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  1. - Top - End - #1
    Retired Mod in the Playground Retired Moderator
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    Default Cool Magic Items

    I think it is a good idea to start sharing some magic items for the profit of other DM's/PC's. Here's a couple for starters.

    BEAD OF DEW: [S3] When placed in any spoiled, poisoned, or stagnant water,
    this bead purifies it, affecting up to 1,000 cubic feet of liquid. The
    purified water is clear and cool. The bead disolves when used.
    XP value: 800 gp value: 1,400

    STAFF OF THE COUATL: [S9] The Staff of the Couatl is a device much appreciated
    and used by good clerics, particularly those who worship the few good aligned
    deities of the Central American mythos. The lawful neutral clerics of
    Quetzalcouatl, however, may use staves of this sort normally.
    A Staff of the Couatl is about 7' long, with the top 3' of the staff
    fashioned in the shape of a winged couatl. Such staves are usually made from
    precious materials such as ivory over a silver core, and are magically
    strengthend so they can be used in combat (as quarterstaves). This powerful
    staff has the following abilities:
    1. It can be used to summon one couatl per month to serve the needs of
    the cleric possessing the staff. The couatl will have randomly determined hit
    points and psionic abilities. It will fight on behalf of the summoning cleric
    until the opponent is vanquished or escapes, or until the user of the staff
    commands the attack to cease. If the couatl is summoned to fight against
    insurmountable odds, or if the combat does not seem to be favoring the side of
    the couatl and the cleric, the couatl will wrap its tail around the cleric and
    transport both of them to a place of safety elsewhere on the Prime Material
    Plane (by traveling through the Ethereal Plane). This destination is not under
    the control of the cleric. In any event, the couatl will vanish back to the
    Ethereal Plane 5-8 turns after being summoned, or sooner if the cleric commands
    it. This power may only be used by lawful good clerics or clerics who worship
    Quetzalcoatl.
    2. So long as the staff is carried, the cleric gains a +2 bonus to his
    saving throw vs. magical effects in general, and a +4 bonus to
    his save vs. all poisons. These bonuses are cumulative with those offered by
    other devices, as per a ring of protection.
    3. The staff may be used to effect the casting of certain spells: detect
    evil and snake charm each three times per day; neutralize poison and sticks to
    snakes each once per day; and wind walk once per week. All spell effects are
    at the 8th level of ability.
    4. The staff is +1 to hit and damage when used in combat.
    A non-good, neutral-aligned cleric (lawful neutral, chaotic neutral, or
    neutral evil) who grasps the staff will not be harmed, but cannot use any of
    its powers (except for clerics of Quetzalcoatl, as noted for power #1). An
    evil cleric who picks it up will take 2-5 points of damage each round the staff
    is held. If a cleric of Tezcatlipoca, Quetzalcoatl's chief rival, is struck by
    or picks up this staff, all damage received is doubled, and that cleric must
    save vs. poison each round the staff is grasped or be slain.
    XP value: 7,500 gp value: 20,000

    RING OF THE GRASSHOPPER: While wearing this ring, a character weighing up to
    300 lbs can jump (as per the magic-user spell) once per turn for a number of
    times equal to his/her strength score. (A strength of 18, with or without an
    exceptional rating will allow for 18 jumps per day.) If the wearer of the ring
    of the grasshopperattempts to jump more often than allowed by his strength, he
    must save vs. paralyzation each time he lands. Failure to save indicates that
    (s)he suffers leg injuries, causing 10-40% damage (1d4 x 10% (if 30% is rolled
    and character has 35 hp then 10 (10.5 rounded down) points of damage are
    taken)) and reducing the victim's movement
    rate to 3". A character injured in this manner will find running leaping, and
    other strenuous activity involving the legs to be impossible for 6-36 hours
    afterward, unless a heal spell is applied to neutralize the ill effects.
    XP value: 1,000 gp value: 5,000
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
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  2. - Top - End - #2
    Pixie in the Playground
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    Default Re: Cool Magic Items

    Here is my first post, and my contributions to weapons(I am a weapons junkie):

    The Ward breakers

    Created long ago, these weapons were the property of Zemaitis “the Sly,” an assassin who specialized in assassinations of wizards and sorcerers. After successfully killing the majority of the mages of a particular wizard’s guild, Zemaitis caught the attention of a pair of powerful wizards who hunted him down and killed him. To show any rivals of their might, they had the weapons magically mounted outside their gate. When the wizards faded from history, so did the weapons. They reappeared later, when the ruins were discovered by a gnome expedition, but the whereabouts of the weapons are presently unknown.

