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Bohandas
2018-03-19, 01:37 PM
This is a thread to post homebrew magic items. Any system, preferably make some note of what system it's for (most of mine will be for D&D 3.5), preferably fully statted (price, magic auras, etc). Let's try to get over a thousand. I'll get us started.

1.) Honorable Weapon(D&D 3.5) An honorable weapon is infused with the power of lawful good and deals an extra 2d6 points of damage against all creatures of the chaotic neutral, chaotic evil, or neutral evil alignment. It bestows one negative level on any creature of one of the abovementioned alignments that attempts to weild it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the power upon their ammunition.
Moderate evocation [lawful, good]; CL 7th; Craft Magic Arms and Armor, aligned aura or blessing of the righteous, creator must be lawful neutral, lawful good, or neutral good; Price +2 bonus.

Morphic tide
2018-03-19, 02:02 PM
I take it the 1001 GP limit of your previous thread has gotten stifling? At any rate, we already have a Holy/Unholy pair for the Law (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#axiomatic)/Chaos (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#anarchic) axis.

jqavins
2018-03-19, 02:30 PM
1.) Honorable Weapon(D&D 3.5) An honorable weapon is infused with the power of lawful deals an extra 2d6 points of damage against all creatures of the chaotic neutral, chaotic evil, or neutral evil alignment. (One obviously could do this for the other three corners; the hard part would be thinking up the names.)

Price +2 bonus.
Did you mean "infused with the powers of lawful and good; it deals..."?

Very cool, but is it really an item? It's a terrific new weapon special ability, but a particular weapon can't have it unless it has at least +1 enhancement as well (and of course could have a higher enhancement and/or other special abilities.)

That said, I really do like the notion of a "corner-to-corner" analog to the Holy, Unholy, Axiomatic, and Anarchic special abilities. I might even use it to redo the item below.

2) Demon Slayer (D&D 3.5)
I came up with this for a high level paladin. I wanted him to have a powerful holy sword, but not the same old Holy Avenger that every other paladin has. Here's the original version.
Enhancement: +4
Special abilities:
Holy +2
Axiomatic: +2
Bane (demons): +1
Keen: +1
And here's a reworked version.
Enhancement: +5
Special Abilities:
Honorable: +2
Bane (demons): +1
Keen: +1
Ghost Touch: +1

Bohandas
2018-03-19, 05:50 PM
Did you mean "infused with the powers of lawful and good; it deals..."?

yes, that was the approximate gist of it. I'll go correct it.

Bohandas
2018-03-19, 05:59 PM
3.) Torchy (D&D 3.5)
Intelligent Item
N intelligent Everburning Torch; Int 12 Wis 14 Cha 10; Speech, 120 ft. vision, 60 foot darkvision, and hearing; Lesser Powers: Item has 10 ranks in Spot, Dancing Lights at will, Deathwatch continually

4.) Stifling Weapon (D&D 3.5) Astifling weapon is infused with the power of lawful evil and deals an extra 2d6 points of damage against all creatures of the chaotic neutral, chaotic good, or neutral good alignment. It bestows one negative level on any creature of one of the abovementioned alignments that attempts to weild it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the power upon their ammunition.
Moderate evocation [lawful, good]; CL 7th; Craft Magic Arms and Armor, Aligned Aura (CCh) or Lesser Infernal Transformation (SC), creator must be lawful neutral, lawful evil, or neutral evil; Price +2 bonus.

brian 333
2018-03-19, 06:11 PM
5) Mirror Of Monitoring

This magical mirror appears to be a scrying device. Well, because it is. But not like the usual magic mirrors. This one is slaved to a Master Mirror, which shows the viewer of the Master Mirror exactly what is being reflected in the Slave Mirror. Additionally, the viewer in the Master Mirror can, with a contested Will save, dictate what the viewer of the Slave Mirror sees. The viewer in the Slave Mirror will be unable to scry the Master Mirror unless the viewer of the Master Mirror chooses to allow it, however, if there is no active image being viewed the viewer of the Master Mirror may see everything the Slave Mirror reflects. A simple cloth covering the mirror or laying it face down negates this ability.

Any number of mirrors can be slaved to the master mirror, but they must all be created simultaneously, with a 50% premium to the cost of the master. A viewer of the master mirror may simultaneously view up to her Charisma Modifier in Slave Mirrors, so a character with 15 Cha can view what's happening in two mirrors, while an 18 Cha viewer may simultaneously view what is on four linked mirrors. The Master Mirror may only dictate the view of one slave mirror at a time.

Edit: dangit, I always screw up the numbers. One day I'll learn to type faster and get ninja'd less.

jqavins
2018-03-19, 06:16 PM
Brian, your mirror is number 5.

6) Ravaging Weapon (D&D 3.5)
A ravaging weapon is infused with the power of chaotic evil and deals an extra 2d6 points of damage against all creatures of the lawful neutral, lawful good, or neutral good alignment. It bestows one negative level on any creature of one of the above mentioned alignments that attempts to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the power upon their ammunition.
Moderate evocation [lawful, good]; CL 7th; Craft Magic Arms and Armor, Aligned Aura (CCh) or Lesser Infernal Transformation (SC)*, creator must be chaotic neutral, chaotic evil, or neutral evil; Price +2 bonus.

* I could use help with this bit.

bc56
2018-03-20, 06:56 AM
7) Amulet of the Dead (D&D 5e, but should work with any D&D)
Wondrous item, common

While you wear this amulet, your skin takes on the grey pallor of death. Your type registers as undead to all effects which detect creature type.

brian 333
2018-03-20, 08:29 AM
8) Boots Of Immobility

These cursed boots appear to be Boots Of Speed or Jumping, and will function as such until combat begins, at which time they will adhere to the floor or ground, negate the wearer's Dexterity bonus to AC, any Dodge Bonus from any source, and prevent any attempts at Evasion. The first time this occurs the wearer will also be subject to Attacks Of Opportunity from all foes who can reach the victim.

After combat the boots resume their previous functionality, except that they cannot be removed, and when combat beginx they once again adhere themselves to the ground.

Remove Curse allows their removal and a successful Dispel Magic allows their removal plus a Spellcraft Check to permanently dispell the curse. If the curse is dispelled the boots revert to their first power and in addition gain the power of Boots Of Spider Climbing.

Bohandas
2018-03-20, 12:16 PM
9.) Staff of the Spire (D&D 3.5)
This magic staff allows the user to cast the following spells
Invoke Magic (2 charges)
Planar Bubble (1 charge)
Analyze Portal (1 charge)
CL17; Price 160787 GP

drack
2018-03-21, 04:14 PM
10) Assorted Rocks!

Lets throw a few variants in so that any players of mine who stumble here won't know what they just found. :smallbiggrin:

DEATH rocks
These rocks appear normal at first, but are cursed to always return to you until you receive a remove curse effect. These stones are filled with negative energy. Should they be consumed by an undead the necromantic energy will slowly disperse giving the undead fast healing 1 for 72 hours. In the hands of the living however, the energy will never disperse, but slowly cause permanent ability damage. As the character is unaware of their gradual degradation, the GM is encouraged to privately track and note down this degradation as they slowly decay from the inside out.

Great medicinal healing rocks
While useless in their base form, these rocks can be processed with a DC10 craft alchemy check into all the reagents required to brew healing potions. Better yet, there's a faint aura of necromancy about them and they have a 10% chance of the astral diamond that the stone formed around being reforged through the weathering of undeath as this energy is released through a remove curse spell.

Boring cursed rocks
This rock weighs as much as a rock, is as useless as a rock, but you can't get rid of it, so give up and loose some carrying capacity until you can receive a remove curse or dispel magic effect.

Remains of the undying earth
The rocks left behind by an earth elemental who refuses to die. These rocks will emanate a faint necromantic energy from the rite which they're constantly undergoing. As they cannot be disposed of, you will be forced to bring them with you, and every day they'll take twice the health from you that you'd naturally recuperate through natural healing. After absorbing as much HP as they once had from you, the rock will pull in normal rocks from it's surroundings and revive as a necromental. These are very dangerous items and must be dealt with either by removing the self inflicted curse that binds their souls, by destroying their souls, by reviving and rekilling them, or by using a powerful spell such as wish or miracle to banish them back to the elemental plane of earth where they can leach the life from their fellow breatherin instead. There exists a cloud, torch, and water flask version of this item. Consuming them only lodges them in your digestive tract so that you'd need to cut them out with a bladed object prior to treatment. They will however emerge upon absorbing enough of your life force.

popin' rocks
Similarly cursed so they can't be discarded, these rocks will spontaneously explode seemingly without reason at some point for 2d6 damage in a 5' spread. Reflex DC 10 for half damage to all but the bearer who is considered to always fail their save.

Lure stone
These rocks cannot be discarded, but only retrieved from the corpses of others. Monsters within 500' will be attracted by the strange energy emanated from these stones, and will feel compelled to kill you for them as if they were some great treasure.

jqavins
2018-03-21, 04:52 PM
10) Assorted Rocks!
...
DEATH rocks
...
Should they be consumed by an undead the necromantic energy will slowly disperse giving the undead fast healing 1 for 72 hours.
...

Remains of the undying earth
...
Consuming them only lodges them in your digestive tract so that you'd need to cut them out with a bladed object prior to treatment. They will however emerge upon absorbing enough of your life force.
Do many of you're playeres' characters regularly eat rocks?


While useless in their base form, these rocks can be processed with a DC10 craft alchemy check into all the reagents required to brew healing potions. Better yet, there's a faint aura of necromancy about them and they have a 10% chance of the astral diamond that the stone formed around being reforged through the weathering of undeath as this energy is released through a remove curse spell.
I'm confused here. Is this an either/or? You can either use it to make a healing potion - or - cast Remove Curse on the rock and hope it reveals an astral diamond (whatever that is)? What is "weathering of undeaath"? (I assume that an astral diamond is very valuable. Since you get one 10% of the time that Remove Curse is cast on one, and give up a healing potion each time in the bargain, one should compare the price of the astral diamond to ten times the combined price of a healing potion and a Remove Curse spell, and I just bet one should always cast the spell.)

drack
2018-03-21, 04:57 PM
They don't, but one of the previous ones was edible for undeads.

It's both, and weathering of undeath is mostly fluff. Bestow curse is a necromancy effect, and most of these be cursed, so the dismissal thereof releases such energy. Necromancy involves the energy of undeath so it seemed to fit. :smallsmile:

ChaoticHarmony
2018-03-21, 05:24 PM
Number 11: Lycan Locket (Pathfinder)

This cursed item appears as a +2 Amulet of Natural Armor and acts as such while the bearer is awake. While the bearer is asleep(normally or magically), they transform into a Were-beast (type determined at item's creation) at CR equal to their Character Level +1, and are compelled to hunt for their appropriate food source, attacking any creature that interferes. Hitpoints regained through resting is halved, and at the end of every long rest, the bearer is fatigued for 1d4 hours. Remove curse does not remove the transformative effect, but instead gives the bearer complete control over their actions while transformed.

bc56
2018-03-21, 05:33 PM
12) Dagger of Misfortune
Weapon (dagger) uncommon
This finely made sacrificial dagger with electrum inlay bears a minor curse.
You have a +1 to attack and damage rolls with this magic weapon.
While the dagger is on your person, you suffer a -1 penalty to all saving throws.

brian 333
2018-03-21, 05:42 PM
13) The Bigger Sword

What appears to be a standard +1 shortsword such as an adventurer would use as a backup weapon, in the hands of a Small sized character strikes as a Longsword, inflicting 1d8+1 damage. When wielded two-handed this weapon grows to the length of a longsword and inflicts 1d12+1 damage.

Some versions of this weapon are empowered to inflict additional damage versus Large or Giant creatures as well.


14) Notebook of Memorization

This spellbook is not intended for use on adventures, being too bulky for travel. However, the owner may leave it open to a particular page and recall at will what is written on that page.

This can be used to prepare a spell and as such will function as a regular spellbook, although only the one page will be accessible at a distance. The owner may refer to the notebook at any distance unless blocked by lead or gold foil or other anti-scrying measures.

The spell can also be cast as a scroll, but this removes the spell from the notebook permanently and thereafter the blank page cannot be used for recording spells for any purpose, though anything written on that page afterwards can be known by the owner at will when the Notebook is open to that page, even if it is only as complex as a grocery list.

To scribe a spell into the Notebook the owner must pay twice the normal cost to scribe a scroll. A spell so enscribed can be used any number of times to prepare the spell, just as a spellbook, but once used as a scroll it is gone.

Such books typically have twenty-five pages, though when found as treasure at least some will be enscribed, and some may have been used up.

Edit: Number ninja'd again

Bohandas
2018-03-21, 06:45 PM
12) Notebook of Memorization

This spellbook is not intended for use on adventures, being too bulky for travel. However, the owner may leave it open to a particular page and recall at will what is written on that page.

This can be used to prepare a spell and as such will function as a regular spellbook, although only the one page will be accessible at a distance. The owner may refer to the notebook at any distance unless blocked by lead or gold foil or other anti-scrying measures.

The spell can also be cast as a scroll, but this removes the spell from the notebook permanently and thereafter the blank page cannot be used for recording spells for any purpose, though anything written on that page afterwards can be known by the owner at will when the Notebook is open to that page, even if it is only as complex as a grocery list.

To scribe a spell into the Notebook the owner must pay twice the normal cost to scribe a scroll. A spell so enscribed can be used any number of times to prepare the spell, just as a spellbook, but once used as a scroll it is gone.

Such books typically have twenty-five pages, though when found as treasure at least some will be enscribed, and some may have been used up.

Prerequisites: Craft Wondrous Item, Scribe Scroll, Scholar's Touch*
Cost to Create: No idea


*(Spell Compendium)

ChaoticHarmony
2018-03-24, 12:02 AM
Number 15: The Point of Law (Pathfinder)

This sentient magical item first appears as a 3 foot ball of solid metal hovering approximately 3 feet off of the ground. Any attempts to touch it however have the ball liquify and attempt the latch onto you. A successful DC15 Reflex save can prevent this, at which point the ball instantly reforms. On a failed save the ball engulfs the target, immobilizing them for 2 rounds. The target must then make a DC15 Will save.
On a successful save, the target instantly attunes to the Point of Law, and gains a +3 axiomatic Steel weapon of the target's choice(it does not count as metal for the purpose of being able to wield it). In addition, the target gains all Auras a Paladin of her Character level would bear while wielding this weapon. The effects stack with any Auras the target has.

On a failed save, the target takes 4d6 of nonlethal damage as the metal forces its way into the target's body. Metal designs appear across the body, and will still appear even under polymorph effects. If the target would be subject to a detect alignment spell or effect, it will always read as a strong Lawful aura. Once per day, the target may use Smite Chaos, which effects are similar to the Paladin ability Smite Evil, but targeting Chaotic beings instead.

Regardless of save result, the target will begin to hear the telepathic communications of the Point of Law. It will always try to persuade, and on occasion, force you to follow all the laws of the land you currently reside in

brian 333
2018-03-24, 09:22 AM
Number 15: The Point of Law (Pathfinder)

This sentient magical item first appears as a 3 foot ball of solid metal hovering approximately 3 feet off of the ground. Any attempts to touch it however have the ball liquify and attempt the latch onto you. A successful DC15 Reflex save can prevent this, at which point the ball instantly reforms. On a failed save the ball engulfs the target, immobilizing them for 2 rounds. The target must then make a DC15 Will save.
On a successful save, the target instantly attunes to the Point of Law, and gains a +3 axiomatic weapon of the target's choice. In addition, the target gains all Auras a Paladin of her Character level would bear while wielding this weapon. The effects stack with any Auras the target has.

On a failed save, the target takes 4d6 of nonlethal damage as the metal forces its way into the target's body. Metal designs appear across the body, and will still appear even under polymorph effects. If the target would be subject to a detect alignment spell or effect, it will always read as a strong Lawful aura. Once per day, the target may use Smite Evil as per the Paladin ability.

Regardless of save result, the target will begin to hear the telepathic communications of the Point of Law. It will always try to persuade, and on occasion, force you to follow all the laws of the land you currently reside in

Is the ball sentient or programmed? Shouldn't Smite Chaos be more appropriate?

16) Lizard Hide

This appears to be a suit of Hide Armor with a detailed helm in the shape of a Lizard Folk head, clawed gauntlets and boots, and a tail. It has a modest magical armor bonus, and comes in four varieties:

Forest: Suitable only for Small characters, the green and tan striped pattern of the suit offers a 10% Camouflage bonus. It also offers a bonus to Climb skill.

Swamp: Medium sized characters can use this dark brown suit which confers 20' swim rate and the ability to hold one's breath for up to 10 minutes.

Desert: Medium sized characters can use this beige suit which enables normal activity for up to a week without water, and reduces normal daily water requirements to one mouthful per day.

Subterranean: Only Large characters can wear this suit, which is often brown and black in reticulated patterns, but sometimes ranges from very pale to very dark with seemingly random points or dots of green, yellow, and red. The wearer can burrow through soil at 10' per round, and stony soil at 5' per round. Additionally, the character gains Darkvision which functions to a range of 90' in total darkness.

These suits are crafted from the hides of Lizard Folk, and as such their use is an Evil act once the character suspects this to be the case. Lizard Folk know these hides are the remains of their relatives, and while hostility may be the most common reaction, some Lizard Folk are cannibalistic and might see a person wearing the skins of their defeated foes as a sign of strength. On the other hand, an Aquatic Lizard Folk may not care that a Forest Lizard Folk was used in such a way.

ChaoticHarmony
2018-03-24, 11:27 AM
Is the ball sentient or programmed? Shouldn't Smite Chaos be more appropriate?



It is sentient, but is unable to communicate in anyway except to those it is attuned to. Its two primary goals are 1. To have its bearer obey all applicable laws in the land they are currently in, no matter how small and ridiculous, and 2. Reunite with his 4 siblings and reform the Star of Nexeus. And yes, Smite Chaos is much more appropriate and has now been changed to that, thank you ☺

ChaoticHarmony
2018-03-24, 11:48 AM
Number 17: The Point of Chaos

This sentient magical item first appears as a 3 foot ball of bubbling liquid metal hovering approximately 3 feet off of the ground. Any attempts to touch it however have the ball attempt the latch onto you. A successful DC15 Reflex save can prevent this, at which point the ball instantly reforms. On a failed save the ball engulfs the target, immobilizing them for 2 rounds. The target must then make a DC20 Will save.
On a successful save, the target instantly attunes to the Point of Chaos, and gains a +3 anarchic Steel weapon of the target's choice(it does not count as metal for the purpose of wielding it) In addition, the target gains the Druid's Wild Shape, which they can use as a Druid equal to their level, while they wield it.

On a failed save, the target takes 4d6 of nonlethal damage as the metal forces its way into the target's body. Metal designs appear across the body, and will still appear even under polymorph effects. If the target would be subject to a detect alignment spell or effect, it will always read as a strong Chaotic aura. Once per day, the target may change their race. They may roll 1d100 to determine what race they become, as per the Reincarnation spell. This effect lasts until the next time they use this effect.

Regardless of save result, the target will begin to hear the telepathic communications of the Point of Chaos. It will burst into the target's head with random ideas, and may compel the target to act upon them.

jqavins
2018-03-24, 01:24 PM
Number 15: The Point of Law (Pathfinder)

This sentient magical item first appears as a 3 foot ball of solid metal... On a failed save... the metal forces its way into the target's body.
OK, I realize that this is magic, and rules of science don't really apply, but this just doesn't seem right. You didn't say what metal, but iron is the least dense of the metals one expects to find in a fantasy setting, this would weigh nearly three and a half tons. And it's supposed to be absorbed into the subjects body? In mithril it would weigh half that. Even in lithium, the lightest metal there is (which needs magic to avoid burning on contact with water, but never mind) it would still be about 470 pounds.

drack
2018-03-24, 01:30 PM
OK, I realize that this is magic, and rules of science don't really apply, but this just doesn't seem right. You didn't say what metal, but iron is the least dense of the metals one expects to find in a fantasy setting, this would weigh nearly three and a half tons. And it's supposed to be absorbed into the subjects body? In mithril it would weigh half that. Even in lithium, the lightest metal there is (which needs magic to avoid burning on contact with water, but never mind) it would still be about 470 pounds.

I was assuming it's mostly hollow and a fluid (like mercury, just that it looks solid standing there all smooth-like) suspended in a field... :smallconfused:

Edit: I'd taken the solid part to mean either seamless or seemingly solid.

If not it's probably something that partially shifts to another overlapping plane/dimension/state of being when used. :smallconfused:

ChaoticHarmony
2018-03-24, 02:52 PM
OK, I realize that this is magic, and rules of science don't really apply, but this just doesn't seem right. You didn't say what metal, but iron is the least dense of the metals one expects to find in a fantasy setting, this would weigh nearly three and a half tons. And it's supposed to be absorbed into the subjects body? In mithril it would weigh half that. Even in lithium, the lightest metal there is (which needs magic to avoid burning on contact with water, but never mind) it would still be about 470 pounds.

It only appears as metal, but is more a physical manifestation of the lawful alignment. It is simultaneously arcane and divine magic, though particularly informed individuals may recognize it as something that predates both. The damage comes from a binding of the target with the point taking place on the molecular level. It is non lethal because the Point WANTS a host/partner so wants to damage it as little as possible, much like a Monk who pulls back his punches in order to knock out an ally who is being controlled.

Or it could be none of that and simply be a living metal parasite that is composed of whatever metal suits the campaign's purpose.

