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TelemontTanthul
2010-11-01, 06:24 PM
Hello ladies and gentlemen. After playing Dungeons and Dragons for some time, I have grown bored of the classic magic items found in the manuals of 3.5.

As such, I have taken it upon myself to draw from bright people such as yourselves to help not only myself, but many other DMs out there who may feel the same.

How does it work?

Post up ideas for a magic item whenever inspiration strikes you. Since I have no preference as to how powerful these items are, the guidelines are rather broad. I will periodically tidy things up, and post up the items that people suggest.

CREDIT WILL BE GIVEN

What is Required?

Price:

In Gold Pieces (gp), preferably.

Body Slot:

Example: Torso for Coats, Head for Helmets, etc etc. Goggles do NOT go on feet. Sorry.

Caster Level:

Dependent upon how powerful the item is. Example: Caster Lv. 1)

Aura:

Faint? Strong? Which School of Magic? Is any of this applicable?

Activation:

Free Action? Standard Action? How long does it take to activate?

Weight:

In pounds, preferably. If less than a pound, either use a decimal, or if it is really light, like a ring, just put a couple dashes (---) to show it is negligible.

What is your goal?

Creating a neat, reliable resource of homebrewed magic items that everyone can use.

-----------

Comments, Questions, Suggestions?

Send me a personal message, or just post right here. I will do everything I can to maintain this, as long as people show interest.

THE MAGIC ITEMS

Alethiometer Courtesy of Chrono22

Price: 42,000 gp
Body Slot: --
Caster Level: 7th
Aura: Strong; (DC 23) divination
Activation: ––
Weight: -

The crystal face of this exquisite golden compass depicts numerous hieroglyphs of indeterminate origin.

An alethiometer is an invaluable tool for any would-be explorer. It assists its holder by directing him to a subject of his interest. To employ an alethiometer, the holder must concentrate on an object, person, or activity for one minute. The alethiometer will thereafter point to the subject that most closely matches the holder’s visualization or to the highest concentration of subjects within 680 feet. The more specific the subject is, the more accurate the direction of an alethiometer will be; if the subject is too general, the device won’t provide a meaningful reading. There are rumors of a more powerful form of this device, which has no maximum range or limitations on the types of subject.
Prerequisites: Craft Wondrous Item, locate creature, locate object.
Cost to Create: 21,000 gp, 1680 XP, 42 days.

Amaurea Quiver Courtesy of Chrono22

Amaurea Quiver
Price: 2,250 gp
Body Slot: --
Caster Level: 9th
Aura: Moderate; (DC 20) conjuration
Activation: Standard (command)
Weight: 1 lb.

A sun inscribed with gold adorns the surface of this spacious darkwood quiver.

An amaurea quiver can be called upon to create a number of arrows of varying amounts and substance. An amaurea quiver has 5 charges, which are renewed each day at dawn. By speaking a command word and expending charges, nonmagical arrows will appear inside the quiver.
1 charge, "Hallanga": 20 darkwood arrows.
2 charges, "Tyelpear": 20 darkwood silver arrows.
3 charges, "Voronwa": 20 darkwood adamantine arrows.
Created arrows remain in the quiver until the following dawn, after which point they disappear. Created arrows that are removed from the quiver vanish after one minute. An amaurea quiver can store a maximum of 60 arrows.
Prerequisites: Craft Wondrous Item, major creation, creator must be an elf.
Cost to Create: 1125 gp, 90 XP, 1 day.
.

Arc Vest Courtesy of DracoDei

This vest has threads of copper and mithril woven into it, and tiny adamintine beads are scattered about it.

Once per round if two of these vests are activated (as a standard action) within 30 feet of each other at the same moment (usually requiring a readied action on the part of one of the activators, but the Gemini Strike feat may also be used) it produces an arc of electricity between the two that deals 15d6 damage. A reflex save may be made against a DC of 14+ the average of the wearers' dexterity modifiers for half damage. This expends one charge from each vest. Alternatively, a wearer may drain all current charges to produce a standard lightning bolt that deals 3d6 damage per charge so expended. In such a case the DC is a static 14. They have 3 charges, and recover one charge per 2 hours. They must be worn to be activated in either mode. This is cross-compatible with Arcing Armor/Shield.

Strong Evocation; CL 15th; Craft Wondrous Item, Lightning Bolt; Price 20,250 gp each.

Arcing Armor/shield Courtesy of DracoDei

This Item makes reference to another item, please see:

ARC VEST

This armor or shield enchantment creates effects that are equivalent and cross compatible with those created by an Arc Vest and with other arcing armor and shields in every way. This enchantment may only be placed on armor that contains at least as much metal as studded leather (so no leave-weave, leather, padded, hide, dragon hide, etc etc etc), or on metal shields or tower shields that include metal in their construction.

Strong Evocation; CL 15th; Craft Wondrous Item, Lightning Bolt; Price 25,250 gp each.

Archmagi's Occular Robe Courtesy of TheGeckoKing

http://gaygamer.net/images/archmage.jpg
This one-of-a-kind robe's existance came about when an Archmage grew weary of his Robe of Eyes' powers, but liked the look so much he payed an Artificer to upgrade it into a robe worthy of being worn by an Archmage. The robe itself looks and feels like it is made of black silk, and is wrapped tightly around it's wearer's body, covering most of it (You may still wear equipment as normal). The main features of the robe is that it has bulbous staring eyes protruding down the front of the robes, a belt buckle that forever feels cold, and a scintillating cape addition that changes colour continuously (Thematic only). The robe grants it's wearer, if it has levels in a class that grants arcane spells, the following powers;

+5 armor bonus to AC,
Spell resistance 10,
+2 resistance bonus on all saving throws.
+2 enhancement bonus on caster level checks made to overcome spell resistance,
A continual True Seeing effect for the wearer,
Cannot be flatfooted or flanked,
+5 bonus to Spot and Search rolls,
Takes no penalties whatsoever if blinded,
Cannot avert eyes when confronted with a Gaze attack.

Strong varied; CL 20th; Is one of a kind, and the selling price would vary;
A mundane merchant wouldn't pay much (500gp), but a Wizard would pay a lot of money for a robe of this type (90,000gp+) Weight 1 lb.


Blackwater Blade Courtesy of Temotei

The blackwater blade is a thin, blood red-colored dagger that is known for its ability to steal strength and vitality from hit targets, channeling their life energy through the blade to the wielder. Set in the pommel is a black gem that glows red after hitting a living target, growing brighter and brighter the more the blade strikes living flesh.

The blackwater blade is a +1 bloodfeeding dagger with different options for using its bloodfeeding property other than for extra damage. If the blade has 2 stored blood points, expending them causes fatigue in the enemy next struck with the blade. Resisting this effect takes a very strong system--the creature subject to the blade must make a Fortitude save with a DC equal to damage dealt (with the hit which expended the blood points) to resist fatigue. By expending 3 blood points, the wielder of the blackwater blade can transfer their own fatigue or exhaustion status to a target, with the same Fortitude save as given above to resist the effect. If you attempt to transfer exhaustion and the target succeeds on their Fortitude save, they are instead fatigued. Expending 5 blood points allows the wielder to perform a "blackwater strike," turning a single target's blood into free flowing black water, spilling in excess whenever damage is dealt by a weapon. A creature subject to this takes an additional 3 damage from any weapon that strikes them for the rest of the encounter. Resisting this effect requires a Fortitude save with a DC equal to the damage dealt by the same attack that the wielder expended blood points on.

Moderate necromancy; CL 8th; Craft Magic Arms and Armor, ray of exhaustion, vampiric touch; price 16,302 gp; 8,302 gp + 640 XP.

Bottle of Spiderwine by Me

This bottle appears from the outside to be a wine bottle labeled "Spiderwine" accompanied by a ridiculously old vintage year printed on it. Any merchant will tell a prospective buyer that it came from the underdark, brewed by Dark Elves. However, this is either a ignorant statement or a bold faced lie. It is actually a devious trap. Created by Albert the Angry Alchemist, a man who hated his neighbors with a fiery passion. When opened, the bottle spews forth a swarm of spiders, as the spell Summon Swarm (Players Handbook I). The spiders are considered hostile, and proceed to bite the nearest target (Usually the would-be imbiber.) The bottle is usable only once, as the spiders escape. However, casting Summon Swarm (Spiders only) within the confines of the bottle instantly captures and seals the bottle again. The spiders do not suffer from the duration limit of the spell, but rather stay within the bottle until opened. Once opened, the spiders stay on the material plane for 1d10 minutes.

Honey? That nice old man down the street sent us a bottle of wine, invite the neighbors!

Cloak of the Shroud Courtesy of Ouranos

This cloak was hand fashioned by a mighty, and yet immensely paranoid, wizard centuries ago. While appearing as a normal cloak, green in color and lined with white fur, when the hood is drawn it shadows the wearer's face, regardless of any light shown upon the wearer. It also grants the wearer a +5 deflection bonus to AC, and resistance 10 to sonic attacks. The wizard who created it was always immensely worried that anyone who saw his face would kill him, which eventually proved true when a simple burglar broke into his home and murdered him in his sleep, whisking his cloak away and beginning it's journey across the world.

Demon's Belt Courtesy of DracoDei

Despite the name, a large minority of these devices are crafted and/or utilized by Good outsiders. In either case, most feature a lock integrated into the large buckle. This lock has no interaction with the function of the belt as a mundane belt in most cases, and an Open Lock DC of 10 (although more refined, as compared to ruggedized versions exist with higher DCs). The key is often connected to the front of the buckle by a short length of chain.

When the lock is in the "closed" position, the wearer is effected as per Dimensional Anchor. This effect can be activated and deactivated (by unlocking and locking the lock) an unlimited number of times through-out the day, and has no limit on duration. Locking or unlocking is a move action that does not provoke attacks of opportunity. The usual green field is present in the base version, although their is a "Stealth" version that suppresses this glow.

Moderate Abjuration; CL 7*; Craft Wondrous Item, Dimensional Anchor; Price 56,000 gp(Base), 62,500 gp (Stealth); Cost 28,000 gp + 2,240 xp(Base), 31,250 gp + 2,500 xp (Stealth)

*The very best of these will have a higher caster level(and associated higher cost) to counter Dispel+Banish combos.


Elixir of Regeneration Courtesy of The-Mage-King

This elixir heals the living creature who consumed it of 4d8+13 damage, as well as restoring lost body parts within 2d10 rounds. If the lost part is placed where it was removed from, this takes one round instead. This elixir also removes exhaustion/ fatigue, and all non-lethal damage.

If created with Tarrasque blood as an additional ingredient, the elixir is treated as though it were Maximized, and the lost part(s) regrows in 2 rounds.

Strong Conjuration. CL 13; Craft Wondrous Item, regenerate; Price 4,550 Gp. Cost 182xp, 2275 Gp, 4 days of brewing. (A second version requires a Gallon of Tarrasque Blood, and five days to brew)

Everbroke, The Wonderous Dagger by Me

This dagger appears to be a ornate and well decorated dagger with a broken blade, snapped at the hilt (Deals nonlethal damage only). The pieces appear to fit together perfectly, and while under the effects of a Detect Magic spell, the dagger emits a powerful magical aura. However, this is all merely a trick to pique interest in the blade.

Created by a Mage made Court Jester by his Lord, this dagger can never be repaired. Even the most experienced and famous of blacksmiths have tried to fix it, but all attempts have ended in humiliating failure.

Beware a grudging mage, my lord.

Extraordinary Balloons Courtesy of Temotei

An extraordinary balloon is treated similarly to a figurine of wondrous power, bringing to life animals of various natures and strengths. However, the similarity ends there.

Using an extraordinary balloon requires a standard action that provokes attacks of opportunity. Upon use, a balloon becomes a single animal of the user's choice, except in balloon form. Balloon animals have the same hit points, AC, attacks, attack bonuses, feats, skills, and abilities as the normal animal.

A balloon animal may be changed into a different animal as a standard action that provokes attacks of opportunity. Doing this changes the balloon animal's statistics to match the new animal form's.

After its made, a balloon creature gradually releases air, eventually leading to an inability to act. When used, the balloon animal is fully inflated. After 1 minute, the balloon animal takes a -2 penalty to all physical ability scores. After 5 minutes, it takes another -2 penalty to all physical ability scores. A balloon animal's ability scores cannot be reduced below 1 in this manner. After 10 minutes, the balloon animal pops, unable to act anymore and unable to be used again.

Balloon animals are more vulnerable to air and wind effects than most creatures. Whenever a balloon animal is subject to such an effect, the DC to resist the effects increases by 5. As well, wind speeds need only be half of their normal speed to affect the balloon animal as an ordinary version of the same animal.

If a balloon animal is subject to piercing damage, the damage is 1.5 times the normal amount.

Upon reaching 0 hit points, a balloon animal pops, leaving behind a bit of balloon residue, never to be used again.

Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 50 gp (Diminutive), 150 gp (Tiny), 400 gp (Small), 800 gp (Medium), 1,400 gp (Large), 2,000 gp (Huge), 2,400 gp (Gargantuan), 2,900 gp (Colossal).

Feather Tokens Courtesy of Temotei

Mud
A token creating a 10x10-foot puddle of mud six inches deep. This is an instantaneous effect.

Stone
A token that causes a huge boulder to appear (literally takes up a "huge" space). This is an instantaneous effect.

Vine
A token sprouting vines in all directions. These vines create difficult terrain, good climbing material, or perhaps fire material. This is an instantaneous effect.

Weed
A token causing weeds to grow all around it. This is an instantaneous effect.

Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price 100 gp (mud), 350 gp (stone), 150 gp (vine), 50 gp (weed).

Flaming Shoes Courtesy of Temotei

Shoes are invaluable to the common man. Fires are great warmers. The two come together for the first time in this footwear! Are you ready to feel the burn? Put on the flaming shoes and go!

These shoes appear to be ordinary travel footwear, though a slight magical power enhances the wearer's speed. Anyone wearing the shoes gets a +10-foot bonus to their land speed. If the wearer starts to run, however, the shoes start on fire, burning their feet and legs easily. The fire spreads as if the body is made of dry leaves, causing 1d6 fire damage every round until the shoes are removed with a remove curse spell.

Faint conjuration; CL 3rd; Craft Wondrous Item, longstrider, produce flame; price 600 gp.

Freshmint Gum Courtesy of Chrono22

Price: 300 gp
Body Slot: --
Caster Level: 1st
Aura: Faint; no school
Activation: Standard
Weight: -

This roll of sweet-smelling candy is wrapped in colorful reflective paper.

This special variety of magical confectionery is a boon to diplomats, public officials, and performers alike. Dirt, grime, slime, and any other kinds of filth are immediately cast off of the body and cloths of a person when she consumes a piece. As a secondary benefit, she also gains a +1 morale bonus on diplomacy checks as she is surrounded by a pleasant minty aroma (this bonus persists for one hour). An unopened roll of freshmint gum contains twelve pieces.
Prerequisites: Brew Potion, prestidigitation
Cost to Create: 150 gp, 12 XP, 1 day.

Gloves of Agile Climbing Courtesy of Chrono22

Price: 600 gp
Body Slot: Hands
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: ––
Weight: -

These fingerless leather gloves are rough, but flexible.

