Treasure: Magic Weapons II
And the second half of the magic weapons from the Dungeon Master's Guide for D&D 3.5. This one covers specific magic weapons and artifact weapons. Not much left in terms of magic items!
Assassin’s
Dagger
Assassin’s Dagger – as an enchanted item (using
Sorcery)
This
dagger (p. LT67) of Puissance
2 (+2 to thrust damage) grants a +3 bonus when attacking vitals,
eliminating the hit location penalty in normal situations.
Statistics: Higher
Purpose 3 (Attack vitals with this weapon; Cosmic, Allows multiple levels,
+50%; Magical, -10%) [21] + Striking ST+4 (Magical, -10%; One Attack, This
weapon, -60%) [6] (KYOS: 2). Weapon, Metal, x0.45; 13 EP (KYOS: 11 EP).
TL3
Price: 2 x ($70 + 13 x $320) = $8,460.
TL3
Price (KYOS): 2 x ($70 + 11 x $320) = $7,180.
Dagger of Venom
Dagger of Venom – as an enchanted item (using Sorcery)
This
dagger (p. LT67) deals 1d follow-up toxic damage.
Statistics: Toxic
Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%) [4]. Weapon, Metal, x0.45;
2 EP.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
Dwarven Thrower
Dwarven Thrower – as an enchanted item (using Sorcery)
This
SM-1 warhammer (p. LT70) can be used as a throwing weapon. Add +1 to ST when
figuring throwing distance, and +1 per
die of damage when throwing this weapon (use normal swing-based damage of
the warhammer, not the values from p. B355). Use the better of DX and Throwing
to hit. In addition, this weapon deals an additional 3d follow-up crushing
damage against giants. The weapon immediately disappears after hitting
something and reappears in the thrower’s hands. All described powers can be
used only by dwarves.
Statistics: Crushing
Attack 3d (Accessibility, Only against giants, -30%; Follow-Up, This weapon
when thrown, +0%; Magical, -10%) [9] + Unusual Training (Throwing Art, Only
this weapon) [1] + Throwing Art (H) DX [4] modified by Magical, -10%. The
returning enchantment is based on the Returning Weapon imbuement skill and is
26 points, per Enhances or Transforms an
Existing Attack (GURPS Thaumatology:
Sorcery, p. 11). Weapon, Metal, Racial restriction, x0.4; 16 EP.
TL3
Price: 2 x ($100 + 16 x $320) = $10,440.
Flame Tongue
Flame Tongue – as an enchanted item (using Sorcery)
This
longsword (p. LT66) gives off light as a torch. It does an additional 3d of
follow-up (p. B105) burning damage. The wielder will find the weapon hot to the
touch, but not uncomfortable to use. In addition, it can be used to cast Flame
Jet 4 (Pyramid #3-63, p. 8) once per
day.
Statistics: Burning
Attack 3d (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [12] + Flame
Jet 4 (Limited Use, 1/day, -40%) [12] + Illumination (Magical, -10%) [1].
Weapon, Metal, x0.45; 12 EP.
TL3
Price: 2 x ($70 + 12 x $320) = $7,820.
Frost Brand
Frost Brand – as an enchanted item (using Sorcery)
This
thrusting greatsword (p. LT70) does an additional 1d of follow-up (p. B105)
burning damage. This damage is from extreme cold,
not fire; it will never set anything ablaze. The wielder will find the weapon
cool to the touch, but not uncomfortable to use. This greatsword sheds light
as a torch when the temperature drops below 0°F. The frost brand allow the
wielder to cast Extinguish Fire 1 (Pyramid
#3-63, p. 7). It
also continually protects the wearer from damage (both HP and FP) from fire.
The wielder and all his gear gain DR 5 against fire, including effects that
bypass normal DR to cause direct, internal damage.
Statistics: Burning
Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; No Incendiary Effect,
-10%; Visible, -10%) [4/5=1] + DR 5 (Force Field, +20%; Limited, Cold, -40%;
Magical, -10%) [18] + Extinguish Fire 1 [15] + Illumination (Accessibility, Only
when the temperature is below 0°F, -20%; Magical, -10%) [1] + Internal DR 5
(Limited, Cold, -40%; Magical, -10%) [3]. Weapon, Metal, x0.45; 18 EP.
TL3
Price: 2 x ($100 + 18 x $320) = $11,720.
