View Full Version : A magic item thread for ALL!!
MatanThunder
03-16-2007, 02:16 AM
:D ;)
First of all none of these are detailed out for Birthright currently. I intend to try my hand at some novel Birthright items at a later date. These items are easilly adaptable to whatever edition you use, and you can make up a needed backstory in a few minute, I know I have done just that.
Second these items are rendered in 2nd edition format, and they are posted elsewhere, I just wanted to share them with other DM's who might need a quick item or two here and there.
Post any interesting variations that you like, and post anything you would like to share with other gamers on the subject. Anything to keep paper and pen gaming alive.
Old Second Edition Material Here!!
These were all created around 1978-79. If they seem familiar with anything you have found on the net the similarities are purely accidental. If someone wants to claim the rights to an idea feel free to claim it first. My thoughts on the subject are anything that advances AD&D or the game as a whole is a good thing and credit can go to people who want to take time and copyright things. I just want to create and see the game grow.
I leave most detailed background information to the DM to flesh out to fit their individual campaigns. Feel free to change the name to protect the innnocent
For those who want to ask a question about an item or even possibly mention an improvement or two feel free by all means.
My Magic Tables I
By Matan Thunder
01-02 Ring of Flight
03-04 Dragonettes
05-06 Gold Sovereign of Control
07-08 Eye of Titanhood
09-10 Dagger of Pain
11-12 Chest of Dragonflyer
13-14 Morningstar of Tim*
15-16 Armor of Illusion
17-18 Twig of Giant Strength
19-20 + 4 Rapier of Speed
21-22 + 5 Crossbow Bolts of Reverse Dmg
23-24 Paste of Molding
25-26 Greaves of the Godlings
27-28 Scarab of Protection of Psionics
29-30 Spirit Jug
31-32 + 1 Bang Arrows ( 4-40 )
33-34 Rod of Planeshifts
35-36 Turquoise Stone of Magic Wall
37-38 + 3 Arrows of Disruption ( 2 to 20 )
39-40 Figurine of Trojan Hiding
41-42 Gloves of Acidane
43-44 Helm of Removal
45-46 Pipes of Sleepiness
47-48 Basket of Poisoned Fruits
49-50 Dust of Spell Reversal
51-52 +4 Staff of Backblasting Foes
53-54 Tome of Advancement
55-56 Dust of Aggression
57-58 Shadow Saddle
59-60 Radiating Gem
61-62 Orb of the Sage
63-64 Figurine of the Battering Ram
65-66 Rope of Tripping
67-68 Basket of Food
69-70 Diamond of Attraction
71-72 Amulet of Dooms
73-74 Amulet of Discharge
75-76 Girdle of Teleporting
77-79 Tome of Breathlessness
80-81 Eyepatch of Detects and True Sight
82-83 + 2 Warhammer of Crush
84-85 + 4 Ringmail of Bolts
86-87 Boots of Sinking
88-89 + 2 Dagger of Flammability
90-91 Poem of Boredom
92-93 Essence of Fervor
94-95 + 3 Staff of Demon Summoning
96-97 Thorns of Warding vs Blunt Weapons
98-99 Figuring of the Sea Horse
100 + 4 Vorpal Arrows (4-40)
01-02 Ring of Flight: The ring is composed of a blue crystalline material in great with multiple silver runes, with a large blue sapphire worth 3000 gp. It was created by Dorgo the Wise to allow his followers a reliable way to keep up with the quick flying a mage. The ring may be used up to six hours daily, and may be shot on or off by silent act of will of the wearer. Once this 6 hour usage has been used the device must be recharged under open skies lit by sunlight for six hours in order for it to function again. The flight speed of the ring is 24 " per round with a maneuverability class of B. 25,000 gp
03-04 Dragonettes: This treasure is at a living creature which is emerging from a small egg at the precise moment which the creature collector passes by. This allows the treasure hunter to telepathically bond with the emerging dragonette (of Pernese nature) for life. The full details of this creature are listed in the ATWM volume III page 59-60 under the Pernese Fire Lizard descriptions. One of the most beneficial effects of these creatures is an innate ability to Teleport Without Error by silent act of will multiple times throughout the day. They also possess a fiery breath weapon, and often serve as a recon force with the ability to teleport out of trouble. 20,000 gp
05-06 Gold Sovereign of Control: This device is concealed as a well worn golden coin, which appears to be minted by the local monetary coin minting authorities. The device was created by a deranged greedy money lender/mage named Felix the Penny-pincher. It does possess one unique feature which is fine particles of diamond dust imbedded along its edge. This device bestows its magical powers to its user when it is rubbed. The power this device contains can affect 1-4 creatures, within a range of 10 in., with a mentally controlling magic similar to a rod of rulership. The control is much stronger though, as it will allow the coin owner to cause creatures which it controls to undertake foolhardy violent tasks of self destruction without interference. The creatures to be affected are allowed a - 2 saving throw verses wand in order to avoid this magical affects . Each coin is rechargeable, and when found they will possess 21-100 charges. The item is limited to usage 3 times daily. The device is able to conceal its magical nature from normal magic detection spells. 40,000 gp the
07-08 Eye of Titanhood: This device appears to be a 2 in. diameter Black Diamond with a slit pupiled titan eye encased within it. It stares outward unblinkingly from the gems center. The gem was created by Mallick the Dreaded from the cult of the dragon’s ranks, from a titan slain by the dragonlich he was responsible for. This device was created to replace the eye that the dracolich lost in the combat with the Titan. Any creature finding this device can place it into or within the socket from a lost or ruined eyeball, whereupon, it grafts itself into it . This process is very hazardous to the recipient, which causes 3 saving throws to be undertaken. The first saving throw is verses magic spell or the eye will fallout of its own accord. A second saving throw verses magic spell is required, which if successful allows the eye to graft itself within the socket. The third saving throw verses magic spell must be made, or the recipient of the eye will have a randomly chosen ability score permanently reduced to 3 .
The power of this item is for instantaneous growth of 1 ft.-3 ft.. It also grants the eye wearer permanent true sight, with normal vision ranges tripled , and the ability to see through all illusions within range of vision. 35,000 gp
09-10 +2 Dagger of Pain: This 12 in. dagger is made of a purple crystal material, inset with mithril runes along the length of the blade. The device was created by a sadistic cleric mage named Moroz Hurts Alot as a tool of torture. If this dagger is picked up by the hilt it instantaneously activates a gravitational flux so intense that the creature touching it is unable to release the daggers hilt. The hilt then ejects (12) 10" long needles to pop out violently in 1 melee segment, much like a jellyfish's sting. The needles possess a very virulent purple poison, forcing the dagger victim to make a - 4 saving throw verses poison or instantly die. Those who make their saving throws are still afflicted with 5-30 points of damage each round that the dagger is stuck to the hand of the victim. 10,000 gp
Rats, hit a buffer limit...I am trying to post the rest now!!!
MatanThunder
03-16-2007, 02:17 AM
This will take a while.....LOL ;)
11-12 Chest of the Dragonflyers: This device is the magical chest/footlocker of medium-size made of white marble richly engraved with runes and embossed with golden dragons in various lifelike poses. The locking mechanism is made of a golden alloy which may be opened with the specific designated command word. The chest is 4 ft. wide x 6 ft. long x and 3 ft. high. The lid separates 1 ft. from the top of the chest and increases the width to 8 ft. With the use of a proper command word, the chest can be mentally commanded to take flight that 36 in. per round with a maneuverability class of C. The chest is armor class ( - 8 ) and possesses 60 hit points, which may be healed with a properly worded limited wish or wish. The chest is capable of carrying four M sized persons simultaneously during these flights. This device also possesses 2 extra dimensional storage bins running along the outer length edges, which are capable also storing up to 40,000 gp weight of items, similar to a bag of holding but without a depth/size limitation. 60,000 gp value
13-14 + 4 Morningstar's of Tim*: This device appears to be a rusty and much battered plane iron Morningstar, which is etched with some much distorted mithril runes about the head of the weapon. The haft is decorated with a 500 gp opal at the bottom which glows faintly with a black light like affect. The rune etching seems to indicate that its owner was an individual named Tim*, but the runes at the head are almost obliterated. The device was created by Moliz the Mad at the end of his magely career, after his mind had lapsed into dementia. Aside from being a + 4 Weapon on any to hit roll which exceeds the minimum by 3, the curse of this device activates a 30 ft. diameter Time Stop field which affects all within its area, including the wielder. This time stop field will persist forever with unless a dispel magic is applied by a caster of at least 20th lvl, a properly worded limited wish is implemented, or a properly worded wish is used to shatter Time stopped the field. Of course this must be initiated by a being outside the time stopped A/E. 20,000 gp value
15-16 Armor of illusions: This item is a suit of non-descript padded armor which will appear as follows. This item appears to be a finely crafted suit of magic armor of a type most desired by the discovering individual, through the use of a basic ESP. The armor was created by Massina the Humorous at the height of his illusionist career as a practical joke on a fellow party member who was always whining about his share of the armor treasures discovered by the party. The device is in actuality a cursed set of padded armor, equal to armor class 12, which is concealed by the Illusionary effect. The illusion contains full tactile and visual component to anyone viewing it, even fellow party members. High intelligence scores are able to see through the illusions regardless of the devices magical effect. All party members will see the armor that they most wish to see available for themselves, and if the type of armor is mentioned openly to all party members, it could it be revealed that the armor appears different to all who view it. Those who wear this armor find it completely comfortable and of impeccable quality. Valued 5000 gp
17-18 Twig of Giant Strength: This device is a nondescript 6 in. to 8 in. long twig which was harvested from the one tree up and astral planes, also called the tree of life. The twig is covered in white bark with several golden buds along its length. The twig also is engraved with several mithril rooms carved into its bark. The device was created by the Moon Elf Calamar Destinyweave in order to give greater strength to the leaders of the elvish army that he was connected with. If the twig is held or worn the device will activate as long as there is skin contact. The STR bestowed is indicated by the blood type of the giant chosen in an activation process, which is set with a command word as it is dipped in the blood type chosen.
There is a 20% chance of inflicting 4-24 damage on the twig user when it is first used, do to the intensity of the STR bonus that is acquired. This happens each time it is used in combat situations. This decreases by a - 5% per week of use.
01-30 Hill Giant; 19 STR; + 3, + 7 ; range 8"; 1-6 damage; missile wt 140 lbs.
31-50 Stone Gt; 20 STR; + 3, + 8 ; range 10"; 1-8 damage; missile wt 156 lbs.
51-70 Frost Gt; 21 " ; + 4, + 9 ; " 12"; " " ; " " 170 lbs.
71-85 Fire "; 22 " ; +4, + 10; " 14 "; 1-10 " ; " " 184 lbs.
86-95 Cloud " ; 23 " ; + 5, + 11; " 16 "; 1-12 " ; " " 198 lbs.
96-00 Storm " ; 24 " ; +6, + 12; " 18 "; 2-12 " ; " " 212 lbs.
Value: 35,000 gp
19-20 + 4 Rapier of Speed: This item is made of a blue mithril alloy with a large blue tiger eye 4000 gp sapphire inset into the weapons hilt. The blades length is engraved with gold runes along its narrow length which is made to be supple and flexible. This blade was created by a notorious weapon master/mage that just loved the intricacies of sword play, and desired a weapon of supreme qualities for a man of his skill . The blade is enchanted a +4 quality and the blade is so sharp that it inflicts 2-8 + 4 damage to the anything it hits in combat situations. The lightness of this blade allows the blade wielder to attack 3/1 times in each round. As with all magical weapons a rule was necessary in order to determine if the blade is intelligence. Value: 30,000 gp
21-22 + 5 Crossbow Bolts of Reverse Damage: These red crystalline bolts are 8" long and in engraved with many small mithril runes, which glow faintly. If an identify spell is cast upon them they reveal an intense magical aura of +5 quality. The bolts are enshrouded with deceptive magical fields which conceal their true nature. When these quarrels are fired from a crossbow all of the other quarrels teleport beside the quarrel which is launched, whereupon, they head toward the intended target for one melee segment. At that time all of the quarrels spin 180 degrees whipping around inbound towards the crossbow firer with no warning. The only protection from the, 1-10 bolt caches coming back to bite the crossbow firer, quarrels or wall spells such as: a wall of iron, a wall of force, a wall of ice etc.. The quarrels may penetrate any armor class which is the crossbow firer possesses and automatically hit like magic missiles. Each bolt inflicts 1 to 8 points of damage + 5. Value:2000 gp @
23-24 Paste of Molding: At first at this item may not appear to be valuable or magical. The paste appears as roughly 2 ft. Cube of glittering transparent clay. The magical quality of this item is revealed in the hands of a potter, or in the mind of a spell caster. The spell caster or a potter can fashion this material into items such as weapons, armor, or shields; or even items of a more vague nature which will possess an innate magical quality of +2. Other objects which may be created include but are not limited to, a set of lock picking tools + 10% open locks, other items which are necessary on a one time basis like a crowbar. All such items are permanent once the command word is spoken over them, and the will DM will need to determine the volume which and will be subtracted from the 2 ft. Cubes total. The cube materials owner simply fashions the claylike material into the desired for (possibly from a mold) and then pictures the finished product whatever it is. Magic items with a single spell power with a level of 2 < can also can be permanently create if d with this material. A level 1 Mount spell could be conferred to a creation form and will function one time per day, with an 18th level spell casting potential. The creator would simply fashion the item and mentally picture the spells function in order to facilitate its creation.
Gems and jewelry can be created as a fashioner desires, up to 300 gems may be fashioned from this cube, and they posses a maximum value of 100 gp @ can be creates with a value of 30,000. gp. Jewelry created from the paste is also limited to 30,000 gp in value no matter how many pieces are designed. (A jeweler is necessary to perform the above mentioned creations, or the PC possesses the jeweler proficiency, each creation requires a proficiency check individually) .
If the PC owner has a skill/proficiency they may create items related to the skill with a successful skill check. The material can also be used to weld/glue items together, (a thief on the run closes the door and then slaps a glob of the paste into the jamb while picturing the material welding the door and the jamb being one piece). The uses are only limited by the owner, and all individual creations take one melee segment to finalize the creation, but the formation/fashioning processes can take from several segments up to several hours. Value the 35,000 gp.
And....
MatanThunder
03-16-2007, 02:19 AM
And....
25-26 Greaves of the Godlings: These gauntlets are made from the skin of a rainbow dragon sewn with golden thread. The gauntlets are sewn with rainbow diamonds at the knuckles, mithril runes are sewn into the entire gauntlets surface. These gauntlets will glow tangibly illuminating the area in a 10 ft. radius. They bestow upon the owner a + 5 bonus to armor class and a +1 to all other attributes scores, (str, int, etc.). Unfortunately the greaves possess a driving intelligence of 16 and an ego of 18 as with any intelligent weapon. The item also possesses attributes similar to magic weapons complete with alignment which is rolled a randomly by the owner. The ego will actively try to possess and dominate anyone wearing these gauntlets. If a owner manages to avoid the possession an domination the gauntlets will cause 1-4 monster summoning VIII spell to go off simultaneously around the gauntlet wearer. They attack immediately upon appearance and , and will continue to be summoned exactly one hour. This takes place if the owner wearer continues to avoid the domination/possession affects generated by this item. The owner of the gauntlets will rapidly discover the curse and it can only be removed by a full wish spell. After the wish spell the owner of the gauntlets must remove them within one segment or they will become reattached. The intelligence of this gauntlet is of Demi-God strength for the DM's references. Value: 100,000 gp
27-28 Scarab of Protection vs Psionics: This golden beetle amulet has one 5000 gp gem stone each of the following types: an agate, an amethyst, a blue diamond, a pink pearl, and a purple jade figurine suspended within the confines of the amulet. The amulet itself is 6 in. in diameter and 1 in. thick suspended on a mithril chain. The golden surface of the amulet is engraved with the pattern of a human brain, and a human jade figurine at the center of the device suspended within an amber case. The item bestows upon its owner immune 100% to any psionics directed at the owner. This protection applies to direct attack psionics and psionic devotions or sciences etc.. This protection applies to the physical aspects of the devotions or sciences. The device owner is protected from all psionic attack modes 100%. Value: 75,000 gp
29-30 Spirit Jug: These specialized spirit receptacles come in a variety of colors and are made of a near indestructible form of hardened crystal, in which the spirit form lives. The bottle is covered with minute golden runes. The idea for this device are gleaned from a book series called the, "War of Power", written by Robert Vardeman & Victor Milan. In this series several groups of individuals possessing psionic and clerical abilities would inter those of great power or intelligence within these crystal bottles which function much as the magic item called an Efreeti Bottle. In the series the spirits of males are blue and the females are a hot pink color. These spirit bodies will be slightly transparent having no physical form, but the spirits will be able to converse freely with those within normal hearing distances when out of the bottle but they will be 90% muffled if shut within the bottle unless they bottle is physically in contact with it. These bottles are approximately 12 in. high with a diameter of 4-6 in., and furnished the occupant with a luxurious living quarters for all eternity. The occupying spirit possesses the same general physical outline they possessed in life, except that their legs taper into a cloudy mist-like trunk. Each bottle possesses a stopper which will either allow the spirit out of the bottle or back into its confines. The owner of such a bottle can force the spirit into its bottle by simply stoppering it.
The occupants of these bottles have only 1 way to affect of the outside world in physical ways, as they possess in death their Psionic powers fully which they had memorized upon their death and encapsulation within the spirit Jug. They have a 20% failure rate in any psionic power they attempt to use . The spirits within the book series were over 500 years old, and had many sordid adventures. The process by which this could be accomplished has been lost to the ages. Those individuals recorded to have undergone this process were from 8th to 15th level in experience, but I see no problems and higher level individuals undergoing the process should it be rediscovered. Any spell casters have encapsulated within the jugs will still remember any spell that they knew at the time of their death, and may barter this knowledge for favors from those who still on the planet. This usually entails resurrecting them. Those encapsulated within the jugs retain their original alignments, although they may suffer mental disabilities from long term encapsulation within their jug.
Any creature possessing a jug of this type will have access to the psionic powers the spirit at jug occupant as long as they are in physical contact with the Jug itself. The DM should roll a random personality for the occupant of such a jug and contemplate the alignment affects in order to come up with a realistic NPC relationship between the jug owner and its occupant. Have fun with this one. There are rumors that some of the occupants of a spirit jug can still cast spells if they possess the necessary material components. Value: 55,000 gp
31-32 +1 Bang Arrows (4-40): These magical arrows appear to be shafts of multicolored crystals and are fletched with the feathers of the fire eagle of the Elemental plane of fire. These arrows are made to explode on contact with any object or surface once they are fired from a bow. The blast is a fiery explosion, but is accompanied by a force of 100 pounds of force blasting the target away from the striking point. The arrows inflict 3-24 points of damage per strike, with a + 1 to hit & damage added to that. They are found in batches of 4-40. The arrows won't detonate until they are nocked to the bowstring for firing. Value: 500 gp @.
33-34 Rod of Planeshifting: This rod is made of blue steel alloys with mithril runes and a 3000 gp blue diamond mounted on the end. The rod may be used as a weapon of + 2 qualities to hit and damage inflicted on a 1-8 damage per strike. It also possesses 41-50 charges of magical energy that when activated cause a 6 in. area to be lit by a great blue radiance. The light causes all: invisible, improved invisible, ethereal, out of phase, etc creatures to be shifted back to the Prime material plane within the 6 in. area of effect. Creatures caught within the lighted area of effect may not change phase until they leave the area of effect. Each charge lasts 1 turn. Once a month it may be used to shift the plane the owner is currently on to any other prime material plane the owner knows of personally and has been to. This opening last for a 24-hour period and allows free 2 way passage through the brightly glowing 10' blue pane as long as it is present. This pane must be of resting on a topographical physical feature on the current plane of existence. Value: 60,000 gp .
LOL....
MatanThunder
03-16-2007, 02:20 AM
;)
35-36 Turquoise of Magic Wall: This device appears to be a normal non descript piece of turquoise. The turquoise actually has an invisible mithril rune upon it which does not read as magic. If the command word "Rebound" is spoken by the device owner it will form a 20 ft. by 20 ft. movable wall of impact absorption and rebounding forms on the vertical plane directly in front of the device owner. The wall will form with a faint blue aura outlining its area of effect which is 3 in. thick, but this visual part of the activation sequence will fade within one melee segment. Any type of weapon strike which crosses the walls area of effect will advance 2" into the wall causing a dimple briefly, whereupon, the blow will violently reverse its course with the same force with which it was launched. This reverse force will use the attackers THACO to determine if they were struck by the rebounding of any hand-held weapon affected by wall. Missile weapons have the same chances to strike their firer, but if this individual has movement from their position the missile weapon will automatically miss them, that other individuals passing within the path of the missile must make a successful DEX roll to avoid being struck by the missile. DM's will need to determine trajectories all missile weapons fired at the walls creator. Value: 75,000 gp.
37-38 +3 Arrows of Disruption ( 2-20): These areas appear to be created a solid white marble engraved with golden runes along its length. It has a golden broad head arrow tip with a runes engraved in it of a randomly determined clerical Pantheon. These arrows of a + 3 quality inflicting 1-8 +3 damage with any successful to hit roll. These arrows acts as a clerical turning attempt of a 12th lvl patriarch. All undead struck by these arrows will be affected by this clerical turning. Every arrow has a 50% chance of breaking when fired when it successfully hits, while misses will be 75 % to break on landing. Value: 1000 gp @.
39-40 Figurine of the Trojan Horse: This device is a platinum figurine 8" tall, created in one of the forms listed below. On the command word "Arisenen", the creature of the figurine will grow to 40 ft. in height in one round. The figurine will be able to conceal a number of men listed in the table below, in order to sneak them into an enemy encampment fortification, or town. The compartment which conceals the troops is of an extra dimensional nature, roughly 60 ft. by 60 ft. by 10 ft. tall. This secret 10' square doorway is completely undetectable unless the viewer uses a Detect Magic & True Sight in consecutive rounds. Once the owner of this device places his troops within the device, the owner can cause it to shrink back down by using the command word "Declino". This would not inflict any damage on the concealed troops, as the extra dimensional space provides the necessary oxygen for them to live within the extra dimensional space. The growth potential for this device lasts for 26 hours total, before the item must be recharged for six full days. The owner of the device is able to turn the enlarging and shrinking processes on and off up to four times during its functioning period. The owner of the device may also spells sneak into the extra dimensional space, and still be able to activate the devices command words as normal. Any creature left inside the device after the 26 hours have been used will be unceremoniously ejected into the border ethereal plane. Such individuals will have to find their only back to the Prime material plane
The figurines have a hit point total of 10 x their normal animal form possesses, it will possess three times the creature is normal movement rates. The figurines will inflict damage equal 2x their normal sized representations, and will fight alongside those concealed troops and its owner with the command word "Fracus". The figurine possesses the intelligence as listed within the dungeon Master's Guide. It can follow commands given by the owner as long as it is primed with the command word "Zellos". The device also possesses an innate Magic Mouth spell which will activate as the device owner wishes at any time he wishes. This part of the device usually announces that this device is a gift to the enemy city, creature, government, etc..
01-15 Asian Elephant (20) 61-80 Horse (20)
16-30 African " (20) 81-85 Centaur (30)
31-40 Mammoth (25) 86-90 Roc (30)
41-50 Mastodon (25) 91-98 Griffin (30)
51-60 Oliphant (30) 99-100 Dragon (40*)
* The Dragon figurine has no breath weapon. Value: 40,000 gp.
41-42 Gloves of Acidane: These gloves or made of ancient green dragon skin that are sewn with 1 in. squares of green jade with small golden runes etched into them. These items radiate a strong magical aura easily detectable through use of the proper spells. These gloves or cursed so that whenever a creature places one on their hand that they instantly wish to put on the second glove to discover their magical powers (no save). Upon this event occurring, the gloves will inject internally a blast nasty black dragon acids exuded from the interior of the gloves which of course, cannot be taken off unless a successful remove curse spell is cast upon the caster and the gloves. Each round will inflicted 2-12 damage, and the victim's hands will become useless until a full Heal spell is administered. This is the only way to remove the gloves, and the victim will continue to suffer the damage listed above. Value: 7800 gp.
43-44 Helm of Removal: This helm bears multiple runes of potency etched into the black mithril alloy with silver. The helm is inlaid with 10 black opals worth 500 gp @ which encircle the outside rim. This helm is of a + 5 armor class quality improvement, which is easily detectable with a detect magic spell. The helm has a chin strap with a special black mithril cinching strap which when fastened turn into a black mithril garrote severing the wearers head no saving throw. "Snickersnack". Value:9500 gp.
45-46 Pipes of Sleepiness: These 8 in. longer duel pipes are made of a blue mithril alloy. Any non-Bard creature which touches them instantly fall asleep (no save), until someone else releases the victims grip on the pipes. Any bard touching these pipes will realize their inherent magic is a sleep wave which extends out to a 10 in. diameter, pulsating outwards like the ripples on a pond caused by a stone, affecting all within the area of effect. Those creatures caught within this waves affect must make a successful saving throw verses magic spell, with a cumulative - 1 to that saving throw for each round they are within area of effect. Any creature failing their saving throw will fall instantly to the ground asleep, and will remain in and that state until the Bard stops playing these pipes, are until they are dragged out of the area of the effect. Those caught within the area of effect will remain asleep for 1-4 turns after the final note is played by these pipes. This sleep magic is so potent that even removal can cause the affected creature to awaken, as it takes an eighth level dispel magic spell to awaken the sleepers prematurely. No amount of water or shaking will help wake them. All creatures, including elves, except undead or affected by this magical set of pipes.
Any creature smart enough to stick their fingers into the ears before the music starts to play will find that the effective in preventing the sleep affect taking hold. Of course, this makes combat very difficult. Value: 60,000 gp
47-48 Basket of Poison Fruit: This display of luscious fruit is displayed in the blue china serving dish 18 in. in diameter, and is self replenishing. All the fruits appear healthy, ripe, and nutritionally desirable. If a creature of eats a piece of this fruit nothing will happen for one hour for each piece of fruit eaten. One hour after consumption anyone who has eaten up piece of this fruit will need to make a saving verses poison, with a cumulative - 1 saving throw penalty for each piece of fruit they consumed. If the saving throw is made it only inflicts 1-10 points of damage for each piece of fruit consumed. A failed saving throw indicates that target creature has died from poisoning. Value: 1500 gp.
MatanThunder
03-16-2007, 02:21 AM
49-50 Dust of Spell Reversal : This item is the found in a small leather pouch made of Wonderform skin, and will contain 11-20 doses of a sparkling rainbow crystal dust like material. When this dust is hurled into the air a magical rune will appear for one melee segment in front the dusts area of the effect. This is usually the dust hurler or a fellow party member who is to be affected by the dusts magic power. The magic will only function for recipients who maintain their location where the dust was placed upon them. The magic itself reverses all incoming magic spells, like a level 7 Volley spell from the Unearthed Arcana. This effect lasts for 1 turn as long as the recipient doesn't move out of the 10 ft. diameter area of effect.
Magic’s present on or launched from the spell caster are not affected by this reversal rune magic as they serve as reversal nexus/launch point. So spell caster could initiate any magic they possess for the duration without ill effects of the dust. The movement restrictions do not preclude the dust recipient from engaging in melee combat as long as they do not exceed the diameter limitations of the area of effect. Value 2500 gp.
51-52 +4 Staff of Backblasting Foes: This device is created from a black oak branch struck by lightning and entwined in a blue steel/mithril alloy covered with copper runes. At the top it possesses a 5000 gp rainbow diamond that illuminates a 20 ft. diameter equal to full daylight continuously . The item possesses a + 4 combat quality inflicting 1-6 + 4 points of damage per strike, and in addition on any THACO roll that exceeds that number by four > a target will be hurled backwards 1-10 ft. The strike is accompanied by a thunder like clap and a bright flash of white light causing the target to suffer 3-18 points of damage from the flight. A creature is allowed a saving throw verses magic staff at - 6 to avoid this spell effect. Value: 75,000 gp.
53-54 Tome of Advancement: This unadorned green leather book 12 in. by 12 in. by 2 in. thick will take a full two months to complete reading. It details a pathway to advancement appropriate to the player class of its current owner, which in 2 months of constant study will lead to its current owner being a one time experience point bonus reaching the next experience level by100 experience points. If the owner is a multi classed player character they will bring up their experience points to reach the next level +100 experience points in all classes. This book may not be copied in any way in at the completion point or reading it to the place where the new level is attained it will randomly teleport to a library or treasure trove on that plane of existence . Tracing spell placed upon the tome cause it to instantly teleport as stated above. The PC must find a place of quiet and solitude in order to properly study this tome. Value: 80,000 gp.
