Treasure: Loot Pile II
And another batch of relatively cheap magic items that I made when deciding what to buy for my character.
Glove of Food
Purification
Glove of Food Purification – as a metatronic generator
(using Pyramid 3-46)
The
wearer can touch a piece of food, take a Concentrate maneuver, and spend 1 FP
to remove all impurities from it, rendering it fit to consume. To purify food
successfully, the wearer must make a successful IQ roll. Failure means nothing
happens. Critical failure means the transformation happens, but in a way that
is inconvenient or dangerous – the GM should be creative! The wearer can purify
no more than 10 lbs. of food at a time.
Statistics: Create
1 (Accessibility, Only to transform into edible food, -20%; Apparatus, +0%; Transmute
Food to Food, +50%; Transmutation Only, -100%; Magical, -10%) [4].
TL3
Cost: 4 x $125 x 2 = $1,000.
TL8 Cost: 4 x $2,500 x 2= $20,000.
Glove of Food Purification – as an enchanted item
(using Sorcery, indestructible armor)
The
wearer can touch a piece of food, take a Concentrate maneuver, and spend 1 FP
to remove all impurities from it, rendering it fit to consume. To purify food
successfully, the wearer must make a successful IQ roll. Failure means nothing
happens. Critical failure means the transformation happens, but in a way that
is inconvenient or dangerous – the GM should be creative! The wearer can purify
no more than 10 lbs. of food at a time.
Statistics: Purify
Food 1 [4].Usually On; Armor, x0.9; 4 EP.
TL3
Price: 2 x ($30 + 4 x $320) = $2,620.
TL8
Price: 2 x ($600 + 4 x $1,180) = $10,640.
Glove of Food Purification – as an enchanted item
(using Sorcery, destructible armor)
The
wearer can touch a piece of food, take a Concentrate maneuver, and spend 1 FP
to remove all impurities from it, rendering it fit to consume. To purify food
successfully, the wearer must make a successful IQ roll. Failure means nothing
happens. Critical failure means the transformation happens, but in a way that
is inconvenient or dangerous – the GM should be creative! The wearer can purify
no more than 10 lbs. of food at a time.
Statistics: Purify
Food 1 [4].Usually On; Armor, x0.6; 1 EP.
TL3
Price: 2 x ($30 + 3 x $320) = $1,980.
TL8
Price: 2 x ($600 + 3 x $1,180) = $8,280.
Ring of Analyze
Magic
Ring of Analyze Magic – as an enchanted item (using Sorcery)
Identifies
the spells cast on the subject; enchanted items do count. The user must be able
to see or touch the subject. If the user is familiar with the spells in
question (might require a Thaumatology roll), this will reveal them. Otherwise,
the GM will provide a clue, for example, “some kind of a protection spell”. Each
use costs 1 FP. SM-11, DR 4, HP 3. LC4.
Statistics:
Analyze
Magic [12]. Ring, x0.65; 8 EP.
TL3
Price: 2 x ($50 + 8 x $320) = $5,220.
TL8
Price: 2 x ($1,000 + 8 x $1,180) = $20,880.
Ring of Analyze Magic – as a metatronic generator
(using Pyramid 3-46)
Identifies
the spells cast on the subject; enchanted items do count. The user must be able
to see or touch the subject. If the user is familiar with the spells in
question (might require a Thaumatology roll), this will reveal them. Otherwise,
the GM will provide a clue, for example, “some kind of a protection spell”. Each
use costs 1 FP. Tiny, 0.03 lbs. Self-Powered. LC4.
Statistics:
Detect (Magic; Analysis, +100%; Analysis Only, -50%; Apparatus, +0%; Costs 1
FP, -5%; Magical, -10%; Touch- or Vision-Based, -15%) [12].
TL3
Cost: 12 x $175 x 2 = $4,200.
TL8 Cost: 12 x $3,500 x 2= $84,000.
Ring of Detect Curse
Ring of Detect Curse – as an enchanted item (using Sorcery)
Determines
whether the subject (person, object, or area) is under the effects of a curse. Curses
are supernatural negative effects that cannot be removed via Dispel Magic or an
equivalent of a different power source, and require a specific spell or ability
(Remove Curse, Stone to Flesh, etc.) to dispel. The GM will secretly roll
against the user’s IQ minus range penalties (p. B550) to the subject, which the
user must be able to see or touch. If the user is familiar with the curse in
question (might require a Occultism, Theology, or Thaumatology roll), this will
reveal them. Otherwise, the GM will use the margin of success to determine how much
information to give the user. Each use costs 1 FP. SM-11, DR 4, HP 3. LC4.
Statistics:
Detect
Curse [7]. Ring, x0.65; 5 EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
TL8
Price: 2 x ($600 + 5 x $1,180) = $13,000.
Ring of Detect Curse – as a metatronic generator
(using Pyramid 3-46)
Determines
whether the subject (person, object, or area) is under the effects of a curse. Curses
are supernatural negative effects that cannot be removed via Dispel Magic or an
equivalent of a different power source, and require a specific spell or ability
(Remove Curse, Stone to Flesh, etc.) to dispel. The GM will secretly roll
against the user’s IQ minus range penalties (p. B550) to the subject, which the
user must be able to see or touch. If the user is familiar with the curse in
question (might require a Occultism, Theology, or Thaumatology roll), this will
reveal them. Otherwise, the GM will use the margin of success to determine how much
information to give the user. Each use costs 1 FP. Tiny, 0.03 lbs. Self-Powered.
