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Horseshoes

Usable by hoofed steeds. Horseshoes come in pairs; unless otherwise specified, both shoes must be worn together to be effective. (A GM may optionally specify that a set has four shoes, in which case all four must be worn for effect.) A steed can wear only one set of magical horseshoes at a time. A pair of horseshoes can only be worn by one creature ever; if the shoes are removed or thrown, they are rendered nonmagical. Horseshoes can only be used on a solid-hoofed animal, such as a horse, mule, zebra, centaur, unicorn, pegasus, hippogriff, etc. Horseshoes by default cannot be worn by split-hoofed animals like cattle, goats, camels, pigs, deer, and sheep.

Horseshoes +N

Level N. A pair of Horseshoes +N gives the wearer +5N% to hit and +N to damage when striking with the hooves.

Horseshoes of Endurance

Level 1. The wearer of these horseshoes can travel without resting for an entire day. Daily travel distance is thus increased by 20%. The wearer requires normal sleep.

Horseshoes of Flight

Level 2. These horseshoes enable their wearer, carrying its usual load, to fly at its normal running speed for up to 2 hours. After flying, the wearer must rest for twice the duration of its flight (e.g., 4 hours of rest after 2 hours of flight). The shoes can be used once per day.

Horseshoes of Pacification

Level 1. The wearer of these horseshoes is immune to any fright or panic; even Fear spells have no effect upon it.

Horseshoes of Polymorphism

Level 3. These horseshoes function as one of the other types (usually Pacification). However, each time the wearer is mounted to be ridden, there is a 20% chance that it becomes a random monster from the Monster Summoning table of level D4+2. The monster immediately attacks the rider. The monster reverts to the original steed, still wearing the horseshoes, whenever the rider dies, the monster dies, or one hour passes. The wearer will be in the same condition as the monster was at the point it reverted (e.g., dead, 50% injured, etc.) These shoes are not Cursed, and can be removed like any other magical horseshoes.

Horseshoes of Skittishness

Level 1. Cursed-12. These horseshoes appear to be another type until worn. The wearer never willingly carries any rider or gear, or allows itself to be harnessed. The horseshoes cannot be removed except via a successful Remove Curse as vs. a 12th level.

Horseshoes of Speed

Level 1. The wearer's movement rate is increased by 50%.

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Last Modified on September 25,1995.

ammulder@princeton.edu