55-56 Dust of Aggression: This magical dust is contained in a plain leather pouch smelling vaguely of hot peppers, and with the 11-20 pinches in each pouch upon discovery. The pouch is sewn with a magical rune in gold thread, as is all other stitching upon this pouch. In order for the dust to be activated it must be hurled into the air and breathed in by target creatures. The crystals sparkle faintly as they are tossed into the air, and the tossing owner can prevent the dust from affecting them by speaking the word "Peace". The dust causes all within a 20 ft. diameter to attack any creature that is near them, with those creature closest being attacked in first. The dust lasts for 4 rounds + 1-10 rounds afterwards, but it allows a saving throw vs poison to be made for his when the dust is first casting about the pouch owner. Those making their saving throw are still affected by the dust for 2 rounds regardless of their saving throw. Old grudges are often the first avenue in the release of aggressions for victims of this dust. "You took the best treasure last time, so take this". Value: 2000 gp per pinch.
57-58 Shadow Saddle: This beautiful black shadow dragon leather saddle is studded with many black pearls, and it is sewn with much mithril thread in various panoramic views and pictures of war horses and riders. When this saddle is a worn by a horse or another form of mount, the horse and rider are concealed in the shadows similar to the thievish ability to Hide in Shadows but with a 120% success ability. Note: This does not silence the rider or the mount. The rider may also activate an ability to create a 50 ft diameter sphere of one-way darkness about the rider and the mount for up to one hour a day, and it may be turned on and off at the riders will up to the durations limitations. Value: 55,000 gp.
59-60 Radiating Gem: This item appears to be a beautiful green emerald that seems to glow with an inner light of its own yet it does not radiate any magic at all. The gem is highly radioactive, which radiates outwards in the 30 ft. diameter affecting all within this area of effect. This causes a saving throw vs poison at - 2 to anyone within in this area of effect. If the creature touches or otherwise handles the gem all of their hair falls out no saving throw 3-6 hours. These creatures make their saving throw verses poison at - 4. All creatures affected by failed saving throws suffer radiation sickness and die in 1 to 3 days. If a creature who doesn't handle the gem makes a saving throw they sustain 2-20 points of damage each hour they are near the gem. A creature toughing or wearing the gem must make an hourly saving throw as stated above at - 4 to avoid death, but they will begin to feel the effects and weakening caused by radiation sickness regardless of their successful saving throws. A full clerical heal is necessary in order to cure any radiation sickness of those near the gem . Value: 30,000 gp.
61-62 Orb of the Sage: This 3 in. diameter ruby gives off a silver sheen and glow about itself, which seems to glow from within This orb possesses the ability to read magical writings of all sorts. The orb owner places his hand on the orb and another hand upon any magical device for which he wants to identify special powers, curses, & command words or keys. He says the command word "Dolphosia", and the orb owner will receive full mental and audio details of any magic item short of an artifact. The details provided will convey the method of the devices making, the history of its ownership, and a full listing of all magical or physical powers of the item which is identified. This power may be used 10 times per week, but it will require the user to enter a one hour trancelike state to as they review the histories of the device in question. Value: 40,000 gp.
MatanThunder
03-16-2007, 02:21 AM
63-64 Figurine of the Battering Ram: This device is an ivory statuette approximately 10 in. in length and 8 in. high with gold in graving all over its surfaces, with a large set of black diamonds for eyes (worth 3000 gp @). If the command word "Charge" is spoken, the figurine will grow into a mountain ram 4 ft. high at the shoulder, 12 ft. long, with a doubles set of massive ram’s horns. The ram figurine must be pointed in the direction and at the object that this device owner wishes that have affected by a charging ram. After the rams initial charge it will follow the owners verbal instructions for the 1 turn per day that it may be used, with an intelligent rating of 8 when it comes to taking orders.
This magical ram has the following statistics: AC 5, Move 24" per rd, 10 hit dice, Align Neutral, attack with massive double horns which inflict 2-24 points of damage (as well as inflicting a double STR horn of blasting on any door, gates, apertures, etc.. Each hoof can inflict 1-8 points of damage (x2 hooves each round), and the ram can elect to instigate a special trampling attack on any creatures along its pathway, (it must get a 20' running start to accomplish this attack), inflicting 2-16 points of damage to anyone less than 10 ft. high or 10 hit dice. Unless a creature as described before blocks the path of the rams charge it will not be slowed down in the least. Value: 60,000 gp.
65-66 Rope of Tripping: This magical rope is woven of demon skin and black steel intertwined with strips of red dragon skin. When discovered this 1/4" magical rope will be from 31-50 ft. in length and possesses a unique ability similar to a chameleon, as it blends in with any forest floor or city street . It is as soft as spidersilk. When strung across an area; each time someone walks, runs, etc. across its horizontal pathway they must make a saving throw verses magic spell or fall flat on their face or suffer a violent fall. This rope can only be detected by True Sight or dust of appearance. Value: 45,000 gp
67-68 Basket of Foods: This appears to be an ordinary picnic basket 24 in. wide by 24 in. by 36 in. long. These devices can create enough food for 10 people up to three times daily simply by closing the lid and uttering the command word "Repast". The food appears to be fresh and of a considerable variety, suiting the tastes of all those near the basket (20'). Once the contents of the basket are fully eaten the basket will replenish itself as stated above. The Value: 15,000 gp.
69-70 Diamond of Attraction: This huge 4 carat blue diamond is engraved with many golden runes about it circumference. Unless a proper identification magic spell is cast upon this device its powers will not be known until some type of missile weapon comes within 50 ft. of the gem possessor. When this event occurs the missile will be attracted towards the gem owner regardless of the actual direction the missile was fired towards. Any missiles will unerringly strike the blue diamond, and any ricochets will undoubtedly inflict damage on to the gem possessor. The missiles are attracted so strongly that they will even turn corners of 90 degrees. The owner of this diamond is unable to remove it from his person once this event has occurred. Removal requires a properly caster remove curse spell by a 10th level cleric. The owner of the diamond is able to toss the gemstone away but it will teleport into a random pocket, pouch, backpack, etc. 5 rounds after it was ditched. Value: 10,000 gp.
71-72 Amulet of Dooms: This device is the issue inched gold amulet resembling a bear's head with black ruby eyes worth 500 gp @. It radiates a strong magical aura which manifests itself in the moderately bright golden glow. If this item is brought into the presence of another magical device for item it will drain away the magical power of such a device. This includes attempts to identify it with magic, which is similar lead absorbed by this magical device. This amulets powers are so rapid and decisive that it occurs within one melee segment, during which time the ruby eyes glow intensely but briefly.
The most damaging affect of this device occurs one round after any magical power is drained, whereupon, the amulet ejects a violent electrical outburst inflicting 10-100 points of damage to anyone failing their saving throw verses magic spell (those saving take 1/2 damage) if they are within the 20 ft. diameter area of effect. In its final act of power the device teleport 1,000 mi. away in a random direction. Value: 10,000 gp.
'73-'74 Amulet of Discharges : This amulet is made of pure elvish silver inset with white opals, and etched with golden runes of power which glow of silver faintly. The device radiates a strong magical aura in seems to have a potent charged magical energy stored within its surfaces. Once the amulet is touched by a spell using creatures, magic users, or magic items on a creature who is touching the amulet, the amulet causes all magical energy will be siphoned away completely draining charged devices no save. In the magical item which has charges will lose these magical emanations 1 per round in random direction as they are discharged regardless of the spell caster or creatures wishes . (Kabooooom) This discharging is totally random and can touch items safely stored away within a pouches and backpacks. Each item will discharge one charge each round after this amulet is touched. Value: 7500 gp.
75-76 Girdle of Teleport: This magical girdle is made of eight black obsidian tiles 4 in. by 4 in. by 1/2 inch thick which is etched with mithril runes and connecting buckles which form a girdle. Once per day each tile (which must be touched) has the power to affect its wearer with a Teleport without error magic spell on the command word "Expeedious". The magic nature of these tiles is such that the owner can activate one per melee segment in order to seem to blink to an untrained eye. As with all teleport magic the spell caster must visually picture the destination in order to affect this magic. This spell is 100% effective, and it will not allow deviation from the destination prescribed by the girdle owner . This is to thwart some magic I recently read that created a teleport trapping sequence which led the teleported into a trap. Value: 60,000 gp.
77-79 Tome of Breathlessness: This magical tome is bound with a blue-gray sharkskin cover 12 in. by 9 in. wide by 2 in. thick and is engraved with multiple golden runes of a variety of amphibian like creatures etched into the cover and binding. This magical device has a subtle compulsion-like magic which forces any creature touching the cover to open the book regardless of their original intentions. There is no saving throw for this effect. Those creatures affected by this power find the tome to have a very violent shark like bite as the book will leap towards its new owner with a shark like jaws open wide. It strikes as a 4 hit dice creature which inflicts 8-48 points of damage on a successful to hit roll, as it flies about the room at 24" per round MC:C. At this point only a remove curse spell cast by a magic user of 16th level or greater can negate this tome's attacking nature.
Once the device has been subdued the book's true power can be learned by reading it 4 hours per day for the period of one month. The owner of the book must purchase several items of an alchemical nature valued at 2000 gp in order to conduct the necessary experiments required by this tome. Part of the process is the creation of a magical potion whose recipe is written within the tome. The potion is imbibed at the end of the reading sequence. Once the potion has been imbibed, the tome reader will undergo a swift and minorly painful transition as they reader will grow gills and becomes a true amphibian creature. The Tome reader will be able to function in salt or fresh water as much as they require in any given day. The gills are located behind the ears and slightly below them so they aren't too obvious to the casual viewer. Value: 40000 gp .
MatanThunder
03-16-2007, 02:22 AM
80-81 Eyepatch of Detection and True Sight: This magical eye patch is fashioned from a beautiful buffed rainbow dragon's scale which is an approximately 2 in. oval, which is set on an adjustable golden chain with many mithril runes sewn into its surface. When the eye patch is set over an eye it grants the wearer the ability to detect visibility, detect secret doors, detect enemies, and use true sight through the device whenever it is put on. Only one power may be accessed per use, as the other powers remain dormant during that time. The owner of the device will notice that they can see out of the eye patch as if they were looking through their regular eye. Whenever one of these powers is activated the eye patch glows with a soft purple radiance visible at 30 ft.. Value: 35,000 gp.
82-83 + 2 Warhammer of Crush: This magical war hammer is made of a red mithril alloy which is attached to a black oak handle and covered with multiple golden runes. The handle has a stone giant skin leather wrapping which is sown with gold threads in an intricate pattern. This magical war hammer must be wielded 2 handed by any creature along with a 17 STR or less. The magic of the war hammer lends its + 2 magical nature an intense magical field causing d from double damage anyone wielding it. This double damage only reflects the base damage of this weapon type, i.e. not the strength bonuses or magical pluses of the device. Damage totals will be 2+ 2D6+2 damage per strike. This magical war hammer has 1 final power, which is, the vertical slashing swing accompanied by the command word "Smashorammalangadingdong". When did this is done any creature struck by a blow of this weapon must saving throw verses magic spell or both of their knees will be shattered by the downward force of the war hammers stroke. As with all magical weapons roll for possible intelligence for this weapon like magical sword. Value: 38,000 gp
84-85 + 4 Ringmail of Bolts: This magical suit of armored ringmail is made from a blue orachalium alloy which is etched with platinum runes and highlights. This armor gives off a diffuse blue light illuminating things faintly up to a 5 ft. radius from the armor wearer. This suit of armor is of a + 4 quality, but also possesses other unique powers one of which is the ability see into the magnetic field of the area surrounding them. This grants them with the ability to see the magnetic fields given off by any living life form within a 100 ft. radius. This suit of armor also grants the wearer a + 2 saving throw verses lightning and electricity as long as it is worn. The armor also grants the wearer the ability to confer an electrical/ Lightning stroke through any metal weapon that they are currently using inflicting 2-16 points of damage to any creature struck a blow. The armor wearer also may once per week be able to launch a 15D6 damage Chain lightning bolt through any metal weapon they are currently wielding.
The only drawback of this suit of armor is that once per month it must be struck by a naturally occurring lightning bolt in order to recharge it for the next months use. The armor wearer is immune to any magical powers which emanate from this magical suit of armor. Value: 55000 gp.
86-87 Boot of Sinking: These boots of soft displacer beast skin are sewn with the finest dwarvish silver thread and has specially made mithril spurs and toecaps. There are also several golden runes inside the boots the themselves. These magical Boots radiate a strong magical field which will cause goose bumps on any creature that puts them on. Unfortunately, these boots are made to simulate the magic users spell Sink lvl8, and if the owner does not have a removed curse followed immediately by the spell a magic cast by someone of lvl 10 or greater, they will find themselves sinking towards the center of the planet. The magical effect of these boots appears to be similar to someone sinking into quicksand except that no amount of effort on the boot wearer’s part can aid in the escape. The victim of the boots sinks whether they are located on earth, stones, gravel, etc. at the rate of 5' per melee round. If no one helps the boot wearer to find some stability or extract the individual from his predicament than the boot wearer will die in four rounds no saving throw. These boots will sink into the depths of the earth until they reach molten material, magma, whereupon they randomly teleport 500 miles in a random direction . Value: 3000 gp.
88-89 + 2 Dagger of Flammability: This large silver dagger is 18 the inches in length and appears to be made of an alloy of steel. It is etched in red golden runes and the hilt is covered in tightly wound red dragon leather sewn with the same red gold thread. This dagger inflicts 1D6+2 points of damage with each successful to hit roll, with an additional power exhibited on any THACO of 3 over that which was needed to hit. This power causes any creature struck or any exposed to magic item struck to make a -2 saving throw verses and magical spell or magical fire respectively. Those creatures or devices which fail their saving throws immediately burst into flame destroying them. Any creature afflicted with this magical fire can only be saved by magic which snuffs out the flame through the use of a vacuum or cutting off the flow of oxygen by immersion in water. Creatures & items beyond saving will be burned to ash, as will those items not completely immersed within water or in a vacuum . Damage to creatures is inflicted at the rate of 4-24 points of damage per round. This magical weapon also requires a roll for possible intelligence as with any magical sword. Value: 40,000 gp.
90-91 Poem of Boredom: This nondescript magical item is placed on a piece of Vellum which is 18 in. long by 24 in. wide when it is unrolled. There is a blue crystal scroll cylinder which protects this magical poem, and has many magical mithril runes etched into the scroll casing. If this scroll casing is opened by a person with their bare hands the new owner will immediately begin to read the work, because of a magical compulsion (no save) that forces them into the reading. Only a bard may handle the scroll casing or the poem without facing the compulsion.
The main curse of this item is that it causes all who hear it being read to become a bored with their current player character class or profession to such an extent that they are compelled to make a - 4 saving throw verses magic spell their current profession or player character class. The magic of the poem compels them to wander and drift from town to town seeking the ultimate truths of their lives and of the world. After 1-3 months of this soul searching the victims of the Poem of Boredom will seek to enter into new player character class's or professions that the now feels are their true callings in life .
The only way to break the effects of the Poem of Boredom prior to this time of finding yourself is to cast the following spells consecutively : heal, restoration, and a remove curse. A full wish will also work if worded properly, but it must be done someone other than the person affected by the Poem of Boredom. If either of these two processes are used to intervene with the poems affect then the victims were resume their previous lifestyles. Value: 30,000 gp.
MatanThunder
03-16-2007, 02:23 AM
92-93 Essence of Fervor: This magical elixir will be found in small crystalline vials containing 3-6 doses of this rare elixir. A single drop of this magical clear sparkling elixir will dispel all forms of exhaustion and automatically resets all magical spells or powers a creature or magic user had memorized the day prior to this elixir been imbibed. This single drop of magical elixir will last for 24 hours, after which time the imbiber will need to recover on day for day basis, as it is possible to use these magical elixir drops on consecutive days. One drop per 3 constitution points is the maximum total number of days which an imbiber may use the elixir drops. As an additional side effect anyone taking this elixir will be hasted for the full first hour after it is taken. The user will not be aged as with a normal haste magic spell. This magical haste can be turned on and off at the takers will, so that he may save some of the effect for later time within the 24 hour duration. Value: 5000 gp per drop.
'94-'95 + 3 Staff of Demon Summoning: This device is constructed of the branch of an ancient gnarled black oak branch 6 ft. in length and 1 1/2 in. to 3 1/2 inches in diameter from bottom to top. It is set with a large black diamond worth 5000 gp set into the top of the staff, both ends of the staff are shod with mithril caps and the entire length of the staff has arcane symbols also etched in the length with mithril. Upon the command word "Nexusman" followed by a specifically named denizen of the lower planes will conjure up the stipulated demon. This staff has 51-60 charges stored within, and each summoning drain one charge per Hit Dice of the conjured individual. The wielder of this staff must have prior knowledge and the actual secret name of the desired denizen in order to compel and dominate this conjured creature per the forms of its individual class or type. This device provides no protective circle for a spell caster attempting to dominate such a denizen. This staff itself will inflict 3-18 + 3 points of damage with each successful to hit to any creature that is struck.
If protective spells are preset they operate at 2x their normal efficiency as a side effect of the staffs powers . This type of protection usually has no bearing on the contest of wills which takes place in order to dominate the selected denizen. As you can imagine the larger the denizen the less likely that the contest winner will be the staff wielder. The big guys do so hate those little interruptions and they know exactly where to put that nasty little staff. This device also requires an intelligent check roll similar to the one given to magical swords . Value: 65,000 gp.
96-97 Thorncrown of Wards vs Blunt Weapons: This non remarkable looking magical device is similar to the crown-like wreathes given to Roman emperors' or victors in Olympic style games of the ages of old. These simple wreathes are wound with golden wire, and each leaf has a single gold rune engraved on its surface. Unfortunately several thorns were intentionally left in so as to prick the skull of anyone who wears it. When placed upon the head of a new owner it will endow its owner with the virtual immunity to all weapons of a blunt nature. The only limitation is it must be used under a sunny sky, partly cloudy is OK. Otherwise, it will only prevent the first blunt weapon attack after dark or on rain days .
The physical manifestation of the thorncrown's power is registered whenever the wielder of a blunt weapon attempts to strike the wearer, whereupon, the weapon simply seems to slide or flow away from the point which the wielder was aiming at. They always seem to just miss. Value: 70,000 gp.
98-99 Figurine of the Seahorse: This device is a red coral Sea Horse figurine 8 in. tall and set in a gold base . The seahorse appears fully barded and ready for battle. Upon the command words "High Ho Foamy" the figurine enlarges into a full-sized seahorse which will serve the owner for 1 day per week. This figurine will only function with a rider and cannot take independent action without a rider on its back. This specialized coral barding it wears is AC -2. It swims at 48" per round, and its front flippers inflict 1-6@ for each, and it can inflict a savage tail slap doing 2-20 points of damage on a successful to hit by a 6 Hit Dice creature. Another name for the sea horse mount is a Hippocampus. Value: 20,000 gp.
100 + 4 Vorpal Arrow: These finely crafted elvish arrows are made of an adamantine alloy which is black in color, but is so strong that the arrow will never break. The fletching is created from the feathers of a Phoenix wound with mithril wire . The tips of these arrows are specially crafted with diamond slivers for maximum penetration. When fired from a bow and the THACO is over that by at least 3 the arrow has struck the target in the throat killing them no save. These arrows are found in small groups of 1-4 in a lot. These arrow can still be destroyed in volcanic fires, otherwise they are totally recoverable after each firing. Value: 10,000 gp @.
I am sorry that a couple of items have lost their tabs but most posting sites don’t have the capabilities to carry the tabs over. I will release new material from time to time. I may even come up with a couple of new items if I can find the time.
I have listed my items & spells on more than one site out there. It is basically public domain material at this point and I felt that I should at least give the mods the information that AD&D.com won't exdlusively have the material.
Later
:D ;)
What is best in life; To Crush Your Enemies, see them driven before you, and to hear the lamentations of the women!!!
Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.
Let them keep what they kill!!
MatanThunder
03-20-2007, 12:27 AM
:confused: :cool:
Second Table. Same Disclaimers as the first one.
My Table #2
Matan Thunder
01-02 + 4 Chainmail of Sighting
03-04 + 1 Bang Bolts (3- 30)
05-06 Beads of Power
07-08 Amulet vs Breathe Weapons
09-10 Gravity Rock
11-12 Greaves of Goodness
13-14 + 7 Saber of Uppsy
15-16 + 3 Robe of Cold
17-18 Cloak of Feathers
19-20 + 2 Helm of Phantasmal Force
21-22 Mirror of Hades
23-24 + 3 Horsebow of Changling
25-26 + 4 Shield of Snapping
27-28 Armband of Nutron
29-30 Black/White Power Opal
31-32 +1 Helm of Crego
33-34 + 3 Hand Crossbow "The Drinker"
35-36 Tunneling Shovel
37-38 + 4 Spear of Cold
39-40 Greenthumb Gem
41-42 Badluck Gem
43-44 Quartering Chains
45-46 Dust of Contrariness
47-48 Quill of Scroll Making
49-50 Medal of Fixing
51-52 Coin of Sorrow
53-54 + 3 2-handed Axe of Tulwar
55-56 + 2 Belt of Blinking
57-58 + 2 Whip "Cat of 9 Tails"
59-60 Earplugs of Sensing
61-62 Feathers of the Fop
63-64 Robe of Impact Resistance
65-66 + 3 Dart of Weakening
67-68 Olive Branch of Missile Warding
69-70 + 2 Quarter Staff of Limbo
71-72 Tome of Military Leadership
73-74 Vanishing Cloak of Void
75-76 Bottle of Vapors
77-78 Blanket of Webs
79-80 Bag of Breathe
81-83 Dust of Track Displacement
84-85 Nozzle of Water Blasting
86-87 Broach of Rock Passage
88-89 Chalice of Holy/Unholy Water
90-91 + 2 Bracers of Magnetism
92-93 + 2 Staff of Position Finding
94-95 + 4 Trident of Poseidon
96-97 Thistles of Sword Warding
98-99 Ring of Storm Giant Strength
100 + 5 Helm of Dragon Powers
01-02: + 4 Chainmail of Sighting: This magical suit of the chain mail is made of a alloy of mithril of an orange color from which emanates a soft glow of the same color. The entire magical suit of chain mail is highlighted with golden trim along the edges and has a 12 in. blue crystalline eye inset into the armor. The chain mail is of a + 4 quality which extends magically to fit anywhere up to Hill giant size, with the chain mail extending to knee length. This device possesses 2 command words which are the on/off activations for the central eye power; they are: "Scan & Withdraw", respectively. This magical blue eye may swivel about scanning the local vicinity of the armor's wearer in conferring a visual readout to the armors wearer as a small screen of sight 6 in. square in the upper left-hand corner of their field of vision. This magical armor confers the following magical abilities in tin this viewing screen: detect invisible, detect Illusion, detect traps, infravision, and ultravision. Furthermore, the armor wearer can use the command word, "View" to activate a special power of True Sight once a week lasting for one hour. Value: 60000 gp
03-04 +1 Bangbolts (3-30): These blue crystalline bolts all are fletched with the giant eagle feathers and tipped with golden alloy barbed heads with many golden runes up on them. These bolts appear somewhat hollow containing 2 separate reservoirs which fracture on impact striking with a + 1 to hit and damage quality. Upon striking a solid object the bolt detonates with an additional 3-18 points of damage to anyone within 5 ft. of the target creature saving throw verses death ray to avoid damage totally. The target creature struck by the bolt receives no saving throw for the damage. These magical bolts are destroyed in any case. Value: 1500 gp @
05-06 Beads of Power: This magical device is comprised of 12 magical beads of varied colors and compositions, some metallic and does some gemstone all 1 in. in diameter. They are linked together on a golden chain with one mithril rune on each bead. The beads will exhibit the varied magical affect as listed on the table below:
1: armor class 4 7: tongues 6x weekly 1 turn duration
2: + 2 protection 8: invisibility 6x weekly 1 turn duration
3: + 4 weapon damage 9: wizard eye 6 x weekly 1 turn duration
4: detect invisibility 12 in. radius 10: cure light wounds 6 x weekly
5: locate objects 12 in. radius 11: detect traps 6 in. radius 2x weekly 1 turn duration
6: ultravision 12 in. radius 12: prismatic sphere one time weekly 1 turn duration
The first six powers listed function continuously as long as the necklace is worn. The secondary powers listed from 7-12 are activated by separate command word which the owner must discover as they vary from device to device. All activation times are one melee segment and will conform to the spells limitations dictated in their descriptions as if they were spells cast instead of magical properties activated by the owner of the device. Value: 70,000 gp.
07-08 Amulet Protection vs Breathe Weapons: This device is composed of platinum chain with an platinum amulet in the shape of the dragon's head with 4 black opals worth 2000 @ inset into the chain. If this device is worn by the owner it will bestow protections from any breath weapon used against its owner, causing the breath weapon to sweep around the 5 ft. magical field which protects its wearer. The device has a limitation of 100 hit points of damage in a single attack within the same round, and any damaged that exceeds this will affect the wearer. If this device experiences such an event it is destroyed in the magical last inflicting 02-20 points of damage to its owner. This device will 100% prevent the entrance of any non damage oriented breathe weapon regardless of strength or intensity. Value: 35,000 gp.
09-10 Gravity Rock: This item is composed of black obsidian which has several thick veins of gold crisscrossing its surface. It appears to be an ordinary obsidian rock in all ways. This item is actually a powerful gravitational intensifier when it is touched it activates exerting a 20 ft. radius localized gravitational flux causing the local gravity to increase 100 x the planetary normals. This automatically causes all within the area of effect to increase their body weight 100 times. This gravitational flux last for one segment in duration. All creatures within the area of effect are required to make a -8 saving throw vs spell or die in a bloody pull of goo. If the saving throw is made the creature will still sustain 4-40 points of damage as their legs break no saving throw. Value: 4000 gp.
9 to go
MatanThunder
03-20-2007, 12:28 AM
;) :cool:
11-12 Greaves of Goodness: These greaves are made of the specialized gray adamantine with three large white opals inset in each greave at the knuckle and worth 1000 gp @. These devices protect the wearer’s hands and wrists making them impervious to any form of attack. When used it confers upon its wearer a + 4 to weapon damage, + 20% to spell damage, and a + 3 with weapons which are hurled. Unfortunately, these devices confer a major drawback in that one greave possesses a good sentient entity and the other greave possesses an evil sentient entity that is constantly at odds with one another. Before the owner of these devices can instigate an action the greaves will make separate encounter reaction rolls each time, using their diametrically he opposed viewpoints to modify the dice roll reaction. As you can imagine this leads to all sorts of conflicts which prevent the greaves from any usage during that round. Add to this the fact that the owner will not willingly remove these greaves for any reason as the owner feels compelled to act as an intermediary between the two entities and derives a feeling of happiness in this effect. These items may not be removed from the owners' hands unless a successful remove curse is applied followed by a successful dispel magic spell. Value: 30,000 gp.
13-14 +7 Saber of Uppsy: This highly magical saber is + 7 to hit and damage, and is composed of a translucent golden adamantine alloy with a blade approximately 42 in. in curving the length. The basket hilt protects the owners' entire hand and is composed of mithril and etched with platinum runes. This powerful magic weapon forces any creature struck by its blade in combat to make a saving throw vs magic spell or suffer an immediate upward reversal of gravity causing them to fall upwards for 1 turn before the magic turns itself off allowing them to plunge towards the ground. In the 1 turn duration of gravity reversal the victim will gain an altitude of 400 ft. before the plunge downward, use falling damage charts to determine total damage inflicted by the fall. This weapon is much sought after by cavalrymen about the world for its legendary affect. This weapon has been duplicated several times and some of the variations process intelligence. Roll for random intelligence abilities on the DMG charts provided for intelligence weapons.
15-16 +3 Robe of Cold: This full length of the robe of blue satin is sewn with a layer of small blue diamonds lending it a + 3 to armor class and saving throws to the wearer. The robe also confers a - 3 points in damage per hit dice of the damage done minimum of one hit point per die. The robe radiates an intense field of cold lasting for five rounds inflicting 2-20 points of damage up to three times daily, which is mentally activated by the robe wearer. This robe may also confer a special attack form, which is six times per week the wearer may point it will their index finger at a target creature, and forcing the target's feet to become totally frozen to the ground no saving throw. The victim is totally immobile. The final power of this robe confers 24 " movement rate over snow and ice on a reasonably flat surface, of course climbing a mountain will slow you down. Value: 60,000 gp.
