Capítulo II EXPERIENCIAS DE VINCULACIÓN UNIVERSIDAD-EMPRESA EN
2.3. Antecedentes de la División de Administración
XP Value: 5,000 GP Value: 25,000 DRAGON
hostile spells cast within 60 feet of this item have a flat 20% chance of being dispelled
ing potions possessed by hostile creatures), and all unit saving throws against spells cast by hos-tile forces are at +2.
Pennant of Bravery XP Value: 2,000 GP Value:
DRAGON Magazine 72
By waving this mystical flag and yelling "Go, team, go!" a jock can cause all friendly viewers to fly into a berserk rage (+20% to morale, -2 to the
but +2 to damage).
of Privacy
XP Value: GP Value: 5,000 The Book of Marvelous Magic
When seen by any creature of less than 5 Hit Dice, this banner apparently says, "Keep Out."
All monsters and NPCs affected have a 66%
chance of wanting to leave the area undisturbed.
of Protection
XP Value: 7,500 GP Value: 30,000 Oriental Adventures
This banner is a flag that could be hoisted above a castle or palace. On it are written red characters for health, prosperity, and fame. To activate the banner, it must be to the highest point on the building or compound it is to protect, and the name of the building or compound must be boldly written on the banner. Once in place, the banner extends a magical field that blocks spells of 5th level or greater. The field extends to all buildings and grounds that form a single unit, identified by the name written on it. Thus, if placed on the main building Castle, the field would protect buildings that form the castle. However, the area of effect can never be greater than a radius. The banner is only effective while it is flying in plain view. If it is cut down or the protection is canceled until the banner is restored to its proper position.
Protection II
XP Value GP Value DRAGON Magazine
This banner provides all friendly troops within 60 feet protection from one or more specific sorts of attack. Saving throws against those attacks are at successful saving throws result in % normal damage, and failed saves result in % damage.
(There are permutations of this item.)
Zen's Banner
Protection granted Breath weapons 08-14 Cold attacks
21 Death magic 22-28
Fear attacks Fire attacks Gas attacks Paralyzation Petrification Poisons 71-77 Rods 78-84 Spells 85-91 Staves 92-98 Wands
Roll Twice. This effect is cumulative (up to three (Add 750 XP and 7,500 XP for each property.)
of Renown
XP Value: 5,000 GP 25,000
Fate
This magical flag displays the moon and trailing stars of the Land of Fate, and may be used to rally and increase the morale of enlightened soldiers and other creatures. All enlightened creatures within 100 feet of the banner gain a +2 to all morale checks, and fight at +1 on attack and damage rolls. Tn addition, routed individuals may make another morale check, should they pass within 100 feet of the banner. The banner's magic lasts as long as its holder is alive. Should the ban-ner bearer be slain, the banban-ner evaporates and benefits are immediately lost. (See Sword, of the
for an explanation of "enlightened.) of Terror
XP Value: 4,000 GP Value: 20,000 Magazine 178
Enemies within 80 feet of this dreaded flag must make an morale check. subsequent morale checks in the zone of influence suffer a -1 penalty per 20 feet of distance as they continue to close in on the flag, to a maximum
Zen's
XP Value: 5,000 GP Value: 25,000
Fantasy Collector Card 390
This bright blue standard is like Law's banner in as much as it greatly affects the turn of a battle, yet it is very Zen is a strict advocate of peace and her magical banner's power reflects this.
banner makes any enemy within a quarter-mile feel as though they are unjust and cruel, subtract-ing two from their base morale, accordsubtract-ing to
This applies even to the most evil of armies. Should the banner fall, the effects are immediately lost. Should it not be raised again within a enemies are filled with blood-lust and receive a +2 bonus to base morale.
Barding
After deciding the magical properties of the barding the character found, purchased, or traded for, roll on the tables below to find the type of barding, the category, and the construc-tion materials. Please note that certain barding types do not require a roll on the materials' table (for example, the types of leather and padded armor).
Roll Barding Banded 08-14
15-21 Chain
22-29 Chain
Field Plate Lamellar Full Plate Leather Leather Scale Metal Scale 65-71 Padded 72-79 Plate
Ring 85-88 Scale 89-93 Splint
Studded Leather Wicker
Roll Barding Category 01-30 Full Barding 31-70 Barding
Partial Barding
01
11-12 63-72 73
Armor Adamantite Bronze Copper Gold Iron Obsidian Platinum
Cost Multiplier x50
x.95 x.90 X2.5 x5 x.75 x25
of
Silver Steel 91-99 Wood
00 Mithral
X.5
of Deceptive Travel XP Value
Basilisk: 600 Cave bear: 600
500 600 Rust monster: 500
lizard: 300
GP Value 6,000 5,000 6,000 5,000 3,000 The Book of Marvelous Magic
This item is identical to of easy travel may be used as such indefinitely.
However, if the proper command word is discov-ered and spoken, the steed turns into a
1d6 to find the form of the monster:
Steed Type 1
2 3 4 5 6
Cave bear Tuatara lizard Rust monster Basilisk Manticore Giant scorpion
The monster understands, obeys, and even fights for the user. Note that the gaze of the basilisk form is still dangerous, even to the user, and that the rust monster may require very quick and detailed instructions if accidents are to be avoided
Easy Travel
XP Value: 200 GP Value: 2,000 The Book of Marvelous Magic
This is a set of complete horse When the user places it on the ground and speaks the proper command it enlarges to full size and magically creates a war horse within it; hit points are determined randomly for each use. This can be done once per day at most. The animal dis-appears on when or if the is removed. When the animal disappears, the bard-ing returns to original miniature state.
of Flight
Value: 4,500 GP Value: 45,000 POLYHEDRON Newszine 82
This leather horse barding emits only a weak dweomer when detect magic is cast. However,
469
Barrel
when this is fitted onto a horse, mule, or donkey, it automatically sizes itself to the mount.
When a command word is spoken, a set of feathery wings graft themselves onto the mount, granting the beast flight with a maneuverability class D and a movement rate of 24, The mount can fly up to six hours before needing to rest. For each hour of the mount must rest one hour. If a mount is forced to fly beyond the limit, the wings disappear, and mount and rider fall to the ground.