Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 12-14-2010, 01:00 PM   #41
Stripe
 
Stripe's Avatar
 
Join Date: Nov 2005
Location: Midwest, USA
Default Re: [Magic] 1001 Standard Magic Items

Quote:
Originally Posted by tg_ambro View Post
Ah, ok. Thanks muchly.
x2

I scoured DF8 to find those rules. XD

I'll start adding two prices to my list as well.
__________________
.
"How the heck am I supposed to justify that whatever I
feel like doing at any particular moment is 'in character'
if I can't say 'I'm chaotic evil!'"? —Jeff Freeman
Stripe is offline   Reply With Quote
Old 12-14-2010, 01:38 PM   #42
pjason
 
pjason's Avatar
 
Join Date: Mar 2005
Location: Tucson AZ
Default Re: [Magic] 1001 Standard Magic Items

The following items are ones I wrote up for a fantasy game I was running before DF came out. Enchantments may be a bit elemental heavy as the wizards of the day were elementalists with control over 5 elements (earth, air, fire, water, mana (includes meta and enchantment college).

As per the op's suggestion, I did modify the template a bit to make this match what I already had. Price listed is for DF, but the mana and materials cost is shown, so its pretty easy to convert if needed.

Here's the first list of "small" magical items (under 1000 energy). Will post "Magor" magic items (1000-5000 energy) and "Artifacts" (5000+ energy) in a bit.

Hope this is the kind of thing you were looking for.

EDIT: Updated Price in all cases to be Standard ($1 per energy point to 60 -- $33 per energy point past that;) / DF pricing ($1 per energy point to 100 -- $20 per energy point past that). Also, corrected errors.

Item Name: Shirt of the Magi
Description: A common item found available even outside of magic shops, this cotton shirt ($10, 1.5 lbs) has been enchanted with Fortify 2 (for 50% cost).
Materials Cost: $20 cotton shirt (Ornate 1, +1 CF)
Enchantments: Fortify 2, torso only (50% cost) - 100 mana + Adjustable Clothing (10%) - 50 mana.
Notes: -
Price: $3370 / $170

Item Name: Rainmaker Scroll
Description: One of the most requested scrolls (therefore worth noting here) produced by the Elementalists guild. It comes in both rain making and rain prevention varieties for optimal agricultural impact. Farmers usually pay a fee to the local hedge mage who reads these for them (as it is only readable by a mage). Reading this scroll causes 1 inch of rain to fall over a 100-yard radius area over a period of 1 hour. This scroll takes 2 minutes to read.
Materials Cost: $0.
Enchantments: Scroll (Rain, 100 yd area, 1 inch of rain) - 10 mana.
Notes: Writing a scroll takes number of days equal to base cost to cast, in this case 10 of a days. As quick and dirty casting doesn't seem to be allowed for a Scroll, the cost is as for slow-and-sure.
Price: $330 / $200

Item Name: Marksman Arrows
Description: Used by marksmen and assassins as a good quality arrow to fall back on. They give +3 to hit, +3 to damage, and armor divisor (3).
Materials Cost: $14 arrow (Ballanced, +4 CF; Fine, +2 CF)
Enchantments: Penetrating Weapon, 3 (1/10 cost for missile) - 75 + Accuracy +2 (1/10 cost for missile) - 100 + Puissance +2 (1/10 cost for missile) - 100
Notes: +1 to hit from Ballanced, +2 to hit from Accuracy, +1 to damage from Fine, +2 to damage from Puissance.
Price: $9089 / $289 each

Item Name: Staff of Elemental Control
Description: A high quality mages staff for Elementalists who specialize in creating elementals, it gives +2 to control elementals of a certain type.
Materials Cost: $40 (fine, +2 CF) (ornate 1, +1 CF) + $1,300 gold and platinum
Enchantments: Staff - 30 mana + Control Elemental (special item) - 1000 mana.
Notes: -
Price: $34,370 / $21,370

Item Name: Umbrella Charm
Description: Another common minor magical item sold almost everywhere. It protects the wearer from rain.
Materials Cost: $0 (cost of charm)
Enchantments: Umbrella (special item) - 100 mana.
Notes: -
Price: $3300 / $100

Item Name: Broach of Acid Resistance
Description: This broach provides an always on effect which grants the wearer DR 2 against acid. As a side benefit, the wearer is also completely immune to the effects of dampness and always stays dry, even if submerged in water.
Materials Cost: $200 emerald
Enchantments: Resist Water (special item) - 200 mana.
Notes: -
Price: $6,800 / $4,200

