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  1. - Top - End - #91
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    HalflingPirate

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    Default Re: 1001 Homebrew Magic Items

    99: Reliquary of the Saint

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

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

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

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

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

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

  2. - Top - End - #92
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    100.) Maslow's Golden Hammer (Lesser Artifact) (D&D 3.5)

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

  3. - Top - End - #93
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by brian 333 View Post
    99: Reliquary of the Saint
    The reliquary's level depends upon the highest caster level of the deceased saint. For this purpose assume the dead saint is a cleric of the highest character class.
    How is this different from just the deceased highest class level? Example, please?
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  4. - Top - End - #94
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by jqavins View Post
    How is this different from just the deceased highest class level? Example, please?
    I worded that poorly. It should say, "for saints who had no class levels in a spell-casting class..."

  5. - Top - End - #95
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    101. Chilli con Prisma
    A bowl of chilli seasoned with enchanted spices. Eat a spoonfull with a free action, and gain a breath weapon version of prismatic spray for your next round. Loses its effect until the last spoonfull is completely digested (twelve hours).

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

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


    My actual experience with DnD is pretty low, so I may need some help with the details...
    Last edited by CawCawMarmalade; 2018-06-18 at 12:23 PM.

  6. - Top - End - #96
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    104: Lenses of Gaze Reflection

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

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

    Additionally, the wearer is immune to the effects of any blindness or any other disability inflicted by a very bright flash or light source. The wearer can look into the sun and discern objects in its field of glare without damage to the wearer's eyes.
    Last edited by brian 333; 2018-06-26 at 11:03 PM.

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

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

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

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

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    Default Re: 1001 Homebrew Magic Items

    106: Boots of the skirmisher: Requires the skirmish ability to use. Always active. Allows the wearer to teleport 10 feet as a 5' step. (based on the spell slipping the ranks). I made this up in a game in which I was playing a swift hunter (ranger/scout) to get skirmish damage with the full attack.
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  9. - Top - End - #99
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    Default Re: 1001 Homebrew Magic Items

    107:

    Prismatic Gauntlet

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

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

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

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

    Strong Evocation; CL 13th; Craft Wondrous Item, prismatic spray; Price 40000 gp; Weight 1 lb.

    ===

    Infinity Gauntlet... +1 (as requested), from here: http://www.giantitp.com/forums/showt...3-5-Magic-Item
    Last edited by gooddragon1; 2018-08-29 at 09:07 PM.
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  10. - Top - End - #100
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    Default Re: 1001 Homebrew Magic Items

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

  11. - Top - End - #101
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    108: The Sphere Of Planar Travel
    Artifact

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

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

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

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

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

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

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

    There are several drawbacks to owning this gem:

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

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

    C) Creatures native to the Astral Plane are automatically Hostile to the wielder if they can see or otherwise sense the presence of the gem.
    Last edited by brian 333; 2018-08-30 at 12:37 PM.

  12. - Top - End - #102
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    109. Glass Eye of Sight
    Often created and sold for those who have lost an eye or gone blind, whether by battle or disease, the glass eye of sight allows a blinded user to see once again. These glass eyes are astoundingly detailed, and can be found or created in any color.
    In order for a glass eye of sight to function, it must be placed in the empty eye socket of its user. As the user dons the glass eye, she is immediately able to see again as though the glass eye were a normal human eye. The glass eye is immune to any effect that causes blindness, though the user's remaining real eye (if any) is still subject to such an effect.
    Creatures with darkvision, low-light vision, or similar forms of sight retain these abilities so long as they have one natural eye, but take a -1 penalty to attack rolls and a -2 penalty to spot and search checks made in dim or dark conditions due to the glass eye.

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

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

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

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

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

    (I may have fudged the prices a little bit. Non-customary item slot one one hand, requiring the loss of an eye on the other hand, blah blah blah, they're not exactly by the book)
    Last edited by Vaern; 2018-08-31 at 12:10 PM.

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    Idea stolen from above.

    112: Onyx Eye

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

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

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

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

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

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

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

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

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

    113: Wizard's Eye

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

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

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

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

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

    Otherwise, the eye functions as a normal eye for the species of the user.
    Last edited by brian 333; 2018-09-02 at 02:44 PM.

  14. - Top - End - #104
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    Quote Originally Posted by Vaern View Post
    One thing I would change about that gauntlet is using Prismatic Ray from Spell Compendium as base spell for creating the item instead of Prismatic Spray. All of the effects it produces are exactly the same, except that the spell is a level lower which will drop the cost. The spell also produces a single-target ray (ranged touch attack + saving throw) instead of a cone, which more closely resembles the functionality of the gauntlet, and could justify tripling the range of the gauntlet's abilities.
    Hadn't heard of that spell and I wanted to keep it core only. If I do that it would lower the save DC which is okay, but would it be too strong (with the secondary benefits) for the lower cost? Also, I don't know the level of prismatic ray.
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    Quote Originally Posted by gooddragon1 View Post
    Hadn't heard of that spell and I wanted to keep it core only. If I do that it would lower the save DC which is okay, but would it be too strong (with the secondary benefits) for the lower cost? Also, I don't know the level of prismatic ray.
    Prismatic Ray is two spell levels below Prismatic Spray.
    Honestly, I don't know exactly how the item should be priced to begin with. The defensive abilities have a fairly static value based on the magic item creation guidelines table, but they would be a bit cheaper than normal based on the fact that they become inactive when a stone's power is discharged.
    As for the prismatic effects, being able to produce the seven possible effects of a prismatic spell each once per day is a unique effect that makes the item very awkward to try pricing. One might say that each of the rays is related effects and thus each one could be discounted from the last, but one might also say that each of them should be considered a 1/day casting of the same spell which would end up costing 7/5 the cost of an infinite-use item.
    It might be a bit less messy to rewrite each stone as a separate item with the ability to cast its ray once per day, feeling free to take liberties to arbitrarily adjust the price of each stone according to its individual effect, and then make the gauntlet itself an independent item which grants the passive bonuses of gems socketed into it as a set bonus.
    Another option to simplify the pricing, which completely slipped my mind until now, would be to use Prismatic Eye as the base spell for the item. It creates an orb which can fire seven rays, one for each prismatic effect, before dissipating. That way the whole item could be priced as though replicating a single spell effect once per day, for roughly 24k. The passive bonuses and the cost of the +1 gauntlet itself would probably bump it up to about 30-35k, give or take.
    Last edited by Vaern; 2018-09-03 at 12:54 PM.

