D&D 3rd Edition House RulesPost your house rules, custom classes, spells, feats and other stuff here. For D&D 3rd Edition and all older editions of D&D.
I make a lot of custom magic items for my campaign, so I thought I'd make a post containing a compilation of items I've made over the years. Comments and critiques are always welcome.
Shield Properties Offensive | AC can become damage | +1 bonus
Rings Ring of Entropy | +1 to your DCs for a -1 penalty to your saves | 11,000 gp Zephyr Ring | You can fly or become invisible | 20,000 gp
Shoulders Tattoos of the Moon | +1 to reflex saves and fly for 1 round once a day | 3,000 gp Shadowstep Cloak | Move through the plane of shadow | 35,000 gp Cloak of Elusion | Gain bonus on saves, evasion, and invisibility | 187,000 gp
Throat Warding Crystal | Helps lessen the danger of Use Magic Device | 750 gp Aura Dampener | Hide magical auras eminating from you | 1,000 gp Medallion of Insight | Gain a bonus to Will saves and augury | 10,000 gp
Tools Pipes of Selune | Selune worshippers have questions answered | 1,500 gp Rod of Deafening | Your spells can deafen opponents | 2,800 gp Lesser Dweomerstone | Stores spells for Spellthieves | 3,000 gp
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
The dark fabric of this cloak appears to be shrouded in shadows even when there is light shining directly on it. Looking directly at it, you feel as if you're being drawn into another world, but looking away, the sensation fades.
The wearer of this cloak appears somewhat hazy, as if he is in the shadows even when there are no shadows around. In actuality, the cloak provides a bit of the Shadow Plane to surround the wearer, offering a +2 resistance bonuses on Reflex saving throws. When in the shadows enough to afford any concealment, this increases to a +4 resistance bonus.
The cloak allows the user to step into the Plane of Shadow for a brief time and come back to the Plane he was on up to 30 feet away from his previous location the following round. As a Move Action, the wearer may pull the cloak around himself and utter the command word (“Shadow Take Me”) designating a square within 30 feet to appear in. The user then disappears into the Plane of Shadow.
The following round, just before the user’s turn, he reappears in the designated square. The trip is disorienting, however, and the user can only take a Standard Action or a Move Action this round instead of a Full Round Action. If he appears in a square inside a solid object, he takes 1d6 damage and is shunted in a random direction. If he appears inside a creature, they both take 1d6 damage and the user is shunted as normal. This activated uses one charge. Two charges can be used to move up to 60 feet away instead of 30 feet.
It can also call the shadows in the area and from the Plane of Shadow to wrap around its wearer, making his form difficult to pick out of the surrounding area and giving partial concealment. Attacks made against the wearer when this is activated suffer a 20% miss chance. This activation counts as concealment for the purposes of increasing the Reflex save bonus. This effect lasts until just before the wearer’s next initiative and can be activated as an Swift Action. This uses one charge. Two charges can be used to give the wearer the benefit of a 50% miss chance to attacks made against him.
The cloak has 3 charges per day, refreshed at midnight. The cloak must be worn for 24 hours before the wearer can make use of the charged abilities.
It is possible to use the charged abilities when the item is out of charges for the day. However doing so permanently lowers the maximum number of charges by the amount used and can never drop the maximum charges below 0. Once the item is at 0 maximum charges, the charged abilities can never be used again, but the resistance bonuses remain.
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I really like the idea of charges per day on items that can be used for multiple abilities. I really think the Magic Item Compendium items, though, should have all had the 24 hour prep thing for these kinds of items. I tried to take it one step further with the ability to use charges even after they're used up at a great cost. I think it adds flexibility to the item and presents Players with a very hard choice should the need arise.