Hammer of
Thunderbolts
Hammer of Thunderbolts – as an enchanted item (using
Sorcery)
This
SM+1 warhammer (p. LT70) can be used as a throwing weapon. Add +1 to ST when
figuring throwing distance, and +1 per
die of damage when throwing this weapon (use normal swing-based damage of
the warhammer, not the values from p. B355). Use the better of DX and Throwing
to hit. The weapon immediately disappears after hitting something and reappears
in the thrower’s hands.
On
hit, it produces a loud sound that fills a 4-yard-radius area around the struck
target. Everyone within must resist with HT; Protected Hearing gives +5, Hard
of Hearing gives +4. The wielder must roll as well, if he is within the area,
but at +5. Everyone who fails to resist is physically stunned. On subsequent
turns, they can roll HT to recover.
In
addition, if the wielder is wearing a belt of
giant strength and gauntlets
of ogre power, an additional power is unlocked. When this hammer strikes a
giant, the giant must roll against HT or suffer a heart attack. The HT roll
gets a bonus equal to DR, if the hammer did not penetrate it, but DR with Tough
Skin does not count.
This
hammer has DR 12.
Statistics: Affliction
1 (HT; Area Effect, 4 yards, +100%; Link, +10%; Hearing-Based, +150%; Magical,
-10%; No Signature, +20%; Nuisance Effect, Loud, -5%) [37] + Affliction 1 (HT; Accessibility,
Only against giants, -30%; Accessibility, Only when wearing a belt of giant
strength and gauntlets of ogre power, -20%; Heart Attack, +300%; Follow-Up,
This weapon, +0%; Magical, -10%) [34] + Protected Hearing (Accessibility, Only
versus own thundering warhammer, -80%) [1] + Unusual Training (Throwing Art, Only
this weapon) [1] + Throwing Art (H) DX [4] modified by Magical, -10%. The
returning enchantment is based on the Returning Weapon imbuement skill and is
26 points, per Enhances or Transforms an
Existing Attack (GURPS Thaumatology:
Sorcery, p. 11). Weapon, Metal, Unnaturally Tough, x0.5; 52 EP.
TL3
Price: 2 x ($1,500 + 52 x $320) = $36,280.
Holy Avenger
Holy Avenger – as an enchanted item (using Sorcery)
This
cold
iron longsword (p. LT66) has its magical function unlocked only in the
hands of a creature with divine powers granted by a good-aligned deity. In such
hands, it acts as if enchanted with Puissance
3 (+6 to swing damage, +3 to thrust damage), grants Magic Resistance 2
(Improved) (p. B67) and the ability to cast Remove Curse (GURPS Thaumatology: Sorcery, p. 21).
Statistics: Magic
Resistance 2 (Improved, +150%; Magical, -10%) [10] + Remove Curse [65] + Striking
ST+6 (Magical, -10%; One Attack, This weapon, -60%) [9] (KYOS: 2). Weapon,
Metal, Alignment Restriction, x0.4; 34 EP (KYOS: 31 EP).
TL3
Price: 2 x ($300 + 34 x $320) = $22,360.
TL3
Price (KYOS): 2 x ($300 + 31 x $320) = $20,440.
Javelin of
Lightning
Javelin of Lightning – as an enchanted item (using
Sorcery)
This
javelin (LT, p. 77) becomes a Stroke
of Lightning 4 when thrown (use Thrown Weapon (Spear) to hit). It is
consumed in the attack.
Statistics: Stroke
of Lightning 4 (Single Use, x1/5) [8]. Weapon, Wooden, x0.35; 3 EP.
TL3
Price: 2 x ($300 + 3 x $320) = $1,980.
Life-Drinker
Life-Drinker – as an enchanted item (using Sorcery)
This
great axe (p. LT70) is favored by undead and constructs, who do not suffer its
drawback. When this axe strikes a living being, the victim must roll against HT
or suffer from a temporary loss of ST, DX, IQ, and HT equal to its margin of
failure (maximum -10) for 3 minutes. The HT roll gets a bonus equal to DR, if
the axe did not penetrate it, but DR with Tough Skin does not count. The
wielder, if he is a living creature, must roll against HT after each attack too
or suffer from a temporary loss of ST, DX, IQ, and HT equal to its margin of
failure (maximum -10) for 1 minute. Lower all skills based on these attributes by a like
amount. ST penalties also reduce BL and damage. HP is not otherwise affected.
