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    Default [Hourglass of Zihaja] Chapter 8: Magical Items


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    Last edited by Zeta Kai; 2012-02-24 at 09:41 PM.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    Item Lists


    NOTE: "Agal" & "Bisht" are two new item slots, but a character can only have one of either. A character cannot stack agals & bishts.

    Special Abilities (22)
    Spoiler
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    • Bloodthirsty (+1-5 bonus)
    • Concealing (+1 bonus)
    • Curative (+1 bonus)
    • Destructive (+1 bonus)
    • Diurnal (+1 bonus)
    • Escaping (+6,500gp)
    • Furious (+1 bonus)
    • Heroic (+2 bonus)
    • Lethal (+5 bonus)
    • Lunacy (+2 bonus)
    • Maiming (+2 bonus)
    • Malicious (+1 bonus)
    • Nocturnal (+1 bonus)
    • Parrying (+1 bonus)
    • Personal (+1 bonus)
    • Quaking (+3 bonus)
    • Reforming (+1 bonus)
    • Retributive (+2 bonus)
    • Spellbinding (+2 bonus)
    • Spiteful Burst (+2 bonus)
    • Starlit (+2 bonus)
    • Venomous (+2 bonus)

    Specific Items (131)
    Spoiler
    Show
    • Abacus of Accounting
    • Adimas Loop
    • Agal of Altered Destiny
    • Agal of Blessed Faith
    • Agal of the Mind’s Shield
    • Agal of Rapid Wellness
    • Alchemist’s Quern
    • Amulet of Doom (cursed)
    • Armor of Warding
    • Belt of Burdusq
    • Bisht of Distant Lightning
    • Bisht of Dusk’s Concealing
    • Bisht of Harmless Acid
    • Bisht of Melted Snow
    • Bisht of Quenched Flames
    • Bisht of Silenced Sound
    • Blade of Bitter Darkness
    • Blade of the Ghostly Wind
    • Blade of Mortal Fear
    • Blade of Loving Mercy
    • Boots of Swiftness
    • Bow of the Bent Arc
    • Bow of the Hashshashin
    • Bow of the Sharpened Feather
    • Bracelets of Binding
    • Candle of Calm
    • Candle of Cleansing
    • Cat’s Eye Lenses
    • Chalice of Debt
    • Cheche of Intrigue
    • Cheche of Magnificence
    • Cheche of Resilience
    • Circlet of the Iron Lady
    • Compass Ring
    • Crown of the Abyss
    • Dagger of the Deadly Dance
    • Decanter of Crawling Doom
    • Dishdasha of the Darkest Night
    • Dishdasha of Insight
    • Dishdasha of the Many Colors
    • Dishdasha of Many Hundred Birds
    • Dishdasha of the Shifting Veil
    • Dishdasha of Simplicity
    • Earth Medallion
    • Falchion of the Ringing Bells
    • Fang of the Cobra
    • Fire Medallion
    • Ghoul Ointment
    • Gloves of Rebuke
    • Golem’s Heart (Clay)
    • Golem’s Heart (Flesh)
    • Golem’s Heart (Iron)
    • Golem’s Heart (Sand)
    • Golem’s Heart (Sandstone)
    • Golem’s Heart (Stone)
    • Haven Shield
    • Helm of Sight
    • Jewels of Light
    • Juxtaposition Staff (AKA the Juxtaf)
    • Katar of Fury
    • Keffiyeh of Adornments
    • Keffiyeh of Understanding
    • Keffiyeh of Whispers
    • Key of All Locks
    • Key of the Colossus
    • Lamp of Conjuring
    • Lamp of Sujabet
    • Latching Rod
    • Leaping Boots
    • Lenses of Lucidity
    • Mask of Distortion
    • Mask of Eyes
    • Mask of Illusions
    • Mask of the Potentate
    • Medallion of Manas
    • Medallion of Missives
    • Necklace of the Everlasting Night (cursed)
    • Orb of Conveyance
    • Orb of Memory
    • Orb of Tranquility
    • Orb of Twilight
    • Pelta of Repulsion
    • Peri’s Gloves
    • Periapt of Purity
    • Phantasmal Veil
    • Pigments of the Jezebel
    • Quern of Dust
    • Quern of the Thaumaturge
    • Rescuer’s Helm
    • Reverse Crystal Ball (cursed)
    • Ring of Dreams
    • Ring of Endless Moisture
    • Ring of Fire
    • Ring of Quhad-Gul
    • Ring of the Oasis
    • Robes of Reach
    • Rod of Flames
    • Rod of Ice
    • Sanctuary Stone
    • Sarcophagus of the Resolute Soul
    • Scabbard of the Mistral
    • Scabbard of the Sirocco
    • Scabbard of Swiftness
    • Scabbard of the Winds
    • Scales of Arcane Reflection
    • Sheath of the Serpent
    • Slippers of the Deadly Dance
    • Slippers of the Sable Steps
    • Slippers of Silence
    • Slippers of Wind-Walking
    • Spade of the Rising Hand
    • Spear of Hallowed Wrath
    • Spheres of Silence
    • Spirit Mail
    • Staff of the Green
    • Staff of Judgment
    • Staff of the Mighty Winds
    • Staff of the Serpent’s Tongue
    • Staff of the Sudden Dream
    • Stone of Imprisonment
    • Sword of the Starry Eyes
    • Symbol of Zarim
    • Tail of Torture
    • Targe of Deflection
    • Targe of the Resolute
    • Tears of Shera Hazadi
    • Thunder Amulet
    • Tinderbox of Hounds
    • Water Medallion
    • Whistle Dagger
    • Wind Medallion

    Artifacts (8)
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    • Armor of Safe Return
    • Chest of Haz-Hurad
    • Colossus of the Ral Zadi
    • Cycle’s End
    • Elemental Lens
    • Medallion of the Mists
    • Rod of Time
    • Talisman of the Immortal Blood
    Last edited by Zeta Kai; 2011-04-06 at 11:57 AM.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    Special Abilities

    Bloodthirsty (Uzari-Farun)
    A bloodthirsty weapon is infused with a thirst for blood, & gains power from drawing blood from its victims. Only piercing or slashing melee weapons can be bloodthirsty. When initially unsheathed, the weapon has no attack or damage bonuses, other than those from other sources. Once the wielder has drawn blood from a foe with this weapon, however, it gains an enhancement bonus against any foe whose blood has wet the weapon’s blade. The damage bonus is +1 higher than the attack bonus, so (for example) a +2 bloodthirsty weapon would have a damage bonus of +3. These bonuses are negated once the weapon is re-sheathed.

    Strong necromancy; CL 7th (+1), CL 10th (+2), CL 13th (+3), CL 16th (+4), CL 19th (+5); Craft Magic Arms & Armor, vampiric touch; price varies (+1 to +5 bonus).

    Concealing (Meqarai)
    A concealing weapon is one that can be magically disguised as a non-weapon. Upon command, the weapon changes shape & form to assume the appearance of a normal piece of jewelry (belt, bracelet or ring are the most popular options). The weapon takes up the magic item slot that a wondrous item of the same type would normally occupy, & that slot must be empty in order for this effect to function. The weapon retains all its properties (including weight) when concealed; concealment &/or un-concealment takes one full round. Only a true seeing spell or similar magic reveals the true nature of the weapon when concealed. Switching between weapon & item forms is a swift action.

    Moderate transmutation; CL 10th; Craft Magic Arms & Armor, alter self; price +1 bonus.

    Curative (Fediqai)
    A curative weapon is one that can be used to heal as well as harm. Upon a successful hit, this weapon can restore a number of hit points to the struck creature equal to the damage such a hit would normally have inflicted. This can be done a number of times per day equal to the wielder’s Wisdom bonus, if any (minimum once per day). At all other times, this weapon damages creatures like any other weapon would on a successful hit. The wielder must decide to use this effect before their attack roll. This effect can only be used on living creatures; objects, constructs, & the undead are always struck normally. Extra damage from tactics such as sneak attacks or temporary ability score enhancements such as bull’s strength does not increase this healing effect. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.

    Moderate conjuration; CL 9th, Craft Magic Arms & Armor, cure light wounds; price +1 bonus.

    Destructive (Jalaqai)
    A destructive weapon is one that gives the wielder an intuitive insight that can be used against opponents. Four times per day, the wielder can apply a +5 insight bonus to a single attack roll. Also, the wielder is not affected by the miss chance that applies to attackers trying to strike a concealed target, but only while wielding this weapon.

    Moderate divination; CL 12th, Craft Magic Arms & Armor, true strike; price +1 bonus.

    Diurnal (Malarai)
    A diurnal weapon is one that only works in the day. In the darkness, such as at night, in shadowy illumination, or in the presence of a spell with the [Darkness] descriptor, the weapon functions as if it were only a masterwork weapon. But when exposed to bright light or in the presence of a spell with the [Light] descriptor, the weapon functions as if its enhancement bonus were +2 higher than it normally would be. Also, this effect bypasses damage reduction as if it were a Good-aligned weapon. Any other special abilities that the weapon has will only function in the light. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.

    Moderate evocation; CL 8th, Craft Magic Arms & Armor, daylight; price +1 bonus.

    Escaping (Sezasharai)
    An escaping armor is one that protects the wearer from excessive harm by transporting itself away. If the wearer gains certain status conditions (such as disabled, dying, staggered, or unconscious), then the wearer is teleported (via dimension door) to the safest location within 1000’. This ability can only work once per hour, & if all locations within 1000’ are deadly (such as a large battlefield or inside a volcano), then the effect fails.

    Moderate conjuration; CL 15th, Craft Magic Arms & Armor, dimension door; price +6,500gp.

    Furious (Luqadai)
    A furious weapon is one that gives its wielder some of the benefits of a rage, like that of a barbarian. While this weapon is wielded, the wielder gains a +2 morale bonus to Strength & Constitution, a +1 morale bonus on Will saves, & a -2 penalty to their armor class. These effects end once the weapon is sheathed or otherwise not in use. Unlike a raging barbarian, the wielder does not suffer from fatigue when the effects end. While wielding this weapon, the wielder gains a +4 morale bonus to their Will save to resist a calm emotions spell.

    Moderate enchantment; CL 6th, Craft Magic Arms & Armor, rage; price +1 bonus.

    Heroic (Teshiqai)
    A heroic weapon appears sedate but tastefully elegant. It grants a +3 bonus to attack & damage rolls made while using a form feat. Once per day, when the wielder is reduced to half of their total hit points or less, or is made the target of a death effect, its true power reveals itself. The weapon becomes bright & coppery, with golden whorls over the grip, & casts break enchantment & greater heroism on the wielder as an immediate action. A creature cannot gain any additional benefit from wielding more than one heroic weapon.

    Strong abjuration & enchantment; CL 15th, Craft Magic Arms & Armor, break enchantment, greater heroism; price +2 bonus.

    Lethal (Surjai)
    A lethal weapon is one that instantly kills any living being that touches its blade. Any creature struck by it must make a successful Fortitude save (DC12 + the wielder’s effective character level) or immediately die. In addition, even casual contact with the blade will cause this effect, so the wielder has a chance of exposing itself to this effect whenever it rolls a natural 1 on an attack roll. In such circumstances, the wielder must make a Reflex save (DC15) or accidentally expose itself to the weapons effect. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.

    Strong necromancy; CL18th; Craft Magic Arms & Armor, slay living; price +5 bonus.

    Lunacy (Esham)
    A lunacy weapon is one that inflicts madness upon the wielder’s enemies. Any opponent struck by such a weapon must make a Will save (DC15 + the wielder’s Charisma modifier). Upon a successful save, the weapon only deals damage to the opponent. But if the saving throw should fail, the opponent is rendered confused for 1d4+1 rounds. If a confused opponent is struck again by this weapon, it is allowed another saving throw (same DC as above), but the duration of the effect overlaps with itself (re-roll 1d4+1 for the duration). Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.