Item Name: Necklace of Mana Detection
Description: This necklace, favored by traveling Elementalists who don't like to get caught unaware when the mana level changes, vibrates whenever the wearer passes over a boundary between areas of different mana levels.
Materials Cost: $0 (cost of necklace)
Enchantments: Sense Mana (special item) - 500 mana
Notes: -
Price: $16,500 / $10,000

Item Name: Ring of Magic Detection
Description: This ring vibrates whenever the wearer passes within 5 yards of a specific type of magic (defined at the time the necklace is enchanted). Magic types may be specified as complexly as needed. Examples include: magical items, spells, magical creatures, and any other ongoing magical effect.
Materials Cost: $0 (cost of ring)
Enchantments: Detect Magic (special item) - 500 mana + Link - 200 mana + Adjustable Clothing (10%, size *1/4) - 13 mana.
Notes: Magic type detected is set at creation time.
Price: $23,113 / $16,500

Item Name: The Gentle Breeze
Description: A 6 inch quarts crystal with a 1 inch hole that passes through it. Through this hole blows a gentle breeze up to five yards. This is always on but a cork can be used to stop the air temporarily.
Materials Cost: $0 (cost of quarts crystal)
Enchantments: Shape Air (1, gentle breeze) - 200 mana + Power 1 - 500 mana
Notes: -
Price: $23,100 / $14,000

Item Name: Bowl of Mapping
Description: This 50 gallon pewter bowl (30 lbs) was created by an adept wizard as a way of keeping his map secret. Anyone wanting to view the map must poor 20 gallons of water into the bowl and the bowl will shape the water up to reveal the map.
Materials Cost: $125 pewter bowl
Enchantments: Shape Water (1, 20 gallons) - 400 mana + Power 1 - 500 mana
Notes: -
Price: $29,700 / $18,000

Item Name: Seeking Stick
Description: This forked stick is made of wood, bone, and ivory. It has a small glass reservoir in its tip where item to be sought is put. It also has a small onyx and ruby embedded into its shaft. This is usable by mages only. The stick may be used to seek Earth (costs 3, takes 10 seconds, requires earth/stone/mettle sought be put in tip), Water (costs 2, takes 1 second, requires water to be put in tip), Air (cost 1, takes 1 second, requires a $200 reusable onyx), or Fire (cost 1, takes 1 second, requires a $100 reusable ruby).
Materials Cost: $700 ornate stick, onyx and ruby
Enchantments: Seek Air - 60 mana + Seek Earth - 50 mana + Seek Fire - 50 mana + Seek Water - 40 mana.
Notes: -
Price: $900 / $900

Item Name: Bead of Fire
Description: Often hidden on battle mages as a last ditch backup weapon, these small rubies are enchanted with 2d explosive fireballs using the Spell Stone spell. The explosive fireball can be cast in one second, however it takes one second to ready the ruby form a prepared location (baring fast-draw).
Materials Cost: $320 ruby
Enchantments: Spell Stone (4 mana: Explosive Fireball) - 80 mana
Notes: Because this is a Spell Stone, this is a one use item as the ruby must be crushed when the spell is cast and is usable by mages only.
Price: $2,640 / $400

Item Name: Anti-Petrifaction Amulet (minor / major)
Description: This stone amulet grants Magic Resistance (2 for minor, 5 for major) against the Flesh to Stone spell. It must be worn to work.
Materials Cost: $0
Enchantments: Amulet (Flesh to Stone) - 100 mana for minor, 250 for major.
Notes: Gives Magic Resistance which gives -MR to cast the spell on the subject and gives the subject +MR to resist. These example amulets can be used for any spell.
Price: $3,300 for minor, $8,250 / $100 for minor, $5,000 for major

Item Name: Instant Oasis
Description: Using this Spell Stone causes a small spring to spout forth from the spot where the user sprinkles the used crystal’s ashes. The trickling spring will produce 1 gallon of water per hour which can be captured in containers for later use. The spring will effectively last permanently.
Materials Cost: $450 opal
Enchantments: Spell Stone (5 mana: Create Spring) - 100 mana
Notes: -
Price: $3,750 / $550

Item Name: Gunshot Talisman
Description: This pendant made from an actual lead bullet has mystical markings inscribed on it. It grants a one time +3 bonus to dodge for anyone being shot at with a black powder firearm.
Materials Cost: $1 bullet
Enchantments: Talisman (+3 vs. Bullets) - 90 mana
Notes: This setting is TL4 w/ magic, so needing to avoid the first volly from an enemies flintlock is more common than you would think.
Price: $2,971 / $91

