Treasure: Artifacts
Finally, we can take care of the artifacts from the Dungeon Master's Guide for D&D 3.5. Some of the items have such effects that either cannot be properly represented with advantages or can be represented, but cost so much that the price will break the bottom of the inherent value table and bankrupt a medieval multimillionaire. That is, those items should be used as major rewards, epic treasures, etc., but not as items to craft or sell. Statblocks for those are omitted (or maybe I'm just being lazy). That's another milestone reached - now all the treasure has been ported over to GURPS. I think I'm done with all the core books already: spells, spellcasting traditions/classes, monsters, treasure, special materials, crafting. Time to move on to something else. Maybe finish the mind flayer-related monsters.
Book of Infinite
Spells
This
work bestows upon any character the ability to use the spells within its pages.
However, any character not already able to use spells gains has -1 to ST, DX,
IQ, and HT for as long as the book is in her possession or while she uses its
power. A book of infinite spells contains 2d+22 pages. The nature of each page
is determined by a 1d roll: 1-3, arcane spell; 4-6, divine spell.
Determine
the exact spell randomly.
Once
a page is turned, it can never be flipped back—paging through a book of
infinite spells is a one-way trip. If the book is closed, it always opens again
to the page it was on before the book was closed. When the last page is turned,
the book vanishes.
Once
per day the owner of the book can cast the spell to which the book is opened.
If that spell happens to be one that the character can cast via her own
spellcasting abilities, she can cast it up to four times per day. The pages
cannot be ripped out without destroying the book. Similarly, the spells cannot
be cast as scroll spells, nor can they be copied into a spellbook—their magic
is bound up permanently within the book itself.
The
owner of the book need not have the book on her person in order to use its
power. The book can be stored in a place of safety while the owner is
adventuring and still allow its owner to cast spells by means of its power.
Each
time a spell is cast, there is a chance that the energy connected with its use
causes the page to magically turn despite all precautions. The owner knows this
and may even benefit from the turning by gaining access to a new spell. The
chance of a page turning depends on the spell the page contains and what sort
of spellcaster the owner is.
Condition
|
Chance of Page Turning (on 2d roll)
|
Caster
employing a spell that she can cast via her own spellcasting abilities
|
2
|
Caster
employing a spell that she cannot cast normally
|
2-3
|
Nonspellcaster
employing a divine spell
|
2-4
|
Nonspellcaster
employing an arcane spell
|
2-5
|
Deck of Many
Things
A
deck of many things (both beneficial and baneful) is usually found in a box or
leather pouch. Each deck contains a number of cards or plaques made of ivory or
vellum. Each is engraved with glyphs, characters, and sigils. As soon as one of
these cards is drawn from the pack, its magic is bestowed upon the person who
drew it, for better or worse.
The
character with a deck of many things who wishes to draw a card must announce
how many cards she will draw before she begins. Cards must be drawn within 1
hour of each other, and a character can never again draw from this deck any
more cards than she has announced. If the character does not willingly draw her
allotted number (or if she is somehow prevented from doing so), the cards flip
out of the deck on their own.
Exception: If the
jester is drawn, the possessor of the deck may elect to draw two additional
cards.
Each
time a card is taken from the deck, it is replaced (making it possible to draw
the same card twice) unless the draw is the jester or the fool, in which case
the card is discarded from the pack. A deck of many things contains 22 cards.
To simulate the magic cards, you may want to use tarot cards, as indicated in
the second column of the accompanying table. If no tarot deck is available,
substitute ordinary playing cards instead, as indicated in the third column.
The effects of each card, summarized on the table, are fully described below.
