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17 Magic Gloves $3.50
Average Rating:4.2 / 5
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17 Magic Gloves
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17 Magic Gloves
Publisher: The Le Games
by Joel B. [Verified Purchaser]
Date Added: 10/12/2007 22:54:35
Excellent products. I use these things books literally all the time. The objects make great quest items or a little something off the beaten path. Keep up the great work guys.

Rating:
[5 of 5 Stars!]
17 Magic Gloves
Publisher: The Le Games
by Derek K. [Featured Reviewer]
Date Added: 01/28/2006 00:00:00
"17 Magic Gloves" is part of The Le Games' 17 series. This 17-page product, as the name implies, is a collection of several magic gloves that can be readily dropped into your Dungeons & Dragons campaign. (The name of the book is a bit misleading, however; "17 Magic Gloves" actually includes 18 gloves!) After spending a page or two introducing the book and providing some ideas on how best to insert these new magic items into your ongoing game, author The Le, creator Jonathan Drain and editor Wayne Tonjes dive right into the bulk of the book.

Starting with the Gloves of Bitch Slapping.

My thoughts at this point are mixed. I don't like to mix my fantasy with modern day euphemisms, and, well, calling something the Gloves of Bitch Slapping does come off as sounding a bit silly, but in truth, I don't know what ELSE these gloves could be called. When the wearer of these gloves confirms a successful critical hit, the gloves give off a flash of red light, causing a random effect against the recipient of the unfortunate unarmed attack. The "weakest" of these effects is 2d6 damage (that is considered magical for purposes of damage reduction). The victim may also be dazzled, shaken, blinded or, worst on the scale, "whittled" (which calls for the recipient of the bitch slap to lose exactly half of his or her current hit points, as well as a bit of Constitution damage).

Other highlights in this collection of magic items include the Gloves of Blood Casting, which adds an additional 1d6 points of damage to any damaging spell the wearer casts at a cost of 3 hit points per 1d6 bonus damage; the Gloves of Phantom Strike, which grants the wears the attempt to make a single melee attack against opponents up to 20 feet away; and the Gloves of Tremor, which, in addition to providing the wearer a +1 armor bonus to his or her AC, also allows the wearer to slam his or her fists into the ground, sending a magical tremor into the ground and potentially knocking prone creatures within an area equaling 3d4x5 feet.

The Gloves of Spying also stood out. The user need only wear one of these two gloves to use the gloves' ability - animating the loose glove and sending it to explore and spy for the wearer up to 1000 feet away. The owner can use this animated glove to see and hear anything within the spying glove's surroundings.

The Gloves of Squishing are really beyond description. These thumbless gloves allow the wearer to bring a giant semi-transparent thumb into existence directly above an enemy. The thumb then . . . well . . . squishes that opponent.

The gloves all receive individual descriptions (and instructions for their creation), making them unique in appearance as well as effect. Another bonus of 17 Magic Gloves is that whenever a glove calls for a magical or conditional effect, a quick definition is provided so that players and GMs don't have to keep flipping through their rule books to see what happens when the Gloves of Thunder Clap deafens a character.


LIKED: Great presentation - the magic items are unique and none "stand out" as not belonging in a typical fantasy campaign

DISLIKED: The Gloves of Bitch Slapping still leave me a bit bristled

QUALITY: Excellent

VALUE: Very Satisfied


Rating:
[5 of 5 Stars!]
Displaying 1 to 2 (of 2 reviews) Result Pages:  1 
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