Monday, 9 March 2020

Treasure: Cursed Items

Treasure: Cursed Items

Now let's convert the specific cursed items from the Dungeon Master's Guide for D&D 3.5 using the method based on the one described by Pseudonym (I think he missed the Melee Attack, Reach C, -30% limitation).

Amulet of Inescapable Location

Amulet of Inescapable Location – as an enchanted item (using Sorcery)
This amulet, once put on the neck, forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the amulet becomes impossible to remove. The curse persists even in no-mana areas, but the amulet will not be able to curse anyone if it is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
This silver amulet makes the wearer very visible to Information spells. The amulet increases the diviner’s effective margin of success by 10 for these purposes.
            Statistics: Affliction 1 (Will; Advantage, Amulet of Inescapable Location, +300%; 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%) [78]. Note: “Amulet of Inescapable Location” is Obscure 10 (Information Spells; No Area of Effect, -50%; Reversed, -0%; Stealthy, +100%) [30]. Amulet, x0.5; 39 EP.
            TL3 Price: 2 x ($500 + 39 x $320) = $25,960.

Armor of Arrow Attraction

Armor of Armor Attraction – as an enchanted item (using Sorcery, indestructible armor)
This light plate armor (LTIA, page 5) protects torso, limbs, extremities, groin, neck, face, and skull (it includes a light plate full helm (LTIA, page 14), light plate gauntlets (LTIA, page 15), and light plate sabatons (LTIA, page 16)). Once the entire suit is put on, it forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the armor becomes impossible to remove. The curse persists even in no-mana areas, but the armor will not be able to curse anyone if it is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
Anyone attacking the wearer with a ranged attack gets a +5 bonus to hit.
Statistics: Affliction 1 (Will; Advantage, Armor of Arrow Attraction, +130%; 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%) [51]. Note: “Armor of Arrow Attraction” is Obscure 5 (Vision; Anti-Targeting, -20%; No Area of Effect, -50%; Reversed, -0%; Stealthy, +100%) [13]. Armor, Requires Full Suit, x0.85; 44 EP.
TL3 Price: 2 x ($700 + 44 x $320) = $29,560.
            TL4 Price: 2 x ($1,400 + 44 x $365) = $34,920.

Armor of Armor Attraction – as an enchanted item (using Sorcery, destructible armor)
This light plate armor (LTIA, page 5) protects torso, limbs, extremities, groin, neck, face, and skull (it includes a light plate full helm (LTIA, page 14), light plate gauntlets (LTIA, page 15), and light plate sabatons (LTIA, page 16)). Once the entire suit is put on, it forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the armor becomes impossible to remove. The curse persists even in no-mana areas, but the armor will not be able to curse anyone if it is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
Anyone attacking the wearer with a ranged attack gets a +5 bonus to hit.
Statistics: Affliction 1 (Will; Advantage, Armor of Arrow Attraction, +130%; 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%) [51]. Note: “Armor of Arrow Attraction” is Obscure 5 (Vision; Anti-Targeting, -20%; No Area of Effect, -50%; Reversed, -0%; Stealthy, +100%) [13]. Armor, Requires Full Suit, x0.45; 23 EP.
TL3 Price: 2 x ($150 + 23 x $320) = $15,020.
            TL4 Price: 2 x ($300 + 23 x $365) = $17,390.

Armor of Rage

Armor of Rage – as an enchanted item (using Sorcery, indestructible armor)
This medium plate armor (LTIA, page 5) only protects torso from the front. Once it is put on, it forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the armor becomes impossible to remove. The curse persists even in no-mana areas, but the armor will not be able to curse anyone if it is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
The wearer of the armor gains Berserk (6) (p. B124).
Statistics: Affliction 1 (Will; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Berserk (6), +20%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%) [50]. Armor, x0.9; 45 EP.
TL3 Price: 2 x ($700 + 45 x $320) = $30,200.
            TL4 Price: 2 x ($1,400 + 45 x $365) = $35,650.