Plaque
|
Tarot Card
|
Playing Card
|
Summary of Effect
|
Balance
|
XI. Justice
|
Two of spades
|
Change alignment instantly.
|
Comet
|
Two of swords
|
Two of diamonds
|
Defeat the next monster you meet to gain 10 CP.
|
Donjon
|
Four of swords
|
Ace of spaces
|
You are imprisoned.
|
Euryale
|
Ten of swords
|
Queen of spades
|
-1 penalty on all DX, HT, IQ, and Will rolls to
resist harmful abilities henceforth.
|
The Fates
|
Three of cups
|
Ace of hearts
|
Avoid any situation you choose… once.
|
Flames
|
XV. The Devil
|
Queen of clubs
|
Enmity between you and an outsider.
|
Fool
|
0. The Fool
|
Joker (with trademark)
|
Lose 10 CP and you must draw again.
|
Gem
|
Seven of cups
|
Two of hearts
|
Gain you choice of twenty-five pieces of jewelry or
fifty gems.
|
Idiot
|
Two of pentacles
|
Two of clubs
|
Lose IQ (permanent). You may draw again.
|
Jester
|
XII. The Hanged Man
|
Joker (without trademark)
|
Gain 10 CP or two more draws from the deck.
|
Key
|
V. The Hierophant
|
Queen of hearts
|
Gain a major magic weapon.
|
Knight
|
Page of swords
|
Jack of hearts
|
Gain the service of a fighter.
|
Moon
|
XVIII. The Moon
|
Queen of diamonds
|
You are granted 1d/2 wishes.
|
Rogue
|
Five of swords
|
Jack of spades
|
One of your friends turns against you.
|
Ruin
|
XVI. The Tower
|
King of spades
|
Immediately lose all wealth and real property.
|
Skull
|
XII. Death
|
Jack of clubs
|
Defeat dread
wraith or be forever destroyed
|
Star
|
XVII. The Star
|
Jack of diamonds
|
Immediately increase one primary attribute by 1.
|
Sun
|
XIX. The Sun
|
King of diamonds
|
Gain beneficial medium wondrous item and 10 CP.
|
Talons
|
Queen of pentacles
|
Ace of clubs
|
All magic items you possess disappear permanently.
|
Throne
|
Four of staves
|
King of hearts
|
Gain Charisma 2 plus a small keep.
|
Vizier
|
IX. The Hermit
|
Ace of diamonds
|
Know the answer to your next dilemma.
|
The Void
|
Eight of swords
|
King of clubs
|
Body functions, but soul is trapped elsewhere.
|
Balance: The character must change her
mental disadvantages to be as furthest away from her original mental
disadvantages. This must not increase her point value.
Comet: The character must
single-handedly defeat the next hostile monster or monsters encountered, or the
benefit is lost. If successful, the character gains 10 CP.
Donjon: This card signifies
imprisonment — either by the an imprisonment spell that hides his body and soul
in a nonspatial place or by some powerful being. All gear and spells are
stripped from the victim in any case. Draw no more cards.
Euryale: The medusalike visage of
this card brings a curse that only the fates card or a deity can remove. The -1
penalty on all DX, HT, IQ, and Will rolls to resist harmful abilities is
otherwise permanent.
Fates: This card enables the
character to avoid even an instantaneous occurrence if so desired, for the
fabric of reality is unraveled and respun. Note that it does not enable
something to happen. It can only stop something from happening or reverse a
past occurrence. The reversal is only for the character who drew the card;
other party members may have to endure the situation.
Flames: Hot anger, jealousy, and
envy are but a few of the possible motivational forces for the enmity. The
enmity of the outsider can’t be ended until one of the parties has been slain.
Determine the outsider randomly, and assume that it attacks the character (or
plagues her life in some way) within 6d days.
Fool: The loss of CP and the
redraw are mandatory. This card is always discarded when drawn, unlike all
others except the jester.
Gem: This card indicates
wealth. The jewelry is all gold set with gems, each piece worth $1,500, the
gems $750 value each.
Idiot: This card causes the drain
of 1 point of IQ immediately. The additional draw is optional.
Jester: This card is always
discarded when drawn, unlike all others except the fool. The redraws are
optional.
Key: The magic weapon granted
must be one usable by the character. It suddenly appears out of nowhere in the
character’s hand.
