Roleplayer #27, February, 1992
Back at the Magic Shop
Outtakes from GURPS Magic Items 2
GURPS
Magic Items 2 is out now . . . and as usual when we compile
a book from many ideas and contributions, not everything fit. But these
were too good to forget. . . or even to put in cold storage until Magic
Items 3 comes out.
Instant Campsite
This scroll of faded parchment holds a detailed color drawing of a small
but snug campsite. The scroll has an word written in the corner -- easy
to pronounce, though nonsensical. When the word is spoken, the drawing vanishes
and the Campsite manifests directly in front of the speaker.
The Instant Campsite includes two four-man tents, a blazing campfire with
enough wood nearby to last ten hours, a kettle full of nutritious hot soup
simmering over the fire and a trough of cold, clear water for travelers
and their animals.
After ten hours, the Campsite disappears, becoming the scroll once more.
The scroll must be kept in its ivory case for 12 hours to recharge its magic.
The case has 2 hit points; if it is destroyed, the Campsite may be used
only once more, and will then remain a pretty but useless drawing.
Minor damage to the Campsite will be automatically repaired by the magic;
more significant damage (such as a Fireball hole in a tent) will be partially
repaired the next time the Campsite is used, and will gradually go away
over several uses. But if the Campsite is destroyed, as by a fire, the scroll
will not appear at all, and the Campsite is lost.
There are rumors of Campsites with various protective spells on them, such
as Wards, Domes and Invisibility. If these exist, they would be much more
expensive.
Component Spells: Unknown. Probably includes Create Food, Create
Water, Repair.
Asking Price: $375,500.
Helm of Tarns
Made of a strange bluish metal, this helmet allows the wearer to Seek and
Purify Water at no energy cost, as well as cast Beast Soother on aquatic
creatures. The helm provides PD 2, DR 8 and is not encumbering underwater;
it will provide the wearer with up to 30 minutes of air when needed. The
Helm covers the entire head and limits vision drastically; -4 on all Vision
rolls.
Component Spells: Seek Water, Purify Water, Beast Soother variant,
Create Air, Power.
Asking Price: $140,000.
Faerie Wind Chimes
These sparkling silver chimes make no sound if they are shaken by hand,
but will ring when blown by a natural wind as slight as a breeze. When ringing,
they produce a delicate, blending series of tones. Any non-Faerie
listener must make a Will roll or be mentally stunned. If someone is holding
the chimes, he is not affected. The chimes have a 20-hex radius area of
effect.
Any being with Faerie blood (such as Elves, Ellyllon or others) who hears
the chimes is struck with a Charm spell (resisting normally -- see p. M59).
Those who resist will automatically be mentally stunned. Again,
the holder if the chimes, if any, is unaffected.
Faeries thus charmed will serve the chimes' owner faithfully for one week
after hearing the chimes ring; they will perform any reasonable service.
The chimes will only cast the Charm spell once per month.
If the owner chooses, he can demand a single great service (the equivalent
of a Wish) instead of ongoing service. To do so, he must surrender the chimes
to the foremost of those coming to serve him, and thus lose them forever.
One might think that the Good Folk would want to destroy all these chimes,
since they have such power. But instead, they prize them highly for their
beautiful music, and savor the risk that the Charm spell presents.
Component Spells: Mass Charm variant (Faerie folk only), Sound.
Asking Price: $305,000.
Eagle Feather Headband
This thin leather band has a long brown feather stuck through it. It will
fit anyone; it can even be tied around even a Giant's head. It gives off
a sensation of great power, even to those who aren't sensitive to magic.
In the right light, the tiny figures cut into the leather seem almost to
move, giving the object a definitely mystical aura.
Anyone who wears the Headband receives Tracking, Survival (Plains) and Running
at IQ+2 or DX+2, or +1 to existing skill if that is greater. He also has
Resist Pain and Wisdom spells thrown on him while wearing the Headband.
On the downside, a wearer also develops the Primitive/TL2 disadvantage,
gaining one disadvantage point per week or partial week of use. He gradually
forgets his high-tech knowledge and abilities. This disadvantage can be
overcome by discarding the headband, by obtaining a Remove Curse or by accomplishing
a Vision Quest (to be run by the GM) to seek out the Great Eagle Spirit
and gain wisdom. However, if the headband's wearer keeps it for more than
a year, he will develop a definite distaste for high-tech devices
and will no longer want to regain the ability to use them.