While wearing gloves of agile climbing, you can add your Dexterity modifier (instead of your Strength modifier) on Climb checks.
If you have at least 5 ranks in Tumble, you can grab onto an adjacent surface at any point during a fall as an immediate action (you may still suffer fall damage). You retain your Dexterity bonus to armor class while climbing.
Prerequisites: Craft Wondrous Item, cat's grace.
Cost to Create: 300 gp, 24 XP, 1 day.

Gummy Sphere Courtesy of DracoDei

These elastic spheres are made of the same material as the real world Gummy Bears and Gummy Worms (TM, although the spelling may be off). They are much more popular among the children of the nobility and court jesters than they are serious adventurers in the field. When ingested they allow the blowing of "soap" bubbles out of the ears. For creatures with external ears, the diameter of the bubbles is twice the longest dimension of said ears, meaning that if the campaign setting includes anthropomorphic rabbits then they can make some really big ones. For creatures without external ears, the diameter is equal to the diameter of the ear-hole. Creatures without ear-holes can not benefit from gummy spheres. The effect lasts 1d4 minutes, or until the creature (if medium sized) has produced 2 cubic feet of bubbles and only one such effect may be in place at a time. The maximum volume scales up and down with the size of the eater. The bubbles are completely and totally non-irritating to the eyes etc.

Caster level 1, Craft Wondrous Item, 10 gold pieces market price per batch of 100 for creation purposes, but normally available for individual sale for 1 silver piece for a single gummy sphere.

Healer’s Case Courtesy of BloodTide

These sturdy bags are heavily made, often with an internal frame of wood or metal, and fold out to allow easy access to what they contain which is a wide collection of medical tools, bandages, medicines and other useful items for the medical trade.

The Case’s is fully stocked with all of the materials and tools needed to heal to sick and wounded. It provides 20 ‘uses’ of a healer’s kit and replenishes fully each morning. Anyone with skill points in the Heal skill can use the medicines and tools within for a +5 competence bonus to Heal checks.

Additionally, the bearer gains a +2 resistance bonus to saves against diseases.

Aura Moderate Transmutation; CL 9th
Slot none
Price 5,000 gp
Weight 2 lbs

Construction Requirements: Create Wondrous Item, bear’s endurance, fabricate, resistance, secret chest; Cost 2,500 gp +200 xp

Helm of Infamy Courtesy of Temotei

This helmet functions as a helm of teleportation, and continues to do so until the wearer comes within 60 feet of ten people at the same time. The headwear then strikes everyone in the area with an overwhelming desire to harm the wearer because they have become a symbol of infamy and of danger. Others view the wearer as a threat that should be dealt with, regardless of alignment. From then on, every creature within 60 feet of the wearer is hostile, and that hostile status does not disappear, though the actual effect of the helm does, even if it is removed with a limited wish, wish, or miracle. Creatures may make a DC 22 Will save every round they are within the area of effect to resist the effects of the helm.

Strong enchantment; CL 18th; Craft Wondrous Item, teleport, dominate monster, bestow curse; price 40,000 gp.

Jade Phoenix Mace Courtesy of Temotei

This warheart light mace is filled with the energy of the desert wind discipline. Once per encounter, the wielder can use the lingering inferno maneuver, causing a phoenix to rise every round to burn a foe. The maneuver cannot be recovered, but it is usable again after each encounter.

Since the jade phoenix mace is enhanced with a level 5 maneuver, it is treated as a +3 weapon, but it is not treated as inherently magical. The mace is treated as a magic weapon for the purposes of being dealt damage and being subject to saving throws, however, as well as for the purpose of bypassing damage reduction. Detect magic and arcane sight will not register the mace as a magical weapon, nor will dispel magic or antimagic field completely negate the mace's effects--they will only suppress its enhancement bonus to attacks and damage, not the maneuver infused into the weapon.

If sundered or otherwise destroyed, the jade phoenix mace pieces itself together for 1 minute, burning as it does so, dealing 2d6 fire damage per round to every creature within 10 feet. Half of the damage is fire, and the other half is pure arcane energy (untyped damage). At the end of this time, the mace explodes in fire and energy, dealing 10d6 damage to everything within 20 feet. After this, the mace is in perfect condition once more and is once again usable. However, lingering inferno is expended for the rest of the encounter (or until the end of the next encounter).

Strong conjuration; CL 12th; Legendary Battlesmith, lingering inferno; price 40,305 gp.

Lucky Silver Courtesy of Chrono22

Price: 2,800 gp
Body Slot: --
Caster Level: 3rd
Aura: Faint; (DC 16) divination
Activation: Standard
Weight: -

The faces of this otherwise unremarkable silver coin sport two expressions. One face is joyfully exuberant, and the other is depressingly dour.

A lucky silver can grant its holder incites into how beneficial or harmful an action will be. This power is utilized by flipping the coin and concentrating on the action in question. There is only a 73% chance the coin will give a meaningful reply. If an action has neither a good nor a bad result, or if it will have both, the lucky silver will land on its edge. If the holder attempts to use a lucky silver multiple times on the same subject, all the results will be the same as the first. A lucky silver functions three times per day.
Prerequisites: Craft Wondrous Item, augury
Cost to Create: 1400 gp, 112 XP, 2 days.

Marvelous Pigments Courtesy of Temotei

Each of these pigments (stored in 2 oz. vials) affects a single item, dyeing it the given color. Minor benefits go along with each color. Only one pigment's effect can be active at one time, though a single item could have more than one pigment applied to it. In this case, multiple pigments would mix to dye an item a mix of all the colors used, but the effects would still be chosen from which dyes were applied. Switching pigment effects on an item requires a swift action.

If the item a pigment is being applied to is considered armor and a weapon at the same time (a shield, for example), the applicator must choose which effect to give the item.

Certain mixed pigments will create special effects different from the pigments that made it, giving a more powerful, singular effect. This new effect overlaps all previous effects granted from pigments, stopping their effects completely and disallowing their use. The following are such pigments: Magenta, pink. The price for these pigments is given below in case the character buys the pigment straight up instead of mixing other pigments. By each of these special mixed pigments' names, in parentheses, are the pigments most commonly used to make it.

Red
The red pigment grants fire resistance 2 when applied to any worn item. If applied to a weapon, the weapon deals 1 fire damage on top of its normal damage.

Orange
The orange pigment grants acid resistance 2 when applied to any worn item. If applied to a weapon, the weapon deals 1 acid damage on top of its normal damage.

Yellow
The yellow pigment grants electricity resistance 2 when applied to any worn item. If applied to a weapon, the weapon deals 1 electricity damage on top of its normal damage.

Green
The green pigment, when applied to any worn item, grants a +1 bonus on saves against poison and disease. If applied to a weapon, any poison applied to that weapon gains a +1 bonus to its DC twice per day.

Blue
The blue pigment grants cold resistance 2 when applied to any worn item. If applied to a weapon, the weapon deals 1 cold damage on top of its normal damage.

Indigo
The indigo pigment grants a +1 bonus against mind-affecting spells and effects if applied to a worn item, as well as against stunning effects. If applied to a weapon, the wielder is able to stun with it once per day for 1 round, with a DC 15 Fortitude save to avoid the stunning. Activating the stunning effect is a swift action.

Violet
The violet pigment grants a +1 bonus to all saves once per day for 3 rounds as an immediate action if applied to a worn item. If applied to a weapon, the weapon applies a -1 penalty to all saving throws for 3 rounds as a free action, once per day.

White
The white pigment, when applied to a worn item, grants resistance 2 against all energy types (acid, cold, electricity, fire, sonic). If applied to a weapon, the weapon deals 1 damage of each energy type (acid, cold, electricity, fire, sonic) on top of its normal damage.

Black
The black pigment grants concealment as a free action once per day for 3 rounds when applied to a worn item. If applied to a weapon, the wielder is able to blind with it once per day (the effect is permanent), with a DC 15 Fortitude save to avoid the blindness. Activating the blinding effect is a swift action.

Magenta (Red x3 + Blue x3)
The magenta pigment grants fire and cold resistance 5 when applied to a worn item. If applied to a weapon, the weapon deals 1 fire and cold damage in addition to its normal damage, and one round after it hits, the target takes an additional 1 fire and cold damage.

Pink (Red x5 + White)
The pink pigment grants resistance to all energy types (acid, cold, electricity, fire, sonic) 2. As well, once per day, as an immediate action, the item can be called upon to grant immunity to mind-affecting spells and effects for 1 round. These effects are applied to worn items. If applied to a weapon, the wielder gains the ability to use dominate person with a caster level equal to their class levels once per day. This effect is combined with a single, standard-action attack.

Minor abjuration and evocation; CL 5th; Craft Wondrous Item, color spray; Price 400 gp (red, orange, yellow, green, blue, indigo, violet), 900 gp (black), 4,500 gp (white), 3,000 gp (magenta), 7,500 gp (pink).


Pickpocket's Solution by Me

Created by a wizard hired by a desperate and paranoid rogue, this small silk bag is the saving grace of any self-respecting pick pocket. When an owner of one of these wonderful items is captured, they pretend to hand over the "Gold" they stole, but instead hand over the "Pickpocket's Solution". When opened, a cloud of dust and dirt bursts forth, and continues to spray outwards until the bag is closed. The effects of the dust are mild, little more than some coughing, and watery eyes. But that is all that is needed for a skilled pickpocket to escape. The bag is considered to be the equivalent of "The Endless Decanter of Water", but instead of producing water, it produces dust.

Hand over the gold, Knave! Just gimme a second to make sure it's all here.

Quiver of Nothing Courtesy of Temotei

This quiver looks like any other quiver on first sight. Magical detection reveals that an extradimensional space is present, allowing infinite items to be placed in the quiver without any encumbrance. However, when the possessing character is attacked by an enemy with a Challenge Rating equal to or greater than their level, all items in the quiver instantly disappear, never to be found again. From then on, any items placed in the quiver disappear, unusable.

Faint conjuration; CL 7th; Craft Wondrous Item, bestow curse; price 400 gp.

Ring of Double Jumping Courtesy of Chess435

This magical ring allows the wearer to leap off the air once per jump, allowing them to make two jump checks and combine the results.

Faint Transmutation, CL 3, levitate, Value: 5,000 gp.

Rusting Gauntlet Courtesy of Temotei

This gauntlet functions as a gauntlet of rust. Whenever the wearer uses rusting grasp or attacks with the gauntlet, however, their hand shrivels up just a little bit. This isn't noticeable until 20 attacks or castings have taken place, when the hand starts turning rust-colored and small bits of skin flake off. The rusting is generally painless, though the skin does constantly itch slightly. After that point, even if the gauntlet is removed, the wearer continues to suffer the effects of rusting, eventually losing their hand altogether. After 50 attacks or castings have taken place, the wearer loses their hand. The only way to reverse the rusting before the hand rusts completely and falls off is with a limited wish, wish, or miracle.

Moderate transmutation; CL 7th; Craft Wondrous Item, rusting grasp, bestow curse; price 4,500 gp.


Sandy Shoes Courtesy of Temotei

This pair of shoes acts as a normal pair of shoes until someone wears both. Upon being worn, the shoes fill with sand, forcing them into a rather uncomfortable situation. This imposes a 10-foot penalty to their land speed until the shoes are removed with a remove curse spell. Upon removal, the sand in the shoes disappears.

Moderate conjuration; CL 3rd; Craft Wondrous Item, prestidigitation, bestow curse; price 50 gp.

Screaming Headband Courtesy of Temotei

This headband acts as a headband of intellect +2. If the wearer casts a spell, the headband immediately starts screaming inside their head, deafening them and forcing them to make a DC 20 + spell level Concentration check or lose the spell. The screaming stops 5 rounds after the caster ends their spellcasting. Any activity other than spellcasting that requires concentration requires a DC 20 Concentration check to be completed. After the screaming stops, the wearer's ears continue to ring loudly, causing them to suffer a -10 penalty to Listen checks for 1 minute. Removing the headband requires a remove curse spell.

Moderate evocation; CL 7th; Craft Wondrous Item, shout; price 2,000 gp.

Shadow Sun Anklet Courtesy of Temotei

This anklet wraps tightly around the wearer's ankle, granting magical stability. It also doubles as a weapon, should the wearer need one in a pinch.

The shadow sun anklet grants a +10 bonus on Balance and Climb checks while worn. As well, the wearer can take off the anklet and throw it as a standard action. It functions as a warheart shuriken holding the ghost blade maneuver. Despite the shuriken being treated as ammo and a warheart weapon, it returns to the wielder as if it had the returning property, and is not destroyed upon impact like most ammo. The anklet can be wielded in melee at no penalty, also unlike ordinary shuriken. If wielded in melee, the wearer need not take the anklet off.

Since the shadow sun anklet is enhanced with a level 6 maneuver, it is treated as a +3 weapon, but it is not treated as inherently magical. The anklet is treated as a magic weapon for the purposes of being dealt damage and being subject to saving throws, however, as well as for the purpose of bypassing damage reduction. Detect magic and arcane sight will not register the anklet as magical, nor will dispel magic or antimagic field completely negate the anklet's effects--they will only suppress its enhancement bonus to attacks and damage and its returning property, not the maneuver infused into the weapon.

Since the shadow sun anklet is not a normal weapon and doesn't look like one, anyone performing a search of the wearer would not ordinarily know the function of the anklet as a weapon. A searcher must succeed on a DC 32 Martial Lore check to know of its weapon usability.

Strong illusion and transmutation; CL 13th; Legendary Battlesmith, ghost blade; price 50,301 gp; 25,301 gp + 2,000 XP.

Shadow Sun Headband Courtesy of Temotei

This headband's functions depend on where it is worn. If it is worn over the forehead, the headband grants a +5 bonus on Concentration and Martial Lore checks. If worn over the eyes, it grants blindsight out to 30 feet, as well as immunity to gaze attacks and spells or effects that rely on sight. However, the wearer cannot use their own sight while wearing the headband over their eyes. If worn around the neck, the headband allows the wearer to stop breathing without penalty. This does not allow the wearer to run indefinitely, though they could stay underwater forever without a problem or ignore spells such as stinking cloud. If the creature wearing the shadow sun headband does not have a forehead, eyes, or a neck, substitute these locations with suitable replacements on the body of that creature. Some creatures may not have any suitable or similar replacement locations. In this case, the headband simply cannot grant the effects inherent to the position that would normally function.

Moderate divination and transmutation; CL 8th; Craft Wondrous Item, see invisibility, water breathing; Price 20,500 gp; Weight 1/2 lb.

Spy's Glass Courtesy of Chrono22

Price: 5,500 gp
Body Slot: --
Caster Level: 3rd
Aura: Faint; (DC 16) divination
Activation: Standard (command)
Weight: 1 lb.

A golden eye is inscribed upon the cap of this finely crafted wooden-and-brass telescope.

