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Bisected8
2008-06-24, 12:29 PM
OK, I've decided to have a contest to test the waters and see if the "accept entries and then have a vote" formula will work. First things first, here are the rules;


You will enter this contest by submitting an item which fits the guidelines posted below these rules. There will be separate categories for 3rd and 4th edition items. Each entrant may submit an item to each category, no more, no less.
As items have very little in the way of "crunch", entrants are encouraged to include as much fluff and give as much detail as possible.
All entries are to use the standard formatting below.
Only complete entries may be posted in this topic. Partly completed entries will not be accepted and chat is to be limited to a specifically designated thread. The Chat Thread may be found HERE (http://www.giantitp.com/forums/showthread.php?p=4489692#post4489692)
All work must be original, items previously posted by the entrant are acceptable but anything produced by another entry is not. Outright plagiarism will result in the entrant being barred from future contests until further notice.
Please keep any criticisms to entrants...entries constructive.
The deadline for submission is as stated below in this contest's criteria.


Item Creation Contest 0: Starting Small (Submission Deadline July 21st 2008 - 12PM GMT+0)
For this contest you will be creating an item which is somehow able to shrink objects. Maybe its an enchanted weapon which curses those struck, maybe its a tool for rogues to escape? Either way, for better or worse, something is going to be at least one size category smaller when your creation is involved.

The format for entries is as follows. Ensure you use the right template for the right item and good luck;

Weapon, Staffs and Wands Template
Name
Type: The weapon type. This may be one of the weapons from the d20 SRD (e.g. Repeating Crossbow, Flail, etc) or a new type which has been thought up by the entrant. Non-SRD or original weapons are not allowed.
Proficency: Martial, simple or exotic.
Damage/Crit/Crit Range: The damage type dealt by the weapon (slashing, bludgeoning, etc)/The Critical modifier/The Critical range
Range: The range of the weapon, melee weapons have a range of "Melee". If a weapon is thrown then it has a range of "thrown".
Max/Min Reach: Only melee and thrown weapons have reach. The max reach is the furtherst target, the min reach is the furthest.
Rarity: Describe it as common (its the item of choice for many), uncommon (Favoured by some), Rare (hard to come by or not in wide use) or Artifact (a unique and very powerful item).
Creation: For artifacts this gives the history of why it was created. For more common items it details the history of their development and how to craft them (including DCs, XP and GP costs, feats, spells, etc).
Use: Describe who will use them and what for.
Abilities: List speacial abilities here

[Physical description]

[Describe special abilities here]

Armour Template
Name
Material: The armour material. This may be one of the materials from the d20 SRD (e.g. Steel, Cold Iron, etc) or a new type which has been thought up by the entrant. Non-SRD or original materials are not allowed.
Proficency: Light, Medium or Heavy.
AC Bonus/Check Penalty/Weight: The AC bonus/Armour Check Penalty/The Weight
Rarity: Describe it as common (its the item of choice for many), uncommon (Favoured by some), Rare (hard to come by or not in wide use) or Artifact (a unique and very powerful item).
Creation: For artifacts this gives the history of why it was created. For more common items it details the history of their development and how to craft them (including DCs, XP and GP costs, feats, spells, etc).
Use: Describe who will use them and what for.
Abilities: List speacial abilities here

[Physical description]

[Describe special abilities here]

Wondrous Item Template
Name
Weight: In lbs.
Size: From fine to collosal
Rarity: Describe it as common (its the item of choice for many), uncommon (Favoured by some), Rare (hard to come by or not in wide use) or Artifact (a unique and very powerful item).
Creation: For artifacts this gives the history of why it was created. For more common items it details the history of their development and how to craft them (including DCs, XP and GP costs, feats, spells, etc).
Use: Describe who will use them and what for.
Abilities: List speacial abilities here

[Physical description]

[Describe special abilities here]

Eurus
2008-06-24, 03:18 PM
Name: The Faerie's Curse
Type: Ring
Weight: None worth noting.
Size: Fine
Rarity: Rare - nobody has managed to obtain an intact copy, and other than the Sprites themselves, nobody has managed to forge their own.
Creation: The first of these cursed rings was supposedly forged by a Pixie as a prank-revenge against a Giant with a notoriously bad temper and a contempt for the 'flying rats', as he called the sprites. By offering him the ring as a peace offering, they were able to trick him into putting it on, rendering him harmless.

Since it worked so wonderfully, the Pixie who created it made a few more, and taught the secret of their construction to some of the other Fey. Though they didn't use the rings frequently, they found them to be a terrific method of teaching the larger races some humility. So if you should happen to cross a sprite, be wary... lest you wake up seeing things from a substantially different perspective.