(See GURPS
Old West for more details about Vision Quests).
This headband was created by tribal barbarians from an extremely remote
and isolated land. Its current possessor acquired it through a long and
complex series of trades, explorations and accidents.
Its magic confounds classically-trained mages, frustrating them with images
of great soaring birds and thundering herds of beasts whenever they try
to analyze its enchantment. Presently, it adorns the head of General Tayr
Fleynt, who has taken to calling himself Soars Free Over Wilderness.
Component Spells: unknown; defies analytic magic
Asking Price: $1,000,000
Pet Salamander
Once hip and fashionable, these devices have become rather ordinary over
the last few years, largely because the enchantment is neither difficult
nor expensive . . . at least, as magical items go!
This lizard- or dragon-shaped metal object fits in a holder's palm and spurts
a tiny flame on mental command (1d-2 fire damage if held against flesh).
It is useful for starting small fires, including pipes or cigars. In an
outdoor situation, it would start dry tinder to build a campfire, but not
wet wood.
Component Spells: Ignite Fire, 1 point of Power
Asking Price: $14,800
Cyrano's Blade
This rather plain-looking rapier adds +3 Accuracy, is Shatterproof and has
the Loyal Sword spell. It will faithfully serve any wielder, performing
with superlative grace and loyalty.
Something happened during the creation of the blade, however, a bizarre
Quirking whereby the blade imposes a Compulsive Behavior on the user: the
wielder must compose rhymes while fencing.
Nobody knows what the "Cyrano" reference means, save the strange
exile who claimed the blade shortly after it was completed. He wielded the
weapon with great skill, especially against those who insulted the size
of his prominent nose.
(GMs: the player should be allowed time to compose a rhyme or two before
combat begins.)
Component Spells: Accuracy, Shatterproof, Loyal Sword, Lesser Geas
(holder only), unknown.
Asking Price: $405,000
Razordisk
This nasty weapon looks like the blade from a circular saw. When thrown,
it will buzz loudly and pursue its target as a thrown weapon with Accuracy
+3 and a range of 30 hexes. When it strikes, it does 3d+3 cutting damage.
The Razordisk will return to its owner after slashing its target.
Weaponsmiths argue over the true origin of the Razordisk, debating the various
forms of Razordisk-like objects that have been used since the first shuriken
was flung. Wherever they came from, they're deadly and useful.
Component Spells: Accuracy, hypothetical "Razor-disk"
spell, Power.
Asking Price: $50,000
Feather Wand
The Feather Wand appears to be a short stick of white wood with a large
white feather fixed to one end. It will make a soft "coo"-ing
sound when held by a wizard.
This wand allows the wielder to produce huge billowing flurries of white
feathers, which do little more than limit visibility. All attacks are made
as though the attacker were in a heavy fog (-4 to all Vision rolls into
or out of affected area). The feathers billow for 3 turns, plus 3 per point
of Fatigue spent by the wielder.
Feathers will fill 7 hexes the first round, plus 3 each additional round
the Wand is kept active by the wizard, to a maximum of 25 hexes.
When the wand's effects cease, the feathers vanish.
Component Spells: hypothetical "Create Feathers" spell,
1 point of Power
Asking Price: $7,500.
Buzzsaw Shield
This shield's device is a whirling, circular saw blade, dazzling silver
on a blue field. It was designed for Sir Razinwird, who became known as
the Knight of Many Blades. While using the Shield, Razinwird was never defeated
in battle.
This medium shield does not provide any magical increase in PD. However,
on command, the Buzzsaw Shield generates a whirling disk of razor-sharp
blades that do 3d cutting damage to an opponent on a shield rush/slam attack.
Any weapon striking the shield while the blades are cutting is hit as if
by a 20-pound sword, and thus may break. The Buzzsaw Shield's blades are
considered Very Fine quality for breaking purposes (see p. Bill for rules
on breaking weapons.)
Component Spells: Unknown.
Asking Price: $82,500.
Stiffneck Torc
This golden torc will prevent the wearer from suffering any damage to his
face or neck, no matter how great the damage. A regular hit aimed at the
face or neck will simply be pulled into the torc and absorbed without knockback.
A critical hit will be deflected to the wearer's chest. A blow aimed at
the head from behind can strike normally; against head blows, the
torc only protects the wearer's face.