The first spy's glass was created by a thieves' guild in a major city as a way of casing establishments and keeping track of their competition. These multipurpose instruments have become more common as their value among adventurers and warlords has grown.
A spy's glass functions as a mundane spyglass of superior make; it halves the penalties imposed on spot checks by distance. Additionally, when the cap has been placed over the lense and a command word is spoken, a spy's glass produces a magical sensor (as per prying eyes). This sensor automatically transmits anything it sees back to the viewer, and moves according to his direction. If the viewer ceases to look through the glass, the sensor will disappear. A sensor produced by a spy's glass can move a maximum of 1 mile away from the spy's glass before vanishing, and lasts for 3 hours.
Prerequisites: Craft Wondrous Item, prying eyes
Cost to Create: 2584 gp, 180 XP, 5 days.


Symbol of Defective Turning Courtesy of Temotei

This religious symbol is one that changes shape to match the possessor's beliefs, making it seem like a symbol any religious person could use. When the possessor attempts to turn undead, they instead create undead as per the create undead spell. However, instead of the undead being under the possessor's control, the undead act of their own accord, usually attacking the nearest living creature. In addition, attempting to turn undead causes all undead in a 20-foot radius gain a +4 profane bonus to attack, damage, and saves, as well as +2 hit points per HD they possess, for 3 rounds.

Moderate necromancy; CL 11th; Craft Wondrous Item, create undead, desecrate; price 200 gp.

Staff of the Ringmaster By me.

This staff is made of finely polished oak with a large brass ball and for purposes of combat, functions just as a +1 mace (It still requires 2 hands to use). However, when the staff is pointed at an object, and the wielder envisions the object performing an action, the magic is activated. At-Will, this staff can cast Prestidigitation The limitations are the same as the spell Prestidigitation (Player's Handbook I).

Fun for the whole family.

TelemontTanthul
2010-11-01, 06:33 PM
MORE MAGIC ITEMS

Windcutter Courtesy of Chrono22

Price: +1 bonus
Property: Piercing or slashing melee weapon
Caster Level: 3rd
Aura: Faint; (DC 16) evocation
Activation:--

This weapon is constantly surrounded by a flowing breeze, even indoors or underground.

A windcutter weapon creates a sharp, high-pressure wave of air when swung. This enables you to deliver your melee attacks at range, with an increment of 10 feet. When delivering a melee attack at range with a windcutter weapon, you apply your dexterity modifier instead of your strength modifier to the attack roll. Bonus damage from your strength modifier, the weapon's enhancement bonus and precision damage apply to the attack's damage, but any other magical properties of the weapon (such as bonus damage dice from the flaming weapon property) do not apply when melee attacks are delivered at range.
The wielder of a windcutter weapon still suffers all of the penalties and limitations associated with making ranged attacks (such as cover rules, penalties imposed by distance, and the effects of high wind), but these are not considered ranged attacks for the purposes of attacks of opportunity.
Prerequisites: Craft Magic Arms and Armor, gust of wind.
Cost to Create: Varies

Wizard's Chess Sets Courtesy of DracoDei

Master Set

This beautifully inlaid chess set is enchanted. The pieces are made of Adamintine with silver accents and lead cores. All of the pieces are enchanted so that when a certain command word is stated they will enforce tournament rules of chess and stick to the board for ease of transporting games. When a second command word is spoken, they will revert to normal. When the third command word is spoken, any number of the chess pieces (up to the numbers and types of one color in a standard chess set) may be animated (as per the spell Animate Objects) and pieces so animated will grow in size to become fearsome combatants for up to ten minutes. The user may command them to attack specific targets, attack once then fall back to create a spot for you then press the attack, take full defense, move away from enemies while taking full defense, follow her, or perform any other movement or combat action. Orders to any number of pieces may be changed with a move action via verbal commands. Their attacks count as magic weapons and as both Alchemical Silver and Adamintine for the purposes of penetrating damage reduction, and they have a hardness of 20. (As per RAW they do not gain any additional hitpoints for their composition.)

{table=head]Piece type|Size|Charge cost|Speed|Special

Pawn|Medium|1|15 feet| En Passant

Knight|Large|3|Fly 30(Clumsy)|No land speed. May use the Tumble skill with a +30 total modifier.

Bishop|Large|3|120 feet|Limited Movement

Rook|Large|5|60 feet|104 hit-points, +10 to Bull Rush checks

Queen|Huge|9|120 feet|Slam deals 4d6+14 damage

King|Huge|1|15 feet|Achilles' Heel[/table]

En Passant (Ex)
May make 3 attacks of opportunity per turn, as per a character with a dexterity of 16 and the Combat Reflexes Feat.

Limited Movement (Ex)
A bishop may only move in a single straight-line direction each turn. This means it may not jump, and must end its movement immediately if it falls 5 feet or more. It may move over rough terrain normally as long as these restrictions are observed.

Achilles' Heel (Su)
If the king is killed, the pieces revert to their original states and the entire chess set instantly becomes worthless and non-magical.

All animated chess pieces appear next to the summoner or next to another such piece summoned in the same round. The king must always be animated while any other piece is animated. If a piece is killed, it must be replaced at a cost of 2000 gp times the charge cost of animating it; if it is wounded, then it will repair itself in one day of non-use. A standard chess set will have 40 charges per week. The chess set itself (before any enchantments) is worth 750 gp.

Moderate Transmutation; CL 11th; Craft Wondrous Item, animate object; Price 40,000 gp


.
Grandmaster Set

As per Wizard's Chess Set, Greater, except as follows.
Their attacks also count as Epic Weapons and up to two alignments that the creator had at the time of creation for the purposes of penetrating damage reduction.

{table=head]Piece type|Size|Charge cost|Speed|Special

Pawn|Large|1|20 feet| En Passant, Promotion

Knight|Huge|3|Fly 40(Clumsy)|No land speed. May use the Tumble skill with a +30 total modifier.

Bishop|Huge|3|180 feet|Limited Movement

Rook|Huge|5|90 feet|168 hit-points, +10 to Bull Rush checks, Castling

Queen|Gargantuan|9|180 feet|Slam deals 4d8+20 damage

King|Gargantuan|1|20 feet|Achilles' Heel, Castling[/table]

En Passant (Ex)
May make 3 attacks of opportunity per turn, as per a character with a dexterity of 16 and the Combat Reflexes Feat.

Promotion (Ex)
If a pawn deals the death blow to a non-helpless opponent of at least CR 10, then as an immediate action on the part of the pawn that provokes attacks of opportunity (which gain +5 to hit), the pawn may be instantly transformed into any other type of chess piece the activator desires (this requires no action by the activator). The pawns damage taken remains the same, but since its new maximum hitpoints will be higher, its current hitpoints will increase as a result of this. The new piece returns to being a non-animated pawn at the end of combat.

Limited Movement (Ex)
A bishop may only move in a single straight-line direction each turn. This means it may not jump, and must end its movement immediately if it falls 5 feet or more. It may move over rough terrain normally as long as these restrictions are observed.

Achilles' Heel (Su)
If the king is killed, the pieces revert to their original states and the entire chess set instantly becomes worthless and non-magical.

Castling (Su)
As long as all of the following conditions are met an Animated Castle and an animated King may exchange places:

neither of them have moved from the squares they occupied at the start of a given combat or attacked (except for AoOs) since combat began
they are within 60 feet of eachother
None of the intervening squares contain enemies or are threatened by enemies

This is a [Teleportation] effect and requires a full round action from both of them as well as a clear line of effect. The squares the King contains afterwards must contain all the squares that the Rook occupied before, and the rook must be entirely contained afterward in the squares the king occupied before. As part of giving the set initial or new orders, simple conditions (such as the King being in the threatened area of an enemy while the rook in question is not, or the King having taken damage the previous turn) may be set for them to activate this.



All animated chess pieces appear next to the summoner or next to another such piece summoned in the same round. The king must always be animated while any other piece is animated. If a piece is killed, it must be replaced at a cost of 4000 gp times the charge cost of animating it; if it is wounded, then it will repair itself in one day of non-use. A standard chess set will have 40 charges per week. The chess set itself (before any enchantments) is worth 1,000 gp.

Moderate Transmutation; CL 21th; Craft Epic Wondrous Item, animate object; Price 100,000 gp


Xiangqi (http://en.wikipedia.org/wiki/Xiangqi) Set, Lesser

This beautifully inlaid xiangqi set is enchanted. The pieces are miniture statuettes made of Jade. All of the pieces are enchanted so that when a certain command word is stated they will enforce tournament rules of xiangqi and stick to the board for ease of transporting games. When a second command word is spoken, they will revert to normal. When the third command word is spoken, any number of the chess pieces (up to the numbers and types of one color in a standard xiangqi set) may be animated (as per the spell Animate Objects) and pieces so animated will grow in size to become fearsome combatants for up to ten minutes. The user may command them to attack specific targets, take full defense, flee while taking full defense, follow her, or perform any other movement or combat action. Orders to any number of pieces may be changed with a move action via verbal commands.

{table=head]Number at once|Piece type|Size|Charge cost|Speed|Special

5|Soldier|Small|1|15 feet|Bravery

2|Elephant|Small|2|30 feet|Limited Movement

2|Adviser|Small|1|15 feet|Palace Only, Limited Movement

2|Horse|Medium|4|30 feet|-5 AC vs AoOs from movement

2|Catapult (Cannon)|Medium|5|120 feet|Concealed Attack

2|Chariot|Large|9|120 feet| -

1|General|Large|1|15 feet|Palace Only, Achilles' Heel[/table]

Bravery (Ex)
May not be summoned within 15 feet of the General and may never move in a way that would result in it ending its turn closer to the general than it was at the start of its turn. If it is within 40' of the General at the start of its turn, it may only move in a straight line each turn, and only directly away from the General, or directly towards an enemy.

Limited Movement (Ex)
Elephants and Advisors may only move in a single straight-line direction each turn. This means they may not jump, and must end its movement immediately if they fall 5 feet or more. They may move over rough terrain normally as long as these restrictions are observed.

Palace Only (Ex)
Advisers must be summoned adjacent to the General (if they are summoned at all). The General must be summoned adjacent to the summoner. Neither of them may be summoned such that they are within 20' of any enemy voluntarily. The exception is that if there is no such square adjacent to the summoner, the General may be summoned in any square that is not adjacent to an enemy that is adjacent to the summoner. If there is no such square the General may be summoned in any square adjacent to the summoner. Neither the General nor the advisers may voluntarily move more than 20 feet from the point that the General started any given combat at until the end of said combat (defined as 2 rounds after the last enemy was detectable or attack was made).

Concealed Attack(Ex)
A Cannon may only attack(except for AoOs) if one of the following conditions is met:

It has moved through any number of squares occupied or threatened by exactly one creature and only moved in a single direction along a straight line that turn. When moving in this way it is considered to have automatically succeeded on tumble checks against an enemy moved through, despite not having any ability to tumble under other circumstances. It may not move this way unless it then attacks an opponent whose threatened space it did NOT move through in this way.
It moves less than 15 feet and attacks the same opponent it did on its last turn.



Achilles' Heel (Su)
If the king is killed, the pieces revert to their original states and the entire chess set instantly becomes worthless and non-magical.

All animated chess pieces except Soldiers and Catapults appear next to the summoner or next to another such piece summoned in the same round. Soldiers and Catapults may be summoned within 10 feet (including adjacent to) the summoner or next to another such piece summoned in the same round. The king must always be animated while any other piece is animated. If a piece is killed, it must be replaced at a cost of 1000 gp times the charge cost of animating it; if it is wounded, then it will repair itself in one day of non-use. A standard chess set will have 40 charges per week. The chess set itself (before any enchantments) is worth 750 gp.

Moderate Transmutation; CL 11th; Craft Wondrous Item, animate object; Price 12,400 gp

Zephyr Blade Courtesy of Chrono22

Price: 17,840 gp
Body Slot: –
Caster Level: 10th
Aura: Moderate; (DC 19) evocation
Activation: ––, Immediate (command), Standard (command), and Swift (command)
Weight: -

This incredibly lightweight rapier seems to almost float in the palm of your hand. Gracefully curving lines cover the surface of the silver blade, giving it a feather-like motif. A light breeze constantly surrounds it.

Or

This object appears to be a perfectly ordinary sea-eagle's feather. A light breeze constantly surrounds it.

The zephyr blade is a weapon of legend, and the subject of more than a few arguments about its appearance. This +1 windcutter silver rapier has a number of wind-related powers and abilities, the most famous of which is its ability to turn the breeze itself into a weapon. The wielder can call upon the aid of the zephyr blade by expending a daily charge and an action. A zephyr blade has 4 charges, which are renewed each day at dawn.
Gust Step: By expending a charge as a swift action, the wielder gains a +10 enhancement bonus to speed for 1 round.
Ride the Wind: By expending a charge as an immediate action, the wielder's falling speed is slowed for 1 round (as per feather fall).
Sirrico Dance: By expending a charge as an immediate action, the wielder gains a +2 deflection bonus to AC against a single attack.
Backlash Squall: By expending a charge as a standard action, the wielder may launch a powerful blast of air (as per gust of wind). A successful fortitude save (DC 14) can allow a creature in the line of the blast to resist this effect.
A zephyr blade has an additional minor power. By holding it and speaking a command word as a standard action, the wielder may transform the weapon into an albatross feather or back.
Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, feather fall, gust of wind, shield of faith.
Cost to Create: 8864 gp, 700 XP, 17 days.

TelemontTanthul
2010-11-01, 07:37 PM
Reserved Post #2

TelemontTanthul
2010-11-01, 07:39 PM
Reserved Post #3

TelemontTanthul
2010-11-01, 07:47 PM
Reserved Post #4

TelemontTanthul
2010-11-01, 08:07 PM
ARTIFACTS

Deck of Many Things Variants Courtesy of DracoDei



NOTIFICATION

This item is still under development. The creator is either editing or creating additions. Check back soon!

BASIC GAME RULE INFORMATION

Rules on Deck of Many Things will be posted here soon!