Knight: The fighter appears out of
nowhere and serves loyally until death. He or she is of the same race (or kind)
and gender as the character, and is built on 50% of the character’s point
value.
Moon: This card sometimes bears
the image of a moonstone gem with the appropriate number of wishes shown as
gleams therein; sometimes it depicts a moon with its phase indicating the
number of wishes (full = four; gibbous = three; half = two; quarter = one).
These wishes are the same as those granted by the Wish
and must be used within a number of days equal to the number received. They do
not require a casting roll.
Rogue: When this card is drawn,
one of the character’s NPC friends (preferably a cohort) is totally alienated
and forever after hostile. If the character has no cohorts, the enmity of some
powerful personage (or community, or religious order) can be substituted. The
hatred is secret until the time is ripe for it to be revealed with devastating
effect.
Ruin: As implied by its name,
when this card is drawn, all nonmagical possessions of the drawer are lost.
Skull: A dread
wraith appears. The character must fight it alone—if others help, they get
dread wraiths to fight as well. If the character is slain, she is slain forever
and cannot be revived.
Star: The attribute to be
increased is chosen by the character.
Sun: Determine a useful magic item
randomly.
Talons: When this card is drawn,
every magic item owned or possessed by the character is instantly and
irrevocably gone.
Throne: The character becomes a
true leader in people’s eyes, gaining Charisma 2. The castle gained appears in
any open area she wishes (but the decision where to place it must be made
within 1 hour).
Vizier: This card empowers the
character drawing it with the one-time ability to call upon a source of wisdom
to solve any single problem or answer fully any question upon her request. The
query or request must be made within one year. Whether the information gained
can be successfully acted upon is another question entirely.
The Void: This black card spells
instant disaster. The character’s body continues to function, as though
comatose, but her psyche is trapped in a prison somewhere—in an object on a far
plane or planet, possibly in the possession of an outsider. Draw no more cards.
Sphere of
Annihilation
A
sphere of annihilation is a globe of absolute blackness, a ball of nothingness
2 feet in diameter. The object is actually a hole in the continuity of the
multiverse. Any matter that comes in contact with a sphere is instantly sucked
into the void, gone, and utterly destroyed. Only the direct intervention of a
deity can restore an annihilated character.
A
sphere of annihilation is static, resting in some spot as if it were a normal
hole. It can be caused to move, however, by mental effort (think of this as a
mundane form of telekinesis, too weak to move actual objects but a force to
which the sphere, being weightless, is sensitive). A character’s ability to
gain control of a sphere of annihilation (or to keep controlling one) is based
on the result of an IQ-6 roll. If the roll succeeds, the character can move the
sphere (perhaps to bring it into contact with an enemy) as a free action.
Control
of a sphere can be established from as far away as 15 yards (the character need
not approach too closely). Once control is established, it must be maintained
by continuing to make control rolls each second. For as long as a character
maintains control (does not fail a roll) in subsequent seconds, he can control
the sphere from a distance of 15 yards + number of yards equal to IQ. The
sphere’s speed in second equals the margin of success on the character’s control
roll.
If
a control roll fails, the sphere slides a number of yards equal to the margin
of failure in the direction of the character attempting to move it.
If
two or more creatures vie for control of a sphere of annihilation, the rolls become
a Quick Contest.
Should
a Create
Planar Gate spell be cast upon a sphere of annihilation, there is a 50%
chance (1-3 on d6) that the spell destroys it, a 40% chance (4-5) that the
spell does nothing, and a 20% chance (6) that a gap is torn in the spatial
fabric, catapulting everything within a 64-yard radius into another plane. If a
rod
of cancellation touches a sphere of annihilation, they negate each other in
a tremendous explosion. Everything within a 16-yard radius takes 2d×10 burning
damage. Dispel Magic, Remove Curse, and Disjunction
have no effect on a sphere.
