Treasure: Helms
Finally, the last wondrous items from the Dungeon Master's Guide for D&D 3.5! When I first looked at the long list, I was really intimidated. It's hard to believe that I had enough steam to finish it, but there's still a lot to convert - magic weapons, armor, rings, artifacts, cursed items, staves, rods, etc. But I will probably return to converting monsters after this one.
Helm of
Brilliance
Helm of Brilliance – as a metatronic generator (using
Pyramid 3-46)
This
is an enchanted medium plate full helm (LTIA, page 14). Made of brilliant
silver and polished steel, a newly created helm is set with large magic gems:
ten diamonds, twenty rubies, thirty fire opals, and forty opals. When struck by
bright light, the helm scintillates and sends forth reflective rays in all
directions from its crownlike, gem-tipped spikes. The jewels’ functions are as
follows:
-
Diamond: Color
Spray.
-
Ruby: Wall
of Fire 1.
-
Fire opal: Explosive Fireball 4 (Pyramid #3-63, p. 7).
-
Opal: Light 1 (GURPS
Thaumatology: Sorcery, p. 19).
Each
gem can perform its spell-like power just once. Until all its jewels are
depleted, a helm of brilliance also has the following magical properties when
activated.
-
It emanates a bluish light equivalent to a torch when
undead are within 8 yards. This light causes 1d-2 non-incendiary burning damage
per second to all such creatures within that range, ignoring DR.
-
The wearer may command any weapon he wields to become
a flaming weapon. The wearer may spend 1 FP to make an attack dealt by any
weapon he is wielding to deal additional 1d follow-up burning damage.
-
The helm provides DR 10 against fire to the wearer (including
eyes) and everything he is wearing.
Once
all its jewels have lost their magic, the helm loses its powers and the gems
turn to worthless powder. Removing a jewel destroys it.
If
a creature wearing the helm is damaged by magical fire (after the DR is taken
into account) and fails an additional Will roll, the remaining gems on the helm
overload and detonate. Remaining diamonds become Color
Sprays that each randomly target a creature within range (possibly the
wearer) at skill 12, rubies become straight-line Walls
of Fire extending outward in a random direction from the helm wearer for 4
yards, and fire opals become Explosive Fireballs 4 (Pyramid #3-63, p. 7) centered on the helm wearer. The opals and the
helm itself are destroyed.
Wearing
the helm costs 1 FP per hour in addition to FP spent to activate its spell-like
effects.
Statistics: Burning
Attack 1d (Accessibility, Only when the gems are present, -5%; Apparatus, +0%; Costs
Fatigue, 1 FP, -5%; Follow-Up, Weapons wielded, +40%; Magical, -10%) [6] + Burning
Attack 1d-2 (Accessibility, Only on undead, -30%; Accessibility, Only when the
gems are present, -5%; Always On, -20%; Apparatus, +0%; Area Effect, 8 yards,
+150%; Aura, +80%; Cosmic, Irresistible Attack, +300%; Link, Illumination,
+10%; Magical, -10%; Melee Attack, Reach C, -30%) [11] + Color
Spray (Apparatus, +0%; Limited Use, 10 uses total, -20%; Nuisance Effect,
Explosive, -10%) [28] + DR 10 (Accessibility, Only when the gems are present,
-5%; Apparatus, +0%; Force Field, +20%; Limited, Fire, -40%; Magical, -10%) [33]
+ Explosive Fireball 4 (Apparatus, +0%; Limited Use, 30 uses total, -5%; Nuisance
Effect, Explosive, -10%) [33] + Illumination (Accessibility, Only when the gems
are present, -5%; Accessibility, Only when there are undead creatures within 8
yards, -20%; Always On, -10%; Apparatus, +0%; Link, Burning Attack 1d-2, +10%; Magical,
-10%) [1] + Light 1 (Apparatus, +0%; Limited Use, 40 uses total, -5%; Nuisance
Effect, Explosive, -10%) [10] + Wall
of Fire 1 (Apparatus, +0%; Limited Use, 20 uses total, -10%; Nuisance
Effect, Explosive, -10%) [28].