Armor of Rage – as an enchanted item (using Sorcery, destructible armor)
This medium plate armor (LTIA, page 5) only protects torso from the front. Once it is put on, it forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the armor becomes impossible to remove. The curse persists even in no-mana areas, but the armor will not be able to curse anyone if it is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
The wearer of the armor gains Berserk (6) (p. B124).
Statistics: Affliction 1 (Will; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Berserk (6), +20%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%) [50]. Armor, x0.55; 28 EP.
TL3 Price: 2 x ($200 + 28 x $320) = $18,320.
            TL4 Price: 2 x ($400 + 28 x $365) = $21,240.

Bag of Devouring

Bag of Devouring – as an enchanted item (using Sorcery)
This simple-looking cloth bag contains an extradimensional space. Nothing carried in the bag has any weight. However, the bag cannot be taken to any other extradimensional space, such as another bag of holding or planar pockets, such as the ones created by Hideaway or similar spells and abilities. This bag can hold no more than 250 lbs. or 12.5 cubic feet. Each hour it has a cumulative (start at 3 or lower on a 3d roll, increasing the threshold by 1 each hour) chance of swallowing the contents and then spitting the stuff out in some nonspace or on some other plane.
The sack is, however, a lure used by an extradimensional creature—in fact, one of its feeding orifices. Any substance of animal or vegetable nature is subject to “swallowing” if thrust within the bag. The bag of devouring is likely (6 or higher on a 3d roll) to ignore any initial intrusion, but any time thereafter that it senses living flesh within (such as if someone reaches into the bag to pull something out), it is likely (10 or higher on a 3d roll) to close around the offending member and attempt to draw the whole victim in. The bag has effective ST 12. Whenever is decides to swallow a living being, it starts dealing it 1d corrosion damage per second until the prey is fully disintegrated or if it breaks free.
            Statistics: Internal Binding 12 (Aura, +80%; Link, +10%; Melee Attack, Reach C, -30%; Unbreakable, +40%; Uncontrollable, -30%) [9] + Internal Corrosion Attack 1d (Aura, +80%; Link, +10%; Melee Attack, Reach C, -30%; Uncontrollable, -30%) [3] + Payload 125 (Cosmic, Extradimensional, +50%; Magical, -10%; Nuisance Effect, Cannot be used in extradimensional spaces, -10%; Nuisance Effect, Loses things occasionally, -20%) [138]. Bag, Cloth, x0.3; 45 EP.
            TL3 Price: 2 x ($700 + 45 x $320) = $30,200.

Berserking Sword

Berserking Sword – as an enchanted item (using Sorcery)
This thrusting greatsword (p. LT70) acts as a thrusting greatsword of Puissance 2 (adds +4 to swing damage and +2 to thrust damage). However, the wielder has the Berserk (6) (Battle Rage) (p. B124) disadvantage when using it.
Statistics: Striking ST+4 (Magical, -10%; One Attack, This weapon, -60%; Temporary Disadvantage, Berserk (6) (Battle Rage), -30%) [4] (KYOS: 1). Weapon, Metal, x0.45; 2 EP (KYOS: 1 EP).
            TL3 Price: 2 x ($30 + 2 x $320) = $1,340.
TL3 Price (KYOS): 2 x ($30 + 1 x $320) = $700.

Boots of Dancing

Boots of Dancing – as an enchanted item (using Sorcery, indestructible armor)
These light leather boots (LTIA, page 16), once put on by a sapient creature, force the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the boots become impossible to remove. The curse persists even in no-mana areas, but the boots will not be able to curse anyone if they is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
But when the wearer is in (or fleeing from) melee combat, boots of dancing impede movement, making him behave as if Irresistible Dance had been cast upon him. The wearer feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The curse makes it very hard for the wearer to do anything other than caper and prance in place. The wearer can move at half of his Move, defends at -4, and is at -4 to DX and IQ. He automatically fails any action that requires a Concentrate maneuver. At the end of the dance, the subject loses 1 FP.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Emergencies Only on Seizure, -30%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%; Seizure, Variant, +100%) [54]. Armor, x0.9; 49 EP.
            TL3 Price: 2 x ($1,000 + 49 x $320) = $33,360.