FP and Basic Speed are not affected.
Statistics: Affliction
1 (HT; Accessibility, Living creatures only, -10%; Attribute Penalty, ST-10,
DX,-10, HT-10, +200%; Backlash, Attribute Penalty, ST-10, DX,-10, HT-10,
Penalty cannot exceed margin of failure, Only if the wielder is a living being,
-50%; Fixed Duration, +0%; Follow-Up, This weapon, +0%; Magical, -10%; No
Signature, +20%; Penalty cannot exceed margin of failure, -50%) [20]. Weapon,
Metal, x0.45; 9 EP.
TL3
Price: 2 x ($50 + 9 x $320) = $5,860.
Luck Blade
Luck Blade – as an enchanted item (using Sorcery)
This
shortsword (p. LT69) in enchanted to perform accurate strikes and enhance the
wielder’s luck. It gets +1 to skill rolls to hit and grants the wielder the
Luck advantage (p. B66). In addition, a luck blade may contain up to three Wishes
that can be activated with no casting roll.
Statistics (0 wishes): DX+1
(Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4] + Luck
(Magical, -10%) [14]. Weapon, Metal, x0.45; 9 EP.
Statistics (1 wish): DX+1
(Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4] + Luck
(Magical, -10%) [14] + Wish
(No Requires IQ Roll, +10%; Single Use, x1/2) [48]. Weapon, Metal, x0.45; 30
EP.
Statistics (2 wishes): DX+1
(Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4] + Luck
(Magical, -10%) [14] + 2 x Wish
(No Requires IQ Roll, +10%; Single Use, x1/2) [48]. Weapon, Metal, x0.45; 52
EP.
Statistics (3 wishes): DX+1
(Accessibility, Only attacks with this weapon, -80%; Magical, -10%) [4] + Luck
(Magical, -10%) [14] + 3 x Wish
(No Requires IQ Roll, +10%; Single Use, x1/2) [48]. Weapon, Metal, x0.45; 73
EP.
TL3
Price (0 wishes): 2 x ($50 + 9 x $320) = $5,860.
TL3
Price (1 wish): 2 x ($200 + 30 x $320) = $19,600.
TL3
Price (2 wishes): 2 x ($1,500 + 52 x $320) = $36,280.
TL3
Price (3 wishes): 2 x ($7,000 + 73 x $320) = $60,720.
Mace of Smiting
Mace of Smiting – as an enchanted item (using Sorcery)
This
adamantine
mace (p. LT65) does an additional 3d of follow-up (p. B105) crushing damage
with no knockback or blunt trauma to constructs and outsiders.
Statistics: Crushing
Attack 3d (Accessibility, Constructs and outsiders only, -20%; Follow-Up, This
weapon, +0%; Magical, -10%; No Blunt Trauma, -20%; No Knockback, -10%) [6].
Weapon, Metal, x0.45; 3 EP.
TL3
Price: 2 x ($30 + 3 x $320) = $1,980.
Mace of Terror
Mace of Terror – as an enchanted item (using Sorcery)
On
command, this mace (p. LT65) the wielder’s clothes and appearance to transform
into an illusion of darkest horror such that creatures that see the wielder
must make an immediate Fright Check at -3. The victims get +1 per Fright Check
after the first within 24 hours. If a victim succeeds at his Fright Check, he
will be unaffected by this mace of terror for one hour. The wielder may use
this ability up to three times per day.
Statistics: Terror
(-3) (Sight; Limited Use, 3/day, -20%; Magical, -10%; Requires a command word,
-10%) [36]. Weapon, Metal, x0.45; 17 EP.
TL3
Price: 2 x ($100 + 17 x $320) = $11,080.
Nine Lives
Stealer
Nine Live Stealer – as an enchanted item (using
Sorcery)
This
longsword (p. LT66) has its magical function unlocked only in the hands of a
creature with divine powers granted by an evil-aligned deity. In such hands, it
acts as if enchanted with Puissance
3 (+6 to swing damage, +3 to thrust damage), and has the power to draw the
life force from an opponent. It can do this nine times before the ability is lost. When this
sword strikes a living creature, the creature must roll against HT or suffer a
heart attack. The HT roll gets a bonus equal to DR, if the hammer did not
penetrate it, but DR with Tough Skin does not count. Successful resistances are
not considered to be uses for the purpose of the use limit.
