Monday 22 July 2019

Treasure: Helms

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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