Strong Transmutation (CL 16th); Forge Ring, Reduce Person, creator must be a Sprite; price 12,000 gp
Use: Though a rare few might actually willingly don such rings, due to their great rarity, nobody has actually managed to intentionally get a hold of one. They are only actually used by sprites and Fey, in order to punish the arrogance of the big creatures.

Abilities:
This small silver band, set with a small, clear gem, seems to twinkle mischievously, almost glowing. A ray of light strikes it, and fractures off in beautiful patterns of rainbow light, like light filtered through a prism. Something in it calls out to you, and you find yourself reaching for it...

This ring, though it bears all the hallmarks of a beneficial magic item, actually contains a (relatively) nasty curse. The moment any humanoid or monstrous humanoid puts the ring on, they (along with all of their clothing and equipment) immediately shrink to Fine size, regardless of their previous size. This transformation brings with it all the associated bonuses and penalties (+ to Dex, etcetera). The afflicted creature receives no save to negate this effect, and no magic can increase its size in any way as long as the curse is in effect.

This curse is extremely hard to break, defying all magic short of a Wish or Miracle. A Commune, Legend Lore, or other divination spell regarding the ring reveals the release conditions; only a pure-blooded sprite of royal blood can remove the ring, and only of his or her own free will. This usually requires the cursed one do a great service to the sprites, either of his own volition (such as saving the life of a sprite in danger), or as a quest given by one of said royal sprites. Of course, this requires finding such a sprite in the first place... Once one accomplishes a suitable penance, the noble sprite can remove the ring with a thought and a verbal command. This irreparably destroys the ring, however, so it is not possible to keep or repair it.

Icewalker
2008-06-24, 05:01 PM
Daggerpin
Type: Weapon (Dagger)
Proficency: Simple
Damage/Crit/Crit Range: 1d4, 17-20/x2
Range: Thrown
Max/Min Reach: Range Increment 10 ft.
Rarity: Uncommon: the Daggerpin is in use by few, as it is only useful to assassins and those in similar professions.
Creation: Nobody knows who thought up the Daggerpin as it is a rather simple concept that has been around for ages. Many thief's and assassin's guilds have mages who create Daggerpins for their members.
Use: The Daggerpin is a weapon which can be easily smuggled past protections, and is generally used as an assassination weapon for people important enough to have security at public events.
Abilities:
In its main form, this item is simply a small pin, easily used to hold clothing or hair in place, or to hold a pin or bow. In its dagger form the item appears as a thin dagger of fine craftsmanship with slight red tinge to its edges.

The Daggerpin can be easily hidden as part of formal attire, and even if found appears as a perfectly regular pin. When a command word is spoken by the one holding the pin, it changes into a +1 keen dagger of a size to fit the wielder. The command word can be spoken again by the wielder to return the dagger to its pin shape.

ikrase
2008-06-24, 05:08 PM
[B]The Box of Shrinking and Growing[/B
This item was originally designed to smuggle various objects. They are illegal in a number of nations because they make it possible to smuggle vast quantities of illegal substances, persons, and weapons. Adventurers, however, sometimes use them to carry bulky gear.

Wondrous Item, Shrink Item, 10,000 gp, CL 1

A Box of Shrinking and Growing is a chest with 20 HP, Hardness 7, and capable of appearing in any size. A Medium box weighs 15 pounds empty and can be filled with up to 80 pounds of stuff, and is 4 feet long, 3 feet wide, and 2 feet high. A box below fine requires 5 rounds and a DC 1 DEX check to open and put stuff into or take things out. A box larger than Huge requires a DC 1 STR check, gargantuan DC 10, and colossal DC 40 to open.

When a Box of shrinking and Growing is used, it is loaded with stuff and a command word is said to make it grow or shrink one size category. It may grow or shrink an infinite amount. So do any objects inside-they change in weight and in volume. However, when any object is removed from the box, it stays the normal size for a time equal to 1d12 rounds minus two rounds for every size category it was changed. Dispel Magic instantly restores the object to normal size, but normally they change size in one round with a +5 STR modifyer on any checks to crush or break a barrier if restrained.

Kellus
2008-06-25, 02:05 AM
Gloves of Sizethievery

Contest Format

Gloves of Sizethievery
Weight: 2 lb.
Size: Diminutive
Rarity: Uncommon (8,500 gp)
Creation
ē Prerequisites: Craft Wondrous Item, enlarge person, reduce person.
ē Cost to Create: 4,250 gp, 340 XP, 9 days.
Use: Spellthieves can activate this pair of gloves as part of an attack.
Abilities: These gloves can be used to swap size categories as currency between the spellthief and his target.

