or other surfaces; -1), OIF (cloak; -1/2)

Cloak of the Bat III: Flight 6" (12 Active Points); Independent (-2), Gestures, Requires Gestures throughout (Requires both hands; Both hands must be used to spread cloak; -1), OIF (cloak; -1/2), Conditional Power Power Only Works In Darkness (-1/2), Limited Power Power loses about a fourth of its effectiveness (Can only be used for seven minutes at a time, then must cool down for an equal time to that of use; -1/4)

Cloak of the Bat IV: Multiform to Bat (150 Character Points in the most expensive form) (Instant Change) (35 Active Points); Independent (-2), OIF (Cloak; -1/2), Conditional Power Power Only Works In Darkness (-1/2), Limited Power Power loses about a fourth of its effectiveness (Only lasts up to seven minutes, then must return to human form for same time to cooldown; -1/4)

 

Real Cost: 15

 

Description: A heavy dark brown or black cloak that grants several bat-like abilities to its wearer. First, it makes it easier for the wearer to hide. Second, it allows the user to hang upside down from ceilings or branches with no ill effects. (How the user gets up there in the first place is up to them.) Third, by grasping the edges of the cloak and spreading it, the user can fly for short periods of time, but only in conditions of darkness. And last, the wearer can physically turn into a normal bat for short periods when in the dark. Note that the cloak does not give the user the ability to think like a bat while in bat form; communicating with them will require other means.

 

Cloak of Charisma: +2 PRE (2 Active Points); Independent (-2), IIF (cloak; -1/4)

 

Real Cost: 1

 

Description: A lightweight cloak with silver trim. It makes the wearer seem more impressive. In some cultures, forbidden to those not of noble rank. Also comes in +4 (Real Cost: 1) and +6 (Real Cost: 2) versions.

 

 

Cloak of Displacement, Minor: +2 with DCV (10 Active Points); Independent (-2), OIF (cloak; -1/2), Limited Power Power loses about a fourth of its effectiveness (Only works vs. sight-targeted attacks; -1/4)

 

Real Cost: 3

 

Description: This appears to be a normal cloak until worn, when it distorts the light waves around the wearer, making them appear to be slightly to the right or left of their actual location, making them harder to hit. A popular item with adventurers, or can be placed on civilians you're escorting.

 

 

Cloak of Displacement, Major: +5 with DCV, 15 Charges (+0) (25 Active Points); Independent (-2), OIF (cloak; -1/2), Instant (-1/2), Limited Power Power loses about a fourth of its effectiveness (Only works vs. sight-targeted attacks; -1/4)

 

Real Cost: 6

 

Description: Similar to the Minor Cloak of Displacement, but more effective...for a short time. Due to the limited uses of the displacement property, best used by experienced adventurers with a good grasp of tactics.

 

 

Cloak of Elvenkind: +5 with Concealment (15 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Self only; -1), OIF (cloak; -1/2)

 

Real Cost: 3

 

Description: A neutral gray cloak that looks like a normal garment. Then it faintly blends into the background, allowing the user to hide more effectively. The secret of its manufacture is known only to the elves (but see Cloak of the Bat), and a gift of such a cloak is considered a great honor by elves. By tradition, usually worn in a set with Boots of Elvenkind.

 

 

Cloak of Etherealness: (Total: 85 Active Cost, 19 Real Cost) Desolidification (affected by Force Effects and Ethereal Objects) (40 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only up to ten minutes a day; -1), OIF (Cloak; -1/2) (Real Cost: 9) plus Invisibility to Sight, Hearing, Smell/Taste and Touch Groups , No Fringe (45 Active Points); Independent (-2), Limited Power Power loses about half of its effectiveness (Only up to ten minutes a day, not vs. Ethereal beings; -1), OIF (cloak; -1/2) (Real Cost: 10)

 

Real Cost: 19

 

Description: This silver-gray cloak seems to absorb light rather reflect it. The wearer can project herself onto the Ethereal plane, making them intangible and invisible to the material plane. The applications of this effect are obvious, and the cloak is greatly coveted. While the time limit of ten minutes is somewhat limitiing, the fact that one can start and stop the effect at will makes this cloak far more useful than similar items that can only turn on and off once a day, even if for longer times.

 

 

Cloak of the Manta Ray: (Total: 23 Active Cost, 5 Real Cost) Armor (3 PD/3 ED) (9 Active Points); Independent (-2), Conditional Power Power Only Works In Salt Water (-1 1/2), OIF (cloak; -1/2) (Real Cost: 2) plus Life Support (Expanded Breathing: Water) (5 Active Points); Independent (-2), OIF (cloak; -1/2), Conditional Power Power does not work in Common Circumstances (Only in salt water; -1/2) (Real Cost: 1) plus Swimming +4" (6" total) (4 Active Points); Independent (-2), OIF (cloak; -1/2), Conditional Power Power does not work in Common Circumstances (Salt water only; -1/2) (Real Cost: 1) plus Extra Limb (1) (5 Active Points); Independent (-2), Conditional Power Power Only Works In Salt Water (-1 1/2), OIF (cloak; -1/2), Limited Manipulation (-1/4) (Real Cost: 1)

 

Real Cost: 5

 

Description: A leather cloak that appears to be a normal piece of clothing until the wearer is immersed in salt water. Thyen it spreads out over the user, giving them the appearance and some of the abilities of a manta ray. Invaluable if you want to explore a large body of salt water, pretty useless otherwise.

 

 

Cloak of Resistance: +1 with "Saving Throws" (5 Active Points); Independent (-2), IIF (Cloak; -1/4)

 

Real Cost: 1

 

Description: A cloak that has been blessed so that its wearer is able to get out of danger better. Any time the character has to make a "saving throw", their roll is improved. The more often your campaign requires saving throws, the more valuable such a cloak is. Also comes in +2 (Real Cost 3), +3 (Real Cost 5), +4 (Real Cost 6) and +5 (Real Cost 8) versions.