TL3
Cost: 750 + 150 x $125 x 2 = $38,250.
TL8 Cost: 750 + 150 x $2,500 x 2= $750,750.
Helm of Brilliance – as an enchanted item (using
Sorcery, destructible armor)
This
is an enchanted medium plate full helm (LTIA, page 14). Made of brilliant
silver and polished steel, a newly created helm is set with large magic gems:
ten diamonds, twenty rubies, thirty fire opals, and forty opals. When struck by
bright light, the helm scintillates and sends forth reflective rays in all
directions from its crownlike, gem-tipped spikes. The jewels’ functions are as
follows:
-
Diamond: Color
Spray.
-
Ruby: Wall
of Fire 1.
-
Fire opal: Explosive Fireball 4 (Pyramid #3-63, p. 7).
-
Opal: Light 1 (GURPS
Thaumatology: Sorcery, p. 19).
Each
gem can perform its spell-like power just once. Until all its jewels are
depleted, a helm of brilliance also has the following magical properties when
activated.
-
It emanates a bluish light equivalent to a torch when
undead are within 8 yards. This light causes 1d-2 non-incendiary burning damage
per second to all such creatures within that range, ignoring DR.
-
The wearer may command any weapon he wields to become
a flaming weapon. The wearer may spend 1 FP to make an attack dealt by any
weapon he is wielding to deal additional 1d follow-up burning damage.
-
The helm provides DR 10 against fire to the wearer (including
eyes) and everything he is wearing.
Once
all its jewels have lost their magic, the helm loses its powers and the gems
turn to worthless powder. Removing a jewel destroys it.
If
a creature wearing the helm is damaged by magical fire (after the DR is taken
into account) and fails an additional Will roll, the remaining gems on the helm
overload and detonate. Remaining diamonds become Color
Sprays that each randomly target a creature within range (possibly the
wearer) at skill 12, rubies become straight-line Walls
of Fire extending outward in a random direction from the helm wearer for 4
yards, and fire opals become Explosive Fireballs 4 (Pyramid #3-63, p. 7) centered on the helm wearer. The opals and the
helm itself are destroyed.
Wearing
the helm costs 1 FP per hour in addition to FP spent to activate its spell-like
effects.
Statistics: Burning
Attack 1d (Accessibility, Only when the gems are present, -5%; Costs Fatigue, 1
FP, -5%; Follow-Up, Weapons wielded, +40%; Magical, -10%) [6] + Burning Attack
1d-2 (Accessibility, Only on undead, -30%; Accessibility, Only when the gems
are present, -5%; Always On, -20%; Area Effect, 8 yards, +150%; Aura, +80%; Cosmic,
Irresistible Attack, +300%; Link, Illumination, +10%; Magical, -10%; Melee
Attack, Reach C, -30%) [11] + Color
Spray (Limited Use, 10 uses total, -20%; Nuisance Effect, Explosive, -10%) [28]
+ DR 10 (Accessibility, Only when the gems are present, -5%; Force Field, +20%;
Limited, Fire, -40%; Magical, -10%) [33] + Explosive Fireball 4 (Limited Use, 30
uses total, -5%; Nuisance Effect, Explosive, -10%) [33] + Illumination (Accessibility,
Only when the gems are present, -5%; Accessibility, Only when there are undead
creatures within 8 yards, -20%; Always On, -10%; Link, Burning Attack 1d-2,
+10%; Magical, -10%) [1] + Light 1 (Limited Use, 40 uses total, -5%; Nuisance
Effect, Explosive, -10%) [10] + Wall
of Fire 1 (Limited Use, 20 uses total, -10%; Nuisance Effect, Explosive,
-10%) [28]. Usually On; Armor, x0.65; 98 EP.
TL3
Price: 2 x ($50,000 + 98 x $320) = $162,720.
TL8
Price: 2 x ($1,000,000 + 98 x $1,180) = $2,231,280.
