Bewitching Glowing Gloves +4: Difference between revisions

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| Item-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Item-Desc}}}
| Item-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Item-Desc}}}
| Item-Desc| The wearer of Bewitching Glowing Gloves +4 may command the gloves, as a Standard action, to glow. This provides either dim light, or light as a torch, within 40 feet of the wearer's space, and persists until the gloves are ordered to stop, as a swift action. This may be done in the same round, as long as the wearer has the actions to spend.  
| Item-Desc| The wearer of Bewitching Glowing Gloves +4 may command the gloves, as a Standard action, to glow. This provides dim or bright light within 10 to 40 feet of the wearer's space, in five foot increments at the wearer's whim, and when brightly lit, the wearer may choose if any dim light is cast beyond the radius of bright light, in five foot increments, up to 40 additional feet of dim light. This light persists until the gloves are ordered to stop, as a swift action. This may be done in the same round, as long as the wearer has the actions to spend.


Once glowing, the wearer may spend a standard action to make a glowing handprint or other mark upon an unattended object or surface within their reach. This mark may be some form of secret code, pictographs, writing, arrows, and anything else desired.  This mark does no harm to the surface or object, is visible to normal sight within 60 feet, and lasts until the end of the wearer's next full night's sleep, or, until the end of the encounter, if the mark is used or made during an encounter.  
Once glowing, the wearer may spend a standard action to make a glowing handprint or other mark upon an unattended object or surface within their reach. This mark may be some form of secret code, pictographs, writing, arrows, and anything else desired.  This mark does no harm to the surface or object, is visible to normal sight within 60 feet, and lasts until the end of the wearer's next full night's sleep, or, until the end of the encounter, if the mark is used or made during an encounter.  


Additionally, as a standard action, the wearer may make a [[melee touch attack]] against a creature within their reach. If this touch attack is successful, the creature is marked by the glove.  This mark gives the creature [[dazzled]] until the end of the encounter, without benefit of save.  Dazzle stacks, it should be noted.
Additionally, as a swift action, the wearer may make a [[melee touch attack]] against a creature within their reach. If this touch attack is successful, the creature is marked by the glove.  At the wearer's wish, this mark gives the creature either no status, [[dazzled]] or [[blind]] to all visual senses, until the end of the encounter, without benefit of save.  Dazzle stacks, it should be noted.


Lastly, and potentially most powerfully, as a standard action, the wearer may use the Aid Another action upon any creature which has a mark granted by this glove, as long as the creature is within 30 feet of the wearer of the glove.
Lastly, and potentially most powerfully, as a standard action, the wearer may use the [[Aid Another]] action upon any creature which has a mark granted by this glove, as long as the creature is within 30 feet of the wearer of the glove.
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| Item-ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|Item-ShortDesc}}}
| Item-ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|Item-ShortDesc}}}
| Item-ShortDesc| Sheds dim or bright light in a 40 foot radius, can make glowing marks, [[dazzle]] foes, and greatly boost Aid Another actions.
| Item-ShortDesc| Sheds dim or bright light in a 40 foot radius, can make glowing marks, [[dazzled|dazzle]] or [[blind]] foes, and greatly boost [[Aid Another]] actions.
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Latest revision as of 15:00, 4 July 2019

Hands Slot 1.jpg

Bewitching Glowing Gloves +4

CL 21 Hands Slot Item • Strong Enchantment
Cost: 212,500 gp
Weight: 1 lbs.
Family: Glowing Gloves

A pair of Glowing Gloves are subtle and useful things indeed, although to get the most use out of their effects requires thought and consideration. Their most obvious power is to provide light, but their true power is expressed by the glowing handprints they can be commanded to leave on surfaces, objects, and even creatures.

A glowing handprint left in a dungeon is a fantastic way to mark your trail and avoid being lost, but even that is merely scratching the surface of these amazing gloves. With sufficient skill and power, the wearer can use the Gloves to slap a glowing handprint across the eyes or other sensory organs of an opponent, marking and dazzling the victim. Even more powerfully, with sufficient power and practice, the wearer may animate these glowing handprints to grasp and wrench about their victims, even physically hauling them around the battlefield, and most potently, tearing open space itself and allowing the wearer to appear next to any mark.

The wearer of Bewitching Glowing Gloves +4 may command the gloves, as a Standard action, to glow. This provides dim or bright light within 10 to 40 feet of the wearer's space, in five foot increments at the wearer's whim, and when brightly lit, the wearer may choose if any dim light is cast beyond the radius of bright light, in five foot increments, up to 40 additional feet of dim light. This light persists until the gloves are ordered to stop, as a swift action. This may be done in the same round, as long as the wearer has the actions to spend.

Once glowing, the wearer may spend a standard action to make a glowing handprint or other mark upon an unattended object or surface within their reach. This mark may be some form of secret code, pictographs, writing, arrows, and anything else desired. This mark does no harm to the surface or object, is visible to normal sight within 60 feet, and lasts until the end of the wearer's next full night's sleep, or, until the end of the encounter, if the mark is used or made during an encounter.

Additionally, as a swift action, the wearer may make a melee touch attack against a creature within their reach. If this touch attack is successful, the creature is marked by the glove. At the wearer's wish, this mark gives the creature either no status, dazzled or blind to all visual senses, until the end of the encounter, without benefit of save. Dazzle stacks, it should be noted.

Lastly, and potentially most powerfully, as a standard action, the wearer may use the Aid Another action upon any creature which has a mark granted by this glove, as long as the creature is within 30 feet of the wearer of the glove.

The owner of this magic item must wear it continuously for 24 hours to attune it to their aura, and until that time has passed, it provides no benefits to the wearer.

Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 52 (10 + double CL)), Bright (tier 3) remnant, An item symbolic of the enchantment, 106,250 gp (minus cost of symbolic item).