Boots of Dancing – as an enchanted item (using Sorcery, destructible armor)
These light leather boots (LTIA, page 16), once put on by a sapient creature, force the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the boots become impossible to remove. The curse persists even in no-mana areas, but the boots will not be able to curse anyone if they is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
But when the wearer is in (or fleeing from) melee combat, boots of dancing impede movement, making him behave as if Irresistible Dance had been cast upon him. The wearer feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The curse makes it very hard for the wearer to do anything other than caper and prance in place. The wearer can move at half of his Move, defends at -4, and is at -4 to DX and IQ. He automatically fails any action that requires a Concentrate maneuver. At the end of the dance, the subject loses 1 FP.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Emergencies Only on Seizure, -30%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%; Seizure, Variant, +100%) [54]. Armor, x0.45; 25 EP.

            TL3 Price: 2 x ($150 + 25 x $320) = $16,300.

Bracers of Defenselessness

These bracers, once put on the arms, force the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the bracers become impossible to remove. The curse persists even in no-mana areas, but the bracers will not be able to curse anyone if they are put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
These bracers reduce the wearer’s active defenses by 2.
Statistics: Affliction 1 (Will; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Negative Defense Bonus 2, +60%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%) [54]. Bracer, x0.45; 25 EP.

            TL3 Price: 2 x ($1,500 + 25 x $320) = $19,000.

Broom of Animated Attack

Broom of Animated Attack – as an enchanted item (using Sorcery)
This item is indistinguishable in appearance from a normal broom. It is identical to a broom of flying by all tests short of attempted use.
If a command is spoken, the broom does a loop-the-loop with its hopeful rider, dumping him on his head from 2d feet off the ground. The broom then attacks the victim, swatting the face with the straw or twig end and beating him with the handle end.
The broom has ST and Move 10, and the user’s Staff skill (treat it as a quarterstaff).
Statistics: Telekinesis 10 (Independent, +40%; Magical, -10%; One Task, Beat the wielder with the broom, -40%) [46]. Staff, x0.35; 17 EP.

            TL3 Price: 2 x ($100 + 17 x $320) = $11,080.

Cloak of Poisonousness

Cloak of Poisonousness – as an enchanted item (using Sorcery)
This cloak is usually made of a woolen material, although it can be made of leather. A Detect Poison spell can reveal the presence of poison impregnated in the cloak’s fabric. The garment can be handled without harm, but as soon as it is actually donned the wearer begins taking 10d toxic damage every second (this damage ignores DR).
Statistics: Toxic Attack 10d (Accessibility, Only when donned and only on the wearer, -10%; Always On, -20%; Aura, +80%; Cosmic, Irresistible Attack, +300%; Magical, -10%; Melee Attack, Reach C, -30%) [164]. Cloak, x0.5; 82 EP.

            TL3 Price: 2 x ($15,000 + 82 x $320) = $82,480.

Crystal Hypnosis Ball

Crystal Hypnosis Ball – as an enchanted item (using Sorcery)
This cursed item is indistinguishable from a normal crystal ball. However, anyone attempting to use the scrying device becomes dazed for 1d minutes, and a telepathic suggestion is implanted in his mind (a successful Will roll negates both effects).
The user of the device believes that the desired creature or scene was viewed, but actually he came under the influence of a powerful wizard, lich, or even some power or being from another plane. Each further use brings the crystal hypnosis ball gazer deeper under the influence of the controller, either as a servant or a tool. Note that throughout this time, the user remains unaware of his subjugation. Only a Remove Curse spell or a similar effect can dispel this suggestion.
            Statistics: Affliction 1 (Will; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Delusions (This is a crystal ball of scrying), +5%; Disadvantage, Obsession (any), +10%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%) [50]. Gem, x0.4; 20 EP.
            TL3 Price: 2 x ($150 + 20 x $320) = $13,100.