CARD VARIANTS

Num|Name|Effect|Card
1| Dancing Flame|+6 untyped permanent bonus to Intelligence, -6 untyped permanent penalty to Wisdom (Min. 1)
2| River|+6 untyped permanent bonus to Wisdom, -6 untyped permanent penalty to Intelligence (Min. 3)|7H
3| Mountain|+6 untyped permanent bonus to Constitution, -6 untyped permanent penalty to Dexterity(Min. 1)|10C
4| Zephyr|+6 untyped permanent bonus to Dexterity, -6 untyped permanent penalty to Constitution(Min. 1)|10H
5| Brute|+6 untyped permanent bonus to Strength, -6 untyped permanent penalty to Charisma(Min. 1)|9C
6| Nymph|+6 untyped permanent bonus to Charisma, -6 untyped permanent penalty to Strength(Min. 1)|9H
7|Ebenezeer Scrooge| Lose 1 level & 2 points randomly distributed among abilities. Gain 3 diamonds, each worth 5,000 GP and a number of GP, SP, and CP each (all in mixed sacks) equal to number of XPs lost.|3D
8| The Serf|Lose all material possessions, but gain a +1 untyped perminant bonus to each ability score and gain 1 level|2C
9| The Dream|Elemental Effect whenever you fall asleep. (will try to remember to type this up later.|8D
10|The Romantic|You are pursued by a construct suitor. He or she is indistinguishable from a warrior of your level (and gains or loses levels to keep this true), and has appropriate equipment for such an NPC. If any of the equipment is removed from him it vanishes. All equipment vanishes if (and most likely when) he dies. S/He serenades in a horrid voice, writes atrocious love letters, and challenges to death duals or outright attacks anyone who has or tries to win your affections. He will not go away and the GM should have them act in the most inconvenient way possible at any given moment. If you return his/her affections or even attempt to have a civil conversation with them, they protest that you are so high above them they could never think of doing whatever it is you are granting them. If killed or trapped away from you they reappear, fully healed and re-equipped within 10' of you 3d20 hours later... The GM should award experience for creative and/or catharthatic means of disposing of them each time.|BJo
10|Amadeus|+2 untyped permanent bonus to all ability scores, move to the midpoint of the next level, and permanently Hasted, but age at 50 times normal rate.|10D
11|????|????|???
12|The Sacrifice|Die. This is not a death effect. Only Wish or Miracle(costing 5000 xp) can make it possible for you to turn to life and even then separate spell needed to actually do so. One ally per level receives benefits of Heal, Feast of Champions (Ebberon Campaign Book), 1 gem worth 1,000 gp per drawers level, and 100 xp per drawer level.
13|The Mouse|Gain the services of a large number of rodents (Lost the table for this, but you got multiple rolls on the table and everything it gave you... went from mice through guinea pigs and squirrels, all the way up to dire-rats and a were-rat... will recreate later if people ask me to... or maybe even if they don't|3C
14|The Iron Warrior|currently worn armor gains a total of +5 worth of enchantment bonuses and/or enchantments, but can never be removed. Hatches allow eating, drinking, elimination, and (technically) sex.|4S
15|The Wanderer|Gain granted power of Travel domain, and may use the 1st-3rd level spells of that domain as Spell-like abilities 1/week each, the 4th and 5th level spells 1/month each, the 6th and 7trh level spells 1/year each, and the 8th and 9th level spells of that domain 1/decade each. Caster level is equal to ECL for these purposes.|6S
16| Mid-Life Crisis|Lose 1 point from your highest ability score. Gain Magic Item worth up to 5,000 gp and one level in a specific class. ((Another complicated one... will type up when I have more time))|KiC
17| The Iceberg|Gain the [Cold] subtype|5D
18| The Volcano| Gain the [Fire] subtype|10D
19| The Rock| -4 on Reflex Saves, +4 on Fortitude Saves|AceC
20| The Fly|-4 Will Saves, +4 Reflex saves|5S
21| Raistline(sp?)|-4 Reflex Saves, +4 Will Saves|4D
22| Lightning|Electricity damage now heals you at 1 point of healing per 2 points of damage it would normally deal. Do not roll saves vs electricity damage. Damage from Fire, Cold, Acid, and Sonic all doubled.|2D
23|The Puppy|Gain Scent special quality but -4 to all diplomacy checks (because people don't take you as seriously), and -2 to saves versus charm because you are now more trusting of people.|4C
24|The Chicken|Permanent Feather Fall (you may surpress for a round with a free action), but -4 to saves versus Fear (if you have immunity to fear from a race, class feature, or template, such immunity instead changes to a +4 bonus, and you don't take the -4 penalty).|2H
25|The Rhino|ALL senses completely unable to detect anything more than 60' away from you, but gain extra +2 to hit and your ECL to damage when charging.|2S
26|The Fated Blade|At start of of each combat roll 1d20, if 1 or 2 then your first single attack (including the first attack of a full attack action, the first arrow fired with Multi-shot, etc) in that combat gains the effect of True Strike. After the 10th such time you get a 1 or a 2 this ability goes away(still granting the effect for that time).|7S
27|????|????|???
28|The Rose|Heavenly pheromones give +6 to diplomacy checks, but even HUMANS can easily detect and track you as if they had the scent feat, and a minimum number of ranks in Survival equal to half their ECL.|3H
29|The Troglodyte|Anyone who has not spent at least 1 hour within 30 feet of you within the last 24 and is within that radius must make a fortitude save with a DC equal to (10 + 1/2 your ECL + your constitution modifier) or be sickened whenever they are within that radius for the next 24 hours, or until they have spent the aforementioned 1 hour in that radius, also even HUMANS can easily detect and track you as if they had the scent feat, and a minimum number of ranks in Survival equal to half their ECL.|3S
30|Eye of the Bird|Viewpoint permanently shifted to a point 2 to 100 feet above your head and always looking straight down. At will you may chose to make everything above your own eye level invisible for these purposes. (Insert extensive suggestions to GMs for mechanical effects of this here...)|7D
31| The Tutor|Immediately gain 8 skill points (all skills count as class skills for this purpose, but you must still observe the 3+Level limit on ranks in any one skill.) OR 1 Feat that you qualify for.
32|Fires of Heaven/Hell|30' radius Fireball centered with caster level equal to your ECL and DC (13 + 1/2 your ECL). You and your allies gain a +2 bonus on their saves for each alignment component they share with you, enemies gain a -2 penalty on their saves for each alignment component they DON'T share with you. Half this damage results directly from (Un)Holy energy and is not subject to resistance nor immunity to fire.|10H
33|Heroic Hour|((Gain just about every buff in the PHB and then some, duration 1 hour.))|KiS
34| Insight| ((Gain just about every divination effect in the PHB and then some, duration 1 hour.))|AceD
35|The Lawyer|Gain the services of an Expert class lawyer of your own race (technically a construct). Alignment on Law/Chaos axis matches your own, but always Evil. Skill Focus and maxed ranks in Profession(Lawyer). Class levels equal to your ECL and gains or loses Expert levels to keep this true.|JakC
36|????|????|???
37|????|????|???
38|Trouble|Every time you take hitpoint damage, each ally within 60 feet of you takes half that much damage which can not be prevented or resisted, or regenerated.
39|????|????|???
40|The Canary|Gain the services of a large number of birds ((Yeah, need to recreate the table for this from sparrow all the way up to were-eagle))|QuH
41|????|????|???
42|The Steed|Gain services orf construct horse sized for you to ride (so one size class larger than you) w/ abilities equal to those of a Mount or Phantasmal Steed(if sufficiently high caster level) cast by a Sorcerer 2 levels higher than your ECL. As you gain or lose levels the horse's abilities are adjusted to match.
43|The Eye|60' Blindsight, +5 untyped bonus to spot checks. Immune to Blindness, Power Word, Blind, and all spells and spell-like abilities that emulate such effects. -10 to saves against gaze attacks.
44|Obleck|Tangle-Foot bag substance covers all creatures and floor to a radius of 300 feet in all directions regardless of line of sight or effect.|10C
45|The Nerd|+6 untyped permanent bonus to Intelligence, -6 untyped permanent penalty to Charisma(Min. 1)|4S
46|The Ditz|+6 untyped permanent bonus to Charisma, -6 untyped permanent penalty to Intelligence(Min. 3)|QuH
47|The Guru|+6 untyped permanent bonus to both Intelligence and Wisdom, but completely unable to detect any creature that does not have Intelligence+Wisdom = 20 or greater by any means (so effectively deaf and blind to them etc).|5C
48|?????|????|???
49|?????|????|???
50|Valhalla|ALL creatures with 600 foot radius of drawer(including drawer themselves), ignoring line of sight and line of effect, gain the effects of Feast of Champions (Ebberron Campaign Book) and a first level level barbarians rage for the next 12 hours. No mortal means may end either of these effect early.|8C
51|The Fluffy Bunny|ALL creatures with 600 foot radius of drawer (including drawer themselves), ignoring line of sight and line of effect, gain damage reduction 4/- that stacks with all other sources of damage reduction, an +4 untyped bonus to all saves, and SR equal to 10 + the drawer's ECL against effects that do not allow a save. All these effects last for 12 hours.|4H
52|?????|????|???
53|The Runner|Permanent +10 feet to base land speed.|6S
54| Rebirth|Receive Benefits of Restoration, Greater, Regeneration, and Attonement. Lose 3 levels (min. Character Level 1), Gain 2 ability score points to distribute as you choose and may reduce your physical age as low as you like at that moment (this DOES allow a greater lifespan and DOES remove the bonuses and penalties of age catagories if it crosses the cut-off for such). Gain a gem (and other benefits that aren't listed on the card) for each such level lost.|8H
55|Magic Repeller|Gain Spell Resistance equal to 10 +(1/2 CURRENT ECL). This amount does NOT change with level. You may NOT lower this SR even when unconscious, asleep, dead, etc. Whenever you attempt to cast a spell you must roll against your own SR or the spell fizzles and is wasted.|3D
56|Hourglass|????|9D
57|Growth|You and all your gear permanently increase one size category. Apply the effects listed in the Monster Manual to your physical ability scores (so NOT the ones for Enlarge Person). Effects on reach, hide checks, grapple checks, etc, etc are as normal for a size increase.|6C
58|Distillation|You and all your gear permanently decrease one size category. Apply the effects listed in the Monster Manual to your physical ability scores (so NOT the ones for Reduce Person). Effects on reach, hide checks, grapple checks, etc, etc are as normal for a size decrease.|5C
59|The Turtle|Your land speed is halved, but you gain a +2 untyped bonus (so it stacks with racial and magically granted increases) to your natural armor.|4C
60|????|????|???
61|????|????|???
62|????|????|???
63|The Knight|All movement speeds and bonuses, including those granted by magic currently or at a later time halved, but you never provoke attacks of opportunity for moving. Since half of infinity is still infinite, this has no effect on Teleport, Teleport, Greater, Plane Shift or similar magics, but it does halve the maximum range of any Dimension Door or similar spell or effect that includes you.|KiC


Gaia Smasher Courtesy of Temotei

Gaia Smasher looks like a lump of rock with a hole for a hand to fit in. However, it is far more. On the inside, holes for appendages shrink and grow to the size of the creature wielding the weapon, allowing most creatures to use it--even if it seems too big or too small. Any creature of Tiny, Small, Medium, Large, or Huge size can use Gaia Smasher with no penalty. When a creature's mitt is inside Gaia Smasher, the outside morphs to fit the creature's size better, and also shows their moving appendages.

This +2 gaia gauntlet grants a +6 enhancement bonus to Strength and +1d8 damage on hits with it. Monks are treated as proficient with this gauntlet and use their unarmed damage progression for Gaia Smasher. As well, for all intents and purposes, Gaia Smasher is treated as a one-handed weapon, but it is still easily usable in a grapple.

Successfully hitting while wielding Gaia Smasher creates a 10x10x10-foot crater. If the wielder uses Power Attack, the crater size improves to 15x15x15 feet. Any creature in a crater suffers a -2 penalty to AC on top of being flat-footed.

A successful critical hit sends a massively powerful shockwave through the ground, knocking enemies within 30 feet who fail a DC 25 Reflex save prone and dealing 5d10 damage to those enemies.

Finally, against any creatures with the Earth subtype, Gaia Smasher ignores all damage reduction and deals an additional 2d6 damage. As well, successfully hitting creatures with the Earth subtype with Gaia Smasher lowers their AC by 1 per hit.

Strong conjuration, evocation, and transmutation; CL 20th; Weight 1/2 lb. (Tiny); 1 lb. (Small); 1 1/2 lb. (Medium); 3 lb. (Large); 6 lb. (Huge).

Heartwar Swords Set Courtesy of Duke of URL

Weapon Properties

The Heartwar Swords are a group of artifacts created as the tools in a war between the good and evil gods. Two champions are chosen -- the Heart of Light representing the good gods, and the Heart of Darkness championing the evil gods. The champions are granted (after a significant quest) one of the Greater Heartwar swords, and are charged with recovering the other Heartwar swords, slaying the opposing champion, and destroying the opposing Greater Heartwar Sword.

No one person may actually possess more than one of the seven swords; when finding a new sword (or when killing the current possessor), it must be given to an ally, who in turn swears an oath to the champion and his or her gods to serve and protect them and to hunt down and destroy any servant of the other side.

Should either of the champions be slain, unless by the other champion in control of all of the other swords, the champion's sword will magically pass to his or her most powerful sword-bearing ally, who becomes the new champion and must pass his old sword on to another ally. If the champion has no allies, the slain champion's gods will select a new champion.

Each of the Heartwar swords appears to be a masterwork version of the its type, though with an unusual gem embedded in its hilt. The gem is a solid color, for which each sword is named. Once bonded to a sword, the creature is bound to it for the rest of its life, the only possible exception being the inheritance of the champion's sword. The creature may use no other melee weapon (without coming into conflict with the weapon's ego) and must remain true to his or her oath to the champion and the gods. All Heartwar swords grow in power as their wielders likewise become more powerful.

Heartwar Swords cannot be destroyed, except that the Greater swords may be destroyed if its owner is slain by their counterpart while the opposing champion has all of the other swords bonded to him or her.

All Heartwar swords share the following properties, regardless of any other feature that they have:
Alignment: NG or NE (White sword is always NG, Black sword is NE, others will change alignment according to oath); swords are considered Good or Evil weapons, accordingly, for the purposes of bypassing damage reduction
Enhancement Bonus: +1 per three character levels (maximum +5)
Artifcats: Heartwar swords are considered artifacts for the purposes of anti-magic fields, etc.
Adamantine: Heartwar swords are considered Adamantine for the purposes of bypassing damage reduction
Keen Edge: Heartwar swords have the Keen property
Bonus Feats and Abilities: Each sword provides one or more bonus feats or special abilities to its owner
Proficiency: The sword's owner is automatically proficient with the sword, even if he or she would otherwise not be
Feat Swap: If a new sword owner has weapon-specific feats (such as Weapon Focus) for a different type of weapon than the sword, he or she may swap all such feats for the equivalent versions for the sword upon acquiring the sword; such feat swapping must occur immediately upon obtaining the weapon
Special Purpose: Each sword has a specific special purpose, features tied to that purpose gain in power as its wielder gains experience
Spells and Spell-Like Abilities Any spell or spell-like ability has a caster level equal to the wielder's character level and DCs are based on the sword's Charisma
Automatic Resizing: The swords will magically adjust their sizes to fit their owners; e.g. a Longsword would become a small Longsword in the hands of a small creature
Heartwar Sword Advancement (all except White and Black swords)

{table=head]Owner's Level|Enhancement Bonus|INT|WIS|CHA|Ego|Abilities
1st|
+0
|
12
|
10
|
12
|6|Empathy, Sworn Enemy, Smite Enemy
3rd|
+1
|
12
|
10
|
12
|8|30' senses, Lesser Power #1, +1d3 damage vs. Enemy
6th|
+2
|
12
|
10
|
12
|9|60' Senses, +1d4 damage vs. Enemy
9th|
+3
|
13
|
10
|
13
|11|Lesser Power #2, +1d6 damage vs. Enemy
12th|
+4
|
14
|
10
|
14
|14|Speech, 120' senses, +1d8 damage vs. Enemy
15th|
+5
|
15
|
10
|
15
|17|Darkvision (60'), Read Language, Lesser Power #3, +2d6 damage vs. Enemy
18th|
+5
|
17
|
10
|
17
|22|Telepathy, Darkvision (120'), Greater Power #1, +2d8 damage vs. Enemy
20th|
+5
|
18
|
10
|
18
|27|Blindsense, Read Magic, Greater Power #2[/table]


Greater Heartwar Sword Advancement (White and Black swords)

{table=head]Owner's Level|Enhancement Bonus|INT|WIS|CHA|Ego|Abilities
1st|
+0
|
12
|
10
|
12
|6|Empathy, Sworn Enemy, Smite Enemy
3rd|
+1
|
12
|
10
|
12
|8|30' senses, Lesser Power #1, +1d3 damage vs. Enemy
6th|
+2
|
13
|
10
|
13
|10|60' Senses, Lesser Power #2, +1d4 damage vs. Enemy
8th|
+2
|
14
|
10
|
14
|12|Speech, 120' senses
9th|
+3
|
14
|
10
|
14
|13|+1d6 damage vs. Enemy
10th|
+3
|
15
|
10
|
15
|14|Darkvision (60'), Lesser Power #3
12th|
+4
|
16
|
10
|
16
|18|Read Language, +1d8 damage vs. Enemy
14th|
+4
|
17
|
10
|
17
|21|Telepathy, Darkvision (120'), Greater Power #1
15th|
+5
|
17
|
10
|
17
|22|+2d6 damage vs. Enemy
17th|
+5
|
18
|
10
|
18
|27|Blindsense, Read Magic, Greater Power #2
18th|
+5
|
18
|
10
|
18
|27|+2d8 damage vs. Enemy
20th|
+5
|
19
|
10
|
19
|30|Lesser Power #4, Greater Power #3[/table]

Sworn Enemy: Each sword has a specific enemy type, according to the sword's purpose. This enemy type is used for the Smite Enemy and additional damage features of the sword. The sword also ignores the first 3 points per +1 of enhancement (e.g., +1 = 3 points, +2 = 6 points, etc.) of damage reduction of any type against such enemies.