17-18 + 4 Cloak of Feathers: This magical cloak made of white albino eagle feathers is sewn with plant on wire attaching the feathers to a canvas backing, with many platinum runes sewn within its surface upon a sheathing of small orachaluim plates. It is approximately 48 in. long and has some special cuffs which magically size themselves to the owner, allowing the owner to stick his wrists through them to activate the cloaks primary power. Once the owner is properly cuffed the wearer may mentally command the cloak to fly at a rate of 36 in. around, MC:B, at will throughout the day. The wearer may also jump as the spell or spider climb as the spell at will through out the day. These powers may be used one at a time, but will seamlessly meld with each other's functions, lending the wearer a takeoff similar to superman. Value: 70,000 gp.
19-20 + 2 Helm of Phantasmal Forces: This magical helm is made of what appears to be common silver, but is actually a specialized mithril alloy. It is adorned with a 5000 gp white opal on the top of the helm and several golden runes about its outer surface. This helm bestows the power to create Phantasmal Force spells with full tactile components rendering them nearly 100% believable, at ranges up to 10 in. with an area of effect 6" x 6". As we of the normal Phantasmal Force spell the spell generates the tool, audio, and olfactory components as the spell former wishes. Creatures are allowed a saving throw verses spell if they state they are actively trying to disbelieve the illusion. The image created by this spell is only maintained as long as the spell caster concentrates on it. It is usable 4 times per day for 3 turn’s maximum concentration times with each usage. Value: 45,000 gp .
21-22 Mirror of Hade's: This magical mirror is 18 "x 12 "x 1 " thick made of pure silver will the reflective surfaces fully active on both sides of the mirror. When found this device is usually shrouded with a cowl made of red satin with lead thread. There is a platinum rune sewn in the center of the cowl. This device opens a direct link to the plane of Hades and it only won't affect creatures native to that plane, i.e. hordlings. Whenever the cowl is removed from the mirror it will violently suck in any creature within 30 ft. of either side of the mirror. This magical affect is one way allowing no access once the creature or creatures are pulled the plane of Hades. Their physical and spiritual form will be pursued by the denizens of this plane until they find a way to escape or they are killed. If they are killed upon this plane they cannot be resurrected. If the creature makes a - 8 DEX roll to avoid being sucked in by the vortex this item generates, they can hurl themselves out of the 30 ft. radius this device generates. Unfortunately the energy emanating from the localized gateway to the plane of Hades will drain away 1/2 of the hit dice or levels a creature possesses no saving throw. This hit dice or level draining effect extends to 90 ft. of the device, or as long as the creature can view their face reflected within the mirror. If the mirror is lying flat on the ground the life force draining aspect of this item won't affect anyone, but the sucking of the vortex is still in effect. If the creature allows their eyes to view themselves within the mirrors reflection for 2 consecutive rounds they will have their entire life force/soul sucked into the plane of Hades. Their body cannot be resurrected in will fall to the ground if not within the 30 ft. radius vortex affect. If a creature is somehow reunited with their body they will be totally insane because of the experience. The body of the creature with its soul sucked into Hades will remain alive as an automaton. Value: 42,000 gp.
Around 8 left
MatanThunder
03-20-2007, 12:30 AM
;) :D
23-24 +3 Horsebow of Changelings: This bow is a 3 ft. long horn recurved bow with a 2500 gp emerald in the top bow arm designed much along the lines of the Mongolian horse bow, which is engraved with platinum runes and engraving along its front facing. The bowstring is composed of Faerie Dragon sinew, and the body of the bow is composed of gold dragon bone. This bow will inflict a + 3 hit and damage requiring the individual wielder to possess a strength of 17 + to wield this device properly. This device may be used up to five times per day, upon the command word "Alter", to form an encapsulating green bolt of energy to encase be arrow fired from the bow and strike the target with a successful to hit roll. This bolt of magical energy forces a - 4 saving throw verses magic spell or the creature afflicted with this spell may be polymorphed into a creature selected by the bow wielder. This transformation follows the normal limits of a polymorph spell except that only animals may be selected as Transformation selections. A successful saving throw will negate this effect. Value: 40,000 gp.
25-26 +4 Shield of Snapping: This magical shield is constructed of a semi transparent green mithril alloy in style similar to a Roman buckler. The rim of this magical device is studded with 12 specially prepared black opals worth 1000 gp protected from damage by a variation on the spell glass steel. This + 4 shield magical effect is the release of a black bolt of energy striking any weapon making contact with the shield in the violent manner. This magical bolt of energy seems to emanate from a single opal each time. This bolt of energy has a 90% chance of snapping off a random percentage of any normal weapon attacking as detailed above. For each + in magical weapon possesses subtract 10%, i.e. a + 3 magical weapon has the 60% chance of breaking and thereby becoming totally useless and non magical. Roll for random percentage of weapon breakage. This will happen up to 12 times per week that this shield is used. Also if an opponent lashes out with another shield with a buffet it has a 110% chance of sundering any normal shield, with adjustments for each + as detailed for weapons. Value: 35,000 gp.
27-28 Armband of Nutron: This armband is fashioned of black dragon hide 2 in. wide and set with six lavender diamonds worth 1000 gp@. It is sewn with mithril runes and golden highlights which enhance its overall appearance. This item once belonged to the matched set of armbands belonging to an elvish hero of a noble ancient family. This is the surviving one, which bestows a + 2 STR beyond the normal limits allowable by a creatures race or profession. This device also bestows + 4 levels of experience to all fighter classes which don it. This device also allows the wearer to run at 2x normal speed (not attacks). This items final power is to allow regeneration at 2 hp per round, but fire and acid damage can't be regenerated by this device. Value: 30,000 gp.
29-30 Black/White Power Opal: This is a giant opal of black and white coloration similar to the ying/yang symbol is set into a platinum locket with a single mithril rune set in the opal. This device will appear to be a normal piece of jewelry unless it is placed in the hands of a mage or other magic user class. The operation of this device is controlled by the mental activation of the spell caster involved with it. This device stores up from 01-100 levels of spell energy which the owner may mentally tap into in order to help the spell caster power their spells. Upon activation the appropriate numbers of spell levels are drained away allowing the device owner to retain the memory of this spell they are activating while powering it with this device. This activation takes one melee segment of combat time. It still requires the prerequisites material components necessary for the spells casting, but in all other ways acts like a spell cast by the spell caster. The spell caster owner is able to transfer spell levels left over from the day when all their spells were not cast in order to transfer the level of spell energy necessary power this device. Value: 80,000 gp.
And 7
MatanThunder
03-20-2007, 12:30 AM
:rolleyes: :D
31-32 +1 Helm of Crego: This device appears to be a rusted Viking type helmet set with a single mithril rune in the center of the forehead and glows faintly while bestowing the + 1 armor class bonus that this device possesses. This magical helmet use the command word "Cease", it will activate a latent power of this device which is to cause a Time Stop to affect all creatures within a 3 in. diameter area of effect. This spell lasts for 1 turn which may be activated up to three times per day. Only the helm wearer is immune to the time stop power of this device, until the device owner touches them with his forefinger in order to release them prior to the 1 turn limitation on duration. If a creature enters this magical field while it is in affect that creature will also fall under the time stop spells powers. The magical field will move with the owner of this device while the magical power is in effect. Any creature which falls out of the area of effect by the movement of the device wearer requires one round to recover from the disorientation experienced by subjects of the spell. This device will possess 71-80 charges when it is found, and it is rechargeable by simply casting the level 9 Time stop spell on the helm as it rests on the ground. Value: 35,000 gp.
33-34 +3 Hand Crossbow "The Drinker": This magical hand crossbow is fashioned of an enchanted black oak inlaid with platinum runes. This device is meant to simulate the infamous drow hand crossbow fashioned of surface creature elements and materials, but in all other statistics is equivalent to that device. There is a large black ruby located under the quarrel slot worth 3000 gp. This device functions at + 3 to hit and + 3 to damage before anybody struck by one of its bolts. Every time and this device is fired a black bolt of energy is emitted from that black ruby under the quarrel slot. This bolt of magical energy automatically drains - 2 levels or hit dice from any creature that is struck. This device possesses from 41-50 charges when it is first discovered, and it can be recharged at the rate of five charges per properly worded limited wish spell. This device has a rate of fire of 3 bolts per round. This item requires an intelligent weapon roll as per the DMG in order to see if this device possesses an intelligence. This device has been duplicated many times. Value: 65,000 gp.
35-36 Tunneling Shovel: This magical device appears to be made with a sturdy 6 ft. long pure mithril handle and a shovel blade created from a green tinged mithril alloy 12 in. long. The device is covered with many platinum runes on the handle and blade. If the command word "Excavate" is uttered this device will remove a 10 ft. Cube of material that the shovel blade to choose upon the utterance of the command word. This removal can be compared to a dog digging a hole at a rapid pace as the Shovel moves about the area of effect hurling shovelful after shovelful of the earth or stone 20 ft. behind this devices wielder. "Watch out!!!" This device will function up to 10 times daily. Value: 30,000 gp.
37-38 +4 Spear of Cold: This magical spear has a haft 8 ft. long made of white ash wood reinforced with orachalium rings along its length. The haft has many golden runes adorning its shaft while the 18 in inch long spear point is comprised of an orange alloy of orachalium engraved with black adamantine runes which pulse with black magical energy one time per round. The device will generate a bluish black aura similar to a continual light spell within a 10 ft. radius. The device possesses a + 4 to hit and damage quality, but will cause an additional 3-18 points of intense cold damage to any creature struck by the weapon. The holder of this weapon gains an additional + 4 2 their saving throw vs cold, frost, etc.. This magical spear possesses one additional magical power upon the command word "Blockade", a wall of ice equal to that cast by a 12th level mage, blocks the area designated by the device owner pointing the blade along the path of the wall to be formed. This weapon as with all other magical weapons I design must roll a DMG intelligence percentage in order to determine if this device possesses an intelligence. This device has been copied several times so more than one exists out there.
39-40 Greenthumb Emerald: This magical emerald of great size ( 20 carats) has many platinum runes in great upon its surfaces. It glows with an inner green light illuminating everything within a 20 ft. radius with that glow. This aura causes any education or plant based creature within the area of effect to grow at 1000 times its normal speed whenever the command word, "Flourish" is uttered. This magical growth lasts for 2 rounds and made be activated up to three times daily by this magical item. This magical device possesses one other power activate a bolt one time per month by the owner which is a Pass Plant spell. This is a Druid spell which has statistics listed in the PHB cast as if the caster were a 12th level Druid. Value: 50,000 gp.
41-42 Badluck Radiance Gem: This magical device appears to be made of several varieties of magical gems, but is primarily fashioned from a large blue sapphire. All of these magical devices appeared to glow with a golden magical aura which infuses anybody touching it with a sense of power and prestige above mortal levels. This magical light illuminates everything within a 10 ft. radius, and be still is an emotional sense of delight over ownership of this item. This magical gemstone was created by a demigod who wished to punish a foolish demanding worshiper by creating this cursed item. The affect of the curse is inflicts a - 4 saving throw to the holder, an automatically successful first strike by any monster or creature which the gem holder faces, and finally it enforces a -20% on acquiring any beneficial treasure whenever a party determines its allocation. The curse this gem instills upon a victim can only be neutralized by a remove curse cast by a 20 level cleric followed immediately by a 20 as the level dispel magic by a magic user in order to remove the curse of this device. Value: 5000 gp.
And maybe 6
MatanThunder
03-20-2007, 12:32 AM
:D ;)
43-44 Quartering Chains: This set adamantine 5 shackle chains will magically sizes themselves to any creature onto which the shackles are affixed. If the chains are hurled at a target within 30 ft. while speaking the command word "Stilgarzak", the owner touched chains will cause the shackles to enwrap themselves about the arms, legs, and neck of the creature to be put into the quartering chains. This magical set of chains requires a separate to hit roll for each of the five shackles in order to achieve the complete quartering of a target creature . At this point the chain owner can speak the second command word "Delphadawn", whereupon these chains lengthen violently outwards stretching the creatures/victims arms, legs, and neck until they are violently flayed from their body killing them instantly. This is accomplished regardless of the size of the creature to be affected once the second command word has been uttered. These magical devices have an operating STR of 28 and nothing short of a disintegration spell can defeat the devices operation once the second command word has been spoken. Use of this device is an evil act and no good or neutral character will ever use them. Value: 25,000 gp.
45-46 Bust of Contrariness: This device is an 18 in. solid mithril bust of a robed statesman in a toga like to piece of apparel. The eyes of this device are 2 black opals worth 1000 gp@, and the device is mounted on a 6 in. high solid golden pedestal. This item radiates a 10 ft. radius field of greed which causes all those within this area to violently attempt to acquire this item and any other magical items that they have silently wished to acquire from anyone within the area of effect. A creature entering this magical field are instantly attracted to the device if a saving throw verses magic spell is failed and regard any other creature within the area of effect as a potential rival in the battle to own this item. This magical affliction of greed is similar to a curse and requires a remove curse spell to be cast in order to remove the greed once a creature leaves the area of effect the feeling of greed will leave them as rapidly as it affected them in the first place, on a successful remove curse, usually leaving them wondering why they wished to own the device in the first place.
This device has secondary negative curse like affect at it causes them to be bickering and the contrary to all other party members unaffected by the devices magical aura. They act like a know it all and constantly seek to take control of the party's direction in the bellicose and haughty fashion. The creature of carrying the bust will automatically take contrary positions to any other party member in order to get their satisfaction of the engagement in negative unsafe ways. They all we seek to start a bickering match. Value: 35,000 gp.
47-48 Scrollmaking Quill: This magical device is created from a 2ft long phoenix feather of eight deep purple hue studded with many small gems along the shaft with a golden tip. This magical device is always full of a deep black ink, which is available for the copying of any scroll, spell book, vellum sheets etc.. The aura of this device can produce his own vellum sheets or spell books in order to create/transcribe the information from one set of recording objects on to the medium chosen by the device owner to confer it on to. The owner of the device must physically transcribe the necessary information on to the new chosen medium, unless they possess a spell which can transcribe this information for them. This magical quill can transcribe 24 levels of spells or up to 4 scrolls of protection during any one day. The quill is highly sensitive to the magical emanations which it transcribes allowing it to highlight special areas of importance in the spell. This sensitivity also allows it to function without detonating glyphs, wards, sigils, etc. while it copies the material onto a new medium. It also will not carry over such a warding. Value: 60,000 gp.
49-50 Medal of Fixing: This magical medal is constructed of solid platinum in the shape of a hammer lying across an anvil, with a 5000 gp heart of stone crystal inset at the base of the anvil. The device has four separate specialized functions which perform actions related to fixing of items.
A.) The first function of this device is to gather the broken pieces and scraps of an original item possibly magical upon the command word "Origin", in order to help in its reconstruction. All pieces of the item regardless of location will form on the any flat surface within 5 ft. of this device owner. The owner of the device selects the area to be collected upon, but it can be no more than 50 ft. from their current location. At that point the owner of the device collects the pieces for transport. This function can be accomplished up to 10 times per day.
B.) This secondary power allows the device owner to assimilate and repair any normal object of a non magical nature requiring five rounds to achieve nearly by touching the pieces of the device to be repaired. Such a device required 51% + of the original in order to reconstruct the original item. The data will appear to be 100% new and whole in all respects. This device can perform this function up to six times per day. The duration of the repairs is permanent.
C.) This third power is related directly to weapons and armor repairs similar to the power related above except that it functions on magical items, specifically weapons and armor. It will take the pieces gathered in the first function and repair any damage inflicted upon the magical item first. In the secondary function it gathers the magical power which still resonates within the device or item, Weapon or Armor, and regenerates those powers back to the originals levels at the time it suffered its destruction. The repairs are permanent in all ways. To repair a device with multiple +'s it requires that this power be used on consecutive days, with the number of days equal to the number of +'s that the item possessed. If the process is interrupted for any reason the item being repaired will only possess that number of +'s from then on. The owner of this device must lay his hands upon the items being repaired through use of this power in order to facilitate its completion. This power can only be used one time per day, so only one item of this nature may be repaired any one time.
D.) The final power this device imparts is the repair of multi function magical items which are not weapons or armor. These repairs operate much as those listed within the repair of magical weapons or armor section. For each function and that the device possesses it requires one day per function to restore a destroyed magical item back to its original functioning state. If at any time during the process a day goes by without the repairer continuing the repair process, then the item is forever prevented from regaining its full item power potential. It takes 2 days for each power restored in this way instead of the one listed above. This repair level can only be accessed for one item once per day into repairing process.
Remember that 51 % of any object must be available in order to activate the repair processes that are detailed above. Also any destroyed magic item can be gathered by power A due to their loss of magical nature upon their destruction. This is in order to gather the sheaves or pieces of the device. Value: 120,000 gp.
51-52 Coin of Sorrow: This nondescript gold coin appears to be a common gold the sovereign, which radiates no magic field whatsoever. These usually mixed in with a large selection and other gold coins and as long as it is kept by a person the they will be afflicted with uncontrollable weeping whenever they enter their next combat situation. There is no save for this effect which inflicts - 2 to hit and damage as well as a + 2 armor class penalty. Once the magical coin is spent the curse is lifted, but the E problem that the source of this curse is only detectable through the use of Wish type magic. Value:1 gp.
53-54 + 3 2hd Axe of Tulwar: This axe is 4.5 ft. iron wood haft with a 2 handed usage style and a double bitted axe head made of mithril . It is covered with many platinum runes along the haft and has a leather grip made of basilisk leather. The been in flakes 2-20 + 3 points to damage to a man size targets and 2-24 + 3 points of damage to a larger creatures with any successful to hit. This magical weapon also possesses one magic affect once a day, which is activated on the command word "Breach", which activates a Passwall spell that acts as if cast by a 12th level mage. This weapon must roll for possible magical intelligence as formed magic sword out of the DMG. Value: 45,000 gp.
5
MatanThunder
03-20-2007, 12:32 AM
:D
55-56 +2 Belt of Blinking: This belt is composed of the yellow serpents hide studded with 8 yellow diamonds worth 1000 gp @ sewn with gold thread stitching and golden mounts for the gemstones. This magical device bestows a + 2 to armor class and saving throws to any creature wearing it. This device also allows the wearer the ability to speak blink dog and the alignment language lawful good. The prime magical ability that this item possesses is activated by the command word "There", which allows the wearer to teleport without error anywhere within 100 ft. that they can visually see. The device can be used up to 10 times per day requiring a one segment for each teleport jump taken by the wearer. This gives the illusion of blinking as per the spell except that the wearer is allowed to choose their orientation towards targets, and it functions as if it is a teleport without errors spell. Value: 60,000 gp.
57-58 +2 Whip "Cat of 9 Tails" : This device is constructed of 9 separate strands of Type III demonhide wound with adamantine which is tipped with 9 large diamond crystals worth 500 gp @ and are fashioned into claw like gem cuts. The handle is fashioned from the 18 in. long finger bone of a Type VI balor with each strap of the whip attacked to the handle via orachalium thread and wrappings. The whip handle is engraved with many orachalium runes along its length which is also wound with Type IV demonhide grips. This device is of a + 2 quality inflicting at 3-18 + 2 points of damage for every strike that hits the target which possesses an electric like shark which passes through the victim if they fail a - 4 saving throw verses death magic, or fall to the ground withering in pain and muscle spasms for 1-6 rounds after blow has been struck. This device also must roll for innate intelligence on the DMG table. Value: 65,000 gp.
59-60 Earplugs of Sensing: These 2 weirdly cut diamonds looking like earplugs 3000 gp @ are connected with a special adamantine chain that lengthens to fit any size M or L creature, but otherwise appear to be non magical. When these devices are each placed into a separate ear they will amplify the normal hearing of the creature by 10x times the normal reading that creature possesses. The magical nature of this device allows the owner to even hear the sound of a pin dropping within a 10 in. radius of the device owner’s current location. This magical affect makes the wearer immune to any type of normal surprise regardless of dice rolls. The earplugs can also be used as a source of triangulation determining the exact distance and location of any creature approaching the device wearer within the 10 in. radius. These devices also cause a -50% to any thief’s chances of moving silently within the radius, and allow the device wearer to hear noises behind doors at 1-4 on a D 6. Value: 50,000 gp.
61-62 Feather of the Fop: This magical device will appear to be a 12 in. long brilliant parrot feather suitable for mounting on the side of any hat. The item is under a specialized curse though, for after it is put on the wearer actively seeks to become a sanctimonious fop in the court of the nearest local royalty. The wearer of this device also is afflicted with the -25% reaction roll with anybody he encounters due to the abrasive personality this item inflicts, and will never run away from the fight especially if the wearer starts it. The wearer of this cursed device will seek to play factions against each other at court causing the maximum amount of strife for that kingdoms' royalty. Once this device is put on the wearer’s head they will refuse to remove it, and the wearer will consider himself a great swordsman, but the device inflicts a natural totally inept nature on the wearer in regards to weapons use. This is conveyed in + 2 on all initiative rolls and a - 4 to hit penalty for as long as this item is worn. The device can be removed with the use of a and remove curse spell cast by a 16th level> mage or cleric. Value:150 gp.
63-64 Robe of Impact Resistance: This magical device is woven from a unique blue metallic alloy which is woven into fine threads comparable to silk. The alloy itself is of an unknown metallic material, which bestows an armor class of (-10) to any creature who dons it. The robe will magically size itself to any creature of S,M, or L size of a first round that the robe is put on. This magical devices high armor class rating is only verses sharply struck blows as the material of the robe stiffens magically at the moment of impact. The material of the robe is normally supple as silk but when struck sharply the area struck hardens into the strength of adamantine. The robe possesses a hooded cowl which totally conceals the wearer’s features, as well as protects the head from blows. This hood can only be pulled down by the wearer of this device once it has been pulled up to protect the wearers head. The only drawback to this robe is its ability to attract lightning causing a - 3 saving throw for all spells of this nature and a + 1 hit point per dice of damage done from any such spell. Value: 70,000 gp.
65-66 + 3 Dart of Weakening: This magical dart has a black oaken shaft 12 how the in. long with a 4 in. long mithril tip. The dart has 4 special roc feathers to help in the flight of this item which are wrapped with special mithril thread and engraved with many small runes of the same material along the shaft. There is also a specialized flight to enhancing mithril counterweight to increase the range of this device up to double range 4/6/8. The device inflicts 1-6 + 3 points to damage, and on any hit which is successful by + 3 or more of the base number needed for a successful attack also inflicts a 2-8 STR drain on the targets struck. This strength power will last until the dart has been removed from the victim which was hit with it. At that time the strength will return at the rate of one point per 4 hours spent recovering under non stressful/resting circumstances. The STR draining power is cumulative, so if the target creature was struck more than once at the STR drain will continue until the necessary time of rest is met . The last power of this special magical device allows the owner to use the command word "Helflock" up to three times per day in order to have the dart return to the throwers hand. This device also requires a DMG intelligent weapon check when the devices first discovered. Value: 40,000 gp.
4
MatanThunder
03-20-2007, 12:33 AM
:cool:
67-68 Olive Branch of Missile Warding: This ancient in nondescript branch of an olive branch 12 inches long is encased within a clear crystalline material hung on a special golden chain. This magical device emits a 2 inch diameter protective magical field which causes all missiles violating this magic field to flow around the wearer of this device. Any form of missile, including siege engines, entering this magical field are affected by the diversionary nature of this magic. Once this magical field affects a missile the missile will automatically miss its intended target. The device wearer in pass in front of a volley of arrows deflecting and in random directions whenever it is possible. This does not mean that several misguided missiles could not find their mark. Value: 70,000 gp.
69-70 + 2 Quarter Staff of Limbo: This 6 ft. bolt quarterstaff is shod at each end with a mithril alloy that has several gold runes along its length. This specially cursed magic item will affect any creature that is not of neutral alignment and a mage classed. Any such creature touching the staff will instantly be transferred (no save) to the plane of Limbo, with no means of return unless they possess the necessary powers to do so. The staff has a + 2 inflicting 1-6 + 2 points a damage + the inherent plane shift to Limbo upon contact with the staff no save. Undoubtedly creature struck by this device and sent to Limbo's grey vastness will seek retribution against the wielder of the staff, should they ever return to the prime material plane. This magical weapon requires the DMG intelligence roll to determine latent intelligence of the device if any. Value: 55,000 gp.
71-72 Tome of Military Leadership: This magical tome is fashioned of vellum sheets and a plain nondescript red leather binding of on remarkable nature. A player character of any class lucky enough to come upon this magical tome will gain the benefits of conferring an 18 CHR whenever working with any military personnel of any race. Fighters are drawn to the banners of the player character who invests 2 solid months of reading with no adventuring during that time. The reading of this magical tome also grants its reader the mind of a natural tactician and mercenary leader in all mask combat situations, as well as party functions. One power of the this tome is to grant the readers party a + 1 hit in + 1 to damage for each party member as long as the reader is in charge. The reader will naturally draw 1-20 military recruits of the desired class's and specialties to himself or herself every day they are actively seeking to do so. The actual level of these recruits is based upon the area from which the pool of soldiery is drawn, so if you're any big city you would draw higher level recruits. These recruits formed the basis of a mercenary band which the tome reader may wish to form for upcoming military engagements. These recruits will stay with the reader as long as they are paid and there is work for them. Value: 40,000 gp.
73-74 Vanishing Void Cloak: This fine black woolen cloak is sewn with many mithril runes and brocade along the edges in a old Spanish style. The cloak possesses a fine mithril start clasp which once fastened activates its true malevolent enchantment upon its wearer. The wearer of this device finds themselves teleported 60,000 mi. directly upwards into outer space, where the vacuum kills them in 2 rounds if they require oxygen to breathe. The cloak itself teleport randomly to the next nearest valuable treasure hoard. If the creature is somehow able to breathe without the oxygen there is also cold damage inflicted at the rate of 2-12 points of damage per round of exposure unless they possess a magical item of warmth. Value: 15,000 gp.
75-76 Bottle of Vapors: This 12 in. tall green and crystal vial is stoppered upon discovery with a 10 carat emerald worth 5000 gp and decorated with fragile golden filigree runes. If the stopper is removed it may not be re-inserted for at least one hour during which time it exudes a colorless and odorless magical gas filling a volume of a 1 mi. diameter 10 ft. deep within 1 turn of the stopper being pulled. The emission of these gases is covered by an illusion which prevents those within viewing range from detecting the high volume of gas being emitted by the bottle. This gas is highly toxic causing a - 2 saving throw verses poison for every creature for each round within the area of effect exposed to this gas. If this device is opened in a narrow corridor it could fill miles of a cave complex or dungeon during the hour it may not be re-stoppered. The gas naturally seek some below list ground and can be dissipated by winds greater than 20 mi. per hour, that is of course after the gas is detected. Value: 30,000 gp.
77-78 Blanket of Webs : This fine 10 ft. by 10 ft. blanket is sewn out of the same organic material from which elven cloaks are made, with the threads of all the major valuable minerals so intricately and interwoven with the organic material. This device is actually a magical booby trap which when stepped upon ejects a 20 ft. by 20 ft. by 10 ft. high wall of webbing in one melee segment. These magical webs are fireproof, and are 5 x as strong as normal webbing listed under the levels 2 web spell. Only creatures and people possessing the strength of a cloud giant can escape from this webbing without assistance. The strength of this magical webbing causes creatures trying to escape must make a saving throw verses magic spell each round or die of asphyxiation while those making their saving throw sustain 2-12 points of damage per round actively trying to find a way out of the sticky strands. After 1 turn these webs will magically vanish releasing those creatures caught within without further damage. This magical device may be reused up to three times per day, and made be camouflaged as the owner desires as an ambush tool. Value: 45,000 gp.
79- 80 Bag of Breath : This magical bag is approximately 10 in. deep and it made of a vibrant red silk so long with golden thread and a solid golden cable drawstring. The bag appears to be filled with heavy coins of some type while in the owners hand, prior to opening this device. Unfortunately once the bag is opened there is a 12 second delay than a 50 hit point blast of red dragon breath shoots out of the bag opening up to a range of 6 in. erupting into a fireball 3 in. in diameter usable only 10 times with in a given month. If this bag ever fails a saving throw verses anything which causes its destruction it erupts into a super hot blast of a 100 ft. radius inflicting 500 hit points of damage within the first 10 ft. of radius, and -50 hit points of damage for each 10 ft. away from ground zero of the blast. Any item of the magical nature struck by this device must make a saving throw verses breath weapon or magic fire which ever is worse in order to remain functional. Creatures are allowed their saving throw vs dragon's breath which if successful inflicts only a 1/2 damage. Owners of this device and its replicas find this device to be a potent offensive weapon of great usefulness. Value: 65,000 gp.
