Monday 8 April 2019

Treasure: Musical Instruments

Treasure: Musical Instruments

Let's take a break from converting monsters despite the next monsters on the list being ones of my favorites. Here I tackle on magical musical instruments from Dungeon Master's Guide for D&D 3.5. One of the items here only has 10 uses. A single use item has a x0.2 cost/form multiplier, while Limited Uses, 1/day is -40%. I think we can determine the multipliers for other numbers of uses in the same way. Thus, a multiplier for 10 uses will be x0.8, double that of Limited Uses, 10/day.

NEW FORM MULTIPLIERS FOR SORCERY ITEMS

Chime (x0.4)
DR 2 (-20%); SM-5 (-10%); can be stolen with a Quick Contest of DX (-30%).

Drums (x0.2)
DR 1 (-20%); SM-2 (-20%); can be snatched with an unopposed DX roll (-40%).
  
Harp (x0.4)
DR 4 (-15%); SM-4 (-15%); can be stolen with a Quick Contest of DX (-30%).

Lyre (x0.4)
DR 4 (-15%); SM-4 (-15%); can be stolen with a Quick Contest of DX (-30%).

Pipes (x0.4)
DR 2 (-20%); SM-5 (-10%); can be stolen with a Quick Contest of DX (-30%).


NEW ITEMS

Chime of Interruption

Chime of Interruption – as an enchanted item (using Sorcery)
This instrument can be struck once every 10 minutes with a Ready maneuver, and its resonant tone lasts for 3 full minutes. Each use costs 1 FP. While the chime is resonating, each second, everyone within 8 yards of the chime must make a Quick Contest of Will with the person that struck the chime or be unable to cast spells requiring a verbal component until he leaves the area.
Statistics: Affliction 1 (Will; Area Effect, 8 yards, +150%; Aura, +80%; Based on Will, +20%; Costs 1 FP, -5%; Disadvantage, Mute, Only magical words, +20%; Environmental, Sound-transmitting mediums, -10%; Extended Duration, 3x, +20%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Takes Extra Time 1, -10%; Takes Recharge, 10 minutes, -20%) [38]. Chime, x0.4; 16 EP.
            TL3 Price: 2 x ($100 + 16 x $320) = $10,550.
TL8 Price: 2 x ($2,000 + 16 x $1,180) = $41,760.

Chime of Interruption – as a metatronic generator (using Pyramid 3-46)
This instrument can be struck once every 10 minutes with a Ready maneuver, and its resonant tone lasts for 3 full minutes. Each use costs 1 FP. While the chime is resonating, each second, everyone within 8 yards of the chime must make a Quick Contest of Will with the person that struck the chime or be unable to cast spells requiring a verbal component until he leaves the area.
            Statistics: Affliction 1 (Will; Apparatus, +0%; Area Effect, 8 yards, +150%; Aura, +80%; Based on Will, +20%; Costs 1 FP, -5%; Disadvantage, Mute, Only magical words, +20%; Environmental, Sound-transmitting mediums, -10%; Extended Duration, 3x, +20%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Takes Extra Time 1, -10%; Takes Recharge, 10 minutes, -20%) [38].
            TL3 Cost: 2 x 38 x $150 = $11,400.
TL8 Cost: 2 x 38 x $3,000 = $228,000.
   
Chime of Opening

Chime of Opening – as an enchanted item (using Sorcery)
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck, a clear tone rings forth, and in 7 seconds the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. If the lock is to be picked, then the user must also make a successful IQ-1 or Lockpicking+4 roll. Each sounding costs 1 FP and only opens one form of locking, so if a chest is chained, padlocked, and locked, it takes three uses of a chime of opening to get it open. A Silence spell negates the power of the device. A brand-new chime can be used a total of ten times before it cracks and becomes useless.
Statistics: Accessory (TK Lockpicks) [1] + Telekinesis 4 (Costs 1 FP, -5%; Environmental, Sound-transmitting mediums, -10%; Magical, -10%; One Task, Opening, -40%; Reduced Time 3, +60%) [19]. Chime, 10 uses, x0.2; 4 EP.
            TL3 Price: 2 x ($30 + 4 x $320) = $2,620.
TL8 Price: 2 x ($600 + 4 x $1,180) = $10,640.

Chime of Opening – as a metatronic generator (using Pyramid 3-46)
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck, a clear tone rings forth, and in 7 seconds the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. If the lock is to be picked, then the user must also make a successful IQ-1 or Lockpicking+4 roll. Each sounding costs 1 FP and only opens one form of locking, so if a chest is chained, padlocked, and locked, it takes three uses of a chime of opening to get it open. A Silence spell negates the power of the device. A brand-new chime can be used a total of ten times before it cracks and becomes useless.
Statistics: Accessory (TK Lockpicks; Apparatus, +0%) [1] + Telekinesis 4 (Apparatus, +0%; Costs 1 FP, -5%; Environmental, Sound-transmitting mediums, -10%; Magical, -10%; One Task, Opening, -40%; Reduced Time 3, +60%) [19]. Price is reduced by 20% for 10 uses.
            TL3 Cost: 2 x 20 x $150 x 0,8 = $4,800.
TL8 Cost: 2 x 20 x $3,000 x 0,8 = $96,000.