   
Cursed -2 Sword

Cursed -2 Sword – as an enchanted item (using Sorcery)
Once this longsword (p. LT66) is taken in hands, it forces the wielder to make a Will roll every second. If the wielder fails, he becomes cursed. The curse persists even in no-mana areas, but the ring will not be able to curse anyone if it is put on in such an area.
This sword performs well against targets in practice, but when used against an opponent in combat, it causes its wielder to take a -2 penalty on attack rolls. The wielder believes the sword to work normally and thinks that other factors are distracting him. The sword always forces that character to employ it rather than another weapon. The sword’s owner automatically draws it and fights with it even when she meant to draw or ready some other weapon. The sword can be gotten rid of only by means of Remove Curse.
Statistics: Affliction 1 (Will; Attribute Penalty, DX-2, Only fighting with this weapon, +10%; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Delusions (This sword is normal), +5%; Disadvantage, Vow (Only use this sword in battle), +15%; Emergencies only on Attribute Penalty, -30%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%) [48]. Weapon, Metal, x0.45; 22 EP.
TL3 Price: 2 x ($150 + 22 x $320) = $14,380.

Cursed Backbiter Spear

Cursed Backbiter Spear – as an enchanted item (using Sorcery)
This spear (p. LT69) acts as a spear of Puissance 2 (adds +4 to swing damage and +2 to thrust damage), but each time it is used in melee against a foe and the attack roll is a critical miss, it damages its wielder instead of her intended target. When the curse takes effect, the spear curls around to strike its wielder in the back, automatically dealing the damage to the wielder. The curse even functions when the spear is hurled.
Statistics: Striking ST+4 (Magical, -10%; One Attack, This weapon, -60%; Temporary Disadvantage, Divine Curse (Hit yourself on a critical miss), -10%) [4] (KYOS: 1). Weapon, Wooden, x0.35; 2 EP (KYOS: 1 EP).
            TL3 Price: 2 x ($30 + 2 x $320) = $1,340.
TL3 Price (KYOS): 2 x ($30 + 1 x $320) = $700.

Flask of Curses
                 
Flask of Curses – as an enchanted item (using Sorcery)
This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It may contain a liquid, or it may emit smoke. When the flask is first unstoppered, everyone within 4 yards must make a Will roll (DR, Magic Resistance, and other abilities do not help here). Those who fail get the Cursed disadvantage (p. B129) that can only be removed by Remove Curse or an equivalent effect.
Statistics: Affliction 1 (Will; Area Effect, 4 yards, +100%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Cosmic, Irresistible Attack, +300%; Disadvantage, Cursed, +75%; Magical, -10%; No Signature, +20%; Single Use, x1/5) [14]. Bottle, x0.35; 5 EP.
            TL3 Price: 2 x ($30 + 5 x $320) = $3,260.

Gauntlets of Fumbling

Gauntlets of Fumbling – as an enchanted item (using Sorcery, indestructible armor)
These gloves, once put on the hands, force the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the gloves become impossible to remove. The curse persists even in no-mana areas, but the gloves will not be able to curse anyone if they are put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
These gloves grant the wearer the Total Klutz disadvantage (p. B141).
Statistics: Affliction 1 (Will; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Total Klutz, +15%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%) [50]. Armor, x0.9; 45 EP.
            TL3 Price: 2 x ($700 + 45 x $320) = $30,200.

Gauntlets of Fumbling – as an enchanted item (using Sorcery, destructible armor)
These gloves, once put on the hands, force the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the gloves become impossible to remove. The curse persists even in no-mana areas, but the gloves will not be able to curse anyone if they are put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
These gloves grant the wearer the Total Klutz disadvantage (p. B141).
Statistics: Affliction 1 (Will; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Total Klutz, +15%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%) [50]. Armor, x0.6; 30 EP.

            TL3 Price: 2 x ($200 + 30 x $320) = $19,600.


Helm of Opposite Alignment

Helm of Opposite Alignment – as an enchanted item (using Sorcery, indestructible armor)
This light plate full helm (LTIA, page 14) looks normal. When placed upon the head, it forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the helmet becomes impossible to remove. The curse persists even in no-mana areas, but the helmet will not be able to curse anyone if it is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
Mental disadvantages of the wearer are radically altered to be as different as possible from the former ones, but this should not increase the wearer’s point value. Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. This usually makes divine abilities of the wearer cease to function, if they have the Pact limitation. The curse only works once; that is, a character whose alignment has been changed cannot change it again by donning the helmet a second time. When a helm of opposite alignment has functioned once, it loses its magical properties.
Statistics: Affliction 1 (Will; Advantage, Helm of Opposite Alignment, +150%; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Magical -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Nuisance Effect, Only works once, -80%) [55]. Note: “Helm of Opposite Alignment” is Alternate Form (Mental) [15]. Armor, x0.9; 50 EP.
            TL3 Price: 2 x ($1,000 + 50 x $320) = $34,000.