Version one is what I personally envisioned when I made it but one can make it what they would like ☺

Edit: it will only truly act as metal on a successful save, where it becomes a weapon. In this case, and I will edit the entry, it will act as a steel weapon in terms of how it interacts with other items and beings

bc56
2018-03-24, 08:07 PM
18) Fish of the Returning One (5e)
Wondrous item, common.
This small wooden statuette of a fish has a third eye on its forehead, in the shape of the legendary exolvuntur fish, said to be able to swim between the realms of life and death. When you are holding this item and reduced to zero hit points, the statuette crumbles to dust and you regain 1 hit point.

Morphic tide
2018-03-24, 11:06 PM
19.) Goreeater (3.PF)
This weapon quality can only be applied to coffins, urns and other objects that are created to contain remains, bypassing the rule that improvised weapons cannot be enhanced as weapons, as well as the rule that weapons must have a +1 bonus to have special qualities applied. Blunt weapons with parts made to act as such objects may also have this quality, such as a Mace with a hollow head suitable for use as an urn or a Large Greatclub crafted to be usable as a coffin for Medium and smaller creatures, but must still have a +1 Enhancement bonus as normal before application.

Objects with this quality consume remains of living creatures inserted into them, obliterating the remains outright beyond any magic's ability to recover while the object still exists. Any effect that would ordinarily do so instead recreates the remains. Furthermore, any effect that would revive the creature automatically fails if substitute remains are not created beforehand or the effect does not require remains, as all remains of the creature are leached of the residual energy such effects use to recover the soul through remains.

The result of this energy being leached is that Goreeater objects offer a +1 Enhancement bonus to attacks and damage for every four hit dice (4 HD) of creatures who's remains have been consumed by it. If the object has a +3 Enhancement bonus from this, its base damage becomes 2d12, with each additional +3 increasing it by 1d12. If the object has a +5 bonus or higher, then critical hits made by it force creatures struck to make a DC 10+Enhancement bonus Will save or be instantly slain.

Each day at dawn, one half the enhancement bonus granted by the Goreeater quality is lost as the energy consumed fades away, necessitating further corpses be consumed by the object to restore the bonuses granted.

Overwhelming Conjuration; CL 15; Craft Magic Arms and Armor, Trap the Soul; Price +4 bonus

Protato
2018-03-25, 12:07 AM
20: Solarian

This Rapier is gold in color. It glows with a bright orange sunlight out to 20ft. and dim sunlight to 10ft. Vampires and other creatures harmed by silver or sunlight are vulnerable to this light. Damage: 1d10 + 1d4 Fire. Fire damage from this sword ignores resistance to Fire. The weapon may launch a magical beam of energy out to 60ft., dealing 1d4 Fire and 1d4 Force damage. This weapon cannot break.

21: Lunarian

This Rapier is silver in color. It glows with a bright moonlight out to 20ft. and dim moonlight to 10ft. Werewolves and other creatures harmed by silver or moonlight are vulnerable to this light. Damage: 1d10 +1d4 Radiant. Radiant damage from this sword ignores resistance to Radiant. The weapon may launch a magical beam of energy out to 60ft., dealing 1d4 Radiant and 1d4 Force damage. This weapon cannot break.

(These weapons are companions to each other, of course, and it's why they're so similar.)

ChaoticHarmony
2018-03-27, 11:59 AM
Number 22: The Point of Good

This sentient magical item first appears as a 3 foot ball of soft warm light hovering approximately 3 feet off of the ground. Any attempts to touch it however have the ball attempt the latch onto you. A successful DC15 Reflex save can prevent this, at which point the ball instantly reforms. On a failed save the ball engulfs the target, immobilizing them for 2 rounds. The target must then make a DC10 Will save.
On a successful save, the target instantly attunes to the Point of Good, and gains a +3 Holy Steel weapon of the target's choice(it does not count as metal for the purpose of wielding it) In addition, the target gains Channel Positive Energy (as per the Cleric ability) a number of times per day equal to 3+their character level while wielding the weapon. At Level 20, the target gains unlimited use of this power.

On a failed save, the target takes 4d6 of nonlethal damage as the light forces its way into the target's body. Glowing designs appear across the body, and will still appear even under polymorph effects. If the target would be subject to a detect alignment spell or effect, it will always read as a strong Good aura. Once per day, the Target can use Cure Moderate Wounds, as a spell like ability

Regardless of save result, the target will begin to hear the telepathic communications of the Point of Good. The point will complement the target and encourage them to do the right, kind thing in any situation, only attempting to gain control when the target tries to do something malicious or wrong intentionally.

bc56
2018-03-27, 12:10 PM
23: Metamorphic wand (5e)
Wand, uncommon (requires attunement)

The wand's appearance alters itself daily at dawn, never appearing the same. It has seven charges, and regains 1d6+1 charges at dawn. You may use an action and expend a charge to cast a second-level spell from the wand. The spell it can cast also varies daily at dawn. Roll on the following table to determine what spell the wand casts for the day.

Roll 1d10
1: Melf's Acid Arrow
2: Cure Wounds (2nd level)
3: Invisibility
4: Scorching ray
5: Moonlight
6: Find Traps
7: Suggestion
8: Hold Person
9: Darkness
10: Barkskin

jqavins
2018-03-27, 01:44 PM
23: Metamorphic wand (5e)...
The spell it can cast also varies daily at dawn. Roll on the following table to determine what spell the wand casts for the day.
Does the user know what spell is coming, or must it be tested daily?

Also, why not have these in various spell levels, with the rarity and price varying accordingly?

24: Staff of the Forrest Mage (AD&D plus house rules)

This unique staff was grown from an also unique, holy tree and then enchanted. It functions as a +5 quarterstaff, but that is not its main purpose.

The Staff of the Forrest Mage may be used only by a Magic User, and (probably*) only by one who shows sincere reverence toward a forest deity (though outright worship and great piety are probably not required). The staff allows the user to cast one druid spell per day at each level to which s/he has access in MU spells, save one. For example, a 10th level MU has access to fifth level MU spells, so s/he is granted one druid spell per day at each of first through fourth levels.

* The item was created by my character in a terrific campaign which I miss very much. The staff was grown from the tree using a spell that he created for the purpose (I'll post it in the "1001 Homebrew Spells" thread sometime soon) and that spell description explicitly states the reverence toward the forest goddess as a requirement. The During the item creation , I added the +5 and then prayed to the goddess to grant some other power as she saw fit, and this is what I got. The DM is known to hold back unknown aspects of magic items, and I suspect the same "reverence clause" exists for the staff. But since no other character has ever tried it, I don't know.

The same character designed the Spell Pellets (http://www.giantitp.com/forums/showthread.php?p=22819778#post22819778) over in the "1001 Cheap Magic Items" thread, though I repriced them. I commissioned an alchemist to make some, but the campaign petered out before I ever got the chance to use them.

bc56
2018-03-27, 01:46 PM
Does the user know what spell is coming, or must it be tested daily?


It needs to be tested.



Also, why not have these are various spell levels, with the rarity and price varying accordingly?

Because it's a 5e item, and they tend to be more streamlined and not have varying scale as much.

Bohandas
2018-04-07, 03:04 AM
25a.) Amputating Weapon (Gritty Version) (3.5e)
(alternate titles: "Flesh Wounding weapon", "Disarming Weapon")

When a critical hit is scored with a weapon with the amputating ability a randomly determined extremity is severed from the target. A premade table is not included as the precise nature and number of extremities varies by the target's species (ie. in Humans or Elves it would be the arms, legs, and head; in Kobolds it would be the arms, legs head and tail; in Mariliths it would be the arms, head, and tail; in Beholders it would be the eyestalks; et cetera). Loss of a limb or eye imposes penalties as per the sidebar "Damage to Specific Areas" on page 27 of the Dungeon Master's Guide. Blood loss from severing a major limb also inflicts one point of constitution damage on the target and causes them to lose one hit point per round until they either: succeed at a fortitude save of DC equal to the damage dealt by the crit, OR roll a natural 19 or 20 on this save, OR are stabilized with a DC 15 heal check. As with vorpal weapons, roll for this effect even if the target is normally immune to critical hits, unless it has no applicable anatomy.

Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, keen edge and either wither limb or blindness/deafness; Price +5 bonus

25b.) Amputating Weapon (Pythonic Version) (3.5e)
(alternate titles: "Flesh Wounding weapon", "Disarming Weapon")

When a critical hit is scored with a weapon with the amputating ability it severs a random extremity other than the head. A premade table is not included as the precise nature and number of extremities varies by the target's species (ie. in Humans or Elves it would be the arms and legs; in Kobolds it would be the arms, legs, and tail; in Mariliths it would be the arms and tail; in Beholders it would be the eyestalks; in Mind Flayers it would be the arms, legs, and tentacles; et cetera). Loss of a limb or eye imposes penalties as per the sidebar "Damage to Specific Areas" on page 27 of the Dungeon Master's Guide. As with vorpal weapons, roll for this effect even if the target is normally immune to critical hits, unless it has no applicable anatomy.


Strong necromancy and transmutation; CL 16th; Craft Magic Arms and Armor, keen edge and either wither limb or blindness/deafness; Price +4 bonus

brian 333
2018-04-07, 05:04 PM
25a.) Amputating Weapon (Gritty Version) (3.5e)
(alternate titles: "Flesh Wounding weapon", "Disarming Weapon")

When a critical hit is scored with a weapon with the amputating ability a randomly determined extremity is severed from the target. A premade table is not included as the precise nature and number of extremities varies by the target's species (ie. in Humans or Elves it would be the arms, legs, and head; in Kobolds it would be the arms, legs head and tail; in Mariliths it would be the arms, head, and tail; in Beholders it would be the eyestalks; et cetera). Loss of a limb or eye imposes penalties as per the sidebar "Damage to Specific Areas" on page 27 of the Dungeon Master's Guide. Blood loss from severing a major limb also inflicts one point of constitution damage on the target and causes them to lose one hit point per round until they either: succeed at a fortitude save of DC equal to the damage dealt by the crit, OR roll a natural 19 or 20 on this save, OR are stabilized with a DC 15 heal check. As with vorpal weapons, roll for this effect even if the target is normally immune to critical hits, unless it has no applicable anatomy.

Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, keen edge and either wither limb or blindness/deafness; Price +5 bonus

25b.) Amputating Weapon (Pythonic Version) (3.5e)
(alternate titles: "Flesh Wounding weapon", "Disarming Weapon")

When a critical hit is scored with a weapon with the amputating ability it severs a random extremity other than the head. A premade table is not included as the precise nature and number of extremities varies by the target's species (ie. in Humans or Elves it would be the arms and legs; in Kobolds it would be the arms, legs, and tail; in Mariliths it would be the arms and tail; in Beholders it would be the eyestalks; in Mind Flayers it would be the arms, legs, and tentacles; et cetera). Loss of a limb or eye imposes penalties as per the sidebar "Damage to Specific Areas" on page 27 of the Dungeon Master's Guide. As with vorpal weapons, roll for this effect even if the target is normally immune to critical hits, unless it has no applicable anatomy.


Strong necromancy and transmutation; CL 16th; Craft Magic Arms and Armor, keen edge and either wither limb or blindness/deafness; Price +4 bonus

This is called a Vorpal weapon in 1st edition, though it never goes snicker-snack. Very useful versus jabberwockies and jub-jub birds.


26) Wind Knife

This ordinary-looking kukri is a very powerful blade with 10' reach. In normal use it has the Keen property, but when used to strike at a distance greater than 5 feet it creates a spinning blade of air which flies to the target, striking as a Keen kukri. While it can be used to attack creatures up to 30 feet away, Attacks Of Opportunity are only generated by foes within 10 feet.


27) Sword Of The Healer

This Good aligned weapon is crafted from positive energy and radiates Healing (Necromancy) energy. When used on a living, corporeal creature its 'damage', including that from Strength, feats, and other bonuses acts as one of the Cure Wounds spells. It can also Neutralize Poisons if they were delivered via a wound, (as opposed to inhaled, ingested, or delivered via spell or spell-like powers.)
When used aganst incorporeal, undead, or any creature harmed by Cure spells or healed via Negative Energy, the sword inflicts double damage, (though it does not double bonus damage.)

Bohandas
2018-04-07, 10:40 PM
so 1e vorpal wasn't head specific?

jqavins
2018-04-08, 10:29 AM
27) Sword Of The Healer

This Good aligned weapon is crafted from positive energy and radiates Healing (Necromancy) energy. When used on a living, corporeal creature its 'damage', including that from Strength, feats, and other bonuses acts as one of the Cure Wounds spells...
So, against such creatures, it's realy not a weapon at all, but it looks like one and borrows some of their mechanics. It would be nice to have that ability switchable.

brian 333
2018-04-08, 11:17 AM
so 1e vorpal wasn't head specific?

Sword of Sharpness was not head specific, Vorpal was.

28) Black Arrow Which Always Returns To My Hand

When fired this powerful Arrow Of Slaying strikes the user's hand instead of his target, flying in an elaborate loop which avoids all obstacles to do so. This inflicts normal damage upon the archer and renders that hand unuseable until cured. Characters capable of catching projectiles may attempt to catch it instead.

When fired against a specific creature, species, or type, as defined during its creation, it acts as a normal arrow, and inflicts double damage. When this occurs the creature so struck must make a Fort save, DC determined by the creator, or die. The selected creature may be named individually, or described more generally, but must be specified at the time of creation.

When crafting such arrows, the cost increases with the specificity of the target, so an arrow versus Reptilians is much cheaper than an arrow versus Yuan-ti, which is cheaper than an arrow versus Sissilesia, the Queen of the City of Serpents.

jqavins
2018-04-09, 10:51 AM
29) Painful (3.P)
A weapon with the Painful enhancement causes intense, searing pain whenever it inflicts damage. The creature thus affected makes a Fort save and, if the save fails, is afflicted with a -2 adjustment to all attack rolls and saves for the one full round. His armor class is reduced for the same period, either by a -2 adjustment or to his flat footed AC, whichever is greater.

+1 enhancement

30) Painful Burst (3.P)
A weapon with the Painful Burst enhancement operates as a Painful weapon, but with additional effects on a critical hit. If the target makes a successful Fort save, he suffers the effects above anyhow; an a failed save, the effects are doubled (-4 on all applicable rolls and AC) and last for two full rounds. In addition, the pain is so cripplingly intense that it causes 1d4 ability damage to each of two attributes chosen at random; roll a d6 two times, and reject a duplicate on the second roll. This ability damage fades at a rate of 1 point for each full ten minutes of rest. If additional critical hits are suffered, the abilities affected may repeat those damaged earlier.

+2 enhancement

jqavins
2018-04-10, 10:52 AM
31) The Trick Arrow Quiver (3.P)
This ordinary looking quiver contains the same enchantments as a Handy Haversack. An archer may place any variety of arrows, both ordinary and special into it, and always have the arrow that she wants at hand when drawing one. Because of its size and shape, it can only hold objects of "arrow shape" or smaller. On the other hand, the archer need not reach inside to draw the arrow, but may simply hold her hand over the quiver and the correct arrow will come into position, as if drawing an arrow normally.

Moderate conjuration; CL 9th; Craft Wondrous Item (http://www.dandwiki.com/wiki/SRD:Craft_Wondrous_Item), secret chest (http://www.dandwiki.com/wiki/SRD:Secret_Chest); Price 2,000 gp; Weight 5 lb.

Bohandas
2018-04-18, 11:00 PM
32.) Nomnom: NG Intelligent Table of Feasting (Stronghold Builder's Guidebook p.84; Heroes' Feast 3/day) Int 19 Wis 10 Cha 19; Lesser Powers: Prestidigitation continuously, Create Water at will, item has 10 ranks in Diplomacy, Item has 10 ranks in Profession(Cook); Greater Powers: Clairvoyance 3/day, Heat Metal 3/day, Dance of the Unicorn (SC) 1/day; Special Purpose: Provide excellent dining experiences; Special Purpose Power Animate Objects (Self or touched objects only)

brian 333
2018-04-20, 09:47 AM
31) The Trick Arrow Quiver (3.P)
This ordinary looking quiver contains the same enchantments as a Handy Haversack. An archer may place any variety of arrows, both ordinary and special into it, and always have the arrow that she wants at hand when drawing one. Because of its size and shape, it can only hold objects of "arrow shape" or smaller. On the other hand, the archer need not reach inside to draw the arrow, but may simply hold her hand over the quiver and the correct arrow will come into position, as if drawing an arrow normally.

Moderate conjuration; CL 9th; Craft Wondrous Item (http://www.dandwiki.com/wiki/SRD:Craft_Wondrous_Item), secret chest (http://www.dandwiki.com/wiki/SRD:Secret_Chest); Price 2,000 gp; Weight 5 lb.

Can I get one of these for sling-stones?

33: Portable Bath

A 5 foot by ten foot rug, (1 1/2 x 3 meters,) unrolls to reveal a sunken tub 3 feet wide by 6 feet long by 2 feet deep, filled with clean, warm water. The water is potable, but it is not intended for drinking; it is intended for bathing.

When the bather is finished, the rug can be rolled up and stowed like any thick carpet, weighing about twenty-five pounds. When unrolled, the tub will be clean again and filled with fresh, clean warm water.

The tub can be commanded by one familiar with its secrets to produce warmer or colder water before the rug is unrolled, but cannot produce ice or water hot enough to cook anything. It may also be commanded to produce, in any combination, the following:

Soapy water
Bubble bath
Lilac scented water
Musk scented water
Mildly acidic water, (about as acidic as lemon juice, useful for eliminating skunk spray and similar odiferous substances)

The rug cannot be rolled up with any foriegn object or creature on it. It cannot be spilled, though water from it can be splashed or carried in a container. If hung vertically it appears to be a rag-style rug with a blue-white center.

aimlessPolymath
2018-04-20, 01:06 PM
Pulling some stuff from a project in my sig: the Bargain Bin


34. Bracer of Throwing (or Greater Bracer of Throwing): When a set of Bracers of Archery are separated from each other for a long enough time, the magic starts to fail. Sometimes, one of them stabilizes their power, at a lesser level. Without its pair, it is only able to affect weapons held by the arm it is worn on. It provides benefits identical to those of the appropriate form of Bracers of Archery, except that it only applies to one-handed or light weapons held in the hand it is worn on.
Price: As Bracers of Archery.
(This is a theme I have- many paired items are destroyed if their partner is, or if it is separated for long enough. However, they may (25% chance?) metamorphose into a different, weaker or more specialized item. In this case, it works just fine, as long as you don't need your other hand.)

35. Philter of Power: Only the finest pearls can be used in a Pearl of Power. What happens to the rest? They get ground up and made into a potion, of course! When drunk, the philter of power allows the user to recall any one spell which they had prepared and cast that day. However, upon doing so, the user must make a Fortitude save (DC 15 + the level of the spell) or take 1d6 Constitution damage. While saving throw bonuses against poison apply to this effect, immunity only allows the user to roll twice and take the better result.
Price: 50 gp: 1st, 200 gp: 2nd, 450 gp: 3rd, 800 gp: 4th, 1,250 gp: 5th, 1,800 gp: 6th, 2,450 gp: 7th, 3,200 gp: 8th, 4, 050 gp: 9th

36. Carpet Square of Flying: The leavings of an apprentice itemcrafter, this 1-foot square of fabric will fly through the air on command as though affected by an overland flight spell of unlimited duration. It can hover without making a Fly check and gives a +5 bonus to Fly checks.
Size: 1 ft by 1 ft. Capacity: 8 lbs. Speed: 40 ft. Weight: 1/4 lb. Price: 900 gp. Tenser’s Floating Disk.
(reduced price from continuous spell due to being weaker)

37. Ring of Self Shield: A Friend Shield ring missing its partner is only able to shield itself, providing a +1 deflection bonus to AC and a +1 resistance bonus to saving throws.
Price: 4000 gp.

38. Knife of Slaying: An [I]arrow of slaying made with poor-quality wood often snaps when fired. However, the arrowhead can then be made into a dagger. The result, a +1 dagger, is keyed to a particular type or subtype of creature. When it hits a creature, if the creature is of the appropriate type or subtype, it is forced to make a DC 20 Fortitude save or take 50 points of damage. Regardless of whether it succeeds, the dagger loses its magic properties after the first time it hits a creature.
Price: As Slaying Arrow.

39. Glove of Dexterity: If it survives the separation from its partner, a Glove of Dexterity works about as well- except that its bonus only applies when it is used with tasks only requiring the use of the hand it is worn by.
Cost: 1/2 that of the normal Glove of Dexterity.

40. Quaal’s Feather Token: Twig. An underpowered Tree token results in a small stick around a half-centimeter across, and 5 centimeters long. The feather is often cut and used as a quill; if this is done, the resulting twig has a core filled with ink. Once exposed, by pressing the core against a piece of parchment, the token can leave a mark. Unlike ink, it rarely smudges unless pressed hard.
Cost: 18 gp.
Notes: Yes, it's a pencil.

41. Bright Gem: A Gem of Brightness without the normal limiters, it continually sheds light as a lantern. When smashed against a surface, it flares in a burst of light 30 ft wide, forcing those within that area to make a DC 14 Fortitude save or be blinded for 1d4 rounds. If this is expected, a DC 14 Reflex save can also negate the blindness.
Cost: 1,000 gp- in combat, effectively has one use of the 5-charge mode.