 

 

Crystal Ball: Clairsentience (Sight Group), Mobile Perception Point (can move up to 6" per Phase), Perceive into any dimension, MegaScale (1" = 10,000 km; +1 1/4) (90 Active Points); Independent (-2), OAF Fragile (Crystal Ball; -1 1/4), Limited Power Power loses about half of its effectiveness (Vision must be centered on searched being, EGO Roll saves vs. Scrying, only ten minutes a day per subject; -1), Requires A Scrying Roll (-1/2)

 

Real Cost: 16

 

Description: Although the trappings may vary, the main component of this item is a crystal sphere about six inches in diameter. A person with the Scrying skill can use it to locate a particular being and see what they're up to, even if they're on another plane of existence. It cannot, however, view a location if you don't know who's there. Nor can it view an unwilling target that is sufficiently concentrating on not being seen. If the viewing fails, or if ten minutes pass, the crystal ball may not be used to locate the same person again for twenty-four hours. Even so, it's a favorite device of seers, diviners and voyeurs. Some crystal balls have extra powers that can be used through the Clairvoyance, such as Detect Invisibility, Detect Thoughts, Telepathy (two-way communication only) and True Seeing. These, of course are even more expensive.

 

 

Cube of Force I: Multipower, 190-point reserve, (190 Active Points); all slots Independent (-2), IAF (cube; -1/2), Limited Power Power loses about a fourth of its effectiveness (Every BODY of damage prevented drains 1 END from Battery; -1/4)

u1) Anti-gas Field: (Total: 115 Active Cost, 20 Real Cost) Force Field (30 PD/30 ED) (Protect Carried Items), Affects Desolidified Any form of Desolidification (+1/2) (105 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Movement reduced to 1/2; -1), Only Works Against Very Limited Type of Attack (air, gases and other "desolid" forms of attack; -1), IAF (cube; -1/2), Limited Power Power loses about a fourth of its effectiveness (Every BODY of damage prevented drains 1 END from Battery; -1/4) (Real Cost: 18) plus Life Support (Self-Contained Breathing) (10 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Movement reduced to 1/2; -1), Costs Endurance (-1/2), IAF (cube; -1/2), Limited Power Power loses about a fourth of its effectiveness (Every BODY of damage prevented drains 1 END from Battery; -1/4) (Real Cost: 2)

u2) Non-living matter shield: Force Field (30 PD) (Protect Carried Items) (40 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Lowers movement to 1/3; -1), Only Works Against Limited Type of Attack (Non-living Matter; -1/2), IAF (cube; -1/2), Limited Power Power loses about a fourth of its effectiveness (Every BODY of damage prevented drains 1 END from Battery; -1/4)

u3} Living matter shield: Force Field (30 PD) (Protect Carried Items) (40 Active Points); Independent (-2), Side Effects, Side Effect occurs automatically whenever Power is used (Lowers movement to 1/4; -1), Only Works Against Limited Type of Attack (Living matter; -1/2), IAF (cube; -1/2), Limited Power Power loses about a fourth of its effectiveness (Every BODY of damage prevented drains 1 END from Battery; -1/4)

u4) Anti-Magic field: Force Field (30 PD/30 ED/30 Mental Defense) (Protect Carried Items) (100 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Lowers movement to 1"; -2), Independent (-2), Only Works Against Limited Type of Attack (Magic; -1/2), IAF (cube; -1/2), Limited Power Power loses about a fourth of its effectiveness (Every BODY of damage prevented drains 1 END from Battery; -1/4)

u5) Anti-Everything field: Force Field (30 PD/30 ED/30 Mental Defense/30 Flash Defense: Mental Group/30 Flash Defense: Hearing Group/30 Flash Defense: Sight Group) (Protect Carried Items) (190 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Lowers movement to 1"; -2), Independent (-2), IAF (cube; -1/2), Limited Power Power loses about a fourth of its effectiveness (Every BODY of damage prevented drains 1 END from Battery; -1/4)

Cube of Force II: Endurance Reserve (180 END, 10 REC) Reserve: (28 Active Points); Independent (-2), IAF (cube; -1/2)

 

Real Cost: 75

 

Description: A metal cube, about the size of a gambling die, easily concealed in the hand, marked from one to five, with a final unmarked side. When a marked side is pressed, a cubical force field appears around the bearer. The first field protects against air-based attacks, gases, mists, and intangible beings. It also creates a bubble of breathable air. It does not work against liquids or anything more solid. The second field works only against non-living matter, including constructs and the undead. (It does not affect dead tissue still attached to a living being such as hair or fingernails.) The third field, conversely, only works vs. living matter. (And will work against hair and fingernails.) The fourth field affects only magic, including magical weapons and natural spell-like abilities. Magical creatures using their natural weapons are not affected. And the fifth field protects against pretty much everything. Pressing the blank side turns off whichever field was active. It's a versatile defense item, and thus very valuable. However, there are two drawbacks. First, the cube's fields drain battery power quickly just by being active, and even faster if they actually take damage from attacks. Second, the fields are difficult to maneuver in, reducing movement to a relative crawl. Best used in battles where mobility is not critical.

 

 

Cube of Frost Resistance: (Total: 87 Active Cost, 17 Real Cost) Change Environment 1" radius, +5 Temperature Level Adjustment (17 Active Points); Independent (-2), IAF (cube; -1/2), No Range (-1/2), Limited Power Power loses about a fourth of its effectiveness (Only to bring up to 65 degrees Farenheit; -1/4) (Real Cost: 4) plus Force Field (30 PD/30 ED) (Protect Carried Items) (70 Active Points); Independent (-2), Only Works Against Very Limited Type of Attack (cold and ice; -1), Ablative BODY or STUN (-1), IAF (cube; -1/2) (Real Cost: 13)

 

Real Cost: 17

 

Description: A metal cube, about the size of a gambling die, easily concealed in the hand and slightly warm to the touch. When squeezed, a cubical field of warmth surrounds the bearer. (Note that if the ambient temperature is over 65 degrees Farenheit, the field will not lower it.) In addition to heating up the air, the field also absorbs incoming damage from cold and ice-based attacks. However, this protection can be whittled away, and if too much damage is done, the cube will become temporarily non-functional. Most in demand in cold climates, but can be a good ace in the hole if up against a known ice spell specialist.

