Usable by all classes. Hats and Caps are one class of headgear in the PrinceCon system. They are meant to accompany robes or leather armor; anyone in heavier armor takes a -1 AC penalty due to inadequate head cover if he wears a cap instead of a helm. In addition to the items listed below, several of the mental-oriented helms may also be found as hats. Except where otherwise noted, hats and caps are usable by all classes, bearing in mind possible armor class penalties. Only one piece of headgear, including helms, hats, and caps, may be worn at once.
Level 3 C. This tall red cap looks like a bishop's stately headgear, with the symbol of the religion to which it is consecrated on the face (the religion must be specified in the item list). Only clerics of the specified religion can gain the powers of the cap. It is consecrated as a holy symbol. For clerics below 12th level, the cap raises the user's level to 12 for level-vs-level purposes, and enables the user to cast the clerical prayer Commune I once per month. Anyone other than a cleric who deliberately puts on this cap suffers 2D6 damage, and any cleric of another religion suffers 4D6, with no saving throw.
Level 2. Cursed-12. Anyone who sees the wearer of this hat for the first time immediately perceives him as a villain and enemy, no saving throw. People who met the wearer before he put on the hat must make a saving throw vs. mental or become convinced that the wearer has become an enemy. Those who perceive the wearer as an enemy will regard him with suspicion and distrust and act in accordance with their personalities and abilities.
Level 2 S. This hat gives the wearer +10% to hit with all missile weapons and +25% to all tracking rolls.
Level 3. The wearer may use this hat to give him prophetic or divinatory dreams. To use the powers of this hat, the wearer must sleep undisturbed for at least 8 hours. Essentially, the wearer may choose to cast one of three prayers: Commune I, Retroscope, or Restore Memory. The latter prayer may only be cast on the wearer himself. The wearer gives the appropriate direction to the prayer---asking the question or choosing the object---and then receives a dream with the result of the prayer. (Only a single question can be asked of the hat with the Commune.) The hat can only be used once per week. It acts as an 8th level cleric for level-dependent functions of the prayers.
Level 1. Cursed-12. This cap appears to be a Wizard's Hat---a tall pointy hat embossed with moons and stars. However, the wearer of this cap has his intelligence reduced by 3. In stressful situations, he behaves as if under a Confuse spell; each round there is a 1 in 3 chance that he does nothing.
Level 1. This cap gives the wearer the ability to cure the wounds of others by taking them on himself, as per the clerical prayer Empathic Cure. This item functions for only one user per day.
Level 1 S. This feathered cap gives the wearer +10% to hit unintelligent creatures with all missile attacks, and adds +5% to the scout's Hide, Move Quietly, and Tracking rolls.
Level 2. Although not cursed, this fedora is never lost or misplaced by its wearer. It gives the wearer the ability to Detect Traps (as per the clerical Detect Type IV prayer) four times per day. The wearer can also use any magical whip as a Rope of Climbing.
Level 1. This colorful pointed hat is festive in appearance. Any alcohol the wearer consumes while wearing the hat is immediately neutralized. The wearer can therefore drink alcoholic beverages, of any potency and in any quantity he desires, without getting drunk.
Level 2. By concentrating for a round, the wearer may focus the power of the hat into personal protection. This can take several forms; the wearer must choose among them. The hat may give +15% to one of physical, mental, or spiritual saving throws, or give +2 to the wearer's AC. Each function requires a burnout roll; the suggested burnout is 15%. Each charge of the hat lasts for one turn; more than one charge may be active at once.
Level 2. The wearer of this cap sleeps very restfully. He always sleeps soundly for 8 hours, and only awakens if he is attacked or has the cap removed from his head. If he sleeps undisturbed for 4 or more hours, he wakes up fully rested, no matter how long he had previously remained awake. If he sleeps undisturbed for 8 or more hours, the cap cures 2 hit points of damage that the wearer had sustained before going to sleep. A single wearer cannot regain more than 2 hit points from the cap in a 24 hour period, no matter how long he sleeps, but the cap can be shared, allowing up to three people to benefit in a single day.
Level 2 M. If a mage wears this item for an entire day, it increases his intelligence by 2, to a maximum of 18, until he removes it. This increase in intelligence is accompanied by an increased spell point capacity. If the cap is removed at any point during the day, the mage loses the points of intelligence and the extra spell points immediately. If the wearer doesn't have enough spell points remaining to withstand this loss, he suffers 1 hit point of damage for each spell point of deficit.
Level 2 M. A Wizard's Hat is a tall, pointy black hat with stars, moons, and astrological symbols embossed on it. The wearer can cast Detect Magic, as per the mage spell, three times a day at no spell point cost. Additionally, every spell the wearer casts is accompanied by a loud bang and sparks.
Last Modified on September 25,1995.
ammulder@princeton.edu