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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.