Smite Enemy: Once per day, the sword may, against its sworn enemy type, add the sword's Charisma modifier to the attack roll and do an additional amount of damage equal to the wielder's level. The sword chooses when to invoke this ability, not its wielder, and it must do so before the attack roll. If the attack misses or the target is not of the proper enemy type, then no additional damage is applied and the use of Smite Enemy is lost.


White Sword (Longsword)
Greater Heartwar Sword

The sword of the Heart of Light, champion of the Good gods. This marks him or her as the servant of the gods, and the sworn enemy of the Heart of Darkness. In addition to the quest to destroy the minions of the Evil gods, the sword is interested in being used as a tool of goodness and mercy.

Sworn Enemy: Evil Creatures
Lesser Power #1: Bless 3x/day
Lesser Power #2: Locate Object 3x/day
Lesser Power #3: Cure Moderate Wounds (wielder only) 3x/day [2d8+3]
Lesser Power #4: Zone of Truth 3x/day
Greater Power #1: Detect Evil at will
Greater Power #2: Magic Circle Against Evil at will
Greater Power #3: Haste (wielder only) 3x/day
Bonus Feats and Abilities: Leadership, Permanent Protection From Evil

Black Sword (Longsword)
Greater Heartwar Sword

The sword of the Heart of Darkness, champion of the Evil gods. This marks him or her as the servant of the gods, and the sworn enemy of the Heart of Light. In addition to the quest to destroy the minions of the Good gods, the sword is interested in being used as a tool of fear, death, and destruction.

Sworn Enemy: Good Creatures
Lesser Power #1: Darkness 3x/day
Lesser Power #2: Deathwatch (continuous)
Lesser Power #3: Cure Moderate Wounds (wielder only) 3x/day [2d8+3]
Lesser Power #4: Hold Person 3x/day
Greater Power #1: Detect Good at will
Greater Power #2: Magic Circle Against Good at will
Greater Power #3: Fear 3x/day
Bonus Feats and Abilities: Leadership, Permanent Protection From Good


Blue Sword (Scimitar)
Heartwar Sword

In addition to serving one of the champions, the Blue Sword seeks to enforce the natural order on the world, specifically targeting artificial constructs and non-native creatures. It attempts to fulfill both goals harmoniously, but the goal of serving the champion takes precedence in a conflict. This sword exhibits no powers until its owner swears an oath to one of the two champions.

Sworn Enemy: Outsiders and Constructs
Lesser Power #1: Mending 3x/day
Lesser Power #2: Bane 3x/day
Lesser Power #3: Calm Animals 1x/day
Greater Power #1: Dismissal 1x/day
Greater Power #2: Dimensional Anchor 1x/day
Bonus Feats and Abilities: Turn Construct, Turn Outsider

Turn Construct (su): You gain the ability to turn or rebuke constructs like a Cleric turns or rebukes undead. If you already have turn undead ability, you may turn using the greater of your normal turning level or as a Cleric of your character level minus five. If you do not have the turn undead ability, you turn constructs as a Cleric of your character level minus five.

Turn Outsider (su): You gain the ability to turn or rebuke outsiders like a Cleric turns or rebukes undead. If you already have turn undead ability, you may turn using the greater of your normal turning level or as a Cleric of your character level minus five. If you do not have the turn undead ability, you turn outsiders as a Cleric of your character level minus five.

Green Sword (Greatsword)
Heartwar Sword

In addition to serving one of the champions, the Green Sword seeks mastery over life and death; choosing either outcome suits it just fine as long as active measures are taken. It attempts to fulfill both goals harmoniously, but the goal of serving the champion takes precedence in a conflict. This sword exhibits no powers until its owner swears an oath to one of the two champions.

Sworn Enemy: Undead
Lesser Power #1: Disrupt Undead 3x/day
Lesser Power #2: Cure Moderate Wounds 3x/day
Lesser Power #3: Deathwatch (continuous)
Greater Power #1: Detect Undead at will
Greater Power #2: Searing Light 3x/day
Bonus Feats and Abilities: Turn Undead

Turn Undead (su): You gain the ability to turn or rebuke undead as a Cleric would. If you already have turn undead ability, you may turn using the greater of your normal turning level or as a Cleric of your character level minus five. If you do not have the turn undead ability, you turn undead as a Cleric of your character level minus five.

Grey Sword (Katana)
Heartwar Sword

In addition to serving one of the champions, the Grey Sword seeks to neutralize opposing magic whenever possible. It attempts to fulfill both goals harmoniously, but the goal of serving the champion takes precedence in a conflict. This sword exhibits no powers until its owner swears an oath to one of the two champions.

Sworn Enemy: Spellcasters
Lesser Power #1: Detect magic at will
Lesser Power #2: Silence 3x/day
Lesser Power #3: Spellcraft +10
Greater Power #1: Lesser Globe of Invulnerability 1x/day
Greater Power #2: Dismissal 1x/day
Bonus Feats and Abilities: Spell Resistance 10 + character level

Red Sword (Bastard Sword)
Heartwar Sword

In addition to serving one of the champions, the Red Sword seeks to master the elements, seeing elementals and dragons as rivals in this regard. It attempts to fulfill both goals harmoniously, but the goal of serving the champion takes precedence in a conflict. This sword exhibits no powers until its owner swears an oath to one of the two champions.

Sworn Enemy: Dragons and Elementals
Lesser Power #1: Endure Elements (continuous)
Lesser Power #2: Flare 3x/day
Lesser Power #3: Produce Flame 1x/day
Greater Power #1: Quench fires 3x/day
Greater Power #2: Wall of Fire 1x/day
Bonus Feats and Abilities: Turn Elemental

Turn Elemental (su): You gain the ability to turn or rebuke elementals like a Cleric turns or rebukes undead. If you already have turn undead ability, you may turn using the greater of your normal turning level or as a Cleric of your character level minus five. If you do not have the turn undead ability, you turn elementals as a Cleric of your character level minus five.

Silver Sword (Rapier)
Heartwar Sword

In addition to serving one of the champions, the Silver Sword seeks power over appearances, in being a master at both disguise and seeing through disguises. It attempts to fulfill both goals harmoniously, but the goal of serving the champion takes precedence in a conflict. This sword exhibits no powers until its owner swears an oath to one of the two champions.

Sworn Enemy: Shapechangers
Lesser Power #1: Faerie Fire 3x/day
Lesser Power #2: Major Image 3x/day
Lesser Power #3: Zone of Truth 3x/day
Greater Power #1: Invisibility Purge 3x/day
Greater Power #2: Disguise 3x/day
Bonus Feats and Abilities: Skill Focus: Disguise, Skill Focus: Spot

Tarrasque Set Courtesy of The-Mage-King

Grafts
Tarrasque’s Legs

This graft replaces a creature’s legs, providing a five foot bonus to the creature’s base land speed. In addition, the creature can double its land speed once per minute.

Graft Flesh, haste; Market Price: 8,000 Gp.



Tarrasque’s Skin

This graft replaces (or augments) a creature’s skin. It adds 4 points of natural armor, as well as having a 10% chance of reflecting ray, line, cone spells, powers, and other assorted abilities, as well as magic missile spells specifically. It also makes the creature with the graft immune to poisons.

Graft Flesh; Market Price: 12,000 Gp.



Tarrasque’s Arm

This graft replaces a creature’s arm. It grants a claw attack that deals 1d8+2 damage (Str mod not included), with a critical range of 19-20, and overcomes DR related to metals. In addition, the creature gets +4 Str.

Graft Flesh; Market Price: 15,000 Gp.



Tarrasque’s Eye

This graft replaces a creature’s eye. It grants the Frightful Presence ability, with a save DC equal to 17 plus Cha modifier, to the creature, along with a perpetual arcane sight spell.

Graft Flesh, arcane sight; Market Price: 5,000 Gp.

Tarrasque Bone Weapons
A weapon made of Tarrasque bones heals itself over time and cost 5% less to enhance with magic, due to the inherent magical nature of a Tarrasque. If a Tarrasque bone weapon is sundered, or in the case of arrows, broken by normal use, placing the pieces together and leaving them for a day will restore it to full health.

Any weapon may be made of Tarrasque bone.

The following table shows prices, assuming a Tarrasque based society. If not in a Tarrasque based society, or on poor terms with their weaponsmiths, multiply the prices by a thousand.


{table=head]Type of Weapon|Price Modifier
Ammunition|+50Gp
Light Weapon|+500 Gp
One-Handed Weapon|+750 Gp
Two-Handed Weapon|+1,000 Gp[/table]


Tarrasque Hide Armor

Any leather armor or plate armor may be made of Tarrasque Hide. As with Tarrasque bone weaponry, Tarrasque Hide Armor is inherently easier to enhance, reducing cost to enhance by 10%, and heals itself over time if it gets damaged or sundered.

Most suits of Tarrasque Hide Armor are of at least +1 enhancement bonus, with the Light Fortification special quality.


{table=head]Type of Armor|Price Modifier
Light Armor|+100 gp
Medium Armor|+500 gp
Heavy Armor|+1000 gp
Exotic Armor|Normal Price * 50[/table]


Vampiric Tempest Courtesy of Temotei

This +4 defending bastard sword grants a +2 bonus to Reflex saves and a +10 bonus to Jump checks.

On a successful attack, the sword releases a thin, powerful wind blast, pushing the target back 5 feet and granting 1d4 temporary hit points to the wielder. In addition, whenever the wind blast comes into effect, the wielder may take a 5-foot step. A successful Strength check of DC 26 negates the wind blast's effects. The wielder of the blade may suppress the wind effect at will as a free action.

On a critical hit, the wind blast affects a 30-foot cone in front of the wielder of the bastard sword, and all targets in range must make a Reflex save of DC 20 or take damage as if they had been hit by the original attack (including the critical hit modifier).

Strong evocation and necromancy; CL 20th; Weight 6 lb.

TelemontTanthul
2010-11-01, 08:08 PM
Alright, the new Magic Item Compendium is up.

I am pretty sick right now (Halloween parties)

And until I get better, which may be as soon as tomorrow, I won't be updating the items from the last thread.

I did this as a gesture that I plan on continuing this.

Do not worry friends, I have not abandoned my efforts.

Chrono22
2010-11-03, 05:17 AM
Reposting items here, in html format, so you can include their correct fonts.

Amaurea Quiver
Price: 2,250 gp
Body Slot: --
Caster Level: 9th
Aura: Moderate; (DC 20) conjuration
Activation: Standard (command)
Weight: 1 lb.

A sun inscribed with gold adorns the surface of this spacious darkwood quiver.

An amaurea quiver can be called upon to create a number of arrows of varying amounts and substance. An amaurea quiver has 5 charges, which are renewed each day at dawn. By speaking a command word and expending charges, nonmagical arrows will appear inside the quiver.
1 charge, "Hallanga": 20 darkwood arrows.
2 charges, "Tyelpear": 20 darkwood silver arrows.
3 charges, "Voronwa": 20 darkwood adamantine arrows.
Created arrows remain in the quiver until the following dawn, after which point they disappear. Created arrows that are removed from the quiver vanish after one minute. An amaurea quiver can store a maximum of 60 arrows.
Prerequisites: Craft Wondrous Item, major creation, creator must be an elf.
Cost to Create: 1125 gp, 90 XP, 1 day.

Freshmint Gum
Price: 300 gp
Body Slot: --
Caster Level: 1st
Aura: Faint; no school
Activation: Standard
Weight: -

This roll of sweet-smelling candy is wrapped in colorful reflective paper.

This special variety of magical confectionery is a boon to diplomats, public officials, and performers alike. Dirt, grime, slime, and any other kinds of filth are immediately cast off of the body and cloths of a person when she consumes a piece. As a secondary benefit, she also gains a +1 morale bonus on diplomacy checks as she is surrounded by a pleasant minty aroma (this bonus persists for one hour). An unopened roll of freshmint gum contains twelve pieces.
Prerequisites: Brew Potion, prestidigitation
Cost to Create: 150 gp, 12 XP, 1 day.

Gloves of Agile Climbing
Price: 600 gp
Body Slot: Hands
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: ––
Weight: -

These fingerless leather gloves are rough, but flexible.

While wearing gloves of agile climbing, you can add your Dexterity modifier (instead of your Strength modifier) on Climb checks.
If you have at least 5 ranks in Tumble, you can grab onto an adjacent surface at any point during a fall as an immediate action (you may still suffer fall damage). You retain your Dexterity bonus to armor class while climbing.
Prerequisites: Craft Wondrous Item, cat's grace.
Cost to Create: 300 gp, 24 XP, 1 day.

Lucky Silver
Price: 2,800 gp
Body Slot: --
Caster Level: 3rd
Aura: Faint; (DC 16) divination
Activation: Standard
Weight: -

The faces of this otherwise unremarkable silver coin sport two expressions. One face is joyfully exuberant, and the other is depressingly dour.

A lucky silver can grant its holder incites into how beneficial or harmful an action will be. This power is utilized by flipping the coin and concentrating on the action in question. There is only a 73% chance the coin will give a meaningful reply. If an action has neither a good nor a bad result, or if it will have both, the lucky silver will land on its edge. If the holder attempts to use a lucky silver multiple times on the same subject, all the results will be the same as the first. A lucky silver functions three times per day.
Prerequisites: Craft Wondrous Item, augury
Cost to Create: 1400 gp, 112 XP, 2 days.

http://img230.imageshack.us/img230/2438/spysglass.jpg
Spy's Glass
Price: 5,500 gp
Body Slot: --
Caster Level: 3rd
Aura: Faint; (DC 16) divination
Activation: Standard (command)
Weight: 1 lb.