2 left cut it down
MatanThunder
03-20-2007, 12:35 AM
;)
81-83 Dust of Track Displacement : This enchanted dust is composed of light blue crystals which break apart into fine motes of dust once it is removed from the small blue leather pouches which it is usually found in. The pouch is so do with many fine silver wires and several silver runes. When this dust is hurled on a PC'S back-trail the dust forms a glittering green and brown motes of color which cause the owners footprints to be displaced in to a direction of the device user’s choice. Each pouch possesses 11-20 doses of this magical dust when found. This magical dust is so potent that it will simulate infrared heat signatures, odors, and the tracks to be displaced up to 100 ft. distant from the dust user. At the end of the trail the tracks of the dust user become confused and diffuse. Value 1500 gp per pinch of dust.
84-85 Nozzle of Water Blasting : This magical device is formed in the shape of a modern-day fire hose nozzle made of solid gold with no hose attached and inset with four gold pearls worth 2000 gp @. The device also is adorned with platinum runes along its 18 in. length. The nozzle also has a special handle on the side of the devices base which swivels 180 degrees in a fashion suggesting it's usage is to regulate the flow of what the device contains, with writing of draw, close, and blast written in common runes of platinum on the side of the device. Through use of an identify spell the owner of the device will divine that if this nozzle is inserted into a body of water and the novel toggle is opened that it will draw in the water as if it were a big syringe up to its storage capacity of 5,000 gal. or about five rounds of water blasting time. The toggle is then shifted into the closed position awaiting usage. Its primary function is to allow water it contains (which has no weight while in the nozzle) is to blast a jet of water from the nozzle in order to perform a variety of functions as listed below. The water blast will eject out words up to distances of 12 in. to fight fires, as a secondary feature it in affect foes of up to 6 in. away with a debilitating blast of water on a creature of hostile intent and weighing less than 200 lbs. The blasting water forces a dexterity roll each round the target creature is within the spray, which requires the device owner to make a THACO to hit roll. Any creature hit by the blast of water also has their vision impaired imparting a - 2 to hit roll on any action that round. Those creatures failing their dexterity roll will be washed 10-60 ft. away from their original location and stuns them for one round of recovery time. Once the water within the storage capacity limits is used up the device owner must gather a refill from a large body of water. The number of times this device may be used in a given day is only limited by the volume of water accessible to the device owner. The owner of this device must weigh more than 200 lbs. in order to operate nozzles safely, any creature of lesser size is blown about by the back blast for the five rounds that the water storage capacity lasts. Value: 45,000 gp.
86-87 Broach of Rock Passage : This magical device is a 2 in. platinum oval broach set with a 2000 gp yellow diamond in the center and several smaller white diamonds worth a total of 1000 gp as well as being adorned with many fine silver runes. Upon donning this item the owner will be granted the whisper of a command word "Visualishha" which activates this items primary power of bestowing 10 in. X-ray vision upon the device wearer. The broach naturally bestows a + 4 to saving throws verses earth based spells while worn. This devices greatest power is to allow its wearer to move through earth, stone, clay, etc. as if it were air, similar to racial power of the Ulgo of the Belgarroid series of books. The wearer can move up or down in the stone simply by pretending to climb up or down stairs. The device wearer can link hands with up to six other creatures that will also benefit from this devices magical ability to move through earth as if it were air. The powers of this device have no daily usage limitations . Value: 150,000 gp.
88-89 Chalice of (Un) Holy Water: These magical chalices or 50% made of silver for good aligned creatures and 50 percent made of black obsidian for evil aligned creatures. Both are inset with golden runes and set with 10 white diamonds worth 200 gp @ for the good chalice or 10 black diamonds of the same value for the evil chalice. These magical chalices are always full of either holy or unholy water at all times and will pour out these liquids at a rate of 1 gal. per round. The reactions of various creatures to this liquid vary according to stipulated rules, but because of its inherent potency it inflicts 2-20 points of damage whenever exposed to the creature of the opposing alignment. Value: 20,000 gp.
90-91 + 2 Bracers of Magnetics : These magical items are made from a mithril/steel alloy inset with golden runes. These magical devices bestow a + 2 magical protection to armor class and saving throws of anybody wearing them. The curse of these items is when the wrists of the owner are flexed muscularly it activates a hyper-magnetic field which cause all weapons that are made of metal within 20 ft. and 180 degrees in front of the bracer wearer to 75% be deflected away from the owner of these magical devices whenever they enter the area of effect. The magical field only lasts for 1 turn up to three times daily . This only affects non magical weapons made of metal and magic weapons are not affected in any way by this magnetic field. Value:30,000 gp.
One to go....
MatanThunder
03-20-2007, 12:35 AM
;)
92-93 + 2 Staff of Position Finding : This generously carved white oak staff is 6.5 ft. tall set with inlays of gold & shod with silver end caps. Magical nature of this staff when used as a weapon bestow a + 2 to hit and damage and on a successful to hit roll also require a saving throw verses magical staff or the targets struck will be knocked from their feet and inflicts an additional 2-12 points of damage to the victim. This requires one round of recovery time for such a victim. The final power of this device is activated on the command word "Know", which bestows upon the staff wielder the ability to know their exact location on their home prime material plane within 20 mi., by using certain key landmarks which are mentally bestowed upon the wielder during the location process. This device requires an intelligent item roll in the DMG similar to that required for swords . Value: 35,000 gp.
94-95 + 4 Trident of Poseidon : This magical device is made of a blue orachalium alloy entwined with golden seaweed and runes of power with 3 blue diamonds worth 3000 gp @ mounted on the tines of the trident. It is a weapon of + 4 quality which on any normal to hit roll that exceeds its necessary minimum by 3 or greater will cause its victim to make a saving throw verses magic spell or have their bones turned to water permanently. This of course kills them in most cases. This magic trident can also control sea creatures up to 15 Hit Dice total, but each creature is allowed a saving throw verses magic spell to avoid the affect which is similar to a charm spell. This magical weapon also needs to make a magical intelligence role similar to that outlined in the DMG for magical swords. PS Poseidon wants his damn trident back, requiring a once daily 1% chance of Poseidon showing up demanding his trident. Value: 45,000 gp.
96-97 Thistles of Sword Warding: This device is a simple circlet 8 in. in diameter composed of thistles wound with golden thread with miniature golden leaves attached. This entire composition is encased in a flexible crystal like material which prevents physical harm from the thistles. When this device is warn about the owner’s forehead it bestows total immunity to any sword which attempts to strike the wearer. The normal or magical sword will rebound as if striking a steel plate 12 in. thick accompanied by a ringing bell like sound. It can affect any weapon of up to a + 4 quality in this manner as long as it is sword. Value: 65,000 gp.
98-99 Ring of Storm Giant Strength: The powers of this blue crystal ring with engraved platinum runes around its length, and set with (2) 1800 gp thunder stones, bestow upon the wearer the strength of a storm giant 24 STR, which conveys a + 6 to hit and a + 12 to damage from any weapons wielded by the wearer. The wearer of the ring must rotate the ring 360 degrees each day at midnight in order to activate it for a 24 hour period. Value: 75,000 gp.
100 + 5 Helm of Dragon Powers: This is an awesome magical device is a helm made of pure adamantine which is shaped like a dragon's head with dragon wings on the side and granted the coloration of the type of Dragon whose powers it has access to. An age roll is made when the item is first discovered in order to determine the amount of damage its breath weapon can inflict . It is of a + 5 qualities to armor class and to saving throws as long as it is worn. Another power of this device is activated in the presence of dragon's of the same color that this device mimics, whereupon, it acts as a robe of blending (listed in the DMG) as long as the device owner is in their presence. The device prevents all dragon breath weapons from touching the helm wearer. This devices' most awesome power is the ability to confer the breath weapon of the dragon type it represents (in color). The breath weapon inflicts damage equal to the wearers current hit point totals, and in all other ways conforms to the breath weapon variables detailed under each dragon's description. This can be accomplished up to three times daily, unless the dragon description permits a greater or lesser number of breaths. This device is also subject to an intelligent item roll similar to that bestowed upon magical swords detailed in the DMG when the devices discovered. The power of this magical helm also bestows any innate magical or psionic powers accessible to a dragon of the specific age which was rolled for above, but only if the device possesses a magical intelligence similar to that of magical swords. This magical device would only allow access to those powers for 24 hours in any given week. I.E. this magical spells of the creature and any psionics it possesses are available only 24 hours, but the powers are able to be turned on and off by silent mental will of this devices owner.
The color type of the dragon is listed below are random roll.
1 BLACK 11 BROWN
2 BLUE 12 ORANGE
3 BRONZE 13 YELLOW
4 BRASS 14 CRYSTAL
5 COPPER 15 TOPAZ
6 GOLD 16 EMERALD
7 GREEN 17 SAPPHIRE
8 RED 18 AMETHYST
9 SILVER 19 SHADOW
10 WHITE 20 FAERIE
Other colors are also all available if your DM allows them, or a more complex chart is available for use. Value: priceless or 1million gp.
More to come.
Later
:cool: ;)
It’s Good to Be the King!! (Or the DM!!!)
Turn them all into rainbow mushrooms and drop them 300’ to the music of the Anvil Chorus!!!!
Jarod_Lindfaller
03-21-2007, 11:52 AM
Looking very, very interesting.
One thing I liked, being the only person in the party able to do so, was making magical items that had a unique ring to them.
Mostly so because we were in a relatively low magic setting for a Birthright Campaign. ie; only blooded and the church were allowed magic, all others were 'heretics'.
If you're interested, I can post out some of the special items made, and a bit of history to go with them. All of them've been used in a game-span of 30+ years now for a moderately heroic/well-known character.
All are 3.5 rule items, though I might have to improvise a little on trying to recall what prerequisite spells it needed. Warlocks don't often bother with all this 'having the proper spell'-thing. ;)
MatanThunder
03-21-2007, 11:29 PM
:D ;)
If you're interested, I can post out some of the special items made, and a bit of history to go with them. All of them've been used in a game-span of 30+ years now for a moderately heroic/well-known character.
By all means as far as I am concerned. The idea is that any good material (good in the eyes of the beholder) is good for the thread. My material is not exactly Birthright ready, but anyone can make the coversions to whatever campaign or setting they are in.
All are 3.5 rule items, though I might have to improvise a little on trying to recall what prerequisite spells it needed.
Well, if I like it I hope you understand it will be 2nd edition (privately of course) in 60 seconds or less. You get all the credit though.
Warlocks don't often bother with all this 'having the proper spell'-thing.
Oooooooooohhhhhhhhh I do like Warlocks. Now mine is 2nd Edition mind you but my son (in his 20's) ran my Birthright game for a couple of years. I was allowed to play a 2nd Edition Fighter Warlock. Quite satisfying. The Grey Magedom in the S/W of Cerilia. I was lucky the game wound down when it did though. Seems the Gorgon had a thirst for my Blooded points.. He was cutting a swath of destruction in a bee line to my small country.
Later
I hope to see what you have......I cut copy and paste religiously.
;) :cool:
MatanThunder
03-29-2007, 02:49 AM
;) :rolleyes:
Old Second Edition Material Here!!
Another batch of my oldies but goodies. This is magic item table #3.
For those who can enjoy.
Table III
By Matan Thunder
01-02 (1-10) Flash Powder Cans
03-04 +3 Stun Gloves
05-06 +4 Helm of Thought
07-08 +1 Staff of Chaos Commanding
09-10 Eye Cusps of Terror
11-12 Cup of Wizard Eye
13-14 + 4 Chainmail of Birden
15-16 Figurine of Nihrain Mount
17-18 Frock of the Patriarch
19-20 +1 Staff of Overload
21-22 Smock of Smithing
23-24 Brazier of the Efreeti Assassin
25-26 + 6 Hammer of Woe
27-28 Figurine of the Ruby Witch
29-30 Bag of Medusa's Head
31-32 + 4 Dagger of the Assassin
33-34 Emerald Earring of Drax
35-36 + 4 Saber of Cleaving
37-38 + 2 lvl Emerald of Experience
39-40 Dunce Hat
41-42 Dust of Dumbness
43-44 Tome of Woodlore
45-46 + 3/+6 Bolts of Flame
47-48 + 5 Passwall Staff
49-50 Medal of Spells
51-52 + 3 Helm of Crego
53-54 Statuette of Change
55-56 Evil Wizards Hat
57-58 Figurine of Triceratops
59-60 Scarf of Action
61-62 Headband of Healing
63-64 Ring of Degeneration
65-66 + 1 Staff of Controlling Neutral Monsters
67-68 +3 Club of Craven
69-70 Gold Nugget of the Pit
71-72 Figurine of the Grey Slaadi
73-74 Ring of Dwurin
75-76 + 3 Dart of Vestil
77-78 Slavers Collar
79- 80 + 3 Collar of Protection
81- 82 Mask of Humor
83-84 + 2 Mace of Sonic Vibration
85-86 Moon Rock
87-89 The Model Ship
90-91 + 3 Monkan Bracelets
92-93 Armband of Berserking
94-95 Hat of the Vortex Mage
96-97 + 4 Vorpal Boomerang Arrows
98-99 + 2 Rod of Sleep
100 + 6 2 handed Force Blade
01-02 Flash Powder Canisters (1-10): This alchemically created device comes in the form of 6 in. black crystal spheres with 2 silver runes on each side of it. The owner of the device can hurl the spheres to ranges up to 60 ft. of the device owner. These crystal globes burst on contact with solid objects within range, and or triggered to break magically after being thrown. All creatures within a 30 ft. radius of the impact area must save verses poison or be blinded 3-8 rounds by the greenish gas these globes emit. All creatures within 10 ft radius of the area of effect will sustain 2-12 points of damage from the poison, and are blinded automatically no save for 3-8 rounds. The creature is also stunned for one round no saving throw from the concussion of the exploding chemicals with the gas. Value: 1500 gp @.
03-04 + 3 Stun Gloves: This magical set of gloves are 18 in. long composed of 1/4 inch squares of white marble sewn together with gold thread and each tile engraved with a golden rune of power. On each blow there are 5 sun drop gems set in to the knuckles of each glow which are worth 1000 gp @. The gloves had been enchanted with a + 3 quality to hit and damage which inflicts + 3 + STR bonus plus 2-20 points of damage for each successful to hit roll, which is the number of attacks the owner of the device possesses. Any creature successfully struck by the gloves is stunned for one round if a save vs. magic wand is made, and with a failure the strike stuns the foe for 3-8 rounds. This weapon is only usable by monks, brawlers, martial artist, and mages. Other player character class's which try to don the gloves are blinded by a bright flash inflicting 2-20+3 points of damage to the unfortunate creature, which also has to make a saving throw verses magic wand to find out if there stunned for one round or 3-8 rounds. Several sets of these magical gloves have been created, and upon discovery an intelligent weapon check is required as per magic swords in the DMG. Value: 55,000 gp.
05-06 + 4 Helm of Thought: This helm is made of a light blue grey mithril alloy inlaid with platinum runes and embossing. The Helm has an Alexandrian style with a duel closing frontal face visors. The helm bestows the wearer with a + 4 to armor class and saving throws. The helm also raised the wearers INT score by + 2 up to a 19 maximum for as long as the helm is worn. It also gives the wearer of the ability to identify all plant, animal, and monster types by sight, similar to sage abilities of flora, fauna, and monster specialization. Value: 45,000 gp.
07-08 + 1 Staff of Chaos Commanding: This dark twist the walnut staff is 5 ft. 6 in. long with the Black Diamond on the top end worth 3000 gp. It is wrapped and engraved in orachalium runes and the ends are also shod with this rare metal. There are depictions of great battles of creatures of chaos engraved along its length. This magical staff is equal to a + 1 to hit and damage weapon inflicting 1-6 + 1 points of damage per blow. It is bestowed with 21-30 charges of its special magical power, and is a non rechargeable device. The magic power that the staff evokes will affect all creatures of chaos within a 4 in. radius that will be drawn to the staff wielder as a commander and friend. Creatures of chaos with the 16 or greater intelligence are allowed a saving throw verses magic staff in order to avoid the staff’s effect. Creatures with an intelligence of 15 or less are not allowed a saving throw at all. Each charge of the staff will last for 1 turn + 1-4 rounds, during which time the staff wielder can command the affected creatures to perform acts of combat, searching, etc. as if they were affected by a staff of commanding. Value: 30,000 gp.
09-10 Eye Cusps of Terror: These 1 in. diameter cusps are made of the clear, moist, and flexible material which does not affect eye function of the wearer. They are sold with minute platinum runes and bordered with paper thin gold. The magic power they possess causes all creatures viewing the device owners face must make a saving throw vs. magic spell or suffer fear, as the spell, for 1 turn + 1 to 6 rounds of feeling the wearer. Those who make their saving throw are unaffected. All those creatures dealing these eye cusps will see the wearer's eyes glow bright violet whenever this power is activated. Creatures which suffer this devices effect must be able to see the device owners of eyes. If both cusps aren't worn the device has no affect whatsoever Value: 30,000 gp.
As needed, more to come!
MatanThunder
03-29-2007, 02:52 AM
11-12 Cup of the Wizard Eye: This cup is 8 in. high and 4 in. in diameter made of silver inset with 8 pink diamonds worth 1000 gp @. The cup is etched in gold leaf in the shapes of eight open eyes. This magical device also has a golden hued crystal bottom to the cup. On the bottom of the cup is etched the command word "Explore". Upon of uttering the word the bottom of the cup creates a wizard eye spell as a 12th level mage for one continuous hour daily. It conforms to the wizard eye spell in all other respects, capable of searching an area or even passing through solid objects. Value: 45,000 gp.
13-14 + 4 Chainmail of Birden : This suit of chain mail is made of a bluish hued orachalium alloy, with gold trim and a gold eagle set in the chest of the armor 12 in. tall. The suit of armor is of a + 4 quality to armor class and saving throws for the wearer. This magical armor also possesses 2 other magical powers. The first is the ability to fly at 36 in. per round, MC: B, continuously for 4 hours daily. The secondary power is activated by silent mental will also, granting the wearer with the ability see with the sight of an eagle as long as it is desired. This long range sight blinds the wearer to objects within 100 ft., which can only be seen if the long sight is turned off by the device owner. This item may only be worn by the fighter class's, causing all other classes to suffer 2-20 points of magical electrical damage if it is put on their head. This leaves them smoking. Value: 50,000 gp.
15-16 Figurine of Nihrain Mount: This magnificent figurine of a powerful horse is 8 in. tall, with golden highlights along its base and (2) 1000 gp fire opal eyes. If the command word "Shadowfax Arise" is spoken in the presence of the figurine the device will grow into one of the fabled mounts mentioned in the "Elric of Melnibone Series" of books. The specially created figurine has the following abilities: armor class ( - 2 ), 10 hit dice, move 36 in. and treat all ground as level, (2x) hoof attack for 1-10 points of damage, bite 2-8 points of damage, and 25% magic resistant. It can walk on any surface water or air, and is usable to 72 hours at a time up to seven days a month. These magical mounts stand 8 ft. at the shoulder and are black as night. These creatures are intelligent and can follow orders given in the common tongue. Value: 40,000 gp.
17-18 Frock of the Patriarch: This item is disguised as the tattered worn old clerical frock of a dingy dark brown material (which is nearly indestructible). The frock comes equipped with a hood which can conceal the wearer's face. Any creature of the non clerical nature who tries to don this device suffers 3-30 points of heat damage. Its magical powers bestow + 3 levels to any cleric class that wears it. It adds + 25% on all clerical spell abilities including duration, range, area of effect, and damage. It does not grant extra spells though, for the 3 bonus levels the wearer gains while worn. As if this wasn't the enough, the device possesses 4 pockets of holding capable of carrying 250 lbs. apiece, which only seems to be 100 lbs. to the wearer if all the pockets or full. Searching for an item in these pockets can sometimes be difficult, because the items are not categorized or brought to the surface with a pocket in searched for the items. Value: 45,000 gp.
19-20 Staff of Overloading: This black walnut staff is 5 feet 8 in. long and 3 in. in diameter. It is engraved with a helix shaped branches and leaves intertwining with platinum highlighting, and the shod with platinum cups on both ends. This staff is of the magical + 1 to hit and damage quality, and it inflicts upon mages and psionicists a special damaging factor in afflicting 8-64 points of damage to any such creature failing a saving throw verses magic spells. Those affected by this special blast burst into purple flames which feed off their innate magical or psionic powers to fuel the flames. Only non mages or psionicists are allowed to wield this device, as the other magic wielding classes, except clerics, find their powers siphoned away by the magic of the staff. Any time a creature struck by the staff possesses a wand or similarly charged to magical item whose owner is struck by the staff causes a - 4 saving throw verses magic spells verses their creator’s level, or be destroyed in the final strike type of overloading magical energy blast. This is caused by the overloading power of this staff, and inflicts 1-4 points of damage per charge remaining within the device to all creatures within a 20 ft. radius. The holder of such a detonating device is allowed no saving throw, while those around them are allowed a saving throw verses magic spell to suffer only 1/2 damage. This magical staff is required to make an intelligence roll similar to swords in the DMG. Value: 29,000 gp.
21-22 Smock of Smithing: This nondescript leathers smock is stained and burned by the harsh utilization of the blacksmiths trade. When worn by a mage, smith, a dwarf, or gnome this magical smock glows with the magical blue aura of power. The apron allows knowledgeable player characters, with smithing proficiencies, in order to create items of qualities required for spell casting parameters, which have to deal with quality items being magicked into permanent magic items. The items created are of an extra fine quality the very least, and take 1/2 the normal time to create and to enchant via the Enchant an Item Lvl 6 spell. On the command word “Fresco", this magical smock can even perform a single level 6 enchant an item spell for 1 Item per month. The type of the device is not limited to metallic objects created by the smithing proficiencies of the smock. This smock must be left within 10 ft of the item to be enchanted, but the spell caster need not remain near, as this s. smock serves as a conduit between the mage and the object. When the smock is worn it grants the abilities of the 12th level smith, as the class, to the wearer of the device. Value: 90,000 gp.
23-24 Brazier of the Efreeti Assassin: This magical item is a 12 in. in diameter orachalium base with a 15 in. obsidian dish appropriate for a small fire. It is studded along the outside edge with 15 fire opals worth 100 gp @, which glow red whenever a fire is lit within this bowl. It has many mithril runes and highlights set in the bottom of the bowl. Then the command word "Inferno Servanto Terminato" is spoken aloud and the addition of several lumps of special woods and incenses covered in a Greek fire liquid are then lit. This opens a very specialized gateway to the elemental plane of fire, and commands a specially trained Efreeti of 12th level Assassin skills to appear before the brazier owner. Only creatures of neutral, chaotic, or evil alignments can form an agreement of the contract to kill some creature designated by the device owner, and paid for with a rare woods and incenses. Should an unwary lawful or good creature attempt summoned from or light the brazier will find the efreeti assassin attacking them without mercy. The efreeti assassin takes joy in killing sentient creatures, as well as taking joy in the performing a flawless assassination on a target. Although, the efreeti assassin will seek to twist their summoners will to allow for the maximum amount of killing in the any mission it undertakes. This could possibly run contrary to the device owners wishes. This device may be used up to 24 hours within any 72 hour period, and the device can break up this service into increments of at a minimum size of three hours each. Each time the efreeti is summoned it requires more is rare woods and incenses to bring forth the efreeti assassin. Value: 60,000 gp.
25-26 + 6 Hammer of Woe: This magical device has a 12 in. obsidian head and has a 5 ft. 4 in. mithril haft. The head of the weapon is adorned with multiple platinum runes, and the top of the head of the device is adorned with a black diamond worth 10,000 gp. The device radiates evil within a 10 ft. radius and inflicts 3-30 points of negative damage to any neutral or good creature making physical contact with the item. If the item is picked up by an evilly aligned creature it is a valuable + 6 to hit and damage inflicting 3-30 points of negative energy damage to any creature struck by that hammer. On any successful to hit roll exceeding the number by 4 of that needed to successfully to hit causes the creature struck to die and no saving throw allowed. The weapon is heavy and requires a 16 >STR in order to wielded properly, and it may only be wielded 2 handed. This magical weapon had several duplicates made so roll for intelligent weapons as listed in the DMG.
MatanThunder
03-29-2007, 02:53 AM
27-28 Figurine of the Ruby Witch: This device is a 6 in. tall figurine of a witch fashioned from a single ruby. The Figuring is set on a golden stand and has (2) 1000 gp dragon tears gems form a pair of eyes on the stand front. Upon the command word "Perform", this figurine will step off the pedestal becoming the 9th lvl female witch, who says "What is your bidding my master". The soul of this witch is still contained within the figurine which the witch picks up and carries for the duration of its usage. The witch figurine can cast spells and perform actions as ordered by the device wielder. The device possesses 16 intelligence and can be used one day per week only. The witch figurine can act independently of the spell caster performing complex tasks or missions, but only has 1 days spell allotment available with each usage. This independence is of a limited nature, allowing the which only to follow the last order given in it’s most expeditious fashion. Value: 50,000 gp.
29-30 Bag of the Medusa's Head: The sack containing this item is made of thick green demon hide so with platinum runes and sewn with golden thread and has golden braided thread drawstrings. The item in ways about 10 lbs., and the bag undulates infrequently as if something alive is within the bag. When the bag is opened the bag takes one segment to instantaneously turn itself inside out exposing its contents which are a medusa's head complete with snakelike tentacles for hair. There is a 60% chance of the opener meeting the gaze of the medusa with all of its negative effects. Any creatures sticking their hand inside the bag prior to it’s being opened are subjected to 25 separate attacks at 4 hit dice, or be bitten by the snake hair of the medusa. The snake bites inflict 1 hit point of damage, but cause the affected creature to make a saving throw verses poison at - 4 or die in 1-6 segments . A successful saving throw negates the effect. Value: 20,000 gp.
31-32 + 4 Dagger of the Assassin: This magical dagger is made of a grey/gold orachalium wound with the scraps of skin of those slain, with a 1500 gp black opal set in the pommel. The blade is covered with several golden runes and the hilt is wrapped with gold wire. This blade when used in combat can disintegrate a 10 ft. cube of flesh or matter by successful to hit roll, and a failed saving throw by the creature in which it is stabbed. It comes with the scabbard of mithril which is immune to the blades affect of disintegration. The blade is of a + 4 quality to hit and damage if it fails to disintegrate the cube matter as described above. Value: 55,000 gp.
33-34 Emerald Earring of Drax: This 4 in. long platinum earring is shaped into a lion's head and the lower jaw is hinged revealing a 7500 gp emerald inside. This magical item bestows the following abilities and powers: + 5 armor class and saving throws, detects psionics 10 in. radius, both of which works only when the device is worn. This devices actually cursed so that any male PC’S who put on this device will instantly you've changed the opposite sex. There's no save verses this affliction, but a remove curse cast by 12th level or higher mage or cleric to reverse the spells affect. This is the only way to reverse the curses effect. The wearer of this device is affected by the curse and will be unwilling to allow such magicks to be cast upon them due to the nature of the curse. Value: 30,000 gp.
35-36 + 4 Saber of Cleaving: This magical blade is named "BAR", and was derived from a book called "Doomfarers of the Carromonde". It is a cavalry saber of 40 in. in length made of fine steel with a golden embossed that basket hilt and cross guard. This blade has 3 magical runes upon it spelling the name "BAR". As this device is a + 4 weapon and due to certain spells cast upon it inflicts 2-16 + 4 points in damage per strike. Furthermore, the blade is of such a keen edge that the wielder of the blade treats all armor classes as AC 9, except for dexterity bonuses and possible protective devices not related to armor per se. This magical blade has been duplicated by several spell casters, which requires a roll on the intelligent weapon tables in the DMG. Value: 35,000 gp.
37-38 Sapphire of Experience: This device is a simple 10,000 gp green sapphire etched with many small mithril runes upon it. The gem has the power when worn or held to boost the owners of level by + 2 levels of experience as long as the device is present. The increase only lasts as long as he item is worn or held, and is commonly used to adorn other items or devices by its owner. The device will not bestow permanent increases in these levels of experience, and will not raise the levels of spells available to a spell caster who find such a device, although the number of daily spells may increase due to this augmentation in experience levels. Creatures with specialized abilities which increase level will gain access to these abilities in a similar fashion. The augmentation that this device produces who remain dormant until spell memorization or ability granting is called for by the owner of the device. The device actually only has one hour of use allowable daily. Value: 40,000 gp.