 

 

Cubic Gate: Extra-Dimensional Movement (Related Group of Dimensions, Single Location), Reduced Endurance (0 END; +1/2), Area Of Effect Nonselective (6" Radius; +3/4), Usable As Attack (+1) (81 Active Points); Independent (-2), OAF (cube; -1), Limited Power Power loses about a third of its effectiveness (Point accessed on other end is random, chance of return visitor, if used as attack, sucks user in as well; -1/2)

 

Real Cost: 18

 

Description: A fist-sized cube carved from carnelian, with mystic sigils engraved on each side. Each side is attuned to a different plane, including one for the Prime Material Plane (i.e., the main campaign setting.) Touching one of the sides opens a gate to a random point on that plane that can be passed through from either side. (This makes leaving the gate open too long very dangerous.) Touching the same side again closes the gate. Double tapping a side creates a "flash gate" that sucks through the bearer and anyone standing nearby. No more than one gate may be opened at a time with this device. Recommended for only the most experienced and powerful adventurers, as it is likely to get you into trouble that can't easily be gotten out of.

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Re: D&D Magic Items 3.5 to HERO

 

The Ring of Wizardry: Basically, it's there to "double" a part of the spellcaster's ability to cast spells. So it's very very dependent on the kind of magic system in use.

It could be built as a multipower with assignable slots, it could be built as an end reserve, or a VPP with "can only change when..." limitations...

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Re: D&D Magic Items 3.5 to HERO

 

Standard Wondrous Items D

 

Daern's Instant Fortress: "Base" (40 Active Points); Independent (-2), OAF (cube; -1)

 

Real Cost: 10

 

Description: This useful item appears as a small metal cube until placed on the ground and commanded to grow. The Fortress then rapidly grows to its full size of 20' x 20' long and wide, 30' high above the ground, and 10' deep into the ground. Anyone standing too close will take 3d6 impact damage and be pushed back to the nearest clear area, including the owner. The adamantine walls have 20 PD/20 ED, and 200 BODY. They are broken only by arrow slits and one human-sized door that opens only at the command of the Fortress' owner. Atop the tower is a crenellated battlement, but it can't be accessed from the inside. The door is as tough as the walls, and is specially hardened against opening magic. The deep-set walls discourage tunneling slightly, and make the Fortress hard to topple (-10" Knockback Resistance). Inside, the Fortress is hollow, furnished only with ladders and short catwalks to reach the arrow slits. It does not contain any supplies, has no Life Support, and is not hardened against insubstantial or teleporting beings. All solid objects inside must be removed before the Fortress can be collapsed again. (Liquids and gases are forced out automatically.) Due to its special construction, the Fortress cannot be repaired by normal means, requiring Wish-level magic. While the Fortress can be very helpful to adventurers, especially on wilderness adventures, it might be better to give this item to your kingdom's military. Being able to put a tactical hardpoint anywhere on the battlefield at short notice is invaluable.

 

 

Darkskull: (Total: 110 Active Cost, 21 Real Cost) +2 with DCV, Usable Simultaneously (up to 8 people at once; +1), Area Of Effect (4" Radius; +1 1/4) (32 Active Points); Independent (-2), OAF (skull; -1), Limited Power Power loses about half of its effectiveness (Only vs. attacks by good; -1) (Real Cost: 6) plus +2 Mental Defense (4 points total), Usable Simultaneously (up to 8 people at once; +1), Area Of Effect (4" Radius; +1 1/2) (12 Active Points); Independent (-2), OAF (skull; -1), Only Works Against Very Limited Type of Attack (Mind control and possession effects from Good; -1) (Real Cost: 2) plus Change Environment: Unholy Ground 4" radius, -4 DCV, Good Outsiders and Summoned Creatures Cannot Enter, Reduced Endurance (0 END; +1/2) (52 Active Points); Independent (-2), OAF (skull; -1), Limited Power Power loses about half of its effectiveness (Lowered DCV only vs. negative energy attacks; -1) (Real Cost: 10) plus Power Defense (4 points), Usable Simultaneously (up to 8 people at once; +1), Area Of Effect (4" Radius; +1 1/2) (14 Active Points); Independent (-2), OAF (skull; -1), Only Works Against Very Limited Type of Attack (Positive energy powers; -1) (Real Cost: 3)

 

Real Cost: 21

 

Description: A skull, roughly the size of an adult human's, carved from ebony and inscribed with mystic sigils. Wherever it is carried, the area around it becomed unholy ground. All within the area find it easier to dodge attacks by good creatures, they are less vulnerable to mental control or possession by good beings, good summoned beings and "outsiders" cannot even enter the radius, positive energy attacks are weakened, and negative energy attacks are easier to make hit. As this is an obviously evil item, it will usually only be possessed by those openly sworn to the cause of Evil; non-evil adventurers will have a job of explaining to do if they're caught with it. (Gamespeak: If your campaign does not use alignments, the limitations will be higher value, as it will only work on creatures of pure good, such as celestials.)