A golden eye is inscribed upon the cap of this finely crafted wooden-and-brass telescope.

The first spy's glass was created by a thieves' guild in a major city as a way of casing establishments and keeping track of their competition. These multipurpose instruments have become more common as their value among adventurers and warlords has grown.
A spy's glass functions as a mundane spyglass of superior make; it halves the penalties imposed on spot checks by distance. Additionally, when the cap has been placed over the lense and a command word is spoken, a spy's glass produces a magical sensor (as per prying eyes). This sensor automatically transmits anything it sees back to the viewer, and moves according to his direction. If the viewer ceases to look through the glass, the sensor will disappear. A sensor produced by a spy's glass can move a maximum of 1 mile away from the spy's glass before vanishing, and lasts for 3 hours.
Prerequisites: Craft Wondrous Item, prying eyes
Cost to Create: 2584 gp, 180 XP, 5 days.

Zephyr Blade
Price: 17,840 gp
Body Slot: –
Caster Level: 10th
Aura: Moderate; (DC 19) evocation
Activation: ––, Immediate (command), Standard (command), and Swift (command)
Weight: -

This incredibly lightweight rapier seems to almost float in the palm of your hand. Gracefully curving lines cover the surface of the silver blade, giving it a feather-like motif. A light breeze constantly surrounds it.

Or

This object appears to be a perfectly ordinary sea-eagle's feather. A light breeze constantly surrounds it.

The zephyr blade is a weapon of legend, and the subject of more than a few arguments about its appearance. This +1 windcutter silver rapier has a number of wind-related powers and abilities, the most famous of which is its ability to turn the breeze itself into a weapon. The wielder can call upon the aid of the zephyr blade by expending a daily charge and an action. A zephyr blade has 4 charges, which are renewed each day at dawn.
Gust Step: By expending a charge as a swift action, the wielder gains a +10 enhancement bonus to speed for 1 round.
Ride the Wind: By expending a charge as an immediate action, the wielder's falling speed is slowed for 1 round (as per feather fall).
Sirrico Dance: By expending a charge as an immediate action, the wielder gains a +2 deflection bonus to AC against a single attack.
Backlash Squall: By expending a charge as a standard action, the wielder may launch a powerful blast of air (as per gust of wind). A successful fortitude save (DC 14) can allow a creature in the line of the blast to resist this effect.
A zephyr blade has an additional minor power. By holding it and speaking a command word as a standard action, the wielder may transform the weapon into an albatross feather or back.
Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, feather fall, gust of wind, shield of faith.
Cost to Create: 8864 gp, 700 XP, 17 days.

.................................................. .............

Windcutter
Price: +1 bonus
Property: Piercing or slashing melee weapon
Caster Level: 3rd
Aura: Faint; (DC 16) evocation
Activation:--

This weapon is constantly surrounded by a flowing breeze, even indoors or underground.

A windcutter weapon creates a sharp, high-pressure wave of air when swung. This enables you to deliver your melee attacks at range, with an increment of 10 feet. When delivering a melee attack at range with a windcutter weapon, you apply your dexterity modifier instead of your strength modifier to the attack roll. Bonus damage from your strength modifier, the weapon's enhancement bonus and precision damage apply to the attack's damage, but any other magical properties of the weapon (such as bonus damage dice from the flaming weapon property) do not apply when melee attacks are delivered at range.
The wielder of a windcutter weapon still suffers all of the penalties and limitations associated with making ranged attacks (such as cover rules, penalties imposed by distance, and the effects of high wind), but these are not considered ranged attacks for the purposes of attacks of opportunity.
Prerequisites: Craft Magic Arms and Armor, gust of wind.
Cost to Create: Varies

Chrono22
2010-11-03, 06:18 AM
http://img831.imageshack.us/img831/4718/alethiometer.png
Alethiometer
Price: 42,000 gp
Body Slot: --
Caster Level: 7th
Aura: Strong; (DC 23) divination
Activation: ––
Weight: -

The crystal face of this exquisite golden compass depicts numerous hieroglyphs of indeterminate origin.

An alethiometer is an invaluable tool for any would-be explorer. It assists its holder by directing him to a subject of his interest. To employ an alethiometer, the holder must concentrate on an object, person, or activity for one minute. The alethiometer will thereafter point to the subject that most closely matches the holder’s visualization or to the highest concentration of subjects within 680 feet. The more specific the subject is, the more accurate the direction of an alethiometer will be; if the subject is too general, the device won’t provide a meaningful reading. There are rumors of a more powerful form of this device, which has no maximum range or limitations on the types of subject.
Prerequisites: Craft Wondrous Item, locate creature, locate object.
Cost to Create: 21,000 gp, 1680 XP, 42 days.


http://img831.imageshack.us/img831/4718/alethiometer.png
Alethiometer
Price: 42,000 gp
Body Slot: --
Caster Level: 7th
Aura: Strong; (DC 23) divination
Activation: ––
Weight: -

The crystal face of this exquisite golden compass depicts numerous hieroglyphs of indeterminate origin.

An alethiometer is an invaluable tool for any would-be explorer. It assists its holder by directing him to a subject of his interest. To employ an alethiometer, the holder must concentrate on an object, person, or activity for one minute. The alethiometer will thereafter point to the subject that most closely matches the holder’s visualization or to the highest concentration of subjects within 680 feet. The more specific the subject is, the more accurate the direction of an alethiometer will be; if the subject is too general, the device won’t provide a meaningful reading. There are rumors of a more powerful form of this device, which has no maximum range or limitations on the types of subject.
Prerequisites: Craft Wondrous Item, locate creature, locate object.
Cost to Create: 21,000 gp, 1680 XP, 42 days.

DracoDei
2010-11-03, 12:59 PM
Arc Vest
This vest has threads of copper and mithril woven into it, and tiny adamintine beads are scattered about it.
Once per round if two of these are activated (a standard action) within 30 feet of each other at the same moment (usually requiring a readied action on the part of one of the activators, but the Gemini Strike feat may also be used) it produces an arc of electricity between the two that deals 15d6 damage. A reflex save may be made against a DC of 14+ the average of the wearers dexterity modifiers for half damage. This expends one charge from each vest. Alternatively, a wearer may drain all current charges to produce a standard lightning bolt that deals 3d6 damage per charge so expended. In such a case the DC is a static 14. They have 3 charges, and recover one charge per 2 hours. They must be worn to be activated in either mode. This is cross-compatible with Arcing Armor/Shield.
Strong Evocation; CL 15th; Craft Wondrous Item, Lightning Bolt; Price 20,250 gp each.

Arcing Armor/shield
This armor or shield enchantment creates effects that are equivalent and cross compatible with those created by an Arc Vest and with other arcing armor and shields in every way. This enchantment may only be placed on armor that contains at least as much metal as studded leather (so no leave-weave, leather, padded, hide, dragon hide, etc etc etc), or on metal shields or tower shields that include metal in their construction.
Strong Evocation; CL 15th; Craft Wondrous Item, Lightning Bolt; Price 25,250 gp each.


Gummy Sphere
These elastic spheres are made of the same material as the real world Gummy Bears and Gummy Worms (TM, although the spelling may be off). They are much more popular among the children of the nobility and court jesters than they are serious adventurers in the field. When ingested they allow the blowing of "soap" bubbles out of the ears. For creatures with external ears, the diameter of the bubbles is twice the longest dimension of said ears, meaning that if the campaign setting includes anthropomorphic rabbits then they can make some really big ones. For creatures without external ears, the diameter is equal to the diameter of the ear-hole. Creatures without ear-holes can not benefit from gummy spheres. The effect lasts 1d4 minutes, or until the creature (if medium sized) has produced 2 cubic feet of bubbles and only one such effect may be in place at a time. The maximum volume scales up and down with the size of the eater. The bubbles are completely and totally non-irritating to the eyes etc.
Caster level 1, Craft Wondrous Item, 10 gold pieces market price per batch of 100 for creation purposes, but normally available for individual sale for 1 silver piece for a single gummy sphere.


Demon's Belt
Despite the name, a large minority of these devices are crafted and/or utilized by Good outsiders. In either case, most feature a lock integrated into the large buckle. This lock has no interaction with the function of the belt as a mundane belt in most cases, and an Open Lock DC of 10 (although more refined, as compared to ruggedized versions exist with higher DCs). The key is often connected to the front of the buckle by a short length of chain.

When the lock is in the "closed" position, the wearer is effected as per Dimensional Anchor. This effect can be activated and deactivated (by unlocking and locking the lock) an unlimited number of times through-out the day, and has no limit on duration. Locking or unlocking is a move action that does not provoke attacks of opportunity. The usual green field is present in the base version, although their is a "Stealth" version that suppresses this glow.

Moderate Abjuration; CL 7*; Craft Wondrous Item, Dimensional Anchor; Price 56,000 gp(Base), 62,500 gp (Stealth); Cost 28,000 gp + 2,240 xp(Base), 31,250 gp + 2,500 xp (Stealth)
*The very best of these will have a higher caster level(and associated higher cost) to counter Dispel+Banish combos.


These are variants that I created of the basic idea created by Random Person HERE (http://www.giantitp.com/forums/printthread.php?t=133794).



Wizard's Chess Set, Master's
This beautifully inlaid chess set is enchanted. The pieces are made of Adamintine with silver accents and lead cores. All of the pieces are enchanted so that when a certain command word is stated they will enforce tournament rules of chess and stick to the board for ease of transporting games. When a second command word is spoken, they will revert to normal. When the third command word is spoken, any number of the chess pieces (up to the numbers and types of one color in a standard chess set) may be animated (as per the spell Animate Objects) and pieces so animated will grow in size to become fearsome combatants for up to ten minutes. The user may command them to attack specific targets, attack once then fall back to create a spot for you then press the attack, take full defense, move away from enemies while taking full defense, follow her, or perform any other movement or combat action. Orders to any number of pieces may be changed with a move action via verbal commands. Their attacks count as magic weapons and as both Alchemical Silver and Adamintine for the purposes of penetrating damage reduction, and they have a hardness of 20. (As per RAW they do not gain any additional hitpoints for their composition.)

{table=head]Piece type|Size|Charge cost|Speed|Special

Pawn|Medium|1|15 feet| En Passant

Knight|Large|3|Fly 30(Clumsy)|No land speed. May use the Tumble skill with a +30 total modifier.

Bishop|Large|3|120 feet|Limited Movement

Rook|Large|5|60 feet|104 hit-points, +10 to Bull Rush checks

Queen|Huge|9|120 feet|Slam deals 4d6+14 damage

King|Huge|1|15 feet|Achilles' Heel[/table]

En Passant (Ex)
May make 3 attacks of opportunity per turn, as per a character with a dexterity of 16 and the Combat Reflexes Feat.

Limited Movement (Ex)
A bishop may only move in a single straight-line direction each turn. This means it may not jump, and must end its movement immediately if it falls 5 feet or more. It may move over rough terrain normally as long as these restrictions are observed.

Achilles' Heel (Su)
If the king is killed, the pieces revert to their original states and the entire chess set instantly becomes worthless and non-magical.

All animated chess pieces appear next to the summoner or next to another such piece summoned in the same round. The king must always be animated while any other piece is animated. If a piece is killed, it must be replaced at a cost of 2000 gp times the charge cost of animating it; if it is wounded, then it will repair itself in one day of non-use. A standard chess set will have 40 charges per week. The chess set itself (before any enchantments) is worth 750 gp.

Moderate Transmutation; CL 11th; Craft Wondrous Item, animate object; Price 40,000 gp


And just to take it ANOTHER step further...
Wizard's Chess Set, Grandmaster's
As per Wizard's Chess Set, Greater, except as follows.
Their attacks also count as Epic Weapons and up to two alignments that the creator had at the time of creation for the purposes of penetrating damage reduction.

{table=head]Piece type|Size|Charge cost|Speed|Special

Pawn|Large|1|20 feet| En Passant, Promotion

Knight|Huge|3|Fly 40(Clumsy)|No land speed. May use the Tumble skill with a +30 total modifier.

Bishop|Huge|3|180 feet|Limited Movement

Rook|Huge|5|90 feet|168 hit-points, +10 to Bull Rush checks, Castling

Queen|Gargantuan|9|180 feet|Slam deals 4d8+20 damage

King|Gargantuan|1|20 feet|Achilles' Heel, Castling[/table]

En Passant (Ex)
May make 3 attacks of opportunity per turn, as per a character with a dexterity of 16 and the Combat Reflexes Feat.

Promotion (Ex)
If a pawn deals the death blow to a non-helpless opponent of at least CR 10, then as an immediate action on the part of the pawn that provokes attacks of opportunity (which gain +5 to hit), the pawn may be instantly transformed into any other type of chess piece the activator desires (this requires no action by the activator). The pawns damage taken remains the same, but since its new maximum hitpoints will be higher, its current hitpoints will increase as a result of this. The new piece returns to being a non-animated pawn at the end of combat.

Limited Movement (Ex)
A bishop may only move in a single straight-line direction each turn. This means it may not jump, and must end its movement immediately if it falls 5 feet or more. It may move over rough terrain normally as long as these restrictions are observed.

Achilles' Heel (Su)
If the king is killed, the pieces revert to their original states and the entire chess set instantly becomes worthless and non-magical.

Castling (Su)
As long as all of the following conditions are met an Animated Castle and an animated King may exchange places:

neither of them have moved from the squares they occupied at the start of a given combat or attacked (except for AoOs) since combat began
they are within 60 feet of eachother
None of the intervening squares contain enemies or are threatened by enemies

This is a [Teleportation] effect and requires a full round action from both of them as well as a clear line of effect. The squares the King contains afterwards must contain all the squares that the Rook occupied before, and the rook must be entirely contained afterward in the squares the king occupied before. As part of giving the set initial or new orders, simple conditions (such as the King being in the threatened area of an enemy while the rook in question is not, or the King having taken damage the previous turn) may be set for them to activate this.



All animated chess pieces appear next to the summoner or next to another such piece summoned in the same round. The king must always be animated while any other piece is animated. If a piece is killed, it must be replaced at a cost of 4000 gp times the charge cost of animating it; if it is wounded, then it will repair itself in one day of non-use. A standard chess set will have 40 charges per week. The chess set itself (before any enchantments) is worth 1,000 gp.

Moderate Transmutation; CL 21th; Craft Epic Wondrous Item, animate object; Price 100,000 gp



And here are the versions for a non-Western chess game.

This is a spin-off of THIS (http://www.giantitp.com/forums/showthread.php?p=7444108) thread, which Random_Person started, and I eventually added two more versions of the Western chess set to.

Wizard's Xiangqi (http://en.wikipedia.org/wiki/Xiangqi) Set, Lesser
This beautifully inlaid xiangqi set is enchanted. The pieces are miniture statuettes made of Jade. All of the pieces are enchanted so that when a certain command word is stated they will enforce tournament rules of xiangqi and stick to the board for ease of transporting games. When a second command word is spoken, they will revert to normal. When the third command word is spoken, any number of the chess pieces (up to the numbers and types of one color in a standard xiangqi set) may be animated (as per the spell Animate Objects) and pieces so animated will grow in size to become fearsome combatants for up to ten minutes. The user may command them to attack specific targets, take full defense, flee while taking full defense, follow her, or perform any other movement or combat action. Orders to any number of pieces may be changed with a move action via verbal commands.

