Wednesday 12 June 2019

Treasure: Hands and Horseshoes

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.

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