Helm of Opposite Alignment – as an enchanted item (using Sorcery, destructible armor)
This light plate full helm (LTIA, page 14) looks normal. When placed upon the head, it forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the helmet becomes impossible to remove. The curse persists even in no-mana areas, but the helmet will not be able to curse anyone if it is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
Mental disadvantages of the wearer are radically altered to be as different as possible from the former ones, but this should not increase the wearer’s point value. Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. This usually makes divine abilities of the wearer cease to function, if they have the Pact limitation. The curse only works once; that is, a character whose alignment has been changed cannot change it again by donning the helmet a second time. When a helm of opposite alignment has functioned once, it loses its magical properties.
Statistics: Affliction 1 (Will; Advantage, Helm of Opposite Alignment, +150%; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Magical -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Nuisance Effect, Only works once, -80%) [55]. Note: “Helm of Opposite Alignment” is Alternate Form (Mental) [15]. Armor, x0.6; 33 EP.
            TL3 Price: 2 x ($300 + 33 x $320) = $21,720.


Incense of Obsession

Incense of Obsession – as an enchanted item (using Sorcery)
These blocks of incense appear to be normal. If meditation and prayer are conducted while incense of obsession is burning nearby, its odor and smoke cause the user to become totally confident that her spell ability is superior, due to the magic incense (of course, if the user fails to resist with Will). The user is determined to use her spells at every opportunity, even when not needed or when useless. The user remains obsessed with her abilities and spells until all have been used or cast, or until 24 hours have elapsed. This obsession cannot be dispelled with Dispel Magic, but Remove Curse will do.
Statistics: Affliction 1 (Will; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Delusion (Magical powers are great!), +10%; Extended Duration, x1,000, +120%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%) [41]; One-Use Candle, x0.2; 9 EP.

            TL3 Price: 2 x ($50 + 9 x $320) = $5,860.

Mace of Blood

Mace of Blood – as an enchanted item (using Sorcery)
This mace (p. LT65) does an additional 2d of follow-up (p. B105) crushing damage with no knockback or blunt trauma. However, it must be coated in blood daily to have its magical properties working, and each use grants the wielder 2 points of Corruption (GUPRS Horror, pp. 146-148).
Statistics: Crushing Attack 2d (Corrupting, -20%; Follow-Up, This weapon, +0%; Magical, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Nuisance Effect, Must be coated in blood daily, -20%) [2]. Weapon, Metal, x0.45; 1 EP.
            TL3 Price: 2 x ($30 + 1 x $320) = $700.

  
Medallion of Thought Projection

Medallion of Thought Projection – as an enchanted item (using Sorcery)
This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others, as with the Mind Reading advantage (p. B69), except that the thoughts overheard are muffled and distorted, requiring an IQ roll to sort out. However, while the user thinks she is picking up the thoughts of others, all she is really hearing are figments created by the medallion itself. These illusory thoughts always seem plausible and thus can seriously mislead any who rely upon them. What’s worse, unknown to her, the cursed medallion actually broadcasts her thoughts to the creature whose mind is being “read”, thus alerting it to her presence.
Each attempt to “read thoughts” and each minute of maintenance costs 1 FP.
            Statistics: Telesend (Costs Fatigue, 1 FP, -5%; Magical, -10%; Temporary Disadvantage, Delusion (This is a mind-reading medallion), -10%) [23]. Amulet, x0.5; 12 EP.
            TL3 Price: 2 x ($70 + 12 x $320) = $7,820.