Item Name: Amulet of Elemental Resistance
Description: Grants Magic Resistance 2 to the following 7 spells: Entombment, Flesh to Stone, Partial Petrification, Burning Death, Dehydrate, Flesh to Ice, and Frostbite.
Materials Cost: $0 (cost of amulet)
Enchantments: Amulet (Entombment, MR 2) - 100 mana; Amulet (Flesh to Stone, MR 2) - 100 mana; Amulet (Partial Petrification, MR 2) - 100 mana; Amulet (Burning Death, MR 2) - 100 mana; Amulet (Dehydrate, MR 2) - 100 mana; Amulet (Flesh to Ice, MR 2) - 100 mana; Amulet (Frostbite, MR 2) - 100 mana
Notes: These are the only resistible, non-beneficial spells from the Elementalist spell list at the time this was created.
Price: $23,100 / $700

Last edited by pjason; 12-17-2010 at 10:30 PM.
pjason is offline   Reply With Quote
Old 12-14-2010, 02:20 PM   #43
pjason
 
pjason's Avatar
 
Join Date: Mar 2005
Location: Tucson AZ
Default Re: [Magic] 1001 Standard Magic Items

Here are a few more minors and the start of my major items...

EDIT: Updated Price in all cases to be Standard ($1 per energy point to 60 -- $33 per energy point past that;) / DF pricing ($1 per energy point to 100 -- $20 per energy point past that). Also, corrected errors.


Item Name: Fish Box
Description: This interesting box (weighing 20 lbs empty) is used to keep fish alive and fresh for transportation without having to carry along a large amount of water to put them in. The box maintains the Breathe Air spell on all creatures (up to the box’s capacity of 250 lbs) that are placed inside. A mage must be present to use 2 energy to activate the box after the fish have been put in, but the spell lasts indefinitely until the fish have been removed.
Materials Cost: $400 Fine Quality Iron Box.
Enchantments: Breathe Air - 150 mana + Power 1 - 500 mana.
Notes: Bent rules a bit to make this a box instead of a wand/jewelry and making changing the wording for always on from "when worn" to "when contained within".
Price: $21,850 / $13,400

Item Name: Goggles of Clear Sight
Description: These fine set of goggles grant any wearer who dons them the ability to see clearly through smoke, fog, dust, sand, etc. up to one mile.
Materials Cost: $0 (cost of goggles)
Enchantments: Air Vision - 200 mana + Power 1 - 500 mana + Adjustable Clothing (10%, size *1/2) - 25 mana.
Notes: -
Price: $23,125 / $14,025

Item Name: Air Purifier
Description: This stone generates an always on Purify Air effect that effects one yard. When it is placed in the middle of a room it removes smoke, stale air, or other impurities over time.
Materials Cost: $0 (cost of stone)
Enchantments: Purify Air - 50 mana + Power 1 - 500 mana.
Notes: Truly deadly vapors must all be removed at once, however this artifact only purifies one hex of air, thus it is unlikely to be helpful against such attacks. Its operation takes no mana and is always on.
Price: $16,550 / $10,050

Item Name: Flame Burst Bolt
Description: This ruby encrusted, fine quality ballista bolt is used in a scorpion (small ballista). Upon hitting its target (Link) it casts Essential Flame, which creates a one hex area of essential flame for one minute. This is a one use item.
Materials Cost: $400 ruby
Enchantments: Essential Flame (*0.15 single use) - 120 mana + Link (*0.15 single use) - 30 + Power 3 (*0.15 single use) - 75+75+150 mana.
Notes: Power may be recast at each higher level, so to avoid slow and sure costs, it is cast once at Power 1 (75 mana), Power 2 (75 mana), and once at Power 3 (150 mana). Thus only the last casting has to be as slow and sure.
Price: $14,290 / $8,980

Item Name: Stink Bomb
Description: This glass tube holds a small pebble that, when exposed to air (Link), creates a cloud of vial stench that causes 1d damage to those failing a HT roll who come in contact with it once per minute (Stench). The cloud covers a 2 yard radius from where the stone goes off and stays for five minutes. This is a one use item.
Materials Cost: $0 (cost of glass tube and pebble)
Enchantments: Stench (*0.15 single use) - 9 mana + Link (*0.15 single use) - 30 mana + Power 2 (*0.15 single use) - 75+75 mana
Notes: Power may be recast at each higher level, so to avoid slow and sure costs, it is cast once at Power 1 (75 mana) and once at Power 2 (75 mana).
Price: $4,989 / $189

Item Name: Cloak of Earth Walking
Description: This light gray cloak (2 lbs), when worn, allows the user to pass through earth (but not stone) as though it were air. While inside the earth, the wearer must hold their breath.
Materials Cost: $20 gray cloak (light)
Enchantments: Walk Through Earth - 1200 mana + Power 3 - 2000 mana + Adjustable Clothing (10%) - 50 mana.
Notes: -
Price: $105,670 / $64,070