42. Horn of Blasting Noise: The command word was forgotten in the crafting of this horn of blasting- or more accurately, the command word is a shout. As a result, while it cannot be activated as normal, it continually amplifies speech through the horn to the level of a shout, allowing someone to be heard with a Perception DC of -20. However, If someone shouts through it, it has the normal effect of the magic item, in addition to reducing the Perception DC to hear the shout to -60. Furthermore, while worn, the user takes a -10 penalty to Stealth checks in which volume is relevant, as even slight footsteps are amplified immensely.
Cost: Same as Horn of Blasting- stealth penalties are balanced by use in coordination.

43. Ioun Stone: Dull Gray. Despite having no powers, this stone can float just like any other.
Price: 500 gp.

44. Wrestling Mask of the Skull: This mask of the skull is missing its flight abilities. Instead, the user must headbutt their target. This is an unarmed strike like any other, except that if the attack roll beats the touch AC of the target, the mask’s power takes effect. The target must then make a DC 20 Fortitude save or take 130 damage. If the target succeeds on the save, they take 3d6 + 13 damage regardless. The power of the mask functions only once per day, after having worn the mask for an hour.
Price: 20000 gp.
Should be 32760 (level 7 spell * CL 13 * 1800 gp, except that that’s more than the cost of the mask of the skull. I eyeballed it.

45. Stoning Salve: This Stone Salve functioned a little too well. If an ounce of it is applied to the skin of a petrified creature, it returns the creature to flesh as stone to flesh. If an ounce of it is applied to the flesh of a nonpetrified creature, it petrifies the creature, as flesh to stone (DC 19).
3000 gp- most of the value used to be in stoneskin, now it’s a bizarre and specialized capture method.

46. Ring of Storing a Spell: This defective ring of spell storing imprints on the first spell cast into it. Thereafter, that spell is the only one which can be stored in it.
Price: 30% off.

47. Elixir of Pyrotechnic Breath: This tainted Elixer of Fire Breath instantly transforms the fire breath into one of the effects of pyrotechnics (50% chance of either mode). It is expended after one use.
Price: 1,100 gp. Maybe less? Could reduce the Caster Level.

48. Mixed Dust of (Dis)Appearance: The processes for making Dust of Appearance and Dust of Disappearance are very similar- mistakes during the process can cause impurities. When a handful of dust is poured on a single creature or thrown into the air (affecting all creatures within 10 ft), it has a 50% chance to have either effect on each creature.
Price: 1800 gp. Inconsistency is pretty bad here.

49, Apparatus of the Crab: Someone removed the default labels. No, wait, that’s manufacturer standard.
Price: Normal.

50. Chime of Interrupting: This chime of interruption is mistuned, leading to it drowning out and disrupting speech with loud, irritating chimes. While it has its normal effect, it also prohibits speech while it is active. A DC 15 Concentration check allows someone to get out words without continually being cut off.
Price: 15500 gp.

51. Circlet of Destruction, Minor: This circlet of blasting is partially damaged due to the horses involved in its creation. Each time it is activated, it damages itself, taking 2d8 damage, reduced by hardness. It has hardness 8 and 8 hit points.
Price: 1300 gp
(price calculations: It has a ~50% chance of damaging itself. I worked it out- it’s an average of ~2 (120/64) points of damage per use, giving 4 uses. This indicates a price factor of 4 casts instead of 1/5 * 100 (1 out of 5 casts per day * 100 for at-will. Yes, repairing abilities help, but in the end, you’re spending a 2nd level spell slot to get a different one, so it seems fair- compare with that one feat that lets you use spell slots to power wands.)

52. Drums of Panicking: These poorly-designed drums of panic do not include the normal 30-foot safe zone around the drums.
Cost: 30% off.

53. Goggles of Focused Vision: These Goggles of Minute Vision are highly near-sighted. As a result, you take a -5 penalty to visual Perception checks while wearing them against targets more than 10 ft away.
Cost: 20% off

54. Medallion of Thinking: This medallion of thought is engrossing in its depth. While concentrating on its effect, you cannot do anything else.
Cost: 10% discount off Medallion of Thought.

Bohandas
2018-05-03, 06:04 PM
55.) Unladder- This portable stepladder, in addition to working as a normal stepladder, also allows it's user to climb down into the solid ground beneath them (up to the same distance they could go up by climbing up it)

Transmutation; Cl 11; ~5000 gp (around the same as portable foxhole from magic item compendium); Craft Wondrous Item, Meld Into Stone or Xorn Movement

brian 333
2018-05-03, 08:47 PM
55.) Unladder- This portable stepladder, in addition to working as a normal stepladder, also allows it's user to climb down into the solid ground beneath them (up to the same distance they could go up by climbing up it)

Transmutation; Cl 11; ~5000 gp (around the same as portable foxhole from magic item compendium); Craft Wondrous Item, Meld Into Stone or Xorn Movement

This one is good!


56: Icarus' Wings

A feathered cloak, upon command, morphs into a pair of wings which enable the wearer to Fly as the spell up to a maximum of one hour per day. The wearer may divide that flight time into up to sixty flights of one minute per flight, or in any way convenient for the wearer.

Encumbered characters may not activate the item, but a character may carry any load within the limits of the character's Strength, including another character.

At the end of the hour the wings revert to a cloak. If the character is high or moving very fast, falling damage applies.

jqavins
2018-05-06, 03:30 PM
57. Sheath Tattoo

The character using this item appears to have a tattoo on the upper arm of a punch dahger in a sheath. (Note: these items are usuall used in pairs, but that is not mandatory.) The tattoo rises to become three dimensional when the wearer pantomimes drawing the knife, so the effect is of drawing a blade that was only a tattoo a moment before. The sheath remains three dimensional until the blade is re-sheathed, at which point the sheath and blade sink back into the tattoo form.

The sheath functions compatibly with magical blades, niether interfering with the other. The sheath may also have other magical abilities that can be applied to sheathes in general, for the corresponding price of course.

brian 333
2018-05-07, 10:21 PM
57. Sheath Tattoo

The character using this item appears to have a tattoo on the upper arm of a punch dahger in a sheath. (Note: these items are usuall used in pairs, but that is not mandatory.) The tattoo rises to become three dimensional when the wearer pantomimes drawing the knife, so the effect is of drawing a blade that was only a tattoo a moment before. The sheath remains three dimensional until the blade is re-sheathed, at which point the sheath and blade sink back into the tattoo form.

The sheath functions compatibly with magical blades, niether interfering with the other. The sheath may also have other magical abilities that can be applied to sheathes in general, for the corresponding price of course.

Awesome idea. I imagine every assassin worth his salt has one of these. Or two.

jqavins
2018-05-07, 11:09 PM
Awesome idea. I imagine every assassin worth his salt has one of these. Or two.
I devised it for a character named Alexa the Blade. She is a Dex fighter with a custom prestige class which enhances the effectiveness of a Dex fighter build. Her main thing is rapier or rapier and dagger TWF, but also has a pair of punch daggers for hand-to-hand situations, and always has about a score of blades on her, from an eating knife to throwing daggers to a greatsword. But she hasn't got these tattoo sheathes yet.

brian 333
2018-05-08, 09:16 AM
I devised it for a character named Alexa the Blade. She is a Dex fighter with a custom prestige class which enhances the effectiveness of a Dex fighter build. Her main thing is rapier or rapier and dagger TWF, but also has a pair of punch daggers for hand-to-hand situations, and always has about a score of blades on her, from an eating knife to throwing daggers to a greatsword. But she hasn't got these tattoo sheathes yet.

Draw them on the inside of the forearms with the hilts at the wrists so she can draw both weapons simultaneously.

58: Concealed Weapon Sheath

This sheath and its harness is invisible, as will be anything placed in it. Further, when being physically searched for hidden weapons, the sheath gains a 90% concealment bonus which is checked before any additional means of avoiding detection is calculated. Under normal conditions, the wearer will be able to feel the weight of the sheath and its contents but no one else will be aware of it.

When not being worn by a living being, the sheath, its contents, and its belts appear to be made of glass.

59: Sheath Of Storing idea stolen from jqavin's quiver posted above.

This ornate magical sheath appears to be empty, and indeed any blade may be placed in it, but the instant it is let go the blade and its hilts vanish. It can only be recovered if the character knows its command phrase. Speaking the command phrase causes the sword desired by the wearer to appear in the sheath.

Only swords which have been placed in the sheath may be so recovered. Up to 25 blade weapons of any kind, (dagger, shortsword, broadsword, longsword, bastard sword, greatsword, and all their derivatives and specialized types,) may be stored in the sheath, which weighs one pound whether empty or full. If a twenty-sixth blade is placed in the sheath, the blade which has been inside the sheath the longest falls to the ground beside the wearer.

When discovered the sheath may have any number and type of blades already inside, but the wearer has no way of knowing how full or empty the scabbard is. As each sword is unique and must be imagined by the wearer before it can be drawn, the only certain way to be sure the wearer knows dvery blade stored in it would be to pack it with twenty-five known blades and see what, if anything, pops out. The character will otherwise have no clue what, if anything, is inside the sheath.

The DM should keep a list, obviously, along with the sequence in which they are stored. A clever DM could also use this item to award a new weapon at a later time, assuming the character never emptied the scabbard to examine its contents.

jqavins
2018-05-08, 09:49 AM
Draw them on the inside of the forearms with the hilts at the wrists so she can draw both weapons simultaneously.Nice, but that would be covered by her Bracers of Armor. Her present, regular sheathes are on her upper arms facing out, thus, she can draw them simultaneously by crossing her arms. It's a little bit awkward, but not a problem after some practice.


59: Sheath Of Storing idea stolen from jqavin's quiver posted above.

This ornate magical sheath appears to be empty, and indeed any blade may be placed in it, but the instant it is let go the blade and its hilts vanish. It can only be recovered if the character knows its command phrase. Speaking the command phrase causes the sword desired by the wearer to appear in the sheath.

Only swords which have been placed in the sheath may be so recovered. Up to 25 blade weapons of any kind...
Point of clarification: It should work for any blade, whether it's intended as a weapon or not, yes? An eating knife, utility knife, surgical scalpel, etc.?

Oerlaf
2018-05-08, 10:36 AM
D&D 5e

60. Healer's Sash
Wondrous item, uncommon
This magic sash resists staining by blood or gore - a testament to its latent restorative power.
As a bonus action, you can choose two willing creatures within 30 feet of you that you can see. One of the creatures loses 1 Hit Die, and then the other creature regains hit points as if it had spent a Hit Die of its own. You must then finish a long rest before you can use the sash again.

brian 333
2018-05-08, 03:50 PM
Point of clarification: It should work for any blade, whether it's intended as a weapon or not, yes? An eating knife, utility knife, surgical scalpel, etc.?

This was my intent. I was trying to exclude axes and polearms which have blades but are not considered bladed weapons under D&D rules. Kukris, khopeks, and table knives qualify, military forks, bec-de-corbins, and lightsabers do not.

61: Dancing Sword (cursed)

This magic weapon bears a +4 Enhancement and grants the wielder the benefits of the Evasion Feat. It will also test positive as a Dancing Sword, a weapon which, when activated, fights as if wielded by the activating character, but it needs no assistance once activated, and it will continue to fight untended until disarmed, destroyed, or until the last foe surrenders or is slain.

Once this happens the cursed sword returns to the activating character upon whom it inflicts Otto's Irresistable Dance. The sword and character perform barbarian fertility dances, minuets, waltzes, lindys, hops, hustles, line dances, and twerks until a successful casting of Remove Curse.

If Remove Curse and Dispell Magic are cast simultaneously and both succeed the curse will be removed and the sword will revert to the properties of a Dancing Sword without the ability to inflict Otto's Irresistable Dance on its weilder.

jqavins
2018-05-08, 05:15 PM
61: Dancing Sword (cursed)
You're a bad, bad man. :smallbiggrin:

aimlessPolymath
2018-05-08, 06:05 PM
In a similar vein:

62: Battledancing Sword: A flawed Dancing in which the flight enchantment malfunctions creates a sword incapable of fighting... on its own. It can be loosed as a standard action as normal, but must be wielded in order to attack, taking up the user's hand as normal; if disarmed, it ceases to dance. Furthermore, its incoherent enchantment penalizes the user while in use; their speed is halved as the sword struggles against them, they take a -2 penalty AC and to attack rolls with other weapons as its movements tangle their own, and they cannot use spells with somatic components while it dances.
Cost to create: +4 (as normal Dancing)
Cost to purchase: +3

jqavins
2018-05-08, 08:15 PM
62: Battledancing Sword: A flawed Dancing in which the flight enchantment malfunctions...
Mongor not understand. Brian's sword is useful but with a vexing side effect. This seems like it's nothing but cursed, and without the "can't let go" or "always jumps to hand" aspect of most cursed weapons. Why would someone not just throw this away? Or melt it down? (Or extract and reuse the magic energy, if that's a thing in a given setting.)

aimlessPolymath
2018-05-08, 08:17 PM
Because like a dancing sword, it gives you free attacks without needing to take your own actions (If I read the Dancing property correctly). It's like TWF, except one of your weapons is making its own, uncoordinated, decisions.

jqavins
2018-05-09, 09:34 AM
Because like a dancing sword, it gives you free attacks without needing to take your own actions (If I read the Dancing property correctly). It's like TWF, except one of your weapons is making its own, uncoordinated, decisions.
So extra attacks in return for -2 on AC and the regular attack rolls. Makes sense, but for me, I still think I'd dump it.

brian 333
2018-05-09, 01:29 PM
63: Leaf Blades

These magical throwing daggers are created by druids and are on occasion gifts to friends, collegues, and allies. Depending upon the creator, these items may range from +0 to +5 Enhancement Bonus, with rounder types of leaves being treated as shuriken.

These are one-use items which, after being used in one attack, revert back to the actual leaves from which they were made. Some leaves offer additional bonuses:
Pine Needles: -1 to hit vs. Quilted Armor, +1 to hit vs Chain Shirt and Chainmail, +1 Piercing Damage
Oak Leaves: +1 Damage vs Fey
Poison Ivy,Oak, or Sumac: After the first rest period following injury by one of these blades, the victim may get a rash which inflicts 1d4 Dex penalty for one week.
Wolfsbane: +1d6 Damage vs Lycanthropes. Lycanthropes slain with such a weapon, if subsequently raised, lose the lycanthrope template.

A similar process creates arrows and crossbow bolts.

jqavins
2018-05-09, 03:18 PM
63: Leaf Blades...
I must be as evil as you are, for as soon as I read "Some leaves offer additional bonuses" I thought poison ivy. And what happens when the irritant on such leaves (urushiol (https://en.wikipedia.org/wiki/Urushiol)) is introduced below the surface, possibly even entering the blood stream?

Bohandas
2018-05-15, 06:01 PM
64.) Un-brella- This magical parasol converts sunlight into water, which drips down from its inner surface. In 12 hours it creates about six gallons

Faint transmutation; cl1; 500gp; Craft Wondrous Item, Create Water or Obscurig Mist

brian 333
2018-05-15, 08:56 PM
64.) Un-brella- This magical parasol converts sunlight into water, which drips down from its inner surface. In 12 hours it creates about six gallons

Faint transmutation; cl1; 500gp; Craft Wondrous Item, Create Water or Obscurig Mist

Sorry, but now I have mental images of troglodytes finding these items handy for surface visits.

Just thought I'd share.

JoshuaZ
2018-05-15, 10:13 PM
I guess this is the followup to This Thread (http://www.giantitp.com/forums/showthread.php?479547-1001-Cheap-Magic-Items-(Let-s-come-up-with-some))?

I've sort of eyeballed the cost of some of these items, and none of them directly correspond to anything from a standard pricing guide. If anyone has any input/disagreement on my pricing numbers, I'll be happy to hear it.

65) Teapot of Arcane Power

This teapot appears to be small white porcelain teapot. The only sign of its magical nature is a series of small runes in deep blue around the handle. A Teapot of Arcane Power allows once daily tea brewed within to give certain bonuses to an arcane caster who drinks from it, chosen when the tea is brewed. (If the tea brewed inside is magical on its own then the teapot does not function but the other magical functions do apply). The tea can provide one of three benefits:

1. An arcane spellcaster who drinks the tea gets an extra level 1 spell slot the next time they prepare spells or regain spell slots. The spell slot given by this is not multiplied by combination with any other magical item which increases spell slots, such as a Ring of Wizardry.

2. An arcane spellcaster who drinks the tea may one time in the next 24 hours increase the caster level of a spell by 1.

3. An arcane spellcaster who drinks the tea may one time in the next 24 hours increase the save DC of a spell by 1.

To benefit from the tea one must calmly sip the tea for 1 minute.

A Teapot of Arcane Power can provide enough tea for five spellcasters. However, no spellcaster can benefit from a Teapot of Arcane Power more than once in 24 hours even if they have access to more than one Teapot.

Moderate Transmutation; CL 13, Either wish or limited wish, able to cast at least one first level spell from every school of magic. Price: 5000 gp.

66) Obsidian Spike An Obsidian Spike is a small dark spike about 3 inches long. It has no outward signs of being magical other than occasionally feeling unnaturally warm. In order to make use of an an Obsidian Spike must be driven into the body. While most often they are driven into the chest, they can be placed anywhere, and the spike does not take up a body slot. Driving the spike in does 1d6 damage, which cannot be healed while the spike is present. Removing the spike also does an additional 1 point of damage. Once daily when the spike is active a user may activate the spike to give a melee weapon or natural attack the flaming property for one minute. A spellcaster who has the spike may instead activate it to increase the caster level of a spell with the [fire] descriptor by 2 for purposes of penetrating spell resistance and damage dealt.

Moderate evocation; CL 10th; Craft Wondrous Item, able to cast a damaging spell with the [fire] descriptor of at least 3rd level; Price 750 gp.

67) Crystal of Ownership

This small blue translucent crystal when placed over an object whispers the name of the object's previous owner into the mind of the person holding the crystal. The name given will be a name that the person commonly uses. If they have multiple common aliases, then it will return whichever alias they would most likely have answered to while last holding the object. Any effect that would protect against divination or clairisentience effects prevents the crystal from functioning.

Moderate Clairisentience; ML 8 Craft Universal Item, Object Reading; Price 800 gp.

68) Pot of Superb Cooking This pot carefully controls the temperature of stews and soups cooked within it, giving a +4 circumstance bonus to any checks made to cook food in it, such as Profession(Chef) or Profession(Cook). This bonus does not stack with the +2 circumstance bonus from masterwork artisan tools. The pot's own magic also interferes with brewing of any magical soups, potions or the like.

Weak transmutation; ML 3 Craft Wondrous Item, prestidigitation; Price 200 gp.

69) Symbol of Divine Might A Symbol of Divine Might resembles an ornate version of the holy symbol for a god or cause to which it is made for. The symbol functions just as a holy symbol but when a divine spellcaster uses it as a divine focus to cast a spell whose only targets are open adherents to their deity or cause, the spell's caster level is increased by 1.

Strong all schools, ML 17, Craft Wondrous Item, miracle, Price 20,000 gp.

70) Resonating Eye This small crystal rests on the forehead. A Resonating Eye functions like a regular Third Eye but only benefits a psionic being able to manifest powers or able to use psilike powers. When such a being uses a targeted power or psi-like ability that has a single target and that target is itself a psionic being, you become aware of that the being is psionic and you may the Eye creates a resonating effect allowing the power to more easily penetrate any power resistance. This gives a +2 bonus to a manifester check to penetrate power resistance. However, the resonance effect interferes with the manifester's own ability to manifest powers. For the next 1 minute after using this ability, they take a -1 penalty to manifester level. Multiple uses of the item do not create a further penalty but rather restart the 1 minute duration. This penalty to manifester level remains even if the Resonating Eye is removed. A Resonating Eye's bonus does not stack with that from a Third Eye of Penetration, even if one has some ability to wear multiple Third Eyes (such as having multiple heads).

Strong clairsentience; ML 15th; Craft Universal Item, detect psionics and either bend reality or alter reality; Price 4,000 gp.

71) Candle of Sharp Relief

A Candle of Sharp Relief appears to be an ordinary candle, long enough to last one hour. However, the candle's light makes changes in shadows and movements more easily noticed, giving a +4 competence bonus to Spot checks to see movement for anyone within 30 feet. (Note if playing Pathfinder this is a +4 competence bonus to visual Perception checks).

Weak evocation; ML 1; Craft Universal Item; Price 250 gp.

Bohandas
2018-05-16, 01:41 AM
72.) Magic Stamp Tool

This magical rubber stamp applies a permanent tattoo in a predetermined design. (An unwilling recipient can resist with a dc 10 fortitude save and an unwanted mark disappears in about a month regardless of the success or failure of this save.)

CL 1; Craft Wondrous Item, Arcane Mark; 1001 gp


http://fairytail.wikia.com/wiki/Magic_Stamp_Tool

JoshuaZ
2018-05-16, 11:49 AM
73) Shard of Fools

A Shard of Fools is a small jagged metal black spike covered in runes and arcane symbols. Once daily, when a prepared arcane spellcaster has exhausted all their spells that are of first level or higher, they may activate the shard as a standard action with a small effort of mental will. When they do so, one random first level spell they have prepared in the last 24 hours is returned to them. This spell is selected randomly from each spell prepared without regards to how many copies of that spell were prepared. For example, if a wizard had prepared two copies of magic missile, one copy of animate rope, and one copy of cause fear, there would be a one third chance of getting a magic missile, a one third chance of getting animate rope, and a one third chance of getting cause fear. A Shard of Fools can only be activated once daily, and no one can benefit from more than one Shard of Fools in any 24 hour period.

Weak transmutation; CL 3rd; Craft Wondrous Item, creator must be able to cast prepared arcane spells ; Price 500 gp

brian 333
2018-05-16, 07:39 PM
74: Ring Of Truth

This ring is a simple band of electrum which, when worn, allows the wearer to distinguish intentional falsehoods, (as opposed to repeating misinformation.) There is no telltale which allows anyone but the wearer to know the ring's power has been activated.