Talisman of Pure
Good
Talisman of Pure Good – as an enchanted item (using
Sorcery)
A
good (one with divine powers granted by a good deity) divine spellcaster who
possesses this item cast Underworld
Imprisonment on an evil (one with divine powers granted by an evil deity)
divine spellcaster.
A
neutral divine spellcaster that touches the talisman takes 2d burning damage
per second (ignoring DR). An evil divine spellcaster that touches the talisman
takes 4d burning damage per second (ignoring DR). All other characters are
unaffected.
Statistics:
Burning Attack 4d (Accessibility, Alignment restrictions, -80%; Accessibility,
Only on the wearer, -10%; Always On, -20%; Aura, +80%; Cosmic, Irresistible
Attack, +300%; Magical, -10%; Melee Attack, Reach C, -30%) [66] + Underworld
Imprisonment (Accessibility, Only against evil divine spellcasters, -80%)
[63]. Amulet, Alignment Restriction, x0.45; 59 EP.
TL3
Price: 2 x ($2,000 + 59 x $320) = $41,760.
Talisman of
Reluctant Wishes
Talisman of Reluctant Wishes – as an enchanted item
(using Sorcery)
A
talisman of this sort appears the same as a stone
of controlling earth elementals. Its powers are quite different, however. This
stone, once taken, forces the possessor to make a Will roll. If the possessor
fails, then the talisman acts as a stone of weight (loadstone). The possessor
becomes proportionately slower than he was, reducing his Move in all mediums to
0.4x of his original values (round down, minimum 1), but not his Basic Speed.
Unlike Disadvantage (Lame), this even affects subjects who slither, fly, swim,
etc. If it is thrown away or smashed, disappears, but the possessor takes 3d
injury.
If
the possessor succeeds, the talisman remains with the character for 5d hours,
or until a Wish
(the Will roll is considered to be a casting roll, so a new one is not
required) is made with it, whichever comes first. It then disappears.
Statistics: Affliction
1 (Will; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%;
Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach
C, -30%; No Signature, +20%; Magical -10%; Slower Move, 0.4x, +40%) [52] + Wish
(Will instead of IQ, -0%; Single Use, x1/5) [46]. Gem, Carried, x0.5; 49 EP.
TL3
Price: 2 x ($1,000 + 49 x $320) = $33,360.
Talisman of the
Sphere
Talisman of the Sphere – as an enchanted item (using
Sorcery)
This
small adamantine loop on a chain is useless to those unable to cast arcane
spells. Character who cannot cast arcane spells take 4d burning damage (ignoring
DR) per second merely touching the talisman of this sort. However, when held by
an arcane spellcaster, this talisman gives him a +6 bonus on IQ rolls made to
control a sphere of annihilation (see above).
Statistics:
Burning Attack 4d (Accessibility, Only against characters unable to cast arcane
spells, -30%; Accessibility, Only on the wearer, -10%; Always On, -20%; Aura,
+80%; Cosmic, Irresistible Attack, +300%; Magical, -10%; Melee Attack, Reach C,
-30%) [76] + IQ+6 (Accessibility, Only for sphere of annihilation control rolls,
-80%; Magical, -10%) [24]. Amulet, Requires Sorcery, x0.45; 45 EP.
TL3
Price: 2 x ($700 + 45 x $320) = $30,200.
Talisman of Ultimate
Evil
Talisman of Ultimate Evil – as an enchanted item
(using Sorcery)
An
evil (one with divine powers granted by an evil deity) divine spellcaster who
possesses this item cast Underworld
Imprisonment on a good (one with divine powers granted by a good deity)
divine spellcaster.
A
neutral divine spellcaster that touches the talisman takes 2d burning damage per
second (ignoring DR). A good divine spellcaster that touches the talisman takes
4d burning damage per second (ignoring DR). All other characters are
unaffected.