Drums of Panic

Drums of Panic – as an enchanted item (using Sorcery)
These drums are kettle drums (hemispheres about 1½ feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures that hear them must roll an immediate Fright Check. They get +1 per Fright Check after the first within 24 hours. The user can exclude any creatures from the effect. Drums of panic can be used once per day, and each use costs 1 FP.
Statistics: Terror (Hearing; Costs 1 FP, -5%; Limited Uses, 1/day, -40%; Magical, -10%; Selective Area, +20%) [20]. Drums, x0.2; 4 EP.
            TL3 Price: 2 x ($30 + 4 x $320) = $2,620.
TL8 Price: 2 x ($600 + 4 x $1,180) = $10,640.

Drums of Panic – as a metatronic generator (using Pyramid 3-46)
These drums are kettle drums (hemispheres about 1½ feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures that hear them must roll an immediate Fright Check. They get +1 per Fright Check after the first within 24 hours. The user can exclude any creatures from the effect. Drums of panic can be used once per day, and each use costs 1 FP.
Statistics: Terror (Hearing; Apparatus, +0%; Costs 1 FP, -5%; Limited Uses, 1/day, -40%; Magical, -10%; Selective Area, +20%) [20].
            TL3 Cost: 2 x 20 x $100 = $4,000.
TL8 Cost: 2 x 20 x $2,000 = $80,000.

Harp of Charming

Harp of Charming – as an enchanted item (using Sorcery)
This harp allows you to use the Musical Influence (p. B210) instead of Suggest (p. B191) without any prerequisites. If you don’t have the skill, you can use it at a default of IQ-6. In addition, when wielding the harp, you gain a +2 bonus to Heraldry, Literature, Musical Influence, Poetry, Public Speaking, and Singing, and a +2 to the first Influence roll (p. B359) of any kind made on an audience member (or several of them as a group) after a successful performance.
Statistics: Bard 2 (Magical, -10%) [9] + Skill Adaptation (Suggest uses Musical Influence) [1] + Unusual Training (Musical Influence) [1] + Unusual Training (Suggest) [1]. Usually On. Harp, x0.4; 5 EP.
            TL3 Price: 2 x ($30 + 5 x $320) = $3,260.
TL8 Price: 2 x ($600 + 5 x $1,180) = $13,000.

Harp of Charming – as a metatronic generator (using Pyramid 3-46)
This harp allows you to use the Musical Influence (p. B210) instead of Suggest (p. B191) without any prerequisites. If you don’t have the skill, you can use it at a default of IQ-6. In addition, when wielding the harp, you gain a +2 bonus to Heraldry, Literature, Musical Influence, Poetry, Public Speaking, and Singing, and a +2 to the first Influence roll (p. B359) of any kind made on an audience member (or several of them as a group) after a successful performance. Costs 1 FP/hour.
Statistics: Bard 2 (Apparatus, +0%; Magical, -10%) [9] + Skill Adaptation (Suggest uses Musical Influence; Apparatus, +0%) [1] + Unusual Training (Musical Influence; Apparatus, +0%) [1] + Unusual Training (Suggest; Apparatus, +0%) [1].
            TL3 Cost: 2 x 12 x $125 = $3,000.
TL8 Cost: 2 x 12 x $2,500 = $60,000.

Lyre of Building

Lyre of Building – as a metatronic generator (using Pyramid 3-46)
If the proper chords are struck, a single use of this lyre granys all inanimate construction (walls, roof, floor, and so on) within 128 yards DR 10 against all attacks. The lyre can be used in this way once per day, with the protection lasting for 30 minutes. This use costs 1 FP.
The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 30 minutes of playing is equal to the work of 100 ST 10 humans laboring for three days. Once the user stops strumming, he must wait a week to use this ability again.
Silence or similar effects negate both uses of the lyre.
Statistics: Affliction 1 (HT; Accessibility, Only structures, -40%; Advantage, Lyre of Building, +550%; Area Effect, 128 yards, +350%; Aura, +80%; Costs 1 FP, -5%; Environmental, Sound-transmitting mediums, -10%; Extended Duration, 3x, +20%; Limited Use, 1/day, -40%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Takes Extra Time 1, -10%) [103] + Altered Time Rate 29 (Accessibility, Only for building, -20%; Environmental, Sound-transmitting mediums, -10%; Link, -10%; Magical, -10%; Non-Combat Speed, -60%) [580 x 0,4 for being usable only once per week = 232] + Telekinesis 10 (Environmental, Sound-transmitting mediums, -10%; Independent, +40%; Link, +10%; Magical, -10%; One Task, Building, -50%; Requires playing the instrument, -10%) [35]. Notes: “Lyre of Building” is Damage Resistance 10 (Force Field, +20%; Magical, -10%) [55].
            TL3 Cost: 2 x 370 x $125 = $92,500.
TL8 Cost: 2 x 370 x $2,500 = $1,850,000.