 

 

Decanter of Endless Water: Multipower, 6-point reserve, all slots Reduced Endurance (0 END; +1/2), Continuous (+1) (15 Active Points); all slots Independent (-2), OAF (decanter; -1)

u1) Create water: Major Transform 1 point (Air to water, Evaporation), Improved Results Group (Either fresh or salt water; +1/4) (6 Active Points); Independent (-2), OAF (decanter; -1), Limited Target ([slightly Limited]; air; -1/4)

u2) Geyser: Energy Blast 0 1/2d6, Double Knockback (+3/4) (5 Active Points); Independent (-2), OAF (decanter; -1), Range Based On Strength ((strength needed to aim stream; -1/4)

 

Real Cost: 6

 

Description: An ordinary-looking flask with a stopper. Once the stopper is removed, the flask will decant fresh or salt water as desired in a steady flow. Upon further command, the stream becomes a pressurized surge that can be used as a weapon. More of a camping convenience, but every so often might assist against a foe that is particularly vulnerable to water.

 

 

Deck of Illusions: Sight and Hearing Groups, Normal Smell and Detect Body Temperature Images 1" radius (21 Active Points); Independent (-2), OAF (deck; -1), 34 Continuing Charges lasting 1 Minute each which Never Recover (-3/4), Limited Power Power loses about a third of its effectiveness (Each card has one specific illusion; -1/2), Limited Range (Illusion cannot move more than 6" from card; -1/4)

 

Real Cost: 4

 

Description: This is a deck of pasteboard cards, similar in size and shape to ordinary playing cards. Each has a hand-painted image that can be "brought to life" temporarily when a card is placed on the ground. Once the spell's duration is done, the card turns blank. The available illusions are: red dragon, male human fighter, female human wizard, male human druid, cloud giant, ettin, bugbear, goblin, beholder, male elf wizard with female apprentice, half-elf ranger, harpy, male half-orc barbarian, ogre mage, gnoll, kobold, lich, three male human clerics, medusa, male dwarf paladin, frost giant, troll, hobgoblin, goblin, iron golem, three male halfling rogues, pixies, female half-elf bard, hill giant, ogre, orc, kobold, deck's owner and genderbent deck's owner. There is evidently some story behind why these particular images were chosen, make it up if anyone asks and has Bardic Lore. Always complete when sold in stores, if found randomly, roll 3d6. On a 14-. the deck is intact, otherwise it will be missing 3d6 cards (choose as desired.) Best used by a clever person who is not an illusionist.

 

 

Dimensional Shackles: (Total: 291 Active Cost, 40 Real Cost) Entangle 5d6, 5 DEF, Cannot Be Escaped With Teleportation (+1/4), Difficult To Dispel (x2 Active Points; +1/4), Entangle And Character Both Take Damage (+1/4), Affects Desolidified Any form of Desolidification (+1/2) (112 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (shackles; -1), Set Effect (Two limbs Only) (-1), Conditional Power Power does not work in Very Common Circumstances (Target must be 0 DCV to be shackled; -1), No Range (-1/2), Cannot Form Barriers (-1/4) (Real Cost: 14) plus Suppress Extra-Dimensional Movement 11d6, Difficult To Dispel (x2 Active Points; +1/4), Affects Desolidified Any form of Desolidification (+1/2), Persistent (+1/2), Continuous (+1) (179 Active Points); Independent (-2), 1 Recoverable Charge (-1 1/4), OAF (shackles; -1), Conditional Power Power does not work in Very Common Circumstances (Target must be 0 DCV to apply shackles; -1), No Range (-1/2) (Real Cost: 26)

 

Real Cost: 40

 

Description: Cold iron shackles inscribed with golden runes. A creature whose arms or legs are bound with these is not only restrained, but is unable to leave the dimension it's currently in. These shackles magically fit anything from "small" to "large" creatures. Most often used by extra-dimensional courts to bind prisoners who are considered a large escape risk.

 

 

Drums of Panic: Mind Control 7d6 (Human class of minds), Hole In The Middle 2" in center (+1/4), Area Of Effect (16" Radius; +1 1/2) (96 Active Points); 1 Charge (-2), Independent (-2), OAF Bulky (drums; -1 1/2), Required Hands Two-Handed (Both drums must be struck simultaneously; -1/2), Set Effect (Fear only; -1/2), Does Not Provide Mental Awareness (-1/4)

 

Real Cost: 12

 

Description: Two kettle drums, of the type used to send messages across a battlefield. And indeed, they can be used for that function normally. But once a day, the drummer can strike both drums simultaneously, sending a wave of panic out around the drums' position. Best used by a small elite squad that can fit into the "eye" of the effect while a large number of low-level opponents surround them.

 

 

Dust of Appearance: Suppress All invisibility and illusion-based powers 5d6, All invisibility/illusion-based powers simultaneously (+1), Area Of Effect (One Hex; +1/2), Continuous (+1) (87 Active Points); 1 Continuing Charge lasting 5 Minutes which Never Recovers (-2 3/4), Independent (-2), OAF (packet of dust; -1)

 

Real Cost: 13

 

Description: A fine metal dust kept in a silk packet or bone tube. When it's sprinkled over an area, any invisible or illusion-hid object's true position and appearance are revealed, negating most of the effects of the powers used. The dust remains in the air for quite a long time, so moving into the area will cause you to show up. Of relatively little use compared to how expensive it is; this will require cleverness to make it function properly.

 

 

Dust of Disappearance: Invisibility to Sight Group and Detect Invisibility , No Fringe, Usable By Other (+1/4) (41 Active Points); 1 Continuing Charge lasting 1 Minute which Never Recovers (-3), Independent (-2), OAF (dust; -1)

 

Real Cost: 6

 

Description: Looks exactly like Dust of Appearance, and stored the same way. However, any creature or object touched by the dust becomes invisible (even to Detect Invisibility!) for a short time. Far more versatile in use than its counterpart.