74a: Ring Of Truth (Cursed)

This brass ring compels the wearer to believe every lie told in his presence. Outlandish and rediculous lies, or even lies the wearer otherwise knows to be false are believed. The wearer, however, cannot lie, but compulsively blurts out the truth even if he knows it will cost him his head. The wearer of such a ring is entitled to a Will save, DC 20, to be unaffected by the ring if it is forced on him. Those who fail the save or who voluntarily put on the ring are unable to take it off without the aid of a Remove Curse spell.

75: Web Of Lies

This finely crocheted veil, when worn, allows the wearer to lie like a rug. Any words spoken through the veil are believable, negating any and all magic which can discern untruth.Common sense is not negated, and in any case in which the listener knows the truth a Will vs. Will check, at -5, is allowed.

There are three types:
Single Use = up to 25 words in a single falsehood
Use until caught lying = The veil retains its power until a successful Will check is made against it.
Permanent = Unlimited minutes, unlimited lies.

JoshuaZ
2018-05-16, 09:20 PM
76) Training Orb

This small glass orb glows faintly when a command word is spoken and stops glowing when the same command word is spoken. The orb does not glow brightly enough to provide substantial illumination, and in bright light, the glow can be barely noticed. These orbs serve no intrinsic purpose but they are frequently made as a prototype by mages learning to create magic items. A small number of the orbs have fallen into the hands of various criminals who have used them as part of con-jobs where they need to pretend someone has magical skill.

Faint Evocation; CL 1; Craft Wondrous Item and light, price 100 gp.

77) Ring of Ultimate Spell Storing

This ring functions like a major ring of spell storing but with two differences. First, spells cast by it have caster level equal to the maximum for the bearer's own caster level or the minimum caster level for the spell (essentially like a staff). Second, when you cast a spell from the ring, once daily when one casts a spell from the ring, the bearer may sacrifice a spell slot or prepared spell of level at least the level of the stored spell to have the stored spell not be expended.

Strong evocation; CL 17th; Forge Ring, imbue with spell ability and either wish or miracle; Price 300,000 gp.

78) Grand Ring of Counterspells

This ring functions like a ring of counterspells with two differences. First, the ring may have more than one spell stored in the ring as long as the total number of spells does not exceed six. Second, whenever the ring counterspells a spell, the bearer is instantly aware that it has done so.

Strong evocation; CL 15th; Forge Ring, imbue with spell ability; Price 6,000 gp.

79) Wand Grip A wand grip is what appears to be a regular glove. Some are made out of leather, others out of silk, but they generally are made to conceal their magical nature to an observer. Frequently someone will wear matching wand grips on both hands, or wear a wand grip on one hand a non-magical matching glove on the other. A wand grip provides three advantages. First, one can via an extremely fast mental command move a wand (but not any other type of magic item) that is somewhere on one's body into one's hand. This is a free action that does not provoke an attack of opportunity. Second, one may while one has a wand held in a wand grip issue the spell trigger mentally, allowing one to cast silently. Third, one may use a wand one is holding to directly channel magical energy in an attack. This essentially functions as a ranged touch attack that consumes one charge from the wand and does 1d6 damage per a spell level in the wand. This is pure arcane energy so it is not subject to damage resistance or spell resistance.

Moderate transmutation; CL 7; Craft Wand, Silent Spell, mage hand; price 12,000 gp

jqavins
2018-05-17, 11:07 AM
A couple of suggestions for slight modifications added in blue.
74a: Ring Of Truth (Cursed)

This brass ring compels the wearer to believe every lie told in his presence. Outlandish and rediculous lies, or even lies the wearer otherwise knows to be false are believed. The wearer, however, cannot lie, but compulsively blurts out the truth even if he knows it will cost him his head. In such a dire case, however (i.e. when loss of life of life or limb or other catastrophic consequences may follow) the wearer is entitled to a Will save, DC 20 to withhold the truth; the wearer, even if the save is successful, is unable to lie and the effort to keep quiet is obvious to all who can see or hear him. The wearer of such a ring is entitled to a Will save, DC 20, to be unaffected by the ring if it is forced on him. Those who fail the save or who voluntarily put on the ring are unable to take it off without the aid of a Remove Curse spell.

75: Web Of Lies

This finely crocheted veil, when worn, allows the wearer to lie like a rug. Any words spoken through the veil are believable, negating any and all magic which can discern untruth. Common sense is not negated, and in any case in which the listener knows the truth a Will vs. Will check, at -5, is allowed, with veil's wearer substituting his/her CHA modifier for WIS.
76: Lasso of Truth.

Wonder Woman's golden lasso; 'nuff said. May be applied by stealth or guile, otherwise requires a ranged touch attack and is considered an exotic weapon.

brian 333
2018-05-17, 01:23 PM
77: Intelligent Rope

Each Intelligent Rope is an individual. As such, each has its own character and characteristics. In general, they prefer to be used, and stowing them in a backpack for extended lengths of time will cause them to be unhappy. They follow the rules for NPC Loyalty and Morale.

They are immune to bludgeoning, take only 1 point, (plus full magical damage if applicable,) from piercing attacks, and full damage from slashing, fire, and acid.

Each has ability scores for use in combat and social situations. The rope cannot speak, read, or write, but can see in complete darkness or bright light and can hear normally, with the exception that they have no flanks or rear. Many choose to pantomime in order to express themselves, but this is not universal.

Alignment is determined as follows:
2d5 Alignment
2 Chaotic Good
3 Chaotic Neutral
4 Neutral Good
5 Lawful Good
6 Lawful Neutral
7 Lawful Evil
8 Neutral Evil
9 True Neutral
10 Chaotic Evil

Note that this creates a tendency to Lawfulness in such items.

The diameter of the rope determines its maximum strength.
1/4 inch (.5cm) = Str 10
1/2 inch (1cm) = Str 15 [normal adventurer's rope]
3/4 inch (1.5cm) = Str 20
1 inch (2cm) = Str 25

The rope is animated and motile, and can move in a variety of ways, including by grasping and dragging, by serpentine motion, and by stretching and contracting as earthworms do. In any mode its maximum speed is 10.

Rope Use is an innate skill for this item, and as it levels, (Expert Class NPC) it gains two bonus skill points in the skill independently of all other skill points it may earn. Class Skills include Climb and Swim.

Trimming the length of the rope does not result in two Intelligent Ropes. Only the longer piece survives with a proportional amount of its HP permantly lost. Mending acts as a Cure Light Wounds spell. The rope will never allow itself to be purposely cut. Typically such ropes begin as 100 feet in length, but fraying will cause them to age, losing flexibility over time and loss of length averaging about an inch per year.

jqavins
2018-05-17, 01:57 PM
77: Intelligent Rope
....
This seems interestingly specific. Is it inspired by something in particular?

(Also, the tendency to Lawful alignment is quite strong: 52%. And Neutral outweighs chaotic by 2:1 for the rest. That's one of the things that, to me, suggests a particular inspiration. That and being intelligent in the first place.)

brian 333
2018-05-17, 03:11 PM
This seems interestingly specific. Is it inspired by something in particular?

(Also, the tendency to Lawful alignment is quite strong: 52%. And Neutral outweighs chaotic by 2:1 for the rest. That's one of the things that, to me, suggests a particular inspiration. That and being intelligent in the first place.)

It's a magic item a DM introduced when we were stuck in a maze on our way to the Demonweb Pits way back in 1981-2 or thereabouts. We went left. We went right. We went forward and back. None of the eight or so players there, myself included, looked up. There was an impossibly high roof above a beholder's lair which had a passage leading down.

The beholder's treasure included an Animated Rope, so Tom gave it a personality. It had explored the caverns while the beholder was elsewhere and knew about the passage down, but it had not found the way up. We used it to trap driders.

I hadn't thought about Rope-A-Dope in many years until I saw your Lasso. I never saw the DM's notes on the original, so I made up my own. If DM Tom reads this, and still recalls a dungeon he ran forty years ago, I'd love to see how my version compares.

Rope-A-Dope was decidedly Lawful, but if it was Good or Evil never was resolved. We didn't have a paladin. Tom said something about ropes being Lawful by nature because who could trust a rope that might untie itself to go chasing lightning bugs on a whim?

Note: Rope-a-dope is a reference to Muhammed Ali, who was still popular at the time. He couldn't be hurt by bludgeoning attacks either, or so we thought at the time.

JoshuaZ
2018-05-17, 05:25 PM
78) Abjurer's Amulet

This amulet is a small iron circle with five gemstones embedded in it. The amulet can be worn by anyone but will only function for an arcane spellcaster capable of casting Dispel Magic. Making use of the amulet requires wearing the amulet for 24 hours. After one has done so, whenever one counterspells a spell of at least first level, an additional gem in the amulet lights up, storing a small amount of arcane energy. Whenever you cast a spell you may expend one gem as a free action to increase the caster level of the spell by 1 for purposes of penetrating spell resistance or for 1 for purposes of duration. Also, whenever you cast Dispel Magic, Greater Dispel Magic, or any similar spell, you add the number of lit gemstones to your dispel check (or if in Pathfinder to your caster level check).

Removing the amulet for any amount of time immediately causes all the gems to cease glowing, and the amulet will not function again for 24 hours.

Strong abjuration; CL 15; Craft Wondrous Item, dispel magic or greater dispel magic, creator must be a wizard specializing in abjuration or must have Spell Focus(abjuration), price 25,000 gp.

79) Necromancer's Top Hat This appears to be a regular, jaunty looking Top Hat. Once daily, one can issue a command word to duplicate animate dead at caster level 7th. The top hat can create zombies or skeletons but no other more complicated form of undead. The animated dead only last for 24 hours but undead animated this way do not count against the wearer's total. The undead created by the top hat obey whoever is wearing the hat. If the wearer of the top hat has feats, class features, or other abilities which they may apply to make undead they animate stronger than normal, such as the corpsecrafter feats from Libris Mortis, they may apply them to undead created by the hat.

Moderate necromancy; CL 7; Craft wondrous item, animate undead, price 2000 gp.

jqavins
2018-05-17, 05:30 PM
At about the same time, I had a DM who like to give "Knights and Knaves (https://en.wikipedia.org/wiki/Knights_and_Knaves)" style puzzles. So, thinking about the various truth and lie items, and your mention of the early 80s, I thought: what if you put the Lasso or a Cursed Ring of Truth on a knave? Perhaps it would be fatal?

JoshuaZ
2018-05-17, 06:08 PM
At about the same time, I had a DM who like to give "Knights and Knaves (https://en.wikipedia.org/wiki/Knights_and_Knaves)" style puzzles. So, thinking about the various truth and lie items, and your mention of the early 80s, I thought: what if you put the Lasso or a Cursed Ring of Truth on a knave? Perhaps it would be fatal?

Anyone thinking about this get teleporteds into this maze (https://xkcd.com/246/).

brian 333
2018-05-17, 06:40 PM
80: Figurines: Tin Soldiers

These usually painted toys are made of lead or pewter despite their name. They are magical, and when invoked become full sized soldiers which follow orders to the letter. They are animated objects, not living beings.

Spearmen = 1st level human fighters w/leather armor and spear

Slingers = 2nd level halfling fighters w/padded armor and buckler shield

Berserkers = 3rd level orc barbarians w/hide armor and dual handaxes (Rage automatically when invoked.)

Archers = 4th level elf fighters w/chain shirt and composite longbow

Light Infantry = 5th level hobgoblin fighters w/chainmail, medium shield, and +1 mace

Heavy Infantry = 6th level dwarf fighters w/ splint mail, large shield, and +1 battleaxe

Knight = 8th level human fighter w/ plate mail, tower shield, and +1 broadsword

Mounted Knight = 10th level human fighter w/full plate, medium shield, and +2 lance

The figurines remain animated for the duration of one combat or until slain or disarmed. They are single use items. Archers and slingers have unlimited ammunition, but cannot share it with others. Attempting to remove any item carried by an animated figurine dispels it.

jqavins
2018-05-17, 09:34 PM
Figurines: Tin Soldiers

These usually painted toys are made of lead or pewter despite their name...
Well, not the lead, but pewter is mostly tin, usually over 90%.

Couldn't they, as an alternative, be made of green plastic? Please?

brian 333
2018-05-17, 10:16 PM
Well, not the lead, but pewter is mostly tin, usually over 90%.

Couldn't they, as an alternative, be made of green plastic? Please?

Those are a d20 Modern item. Prone Bazooka dude is awesome. They also come in Tan, (Evil,) Grey, (Neutral,) and Blue, (More Evil.) Don't trust the Grays.

brian 333
2018-05-18, 09:57 PM
81: The Wandering Boat (relic)

A fisherman's boat with a built up prow and stern has a single mast, is about six meters (20 feet) long, and about 2 meters, (6 feet,) at the beam sharply tapered fore and aft with a clinker type lapped plank construction. The deck is built directly on the ribs of the hull, and at the mast a thick thwart buttresses the foot of the mast

Forward of the mast is a rowing bench with a pair of oarlocks and a pair of long oars lashed into brackets on eithed side. Almost at ths extrsme stern a steering bench is built in with a steering oar lashed to an oarlock. The mast itself is usually rigged with a single sail and yardarm.

There is a water barrel of about ten gallons capacity, usually full of slightly tarry tasting water, lashed to the deck near the steering bench and a chest built just aft of the mast which contains a braizer and a sack of charcoal. Other provisions and fishing gear may be aboard, depending on the last occupant.

This is Lookfar from A Wizard Of Earthsea. A painted pair of eyes on either side of the prow gaze constantly into the distance. The boat sails itself to where it is needed, and sails away when its task is done.

Bohandas
2018-05-20, 12:11 PM
Four ideas I had but which I'm not numbering them yet because I haven't statted them yet

decanter of endless molasses
seven yard boots
universal oxidizer
towel of endless absorbency

brian 333
2018-05-24, 01:34 PM
86: Portable Portal

What appears to be a rug or tapestry cleverly depicting a door is one half of a portable portal. These items are always crafted in pairs. Attempting to redirect the destination destroys both halves of the portable portal.

Distance, or even being on another plane, does not interfere with the function. When both of the cloths are hung vertically the door can be opened, allowing creatures on either side to see through and pass through to the other side. Sight, hearing, even smell can be detected, but only creatures may pass between the two halves of the portal. A portal half at the bottom of the sea would not allow water to flow. Similarly, a portal protected from fire placed in a volcano won't allow heat or lava to pass, though a Magman could.

While hung up any number of creatures may easily pass between them, but both must be hung vertically to function. These items are easily destroyed by any number of methods.

They range in size from large enough to allow a Titan to pass to as small as a fairy, but the typical size is 5' wide by 10' tall.

Evoker
2018-05-25, 01:59 PM
I hope someone didn't already think of this:

Decanter of Endless Booze: If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of Wine or Beer pours out. This amount is roughly equal to the amount required to fill a beer stein per round.

The beverages created by the decanter have the following effects when consumed:

1-3 steins: Con +1, Wis and Int -1
4-6 steins: Con +2, Strength +2, Wis, Int, Dex -3
6-9 steins: Con +4, Strength +4, Wis, Int, Dex -4
10+ steins: Unconsciousness.

These effects wear off after a number of hours equal to the number of steins consumed, minus the drinker's Constitution modifier without the improvements conferred by the drink.
All of these effects can be resisted with a Fortitude save of 12+steins consumed. These effects are not cumulative. Dwarves get a +5 on this save.
Moderate transmutation; CL 11th; Craft Wondrous Item, control water, Poison; Price 11,000 gp;Weight 2 lb.

jqavins
2018-05-25, 02:50 PM
Decanter of Endless Booze...
That's number 87.

88) Gall Bladder of Dahlver-Nar (cursed artifact)

(My brother came up with this when a character played by our friend had already acquired two or three of the teeth and was concertedly seeking more.)

This item looks like one of the Teeth of Dahlver-Nar, but is actually his shriveled, diseased gall bladder. If it is installed in a tooth socket, it causes the victim to be nauseated by all forms of food. Although the victim is sustained by the gall bladder, he feels painfully hungry unless he fills his stomach by eating sand. The sand passes, causing minor damage and considerable pain when it exits.

Since the gall bladder is an artifact, it can not be dislodged by Remove Curse, or other means ordinarily used to dispose of cursed items.

Lysdexic1
2018-05-25, 11:54 PM
89: The Giver
Wondrous item, very rare, dnd 5e
Simple/finesse weapon (any) must be the same weapon as The Taker.
This weapon, when used in conjunction with The Taker allows for the attacker to multiattack, one attack with each weapon.
Additionally The Giver receives advantage on attack rolls made with it while attacking in conjunction with The Taker. On a successful crit, The Giver heals you for the damage dealt to the target.

90: The Taker
Wondrous item, very rare, dnd 5e
Simple/finesse weapon (any) must be the same weapon as The Giver
This weapon, when used in conjunction with The Giver, allows the character to multiattack, one attack with each weapon.
Additionally The Taker receives disadvantage on all attack rolls made with it while attacking in conjunction with The Giver. On a critical miss, roll damage as normal, and The Giver damages you for that amount and heals the enemy for the same amount.

Lysdexic1
2018-05-28, 11:25 AM
91: Sword of Glory
Wondrous Item, Very Rare, Requires Attunement. D&D 5E

This sword has a very intricately crafted handle of solid gold, and in the middle of a cheering crowd the blade glows a dull, radiant gold light. While attuned to this blade, you have +1 to all charisma saves. Additionally, while a crowd is cheering you on, you have +2 to Attack rolls with this weapon.

brian 333
2018-05-28, 02:28 PM
92: Dagger Of Depravity

This intelligent item contains the essence of a devil, and as such it is always seeking to pervert any good impulses to create evil outcomes. However, as a LE entity it has a strict code of behavior which prevents its simply taking over the character; instead it cajoles, persuades, and argues to get its way. It can choose to turn off any of its powers and abilities, turning them on as a reward for bad behavior.

The weapon has no use for a LE wielder, but will attempt to corrupt Neutral or Good characters and it will seek to slay Evil ones to gain possession of their souls. It will commonly bargain with its wielder, offering to improve its performance if the wielder performs evil deeds. For example, it might claim it can only produce +3 Enhancement effects if a helpless victim is slain. It might then require monthly repeats of the sacrifice to 'maintain its power.' It might argue that criminals or monsters don't count because they are already evil to persuade Good characters.

It is a minimum of +2 Enhancement, but can be able to offer up to +5 Enhancement if the dagger chooses.
It has telepathic communication with anyone who holds it.
It can inflict up to 5d4 bonus damage of Evil type, (or Negative Energy,) at the devil's option. It may offer only a portion of this total.
It can inflict Wounding damage.
It can inflict Agony, (Will save vs. DC 25 to endure, otherwise renders subject helpless for 1d3 rounds.)

If and when the character wielding the blade becomes LE, the dagger will seek an opportunity when the character is within 10 HP of death, then unleash 5d4 damage (Evil) upon its wielder. If this slays the wielder, the devil traps the character's soul for its own use, or for use in bartering with other devils. Such a victim cannot be raised so long as the devil remains upon the prime material plane.

Morphic tide
2018-05-28, 05:02 PM
93: Scaleburn Blade (3.X/PF)
A weapon with this enhancement, which must deal Slashing or Piercing damage and made of a material vulnerable to corrosion, such as steel or cold iron, is forever heated to a dull red in sunlight and covered in scales of corroded material. Once per round, as a Swift action, or as part of a single Attack action, the wielder of a Scaleburn Blade may break off the scales of rust, patina or other corroded substance, dealing 1d6 Fire and 1d6+Strength Slashing damage to enemies in a 5 ft. cone, and making each attack after that in the same round deal an additional 1d6 Fire damage and increase it's crit range by 1. Doing this causes damage equal to the wielder's Strength score to the weapon, though the weapon regains HP equal to it's Enhancement bonus each round.

Moderate Conjuration; CL 10; Create Magic Arms and Armor, Major Creation, Heat Metal, Price: +2 bonus

Bohandas
2018-05-28, 11:28 PM
Items from the shooter Postal 2 by Running With Scissors

91.) The Postal Dude's Boomerang Machete (D&D 3.5)- This is a +1 Throwing Returning Keen Amputating (see #25a above) Machete, except it can be thrown by a non-proficient wielder and the returning property continues to work even if the wielder has moved since throwing it, provided that there is not cover between the wielder and the returning weapon.

Strong Necromancy and Transmutation; Cl 16; Craft magic arms and Armor, Keen Edge, Magic Stone, Telekinesis, Wither Limb; Price 132000 gp

A normal machete deals 1d6 points points of slashing damage, has a threat range of 19-20, and is an exotic weapon.

92.) Shovel of Flight* (D&D 3.5)- This shovel has the bizarre and incongruous property that a holder who jumps in the air and swings it about can fly as per the Fly spell for as long as they keep swinging the shovel around. The shovel lacks the Fly spell's usual failsafe

transmutation; CL 5; Craft Wondrous Item, Fly; 28500-31000 gp

*from enhanced/newgame+ mode

EDIT:
Actually the shovel may be up to 61000gp, as I neglected to factor in the price hike for being a continuous version of a spell with a duration of less than hours. That said, the awkwardness of its use probably cancels it out.

jqavins
2018-05-29, 02:48 PM
94) Decanter of Endless Beverage

This item may look like any stopperable container from which drinks are likely to be poured, be it a bottle, a waterskin, or whatever else, even a pitcher so long as it has a close fitting lid. When the stopper is removed and a command word spoken, a stream of any non-magical liquid can be poured forth. Three different liquids can be poured, using three different command words. Ice cold water, boiling water, wine, coffee, strong liquor, or anything else. The liquid need not be potable, so it can be poison, lamp oil, etc.