Necklace of Strangulation

Necklace of Strangulation – as an enchanted item (using Sorcery)
A necklace of strangulation appears to be a rare and wondrous piece of valuable jewelry. This necklace, once put on the neck, forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the necklace becomes impossible to remove. The curse persists even in no-mana areas, but the necklace will not be able to curse anyone if it is put on in such an area.
The necklace immediately constricts, choking the wearer (p. B428). It cannot be removed by any means short of a Remove Curse spell and remains clasped around the victim’s throat even after his death. Only when he has decayed to a dry skeleton (after approximately one month) does the necklace loosen, ready for another victim.
Statistics: Affliction 1 (Will; Aura, +80%; Based on Will, +20%; Choking, +100%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%) [58]. Amulet, x0.5; 29 EP.

            TL3 Price: 2 x ($200 + 29 x $320) = $18,960.

Net of Snaring

Net of Snaring – as an enchanted item (using Sorcery)
This melee net (p. LT76) is more useful underwater. While underwater, it can be mentally commanded to lash out to entangle a victim. Treat this as a melee attack, do not apply range penalties. Use Innate Attack (Beam) to hit. On a hit, the victim is grappled (see p. B370) and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The ST of this effect is equal to 10. To break free, the victim must win a Quick Contest of ST or Escape skill against 10. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the net. Innate Attacks hit automatically; other attacks are at -4. External attacks on the net take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The net has DR 3. Each point of damage reduces ST by one. At ST 0, the net is destroyed and the victim is freed. Each use costs 1 FP.
Statistics: Binding 10 (Costs Fatigue, 1 FP, -5%; Jet, +0%; Magical, -10%; One-Shot, -10%; Underwater Only, -20%) [11]. Rope, x0.35; 4 EP.

            TL3 Price: 2 x ($30 + 4 x $320) = $2,620.

Periapt of Foul Rotting

Periapt of Foul Rotting – as an enchanted item (using Sorcery)
This engraved gem appears to be of little value. This periapt, once put on the neck, forces the wearer to make a HT roll every day. If the wearer fails, he becomes cursed, and the periapt becomes impossible to remove. The curse persists even in no-mana areas, but the periapt will not be able to curse anyone if it is put on in such an area.
The wearer of the periapt contracts a terrible rotting affliction that makes the wearer roll HT every day or suffer a cumulative -1 penalty to ST, DX, and HT. The periapt (and the affliction) can be removed only by application of a Remove Curse spell l. The rotting can also be countered by crushing a periapt of health and sprinkling its dust upon the afflicted character, whereupon the periapt of foul rotting likewise crumbles to dust.
Statistics: Affliction 1 (HT; Attribute Penalty, ST-1, DX-1, HT-1, +20%; Aura, +80%; Cosmic, Immune to Dispel Magic, +50%; Cumulative, +400%; Extended Duration, Permanent, +150%; Limited Use, 1/day, -40%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%) [84]. Amulet, x0.5; 42 EP.

            TL3 Price: 2 x ($700 + 42 x $320) = $27,020.

Robe of Powerlessness

Robe of Powerlessness – as an enchanted item (using Sorcery, indestructible armor)
This robe, once donned, forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the robe becomes impossible to remove. The curse persists even in no-mana areas, but the robe will not be able to curse anyone if it is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
This robe imposes a -4 penalty to ST and IQ of the wearer.
Statistics: Affliction 1 (Will; Attribute Penalty, ST-4, IQ-4, +60%; 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%) [54]. Heavy Cloak, x0.7; 38 EP.
            TL3 Price: 2 x ($500 + 38 x $320) = $25,320.

Robe of Powerlessness – as an enchanted item (using Sorcery, destructible armor)
This robe, once donned, forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the robe becomes impossible to remove. The curse persists even in no-mana areas, but the robe will not be able to curse anyone if it is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
This robe imposes a -4 penalty to ST and IQ of the wearer.
Statistics: Affliction 1 (Will; Attribute Penalty, ST-4, IQ-4, +60%; 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%) [54]. Heavy Cloak, x0.3; 17 EP.

            TL3 Price: 2 x ($100 + 17 x $320) = $11,080.