Statistics: Affliction
1 (HT; Heart Attack, +300%; Follow-Up, This weapon, +0%; Magical, -10%; Nine
Successful Uses Ever, -10%) [38] + Striking ST+6 (Magical, -10%; One Attack,
This weapon, -60%) [9] (KYOS: 2). Weapon, Metal, Alignment Restriction, x0.4; 19
EP (KYOS: 16 EP).
TL3
Price: 2 x ($100 + 19 x $320) = $12,360.
TL3
Price (KYOS): 2 x ($100 + 16 x $320) = $10,440.
Oathbow
Oathbow – as an enchanted item (using Sorcery)
This
straight composite bow (p. LT76) is of elven make. It whispers "Swift
defeat to my enemies" in Elven when nocked and pulled. Once per day, if
the firer swears aloud to slay her target (a free action), the bow’s whisper
becomes the low shout "Swift death to those who have wronged me."
Against such a sworn enemy, the bow has +3 on to-hit and damage rolls. However,
the bow takes a -1 on to-hit and damage rolls against all foes other than the
sworn enemy, and the wielder takes a -1 penalty on attack rolls with any weapon
other than the oathbow. These bonuses and penalties last for seven days or
until the sworn enemy is slain or destroyed by the wielder of the oathbow,
whichever comes first.
The
oathbow may only have one sworn enemy at a time. Once the wielder swears to
slay a target, he cannot make a new oath until he has slain that target or
seven days have passed. Even if the wielder slays the sworn enemy on the same
day that he makes the oath, he cannot activate the oathbow’s special power
again until 24 hours have passed from the time he made the oath.
Statistics: Higher
Purpose 3 (Slay sworn enemies; Cosmic, Multiple levels, +50%; Magical, -10%;
Temporary Disadvantage, DX-1, To hit anyone else, -10%) [20]. Weapon, Wooden,
x0.35; 7 EP.
TL3
Price: 2 x ($50 + 7 x $320) = $4,580.
Rapier of
Puncturing
Rapier of Puncturing – as an enchanted item (using
Sorcery)
This
rapier (p. LT68) weakens living opponents by draining their blood upon a
successful attack. A struck opponent must make an HT roll to resist, gaining a
bonus equal to his DR if the dagger didn’t penetrate it (DR with Tough Skin
does not count). The victim suffers temporary ST and HT loss equal to his
margin of failure (maximum -10). Lower all skills based on HT and ST by a like
amount. ST penalties also reduce BL and damage. HP is not otherwise affected. FP
and Basic Speed are not affected.
Statistics: Affliction
1 (HT; Accessibility, Only on living beings, -10%; Attribute Penalty, ST-10, HT-10,
+100%; Fixed Duration, +0%; Follow-Up, This weapon, +0%; Magical, -10%; No
Signature, +20%; Penalty cannot exceed margin of failure, -50%) [15]. Weapon,
Metal, x0.45; 7 EP.
TL3
Price: 2 x ($50 + 7 x $320) = $4,580.
TL4
Price: 2 x ($100 + 7 x $365) = $5,310.
Screaming Bolt
Screaming Bolt – as an enchanted item (using Sorcery)
This
bolt screams when fired, forcing anyone hearing it (except the firer) to make a
Fright Check. The
victims get +1 per Fright Check after the first within 24 hours. If a victim
succeeds at his Fright Check, he will be unaffected by screaming bolts for one
hour.
Statistics: Terror
(Hearing; Magical, -10%) [27]. Weapon, Projectile, x0.12; 4 EP.
TL3
Price: 2 x ($30 + 4 x $320) = $2,620.
Shatterspike
Shatterspike – as an enchanted item (using Sorcery)
This
longsword (p. LT66) deals an additional 4d of follow-up (p. B105) crushing damage
when attacking objects (unattended, wielded, or worn).
Statistics: Crushing
Attack 4d (Accessibility, Only against objects, -40%; Follow-Up, This weapon,
+0%; Magical, -10%) [10]. Weapon, Metal, x0.45; 5 EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
Slaying Arrow
(Dragon)
Slaying Arrow (Dragon) – as an enchanted item (using
Sorcery)
This
arrow carries a follow-up Affliction. A dragon struck by this arrow must make
an HT roll. If the arrow did not penetrate the creature’s DR, the creature gets
a bonus to this roll equal to DR on the struck location. Ignore DR with the
Tough Skin limitation for this purpose. If the creature fails to resist, it suffers
a heart attack.