    Moderate enchantment; CL 13th, Craft Magic Arms & Armor, confusion; price +2 bonus.

    Maiming (Tiqarai)
    A maiming weapon is one that prevents wounds caused by it to be fully healed. Any damage caused by a maiming weapon does not heal naturally, & cure or other healing spells are only 50% effective (divide restored hit points by 2 prior to application). A creature that has a maiming wound is sickened (takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, & ability checks) until their hit points are fully restored. A remove curse spell applied to the maimed creature will allow a maimed wound to heal normally, & a regenerate spell will restore lost hit points at 100% effectiveness. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.

    Strong necromancy; CL 14th, Craft Magic Arms & Armor, inflict critical wounds; price +2 bonus.

    Malicious (Jalimai)
    A malicious weapon is one that grants its wielder the power of pure hatred. Upon a successful strike, this weapon deals an extra 1d6 points of negative energy. Since undead are powered by negative energy, this effect cures such an undead opponent of a like amount of damage, rather than harming it. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.

    Moderate necromancy; CL 6th, Craft Magic Arms & Armor, inflict light wounds; price +1 bonus.

    Nocturnal (Talarai)
    A nocturnal weapon is one that only works at night. When exposed to bright light or in the presence of a spell with the [Light] descriptor, the weapon functions as if it were only a masterwork weapon. But in the darkness, such as at night, in shadowy illumination, or in the presence of a spell with the [Darkness] descriptor, the weapon functions as if its enhancement bonus were +2 higher than it normally would be. Also, this effect bypasses damage reduction as if it were an Evil-aligned weapon. Any other special abilities that the weapon has will only function in the darkness. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.

    Moderate evocation; CL 8th, Craft Magic Arms & Armor, darkness; price +1 bonus.

    Parrying (Uimarai)
    A parrying weapon seems to flick its blade to counter the blows of opponents. The wielder of a parrying weapon is treated as if they had the Parry feat. If they already possess the Parry feat, they are instead treated as though they had the Improved Parry feat. This enchantment may only be applied to a melee weapon.

    Moderate transmutation; CL 12th, Craft Magic Arms & Armor, Improved Parry, cat’s grace; price +1 bonus.

    Personal (Ezbarai)
    A personal weapon is one that only works for its legitimate owner. When wielded by a creature that is not its designated owner or has not been given permission by its designated owner to use it, it functions as if it were only a masterwork weapon. The weapon will also bestow one negative level each minute that it is held. These negative levels fade away once the weapon has been put down, at a rate of one per round. The weapon cannot bestow as many negative levels as the wielder possesses; the maximum negative levels a creature can gain from this effect is their total number of character levels - 1. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. The designated owner is set when the weapon is first crafted, & ownership can be later transferred, if desired. Also, if a personal weapon is used against its designated owner, it can only do non-lethal damage.

    Faint abjuration; CL 16th, Craft Magic Arms & Armor, greater glyph of warding or guards & wards; price +1 bonus.

    Quaking (Qehala-Neshid)
    A quaking weapon is one that can shake the very ground with its power. Upon a successful strike at the bare ground (AC0, hardness varying by material) that deals at least 3 points of damage (after hardness), the wielder can generate an earthquake (as per the spell), centered on the weapon. The wielder’s square is not affected by the tremors, so the wielder takes no direct damage from this effect. Only melee weapons can have this ability. This effect can be generated once per day; when not used to make earthquakes, the weapon functions as if its enhancement bonus were 1 higher than normal.

    Strong evocation; CL 19th, Craft Magic Arms & Armor, earthquake; price +3 bonus.

    Reforming (Nilumai)
    A reforming weapon can repair itself if broken. If sundered, the broken pieces can be placed back together like a jigsaw puzzle. If left undisturbed, the weapon will fuse back together again, making it like new; this effect retains all of the magical power that would normally be lost when a magic weapon is broken. This effect takes a number of days equal to the total weapon bonus. This effect cannot regenerate pieces that are missing, so all pieces must be recovered for this to function. This effect does not repair weapons that have been completely destroyed (IE disintegrated, ground to powder, melted, or vaporized).

    Faint transmutation; CL 5th, Craft Magic Arms & Armor, mending; price +1 bonus.

    Retributive (Aimasai)
    A retributive shield has a dark sheen over its face. When the bearer takes damage, the shield’s face glows with a cold gray light. Opponents within 30’ suffer a -2 morale penalty to attack rolls & to their AC against the bearer for the next round. Three times per day, the bearer may activate the shield’s true power as an immediate action in response to an attack. When damaged by a foe, the bearer may make an attack of opportunity against that foe (even if it would exceed his normal limit) that deals an extra 3d6 points of damage. This ability cannot be combined with the Animated shield ability.

    Strong evocation & necromancy; CL 13th, Craft Magic Arms & Armor, fear, fire shield; price +2 bonus.

    Spellbinding (Elaq-Jalud)
    A spellbinding weapon is one that can disrupt magical creatures & effects. Upon a successful strike upon a creature, that creature must make a Concentration check (DC = 10 + the number of points of damage dealt by the strike + the spell’s level) to use any spell or spell-like ability. This effect lasts for 1 full round. This effect applies to the use of scrolls & wands, but not to the use of other magical items possessed by the affected creature.

    Moderate abjuration; CL 11th, Craft Magic Arms & Armor, dispel magic; price +2 bonus.

    Spiteful Burst (Jalim-Ishar)
    A spiteful burst weapon functions as a malicious weapon that also explodes with hateful energy upon striking a successful critical hit. The negative energy does not harm the wielder. In addition to the extra negative energy damage from the malicious ability (see above), a spiteful burst weapon deals an extra 1d10 points of negative energy damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of negative energy damage instead, & if the multiplier is ×4, add an extra 3d10 points of negative energy damage. Bows, crossbows, & slings so crafted bestow the negative energy upon their ammunition. Even if the malicious ability is not active, the weapon still deals its extra negative energy damage on a successful critical hit.

    Strong necromancy; CL 7th, Craft Magic Arms & Armor, inflict serious wounds; price +2 bonus.

    Starlit (Zuimal)
    A starlit armor cannot be properly discerned except under starlight or the natural light of Najmah. When exposed to a bright source of light (a light spell or equivalent) this armor appears to melt away into thin air. Seen in natural moonlight or starlight, the armor appears to be a translucent midnight blue color. In any lighting, the armor is still tangible & may leave a noticeable outline on clothing. When not visible, the armor provides a +2 circumstance bonus to the wearer’s AC, as a foe cannot discern a good location to strike.

    Moderate illusion; CL 10th, Craft Magic Arms & Armor, Adimas’ magic aura, invisibility; price +2 bonus.

    Venomous (Shibajai)
    A venomous weapon is one that is magically infused with a deadly poison. Upon a successful strike, the opponent is struck by a poison-like effect (as the spell; deals 1d6 points of temporary Constitution damage immediately & another 1d6 points of temporary Constitution damage 1 minute later). The Fortitude saves for this effect have a DC18 to resist. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.

    Moderate necromancy; CL 9th, Craft Magic Arms & Armor, poison; price +2 bonus.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    Specific Items

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    A Items

    Abacus of Accounting
    • Looks like a plain wooden abacus, with ivory beads & a tiny leather-bound book of mathematics bound to the side.
    • By specifying a chosen object within sight, the wielder of this device can instantly determine the number of roughly similar objects within 100’. The only creatures that can be counted in this fashion are constructs.
    • Wondrous Item (abacus).
    • Faint illusion; CL 5th; Craft Wondrous Item, tally; price 10,000gp; weight 1 lb.


    Adimas Loop
    • Looks like a large plain-looking brass ring (6” diameter), although it bears an inscription of a black feather.
    • When the user holds the loop, they can re-roll any one die roll as an immediate action. The roll to be repeated must have been the last roll made, & need not have been a roll made by the user’s player. The results of the reroll must be taken (unless another loop is used), even if the results are more unfavorable than the original roll. The loop crumbles to dust after a single use.
    • Wondrous Item (loop).
    • Moderate transmutation; CL19th; Craft Wondrous Item, miracle or wish; price 3,200gp; weight ½ lb.


    Agal of Altered Destiny
    • Looks like a plain blue agal… or is green? Maybe it’s orange?
    • The wearer can grant a touched creature a +2 luck bonus (or inflict a -2 luck penalty) to its next saving throw. Doing so requires a successful touch attack, but does not permit the creature a save to resist. The wearer cannot grant themselves this effect.
    • Wondrous Item (agal).
    • Faint evocation; CL5th; Craft Wondrous Item, bend fate, skew fate; price 8,000gp; weight 0 lbs.


    Agal of Blessed Faith
    • Looks like a thick, white, plain agal.
    • The wearer is constantly under the effects of a bless spell. An agal can be worn over other magical head adornments, but only one agal may be worn at a time.
    • Wondrous Item (agal).
    • Faint enchantment; CL 5th; Craft Wondrous Item, bless; price 6,500gp; weight 0 lbs.


    Agal of the Mind’s Shield
    • Looks like a plain red agal with thin white stripes running through it.
    • The wearer gains a +5 bonus to their Will saves while donning this agal.
    • Wondrous Item (agal).
    • Moderate abjuration; CL 6th; Craft Wondrous Item, protection from chaos/evil/good/law; price 9,400gp; weight 0 lbs.


    Agal of Rapid Wellness
    • Looks like an agal, made of red & white striped cloth, which never seems to get soiled no matter how dirty & dusty the surroundings are.
    • The wearer gains Fast Healing 1 while donning this agal.
    • Wondrous Item (agal).
    • Strong conjuration; CL 18th; Craft Wondrous Item, regenerate; price 12,600gp; weight 0 lbs.


    Alchemist’s Quern
    • Looks like a quern made of black marble, with a lapis lazuli handstone.
    • This quern-stone confers a +6 competence bonus to all Craft (alchemy) checks made while using it.
    • Wondrous Item (quern-stone).
    • Strong transmutation; CL 9th, Craft Wondrous Item, fabricate; price 3,600gp.


    Amulet of Doom
    • This amulet appears to be one of the beneficial amulets or necklaces, & when worn seems to have no immediate benefit.
    • It screens the wearer from friendly divinations, but suppresses all protections the wearer may receive against hostile divinations. In addition, a powerful individual receives the effects of Nathar’s nightmarish nemesis (1,250 XP spent) targeting the wearer until either the amulet or that individual is destroyed, at which time the powers of the amulet fade.
    • Wondrous Item (amulet).
    • Strong abjuration; CL 17th; Craft Wondrous Item, greater bestow curse; price 35,000gp.


    Armor of Warding
    • Looks like a suit of dark brown leather armor, studded with metal slugs. Upon close inspection, these slugs are shaped like squares, triangles, crescents, spirals & other arcane shapes.
    • This +2 studded leather suit of armor protects the wearer from curses. The wearer gains a +10 resistance bonus to all saving throws to resist curses & curse-based effects.
    • Strong abjuration; CL 15th; Craft Magic Arms & Armor, greater remove curse; price 18,175gp; Cost 9,175gp + 720 XP.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    B Items

    Belt of Burdusq
    • Looks like a thick leather belt, with many different colored stones embedded within it, & a silver buckle in the shape of two clasped hands.
    • It creates a 5’ aura of protection, centered on the wearer. All allies within the aura (including yourself) gain a +1 shield bonus for every ally within 5’ of you.
    • Wondrous Item (belt).
    • Moderate abjuration; CL5th; Craft Wondrous Item, shield; price 9,000gp; weight 1 lb.


    Bisht of Distant Lightning
    • This blue linen robe is accented with jagged yellow embroidered shapes.
    • The bisht absorbs the first 10 points of electricity damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all electricity damage for the next round, preventing any of it from harming the wearer. Absorbing electricity damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
    • Wondrous Item (bisht).
    • Moderation abjuration CL 9th; Craft Wondrous Item, resist energy; price 21,600gp; weight 3 lbs.