LC4.
Statistics:
Detect (Curse; Apparatus, +0%; Costs 1 FP, -5%; Magical, -10%; Touch- or
Vision-Based, -15%) [7].
TL3
Cost: 7 x $175 x 2 = $2,450.
TL8 Cost: 7 x $3,500 x 2= $49,000.
Ring of Detect
Magic
Ring of Detect Magic – as an enchanted item (using Sorcery)
Determines
whether the subject (person, object, or area) is under the effects of magic;
enchanted items definitely count. The GM will secretly roll against the user’s
IQ minus range penalties (p. B550) to the subject, which the user must be able
to see or touch. If the user is familiar with the spells in question (might
require a Thaumatology roll), this will reveal them. Otherwise, the GM will use
the margin of success to determine how much information to give the user. Each
use costs 1 FP. SM-11, DR 4, HP 3. LC4.
Statistics:
Detect Magic (see GURPS Thaumatology –
Sorcery, p. 19) [7]. Ring, x0.65; 5 EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
TL8
Price: 2 x ($600 + 5 x $1,180) = $13,000.
Ring of Detect Magic – as a metatronic generator
(using Pyramid 3-46)
Determines
whether the subject (person, object, or area) is under the effects of magic;
enchanted items definitely count. The GM will secretly roll against the user’s
IQ minus range penalties (p. B550) to the subject, which the user must be able
to see or touch. If the user is familiar with the spells in question (might
require a Thaumatology roll), this will reveal them. Otherwise, the GM will use
the margin of success to determine how much information to give the user. Each
use costs 1 FP. Tiny, 0.03 lbs. Self-Powered. LC4.
Statistics:
Detect (Magic; Apparatus, +0%; Costs 1 FP, -5%; Magical, -10%; Touch- or
Vision-Based, -15%) [7].
TL3
Cost: 7 x $175 x 2 = $2,450.
TL8 Cost: 7 x $3,500 x 2= $49,000.
Wand of Lesser Curse
Detection
Wand of Lesser Curse Detection – as an enchanted item (using
Sorcery)
The
wielder can touch the subject (person or an object) with this wand and make a
Per roll to determine whether the subject is cursed or not. Curses are
supernatural negative effects that cannot be removed via Dispel Magic or an
equivalent of a different power source, and require a specific spell or ability
(Remove Curse, Stone to Flesh, etc.) to dispel. Each use costs 1 FP. SM-6, DR
2, HP 6, 0.5 lb. LC3.
Statistics: Detect
(Curse; Costs 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, -30%; Vague,
-50%) [2]. Wand, x0.4; 1 EP.
TL3
Price: 2 x ($30 + 1 x $320) = $700.
TL8
Price: 2 x ($600 + 1 x $1,180) = $3,560.
Wand of Lesser Curse Detection – as a metatronic generator
(using Pyramid 3-46)
The
wielder can touch the subject (person or an object) with this wand and make a
Per roll to determine whether the subject is cursed or not. Curses are
supernatural negative effects that cannot be removed via Dispel Magic or an
equivalent of a different power source, and require a specific spell or ability
(Remove Curse, Stone to Flesh, etc.) to dispel. Each use costs 1 FP. SM-6, DR
2, HP 6, 0.5 lb. LC3.
Statistics: Detect
(Curse; Apparatus, +0%; Costs 1 FP, -5%; Magical, -10%; Melee Attack, Reach C,
-30%; Vague, -50%) [2].
TL3
Cost: 2 x $150 x 2 = $600.
TL8 Cost: 2 x $3,000 x 2= $12,000.
Wand of Water
Purification
Wand of Water Purification – as an enchanted item
(using Sorcery)
The
user can touch water with this wand, take a Concentrate maneuver, and spend 1
FP to remove all impurities from it, rendering it drinkable. To purify water
successfully, the wearer must make a successful IQ roll. Failure means nothing
happens. Critical failure means the transformation happens, but in a way that
is inconvenient or dangerous – the GM should be creative! The wearer can purify
no more than 10 lbs. of water at a time.
Statistics: Purify
Water 1 [1].Usually On; Wand, x0.4; 1 EP.
TL3
Price: 2 x ($30 + 1 x $320) = $700.
TL8
Price: 2 x ($600 + 1 x $1,180) = $3,560.
Wand of Water Purification – as a metatronic generator
(using Pyramid 3-46)
The
user can touch water with this wand, take a Concentrate maneuver, and spend 1
FP to remove all impurities from it, rendering it drinkable. To purify water
successfully, the wearer must make a successful IQ roll. Failure means nothing
happens. Critical failure means the transformation happens, but in a way that
is inconvenient or dangerous – the GM should be creative! The wearer can purify
no more than 10 lbs. of water at a time.
Statistics: Create
1 (Accessibility, Only to transform into drinkable water, -20%; Apparatus, +0%;
Transmute Water to Water, +50%; Transmutation Only, -100%; Magical, -10%) [1].
TL3
Cost: 1 x $150 x 2 = $300.
TL8 Cost: 1 x $3,000 x 2= $6,000.
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