Statistics:
Burning Attack 4d (Accessibility, Alignment restrictions, -80%; Accessibility,
Only on the wearer, -10%; Always On, -20%; Aura, +80%; Cosmic, Irresistible
Attack, +300%; Magical, -10%; Melee Attack, Reach C, -30%) [66] + Underworld
Imprisonment (Accessibility, Only against good divine spellcasters, -80%)
[63]. Amulet, Alignment Restriction, x0.45; 59 EP.
TL3
Price: 2 x ($2,000 + 59 x $320) = $41,760.
The Shield of
the Sun
The Shield of the Sun – as an enchanted item (using
Sorcery, indestructible shields)
This
heavy large shield (LT, p. 116), emblazoned with the symbol of the sun, allows
the wielder to cast spells as if she had Divine
Empowerment 15 (The
Shining One). The Pact limitation will force the wielder to undertake a
quest on behalf of the deity every three months.
In
addition, it grants the wielder a +3 bonus to Block with this shield, Magic
Resistance 3 (Improved) (p. B67). The shield also has additional DR 10 against
energy attacks.
A
chaotic or evil divine spellcaster (one with divine abilities granted by a
chaotic or evil deity) that touches the shield takes 4d burning damage per
second (ignoring DR). All other characters are unaffected.
Statistics: Burning
Attack 4d (Accessibility, Alignment restrictions, -80%; Accessibility, Only on
the wearer, -10%; Always On, -20%; Aura, +80%; Cosmic, Irresistible Attack,
+300%; Magical, -10%; Melee Attack, Reach C, -30%) [66] + Divine
Empowerment 15 (Limited Scope, The
Shining One, -40%) [60] + DR 10 (Directional, Front, -20%; Limited, Energy,
-20%; Magical, -10%; Requires a Shield Roll, -10%) [20] + Enhanced
Block 3 (This shield only; Magical, -10%) [14] + Magic Resistance 3 (Improved,
+150%; Magical, -10%) [15]. Shield, x0.7; 123 EP.
TL3
Price: 2 x ($300,000 + 123 x $320) = $678,720.
The Shield of the Sun – as an enchanted item (using
Sorcery, destructible shields)
This
heavy large shield (LT, p. 116), emblazoned with the symbol of the sun, allows
the wielder to cast spells as if she had Divine
Empowerment 15 (The
Shining One). The Pact limitation will force the wielder to undertake a
quest on behalf of the deity every three months.
In
addition, it grants the wielder a +3 bonus to Block with this shield, Magic
Resistance 3 (Improved) (p. B67). The shield also has additional DR 10 against
energy attacks.
A
chaotic or evil divine spellcaster (one with divine abilities granted by a
chaotic or evil deity) that touches the shield takes 4d burning damage per
second (ignoring DR). All other characters are unaffected.
Statistics: Burning
Attack 4d (Accessibility, Alignment restrictions, -80%; Accessibility, Only on
the wearer, -10%; Always On, -20%; Aura, +80%; Cosmic, Irresistible Attack,
+300%; Magical, -10%; Melee Attack, Reach C, -30%) [66] + Divine
Empowerment 15 (Limited Scope, The
Shining One, -40%) [60] + DR 10 (Directional, Front, -20%; Limited, Energy,
-20%; Magical, -10%; Requires a Shield Roll, -10%) [20] + Enhanced
Block 3 (This shield only; Magical, -10%) [14] + Magic Resistance 3 (Improved,
+150%; Magical, -10%) [15]. Large Shield, x0.4; 70 EP.
TL3
Price: 2 x ($5,000 + 70 x $320) = $54,800.
The Moaning
Diamond
The Moaning Diamond – as an enchanted item (using
Sorcery)
The
Moaning Diamond appears to be an uncut diamond the size of a human fist. At all
times, it gives forth a baleful moaning sound, as if in pain. Despite the
noise, the Moaning Diamond is not evil. The wielder of the stone can, three
times per day, call upon it to reshape earth and stone as if by the spell Shape
Earth 3. The possessor of such a stone need but utter a few words of
summoning and spend 1 FP, and an earth elemental (worth 150% or less of your
point value) comes to the summoner. The summoning words require 4 seconds to
speak. You can only summon an elemental this way when standing on earth or
stone. Only one elemental can be called at a time. If the elemental was
dismissed or dispelled, then you have to wait five minutes before you can
summon one again. If the elemental was slain, then you have to wait a day
before the next summoning.