    Kormish (+2 Longsword of Spell piercing)
    Delber (+2 Dagger of Spell piercing)

    The blades of these weapons are deep blue and there are symbols of a book with a skull on the hilts. A deep blue gem the color of the blade is used as their pommels. The Ward breakers can smash through magical wards. If you hit a creature protected by a spell, or hit a magical barrier, you may make a dispel check if the spell is affected by dispel magic (CL 10). If successful, the weapon is not hindered by the spell. It does not, however, end the spell, or get the wielder through.
    You can also disrupt summoned creatures with this. If you succeed at the dispel check against one, you deal an extra 1d10 damage. You may increase the enchantment's caster level just like you would normally upgrade a weapon.
    Moderate (no school); CL 10th; Craft Magic Arms and Armour; Dispel Magic; Price: +12,500 (caster level)

    “Ours is a high and lonely destiny.”- The saying of the evil magician

  3. - Top - End - #3
    Eldritch Horror in the Playground Moderator
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    Default Re: Cool Magic Items

    Just nitpicking, but i think that Staff of the Couatl should be a Rod of the Couatl instead. Staffs are always just spell storage devices, the item you've made is much closer to a rod with lots of unique abilities.

    I'll edit in some items I've made, when I can dig them out.

  4. - Top - End - #4
    Dwarf in the Playground
     
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    Default Re: Cool Magic Items

    Midnight Stone - a small jet-black crystal about the size of a man's thumb.

    Nine times per day, the bearer of this stone may activate one of the powers of the Stone.

    Unnatural Twilight - for 100ft in all directions from the stone, it is pitch black.

    Shadowwalk - the bearer must be in shadow to use this ability. The bearer disappears and reappears in a patch of shadow within sight.

    Shadowsight - each living thing unable to see in darkness, and in 100ft, is struck blind.

    The bearer must be in physical contact with the Stone to use any ability. No other being can use the Stone until the bearer has died or shed blood on the Stone.
    [This signature still in committee.]

  5. - Top - End - #5
    Halfling in the Playground
     
    GnomeWizardGuy

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    Default Re: Cool Magic Items

    Bracers of the Octopus
    Causes the character to grow an extra pair of arms, just below his natural ones.

    * Armor and clothing must be modified to fit or cannot be worn
    * Character can wield a two-handed weapon or use two-weapon fighting with the new arms while using up to two shields with his original set (shield bonuses stack as do penalties for tower shields).
    * Grants +2 bonus to swim and climb checks.
    * Wearing extra rings, gloves, bracers, etc doesn't grant any additional benefits.

    NPC's reactions are up to the DM.
    Carpe DM - Seize the Dungeon Master.

  6. - Top - End - #6
    Bugbear in the Playground
     
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    Default Re: Cool Magic Items

    Immovable Box

    When the command word is spoken(usually something like "stop") this box will not move, exactly as the ability of the immovable rod, until the command word is spoken again. Very useful for preventing thefts.
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  7. - Top - End - #7
    Pixie in the Playground
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    Default Re: Cool Magic Items

    Shoes of Wandering

    When in someones possesion, these leather shoes, on a command word, will walk around by themselves. Besides the natural entertainment bonus supplied by these shoes, they leave very traceable tracks in the ground (which look unseemingly familiar to the user) *looks at own shoe*

    after activation, these boots can be commanded to travel to a certain point, and they will find thier own way of getting there, sometimes completely impassible for humanoids. When they reach thier destination, they will become inanimate, until the next day, which they will be "rested up" for the days next journey.

    If you can't come up with any of the obvious uses for these boots feel free to contact me in any of the ways on the side thingymabobber.
    Always remember you\'re unique, just like everybody else&&&&There are 10 kinds of people: those who know binary and those who don\'t.

  8. - Top - End - #8
    Pixie in the Playground
     
    DruidGuy

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    Default Re: Cool Magic Items

    A. Lightning Rod - a thin metal rod surround by a black spongy substance along most of its length. It is accompanied by a cap of the same material, attached to the rod by a strap. When applied, the cap completely covers the metal.