Item Name: Hunter's Tunic
Description: This clothing makes the wearer have no smell and is self adjusting up to 10% of its normal size (fitting a 5’11" human). It has no DR placed on it as it is made to go under armor if necessary without impeding the wearers agility.
Materials Cost: $300 magical components + $0 (cost of very fine quality tunic)
Enchantments: No Smell - 150 mana + Power 2 - 1000 mana + Adjustable Clothing (up to 10%) - 50 mana.
Notes: -
Price: $38,300 / $23,350

Item Name: Electric Whip
Description: A 2 hex reach whip that may be activated by the user at no energy cost to turn into pure energy. Activation requires the wielder to crack the whip by taking one round and making a successful whip skill roll at +2 (Link). After electrifying, the whip does 1d electrical damage every time it strikes. When coiled back up, the whip returns to normal (Link). This item is only usable by mages.
Materials Cost: $140 whip (Fine, *2; Ballanced *4)
Enchantments: Lighting Whip (special item) - 350 mana + Power 1 - 500 mana + Link - 200 mana.
Notes: -
Price: $34,790 / $21,140

Item Name: Mage Shackles
Description: These enchanted shackles are worth noting for any setting with magic users in it. They nullify the subject's Margery while worn preventing them from casting spells or using their Magery in any other way.
Materials Cost: $0 (cost of good quality shackles)
Enchantments: Suspend Magery (special item) - 2200 mana + Adjustable Clothing (10%, size *1/2) - 25 mana .
Notes: -
Price: $72,625 / $44,025

Item Name: Shield of Bling
Description: This pimped out medium shield (5 DB, 5.625 lbs) is near the apex of defensive shield technology. It gives a total of +5 DB
Materials Cost: $10,440 Medium Shield (Fine, *3/4 weight, +9 CF; Balanced, +1 skill, +4 CF; Orichalcum, *2/3 weight, +149 CF; Ornate +3, +9 CF; Mirrored, +2 CF).
Enchantments: Lighten -25% - 100 mana + Deflect 3 - 2000 mana.
Notes: -
Price: $79,740 / $50,540

Item Name: Flail of Punishment
Description: A massive two-handed flail used to crush anything getting in the weilder's way. It does (sw+4 cr, reach 1,2, parry 0, ST 13t). It can parry the turn it attacks, and doesn't become unready when attacking.
Materials Cost: $900 Fail (Ballanced, +1 skill, +4 CF; Dwarven, +4 CF)
Enchantments: Puissance 2 - 1000 mana + Graceful Weapon (8 lbs) - 1200 mana.
Notes: -
Price: $73,500 / $44,900

Item Name: Shirt of Comfort
Description: Anyone wearing this cotton shirt (1.5 lbs) is made comfortably cool in warm weather, up to 120 degrees, and in cold weather, down to 5 degrees. Either effect lasts until the garment is taken off.
Materials Cost: $10 cotton shirt
Enchantments: Coolness - 200 mana + Warmth - 200 mana + Power 2 - 1000 mana + Adjustable Clothing (10%) - 50 mana.
Notes: -
Price: $46,260 / $28,060

Item Name: Ultimate Shovel
Description: This long handled shovel (6 lbs) changes any earth touched by it into breathable air when activated. It can change 1 cubic foot (always does a perfect cube) of earth/stone into air. This may be done once per second by planting the shovel into the dirt which will dissapear (Link).
Materials Cost: $30 shovel + $1000 (in jewels)
Enchantments: Earth to Air - 750 mana + Power 1 - 500 mana + 200 Link.
Notes: -
Price: $52,180 / $32,030

Item Name: Bucket of Endless Water
Description: A 1 gallon wooden bucket (3 lbs) than transfigures any earth placed in it into pure water. This is an item commonly desired by the military and traveling adventurers.
Materials Cost: $20 (cost of bucket)
Enchantments: Earth to Water - 750 mana + Power 2 - 1000 mana
Notes: In my campaigns creation spells cannot be enchanted, but transmutation spells such as this can. It solved a number of issues, such as the "endless jug of water" that can supply water for an entire city. While this item is close, it requires some effort by the user and takes a conversion substance... regardless of how common it may be.
Price: $57,770 / $35,020

Item Name: Bow of Lightning
Description: A 2-man bow (min ST 15, +1 damage), which electrifies the iron braced arrows specially made for it. It has increased accuracy (+2 to hit) as well.
Materials Cost: $400 in platinum and opals + $<cost of 2-man bow>
Enchantments: Lightning Missile (special item) - 1000 mana + Accuracy 2 - 1000 mana.
Notes: -
Price: $66,400 / $40,400