Helm of
Comprehend Languages and Read Magic
Helm of Comprehend Languages and Read Magic – as a
metatronic generator (using Pyramid 3-46)
This
light plate full helm (LTIA, page 14) grants its wearer the ability to
understand the spoken words of any creature and to read text in any language
and any magical writing. Any time the wearer encounters a language, he is
assumed to know it at Accented (or Native, if he also has Language Talent). The
wearer knows whether the text he is reading is magical or mundane. Costs 1
FP/hour.
Statistics: Detect
(Magical Scriptures; Apparatus, +0%; Link, +10%; Magical, -10%; Vague, -50%;
Vision-Based, -20%) [2] + Omnilingual (Accessibility, Only understanding, -50%;
Apparatus, +0%; Cosmic, Universal translator, +50%; Link, +10%; Magical, -10%)
[40].
TL3
Cost: 300 + 42 x $125 x 2 = $10,800.
TL8 Cost: 300 + 42 x $2,500 x 2= $210,300.
Helm of Comprehend Languages and Read Magic – as an
enchanted item (using Sorcery, indestructible armor)
This
light plate full helm (LTIA, page 14) grants its wearer the ability to
understand the spoken words of any creature and to read text in any language
and any magical writing. Any time the wearer encounters a language, he is
assumed to know it at Accented (or Native, if he also has Language Talent). The
wearer knows whether the text he is reading is magical or mundane. Costs 1
FP/hour.
Statistics: Detect
(Magical Scriptures; Link, +10%; Magical, -10%; Vague, -50%; Vision-Based, -20%)
[2] + Omnilingual (Accessibility, Only understanding, -50%; Cosmic, Universal
translator, +50%; Link, +10%; Magical, -10%) [40]. Usually On; Armor, x0.9; 38
EP.
TL3
Price: 2 x ($500 + 38 x $320) = $25,320.
TL8
Price: 2 x ($10,000 + 38 x $1,180) = $109,680.
Helm of Comprehend Languages and Read Magic – as an
enchanted item (using Sorcery, destructible armor)
This
light plate full helm (LTIA, page 14) grants its wearer the ability to
understand the spoken words of any creature and to read text in any language
and any magical writing. Any time the wearer encounters a language, he is
assumed to know it at Accented (or Native, if he also has Language Talent). The
wearer knows whether the text he is reading is magical or mundane. Costs 1
FP/hour.
Statistics: Detect
(Magical Scriptures; Link, +10%; Magical, -10%; Vague, -50%; Vision-Based, -20%)
[2] + Omnilingual (Accessibility, Only understanding, -50%; Cosmic, Universal
translator, +50%; Link, +10%; Magical, -10%) [40]. Usually On; Armor, x0.6; 26
EP.
TL3
Price: 2 x ($200 + 26 x $320) = $17,040.
TL8 Price: 2 x ($4,000 + 26 x $1,180)
= $69,360.
Helm of Telepathy
Helm of Telepathy – as a metatronic generator (using
Pyramid 3-46)
This
light plate full helm (LTIA, page 14) grants its wearer the ability to cast Telepathy.
Statistics: Telepathy
(Apparatus, +0%) [47].
TL3
Cost: 300 + 47 x $125 x 2 = $12,050.
TL8 Cost: 300 + 47 x $2,500 x 2= $235,300.
Helm of Telepathy – as an enchanted item (using
Sorcery, indestructible armor)
This
light plate full helm (LTIA, page 14) grants its wearer the ability to cast Telepathy.
Statistics: Telepathy
[47]. Usually On; Armor, x0.9; 43 EP.
TL3
Price: 2 x ($700 + 43 x $320) = $28,920.
TL8 Price: 2 x ($14,000 + 43 x $1,180)
= $129,480.
Helm of Telepathy – as an enchanted item (using
Sorcery, destructible armor)
This
light plate full helm (LTIA, page 14) grants its wearer the ability to cast Telepathy.
Statistics: Telepathy
[47]. Usually On; Armor, x0.6; 26 EP.
TL3
Price: 2 x ($200 + 29 x $320) = $18,960.
TL8 Price: 2 x ($4,000 + 29 x $1,180)
= $76,440.
