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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

       By: Monument

When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 2xp

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