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    Canonfire :: View topic - [Fantasy Hero] Greyhawk Magic Items
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    [Fantasy Hero] Greyhawk Magic Items
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    Apprentice Greytalker

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    Mon Aug 25, 2008 2:32 pm  
    [Fantasy Hero] Greyhawk Magic Items

    The magic items from Greyhawk Adventures, starting with Rings.

    Cost  PowerEND
      Admundfort Ring of Leadership 
    1  1) Flock to Your Banner: x2 Followers (5 Active Points); Independent (-2), OIF (-1/2) 0
    2  2) Loyalty: +10 PRE (10 Active Points); Independent (-2), Only To Influence Followers (-1 1/2), OIF (-1/2) 
        
    1  Lucky Ring of the Wild Coast: +2 with Gambling (4 Active Points); Independent (-2), OIF (-1/2) 
        
    0  Cursed Ring of the Great Kingdom: The wearer must make a successful EGO Roll when using an Interaction Skill or suffer a -3 penalty to the Skill Roll. 0
        
    7  Ring of the Pomarj: Multipower, 94-point reserve, (94 Active Points); all slots Extra Time (1 Week, -4 1/2), 3 Charges which Recover every 1 Year (-3 1/4), Independent (-2), Only Functions In The Wild Coast (-1 1/2), OIF (-1/2) 
    1u  1) Goblin Horde: Summon 2,048 32-point Goblins, Loyal (+1/2) (91 Active Points); Extra Time (1 Week, -4 1/2), Independent (-2), Only Functions In The Wild Coast (-1 1/2), OIF (-1/2) 0
    1u  2) Orc Army: Summon 1,024 43-point Orcs, Loyal (+1/2) (88 Active Points); Extra Time (1 Week, -4 1/2), Independent (-2), Only Functions In The Wild Coast (-1 1/2), OIF (-1/2) 0
    1u  3) Ogre Raiders: Summon 256 115-point Ogres, Loyal (+1/2) (94 Active Points); Extra Time (1 Week, -4 1/2), Independent (-2), Only Functions In The Wild Coast (-1 1/2), OIF (-1/2) 0
    Apprentice Greytalker

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    Mon Aug 25, 2008 5:55 pm  

    Swords


    Cost  PowerEND
      Equalizer of the Gran March 
    8  1) Enchanted Blade: Killing Attack - Hand-To-Hand 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Independent (-2), OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4) 0
    1  2) Magical Accuracy: +1 with Equalizer (5 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 
    4  3) Maintain the Balance: +1d6 Killing Attack - Hand-To-Hand, Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), OAF (-1), Only When Used By A Follower Of The Balance (-1), STR Minimum 12 (-1/2), Only Against Opponents With Strong Ethical Or Moral Beliefs (-1/2), Real Weapon (-1/4) plus +1 with Equalizer (5 Active Points); Independent (-2), OAF (-1), Only When Used By A Follower Of The Balance (-1), Only Against Opponents With Strong Ethical Or Moral Beliefs (-1/2), Real Weapon (-1/4) 0
    8  4) Destroy the Extreme: Penetrating (+1/2) for up to 60 Active Points of Killing Attack - Hand-To-Hand, Reduced Endurance (0 END; +1/2) (45 Active Points); Independent (-2), OAF (-1), Only When Used By A Follower Of The Balance (-1), Only Against Opponents With Strong Ethical And Moral Beliefs (-1) plus +1 with Equalizer (5 Active Points); Independent (-2), OAF (-1), Only When Used By A Follower Of The Balance (-1), Only Against Opponents With Strong Ethical And Moral Beliefs (-1), Real Weapon (-1/4) 0
        
