Runic Keremond's Spellshield (Enchanted Jewelry):
More powerful version of the standard Keremond's Spellshield which negates the effect of spells cast against the wearer. It is called runic although it does not possess a soul like rune weapons. Due to being more powerful and having less side effects, the runic version is greatly prized although only a tiny number are believed to have ever been made. Stories tell of between a half dozen and two dozen total having been created. There are no stories of greater than that and most scholars believe that there are far less. The creator of the runic version is unknown. The pendents are incredibly ornate, even more ornate than the standard versions and most are works of arts even without the enchantments.
Instead of being able to only absorb 100 P.P.E. before being overloaded, the Runic version can absorb 200 P.P.E., double the normal spellshield's ability to absorb magical energy. Magical energy is released from the amulet at the rate of 10 P.P.E. per hour. Unlike the standard version, the runic version does not explode when overloaded although will shut down for a full 24 hours before being usable again (Can absorb a full 200 P.P.E. at that time.) When overloaded, the Spellshield will cause a variety of different side effects. If a spell is absorbed and brings the pendent above the maximum P.P.E then the spell is still is still negated unless the caster spends enough magical energy to keep minimum required P.P.E. of spell above what the Runic spellshield can absorbed. As the runic spellshield absorbs P.P.E., like the standard version, it glows brighter and hotter. When the shield gets within 30 P.P.E. of being overloaded, the pendent begins humming. An alchemist cannot absorb the magic from the Runic version of the Spellshield.
The other main advantage of the pendent is to Wizards and other spell casters and is highly prized because of it. The pendent will allow a spell caster who wears the pendent to cast spells on themselves unlike the standard pendent. There is a small hole in the back of the pendent and the owner must put three drops of their own blood in the hole. That will cause the pendent to bond with the possessor and allows their spells to function on themselves. If this is not done, the wearer cannot cast spells on themselves without the pendent absorbing the spell. If another person puts their blood in the hole, the effects of the magic item is transferred to that new person and will absorb the spells of the person who was previously the owner.
- Side Effects of Overload:
- 01 to 30 Excess magical energy is released in a massive blinding flash,
save against magic or be blinded (wearer rolls at -4 due to being at the
center) with a radius of effect of 10 feet (3 meter) radius for every 5
points of P.P.E. absorbed over 200.
31 to 60 Excess magical energy is released as magical lightning which hits 3D4-3 targets (including wearer) with a range of 120 feet (36.6 meters) and inflicts 1D6 S.D.C. / M.D.C. (Inflicts S.D.C. in S.D.C. Worlds and inflicts M.D.C. in M.D.C. Worlds) for every 5 points of P.P.E. absorbed over 200. If roll is 0 then energy is sent directly into the ground and no damage is inflicted. The wearer is the first target of the effect, the being casting a spell at the wearer is normally the second target if within range of the effect.
61 to 80 Cause Magical Distortion for 2D4 melees for every additional five points of P.P.E. above 200. Roll percentile for distortion every time a spell is cast by the wearer.
- 01 to 10 Increase Damage, Duration, and Range by 20%
11 to 45 Reduce Damage, Duration, and Range by 50%
46 to 80 Increase P.P.E. cost of spell by 50%
81 to 95 Reverse Spell's Effect (GM's interpretation)
96 to 00 Totally unexpected effect (GM's discretion / should reflect power level of spell)
96 to 00 Multiple Effects, roll twice on table.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2004, Kitsune. All rights reserved.