See
GURPS Magic, p. 55 or GURPS Dungeon Fantasy 9 – Summoners, p. 27
for statistics of earth elementals.
Statistics:
Ally (Earth Elemental; Built on 150%; Constantly; Conjured, +100%; Costs 1 FP,
-5%; Environmental, Earth or stone, -10%; Magical, -10%; Maximum Duration, 10
minutes, -40%; Special Abilities, +50%; Takes Extra Time 2, -20%) [66] + Shape
Earth 3 (Limited Use, 3/day, -20%) [63]. Stone, x0.4; 52 EP.
TL3
Price: 2 x ($1,500 + 52 x $320) = $36,280.
The Orbs of
Dragonkind
The Orbs of Dragonkind – as an enchanted item (using
Sorcery)
Each of these fabled orbs contains
the essence of an ancient dragon of a different variety (one for each of the
major ten different chromatic and metallic dragons). The bearer of an Orb can
dominate dragons of its particular variety, gaining the ability to cast Dragon
Master. A character possessing an Orb of Dragonkind and all her gear gains DR
40 against the breath weapon—but only the breath weapon—of the dragon variety
keyed to the Orb, and immunity to other effects of the breath weapon. Finally,
a character possessing an Orb can herself use the breath weapon of the dragon
in the Orb three times per day.
Black
Dragon Breath (Acid): 12d corrosion, costs 1 FP, takes 5 seconds to
recharge. Range 5/10, maximum width 1 yard.
Blue
Dragon Breath (Electricity): 12d burning surge, costs 1 FP, takes 5 seconds
to recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack
must make an HT roll, at -1 per 2 points of penetrating damage, or be
physically stunned. On subsequent turns, they can roll HT to recover. This
breath attack behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
Brass
Dragon Breath:
-
Fire
Breath: 2d burning, costs 1 FP, takes 5 seconds to recharge.
Range 5/10, maximum width 1 yard.
-
Sleep
Gas Breath: Costs 1 FP, takes 5 seconds to recharge. Range 5/10,
maximum width 5 yards. Creatures who breathe the gas must roll Will or fall
asleep for 10 seconds times margin of failure.
Bronze
Dragon Breath:
-
Electric
Breath: 12d burning surge, costs 1 FP, takes 5 seconds to
recharge. Range 5/10, maximum width 1 yard. Targets stuck by this attack must
make an HT roll, at -1 per 2 points of penetrating damage, or be physically
stunned. On subsequent turns, they can roll HT to recover. This breath attack
behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
-
Repulsion
Gas Breath: Costs 1 FP, takes 5 seconds to recharge. Range 5/10,
maximum width 5 yards. Creatures who breathe the gas must roll Will or be
compelled to keep a distance of at least 11 yards from the user for 10 seconds
times margin of failure. If outside forces bring the victim and the user closer
together than that, the victim must move away as fast as he can, by the most
direct route possible. He may do nothing else until he is beyond the range. If
he cannot put at least 11 yards of distance between himself and the user, this
ability will render him helpless!
Copper
Dragon Breath:
-
Acid
Breath: 12d corrosion, costs 1 FP, takes 5 seconds to
recharge. Range 5/10, maximum width 1 yard.
-
Slowing
Gas Breath: Costs 1 FP, takes 5 seconds to recharge. Range 5/10,
maximum width 5 yards. Creatures who breathe the gas must roll HT or have their
Basic Move in all mediums decreased to 0.4x of its original value (minimum 1)
for 10 seconds times margin of failure.
Gold
Dragon Breath:
-
Fire
Breath: 13d burning, costs 1 FP, takes 5 seconds to recharge.