{table=head]Number at once|Piece type|Size|Charge cost|Speed|Special

5|Soldier|Small|1|15 feet|Bravery

2|Elephant|Small|2|30 feet|Limited Movement

2|Adviser|Small|1|15 feet|Palace Only, Limited Movement

2|Horse|Medium|4|30 feet|-5 AC vs AoOs from movement

2|Catapult (Cannon)|Medium|5|120 feet|Concealed Attack

2|Chariot|Large|9|120 feet| -

1|General|Large|1|15 feet|Palace Only, Achilles' Heel[/table]

Bravery (Ex)
May not be summoned within 15 feet of the General and may never move in a way that would result in it ending its turn closer to the general than it was at the start of its turn. If it is within 40' of the General at the start of its turn, it may only move in a straight line each turn, and only directly away from the General, or directly towards an enemy.

Limited Movement (Ex)
Elephants and Advisors may only move in a single straight-line direction each turn. This means they may not jump, and must end its movement immediately if they fall 5 feet or more. They may move over rough terrain normally as long as these restrictions are observed.

Palace Only (Ex)
Advisers must be summoned adjacent to the General (if they are summoned at all). The General must be summoned adjacent to the summoner. Neither of them may be summoned such that they are within 20' of any enemy voluntarily. The exception is that if there is no such square adjacent to the summoner, the General may be summoned in any square that is not adjacent to an enemy that is adjacent to the summoner. If there is no such square the General may be summoned in any square adjacent to the summoner. Neither the General nor the advisers may voluntarily move more than 20 feet from the point that the General started any given combat at until the end of said combat (defined as 2 rounds after the last enemy was detectable or attack was made).

Concealed Attack(Ex)
A Cannon may only attack(except for AoOs) if one of the following conditions is met:

It has moved through any number of squares occupied or threatened by exactly one creature and only moved in a single direction along a straight line that turn. When moving in this way it is considered to have automatically succeeded on tumble checks against an enemy moved through, despite not having any ability to tumble under other circumstances. It may not move this way unless it then attacks an opponent whose threatened space it did NOT move through in this way.
It moves less than 15 feet and attacks the same opponent it did on its last turn.



Achilles' Heel (Su)
If the king is killed, the pieces revert to their original states and the entire chess set instantly becomes worthless and non-magical.

All animated chess pieces except Soldiers and Catapults appear next to the summoner or next to another such piece summoned in the same round. Soldiers and Catapults may be summoned within 10 feet (including adjacent to) the summoner or next to another such piece summoned in the same round. The king must always be animated while any other piece is animated. If a piece is killed, it must be replaced at a cost of 1000 gp times the charge cost of animating it; if it is wounded, then it will repair itself in one day of non-use. A standard chess set will have 40 charges per week. The chess set itself (before any enchantments) is worth 750 gp.

Moderate Transmutation; CL 11th; Craft Wondrous Item, animate object; Price 12,400 gp


Behind the scenes for cost calculations

CR for going nova
Going to call the advisers CR 1 due to extreme limits on placement and movement.
9 CR 1s is equivalent to a CR 6 or 7
4 CR 2s is equivalent to a CR 5 or 6
3 CR 3s is equivalent to a CR 6

So call it 3 CR 6s which works out to a CR 9... so it should cost LESS than the Western Chess version... it DOES have better range, but we will say that cancels out because of the drawbacks on so many of the pieces (especially the general).

(13,100/9.5)*9=12410.526
...so call it 12400





So... do you also want my concepts for additions to a Deck of Many Things?

TelemontTanthul
2010-11-06, 08:52 PM
I'mmmmm baaaack.

Yes, I do apologize for my absence. I was really ill with the flu this past week, and could hardly get the enthusiasm to work on this.

However, I have updated and fooled around with the formatting of this thread.

Chrono22,

The items you posted on this thread have been Categorized and Alphabetized. If there are anymore you would like me to add, please speak up.

DracoDei,

I definitely thought your Wizard Chess Sets were impressive, well thought out, and brilliant. They have been added into the Artifact section on the basis that this is something you wouldn't ordinarily be able to create, in my opinion. If you would rather it be in the Magic Item Section, feel free to correct my judgment.

HOWEVER, on the other items you have submitted, could I ask it of you to format them to be somewhat more like the Submission Guidelines I posted in the OP. I am not exactly a pro at critiquing items, and wouldn't want to make a mess of things.

ALSO, I note that you made mention of Random_Person in the final variant Chess Set (The Non-Western One), so I decided to give credit to the both of you on that set. Was I correct in doing so?

AND FINALLY, Mr. Draco,

Deck of Many Things variant? I quiver with anticipation!

Yes, I would like anything and everything you have to offer, provided I can categorize and alphabetize it. Just follow the submission guidelines (I'm pretty loose on those standards), and I will do my best to keep up.

TO EVERYONE,

Please keep submitting (The usual-- bla bla bla)

And if you posted items on the previous thread, be patient, I will get to them eventually.

Questions? Comments? Suggestions? Feel free to message me.

I have returned!

TelemontTanthul
2010-11-06, 09:18 PM
Also, updated the Artifacts, found in the formally last Reserve Post. Moved around items that people had requested moved.

DracoDei
2010-11-06, 09:58 PM
I definitely thought your Wizard Chess Sets were impressive, well thought out, and brilliant. They have been added into the Artifact section on the basis that this is something you wouldn't ordinarily be able to create, in my opinion. If you would rather it be in the Magic Item Section, feel free to correct my judgment.
1.) You have it ALMOST entirely backwards on the credits. See below.
2.) It is definitely supposed to be an item you can make, as should be obvious from the "Cost to create" sections.

HOWEVER, on the other items you have submitted, could I ask it of you to format them to be somewhat more like the Submission Guidelines I posted in the OP. I am not exactly a pro at critiquing items, and wouldn't want to make a mess of things.
I thought you just needed that data, not necessarily in that order. All of them should have everything you asked for, but in the standard SRD magic item format.

ALSO, I note that you made mention of Random_Person in the final variant Chess Set (The Non-Western One), so I decided to give credit to the both of you on that set. Was I correct in doing so?

Not even close.
Random_Person made a WESTERN Chess Set. I made two more, increasingly powerful, versions of it that also included some tweaks in the way the pieces worked. I then went on to create the NON-WESTERN version in a seperate thread, which has LESS to do with his original idea (although still STRONGLY influenced/inspired/never would have happened without him) than the Masters and Grandmaster's WESTERN chess sets.


AND FINALLY, Mr. Draco,

Deck of Many Things variant? I quiver with anticipation!

Unfortunately, that is just a gigantic chart, one row for each card... I don't feel like reformatting it to the degree that it seems to require for you to understand what everything is... and they are meant to for a GM to mix and match to create a custom deck of the cards he likes.

TelemontTanthul
2010-11-06, 10:35 PM
I stand corrected.

About 3 times.

As for the Deck of Many Things, I will consider it an artifact, since in The DM guide, it is an artifact. You can post up the long list/table if you like, I think that most people understand what a deck of many things is, and I will probably post up some basic game rule information about it, for those that don't understand it.

I will now work to rectify the mistakes made previously. (Made mainly because I glanced at the information, rather than read through it. A mistake, I will not make again.)

Should I place your Wizard Chess Sets in the Magic Item section then?

DracoDei
2010-11-06, 10:57 PM
Should I place your Wizard Chess Sets in the Magic Item section then?

Yes.

And I will get the Chart over here some time too...

Here you go... tell me if you need me to edit out all the stuff that is fragmentary...

Long ago I wrote an expanded deck on playing cards (more than one 54 card deck's worth), and made a listing in a notebook for the ones too complex to fit on the cards... Still have the cards, but the notebook went missing very soon afterwards. A FEW of the cards seem to be missing too... a major theme was that EVERY card was BOTH good and bad depending on the circumstance or character drawing it. None of the penalties or bonuses to levels or ability scores are removable by anything without divine rank 1 or higher.

Anyway here is the text from the cards (I will be filling in missing or untexted cards as well as I can remember or guess):
Num|Name|Effect|Card
1| Dancing Flame|+6 untyped permanent bonus to Intelligence, -6 untyped permanent penalty to Wisdom (Min. 1)
2| River|+6 untyped permanent bonus to Wisdom, -6 untyped permanent penalty to Intelligence (Min. 3)|7H
3| Mountain|+6 untyped permanent bonus to Constitution, -6 untyped permanent penalty to Dexterity(Min. 1)|10C
4| Zephyr|+6 untyped permanent bonus to Dexterity, -6 untyped permanent penalty to Constitution(Min. 1)|10H
5| Brute|+6 untyped permanent bonus to Strength, -6 untyped permanent penalty to Charisma(Min. 1)|9C
6| Nymph|+6 untyped permanent bonus to Charisma, -6 untyped permanent penalty to Strength(Min. 1)|9H
7|Ebenezeer Scrooge| Lose 1 level & 2 points randomly distributed among abilities. Gain 3 diamonds, each worth 5,000 GP and a number of GP, SP, and CP each (all in mixed sacks) equal to number of XPs lost.|3D
8| The Serf|Lose all material possessions, but gain a +1 untyped perminant bonus to each ability score and gain 1 level|2C
9| The Dream|Elemental Effect whenever you fall asleep. (will try to remember to type this up later.|8D
10|The Romantic|You are pursued by a construct suitor. He or she is indistinguishable from a warrior of your level (and gains or loses levels to keep this true), and has appropriate equipment for such an NPC. If any of the equipment is removed from him it vanishes. All equipment vanishes if (and most likely when) he dies. S/He serenades in a horrid voice, writes atrocious love letters, and challenges to death duals or outright attacks anyone who has or tries to win your affections. He will not go away and the GM should have them act in the most inconvenient way possible at any given moment. If you return his/her affections or even attempt to have a civil conversation with them, they protest that you are so high above them they could never think of doing whatever it is you are granting them. If killed or trapped away from you they reappear, fully healed and re-equipped within 10' of you 3d20 hours later... The GM should award experience for creative and/or catharthatic means of disposing of them each time.|BJo
10|Amadeus|+2 untyped permanent bonus to all ability scores, move to the midpoint of the next level, and permanently Hasted, but age at 50 times normal rate.|10D
11|????|????|???
12|The Sacrifice|Die. This is not a death effect. Only Wish or Miracle(costing 5000 xp) can make it possible for you to turn to life and even then separate spell needed to actually do so. One ally per level receives benefits of Heal, Feast of Champions (Ebberon Campaign Book), 1 gem worth 1,000 gp per drawers level, and 100 xp per drawer level.
13|The Mouse|Gain the services of a large number of rodents (Lost the table for this, but you got multiple rolls on the table and everything it gave you... went from mice through guinea pigs and squirrels, all the way up to dire-rats and a were-rat... will recreate later if people ask me to... or maybe even if they don't|3C
14|The Iron Warrior|currently worn armor gains a total of +5 worth of enchantment bonuses and/or enchantments, but can never be removed. Hatches allow eating, drinking, elimination, and (technically) sex.|4S
15|The Wanderer|Gain granted power of Travel domain, and may use the 1st-3rd level spells of that domain as Spell-like abilities 1/week each, the 4th and 5th level spells 1/month each, the 6th and 7trh level spells 1/year each, and the 8th and 9th level spells of that domain 1/decade each. Caster level is equal to ECL for these purposes.|6S
16| Mid-Life Crisis|Lose 1 point from your highest ability score. Gain Magic Item worth up to 5,000 gp and one level in a specific class. ((Another complicated one... will type up when I have more time))|KiC
17| The Iceberg|Gain the [Cold] subtype|5D
18| The Volcano| Gain the [Fire] subtype|10D
19| The Rock| -4 on Reflex Saves, +4 on Fortitude Saves|AceC
20| The Fly|-4 Will Saves, +4 Reflex saves|5S
21| Raistline(sp?)|-4 Reflex Saves, +4 Will Saves|4D
22| Lightning|Electricity damage now heals you at 1 point of healing per 2 points of damage it would normally deal. Do not roll saves vs electricity damage. Damage from Fire, Cold, Acid, and Sonic all doubled.|2D
23|The Puppy|Gain Scent special quality but -4 to all diplomacy checks (because people don't take you as seriously), and -2 to saves versus charm because you are now more trusting of people.|4C
24|The Chicken|Permanent Feather Fall (you may surpress for a round with a free action), but -4 to saves versus Fear (if you have immunity to fear from a race, class feature, or template, such immunity instead changes to a +4 bonus, and you don't take the -4 penalty).|2H
25|The Rhino|ALL senses completely unable to detect anything more than 60' away from you, but gain extra +2 to hit and your ECL to damage when charging.|2S
26|The Fated Blade|At start of of each combat roll 1d20, if 1 or 2 then your first single attack (including the first attack of a full attack action, the first arrow fired with Multi-shot, etc) in that combat gains the effect of True Strike. After the 10th such time you get a 1 or a 2 this ability goes away(still granting the effect for that time).|7S
27|????|????|???
28|The Rose|Heavenly pheromones give +6 to diplomacy checks, but even HUMANS can easily detect and track you as if they had the scent feat, and a minimum number of ranks in Survival equal to half their ECL.|3H
29|The Troglodyte|Anyone who has not spent at least 1 hour within 30 feet of you within the last 24 and is within that radius must make a fortitude save with a DC equal to (10 + 1/2 your ECL + your constitution modifier) or be sickened whenever they are within that radius for the next 24 hours, or until they have spent the aforementioned 1 hour in that radius, also even HUMANS can easily detect and track you as if they had the scent feat, and a minimum number of ranks in Survival equal to half their ECL.|3S
30|Eye of the Bird|Viewpoint permanently shifted to a point 2 to 100 feet above your head and always looking straight down. At will you may chose to make everything above your own eye level invisible for these purposes. (Insert extensive suggestions to GMs for mechanical effects of this here...)|7D
31| The Tutor|Immediately gain 8 skill points (all skills count as class skills for this purpose, but you must still observe the 3+Level limit on ranks in any one skill.) OR 1 Feat that you qualify for.
32|Fires of Heaven/Hell|30' radius Fireball centered with caster level equal to your ECL and DC (13 + 1/2 your ECL). You and your allies gain a +2 bonus on their saves for each alignment component they share with you, enemies gain a -2 penalty on their saves for each alignment component they DON'T share with you. Half this damage results directly from (Un)Holy energy and is not subject to resistance nor immunity to fire.|10H
33|Heroic Hour|((Gain just about every buff in the PHB and then some, duration 1 hour.))|KiS
34| Insight| ((Gain just about every divination effect in the PHB and then some, duration 1 hour.))|AceD
35|The Lawyer|Gain the services of an Expert class lawyer of your own race (technically a construct). Alignment on Law/Chaos axis matches your own, but always Evil. Skill Focus and maxed ranks in Profession(Lawyer). Class levels equal to your ECL and gains or loses Expert levels to keep this true.|JakC
36|????|????|???
37|????|????|???
38|Trouble|Every time you take hitpoint damage, each ally within 60 feet of you takes half that much damage which can not be prevented or resisted, or regenerated.
39|????|????|???
40|The Canary|Gain the services of a large number of birds ((Yeah, need to recreate the table for this from sparrow all the way up to were-eagle))|QuH
41|????|????|???
42|The Steed|Gain services orf construct horse sized for you to ride (so one size class larger than you) w/ abilities equal to those of a Mount or Phantasmal Steed(if sufficiently high caster level) cast by a Sorcerer 2 levels higher than your ECL. As you gain or lose levels the horse's abilities are adjusted to match.
43|The Eye|60' Blindsight, +5 untyped bonus to spot checks. Immune to Blindness, Power Word, Blind, and all spells and spell-like abilities that emulate such effects. -10 to saves against gaze attacks.
44|Obleck|Tangle-Foot bag substance covers all creatures and floor to a radius of 300 feet in all directions regardless of line of sight or effect.|10C
45|The Nerd|+6 untyped permanent bonus to Intelligence, -6 untyped permanent penalty to Charisma(Min. 1)|4S
46|The Ditz|+6 untyped permanent bonus to Charisma, -6 untyped permanent penalty to Intelligence(Min. 3)|QuH
47|The Guru|+6 untyped permanent bonus to both Intelligence and Wisdom, but completely unable to detect any creature that does not have Intelligence+Wisdom = 20 or greater by any means (so effectively deaf and blind to them etc).|5C
48|?????|????|???
49|?????|????|???
50|Valhalla|ALL creatures with 600 foot radius of drawer(including drawer themselves), ignoring line of sight and line of effect, gain the effects of Feast of Champions (Ebberron Campaign Book) and a first level level barbarians rage for the next 12 hours. No mortal means may end either of these effect early.|8C
51|The Fluffy Bunny|ALL creatures with 600 foot radius of drawer (including drawer themselves), ignoring line of sight and line of effect, gain damage reduction 4/- that stacks with all other sources of damage reduction, an +4 untyped bonus to all saves, and SR equal to 10 + the drawer's ECL against effects that do not allow a save. All these effects last for 12 hours.|4H
52|?????|????|???
53|The Runner|Permanent +10 feet to base land speed.|6S
54| Rebirth|Receive Benefits of Restoration, Greater, Regeneration, and Attonement. Lose 3 levels (min. Character Level 1), Gain 2 ability score points to distribute as you choose and may reduce your physical age as low as you like at that moment (this DOES allow a greater lifespan and DOES remove the bonuses and penalties of age catagories if it crosses the cut-off for such). Gain a gem (and other benefits that aren't listed on the card) for each such level lost.|8H
55|Magic Repeller|Gain Spell Resistance equal to 10 +(1/2 CURRENT ECL). This amount does NOT change with level. You may NOT lower this SR even when unconscious, asleep, dead, etc. Whenever you attempt to cast a spell you must roll against your own SR or the spell fizzles and is wasted.|3D
56|Hourglass|????|9D
57|Growth|You and all your gear permanently increase one size category. Apply the effects listed in the Monster Manual to your physical ability scores (so NOT the ones for Enlarge Person). Effects on reach, hide checks, grapple checks, etc, etc are as normal for a size increase.|6C
58|Distillation|You and all your gear permanently decrease one size category. Apply the effects listed in the Monster Manual to your physical ability scores (so NOT the ones for Reduce Person). Effects on reach, hide checks, grapple checks, etc, etc are as normal for a size decrease.|5C
59|The Turtle|Your land speed is halved, but you gain a +2 untyped bonus (so it stacks with racial and magically granted increases) to your natural armor.|4C
60|????|????|???
61|????|????|???
62|????|????|???
63|The Knight|All movement speeds and bonuses, including those granted by magic currently or at a later time halved, but you never provoke attacks of opportunity for moving. Since half of infinity is still infinite, this has no effect on Teleport, Teleport, Greater, Plane Shift or similar magics, but it does halve the maximum range of any Dimension Door or similar spell or effect that includes you.|KiC