The explanations for the item abilities are pretty long, but I think the abilities themselves are fairly simplistic. Teleport 30/60 feet and appear next round with reduced options and/or gain some concealment. Perhaps the conditional bonus on the Reflex save is bad, as I usually don't like forcing Players to have to remember things like that (it will probably be forgotten 50% of the time IMX), but I think it fits with the item well enough that I put it in anyway. Plus a charged use of the item activates it, so you can expect it to at least come up sometimes.
Anyway, that's item #1.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
Lesser Crown of Personality Price (Item Level): 2,000 gp (5th level) Body Slot: Head Caster Level: 3rd Activation: Standard Action Weight: -
This is a golden crown adorned with a single ruby in its front face. Along the inside of the ring is a phrase written in Draconic which reads: “Rule as you see fit.”
This crown gives a +5 competence bonus to the wearer’s bluff, diplomacy, and intimidate skills. Further, those with 5 ranks in bluff can use hypnotism 1/day, those with 5 ranks in diplomacy can use charm person 1/day, and those with 5 ranks in intimidate can use cause fear 1/day.
Crown of Personality Price (Item Level): 8,000 gp (11th level) Body Slot: Head Caster Level: 7th Activation: Standard Action Weight: -
This item looks exactly like the Lesser Crown of Personality and it has the same properties. Further, those with 10 ranks in bluff can use confusion 1/day, a wearer with 10 ranks in diplomacy can use charm monster 1/day, and a wearer with 10 ranks in intimidate can use crushing despair 1/day. Further, those with 10 ranks in two or more of these skills can use lesser geas 1/week.
Greater Crown of Personality Price (Item Level): 60,000 gp (18th level) Body Slot: Head Caster Level: 15th Activation: Standard Action Weight: -
This item looks exactly like the Crown of Personality and it has the same properties except it gives a +10 competence bonus to bluff, intimidate, and diplomacy. Further, those with 15 ranks in bluff can use insanity 1/day, those with 15 ranks in diplomacy can use mass charm monster 1/day, and those with 15 ranks in intimidate can use demand 1/day. Further, those with 15 ranks in two or more of these skills can use geas 1/week.
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More items inspired by MIC items. This time the requisite skill ranks to unlock abilities. For pricing, I just pegged at what level I thought the item was appropriate and then got the gp cost from that. That led to the lesser version being much lower cost than the DMG's pricing guidelines, but I'm trying to stick to MIC pricing.
Due to the cause fear ability, it really has to be obtained before 7th level or it's benefit drops considerably. 5th seemed a good place for it, that way you get two good levels out if it if you have 5 ranks in Intimidate.
Usually I dislike 1/week abilities because they're hard to keep track of, but I didn't want the geas effects to be daily events. I don't really like them as weekly uses, but I couldn't think of anything else to use before I gave the item out as treasure.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
Pipes of Selune [Relic] Price (Item Level): 1,500 gp (5th) Body Slot: - Caster Level: 3rd Aura: Faint (DC 16) divination Activation: Standard Weight: -
These golden pipes have an image of a ki'rin carved into them and inlaid with silver.
3/day these pipes cast augury. It summons a miniature ki’rin from Selune’s Realm who answers the question for the user telepathically. The user must be a worshiper of Selune, and must succeed a Perform (pipes) DC of 15. The miniature ki'rin cannot interact with the summoner, nor anyone else, and performs the said task then disappears.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
Lesser Dweomerstone Price (Item Level): 3,000 gp (7th) Body Slot: - Caster Level: 5th Aura: Faint (DC 16) alteration Activation: Standard Weight: -
Looking into the transluscent gem, you see a cloudy haze swirling around.
Any spellcaster can, as a standard action while touching the gemstone, implant the gem with any spell prepared (or spell known) up to 3rd level. The caster immediately loses preparation of that spell (or loses a slot for the day of that level), and the spell energy is now in the stone.
While a spell is in the gem, a spellthief can use their Steal Spell ability to steal the implanted spell as if the gem were a willing creature. All restrictions for the spellthief apply. When this happens, the spell is removed from the gem, though another can be added.