Item Name: Ring of Fire Resistance
Description: One of the most common of all high powered protection rings. While wearing this ring, the subject and anything he carries becomes immune to the effects of heat and fire up to the temperature of a blast furnace or volcano until the ring is removed.
Materials Cost: $500 ruby + $200 black onyx
Enchantments: Resist Fire - 800 mana + Power 2 - 1000 mana.
Notes: -
Price: $60,100 / $36,700

Item Name: Ring of Cold Resistance
Description: While wearing this ring, the subject and anything he carries becomes immune to the effects of cold and frostbite up to -40 degrees in temperature until the ring is removed.
Materials Cost: $500 emerald + $200 black onyx
Enchantments: Resist Cold - 800 mana + Power 2 - 1000 mana
Notes: -
Price: $60,100 / $36,700

Last edited by pjason; 12-18-2010 at 04:22 PM.
pjason is offline   Reply With Quote
Old 12-14-2010, 03:21 PM   #44
pjason
 
pjason's Avatar
 
Join Date: Mar 2005
Location: Tucson AZ
Default Re: [Magic] 1001 Standard Magic Items

EDIT: Updated Price in all cases to be Standard ($1 per energy point to 60 -- $33 per energy point past that;) / DF pricing ($1 per energy point to 100 -- $20 per energy point past that). Also, corrected errors.

Item Name: Essential Water Skin
Description: A one-gallon water skin which changes any water put into it into Essential Water (up to 1 gallon at a time).
Materials Cost: $10 (cost of water skin)
Enchantments: Essential Water - 800 mana + Power 3 - 2000 mana.
Notes: -
Price: $92,410 / $56,010

Item Name: Pseudo-Gills
Description: An apparatus that fits over the wearer’s mouth and allows him to breathe under water for as they wear the item.
Materials Cost: $0
Enchantments: Breathe Water - 400 mana + Power 4 - 4000 mana
Notes: -
Price: $145,200 / $88,000

Item Name: Rod of Flame Jet
Description: This jewel and gold encrusted one foot rod (3 lbs) fires a 1-meter long jet of flame out of the end at no cost to the user. The flame may be activated as a zero action by speaking the password written on the item, and wielded to do 1d damage with the Innate Attack (Jet) skill.
Materials Cost: $500 gold + $200 ruby
Enchantments: Flame Jet - 800 mana + Power 1 - 500 mana + Password (written) - 200 mana.
Notes: Handy as a very low quality light saber, or just for lighting the camp fire.
Price: $50,200 / $30,700

Item Name: Boots of Water Walking
Description: These boots allow a wearer to walk on water as though it was land. This effect lasts for as long as the boots are worn.
Materials Cost: $80 boots
Enchantments: Walk on Water - 500 mana + Power 3 - 2000 mana + Adjustable Clothing (10%, size *1/2) - 25 mana.
Notes: -
Price: $82,605 / $50,105

Item Name: Fire Dragon Armor
Description: This armor (Leather Armor, DR 7 to all but neck, 19.5 lbs) is enchanted to burst into flames without harming the wearer. The wearer acts as though under a basic Resist Fire spell, and the subject’s melee attacks do an additional point of damage. Anyone attacking the subject will trigger a 1d Flame Jet that hits back along the weapon automatically hitting the attacker’s hand (at 1 yard or less). Grappling causes 3d burning damage. Activating the item costs 3 mana, and the armor stays activated indefinitely. This armor is usable only by a mage.
Materials Cost: $340 Leather Armor (Dragonhide, +4 DR, 2* weight +59 CF)
Enchantments: Fortify, +1 - 50 mana + Lighten -25% - 100 mana + Flaming Armor - 1000 mana + Power 3 - 2000 mana + Link - 200 mana + Adjustable Clothing (25% * 2, material *2) - 200 mana.
Notes: Only mages can activate this item as it requires an initial energy to activate, even though it can stay active indefinitely.
Price: $109,290 / $68,490

Item Name: Minor Glove of Flame
Description: This is a red leather glove that can be activated as a free action by any wearer by speaking a password written on it. This ignites the glove and gives the wielder +1d flame damage on their next hand to hand attack with that fist.
Materials Cost: $15 leather glove
Enchantments: Burning Touch - 300 mana + Power 1 - 500 mana + Speed 1 - 500 + Password (written) - 200 mana + Adjustable Clothing (10%, size *1/2) 1 25 mana.
Notes: -
Price: $49,540 / $30,040

Item Name: Major Stone of Purify Air
Description: Made to purify air in a 3 yard diameter submarine, this crystal is set in the center of a ship and purifies the air around it in a 3 yard area constantly.
Materials Cost: $0 (cost of submarine)
Enchantments: Purify Air - 50 mana + Power 3 - 2000 mana.
Notes: -
Price: $66,050 / $40,050

