New Magic Items: Boots, Bracers, Gloves

Contents
Boots of Endurance
Boots of Blinking
Boots of Windwalking
Power Bracers
Gloves of Many Duties
Gauntlets of Punching Power
Gloves of Healing
Gloves of Striking
Gauntlets of Stoneshaping
Boots of Endurance
	With these boots the wearer is able to move at their quickest 
rate for an entire day.  i.e. Base rate = 12, maximum (run X 5) = 60.  
They still may be obstructed by rough terrain, but the character may 
still move at their fastest possible rate for that landscape.  After 
the day is up, then the boots cease to function for a whole day, 
after which they may be used again.  When moving with the aid of 
Boots of Endurance, the wearer does not feel the need for sleep, 
food or drink.  They cannot become dehydrated, but may become 
uncomfortably hot or cold if the climate conforms to those standards.  
These boots are most often used to cross deserts and wastelands, 
their abilities coupled with the effects of heat or cold diminishing 
items.

Boots of Blinking
	These magical items allow the wearer to blink as the third 
level wizard spell.  This effect lasts for 1 turn, and will not 
function for the following turn.  The blinking is not random and 
is controlled mentally by the user.  To activate the boots the 
wearer simply taps the heels together.  The maximum distance for 
the blinks is 20', and the minimum distance is 1'.  The wearer 
cannot be hit during the one turn duration as long as they forego 
any other actions and concentrate on blinking.  They may be 
affected by area effects spells whose area of effect is greater 
than the boots blinking distance.  Due to the constant matter 
transmission, the wearer becomes noxious after 5 rounds.  Each 
round thereafter, they must make a save vs. paralyzation or 
violently vomit, and lose the effects of the boots.

Boots of Windwalking
	These boots allow the user to walk along the currents of 
air up to a maximum height of 1 mile.  The user moves at their 
normal movement rate, but it is bettered by half.  They function 
for 4 hours each day.  When walking with the wind, the users 
movement rate is equal to the speed that the wind is traveling.  
There must be some type of wind (even a breeze) for the boots to 
function.  The wearer can ascend up to 250 metres in a round.

Power Bracers
	Power bracers grant great strength on the wearer.  A pair of 
power bracers gives the wearer an equivalent strength of 20 (stone 
giant strength).  This gives the wearer a + 3 to hit and a + 8 to 
damage.  The wearer can also hurl rocks as a stone giant, with an 
average rock weight of 198 pounds, a maximum range of 160 yards and 
a base damage of 1d12.  Those who wear power bracers have a weight 
allowance of 535 pounds and can press a maximum of 700 pounds.  
Their chance to open doors is 17 (chance to open magically sealed 
doors is 10) and their chance to bend bars/lift gates is 60%.
     There is also a more rare type of power bracer.  This type adds 
5 to the users strength score, and is cumulative with any other 
strength giving items (to a maximum strength score of 25).  There is 
only a 5% chance that this type of bracer will be found.

Gloves of Many Duties
	These strange gloves will always be found in pairs, two left 
and two right.  When one pair of the gloves is worn, the wearer 
feels a tingle up their arms.  Then the second set of gloves 
animates.  The other pair of gloves moves and mimics the motions 
of the other pair of gloves.  They can be commanded to move up to 
30' feet away from the user, and grasp with an equivalent strength 
of 18/51.  These gloves can be used to pick pockets as per the 
thief skill, with an 85% chance of success due to their ability to 
remain undetected (Thieves use their own pick pockets skill if it 
is higher).  The gloves can be used to open doors, trip traps or 
pull/push levers and panels.  They can be used to strike as fists, 
and can be used to attack 2 times per round.  They do a base 
1d4 + 1 damage, and strike with the THAC0 of the wielder.  They 
also have a + 2 to hit due to strength, and a + 3 to damage.  They 
are considered + 2 weapons for determining what they can hit.  If 
necessary, they make saves as leather, with a + 5 to all saves.

Gauntlets of Punching Power
	These powerful items increase the power of the wearers punch.  
They can only be used by M size of smaller creatures.  When the 
wearer punches, they have a + 3 to hit and damage.  This also 
applies to the punching table adjustment (up or down).  The damage 
these gloves do is 2d6 each.  The wearer is allowed 3 attacks per 
melee round, and has an equivalent grasping power of 19.  This 
applies to attempts to bend bars, or to crush things.

Gloves of Healing
	These gloves grant the wearer the ability to heal 2 points 
of damage from any creature touched, much the same as the paladin's 
ability laying on of hands.  A creature cannot be affected by this 
ability more than 5 times.  After the gloves are used 50 successive
times, they cease to function for 1 full week.  The wearer of the 
gloves also gains the ability to regenerate 1 hp every 3 hours.

Gloves of Striking
	These special gauntlets appear to be a fine set of leather 
gloves, with studs on the knuckles.  These gauntlets true nature 
becomes apparent during battle.  When a fist is swung it 
metamorphoses into a knotted brown clump.  It may not look very 
appealing, but it does the damage of a club, 1d6/1d3.  After the 
initial discovery, the user may investigate into them further, 
revealing several special powers.  The gloves give the user a +5 
to hit and damage, they also get a + 5 modifier on their punching 
chart; and they get one extra punching attack per round.  At the 
option of the user the gloves can metamorphose into different 
forms.  They may change into either a morning star, mace or a set 
of whips.  The whips do damage as horseman's flails and entangle 
their foes.  It takes a character with at least 18/76 strength to 
break free (with a successful bend bars/lift gates roll with a 
-20 % modifier).  They constrict to do 1d3 damage per round, but 
release their victim at the will of the wearer.

Gauntlets of Stoneshaping
	These gauntlets allow the wearer to work any type of stone 
as if it had the consistency of stiff clay.  The stone retains 
its original density throughout the entire process.  These 
gauntlets operate similarly to the stoneshape spell.  Stone that 
is shaped retains it's new shape indefinitely, until it is 
destroyed or until the wearers of the gauntlets elect to reshape 
it.  A Dispel Magic spell cast on any stone shaped by these 
gauntlets has no effect.  In addition to the effects noted above, 
the gauntlets grant the wearer stone giant strength (20, +3 to 
hit, + 8 to damage) for up to 1 hour each day.  They can hurl 
boulders weighing approximately 198 lbs up to 16 yds for a base 
damage of 1 - 12 hp.


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