No more than 25 g.p. worth of liquids can be produced per day, so good wine, brandy, and strong poisons are seriously limited, water is unlimited, and cheap items like poor wine might as well be.

The three liquids and their command words are chosen when the decanter is crafted, and the liquids may be changed later. (For this reason, the command words are often variants on "One", "Two", and "Three".) When the decanter is ready to be "loaded", simply say each command word and then pour in one pint or 10 g.p. worth (whichever is less) of the desired liquid. All the liquids must be thus loaded within one minute, and any command word not so loaded will produce no result until the decanter is reloaded at a later time. To prepare the decanter for reloading, leave it unused for one full week (or longer).

Evoker
2018-05-29, 09:38 PM
The Stick of Power.

This magic item is a sturdy stick, capable of dealing 1d4 Bashing damage. Attack rolls with it suffer a -2 penalty. However, any creature vulnerable to Mind-affecting effects that sees it must make a DC 15 Will saving throw or become convinced that the stick is, in fact, a massively powerful magical sword. This save can be repeated every day. Any data that they receive that refutes this will be ignored or even reacted to in a hostile manner. If it is used in combat, the wielder believes that his foes are being affected as though they are being struck with a +5 Vorpal Longsword. If struck with the stick, creatures affected by the delusion that it is a massively powerful sword are entitled to a Will save of DC 8 to notice that the Stick is not an actual sword. If they fail, however, they still take damage as though struck with a normal stick.

Caster level: 5th; Prerequisites: Craft Arms and Armor, Suggestion. Market Price: 100Gp.

Bohandas
2018-06-13, 12:23 PM
96.) Tasha's Hideous Applause Light
This device consists of a lanetrn in a large box mounted on a wall. One side of the box is made of clear glass and on it is written the word "LAUGH" in large block letters. The rest of the box is opaque and etched with mystic runes. When the lantern is lit, illuminating the sign, anybody within 35 feet looking on the sign (treat as a gaze attack in a semicircle facing the same direction as the sign) is affected by Tasha's Hideous Laughter (DC 12 resists, CL 4)

Enchantment; CL4; Craft Wondrous Item, Tasha's Hideous Laughter; Price ~16000 (between 8000 gp if we consider it a bulky piece of wondrous architecture {Stronghold Builder's Guidebook pg 70} or 32000 if we consider it an item with no space limitation, possibly up to 38000 if we consider that it can afgect multiple targets); Weight 35 lbs

EDIT:
Actually the price should be ~30000 gp, it's clearly a bulky piece of wondrous architecture but I forgot the price hike for continuousing a spell measured in rounds

JoshuaZ
2018-06-13, 02:28 PM
97) Ammit's Cartouche

This amulet appears to be a small sandstone circle with hieroglyphs denoting Ammit the Devourer. Whenever the wearer casts a spell or uses any other effect with the [Death] descriptor, the save DC is increased by 1, they get a +2 bonus to penetrate spell resistance, and the effect ignores any Death Ward effect whose caster level is at most 10. However, the amulet comes at terrible risk: If a wearer dies at any time while willingly wearing the amulet (magical compulsion or intimidation into wearing it do not count), then Ammit consumes their soul, and it is impossible for them to be resurrected by any means short of divine intervention. So all-consuming is Ammit's hunger that this effect applies even to beings who have a special ability to return, such as a lich.

Strong Necromancy; CL 15, Craft Wondrous Item, able to cast a necromancy spell with the [death] descriptor of at least 7th level, Spell Focus(necromancy). Cost 50,000 gp

98) Blackened Scrollcase

This appears to be a charred scrollcase. The scrollcase is able to hold up to 3 scrolls. If the bearer has had a scroll in the scrollcase for at least 24 hours, then the bearer treats their own caster level as 4 higher for purposes of whether they can cast the scroll without a caster level check, and if they do need to make a caster level check, they get a +4 bonus to the check.

Weak divination; CL 3, Craft Wondrous Item and Scribe Scroll, read magic, cost 500 gp.

jqavins
2018-06-13, 02:40 PM
98) Blackened Scrollcase

This appears to be a charred scrollcase. The scrollcase is able to hold up to 3 scrolls. If the bearer has had a scroll in the scrollcase for at least 24, then the...
Is that 24 hours?

JoshuaZ
2018-06-13, 03:45 PM
Is that 24 hours?

Yes, fixed thank you.

brian 333
2018-06-16, 07:06 PM
99: Reliquary of the Saint

Within the box, jar, of other style of container, (sometimes hollow ceramic statuettes are used,) an artifact or body part belonging to a venerated hero who inspired a cult of worshippers to follow a particular deity is magically sealed and sanctified.

The reliquary contains a portion of the saint's consciousness and provides any worshipper of the deity the benefits of a consecrated sanctuary. The worshipper must be in line of sight and within 5 feet x reliquary level to gain this bonus which at a minimum grants a +2 bonus to all combat rolls of the faithful and a-2 penalty to all foes.

The reliquary's level depends upon the highest caster level of the deceased saint. For this purpose assume the dead saint is a cleric of the highest character class. The highest spell level available to such a cleric determines the level of the reliquary for the radius of the sanctuary effect.

Further, each reliquary stores a number of spells equal to those available to a cleric of the dead saint's level. These spells may be cast by any cleric of the faithful who is within range, but only the one with the highest exp can cast from it if more than one attempts to do so in the same round. These spells are assigned to the reliquary and are not useable for spontaneous casting or counterspelling.

Spells cast from the reliquary require fifteen minutes of prayer per spell level to recharge.

Defiling the reliquary prevents its function untill it is re-consecrated. A defiled reliquary can be used by an enemy of the saint as if 1/2 its level, rounding up.

Bohandas
2018-06-17, 12:10 AM
100.) Maslow's Golden Hammer (Lesser Artifact) (D&D 3.5)

This +4 Metalline (magic Item Compendium pg 38) light hammer deals 1d4 points of bludgeoning, slashing, and piercing damage when used as a weapon. Additionally upon striking a creature it gains the Bane property against that creature type. If it later strikes a creature of a different type the bane property changes to match the type of the new target; but it cannot change more than once every five minutes (if it strikes a creature of a different type before the five minutes is up it retains the type of bane it currently has). Additionally, it is a great tool for any job and adds a +2 circumstance bonus to any skill check in which it is employed as a tool (even if the skill wouldn't normally use tools). As often as desired the hammer can also apply any Prestidigitation effect or Mending, Cure Minor Wounds, Inflict Minor Wounds, Repair Minor Damage (Eberron), Preserve Organ (BoVD), Light, or Purify Food and Drink to any thing it strikes; as well as Amauensis (Spell Compendium) by striking first the source and then the target. Finally, once per day the hammer can cast Limited Wish on anything that it critically hits (as with the vorpal property roll for the crit even on creatures that would normally be immune)

jqavins
2018-06-17, 09:13 AM
99: Reliquary of the Saint
The reliquary's level depends upon the highest caster level of the deceased saint. For this purpose assume the dead saint is a cleric of the highest character class.
How is this different from just the deceased highest class level? Example, please?

brian 333
2018-06-17, 09:41 AM
How is this different from just the deceased highest class level? Example, please?

I worded that poorly. It should say, "for saints who had no class levels in a spell-casting class..."

CawCawMarmalade
2018-06-18, 12:09 PM
101. Chilli con Prisma
A bowl of chilli seasoned with enchanted spices. Eat a spoonfull with a free action, and gain a breath weapon version of prismatic spray for your next round. Loses its effect until the last spoonfull is completely digested (twelve hours).

102. Bowl of Isolation
500ml ceramic bowl enchanted to keep anything put inside at its original temperature.

103. Bowl of the Gourmand's Curse
A small wooden bowl which compells whoever sees it to ravenously devour anything in it. Put a polymorphed villain in and show it to their allies!


My actual experience with DnD is pretty low, so I may need some help with the details...

brian 333
2018-06-26, 11:00 PM
104: Lenses of Gaze Reflection

These lenses are set in wire-frames with arms which curl behind the ears to hold them firmly in front of the eyes no matter how vigorously the wearer moves. The lenses are enchanted with a polarization spell which reflects intense lights while allowing normal viewing in very dim lighting conditions, but they do not enable darkvision or low light vision, nor do they mitigate any effects of darkness, magical or otherwise.

Instead, these lenses appear as mirrors to anyone viewing the wearer. Any creature who attempts to use a gaze attack against the wearer instead has that attack reflected back.

Additionally, the wearer is immune to the effects of any blindness or any other disability inflicted by a very bright flash or light source. The wearer can look into the sun and discern objects in its field of glare without damage to the wearer's eyes.

Bohandas
2018-08-22, 12:08 PM
105a.) Magic Basin- This bowl attached to a heavy runed stand refills itself when water is poured out of it, but no more that one gallon per day

Faint Conjuration; Craft Wondrous Item, Create Water; Price 50 gp

105b.) Magic Water Bowl- This bowl refills itself when water is poured out of it, but no more that one gallon per day

Faint Conjuration; Craft Wondrous Item, Create Water; Price 100 gp; Weight 1lb + the weight of any water

Kyrell1978
2018-08-22, 01:04 PM
106: Boots of the skirmisher: Requires the skirmish ability to use. Always active. Allows the wearer to teleport 10 feet as a 5' step. (based on the spell slipping the ranks). I made this up in a game in which I was playing a swift hunter (ranger/scout) to get skirmish damage with the full attack.

gooddragon1
2018-08-29, 09:06 PM
107:

Prismatic Gauntlet

This golden colored +1 gauntlet is studded with 7 gems and reveals its powers when worn. Although it appears to be made of gold, it is actually an alloy of metals that have the appearance of gold. It has 5 outer gems (one on each knuckle) and 2 gems on the center area as follows: A red ruby on the thumb knuckle, a yellow topaz on the pointer finger knuckle, a blue sapphire on the middle knuckle, a purple amethyst on the ring finger knuckle, an orange garnet on the pinky knuckle, an emerald in the middle area to the left, and an indigo tourmaline in the middle area to the right. These gems glow faintly until their ability is used up for the day. The gems function only when pressed down by the wearer (a standard action, and only once per day for each) as follows:

Ruby: The wearer makes a ranged touch attack for 20 points of fire damage (Fortitude Half).
Garnet: The wearer makes a ranged touch attack for 40 points of acid damage (Fortitude Half).
Topaz: The wearer makes a ranged touch attack for 80 points of electricity damage (Fortitude Half).
Emerald: The wearer makes a ranged touch attack to inflict poison on the target that kills them on a failed Fortitude save or deals 1d6 Con damage on a successful save.
Sapphire: The wearer makes a ranged touch attack to turn the target to stone on a failed Fortitude Save.
Tourmaline: The wearer makes a ranged touch attack to cause the target to become insane (as the insanity (http://www.d20srd.org/srd/spells/insanity.htm) spell) on a failed Will save.
Amethyst: The wearer makes a ranged touch attack to send the target to another random plane on a failed Will save.

Each of these abilities fires a ray out to 60 feet and the saving throw DC is 20. The above gem abilities allow spell resistance except for the ruby, garnet, and topaz abilities. In addition to these abilities, the gauntlet provides the following bonuses until the corresponding gem power listed above has been used:

Ruby: +2 deflection bonus to AC against nonmagical ranged attacks.
Garnet: +2 deflection bonus to AC against magical ranged attacks.
Topaz: +2 resistance bonus to fortitude saves.
Emerald: +2 resistance bonus to reflex saves.
Sapphire: +2 resistance bonus to will saves.
Tourmaline: +2 resistance bonus on saving throws versus spells and spell like abilities.
Amethyst: +2 luck bonus to damage rolls with nonmagical attacks.

Strong Evocation; CL 13th; Craft Wondrous Item, prismatic spray (http://www.d20srd.org/srd/spells/prismaticSpray.htm); Price 40000 gp; Weight 1 lb.

===

Infinity Gauntlet... +1 (as requested), from here: http://www.giantitp.com/forums/showthread.php?479748-Prismatic-Gauntlet-3-5-Magic-Item

Vaern
2018-08-29, 10:56 PM
One thing I would change about that gauntlet is using Prismatic Ray from Spell Compendium as base spell for creating the item instead of Prismatic Spray. All of the effects it produces are exactly the same, except that the spell is a level lower which will drop the cost. The spell also produces a single-target ray (ranged touch attack + saving throw) instead of a cone, which more closely resembles the functionality of the gauntlet, and could justify tripling the range of the gauntlet's abilities.

brian 333
2018-08-30, 12:37 PM
108: The Sphere Of Planar Travel
Artifact

A multifaceted gem about 1 1/2 inches in diameter floats unmoving when released, but appears to weigh 50 pounds when stowed in a pack or pocket. When manipulated it appears to weigh like a gemstone of its size. The gem pulses in a variety of colors, generating light which allows normal vision at up to 20 feet.

When the item is researched for 30 - Spellcraft Ranks days, any character with the Spellcraft Skill can control the item and use its powers:

1) The gem can create a spherical Force Field centered on the gem with infinite hit points which can contain 1 medium-sized creature per caster level, (minimum = the wielder if not a spellcaster.) Nothing short of godlike power or another artifact can penetrate this force field, neither entering or leaving the sphere. Within the Force Field environmental conditions which suit the wielder.

2) The gem can allow the wielder to fly at will as the fly spell. If the Force Field is active, all occupants fly with the wielder. The gem must be in hand to be used for flight.

3) The gem can teleport the caster as the Teleport Spell. If the Force Field is active, all occupants teleport with the caster.

4) The gem can be used to travel the Astral Plane. If the Force Field is active all occupants within it travel with the wielder. Any plane contiguous with the Astral Plane may be visited but, outside of the Force Field, the gem offers no protection from the natural environment of any plane.

The gem cannot travel on or enter into the Etheral Plane. If the Plane Of Shadow is, like the Etheral Plane, contiguous with multiple Prime Material Planes, it is similarly inaccessible through use of the gem.

There are several drawbacks to owning this gem:

A) To attune the gem a character must permantly sacrifice one Ability Point. Thereafter, so long as no other creature attunes itself to the gem, that Ability Score may not be buffed by any means, though it remains subject to drains and healing. So long as the gem is attuned to a character, that character may not assign Ability Point Increases such as are gained via levelup or tomes to that Ability. Once the gem passes to a new owner, the Ability Score can be buffed and improved normally, but the sacrificed point can nevef be recovered, even via Wishes or the power of divine beings.

B) Outsiders not on their native planes have a -2 (-10%) Reaction to the wielder of this stone.

C) Creatures native to the Astral Plane are automatically Hostile to the wielder if they can see or otherwise sense the presence of the gem.

Vaern
2018-08-30, 10:25 PM
109. Glass Eye of Sight
Often created and sold for those who have lost an eye or gone blind, whether by battle or disease, the glass eye of sight allows a blinded user to see once again. These glass eyes are astoundingly detailed, and can be found or created in any color.
In order for a glass eye of sight to function, it must be placed in the empty eye socket of its user. As the user dons the glass eye, she is immediately able to see again as though the glass eye were a normal human eye. The glass eye is immune to any effect that causes blindness, though the user's remaining real eye (if any) is still subject to such an effect.
Creatures with darkvision, low-light vision, or similar forms of sight retain these abilities so long as they have one natural eye, but take a -1 penalty to attack rolls and a -2 penalty to spot and search checks made in dim or dark conditions due to the glass eye.

Requirements: CL 5th; Craft Wondrous Item, remove blindness/deafness; Price: 10,000 GP

110. Mage's Glass Eye
The first item of this kind was created by a wizard who had lost an eye in experiment and simply sought to make the best of a bad situation. It is not unheard of, though, for an adventurer who stumbles upon a glass eye to pluck one of his own out to reap the benefits of this trinket. The iris of a mage's glass eye glows ever so slightly and is usually bright blue, green, or occasionally purple.
In order for the mage's glass eye to function, it must be placed in the empty eye socket of its user. As the user dons the glass eye, she is immediately able to see through it. Like the glass eye of sight, it functions as a normal human eye and imposes penalties in darkness.
Unlike the glass eye of sight, the mage's glass eye does not grant protection from blindness. Instead, the user is able to see magical auras as though under the effects of a permanent Arcane Sight spell.

Requirements: CL 5th; Craft Wondrous Item, arcane sight; Price: 24,000 GP

111. Eye of the King
First created for a king whose eye was lost in an altercation with an insubordinate soldier, this eye grants its bearer the power of the kings, allowing its wearer to impose his will on those who meet his gaze. Like the glass eye of sight it can be found in any color, though it gives off a bright purple glow when its powers are activated.
Like other glass eyes, the Eye of the King requires the loss of one's own eye to use and functions as a normal human eye when inserted into his empty eye socket. In addition, once per day, the user of the Eye of the King can activate its first power as a full-round action to enthrall a subject, as the spell (will negates, DC 15). Doing so is a gaze attack and requires making eye contact with the subject. An affected creature actively maintains eye contact and listens intently to the user of the eye until either released or interrupted, up to a maximum of ten minutes.
In addition, once per day the user of the Eye of the King can activate its second power to command a subject to enact his will. This power requires a full ten minutes to invoke, wherein the user of the eye must maintain eye contact with his subject and may describe his commands in as much or as little detail as desired. This may be used in conjunction with the eye's ability to enthrall a target in order to command a captive audience, though this is not necessary if the subject is willing. If the subject's focus or the user's concentration is broken during the casting time of this effect, it fails. Otherwise, the subject is compelled to obey the orders it has been given as though affected by the geass spell (no saving throw). The eye may only ever affect a particular creature once with this ability. If an interruption prevents the geass from taking root, the daily use is wasted and the subject may no longer be affected by the ability.

Requirements: CL 11th; Craft Wondrous Item, enthrall, geass/quest; price: 60,000

(I may have fudged the prices a little bit. Non-customary item slot one one hand, requiring the loss of an eye on the other hand, blah blah blah, they're not exactly by the book)

brian 333
2018-09-02, 02:44 PM
Idea stolen from above.

112: Onyx Eye

This magical gemstone, when placed in an empty eye socket, becomes an ordinary-seeming eye that matches the user's lost eye in appearance. However, when any of its powers are evoked, it resumes its solid black color and faceted appearance.

The eye cannot be used to see in bright light. Any illumination bright enough to read by renders the Onyx Eye useless. Torches and lanterns meet this level of illumination within 15 feet of the source.

Under a full moon the eye allows Darkvision up to 30 feet. The user cannot read, but can observe shapes and motion without color. -2 to all ranged attacks. Candles achieve this level of illumination within 5 feet of the source.

Under a starry sky the eye allows Darkvision up to 90 feet. The user can read normally, and can discern distance, with very muted color vision. All Darkness related combat penalties are negated by the eye.

Foxfire or firefly type illuminations allow the user to see up to 120 feet, and reading, even at a distance, is allowed. Bright colors can be discerned as if the viewer used normal sight in a heavy thunderstorm. All Darkness related penalties are negated by the eye.

In Absolute Darkness the Onyx Eye can see as well as the user could see with a perfect, healthy eye in full daylight. All Darkness related penalties are negated. This is the default condition within a Darkness Spell which the Eye does not dispel. When cast outdoors in daylight, or anywhere within the illumination levels as described above, the user of the eye can see perfectly into and within the zone of magical darkness, and within the restrictions as set forth above outside the Darkness effect, depending upon ambient lighting conditions.

Users of such an Eye may use their normal eye and the Onyx Eye simultaneousy, so while travelling in a dark cavern with torchlight, the normal eye can see within the illuminated radius while The Onyx Eye can see beyond, with some overlap at the outer edges of the radius of illumination.

Shadows, shades, and creatures native to the Plane of Shadow see the eye as a painfully bright light source. This light is not harmful to them in any way, other than that it negates any of their stealth or combat bonuses which rely upon Darkness or Shadow. Under any level of illumination such creatures can be seen normally by The Eye's user.

Light Spells negate the function of the eye within their radius of illjmination. A Light Spell cast upon the Eye itself dispells its power for the duration of the Light Spell, plus a number of hours equal to the caster's level. Afterwards the eye functions normally.

113: Wizard's Eye

This grey lump of glass is roughly the size and shape of an eye. When attuned and placed in an empty eye socket, it transforms into a Wizard's Eye.

The Wizard's Eye has an octagonal black pupil surrounded by an iris in the shape of an octogram, each point of which is a color of the rainbow: violet, indigo, blue, green, yellow, orange, red, and magenta. The sclera is as white as the pupil is black.

The user of the eye can observe the residue of magic in the environment long after a spellcaster has gone. Treat this as a ranger's tracking ability in relation to the use of spells or spell-like powers.

The user of a Wizard's Eye benefits from a constant Detect Magic effect, and casually observes the magical auras of beings and items. Any Identify attempt automatically succeeds in distinguishing the School and Level of the magic, and a +10 bonus is granted to all other aspects of the Identify atrempt.

The user of a Wizard's Eye can descern individual patterns of energy use by a spellcaster when observing the spellcaster casting a spell or invoking a spell-like power from an item, (Spellcraft DC:20.) This may allow the Eye user to determine if an observed effect was cast by a particular individual. (Both caster and effect must be successfully observed as an intentional act.)