Item Name: Blacksmith’s Friend
Description: This is a metal box with five sides and one cubic yard of space within it (weighs 20 lbs). Any item placed inside the open end of the box has its temperature increased by 20 degrees per minute up to a maximum of 2800 degrees.
Materials Cost: $300 Ruby + $400 Fine Quality Iron Box
Enchantments: Heat (1 cubic yard, 20 degrees per minute) - 400 mana + Power 2 - 1000 mana.
Notes: -
Price: $46,900 / $28,700

Item Name: Deep Freeze
Description: This is a metal box with five sides and one cubic yard of space within it (weighs 20 lbs). Any item placed inside the open end of the box has its temperature reduced by 20 degrees per minute down to absolute zero if left in long enough.
Materials Cost: $300 Ruby + $300 Sapphire + $400 Fine Quality Iron Box
Enchantments: Cold (1 cubic yard, 20 degrees per minute) - 400 mana + Power 2 - 1000 mana.
Notes: -
Price: $47,200 / $29,000

Item Name: Cursed Ring of Suffocation
Description: This ornate ring with an affixed onyx as its center piece is a deadly device that tries to kill its wearer in his sleep. One hour after the wearer enters a sleeping state (Link) the ring casts a 1 hex Devitalize Air spell and then uses its Shape Air spell to keep the devitalized air around the victim. The victim must roll HT to wake up and take off the ring, or die in his sleep.
Materials Cost: $200 Onyx
Enchantments: Shape Air - 200 mana + Power 1 (for Shape Air) - 500 mana + Devitalize Air (1 area) - 300 + Power 2 (for Devitalize Air) - 1000 + Link - 200 mana + Adjustable Clothing (25% *2, size *1/4) - 25 mana.
Notes: I don't do many cursed items, as usually they are a bit of a waste of time for my players who are uber-paranoid. This one is cute however.
Price: $72,825 / $44,225

Item Name: Boots of Air Walking
Description: Anyone wearing these boots is granted the Walk on Air advantage. If the subject falls for any reason the spell is automatically recast for him the next second, and he only takes 1d damage.
Materials Cost: $1000 magical components + $80 boots
Enchantments: Walk on Air - 500 mana + Power 3 - 2000 mana + Adjustable Clothing (10%, size *1/2) - 25 mana.
Notes: -
Price: $83,605 / $51,105

Item Name: Snow Boots
Description: While wearing these cold weather leather boots the wearer is able to to cross ice or snow as though it was normal ground. The effect lasts as long as the subject wears the boots.
Materials Cost: $80 boots
Enchantments: Snow Shoes - 350 mana + Power 2 - 1000 mana + Adjustable Clothing (10%, size *1/2) - 25 mana.
Notes: -
Price: $44,655 / $27,105

Item Name: Mug of Wine
Description: When this 1 quart pewter mug (1 lb) is filled with grape juice, it casts Distill on its contents once changing it into fortified wine. If wine of any type is pored into the mug, Distill will be cast on that changing it into Brandy. Only half of its contents remain when casting is complete after 10 seconds. It has no effect on any other substance.
Materials Cost: $10 pewter mug
Enchantments: Distill (special item) - 400 mana + Power 1 - 2000 mana + Link - 200.
Notes: -
Price: $85810 / $52,010

Item Name: Burning Staff
Description: This Mage's Staff generates a 1d+2 burning aura that effects anything touching it incliuding those hit by it. If the password is not spoken first it also effects the wielder every second it is held.
Materials Cost: $400 ruby + $70 Quarterstaff (Balanced, +4 CF, Fine, +2 CF)
Enchantments: Staff - 30 mana + Burning Touch - 300 mana + Power 1 - 500 mana + Password - 400 mana + Flame Weapon - 750 mana.
Notes: I believe I have everything I need for this to work. Let me know if I'm getting too much utility out of the Password spell.
Price: $64850 / $39,500

Item Name: Boots of Swimming
Description: When activated by spending 3 mana these boots, made of fish skin, allow the wearer to move through water at normal move. This does not provide for the wearer's breathing needs. The effect lasts as long as the subject wears the boots. As there is a mana cost to activate this item, it is usable only by a mage.
Materials Cost: $80 boots
Enchantments: Swim - 1000 mana + Power 3 - 2000 mana + Adjustable Clothing (10%, size *1/2) - 25 mana.
Notes: More boots... because... um.. boots are cool?
Price: $99,105 / $60,105

Last edited by pjason; 12-18-2010 at 04:43 PM.
pjason is offline   Reply With Quote
Old 12-14-2010, 03:29 PM   #45
Jeminai
 
