Treasure: Hands and Horseshoes
Dungeon Master's Guide for D&D 3.5 contains two additional magical amulets in form of mummified hands. And two kinds of enchanted horseshoes.
NEW FORM MULTIPLIER FOR SORCERY ITEMS
Horseshoes (x0.6)
DR 4 (-15%);
SM-4 (-15%); must be removed forcibly (-10%).
NEW ITEMS
Hand of Glory
Hand of Glory – as an enchanted item (using Sorcery)
This
mummified human hand hangs by a leather cord around a character’s neck. If a
magic ring is placed on one of the fingers of the hand, the wearer benefits
from the ring as if wearing it herself. Even without a ring, the hand itself
allows its wearer to use Light 1 (GURPS
Thaumatology: Sorcery, page 19) and See
Invisible each once per day.
Statistics: Can
wear a ring on the amulet [1] + Light 1 (Limited Use, 1/day, -40%) [7] + See
Invisible (Limited Use, 1/day, -40%) [26]. Amulet, x0.5; 17 EP.
TL3
Price: 2 x ($200 + 17 x $320) = $11,080.
TL8
Price: 2 x ($2,000 + 17 x $1,180) = $44,120.
Hand of Glory – as a metatronic generator (using
Pyramid 3-46)
This
mummified human hand hangs by a leather cord around a character’s neck. If a
magic ring is placed on one of the fingers of the hand, the wearer benefits
from the ring as if wearing it herself. Even without a ring, the hand itself
allows its wearer to use Light 1 (GURPS
Thaumatology: Sorcery, page 19) and See
Invisible each once per day.
Statistics:
Can wear a ring on the amulet (Apparatus, +0%) [1] + Light 1 (Apparatus, +0%; Limited
Use, 1/day, -40%) [7] + See
Invisible (Apparatus, +0%; Limited Use, 1/day, -40%) [26].
TL3
Cost: 34 x $175 x 2 = $11,900.
TL8 Cost: 34 x $3,500 x 2 = $238,000.
Hand of the Mage
Hand of the Mage – as an enchanted item (using
Sorcery)
This
mummified elf hand hangs by a golden chain around a character’s neck. It allows
the wearer to utilize the spell Apportation
5 at will.
Statistics: Apportation
5 [6]. Amulet, x0.5; 3 EP.
TL3
Price: 2 x ($30 + 3 x $320) = $1,980.
TL8
Price: 2 x ($600 + 3 x $1,180) = $8,280.
Hand of the Mage – as a metatronic generator (using
Pyramid 3-46)
This
mummified elf hand hangs by a golden chain around a character’s neck. It allows
the wearer to utilize the spell Apportation
5 at will.
Statistics:
Apportation
5 (Apparatus, +0%) [6].
TL3
Cost: 6 x $175 x 2 = $2,100.
TL8 Cost: 6 x $3,500 x 2 = $42,000.
Horseshoes of a
Zephyr
Horseshoes of a Zephyr – as an enchanted item (using
Sorcery)
These
four iron shoes are affixed like normal horseshoes. They allow a horse to
travel without actually touching the ground. The horse must still run above (no
more than 5 feet above) a roughly horizontal surface. This means that nonsolid
or unstable surfaces can be crossed, and that movement is possible without
leaving tracks on any sort of ground. The horse moves at its normal ground Move.
This won’t work in a vacuum - there has to be some kind of air present. If the
horse gets knocked down or slips, it falls! It may attempt one DX roll per second
of falling. If it succeeds, it stops in thin air, unharmed. Otherwise, it hits
the ground for normal falling damage (see Falling,
p. B431). All four shoes must be worn by the same animal for the magic to be
effective.
Statistics:
Walk on Air (Magical, -10%; Maximum Height, 5 feet, -25%) [13]. Usually On; Horseshoes,
x0.6; 8 EP.
TL3
Price: 2 x ($50 + 8 x $320) = $5,220.
TL8 Price: 2 x ($1,000 + 8 x $1,180)
= $20,880.
Horseshoes of a Zephyr – as a metatronic generator
(using Pyramid 3-46)
These
four iron shoes are affixed like normal horseshoes. They allow a horse to
travel without actually touching the ground. The horse must still run above (no
more than 5 feet above) a roughly horizontal surface. This means that nonsolid
or unstable surfaces can be crossed, and that movement is possible without
leaving tracks on any sort of ground. The horse moves at its normal ground Move.
This won’t work in a vacuum - there has to be some kind of air present. If the
horse gets knocked down or slips, it falls! It may attempt one DX roll per second
of falling. If it succeeds, it stops in thin air, unharmed. Otherwise, it hits
the ground for normal falling damage (see Falling,
p. B431). All four shoes must be worn by the same animal for the magic to be
effective. Costs 1 FP/hour.
Statistics:
Walk on Air (Apparatus, +0%; Magical, -10%; Maximum Height, 5 feet, -25%) [13].
TL3
Cost: 2 x 13 x $125 = $3,250.
TL8 Cost: 2 x 13 x $2,500 = $65,000.
Horseshoes of Speed
Horseshoes of a Speed – as an enchanted item (using
Sorcery)
These
iron shoes come in sets of four like ordinary horseshoes. When affixed to an
animal’s hooves, they grants the animal Enhanced Move 1 (Ground) (p. B52). All
four shoes must be worn by the same animal for the magic to be effective.
Statistics:
Enhanced Move 1 (Ground; Magical, -10%) [18]. Usually On; Horseshoes, x0.6; 11
EP.
TL3
Price: 2 x ($70 + 11 x $320) = $7,180.
TL8 Price: 2 x ($1,400 + 11 x $1,180)
= $28,760.
Horseshoes of a Speed – as a metatronic generator
(using Pyramid 3-46)
These
iron shoes come in sets of four like ordinary horseshoes. When affixed to an
animal’s hooves, they grants the animal Enhanced Move 1 (Ground) (p. B52). All
four shoes must be worn by the same animal for the magic to be effective. Costs
1 FP/hour.
Statistics:
Enhanced Move 1 (Ground; Apparatus, +0%; Magical, -10%) [18].
TL3
Cost: 2 x 13 x $125 = $4,500.
TL8 Cost: 2 x 13 x $2,500 = $90,000.
>ring on the mummified finger
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