Otherwise, the eye functions as a normal eye for the species of the user.

gooddragon1
2018-09-02, 05:13 PM
One thing I would change about that gauntlet is using Prismatic Ray from Spell Compendium as base spell for creating the item instead of Prismatic Spray. All of the effects it produces are exactly the same, except that the spell is a level lower which will drop the cost. The spell also produces a single-target ray (ranged touch attack + saving throw) instead of a cone, which more closely resembles the functionality of the gauntlet, and could justify tripling the range of the gauntlet's abilities.

Hadn't heard of that spell and I wanted to keep it core only. If I do that it would lower the save DC which is okay, but would it be too strong (with the secondary benefits) for the lower cost? Also, I don't know the level of prismatic ray.

Vaern
2018-09-03, 12:45 PM
Hadn't heard of that spell and I wanted to keep it core only. If I do that it would lower the save DC which is okay, but would it be too strong (with the secondary benefits) for the lower cost? Also, I don't know the level of prismatic ray.

Prismatic Ray (http://dnd.arkalseif.info/spells/complete-arcane--55/prismatic-ray--508/index.html) is two spell levels below Prismatic Spray (http://dnd.arkalseif.info/spells/players-handbook-v35--6/prismatic-spray--2640/index.html).
Honestly, I don't know exactly how the item should be priced to begin with. The defensive abilities have a fairly static value based on the magic item creation guidelines table, but they would be a bit cheaper than normal based on the fact that they become inactive when a stone's power is discharged.
As for the prismatic effects, being able to produce the seven possible effects of a prismatic spell each once per day is a unique effect that makes the item very awkward to try pricing. One might say that each of the rays is related effects and thus each one could be discounted from the last, but one might also say that each of them should be considered a 1/day casting of the same spell which would end up costing 7/5 the cost of an infinite-use item.
It might be a bit less messy to rewrite each stone as a separate item with the ability to cast its ray once per day, feeling free to take liberties to arbitrarily adjust the price of each stone according to its individual effect, and then make the gauntlet itself an independent item which grants the passive bonuses of gems socketed into it as a set bonus.
Another option to simplify the pricing, which completely slipped my mind until now, would be to use Prismatic Eye (http://dnd.arkalseif.info/spells/magic-of-faerun--20/prismatic-eye--1685/) as the base spell for the item. It creates an orb which can fire seven rays, one for each prismatic effect, before dissipating. That way the whole item could be priced as though replicating a single spell effect once per day, for roughly 24k. The passive bonuses and the cost of the +1 gauntlet itself would probably bump it up to about 30-35k, give or take.

Bohandas
2018-09-30, 09:39 AM
114.) Magic Eight Ball

This is a black sphere that has a small window on one end and is emblazoned with a numeral 8 on the other end. Shaking the ball and asking a yes or no question causes an answer to appear in the window, giving a yes-or-no answer as if augury had been cast.

Moderate Divination; CL 14; Craft Wondrous Item, Augury, Price 12000 gp

115.) Magic Infinity Ball

This is a black sphere that has a small window on one end and is emblazoned with a lemniscate on the other end. Shaking the ball and asking a yes or no question causes an answer to appear in the window answerib the question as if augury had been cast. If the ball is shaken for two full minutes the ball provides a significantly more detailed answer, explaining the backgrounds of the people, places and things involved as if Legend Lore had been cast regarding them and how they play into the question at hand to make the answer what it is. Generally a magnifying glass will be required to read this longer form answer.

Strong Divination; CL 17; Craft Wondrous Item, Augury, Legend Lore, Price 194000 gp

ixis01
2018-10-02, 12:27 AM
116) Staff of confidence
This staff is often used by the high priests of Kuo-Toa and is inevitably topped with the image of whatever random thing they have applied divinity to. But the top is easily removable and can be replaced with any icon carved of wood without effecting its function (but does not function with nothing affixed to the top).
Holding the staff gives you a feeling of confidence and surety in your beliefs. As long as you hold this staff you have a +2 bonus to charisma and you have advantage on any charisma check to convince someone of anything.
CURSE: If you lie while holding this staff and making a charisma check you must make a wisdom save vs your charisma roll or you believe your own lie and can not be convinced otherwise.

jqavins
2018-10-02, 07:19 AM
116) Staff of confidence...Is this Dumbo's magic feather, i.e. a placebo?

ixis01
2018-10-02, 06:22 PM
Is this Dumbo's magic feather, i.e. a placebo?

Not quite. It's definitely magical. It makes you look and feel more confident so people (including yourself) have more confidence in what you're saying and are much more likely to believe you. I've edited it to represent this.

Raucous
2018-10-03, 05:44 PM
I just had an idea for a magic item and had to share it here or I would have to run out into the street screaming it.

117) Devil's Advocate (name is work in progress)
A wand/staff that can be used once per (year, month, ???)
As an action, anyone can use the Devil's Advocate to deal XdY damage to target creature within short range. The wielder of the Devil's Advocate is dealt X*dY* damage in order to activate the item. X is the associated creature's number of hitdice and Y is the hitdice type. The * numbers are for/from the creature activating the item.
A commoner carrying this can deal 13d12 damage to a Dragon and take 1d8 damage himself. If the caster hits 0 hitpoints, they immediately die and can only be revived with a wish (or DM's choice of resurrection quest).
I do not plan on ever putting this in a game unless my players reach crazy high levels and I may gift this to them as the entire reward for killing a big boss, or just found drop it in an abandoned shack to see what they do with it.

I have no idea if there is something of this nature out there already but it came to mind and I had to write it down.
I feel this could be something one would get from a deck of many things as well.
The whole Wand/Staff debacle could probably be a way to determine how powerful it is. Wand is 1 use or 1/year and staff is 1/month type thing. I also had thought that the damage dealt could be the number of days until it could be used again, to keep it from not being used ever and to trick players into allow the chance of using it on something magic'd to look terrifying that is actually a mouse.

Feel free to give feedback, or ignore. I probably won't be on here again for a month or more anyways.
(edit: forgot to number it)

Vaern
2018-10-03, 08:23 PM
"The Devil's Advocate [Name Subject To Change] may be activated once per month to fire a ray which deals one die of damage to the target for each hit die it possesses on a successful range touch attack, to a maximum of the user's hit dice. The size of this damage die is equal to the racial hit die appropriate to the target.
When activated, the user of the Devil's Advocate [Name Subject To Change] suffers backlash damage as though he has also been struck by the ray, regardless of whether the attack is successful."

Using racial hit dice may make it a rather lackluster item to use against humanoids, but simplifies damage calculations against targets with levels of multiple classes with different HD sizes (depending on the system; I haven't looked far enough into 4e or 5th to know of racial hit dice are still a thing for playable races). Still just add good against anything that doesn't advance by class levels, which is most of the monster manual.
Limiting the damage by the user's hit dice will allow you to give it to a group at pre-epic levels without having to worry about them one-shotting things that are a significantly higher level than themselves.
I might also treat the backlash damage the same way as the backlash that can be added to an epic spell seed. If the user dies from backlash, he can still be resurrected normally, but loses a level with true resurrection and loses two levels with spells that normally cost two levels.

brian 333
2018-10-03, 11:13 PM
118: The Hammer Of Destiny

"Destiny is a smith who takes a bit of raw steel, forging it into a shape and for a purpose the ore could not imagine or desire. Beware the Hammer Of Destiny, for it will shape you whether you will it or not, and the person you were will be shed as slag on the forge, becoming something new, a tool designed for a purpose not of your choosing."
From the teachings of Saint Valdain.

The Hammer Of Destiny was forged by Valdinite priests in the distant past. It is a powerful weapon against the forces of Chaos. Heroes of legend have wielded it in peace and war, attributing to it various traits which enabled these heroes to accomplish deeds no mortal could achieve.

Some of its abilities are:
Enhancement bonus versus Chaos
Ability to create Masterwork weaponry as a simple task, to a limit of one per character level of the wielder per day. All costs are the same as normal crafting requirements.
Positive Energy Burst 3x/day - double rolled damage, all additional damage is positive energy damage.
Teleport without error to any location known to the wielder 1/day.
Time Step 1/day - the ability to step back in time for three combat rounds, effectively creating a double which has free will to act as it wishes. This also means that the double, (not the original,) sustains damage when the original does, and after three rounds the original must Time Step.
Rally - at will as a full round action the wielder improves allied morale within a 30' radius.
Mass Heal - 1/dayas the bard spell cast at the character level of the wielder.
The Face Of Law - 1/day the wielder gains the benefit of a Horrid Visage spell versus chaotic enemies.

When non-lawful characters touch the weapon they are shifted 5% toward Lawful alignment. After 10 touches a Chaotic character becomes Neutral, and after 20 touches a Neutral character becomes Lawful. Every melee round is considered a touch for this purpose.
When Chaotic characters touch the weapon it inflicts 1d8 Positive Energy damage per round.

jqavins
2018-10-04, 09:38 AM
118: The Hammer Of Destiny...I picture this in the hands of a blacksmith, turning out masterwork items, unaware of what it is. He never uses most of the other powers, and when some few of them "happen" once in a great while he is not aware of how or why.

brian 333
2018-10-05, 12:29 AM
I picture this in the hands of a blacksmith, turning out masterwork items, unaware of what it is. He never uses most of the other powers, and when some few of them "happen" once in a great while he is not aware of how or why.

Destiny has a way of changing your plans. I doubt the smith would have time to create many swords unless they are going to be needed.

119: Animated Shield

This magic tower shield offers protection as a normal magical shield, but 3 times per day it can be animated. When animated it acts without need of direction or control, interposing itself between the wielder and the most dangerous foe, granting the benefits of wielding the shield without the encumberence. While animated the shield offers 60% cover from ranged attacks originating from the facing of the foe who is the current greatest threat to the wielder.

The power of this shield can be invoked by anyone who knows its activation phrase; the ability to wield a shield is not required. The shield will de-animate three rounds after combat ends unless combat resumes prior to de-animation.

neohouse
2018-10-05, 03:23 AM
thanks for share

jqavins
2018-10-05, 07:38 AM
119: Animated Shield...
The power of this shield can be invoked by anyone who knows its activation phrase; the ability to wield a shield is not required.Ooh, what about arcane spell failure chance? It seems like there shouldn't be any while it's animated, which makes this a terrific item for squishy mages if they have a way to carry it when not in use.

brian 333
2018-10-05, 08:04 PM
Ooh, what about arcane spell failure chance? It seems like there shouldn't be any while it's animated, which makes this a terrific item for squishy mages if they have a way to carry it when not in use.

Why would it interfere with spellcasting? When animated it simply guards the one who invoked it as if it were an NPC.

120: Boots Of Dancing

These elegant boots are a courtier's dream, allowing the wearer to perform any dance style with the grace of a Dexterity 16 character. The wearer need not be aware of the style or even know the basics of dance, but clicking the heels together twice activates them and they perform in the style appropriate to the music being played.

These boots also grant a +3 To Hit bonus and a +3 AC bonus when in combat with a finesse weapon.

1 in 20 pairs of these boots are cursed, inflicting Otto's Irresistable Dance upon the wearer should he fail a DC 20 Reflex save when activating the boots.

Vaern
2018-10-22, 03:34 PM
121. Skin of Tolerance

This thick cloak has a smooth, gleaming exterior and a soft fur-lined interior. Any intelligent creature looking at the wearer of the skin of tolerance perceives the wearer as being the same species as herself, so long as the wearer of the cloak and the observer are within one size category of each other.
When projecting this glamer, the skin of tolerance attempts to maintain distinct features and characteristics of the wearer as closely as possible. For example, a human with green eyes and a scar across his cheek will appear to be an elf when seen by an elf, a dwarf when viewed by a dwarf, or a gnome when observed by a gnome, but in every case he will always have green eyes and a scar across his cheek. If a creature touches the wearer of the skin of tolerance and experiences a tactile sensation that is inconsistent with the visual illusion, that creature may make a will save (DC 13) to see through the illusion. A creature with the scent ability automatically gets a saving throw when within range.
A creature under the effects of a polymorph or illusory disguise sees the wearer of the skin of tolerance as his or her true species. The wearer of the cloak is not aware of what he looks like to others and gains no special knowledge to aid his disguise, such as mannerisms or special abilities that a particular creature may possess.

Faint illusion; CL 3th; Craft Wondrous Item, reflective disguise; price: 12,000

Bohandas
2018-10-22, 06:04 PM
122.) Sidereal Immovable Rod

This works like a regular immovable rod exept that its immovability is relative to the distant stars. Depending on the time of day an activated rod will either slam into the ground and get pushed along, gradually digging into the ground as it goes, or else will ascend rapidly into the sky with anything attached to it as the planet moves away from it. Except in planets such as Oreth that are at the center of their systems, in which case it will merely rapidly shoot off into the distance as the planet rotates under it.

Moderate transmutation; CL 10th; Craft Rod, levitate; Price 5,000 gp.

jqavins
2018-10-23, 07:59 AM
122.) Sidereal Immovable Rod...So, on Earth, for example, it moves with a vector velocity that is counter to the sum of the ground's rotation (roughly 1038 mph times the cosine of the latitude in magnitude) the planet's orbital velocity (roughly 66,661 mph in magnitude) and the sun's orbital velocity around the galactic center (about 514,500 mph in magnitude). Clearly, the sun's motion dominates, meaning the object instantly accelerates to about half a million mph. At that speed, hitting air is as bad as hitting anything else, so there is an impact releasing about 2.9 ton TNT equivalent. (I assumed 1 pound mass.) This, of course, omits the fact that the "fixed stars" are not actually fixed, even relative to each other, some of them being other galaxies and the rest orbiting the galactic center at different rates depending on each one's individual distance from it.

So, pretty much instant death when activated, along with destruction of the item.

Vaern
2018-10-29, 05:48 PM
123. Geography Plotting Scroll
This wondrous item appears to be a moderately detailed map inscribed on a scroll of high-quality parchment, stored in an ornate case.
Once per day, the holder of a geography plotting scroll can speak a command word (usually inscribed on the case) to reset the map, causing all markings on the scroll to fade away. New lines begin to creep outward from the center of the geography plotting scroll and, over the course of ten minutes, map out a fifty mile radius centered on the holder of the map.
The GPS shows plots the area in moderate detail, noting forests, mountains, rivers and well-traveled roads, as well as landmarks such as lakes and settlements of at least hamlet size. The GPS does not map caves and, if used underground, creates a map of the surface above.

Faint divination; CL 2nd; Craft Wondrous Item, lay of the land; 720 GP

Bohandas
2018-10-31, 04:24 AM
124.) Foultain (3.5e)

This beautiful decorative fountain is hexed so that anyone who touches its water must make a DC 14 fortitude save or contact slimy doom with an onset time of one hour.

Necromancy; CL 5th; Contagion, Craft Wondrous Item;15000 gp (see str9nghold builders' guidebook pg 70 re. prices of large difficult to move items)

jqavins
2018-11-27, 04:34 PM
125) Belt of Straightening
When the wearer of this belt adjusts its position on his/her waste, all of his/her clothes become mended, clean, pressed, and straightened. In addition, s/he is clean, and has has a fresh haircut and (if applicable) shave.
Variant: This item can also be made as a neck tie to use the neck body slot instead of the belt slot.

Tothas
2018-12-09, 11:06 PM
126) Ring of Many Forms (5e)
Ring, very rare (requires attunement)
Slot: Finger Value: ?????g
"This bone ring has miniature skulls of numerous races, man and beast.

While wearing this ring, you can expend a charge as an action and cast*alter self. *The spell save DC is 15. *The ring has 5 charges and regains 1 charge each day at dawn.

If attuned by a character with at least 2 levels in the*Druid class, the ring enhances the Druid's*wild shape*class feature as follows: *

An additional*wild shape*per day,
Increases the CR of the*wild shape*by 1,
and Extends the time the Druid can remain in*wild shape*by 1 hour.

Must abide by all other restrictions of the Druid's wild shape ability."

Tothas
2018-12-09, 11:07 PM
127)Cloak of Monstrous Forms (5e)
Cloak, Rare? (requires attunement)
Slot: Back Value: 5000g
"This hooded cloak appears to be made from the hide of an unknown creature with a silver clasp shaped like a piece of vine with emerald leaves. The cloak shifts in shade and form, from brown fur to shimmering scales. Once worn by a great hero and thought lost in the Feywild, rumored to be unbreakable.

If attuned by a character with at least 2 levels in the*Druid class, the cloak enhances the Druid's*wild shape*class feature as follows: *the cloak permits 5 non-beast*wild shapes to be learned, subject to DM approval.

Cannot be of the following creature types: humanoid, undead, construct, plant, ooze, giant, abberattion. Must abide by all other restrictions of the Druid's wild shape ability.

The hide of the new creature must be harvested and laid over the cloak by the attuned character. On a successful Wisdom check, the hide is absorbed into the cloak and the bearer gains the ability to wild shape into the new creature. Check DC = 15 + creature CR. On failure, the harvested hide is destroyed in the process and another attempt cannot be made for 24 hours. Bearer may remove an unwanted form by placing their hand on the cloak and concentrating on the form they wish to remove. They can then grab hold of the cloak and pull the creature's hide out of the it."

Tothas
2018-12-09, 11:09 PM
128) Tentacle Harness (5e)
Wondrous, Legendary (requires attunement)
Slot: Back Value: ?????g
"Once attuned to this item, you can use a bonus action to unfurl four chains that are animated under your control.
Each animated chain is an object with AC 20, 20 Hit Points, resistance to piercing damage, and immunity to psychic and thunder damage. On your turn, you can use your action to make one chain attack for each chain (for which you are proficient). An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain is destroyed if reduced to 0 Hit Points. Once destroyed, a chain is permanently destroyed, and the tentacle harness becomes a nonmagical item when it has run out of chains.

Chain Attack: Melee Weapon Attack. Reach 15 ft., one target. 1d10 bludgeoning damage. The target is grappled (escape DC 8 + your Strength modifier + your proficiency bonus) if the chain isn't already grappling a creature."

Tothas
2018-12-09, 11:13 PM
129) Sword of Leah (5e)

This one is broken into 3 stages and is extremely powerful.

Broken Sword of Leah
Weapon (Long sword), Minor Artifact (requires attunement)
Slot: Weapon Value: ?????g
"Hereditary sword of the rulers of Leah, its blade is a deep, opaque black, with ribbons and ripples of incandescent green fire pulsing within the surface of the blade. This great sword is badly damaged, a third of the blade broken off with a jagged tip . It is a testament to its former power that it is still serviceable. If reforged, it might regain its former power.


You gain +1 to hit and deal an additional 1 necrotic damage when you hit a creature with this weapon. Attacks made with this weapon deal damage normally against incorporeal creatures, regardless of its bonus.

Damage: 1d8/1d10"

Reforged Sword of Leah
Weapon (Greatsword), Minor Artifact (requires attunement)
Slot: Weapon Value: ?????g
"Hereditary sword of the rulers of Leah, its blade is a deep, opaque black, with ribbons and ripples of incandescent green fire pulsing within the surface of the blade. This great sword was once badly damaged, a third of the blade broken off with a jagged tip. Since it was reforged, the Sword of Leah has regained some of its former power.

You gain +2 to hit and deal an additional 2 necrotic damage when you hit a creature with this weapon. Attacks made with this weapon deal damage normally against incorporeal creatures, regardless of its bonus.

Attacks made with this weapon also deal 1 point of bleed damage when it hits a creature. Multiple hits from this weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.

This sword is a Bane to Evil Outsiders. Against such a foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.

Damage: 2d6"

Awakened Sword of Leah
Weapon (Greatsword), Minor Artifact (requires attunement)
Slot: Weapon Value: ?????g
"Hereditary sword of the rulers of Leah, its blade is a deep, opaque black, with ribbons and ripples of incandescent green fire pulsing within the surface of the blade. This great sword was once badly damaged, a third of the blade broken off with a jagged tip. Since it was reforged, it has regained some of its former power. Once the blade was reconsecrated in druid fire,
the rest of its abilities returned.

You gain +3 to hit and deal an additional 3 necrotic damage when you hit a creature with this weapon. Attacks made with this weapon deal damage normally against incorporeal creatures, regardless of its bonus.

Attacks made with this weapon also deal 1 point of bleed damage when it hits a creature. Multiple hits from this weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon.

Upon command, the Sword of Leah is sheathed in green fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. On a critical hit, this weapon explodes with green flames, dealing an additional 1d10 fire damage.

Once per day, you can call upon the swords magic to wrap your body in protective flames for 1 minute.
Thin and wispy flames wreathe your body for the Duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it. While the flames are active, you have resistance to Cold damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the Shield erupts with flame, dealing 2d8 fire damage.

This sword is a Bane to Evil Outsiders. Against such a foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.

Damage: 2d6"

Tothas
2018-12-09, 11:15 PM
130) Ring of True Strike (5e)
Ring, uncommon
Slot: Finger Value: 250g
"This golden ring bears a single ruby with fine filigree that seem to be rays of light streaking toward a single point.


User can activate ring to give themself advantage on next attack 1/day"

Tothas
2018-12-09, 11:16 PM
131) Skull of the Arcane (5e)
Wondorous Item
Value: ?????g
"This skull is covered in arcane runes that seem to wrap around it like chains. In low light, the eye sockets seem to glow with a purple light.

User can ask a question pertaining to arcane magic. Adv. on arcana check 1/day"

Tothas
2018-12-09, 11:17 PM
132) Mug of Drunkeness (5e)
Wondorous Item
Value: 500g
"This metal banded wooden stein has runes that seem blurry and hard to focus on. Upon intense inspection, you find yourself getting thirsty.