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There should also be Dweomerstone and Greater Dweomerstone that allow spells up to 6th and spells up to 9th level to be put into them. I've also wanted to create a one time usable version (or perhaps X usable where X is some other number), maybe Least Dweomerstone, but it would be nice to have a 1-3, 1-6, and 1-9 version of one time only. They would, of course, cost much less, probably somewhere around the cost of a scroll because they fall very similar to that vein.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
Ring of Entropy Price (Item Level): 11,000 gp (13th) Body Slot: Ring Caster Level: 10th Aura: Moderate (DC 20) alteration Activation: Use Activated Weight: -
This band of green steel has the image of the Doomguard etched onto its surface.
When the ring of entropy is put on, a multitude of sharp clamps emerge from the band and dig into the finger of the wearer, making it impossible to remove without a remove curse, limited wish, or similar magic. The wearer of this ring gains a +1 bonus to DCs of all spells cast as well as a -1 penalty to all saving throws.
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For some reason, this item was never used. It's still sitting in a PC's basement somewhere, forgotten. I can always count on players to not use the items I find most interesting.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
Bands of the Flame Price (Item Level): 6,000 gp (10th) Body Slot: Arms Caster Level: 5th Aura: Moderate (DC 20) evocation Activation: - and swift (command) Weight: 1 lb
These reddish leather armbands have inscribed in them runes of protection and flame of the Ignan language.
These bands imbue a +1 deflection bonus to AC to the wearer. Also, once per day they can be activated by saying the command word Arguith ("creation" in Ignan). When said, the bracers burst into flames dealing 3d6 fire damage to the wearer and everyone within five feet of the wearer. On the next round, the flames deal 2d6 damage, then 1d6 the next, with the effect finally ending the round after that.
After the flame effect has ended, the bracers are gone, leaving burn marks in their place on the wearer's arms. The deflection bonus remains, but the flaming effect cannot be used again for 24 hours when they reappear on the wearer's arms.
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Like many items I make, these were sold immediately because the PCs were scared of them. I swear they'll attack fortresses head on, charge dragons, and threaten foes of obviously superior standing, but use a magic item that has a drawback? Never! Wimps. So, these never got to be playtested.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
Honestly the dungeons of dread figures look like they came out of a kinder egg.
Quote:
Originally Posted by Nytmare
Man, those paint jobs are painful. They honestly look like some random, talentless 12 year old's first attempt at painting minis.
Quote:
Originally Posted by ferratus
The wyvern, trogdolyte, magma brute, lamia, mindflayer, orb wizard, ettin, orc, shadowhunter, vampire spawn, vrock, hydra, and gnoll all look horrible. The "this turd won't polish" award has to go to the new grick.
I like the items particularly the skill based ones. Its nice to see an item that actually works WITH skills instead of AS skills. The only item of note I've ever made was more a gag item and it didn't do anything useful ever. It was a permanantly invisible and levitating anvil attached by a mithril chain to a fishing pole. The basic concept was fling it out over the bad guy then push the button to deactivate the levitation field. It was stupidly expensive and totally worthless and I don't recall WHY I made it but it was pretty goofy item to burn a crap load of experience on.
The reason it takes me a while to transcribe these things is that most of them are written in shorthand that only I can read. For example, the Bands there were a short description in an NPC statblock:
Bracers of Flames (+1 deflection bonus to AC; 1/day wreathed in fire – 3d6/2d6/1d6 dmg: cannot be removed – becomes a burn; Arguith (“creation” in Ignan)
I didn't even know what that meant when I read it a few days ago. The ones I remember are the ones that the PCs actually end up using.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
Rod of Deafening Price (Item Level): 2,800 gp (7th) Body Slot: - Caster Level: 5th Aura: Faint (DC 10) transmutation Activation: Use Weight: -
The rod is actually shaped like a recorder, with a mouthpiece and holes for playing, and it is quite functional as such, offering a +2 competence bonus on relevant perform checks. However, it is most effectively used when casting targeted spells.
