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Comments: 6
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Rating: 3.15
Condition: Normal
ID: 565


January 15, 2006, 2:34 pm

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Amshan's Grasp


These extremely potent gloves are otherwise, and more commonly known as the “Telekinetic Gauntlets”.
Are you a weakling mage that cant lift a sword to save yourself? Well then, look no further.

Amshan Rash’ad, part of a lineage of warriors of great strength and skill, was born weak, small and thin, under the requirements of his family. Cast away from the strict “Spartanised” household, he travelled for miles on end, in search of something of some substance with which he could redeem himself in the eyes of his family.
He came to a solitary tower, roosted atop a solitary hill which stood alone in the center of a barren wasteland. Dehydrated and helpless, his meekly constitution forced him into submission as he banged wimpily upon the black-oaken doors of the collossal tower.
A dark robed mage answered the summons and granted him solitude. For years on end, Amshan stayed with the mage in his tower, learning the ways of magic and of deception, biding his strength for his triumphant return home… or was it indeed strength he was biding?
Amshan took advantage of the resources which the mage held limitless quantity, and constructed these gauntlets.
He fashioned them so that his strength would never hinder him again, but in stead of creating your run-of-the-mill strength enhancement item, he did something far more ambitious and far more daring. He created the gauntlets so his body would not in fact take part. By installing magical gemstones as nodes placed on the fingertips, interlocking with each other by a golden skeleton running across the palm of the gloves, he created a conductor of sorts which would channel energy and focus it on the lifting and throwing of objects. In exchange for his help, the rather sadistic mage insisted that once donned, the gloves could not be removed without the use of extremely potent magicks.
After his hard work was completed, he headed back out into the open, to make his journey home.
Along the way he was confronted by a band of orcish raiders, and he displayed a feat of true magnificence. With simple hand gestures, he disarmed the brutish orcs and sent their weapons flying into the distance, then began toying with them, throwing small stones at an incredible rate. By doing so he managed to bruise and batter his opponents, causing their retreat and his victory.
Triumphant, he picked up his feat and resumed his march home.
He never made it back however, his body was found outside a deserted troll cave, surrounded by shattered objects of allsorts, obviously he was confronted by a particularily large beast, whom was able to resist the petty onslaught of rocks and tree branches, presumably a troll, the gloves lacking in power to lift anything of better effect.
Amshan’s very hands had been severed, and therefore the gauntlets had been removed from his corpse.

An adventurer possessing these gauntlets might to well to carry an assortment of throwing knives or volatile potions, to avoid the same unfortunate fate of Amshan Rash’ad…

Magical Properties:

The gloves have lifting and throwing powers that depend on wieght, distance from object and distance thrown… as follows:

can lift up to 150 pounds up to 2 metres from user.
can lift up to 100 pounds up to 5 metres from user.
can lift up to 75 pounds up to 10 metres from user.
can lift up to 50 pounds up to 20 metres from user.
can lift up to 25 pounts up to 25 metres from user.
cannot lift anything at further distances.

Can throw an object weighing 100-150 pounds 15 metres.
Can throw an object weighing 50-99 pounds 25 metres.
Can throw an object weighing 25-49 pounds 35 metres
Can throw an object weighing 1-24 pounds 45 metres

CURSED: Cannot be removed without potent magical aid, hands can not be used to grasp anything weapons included, telekinesis must be used.
When using telekinesis, the object stays in the direction of it’s picked up state, the gloves cannot turn it.

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Comments ( 6 )
Commenters gain extra XP from Author votes.

November 27, 2004, 5:13
If you are having trouble grasping it, think Grav-Gun from HL2.
November 27, 2004, 5:14
That's Half-Life 2...
November 27, 2004, 23:47
Must make Drinking difficult. Can't turn it after you pick it up, can't grasp it, can't remove the gloves...

Except for minor, nit picky things, a good item overall. 4/5
November 28, 2004, 2:19
Kind of the point with the curse =P...
Great gloves...catch= must be hand-fed for the rest of your life ;)
Voted Murometz
February 16, 2007, 23:37
Voted valadaar
February 17, 2007, 7:02
The curse seems out of place - being there for no reason apart from the sadisticness of the mage...

Random Idea Seed View All Idea Seeds

Hooper McFin's Two Shot Portal

       By: dudeington

Now, this ol' ramblin fellow tends to walk his talk a bit too far down the train sometimes.. So I'll be brief in my recantin' of how it was my Tavern "came to bein'" on the multiverse as a weave of it's own spell.. And how I'm even alive to tell the story!

You see it's simple really, trust me.. that's my specialty, keepin it elementary. And you can trust this old Bard.

Anyway, this one night these wizards get a ramblin' on about the temporal exististance of space and time and how it could be manifested in a weave of super dimensional space. whereupon the folded space would give rise to an infinite number of entrances and exits to one or many spaces. Now, seein' how my talkin' sometimes get's locked into the way us folks used to talk back in the ol' west. These wizards didn't know I was a master of the word. and I had heard everything they said. They were also a bit over the wagon, while I was steerin' the show.

So that's how it came to pass, I struck a bargain with the wizards. They come to me in the morning and conjure up their idea into reality and I'd pledge them my life, my existance.. in essence my soul. but in a much nicer sense of the word. So they came by in the morning a half remembering our talks the prior evenin'. And I recanted their words verbatum, and that's how it came to be. The spell was complete that afternoon. My tavern would be the super dimensional cube that would exist in this weave of space and time, folks could come and go as they please, knowin in mind some of the rules and limitations set forth.

A few of 'em as follows.

No feller can be causin a ruckus inside any of my fine establishments, as always rule number one god damnit.

n' second the portal works kinda tricky. When ya outside ya cast the spell and lend your will to luck a bit and regardless the doors to the bar will appear, the windows a luminescent amber.. you can hear the chattee but ya can't see in. And the catch is the door might be locked, in which case you chalk it up to lady luck and go walk off and try again in an hour. Now most times the door pops right open and from the outside you always come in the front door, immediately greeted by myself or one of our many fine patrons of Hooper McFin's Ale & Steakhouse.

Now when ya cast the spell from inside the Tavern, another catch comes up. The back door is mainly a secret for the non-initiated staff and the regulars but for sake of the prose let's assume we all know there's a secret door in the back with a portal there. Now when you go on through this one, you got two scenario's you oughta be aware of. One is ya pop outside relative to the same spot you came out. The other is, you walk back on into this one or another of our many Hooper McFin's Ale & Steakhouse.

so it's a clever quantum railroad I got my tavern and my people's caught on. But, Hey the show's sure as always goin. ohhh' rutin tootin skidoodle -

** And that's it.. that's the only notes I found on the spell, apparently out there somewhere is a Tavern caught on the mighty ebb and flow of the multiverse. Well. at least I can put to rest my torment as to the condition now referred to as "Hooper McFin's Teleportation Paranoia".

Dr. Clarke T. Mulligan - Professional researcher of Time & Space.

Hooper McFin's Ale & Steakhouse

Ideas  ( System ) | June 21, 2015 | View | UpVote 4xp

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