    Bisht of Dusk’s Concealing
    • This long, flowing gray robe hangs loosely over the shoulders.
    • When worn as an outer garment, it reduces the wearer’s armor check penalty by -5 (to a minimum of 0) & raises the armor’s maximum Dexterity bonus by +2. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
    • Wondrous Item (bisht).
    • Moderate transmutation; CL 10th; Craft Wondrous Item, cat’s grace; price 8,000gp; weight 2 lbs.


    Bisht of Harmless Acid
    • This yellow linen robe is accented with bubbly green embroidered shapes.
    • The bisht absorbs the first 10 points of acid damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all acid damage for the next round, preventing any of it from harming the wearer. Absorbing acid damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
    • Wondrous Item (bisht).
    • Moderation abjuration CL 9th; Craft Wondrous Item, resist energy; price 21,600gp; weight 3 lbs.


    Bisht of Melted Snow
    • This white linen robe is accented with wispy blue embroidered shapes.
    • The bisht absorbs the first 10 points of cold damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all cold damage for the next round, preventing any of it from harming the wearer. Absorbing cold damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
    • Wondrous Item (bisht).
    • Moderation abjuration CL 9th; Craft Wondrous Item, resist energy; price 21,600gp; weight 3 lbs.


    Bisht of Quenched Flames
    • This black linen robe is accented with wavy red embroidered shapes.
    • The bisht absorbs the first 10 points of fire damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all fire damage for the next round, preventing any of it from harming the wearer. Absorbing fire damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
    • Wondrous Item (bisht).
    • Moderation abjuration CL 9th; Craft Wondrous Item, resist energy; price 21,600gp; weight 3 lbs.


    Bisht of Silenced Sound
    • This green linen robe is accented with curvy white embroidered shapes.
    • The bisht absorbs the first 10 points of sonic damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all sonic damage for the next round, preventing any of it from harming the wearer. Absorbing sonic damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
    • Wondrous Item (bisht).
    • Moderation abjuration CL 9th; Craft Wondrous Item, resist energy; price 21,600gp; weight 3 lbs.


    Blade of Bitter Darkness
    • Looks like a dull, dark gray falchion with many barbs along the edges, & a grip wrapped in bloodstained black leather.
    • This +2 falchion inflicts one negative level upon the creature that it struck whenever it deals damage. Upon a critical hit, it inflicts two negative levels. These negative levels last one full day, & can only affect living creatures (constructs, objects, & the undead do not count).
    • Strong necromancy; CL 13th; Craft Magic Arms & Armor, enervation; Price 54,375gp; Cost 27,375gp + 2,160 XP.


    Blade of the Ghostly Wind
    • Looks like a long, delicate scimitar with a translucent blade, etched with swirling lines, like gusts of wind.
    • This +1 scimitar can become incorporeal while in the wielder’s hand, as a free action. The hand wielding this weapon counts as empty for any effect that would be beneficial. However, the hand cannot be used to hold a weapon, implement or shield.
    • Moderate evocation; CL4th; Craft Magic Arms & Armor, spiritual weapon; price 14,315gp; cost 7,315gp + 560XP.


    Blade of Mortal Fear
    • Looks like a golden-bladed scimitar, with many wicked barbs on its blade & a row of spikes on its grip-guard.
    • Upon a successful strike from this weapon, an opponent must make a Will save (DC18) or be shaken for 1d6+4 rounds. Upon a successful critical hit from this weapon, an opponent must make a Will save (DC18) or be frightened for 1d6+4 rounds.
    • +3 Intelligent scimitar.
    • The blade is extremely agoraphobic, & wants only to remain in its scabbard. The wielder must succeed a Will save versus the weapons Ego (DC11) to draw the sword from its sheath.
    • Alignment: Chaotic Neutral; Intelligence 15 (+2), Wisdom 10 (+0), Charisma 15 (+2); Languages: Archaic, Common, & Ghul; illiterate; 120’ radius vision & hearing, 60’ darkvision; can communicate telepathically with the wielder; Bluff +12, Diplomacy +12, Sense Motive +10; Ego: 11.
    • Strong necromancy; CL 10th, Craft Magic Arms & Armor, fear; price 38,315gp; cost 19,315gp + 1,520XP.


    Blade of Loving Mercy
    • Looks like a gold-plated katar with a heart-shaped blade.
    • This +1 punching dagger will not reduce any creature hit points below -1; in addition, any creature that it reduces to negative hit points will automatically be stabilized. This effect cannot be used to stabilize a creature that was reduced to negative hit points by other means.
    • Moderate conjuration; CL 8th; Craft Magic Arms & Armor, cure minor wounds; Price 8,302gp; Cost 4,302gp + 320 XP.


    Boots of Swiftness
    • Look like a pair of metal-plated boots in the shape of the talons of a homa bird.
    • Increases speed of wearer by 30’ per round, which is considered an enhancement bonus. This effect applies to all forms of travel, but does not increase the speed of other activities. This effect overlaps (does not stack) with other magical means of increasing one’s speed. Both boots must be worn by the same creature for them to be effective.
    • Wondrous Item (boots).
    • Moderate transmutation; CL8th; Craft Wondrous Item, expeditious retreat or longstrider; price 16,000gp; weight 2 lbs each.


    Bow of the Bent Arc
    • Looks like a longbow, made of ashy bone-like wood, which is twisted at odd angles.
    • This +2 shortbow can enable arrows fired with it to ricochet off of flat surfaces, such as walls, floors, & ceilings. Once per round, calculate line of effect from a wall square within range. You must still have line of sight to the target, & the arrows cannot ricochet more than twice. An arrow cannot travel further than one range increment from a wall it has ricocheted from, & arrows maintain the same height as that wall after striking it.
    • Faint evocation; CL6th; Craft Magic Arms & Armor, wind wall; price 17,330gp; cost 8,830gp + 680XP.


    Bow of the Hashshashin
    • Looks like a longbow made of darkwood, intricately carved into long curving intertwined shapes that seem to hypnotize those who gaze its patterns for too long.
    • This +3 longbow grants the user a +10 insight bonus to ranged attacks made with it, but only if the user prepared the attack roll as a readied action.
    • Moderate divination; CL 11th; Craft Magic Arms & Armor, true strike; Price 34,405gp; Cost 17,405gp + 1,360 XP.


    Bow of the Sharpened Feather
    • Looks like an ordinary longbow, except the wood is covered with swirling black & white marks, & wisps of smoke occasionally emanate from the bowstring.
    • This +1 longbow adds the wielder’s Dexterity bonus to damage rolls for all ranged attacks made with it.
    • Moderate evocation; CL10th; Craft Magic Arms & Armor, wind’s edge; price 42,375gp; cost 21,375gp + 1,680XP.


    Bracelets of Binding
    • Look like a pair of plain bracelets, 2” wide each, made of polished brass.
    • Binds the wearer, forcing them to obey a designated creature. The wearer is allowed a Will save (DC10 + caster level) to resist. Only elementals or outsiders can be bound by these bracelets. The master creature must be designated prior to placing the bracelets on the wearer. The master can designate a new master for the bound creature, but the bound creature can have only one designated master at a time; each time a new master is designated, the wearer gets a new saving throw to resist the binding. They also grant the wearer a +2 deflection bonus to their AC. Both bracelets must be worn by the same creature for them to be effective.
    • Wondrous Item (bracelets).
    • Moderate transmutation; CL17th; Craft Wondrous Item, binding; price 21,700gp; weight 1 lb each.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    C Items

    Candle of Calm
    • Looks like a tall, thick ivory candle with smoky colors swirling over its surface constantly, except when lit, at which time its colors come to a stop.
    • When burned, it projects the area with soothing emotions (50’ radius), which functions like a calm emotions spell; Will save (DC17) to negate. This effect lasts for 1 hour, as the candle burns. If the candle is snuffed before that time, the effect is canceled & the candle ruined.
    • Wondrous Item (candle).
    • Strong enchantment; CL7th; Craft Wondrous Item, calm emotions; price 1,400gp; weight 1 lb.


    Candle of Cleansing
    • Looks like a simple red-wicked candle made of ivory-colored wax striped with paler streaks.
    • When burned, this candle creates an immobile, hemispherical energy field that damages unclean creatures. The field affects oozes, vermin, & any creature that can transmit poison or disease as an extraordinary ability. Any creature that the field affects takes 1d8+6 points of damage per round; a successful Will save (DC16) each round negates this damage. Creatures that can cast poisoning spells, but have no inherent poisoned attack, are not affected by this field. This effect is in a 10’ radius, centered on the candle. The field lasts for 10 minutes, as the candle burns. If the candle is snuffed before that time, the effect is canceled & the candle ruined.
    • Wondrous Item (candle).
    • Moderate evocation; CL6th; Craft Wondrous Item, scour; price 6,500gp; weight ½ lb.


    Cat’s Eye Lenses
    • These glass lenses have a tinted vertical slit & are joined by a copper wire set with agate.
    • The wearer of these lenses becomes immune to blindness, as well as the harmful effects of spells with the [Light] descriptor.
    • Wondrous Item (lens).
    • Faint evocation; CL 5th; Craft Wondrous Item, darkness; price 20,000gp; weight 0 lbs.


    Chalice of Debt
    • Looks like a simple clay cup, with a thick stem & a wide base. The inside of the cup is stained from old wine.
    • Once per day, when this cup is filled with wine, the contents become enchanted after one minute. A creature drinking this enchanted wine gains 1d8+5 temporary hit points. These temporary hit points last for one hour. Twenty-four hours later, a drinker takes damage equal to the temporary hit points that they gained the day before. The cup can contain enough enchanted wine for up to 6 Medium-sized creatures to gain this effect. No creature can be affected by this chalice more than once per day.
    • Wondrous Item (chalice).
    • Moderate transmutation; CL 5th; Craft Wondrous Item, aid & virtue; price 6,600gp; weight 1 lb.


    Cheche of Intrigue
    • This cheche is dyed an indigo that is so deep as to appear almost black.
    • When worn, it confers on the wearer a +6 insight bonus to Intimidate checks. Additionally, the wearer is immune to all opposed Sense Motive checks & to divination spells of 2nd level or lower. The cheche itself is immune to all divination spells of 5th level or lower.
    • Wondrous Item (scarf).
    • Moderate evocation; CL 12th, Craft Wondrous Item, nondetection; price 7,200gp; weight 0 lbs.


    Cheche of Magnificence
    • Looks like a long silk scarf, which is a deep purple, with intricate swirling designs stitched in golden thread.
    • When worn, it confers on the wearer a +4 competence bonus to Bluff, Diplomacy, Gather Information, Intimidate, Perform & Sense Motive checks against all creatures within 30’. Any effect that offers a creature cover or concealment relative to you suppresses the effects of this item for that specific creature. This item cannot affect sightless creatures.
    • Wondrous Item (scarf).
    • Moderate illusion; CL 7th, Craft Wondrous Item, majestic one; price 9,600gp; weight 0 lbs.


    Cheche of Resilience
    • Looks like a linen scarf the color of a sand dune, with tiny symbols of protection sewn into the edges with dark green thread.
    • The wearer of this scarf gains +6 circumstance bonus on endurance checks (such as Swim, environmental effects etc.) & can ignore the effects of difficult terrain.
    • Wondrous Item (scarf).
    • Moderate transmutation; CL 9th, Craft Wondrous Item, relentless endurance; price 7,200gp; weight 0 lbs.


    Circlet of the Iron Lady
    • Looks like an intricately wrought silver crown with diamonds at every joint & curve of its outer surface, interlaced with thorny vines.
    • While worn, the user gains a +2 deflection bonus to her AC. Also, the user gains a +2 sacred bonus against fear effects while wearing this item.
    • This item only works for a female wearer; it has no power for a male user.
    • Wondrous Item (crown).
    • Moderate abjuration; CL8th; Craft Wondrous Item, mage armor & remove fear; price 16,000gp; weight ½ lb.