Range 5/10, maximum width 5 yards.
-
Weakening
Gas Breath: Costs 1 FP, takes 5 seconds to recharge. Range 5/10,
maximum width 5 yards. Creatures who breathe the gas must roll HT or get a -5
penalty to ST for 10 seconds times margin of failure.
Green
Dragon Breath (Acid): 11d corrosion, costs 1 FP, takes 5 seconds to
recharge. Range 5/10, maximum width 5 yards.
Red
Dragon Breath (Fire): 13d burning, costs 1 FP, takes 5 seconds to recharge.
Range 5/10, maximum width 5 yards.
Silver Dragon Breath:
-
Cold
Breath: 13d non-incendiary burning, costs 1 FP, takes 5
seconds to recharge. Range 5/10, maximum width 5 yards.
-
Paralyzing
Gas Breath: Costs 1 FP, takes 5 seconds to recharge. Range 5/10,
maximum width 5 yards. Creatures who breathe the gas must roll HT or be
paralyzed for 2 seconds times margin of failure.
White Dragon Breath (Cold): 12d
burning (no incendiary), costs 1 FP, takes 5 seconds to recharge. Range 5/10, maximum
width 5 yards.
All
Orbs of Dragonkind can be used to communicate mentally with the possessors of
the other Orbs as if using Telesend (p. B91). At any time, the owner of an Orb may
take a Concentrate maneuver and make a Per roll with the range penalties given
under Long-Distance Modifiers (p.
B241) to sense the presence of dragons around her. For dragons of the Orb’s
particular variety, the roll gets a +5 bonus. If the roll succeeds to detect a
dragon of the Orb’s variety, the wielder can determine the exact location and
age of the creature (allowing to use Dragon Master from afar). The bearer of
one of these Orbs earns the enmity forever of all dragonkind for profiting by
the enslavement of one of their kin, even if she later loses the item.
Each
Orb also has an individual power that can be invoked.
Black Dragon Orb: Personal
Hawk Flight 1.
Blue Dragon Orb: Great
Haste.
Brass Dragon Orb: Teleport.
Bronze Dragon Orb: Scrying
10.
Copper Dragon Orb: Suggestion.
Gold Dragon Orb: The
owner of the gold Orb can call upon any power possessed by one of the other
Orbs—including Dragon Master and breath weapon abilities but breath weapon
immunity—but can only use each individual power once per day. She can use Dragon
Master on any other possessor of an Orb instead of an actual dragon.
Green Dragon Orb: Apportation
10.
Red Dragon Orb: Wall
of Fire 4.
Silver Dragon Orb: Major
Healing.
White Dragon Orb: Resist
Cold (Pyramid #3-63, p. 9).
NEW SORCERY SPELL
Dragon Master
Keywords: Resisted (Will).
Full Cost: 283 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Two days.
This spell allows the caster to
mentally dominate a particular type of dragons (red, gold, white, etc.), chosen
when they learn this spell, that the caster can see, touch, or sense with
another spell. The casting roll takes the range penalties given under Long-Distance Modifiers (p. B241). If
the dragon fails to resist (this spell ignores
Magic Resistance, Mind Shield, and other similar defensive abilities), it will
obey every command of the caster until freed, effectively gaining the
Reprogrammable (p. B150) disadvantage with the caster as the master. If the
caster attempts to force the dragon to act against its principles, roll another
Quick Contest. Roll immediately before the principles would be violated, not
when the caster gives the command. If the dragon wins, it breaks free.
If the caster fails to control the dragon,
they cannot attempt to control that subject again for 24 hours, and the dragon
feels a sense of mental coercion emanating from the caster.
Statistics:
Mind Control (Accessibility, Dragons of a Particular Type Only, -60%; Cosmic,
Irresistible Attack, +300%; Extended Duration, x1,000, +120%; Fixed Duration,
+0%; Independent, +70%; Long-Range 1, +50%; Sorcery, -15%) [283].
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