    When the metal end is exposed, it has two effects.

    1 - It absorbs any electrical energy within 10' of the wearer (shocking grasp, lightning bolt, even natural lightning) storing the energy within the rod.

    2. If the metal end touches a creature or conductive object, it releases d10 electrical damage from the energy stored (requires a melee touch attack. The wielder receives a +4 to hit if the opponent is wearing metal armor.

    The rod can absorb up to 100 pts of electrical damage. If that limit is surpassed, it will detonate, dealing 100 pts of damaage to all within a 20' radius.


    B. Tulwan's Terrific Tattoos - named for the legendary thief who is the first recorded owner, these magical items can transform themselves into tattoos upon the wielder's skin when a command word is spoken, and reform when when another is uttered. While in tattoo form, the items radiate no magical aura. Known tattoos are

    1. Masterwork Dagger
    2. Coil of Rope.
    3. Bundle of Masterwork Thieves' Tools.
    4. Potion bottle.
    \"The essential nature of mankind is depraved.\" -John Calvin.&&\"People are no damned good.\" - Lex Luthor&&Some things never change.

  9. - Top - End - #9
    Firbolg in the Playground
     
    Leon's Avatar

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    Default Re: Cool Magic Items

    Not sure if it really counts as a cool item but we like the results of its effects

    Cursed ring of Protection +2

    the rinf showed up as Magic but Flawed, the Monk (needing more AC) the caution into the wind and put it on.

    Curse effect: Turns the owner permantly a random colour when 1st put on (he got green, which is the better of the 3 colours that it could have been)

    So we ended up with a Green Monk who spoke Goblin
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  10. - Top - End - #10
    Halfling in the Playground
     
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    Default Re: Cool Magic Items

    Quote Originally Posted by Leon
    Not sure if it really counts as a cool item but we like the results of its effects

    Cursed ring of Protection +2

    the rinf showed up as Magic but Flawed, the Monk (needing more AC) the caution into the wind and put it on.

    Curse effect: Turns the owner permantly a random colour when 1st put on (he got green, which is the better of the 3 colours that it could have been)

    So we ended up with a Green Monk who spoke Goblin
    I thought monks were supposed to have HIGH wisdom scores? ???
    Your Fighter wants to Learn Reaving Strike...Which Move would you delete?

  11. - Top - End - #11
    Eldritch Horror in the Playground Moderator
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    Default Re: Cool Magic Items

    Alright, here's an artifact I whipped up, supposed to be part of a set of 4 that I'll finish eventually.

    The Blade of Flame Undying

    Created from the Elemental Plane of Fire, this is a blot of pure primal flames condensed into the shape of a sword. Anything touching the weapon takes 2d6 fire damage per round, unless they are suitable protected. Anyone with proficiency in the shortsword, longsword, greatsword, or bastard sword can wield it proficiently, dealing 2d8 fire damage plus physical damage equal to twice the Strength modifier of the wielder, with x3 damage on a critical hit. It allows use of the spells Fireball or Flame Strike at will (a standard action), as if cast by a 20th level sorcerer. As a full-round action, the blade can form an elemental from any natural fire, up to two sizes larger than the fire (so a campfire - Small - can make a Large elemental; and a bonfire - Large - and form a Gargantuan elemental). The elemental serves the creator for 24 hours, then travels to the Elemental Plane of Fire. Additionally, any fire elemental summoned, gated, called, or created by the wielder must serve them for at least 1 day per HD of the wielder without requesting payment - longer tasks must be paid for as normal. Any negotiations with other fire elementals recieve a +10 circumstance bonus, but water elementals attack the wielder on sight.

    Artifact, cannot be created

  12. - Top - End - #12
    Pixie in the Playground
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    Default Re: Cool Magic Items

    Helm of the Tutor. This elegant adamantine helm (Greek style, crested) was once owned by a great elven warrior, who received it as a gift from an archmage.

    Once donned, the helmet begins to talk to the wearer, offering advice to them on how to achieve the maximum advantage in any given combat situation. If the wearer follows the advice of the helmet, they will receive a constant +1 circumstance bonus to AC and saving throws. Additionally, the helmet requires that the wearer spend at least two hours a day "practicing." If the wearer agrees to this they may perform the following feats by making a DC 10 Concentration check:

    1/round: as a move action, deny one melee opponent a single attack (before the dice are rolled).