39-40 Dunce Cap: This 18 inch cone-shaped wizard’s hat is made of purple velvet, and it is sewn with golden thread in depicting mystique symbols all about its outer surface. Once this device is put on the hat will secrete a magical glue which bonds the device to the wearer's head indefinitely. The curse of this magical device is the reduction of INT & WIS scores to 4 for as long as the device is present on the owner's head. The negative curse auras produced by this device also cause the creature to fumble on any roll of 3 or less. The only way to remove this device is a specially prepared solvent in conjunction with a remove curse spell cast by an 18th level or higher cleric or mage. Another alternative is a full which spell properly worded to help in removing this device. The wearer of this device is totally impervious to the knowledge that this device has caused them to be cursed in any way. The wearer of the device is also becomes a very paranoid about people stealing his hat, so he will try to protect it jealously from creatures near to them. Value: 10,000 gp.
41-42 Dust of Dumbness: This fine purple dust is created by mixing crushed lavender diamond and platinum flakes with the proper incantations cast over the resultant mixture. With the does his crop, hurled, or blowgunned at a target it possesses the ability and power to affect all creatures within a 10 ft. radius forcing them to make a saving throw verses magic spell at - 2, or have their INT & WIS reduced to 3 for 1 turn + 1-10 rounds in duration. Those creatures making a successful saving throw will simply have their INT & WIS reduced by 1/2 for 4 + 1-6 rounds of duration from the dust. This magical dust will be found in batches of 20 adjusted by (1-6)-1 pinches when discovered. Value: 2000 gp per pinch.
43-44 Tome of Woodlore: This brown deer hide tome is sewn with golden thread and embossed with a golden tree on the cover. Any creature other than a druid or medicine man who touches this tome will suffer 2-20 points of damage from intense heat. If a druid or medicine man examines this tome, and spends 2 months reading it daily without interruption they will be bestowed with the magic of the tome. This magic allows them to gain experience points up to the midpoint of their next level of experience. Of course druids require ritualized combat to achieve rankings above the normal, in order to take over a named level in the hierarchy of the druid society. If they do not succeed in this ritualized combat they cannot gain the experience points, and are forced to an experience point value one point less than achieving the next level of experience. Value: 40,000 gp
MatanThunder
03-29-2007, 02:53 AM
45-46 + 3, + 6 Bolts of Flame: These triple barbed crossbow bolts are 12 in. long and made of mithril fletched with phoenix feathers with platinum runes along its length. These bolts are + 3 to hit, and they are + 6 to damage due to fire because they burst into flame once fired from the crossbow. When the strike a target the triple barbed crossbow bolt causes severe wounds as it's been in to the target. If the command word "Glushrak" is a uttered upon firing the crossbow bolt it bursts into intense fire inflicting 3-18 points of extra damage from flame. This utterly consumes the bolt due to the intensity of the flames. If used without the command word power these bolts may be retrieved and reused due to their great durability. They are found in caches of 2-12 bolt per cache. Value: 2500 gp @.
47-48 + 5 Passwall Staff: This staff is 6 ft. 2 in. long made of a brown obsidian like rock that is laced with veins of gold & platinum throughout its length. The hands of the staff are shod in a gold colored adamantine alloy with a 9000 gp thunderstone gemstone on the top. The weapon is of a + 5 quality to hit and damage when used in combat. Also when held and the command word "Void" is spoken the user can create a passwall spell as is cast by 12th lvl wizard. This magical power can be activated up to 5 times per week and will last for 1 turn + 1-10 rounds per usage, before the wall returns to its original form. The staff is pointed at the desired region to be passwalled when the command word is spoken to indicate the area to be affected. This device requires an intelligence roll to determine if it has an intelligence as per the swords of the DMG. Value: 65,000 gp.
49-50 Medal of Spells: This silver 5" diameter medallion is set with 5-8 dunestar gems worth 1000 gp @. The medallion is in the shape of the bear's head and it is etched with platinum runes, with the gemstones spaced equidistance around the outside edge of the medallion. Each of these gemstones have the single spell placed inside of it with a randomly determined this spell other random level imbued in the gem.
01-50 1st lvl 81-85 5th lvl
51-60 2nd lvl 86-90 6th lvl
61-70 3rd lvl 91-95 7th lvl
71-80 4th lvl 96-100 8th lvl
These spells are all cast as if by a 16th level wizard in all specifications. The spells can be used once a week each and are usable by any class of device owner. The spells name is spoken out loud in order to activate the spell chosen, as the owner’s finger touches the gemstone with the stored spell. As stated above the spells regenerate once every seven days. Value: 50,000 gp plus 10,000 gp per gemstone.
51-52 Helm of Conjuring: This magical helm is made of a red mithril alloy with golden horns projecting from each side, and engraved with golden runes. It is adorned with 10 perfect rubies worth 500 gp @. The helm itself is of a + 3 to armor class and saving throw quality when worn by the device owner. This device is cursed in ways described below, but can be removed by a successful remove curse and a dispel magic cast by a 10th level or greater mage or cleric on concurrent rounds. The curse which is imposed upon the device wearer is an additional random encounter rolled one round afterward the original wearing of the device. The device will then call monsters once per 5 rounds for as long as it takes to kill the new device wearer. If the wearer somehow survives told consecutive hours of random monster calls, the device will go dormant for 12 hours and then repeat the process again. The monsters called by this device are of a equal level to the device wearer, and should be rolled on the appropriately hit dice tables. Value: 15,000 gp.
53-54 Statuette of Change: This 12 in. high form less white marble statuette is embossed with platinum runes and highlights, is a mutatable piece of art which assumes the form, in bust, of the current owner who has most recently touched it. The eyes are fashioned from 2 blue star rubies worth 1000 gp a piece. This piece of artwork is a great force of change in the universe, because anyone who touches the will instantly change class and alignment (randomly rolled) and start anew in their randomly rolled class. The devices touchier is allowed a - 2 saving throw verses magical spell in order to avoid these changes, and if the saving throw is successful nothing else happens. If the saving throw is failed the owner of the device will see themselves as a natural in the new class and alignment, a hidden talent of sorts, and will seek to be the personification of the best offered by the new class and alignment. I always pictured Alexander the Great as a role model per se, in the nature of determination to achieve the best they can in their new class and alignment. They totally abandon their previous class and alignment in all ways. The also actively resisted those who wish to remove the curse of this device, although after the saving throw there is no recourse short of a wish to change the device owner back to their original class alignment. Value: 20,000 gp.
55-56 Evil Wizards Hat: This is a red velvet cone-shaped hat sewn with golden wire and many mystical runes and symbols about its surface. This cursed magical device will permanently change the new owner’s alignment to evil, until a remove curse is cast by a 20th level wizard or cleric. Of course the device wearer will actively try to resist such attempts as he likes his new self. This device also causes a type of lunacy which leaves the wearer driven to conquer the continent on which they reside. This drive of domination consumes is every waking moment and is also permanent unless a full wish is used to reverse the affect. Value: 15,000 gp.
MatanThunder
03-29-2007, 02:54 AM
57-58 Figurine of the Triceratops: This figurine is 6 " high x 3" long x 2 " wide with a mechanical looking triceratops standing on a mithril base with 2 thunderstone eyes worth 1000 gp each. If the command word "Aerofluxt" is spoken the creature will grow to a 24 ft. long creature with an armor class of 0, move 12 in., 20 hit dice, bite 2-16 points of damage, 2x claws inflicting 2-24 points of damage, charge with horns 3-36 points of damage, standard magic resistance, detect invisible at will, and has an average intelligence. It can be used for 12 continuous hours a day and up to two times in any given week. This mechanical monstrosity makes the hissing hydraulic sound when activated, which produces a + 3 to surprise rolls and a + 1 to initiative rolls when engaging combat. The device is fitted with a special saddle to allow it to be used as a mount for the device owner and up to two other individuals. This magical devices under the mental control of its owner and will defend them unto death. Value: 60,000 gp.
59-60 Scarf of Action: This dark green silk scarf is sown with gold & platinum thread depicting the shape of a combat scene between a fighter and a lion. It radiates a magical aura which bestows upon its owner the following magical abilities: + 2 to weapon damage, + 1 to the number of attacks allowed, and a special form of the ESP which allows the device owner to anticipate the move of any creature about to engage in combat with them one segment before it happens. This power is continuous as long as the scarf is worn. It also allows the owner of the device is 60% chance of making the first attack regardless of the attackers planning. This device is usable by all classes. Value: 60,000 gp.
61-62 Headband of Healing: This device is made of 10 (2") squares of pure white marble 1/2 " thick connected with platinum wire to form the headband. This headband magically sizes itself to fit its new owner. The center piece of marble has 500 gp silver pearl inset into it. The magic of this device is the ability cast one of each of the curing and healing spells one time each day. This device also allows its wearer to heal 10 hit points of damage to any creatures he touched once a day. The device is usable by clerics, medicine men, and psionicists, as well as any creature possessing the psionic skill of cell adjustment. Value: 50,000 gp.
63-64 Ring of Degeneration: This ring is made of granite etched with golden runes and is adorned with 2500 gp black opal. Once this ring is worn only a wish spell can remove it. This ring causes the entire wearers body to putrefy at the rate of 10 hit points per round until death occurs. Only a regeneration spell can counter the effects temporarily of this ring. Normal curing spells will slow the degeneration by temporarily increasing the victims hit points, as per normal healing spells. It also allows the healing spells to cause a one round interruption of the degeneration process which is ring inflicts. Value: 7500 gp.
65-66 + 1 Staff of Neutral Monster Controlling: This twisted 5 ft. 6 in. driftwood staff is shod with mithril heals and has an abundance or mithril runes along its length. The staff functions as a + 1 Weapon inflicting 1-6 + 1 points of damage whenever it strikes a foe. The staff also possesses 21-30 charges (which aren't rechargeable), which or mentally activated by the staff wielder. Each charge affects a 4 in. diameter, creating in magic field around the staff holder which causes all neutral monsters that possess a 3-15 intelligence to immediately fall under the staff wielders control. They will remain under the staff wielders control for 1 turn + 1-4 rounds per charge, no saving throw. This control is so fine that they will follow the commands unto death. Neutral monsters possessing and intelligence of 16 or greater are allowed a saving throw verses magic staff to avoid this devices effects. Even neutral player characters are susceptible to the staff's power. Value: 30,000 gp.
67-68 + 3 Club of Craven: This device is a carved piece of black yew 3 ft. 8 in. long the best pieces of obsidian situated in the head of the club. The handle has a grip made of mithril cable which then crisscrosses the entire length of the device in a crisscross pattern to strengthen the device against blows verses hard objects. This magical club is of a + 3 quality inflicting 3-18 + 3 points of damage per blow when used in combat. If any to hit scored upon a target foe exceeds the to hit roll by 3 the device causes the target creature to make a - 2 saving throw verses staff, or have their skull caved in and die. The club also once per week will fly at a target up to 24 in. distance striking a foe, and then return to the thrower's hand. As with all weapons it must make a DMG intelligence roll, to discover any secondary powers that this item may possess. Value: 35,000 gp.
69-70 Gold Nugget of the Pit: This golden rock is equal to at least 2000 gp value due to its gold content in its intrinsic artistic value. For anyone touching this device it starts to create an intense gravitational flux that tracks any metal object up to 3 in. in radius away from the device. Only those with a 22 or greater strength or that weigh more than 350 lbs. can resist the pull of this gravitational flux. Damage inflicted is similar to falling damage, with 20 ft. inflicting 1-6 points of damage as it makes its plunge towards the gold nugget. For each 20 ft. after that an additional 1-6 points of damage are inflicted on creatures affected by the gold nugget. At the same time the gravitational is in effect the ground beneath it buckles and opens a 20 ft. square trap like chute appears to drop creatures and materials into a lava pit far below. This redirection of materials affected by the gravitational flux is part of the curse this item possesses. The 25 mi. long chute is at 65 degrees in pitch making stopping very difficult. At the end of this long fall creatures will sustain 5-30 points of damage from the fall, plus damage inflicted by the lava that they land in at the bottom of the pit. Value: 2000 gp.
MatanThunder
03-29-2007, 02:55 AM
71-72 Figurine of the Grey Slaadi: This figurine of the Slaadi is 8 in. tall made of a smoky amber worth 500 gp, and set with two red diamonds for eyes 500 gp @. Inside the amber figurine is the slaadi's phylactery stone sealed within it, which allows the possessor to command this creature. It possesses a platinum stand and several platinum runes highlighted upon the figurines body. Upon speaking the command word "Armaggedon" the figurine animates in one melee segment into a hungry grey slaadi. If the possessor of the device is not evil and a mage or cleric of some class the slaadi attacks them immediately. If the owner of the device is one of the prescribed types of owners, the slaadi will serve in as a servant as long as they get a cut of the treasure and are fed regularly. This device can only be used one day in every week for 24 hours, which is run continuously until the duration expires. Value: 55,000 gp.
'73-’74 Ring of Dwurin: This golden rain is ornamented by a dwarvish kings face with 2 yellow diamond eyes worth 500 gp each. The ring is etched in platinum runes and highlights. The devices wearable only by dwarves, as all other creatures suffer a special curse if they try to put on this device, as over the next 12 months they slowly turn into a dwarf which could use the ring. transition into a dwarf becomes a very noticeable over time, as the wearers begin to become more taciturn as their beard comes in one month after first putting on the ring. After 12 months the change is unchangeable. Upon donning this ring the wearer will gain + 2 levels of experience for as long as it is on their finger. The class of the wearer is augmented by two levels regardless of the class. Value: 30,000 gp.
75-76 + 3 Dart of Vestil: This is a 9 in long barbed throwing dart made of mithril with giant eagle feathers fletching the end of the dart. Any creature struck by the dart must make the saving throw verses magic spell or have all their body fluids crystallized in one round. After a successful to hit is made the dart returns to the casters hand. It can strike foes out to the range of 6 in. and will inflict 2-16 points of damage to those struck by the dart. The range distance can be extended by 1 in. for every STR point above 15, and furthermore will be extended up to 1/2 inch for each 10% of a 18 STR percentage roll. Strength above 18 (00) will extend this throwing range by 2 in. per point. This magical weapon is allowed and intelligence rolls as per the magic swords within the DMG book. Value: 17,000 gp.
77-78 Slavers Collar: This orachaluim collar is about 8 in. in diameter when found, but once it is put on the subject creature will find that it is perfectly sized for them, as it shrinks or grows as necessary. The color of the alloy is a deep blue color etched with golden runes, and possessing a black diamond worth 3000 gp embedded in the front center of the collar. For as long as this collar is worn the creature wearing it is robbed of their will to be an independent creature by the magic of this device. The only way to avoid this affect is to be actively under the affects of the level 6 spell Magic Jar at the time of the collars activation. Creatures subjected to the magic of this device speed in a monotone voice, and will follow the orders of the creature that touches the black diamond at the moment of this devices activation. Creatures under the devices effect will follow all orders given to the letter of intention of the devices activator. The devices magic allows no saving throw verses the effective magic of this device. The wearer of this device will never actively try to remove it, but another creature who possess think the strength of 18 (90%) will be able to wrestle the device off of the subjected creatures neck. Value: 30,000 gp.
79-80 + 3 Collar of Protection: This collar is made of a rust colored brown platinum alloy, with a red velvet inside edge. This device will open in close with mental activation by the wearer. It provides the wearer with a + 3 to armor class and saving throws while it is worn. Furthermore, it gives the wearer of the ability to detect invisible and illusions at a range of up to 6 in... The devices final power is complete immunity to vorpal and sharpness attacks directed at the wearers neck. Value: 20,000 gp.
MatanThunder
03-29-2007, 02:55 AM
81-82 Mask of Humor: This mask appears to be made of a pliable golden material in the shape of a facial mask, with two dunestars worth 2500 gp @ for eyes. When the device is donned the wearer will view the area as with normal sight, but also gains infravision and detection of invisible creatures at ranges up to 8 in. while the mask is worn. The wearer of the mask can also draw upon the memory of the mask to find a facial disguise that the mask and has assumed in the past, usually one of the past wearers of the device. The wearers face conforms to the interior of the mask for the duration of its usage. This power may be used up to three times per day, for up to 3 turns per usage, and with unlimited changes during this time. The mask is hidden behind the new face by an illusion of impeccable quality (equal to a 7th lvl spell). This illusion will last until the device wearer wills it to change. Unfortunately during the times of change creatures viewing this transition saving throw verses magic spells at - 4 or be afflicted by uncontrollable laughter because of the facial illusions the mask generates. Creatures which made their initial saving throws suffer a - 2 saving throw verses magic spells or also join in laughter on subsequent rounds of exposure to the masks power. If the mask is covered creatures are allowed a saving throw verses magic spells in order to break the laughing fit that this device inflicts upon its viewers.
The power of the mast laughing fits afflicts friends and foes alike, causing a -4 to hit, damage, a + 4 saving throw, and a + 4 to the armor class they possessed prior to the laughing fit. This device's power can also be avoided by escaping the viewing area of the mask while it is in the transition phase which inflicts the laughing fit. Furthermore, creatures sustaining one full turn of laughing fit will find themselves in extreme pain due to the loud laughing they are experiencing. Within one hour of exposure to the laughing fit creatures will need to make a constitution and check each round to avoid dying of laughter.
These laughing fits can be used by a skilled owner to inflict their deadly magic affects on foes viewing the wearer simply by doing concurrent changes in the facial features the mask presents. This does take extensive practice, approximately 1 months continuous ownership before the wearer is proficient with the devices magical powers in a way that allows the constant changing of the facial features. Remember, it affects friends and foes alike. Value: 60,000 gp.
83-84 + 2 Mace of Sonic Vibrations: This 3 ft. 6 in mace seems to be made of a solid of black obsidian, with a black dragon's can grip entwined with golden thread, runes, and cables crisscrossing the haft of this device. This device is equal to a + 2 weapon inflicting 3-8 points of damage per hit, which hums continuously while it is wielded, but waxes in resonance when the mace is swung horizontally. This device possesses a magical swing along a horizontal axis directed any weapons, armor, or shields in its path, which causes such items to suffer a special saving throw which is only successful on a 19-20, to avoid being shattered by sonic vibrations with the in the mace head. For every "+" a device possesses it lowers the saving throw by one point, I.E. a + 2 suit of armor would make a successful saving throw on rolls of the 17-20. Items failing their saving throws will be broken into 02-101 pieces instantly by the magic affect of this devices sonic shatter. If the mace successfully shatters a device it inflicts 6-16 points of damage due to the maces magical effect. This weapon is allowed and intelligence rolls as a magical sword within the DMG Guide. Value: 30,000 gp.
85-86 Moon Rock: This item appears to be the 2 in. normal grade classes volcanic rock will. In actuality it is this is a specially enchanted piece of moon lodestone that creates a localized gravity flux within a 10 ft. diameter of the device holder, and this piece of stone may be set into a piece of jewelry and retain its magical function. The power of this device allows the owner \ wearer to experience 1/6th normal gravity as long as the device is worn or held. The wearer of the device will have the body weight of 1/6 the normal amount they weigh. As an unfortunate side effect wearers of this item will find themselves easily buffeted by larger opponents or strong winds. DM choice may be necessary to determine the exact effects this device inflicts upon its owner. Value: 15,000 gp.
87-89 The Model Ship: This device is a meticulously built 12 in. model of a fully equipped to Viking long ship stitched together with golden wire, staples, cables, and sails. The special wood of this model is made to be 100% buoyant whenever it rests in water, even if it is holed by a ram. This resilient model can suffer up to 200 hull points of structural damage before it breaks up, but the wood is still buoyant. The miniature device has the row of specially enchanted + 3 Shields along each side of the ship which are made of mithril. Upon uttering the command word "Escillante", the magical device will grow to full size of 65 ft., with the capacity to hold up to 60 creatures upon its decks. The device is completely furnished with wounded water for up to a 6 day voyage, as well as necessary repair equipment for minor ship maintenance. This device can be used up to seven days within any 30 day period. Value: 60,000 gp.
90-91 +3 Monkan Bracelets: These specialized magical bracers are created with two distinct forms, fashioned of a special dragon skin and mithril claw, stitching, weights, etc. in its construction. Both bracers or adjustable to fit any M sized creature, but only exhibit their special + 3 magical powers when worn by a monk, brawlers, knife fighters, or martial artists. The 2 the types of gloves are listed below:
The Claw: This device is the series of 5 mithril claws which are 5 in. long that can strike like the large predatory cat in the hands of the proper wielder. The claw inflicts 3-18 + 3 points of damage whenever it makes a successful to hit roll. This claw may strike up to 2 times per round, added to any other multiple strikes allowed to class or magic items possessed.
The Cesti: This weighted device is sewn with a series of mithril rolls of washers sewn together with adamantine thread. This glove is weighted in order to inflict the maximum possible stunning force from the gloves impact. Reinforcing bands of mithril help convey the force of the blow on to the target. It inflicts 3-12 + 3 points of damage to any creature struck on a successful to hit roll. The device also possesses a + 35% to the stunning force to the STR % (bend bars %) in order to stun a creature with a blow. Roll for a random intelligence as for INT swords in the DMG. Value: 65,000 gp.
MatanThunder
03-29-2007, 02:56 AM
92-93 Armband of Beserkness: This 2" wide magical armband is made of red dragon hide sewn with magical golden thread which holds six fire opals worth 500 gp @ equidistantly around the armbands circumference. This magical device gives the wearer a + 2 to armor class and saving throw while it is worn. Furthermore, the device possesses a magical beserkness usable up to 3 times daily lasting five rounds per usage. This beserkness grants a + 4 to hit, - 3 to armor class, 2x the normal number of attacks, and doubles the wearers strength while in this state (up to a 28 Max). The wearer must rest for 1 turn, from total exhaustion, after the berserk state ceases. The armband wearer controls the devices berserk fever completely, but 10% of these devices confer a random form of lycanthropy upon the wearer, which is rolled randomly when the device is located. Value: 50,000 gp.
94-95 Hat of the Vortex Mage: This blue cone-shaped mage hat is still with platinum threads and mystic symbols. This device radiates a strong magical field that appears to raise the device wearer’s level by + 4 (delusional). After one turn of wearing the hat the devices curse is activated and reveals its true intent. This device opens a whole to Deep Space which automatically sucks the mage and any creature or item within 10 ft in to the rift created by this device. If the wearer were aware that the device has the power to open this rift it can be used as an offensive weapon by the devices owner. In order to do this the command word "Vacculate" must be spoken in the top of the hat and the lower edge of the brim of the hat is held open to suck in those within 20 ft. of the open mouth of the hat. This device offers no saving throw to its original use, or the secondary use outlined above. This magical power can be used up to three times per day. Those creatures sucked into the vortex suffer 10-120 points of damage each round due to the vacuum & cold of space. Value: 25,000 gp.
96-97 +4 Vorpal Boomerang: This black V shaped obsidian boomerang is highlighted with gold runes and along both edges in gold leaf. This device is of a + 4 quality when it is hurled at targets inflicts 2-8 + 4 points of damage to any target struck by the device. Furthermore, on any to hit roll exceeding the necessary roll by 3 will cause the head of the creature aimed at to be struck in the random percentage of their head to be cleaved off by a vorpal attack. Unfortunately for the thrower the Boomerang also receives a to hit roll onto the owner as it returns to their hand, as it doesn't protect the casters hand from a vorpal attack if they attempt to grasp it on its return. Roll for random intelligence like a magic sword under the DMG random roll Tables. Value: 15,000.
98-99 + 2 Rod of Sleep : This orange crystalline rod is shod with a engraved golden head, which is approximately 25 in. long and set with a 10,000 gp sun drop gemstone on its top. This sundrop gemstone it illuminates a 30 ft. diameter whenever the devices held by the owner. When used as a weapon is of a + 2 quality inflicting 3-8 points of damage per strike in combat. The device possesses 41-50 charges of the special magical power, which is a super sleep magic that affects all creatures within 10 in. diameter of the rod holder. Creatures of 4 hit dice and less are allowed no saving throw verses falling asleep, while creatures with 4 + 1 Hit Dice up to 10 hit dice are allowed a - 4 saving throw verses magic rod, to avoid falling asleep for 3-8 rounds. Creatures of 10 + 1 Hit Dice or greater are allowed a saving throw verses magic rod to avoid being put to sleep for 1-6 rounds. A creature that makes it saving throw verses magic of this device will automatically be slowed for 1-3 rounds in any case. This rod is allowed to roll for magical intelligence as a magic sword from the DMG tables. Value: 35,000 gp.
100 + 6 Force Great Blade: This ornate 10 in. yellow crystal magical sword hilt is engraved with many golden runes and highlights, and a 10,000 gp thunderstone gemstone in the pommel of the device which illuminates all within a 10 ft. diameter as if illuminated by a light spell. The only problem is the item appears to have no blade for the hilt. Upon the utterance of the command word "Ablaze" a weightless 6' blue magical blade of force appears in the proper place where a blade would be. The glow of the blade illuminates a 60 ft. diameter equal to full daylight of a light blue coloration. This magical weapon is of the + 6 qualities inflicting 3-30 + 6 points of damage to any creature struck by this enchanted blade. Furthermore, on a successful to hit roll which exceeds the necessary roll by 3 a random critical hit percentage roll is made to determine the nature of the critical hit. This lady is so light that it has a weapon speed factor of two and is allowed to strike twice each round it is wielded in combat. Any fighter class individual will also gain more multiple attacks as they achieve higher levels. This device is a magical sword requiring a random intelligence roll from the DMG tables. Value: 100,000 gp.
More to come. If you have any question about an items functions please feel free to post.
Later
:rolleyes: :cool:
Turn them all into rainbow mushrooms and drop them 300’ to the music of the Anvil Chorus!!!!
We’re all gonna be naughty gods!!!!!!
Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.
Jarod_Lindfaller
04-12-2007, 11:47 AM
Ok, it's been a bit silent here for now since our DM wants to start a site for our setting on his own. Been helping with that.
Anyway, I'll set up the first item here for posterity. Since I like settings where magic is limited, or tiny magic things are abundant, but big items/spells are scarse, items like these get a little more than just a description and powerset.
Common knowledge is what anyone with the right skill or a Bardic check could know, further history is more of an Identify thing. It all boils down to flavor.
Mertheals Wrath:
Common knowledge
This is an Adamantine Greatmaul used by the king Mertheal Hadiloch to great effectiveness. The king was a giant of a man, and his favoured weapon fit his posture. When wielded in battle, a resounding roar is emitted from the weapon to strike fear in the enemies' hearts and rattle their bones on impact. No enemy, near or far, is safe from its touch.
Description
The hammer has been forged from a single piece of Adamant, it seems, and the head is decorated with reliefs of charging boars. A white strip of leather is tightly wound along the grip, and careful examination would prove it to be a white dragons' skin. The end of the shaft is topped with the only non-adamant piece on the entire weapon, a gold boars' hoof.
Further history
The greatmaul had been a gift for the king from his collegue and fellow member on the Iron Council, the Warlock-King Jarod Lindfaller. At that time it had been made to roar when wielded and on impact. To commemorate the birth of King Hadilochs' first son, Jarod had added another enchantment to the weapon, it would return to its wielders hand if thrown or dropped.
Ever since the first appearance, the weapon had been added to the kings image when crusading, leading his troops or even adressing his people on a festival. It became known as his Wrath, and none would want to feel it.
Statistics
The weapon is a masterwork adamantine greatmaul. It is enchanted with the Sonic damage effect and the Returning quality.
As an artefact, of course, it is priceless.
MatanThunder
04-14-2007, 05:18 AM
:cool:
Pretty good really.