Pipes of Haunting

Pipes of Haunting – as an enchanted item (using Sorcery)
This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a Musical Instrument (Pipes) roll, the pipes create an eerie, spellbinding tune, and all creatures that hear them must roll an immediate Fright Check. They get +1 per Fright Check after the first within 24 hours. Pipes of haunting can be sounded twice per day, and each use costs 1 FP.
Statistics: Terror (Hearing; Costs 1 FP, -5%; Limited Uses, 2/day, -30%; Magical, -10%; Requires Musical Instrument Roll, -10%) [14]. Pipes, x0.4; 6 EP.
            TL3 Price: 2 x ($50 + 6 x $320) = $3,940.
TL8 Price: 2 x ($1,000 + 6 x $1,180) = $16,160.

Pipes of Haunting – as a metatronic generator (using Pyramid 3-46)
This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a Musical Instrument (Pipes) roll, the pipes create an eerie, spellbinding tune, and all creatures that hear them must roll an immediate Fright Check. They get +1 per Fright Check after the first within 24 hours. Pipes of haunting can be sounded twice per day, and each use costs 1 FP.
Statistics: Terror (Hearing; Costs 1 FP, -5%; Limited Uses, 2/day, -30%; Magical, -10%; Requires Musical Instrument Roll, -10%) [14].
            TL3 Cost: 2 x 14 x $125 = $3,500.
TL8 Cost: 2 x 14 x $2,500 = $70,000.

Pipes of Pain

Pipes of Pain – as an enchanted item (using Sorcery)
These pipes can be sounded with a Ready maneuver. Each use costs 1 FP and requires a successful Musical Instrument (Pipes) roll. While the user keeps playing, taking Ready maneuvers every turn, the pipes produce a wonderful melody. Each second, everyone within 8 yards of the user must make a Quick Contest of Will with the user or be dazed until he leaves the area. Each minute, the user must make another Musical Instrument (Pipes) roll and pay 1 more FP to continue playing. Silence and similar effects block this melody, but it does not need to be actually heard.
As soon as the piping stops, all dazed victims become cursed, gaining Brontophobia (6) (p. B150) and Vulnerability (Sonic Attacks, x2) (p. B161). This effect cannot be removed with Dispel Magic, Remove Curse is required.
Statistics: Affliction 1 (Will; Area Effect, 8 yards, +150%; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic on Disadvantage, +50%; Costs 1 FP, -5%; Daze, +50%; Delay, Triggered on Disadvantage, +50%; Disadvantage, Brontophobia (6), +20%; Disadvantage, Vulnerability (Sonic Attacks, x2), +30%; Environmental, Sound-transmitting mediums, -10%; Extended Duration, Permanent, on Disadvantage, +150%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Requires Musical Instrument Roll, -10%; Requires Ready, -10%; Takes Extra Time 1, -10%) [69]. Pipes, x0.4; 28 EP.
            TL3 Price: 2 x ($200 + 28 x $320) = $18,320.
TL8 Price: 2 x ($4,000 + 28 x $1,180) = $74,080.

Pipes of Pain – as a metatronic generator (using Pyramid 3-46)
These pipes can be sounded with a Ready maneuver. Each use costs 1 FP and requires a successful Musical Instrument (Pipes) roll. While the user keeps playing, taking Ready maneuvers every turn, the pipes produce a wonderful melody. Each second, everyone within 8 yards of the user must make a Quick Contest of Will with the user or be dazed until he leaves the area. Each minute, the user must make another Musical Instrument (Pipes) roll and pay 1 more FP to continue playing. Silence and similar effects block this melody, but it does not need to be actually heard.
As soon as the piping stops, all dazed victims become cursed, gaining Brontophobia (6) (p. B150) and Vulnerability (Sonic Attacks, x2) (p. B161). This effect cannot be removed with Dispel Magic, Remove Curse is required.
            Statistics: Affliction 1 (Will; Apparatus, +0%; Area Effect, 8 yards, +150%; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic on Disadvantage, +50%; Costs 1 FP, -5%; Daze, +50%; Delay, Triggered on Disadvantage, +50%; Disadvantage, Brontophobia (6), +20%; Disadvantage, Vulnerability (Sonic Attacks, x2), +30%; Environmental, Sound-transmitting mediums, -10%; Extended Duration, Permanent, on Disadvantage, +150%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Requires Musical Instrument Roll, -10%; Requires Ready, -10%; Takes Extra Time 1, -10%) [69].
            TL3 Cost: 2 x 69 x $150 = $17,250.
TL8 Cost: 2 x 69 x $3,000 = $345,000.