    1/round: as a move action, set your initiative to 1. You can only be hit on a critical threat.

    1/battle: you may make a Reflex save to avoid damage. Save DC is equal to the damage rolled.

  13. - Top - End - #13
    Pixie in the Playground
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    Default Re: Cool Magic Items

    I remember a strange item from a D&D collection card. A cursed book that helps the user, but always by offering the most lengthy and ritualized procedures. In time, the user becomes dependent of the book and always consults the book before doing anything. This vicious cycle can be broken with a Remove Curse spell. Anyone remember?
    Listen to Sotahuuto! It\'s christian HC.

  14. - Top - End - #14
    Pixie in the Playground
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    Default Re: Cool Magic Items

    ah... um, I remember it was in the Tome of Magic... but not the name of the book.

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    Retired Mod in the Playground Retired Moderator
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    Default Re: Cool Magic Items

    heres some more

    MEDALLION OF DEFENSE: This item has two command words: to grow, and to
    shrink. Upon command, it turns into a normal-sized shield +1. The second
    command returns it to medallion form.
    XP value: 300 gp value: 800

    QUILL OF SCROLL CREATION: This enchanted writing implement is of great use to
    a magic-user or illusionist attemptinf to enscribe a magical spell scroll. It
    gives its user a 10% bonus to the chance of successfully writing a spell onto a
    scroll. The quill is only good for six uses (six spells), and loses its
    magical properties when the sixth spell is finished. Each usage counts against
    the quill's capacity, whether or not the spell in question was sucessfully
    transfered to the scroll.
    If the quill is used along with a special ink that is attuned to the item,
    the chance of success in the preparation of a scroll spell is increased by an
    additional 10%. The manufacture of this ink is a costly and time-consuming
    process, taking at least a week and requiring ingredients of at least 1,000 gp
    in value to make enough ink to last for six usages. This special ink must be
    mixed with the ink that particular scroll normally requires. A bottle of this
    ink will never be discovered by itself.
    XP value: 250 (500 with ink) gp value: 600 (1,000 with ink)
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
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  16. - Top - End - #16
    Ogre in the Playground
     
    Phasm's Avatar

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    Default Re: Cool Magic Items

    I made this one originally just for fun. Later I posted it on Canonfire. If your campaign doesn't have Celestian, substitute whichever deity oversees planar travel. Warning: really long post ahead!

    This magical weapon was inspired by the 3.5 'Sword of the Planes'. I mused that Celestian's followers would make Spears of the Planes, since the spear is Celestian's weapon. Then I thought that a Spear of the Planes would probably have slightly different qualities, given the Far Wanderer's home plane, and... well, one thing led to another.

    Spear of Celestian

    Minor artifact
    Type: Weapon, shortspear

    Appearance: These rare magical spears are all crafted the same, by the high clergy of Celestian. The spear's shaft is lacquered glossy black and set with seven large, flawless, diamond-shaped gems. From the base to the point, the gems are: ruby, jacinth, golden topaz, emerald, sapphire, amethyst, and diamond. The head of the spear is made of adamantine and engraved with the symbol of Celestian on both sides. It glows with a faint white light, reminiscent of the stars.

    Abilities: The Spear of Celestian's magical abilities depend on the plane where it is being used. Regardless of the plane, the white glow of the spearhead intensifies if danger is approaching. (Note that the Spear only warns of danger to its wielder, not to other party members.)

    Material Plane: +1 returning holy shortspear.

    Inner Planes: +2 returning holy shortspear. The wielder is protected from natural planar hazards, such as fire, drowning, or negative energy. This protection remains for one round after the spear leaves the wielder's hand, enabling him/her to take advantage of the returning property.

    Ethereal, Shadow, Outer Planes: +3 returning holy shortspear. Same natural hazard protection as above; this includes protection from more exotic hazards such as the entrapping effects of Hades and Elysium, the petrification effect of Thuldanin, the maddening/deafening effects of Pandemonium, and the touch of the river Styx. (You're still out of luck if you're stupid enough to drink Styx water, though.)