Statistics: Affliction
1 (HT; Accessibility, Only on dragons, -50%; Follow-Up, This projectile, +0%; Heart
Attack, +300%; Magical, -10%) [34]. Weapon, Projectile, x0.12; 5 EP.
TL3
Price: 2 x ($30 + 5 x $320) = $3,260.
Shifter’s Sorrow
Shifter’s Sorrow – as an enchanted item (using
Sorcery)
This
silver (p. B275) double-ended sword (LTC2, p. 18) deals an additional 1d of
follow-up (p. B105) cutting damage when attacking shapechangers in their
non-native form.
Statistics: Cutting
Attack 1d (Accessibility, Only against shapeshifted creatures, -40%; Follow-Up,
This weapon, +0%; Magical, -10%) [4]. Weapon, Metal, x0.45; 2 EP.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
Sun Blade
Sun Blade – as an enchanted item (using Sorcery)
This
thrusting bastard sword (p. LT66) has its magical function unlocked only in the
hands of a creature with divine powers granted by a good-aligned deity. In such
hands, it gives off light as a torch, deals an additional 2d follow-up burning
damage to evil-aligned creatures and 4d follow-up burning damage to creatures
native to the Negative Energy Plane. In addition, it grants the wielder the
ability to cast Light 1 (GURPS
Thaumatology: Sorcery, p. 19).
Statistics: Burning
Attack 2d (Accessibility, Only against unholy creatures, -50%; Follow-Up, This
weapon, +0%; Magical, -10%) [6] + Burning Attack 4d (Accessibility, Only
against creatures from the Negative Energy Plane, -50%; Follow-Up, This weapon,
+0%; Magical, -10%) [12] + Light 1 [11]. Weapon, Metal, Alignment Restriction,
x0.4; 12 EP.
TL3
Price: 2 x ($70 + 12 x $320) = $7,820.
Sword of Life
Stealing
Sword of Life Stealing – as an enchanted item (using
Sorcery)
This
black iron longsword (p. LT66) has vampiric properties. This converts the
injury the wielder inflicts with the weapon into a “life force drain” that can
heal his own injuries. For every full 3 HP of injury the weapon inflicts on a
living victim, the wielder heals 1 HP. He can’t raise his HP above normal.
Statistics: This
enchantment is based on the Vampiric Weapon imbuement skill and is 34 points,
per Enhances or Transforms an Existing Attack
(GURPS Thaumatology: Sorcery, p. 11).
Weapon, Metal, x0.45; 5 EP.
TL3
Price: 2 x ($100 + 16 x $320) = $10,440.
Sword of the
Planes
Sword of the Planes – as an enchanted item (using
Sorcery)
This
longsword (p. LT66) in enchanted to perform accurate strikes, and this property
gets amplified on other planes. It gets +1 to skill rolls to hit on the
Material Plane, but on any Elemental Plane this bonus increases to +2 (the +2 bonus
also applies on the Material Plane when the weapon is used against elementals).
It gets +3 to skill rolls to hit on the Astral Plane or the Ethereal Plane or
when used against opponents native to either of those planes. On any other
plane, or against any outsider, gets a +4 bonus to hit.
Statistics: DX+1
(Accessibility, Only attacks with this weapon, -80%; Accessibility, Only on the
Material Plane, -5%; Magical, -10%) [4/5=1] + DX+2 (Accessibility, Only attacks
with this weapon, -80%; Accessibility, Only on the Elemental Planes or against
elementals, -20%; Magical, -10%) [8/5=2] + DX+3 (Accessibility, Only attacks
with this weapon, -80%; Accessibility, Only on the Astral Plane or the Ethereal
Plane or against creatures native to those planes, -20%; Magical, -10%) [12/5=3]
+ DX+4 (Accessibility, Only attacks with this weapon, -80%; Accessibility, Only
on other planes or against outsiders, -20%; Magical, -10%) [16]. Weapon, Metal,
x0.45; 10 EP.
TL3
Price: 2 x ($50 + 10 x $320) = $6,500.