Any liquid poured into this stein becomes alcoholic while maintaining all of its normal properties"

Tothas
2018-12-09, 11:19 PM
133) Bow of the Pact Keeper (5e)
Bow, uncommon (requires attunement by a warlock)
Value: ?????g
"This bow is made from a strange type of wood that seems to shimmer. Small vines wind along its length and a strand of silver serves as its string.

The bearer of this bow gains +1 to attack and damage rolls made with it. They also gain an additional spell slot, +1 to spell attack rolls and Spell Save DC"

Tothas
2018-12-09, 11:20 PM
134) Green Breastplate of Rage (5e)
Armor (medium), Uncommon
Slot: Chest Value: 500g
"This metal breastplate was handcrafted in Sandpoint for Keth the Sexy. Faint runes trim the neck and arm holes.


Grants bearer an AC of 15 + Dex modifier (max 2). Adjusts to size of individual wearing it. Glows green (dim light 10') when bearer enters a rage."

Tothas
2018-12-09, 11:22 PM
135) Falchion of the Deep (5e)
Weapon (Longsword), Uncommon (requires attunement)
Slot: Weapon Value: 500g
"This long, single edged sword has a blade that starts as light blue at the hilt before deepening into inky blackness at its curved point.

The bearer gains a +1 to attack rolls and damage rolls with this weapon. The bearer can hold their breath for 5 minutes before the onset of asphyxiation.
"

Tothas
2018-12-09, 11:24 PM
136) Quicksilver Steel (5e)
Weapon (Longsword), Uncommon (requires attunement)
Slot: Weapon Value: 500g
"In its natural state, this weapon appears as a longsword that was made from a single pour of silver. The blade ripples in response to contact but maintains its form and edge.

The bearer gains a +1 to attack rolls and damage rolls with this weapon. The bearer may use a bonus action to change the form of the weapon to any other simple or martial melee weapon. It always counts as a silvered weapon no matter what form it takes."

Tothas
2018-12-09, 11:26 PM
137) Pulse Stone (5e)
Wonderous Item, Rare
Value: ?????g
This glowing azure gem emits pulses of blue light in a radius of 30ft. Any undead that enter the radius must make a DC 15(change as desired) Wisdom saving throw or be stunned, enraptured by the stone until damaged( or loud noise?). The effect also ends if the stone is moved out of range or obscured from sight. The stone is fragile and if tossed or dropped, roll d20. A roll of lower than 5 causes the pulse stone to shatter upon impact.

Tothas
2018-12-09, 11:27 PM
138) Assassin's Axe of the Delver (5e)
Weapon (Battleaxe), uncommon (requires attunement)
Slot: Weapon Value: ?????g
"Dwarven runes are etched into the metal of this well-crafted battleaxe, occassionally flashing with a green glow. Five holes are spaced evenly along both of the axe's keen edges.

The bearer may add 1d4 poison damage to all attacks made during surprise rounds. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest path leading upward.
The bearer also gains a +1 bonus to attack and damage rolls made with this weapon."

Tothas
2018-12-09, 11:28 PM
139) Time Warp Staff (5e)
Weapon (Quaterstaff), Uncommon
Slot: Weapon Value: ?????g
"This golden staff is crowned by a hourglass with ever-swirling sands within. Flickers of arcane glyphs appear within the sands.

This staff holds 9 charges. It regains 1d6+1 charges at dawn.
You may expend charges to cast spells that have been placed inside the staff. It takes a number of charges equal to the spell level of the spell to cast.
Additionally, you can add new spells to this wand or staff. Doing so requires 1d4 hours of extensive labor and effort. During this time, you can take any spell from your spellbook and place it into a wand or staff in your possession. This staff can only hold a maximum of four spells."

jqavins
2018-12-10, 08:52 AM
Tothas, what's with all the spurious asterisks and quotation marks?

I like the first item of this dump, I'll have to read the rest at lunch time.

Bohandas
2019-02-19, 12:57 AM
140.) Ring of Greater Invisibility (3.5e)

This item functions as a Ring of Invisibility, except the ring applies the effect of a Greater Invisibility spell rather than a standard Invisibility spell, and thus the effect is not ended if the user makes an attack.


Moderate Illusion; CL 7; Prerequisites Forge Ring, [i]Greater Invisibility[/b]; Price 93334 gp

141.) Ring of the Invisible Basehead (3.5e)

This cursed item functions as a Ring of Invisibility, except the ring applies the effect of a Greater Invisibility spell rather than a standard Invisibility spell, and thus the effect is not ended if the user makes an attack.
However, the ring also carries a curse compelling the wearer to wear it constantly. Every time the ring is worn the user must make a DC 14 will save or become addicted to wearing the ring as if it were a drug with an addiction rating of "High" (see Book of Vile Darkness page 41 and/or Lords Of Darkness)

Aura Moderate Illusion; CL 7; Prerequisites Forge Ring, Greater Invisibility[/b]; Price 80000

142.) Nolzur's Deck of Shadows (3.5e)

Created by the demigod of illusions, this item functions like a Deck Of Illusions, except that instead of [i]major images the illusory creature are 80% real as if conjured by the Shades spell, and the cards can be reused provided that the the cards are not damaged, although a card that has already been used has a 20% chance of vanishing into the plane of shadows each time it is reused. This chance increases by 10% for a particular card every time that card's illusion is slain. When only six cards remain in the deck there is a 20% chance with each use that the entire deck disappears into the plane of shadows

If used on a plane not connected to the plane of shadows, the deck acts as a normal Deck of Illusions, except that the cards are reusable.

At the DM's discretion the deck may contain up to 19 additional cards (or however many you want, but 19 is the limit if you want to represent it with a standard deck of 52 cards plus joker) in the deck not present in a normal Deck Of Illusions (with power levels chosen to nerf or buff the deck as appropriate for the campaign; load it with weak creatures to make it weaker overall and with strong creatures to make it stronger overall)

Overwhelming Illusion; CL 20; Price Minor Artifact

Bohandas
2019-02-24, 08:43 PM
143.) Rod of Horrors (3.5e)

This works similar to a Rod of Wonders but the effects are more deadly and/or horriffic.

Effects without a listed range work out to medium range (210 feet for CL 11). Save DCs are spell level + 12

effects
001-002*Poison target as the druid spell
003-004*Fairy Fire surrounds target
005-006*Confusion effect centered either on caster (75%) or target (25%)
007-008*gust of wind but at tornado force
009-010*suggestion that the sharpest or hardest object carried by the target is delicious candy and needs to be eaten immediately
011-014*fog cloid surrounds caster
015-016*Stinking cloud at 30-ft. range (Fortitude DC 15 negates).
017-018*Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder
018-020*Summon an animal—a tiger (01-25 on d%), large viper (26-50), or squid (51-100). Assuming an environment where it can function (on land for the tiger or viper or in water for the squid) 55% chance it attacks the target, 15% chance it attacks the caster, 15% chance it obey's the caster;s orders, 15% chance it acts naturally
021-023*Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).
024-026*Swarm of bats pours out of the rod
027-028*Ray of Stupidity (SC) on target (90%) or caster (10%)
029-030*Ray of Enfeeblement on the closest 5 creatures in a 60 foot cone in the direction the rod is pointed. The spell still takes the form of rays and targets other than the primary target are attacked using the rod's attack bonus of +5 if itis lower than the wielder's attack bonus
031-032*Enlarge person on target if within 60 ft. of rod, otherwise on caster (Fortitude DC 13 negates)
033-034*Darkness, 30-ft.-diameter sphere/hemisphere, centered 30 ft. away from rod
035-037*Deeper Darkness centered on caster (50%) 0r target (50%)
038-039*Mold grows on everything in a 40 foot radius around the caster (90%) or target (10%)
040-041*Black Tentacles centered on target
042-043*Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size.
044-045*Target shunted to plane of shadows for 1d3 rounds
046-048*Bestow Curse on target
049-050*Reduce Weilder
051-052*Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).
053-054*Caster gains effects of an Invisibility spell
055-056*Fur grows from target if within 60 ft. of rod. Lasts for 24 hours.
057-058*Burning hot molten copper, enough to make 1d4x1000 cp, shoots out of the tip of the rod. It deals 2d4 points of fire damage to everything in a 10 foot cone and an additional 2d4 points of fire damage every round for the next three rounds as the molten metal sticks to the victims' skin
059-061*Rod turns into a small viper for 1d6 rounds and attacks the nearest creature (usually the wielder). If slain it turns back into a rod and is non functional for 1d6 minutes. Otherwise it turns back after the 1d6 rounds are up
062-063*Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
064-065*A 5 five foot wide line between the caster and targets fills wih webs
066-067*Teleport caster to target or target to caster (50% chance of either)
068-070*Mass Inflict Light Wounds (60%) or Mass Cure Light Wounds (40%) on either target (60%) or caster (40%) and the 10 nearest creatures within 30 feet
071-072*Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).
073-075*Scare on target and two closest creatures within 20 feet
076-078*All fires within 30 feet of target converted into choking smoke as per Pyrotechnics spell
079-080*Caster assumes Gaseous Form
081-082*Wall of Fire halfway between caster and target
083-085*Summon 1d4 uncontrolled dretches (50%) or manes (50%) near targey
086-087*Acid Arrow on target
088-089*Hideous Laughter on target
090-091*Minor Images of corpses are appear all over a 65 foor radius around the caster
092-093*Eagle's Splendor on caster
094-095*1d3 Spiritual Weapon daggers attack target
096-097*Caster's eyes glow
098*Estrange Person (http://www.giantitp.com/forums/showsinglepost.php?p=22905692&postcount=18) on target
099*Phantasmal Killer on target
100*Disintegrate target

Moderate necromancy; CL 11th; Craft Rod, bestow curse, creator must be chaotic neutral, or chaotic evil or neutral evil; Price 15,000 gp.

Elvensilver
2019-03-03, 01:53 PM
144) Iceskates of spring (Pathfinder)
Wonderous item, feet slot, 1000GP

"These expensive looking iceskates with fur-trimming and silver blades allow the wearer to travel on water, even if it's not freezing outside."

The Masterwork skates (+2 on acrobatik checks when skating on ice) freeze the water underneath the skater. If the temperature is to high for water to freeze naturally, every round an acrobatic check is needed to move atop of the ice:
DC: 10 +2*temperate in C°. Or DC10+(F°-32) . For salt water the DC is rised by 5, for stormy water you multiply C° by 3.



sweet water
saltwater
stromy water
stormy sea


0
10
10
15
15


1
12
13
17
18


3
16
19
21
24


5
20
25
25
30



When failing the acrobatic check the wearer falls into the water, and needs an acrobatic check of (DC of skating given the temperature)+10 to start skating again. While wearing the skates, you take -2 on all swim checks.

Due to the many risks of these iceskates they are mostly used if it is cold outside, but the ice isn't thick enough yet - then skating is safe. But maybe the PCs find these skates on a dead body...


Aura: faint Evocation, CL2 , creator needs ray of frost

Phhase
2019-03-03, 02:21 PM
145) "Acris"
Minor artifact Longsword

This enchanted longsword appears thoroughly rusted and worthless. It deals 1d2 slashing damage. However, uttering the command word causes the blade to ooze a pale reddish acid. This acid is considered nonmagical, and can be collected, stored, and sold. When toggled off, the blade will still be wet, and must be wiped clean before storage. Striking with the blade while on will leave a splash of acid that deals 1d6 acid damage. This damage also corrodes an enemy's armor if they have any. Striking an enemy multiple times will leave more and more acid on them, stacking the damage indefinitely. If a creature with acid on it is not attacked on a turn, it will lose 2d6 in stacks after damage is applied. If heat metal is cast upon the sword, then the acid will begin to bubble and boil. In addition to damage from heat metal, the acid will deal 4d6 damage per stack and an extra 3d4 fire damage besides (Hot acid is nasty).
Aura: Heavy Transmutation; CL12;

Beastlands
2019-03-05, 12:21 AM
Awesome list of great magical items. Really great ideas stuffed into this thread. What a find.

Bohandas
2019-03-05, 01:48 PM
146.)Figurine of Wondrous Power: Plush Bear (3.5e)

When this teddy bear is tossed down and the correct command word spoken, it becomes a living brown bear of normal size. The bear obeys and serves its owner, and understands Common (but does not speak).

If the Plush Bear power is broken or destroyed in its doll form, it is forever ruined; All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again after one full week. Otherwise, it can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word.

Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 10000 gp.

Phhase
2019-03-05, 03:52 PM
147.) Eye of the See-er
Major Artifact

Appears as a disembodied eye made of an unknown metal. Pure white, with a red iris. If the Eye is placed into an empty socket, it will affix and replace the missing eye, repairing the flesh around it. The Eye then calibrates itself. Random information from the environment will flood the user's brain. The user must make a Will Save (DC 27) or take 7d8 psychic damage and go mad for 1d4-1 days. On a successful save, half damage and no madness. Once the Eye acclimates, the user gains the following powers:

Intrinsic: Darkvision (120ft), Blinding effects are only 50% effective, +5 on vision-based checks or saves, +5 Initiative

Minor Functions
At will: clairvoyance, arcane eye, prying eyes, major illusion, locate object (10 Mile range), Locate Creature (10 Mile range), find the path (Caster level 20th).

Major Functions

Every time a major function is used, the user must make a Will Save (DC 40). If they fail, take 2d6 psychic damage. Failing three times in a row without taking a short rest causes 7d6 psychic damage on the third failure and madness for 1d6 days. No damage is taken on a successful save. After finishing a long rest, reduce the save DC by 1 for every failed save and 2 for every successful save (3 for any natural 20s). Magical healing is only 50% effective against psychic damage taken from this item. However, madness may be healed with magic normally.

At will:

True Strike (1 Action, up to 1 minute or until used)
The Eye casts a red ray upon a visible creature or object. If 20 + your base attack modifier would hit, the next attack you make against it automatically hits and critically strikes. This attack is considered +4 for purposes of DR. However, this attack cannot benefit from advantage in any way (No sneak attack). If the attacker can maintain three rounds of gaze uninterrupted, the attack forces a target vulnerable to critical strikes (e.g. not undead or oozes) to make a Fortitude save (DC 18 + your Str or Dex modifier) or die instantly. Instant death can only be inflicted by a weapon of equal or one size smaller size category than the target (A dagger is Small, a longsword is Medium, a lance is Large, etc.).

Analysis (1 Action, Concentration up to 1 minute)
The Eye casts a cone of red light up to 15 feet long and wide. Anything it falls upon is revealed down to the marrow of its bones. Nothing can block its sight. Add +10 to Investigation and combine the effects of detect evil and good, detect magic, detect poison and disease, identify, detect traps, detect thoughts, see invisibility, true seeing, x-ray vision, foresight (Caster level 20th). Every round this is active, make a Major Function save and increase the next Major Function save DC by 3 temporarily. Extra DC difficulty from this effect wears off after a short rest. Analysis can be combined with the arcane eye, prying eyes, and clairvoyance functions.

Once Per Week:

Spiritwrack (1 Action, Concentration up to 1 minute)
The eye casts out a focused red lance of energy into the eye of another creature. Make a ranged spell attack. While this effect does not require the creature to actually posses eyes, it does require it to have enough intelligence to be self-aware and form memories. A creature struck by the ray has the truth of its being exposed to its very core. Good creatures take 2d6 psychic damage per round and are paralyzed. Evil creatures take 3d6 damage instead. Each round, the affected creature may make a Will save for half damage and to break the effect. The base DC is 20. However, the following conditions apply:

Creature is Good-aligned: -5 DC
Creature is Lawful-aligned: -5 DC
Attacker has used Analysis on a creature the target has wronged: +5 DC for each Analysis
Attacker has used Analysis on a creature the target has slain or otherwise greatly wronged: +7 DC and +2d6 psychic damage per creature per round.
Attacker has recorded mass misery or death created by the target using Analysis: +25 DC and permanent insanity on a third failed save
A creature who fails at least one saving throw will be frightened of the attacker for one minute after the effect ends.

Whomsoever possesses an Eye will one day receive a geas to seek out the See-er, and right an ancient wrong.

Overwhelming Divination; CL 20

brian 333
2019-03-08, 07:21 AM
148: Armor Of The Marilith Evil Artifact

This suit of armor is sized to fit any humanoid from Tiny Size to Gargantuan. It appears to be scale armor of black, green, yellow, and red scales arranged in a random fashion, but it offers protection as a +5 suit of Full Plate Armor.

The wearer gains an 18 strength +1 for every point of the character's Strength Bonus. (Note if the character's strength exceeds 25 the suit will actually weaken the character.)

The wearer gains immunity to fire and acid damage, but gains vulnerability to Cold Iron which ignores the AC granted by the armor.

When worn the suit provides a +5 bonus to Hide and Move Silently checks, even if the character is untrained in these skills.

In combat the character gains the Ambidexterity Feat, and a special Hex-Weilding feat which allows the use of up to six melee weapons, shields, or any combination of the two, or up to three missile weapons simultaneously. The suit spontaneously creates four additional arms for this purpose, for a total of six arms, which the user can manipulate as if they were his own. When combat is ended the additional arms vanish back into the suit.

The armor is Evil. Each time it is donned the character must succeed in a DC:30 Will Save or have his alignment shifted 1 point, (on a scale of 1-100) toward Evil, with the average Good character beginning at 85, the average Neutral character beginning at 50, and the average Evil character beginning at 15. When a Good Character drops below 67 he becomes Neutral. When a Neutral character drops below 34 he becomes Evil, and when an Evil character drops to 0 he is transformed into a slave demon belonging to the Marilith who owns the suit.

Those who witness the transformation see the character simply turn to black mist and blow away, leaving the empty suit behind.Any creature who turns into a demon-slave cannot be raised, resurrected, or even wished back into life. The only way to restore the lost being is by bartering with the owning Marilith, who may be reluctant to part with its new toy.

Phhase
2019-03-11, 02:39 AM
149). Bilarro's Iron Bulwark

This magic armor appears as a very heavy but well-articulated suit of plate mail, all of black cast iron. It functions as +1 fortified plate armor, granting a 25% chance to cause critical hits to fail.

Upon speaking the command word, the joints and plates of the suit will lock together magically to form a much stronger protective layer. The user's inertia is also dramatically increased. The wearer's speed is reduced by 30 feet, to a minimum of 5 feet. Wearer speed is also capped at 30 feet max. They gain an additional +3 bonus to AC, +3 Strength mod bonus, resistance to physical (piercing, slashing bludgeoning) damage, and immunity to critical strikes. Any hand grasping an object or weapon locks in place, unable to drop the item or weapon, or be disarmed. The wearer makes attacks at disadvantage. The wearer additionally gains +10 to any save against being moved or knocked prone by an outside force (E.g. Thunderwave or an enemy bull rush).

Heavy Abjuration; CL 11th; Craft Magical Armor, hold person, mage armor; Price 10,000gp.

Edge case: if the wearer manages to bull rush and Reinhardt charge an enemy into a wall, they are crushed for 5d6 points of bludgeoning damage.

Bohandas
2019-03-11, 03:16 PM
150.) Ring of Protection From Evil (3.5e)
This ring provides the wearer with continuous Protection From Evil, as the spell
Aura weak abjuration; CL 1; Prerequisites Forge Ring, Protection From Evil; Price 4000 gp

Phhase
2019-03-11, 09:04 PM
151.) Keenstone

This item appears as a small grey whetstone. Its surface has an odd sheen, and it makes no sound if dropped, tapped, or scraped against. Thrice per day, the stone can be used to create an aura of silence (20ft radius) for five minutes per use. The aura is centered on the stone. A fresh keenstone has 0 charges. Keenstones gain charges by absorbing sound. Using the silence function in a sufficiently noisy area will add three charges to the stone. For example: A crowded market, typical combat, a blacksmith's forge, or a party walking through dry leaves. Very quiet places like an inn room at midnight will not add any charges. Extremely loud areas like a roaring crowd, a huge battle or an explosion add five charges. A player who draws the stone along a metal surface can restore a dull edge, buff and shine, or remove rust by spending one charge. The stone emits an almost inaudible sonic whine as it cleans or sharpens. If the user draws the stone along an edge that is already sharp, they may spend two charges and 5 minutes to make the edge supernaturally keen, and leave the blade ringing with sonic energy. The weapon's critical range is increased by 1 (stacks with weapon type but not class features or feats). The weapon also deals 1d10 extra sonic damage. Sonic damage is doubled against inanimate objects. The effects last for 5 successful hits or 10 minutes, whichever comes first. The keenstone can be used on ranged ammunition, though the effects only last for one attack per piece; two charges will sharpen 5 units of small ammunition or 2 units of siege ammunition.

The stone can hold up to 15 charges. Once the stone reaches 15 (It cannot overflow), the silence function no longer works. At least three charges must be used before the function is restored.

The keenstone can be thrown as a grenadelike weapon. It has a range of 20 feet and an increment of 10 feet. After speaking the command word, the keenstone will explode on impact, or after one minute. It deals (charges)d6 sonic damage in a (charges) * 5 feet radius. Those failing a Constitution save of DC 10+(charges) are deafened for 5*(charges) minutes, half on a success (Permanently at max charges). The keenstone is destroyed in the explosion.

Moderate transmutation; CL 11th, Craft Wondrous Item, shatter; Price: 9,000 gp

Bohandas
2019-03-26, 06:21 PM
152.) Fireman's Axe (3.5e)

This +1 Bane(fire) Frost axe protects its wielder from fire; the axe absorbs the first 10 points of fire damage each round that the wielder would otherwise take.and also provides a +5 resistance bonus to saves against smoke inhalation.

