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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