    20  Flying Scimitar of Tusmit: Multipower, 97-point reserve, (97 Active Points); all slots Independent (-2), OAF (-1), STR Minimum 11 (-1/2), Real Weapon (-1/4) 
    1u  1) Held Blade: Killing Attack - Hand-To-Hand 2d6+1, Reduced Endurance (0 END; +1/2) (52 Active Points); Independent (-2), OAF (-1), STR Minimum 11 (-1/2), Real Weapon (-1/4) 0
    1u  2) Thrown Blade: Killing Attack - Ranged 2d6+1, Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Extra Time (Full Phase, -1/2), STR Minimum 11 (-1/2), Limited Range (6"; -1/4), Real Weapon (-1/4) plus +2d6 Killing Attack - Ranged, Reduced Endurance (0 END; +1/2) (45 Active Points); Only To Determine Impairing Or Disabling Wounds (-2), Independent (-2), OAF (-1), Extra Time (Full Phase, -1/2), STR Minimum 11 (-1/2), Limited Range (6"; -1/4), Real Weapon (-1/4) 0
    1  Magical Accuracy: +1 with Scimitar (6 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 
        
      Rel Astran Sword of Enmity 
    8  1) Enchanted Blade: Killing Attack - Hand-To-Hand 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Independent (-2), OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4) 0
    1  2) Magical Accuracy: +1 with Sword of Enmity (5 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 
    5  3) Destroy Racial Enemies: +1d6 Killing Attack - Hand-To-Hand, Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), OAF (-1), STR Minimum 12 (-1/2), Only Against Racially Hated Enemies (-1/2), Real Weapon (-1/4) plus +1 with Sword of Enmity (5 Active Points); Independent (-2), OAF (-1), Only When Used By A Follower Of The Balance (-1), Only Against Opponents With Strong Ethical Or Moral Beliefs (-1/2), Real Weapon (-1/4) 0
        
      Stonefist Sword of Rage 
    11  1) Enchanted Blade: Killing Attack - Hand-To-Hand 2 1/2d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Independent (-2), OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 0
    1  2) Deadly Blade: +1 with Sword of Rage (5 Active Points); Independent (-2), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 
    1  3) Magical Accuracy: +1 with Sword of Rage (5 Active Points); Independent (-2), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 
    12  4) Rage: Aid STR and STUN 3d6, Limited Power Power loses less than a fourth of its effectiveness (+0), Two characteristics simultaneously (+1/2) (45 Active Points); OAF (-1), Self Only (-1/2), Only When Fighting (-1/2), Side Effects (automatically becomes Berserk in combat while Aid remains in effect, can only make 11- recover rolls after all Aided points fade; -1/2), Cannot Be Used Again Until All Points Fade (-1/4) 0
        
      Sword of the Wild Coast 
    11  1) Enchanted Blade: Killing Attack - Hand-To-Hand 3d6, Reduced Endurance (0 END; +1/2) (67 Active Points); Independent (-2), OAF (-1), STR Minimum 17 (-3/4), Required Hands Two-Handed (-1/2), Side Effects (1d6 Transform into a battle-crazed killer each time the sword is used in battle; -1/2), Real Weapon (-1/4) 0
    1  2) Deadly Blade: +1 with Sword (5 Active Points); Independent (-2), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 
    1  3) Magical Accuracy: +1 with Sword (5 Active Points); Independent (-2), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 
    11  4) Burning the Hand of Good: Killing Attack - Ranged 1/2d6, Damage Shield (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Armor Piercing (+1/2), Continuous (+1) (40 Active Points); OAF (-1), Only Versus Good Beings Who Handle/Pick Up Sword (-1), Always On (-1/2) 0
        
      Warlord Blade of the Shield Lands 
    9  1) Enchanted Blade: Killing Attack - Hand-To-Hand 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); Independent (-2), OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4) 0
    1  2) Magical Accuracy: +1 with Warlord Blade (5 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 
    1  3) Leader of Men: +2 with Tactics and Oratory (6 Active Points); Independent (-2), OAF (-1), Only When Commanding A Military Unit (-1) 
    3  4) Commanding Voice: Hearing Group Images Increased Size (64" radius; +1 1/2), Reduced Endurance (0 END; +1/2) (15 Active Points); Independent (-2), Set Effect (Amplify the user's voice; -1), OAF (-1), No Range (-1/2) 0
    Black Hand of Oblivion

    Joined: Feb 16, 2003
    Posts: 3776
    From: So. Cal

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    Mon Aug 25, 2008 11:22 pm  

    Very nice conversions Armitage! Cool Anybody who uses the HERO system is sure to love more of these.