    Astral Plane: +4 returning holy shortspear. Here, in Celestian's home, the Spear reaches its greatest power. It protects its wielder from the mental effects of psychic storms (see Manual of the Planes) and also the location effects if the wielder is navigating for the party. The Spear also speeds astral travel; travel time is lessened by one category, as if the traveler were more familiar with the destination than he/she actually is. (This power only functions if the Spear's wielder is the one navigating the party.) The wielder's silver cord (if present) may not be damaged by any means, even the attack of an astral dreadnought. The Spear can damage other silver cords, as a githyanki silver sword.

    These bonuses also apply when fighting planar creatures outside their natural habitat; for example, a fire elemental on the Material Plane. The bonuses for plane and creature do not stack- pick the greatest applicable one. So, if Saresha is using a Spear of Celestian to fight a green slaad on the Astral Plane, she doesn't get +7. She gets +4 (Astral), as the greater applicable bonus.


    Lore: The church of Celestian is the only entity that knows how to make these spears, and they are usually found in the hands of high-ranking Celestianite clerics. Legend, and church dogma, have it that Celestian himself taught a high priestess of the faith how to make Spears of Celestian in the days before the Aerdy Empire. For this reason, Celestianites regard the weapons as holy. It is extremely rare for a person not of the faith to be granted the privilege of using a Spear of Celestian. This has happened in the past, when an outsider took on a mission of extreme importance to the church- always with the stipulation that the Spear be returned when the mission is accomplished. To steal a Spear of Celestian, or accept a stolen Spear, is considered an act of sacrilege. The church punishes such theft severely (usually by dumping the offender into Carceri, on the grounds that life in the prison of the multiverse is worse than death) once they learn of it. Adventurers who find a stolen Spear and return it to the nearest temple of Celestian will find their efforts richly rewarded and their respect for the deity praised.

    Despite repeated attempts by archmages and high clerics of other faiths, nobody has yet managed to exactly duplicate the Spears of Celestian. (Swords of the planes may be the result of such attempts.) Bards' tales say that the Spears must be forged on the Astral Plane. Exactly how such a feat would be accomplished in the weightless Astral Plane, nobody knows- except possibly the Celestianites, and they refuse to speak on the matter. Powerful clerics of Celestian often use these Spears in their planar travels, and are frequently solicited by important or wealthy travelers as guides through the planes.

    Destruction: Spears of Celestian are quite durable. There are only three known ways to break them, all of which incur the god's curse.

    Mordenkainen's disjunction: The Spear has a save DC of 25. If the disjunction succeeds, the Spear's magic is dissipated and it becomes an ordinary (albeit beautiful) masterwork shortspear. However, at the moment of release, the curse of Celestian falls upon the mage who invoked the disjunction. She loses 4 points of Intelligence, 10,000 XP, and her land speed is reduced by 10 ft. The curse can only be lifted by means of a wish, miracle, or atonement to Celestian. (An atonement in this case would not change alignment; it would instead function as a formal apology to the god.)

    Strength check vs. DC 35: If the check succeeds, the character manages to break the Spear's shaft in two by brute force. The curse of Celestian is invoked upon him; in addition, the released energies of the Spear catapult him into one of the Lower Planes. Roll d% as below:

    • -Lower Planes-
      01-12: Limbo
      13-25: Pandemonium
      26-38: The Abyss
      39-50: Carceri
      51-63: Hades
      64-75: Gehenna
      76-87: The Nine Hells
      88-100: Acheron

    Wish or miracle: The use of these spells on a Spear has never been documented. However, it is theorized that one could use wish or miracle to destroy a Spear as Mordenkainen's disjunction, possibly even avoiding Celestian's curse.

    Strong abjuration, transmutation, moderate divination; cannot be made except by 20th level cleric of Celestian
    Market price: variable. Whatever a sufficiently unscrupulous person will pay. (It really isn't recommended to try and sell a Spear, but characters do lots of crazy things...)


    Adventure Hooks:

    -Somebody managed to steal a Spear of Celestian! The temple from which it was stolen is offering a hefty reward for its return. The reward gets bigger if you include the thief's head, and bigger yet if you include a live thief for questioning and judgment. (Be aware that a live thief will be questioned under truth spells.)

