Post by Maelthras on Mar 24, 2017 1:16:26 GMT -8
Amulet of Armor Transformation
These amulets are miniature suits of armor. When the command word is spoken, the amulets transform and encase the wearer in armor. It takes 2 segments for this to happen. Another command word reverts the armor back to an amulet. These amulets come in all the armor types, from leather to full plate.
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Amulet of Comfort
When this amulet is worn, a faintly shimmering aura surrounds the wearer. The aura insulates the wearer from the effects of nonmagical heat and cold in a range of -20 F. to 140 F. Any time the wearer encounters temperatures in this range, he maintains a comfortable temperature of 70 F., regardless of prevailing weather conditions. Additionally, the medallion acts as a shield against rain, snow, and hail, which are blocked by the aura.
If the wearer encounters a temperature above or below the stated range, the temperature within the aura is altered by an equal number of degrees. For example, a wearer who encounters a temperature of 150 will actually experience a temperature of 80°F.
All physical objects other than rain, snow, and hail can pass through the aura. The wearer can cast spells normally while the aura of comfort is in effect. This amulet offers protection against magically generated weather, such as that caused by weather summoning and ice storm. It does not protect against fire, nor does it shield against fire- based or cold-based attacks.
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Amulet of Fireball Spell Invulnerability
This magical amulet protects the wearer from any of the effects of the fireball spell. If the wearer is caught in the affect of a detonating fireball the wearer is totally unaffected. The amulet totally negates any of the affects of the spell that reach the wearer. This amulet only works upon the affects of the fireball spell, and no other spells or fire spell variations. This is a golden amulet with an engraved ball of fire in its center.
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Medallion of Summoning Dwarves - Derro
Within one round of speaking the command word for this magical item, the wearer magically conjures 1d4 derro dwarves. These appear anywhere within a 50-yard radius of the wearer, as desired by him. They attack the medallion wearer's opponents to the best of their ability until either he commands that the attacks cease, the enchantment's duration expires, or the derro dwarves are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, the summoned dwarves can, if the medallion wearer can communicate with them and if they are physically able, perform other services for the summoner. At the end of the enchantment's duration the remaining derro dwarves vanish and return to where they originally came from. The enchantment's duration is 16 rounds.
Stats: AC 4, 24 HP, THAC0 17, #Att 1, Dam 1d8, Size 4' tall, Move 9
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Medallion of Ultravision (Silver Crescent Moon on a silver chain)
An improved version of infravision, the medallion of ultravision allows it's wearer to see perfectly in normal darkness, starlight, or moonlight to the full range of his unobscured daylight vision. (See Chapter 13 of the Player's Handbook; in most outdoor settings, this means that the character can spot movement at 1,500 yards.) In underground settings, the spell enables the recipient to see up to 90 feet in non-magical darkness. Magical darkness, fog, or smoke is less effective than normal against a character using the medallion of ultravision; the medallion's enchantment permits the wearer to see at least 30 feet in magical darkness, and at least 10 feet in any kind of vaporous, foggy, or smoky atmosphere.
The medallion of ultravision does not permit the recipient to spot invisible creatures, and it does not function in the presence of strong light sources (lanterns, torches, and so on).
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Charm of Flying, Gold Curved Dragon Horn
This golden charm, which Tuck wears on a gold chain around his neck, bestows upon him the power of magical flight. Tuck is able to move vertically and horizontally at a rate of 180 yards and twice that if descending in a dive. The maneuverability class of Tuck is "B". Flying requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3"). Possible combat penalties while flying are known to the DM (in the "Aerial Combat" section of the DMG).
These amulets are miniature suits of armor. When the command word is spoken, the amulets transform and encase the wearer in armor. It takes 2 segments for this to happen. Another command word reverts the armor back to an amulet. These amulets come in all the armor types, from leather to full plate.
====================================================
Amulet of Comfort
When this amulet is worn, a faintly shimmering aura surrounds the wearer. The aura insulates the wearer from the effects of nonmagical heat and cold in a range of -20 F. to 140 F. Any time the wearer encounters temperatures in this range, he maintains a comfortable temperature of 70 F., regardless of prevailing weather conditions. Additionally, the medallion acts as a shield against rain, snow, and hail, which are blocked by the aura.
If the wearer encounters a temperature above or below the stated range, the temperature within the aura is altered by an equal number of degrees. For example, a wearer who encounters a temperature of 150 will actually experience a temperature of 80°F.
All physical objects other than rain, snow, and hail can pass through the aura. The wearer can cast spells normally while the aura of comfort is in effect. This amulet offers protection against magically generated weather, such as that caused by weather summoning and ice storm. It does not protect against fire, nor does it shield against fire- based or cold-based attacks.
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Amulet of Fireball Spell Invulnerability
This magical amulet protects the wearer from any of the effects of the fireball spell. If the wearer is caught in the affect of a detonating fireball the wearer is totally unaffected. The amulet totally negates any of the affects of the spell that reach the wearer. This amulet only works upon the affects of the fireball spell, and no other spells or fire spell variations. This is a golden amulet with an engraved ball of fire in its center.
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Medallion of Summoning Dwarves - Derro
Within one round of speaking the command word for this magical item, the wearer magically conjures 1d4 derro dwarves. These appear anywhere within a 50-yard radius of the wearer, as desired by him. They attack the medallion wearer's opponents to the best of their ability until either he commands that the attacks cease, the enchantment's duration expires, or the derro dwarves are slain. These creatures do not check morale, but they vanish when slain. Note that if no opponent exists to fight, the summoned dwarves can, if the medallion wearer can communicate with them and if they are physically able, perform other services for the summoner. At the end of the enchantment's duration the remaining derro dwarves vanish and return to where they originally came from. The enchantment's duration is 16 rounds.
Stats: AC 4, 24 HP, THAC0 17, #Att 1, Dam 1d8, Size 4' tall, Move 9
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Medallion of Ultravision (Silver Crescent Moon on a silver chain)
An improved version of infravision, the medallion of ultravision allows it's wearer to see perfectly in normal darkness, starlight, or moonlight to the full range of his unobscured daylight vision. (See Chapter 13 of the Player's Handbook; in most outdoor settings, this means that the character can spot movement at 1,500 yards.) In underground settings, the spell enables the recipient to see up to 90 feet in non-magical darkness. Magical darkness, fog, or smoke is less effective than normal against a character using the medallion of ultravision; the medallion's enchantment permits the wearer to see at least 30 feet in magical darkness, and at least 10 feet in any kind of vaporous, foggy, or smoky atmosphere.
The medallion of ultravision does not permit the recipient to spot invisible creatures, and it does not function in the presence of strong light sources (lanterns, torches, and so on).
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Charm of Flying, Gold Curved Dragon Horn
This golden charm, which Tuck wears on a gold chain around his neck, bestows upon him the power of magical flight. Tuck is able to move vertically and horizontally at a rate of 180 yards and twice that if descending in a dive. The maneuverability class of Tuck is "B". Flying requires as much concentration as walking, so most spells can be cast while hovering or moving slowly (movement of 3"). Possible combat penalties while flying are known to the DM (in the "Aerial Combat" section of the DMG).