    Compass Ring
    • Looks like a thick steel ring with a triangle motif & an arrowhead glass centerpiece.
    • When the wearer concentrates on this ring for one full round, it will feel a tug in the direction of true north. This effect does nothing in any environment in which “north” does not really exist.
    • Faint divination; CL 12th; Forge Ring, know direction; price 2,100gp.


    Crown of the Abyss
    • Looks like a simple silver crown, with three jewels on each side of a large black diamond in the center. The black diamond smokes for a few minutes after each use.
    • Three times per day, the wearer can fill their surroundings (40’ radius) with the effects of a darkness spell & a desecrate spell simultaneously. Each effect can be activated independently, but the crown cannot be used more than three times per day.
    • Wondrous Item (crown).
    • Strong enchantment; CL15th; Craft Wondrous Item, darkness & desecrate; price 17,300gp; weight 1 lb.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    D Items

    Dagger of the Deadly Dance
    • Looks like a golden-bladed knife, with the handle shaped like a dancing figure.
    • This +2 dagger can grant its wielder the ability to wink in & out of reality. Three times per day, the wielder can “blink” up to 10’ in any direction as a swift action (for setting up flanks, exiting danger zones, etc.). The wielder must choose an unoccupied space to “blink” into, or the effect fails & is wasted.
    • Moderate transmutation; CL8th; Craft Magic Arms & Armor, blink; price 17,302gp; cost 8,302gp + 680XP.


    Decanter of Crawling Doom
    • Looks like a pale beige carafe made of clay, glazed with an opalescent varnish, & decorated with many stylized insects painted in black.
    • If the stopper is removed from this flask & a command word spoken, it produces one swarm of insects per round. The type of swarm is random (either a spider swarm, a locust swarm, a centipede swarm, or a hellwasp swarm; roll 1d4). This effect does not produce any back pressure, & therefore will not knock down the holder. The command word must be spoken to stop it. The holder cannot control or direct a conjured swarm without the use of enchantment spells.
    • Wondrous Item (flask).
    • Strong conjuration; CL13th; Craft Wondrous Item, scrabbling disgorge; price 21,900gp; weight 4 lbs.


    Dishdasha of the Darkest Night
    • This loose linen robe is flat black, with little silvery stars twinkling on its surface from time to time.
    • It grants the wearer a +4 circumstance bonus to Hide checks in areas of darkness or shadowy illumination, but imposes a -2 circumstance penalty in bright illumination. Additionally, the wearer gains a +2 circumstance bonus to normal & touch AC, & a +4 dodge bonus to AC against attacks of opportunity. True seeing & see invisibility will both reveal the wearer & negate the wearer’s Hide & AC bonuses from this item.
    • Wondrous Item (robe).
    • Strong illusion; CL 14th; Craft Wondrous Item, cloak of shadows; price 13,200gp; weight 3 lbs.


    Dishdasha of Insight
    • This loose cotton robe is a creamy beige color, with tiny sparks occasionally shooting from the seams.
    • Once per day, the wearer can choose to gain a +20 insight bonus on their next single skill check as an immediate action. The check can be of any skill.
    • Wondrous Item (robe).
    • Faint enchantment; CL 5th; Craft Wondrous Item, aid; price 10,000gp; weight 2 lbs.


    Dishdasha of the Many Colors
    • This loose linen robe is a riot of motley colors, constantly shifting & changing in hue & shade.
    • The wearer can mesmerize nearby creatures for up to 1 minute, three times per day. Any creature within 30’ when this effect is active must make a Will save (DC15) each time they look at the wearer or become fascinated for as long as they remain within sight. Creatures within 30’ are also dazzled as long as they can see the wearer (no save). For as long as this effect is active, the wearer suffers a -20 penalty to Hide checks. A spell with the [Darkness] descriptor will render this effect useless & conceal the wearer. Obscuring mist & the like offer the wearer no concealment, but negate these effects. This effect does not affect sightless creatures.
    • Wondrous Item (robe).
    • Moderate illusion; CL 10th; Craft Wondrous Item, coat of colors; price 36,000gp; weight 3 lbs.


    Dishdasha of Many Hundred Birds
    • This loose cotton robe is patterned with birds in all colors.
    • It grants the wearer a +2 enhancement bonus to Charisma. Once per day, the wearer may raise his arms, calling forth the birds of the robe, which fly forth, turning into an oasis with tall trees, ample water, grass & fruit occupying 360 cubic feet. The oasis lasts for 24 hours or until dispelled or dismissed. It overlaps natural terrain but does not affect structures, equipment, or creatures, with the exception of the illusory birds. Food & grass removed from the oasis turn into illusory birds & fly back to the dishdasha, but up to 24 gallons of water can be taken.
    • Wondrous Item (robe).
    • Moderate conjuration & illusion; CL 12th; Craft Wondrous Item, eagle’s splendor, hallucinatory terrain, heroes’ feast; price 32,800gp; weight 3 lbs.


    Dishdasha of the Shifting Veil
    • This loose linen robe is a dull, dusty shade of tan near the hem, fading swiftly to a sharp, clear azure at the top.
    • It grants the wearer 25% concealment & a +4 competence bonus to Hide checks. A suspicious creature can make a Will save to notice the glamer, reducing the wearer’s concealment against that creature to 10% but not negating the Hide bonus offered. True seeing offers no further information. This item’s effects are not dispelled if the wearer attacks or take another hostile action, although doing so is likely to provoke suspicion. Raising or dropping this item’s effects is a swift action.
    • Wondrous Item (robe).
    • Strong illusion; CL 15th; Craft Wondrous Item, camouflage; price 11,600gp; weight 3 lbs.


    Dishdasha of Simplicity
    • This loose cotton robe is a basic white color, although the trained eye can discern subtle shifts in color from time to time.
    • It grants the wearer a +2 enhancement bonus to Wisdom. Items worn on the neck, head, & shoulders, as well as rings, vanish while the dishdasha of simplicity is worn, enabling the wearer to walk in peace without appearing to be a prime target for would-be thieves. Helmets are specifically excluded from this effect. The wearer’s hidden magic items continue to function while this item is worn.
    • Wondrous Item (robe).
    • Faint illusion & transmutation; CL 5th; Craft Wondrous Item, invisibility, owl’s wisdom; price 6,000gp; weight 3 lbs.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    E Items

    Earth Medallion
    • Looks like a circular medallion made of stone, with stylized rocks on its face, on a heavy iron necklace.
    • Three times per day, it allows the wearer to use a move earth spell, as if cast by a 15th-level caster.
    • Wondrous Item (medallion).
    • Strong transmutation; CL15th; Craft Wondrous Item, move earth; price 108,000gp; weight 1 lb.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    F Items

    Falchion of the Ringing Bells
    • Looks like a long, thick falchion, with five steel bells chained to the back of the blade.
    • This +3 falchion grants its wielder more critical strikes; every time the wielder scores a critical hit with this weapon, it gains +1 to its critical hit range for up to one hour, up to a maximum of +7.
    • Moderate transmutation; CL8th; Craft Magic Arms & Armor, blink; price 50,375gp; cost 25,375gp + 2,000XP.


    Fang of the Cobra
    • Looks like a serpentine shortbow, with hooded cobra heads on each end & painted in a snake’s color scheme.
    • This +1 shortbow has a critical range of 11-20, but only for attacks made with a readied action. For all other attacks, this weapon has a critical range of 16-20.
    • Faint divination; CL6th; Craft Magic Arms & Armor, archer’s prowess; price 10,330gp; cost 5,330gp + 400XP.


    Fire Medallion
    • Looks like a circular medallion made of bronze, with stylized fire on its face, on a copper necklace.
    • Three times per day, it allows the wearer to use a wall of fire spell, as if cast by a 15th-level caster.
    • Wondrous Item (medallion).
    • Strong transmutation; CL15th; Craft Wondrous Item, wall of fire; price 72,000gp; weight 1 lb.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    Zeta, I like most of the work so far, but your formatting, it causes my eyes intense pain.


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

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    Question Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    Quote Originally Posted by Lord_Gareth View Post
    Zeta, I like most of the work so far, but your formatting, it causes my eyes intense pain.
    Do you have a suggestion for an improvement?

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    G Items

    Ghoul Ointment
    • A jar of this unguent is 3” in diameter, about 1” deep, & contains five applications.
    • This jar of salve appears to contain Restorative Ointment. Upon being placed upon a poisoned wound or swallowed, the wearer is dealt 13d6 points of damage. The crafter of the salve instantly gains temporary hit points equal to the damage dealt, so long as they are on the same plane as the wearer. The crafter cannot gain more than the wearer’s current hit points +10, which is enough to kill the wearer. The temporary hit points disappear 1 hour later. The wearer is allowed a Fortitude save (DC21) for half damage.
    • Wondrous Item (ointment).
    • Faint necromancy (disguised as faint conjuration); CL 13th (disguised as CL 5th); Craft Wondrous Item, bestow curse & vampiric ray; price 4,000gp; weight ½ lb.


    Gloves of Rebuke
    • Looks like a pair of wrought iron gauntlets, which dully glow when worn as it they were heated by inner flames.
    • Any living creature touched by the wearer must make a successful Will save (DC14) or suffer 4 points of damage & 1 point of temporary Dexterity or Charisma damage (wearer’s choice). Both gloves must be worn by the same creature for them to be effective.
    • Wondrous Item (gauntlets).
    • Faint evocation; CL4th; Craft Wondrous Item, welt; price 8,000gp; weight ½ lb each.


    Golem’s Heart (Clay)
    • Looks like a plain cubical brick of gray stone, with no distinguishing features.
    • When this brick is immersed within clay for 24 hours, it will form a clay golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 1d4+1 hours, after which it will dissolve into inanimate mud (the brick survives, so it can be used again). The brick must be placed within a single roughly-homogenous mass of clay, weighing at least 1,000 pounds.
    • Wondrous Item (brick).
    • Strong transmutation; CL 16th; Craft Wondrous Item, animate objects; price 53,000gp; weight 6 lbs.


    Golem’s Heart (Flesh)
    • Looks like a plain cubical brick of red stone, with no distinguishing features.
    • When this brick is immersed within a pile of corpses for 24 hours, it will form a flesh golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 1d3 hours, after which it will dissolve into inanimate sludge (the brick survives, so it can be used again). The brick must be placed within a pile of at least six dead bodies, all of which must be Humanoid & none of which can be dead for more than two days when the brick is placed.
    • Wondrous Item (brick).
    • Strong transmutation; CL 15th; Craft Wondrous Item, animate objects; price 33,000gp; weight 5 lbs.


    Golem’s Heart (Iron)
    • Looks like a plain cubical brick of black stone, with no distinguishing features.
    • When this brick is immersed within iron for 24 hours, it will form an iron golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 2d6+2 hours, after which it will crumble into inanimate rust (the brick survives, so it can be used again). The brick must be placed within a pile of pure iron, weighing at least 5,000 pounds.
    • Wondrous Item (brick).
    • Strong transmutation; CL 17th; Craft Wondrous Item, animate objects; price 163,000gp; weight 50 lbs.


    Golem’s Heart (Sand)
    • Looks like a plain cubical brick of white stone, with no distinguishing features.
    • When this brick is immersed within sand for 24 hours, it will form a sand golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 1d4 hours, after which it will crumble into inanimate dust (the brick survives, so it can be used again). The brick must be placed within a single well-packed heap of sifted sand (mixed with 600gp worth of diamonds), weighing at least 2,500 pounds.
    • Wondrous Item (brick).
    • Strong transmutation; CL 16th; Craft Wondrous Item, animate objects; price 38,000gp; weight 25 lbs.