    -(PC who follows Celestian) There's trouble brewing at the local temple of Celestian, and they need the region's high priest to deal with it. Unfortunately, said priest is out wandering the Planes, as the Far Wanderer's followers are wont to do. His last known destination was the City of Brass on the Elemental Plane of Fire. Most of the priests currently at the temple in question are elderly, crippled or ill; healthy clerics of Celestian are usually on the move. Therefore, they ask the PCs to go look for their high priest. Should the PCs accept, the one who follows Celestian is loaned a Spear for the quest. Besides the usual dangers of planar travel, the PCs will likely encounter evil or just plain greedy outsiders who covet the Spear... and they'd better not go back to the Flanaess without it.

    -The PCs are given magical items as payment for a service rendered- and one of them turns out to be a Spear of Celestian! If the PCs identify the Spear before leaving town, the payer swears he had no idea of its true nature. If they identify it later and come back to confront their erstwhile employer, he's nowhere to be found. What's going on here? How did a holy weapon of Celestian get into this person's hands- and why did he give it to the PCs? Is he really innocent, or is somebody playing a deeper game? Do the PCs immediately go find a temple of Celestian (which may be a long trip; there aren't that many), or pursue the mystery? If they choose the latter, they risk being seen with the Spear and hunted down by the church as thieves. (You know what they say about friendly fire...)
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  17. - Top - End - #17
    Pixie in the Playground
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    Default Re: Cool Magic Items

    Minor Artifact: The Reaper's Scythe

    This scythe acts as a +2 ghost touch scythe. It also bestows Deathwatch on the wielder. On a confirmed critical hit, it casts ethereal jaunt on the victim. The victim remains in the ethereal plane for one round, ruturning after the wielder's next turn. The scythe still deals damage to the creature normally plus 6d4 force damage, and acts as if it had dropped the creature and the wielder had the cleave feat, granting the wielder an attack on another adjacent creature. If the wielder scores a critical on an etherea creature, it is banished to the plane it would go to if it were killed. The critical effect can be used 20 times in one day, then The Reaper's Scythe is treated as a normal +2 ghost touch scythe until the weapon is unused for 8 hours.

    Fiirst forged by the Reaper himself, these weapons are favored by Maruts. A higher level Marut could carry one of these weapons. A Marut can channel the ability of its primary hand through the scyte at will. A character possessing this weapon will attract much attention from the inevitables, causing them to be set on him or her due to even a minor misdeed (True Resseurecting).

    These scythes are now only able to be created with the approval and blessing of a huge Marut. The Marut's approval can be attained through a quest (usually assisting the inevitables by defeating a strong necromancer and possibly bringing proof to the Marut). After that the character is instructed by the Marut how to manufacture the artifact and supplied with all of the essential materials. Attempting to create more than one without the required permission will result in the one who gave the initial consent attacking the character until the new scythe is destroyed. Also if a character knowingly attempts to sell this scythe to a transgressor, no less than 1 huge Marut (the one who gave permission) will attempt to slay the ones involved in the transaction.

    Caster Level: 20th Strong Transmutation, Weak Necromancy

    Price:
    Masterwork scythe +318 GP
    Deathwatch +3,000 GP
    +2 Enhancement +8,000 GP
    Ghost Touch +10,000 GP
    Ethereal Jaunt/Banishment +1,008,000 GP

    Total: 1,029,318 GP

    Please correct me if I am wrong on the price breakdown.
    People die. Things die. Such is life.

  18. - Top - End - #18
    Pixie in the Playground
     
    Planetar

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    Default Re: Cool Magic Items

    The Ring of the Planeswalker

    This simple silver band with a large, blue stone mounted in it so as to directly touch the wearer's skin actually contains the sensory stone of a long-dead Sensate who wandered much of the multiverse before he retired to Sigil. If the wearer of this stone focuses intensely on a particular person, creature, item or place of extraplanar origin or significance for a full round, he becomes immersed in a memory for d8+2 rounds. This memory contains as much information as would have been learned by a Bardic Knowledge check with a bonus equal to the wearer's Knowledge(the Planes) bonus + 10. The wearer is helpless for the duration of the memory and cannot be drawn back before the memory's duration without a successful dispel cast against DC 21.

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    Orc in the Playground
     
    Falrin's Avatar

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    Default Re: Cool Magic Items


    Shortsword of lightning.

    +2 short sword, 1/day cast lightning bolt( CL 5, RS 20 halves).

    Warhammer of thunder.