These emerald and violet gloves shimmer softly in the sunlight, reflecting mysteries beyond mortal ken.

The gloves of sizethievery are a must for any enterprising spellthief. These devices may be activated whenever the wielder uses the Steal Spell or Steal Spell-like Ability class feature. In addition to stealing arcane power, the spellthief may transfer size categories between himself and the target. He may move a number of size categories between the two of them equal to the number of sneak attack dice he sacrifices to fuel this ability (seperate from dice sacrificed to steal spells).

For example, if a Medium spellthief were to sacrifice two additional dice of sneak attack damage when striking a Gargantuan enemy, he could steal or bestow up to two size categories from the target. Thus, the spellthief could shrink to Diminutive size while the enemy grows to Colossal+, or the spellthief could grow to Gargantuan while the enemy shrinks to Medium. The spellthief may decide when he uses this ability how many size categories are transferred, and the direction of the size change.

This ability may be activated up to two times per day as part of a single melee attack. The intention to use this ability must be declared before the attack is made; if the attack fails, the ability is wasted.

Multiple magical effects that change size do not stack. When a being changes size category, its abilities and vital statistics change, as described in the Monster Manual.

Size changes resulting from this ability last for 7 minutes or until dispelled.

Magic Item Compendium Format

Gloves of Sizethievery
Price: 8,500 gp
Body Slot: Hands
Caster Level: 7
Aura: Moderate transmutation
Activation: Attack
Weight: 2 lb.

These emerald and violet gloves shimmer softly in the sunlight, reflecting mysteries beyond mortal ken.

The gloves of sizethievery are a must for any enterprising spellthief. These devices may be activated whenever the wielder uses the Steal Spell or Steal Spell-like Ability class feature. In addition to stealing arcane power, the spellthief may transfer size categories between himself and the target. He may move a number of size categories between the two of them equal to the number of sneak attack dice he sacrifices to fuel this ability (seperate from dice sacrificed to steal spells).

For example, if a Medium spellthief were to sacrifice two additional dice of sneak attack damage when striking a Gargantuan enemy, he could steal or bestow up to two size categories from the target. Thus, the spellthief could shrink to Diminutive size while the enemy grows to Colossal+, or the spellthief could grow to Gargantuan while the enemy shrinks to Medium. The spellthief may decide when he uses this ability how many size categories are transferred, and the direction of the size change.

This ability may be activated up to two times per day as part of a single melee attack. The intention to use this ability must be declared before the attack is made; if the attack fails, the ability is wasted.

Multiple magical effects that change size do not stack. When a being changes size category, its abilities and vital statistics change, as described in the Monster Manual.

Size changes resulting from this ability last for 7 minutes or until dispelled.

Prerequisites: Craft Wondrous Item, enlarge person, reduce person.
Cost to Create: 4,250 gp, 340 XP, 9 days.

insecure
2008-06-25, 07:44 AM
Daern's instant shield
Material: Steel
Profiency: Light shield
AC Bonus/Check Penalty/Weight: +2/0/6lb
Rarity: Rare. Daern made only a few of them.
Creation: Only Daern knows how to create them.
Use: Fighters use these shields because they are easy to carry around. Assassins trained in shields use them because they are easy to hide.
Abilities:
The thief ran down the street, followed by the guards. The guards leader shouted something the thief couldn't hear, but he looked back over his shoulder and saw one of the guards firing a crossbow. With a single word, the bracelet on his arm became a shield, and with a loud "Clang", the bolt aimed at him was reflected by the shield.


A Daern's instant shield is a bracelet, that with a command word grows to become a +1 light steel shield. In the bracelet form is the Daern's instant shield a normal bracelet made of steel.
In the shield form is the Daern's instant shield a steel shield with some runes along the edge.

To activate the Daern's instant shield, a command word written on the inside of the bracelet must be spoken. Then the command word is spoken grows the bracelet to become a +1 light steel shield.
Speaking the command word again lets the shield become a bracelet again.

Jangoose
2008-06-27, 08:59 PM
NAME: THE DARK ROD OF SITHIS
Type: Rod
Creation: The first of these rods was created by the master artificer Sithis of the Dead Soul. It was designed to siphon the life energy of its victims and use it to power its dark enchantments, and to supplement his own magics
Rarity: Rare, cannot be bought under normal circumstances. Since its original creation, the few duplicates of this first rod have spread far and wide into the hands of the most despicable of villains, many of whom would rather not part with them
Use: This rod can only be used by someone who is evil, and capable of speaking Umbran, the tongue of shadows.