    Golem’s Heart (Sandstone)
    • Looks like a plain cubical brick of beige stone, with no distinguishing features.
    • When this brick is immersed within sandstone for 24 hours, it will form a sandstone golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 1d4+1 hours, after which it will crumble into inanimate sand (the brick survives, so it can be used again). The brick must be placed within a single block of hard sandstone, weighing at least 2,500 pounds.
    • Wondrous Item (brick).
    • Strong transmutation; CL 16th; Craft Wondrous Item, animate objects; price 53,000gp; weight 25 lbs.


    Golem’s Heart (Stone)
    • Looks like a plain cubical brick of brown stone, with no distinguishing features.
    • When this brick is immersed within stone for 24 hours, it will form a stone golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 2d4+2 hours, after which it will crumble into inanimate pebbles (the brick survives, so it can be used again). The brick must be placed within a single block of hard stone (such as granite) of exceptional quality, weighing at least 3,000 pounds.
    • Wondrous Item (brick).
    • Strong transmutation; CL 17th; Craft Wondrous Item, animate objects; price 103,000gp; weight 20 lbs.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    Quote Originally Posted by Zeta Kai View Post
    Do you have a suggestion for an improvement?
    Honestly my friend, I feel that this is one of the few cases where blocks of text are our friends:

    Name (Item Type)
    Description here!
    Effect:
    Crafting and cost information.

    Just a suggestion, but the bullet points are honestly painful for me to read for item after item. Are cursed items getting their own section?


    Quote Originally Posted by Chilingsworth View Post
    Wow! Not only was that awesome, I think I actually kinda understand Archeron now. If all the "intermediate" outer planes got that kind of treatment, I doubt there would be anywhere near as many critics of their utility.
    My extended homebrew sig

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    H Items

    Haven Shield
    • Looks like a large pyramid-shaped shield (2’ tall), with an image of a blazing sun on its angular surface.
    • This +2 heavy mithral shield can transform into a simple canvas tent (& back again) whenever the jewel in the pommel is twisted 180°. The transformation takes 3 rounds. The tent is 10’×10’×10’, & is capable of sheltering up to 1 Large creature, 2 Medium creatures, 4 Small creatures, 8 Tiny creatures, 16 Diminutive creatures, or 32 Fine creatures in relative comfort. The tent is rust-proof, lightning-proof, & resistant to sub-gale winds.
    • Strong evocation; CL 7th; Craft Magic Arms & Armor, leomund’s tiny hut; Price 20,170gp; Cost 11,170gp + 720 XP.


    Helm of Sight
    • Looks like a worn steel battle helmet, with yellow stained glass covering the left eye hole, & many Gnoll inscriptions.
    • Grants wearer darkvision out to 60’.
    • Wondrous Item (helmet).
    • Faint transmutation; CL4th; Craft Wondrous Item, darkvision; Price 16,000gp; Weight 3 lbs.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    I Items

    None at this time.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    J Items

    Jewels of Light
    • Look like scintillating crystals of almost any color, although red, blue & green are common, yellow, orange, & purple are rare, & white is very rare.
    • Each stone glows with a bright light in all directions when struck. This illumination is equivalent to a light spell (bright light in a 20’ radius, shadowy light in a 40’ radius), & lasts for 1d10 minutes. A stone can be struck 2d6+8 times before its power is completely expended.
    • Wondrous Item (precious stone).
    • Faint evocation; CL3rd; Craft Wondrous Item, light; price 2,750gp; weight 0 lbs.


    Juxtaposition Staff (AKA the Juxtaf)
    • Looks like a simple wooden quarterstaff with a ring of silver (6” diameter) on each end.
    • By turning a tiny dial on the staff, the wielder can set a timer anywhere from 1 to 10 rounds (turning the dial is a swift action). When the timer runs out, the wielder switches places with the staff, via teleportation. If the staff is in the wielder’s hands when the timer expires, the switch will not occur.
    • +1 Throwing quarterstaff.
    • Moderate conjuration; CL 15th, Craft Magic Arms & Armor, teleport; price 48,600gp; cost 24,600gp + 1,920XP.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    K Items

    Katar of Fury
    • Looks like an ornamental katar (punching dagger), with a shark-tooth-shaped blade that is etched by Parhai symbols.
    • This +1 punching dagger deals an additional 1d6 points of damage on an attack made during a full attack action.
    • Faint transmutation; CL7th; Craft Magic Arms & Armor, savage strength; price 8,302gp; cost 4,302gp + 320XP.


    Keffiyeh of Adornments
    • This keffiyeh is a large, square red cloth with extra folds that are only apparent on tactile examination.
    • Up to three magical rings, amulets, necklaces, medallions, periapts or scarabs may be hung inside the wrapped keffiyeh; these function normally provided that their combined caster levels do not exceed 20 & no individual item has a caster level exceeding 8.
    • Wondrous Item (scarf).
    • Faint transmutation; CL 18th, Craft Wondrous Item, secret chest; price 4,000gp.


    Keffiyeh of Understanding
    • This square of cotton cloth bears a distinct checkered white & black pattern, & has a small white pearl sewn into each of the corners.
    • Worn on the head, this headdress grants the wearer a +2 insight bonus to Wisdom. Three times per day, the wearer may use true seeing as the spell. Once per day, you may exempt yourself from the effects of a spell, spell-like ability or supernatural ability as an immediate action. You are not a target of the effect, nor does it impact you in any way, & you do not need to make a saving throw.
    • Wondrous Item (scarf).
    • Strong divination; CL 13th; Craft Wondrous Item, dispel magic & true seeing; price 26,000gp; weight 0 lbs.


    Keffiyeh of Whispers
    • This square of cotton cloth bears a distinct checkered blue & black pattern, & is very thin.
    • Worn on the head, this headdress allows the wearer to choose whether his voice will be audible or inaudible as a free action. If casting a spell with a verbal component, this increases the Spellcraft DC to identify the spell by +4. The effect is local to the area around the wearer’s head (around 3”), so he may whisper into another’s ear without being overheard. This item will not allow the wearer to cast spells with verbal components while in an area affected by a silence spell or similar effect.
    • Wondrous Item (scarf).
    • Faint illusion; CL 5th; Craft Wondrous Item, zone of silence; price 20,000gp; weight 0 lbs.


    Key of All Locks
    • Looks like a small brass key, 3-4” long, with a long thin ribbon on the end. The black ribbon has a single white glyph stitched on it that makes no sense at all.
    • Can automatically unlock any non-magical lock that it is placed within. It takes 1 full minute (10 rounds) for the key to adjust to the lock before it can be used to open a lock.
    • Wondrous Item (key).
    • Faint transmutation; CL6th; Craft Magic Arms & Armor, knock; price 24,000gp; weight 0 lbs.


    Key of the Colossus
    • Looks like a long, bronze dagger, with several irregular grooves & notches in the blade & a simple leather-gripped handle.
    • When placed in the proper slot within the command chamber of the Colossus of the Ral Zadi (see below), awakens it from its “slumber”. Once activated, the Colossus can be controlled using the various levers, buttons, & ropes within the command chamber. Removing the key from its slot in the command chamber deactivates the Colossus.
    • +1 dagger.
    • Moderate transmutation; CL15th; Craft Magic Arms & Armor, animate objects; price 41,302gp; cost 20,802gp + 1,640XP.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    L Items

    Lamp of Conjuring
    • Looks like a simple brass lamp, decorated with plain geometric designs etched into its polished surface.
    • When used as a container for a bound creature (IE a creature with the Bound subtype), this lamp confers many benefits to the being. The bound creature is healed of all injuries while within its timeless transdimensional pocket. In addition, all diseases are cured, all ability damage is healed, & all adverse conditions are negated within the pocket, as well. The bound creature must remain within the lamp for 10 consecutive minutes to receive these benefits.
    • Wondrous Item (lamp).
    • Moderate conjuration; CL11th; Craft Wondrous Item, heal; price 26,400gp; weight 1 lb.


    Lamp of Sujabet
    • Looks like an ornate glass-walled lamp, with the top & bottom made of wood inlaid with silver, a silver handle, & silver shading doors. Instead of a traditional oil-based device, this lamp houses a large Jewel of Light in the center.
    • The lamp can be activated or deactivated by the user as a free action. Also, once per day, the user can cause the lamp to emit a 40’ ray of intense light. Each creature in the ray is blinded & takes 6d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save (DC25) negates the blindness & reduces the damage by half.
    • Wondrous Item (lamp).
    • Moderate evocation; CL16th; Craft Wondrous Item, sunbeam; price 44,800gp; weight 2 lbs.


    Latching Rod
    • Looks like a foot-long rod made of polished steel, with a sphere of bronze on one end. Three small bronze buttons on the side of the rod are the only things that mar its featureless surface.
    • The first button activates/deactivates a thin line of light out of the bronze sphere to any point within sight; this is a free action. The second button fires the sphere up to 100’ away as a standard action, in the direction indicated by the light-line. This sphere is attached to the rod by an adamantine cord (hardness 20, 5HP, Break DC30). The sphere can either attach itself to the object it’s aimed at or wrap around it, depending on whether or not the third button is pressed. The final button will retract the sphere back to the rod.
    • If the object that it’s attached to weighs less than twice the wielder’s maximum load, then that object is dragged toward the wielder at 50’ per round. If the object weighs more than twice the wielder’s maximum load, though, then the wielder is dragged toward the object at 50’ per round.
    • Faint transmutation; CL9th; Craft Rod, animate rope; price 18,000gp.


    Leaping Boots
    • Look like a pair of spring-heeled leather boots with a Natharite motif.
    • The wearer gains a +20 competence bonus on all Jump checks. Both boots must be worn by the same creature for them to be effective.
    • Wondrous Item (boots).
    • Moderate transmutation; CL11th; Craft Wondrous Item, jump; price 40,000gp; weight 3 lbs each.


    Lenses of Lucidity
    • These glass lenses are very thick, & greatly magnify the eyes of the wearer; they are mounted with a crude black wire frame.
    • The wearer of these lenses can see with perfect clarity through illusions, obscuration & other magical deceptions. The sight conferred by this effect functions the same as that conferred by true seeing, with the exception that it does not enable the wearer to see through polymorph & other transmutation effects.
    • Wondrous Item (lens).
    • Strong divination; CL 9th; Craft Wondrous Item, clarity; price 18,000gp; weight ½ lb.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    M Items

    Mask of Distortion
    • Looks like a twisted ugly mask, like a face in a warped mirror, made of ivory & held on with two white ribbons.
    • The wearer is partially displaced (as the spell), imposing a 25% miss chance on all opponents. This functions even on creatures that do not rely on visual senses, like creatures with blindsense or tremorsense.
    • Wondrous Item (mask).
    • Moderate illusion; CL 8th; Craft Wondrous Item, displacement or echo mask; price 24,000gp; weight 0 lbs.


    Mask of Eyes
    • Looks like a bizarrely-carved wooden mask, with a large central eye on the front, surrounded by smaller eyes on many different types.
    • Allows user to see & hear a chosen creature from any distance using a magical sensor. It must be a creature that the wearer has personally met, & both the user & its target must be on the same plane. The target is permitted a Will save (DC25) to resist. The user can see & hear the target & the target’s immediate surroundings (approximately 10’ in all directions of the target). No divination spells can be used in conjunction with this effect. If the target moves, the sensor follows at a speed of up to 90’ per round; this sensor is Fine & invisible, so an Intelligence check (DC25) needed to notice it.
    • Wondrous Item (mask).
    • Moderate divination; CL9th; Craft Wondrous Item, scrying; price 72,000gp; weight 1 lb.


    Mask of Illusions
    • Looks like an ordinary mask, but never appearing the same to any two people.
    • Allows user to appear to others as anything the user wants: a giant, a dwarf, a plant, an animal, another person, or an object. The user cannot appear as anything more than 1 size category larger or smaller than itself. While employing this effect, the user gains a +12 competence bonus on all Disguise checks. This effect can be used for up to 1 hour per day.
    • Wondrous Item (mask).
    • Moderate illusion; CL8th; Craft Wondrous Item, disguise self; price 16,000gp; weight 1 lb.