    I just had this bizarre idea of statting out the Mace of St. Cuthbert and placing it in a modern day British Museum in London, such that a bunch of dimensional travelers from Greyhawk could end up there searching for it, and maybe even face off against some CHAMPIONS super hero characters. Wink

    Yep, that's from an old adventure in Dragon magazine. This sort of cross genre stuff really doesn't appeal to me, but nevertheless it would be fun to do a full conversion of that adventure to Fantasy HERO/CHAMPIONS rules. The CHAMPIONS super hero character encounters would just be for added mayhem. Happy


    Last edited by Cebrion on Thu Aug 28, 2008 8:12 pm; edited 1 time in total
    Apprentice Greytalker

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    Thu Aug 28, 2008 5:26 pm  

    Rods

    Cost  PowerEND
      Diplomacy Rod of Furyondy 
    1  1) Magical Diplomacy: +1 with Conversation, Oratory, and Persuasion (3 Active Points); Independent (-2), OAF (-1) 
    9  2) Enforce the Peace: Mind Control 8d6 (40 Active Points); Independent (-2), 25 Charges which Never Recover (-1 3/4), OAF (-1), Normal Range (-1/4), Limited Range (Voice; -1/4), Incantations (-1/4) plus +4d6 Mind Control (20 Active Points); Independent (-2), 25 Charges which Never Recover (-1 3/4), OAF (-1), Set Effect (Only to induce peace and cooperation; -1/2), Normal Range (-1/4), Limited Range (Voice; -1/4), Incantations (-1/4) [25 nr]
        
    11  Rod of the Aerdi Sea: Multipower, 75-point reserve, (75 Active Points); all slots Independent (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (-1), 50 Continuing Charges lasting 5 Minutes each which Never Recover (effect ends when user stops concentrating; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Incantations (-1/4) 
    1u  1) Fog Cloud: Change Environment 16" radius, -4 to Sight Group PER Rolls (34 Active Points); Independent (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Incantations (-1/4) 0
    1u  2) Spectral Forces: Sight and Hearing Groups and Normal Smell Images Increased Size (16" radius; +1), -4 to PER Rolls (60 Active Points); Independent (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (-1), Requires Multiple Charges (2 per use; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Incantations (-1/4) 0
    1u  3) Programmed Illusion: Sight and Hearing Groups and Normal Smell Images Increased Size (16" radius; +1), -4 to PER Rolls, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Half Phase Action to reset; Trigger is set at each casting; +1/2) (75 Active Points); Independent (-2), Extra Time (1 Turn (Post-Segment 12), -1 1/4), OAF (-1), Requires Multiple Charges (3 per use; -3/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Incantations (-1/4) 0
        
    50  Rod of Onnwal: Suppress Wind-based Powers 12d6, all wind powers simultaneously (+2), 50 Continuing Charges lasting 1 Hour each which Never Recover (+0), Area Of Effect (18" Radius; +1) (240 Active Points); Independent (-2), OAF (-1), No Range (-1/2), Incantations (-1/4) [50 cc]
        
