I'm cleaning up some of my files and dug up the following items from a few random notes. Some of the spells are from a much earlier post on technology.
Staffs and Wand
Staff of the Technomancer [A]: This staff is made out of the same blueish steel material used in visitor craft and is adorned with a sapphire gem. It holds up to 30 charges and may use them to cast detect technology (as 5th level caster), disable technology (as 5th level caster), control technology (as 8th level caster) and magnetic pulse (as 12th level caster). Value: 127,500gp (8.5 spell level gives 4,250 per charge, at 30 charges).
Staff of the Artificer [D]: This bronze staff is engraved with runes of measurement and is inlaid with crystal gems in a lattice pattern on its heavy head. It holds up to 30 charges and may use them to cast detect technology (as 4th level caster), disable technology (as 6th level caster) and control technology (as 6th level caster). This staff can also be used with the same effect as a staff of striking. Value: 117,500gp (7.5 spell level (includes striking) gives 3,750 per charge, at 30 charges; +1 staff 5000).
Wand of mechanical control [A]: The wielder of this wand can take control of the programming or command functions of autonomous machines for five rounds, as detailed in the spell control machines. Refer to the spell for the effects and concentration requirements. While concentrating on controlling the machines, the wielder can move at half movement, if successfully struck in combat all concentration is lost and the control ends. One charge is expended per usage. Value: 30,000gp (3 spell level gives 1,500 per charge, at 20 charges).
Miscellaneous Magic Item
Torc of vitality: This torc is fashioned from solid silver with tyrannosaurus leather wrapping the band and exposed silver ends cast in the image of snarling dragon heads. At the start of every day it grants the wearer 10 temporary hit points for that day. The temporary hit points cannot be restored by healing and are the first lost whenever the character takes damage. Value 75,000gp (3rd level permanent effect)
Spell: Vitalise
Arcane 3
Range: touch
Duration: 1 turn per level
This spell infuses the recipient with the vitality of a tyrannosaurus. The spell grants the person touched 2d10 temporary hit points for the duration of the spell. The temporary hit points cannot be restored by healing and are the first lost whenever the character takes damage.
Vitalise (3): Transmogrification, current form gains 2d10 hp (60), 1 living creature (x1), range touch (x0.6), duration 1 turn per level (x0.8), total cost 28.8.
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