3/day when the user casts a single target spell he can opt to do so as a full round action and use the rod’s powers: the target must also make a Fortitude save, in addition to any save granted by the spell, at the same DC as the spell being cast. If the save is failed, the target is deafened for 1d4+2 rounds. Use this way requires a DC 10 Perform (wind instrument) check, but if the check fails, the use is not wasted.
__________________
The original version didn't have the restriction on it, but I think it adds flavor without being too much of a drawback. Honestly, I've never thought too much of the deafened condition in terms of power (unless you fight lots of spellcasters), so I could easily see the price dropping on this one. I think it makes a nice item for a bard focusing on offensive spells.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
Hand-wrappings of the Vicious Blast Price (Item Level): 3,000 gp (7th) Body Slot: Hands Caster Level: 3rd Aura: Faint (DC 10) evocation Activation: Use Weight: -
These thin hand wrappings are a deep black.
When worn by someone with the eldritch blast ability, these wrappings allow that person to increase its power in exchange for their own health. Whenever the eldritch blast is used, the wearer can elect to increase its damage by +1d6 damage. However, when doing so, the wearer also takes 1d6 damage as well.
__________________
I love the Vicious weapon ability, but +2d6 on eldritch blast would probably be too much, so I elected for a 1:1 ratio, especially considering this one is used at range. Combine with baneful blast and a wand of lesser vigor for fun.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
The Staff of Planar Dominance is a +2 quarterstaff. It also has the following properties.
The staff operates as a runestaff with the following spells:
1st – resist planar alignment
2nd – portal alarm
3rd – analyze portal
4th – attune form
5th – planar tolerance
6th – interplanar telepathic bond
7th – planar bubble
8th – greater plane shift
9th – planar perinarch
In addition, the wielder can make use of one of the following metamagic feats that Drakeheart had on one spell per day (Repeat, Chain, Fortify, Transdimensional, or Twin). This must be used when preparing spells if the caster normally prepares spells.
Once per day the caster can use Drakeheart's caster level instead of his own, casting a spell at a CL of 25. However, doing so comes at a price. The caster must make a Fortitude save (DC 10 + the difference in caster levels) or die due to the magical strain being placed on his body. Even if the caster survives, he is paralyzed for 2d4 rounds with no saving throw (immunity does not apply to this effect) and takes 1d6 Intelligence damage and 1d6 Constitution damage (instead use Charisma if the caster has no Constitution).
The Staff of Planar Dominance is an Intelligent Staff
Alignment: Neutral
Intelligence: 24
Wisdom: 18
Charisma: 12
Languages: Planar Common, Abyssal, Celestial, Infernal, Terran, Ignan, Aquan, Auran
Communication: Speech, Telepathy
Capabilities: Four lesser powers and three greater powers
Senses: 120 ft. darkvision, blindsense, and hearing
Ego: 27
Lesser Powers
Item has 15 ranks in Knowledge (arcana) (+22)
Item has 15 ranks in Knowledge (the planes) (+22)
Item has 15 ranks in Knowledge (religion) (+22)
Item has 15 ranks in Spellcraft (+22)
Greater Powers
Item can cast dimensional anchor 1/day (DC 21)
Item can cast dismissal 1/day (DC 22)
Item can cast greater dispel magic 1/day (CL 10)
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Background:
This is an artifact in my campaign. The mage was the ruler of an ancient demiplane of his own device. However that demiplane slowly fell into corruption and the mage was trapped there, obsessed with returning it to the state it had been when he first created it. Eventually, he died there, but his obsession left him unable to pass on to the afterlife. Instead, his spirit latched onto his powerful staff that he always carried with him, his staff of planar dominance.
Eventually, the PCs came upon the demiplane and found a way to escape. Drakehart, having long since given up on regaining his creation and wanting only to see the multiverse again after centuries of containment, decided to join them, finally escaping. He is commanding and looks down on those with less knowledge than he, highly narcissistic. He has a tendency to speak up at precisely the wrong time. If it weren't for the power that he offered the PCs and the information he could supply them with at times, he would probably have outlived his usefulness.