 

 

Dust of Dryness: Multipower, 96-point reserve, (96 Active Points); all slots 1 Charge which Never Recovers (-4), Independent (-2), OAF (dust; -1)

u1) Water Storage: Major Transform 3 1/2d6 (Water to Dust pellet, Breaking Pellet), Partial Transform (+1/2) (82 Active Points); Independent (-2), OAF (dust; -1), No Range (-1/2)

u2) Water Slaying: Killing Attack - Ranged 3 1/2d6, Affects Desolidified One Special Effect of Desolidification ("made of water"; +1/4), Armor Piercing (+1/2) (96 Active Points); Independent (-2), Limited Power Power loses about two-thirds of its effectiveness (Only vs. creatures made of water, CON Roll at -5 halves damage; -1 1/2), OAF (dust; -1), Reduced By Range (-1/4)

 

Real Cost: 14

 

Description: This dust is stored in the same manner as the first two, but has a drier, grittier feel to it. When sprinkled on water, it turns up to 100 gallons to a small dust pellet for easy transportation. Breaking the pellet restores the water to its true form. When applied to a being made of water, such as a water elemental, Dust of Dryness does fairly massive damage. Fairly expensive for what it does; take it to the Temple of Elemental Water.

 

 

Dust of Illusion: Sight Group Images 1" radius, Usable By Other (+1/4) (12 Active Points); Independent (-2), 1 Continuing Charge lasting 2 Hours which Never Recovers (-2), OAF (dust; -1), No Range (-1/2), Limited Power Power loses about a third of its effectiveness (Only to change appearance of target creature, all changes must be done at activation; -1/2)

 

Real Cost: 2

 

Description: This dust looks like chalk or graphite dust, but if you stare at it, you can see it subtly changing color. When sprinkled over a creature, it allows the user to create the illusion of changes in the creature's appearance. It still has to be roughly the same overall shape and size, but otherwise is up to the user's choice. The effects last two hours. Useful if you have no rogues or illusion specialists in the party to provide disguises.

 

 

Dust of Tracelessness: Change Environment 16" radius, -10 to Tracking Roll, Long-Lasting 1 Day, Invisible to Tracking Scent, and Sight Group, SFX Only (+1/2) (108 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF (Dust; -1), No Range (-1/2)

 

Real Cost: 12

 

Description: This dust looks ordinary, but when it's tossed into the air. it covers the area with a fine layer of dust and debris, erasing any sign that someone has passed that way. It's aces when you need to make a quick getaway from angry pursuers, and won't be detected if they don't see you use it.

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Re: D&D Magic Items 3.5 to HERO

 

Hmm...haven't taken a thorough look through 6th Edition Fantasy Hero, but did skim the magic items section. There is no standard Independent limitation to ensure that when a magic item is taken away, the points vanish forever. Instead, this is the *default* setting for magic items. This is to discourage putting a lot of points into Foci and creating an "arms race" of ever more powerful magical weapons and artifacts. However, this isn't really suitable for a D&D-style campaign where an arms race for the best/coolest magic items is a part of the setting. You may want to reinstitute "Independent" as a custom limitation.

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Re: D&D Magic Items 3.5 to HERO

 

You don't need to add "independent" as a custom limitation. Instead, you use the resource points system. One resource point = five character points to buy equipment with. Since it's "found points", while the character can be mostly guaranteed to have a certain amount of equipment available, you don't have to assure that he has *specific* magic items, and those magic items can be taken away or destroyed or used up freely without affecting the character's own "point level". Or you use the alternate "essence" suggestion: exotic materials provide character points that can only be used for making magic items.

 

Since magic items are *equipment* in a magic-heavy campaign with D&D assumptions, you don't need to make the characters, even the magician, use character points for found magic items. If the magician wants to have a specific magic item available all the time, or easily recreated after it gets destroyed, then he can pay for it with his own character points.

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Re: D&D Magic Items 3.5 to HERO

 

Standard Wondrous Items E

 

Efreeti Bottle: Summon 300-point Efreet, Loyal (Normally, that is--must obey orders, but can interpret; +1/2) (90 Active Points); 1 Charge (-2), Independent (-2), OAF (bottle; -1), Limited Power Power loses about a third of its effectiveness (Efreet stays no more than ten minutes, variable reaction (see text); -1/2)

 

Real Cost: 14

 

Description: This bronze or brass bottle is corked with a lead seal engraved with powerful mystic sigils. Sometimes, a slender plume of smoke escapes the cork. Once a day, the bottle can be uncorked, which summons an efreet from the Elemental Plane of Fire. Each time this is done, roll 3d6. On a 17 or 18, the efreet summoned is a homicidal maniac which will attack the summoner until slain or ten minutes pass. This destroys the bottle. On a 3 or 4, the efreet summoned is a particularly powerful specimen who will grant three wishes and then return to its home plane with the bottle. Efreeti typically have little patience, so will not tolerate attempts to make long-winded "twist-proof" wishes, or a delay while the summoner thinks of the right wording. It will depart after ten minutes even if not all the wishes were made. All other numbers summon a normal efreet, which will obey the summoner's orders for ten minutes, then return through the bottle. Again, efreeti are usually impatient and irritable--abusive orders will be interpreted to the summoner's disadvantage.

 

 

Elemental Gem: Summon 200-point Elemental, Expanded Class of Beings Very Limited Group (One of four elements, chosen when gem is made; +1/4), Slavishly Devoted (Will obey all commands by summoner; +1) (90 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF (gem; -1), Limited Power Power loses about half of its effectiveness (Elemental only appears for one minute; -1)

 

Real Cost: 10

 

Description: A small gem, color-coded for your convenience. Air gems are transparent, earth is brown, fire reddish-orange and water gems bluish-green. When the gem is crushed, a large elemental of the corresponding type appears and obeys the summoner's orders for one minute. Best used in a tight spot where an elemental of the right kind will turn the tide of battle.