Helm of Teleportation
Helm of Teleportation – as a metatronic generator
(using Pyramid 3-46)
This
light plate full helm (LTIA, page 14) grants its wearer the ability to cast Teleport
three times per day.
Statistics: Teleport
(Apparatus, +0%; Limited Use, 3/day, -20%) [70].
TL3
Cost: 300 + 70 x $125 x 2 = $17,800.
TL8 Cost: 300 + 70 x $2,500 x 2= $350,300.
Helm of Teleportation – as an enchanted item (using
Sorcery, indestructible armor)
This
light plate full helm (LTIA, page 14) grants its wearer the ability to cast Teleport
three times per day.
Statistics: Teleport
(Limited Use, 3/day, -20%) [70]. Usually On; Armor, x0.9; 63 EP.
TL3
Price: 2 x ($3,000 + 63 x $320) = $46,320.
TL8 Price: 2 x ($60,000 + 63 x $1,180)
= $268,680.
Helm of Teleportation – as an enchanted item (using
Sorcery, destructible armor)
This
light plate full helm (LTIA, page 14) grants its wearer the ability to cast Teleport
three times per day.
Statistics: Teleport
(Limited Use, 3/day, -20%) [70]. Usually On; Armor, x0.6; 42 EP.
TL3
Price: 2 x ($700 + 42 x $320) = $28,280.
TL8 Price: 2 x ($14,000 + 42 x $1,180)
= $127,120.
Helm of Underwater
Action
Helm of Underwater Action – as a metatronic generator
(using Pyramid 3-46)
This
light plate full helm (LTIA, page 14) grants its wearer the ability to see
underwater as if he had Dark Vision. This effect costs 1 FP per hour. In
addition, he can say a command word to make the helm create a globe of air
around the head and maintain it until the command word is spoken again,
enabling her to breathe freely. This additional effect costs 1 FP per minute
and only works underwater.
Statistics: Dark
Vision (Accessibility, Only underwater, -30%; Apparatus, +0%; Magical, -10%)
[15] + Doesn’t Breathe (Apparatus, +0%; Costs Fatigue, 1 FP, -5%; Gills, -50%;
Magical, -10%; Requires a command word, -10%) [5].
TL3
Cost: 300 + 20 x $125 x 2 = $5,300.
TL8 Cost: 300 + 20 x $2,500 x 2= $100,300.
Helm of Underwater Action – as an enchanted item
(using Sorcery, indestructible armor)
This
light plate full helm (LTIA, page 14) grants its wearer the ability to see
underwater as if he had Dark Vision. This effect costs 1 FP per hour. In
addition, he can say a command word to make the helm create a globe of air
around the head and maintain it until the command word is spoken again,
enabling her to breathe freely. This additional effect costs 1 FP per minute
and only works underwater.
Statistics: Dark
Vision (Accessibility, Only underwater, -30%; Magical, -10%) [15] + Doesn’t
Breathe (Costs Fatigue, 1 FP, -5%; Gills, -50%; Magical, -10%; Requires a
command word, -10%) [5]. Usually On; Armor, x0.9; 18 EP.
TL3
Price: 2 x ($100 + 18 x $320) = $11,720.
TL8 Price: 2 x ($2,000 + 18 x $1,180)
= $46,480.
Helm of Underwater Action – as an enchanted item
(using Sorcery, destructible armor)
This
light plate full helm (LTIA, page 14) grants its wearer the ability to see
underwater as if he had Dark Vision. This effect costs 1 FP per hour. In
addition, he can say a command word to make the helm create a globe of air
around the head and maintain it until the command word is spoken again,
enabling her to breathe freely. This additional effect costs 1 FP per minute
and only works underwater.
Statistics: Dark
Vision (Accessibility, Only underwater, -30%; Magical, -10%) [15] + Doesn’t
Breathe (Costs Fatigue, 1 FP, -5%; Gills, -50%; Magical, -10%; Requires a
command word, -10%) [5]. Usually On; Armor, x0.6; 12 EP.
TL3
Price: 2 x ($70 + 12 x $320) = $7,820.
TL8 Price: 2 x ($1,400 + 12 x $1,180)
= $31,120.
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