Later
:cool:
MatanThunder
04-15-2007, 04:44 AM
:cool:
Another fine table with a couple of nice figurine mounts for that quick get-a-way. What?, you never have to leave your settings in a hurry?? Seems that someone is always trying to get my PC's for damages. Why it is the idiot with his head in the wall that has caused the damage, it is his head afterall. lol
Table IV
By Matan Thunder
01-02 Figurine of the Blue Dragon
03-04 + 3/+8 Bastard Sword of Sizzle
05-06 Chest of Space
07-08 + 2 Whip of Pain
09-10 Headband of Thrust
11-12 +4 Scythe of Golbic
13-14 +4 Axe of Ruston
15-16 Ring of Shockey
17-18 Gold Pearl of Vendetta
19-20 Helm of Ethereal Cyclone
21-22 Armband of Negatives
23-24 +6 Dagger of Slag
25-26 Shinguards of Protection
27-28 Gem Demon Eye of Betrayal
29-30 Glove of Darts
31-32 +4 Shield of Magnetics
33-34 +3 Sickle of Corp
35-36 +4 Long Sword of Heart Finding
37-38 Alarum of Assasins
39-40 +3 Helm of Rapidity
41-42 +3 Longbow of Lightness
43-44 Manual of Trackers
45-46 Rams Horn of Capturing Bubbles
47-48 Rams Horn of Backblast
49-50 Blowgun of Hot Oils
51-52 Green Emerald of Door/Gate Bar
53-54 + 3 Longbow of Entanglement
55-56 Bottle of Strength Wine
57-58 +3 Net of Entanglement
59-60 Snare Drums of Combat
61-62 +3 Chains of Entanglement
63-64 Shackles of Submission
65-66 +2 Rapier of Ice
67-68 Headband of Intellect Destroying
69-70 Tethers of Entrapment
71-72 Figurine of Golden Griffon
73-74 Robe of Gems
75-76 Medal of Concussion
77-78 Ant of Terrible Powers
79-80 Chest of Irradiation
81-82 Bolts of Flames
83-84 Tiara of Dragon of Panic
85-86 Broach of Immediate Healing
87-88 Padded Armor of Reverse Damage
89-90 Feather of Stoning
91-93 +4 Rapier of Swiftness
94-95 +3 Arrow of Sight
96-97 Model Ship in a Bottle
98-99 Armband of Blinking
100 Medallion of Force Armor
01-02 Figurine of the Blue Dragon: The base of this blue crystal figurine is highlighted in silver and has silver runes adorning it, and it is approximately 12 in. long and 4 in. high with 2 dragons tear gems worth 500 gp each. Upon the command word "Agalimph", this device will grow in to an Age 8 "Old" Blue Dragon which will follow the device activators commands. It is 110' long with a tail of 65' length, armor class - 4, Breath weapon 16-128 + 8 points of damage, Claws 1-8 points of damage x2 , bite 3-24 points of damage, Wizard Spells 3,2 , & MRS % 35. This dragon can also speak common tongue to any creature it meets, and will serve as a flying mount for its owner up to the duration limitations. The dragon will come equipped with a saddle which the device owner can use to safely fly the dragon mount. It can carry up to four creatures on this saddle. This creature will serve as a mount, companion, combat assistance force, etc., and it is generally a friendly creature but is somewhat literal in its interpretation of orders given by the devices owner. The dragon will also demand a share of any treasure found while it is a companion to the device owner. The dragon will be available at a rate of one hour per 1000 gp given to the dragon, up to a maximum of 24 hours in any given week. Value: 125,000 gp.
03-04 + 3/+8 Bastard Sword of Sizzle : This magical bastard sword is comprised of a red alloy of mithril & steel, which has a golden hilt and cross guard with many platinum runes etched along its surface. The blade is of a + 3 to hit and damage quality and upon the command words "Ax Weber Denim" to magical belated glows in the molten red color which increases the damage inflicted by the blade up to a + 8 to damage quality. This power can be activated for as long as the blade wielder wishes during the course of a day, and the damage increase can be shut off by repeating the command words in reverse order. On any to hit roll which exceeds its necessary THACO by 4 or more causes the target creatures blood to boil instantaneously resulting in instant death. This blade can be an intelligent weapon and requires a percentage roll whenever the blade is discovered in the DMG intelligent blade roll charts. Value: 45,000 gp.
05-06 Chest of Space: This device is a black obsidian Chest 6 in. x high 3 ft. long x 1 ft. wide when, which is covered with golden changes, inlays, and runes of an undermine the nature about its surfaces. This magical device has a single keyhole through which any thief can easily attempt an open lock check. Unfortunately a creature attempting airlock pick check on this device must make a saving throw verses death magic or be bodily sucked through the keyhole in one melee segment. A successful saving throws verses the death magic indicates that the lock picker successfully avoided the trap and opened the lock. The lock is inset into the chests front facing. When the chest is opened unfortunately all magic users will immediately recognize a sphere of annihilation rising out of the chest and approaching the nearest magic using creature. The interior of this chest is the only area where a sphere of annihilation cannot touch any surface. This is due to the fact that a strong magnetic field exists in the interior of the chest preventing it from actively touching any part of the chest. The sphere of annihilation moves at 10 in. per round, and after all creatures within a 6 in. radius have been touched and destroyed the sphere automatically returns to the chests interior, and the chest automatically resealed itself. Value: 15,000 gp.
07-08 + 2 Whip of Pain: This black demon hide whip is 6 ft. long and has a black steel handle, and the high part of the whip has black steel cables wound within its length. The device also has several golden strands will open within the whips length, which is studded with black diamond fragments worth 1000 gp. The weapon as a + 2 quality to hit and damage whenever it is used in combat. With the diamond fragments it inflicts 4-24 + 2 points of damage whenever it strikes a creature. It also bestows an amazing gripping capacity due to the sharp diamond fragments, allowing it to be used in a way similar as demonstrated in the movies featuring Indiana Jones, as a rope to swing on, capable of grabbing a foes leg and being pulled to the ground or off balance, etc... Whenever the whip strikes a creature on a THACO roll which exceeds the number by two the victim will suffer -2 to armor class and to hit rolls, which can be cumulative, due to pain and stiffness caused by the strikes of the weapon. The creature is allowed a saving throw verses wands to cause the penalty to be reduced to - 1, and all such damage will dissipate after one hour +1-8 rounds of the moment that it occurs regardless of whether the save is successful or not. Should a creature ever reach -20 to armor class and -20 to hit the pain becomes so intense that the creature dies. No saving throws. This magical weapon as with other magic weapons rolls a percentage roll on the DMG intelligence weapons table. Value: 30000 gp.
:rolleyes:
MatanThunder
04-15-2007, 04:45 AM
:eek: :cool:
09-10 Headband of Thrust: This to insert wood of gold it is studded with (8) 500 gp black opals and the device is etched with platinum runes around its circumference. Whenever a creature with psionics wears this device the wearer instantly notes its highly psionic nature. A creature without psionics may use this device, but first must undergo basic psionic skills from a wild psionic or psionicist. This device provides an extra 100 PSP points for its wearer attack mode and 100 PSP to the defense modes. It also bestows an innate ability to use a psionic mind blast similar to a mind flayer’s blast & the defense power called the Tower of iron will, which is bestowed innately upon the wearer. It also can use a single psionic discipline, chosen at random from the tables, and works as if to cast by a 12th level psionicist. The device recharges daily every 24 hours at midnight. Value: 50,000 gp.
11-12 + 4 Scythe of Bolbic: This device has a 49 in. length of yew with a 3 in. diameter, with reinforcing orachalium banding along the length of the shaft. The scythe blade is also made of 25 in. and made of orachalium Witch's 3 in. wide at its base in tapering to its tip. The entire device is crisscrossed with golden highlights, criss crossing bands, and runes along its entire length of the shaft and the blade. This device is of a + 4 to hit and damage quality and inflicts a messy the 3-24 + 4 points of damage whenever it strikes an opponent. It requires at least 18 strength to wield this device. Whenever the attacker exceeds his THACO by more than 3, it will sever legs of the victims in the scything sweep in the single motion. This magical weapon must also make the necessary percentage roll in order to check for intelligence from the DMG tables. Value: 20,000 gp.
13-14 + 4 Axe of Ruston: This magical battleaxe is 48 in. long with the redwood handle and 2 axe blade heads 12 in. long with a full 150 degree sweep of red crystal blade. The device is adorned and wrapped with adamantine bands and reinforcing cables on the shaft of the handle. This magical weapon is of the + 4 quality to hit and damage, and inflicts 2-16 + 4 points of damage to any creature struck by the axe. The red crystal of the blades is a strong as the adamantine used on the shaft, the also inflicts a rusting rot to any form of mental weapon or armor that the blade touches in the course of a combat. This what causes a weapon to become nonfunctional in one round an armor to be corrupted and falloff in two rounds? Magic weapons are allowed a saving throw verses acid at - 2 whenever struck by the blade of this weapon. The rot is so potent that even a brushing contact bestows the rotting nature of its magic. This magical weapon must also roll a percentage roll to determine magical intelligence in the DMG tables. Value: 40,000 gp.
15-16 Ring of Shockey: This magical ring is made of blue mithril with golden runes upon it surfaces. It has 3 blue diamonds & 3 thunderstones inset around its circumference which are worth 500 gp each. Any creature who has CON of less than 17 will immediately take 8-48 points in electrical damage and go into a spasmodic twitching for 1-6 rounds, during which time they suffer more electrical damage each round of 8-48. Creature is with a CON of 17 or greater will suffer the initial 8-48 points of damage and go into spasms for 1-6 rounds, and suffering the same 8-48 points of damage each round. If the creature with the 17 constitution or greater survives is damaging they will find that the ring possesses an innate electrical intelligence which has accepted them as the device wielder until his death.
Once accepted the ring relays the following powers to the wearer that the 16th level of efficiency: the ring allows the wearer to Canfor 2-16 points of electrical damage through metal weapons or with their bare hands and feet whenever striking another creature. This power is available automatically each round, which could prove a problem if someone tries to shake his hand. Also once per day the device owner is capable of launching a lightning ball or a chain lightning spell at the above stated level of efficiency as if they were cast in the magic themselves. The device finally provides total immunity all electrical or lightning based attacks as long as the device wearer has the ring on. The ring itself will never allow itself to be removed from the hand of the wielder willingly, so it is a beneficial curse in some ways to its wielder. Another curse related to the device is that the owner will glow blue, illuminating a 10 ft. diameter area, at all times day or night. Value: 35,000 gp.
17-18 Gold Pearl of Vendetta: This device is an 8" diameter pearl worth 5000 gp as a gemstone. This device has the magic power which activates upon touch and teleports a creature to the nearest ceiling of the largest predator within a 10 mi. radius whenever the pearl is touched. The victim of this device will find his feet are glued to the ceiling by an innate wizardly super bonding glue. The glue permeates the footwear of the creature affected by this gemstone, and the gemstone itself will glue itself to the hand or hands of the victim touched the pearl. The only way to remove the glues effect is a successful dispel magic cast by a 12th level spell caster, which usually means someone else as the victim has the least 1 hand glued to the pearl. (No somantic component spells). A victim of this device has a -10 to their armor class, and if a creature approaches close enough for combat they suffer a -6 to hit and damage penalty, and finally the creature has a - 6 saving throw verses all spells sent in his direction. Value: 5000 gp.
19-20 Helm of the Ethereal Cyclone: This silver helm is studded with 20 firestar gemstones worth 500 gp each which are studded about the outer rim of the helm, and the helm has many golden runes and highlights on its exterior surfaces. The device is of a + 2 quality to armor class and to saving throws when worn. Upon the command word "Monisco", a wearer can travel into the border ethereal plane for 1 turn each day. This power may be used 1-8 times before the curse of this item is triggered. The curse involves an ethereal cyclone pursuing in the devices wearer approximately 1-4 rounds after the ethereal transition as occurred, whereupon, the device where hears sound of the ethereal cyclone (freight train sound) closing in on their location. The cyclone causes the creature is pursuing to make a 1/2 power DEX check to be made each round in order to avoid the suction which this vortexes creates. It single-mindedly pursue the device wearer until the 1 turn duration has expired, and the device wearer is expelled back into the prime material plane. This pursuit can only be thwarted by a full wish. Value: 45,000 gp.
:eek:
MatanThunder
04-15-2007, 04:45 AM
:eek:
21-22 Armbands of Negatives: This device is made of crystal dragonskin, 2 in. wide, which appears translucent when it is worn about the upper arm of its owner. The device is stitched with golden runes and highlights, and it also has 6 black diamonds worth 500 gp around its circumference. If this devices put on arm of a creature it will delude its wearer into thinking it gives him a bonus of + 4 to armor class and + 4 to fighter level abilities. The device really is a conduit to the negative material plane which automatically drains one level of experience or Hit Dice of a creature daily as long as it is worn. (No save) This draining of magical energies from the creature will not be noticed until the creature attempts to access abilities which would normally be bestowed and accessible at the higher levels of experience. The victim’s delusions will provide dozens of reasonable sounding cover stories for the inherent abilities losses that they are suffering from the curse this device places upon them. When the level draining power of this device cause the devices wearer level to fall to zero it causes them to die. When the creature reaches - 1 levels or Hit Dice it arises as a skeleton or zombie, and will continue to achieve - 1 level or Hit Dice for each day worn up to -10 Hit Dice. As these negative hit dice are achieved the wearer will evolve into an undead creature of the appropriate Hit Dice and most common within the hundred mile region around this device. When the creature achieves the -10 hit dice maximum the Armband will fall off of its own accord, awaiting its next victim. Value: 10,000 gp.
23-24 + 6 Dagger of Slag: This magical daggers handle is 7 in. long with a silver handle and hand guard with 6 sundrop stones set in the hilt and cross guard areas worth 1000 gp each. The blade of the dagger is 18" long and made of green crystal which is etched with many mithril runes along its length. This weapon is of a + 6 quality that inflicts 3-12 + 6 points of damage per hit on targets, but it's so light that it handles like a dagger instead of a short sword. This magical weapon treats all armor class is as if they were armor class 9, adjusted by a dexterity bonuses of the target creature. When the blade hits the target on a roll of 3 over the score needed to hit, and if it penetrates into a piece of metal, it melted inflicting 3-30 points of damage as the device it penetrates melts. Magical armor and weapons are also susceptible to this magic items melting effect. Magical items struck by this magic dagger suffer a - 6 saving throw verses magical fire or be melted as if they were the normal items they represent. This magical dagger must roll for intelligence in the DMG tables, to see if it possesses an innate intelligence & special powers. Value: 65,000 gp.
25-26 +2, +4 Shinguards of Protection : This set of plate shin guards, that protect the knees and shins of wearers, are made of a green steel alloy with many golden runes upon its surfaces. At the knee joint plates there are to green diamonds worth 1000 gp each on the sides of the plates. This magical set of shin guards will grow or shrink to fit a new owner. This set of magical shin guards and protection grants a + 2 to the armor class of anyone wearing them, and it bestows upon the wearer a + 4 saving throws. This magical set of shin guards also possesses the power to cause an opponent to trip over the device owner’s leg. This power made be used up one time daily and will causes saving throw verses magic spells or the creature tripped will fall to the ground for 1-3 rounds of recovery time. Value:30000 gp.
27-28 Demon Eye Gem of Betrayal: This 3" diameter octahedral black diamond is worth 5000 gp, which has a set of mithril eyes which look out piercingly from the center of the gem. The gemstone is known as they demoneyes, and comes equipped with a random intelligence similar to that possessed by magical swords, but always of an evil nature. (Roll randomly on the DMG table). This magical gemstone with intelligence likes to give away the position of stealthy or sneaking characters for shits and giggles. It will shout "Hey you guys", in the deep demonic voice in order to give away the position of its owner. It uses its magical powers in order to inflict as much pain and suffering as possible to the party members as well as the innocent. For evil NPC'S and PC'S it can be an except will servant using its powers in their favor, but they must be evil and use their powers for Evil purposes. This magical gemstone feeds on emotions at 10 in. radius, especially those of the evil or negative nature. It was always seeks to increase the potential of these types of emotions been present at its location. This magical gemstone can see, smell, hear, and sense other emotions within that 10 in. radius. Value: a 15,000 gp.
29-30 Gloves of Darts: These magical gloves are made of 1 in. squares of compacted of brown glass with gold flecks captured within its surface. All the squares are linked together was small golden cables interwoven to provide an unbroken surface for the set of magical gloves. Each square has a small golden rune etched upon its surface, which blow slightly within a darkened room. These magical gloves can shoot 3 bolts of + 5 qualities inflicting 6-10 points of damage for each bolt in any given round. These bolts can be thrown out to ranges of 12 in.. The gloves come equipped with 9 bolts per day in any case. Each bolt will form within the device owners hand magically whenever they mentally will it to do so. Value: 25,000 gp.
31-32 + 4 Shield of Magnetics: This plain looking 28 in inch round shield is made of the dark grey metal, which is covered with many etched platinum runes. This magical shield is of a + 4 quality to armor class and saving throws and is approximately 1 1/2 inches thick, but its magic makes its wielder feel that the shield is feather light. This magical shield buffets foes off their feet 75% of the time, as long as they are man sized or less. The shield can also generate a strong magnetic pull on all incoming weapons 65% of the time, by simply using the command word "Galrobin". This magnetic pull is centered on the front of the shield, and it will draw strikes from weapons used to that surface. This magical shield will take no damage from normal weapons regardless of size and strength of the blow. Magical weapons inflict one point of damage for each plus they possess, subtracted from the 60 hit points which the shield possesses. When the hit points have all been used the shield crumbles into dust. Value: 30,000 gp.
33-34 + 3 Sickle of Corp : This magical sickle has a handle made of living black oak which is 8 in. long, and a curved 16 in. long green crystal blade covered in bronze runes and engraving along the blade which never shows any wear. This weapon is a + 3 quality to hit and to damage, but because of its intense magical nature in inflicts 2-16 + 3 points of damage with each successful hit. It also bears a magical enchantment which drains away a cumulative 1-6 points of DEX with each successful to hit roll. This causes creatures to become disoriented and lose their equilibrium, but allows a recovery of DEX point for each 1 turn of motionless rest. If the creature has their dexterity reduced to 2 , they fall to the ground and cannot get up until they recover at least one dexterity point . This magical weapon requires an intelligence check out of the dungeon Master's Guide to determine innate intelligence. This device is prized by druids as their primary physical weapon . Value: 45,000 gp.
:cool:
MatanThunder
04-15-2007, 04:46 AM
:cool:
35-36 + 4 Longsword of Heart Finding: This 30 in. long red orachalium plate is set with three 1000 gp black opals in the hilt, which is wrapped with heart leather from a black dragon. The cross guarded hilt is engraved with many golden runes and so on with golden thread in the hilt wrapping leather. If this weapon is used to lunge at a foe it reveals its + 4 to hit and damage, but it then reveals its curse which is to reverse the hilt and blade ends instantaneously causing the wielder to be impaled upon his own weapon. The wielder takes damage equal to that which would have been inflicted upon the target creature if the blow had been successful. The device reveals nothing of its magical nature to identify spells, but the construction of the weapon would seem to indicate in magical nature to most PCs. This weapon must roll for innate intelligence in the DMG. Value: 10,000 gp.
37-38 Alarum of the Assassins: This magical tome is 10 in. long by 1 in. thick by 8 in. wide, which is constructed of demonhide and gold bindings with a large single golden rune in the center front of the tome. If an assassin reads this tome for an uninterrupted two month period of time any assassin, ninja, or bounty hunter type the reader of the tome will receive enough experience points to achieve the middle of the next level of experience which they are trying to achieve currently. I.E. + 1 level. Any creature touching this magical device that is not of the appropriate class will have 2-20 points of electrical damage inflicted upon them. After the tome is read it disappears from the device owner. Value: 40,000 gp.
39-40 + 3 Helm of Rapidity: This magical helm is constructed of a blue mithril/steel alloy with a 1" wide circlet of gold around of the brow of the helm. In this circlet of gold are ten 500 gp blue tiger eye gemstones inset equidistantly are around it circumference. This magical device bestows a + 3 to armor class and saving throws of any creature wearing it for a continuous 48 hours, after which it may be taken on and off without affecting the bonuses listed above. The device must be worn in order to be granted the bonuses listed above. The helm can also bestow hasted status to any creature who knows the proper command word which is "Distarkal". This hasting has a maximum cumulative duration of the 60 rounds per day, which may be turned on and off like a light switch in order to conserve its magical function. For each 60 rounds of duration the device wearer suffers one year of aging to their metabolism, which is similar to that afflicting usual users of a haste spell. Value: 40,000 gp.
41-42 + 3 Longbow of Lightness : This quality constructed longbow is made of a large piece of perfectly smooth beach wood with golden runes marking its length, as well as gold cable twisting about the body of the bow to strengthen it. This magical bow is strung with a very strong but fine golden cable. This magical bow is of a + 3 to hit and damage quality, but also confers any strength bonuses granted to the wielder to any arrow fired from this device. This strength bonus conferring has a to maximum of 20 strength. When this magical bow is fired any arrow set to its string is encased in a rippling rainbow colored bolt of force. When fired but the arrow will fly as normal, but if it hits a target it will cause the target to levitate uncontrollably at a rate of 144 ft. per second which lasts for 1-6 rounds before the levitation cuts off. This rapid and uncontrolled levitation in inflicts an additional 2-12 points of damage, and the fall will inflict damage equal to that normally sustained in a fall from the appropriate height that the victim reached. Flying creatures are also afflicted by the uncontrolled levitation, but would find they could fly when the rapid levitation ceases. This magical weapon requires an intelligence check from the DMG sword Tables. Value: 85,000 gp.
43-44 Manual of the Trackers : This thick magical tome is 10 in. wide by 6 in. long by 2 in. thick and bound in a strong hardened grizzly bear skin cover with silver bindings, and many small silver runes etched upon the front cover of this magical tome. If this magical tome is read over a two months period of time by, any of the following classes: (ranger, wood ranger, bird masters, or a bounty hunter), will achieve the midpoint of the next highest level in experience points due to the magical nature and insights bestowed by the magic of this tome. Any creature touching the book which is not of the appropriate class will suffer 2-20 points of electrical damage from the contact. After the Tome has been read it disappears. Value: 40,000 gp.
45-46 Rams Horn of Capturing Bubbles: This magical device is a 14 in. diameter rams horn with a full 1 1/2 spiral to the horn which is covered with many golden runes upon it, with much gold embossing on it. When this device is sounded in magical Sphere of energy 1 ft. in diameter is created at the end of the mouth of the ram’s horn. It is a sphere that glows purple, and will grow 1 ft. in diameter each round is sounded until the devices owner wishes to release it. The special energy bubbles are permeable from the outside, but cannot be penetrated but from the inside once the creature has been captured within the bubble. Oxygen passes freely through the bubble energy field, and the interior exhibits 0 gravity to any creature caught inside its interior walls which are similar to a wall of force. Bubbles created by this device can grow to a maximum of 20 ft. in diameter, and once the creature has fallen in partially they are quickly and absorbed into the bubble within the next round regardless of their attempts to escape. The interior of the bubbles lining is 100% immune to magic spell of 6th lvl or less, which will just fizzles when it contacts the bubbles lining. Magic of 7th level or higher is capable of penetrating the bubbles interior prior to the command word of releases being spoken. All physical blows or weapons are unable to affect the interior wall of force material in anyway. Only the command word "Alathrax" can cause a bubble to burst and allow a creature entrapped inside to escape the bubbles interior. Any creature touching the exterior portion of the capturing bubbles it will find themselves snared and captured by the bubble in one round. The magical bubbles are directed by the device owner’s index finger pointing towards a chosen target, and it moves at the rate of 12 in. per round until it makes contact with the designated target foe. The device can only create one sphere at a time, although multiple creatures might find themselves entrapped within the confines of the single sphere. Value: 80,000 gp.
47-48 Rams Horn of Backblasting: This magical device looks like a Rams horn of capturing bubbles in all respects, except this version is cursed. When this horn is sounded the horn blasts a cloud of poison spores violently into the lungs of the blower in one melee segment. These magical spores will cause the afflicted creature to make a saving throw verses Poison at - 2 or die in one round. As a secondary magical effect of the spores will grow into a type 2 demon in a explosive (no save) one round growth spurt which causes the victim to explode violently spewing gore over a 20 ft. radius as the creature materializes within the host. Only a cleric of 12th level or greater has any chance of stopping the secondary effect on round 2 after sounding the horn, I simply casting a cure disease and a neutralize poison on the horn blower in the first round after the horn sounded. Value: 15,000 gp.
:rolleyes:
MatanThunder
04-15-2007, 04:47 AM
:eek:
49-50 Blowgun of Hot Oils : This 3 ft. long blue mithril alloyed blowgun is 1 in. in diameter, and it is etched with many electrum runes along its length. If this blowgun is blown it produces a dense oily mist which covers an area equal 5 ft. wide at the base by 60 ft. long by a 20 ft. wide width at the terminus of the cone-shaped effect. The mist is hot, sticky, and makes it hard to breathe for any creature caught within this area of effect. If the mist touches the creature within the cones area of effect the creature will sustain a 2-20 points of heat damage from this oily cloud. If a open source of flame touches the area of effect the oil will ignite for an additional 2-20 points of damage the first-round, and 1-10 points of damage on the second round as the Oils ignite. This oily cloud can be emitted up to three times per day, and will settle to the ground in three rounds after it was originally emitted. The oil remains allowing the area to be ignited by an open flame which causes it to burn for 1-8 points of damage for one round. The oily mess also requires a DEX check to be made or fall to the ground due to the slipperiness which this oily mist leaves. The oily cloud also obscures vision to 1-10 ft. for the three rounds that the cloud remained suspended over the area of effect. This vision is obscured only along the cones path for the three rounds it takes to settle, up to a height of 10 ft.. Value: 45,000 gp.
51-52 Green Emerald of Door/Gate Barring: This 5000 gp flawless green emerald is inset with ten special mithril runes on each of its facets. This magical gemstone radiates a green aura over a 10 ft. diameter area constantly. Upon the command word "Holdatta", while this magical gem is held within the device owners' hand, this device will cause any door or aperture to become wizard locked at the 16th level of ability. It will remain the wizard locked until it is magically dispelled by higher level spell caster. Part of the magic this device instills upon the aperture is to create a force like wall blocking the aperture to any creature attempting to break through it. Value: 20,000 gp .
53-54 + 3 Longbow of Entanglement: This black yew bow is 5 ft. 6 in. long and varies from one to two inches in diameter along its length. This magical device is strengthened with a crisscross pattern of platinum bands as well as a platinum bowstring. This magical weapon is of the + 3 to hit and damage quality, but when the boat is first carried into combat it transforms itself into an 11 ft. long flexible manacles which enwrap the device owners hands and legs in one round. This magical device effectively hogties its owner, and can only be released on the command word "Dexstarla". Unfortunately, this leaves the devices owner a tasty snack or a victim for creatures they were engaging in combat with when this transformation takes place. This magical device also is allowed to rule for innate intelligence in the DMG tables for swords, but it will in no way reveal its cursed nature to its owner as it has a mental block which snaps into place whenever the entrapping curse is activated. Value: 10,000 gp .
55-56 Bottle of Strength Wine: This normal looking brown earthenware jug is sealed with a cap inset with a golden rune on its bottom. If uncorked this jug will reveal in normal looking deep rose colored wine. If a fighter type drinks the wine they will find that they have increased their strength by a + 2 or + 20 % (for 18 Strength ) due to the wines effect. This will function only one time for each character capable of drinking one of the 10 doses possessed by each jug. This wine has an unfortunate side effect which causes the imbiber to suffer from uproariously drunkenness for eight hours after the wine has been drunk. During this time the affected creature gains a + 4 to STR for the period of the drunkenness . They will insist on singing, babbling, shouting, etc. for the entire eight hours they are drunk on this beverage. Another unfortunate side effect is the 3 day blazing hang over the suffer from this beverage no saving throw. Magical healing will not affect the hang over. This magical strength to fighters can exceed normal racial limitations. Value: 30,000 gp .
57-58 + 3 Net of Entanglement: This magical net has a 20 ft. diameter and is made of mithril wires and weighted with 40 lodestones worth 250 gp @. Upon the command word "Ulload", the net compacts into an easily throw able 1' mass which can be hurled up to distances of 30 ft.. Upon the command word "Firrable", the net will spring open to its full 20 ft diameter in one melee segment trying to entrap targets visually seen and mentally commanded by the device owners will. This device possesses a + 3 to hit qualities regardless of range to which it is hurled. Once the net ensnares the targets, the device owner speaks the command word "Encapturia", in the lodestones will snap together locking target creatures within the confines of the net. Only creatures possessing a strength of 26 or greater can break apart the bonds of the lodestones prior to the device owner’s mental command to open. Only weapons of a + 6 quality or better have a chance of inflicting damage upon the strands of the net, which requires 25 hit points of damage on one strand to break its hold, and it requires 10 strands been broken to escape from the net; this will destroy the net. Value: 40,000 gp .
