Robe of Vermin
Class: M
worn = 2.5# |
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This magical-seeming garment
will radiate a dim
aura of enchantment
if magic is detected for.
The wearer will notice
nothing unusual when the
robe is donned, and it will actually convey
some magic power at that
time -- protection + 7, for example. However,
as soon as the wearer is
in a situation which requires his or her
concentration and action
against hostile opponents, the true nature
of the garment will be revealed.
The wearer will immediately suffer a
multitude of bites from
the vermin which will magically infest the garment.
He or she will have to cease
all other activities in order to
scratch, shift the robe,
and generally evidence all signs of extreme
discomfort from the movement
and biting of these pests. Thus, the
wearer is unable to gain
initiative, and he or she will certainly have a
50% chance of actually being
unable to complete a spell due to the
vermin. All other actions
and attack forms requiring manuall
locomotivelsomatic activity
are at only one-half normal probability.
The dweomer of the garment
prevents its removal except by means of
a remove curse spell or
similar magic.
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