Jeminai's Avatar
 
Join Date: Dec 2009
Location: Jacksonville FL
Default Re: [Magic] 1001 Standard Magic Items

Item Name: Rod of Refulgence

Item Type: Magical wand

Description: Whitewood wand (16" long) with paltinum engraving in sunburst patterns. In the base of the wand is a 4.2 Carat Trilliant cut Plalioclase Feldspar (Sunstone worth $4370)

Price: $57,800 (Total fair market value)

Materials Cost: $5000

Enchantment Cost: $52,800

Enchantments:
Continual Light (M 110) Energy: 400 (torch brightness)
Light Jet (M 112) Energy: 200
Sun bolt (M 114) Energy: 800
Powerstone (M 69) 10 points (exclusive) Energy: 200

Function: casts light in two different utility manners (torch and flashlight) and also delivers a Sunbolt punch when needed.

Notes: The Material cost was determined using the DF: 8 gem rules and a total guess on what workmanship it would require for whitling, engraving and doing platinum inlays.
__________________
Two things that I learned from Dungeons & Dragons is that I LOVE GURPS and it isn't really a compliment when a gnome tells you your hair smells nice.
Jeminai is offline   Reply With Quote
Old 12-14-2010, 03:37 PM   #46
pjason
 
pjason's Avatar
 
Join Date: Mar 2005
Location: Tucson AZ
Default Re: [Magic] 1001 Standard Magic Items

Ok, last one, I swear. Here's the few artifacts actually stated out...

EDIT: Updated Price in all cases to be Standard ($1 per energy point to 60 -- $33 per energy point past that;) / DF pricing ($1 per energy point to 100 -- $20 per energy point past that). Also, corrected errors.

Item Name: Enchanted Pirate Ship
Description: This is a 75 foot (13 hex area) Pirate Ship enchanted with several Weather spells to aid it. It can move the current of the water underneath it (Current) by either +-1 mph or shift it +-22.5 degrees (it can do this up to 8 increments). It can raise or lower the tide of the water, creating a hill of water underneath the ship up to 6 feet high. Finally it can move the wind around it by up to +-1 level on the Beaufort Scale (Magic p.194) or shift it +-22.5 degrees (it can do this up to 8 increments). All of these are controllable from the steering wheel of the ship by a non-mage (Link*3). Only one effect may be active at a time.
Materials Cost: $110,000 Pirate Ship
Enchantments: Current (6 area, 8 levels) - 300 mana + Tide (6 area, 5 levels) - 225 mana + Wind (6 area, 8 levels) - 300 mana + Power 1 - 500 mana + Link (3 of them) - 200*3 mana.
Notes: My first foray into vehecular enchantments.
Price: $173,525 / $148,500

Item Name: Staff of All Elements
Description: A staff which can shoot a 1d Fireball, a 1d+1 Stone Missile, a 1d-1 Lightning Bolt, or a 1d-1 Ice Dagger per turn without the use of any mana (+1 power each) as fast as a gun could be fired (1 shot per round). It is also enchanted as a mages staff. These are activated by reciting the appropriate password written on the staff for the appropriate effect. This item is only usable by a mage.
Materials Cost: $400 ruby + $1200 platinum + $30 fine quality staff
Enchantments: Fireball - 800 mana + Stone Missile - 400 mana + Lightning - 800 mana + Ice Dagger - 400 mana + Power 1 - 500 mana + Speed 1 - 500 mana - Staff – 30 mana + Password (4 of them, written) 200*4.
Notes: -
Price: $140,260 / $85,660

Item Name: Gloves of Spell Catching
Description: Wearing these gloves allows the mage to try catch a missile spell as his unarmed parry for that round by rolling against a 15 or higher. This works on any missile spell that comes within reach of the wearer. Usable only by a mage.
Materials Cost: $30 leather gloves
Enchantments: Catch Spell (special item) - 1200 + Power 3 - 2000 mana + Adjustable Clothing (10%, size *1/2) - 25 mana.
Notes: -
Price: $105,655 / $64,055

Item Name: Armageddon Stone
Description: Using this spell stone will cause a volcano to sprout out of the ground where the user sprinkles the used crystal’s ashes. This spell may only be used to create a new volcano and not to activate a dormant one. The volcano will continue to grow at a rate of 2 yards in diameter per day for 30 days. At the end of this period the volcano will have a 60-yard diameter hole from which molten lava will be spewing. Everything within a ˝ mile radius from the casting spot will be utterly destroyed and anything downhill for another 4 miles will also be a ruin under the river of lava produced by the volcano.
Materials Cost: $1,004,850 one ruby
Enchantments: Spell Stone (Volcano: 315 mana) - 6300.
Notes: -
Price: $1,212,750 / $1,130,850