59-60 Snare Drums of Combat: These side by side mounted snare drums are 18 in. in diameter and made or a orachalium shell and have blue dragonskins as striking surface. This device is trimmed with golden highlights and runes, as well as, being studded with 20 aquamarine gemstones worth 300 gp @ , with 10 per drums. The device possesses a leather shoulder strap made of blue dragon skin. The drums come complete with two blue 12" long crystalline drumsticks which are totally indestructible. These drumsticks can be magnetically attached to the drum set to prevent loss and easy storage. If a martial tune is played upon these drums all creatures engaged in combat within a 10 in. diameter of the drum player will gain the benefits of + 2 to hit, - 2 to armor class, and + 2 saving throws as long as they are friendly to the drum player. If the foe hears the same martial music they are afflicted with a - 2 to hit, + 2 to armor class, and suffer a - 2 to their saving throws for the duration the drums are played. If a bard acquires a set of these drums then the bonuses and penalties become + 3 or - 3 while the Bard please this magical device. Value: 40,000 gp
61-62 + 3 Chain of Weapon Entanglement: This chain is constructed of a heavy orange crystal which hums loudly as it is swung about by it wielder. The device has an 18" long blue alloy titanium & mithril handle with 6' of orange crystal chain attached to it, and each link is 2" long by 1" wide by 1/4" diameter links. The chain is woven with mithril/silver alloyed cable in order to add strength to this whip-like weapon. This magical weapon will bestow an automatic weapon proficiency for any creature wielding it. This is a + 3 weapon to hit and to damage inflicting 2-12 + 3 points of damage in real physical damage, and it can inflict 6-36 points of submission damage if the device wielder chooses to do so. Any creature struck with a THACO exceeded by 4 allows the chain to enwrap a target creature’s selected limb or even around up the target creatures and neck. Whenever this form of attack succeeds one of the following effects are inflicted upon the target creature, either 1 or 2 feet or legs will be entangled (roll randomly). If both arms are entangled a target creature cannot attack with weapons other than under ft., if a single arm is entangled the M sized creature lose their DEX armor class adjustments, and will be - 2 to hit and to damage for the duration of the entanglement. If both legs of the target creature are entangled the chain wielder automatically causes the target to fall prone if they possess only two legs. They will remain on the ground until an entangled, and if a single leg is entangled the creature must make a - 4 dexterity check in order to remain upright, with a further penalty - 2 to hit and to damage for the duration of the entanglement. If the targets neck is entangled they will begin choking for unto 3 rounds, inflicting 1-4 points of damage per round for up to one round per constitution points the target has for , at which point the target dies. This magical device cannot be broken by any strength less than 27 , and the device is magically magnetic towards itself when it enwraps a target requiring a -25% bend bars check in order for targets to free themselves from being entangled by this device. As with all magic weapons this devise rolls for an innate magical intelligence on the DMG intelligence tables for swords. Value: 50,000 gp.
:cool:
MatanThunder
04-15-2007, 04:48 AM
:eek:
63-64 Shackles of Submission : These devices are created of a green alloy of steel and adamantine which exudes a green slime like coating which causes open wounds to fester and become gangrenous within one hour. This affliction inflicts 1 hit point of damage per turn which these devices are worn. This device is a full set of shackles, with one shackle for each limb up to four. The shackles magically grow and shrink to fit any creature with 4 limbs on the command word "Stigmarth" out to a range of 6 in., in a single round commanded by the device owner’s silent act of targeting the chosen creature. There is no saving throw verses the enshackling attack of this device, and no saving throw. . Even though this device is not an offensive weapon it possesses a + 5 quality in strength whenever they are subjected to damage from weapons or possibly a bend bars attempt suffered from creatures attempting to escape them. Value: 40,000 gp.
65-66 + 2 Rapier of Ice : This magical rapier has a mithril hilt and cross guard which is 8 in. long supporting a needle like Rapier created of enchanted ice which is 30 in. long, magically flexible with many golden runes along its blades length. This weapon is of a + 2 to hit and damage quality and inflicts 2-8 + 2 points of damage whenever engaged in melee. It is capable of striking twice round without the normal fighter modifications, and is capable of being used by any class including mages. It is most favored by thieves for its quickness and light weight. It is capable of striking in one melee segment in the hands of a skilled wielder. Every strike which exceeds the THACO needed to hit by 3 will cost the creature struck to be turned into a dense glacier like ice unless the creature makes a successful saving throw vs. magic wands at - 2. This transmutation takes only one melee segment to occur in creature’s unfortunate enough to fail their saving throws. This magical sword is required to make an intelligence check role in the DMG Intelligence Weapons table. Value: 35,000 gp.
67-68 Headband of Intellect Destroying: This headband is 1 in. wide and 14 in. in circumference and is constructed of pink mind flayer skin stitched with platinum wire and runes around its circumference. It has an adjustable quality, which automatically sizes itself to the wearer. Its circumference is set with 10 snow tear gemstones set equidistantly around the device. The power of this magical device is to train and suspend all intelligent thought of the device wearer when the device is first worn. This baneful magical device reduce the wearer’s intelligence to 3, and causes them to act like an automaton which is incapable of no independent thought. Only a full wish can remove this device from the victim's head and restore their original intelligence levels. Except death of course which automatically causes the device the falloff. Value: 30,000 gp.
69-70 Tethers of Entrapment: These devices are a set of two 20 in. long red dragon thongs each sewn with strengthening adamantine cables which are intertwined about the thongs. These tethers can only be broken by creatures possessing a 26 Strength or greater when the creature is entrapped. The devices possessor become attuned with a new owner 24 hours after the are first possessed by a new owner. These devices are activated by the command words "Aushek Muro Delasta", which will cause them to you fly at 24 in. maneuverability Class A at a target indicated by the device owner’s forefinger out to ranges of 6 in.. Once the flight process is complete the device owner must make a THACO roll to find if they successfully strike the target. If the to hit is successful the target will find their hands bound together at the wrist, or upon the device owners and mental command about their ankles, which causes an instant DEX check in order to determine if they fell to the ground. This device offers no saving verses its effects, and if the device owner is unable to make the necessary to hit roll the devices will fly back to the possessors hands in the end of the round. The device owners hand must be free in order to retrieve this weapon by raising one of his hands. Value: 30,000 gp.
71-72 Figurine of the Golden Griffon: This magical figurine is 10 in. long by 6 in. wide by 4 in. tall fashioned from pure gold with 2 black ruby eyes and platinum highlighting on this magical device. The device appears to be a griffin preparing to take flight complete with the saddle but no rider. Upon the command word "Mount", a figurine will grow in one round into a full-size Griffon complete with saddle and tack for a long ride. The creature created by this device becomes a full-size Griffon in all respects which can be used for any 24 hour period up to one time per week. This usage period cannot be broken into smaller increments, and must be used for 24 consecutive hours. It will willingly serve the activator as a willing mount and defender throughout this period, following the activators silent mental command for the 24 hour duration. Value: 35,000 gp.
MatanThunder
04-15-2007, 04:48 AM
:eek:
73-74 Robe of Gems: This magical device is a full-size robe and hood constructed of 2 layers of overlapping gemstones which ripple with magical flexibility, accompanied by a scintillating faceted visual display. A wide variety of gemstones or used in its creation, with each gemstone being approximately one-half inch in diameter and interwoven within an adamantine web like matrix. This magical device serves as a form of armor for its wearer in conferring a base armor class of ( - 2 ), which can be further augmented by magical cloaks, rings, and DEX adjustments to this base armor class. When struck this device suffers no damage whatsoever as a magical force field enshrouds the device in a force like magic for each strike. This device also confers a + 4 saving throws to its wearer (or a + 6 for mages) whenever a saving throw is required. The greatest power of this device is its ability to confer + 4 levels of experience to any creature wearing it that possesses a player characters class. This augmentation includes the ability to cast higher level magic spells then would normally be allowed, but does not supply spells of the higher level innately when level increase occurs. This increase in levels only remains in effect until the robe is taken off, at which time all spells, abilities, etc. will fade instantly from the device wearers mind. The device requires one hour to acclimate itself to the new owner, during which time and the robe must be worn for the full time period. The device must be recharged with moonlight for 12 consecutive hours each week on a worlds where moons are present. Otherwise sunshine may be substituted. This device is of such a high magical quality that it requires a percentage roll check in order to determine if it possesses an innate intelligence, using the DMG intelligent swords table. As with all devices of that nature the magic item may take over control and dominate the robes wearer, especially when alignments clash comes into existence. Value: 150,000 gp.
75-76 Medal of Concussions: This silver 2" long lightning bolt shaped medal is inset with 3 thunder stone gemstones worth 500 gp @, which are set into 100 gp turquoise inlays. This device causes a lightning bolt to be emitted from the device owners forefinger out to ranges of 6 in., up to 3 times daily which inflicts 2-12 points of damage to the single target designated as stated above. This would be a useful magical device except for those days when cloud cover exceeds 41% of the total sky. On these days when first exposed to the overcast and upon entering the outdoor environment it causes a deafening thunderclap above the device owners head each round. (75% of the time) It automatically stuns device wearer for one round no saving throw. If this was not enough, 1-4 rounds after the thunderclap is heard the cloud cover will generate a single lightning bolt inflicting 8-48 points of damage to the device wearer (no save). The victim is allowed a saving throw vs. death ray to only sustain 1/2 damage from lightning bolt. On the fourth round after the original thunderclap is heard this process will repeat itself until the device owner is dead or the cloud cover reduces to 40% or less. The interior of this medal possesses a captive Lightning Elemental that wishes to escape its constricted prison. If the lightning bolts strike the medal 10 consecutive times, thereby conferring damage from 80-480 points of damage to the device wearer, this elemental is free to escape and return to its home plane. But when the device wearer is killed his smoking corpse will remain, but the medal is totally unscathed by lightning based attack forms of any kind. Value: 15,000 gp.
77-78 Ant of Terrible Powers: This 8 in. long adamantine figurine of a ant is inlaid with 500 gp of white opals with 2 green emeralds worth 1000 gp eyes. When this magical device is touched activated it instantaneously grows into a 30 ft. long bite 10 ft. high by 15 ft. wide gigantic ant. This magical figurine disappears one round after activation beginning to blink on the third round of activation and initiates attacks on all creatures within 100 ft. of the activated figurine. It will attack the closest creature first and then proceed outwards in a concentric circle. The creature has the following statistics: armor class 2, move 18 in. per round, bite inflicts 2-20 points of damage +3-30 points of poison damage for which a saving for verses poison is allowed to sustain only 1/2 damage, trample foes ( 1-4 ) for 1-10 points of damage @, it possesses 100 hit points, possesses an average intelligence, and a standard magic resistance. This creature will remain activated for 10 full rounds in any 24 hour period, but must use its times consecutively. It makes no distinction between friend or foe, it's simply attacks the closest creature first. At the end of the 10 rounds it shrinks back into the normal figurine. Value: 30,000 gp.
79-80 Chest of Irradiation: This device is a green jade chest 4 ft. height by 4 ft. wide by 2 ft. long, with golden runes, hasps, locks, and hinges. The chest is inset with 12 of red pearls worth 500 gp each, with 3 on each side, top, and front facing. This magical device contains a brightly glowing 6 in. diameter green metallic orb which is slightly warm to the touch. It is a globe of enriched uranium 238, which affects any creature coming within 30 ft. of the open chest. These creatures are afflicted with intense radiation sickness 24 hours after exposure to this orb. Creatures afflicted with radiation sickness will be - 2 it to hit and damage, +2 to armor class, and will generally feel nauseous if not cure it with a neutralize poison spell. This will accumulate each hour of exposure, or even faster if the orb is handled as detailed below. After a 24 hours in which time the creature should receive a neutralize poison spell the radiation poisoning becomes debilitating and there is no saving throw as the affected creatures will die. Even if the creature is healed prior to the 24 hours elapsing they will still glow greener equivalent to a light spell for 30 full days after exposure to the chest. For each turn of close exposure or handling of the orb one hour is deducted from the 24 hour base, in order to avoid radiation sickness and death by use of the neutralize poison spell. Value: 17,000 gp.
81-82 Belt of Flame: This magical is formed of red dragon skin inset with 12 fire opals which are 2 in. in diameter but and worth 500 gp each. The belt has a gold buckle inset with 2 rubies were 3000 gp @, and is sewn with gold thread in gemstone mountings. The entire device is covered with silver runes of power around its entire circumference. The belt bestows a + 5 saving throw protection when verses magical flame and heat, and it allows saving throws vs. flames etc to inflict 1/2 or no damage on saving throws. This device owner can cause any weapon held in the owners hand to burst into flame upon the command word "Inferno". The flaming weapon inflicts 2-12 points of damage in addition to normal weapon damage for up to five consecutive rounds up to three times per day. This magical device can also activate the second power is usable twice a day, which is the ability create a wall of fire, at ranges up to 60 yards, as if cast by a 12th level spell caster. On silent mental command by the device owner this wall of flame can be moved at rate of 3 in. per round in any direction the device owner desires. The device owner must maintain concentration in order to orchestrate the directional changes that the owner wishes to cause the wall to move in. If the owner breaks concentration the wall dissipates harmlessly in one melee segment. This magical wall effect can be maintained as long as concentration is continuous from the device owner. Value: 50,000 gp.
:cool:
MatanThunder
04-15-2007, 04:49 AM
:eek:
83-84 Tiara of Draconic Panic : This silver and platinum Tiara is a 6 in. circumference device in the shape of 2 entwining Kara Tur celestial dragons which this inset with 4 blue emerald eyes worth 500 gp each. This device is activated by the command word "Auria", which causes an aura up to a 10 inch diameter sphere of effect lasting 1 turn causing all creatures to suffer from "Dragonfear", to any creature within the area of effect. Creatures are allowed a saving throw verses magical spell to avoid it 1/2 of the duration of the fear. Those creatures actually able to see the device wielder will perceive the creature of incredible power which causes them to make a saving throw verses paralyzation or be paralyzed for 1-6 + 4 rounds, while those creatures making their saving throw successfully are only afflicted by the paralyzation for 1/2 the duration listed above. Value: 35,000 gp.
85-86 Broach of Immediate Healing: This small red gold brooch is a 1 in. by 1 in. cross is inset with a 5000 gp heart stone in the center of the magical device with yellow gold highlights along the outside edges. This highly potent magical device protects its wearer with access to healing spells of all varieties up to five times per day. The spells accessible by these healing magics are: cure light wounds, cure serious wounds, cure critical wounds, neutralize poison, cure disease, and the greatest magic spell power which is HEAL. These may be activated by the devices owner silent act of mental activation, requiring only one melee segment to activate the desired power upon themselves. The device owner may be of any class desired, and may by silent mental act of will transfer these healing magics to others they touch if so desired. This device is usable by any class of player characters . Value: a 55,000 gp.
87-88 Padded Armor of Reverse Damage : This suit of padded armor is camouflage green color and sewn with many mithril threads, runes, and symbols. This magical device adjust to fit any size a player characters up to M size. This Padded armor will hang to the knees of any creature who dons it. It has 8 elf stones set equidistantly in the collar of the armor are worth 1000 gp each. The base armor class of this magical device is armor class 9 for any creature attempting to strike the owner, and any dexterity adjustments if the owners so wishes to use them. This is unlikely though, as it would make them harder hit. The power of this magical armor is totally reflect 100% of all attacks of a physical nature back on to the creature which initiated the physical attack which successfully strikes the armor wearer. Any attacker will experience a momentary sense of reversing vertigo, whereupon, their physical attack form reverses direction in a split-second and strikes them with full force. The drawback to this magical armor is its susceptibility to magical attacks for which it has no innate protections, although the spell caster could conceivably construct defensive magics which would protect the armor. This magical armor is especially susceptible to natural critical hits ( i.e. 20 's), which will cause the device to degrade, after 20 cumulative critical hit becomes a useless rag. It struck with the natural 20 this magic device becomes useless for one round, and the critical hit it will strike the padded armor wearer in any case. It inflicts normal damage from such a hit to the device wearer. Value: 80,000 gp.
89-90 Feather of Stoning : This normal looking 18 in. long peacock feather, but its actually the feather of a cockatrice concealed by a permanent Illusion. Creatures with high intelligence can see through the illusion, as well as creatures successfully disbelieving the illusion. The illusion remains even after it is touched, which causes the creature touching it to make the saving throw verses petrifaction or be turned to stone in one melee segment. Value: 15,000 gp.
91-93 + 4 Rapier of Swiftness: This blue steel/titanium/orachalium alloyed blade has a full basket hilt hand guard which is etched and trimmed with gold. This devices of the + 4 quality to hit and to damage which inflicts 3-12 + 4 points of damage to any creature struck by its blade. This magic weapons speed factor is 1. If the wielder is a fighter, thief, or outlaw this magic weapon will strike twice as many times as normally allowed for other weapons. This magical device also bestows a + 2 to the dexterity of its wielder up to a 19 maximum. This magical weapon must also roll for innate magical intelligence on the DMG sword intelligent table. Value: 45,000 gp.
94-95 + 3 Arrow of Sight: This clear crystalline arrow has a barbed diamond splinter tip, which is fletched with colorful peacock feathers. This magical device is + 3 to hit and damage in quality, and on any to hit which exceeds its THACO by 3 this magical bolt will pierce the eye of the target creature killing them instantly. The magical arrow will inflict 2-12 + 3 points of damage on normal successful to hit roll that does not penetrate the eye of the target creature. This magical arrow has the innate ability to reappear on the bowstring after any successful attack in one melee segment after impact, possibly allowing for multiple usages in a single round. If the arrow misses the target it must be retrieved manually, and may suffer breakage 50% of the time from a missed tip roll. These devices are found in groups of 1-3. Value: 15,000 gp @.
96-97 Model Spelljammer Ship in a Bottle: This magical device appears to be an 8 inch bottle with a 6 in. long longship inside of the bottle. This long ship possesses a small silver a chair amidships, which is a minor spell jamming helm when the device is enlarged. If the cork is removed from the end of the bottle all creatures within 10 ft of the bottle must make a saving throw vs. magic spells or be shrunk to a size comparable to the miniature longship and teleported on board of the little ship. Then the 500 gp emerald cork pops back into the bottle in one melee segment sealing it solidly for one month, or until a wish spell is expended in order to loosen the cork. Upon loosening the cork the creature and will emerge and grow back to normal size in one round. While trapped within creatures will find that the glass is impenetrable to magic or physical weaponry of any type. Oxygen it passes freely this magical glass but this is the only material that can. In the small galley in the forecastle area, there is a magical kitchen which restocks itself with necessary food supplies every day. This food selection here is limited to normal mundane food for as long as the creature is a captured within the ship. In a quirk of fate this magical device can actually achieve spell jamming speeds while within the bottle, and any mage and cleric can sit upon the minor spell jamming helm. The creatures inside the bottle can take a marvelous adventures even though they cannot experience the outside, unless the proper sequence of events I.E. A wish is spent in order to exit this magical prison.
98-99 Armband of Blinking: This plain red gold magical armband is 2 in. wide and inset with six aquamarine gemstones equidistantly about it circumference worth at 1000 gp @. This magical armband has the power to allow its wearer to blink for 1 turn up to four times per day. This device can be recharged by exposure to sunlight for 12 hours every 3 days in order to allow the device to recharge for regular usage. The magical blinking this device provides allows the device wielder to select a location within a 10 in. radius where they will bring to in one melee segment. It doesn't allow extra attacks, but it does allow this device wielder to appear to be in several places before he actually attacks its selected foe. The device wielder and actually select the direction they are facing when they appear to attack their target. Value: 45,000 gp.
100 Medallion of Force Armor : This powerful triangular 3 in. medallion is made of mithril and is inset with 3 dragon tear gemstones worth 10,000 gp @. This magical medallion is set with a gold chain, and the whole device glows with a blue aura of arcane magical energy. This magical energy encapsulates the device wearer in a blue field of energy which is directed towards preventing penetration by physical attacks of any nature, thereby conferring an armor class of -10 to its wearer. This magical armor will be defined by its heavy blue lines of magical energy corresponding to a properly constructed suit of plate mail armor composed of this magical energy. The medallion wearer must utter the command word, "Enshroudomine" in order to activate the suit of armor. The magical armor remains in effect for five concurrent rounds of usage, whereupon, the device takes one round to recharge and the device owner may then reactivate this magical armor. In other words every sixth round this devices wielder is unprotected for one round. This magical device is susceptible to critical hits, natural 20s, for which the device owner must keep a record of how many natural critical hits have hit the particular magical medallion they possess. If this devices is ever struck by 20 natural critical hits it disintegrates one melee segment after the 20th strike. Value: 100,000 gp.
I hope that you found a few more of these useful for your games.
More to come.
Later,
:cool: :rolleyes:
Flay em if you have em!!
It’s Good to Be the King!! (Or the DM!!!)
Turn them all into rainbow mushrooms and drop them 300’ to the music of the Anvil Chorus!!!!
MatanThunder
04-28-2007, 05:29 PM
;)
And in this corner we have table number 5; a fine magic item table with a hint of lime. Try out the dice of power, they not be a Deck of Many Things, but what is.
Table 5
By Matan Thunder
01-02 + 3, + 10 Daggers of Shocks
03-04 + 6 Padded Thieves Armor
05-06 + 2 Shortbow of Speed
07-08 (2-20) + 3, + 6 Arrows of Cold
09-10 Robe of Mechanical Invisibility
11-12 Ring of Fast Stops
13-14 + 3 Tunic of Knowledge
15-16 + 3 Mace of Blood
17-18 + 4 Dagger of Rot
19-20 Dust of Bouncing
21-22 Scarf of Strangulation
23-24 Rope of India
25-26 Gloves of Force
27-28 Horn of the Ghoolegh
29-30 Bracers of Cowardice
31-32 (2-20) +2 Arrows of Paralyzation
33-34 Dust of Missile Returning
35-36 Green Emerald of Webs
37-38 Gloves of Healing
39-40 + 5 Bastard Sword of Limbo
41-42 (1-10) + 3 Arrows of Returning
43-44 + 4 Longbow of Ranging
45-46 Bag of Capturing
47-48 Dwarf Node of Reverse Gravity
49-50 + 3, + 10 Short Sword of Coals
51-52 + 5 2 handed Sword Disintegration
53-54 Jade & Emerald Figurine of the Manticore
55-56 Red Gold Tunic of the Fighters
57-58 Belt of Fumbles
59-60 + 3 Helm of Disguising
61-62 Ring of Resting
63-64 (1-10) + 4 Arrow Between the Eyes
65-66 + 4 Level Medal of Prowess
67-68 + 3 Medium Lance of Piercing
69-70 + 3 Throwing Mace of Holding
71-72 + 3 Staff of Life Force Stealing
73-75 Silk Scarf of Leadership
76-77 Black Opal of Undead
78-79 + 2 Staff of Landfall
80-81 + 4 Rune Staff of Traps
82-83 4 Sided Dice of Power
84-85 6 " "
86-87 8 " "
88-89 10 " "
90-91 12 " "
92-93 20 " "
94-95 + 4 Elemental Axe
96-97 Mirror that Melts Armor
98-99 Ring of Immediate Dressing
100 Ring of Fiery Blasts
01-02 + 3, + 10 Dagger of Shocks: This 12 in. long magical dagger is shaped like a lightning bolt and is made of mithril. The hilt of the weapon is wrapped lightning demon hide and has a 3000 gp red diamond and the hilt pommel. This magic weapon is of + 3 to hit and on any THAC which is exceeded by 2, the weapon will inflict an additional + 10 lightning damage no saving throw. This weapon requires an intelligence roll to be made for the weapon upon its discovery. Value: 25,000 gp.
03-04 + 6 Padded Thief Armor: This black padded armor is actually a full body suit plus a specialized facial mask. This magical armor is sewn with (20) 500 gp black diamonds around the cuffs and neck of the outfit. This device is of + 6 to armor class and saving throw whenever it is worn by a creature. It magically sizes itself to any M sized creature whenever it is first worn. This magical armor is access to 8 inner pockets which all are extra dimensional spaces capable holding up to 30,000 gp in weight. Adventures should be warned that other extra dimensional spaces placed within these pockets causes the dimensional rift. The final power of this magical device allows its wearer to move at 3 x normal speed for as long as it is warm plus, it also endows the ability to leap 30 ft. vertically or 70 ft. horizontally. Value: 65,000 gp
05-06 + 2 Shortbow of Speed: This nondescript magical bow seems to be made of freshly cut saplings while wound with mithril Tables and the set with a 1000 gp to diamond at each end of the bows body. This magical bow is strung with road runner gut, and it is of a + 2 quality to hit and is able to confer full strength bonuses possessed by the bow wielder up to 18 (00). This magical bow bestows the ability to fire 4 arrows per round, and each arrow inflicts 2-12 points of damage regardless of normal damage potential. This magic weapon should roll for magical intelligence upon discovery as detailed for swords in the DMG. Value: 30,000 gp.
07-08 + 3, + 6 Arrows of Cold (2-20): These blue magical crystalline arrows are fletched with artic bird feathers and each arrow is tipped with a 500 gp snow tear for its arrowhead. These magical arrows are of a + 3 to hit quality, while inflicting + 6 to damage from cold upon a successful to hit on any creature. With each firing which misses its target the arrow has a 50% chance of breaking and being destroyed and simply melting away. These magical arrows appear in groups of 2-20 whenever they are discovered. Value: 3000 gp a piece.
09-10 Robe of Mechanical Invisibility: This nondescript tattered brown robe will magically size itself to any creature up to 20 ft. tall. This magical world does not radiate any magical aura, and its power originates from the way it is sewn. The wearer of the robe simply needs to concentrate on becoming invisible, and they will become mechanically invisible. This mechanical invisibility bends all light rays are around the robe wearer which allows creatures to view what ever is behind the robes wearer without detecting the location of the robes wearer. All magical attempts to view a wearer of this robe will fail due to the fact that the invisibility is mechanical in nature. The ability to turn on and off this mechanical invisibility may be exercised as many times as necessary during the day. Value: 75,000 gp.
:cool:
MatanThunder
04-28-2007, 05:30 PM
;)
11-12 Ring of Fast Stops: This silver ring is adorned with a 2000 gp elf stone and a 2000 gp dwarf node and radiates a light blue aura of the magic equal to a light spell in the 10 ft. radius. Whenever a spell caster casts an identify spell upon this magic ring it will appear to be a ring of haste. Once put on the creature’s finger the creature is able to move at 2 x their normal speed and attack 2 x their normal amount as long as the ring is worn. Unfortunately, whenever the creature first enters a combat situation the they will find themselves affected by a Slow spell level 3 until the creature can find a spell caster mage or cleric of 12th level or greater in order that they can cast a remove curse on the ring so it may be removed. The creature may wear the ring several times before they enter combat situation, and still be able to remove the ring. Once the creature has entered combat the ring will be on removable until the necessary remove curse has been cast. Value: 10,000 gp.
13-14 Tunic of Knowledge: This purple silk tunic is highlighted by gold and platinum threading, and is further enriched by a 15 blue topaz around its collar and 5 blue topaz around each cuff. Each of these gemstones is valued at 500 gp each. Any creature who put on this magical device will gain a + 1 to their intelligence and wisdom for as long as the device is worn. It also gives the wearer the benefits of 3 levels of experience, which affects the number of spells available to spell casters but not increased levels of access to higher levels spells. All class abilities scores are further more advanced by this + 3 level experience for the duration of this devices being worn. The final power of this magical device bestows its wearer with ESP up to ranges of 6 in. away, as well as allowing them to read any magical language, with both of these abilities been able to be used 3x daily for up to 1 turn in duration with each usage. Value: 40,000 gp.
15-16 + 3 Mace of Blood : This magical means is made of a white oak and handle wound with mithril cables, and has a head made of a red mithril/steel alloy which is etched with several platinum runes. The haft of this weapon is adorned with two black rubies worth 2000 gp a piece. This weapon is of a + 3 to hit and damage quality and on any to hit roll made 3 above that needed to score a to hit will drain the 10 hit points of the victim's blood. This blood slowly oozes from the handle of this mace and penalizes its wielder causing them to fumble on any rule of 1-5 whenever trying to strike the creature instead of just the 1. The magical fumble created by this magic item also causes the creature to fall to the ground to 50% of the time or a 50% chance that they have struck themselves with the weapon and suffer 10 hit point in blood loss plus the weapons standard damage. This magical weapon must also roll upon the DMG intelligent weapon chart whenever it is discovered. Value: 20,000 gp.