 

 

Elixir of Fire Breath: Energy Blast 4d6 (20 Active Points); 3 Charges which Never Recover (-3 1/4), Independent (-2), OAF Fragile (elixir; -1 1/4), Limited Range (3"; -1/4), Limited Power Power loses about a fourth of its effectiveness (DEX Roll at -3 reduces to half damage, unused charges dissipate after an hour; -1/4)

 

Real Cost: 2

 

Description: An elixir is like a potion in that it is exactly like a potion, except it doesn't follow the strict rules for that label in D&D 3.5. This particular potable gifts its drinker with the ability to shoot flame from his mouth. This does not interfere with breathing, eating or talking, and is completely under the user's control. As it's not a particularly powerful flame, this elixir is best saved for times when the opponent is vulnerable to fire, or one's ranged weapons are otherwise unavailable.

 

 

Elixir of Hiding: +10 with Concealment (30 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (elixir; -1 1/4), Limited Power Power loses about a third of its effectiveness (Self only; -1/2)

 

Real Cost: 4

 

Description: This liquid refreshment gives the drinker a sudden boost in her hiding ability. Perfect for stealth missions, both for non-rogues who otherwise would be too obvious, and rogues who want to hide in impossible places.

 

 

Elixir of Love: Mind Control 8d6 (Humanoid class of minds), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When elixir drunk; +1/4) (50 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (elixir; -1 1/4), Set Effect ("Fall in love with first creature you see"; -1/2), Does Not Provide Mental Awareness (-1/4), Limited Power Power loses about a fourth of its effectiveness (EGO Roll at -3 negates from beginning; -1/4)

 

Real Cost: 5

 

Description: This is a version of the classic "love potion", though toned way down from the legends. This potion merely makes you feel strong affection for the first creature you see after you drink it, the nature of that affection varying with the situation. Aside from the initial "saving throw", the effect will fade when the drinker makes a breakout roll, with bonuses if the object of their affections has mistreated them. The most obvious use is to feed it to someone you want to see you favorably, but more subtle and cunning uses are left as an exercise for the reader. Note that the use of an Elixir of Love to induce a person to have sex with you is considered rape by some cultures.

 

 

Elixir of Sneaking: +10 with Stealth (30 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (elixir; -1 1/4)

 

Real Cost: 5

 

Description: This elixir increases the drinker's ability to remain silent, even when moving under difficult circumstances. Very helpful for stealth missions. If your campaign allows potion mixing, makes a good set with the Elixir of Hiding. Heavily regulated cultures may ban this product for civilian use.

 

Elixir of Swimming: Environmental Movement (no penalties in water) (4 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (elixir; -1 1/4)

 

Real Cost: 1

 

Description: This elixir creates a magic sheath around the drinker's body that makes them glide easily through water, unaffected by drag or friction. This is a low-cost potion, and might be a good investment for an entire part going to an acquatic area. The maker must, however, know how to swim themselves, so it may be unavaiable in some areas.

 

Elixir of Truth: Mind Control 10d6 (Humanoid class of minds), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When elixir drunk; +1/4), Continuous (+1) (112 Active Points); 1 Continuing Charge lasting 10 Minutes which Never Recovers (-2 1/2), Independent (-2), OAF Fragile (elixir; -1 1/4), Set Effect ("Answer all questions truthfully"; -1/2), Limited Power Power loses about a third of its effectiveness (EGO Roll at -3 negates from beginning, plus each question may be resisted by EGO Roll at -3; -1/2), Does Not Provide Mental Awareness (-1/4)

 

Real Cost: 14

 

Description: This elixir forces the drinker to respond truthfully to questions for ten minutes. (Gamespeak: The "Continuous" means that it doesn't fade to allow better breakout rolls.) While the drinker must speak truthfully, they can concentrate not to answer an individual question, and may be genuinely mistaken. The trick, as with an Elixir of Love, is to slip it to someone without them noticing. Some cultures will forbid this item for civilian use, restricting it to government interrogators.

 

 

Elixir of Vision: +10 with Sight PER Rolls (30 Active Points); 1 Continuing Charge lasting 1 Hour which Never Recovers (-2 1/4), Independent (-2), OAF Fragile (elixir; -1 1/4), Requires Light To Use (-1/4)

 

Real Cost: 5

 

Description: This elixir strengthens the visual acuity of the drinker, making them better at seeing small details and faint movements. Extremely useful for searches or to overcome poor visibility (but not darkness.)

 

 

Eversmoking Bottle: Darkness to Sight Group 10" radius, Reduced Endurance (0 END; +1/2), Uncontrolled (+1/2) (200 Active Points); Independent (-2), OAF (bottle; -1), No Range (-1/2), Gradual Effect (1 Turn (Post-Segment 12); -1/4), Limited Power Power loses about a fourth of its effectiveness (Difficult to turn off, wind lessens radius; -1/4)

 

Real Cost: 40

 

Description: This bottle looks exactly like an Efreet Bottle, complete with a tiny wisp of smoke, but contains only a neverending supply of thick smoke. Once uncorked, the bottle spews forth this dark cloud until it covers an extensive area, which further fumes just maintain. Strong winds can blow away the smoke, reducing it down to just around the bottle itself. To turn off the smoke, the bottle must be found and recorked with a special command word. Kind GMs will have the command word written somewhere the characters can see it before they open the bottle the first time. Many uses, including as part of a dungeon's defenses.

 

 

Eyes of Charming: Mind Control 14d6 (Humanoid class of minds) (70 Active Points); Independent (-2), Eye Contact Required (-1/2), Set Effect ("I am your friend"; -1/2), Limited Power Power loses about a third of its effectiveness (EGO Roll at -6 negates at start, effect vanishes if user or allies attack victim; -1/2), IIF Fragile (eye lenses; -1/2), Requires Multiple Foci or functions at reduced effectiveness (+1/4), Does Not Provide Mental Awareness (-1/4)

 

Real Cost: 14

 

Description: These transparent crystal lenses are designed to fit over a person's eyes. Once in place, the wearer can "charm" a person they make eye contact with. If the user is wearing only one lens, the "saving roll" becomes an EGO roll with no penalties. Banned in certain cultures due to its potential for abuse; GMs should keep track of END use and breakout rolls to discourage player mishandling.