Sword of
Subtlety
Sword of Subtlety – as an enchanted item (using
Sorcery)
This
shortsword (p. LT69) grants a +3 bonus when attacking vitals, eliminating the
hit location penalty in normal situations.
Statistics: Higher
Purpose 3 (Attack vitals with this weapon; Cosmic, Allows multiple levels,
+50%; Magical, -10%) [21]. Weapon, Metal, x0.45; 10 EP.
TL3
Price: 2 x ($50 + 10 x $320) = $6,500.
Sylvan Scimitar
Sylvan Scimitar – as an enchanted item (using Sorcery)
This
large falchion (p. LT65), when used outdoors in a temperate climate, does an
additional 1d of follow-up (p. B105) cutting damage.
Statistics: Cutting
Attack 1d (Accessibility, Only outdoors in a temperate climate, -30%; Follow-Up,
This weapon, +0%; Magical, -10%) [5]. Weapon, Metal, x0.45; 3 EP.
TL3
Price: 2 x ($30 + 3 x $320) = $1,980.
The Saint’s Mace
The Saint’s Mace – as an enchanted item (using
Sorcery)
This
relic appears to be a simple, well-used cudgel, but its simple appearance hides
great power. It glows with dim light. This mace (p. LT65) ignores DR (Not vs.
Lawful) and DR (Not vs. Good) of some creatures, such as slaads, demons,
devils, etc., and deals additional damage to creatures with Vulnerability to
axiomatic and holy weapons. It does an additional 1d of follow-up (p. B105)
crushing damage with no knockback or blunt trauma to undead creatures. In
addition, it allows the wielder to cast Sunbolt 3 (GURPS Thaumatology: Sorcery, p. 19).
This
mace has DR 12.
Statistics: Axiomatic
Touch (Magical, -10%) [1] + Crushing Attack 1d (Accessibility, Undead only,
-30%; Follow-Up, This weapon, +0%; Magical, -10%; No Blunt Trauma, -20%; No
Knockback, -10%; Visible, -10%) [1] + Holy Touch (Magical, -10%) [1] + Sunbolt
3 [12]. Weapon, Metal, Unnaturally Tough, x0.5; 5 EP.
TL3
Price: 2 x ($50 + 5 x $320) = $5,220.
Trident of Fish
Command
Trident of Fish Command – as an enchanted item (using
Sorcery)
This
trident (p. LT69) allows the wielder to cast Fish Command. In addition, he
becomes able to speak with any aquatic animal.
Statistics: Fish
Command [33] + Speak With Animals (Magical, -10%; Specialized, All aquatic
animals, -40%) [13]. Weapon, Metal, x0.45; 21 EP.
TL3
Price: 2 x ($150 + 21 x $320) = $13,740.
Trident of Warning
Trident of Warning – as an enchanted item (using
Sorcery)
This
trident (p. LT69) allows the wielder to locate aquatic dangers by pointing the
trident and directing ultrasound at them in water. This costs 1 FP per minute. The sound
beam is directed straight ahead and 30° to left and right. The base range is 2,000
yards. The resolution is five millimeters in water. The user can spot small
objects and determine their shape, but he must make a Sense-3 roll to
distinguish details (for example, to recognize a face). By taking an Aim
maneuver, the wielder can lock onto objects and determine their precise range
and speed; this gives him +3 to hit them with aimed ranged attacks.
Statistics: Sonar (Accessibility,
In water, ‑30%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Restricted Arc, 60°, ‑75%;
Targeting, +20%) [4]. Weapon, Metal, x0.45; 2 EP.
TL3
Price: 2 x ($30 + 2 x $320) = $1,340.
NEW SORCERY SPELL
Fish Control
Keywords: Resisted (Will).
Full Cost: 18 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Special.
You can take control of any single fish – or of one square yard of a swarm of smaller fish. The victim obeys your every command, effectively gaining the Reprogrammable disadvantage with you as the master. Only fish with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for fish with IQ 6 and Bestial. In addition to range penalties, your casting roll is at -1 for each other animal currently under your control. If you tie, nothing happens, but if you lose the creature is immune to you for 24 hours and can sense your attempted coercion; the GM will make a new reaction roll at -2, using the worse of its existing or new reaction.
Statistics: Mind Control (Accessibility, Fish only, -50%; Sorcery, -15%) [18].
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