Physical Description: This hollow stone tube is roughly 1 foot long. The runic carvings on its outer surface begin large and bold on one side and devolve into ever shrinking and tightening designs on the other.

The siphoning power reduces its victims, diminishing them in strength and stature, withering their flesh, and if allowed to persist will eventually destroy them as they are reduced to a crumpled mass of cinders.

The rod can hold a maximum of 10 charges
While the rod has all 10 charges it glows faintly.


POWERS

SIPHON (0 CHARGES), the rod begins to siphon in life energy in a 15' cone.

All creatures caught within the cone:
-lose 1 size category per 2 rounds (and all penalties associated with it)
-take -2 penalty to charisma based skill checks per round (as the effect withers their flesh)

All plants caught within the cone:
-lose 1 size category per 3 rounds
-lose 5 years of life per round

For any creature or plant who's continued presence within the area of effect would cause them to drop below fine size, a fortitude saving throw [DC 15] must be made every other round to prevent death. (by disintegration)

Add 1 to the number of charges the Rod possesses for every 3 size categories it steals

SHADOW BLAST (1 CHARGE), A 20 ft blast of frigid darkness is emitted from the rod, freezing opponents in place.

The blast deals 5d6 cold damage, and has a 10% chance of freezing the target, paralyzing them in place for 1 round per level of the wielder. (note that attempting to use the siphon power on a frozen enemy causes them to thaw 2 times faster)

UNHOLY SURGE (1 CHARGE / ROUND) the corrupted energy is consumed by the wielder causing himself to grow.

The wielder:
-grows 2 size categories (and gains all associated bonuses / penalties)
-emits an unholy aura with a radius of 30 feet.
-Turn checks within the area automatically fail
-Undead within the Aura gain Fast Healing 1 while in the area


POWER SPELL (X CHARGES) the energy is converted to spell energy

The wielder can spend charges to gain additional spells per day. The spell level added (X) is equal to the number of charges spent.

This use can only be activated 3 / day


-----------------------------------------------------------------------------------------------

Strong Necromancy and Transmutation
CL: 18

Craft Rod
Harm
Energy Drain
Unhallow
Creator Must Be Evil
Price 128,000 gp
Weight 1 lb

FireSpark
2008-06-28, 10:04 AM
Fodoricís Mobility Disc
Weight: 5 lbs.
Size: Diminutive
Rarity: Uncommon. The mobility disc isnít found everywhere, but stores that deal exclusively in magical goods (especially adventuring gear) will typically have at least one. If not, such stores will typically at least know where to start looking for one.

Creation: The mobility disc was originally developed by little known gnome artificer, Fodoric SeDekirk. The reason for his creation was to increase the amount of raw materials and his assistant could retrieve per trip. It wasnít long before his assistant, mischievous halfling Olpara Greenbottle, discovered a more larcenous use for the disc when she managed to abscond with a thirty-foot-tall statue from a museum. Over the years, Fodoric made a few other copies of the device, which eventually made their way into general circulation. Since then many mages have managed to duplicate the device.
This item costs 12,000 gp. To craft one, one must possess the craft wondrous item feat, 6,000 gp, 480 xp, and takes 12 days of work.

Use: The mobility disc is typically used by people who need to move very large objects without many helpers. Adventuring parties find it useful when they find loot that's too big to even fit into whatever extradimensional spaces they may have on hand. And much like Fodoricís assistant, certain thieves who want to really make a name for themselves and steal something REALLY BIG, have been suspected of using such devices.

Abilities: Shrinks any unattended, non-magical, inanimate object by one size category for 24 hours. The device can shrink items further still, though for each additional size category the target is reduced, the duration reduces by half. (For example, you could reduce a colossal statue to gargantuan size for 24 hours, or you could reduce it to Tiny size for 45 minutes. The target item cannot be reduced any smaller size category than Tiny. The device functions only once per day.

Physical description: You hold a small metallic disc, about eight inches in diameter. Intricate runes decorate the outer edge, and one side of the disc is perfectly smooth, while the other has a slight slope to it. This sloped side has a precious gem of some sort set into the center.


Standard Format Item Entry
Fodoricís Mobility Disc
Price: 12,000
Caster Level: 10th
Aura: Moderate; (DC 20) transmutation
Activation: 1 round (manipulation)
Weight: 5 lbs. (Diminutive)

You hold a small metallic disc, about eight inches in diameter. Intricate runes decorate the outer edge, and one side of the disc is perfectly smooth, while the other has a slight slope to it. This sloped side has a precious gem of some sort set into the center.