 

 

Eyes of Doom I: Negative Skill Levels (-2 with Any Skill), Ranged (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Attack Versus Limited Defense (EGO Defense, immunity to fear; +3/4), Based On EGO Combat Value (Mental Defense applies; +1) (85 Active Points); Independent (-2), IIF Fragile (-1/2), Arrangement (-1/4), Limited Power Power loses about a third of its effectiveness (EGO Roll at -1 negates, wears off after 11 minutes; -1/2), Eye Contact Required (-1/2)

Eyes of Doom II: Detect Vitality A Class Of Things 14- (Sight Group), Discriminatory, Rapid: x10 (16 Active Points); Independent (-2), IIF Fragile (lenses; -1/2), Arrangement (-1/4)

Eyes of Doom III: Mind Control 11d6 (Humanoid class of minds), Area Of Effect Nonselective (12" Cone; +3/4) (96 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Independent (-2), IIF Fragile (lenses; -1/2), Arrangement (-1/4), Eye Contact Required (-1/2), No Range (-1/2), Set Effect (Fear only; -1/2), Limited Power Power loses about a third of its effectiveness (successful EGO Roll at onset halves damage; -1/2)

 

Real Cost: 34

 

Description: Transparent crystal lenses with three powers. The first is the ability to cause a victim to become shaken with fear by looking them in the eye, reducing their ability to perform tasks. The effects are non-cumulative. This effect can be used with only one lens, but the "saving throw" becomes a normal EGO Roll. Both the remaining powers require both lenses. The second power is the ability to quickly determine the life/death status of a being: Healthy, wounded, dying, dead, undead, neither living nor dead (as constructs or most illusions). And third, once a week, the ability to make everyone looking in the direction of one's eyes panic in fear. These lenses are extremely useful against lesser oipponents, but most high-end foes will have some protection against fear effects, at which point the ability to spot disguised undead becomes the most pertinent feature.

 

 

Eyes of the Eagle: +5 with Sight PER Rolls (15 Active Points); Independent (-2), IIF Fragile (lenses; -1/2), Arrangement (-1/4)

 

Real Cost: 4

 

Description: Transparent crystal lenses that amplify the wearer's natural visual acuity. One can be used by itself, but will Con-Stun the user for one segment at activation, and then can only be used by covering the other eye. Very useful item for anyone with eyes.

 

 

Eyes of Petrification: Major Transform 3 1/2d6 (Flesh to Stone, Stone to Flesh effect), Partial Transform (+1/2) (82 Active Points); Independent (-2), IIF Fragile (lenses; -1/2), Arrangement (-1/4), Limited Power Power loses about a third of its effectiveness (Must make eye contact, CON Roll at -9 negates; -1/2), Limited Target ([slightly Limited]; Flesh creatures only; -1/4), 10 Charges (-1/4)

 

Real Cost: 17

 

Description: Transparent crystal lenses that give the user a petrifying gaze, ala the medusa or basilisk. Ten times a day, the wearer can make eye contact with a creature of flesh, turning them partially or entirely to stone. (Partial transformations heal normally.) Both lenses must be worn for this to work. A devestating weapon, one sure to make the user a prime target of opponents who catch on to what's happening.

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Re: D&D Magic Items 3.5 to HERO

 

SKJAM, you are truly dedicated to the game...good for you! :thumbup:

 

I've played D&D as AD&D 1st ed, 2nd, and D&D 3.0 till 3.5. Hate 4.0...luv HERO, but always have issues with character balance and this list has helped A LOT!!!

 

Sepia

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Re: D&D Magic Items 3.5 to HERO

 

Standard Wondrous Items F

 

Figurine of Wondrous Power: Bronze Griffon: Summon 200-point Griffon, Slavishly Devoted (+1) (80 Active Points); 2 Charges which Recover every 1 Week (-2), Independent (-2), OAF (figurine; -1), Limited Power Power loses about a third of its effectiveness (Each summoning lasts a maximum of six hours, if "killed" cannot be summoned again for a week; -1/2)

 

Real Cost: 12

 

Description: The Figurines of Wondrous Power are a series of miniature carvings of helpful creatures in various materials. Most are about a inch in size, and when activated summon the creature depicted, who is (normally) under the complete control of the summoner. If the creature is reduced to 0 BODY, it reverts to figurine form for a week before it can be used again, while if the figurine itself is destroyed, it's gone forever. The Bronze Griffon figure summons a normal griffon (see Beastiary) with no extra powers.

 

 

Figurine of Wondrous Power: Ebony Fly: Summon 100-point Giant Fly, Slavishly Devoted (+1) (40 Active Points); Independent (-2), 3 Charges which Recover every 1 Week (-1 3/4), OAF (figurine; -1), Limited Power Power loses about a third of its effectiveness (Each summoning lasts a maximum of twelve hours, if "killed" cannot be summoned again for a week; -1/2)

 

Real Cost: 6

 

Description: The Ebony Fly figure summons a fly the size of a pony, already saddled. Use the statistics for a hippogriff (see Beastiary), but remove all attack forms. The Ebony Fly is fully trained for combat flying.

 

 

Figurine of Wondrous Power: Golden Lions: Summon 2 100-point Lion, Slavishly Devoted (+1) (50 Active Points); Independent (-2), 1 Charge (-2), OAF (figurine; -1), Limited Power Power loses about a third of its effectiveness (Can only be summoned for one hour/day, if "killed" cannot be re-summoned for one week.; -1/2)

 

Real Cost: 8

 

Description: This figurine actually shows two adult male lions, so that's what the summoner gets. They have no special abilities beyond the being summoned bit.