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    114.) Magic Eight Ball

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

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

    115.) Magic Infinity Ball

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

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

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    116) Staff of confidence
    This staff is often used by the high priests of Kuo-Toa and is inevitably topped with the image of whatever random thing they have applied divinity to. But the top is easily removable and can be replaced with any icon carved of wood without effecting its function (but does not function with nothing affixed to the top).
    Holding the staff gives you a feeling of confidence and surety in your beliefs. As long as you hold this staff you have a +2 bonus to charisma and you have advantage on any charisma check to convince someone of anything.
    CURSE: If you lie while holding this staff and making a charisma check you must make a wisdom save vs your charisma roll or you believe your own lie and can not be convinced otherwise.
    Last edited by ixis01; 2018-10-02 at 06:25 PM.

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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by ixis01 View Post
    116) Staff of confidence...
    Is this Dumbo's magic feather, i.e. a placebo?
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    Quote Originally Posted by jqavins View Post
    Is this Dumbo's magic feather, i.e. a placebo?
    Not quite. It's definitely magical. It makes you look and feel more confident so people (including yourself) have more confidence in what you're saying and are much more likely to believe you. I've edited it to represent this.

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    I just had an idea for a magic item and had to share it here or I would have to run out into the street screaming it.

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

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

    Feel free to give feedback, or ignore. I probably won't be on here again for a month or more anyways.
    (edit: forgot to number it)
    Last edited by Raucous; 2018-10-03 at 05:46 PM.

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

    Using racial hit dice may make it a rather lackluster item to use against humanoids, but simplifies damage calculations against targets with levels of multiple classes with different HD sizes (depending on the system; I haven't looked far enough into 4e or 5th to know of racial hit dice are still a thing for playable races). Still just add good against anything that doesn't advance by class levels, which is most of the monster manual.
    Limiting the damage by the user's hit dice will allow you to give it to a group at pre-epic levels without having to worry about them one-shotting things that are a significantly higher level than themselves.
    I might also treat the backlash damage the same way as the backlash that can be added to an epic spell seed. If the user dies from backlash, he can still be resurrected normally, but loses a level with true resurrection and loses two levels with spells that normally cost two levels.
    Last edited by Vaern; 2018-10-03 at 08:27 PM.

  22. - Top - End - #112
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    118: The Hammer Of Destiny

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

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

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

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

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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by brian 333 View Post
    118: The Hammer Of Destiny...
    I picture this in the hands of a blacksmith, turning out masterwork items, unaware of what it is. He never uses most of the other powers, and when some few of them "happen" once in a great while he is not aware of how or why.
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    Quote Originally Posted by jqavins View Post
    I picture this in the hands of a blacksmith, turning out masterwork items, unaware of what it is. He never uses most of the other powers, and when some few of them "happen" once in a great while he is not aware of how or why.
    Destiny has a way of changing your plans. I doubt the smith would have time to create many swords unless they are going to be needed.

    119: Animated Shield

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

    The power of this shield can be invoked by anyone who knows its activation phrase; the ability to wield a shield is not required. The shield will de-animate three rounds after combat ends unless combat resumes prior to de-animation.
    Last edited by brian 333; 2018-10-05 at 04:08 AM.

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    Default Re: 1001 Homebrew Magic Items

    thanks for share

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    Quote Originally Posted by brian 333 View Post
    119: Animated Shield...
    The power of this shield can be invoked by anyone who knows its activation phrase; the ability to wield a shield is not required.
    Ooh, what about arcane spell failure chance? It seems like there shouldn't be any while it's animated, which makes this a terrific item for squishy mages if they have a way to carry it when not in use.
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by jqavins View Post
    Ooh, what about arcane spell failure chance? It seems like there shouldn't be any while it's animated, which makes this a terrific item for squishy mages if they have a way to carry it when not in use.
    Why would it interfere with spellcasting? When animated it simply guards the one who invoked it as if it were an NPC.

    120: Boots Of Dancing

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

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

    1 in 20 pairs of these boots are cursed, inflicting Otto's Irresistable Dance upon the wearer should he fail a DC 20 Reflex save when activating the boots.
    Last edited by brian 333; 2018-10-05 at 08:06 PM.

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    121. Skin of Tolerance

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

    Faint illusion; CL 3th; Craft Wondrous Item, reflective disguise; price: 12,000
    Last edited by Vaern; 2018-10-22 at 08:49 PM.

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    122.) Sidereal Immovable Rod

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

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

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

    So, pretty much instant death when activated, along with destruction of the item.
    Last edited by jqavins; 2018-10-23 at 08:13 AM.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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