Item Name: Helm of Lightning Stare
Description: This Orichalcum Legionary Helmet (DR 7 on skull and face; 2 lbs) when activated will generate an 8 yard, 4d electrical attack that is wielded with the Innate Attack (Gaze) skill for no mana. This item is usable only by a mage.
Materials Cost: $4,500 Legionary Helmet (6 lbs) (Orichalcum, 1/3 weight, +29 CF) + $500 platinum + $500 opal.
Enchantments: Fortify +3 (Head *0.1) - 80; Lightning Stare - 1000 mana + Power 4 - 4000 mana + Speed 1 - 500 mana + Adjustable Clothing (25% *2, size *1/2, material *5) - 250 mana.
Notes: -
Price: $197,890 / $120,580

Item Name: Amulet of Flesh to Stone
Description: This amulet turns anyone who wears it to stone permanently (Contest of victim’s HT vs. skill of 20).
Materials Cost: $1000 amulet
Enchantments: Flesh to Stone (*0.15, single use) - 150 mana + Power 10 - (*0.15, single use) 38,400
Notes: Just an experiment really... to see if it was viable. Its a pretty expensive trap.
Price: $1,268,200 / $769,000

Last edited by pjason; 12-18-2010 at 04:48 PM.
pjason is offline   Reply With Quote
Old 12-14-2010, 05:38 PM   #47
benz72
 
benz72's Avatar
 
Join Date: Oct 2006
Location: Chagrin Falls
Default Re: [Magic] 1001 Standard Magic Items

Quote:
Originally Posted by Fred Brackin View Post
Not legal for multiple reasons.

Steelwraith can be Ensorcereled onto a person with the 90% e=reduction mentioned but thsi will not produce the result envisioned.

Steelwraith could be Enchanted onto a weapon buit would only enable a person under a Steelwraith spell to use it normally (or to affect other Steelwraithed persons) and there is no 90% reduction.

There is no standard Enchantment effect that will do what you want.
Why can steelwraith not be cast on or ensorceled into a weapon? (references please)
__________________
Benundefined
Life has a funny way of making sure you decide to leave the party just a few minutes too late to avoid trouble.
benz72 is offline   Reply With Quote
Old 12-14-2010, 05:46 PM   #48
Diomedes
 
Join Date: Mar 2008
Location: Dallas, TX
Default Re: [Magic] 1001 Standard Magic Items

Quote:
Originally Posted by benz72 View Post
Why can steelwraith not be cast on or ensorceled into a weapon? (references please)
From Steelwraith, Magic, p54:

Quote:
A metallic weapon may be enchanted to counter the spell (so that it may be wielded by or against a Steelwraithed being).
Emphasis mine. Neither the spell nor the enchantment can give a weapon cosmic penetration against metal armor (though a GM might let you try to cast Steelwraith on your victim's armor...)
Diomedes is offline   Reply With Quote
Old 12-14-2010, 05:48 PM   #49
schmeelke
 
schmeelke's Avatar
 
Join Date: Mar 2005
Location: Schenectady, NY
Default Re: [Magic] 1001 Standard Magic Items

Quote:
Originally Posted by Stripe View Post
For the purpose of the thread, assume:
  • GURPS Basic Set, Magic, Fantasy, Low-Tech, and Martial Arts;
  • Standard Magic rules;
  • Typical TL3 fantasy setting with plentiful wizardry;
  • $1 per energy point to 60 -- $33 per energy point past that;
  • Include cost of materials in the item's cost.
I'd like to see a modern-day (TL8) variant of this list as well as ultra-cheap items (suitable for buying with starting wealth -- at TL3 this is $1000 for Average Wealth).
schmeelke is offline   Reply With Quote
Old 12-14-2010, 05:51 PM   #50
Fred Brackin
 
Join Date: Aug 2007
Default Re: [Magic] 1001 Standard Magic Items

Quote:
Originally Posted by benz72 View Post
Why can steelwraith not be cast on or ensorceled into a weapon? (references please)
Magic p.54 for Streelwraith. The text says the subject is rendered intabgible to the touch of metal and the pronoun "him" is used multiple times.

Even more relevant is Magioc p.60 for Ensorcerel. The text there refers to the Enchntment being placed on a "single being". There has been some unofficial discussion involving using Ensorcerel to apply permanent Spells to objects as well as beings. However, this is not RAW and steelwraith is not cast on objects anyway.

You may have or have encountered House Rules that allow for such a thing as you suggest but it's not RAW and should be off-topic for a thread about _Standard_ Magic Items.
__________________
Fred Brackin
Fred Brackin is offline   Reply With Quote
Reply

Tags
dungeon fantasy, magic items

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:57 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.