 

 

Figurine of Wondrous Power: Ivory Goat of Travel: Summon 100-point Goat, Slavishly Devoted (+1) (40 Active Points); Independent (-2), OAF (figurine; -1), Limited Power Power loses about a third of its effectiveness (Can only be summoned for total of twenty-four hours a week, must "rest" one day between uses, if "killed" cannot be re-summoned for one week.; -1/2)

 

Real Cost: 9

 

Figurine of Wondrous Power: Ivory Goat of Travail: Summon 200-point Goat, Slavishly Devoted (+1) (80 Active Points); 1 Charge which Recovers every 1 Month (-3), Independent (-2), OAF (figurine; -1), Limited Power Power loses about a third of its effectiveness (Can only be summoned for twelve hours, if "killed" cannot be re-summoned for one month.; -1/2)

 

Real Cost: 11

 

Figurine of Wondrous Power: Ivory Goat of Terror: Summon 200-point Goat, Slavishly Devoted (+1) (80 Active Points); 1 Charge which Recovers every 2 Weeks (-3), Independent (-2), OAF (figurine; -1), Limited Power Power loses about a third of its effectiveness (Can only be summoned for three hours, if "killed" cannot be re-summoned for one month.; -1/2)

 

Real Cost: 11 (Total Real Cost: 31)

 

Description: The Ivory Goats are always created in sets of three, though they may be found separately as random treasure. The Goat of Travel has the same stats as a heavy horse, and is pretty much only a riding animal. The Goat of Travail has the stats and powers of a nightmare, plus two exceptionally large, sharp horns. (2d6 HKA or 4d6 HKA Reduced Penetration, depending on if both hit.) If the Travail Goat makes a full move, it can only attack with its horns. The Goat of Terror uses the stats for a light warhorse, but its horns detach for the rider to use as a +5 longsword and +3 heavy lance. Also, when ridden to attack enemies, it radiates Mind Control 8d6, Only to Cause Fear -1/2, in a 3" radius. Most handy when you're caught without your regular mount.

 

 

Figurine of Wondrous Power: Marble Elephant: Summon 200-point Elephant, Slavishly Devoted (+1) (80 Active Points); Independent (-2), 4 Charges which Recover every 1 Month (-2), OAF (figurine; -1), Limited Power Power loses about a third of its effectiveness (Can only be summoned for twenty-four hours, if "killed" cannot be re-summoned for one week.; -1/2)

 

Real Cost: 12

 

Description: This is the largest of the Figurines, about five inches long and high. It summons a ''true'' elephant (use the elephant stats from the Beastiary) which can be used as a beast of burden, mount, or fighting animal. An excellent investment for wilderness expeditions.

 

 

Figurine of Wondrous Power: Obsidian Steed: Summon 200-point Steed, Slavishly Devoted (+1) (80 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Independent (-2), OAF (figurine; -1), Limited Power Power loses about half of its effectiveness (Can only be summoned for twenty-four hours, loyalty does not apply to "good" riders (see text),if "killed" cannot be re-summoned for one week.; -1)

 

Real Cost: 11

 

Description: This dark stone figurine looks half-finished, only vaguely like a quadruped, when used, it summons a black horse-like steed. Use the heavy warhorse stats from the Beastiary, but add 8" Flight, Extra-Dimensional Movement, and "ethereal jaunt" to its powers. All of these are shared by its rider. Normally, the Steed is as tractable as the other Figurines, but if the rider is of a Good alignment, they must succeed at a Riding roll when they mount the steed, or it will immediately travel to the "Lower Planes" and revert to a figurine, stranding the rider in a hell dimension. Kind GMs will allow characters to have hints about this drawback. (Gamespeak: If your campaign does not use alignments, check the Psych Lims or overall behavior of the character to see if they're subjectively "good".) Usually found in the possession of evil or neutral riders, but might be found lying on the ground randomly in the Lower Planes.

 

 

Figurine of Wondrous Power: Onyx Dog: Summon 200-point Dog, Slavishly Devoted (+1) (80 Active Points); 1 Charge which Recovers every 1 Week (-2 1/2), Independent (-2), OAF (figurine; -1), Limited Power Power loses about half of its effectiveness (Can only be summoned for six hours, if "killed" cannot be re-summoned for one week.; -1)

 

Real Cost: 11

 

Description: This figurine summons what appears to be a normal riding dog, but is actually a superior riding dog with INT 8, the ability to speak Common, +4 PER Rolls w/Sight and Scent Groups, Nightvision, and "See Invisibility." Unless the user is on the small side, it's not so good for riding, but its other abilities will more than make up for that. While its alignment is True Neutral, you can be assured it's a very good dog.

 

 

Figurine of Wondrous Power: Serpentine Owl: Summon 100-point Owl, Slavishly Devoted (+1) (40 Active Points); Independent (-2), 1 Charge (-2), OAF (figurine; -1), Limited Power Power loses about half of its effectiveness (Can only be summoned for eight hours, if Growth power is used three times all magical properties are drained, if "killed" cannot be re-summoned for one week.; -1)

 

Real Cost: 6

 

Description: This figurine summons a horned owl, with the following additions. It has the ability to convey what it sees and hears to its summoner at any range telepathically (but remember, it only has animal intelligence), and can be commanded to grow to giant size.This latter power has a severe drawback--once it has been invoked three times, the Serpentine Owl loses all its magical properties forever and becomes a normal figurine. The owner must choose the times to invoke giantism carefully.

 

 

Figurine of Wondrous Power: Silver Raven: Summon 100-point Raven, Slavishly Devoted (+1) (40 Active Points); Independent (-2), OAF (figurine; -1), Limited Power Power loses about a third of its effectiveness (Can only be summoned for twenty-four hours in a week, if "killed" cannot be re-summoned for one week.; -1/2)

 

Real Cost: 9

 

Description: This figurine summons a raven with silver feathers, which give it 10 PD Armor. If you tie a message to its leg, and concentrate on a location known to you, it will take that message to that location, then returns if it is able. If not carrying a message, it will obey simple commands like an ordinary trained raven. Useful any time a carrier pigeon would be, and a good sight more convenient.

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