Pipes of the Sewers

Pipes of the Sewers – as an enchanted item (using Sorcery)
These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract a rat swarm (worth 50% or less of your point value) if rats are within 128 yards. Usually, the swarm arrives with 2d seconds of delay. Summoning a swarm requires the user to pay 1 FP and make a Musical Instrument (Pipes) roll. Success means that they obey the piper’s telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately Only one swarm can be called at a time. If the swarm was slain, then you have to wait a day before the next summoning.
            Statistics: Ally (Rat Swarm; Built on 50%; Constantly; Conjured, +100%; Costs 1 FP, -5%; Delay, +0%; Environmental, Rat-infested areas, -60%; Magical, -10%; Nuisance Effect, Turns on you on a failed roll, -40%; Requires Musical Instrument Roll, -10%; Requires Ready, -10%) [13]. Pipes, x0.4; 6 EP.
            TL3 Price: 2 x ($50 + 6 x $320) = $3,940.
TL8 Price: 2 x ($1,000 + 6 x $1,180) = $16,160.

Pipes of the Sewers – as a metatronic generator (using Pyramid 3-46)
These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract a rat swarm (worth 50% or less of your point value) if rats are within 128 yards. Usually, the swarm arrives with 2d seconds of delay. Summoning a swarm requires the user to pay 1 FP and make a Musical Instrument (Pipes) roll. Success means that they obey the piper’s telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately Only one swarm can be called at a time. If the swarm was slain, then you have to wait a day before the next summoning.
            Statistics: Ally (Rat Swarm; Built on 50%; Constantly; Apparatus, +0%; Conjured, +100%; Costs 1 FP, -5%; Delay, +0%; Environmental, Rat-infested areas, -60%; Magical, -10%; Nuisance Effect, Turns on you on a failed roll, -40%; Requires Musical Instrument Roll, -10%; Requires Ready, -10%) [13].
            TL3 Cost: 2 x 13 x $125 = $3,250.

TL8 Cost: 2 x 13 x $2,500 = $65,000.

Pipes of Sounding

Pipes of Sounding – as an enchanted item (using Sorcery)
When played by a character who makes a successful Musical Instrument (Pipes) roll, these pipes create a variety of meaningless sounds (voices cannot be created). This sound extends into both the subsonic and ultrasonic hearing range. The spell cannot produce loud noise that would harm, frighten, or deafen anyone.
You must win a Quick Contest of Musical Instrument (Pipes) against the Per of anyone you want to fool; otherwise they notice something “off” about the sound. Their roll is at +4 if the sound is not believable in the current environment or +8 if it also lacks a visual cue that normally accompanies it. Regardless of the result, the sound does not disappear. Thus, even an unsubtle use of this item can create white noise. The sounds stop as soon as the character stops playing.
            Statistics: Illusion (Accessibility, Only meaningless sounds, -25%; Auditory Only, -70%; Costs 1 FP, -5%; Environmental, Sound-transmitting mediums, -10%; Extended, Subsonic Hearing and Ultrahearing, +10%; Magical, -10%; Requires Musical Instrument Roll, -10%; Requires Ready, -10%) [5]. Pipes, 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.

Pipes of Sounding – as a metatronic generator (using Pyramid 3-46)
When played by a character who makes a successful Musical Instrument (Pipes) roll, these pipes create a variety of meaningless sounds (voices cannot be created). This sound extends into both the subsonic and ultrasonic hearing range. The spell cannot produce loud noise that would harm, frighten, or deafen anyone.
You must win a Quick Contest of Musical Instrument (Pipes) against the Per of anyone you want to fool; otherwise they notice something “off” about the sound. Their roll is at +4 if the sound is not believable in the current environment or +8 if it also lacks a visual cue that normally accompanies it. Regardless of the result, the sound does not disappear. Thus, even an unsubtle use of this item can create white noise. The sounds stop as soon as the character stops playing.
            Statistics: Illusion (Accessibility, Only meaningless sounds, -25%; Apparatus, +0%; Auditory Only, -70%; Costs 1 FP, -5%; Environmental, Sound-transmitting mediums, -10%; Extended, Subsonic Hearing and Ultrahearing, +10%; Magical, -10%; Requires Musical Instrument Roll, -10%; Requires Ready, -10%) [5].
TL3 Cost: 2 x 5 x $125 = $1,250.

TL8 Cost: 2 x 5 x $2,500 = $25,000.

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