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boots_stone

Pic: https://1drv.ms/u/s!AsCGLe9PfleMhr0xn98onVaywFfmdA?e=aY1CPp
Detail:

Requires Arcana Check

If you are not a dwarf, derro, duergar: this item just curses you to suffer a -5 feet in speed. Remove Curse AND
Dispel Magic, cast at the same time, can remove the curse. No other power for you.

If you are, you also get:


• You gain a +1 bonus to AC.
• 1x/full moon, you can identify and unlock the powers other dwarf magic items, by
stamping profusely over them.
• 1x/long rest: Detect Metal and Minerals
Divination Level: Cleric 3, Sorcerer 3, Wizard 3, Components: V, S, M, Casting Time: 1 action
Range: 60 ft.Area: Quarter-circle emanating from you to the extreme of the range
Duration: Concentration, up to 10 minutes/level (D) Saving Throw: None Spell Resistance: No

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You can detect large accumulations of metals and other minerals, whether worked or unworked.
The spell will detect everything from a vein of iron ore to a pile of gold coins, even through solid stone
or other barriers.
When you cast this spell, you must concentrate on at least 10 pounds of the metal or mineral you're
searching for.
If an accumulation of that metal 10 pounds or larger is within the spell area, you will unerringly sense
it (most coins are 50 to the pound).
The amount of information revealed depends on how long you study a particular area:
• 1st Round: Presence or absence of the particular metal or mineral.
• 2nd Round: Approximate weight of the metal or mineral.
• 3rd Round: Distance and direction (measured in a straight line) to the metal or mineral.
As long as the spell is active, you can change the metal or mineral you're trying to detect by simply
concentrating on a different sample (it takes a standard action to refocus on the new sample).
Thus you could search for gold, then switch to adamantine, then seek out sources of iron.
If you stop concentrating on a sample, the spell ends.
If your sample is unworked, you will detect only unworked accumulations of the metal, such as ore
deposits and mineral veins. You can detect any specified element in the Periodic Table of the
Elements, like Uranium, Zinc, Xenon, Palladium…
You will only detect worked metal, such as gold coins, adamantine or mithral armor, if your sample is
likewise refined.
Note: Each round you can turn to detect things in a new area. The spell can penetrate any
nonmagical solid barrier.
Material Component: A 10-pound sample of the metal or mineral to be detected.

• 1x/long rest: Turn to stone (variant of Flesh to Stone)


[ Pétrification ]
level 6 - transmutation
Casting Time: 1 action
Range: on a kick from you
Components: V, S, M (a pinch of lime, water, and earth)
Duration: Concentration, up to 1d12 hour(s) (duration unknown, DM rolls secretly)
You attempt to turn one kicked creature or material, that you can touch with your equipped boots, into stone. This Petrify
power works up to 1mn/level. But the Petrification state can last much longer. So, lots of materials and creatures can
potentially be petrified. If the target's body is made of flesh, the creature must make a Constitution saving throw DC 14.
On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected but its cloth
and all carried items are.
A creature, restrained by this spell, must make another Constitution saving throw at the end of each of its turns. If it
successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone
permanently, subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive;
keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the
effect is removed.

Upgrade: for it to work better, like on less than 10 pounds or through thicker materials, the boots
require an upgrade to be installed: it costs 1,000gp per level. Inserting rare monsters’ natural armor
scale on each boot or Medusa’ teeth. Those are difficult to find, like a gold dragon or iron golem, but
there are specialized shops, accepting precious stones and gold, which can procure such rare scales.

Fumble: if 1/1d20 in Arcana Check, you might be the target of your own boots.

Faint transmutation; CL 8th; Weight 8 lb; Market Value 9,800 gp

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