*Gloves of Killing* [Archive] - Wizards Community

Post/Author/DateTimePost
BlaineTog

10-19-03, 06:51 PM
Gloves of Killing. n. A pair of gloves made out of a thin, translucent material which catches either stray negative or stray positive energies, depending on it's make. The right glove is of the positive variety and appears opaqe when charged where as the left one catches stray negative energy and is black as coal when full. Variations occur, but essentially once per (it takes a day for enough stray energy to be caught) the + glove can cast a Cure spells and the - glove can cast an Inflict spell. Alternatively, (if both gloves are full) the two can be slammed together (a standard action that provokes attacks of opportunity), which causes the energies to merge an neutralize each other (note: both the Cure and the Inflict spell must use the same dice or the caster takes either the excess positive or negative energies as either damage or health; both gloves are still expended for the day). A byproduct of this is a very powerful burst of force centered on the caster which has a radius between ten and thiry feet, depending on variation. All inside this take the hit dice of the spells in Force damage (similar to the Magic Missle spell' type of damage) and must make a successful Will save (DC 20+ spell level of the gloves) or be stunned for the spell's level in rounds. The user of the gloves takes no damage from this, but is still stunned (for the same number of rounds, but at DC 15+ Spell level).

Caster level: 10+, Craft Wondrous Items, Cure and Inflict spells of the same level, and a pair of gloves made of neutral (ie unset) energy-capture material, available for 1000gp any most Largeish cities, Baseprice Unknown.


So what do you think? Im not quite sure about its base price yet. Or the name. That's just a placeholder until I (read: you) think up a better and more suitable one.
Seeker95

10-19-03, 07:29 PM
I have a question about the mechanics, which depends on whether I understand this right. Does this accurately describe the gloves:

1. Once per day, the wearer can cast cure X wounds (right glove).
2. Once per day, the wearer can cast inflict X wounds (left glove).
*or*
3. Instead of using these forms, once per day, the caster can create an area burst of [force] energy in damage dice equal to the total of the two glove effects combined.
4. All in this area of effect are also stunned (if they fail a will save).

If I have accurately interpretted this, I suggest the following changes:

1. Make the burst [force] effect allow a reflex save for half damage.
2. Make the burst [force] damage equal to the combined total of a rolled inflict X and a rolled cure X spell.
3. Make the stunn effect a Fortitude save instead of Will.
4. Make the wearer immune to this effect.

I think the whole thing works nice in concept.

A suggestion as well... Make the cure / inflict effects usable 3 times / day each. And make the [force] effect equal to however much energy (uses) are left in the glove for that day.

Name: CairoScuro Gloves?

Pricing would be a bit higher than what you proposed, but would be somewhat more attractive to the wearer. Once per day items are tough to sell to adventurers.
BlaineTog

10-20-03, 12:45 AM
Thanks for the advice! Here's my we-work thus far:

Energy Gloves (title is still a WiP)

Once, a cleric of Obad-Hai was adventuring through a dense rainforest when she stumbled apon a rare type of spider. These spider were over a foot in length and ranged from midnight black to pearl white in shade. As she watched them spinning their webs, she noticed something: their color would change as they dispensed silk, and their webs were distinctly colored as well. The edges were bolt white, but the rest of the web was black. As she watched, a smalish pixy was flying by and hit the center of a web. It wildly spasmed as it hit, and she could feel the negative energy being dispensed. The spider came down and had lunch quickly, but it still obviously sustained damage fro mthe residual energy. It crawled to the edge and broke a strand. It was healed instantly.

The cleric observed similar deaths over the next few hours, and became quite curious as to how this worked. So, she went back to town, hired a few ranger mercenaries, and proceded to capture a goodly number ofthe spiders. Then, she set to work. She found that the spiders had somehow found a way to spin silk that could capture stray positive and negative energies. She experiemented further, and was eventually able to coax the spiders to spin the silk for her in relatively large quantities. it took many months, but she was fianlly able to create several pairs of cloves made of this silk. Not only were they soft, exqusite gloves, but they could be used to either harm or cure living or undead beings. As they say, the rest is history. She refined her processes and was able to make more of the gloves, and to increase the power of them.

Each glove traps enough stray energy each day to allow the casting of Cure Serious Wounds as a sixth level caster 3 times and Inflict Serious Wounds as a sixth level caster 3 times at will. Alternately, the two gloves can be clapped together (a standard action that provokes attacks of opportunity). The energies of the gloves merge and neutralize each other. A side effect of this is that a burst of force centered on the caster and extending out with a 20-ft. radius is created. This burst does 3d8+6 damage to everone it hits, and stuns them for 1d4+2 rounds. A reflex save (DC 19) halves the damage, and a Fortitude save (DC 19) negates the stun effect. Gloves' user is not affected. Note: 3d8+6 damage and 1d4+2 rounds stunned assumes that each gloves has all three charges. If each glove has 2 charges, then damge is 2d8+4 and they creatures are stunned for only 1d4+1. If each glove has only 1 charge, then use 1d8+2 and 1d4. If there is a disparity, then the same number of charges is taken from each glove as the appropriate level of blast and the remaining charge is retained by it's respective glove (eg the + glove has 2 charges and the - glove has 3, so they produce a 2d8+4 and 1d4+1 blast, leaving the + with 0 charges and the - with one).

Prerequisites: Caster level 8th, Craft Wondrous Item, Cure Serious Wounds[/1], [i]Cure Serious Wounds, a pair of energy-retaining silk gloves costing 1500gp. Base Price: 45000gp (not including the cost of the gloves themselves).

So what do you think? Over/under powered? Over/under priced? Also, i'm thinking of an aditional concept: if the user is a spellcaster (s)he can make a Spellcraft Check (which would be against a pretty high DC, although it would be lower for characters who have Cure and Inflict Serious Wounds), and if they succeed, then they can make a number of holes in the spread equal it 1/2 caster level (presumeabley to avoid hitting allies).
Seeker95

10-20-03, 08:38 AM
I love the flavor text. The mechaincs text looks dense at first, but makes sense upon a close reading. Consider using carraige returns at Note: and at If there is a disparity to break up the text.

One last suggestion. Where you say "ability to cast" you end up implying that these gloves are available to divine casters only (it uses the language of a spell completion item). I suspect this is not your intent.

Does this work for you as a replacement for the first sentence of mechanics text:

The gloves trap enough stray energy each day to allow three uses of a CL 6 Cure Serious Wounds and CL 6 Inflict Serious Wounds as a standard action. Both effects require a touch to activate, and only one effect may be used in a round.

I would not allow any change to the spread. This is a "natural" burst, not a divinely granted and guided burst. Stand too close to your friends, and they will get zapped.
:devil:
BlaineTog

10-20-03, 12:13 PM
Yeah, those changes sound good. Thanks for your comments!

My logic behind letting spellcasters w/ these spells in that they are familiar with the use of these energies and thus, if they succesfully beat the DC of a mildly high Spellcraft check, they can make a few holes.

Again, thanks for your feedback!