Robe of Vermin

Robe of Vermin – as an enchanted item (using Sorcery, indestructible armor)
This robe, once donned, forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the robe becomes impossible to remove. The curse persists even in no-mana areas, but the robe will not be able to curse anyone if it is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
As soon as the wearer is in a situation requiring concentration and action against hostile opponents, the true nature of the garment is revealed: The wearer immediately suffers a multitude of bites from the insects that magically infest the garment. This causes severe discomfort, imposing a -2 penalty to DX and IQ.
Statistics: Affliction 1 (Will; Attribute Penalty, DX-2, IQ-2, +40%; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Emergencies only on Attribute Penalty, -30%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%) [49]. Heavy Cloak, x0.7; 35 EP.
            TL3 Price: 2 x ($300 + 35 x $320) = $23,000.

Robe of Vermin – as an enchanted item (using Sorcery, destructible armor)
This robe, once donned, forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the robe becomes impossible to remove. The curse persists even in no-mana areas, but the robe will not be able to curse anyone if it is put on in such an area. The curse cannot be removed by Dispel Magic, but Remove Curse or a similar effect dispels it.
As soon as the wearer is in a situation requiring concentration and action against hostile opponents, the true nature of the garment is revealed: The wearer immediately suffers a multitude of bites from the insects that magically infest the garment. This causes severe discomfort, imposing a -2 penalty to DX and IQ.
Statistics: Affliction 1 (Will; Attribute Penalty, DX-2, IQ-2, +40%; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Emergencies only on Attribute Penalty, -30%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%) [49]. Heavy Cloak, x0.3; 15 EP.
            TL3 Price: 2 x ($70 + 15 x $320) = $9,740.

Ring of Clumsiness

Ring of Clumsiness – as an enchanted item (using Sorcery)
This ring is crafted with a feather pattern all around its edge. The wearer becomes able to glide through the air. He cannot gain altitude. With a running leap, he can launch himself with an air Move equal to Basic Move. Each turn, he can change velocity by up to 10 yards/second x local gravity in Gs. To accelerate, he must descend by 1 yard for each 1 yard/second added to velocity; top speed is Basic Move x 4 (but he can go faster if towed). To decelerate, he must fly level. If he does not descend at least 1 yard, he automatically decelerates by 1 yard/second that turn. When working out turning radius, the wearer’s basic air Move is 10 x local gravity in Gs.
However, this ring is also cursed. This ring, once put on the finger, forces the wearer to make a Will roll every second. If the wearer fails, he becomes cursed, and the ring becomes impossible to remove. The curse persists even in no-mana areas, but the ring will not be able to curse anyone if it is put on in such an area. The ring imposes a -4 penalty to DX.
The ring has SM-11, DR 4, HP 3.
            Statistics: Affliction 1 (Will; Attribute Penalty, DX-4, +40%; Aura, +80%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Emergencies only on Attribute Penalty, -30%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Magical -10%) [49] + Flight (Gliding, -50%; Magical, -10%) [16]. Ring, x0.65; 43 EP.
            TL3 Price: 2 x ($700 + 43 x $320) = $28,920.

Stone of Weight (Loadstone)

Stone of Weight (Loadstone) – as an enchanted item (using Sorcery)
This stone appears to be a dark, smoothly polished stone. This stone, once taken, forces the possessor to make a Will roll every second. If the possessor fails, he becomes cursed, and the stone becomes impossible get rid of - if it is thrown away or smashed, it reappears somewhere on his person. The curse persists even in no-mana areas, but the stone will not be able to curse anyone if it is put on in such an area.
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.
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]. Gem, Carried, x0.5; 26 EP.
            TL3 Price: 2 x ($200 + 26 x $320) = $17,040.

Vacuous Grimoire

Vacuous Grimoire – as an enchanted item (using Sorcery)
A book of this sort looks like a normal one on some mildly interesting topic. Any character who opens the work and reads so much as a single word therein must make a Will roll. If he fails, he gets a -1 penalty to IQ that can only be removed by casting Remove Curse and burning the book. If the grimoire is placed with other books, its appearance instantly alters to conform to the look of those other works.
Statistics: Affliction 1 (Will; Attribute Penalty, IQ-1, +10%; 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%; Vision-Based, -20%) [47]. Book, Carried, x0.5; 24 EP.
            TL3 Price: 2 x ($150 + 24 x $320) = $15,660.

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