The torc weighs 10 pounds. It protects the face and neck with PD 3 and magically-infinite
DR at all times and cannot be removed without the wearer's permission or
unless he is dead.
Legends say the original owner of this device greatly feared having his
head cut off, as he'd seen this fate awaiting him in a dream. As it turned
out, he fell out of a rowboat; the heavy torc pulled him to the bottom of
the river and he drowned.
Component Spells: Deflect, Fortify, unknown others.
Asking Price: $1,350,000
Dragonclaw Boots
Green leather, thigh-high boots with yellowish studs at toes and heels,
this distinctive footwear undoubtedly gives the owner great power, if he
can tolerate its bad attitude.
When worn, the wearer's legs and feet become those of a dragon, giving the
legs PD 4, DR 7, ST 30 and medium-length Claws (doing swing/cutting or thrust/impaling
damage). The legs also confer Resist Fire, as per the spell.
Dragonclaw Boots warm slightly in the presence of a dragon, be it an egg
hidden in somebody's bedroll or an Ancient Wyrm disguised as a small hill.
They don't confer any Reaction modifier; most dragons have little interest
in what humans choose to wear on their feet. (At the GM's option, if the
boots are actually made from dragonskin, they might be offensive to dragons.)
These boots have a mind of their own, attacking Dwarven passersby or grabbing
for golden objects in spite of the owner's objections. The Boots will never
attack the wearer, but they have no compunction about lashing out at friends
or comrades who get in their way.
The wearer doesn't necessarily acquire any mental Disadvantages from wearing
them, though someone who already has dragonish attitudes (Greed, antipathy
towards Dwarves, etc.) will find them enhanced. Dwarves will not be fond
of the wearer, either.
Component Spells: Unknown but could include real dragon legs (see
above).
Asking Price: $350,000.
Flower Garland
A necklace made of wreathed flowers, the flower Garland protects the wearer
from poisonous fumes, smoke, vapors or asphyxiation (though not drowning)
while worn. The air breathed by the wearer will always be sweet-smelling
and flowery, no matter how foul it is to others.
The flowers will normally last for a week before withering and become impotent.
Preservative magic will work on the wreath, but only half as long as normal.
Component Spells: Purify Air variant.
Asking Price: $1,500 per garland.
Embarrassing Belt
Normally, this fancy leather strap does nothing but support breeches. However,
if the wearer must speak in public or address an important person, the Embarrassing
Belt will drop the wearer's trousers and cause tremendous humiliation (-4
Reaction).
The Belt can be removed at any time, though after its enchantment triggers
once, it's usually too late. The only hint of the Belt's true character
is a slight aura of magic on the buckle, which has a jester's leering face
on the reverse side.
Component Spells: Apportation.
Asking Price: $31,200.
The Ogre Hands
This huge pair of armored cloves, or cesti, is thought to be unique. An
owner will notice immediately that the two gloves do not match. That is
because they perform very differently in combat.
The right gauntlet is slightly larger and has brass knuckles attached to
its black leather. This gauntlet doubles ST for punching attacks. A person
with ST 13 would do 2d damage instead of 1d. Each enhanced punch costs the
user of the cestus 1 Fatigue.
On the other hand (so to speak), the left gauntlet unsheathes medium-length
claws which do swing+4 cutting damage or thrust+2 impaling. These claws
can also double their damage, at a cost of 2 Fatigue per enhanced attack.
The origin of the Cesti is obscure. Not even master-works on weaponry can
accurately detail their first owner or first use in combat, except to agree
it was over 900 years ago.
Component Spells: Might variant, Alter Body variant.
Asking Price: $275,000.
Woodwise Bow
These longbows are among the most powerful non-unique magical bows in existence,
despite their absolutely mundane appearance. An arrow shot from such a bow
will pass through any living plant to strike its target; further, the bow's
holder can see through living plants (trees, bushes, etc.) without obstruction,
out to the limits of his normal vision, as if the plants were made of a
thin fog. Anyone targeted by the Woodwise Bow only gains protection from
cover if the cover is not plant life.
The bow has Accuracy +1 besides its wood-penetrating enchantment. The Woodwise
Bow was devised for guerrilla combat by the Elves in the days when mankind
first encroached on their forests. A number of them have made their way
out of Elven lands and into the hands of human hunters and trackers.
Component Spells: Accuracy, unknown others, evidently plant-related.
Asking Price: $300,000.
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