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    Default 1001 Homebrew Magic Items

    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.

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    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/Chaos axis.
    Last edited by Morphic tide; 2018-03-19 at 02:03 PM.
    My most liked class, thematically, is the Artificer. Make free items! (fail by RAW to)Hold up the setting! Have access to every magic item...
    My most liked class, mechanically, is the Bard. I sing the enemy to death! (at level 21)I talk you into a suicidal fanatic! I need to cheese rules that make me sing as I fight or talk to get things done...

    I prefer t2 over anything else, because t2 lets you become anything. I think Psionics is more versatile than magic.

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    Quote Originally Posted by Bohandas View Post
    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
    Last edited by jqavins; 2018-03-19 at 06:23 PM.
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    Quote Originally Posted by jqavins View Post
    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.

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    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.

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    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.
    Last edited by brian 333; 2018-03-19 at 07:39 PM.

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    Default Re: 1001 Homebrew Magic Items

    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.
    Last edited by jqavins; 2018-03-19 at 06:19 PM. Reason: Brian ninjad me
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    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.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
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    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.

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    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

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    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.

    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.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    Quote Originally Posted by drack View Post
    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.)
    Last edited by jqavins; 2018-03-21 at 05:01 PM.
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    Default Re: 1001 Homebrew Magic Items

    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.
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

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    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.

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    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.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

    Quote Originally Posted by William Shakespeare, King Lear, IV.i.46
    'Tis the time's plague, when madmen lead the blind.
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    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
    Last edited by brian 333; 2018-03-21 at 08:07 PM.

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    Quote Originally Posted by brian 333 View Post
    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)

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    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
    Last edited by ChaoticHarmony; 2018-03-24 at 05:40 PM.

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    Quote Originally Posted by ChaoticHarmony View Post
    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.

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    Quote Originally Posted by brian 333 View Post
    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 ☺

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    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.
    Last edited by ChaoticHarmony; 2018-03-24 at 05:43 PM.

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    Quote Originally Posted by ChaoticHarmony View Post
    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.
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by jqavins View Post
    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...

    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.
    Last edited by drack; 2018-03-24 at 01:31 PM.
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by jqavins View Post
    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
    Last edited by ChaoticHarmony; 2018-03-24 at 02:59 PM.

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    Default Re: 1001 Homebrew Magic Items

    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.
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    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
    Last edited by Morphic tide; 2018-03-24 at 11:07 PM.
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    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.)

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    Default Re: 1001 Homebrew Magic Items

    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.

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    Default Re: 1001 Homebrew Magic Items

    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
    Last edited by bc56; 2018-03-27 at 12:11 PM.
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by bc56 View Post
    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 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.
    Last edited by jqavins; 2018-03-27 at 02:22 PM.
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