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Old 12-07-2010, 12:19 AM   #1
Stripe
 
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Join Date: Nov 2005
Location: Midwest, USA
Default [Magic] 1001 Standard Magic Items

Hello!

I thought I would start another one of my collaboration threads.

If anyone is interested, post up some magic items using the standard rules in Magic. One of the goals of this thread is to create a list of handy statistics for useful and interesting magic items with only the bare minimum in the way by hand waving effects or "creative interpretations" of the standard rules-as-written.

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.

In GURPS Third Edition, it was RAW that any item could be enchanted with any spell. The items in the spell description were only suggestions. Very unfortunately, that single sentence didn't make the Fourth Edition cut. But, if you feel like disregarding the item type listed in the spell description, you may do so.

You can use whatever format you wish, but I'm going to use the following template:
Code:
Item Name: 
Item Type: 
Description: 
Price: (Total fair market value)
Materials Cost: 
Enchantment Cost: 
Enchantments: Name (Energy, Page)
Function:
Notes:
I'll start the game off! :)


Item Name: Flametongue
Item Type: Longsword
Description: A handsome longsword with a blade wreathed in flame and a ruby set in its pommel.
Price: $77,900
Materials Cost: Longsword (fine materials/balance), $4,900; Ruby, $400.
Enchantment Cost: $72,600
Enchantments: Penetrating Weapon 1 (250, M63); Defending Weapon 1 (500, M64); Accuracy 1 (250, M65); Puissance 1 (250, M65); Name (200, M68); and Flaming Weapon (750 plus a $400 ruby, M75).
Function: Does damage as a longsword (MA227, treat as bastard sword in absence of Martial Arts) at +1 due to fine materials and is wielded at +1 to skill due to fine balance. Its enchantments give it a a +1 to skill to parry with, +1 to skill to hit, and halves most forms of DR. They also give it a +1 to basic damage. If damage penetrates, its flames add +2 to injury.
Notes: The weapon's name, "Flametongue," is etched in its fuller in an ancient, forgotten language.
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