    +2 Warhammer, 1/day on a hit, creates a loud sound, FS 20 or be deafend for 2d4 rounds.

    Dual wielding the shortsword and warhammer.

    The weapons lose there individual special abbilities. (not the +2). Instead they create 3/ day, when hold crossed, a cone shaped storm inflicting 5d10 electricity damage ( RS 24 halves) and deafen all within th cone.( FS 24 halves)

    I read the idea on this board I think. Great idea, used it in one of my campaigns, but I can't find it anymore. So if you let me know, I'll give credits. Just don't I'm stealing the idea, just using it :).

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    Retired Mod in the Playground Retired Moderator
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    RING OF SHAPE CHANGING: This ring commonly possesses 3-30 charges when found.
    Each of the charges expended allows the wearer to shape change as per the
    ninth-level magic user spell shape-change. The wearer of this ring may change
    back to his original form at will, without expending a ring charge. However,
    there is a 2% chance per shape assumed that the wearer permanently assumes the
    form of the thing into which he changes. In this event, the character stuck in
    an unfamiliar form can only regain his former shape by having dispel magic,
    alter reality, limited wish or wish cast upon him.
    XP value: 2,500 gp value: 15,000
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
    My Homebrew (Most Recent) | Forum Rules
    /veɪnoɚ/

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    Barbarian in the Playground
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    Default Re: Cool Magic Items

    here's a two minute throw together for all you 8 bit Theater Fans. I'm making this at 2 in the morning, so m'eh.

    Minor Artifact:

    Gloves of the Black Mage: These tattered gloves appear to be made of skin.

    when worn by any non chaotic Evil Character, the gloves will automatically cast Destruction on the wearer, except that a saving throw negates the spell entirely rather than allowing 10d6 points of damage. this happens daily unless the wearer becomes Chaotic Evil.

    once per month, the wielder may focus the barely controlled Chaos of the universe into a blast of energy through their palms in the form of a hadoken. this is a full round Action and Must be declared.

    A hadoken is 10ft wide +5d20 feet and has a range of 200ft +50d20 feet. anything and everything in the blast area (Including inconvenient structures) is destroyed utterly and may only be returned via a Wish spell or similar. beings caught in the blast who succeed on a DC 40 Will save take no damage, but are blasted into the Astral plane.

    This power Reflects onto the Ethereal Plane. any being in the Ethereal plane whom is caught in the projected blast area takes 10d6 points of damage. this does not work the other way around.

    every time a Hadoken is used, a d% is rolled to show the percentage by which the average divorce rate of the plane occupied rises.
    Quote Originally Posted by warty goblin View Post
    Blights are halted by the heroic, self-sacrificial actions of a couple of dudes. Throwing them into a land containing the ur-example of the modern pulp fantasy warrior is rather like tossing a sponge in the Pacific and wondering if it'll get wet.

  22. - Top - End - #22
    Halfling in the Playground
     
    BarbarianGuy

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    Default Re: Cool Magic Items

    Vaynor

    With the bead of dew, will the pure water stay seperated from the rest of the water that it was origionaly cleansed from?

  23. - Top - End - #23
    Halfling in the Playground
     
    BarbarianGuy

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    fonkin

    I do not understand how having an initiative of 1 means you can only be hit with a critical threat.

    or, do they have nothing to do with eachother?

    how long is your init 1? just that round? how long can you only be hit by a critical? just one round?

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    Retired Mod in the Playground Retired Moderator
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    Porter,
    the stagnant, poisoned, old, etc. water is completly dissolved with the bead of dew and all that is left is pure water.
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
    My Homebrew (Most Recent) | Forum Rules
    /veɪnoɚ/

  25. - Top - End - #25
    Halfling in the Playground
     
    BarbarianGuy

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    Default Re: Cool Magic Items

    You missunderstand. Say there is a very very muddy river, very wide, and fast flowing. You put the bead of Dew in there, and it purifys 1,000 cubic feet. will the purified water stay seperate on it's journey down the river, or will it remain in the river stagnant withought moving down the river, or, will all the rest of the water start to mix with the purified water as the river flows.

  26. - Top - End - #26
    Pixie in the Playground
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    Default Re: Cool Magic Items

    Quote Originally Posted by MaN
    Bracers of the Octopus
    Causes the character to grow an extra pair of arms, just below his natural ones.
    So this story is actually almost totally offtopic to this thread and probably this forum, but I'm going to tell it anyway.