Fodoricís mobility disc allows you to shrink any unattended, non-magical, inanimate object by one size category for 24 hours. The device can shrink the item further still, though for each additional size category the target is reduced, the duration reduces by half. (For example, you could reduce a Colossal statue to Gargantuan size for 24 hours, or you could reduce it to Tiny size for 45 minutes. The target item cannot be reduced to any smaller size category than Tiny.
The device functions only once per day.
Prerequisites: Craft Wondrous Item, Shrink Item
Cost to Create: 6,000 GP, 480 XP, 12 days

SuperPanda
2008-07-20, 10:38 PM
Rod
The Knacker 6-wand Rod Also known as the "other" familiar.
Weight: 1 lbs.
Size: Small, slightly larger than a normal wizard's rod
Price: 1700 gold
Rarity: Uncommon: The Knacker 6-wand Rod is a tool used often by Gnomen Bards but it hasn't come into great use outside of Gnomen lands yet. While incredibly useful, the Gnomes see this trinket more as a useful way of spicing up traveling shows though adventurers might instantly notices greater possibilities here.

Creation: The Knacker 6 wand Rod was created orriginally by the Gnomen Mechanic Golly Dem Knackers, who being female became insulted when people kept trying to get their hand's on Knackers' rod. Golly had made the first 6 slot wand as a token of peace for a Human diplomat named Dr. Tom Baker whose efforts to bring peace to the world as he traveled about had inspired her. The rod is a fusion of gnomen engineering and good honest, to goodness magic.

To create this rod, one must first successfully create the metal frame for it. The frame must inclue an elongated free rotating chamber through the middle of itself that cal hold 6 magically reduced wands. It also must include an opening near the bottom where the currently selected rod might be interacted with or discharged be a lever. The tip of the rod must be large enough to accept 1 inch of a wand so that it can be reduced and slotted into an available carousel on the revolving mechanism.

Once this is done the caster must prime both the Reduce Person spell, though it oddly has effects only on the wand when this is finished, and Prestidigitation such that it causes the forward open slot to glow blew and make a whirring noise in the air... to this day no one is sure why this is so, and Golly had always mentioned that she just liked it better that way.

Craft: Metalworking DC 20 (Superior item: revolving mechanism), Feat Craft Rod, Able to Cast spell Reduce Person, Able to cast Prestidigitation, caster level 1 (minimum for making rods), spell level 1 + 0.5. Materials costing 850 gold and 850 xp. Market value 1700 gp

Use: This item is simply a compact and covert way of carrying six different magical wands which may all be usable without the need to draw and separate them. The wands each fill a carousel on the Rod like a bullet in a Revolver, and may be used by dialing the carousel to the correct want (requiring a successful Spellcraft check to identify the right wand and using a Swift Action). The wand may then be used as normal.

Loading the Rod requires slotting the too be reduced wand into the forward tip and a Use Magic Device check DC 15+spell level of the Wand being reduced+1 for each 10 charges remaining in the wand. Once the wand is reduced it remains so as long as it is immediately placed in the slotted chamber. The spell effect ends when the wand is removed.

Every use of a wand causes a blue light (bright enough to illuminate a 5' cone directly in front of the wand) and a slight sound of Whirring to come from the Rod along with the active wand's effect. This makes the Rod difficult to use stealthily. For reasons yet unknown, only bards seem able to use this Rod with any level of success though some very cunning rouges (high UMD) seem to be able to utilize it as well.

Gnomen Bards traditionally employ this rod as part of rather high end stage shows using spells like Ventriloquism, Knock, Permanent Image, and the like to create massive displays that would dazzle and amaze kings and emperors. More daring Bards have been known to prefer wands such as Knock, Magical Lock, and Detect Magic to make dramatic escapes and to close off pursuits. The latter use is reported to be what the lineage of Dr. Baker used his for.[/I]

Abilities: The 6-wand Rod is able to magically reduce up to 6 wands and store them inside itself for use. Use of a rod is subject to a preset Prestidigitation spell determined at the time of casting which must contain a light and sound effect (for Dramatic purposes).[/I]

[Physical description] The 6-wand Rod appears to be a strange metal implement about the size of a modern day screwdriver. The rotating metal carousel on its outer rim and the extended forward loading tube make it look very much like some unfinished piece of a Gnomen machine that had either never been finished, or had exploded some time ago.

Bisected8
2008-07-21, 09:55 AM
OK, the deadline for new entries is now over. You may vote HERE (http://www.giantitp.com/forums/showthread.php?p=4569588#post4569588).