    Mask of the Potentate
    • Looks like a polished clay mask, carved to look like a beautiful-yet-strong face, smooth & expressionless.
    • Allows user to cast authority a number of times per day. The caster level for each casting is always 8th.
    • Wondrous Item (mask).
    • Moderate enchantment; CL8th; Craft Wondrous Item, authority; price 12,800gp (1/day), price 25,600gp (2/day), price 38,400gp (3/day), price 51,200gp (4/day), price 64,000gp (5/day); weight 0 lbs.


    Medallion of Manas
    • Looks like a large, golden medallion in the shape of a flat spiral, becoming darker as it twists inward until it is black in the center.
    • Allows user to command other creatures within 40’ with his/her voice. The user can only command others that can physically hear & understand the user. The target can make a Will save (DC20 + the user’s Charisma modifier) to resist initially, & is granted another Will save (same DC as above) to resist any time a command is given to perform a dangerous act. Obviously self-destructive commands are ignored. The user can command only 1 creature at a time, & the user gains no sensory information from its targets. Once the user has given a target a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, & so forth). A target will be under this effect for 24 hours, & the user can command a number of targets per day equal to its Charisma bonus (minimum 1).
    • After every use, the user must make a Will save (DC10 + the number of times used) or become Evil.
    • Wondrous Item (medallion).
    • Strong enchantment; CL20th; Craft Wondrous Item, dominate monster; price 180,000gp; weight 1 lb.


    Medallion of Missives
    • Looks like a large crystal medallion, clear & hollow, with what appears to be a tiny note in the center, written in fine script.
    • Allows user to send a single short message (50 words or less) to a number of people equal to the user’s Wisdom modifier (minimum 1). All subjects receive the same message. Each subject is able to respond with a short reply (25 words or less) to you alone, but is not compelled to do so. The subjects do not automatically know how many others received the same message, or who those other subjects were. All subjects must be on the same plane as you to receive the message. The medallion can be used once per day.
    • Wondrous Item (medallion).
    • Moderate evocation; CL11th; Craft Wondrous Item, epistle; price 26,400gp; weight 1 lb.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    N Items

    Necklace of the Everlasting Night
    • This finely-crafted silver necklace has several star-shaped charms dangling from it, & a centerpiece shaped like a crescent moon.
    • This necklace appears to be a simple Necklace of Adaptation. Upon donning the necklace, the wearer falls into a magically-bound dreamless sleep. The target is unconscious (IE helpless), & cannot be awoken via any ordinary means, such as slapping, wounding, or loud noises. Once the curse is activated, the necklace can only be removed by means of a greater remove curse spell.
    • Wondrous Item (necklace).
    • Strong enchantment (disguised as moderate transmutation); CL 14th (disguised as CL 7th); Craft Wondrous Item, profound slumber; price 9,000gp; weight 0 lbs.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    O Items

    Orb of Conveyance
    • Looks like a polished sphere (1’ in diameter) of clear glass, with sparks of electricity crackling within it.
    • Any spell directed at the orb is redirected in the direction of the caster’s choosing. Only spells that have a distant range can be relayed in this manner; spells with a range of personal or touch cannot be relayed. The relayed spell can travel up to the spell’s normal maximum range from the orb, even if the caster was some distance away from the orb. A relayed spell can be further relayed by another Orb of Conveyance.
    • Wondrous Item (orb).
    • Moderate evocation; CL16th; Craft Wondrous Item, spell turning; price 44,800gp; weight 9 lbs.


    Orb of Memory
    • Looks like a polished sphere (1’ in diameter) of frosted glass, with occasional lights twinkling within it.
    • The wielder of this orb can look back into their memories once per day. This effect functions just like a recollection spell, but with the following changes: the trance can be dismissed at-will (although it can only last at most for 30 minutes, & any remaining time is wasted), & the wielder can go anywhere that they had been in the past, regardless of range.
    • Wondrous Item (orb).
    • Strong divination; CL9th; Craft Wondrous Item, recollection; price 7,200gp; weight 9 lbs.


    Orb of Tranquility
    • Looks like a polished sphere (1’ in diameter) of black glass, with gray smoky shapes swirling within it.
    • The user of the orb can keep a sand golem from going berserk. As a full-round action, the user can make a Concentration check (DC18) at any time to reset the golem’s berserk chance to 0%. The orb can be used three times per day. Once a sand golem does go berserk, however, no known method can reestablish control or to stop its rampage, short of its destruction.
    • Wondrous Item (orb).
    • Strong enchantment; CL10th; Craft Wondrous Item, calm emotions; price 12,000gp; weight 10 lbs.


    Orb of Twilight
    • Looks like a polished sphere (1’ in diameter) of metal-flecked glass, alternately pulsing with light & darkness.
    • The wielder of this orb can make the surrounding area as bright as day or as dark as night, regardless of time or normal illumination. Three times per day, the wielder can fill the entire area (100’ radius) with bright illumination or shadowy illumination (wielder’s choice) for 1 minute.
    • Wondrous Item (orb).
    • Moderate evocation; CL10th; Craft Wondrous Item, false moon, false sun; price 36,000gp; weight 9 lbs.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    P Items

    Pelta of Repulsion
    • Looks like a crescent-shaped shield made of wicker, with a stylized bull on its surface.
    • This +1 light wooden shield repulses all evil creatures from the area around it when it is wielded by a creature with a good alignment. A creature with an evil alignment must make a Will save (DC = 15 + the wielder’s Charisma modifier) if it is within 30’ of a good-aligned creature that is wielding this shield. Any creature that fails this saving throw must flee from the wielder (as if turned by a cleric), to a distance of 30’. If a creature cannot flee, they cower, giving any attack rolls against them a +2 bonus. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the shield is in hand & disappears when the shield 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 shield is wielded. This effect is not mind-affecting.
    • Moderate abjuration; CL 8th; Craft Magic Arms & Armor, protection from evil, creator must be good; price 10,153gp; Cost 5,153gp + 400 XP.


    Peri’s Gloves
    • These thin leather gloves are embroidered with erratic, fractious spiders.
    • They confer on the wearer a +6 insight bonus to Disable Device & Sleight of Hand checks. Both gloves must be worn by the same creature for them to be effective.
    • Wondrous Item (gloves).
    • Moderate evocation & transmutation; CL 9th, Craft Wondrous Item, mage hand, shatter; price 14,400gp.


    Periapt of Purity
    • Looks like a milky-white gem, cut in the shape of an oval, & set in a silver chain.
    • The wielder of this gem can cast cleanse up to three times per day. The effect is always centered on the gem, & lasts for 1d6 rounds.
    • Wondrous Item (gem).
    • Faint abjuration; CL3rd; Craft Wondrous Item, cleanse; price 7,200gp; weight 0 lbs.


    Phantasmal Veil
    • This silken veil appears as a translucent dun color, but when swirled around, it reveals deep blues, golds & greens.
    • When worn over the face, it causes the wearer’s eyes to fog with swirling, midnight blue storm clouds. As an immediate action, the wearer may activate a gaze attack against a single target or against all foes in range. Every foe selected is drawn into a misty, starlit echo of the immediate area (multiple foes are entitled to a Will save against DC17 to resist) where they must fight the wearer in their true form. No spells, spell-like abilities or magic items function in this combat, & all involved are aware of this. When either the wearer or his foes have triumphed, all involved return immediately to the real world as though no time had passed. Those slain in the phantom battle become exhausted. Foes with 10 or more HD above the wearer's are unaffected. If the wearer fails in such a battle, the phantasmal veil loses its magical properties for 24 hours.
    • Wondrous Item (veil).
    • Strong divination & enchantment; CL 13th; Craft Wondrous Item, dream & true seeing; price 65,000gp; weight 0 lbs.


    Pigments of the Jezebel
    • These pigments are contained in a set of gray ceramic jars, usually found together in an orangewood box. Each of the three pigments take 2 minutes each to apply, & each has a different ability:
    • The rouge powder confers a +2 competence bonus to Diplomacy checks for the next 8 hours. Once during that time, the wearer may employ the powder’s charm person power, although it is not a mind-affecting effect.
    • The black eyeliner confers a +2 competence bonus to Bluff checks for the next 8 hours. Once during that time, the wearer may employ the eyeliner’s glibness power, although it is not a mind-affecting effect.
    • The crimson lip coloring confers a +2 competence bonus to Gather Information checks for the next 8 hours. Once during that time, the wearer may employ the lip coloring’s heroism power by kissing the intended recipient.
    • The copper eye shadow confers a +2 competence bonus to Intimidate checks for the next 8 hours. Once during that time, the wearer may employ the eye shadow’s hypnotism power, although it is not a mind-affecting effect.
    • When worn together, the pigments confer a +4 enhancement bonus to the wearer’s Charisma for the next 8 hours. The pigments’ various powers have a save DC of 16. Each jar of pigment contains 3d4 applications when found.
    • Wondrous Item (makeup).
    • Faint enchantment & transmutation; CL 7th; Craft Wondrous Item, charm person, eagle’s splendor, glibness, heroism, & hypnotism; price 17,600gp; weight 3 lbs.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    Q Items

    Quern of Dust
    • Looks like a quern made of sandstone, & has fine Terran glyphs etched around its bowl.
    • This quern-stone requires a tiny sample of the material it is to grind in order to be effective. It can grind a door to dust with one minute’s use, grind through a 10’×10’×1’ section of wall with one minute’s use per point of hardness or deal 2d10 damage to a corporeal construct with one minute’s use. Once per day, the quern of dust may set up a sympathetic vibration in a freestanding structure (as the spell), but afterwards the user will become fatigued. Use of the quern for the remainder of the day will cause it to disintegrate into worthless sand (with no warning).
    • Wondrous Item (quern-stone).
    • Strong evocation; CL 16th, Craft Wondrous Item, shatter, sympathetic vibration, or earthquake; price 19,200gp.


    Quern of the Thaumaturge
    • Looks like a quern made of a dark black rock, while its handstone appears to be a white marble.
    • The user of this quern-stone can grind any precious metal or gemstone to spell-quality powder of equivalent value in 1 minute. The user may also employ the quern to destroy an amulet of doom or a scarab of death. Doing so destroys this quern as well.
    • Wondrous Item (quern-stone).
    • Moderate evocation; CL 5th, Craft Wondrous Item, shatter; price 20,000gp.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    R Items

    Rescuer’s Helm
    • This dented bronze helm is thickly armored on the crown & the cheek plates, & is lightly armored elsewhere. It is marked with repeating runes of protection, but it otherwise undecorated.
    • This helmet allows the wearer to confer their Fortitude, Reflex & Will bonuses to any single ally within 40’, as well as a deflection bonus to their AC equal to the wearer’s Charisma bonus, if any. The ally may use the better of their current save bonuses & deflection bonus or those the wearer confers. This transference lasts for only 1 round, but can be used up to five times per day.
    • Wondrous Item (helmet).
    • Strong abjuration; CL 9th; Craft Wondrous Item, saving grace; price 36,000gp; weight 2 lbs.


    Reverse Crystal Ball
    • This cursed item is indistinguishable from a normal crystal ball (6” in diameter).
    • If a creature attempts to use this ball to scry upon a target, they must make a Will save (DC22). If the save is successful, then normal scrying can be performed. If the user fails the saving throw, though, then the ball instead projects a view of the user & their immediate surroundings to the intended target. Everything that can be normally seen or heard within 10’ of the user is projected to the target’s mind. The target can dismiss this projection (as a free action) if they so choose, but it cannot be cancelled by the user. This effect lasts for 1 minute per level of the user, & only functions if both the user & the target are on the same plane. If the user moves, the sensor follows at a speed of up to 150’ per round.
    • Wondrous Item (orb).
    • Moderate divination; CL 13th; Craft Wondrous Item, bestow curse & scrying; price 42,000gp; weight 7 lbs.