Additionally the axe deals an extra 1d6 damage against large unattended stationary objects (doors, furniture, etc)

Finally it can be used to extinguish nonmagical fires in its area as per a Frost Brand. As a standard action, it can also dispel lasting fire spells (again, as per a frost brand), but not instantaneous effects, though you must succeed on a dispel check (1d20 +12) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.

Strong evocation; CL 12th; Craft Magic Arms and Armor, dispel magic, Endure Elements (or Dance of the Unicorn), ice storm, protection from energy; Price 46975 gp


153.) Mental Protection Amulet (3.5e)

This amulet blocks up to three attempts to mentally control the wearer per day

Aura weak abjuration; CL 1; Prerequisites: Craft Wondrous Item, Protection From Evil; Price ~888.8-1400 gp (edited due to base spell duration); Weight


154.) Idol of Zagyg's Wisdom (3.5e)
This is a small golden statue of the demigod Zagyg (the tutelar of humor and madness) that telepathically dispenses platitudes when beseeched for advice (open a fortune cookie every time the idol is entreated).

Up to once per day a cleric of Zagyg or Boccob (or a 9th level character with the appropriate True Believer feat) can use up a 5th level spell to attempt to gain an actual answer to a question. The effect is similar to a Contact Other Plane spell except that only one question can be asked, but the answer may be up to five words and they receive an answer even if they fail the save.

Aura moderate divination; CL 10; Prerequisites Sanctify Relic, Contact Other Plame, Telepathic Bond; Price ~1000 gp; Weight 5 lbs?


155.) Abyssal Timepiece (any)

This item is non magical and simple. Used by fiends (and twisted mortals) as a crude countdown timer or hourglass, it consists of an airtight glass jar into which a small animal is sealed. The amount of time it will take the creature to suffocate can be estimated by the creature's size; sometimes there's a reference guide etched onto the jar. The animal is allowed to suffocate to death to measure that time span

Price: somewhere around 5sp (cost of an iron pot in the srd)

jintoya
2019-04-02, 10:37 AM
156) 3.5e

Choker of the last stand:
When activated, this crimson band of what looks like stained silver will absorb your soul, using it to fuel your body as a machine of war, allowing you to fight well into your negative hp, the price you pay for this power is that you perish after combat ends, your soul is now the property of [your worlds god of war/conflict]
If you are beheaded before combat ends, and the choker removed, there is a 50% chance your soul is not sent away.

Bohandas
2019-04-28, 11:19 PM
157.) Ceramic Power Armor (3.5e)

This item is essentially a clay golem converted into a suit of armor. It provides a +14 armor bonus to armor class and a +1 Enhancement bonus to armor class, as well as DR 15/Bludgeoning and Adamantine. Additionally the wearer is considered to have cover. Any strike blocked by the cover bonus damages the armor instead (it has the same HP as a clay golem). It provides the wearer with a +2 bonus to strength, or raises their strength score to 22 whichever is higher, but it also imposes up to a -4 penalty to dexterity, down to a minimum of 9. The armor grants its wearer SR 14, but this SR does not apply to any spell that can damage a clay golem, and furthermore such spells damage the armor (affecting it as if it were a clay golem) as well as its wearer.

The armor additionally sustains its wearer without air.

Unarmed or natural attacks made while wearing the armor deal cursed wounds as per the clay golem ability.

The armor allows the wearer to act as if under the effects of Haste for 3 rounds per day.

The armor weighs 600 lbs but supports its own weight and does not count towards encumbrence. It has a -6 armor check penalty, a max dexterity bonus of +1, and a 35% arcane spell failure chance

CL 164600gp1?; Craft Construct, Craft Magic Arms and Armor, Alter Self, Animate Objects, Bull's Strength, Commune, Resurrection

----------

158.) Gorn Lord (3.5e) (An intelligent mug based on Master Shake)

Gorn Lord; CE Intelligent Everfull Mug2; Int 9, Wis 6, Cha 6; Speaks Common; Sight 120 ft and hearing; 10 ranks in Bluff, 10 ranks in Profession(Cook);

Gorn Lord is white stoneware tankard with a carved face and an elaborately wrought golden lid3. The tankard has a reprehensible personality, and left to its own devices it will swindle people, verbally abuse people, make inappropriate advances towards women, and attempt to trick people into injuring themselves. Its only useful trait, other than its ability to generate cheap alcohol, is its inexplicably extensive knowledge of cooking.

Moderate Conjuration; CL 15th; Craft Wondrous Item, Create Water;11700 gp

---------

159.) Puppy Dog Eyes (graft) (3.5e)

Actual puppy dog eyes grafted in to replace the user's real eyes. These provide a +30 bonus to diplomacy checks made to convince somebody who can see your face to let you do something or to do something for you or to let you get away with something. They have ge side-effect of making you colorblind.

Aura Moderate Enchantment; CL 7; Prerequisites Graft Flesh, Eagle's Splendor ; Price 60000 gp (based on the minimum level to cast glibness, which does something similar but with bluff);

---------

1(price of Apparatus Of The Crab + (price of Clay Golem x 1.5) + (price of Necklace of Adaptation x 1.5) + price of +1 enhancement bonus + 100)

2Magic Item Compendium pg.160; A mug that can fill itself with cheap booze 3/day; base price 200gp

3Based loosely on Master Shake's appearance in the Aqua Teen Hunger Force episode "Shirt Herpes" when he became Gorn Lord Shake after he entered the Interplanetary Insanitarium (https://tse4.explicit.bing.net/th?id=OIP.rmkxkF_nTN8pOOUX41YV0wHaEK&pid=Api&P=0&w=337&h=190)

jintoya
2019-05-03, 02:25 PM
160) Cup of the mad drink thrower:
Any liquid poured in this fine cup will alter the cup to best suit the occasion and fluid poured into it, capable of holding 1 litre of any fluid that can be drunk (pour beer into it, it becomes a beer stein, pour wine, it becomes a wine glass etc.)

This cup is incapable of spilling unintentionally, however, as a standard action the liquid in it may be launched at any target within 60' of the beverage holder, and grants it's thrower an automatic hit, ignoring everything but total concealment.
(By "drinkable" I mean "consumable without incredibly ill effect by the majority of the material plane" so, no lava Cannons)

Prince Vine
2019-05-05, 12:07 PM
I have a world with a bunch of minor but unique items. I will generic them up.

161. Lucky Coin: The owner of this coin may reroll one non-20-sided die roll per long rest (level up HP rolls excluded)

162. Dagger of the Elements: This dagger can be used as a reaction to gain resistance to acid, cold, fire, lightning or thunder against one source of damage. The next time you hit with this dagger before using this ability again it deals an additional 1d6(4, 8 depending on which version) of the same type.

163. Projecting Glove: While wearing this glove, spells you cast with a range of touch have a range of 5 feet instead.

Phhase
2019-05-05, 12:41 PM
164) Armor of Isolation (5e)

This set of plate armor is cursed. Once attuned, it can't be removed without Remove Curse. When near thinking creatures, Roll 2d20. If the total is greater than a creature's passive perception, all memory of your existence is removed once you leave their line of sight. Otherwise, the memories remain, but the wearer will not be recognized as the one present within them. Your speech can only be understood while in sight, otherwise, creatures will only hear a breeze (Dc 13 Wis to realize that other creatures are not simply ignoring them). The wearer can still be detected through sound or magic, but will not be remembered. The armor also adds +6 to Stealth checks, though it still imposes disadvantage. The wearer can attempt a Charisma check to make an impression on creatures that can see it. The DC is 8+ the result of the 2d20. On a success, a permanent memory of that one moment is formed in the mind of all nearby. All other details are still forgotten. If the armor is removed, a party will slowly regain most of the erased memories over 1d10+1 days of travel with the creature.

Tr8r
2019-05-06, 11:24 AM
165) Rock of Rubble.
This small rock, When thrown in the air, will dislodge any small material above it in decent quantities. Ex: Thrown in a cave, rubble will fall. Thrown in a forest, sticks for camp fires. If used multiple times on a solid surface, it can cause a bigger event such as a cave in.

Tr8r
2019-05-06, 11:30 AM
166) The Imitato. The Imitato is a large gray potato that will imitate any plant perfectly, provided it is on a suitable surface. It can be used to create spell components, harmful plants (Cacti, brambles, razorvine), or herbs and poisons (or any other normal plant). Any non-natural materials made with this can only be made once per day. After 12 hours have passed [4 for non-natural], it reverts back into potato form, or when it is destroyed or told a command word.

Elvensilver
2019-05-06, 02:39 PM
167) Pathfinder

Robe of the Curse Carrier

This green robe has some unique abilities linked to curses.
First, it grants the wearer a +2 sacred saving-throw-bonus against curses.
Secondly, the wearer can once per day target a creature with a curse (as the spell Bestow Curse, caster level determined at creation, the exact effect is chosen by the wearer).
Furthermore, if the wearer is attacked with a curse (either a spell with the curse descriptor or a spell like ability such as Mummy Rot or the Linnorm's death curse) and makes the saving throw, the robe automatically stores the curse effect. The robe can store up to three curses this way. The wearer can transmit these curses with a touch attack one at a time. This uses them up. The saving throw is the same as for the original curse. When the wearer sucessfully resists a curse while there are already three curses stored in the robe, one of them is randomly removed to make room for the new one.

Aura: strong Abjuration, CL: 13, Requirements: Spell Turning, Bestow Curse, Resistance

Phhase
2019-05-07, 01:16 AM
167)
Robe of the Cursebearer*

FTFY

"Bearer of the curse..."

168) Vileblood Sheath

This magical sheath will morph to fit any bladed weapon. If a bloody blade is placed within this sheath and left for an hour, the next time it is drawn, it oozes with vile necrotic blood. Attacks deal +1d6 damage, and all damage has the Vile descriptor (Can only be healed with magic, on holy ground). Each attack after the first that hits will also consume 3 hitpoints from the wielder (healable normally), until the blade is wiped clean. The sheath does not affect a clean blade.


Aura: strong Necromancy, CL: 15, Requirements: Vampiric Touch

Tr8r
2019-05-07, 06:08 AM
169) Staff of swampland protection
This staff has 3 charges. The charges are restored once per day, whenever the bearer wishes. As an action, a charge may be used, sending out a pulse with a 30 foot radius centered on the bearer. Any hostile creature in that range must make a dexterity save that equals 9 plus proficiency bonus plus wisdom modifier. If failed, they are knocked back 20 feet and knocked prone. In addition, they take 3d6 force damage. If the roll is passed, they take half damage, are knocked back half as far, and aren't knocked prone.
The staff also summons 1d4 giant toads, 1d2 friendly lizard men, and 1 friendly ogre at half health. All summoned creatures will disappear when they die or 1 hour has passed. They may also be dismissed as a bonus action.

Bohandas
2019-05-17, 03:23 AM
170.) The Hammer of Chaos (Artifact) (3.5e)
This is a weapon from the age before ages. It can transform itself into three different shapes but is always a +2 Pitspawned Law-Bane Baatoran-Bane Anarchic weapon in all of them.

The primary shape is a big silver-headed warhammer, always sized for a creature one size category larger then the wielder but enchanted so that it can nevertheless be wielded in one hand. If a critical hit is struck with the weapon in this form it releases a Chaos Hammer effect centered on the victim. As with a vorpal weapon roll for this last effect even if the target is immune to crits

The second form is a fully automatic shotgun (it's up to you whether to use the D20 modern firearm rules or the D20 Call of Cthulhu firearm rules) with an unending supply of silver bullets and, again, balanced for one handed use.

The third form is a jackhammer that additionally casts shatter on anything hammered with it, and can be used to cast Earthquake after 8 rounds of continuously hammering the ground. This earthquake spell is centered on the wielder but the wielder is immune to its direct effects (although not to being hit by falling debris or falling through collapsed floors). It can also be used to cast Break Enchantment on anything it hammers for a single full round

Overwhelming evocation and chaos; CL 23rd; Prerequisites Artifact; Price Artifact; Weight 20 lb in shotgun and war hammer form, 35lb in jackhammer form

171.) Ring of Junkfood (3.5e)
This ring grants a +1 resistance bonus to fortitude saves to avoid ill effects from eating spoiled, poisoned, or diseased food
Faint abjuration; CL 1; Forge Ring, Purify Food and Drink or Resistance; Price 25-250gp?

Phhase
2019-06-12, 01:12 AM
172) Granite Maul (5e)
This simple-looking weapon is a rectangular block of granite with a long handle. It has +1 to attack and damage, and deals 1d12 bludgeoning damage. In addition, the maul has 2 charges. If the wielder makes an attack, they may burn one or both charges to make extra attacks (Single attacks - NOT attack actions). The charges refresh at each dawn. If the Maul has no charges, the wielder may still declare extra attacks, but suffers a level of exhaustion for each after attacking.
Strong Transmutation; CL 13; Haste;

173) Wrap of the Hidden (5e)
This item is a strip of off-white cloth of varying length, with faint grey runes on it.

If wrapped around the eyes, the wearer is completely blinded. The wearer cannot be affected by anything that requires the target to be able to see. In addition, the wearer is rendered invisible to any creature closer than 70 feet (And are blurry and impossible to identify in detail even at 70 feet). All minor signs of the wearer's passage (footprints, water displacement) are erased, although the wearer can still be located by scent or sound. If you can't see them...

If wrapped around the nose, the wearer's sense of smell is disabled. In addition, they emit no scent whatsoever and any creature who uses scent to see has disadvantage on Perception against the wearer. The wearer has advantage on saving throws made against inhaled hazards. If the mouth is also covered, the wearer is fully immune to inhaled hazards, although they can still be manually choked or drown, and they cannot breathe in an oxygenless environment. If you can't smell them...

If wrapped around the mouth, the wearer's sense of taste is disabled. They become immune to ingested poisons (although it's moot because the wrap stops you from eating anyway). The wearer gains DR 3 against bite attacks, and they taste extremely nondescript, completely unlike meat. In addition, the wearer becomes immune to attacks that drain their blood, such as a vampire's bite (although the bite will still deal damage normally). If you can't taste them...

If wrapped around the ears, the wearer is deafened. They become immune to attacks that would deafen them, any effect that requires something to be heard, and gain DR 3 versus sonic. In addition, they emit no sound whatsoever, including speech. If both the wearer's nose and ears are covered, they are effectively invisible to creatures that rely exclusively on those senses to see. If you can't hear them...

If enough wraps (or an exceedingly long one) are found, and used to wrap the body, the wearer's sense of touch is disabled. They feel numb and weightless. This imposes disadvantage on Dexterity skill checks and saving throws, and takes -2 on attack rolls with Finesse weapons. However, they gain DR 1 against all damage except psychic (stacks with other bonuses), advantage against all effects that attempt to move them unwillingly, and gain Evasion. The wearer also become immune to effects that cause severe pain, such as symbol of pain, and can continue fighting past 0 hitpoints, falling only if killed or failing death saves. However, the wearer cannot feel attacks, and must make a perception check (DC 19) to even notice non-psychic attacks that strike them that they cannot see. If you can't feel them...

If the entire body is covered, the wearer effectively ceases to exist altogether. They cannot be targeted by divination spells. Only truesight or an antimagical effect can reveal them. Even Detect Spells fail to notice them. However, as the wearer is nigh-totally isolated from the world, some other way must be found to sense the environment, such as the spell Arcane Eye.

Strong Abjuration; CL 12; Blindness/Deafness, Stoneskin, Nondetection;

Bohandas
2019-06-12, 05:07 PM
173) Wrap of the Hidden (5e)
This item is a strip of off-white cloth of varying length, with faint grey runes on it.

If wrapped around the eyes, the wearer is completely blinded. The wearer cannot be affected by anything that requires the target to be able to see. In addition, the wearer is rendered invisible to any creature closer than 70 feet (And are blurry and impossible to identify in detail even at 70 feet). All minor signs of the wearer's passage (footprints, water displacement) are erased, although the wearer can still be located by scent or sound. If you can't see them...

If wrapped around the nose, the wearer's sense of smell is disabled. In addition, they emit no scent whatsoever and any creature who uses scent to see has disadvantage on Perception against the wearer. The wearer has advantage on saving throws made against inhaled hazards. If the mouth is also covered, the wearer is fully immune to inhaled hazards, although they can still be manually choked or drown, and they cannot breathe in an oxygenless environment. If you can't smell them...

If wrapped around the mouth, the wearer's sense of taste is disabled. They become immune to ingested poisons (although it's moot because the wrap stops you from eating anyway). The wearer gains DR 3 against bite attacks, and they taste extremely nondescript, completely unlike meat. In addition, the wearer becomes immune to attacks that drain their blood, such as a vampire's bite (although the bite will still deal damage normally). If you can't taste them...

If wrapped around the ears, the wearer is deafened. They become immune to attacks that would deafen them, any effect that requires something to be heard, and gain DR 3 versus sonic. In addition, they emit no sound whatsoever, including speech. If both the wearer's nose and ears are covered, they are effectively invisible to creatures that rely exclusively on those senses to see. If you can't hear them...

If enough wraps (or an exceedingly long one) are found, and used to wrap the body, the wearer's sense of touch is disabled. They feel numb and weightless. This imposes disadvantage on Dexterity skill checks and saving throws, and takes -2 on attack rolls with Finesse weapons. However, they gain DR 1 against all damage except psychic (stacks with other bonuses), advantage against all effects that attempt to move them unwillingly, and gain Evasion. The wearer also become immune to effects that cause severe pain, such as symbol of pain, and can continue fighting past 0 hitpoints, falling only if killed or failing death saves. However, the wearer cannot feel attacks, and must make a perception check (DC 19) to even notice non-psychic attacks that strike them that they cannot see. If you can't feel them...

If the entire body is covered, the wearer effectively ceases to exist altogether. They cannot be targeted by divination spells. Only truesight or an antimagical effect can reveal them. Even Detect Spells fail to notice them. However, as the wearer is nigh-totally isolated from the world, some other way must be found to sense the environment, such as the spell Arcane Eye.

Strong Abjuration; CL 12; Blindness/Deafness, Stoneskin, Nondetection;

I like this. This is clever. I've seen things similar to the blindfold usage before and I love the way you've extended it

Phhase
2019-06-12, 10:44 PM
I like this. This is clever. I've seen things similar to the blindfold usage before and I love the way you've extended it

Thanks :smallbiggrin:. It's an interesting one for sure. This is actually the second write, I lost the first by accident.

Bohandas
2019-06-14, 08:08 PM
174.) Zagyg's Wacky Fortress

Zagyg's Wacky fortress is a combination of Daern's Instant Fortress and a bouncy castle. Wen deactivated, it is a small kevlar cube. Upon activation it inflates into a three story tower. Doing anything requiring any degree of finesse in the tower requires a DC10-15 balance, jump, or tumble check (any may be chosen by the character). If the tower is deactivated while anything is in it, it collapses around it, leaving the offending item as if it was in a large but tight sack. The fortress is made of kevlar (treat as having the hardness of iron, w/ increased hardness vs bludgeonig weapons; but only 1/4 the HP since it's inflatible)

Strong conjuration; CL 13th; Craft Wondrous Item, Gust of Wind; Price 35000(?) gp

Phhase
2019-06-16, 10:35 PM
174.) Zagyg's Wacky Fortress
a bouncy castle.

Bless this post. I love this thread and will keep it alive until it fulfills its promise.

175.) Vestment of Comfort

This ensemble includes a shirt and gloves, both of which must be worn for the magic to function. The clothing will change to match the weather or the whims of the wearer (Could be fingerless gloves, mittens, a long or short-sleeved shirt, a sweater, etc.), and if dirtied, will clean itself completely over 1d3 rounds. This includes grime accrued on the wearer beneath the clothes, so by extension, the wearer is kept mostly clean, even if they do not have access to cleaning amenities. The clothes cannot become much larger or shorter than an average shirt for the wearer's size (Fits any humanoid from Small to Large size). While the clothing can be personalized, it always appears fairly plain and humble, never gaudy, although quite comfortable.

Though perhaps not seeming so from the outside, the shirt and gloves are indeed magical. If damaged (torn, slashed, ripped to shreds), the garments will reform over 1d3 rounds. Much like a troll, burns ruin the garment (lightning, fire, acid). They offer no defense, but do not hinder movement, so the wearer may add his Dex bonus to his AC if they are not wearing other armor that hinders them. They can be worn beneath other armor, although this may disable some of its benefits.

At all times, the garment tries to keep the wearer at a comfortable temperature. The wearer has advantage and +6 on checks made to resist extreme cold and heat environments. Theoretically, this benefit extends to anyone in contact with the garment for protracted time, so apply this effect to anyone the wearer is carrying piggyback.

Wearing this garment, one gains +4 to any Charisma check made to convince another that you pose no threat/are friendly, as long as you make some sort of peaceful physical contact, like shaking hands.

Wearing this garment beneath armor allows one to sleep comfortably in the armor without risking a level of exhaustion.

If a reasonably non-hostile entity is experiencing great despair, suffering from splintered nerves, or otherwise distressed, the wearer may use the garment to cast calm emotions on them. They must be in comfortable contact with the other party (hug, pat, etc.), and the recipient may freely choose whether or not they accept the comfort. This removes any Frightened status, but not Charmed. This functionality cannot be used while the Vestment of Comfort is entirely beneath armor.

Mild Enchantment; CL 9th; Craft Wondrous Item, calm emotion, endure elements;


Feels like alot of words for such a simple concept-the ultimate in comforting shirts, but oh well.

Phhase
2019-06-17, 02:26 AM
33: Portable Bath

Mildly acidic water, (about as acidic as lemon juice)




Uh oh.

Do you see what I see?

Don't give this to particularly mean characters...