Treasure: Cape of the Mountebank
Flashy displays of teleportation effects are my all-time favorites. This magical item from D&D 3.5 Dungeon Master's Guide allows the user to disappear in a cloud of smoke once per day.
First, let's make a Sorcery spell with this effect.
Smoke Teleport
Keywords: Area (Fixed), Obvious.
Full Cost: 79 points.
Casting Roll: IQ; Special casting
time and FP cost.
Range: 10 yards.
Duration: Instantaneous.
You can disappear, leaving a cloud
of smoke behind you, and appear in any place within 10 yards that you can see,
creating a similar smoke cloud on arrival. Both clouds have a 2-yard radius, give
-5 to all vision rolls made through them, and are unpleasant to breathe (but
cause no actual ill effects). The clouds stay for 10 seconds and then disperse.
You can carry up to Medium Encumbrance when you travel.
As a Concentrate maneuver make an IQ
+ Talent roll to cast this spell, modified as follows:
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ
roll, as follows:
Preparation Time
|
IQ Modifier
|
None
|
-10
|
1 second
|
-5
|
2 seconds
|
-4
|
4 seconds
|
-3
|
8 seconds
|
-2
|
15 seconds
|
-1
|
30 seconds
|
0
|
1 minute
|
+1
|
2 minutes
|
+2
|
4 minutes
|
+3
|
8 minutes
|
+4
|
15 minutes
|
+5
|
30 minutes
|
+6
|
1 hour
|
+7
|
2 hours
|
+8
|
4 hours
|
+9
|
8 hours
|
+10
|
This table is not open-ended; +10 is the maximum possible bonus.
Fatigue Points:
Apply a bonus of +1 per additional FP spent. You must declare this before you
roll, and you lose the FP whether you succeed or fail. You never have to spend
FP, but it is usually a good idea if you must travel far or without much
preparation.
On a success, you appear at your target
destination. On a failure, you go nowhere. On a critical failure, you arrive at
the wrong destination. This can be anywhere the GM wishes! It need not be
dangerous, but it should seriously inconvenience you.
You can cast this spell to evade
attacks in combat. Once per turn, you may teleport to any place you can see within
10 yards, instantly. This is considered a dodge. Of course, the IQ + Talent
roll will be at -10 for instant use, so you might want to spend FP to improve your
odds!
Statistics: Obscure
Vision 5 (Emanation, -20%; Link, +10%; Magical, -10%; Persistent, +40%) [12] + Obscure
Vision 5 (Emanation, -20%; Link, +10%; Magical, -10%; Persistent, +40%) [12] + Warp
(Extra Carrying Capacity, Medium, +20%; Link, +10%; No Strain, +25%; Range
Limit, 10 yards, -50%; Requires Concentrate, -15%; Sorcery, -15%; Vision-Based,
Reversed, -20%) [55].
And now let's create the item itself.
Cape of the
Mountebank
Cape of the Mountebank – as an enchanted item (using
Sorcery)
This
bright red and gold cape allows the wearer to use the magic of the Smoke
Teleport spell once per day. Using this effect costs 1 FP and requires a
Concentrate maneuver.
Statistics: Obscure
Vision 5 (Emanation, -20%; Limited Use, 1/day, -40%; Link, +10%; Magical, -10%;
Persistent, +40%) [8] + Obscure Vision 5 (Emanation, -20%; Limited Use, 1/day,
-40%; Link, +10%; Magical, -10%; Persistent, +40%) [8] + Warp (Extra Carrying
Capacity, Medium, +20%; Limited Use, 1/day, -40%; Link, +10%; No Strain, +25%;
Range Limit, 10 yards, -50%; Requires Concentrate, -15%; Sorcery, -15%;
Vision-Based, Reversed, -20%) [20]. Cloak, x0.5; 18 EP.
TL3
Price: 2 x ($100 + 18 x $320) = $11,720.
TL8
Price: 2 x ($2,000 + 18 x $1,180) = $46,480.
Cape of the Mountebank – as a metatronic generator
(using Pyramid 3-46)
This
bright red and gold cape allows the wearer to use the magic of the Smoke
Teleport spell once per day. Using this effect costs 1 FP and requires a
Concentrate maneuver.
Statistics: Obscure
Vision 5 (Apparatus, +0%; Emanation, -20%; Limited Use, 1/day, -40%; Link,
+10%; Magical, -10%; Persistent, +40%) [8] + Obscure Vision 5 (Apparatus, +0%; Emanation,
-20%; Limited Use, 1/day, -40%; Link, +10%; Magical, -10%; Persistent, +40%) [8]
+ Warp (Apparatus, +0%; Costs 1 FP, -5%; Extra Carrying Capacity, Medium, +20%;
Limited Use, 1/day, -40%; Link, +10%; Magical, -10%; No Strain, +25%; Range Limit,
10 yards, -50%; Requires Concentrate, -15%; Vision-Based, Reversed, -20%) [20].
TL3
Cost: 36 x $75 x 2 = $5,400.
TL8 Cost: 36 x $1,500 x 2= $108,000.
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