    Ring of Dreams
    • Looks like a small silver ring, carved with swirling shapes that are constantly shifting & changing.
    • Once per day, it allows the wearer to enter another creature’s dream. The wearer is in a trance during the time it is in the dream-world. The dreamer is allowed a Will save (DC22) to resist the wearer entering its dream. The wearer can stay for up to 10 minutes plus a number of minutes equal to their Charisma modifier. Events that occur in the dream-world usually have no effect in the waking-world; but if either the wearer or the dreamer dies in the dream, then that character will be ejected from the dream & suffer 1d4 temporary Charisma damage. The dream is over when the dreamer wakes up. Any information gained within a dream must be either written down or communicated to someone else within 1 minute of exiting the dream; otherwise, the information is lost.
    • Moderate enchantment; CL13th; Forge Ring, dream & modify memory; price 26,000gp.


    Ring of Endless Moisture
    • Looks like a thick brass ring, with a swirling pattern like churning waters etched into it, & a teardrop-shaped blue topaz in the center.
    • Three times per day, the wearer of this ring can increase the level of humidity within a 40’ radius to brutal levels. All creatures in the area suffer a -2 penalty to all ability scores. Anyone attempting a standard or full-round action within the area of humidity must make a Concentration check (DC 20 + your spellcasting modifier) or take a -5 penalty to whatever task they were attempting. Anyone attempting to cast a spell within the area of humidity must make a Concentration check (DC 20 + your spellcasting modifier) or lose the spell. Anyone taking a full round’s worth of actions must make a successful Fortitude save or become fatigued. Creatures with the Fire or Water subtypes are immune to this effect, as is the wearer. This effect lasts for 1 full minute per use.
    • Moderate conjuration; CL 10th; Forge Ring, humidity; price 38,400gp.


    Ring of Fire
    • Looks like two thin rings of copper & bronze, twisted around one another & a small Sathan ruby, which glows red in dim light.
    • Projects a 30’ cone of extreme heat at the command of the user. This cone deals 6d6 points of fire damage to any creature or object within its area. Creatures are allowed a Reflex save (DC20) for half damage. This effect can be used up to 3 times per day.
    • Moderate evocation; CL 12th; Forge Ring, burning hands; price 14,400gp.


    Ring of Quhad-Gul
    • Looks like a golden ring, shaped like a desert dragon biting its own tail.
    • Allows the user to summon a desert dragon. The dragon appears where the user designates (within 30’) & acts immediately, on the user’s turn. It attacks the user’s opponents to the best of its ability. It can be directed not to attack, to attack particular enemies, or to perform other actions. The dragon’s age is determined by the user’s Charisma bonus: +1 or below = Wyrmling, +2 = Very Young, +3 = Young, +4 = Juvenile, etc. The dragon can be dismissed at will, as an immediate action. It can be summoned for up to 10 rounds per day; these rounds need not be consecutive.
    • Strong conjuration; CL 18th; Forge Ring, summon monster IX; price 162,000gp.


    Ring of the Oasis
    • Looks like a ring made of silvery-blue metal, carved in the shape of roiling, frothing waves.
    • The wearer of this ring can cast wall of water once per day as a 12th level caster. The Reflex save for avoiding this effect is at DC20.
    • Moderate evocation; CL 12th; Forge Ring, wall of water; price 19,200gp.


    Robes of Reach
    • Looks like a plain linen robe with very, very long sleeves.
    • A creature wearing this robe has their reach increased by 5’. Their arms become long & gangly, to fit the robes strange sleeves.
    • Wondrous Item (robe).
    • Moderate transmutation; CL 8th, Craft Wondrous Item, enlarge person; price 8,000gp; weight 3 lbs.


    Rod of Flames
    • Looks like the thighbone of a sarsaok (about 18” long) with Draconic symbols intricately carved into it in red lettering.
    • The rod can project a beam of extreme heat at the command of the wielder. This beam can target any object or creature within 100’. Anything struck by the beam is dealt 4d6 points of fire damage. Creatures can make a Reflex save (DC22) for half damage.
    • The rod can also incinerate a target upon a successful touch attack. This attack deals 24d6 points of fire damage. Anything reduced to 0HP or less by this attack is entirely disintegrated, leaving behind only a trace of fine dust.
    • It has 10 charges when found. Projecting a beam uses 1 charge, while incinerating a target via a touch attack uses 8 charges. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.
    • Strong evocation; CL12th; Craft Rod, flame arrow & flame strike; price 24,000gp.


    Rod of Ice
    • Looks like a plain short rod (about 18” long), made of translucent crystal; blue Draconic runes glow on its surface when in use.
    • The rod can project a beam of extreme cold at the command of the wielder. This beam can target any object or creature within 100’. Anything struck by the beam is dealt 4d6 points of cold damage. Creatures can make a Reflex save (DC22) for half damage.
    • The rod can also freeze a target solid upon a successful touch attack. This attack deals 24d6 points of cold damage & paralyzed for 1 round per point of damage dealt.
    • It has 10 charges when found. Projecting a beam uses 1 charge, while freezing a target solid via a touch attack uses 8 charges. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.
    • Strong evocation; CL12th; Craft Rod, chill metal & cone of cold; price 24,000gp.
    Last edited by Zeta Kai; 2011-04-23 at 11:38 AM.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    S Items

    Sanctuary Stone
    • Looks like a small, polished stone (2” in width) in the shape of a lemniscate (a mobius strip, the infinity symbol).
    • The stone teleports the user (& up to 3 allies who are in contact with the user) up to 10 miles in a specified direction as an immediate action. It can only be used once an hour. It otherwise functions like a greater teleport spell, cast by a 15th level caster.
    • Wondrous Item (stone).
    • Strong conjuration; CL15th; Craft Wondrous Item, greater teleport; price 105,000gp; weight 5 lbs.


    Sarcophagus of the Resolute Soul
    • Looks like a great black marble casket, trimmed with gold & brass, etched with arcane musical symbols.
    • A body placed within this coffin is perfectly preserved, & will not decay. Furthermore, the soul of the dead creature is protected by the magic of the tomb. A hafaza will not come for the soul of the deceased, nor will spells such as soul bind, trap the soul, or the like function on it. This protection is of no use to one who dies under the influence of soul blank.
    • If a body is stored within the casket for more than one full year, then the soul of the creature must make a Will save (DC25 + 5 for every additional year stored) or permanently become a Chaotic Evil ghost. If this happened, only a miracle or a wish spell can restore their soul to sanity.
    • Wondrous Item (tomb).
    • Strong abjuration; CL7th; Craft Wondrous Item, pravah’s tomb; price 28,000gp; weight 640 lbs.


    Scabbard of the Mistral
    • This scabbard is made of leather with a silver ice pattern etched into the metal of its curling pommel guard.
    • When a weapon is drawn forth from within, it gains the Frost special quality for the next 1d6+1 rounds; if the weapon already possesses the Frost quality, the additional cold damage stacks. If the weapon placed in this scabbard has been within another magical scabbard in the past 24 hours, this scabbard’s powers will not function.
    • Wondrous Item (scabbard).
    • Moderate evocation; CL 9th; Craft Wondrous Item, chill metal or sleet storm; price 2,000gp; weight 1 lb.


    Scabbard of the Sirocco
    • This scabbard is made of leather with a golden flame pattern etched into the metal of its curling pommel guard.
    • When a weapon is drawn forth from within, it gains the Flaming special quality for the next 1d6+1 rounds; if the weapon already possesses the Flaming quality, the additional fire damage stacks. If the weapon placed in this scabbard has been within another magical scabbard in the past 24 hours, this scabbard’s powers will not function.
    • Wondrous Item (scabbard).
    • Moderate evocation; CL 9th; Craft Wondrous Item, fireball or produce flame; price 2,000gp; weight 1 lb.


    Scabbard of Swiftness
    • This scabbard has a long silvery striker along its bottom side.
    • The bearer of the scabbard may draw forth the weapon within as though he had the Quick Draw feat. Additionally, the scabbard confers a +2 bonus to the owner’s Initiative checks whenever it is worn. If the weapon placed in this scabbard has been within another magical scabbard in the past 24 hours, this scabbard’s powers will not function.
    • Wondrous Item (scabbard).
    • Faint conjuration; CL 5th; Craft Wondrous Item, grease; price 4,000gp; weight 1 lb.


    Scabbard of the Winds
    • Looks like a highly-decorated scabbard, made of shining silvery steel, inlaid with fine gems, & adorned with swirling designs.
    • When a blade is drawn from it, the scabbard unleashes a powerful wind, like a gust of wind spell; creatures caught within the 60’ line can make a Fortitude save (DC18) to resist. This can be done up to three times per day. A creature with the Quick Draw feat can do this as a free action, which adds +5 to the save DC. If the weapon placed in this scabbard has been within another magical scabbard in the past 24 hours, this scabbard’s powers will not function.
    • Wondrous Item (scabbard).
    • Faint evocation; CL6th; Craft Wondrous Item, gust of wind; price 14,400gp; weight 1 lb.


    Scales of Arcane Reflection
    • This looks like a suit of armor made from the sandy, polished scales of a desert dragon.
    • While the wearer is in this +1 suit of scale mail, they gain Spell Resistance 30. This spell resistance cannot be voluntarily lowered by the wearer to allow beneficial spells in.
    • Strong abjuration; CL 19th; Craft Magic Arms & Armor, spell turning; price 31,400gp; Cost 15,900gp + 1,240 XP.


    Sheath of the Serpent
    • A golden dagger sheath whose mouth resembles a snake’s head, this sheath is an ally of murderers. If a drop of poison is placed inside, the snake’s mouth will close & swallow.
    • Three times per day, the owner of the sheath may rub the snake’s forehead as an immediate action. Doing so causes the eyes to glow a sinister green & coats the stored dagger with a dose of the swallowed poison. The dagger may remain in the sheath for up to five rounds, each round increasing the save DC of its poison by 1, but the poison must be delivered within one minute of activating this ability.
    • If a new poison is fed to the sheath, its eyes turn jet black & it closes its mouth for 24 hours, after which time the old poison is expelled & the new is retained.
    • Wondrous Item (sheath).
    • Moderate necromancy & transmutation; CL 12th; Craft Wondrous Item, animate objects & poison; price 19,200gp; weight ½ lb.


    Slippers of the Deadly Dance
    • Look like a pair of plain black satin slippers, like what a dancer would wear, except for a single crystal spike on the toe of each one.
    • The wearer of these slippers can transport themselves 10’ in any direction as a swift action, although there must be a discernible means for air to pass from the current location to the intended destination. Shifting does not provoke an attack of opportunity. The wearer may shift into or out of an antimagic field. If the wearer is struck by or passes through a water effect while wearing, the wearer takes 4d10 points of damage. Both slippers must be worn by the same creature for them to be effective.
    • Wondrous Item (slippers).
    • Strong transmutation; CL 17th; Craft Wondrous Item, sable dance; price 30,900gp; weight ¼ lb each.


    Slippers of the Sable Steps
    • These black silken slippers have a sand-colored patch over the toes. The wearer may make a Perform (Dance) check against DC 20 as a standard action, +4 for each foe threatening her. On a success, she gains a +4 dodge bonus to AC for the next 2d4 rounds. This bonus applies even if she would normally be flat-footed, although it still fails if she is rendered prone or helpless.
    • Wondrous Item (footwear).
    • Moderate illusion & transmutation; CL 7th; Craft Wondrous Item, displacement or sable dance; price 20,000gp; weight ½ lb.


    Slippers of Silence
    • Look like a pair of shiny silver satin slippers, with soles made of black leather.
    • The wearer of these slippers makes no unintended noise. They may speak (or make other vocal sounds) if they wish, but all other sound from the wearer is utterly negated. The wearer gains a +15 competence bonus on all Move Silently checks.
    • Wondrous Item (slippers).
    • Strong transmutation; CL 8th; Craft Wondrous Item, hush, muffle, or silence; price 22,500gp; weight ¼ lb each.


