Treasure: Loot Pile
Just some magic items I statted up when deciding what to buy for my character. And the celestial lamp that is a remnant of some old write-up.
Celestial Lamp
Celestial Lamp – as an enchanted item (using Sorcery)
This
polished lantern contains a continual flame and sheds light as a common lamp.
If its font of consecrated crystal and metalwork is filled with holy water ($15
for a flask), the lamp's light is sanctified for 24 hours, granting the wielder
a +1 bonus to IQ to activate abilities that channel positive energy (such as
clerical Healing or clerical undead-destroying spells). Small (SM-5), 3 lbs.
LC4.
Statistics:
IQ+1 (Only to activate positive energy, -80%; Requires holy water, -10%;
Divine, +0%) [4]. Usually On, 1 flask/day; Lantern, Metal, x0.4; 2 EP.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
TL8 Price: 2 x ($600 + 2 x $1,180) =
$5,920.
Celestial Lamp – as a metatronic generator (using
Pyramid 3-46)
This
polished lantern contains a continual flame and sheds light as a common lamp.
If its font of consecrated crystal and metalwork is filled with holy water ($15
for a flask), the lamp's light is sanctified for 24 hours, granting the wielder
a +1 bonus to IQ to activate abilities that channel positive energy (such as
clerical Healing or clerical undead-destroying spells). Small, 3 lbs. Powered
by holy water. LC4.
Statistics:
IQ+1 (Apparatus, +0%; Only to channel positive energy, -80%; Divine, +0%) [4] +
Illumination [1].
TL3
Cost: 5 x $125 = $625.
TL8 Cost: 5 x $2,500 = $12,500.
Sawing Glove
Sawing Glove – as a metatronic generator (using
Pyramid 3-46)
The
wearer can use his hand to saw wood or metal. This effect only works with
relatively slow movements, so it cannot be used as an attack. The hand is protected from splinters. Costs 1 FP/hour.
Statistics: Accessory (Saw; Apparatus, +0%; Magical, -10%) [1].
TL3
Cost: 1 x $125 x 2 = $250.
TL8 Cost: 1 x $2,500 x 2= $5,000.
Sawing Glove – as an enchanted item (using Sorcery,
indestructible armor)
The wearer can use his hand to saw wood or metal. This effect only works with relatively slow movements, so it cannot be used as an attack. The hand is protected from splinters. Costs 1 FP/hour.
Statistics: Sawhand [1]. Usually On; Armor, x0.9; 1 EP.
TL3
Price: 2 x ($30 + 1 x $320) = $700.
TL8
Price: 2 x ($600 + 1 x $1,180) = $3,560.
Sawing Glove – as an enchanted item (using Sorcery,
destructible armor)
The wearer can use his hand to saw wood or metal. This effect only works with relatively slow movements, so it cannot be used as an attack. The hand is protected from splinters. Costs 1 FP/hour.
Statistics: Sawhand [1]. Usually On; Armor, x0.6; 1 EP.
TL3
Price: 2 x ($30 + 1 x $320) = $700.
TL8
Price: 2 x ($600 + 1 x $1,180) = $3,560.
Wand of Magic
Missile
Wand of Magic Missile – as an enchanted item (using
Sorcery)
A
magical force missile flies off your wand towards your target. A successful hit
does 1d-1 crushing damage. The missile can strike even insubstantial targets.
The projectile is homing, so it steers itself. As it uses normal vision to seek
its target, it does not ignore darkness penalties. To “lock on,” you must Aim
at the target and make an unmodified Innate Attack (Projectile) roll. Do not
roll against your skill to hit. Instead, use the attack’s skill of 10 – plus
Accuracy, if you made your skill roll – and ignore all range penalties. The
projectile moves 4 yards per second. For more information, see Guided and Homing Weapons (p. B412). Each
use costs 1 FP. SM-6, DR 2, HP 6, 0.5 lb. LC3.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
TL8 Price: 2 x ($600 + 2 x $1180) = $5,920.
Wand of Magic Missile – as a metatronic generator
(using Pyramid 3-46)
A
magical force missile flies off your wand towards your target. A successful hit
does 1d-1 crushing damage. The missile can strike even insubstantial targets.
The projectile is homing, so it steers itself. As it uses normal vision to seek
its target, it does not ignore darkness penalties. To “lock on,” you must Aim
at the target and make an unmodified Innate Attack (Projectile) roll. Do not
roll against your skill to hit. Instead, use the attack’s skill of 10 – plus
Accuracy, if you made your skill roll – and ignore all range penalties. The
projectile moves 4 yards per second. For more information, see Guided and Homing Weapons (p. B412). Each
use costs 1 FP. Mini, 0.3 lb. Self-Powered. LC3.
Statistics:
Crushing Attack 1d-1 (Affects Insubstantial, +20%; Apparatus, +0%; Costs 1 FP, -5%; Homing,
+50%; Increased 1/2D, 2x, +5%; Magical, -10%; Reduced Range, x1/5, -20%) [5].
TL3
Cost: 5 x $150 x 2 = $1,500.
TL8 Cost: 5 x $3,000 x 2= $30,000.
Wand of Test
Load
Wand of Test Load – as an enchanted item (using
Sorcery)
Upon
touching the subject, this wand tells the user how much weight the subject can
support before warping or breaking. This can reveal the capacity of bridges,
baskets, ropes, etc. Each use costs 1 FP. SM-6, DR 2, HP 6, 0.5 lb. LC3.
Statistics:
Test
Load [1]. Wand, x0.4; 2 EP.
TL3
Price: 2 x ($30 + 1 x $320) = $700.
TL8
Price: 2 x ($600 + 1 x $1,180) = $3,560.
Wand of Test Load – as a metatronic generator (using
Pyramid 3-46)
Upon
touching the subject, this wand tells the user how much weight the subject can
support before warping or breaking. This can reveal the capacity of bridges,
baskets, ropes, etc. Each use costs 1 FP. Mini, 0.3 lb. Self-Powered. LC3.
Statistics:
Accessory (Tensometer; Apparatus, +0%; Costs 1 FP, -5%; 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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