    45  Rod of Welkwood: Multipower, 179-point reserve, (179 Active Points); all slots 25 Charges which Never Recover (-1 3/4), OAF (-1), Incantations (-1/4) 
    2u  1) Entangle: Entangle 4d6, 3 DEF, Area Of Effect (4" Radius; +1) (70 Active Points); Vulnerable (Fire; -1), OAF (-1), Requires Sufficient Plants (-1/2), Incantations (-1/4) 0
    2u  2) Plant Growth: Entangle 4d6, 3 DEF, Area Of Effect (32" Any Area; +1 3/4) (96 Active Points); Vulnerable (Fire; -1), Only To Form Barriers (-1), OAF (-1), Requires Multiple Charges (2 per use; -3/4), Requires Sufficient Plants (-1/2), Incantations (-1/4) 0
    5u  3) Wall of Thorns: Force Wall (5 PD/5 ED; 5" long and 2" tall) (Varying Dimensions), Continuing Charges lasting 1 Hour (+1 1/2) (112 Active Points); Requires Multiple Charges (3 per use; -1), OAF (-1), Incantations (-1/4) plus Killing Attack - Ranged 1d6, Armor Piercing (+1/2), Damage Shield (+1/2), Continuous (+1), Continuing Charges lasting 1 Hour (+1 1/2) (67 Active Points); Requires Multiple Charges (3 per use; -1), OAF (-1), Linked (-1/2), Incantations (-1/4) 0
    8  Shillelagh: Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2), STR Minimum 8 (-1/2), Real Weapon (-1/4) plus +1 with HTH Combat (5 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/4) 0
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    Sat Oct 25, 2008 12:13 pm  

    Staffs


    Cost  PowerEND
      Skull Staff of Hepmonaland 
    13  1) Cause Fear: Mind Control 10d6 (Human class of minds), Area Of Effect (5" Radius; +1) (100 Active Points); Independent (-2), 25 Charges which Never Recover (-1 3/4), OAF (-1), Set Effect (fear; -1), No Range (-1/2), Only Against Targets Looking At The Staff (-1/2) [25 nr]
    13  2) Protection from Evil: Force Field (10 PD/10 ED/10 Mental Defense/10 Power Defense), Reduced Endurance (0 END; +1/2) (60 Active Points); Independent (-2), OAF (-1), Only Works Against Evil Creatures (-1/2) 0
    2  3) Displacement: +2 with DCV (10 Active Points); Independent (-2), OAF (-1), Only Against Lower Planar Creatures (-1), Not Against Attackers With Non-Sight Targeting Senses (-1/4) 
        
    24  Staff of Gnatmarsh: Multipower, 140-point reserve, (140 Active Points); all slots Independent (-2), 25 Charges which Never Recover (-1 3/4), OAF (-1) 
    2u  1) Insect Death Ray: Drain BODY 8d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Ranged (+1/2) (140 Active Points); Only Affects Insects (-2), Independent (-2), OAF (-1) 0
    2u  2) Animate Dead Insects: Summon 4 260-point Undead Insects, Expanded Class of Beings (Any undead insect; +1/4), Slavishly Devoted (+1) (139 Active Points); Independent (-2), Must Have Body Available (-1), OAF (-1), Requires 2 Charges Per Use (-3/4) 0
    2u  3) Summon Thri-Kreen: Summon 8 100-point Thri-Kreen, Increased Number Of Tasks (x4; +1/2), Slavishly Devoted (+1) (87 Active Points); Independent (-2), Requires 3 Charges Per Use (-1), OAF (-1) 0
        
      Staff of Hornwood 
    10  1) Quarterstaff: (Total: 35 Active Cost, 10 Real Cost) Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), STR Minimum 10 (-1/2), Real Weapon (-1/4) (Real Cost: 8) plus +1 with HTH Combat (5 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 2) 0
    14  2) Antipathy Field: Mind Control 5d6 (Animal class of minds), Uncontrolled (effect lasts 1 Hour per activation; +1/2), Area Of Effect (6" Radius; +1), Continuous (+1) (87 Active Points); Independent (-2), OAF (-1), Set Effect (stay away; -1), No Range (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (hostility from enchanted forest creatures; -1/2), Incantations (-1/4) 9
    6  3) Antipathy Strike: Drain PRE 4d6 (40 Active Points); Independent (-2), 25 Charges which Never Recover (-1 3/4), OAF (-1), Only Affects Animals (-1), Linked (Hand-to-Hand Attack; -1/4) [25 nr]
        
    4  War Staff of Nyrond: Summon 128 60-point Soldiers (47 Active Points); 1 Charge which Recovers every Year (-4), Gradual Effect (1 Month; -2 1/4), Independent (-2), OAF (-1), Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2) [1]
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