One I accidently came up with because I forgot what "The Dream" did:
The Vision:Your companions vanish and you are compelled to adventure forth alone for 1 hour. If you die, or the hour ends, you "wake up" to discover that it is only 10 minutes since you drew the card... it was all a dream... however everything is as you remember. This insight is not precise enough to grant bonuses to die rolls, but does allow you to remember the locations of traps and hidden doors, the types and equipment of enemies, etc etc. (Might be better to make this the whole party... the playing care just has the number and the name.)

TelemontTanthul
2010-11-06, 11:01 PM
Hmmm. Interesting.

I like the flavor of the Arcing Vests. Uncommon to find magic items that require a second person. Teamwork is something that 3.5 Edition sorely lacked. And while there were many feats you could take with another PC character to compliment one another, and some feats that relied on each other, in my experience, player's usually have a hard time finding a player that would be willing to take these Co-Op feats.

However, a magic item that teammates can use to work together is much more interesting.

I have run into a slight issue when categorizing the Arc Vest, and Arcing Armor/Shield items you have posted. For now, I have posted the Arc Vest, but have left the latter of the two out.

Here's why:

I am not sure whether to categorize both the Arc Vest, and the Arcing Armor/Shield items into their own category (Something to the tune of "Arc Items"). The reason I would feel inclined to do this is because the Arcing Armor/Shield seems to be more of an Armor Property, than it's own item.

Additionally, the Arcing Armor/Shield makes reference to the Arc Vest item. So I cannot (Without either editing, or some insight on your desires) categorize them separately.

And yes, I know that the Arcing Armor/Shield is technically it's own item.

Mr. DracoDei, I do believe I require your perspective on this situation. As the creator of this item, you will probably have a better grasp on how I should deal with this conundrum.

Cheers.

DracoDei
2010-11-06, 11:04 PM
Chart edited into previous post of mine.

Put them each in there own section, with references to eachother if they don't already have such... maybe one of us should copy over the functional text from the vest to the armor/shield.

TelemontTanthul
2010-11-06, 11:17 PM
Categorized and Alphabetized.

I have decided to make a simple, but effective reference system. If I note that an item makes reference to another item within our Archive, or an item in any of the Handbooks I am familiar with, I will make a very obvious note of it.

I believe you will find it satisfactory. If not, I am open to suggestions.

As for your Deck of Many More Things (hee hee :-p ), I believe you said you would still be filling in sections?

My response: Fill in what you can, and what you feel like filling in. This is a completely voluntary process, and I don't want to push if I can help it. I will hold on posting it until you feel satisfied and give me the green light. At which point I will copy paste your table into the Artifact section, and then proceed to write a very brief Game Rule Information section, which will probably be copy pasted from the Dungeon Master's Guide. (Where the original Deck of Many Things is located)

Anything else sir?

DracoDei
2010-11-07, 01:00 AM
It might be months, years, or never before the mood strikes me right to fill in the gaps.

What I SAID is that one of us might edit out the incomplete stuff...

TelemontTanthul
2010-11-07, 05:50 PM
Hmm. I *could* edit out the incomplete parts. Which also means I will be removing the numbering on the side, since it would look sporadic and disorganized.

Or I could remove the incomplete parts, leave the numbering (Which will still be in numerical order, but there will be gaps here and there, and make a note that this is still a work in progress.

Or I could make it easy on myself and post it as is, making note of it being incomplete (within the spoiler), so that any competent DM would understand that additions can (And likely will) be added later, since there are spots with with question marks (probably only one) in many of the boxes.

If I were to remove the incomplete parts, only to have you update them at a later date, I would end up having to search through hundreds of lines of HTML code (Each item, especially artifacts with tables built in, such as the Heartwar Sword Set, contains a lot of lines of code to sort through) to find the exact location of each addition to be made. And I would rather not do that if I can help it. This way will be easier in the long run, even if it looks a little rough.

As for any inconveniences, or doubts about my abilities to complete my task, which appear evident with your scathing comments, be patient. I do a lot each day besides work on this Thread, and I do this out of the kindness of my heart. This was bound to be a rocky start, since I have never attempted making a thread of this caliber and scope. Also keep in mind the fact that this is the first time I have had an item submitted where not everything is filled out, so naturally, I have questions on how the creator wants me to handle things.

Bottom Line: I am *trying* to satisfy your needs, but I am very specific about details.

So let's remain civil about this, and work through it together. If you have protests about how this is run, send me a message, I do not want this thread locked because of an argument. And I refuse to argue with anyone.

You and I have worked together before, long ago when I was Homebrewing a Cat-O-Mancer class, and I see no reason as to why we cannot get through a simple categorizing of a very interesting item. (One of the largest contributions I've had thus far)

Now, back to business. You clearly stated that it could be months or longer before you gather the enthusiasm to complete your Deck of Many More Things. That being said, I will mark it as incomplete (Within the Spoiler) so that people are alerted to the fact that it MAY or may NOT be updated.

The incomplete Flagging will probably look like this:

Deck of Many Things Variant Courtesy of DracoDei



Incomplete Item

This item is currently under development by DracoDei. Additions and Amendments are still being made. Check back soon!

Card Variants/Additions

The Table you posted goes here



Now is this more towards your desires? Or would you prefer I remove all the erroneous lines of incomplete cards, and add them in one at a time as you finish them? In doing so, I will make sure that each card *must* be finished before I post it up, so even the partially finished ones would be removed until they are filled out by you.

I really do want to add this item in.

Calmar
2010-11-07, 07:20 PM
I thought you just needed that data, not necessarily in that order. All of them should have everything you asked for, but in the standard SRD magic item format.

I always have trouble to figure that out. Are there any guidelines to determine the school and required spells of an item?

DracoDei
2010-11-07, 08:25 PM
Hmm. I *could* edit out the incomplete parts. Which also means I will be removing the numbering on the side, since it would look sporadic and disorganized.

Or I could remove the incomplete parts, leave the numbering (Which will still be in numerical order, but there will be gaps here and there, and make a note that this is still a work in progress.

Or I could make it easy on myself and post it as is, making note of it being incomplete (within the spoiler), so that any competent DM would understand that additions can (And likely will) be added later, since there are spots with with question marks (probably only one) in many of the boxes.

If I were to remove the incomplete parts, only to have you update them at a later date, I would end up having to search through hundreds of lines of HTML code (Each item, especially artifacts with tables built in, such as the Heartwar Sword Set, contains a lot of lines of code to sort through) to find the exact location of each addition to be made. And I would rather not do that if I can help it. This way will be easier in the long run, even if it looks a little rough.

As for any inconveniences, or doubts about my abilities to complete my task, which appear evident with your scathing comments, be patient. I do a lot each day besides work on this Thread, and I do this out of the kindness of my heart. This was bound to be a rocky start, since I have never attempted making a thread of this caliber and scope. Also keep in mind the fact that this is the first time I have had an item submitted where not everything is filled out, so naturally, I have questions on how the creator wants me to handle things.

Bottom Line: I am *trying* to satisfy your needs, but I am very specific about details.

So let's remain civil about this, and work through it together. If you have protests about how this is run, send me a message, I do not want this thread locked because of an argument. And I refuse to argue with anyone.

You and I have worked together before, long ago when I was Homebrewing a Cat-O-Mancer class, and I see no reason as to why we cannot get through a simple categorizing of a very interesting item. (One of the largest contributions I've had thus far)

Now, back to business. You clearly stated that it could be months or longer before you gather the enthusiasm to complete your Deck of Many More Things. That being said, I will mark it as incomplete (Within the Spoiler) so that people are alerted to the fact that it MAY or may NOT be updated.

The incomplete Flagging will probably look like this:

Deck of Many Things Variant Courtesy of DracoDei



Incomplete Item

This item is currently under development by DracoDei. Additions and Amendments are still being made. Check back soon!

Card Variants/Additions

The Table you posted goes here



Now is this more towards your desires? Or would you prefer I remove all the erroneous lines of incomplete cards, and add them in one at a time as you finish them? In doing so, I will make sure that each card *must* be finished before I post it up, so even the partially finished ones would be removed until they are filled out by you.

I really do want to add this item in.
Sorry. Sorry. I just have... on-going problems with communications... it... wears on me.

I can't think straight enough for this right now. Just too worn out by allergies/cold and lack of sleep. I will try to do it later...

Didn't realize/remember you were using HTML... that does make it a lot harder.

I always have trouble to figure that out. Are there any guidelines to determine the school and required spells of an item?
Well, the spells it is most like, and the school its effects are most like (almost always the same as the most important spell involved, although I could see exceptions perhaps being made)... other than that... usually it is pretty obvious to me... I just sorta... KNOW. Then again, while I am very creative, the trickiness I introduce to the design process by trying new things may not have ever happened to have touched on this particular area. I suspect, however that if you look through the item and/or spell sections of the "How to Homebrew" and/or "Philosophy of Homebrewing" threads linked from the sticky thread at the top of the Homebrewing forum, you might find some help... or just put "???" and add a question to the Playground when you post it... and posting it might be a good way to get help if you weren't otherwise planning on doing so.

TelemontTanthul
2010-11-09, 02:32 AM
Categorized and Alphabetized.

When you are ready to add in your edits/additions to the deck, let me know and I will do my best to plug them in wherever they go.

Alright guys, keep the items coming, I am caught up on pretty much everything, which means I am ready to chronicle more items.

Cheers!,

Telemont

Calmar
2010-11-09, 10:41 AM
Well, the spells it is most like, and the school its effects are most like (almost always the same as the most important spell involved, although I could see exceptions perhaps being made)... other than that... usually it is pretty obvious to me... I just sorta... KNOW. Then again, while I am very creative, the trickiness I introduce to the design process by trying new things may not have ever happened to have touched on this particular area. I suspect, however that if you look through the item and/or spell sections of the "How to Homebrew" and/or "Philosophy of Homebrewing" threads linked from the sticky thread at the top of the Homebrewing forum, you might find some help... or just put "???" and add a question to the Playground when you post it... and posting it might be a good way to get help if you weren't otherwise planning on doing so.

Ah, I thought there might be some concrete guidelines I missed. I was thinking about posting some self-made magic items someday, so I might give it a try.

DracoDei
2010-11-09, 11:33 AM
Did you check those two threads I mentioned?

TelemontTanthul
2010-11-09, 03:10 PM
Can you send me a link? It would be quicker that way.

TelemontTanthul
2010-11-10, 12:25 AM
Ah wait, that was not directed at me. Sorry, got confused and started looking for these "Phantom Threads" you mentioned. I thought there were more items to place.

As always, keep posting people!

Telemont
2010-11-14, 09:21 PM
Hello ladies and gentlemen.Greetings to you as well! Who are you, and what have you done with my name? :smallconfused:

TelemontTanthul
2010-11-15, 12:01 AM
Stolen it because I think very highly of Telemont? What other wizard could keep a mountain afloat using his magic after having a hand cut off? No one, that's who.

Thank you for basically "Bumping" this thread, by the way.

Still waiting for people to post more magic items by the way.

Very pleased to meet you Mr. Telemont, love the name.

If you have any contributions to make towards our archives, we would be more than happy to accept them.

Yes, ladies and gentlemen, despite record lows on contributions, I am still waiting and willing to work on this.