    If you've spent any amount of time playing MUDs, you've probably encountered Diku MUDs at least once. Diku is the most popular engine, most people who run MUDs just download the Diku software and write their own setting for it. It's an almost-direct rip of D&D, and if you've never played it then just think of Everquest because Everquest is the most direct ripoff of Diku you could imagine except without the fun.

    One of the features of a Diku MUD is that you can't do anything at all to a corpse-- it's just an immovable object, a crate containing the deceased's inventory, that stays where it is until it rots or somebody sacrifices it to their God (usually a GM/sysadmin). However, every time you kill something, there is a certain chance that your killing stroke will strike off a limb-- a head, a leg, an arm, etc. These limbs can be picked up, and you can keep them as trophies, cook and eat them, etc. A usually-insignificant detail here is that whenever a monster kills you there is also a certain chance that a limb will be struck off, and it's possible to retrieve and morbidly collect your own body dismembered body parts upon resurrection.

    So if we're talking about cool "magic items", one of my favorite things I saw in my MUDding days was this one MUD which, as a bit of an undocumented "easter egg", would actually allow you to equip your own severed body parts if you could somehow get hold of them. This had no extra effect, it's just that suddenly you were walking around with multiple arms or heads or whatnot and people somehow just wouldn't notice this. The only effect it would have was that you would suddenly gain the ability to equip more items than one would normally think makes sense-- like you could be wearing four bracelets or two helmets etc, and get the defense bonuses from all six of these. But of course you would also get combined armor-weight penalties so there were downsides...

  27. - Top - End - #27
    Retired Mod in the Playground Retired Moderator
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    Default Re: Cool Magic Items

    Porter,
    Yes the water will mix unless there is some kind of wall of force or something blocking it from mixing. This item works best in a pond or something thats less than 1,000 cubic feet so it will purify all of it. ;D
    “Sometimes, immersed in his books, there would come to him
    the awareness of all that he did not know, of all that he had not read;
    and the serenity for which he labored was shattered as he realized the
    little time he had in life to read so much, to learn what he had to know.”
    ~Stoner, John Williams~
    My Homebrew (Most Recent) | Forum Rules
    /veɪnoɚ/

  28. - Top - End - #28
    Pixie in the Playground
     
    Planetar

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    Default Re: Cool Magic Items

    Mittens of Endurance

    These particularily large, furry pieces of handgear grant the wearer a +4 resistance bonus to Fortitude saves and cold resistance 12. While worn, skills that require hand dexterity (Open Lock, Disable Device) can only be performed at a -2 penalty, and all disarm checks are made with a -2 penalty. Despite their ungainly appearance, these mittens cause no other penalty to attack rolls.

  29. - Top - End - #29
    Pixie in the Playground
     
    ClericGuy

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    I've had this idea floating around for a while as the dual-wielded weapons of a BBEG, but I have no idea what price/value to assign them. There may be something similar to this out there, and it'd be nice to know if so, as it'd save some trouble. Hrm.

    Whip of Subjugation

    These cruel whips, often made from knotted black leather, are found in both standard whip and whip-dagger varieties. They come in two styles, Lesser and Greater. A Lesser Whip of Subjugation is a +1 whip or whip dagger that can, up to three times a day, affect a target that it has successfully struck, with Dominate Person as a 10th level caster (DC 19). If successful, the spell functions as if the whip's wielder had cast it, though it reuses the same save DC on any additional saves made (with all appropriate modifiers, if any). A Greater Whip of Subjugation functions similarly, but is a +2 whip or whip dagger, and the effect bestowed is Dominate Monster (DC 23).
    I don't want to be Elfstar any more! I want to be Debbie!

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    Ogre in the Playground
     
    Phasm's Avatar

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    Default Re: Cool Magic Items

    ::starts cracking up over the Whip of Subjugation::

    I think the Rouge needs one of these, don't you? (Link for the curious: http://www.giantitp.com/cgi-bin/yabb...num=1123787949)

    Seriously, that would be an awesome weapon for a priestess of Loviatar or similar evil, domination-and-pain oriented deity.
    Quote Originally Posted by The_Snark View Post
    Well if SANE science could fix this problem it would have been done already

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