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For those not familiar with a runestaff, it is a staff which doesn't have charges. Instead, the wielder can cast the spells of the staff by giving up their own prepared spells. In this way the staff never runs out of spells and the wielder can only make use of spells of a level that he or she can cast.
With this staff, I mixed always useful abilities with a last ditch only-if-I'm-already-dead ability. I love those last minute abilities, but unless the PC has some incentive to carry it around all the time, then it will just rot away as the PC will probably never actually use that last ditch thing anyway, and they know it.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
Bracers of the Mage Price (Item Level): 15,000 gp (14th) Body Slot: Arms Caster Level: 15th Aura: Moderate (DC 20) transmutation Activation: varies Weight: -
These bracers are made of bone, crafted into armlets with arcane runes carved around them with gold and silver inlays around the rims.
When worn these bracers give a +3 armor bonus to AC, a +2 insight bonus to all intelligence checks and intelligence-based skill checks, and a +2 competence bonus to caster level checks.
In addition the wearer can use any arcane cantrips prepared or known as a spell-like ability 5/day.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
These items come in many shapes and sizes, but most are worn around the neck in some way, a necklace or amulet being the most common. They rarely have anything in common beyond this, for this could give away their use to those observant enough to notice.
This particular specimen is a necklace of gold and silver intertwined with a small locket on the end. Inside the locket is a shimmering emerald, hidden from normal view.
Spell effects affecting the wearer are difficult to detect. This does not extend to magical items or spell effects on items worn, but only to effects directly cast onto the wearer. Anyone attempting to discern any magical auras on the wearer must succeed at caster level check (DC 15) in order to succeed.
There exist more powerful versions of this item with higher caster levels. The DC for the caster level check in these cases is 10 + caster level of the item. So, an aura dampener with a caster level of 10 would require a DC 20 caster level check to detect any magical auras affecting the subject.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
I love those braces of the mage... totally beast. ... so beast I'm wondering if they are a little unbalancing....
EDIT: is that text on cantrips to imply that EVERY cantrip can be used an additional 5x per day before a wizard ever dips into his prepared spells?
It's meant to be 5/day total for all prepared/known cantrips. I'll work on the wording to make it clearer.
It is worth pointing out, however, that pre-MIC I priced these higher at 22,000 gp, which the MIC puts at a 15th level item, one level higher. I lowered the price because of the MIC changing the way stacking abilities on items works. However, if you want these kinds of bonuses to be more rare, I would recommend keeping the original pricing in that case.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog
One thing you might look at simply to make the Bracers more flexible is to say that the bracers can be imbued with 5 uses per day of X cantrips (pick whichever cantrips you would like) I could see a rogue using things like this for the armor bonus as well as the ability to do some nifty things with spells, especially in the social sphere.
Gauntlets of the Brute Price (Item Level): 10,000 gp (12th) Body Slot: Hands Caster Level: 8th Aura: Moderate (DC 15) transmutation Activation: - Weight: -
This pair of gauntlets is made of bronze, a sword etched in the right hand, and an axe etched in the left hand.
The gauntlets of the brute are a pair of locked gauntlets. Wearing them gives a +4 enhancement bonus to Strength, but a -2 penalty to Dexterity, and a -1 penalty Reflex and Will saves. While wearing these gauntlets, you cannot cast spells.
__________________ "If you map Pokemon to cyberpunk themes and assume the bright and shiny veneer of the show and games is simply what the megacorps want you to see, it's a perfect fit. Genetically engineered monsters, some of them of human-level sentience, engage in brutal pit fights at the behest of malnourished vagabond adolescants while shadowy corporations operate in the background and superficially cheerful female nurse clones (or androids) tend to the every need of monster and trainer alike..."
- MoogleEmpMog