From: michael p mittmann (mittmann@pawl.rpi.edu)
Date: Thu 22 Feb 1990 - 09:56:33 EET
A few more magic items:
Arrow of impaling.
This arrow impales whatever it hits. Note that if the character fails to hit his desired target it will probably impale itself into the ground, (or a tree, or a stone) and will have to be dug out. The GM should use his discretion as to when this breaks. Note that this isn't only a combat item, in the book I got this out of (The Summer Tree by Donaldson) it was used to cross a river by tying a rope to the arrow, and shooting the arrow into a cliff on the opposite side.
Flawed sensitivity crystals:
A sensitivity crystal provides a few (d8) points of pow per day which can only be used on detect spells. Detect spells in RQ2 cause the detected object to glow. A few of my favorite modifications to these crystals are:
Flawed healing crystal:
A Healing doubling crystal doubles healing (and xenohealing if you play with that), so a heal 3 cast through it becomes a heal 6.
A rather nasty flaw to this crystal is that it seal the wound after the heal spell is cast, so if a PC sustains a 9 point wound, and the crystal is used to double a heal 3 the remaining 3 points of injury can't be healed by magic, and must be healed by time (at 1 pt/week).
Flawed spell doubling crystals:
p A standard spell doubling crystal doubles the points of a multiple
point spell. So a 3 point crystal can be used to double a bladesharp 3 into
2 bladesharp 3s, or a bladesharp 2 into a bladesharp 4. (Bladesharp has a
4 point max in RQII). Fun flaws are:
Doubles range instead. Doubles duration instead. Doubles the number of spells cast: Turns a BS2 into 2 BS2s insteadof a BS4, on the other hand this does allow you to cast 2 spells at a time, 2 light spells, 2 befuddles...
have fun. Y )(
---
This archive was generated by hypermail 2.1.7 : Fri 10 Oct 2003 - 01:54:05 EEST