    Slippers of Wind-Walking
    • Look like a pair of dull gray satin slippers, like what a dancer would wear, except for soles made of polished silvery steel.
    • The wearer of these slippers can walk on air as easily as they walk upon the ground. They can step up into the sky, ascending like one would climb stairs, at a rate of 10’ per round; they can descend at a rate of 20’ per round. This effect lasts for up to an hour per day, & can be activated or deactivated as a swift action. Both slippers must be worn by the same creature for them to be effective.
    • Wondrous Item (slippers).
    • Strong transmutation; CL 10th; Craft Wondrous Item, solidify cloud; price 50,000gp; weight ¼ lb each.


    Spade of the Rising Hand
    • Looks like a rusty old shovel, with several dents in its steel head.
    • If the shovel is used to bury a corpse (which takes 1d4+2 hours to do, if the user does so by themselves), it will resurrect that body 1d6+4 hours later as a zombie (creatures living statistics plus the Zombie template) under the control of whoever buried it. Each zombie will only last 2d20 hours (plus 1 hour for each point of the burier’s Charisma score), after which it will disintegrate.
    • Wondrous Item (shovel).
    • Faint necromancy; CL 9th, Craft Wondrous Item, animate dead; price 7,200gp; weight 3 lbs.


    Spear of Hallowed Wrath
    • Looks like an ornate spear, made of a white wooden shaft, tipped with a silvery-bladed tip, bound with white leather, & a white feather hanging from both ends.
    • Glows brightly when held by someone who can wield it.
    • This +2 flaming holy spear can strike foes in a 30’ line as though you had attacked them yourself. Make attack rolls, confirm critical hits & roll damage against each target individually. Creatures caught in the line take damage as though struck by the weapon directly. Damage Reduction can reduce some or all of this damage.
    • It bestows one negative level on any evil creature attempting 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.
    • Strong evocation; CL12th; Craft Magic Arms & Armor, divine strike; price 60,301gp; cost 30,301gp + 2,400XP.


    Spheres of Silence
    • Looks like a group of 12 tiny orbs, all of different colors & sizes, floating in complex orbits around one another, above a polished wooden base (18” in diameter).
    • Upon activation by the user (a swift action), the statue suppresses all magic within its range (60’), as well as all sound. All sound is stopped: conversation is impossible, & no noise whatsoever issues from, enters, or passes through the area. This spell provides a defense against sonic or language-based attacks. This effect can last for up to 1 hour per day. In all other respects, this effect functions like an antimagic field spell cast by a 16th level caster.
    • Wondrous Item (statue).
    • Strong abjuration; CL16th; Craft Wondrous Item, antimagic field & silence; price 128,000gp; weight 6 lbs.


    Spirit Mail
    • Looks like a suit of steel chainmail, only the chain links looks almost translucent in certain lighting, & it shines brightly even without polishing.
    • This +2 chainmail suit can be used to become partially incorporeal for a split second. This essentially will allow the wearer to let a single attack pass through their body without harming them. In order for this effect to protect the wearer, they must choose to activate it before an opponent’s attack roll has been resolved. This effect can be activated up to three times per day as an immediate action.
    • Strong transmutation; CL 10th; Craft Magic Arms & Armor, polymorph; price 15,300gp; Cost 7,800gp + 600 XP.


    Staff of the Green
    • Looks like a long (6’) staff, made of bizarrely twisted wood, wrapped in dark green vines that grow into & out of the wood, & covered in some places by thick moss.
    • animate plants (2 charges)
    • command plants (1 charge)
    • control plants (2 charges)
    • entangle (1 charge)
    • plant growth (1 charge)
    • transport via plants (2 charges)
    • wall of thorns (2 charges)
    • Strong transmutation; CL 15th; Craft Staff, animate plants, command plants, control plants, entangle, plant growth, transport via plants, wall of thorns; Price 75,234gp.


    Staff of Judgment
    • Looks like a long staff (7’), seemingly made of black marble with white veins, with a small book of laws, rules, & codes tied to the top.
    • detect chaos (1 charge)
    • detect evil (1 charge)
    • detect good (1 charge)
    • detect law (1 charge)
    • discern lies (2 charges)
    • greater scrying (2 charges)
    • true seeing (2 charges)
    • zone of truth (1 charge)
    • Strong divination; CL 15th; Craft Staff, detect chaos, detect evil, detect good, detect law, discern lies, greater scrying, true seeing, zone of truth; Price 54,843gp.


    Staff of the Mighty Winds
    • Looks like a short (5’) slender staff made of twisted, gnarled steel, which resembles a tornado wrought from metal more than anything else.
    • gust of wind (1 charge)
    • wind’s edge (1 charge)
    • zephyr (2 charges)
    • Strong evocation; CL 12th; Craft Staff, gust of wind, wind’s edge, zephyr; Price 13,500gp.


    Staff of the Serpent’s Tongue
    • Looks like a short (5’) unadorned staff made of polished brass, with a cobra’s head on top. The cobra’s eyes are faceted rubies.
    • baleful suggestion (2 charges)
    • charm monster (1 charge)
    • prevaricate (2 charges)
    • suggestion (1 charge)
    • Strong enchantment; CL 17th; Craft Staff, baleful suggestion, charm monster, prevaricate, suggestion; Price 65,343gp.


    Staff of the Sudden Dream
    • Looks like a long (7’) ornate staff made of ashen wood, with many strange, surreal shapes & figures carved into its entire length.
    • profound slumber (2 charges)
    • sleep (1 charge)
    • torpor (2 charges)
    • Strong enchantment & necromancy; CL 16th; Craft Staff, profound slumber, sleep, torpor; Price 42,750gp.


    Stone of Imprisonment
    • Looks like a large (10’ in diameter) stone tile, with a nonagram (9-pointed star) & various Archaic writing etched onto its smooth surface.
    • The stone holds a single Large-sized creature or up to 4 Medium-sized within its force-walled boundary (5’ radius, 10’ tall). The stone blocks creatures & objects from moving into or out of its boundary. No attacks can cross the boundaries, either.
    • The stone is operated by someone holding the matching medallion (with a nonagram on it) & speaking the words jina or duaz (“open” or “closed” in Archaic, respectively)
    • Wondrous Item (stone tile)
    • Strong evocation; CL15th; Craft Wondrous Item, forcecage; price 105,000gp; weight 3,500 lbs.


    Sword of the Starry Eyes
    • Looks like an intricately curved, crescent-shaped sword, with three giant jewels (one for each moon) in a silvery hilt.
    • This +1 keen nocturnal bastard sword causes all enemies struck with it to become dazed for 1 round; a successful Will save (DC22) negates this effect.
    • Strong enchantment; CL11th; Craft Magic Arms & Armor, whelming smite; price 26,335gp; cost 13,335gp + 1,040XP.


    Symbol of Zarim
    • Looks like an old, worn circle of wood, etched with a rune-like mark, & braced with a brass frame.
    • Was the symbol of the legendary wizard Zarim izr Haruqaj.
    • The symbol prevents any ghul from coming within 10’; Will save (DC30) to resist. Half-ghuls must make a Will save (DC15) to resist, as well.
    • Wondrous Item (talisman).
    • Strong enchantment; CL10th; Craft Wondrous Item, bane; price 20,000gp; weight 1 lb.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    T Items

    Tail of Torture
    • Looks like a vicious three-tailed whip, made of black leather, with red thorns protruding out all along the length of the each lash.
    • This +2 whip deals 2d8+2 points of non-lethal damage + the wielder’s Strength modifier on a successful strike (double on a critical hit). In addition, any creature struck by this must make a successful Will save (DC15) or be shaken for 1 minute; this effect does not affect creatures that are immune to fear. While shaken in this manner, your target receives a -2 penalty on their level checks to resist Intimidate attempts initiated by you.
    • Moderate evocation; CL8th; Craft Magic Arms & Armor, scourge; price 15,301gp; cost 7,801gp + 600XP.


    Targe of Deflection
    • Looks like a small flattish buckler (1’ in diameter) with a strong bird motif.
    • This +1 buckler grants the wielder a +4 deflection bonus to their AC.
    • Moderate abjuration; CL 11th; Craft Magic Arms & Armor, shield of faith; price 26,165gp; Cost 13,165gp + 1,040 XP.


    Targe of the Resolute
    • Looks like a solidly-build buckler (2’ in diameter), with a mirrored silver surface, & a steel frame, shaped like intertwined serpents.
    • This +1 reflecting buckler grants the wielder a +2 sacred bonus to AC & a +1 sacred bonus to all saving throws.
    • Strong abjuration; CL15th; Craft Magic Arms & Armor, shield of resolve; price 44,165gp; cost 22,165gp + 1,760XP.


    Tears of Shera Hazadi
    • Look like many-faceted crystals of nearly any color, although a smoky white is the most common. Despite their gem-like appearance, they cannot be polished, & always maintain a dull finish.
    • Can be broken by throwing them against a hard surface. Upon breaking, all creatures within 40’ must make a Will save (DC20) or be wracked with misery & hopelessness. Each affected creature takes a -2 morale penalty on attack rolls, weapon damage rolls, ability checks, skill checks, & saving throws. The tears come in a set of 3 crystals.
    • Wondrous Item (precious stone).
    • Moderate enchantment; CL8th; Craft Wondrous Item, crushing despair; price 4,800gp (1,600gp each); weight 0 lbs.


    Thunder Amulet
    • Looks like an oval amulet made of gold, with a stylized lightning bolt on its face, on a black leather necklace.
    • Three times per day, it allows the wearer to use a call lightning spell, as if cast by a 10th-level caster.
    • Wondrous Item (medallion).
    • Moderate evocation; CL10th; Craft Wondrous Item, call lightning; price 36,000gp; weight 1 lb.


    Tinderbox of Hounds
    • Looks like a small silver tinderbox, decorated with intricately-wrought reliefs of hunting dogs.
    • When opened, 3 celestial dogs are summoned, who obey the creature that opened the box (if the box was opened by an Evil creature, the summoning fails). The hounds can be dismissed at will, & they can be summoned for a number of rounds per day as the opener’s Wisdom bonus (minimum 1); these rounds need not be consecutive.
    • Wondrous Item (tinderbox).
    • Moderate conjuration; CL 4th; Craft Wondrous Item, summon monster I; price 8,000gp; weight 2 lbs.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    U Items

    None at this time.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    V Items

    None at this time.

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    Default Re: [Hourglass of Zihaja] Chapter 8: Magical Items

    W Items

    Water Medallion
    • Looks like a circular medallion made of coral, with stylized waves on its face, on a green rope necklace.
    • Three times per day, it allows the wearer to use a control water spell, as if cast by an 8th-level caster.
    • Wondrous Item (medallion).
    • Moderate transmutation; CL8th; Craft Wondrous Item, control water; price 38,400gp; weight 1 lb.


    Whistle Dagger
    • Looks like a short, hollow dagger with holes in the blade & a reed at the bottom of the handle.
    • When played well, which requires a successful Perform (wind instruments) check (DC20), all creatures within 40’ must make a Will save (DC20) or be fascinated or fall asleep (user’s choice). This effect lasts until the user stops playing plus 1d6+4 rounds.
    • +1 dagger.
    • Moderate enchantment; CL9th; Craft Magic Arms & Armor, hypnotism & lullaby; price 16,302gp; cost 8,302gp + 640XP.


    Wind Medallion
    • Looks like a circular medallion made of wood, with stylized swirling windswept clouds on its face, on a silver necklace.
    • Three times per day, it allows the wearer to use a control winds spell, as if cast by a 10th-level caster.
    • Wondrous Item (medallion).
    • Moderate transmutation; CL10th; Craft Wondrous Item, control winds; price 60,000gp; weight 1 lb.

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