17-18 + 4 Dagger of Rot: This entire weapon is made of 14 in. of brown teak with a handle containing 6 black diamonds worth 600 gp a piece and sewn with orachalium cross guard and about the hilt. This magical weapon is of a + 4 quality to hit and damage doing 1-4 + 4 points of damage , and it can inflict 3-12 + 4 points of damage on any successful to hit roll which exceeds its minimum number by 4. This extra damage is a magical rotting which continues after the original successful to hit putrefying 2-8 points of damage each round in the wounded area. This rotting will continue unto death unless a cleric of 12th level or greater successfully cast a cure disease spell upon the victim. This magical weapon must roll for innate intelligence in the DMG weapons chart whenever it is first discovered. Value: 30,000 gp.
19-20 Dust of Bouncing: This brown magical dust is usually found in the green lizard skin pouch. If this dust is cast upon a creature it will be still upon that creature the ability of leaps 60 ft. vertically and 100 ft. horizontally which will be used in conjunction with a modified feather fall spell which allows the recipient to land lightly upon their feet. The recipient of this spell will slow down within 10 ft of its landing area. The effects of this magical dust will last for 2 turns per pinch of magical dust used. In these lizards in pouches 11 - 20 doses of the magical dust will be present. Value: 2500 gp per pinch.
21-22 Scarf of Strangulation: This magical yarn scarf is 8 ft. long a and 6 in. wide sewn with lengths with gold and mithril threads throughout its length. This scarf also has 10 smokey topaz sewn 5 to each end of the scarf which are each worth 500 gp. This magical scarf can be hurled out to distance is 8 ft. away, and through use of the command word "Squeeze", this magical scarf will constrict around the neck of the creature whose neck has been targeted. This device can sprinkle the creature in 2-20 rounds if the successful to hit roll has been made. This magical device consisting up to 50 hit points at armor class 5, and it will regenerate damage done to it at the rate of 3 hit points per round magically. Any damage done to the scarf automatically damages any creature currently being strangled by this device. This magical device will release itself from the target creature on the command word "Let go ". Value: 15,000 gp.
23-24 Rope of India: This 50 ft. long knotted hemp rope is interwoven with gold and platinum cables and at each end of the device has a 4000 gp yellow diamond attached to it. When the command word "Arise" is spoken the rope will leap vertically up to its 50 ft. length. At the top of the knotted rope and extra dimensional space is produced similar to that created by the level 2 rope trick magic spell. The owner of the rope may then pull the rope into the extra dimensional room (which can hold up to 7 creatures) creating a semi secret extra dimensional space in which to hide or recuperate. The device has no duration limitations but can only be activated three times per day. This magical device releases itself from the extra dimensional space on the command word "It's time". Value: 25,000 gp.
25-26 Gloves of Force: These magical gloves are made of clear crystal which is composed of 1/2" squares sewn with mithril thread throughout its constructed form. These magical gloves will shrink or grow to any creature holding them magically. This device possesses charges which are charged with 41-50 charges when found. This magical device can create a wall force, similar to the level 5 magic user spell, as it created by a spell caster of 12th level. This device will allow the caster to create up to 12th interlocking 10 ft. by 10 ft. squares of magical force which is invisible out to ranges of 30 yds. This is immobile magical wall is totally unaffected by most spells including dispel magic, but it can be disintegrated or affected by rod of cancellation or sphere of annihilation. The wall is immune to blows, missiles, cold, sweet, electricity, etc. including breath weapons.
This magical wall force and also be formed in the spherical shape up to radius of 12 feet or a 18 feet hemisphere as the device owner wishes at the devices activation. Any of these force constructs will last for 22 rounds before it dissipates an ending that charge. Value:35000 gp.
:D
MatanThunder
04-28-2007, 05:31 PM
;)
27-28 Horn of the Ghoolegh: This device is derived from the "Chronicles of Corum" written by Michael Moorcock. This 12 in. long magical horn made of blue alloyed metals has many silver and gold runes, highlights, and the silver mouthpiece. This magical horn possesses several powers. The first power of this morning is upon the command word "Keronos" which will summon forth 4-24 giant wolves of Krenos. These wolves have white fur, yellow eyes, and blood red mouths. These giant wolves have the following statistics: movement 18 in., armor class 5, 6 Hit Dice, and one attack for a bite 2-12 points in damage, leaping ability of to 18 ft. in height. . These wolves are 7-12 ft. in length and 5' + at the shoulder. The second power of this magical horn will summon 1-2 hound masters who are undead abominations approximately the size of a hill giant at 16 ft. tall and have pasty white skin and dead black eyes. These creatures possess the strength of a hill giant (19 STR) and are customarily armed with huge broadswords approximately 12 ft. in length which can inflict 3-30 points of damage to any creature struck by them. They are unaffected by most blows they can be chopped apart in order to destroy them. They have the following statistics: moved 12 in., Hit Dice 24 due to their lack of feeling pains or bleeding, and are the masters of the hounds of Krenos detailed above. They can direct the hounds attacking formations with hand gestures and horn sounds. They are undead which causes them to be exceptionally slow in combat with a + 5 initiative modifier whenever they become involved in combat. If this magical horn is sounded a 3rd time both the hounds and the ghoolegh will disappear into a misty backdrop approximately 100 ft. in diameter in 1-6 rounds. This magical device can be sounded up to three times per day with each usage lasting 3 turns in duration. Value: 60,000 gp.
29-30 Bracers of Cowardice: These magical braces are made of red steel with golden highlights and runes all about their surfaces. Each bracers is inset with 8 orange diamonds worth 750 gp a piece set equidistantly about their circumference. These magical bestow upon their wearer a + 2 to armor class when they are first put on, but the next time the wearer enters combat a slow creeping fear will start at the base their spine and slowly over power their normal combat the desires. This fear causes the wearer to flee from the combat area at maximum speed after dropping and all held items as they turn and flee in cowardice. Any item that prevents them from fleeing at top speed will be flung aside as the continue to move away at top speed until a 10th level spell casters successfully cast a level 3 dispel magic upon the creature and then a successful level 3 remove curse spell are concurrently cast upon the victim of these magical items. The victim will literally you run themselves into the ground and die if magic is not promptly rendered, apply all appropriate fatigue rules as the victim continuous run away from combat. If the spells are successfully cast on the victim then bracers fall off of their own accord. Value: 20,000 gp.
31-32 +2 Arrows of Paralyzation (2-20) : These arrows are fashioned from green crystal with a wickedly barbed arrowhead made from emerald chips melded together. These arrows are fletched with giant horned owl feathers. These arrows are + 2 to hit and it will inflict 2-12 points of damage because of the nature of the barbed arrowheads which are part of this arrow. If these magical arrows strikes a target it forces the creature to make a saving throw verses magic wands or become paralyzed for 2-12 turns or until a successful dispel magic is cast upon the victim of the arrow. Those creatures making a successful saving throws vs. magic wands are slowed to 50 % of normal speed for 1-4 rounds no saving throw allowed. A cache of these areas are found in bunches of 2-20. Value: 3000 gp apiece.
33-34 Dust of Missile Returning: This red-gold flecked crystalline powder is always found contained within a blue dragons skin pouch sewn with mithril thread. If this magical dust is cast into the air a faint red and gold hemisphere appears within air the around the dust user with a 2 in. diameter. This magical hemisphere has the power to reflect 100% of missiles weighing less than 25 lbs. at their caster/firer. The hemisphere affects larger missiles as follows, 75 % of missiles weighing 26-50 lbs. are reflected, 50% of missiles weighing 51-75 lbs are reflected back to their source, and 25% of missiles weighing 76-100 lbs. will be reflected back to their source. Missiles that weigh 101 lbs. or more are totally unaffected by this hemispheres magical powers. This missile reflection goes on regardless of the range limitations that the missile would normally possess, as the hemisphere's magic makes sure it strikes at the target creature with the THACO with which it was launched at the target creature in the first place. This magical hemisphere does not move and will dissipate at the end of 2 turns. Each magical pouch contains 11-20 pinches of this powder. Value:3000 gp apiece.
35-36 Green Emerald of Webs: This 10,000 gp oval cut emerald has a green mithril alloy rune on both sides of this magical device. When this device is first used, there's a 50% chance that the emerald is turned in and the wrong direction which causes the devices holder to be afflicted with the webbing power of this device. The command word is "Shalizar ", which will eject a 2x Strength fire resistant webbing at ranges up to 10 in. distant. This ejection of webs covers up to 8 (10 ft. cubes) in 12 seconds falling of the command word being spoken. The magical web created by this magic gem causes a 50% reduction in the amount of webbing broken through each round after a creature is targeted by this device. This device may be used up to five times per day. The device holder must roll a successful to hit roll for target against their base armor class plus their dexterity are considered when determining the base armor class of the target creatures being affected. Value: 35,000 gp.
37-38 Gloves of Healing: This set of white leather gloves are sewn with mithril thread and runes cover its surfaces. Each glove is set with 4 white diamonds worth 1000 gp a piece in the palm of the glove. This magical device attunes itself to its user in the form of psionic cell adjustment to heal creatures that the devices owner wishes to affect. The magical power of this device allows the owner to heal 1 hit pt. for each level of experience they have attained on a daily basis. The owner of the device can steal a number of creatures equal to their experience level on a daily , but each creature may only be healed once daily. If the Devices owner is already a psionic creature possessing cell adjustment as a psionic power, the healing of this device may be added on to the other psionic healing powers. Value: 45,000 gp.
39-40 + 5 Bastard Sword of Limbo: This strange magical sword is made of white adamantine etched with gold, covered in gold runes, and has a white marble pommel. Near the hilt of the sword 2 white diamonds adorn each side which are worth 5000 gp apiece . This magical bastard sword is + 5 to hit and to damage, but has an additional power whenever it exceeds to hit roll by 3, which causes the creature struck to be hurled into the murky depths of Limbo no saving throw. Creatures afflicted by this special power find themselves floating in the grey mistiness of the outer plane of Limbo. If the creature does not possess the necessary powers to return to the prime material plane they will be stuck in limbo for ever, unless helped by some outside force. This outside help can appear in the form of a 5% chance per year of encountering a githyanki/githzeria that may or may not help the stranded creature. if the sword wielder accidentally strikes them on a fumble they will be hurled into Limbo without the Sword. This magical weapon also must roll for innate intelligence in the DMG whenever the sword is discovered. Value: 65,000 gp.
:D
MatanThunder
04-28-2007, 05:32 PM
;)
41-42 + 3 Arrow of Returning: This magical arrow of a special alloy of red gold and mithril architect with a specially formed black ruby arrowhead and it is fletched with white swan feathers wrapped in platinum thread. This magical arrow is of a + 3 to hit and damaged quality, with the additional power to inflict a random critical hit to any creature struck by the arrow. These arrows are found in caches of a 1-10 arrows. These magical arrows are specially cursed so that when they are fired the third time all the arrows in the cache will leap from the quiver and in flight to home in on the archer who fired this cursed arrow. All of the arrows will strike the target creature and inflict the damage stated as above. The reaction of the flight of these arrows is such that only one melee segment passes between the boomerang effect and the archer being pinned cushioned from the flight of arrows. Value:4000 gp apiece.
43-44 + 4 Longbow of Ranging: This bow is 6 ft. 6 in. tall made of yellow yew wood and is wound with orachallium cables, as well as being carved with golden runes. This magical recurve bow is set with four sundrops gems spaced equidistantly all the bows face worth 1000 gp a piece. This magical bow is of the + 4 to hit and damage quality for any arrow fired from it + any strength bonuses granted from having a high strength. The strength of this magical bow is such that all arrows fired from it inflict 2-12 + 4 points of damage + any strength bonus. This magical bow requires at least a 17 strength to wield it. This magical bow is capable of firing air was at 2 x the normal range normally allowable for longbows. The final power of this magical bow is to perform precisely located shots up to four times a month by simply mentally willing it when the arrow is fired. A minor power of this device comes from the sun drop gems which illuminate a 20 ft. diameter at all times regardless of the user's wishes. As with all magical weapons this device can possess an innate intelligence as described in the DMG. Value: 60,000 gp.
45-46 Bag of Capturing: This seemingly worn leather bag is made of green dragonskin sewn with silver and platinum wires which help to reinforce this magical bag. The bag is normally a 2 ft. Cube in size. The magical nature of the flexible bag allows its owner to reshape the bag so that the mouth of the bag is approximately 10 ft. in diameter and up to 10 ft. deep after 3 rounds of stretching, after speaking the command word " Gulstrix". At this time of the device owner will lay the bag upon the ground where it assumes a camouflage form similar to a cloak of elvenkind. The device owner may then under the command word "Salkint", which will cause the bag to leap upwards in one melee segment and capture any creature currently walking over it within the 10 ft. cube limitation. The bag automatically draws itself skintight over a captured creature stifling all the creatures’ movements, unless they can be released by creatures outside the bag. The magical nature of this bag causes suffocation of any creature captured that breathe air number of rounds equal to the creatures constitution score. The magic of this device will prevent creatures of 25 Strength or greater to be rendered helpless without outside assistance. The bag itself is impervious to all forms of attack and magic, even teleportation magics are blocked by the nature of the bag. Upon the utterance of the third command word "Wiluza", the bag will release any creatures caught within its interior in one round. The bag slowly releases its pressure upon the creatures and falls to the ground in the 10 ft. diameter. It will then continue to shrink until it reaches its 2 ft. Cube size in its dormant state. Value: 80,000 gp.
47-48 Dwarf Nodes of Reverse Gravity: This magical device is a gemstone worth 7500 gp which is enwrapped in a platinum netting attached to a mithril necklace. Upon the command word "Engulf", a 1 in. diameter red ray shoots forth to ranges of 10 in., and at its terminus it creates a 30 ft. diameter pulse of red light that causes all creatures within the area of effect to the saving throw verses magical wands or be afflicted by a reverse gravity spell for five rounds. This reverse gravity affect is totally uncontrollable to affected targets even if they possess the ability to fly, but at the end of the five rounds period it they can fly or feather fall they regained control of their body in the air . This magical device has 91-100 charges and they be recharged by the application of a reverse gravity spell. Value: 35,000 gp.
49-50 + 3 Short Sword of Coals : This magical Roman style short sword is 21 in. in length and made of a red alloy of mithril and gold and complemented by a full basket hilt etched in golden runes . The hilt is highlighted in platinum and has 10 firestar gemstones inset into the hilt with each being worth 1400 gp. This magical weapon is of a + 3 to hit into damage quality, but upon the command word "Enflamed", the blade glows red hot and showers sparks on creatures struck by the blade. During this time the blade bonus to damage is increased to + 10 to damage, and will last for 1 turn up to three times daily. The final magic power of this blade is encountered when a creatures makes a successful to hit roll which exceeds its base number of success by 5, upon this occurring the creature struck by the blade must make a saving throw verses magic spells or be turned into a pile of charcoal. A successful saving throw indicates that the spell has failed to take effect. As with all magical weapon this weapon has the potential to be an intelligent weapon, and should be rolled for whenever the blade is discovered originally. Use the table in the DMG. Value: 70,000 gp.
51-52 + 5 2 Handed Sword of Disintegration: This old Irish styled 6 ft. long tapering adamantine sword is etched in platinum and has 4 large blue emeralds worth 5000 gp set into its large cross guard. The hilt is wrapped in beholder eyestalk skin (the disintegrating eye), and is held in place by mithril wiring. This magical blade is of a + 5 quality to hit and to damage with a base damage potential of 2-20 + 5 points of damage to any creature struck regardless of size. This magical device also has the potential on a successful to hit roll, which exceeds its base number by 3 three, to cause the creature struck by the blade to be disintegrated (a 10 ft. Cube) with an audible popping occurring due to the vacuum created by this magical effect of the blade. Creatures affected by the disintegration power are allowed a saving throw verses magical spells in order to avoid the affect all together if successful. As with all magic weapons this weapon should be checked for magical intelligence using the tables in the DMG. This magical device has an innate drawback, wherein a wielder fumbles and a blade strikes them. The wielder must then make the second to hit roll verses their armor class to determine if the disintegration power is activated accidentally, whereupon they must make the saving throw verses magic spell or be disintegrated like anybody else. Value: 85,000 gp.
53-54 Figurine of the Emerald Jade Manticore: This beautiful 6 in. wide by 10 in. long by 4 in. high figurine is made entirely of creamy color green jade with electrum highlights and it has 2 steel green diamond eyes worth 2500 gp each. The device owners speaks the command word "Dessseray" and figurine will grow into a full-sized green manticore the possessing 75 hit points. This specially created true neutral manticore will serve its owner one consecutive 24 hour period in each seven days. In all other respects this special manticore is 15 ft. long , armor class 4, Move 12 in. / Fly 18 in. MC:E, has 6 + 3 hit dice, has 2 claws in ft. the 1-3 points of damage each, one bite inflicting 1-8 points in damage, and it specialized form of attack. This specialized attack is Fiery and a volley of 1-6 tail spikes out to the range about 180 yds, as a light crossbow, with each spike capable of inflicting 1-6 points of damage. The manticore can fire 4 such vollys each day at the device owners wishes. This magical device will heal damage sustained at rate of one hit point per day, and if the hit point total is ever exceeded this magical devices destroyed no saving throw. This magical device can be used as a mount or as a bodyguard as the device owner wishes. Value: 35,000 gp.
:D
MatanThunder
04-28-2007, 05:33 PM
:eek:
55-56 Red Gold Tunic of Fighters: This flexible red gold shirt has yellow gold highlight and runes about its many (6) pocketed surface area. The shirt has 8 front, 2 cuff, and 6 pocket buttons that are really 500 gp amber gemstones. Only fighters and Warriors are allowed to wear this device, and all other types that try to wear it will suffer 2-20 points of heat damage each round that it is worn. This magical device will bestow upon a fighter a + 3 to armor class, + 2 to their saving throws, raises the sure wearers strength and dexterity 2 up to 19 maximum, and its final power allows a fighter to gain + 3 levels of experience as long as the tunic is worn. Value: 50,000 gp.
57-58 Belt of Fumbles: This belt of blue dragon hide is sewn with mithril wires and inlays of blue topaz worth 3000 gp total. This magical device will seem to be able to shape change its wearer into a huge ancient blue dragon, but it is actually only an illusion which only the device owner’s friends will see and perceive. When the device wearer first enters a combat situation the true magic power of this device will be revealed, which is to make of the wearer fumble all spells and physical combat attacks in the upcoming melee sequence. This affliction will persist until this device wearer is free from the device by the application of the level 3 dispel magic cast by a 10th level mage and a Level 3 remove curse cast by a 12th level mage or cleric. These magical spell will allow the wearer to remove the device. The wearer of the device wearer will always perceive themselves to be a blue dragon and that his fumbling is simply a matter of him becoming used to the new larger body. Value: 15,000 gp.
59-60 + 3 Helm of Disguising: This Trojan-style helm is made of a rainbow colored crystal which is covered with many platinum runes, with 10 rainbow diamond evenly spaced around the crown of this helm worth 2000 gp each. This magical device bestows upon its wearer + 3 to armor class and saving throws and it is usable by all player character classes. The device owner is also capable by silent mental act of will to change their appearance through the illusions of the helm. It creates illusions of human humanoid-like creatures of the same height that the devices owner possesses. These illusions are so seamless that only a creature using the level 6 spell True Sight or a robe of eyes is capable a penetrating it. This magical ability is usable any number of times throughout the day that the device wearer wishes, but it requires one round for each change to take effect. During this time the device owner’s true form is revealed. Value: 55,000 gp.
61-62 Ring of Resting: This magical ring is made of a blue mithril alloy with many runes of red gold upon its outer surface. It is also adorned with two gemstones one is a 4000 gp moonstone and the other is a 4000 gp dunestar gemstone. When this ring is slipped on the device owners hand it welds itself into the flesh of its wearer. The device owner then falls into an enchanted sleep which lasts for 1-20 years and prevents any saving throw whatsoever. Even elves are affected by this sleep magic. Creatures afflicted by this curse cannot even be rescued through the use of wish based magics in any way. The only benefit from the ring is that while under the sleep curse is that their body is impervious to all physical and magical attacks from outside forces that may wish them harm. Value: 20,000 gp.
63-64 (2-20) + 4 Arrows of Between the Eyes: This arrow is made of a violet orachalium alloy shaft which is covered in many platinum runes, and it possesses a sharp penetrating point. The fletching of this arrow is made of giant horned owl feathers. These magical arrows are + 4 to hit and to damage inflict 2-12 + 4 points of damage to any creature which they strike. If the wielder of one of these arrows scores a to hit which exceeds the minimum roll by 3 then this magic arrow will strike the target between the eyes and penetrate its brain if located in this area. This kills the target instantly with no saving throws. Value: 5,000 gp @.
65-66 + 4 Level Medal of Prowess: This magical medal is made with a 3 in. oval of yellow topaz worth 3000 gp which is affixed to a red gold chain which is etched with many minute yellow gold runes on each link. It is circled by 12 emeralds worth 1000 gp each. This magical item must roll for a randomly chosen alignment, as each device is unique and usable only by that alignment of creature. It adds + 4 levels of experience or Hit Dice to any creature who wears it around their neck. Creatures with the alignment different than that possessed by this device will be afflicted by a - 4 levels of experience or Hit Dice until the device is removed. Creature is gaining the benefit of this device course spell casters will gain spells of the levels of which they have access to at that given time, but will not allow access to higher level magics simply by wearing this device. Player characters of other classes will gain access to any special abilities or gain expertise in Inability already possessed by a character class. The not gain extra proficiencies regardless of the type of creature which wears this device. Value: 65,000 gp.
67-68 + 3 Medium Lance of Piercing: This magical medium lance of an old English style is made of black oak with a mithril barbed head, and the shaft is wrapped with mithril cables which strengthen its length. Around the guard area is a circle of four black diamonds and four silver pearls worth 2500 gp each. This magical devices of a + 3 to hit and + 3 to damage, with the additional ability of inflicting 2x normal damage whenever it's used to charge a foe. This magical device has the additional ability to treat all armor classes encounters as if they were armor class 9 if they are a metal armor. Leather armor is treated normally. This magical lance has additional ability to cause a random critical hit if the minimum number to hit is exceeded by five or more. Use my random critical hit Tables. This magical device also has the abilities to possess an intelligence as outlined in the DMG. Only creatures possessing a 16 or greater strength may wield this device. Value: 50,000 gp.
69-70 + 3 Throwing Mace of Holding: This green adamantine alloy and with silver runes & highlights all about it surfaces, including its four flanged mace head, which is topped by a 1000 gp green sapphire. The shaft has a counter balancing lodestone on the bottom of the shaft which is enchanted so that the mace can be thrown without penalties, as long as the owner is proficient with the mace. This magical weapon is of a + 3 to hit and to damage quality which in flakes 2-12 + 4 points of damage with each successful attack made. The magic of this mesa allows it to be thrown at targets up to 9 in. away with the above stated damages. It also causes any creature struck by a to make the saving throw verses magic spell or be held as if struck by a holding spell. The magic of this device also allows the caster to recall the weapon to his hand with the command word "Hearken". As with all magical weapons this magical device is allowed a possibility of possessing an innate intelligence through use of the DMG intelligent sword tables. Value: 45,000 gp.
:D
MatanThunder
04-28-2007, 05:34 PM
;)
71-72 + 3 Staff of Life Force Stealing: This 7 ft. long and 2 in. in diameter black oak staff is shod in mithril ends & wrapped in reinforcing mithril cables, and the mithril ends have 5,000 gp black diamonds mounted on them. This magical devices of a + 3 to a hit and to damage quality which inflicts 1-6 + 3 damage on any successful to hit roll. Whenever this device strikes the target it also releases a burst of negative plane energy that brings one level or hit dice of experience from any creature struck. This magical device does not possess any charges, and is only usable by a character class's of a clerical nature. As with all magic weapons this magical device allows a possibility of possessing an innate intelligence through the use of the DMG intelligence sword tables. Value:30,000 gp.
73-75 Silk Scarf of Leadership: This large magical blue silk scarf is sewn with gold and platinum wires and runes about it surface. It has 14 blue diamonds inset around its edges which are worth 250 gp @, which or held in the silk with golden mountings. This magical device will make the wearer seeing a + 2 to charisma and ego whenever this device is worn. The magic of the scarf also allows the wearer to become a leader and tactician, and the character actually gains a tactical proficiency. There is a minor curse associated with this device which causes the wearer to act harshly to anyone questioning their authority or intrusions upon their tactical command in or out of combat. They will react violently whenever someone notes that their demeanor has changed since they have worn this magical device. They will attempt to stop all attempts to remove the magical score from them unless a successful remove curse is cast upon them by a 12th level spell caster. Of course the removal also removes the special benefits which this magical device bestows. Value: 20,000 gp.
76-77 Black Opal of Undead Influence : This magical device is an 8000 gp black opal with a round cut would set into a golden locket. The magical device possesses several platinum runes on its surfaces also. This device allows any class of player characters radiate and undead turning aura as if they were of 10th level cleric, for as long as they gaze into the depths of the opal which requires total mental and visual concentration upon this magical device. Any clerical classed individual will gain an innate + 4 to their levels of clerical undead turning ability when they wear this device. This magical device can only affect 20 hit dice or levels of undead it any given time, but the device may be used on other undead if it destroys a particular undead creature on a previous round of concentration or usage. All undead to be affected must be within the 30 ft. radius of the user of this device. Value: 40,000 gp .
78-79 + 2 Staff of Landfall: This magical staff is 6 ft. 2 in. tall and 1/2 inches in diameter made of a grey steel/mithril alloy which is topped with a single 10,000 gp yellow diamond. The entire length of the staff is in great with yellow gold runes, and has a mountain like design on its length also. This magical devices of the + 2 to hit and to damage quality in inflicting 1-6 + 2 points of damage per successful strike whenever it is wielded. Also upon the command word "Dragonama" and the staff is touching the ground with the yellow diamond creates a single 10 ft. by 10 ft. by a 30 ft. deep pit is created directly in front of the area where the staff is touching the ground. It materializes in one melee segment. It can allow access into areas which its depths can reach or drop the foe into a 30 ft. pit by surprise. This magical part of the device possesses 21-30 charges and the magical nature of the staff allows it to be recharged with a lvl 4 dig spell. The magical pit created by the magic of this device will fade after 1 turn, which causes any creatures caught within its confines to be hurled out of the closing pit and lie prone on the ground for 1 round. The closing of the pit leaves no telltale signs. As with all magical weapons this devices allowed a chance at having an innate magical intelligence as per the DMG sword tables. Value: 35,000 gp .
80-81 + 4 Rune Staff of Traps : This magical staff is 8 ft. long and 2 in. in diameter composed of 1/2 deep red crystal 1/2 deep blue crystal with many silver runes upon it. This device has a 6 in. long orachaluim skull upon the top of it with a 2500 gp snow tear in one eye socket and a 2500 gp heart stone set in the other eye socket. This magical devices of a + 4 hit and + 4 to damage quality inflicting 2-12 + 4 points of damage per successful strike. This magical device has three special powers the draw upon the 41-50 charges which this device possesses. The first power of this device is the ability cast to a fire trap spell level 3 as a 12th level mage inflicting 16-64 points in damage within the 10 ft. diameter sphere from the desired item, with all other spell particulars as detailed in the player's handbook. There is no saving throw for the damage inflicted by this spell. These magical runes may be placed upon any surface where it glows red for one melee segment then goes invisible awaiting any creature that break the magical runes surfaces. The second power of this device is the ability to place a cold trap similar to the firetrap as detailed above, inflicting 8-32 points of damage within a 20 ft. diameter of the rune which glows blue for one melee segment before disappearing. There is no saving throw for the damage inflicted by this spell. The third power of this device is the creation of the meteor swarm trap which inflicts 8-48 points in damage to all within the 30 ft. diameter sphere that glows purple for one melee segment upon completion and then disappears. This trap allows no saving throw for damage inflicted by the rune.
All of the powers of this device requires two rounds of uninterrupted concentration which is the time necessary to create the rune upon the surface. Only 3 powers may be activated in any 24 hour period. This magical device may possess an innate intelligence as described in the DMG intelligent sword . Value: 60,000 gp.
:rolleyes:
MatanThunder
04-28-2007, 05:35 PM
;)
82-83 4 Sided Dice of Power: Value: 5000 gp
84-85 6 Sided Dice of Power: Value: 10,000 gp
86-87 8 Sided Dice of Power: Value: 15,000 gp
88-89 10 Sided Dice of Power: Value: 20,000 gp
90-91 12 Sided Dice of Power: Value: 25,000 gp
92-93 20 Sided Dice of Power: Value: 30,000 gp
These varied colored jewel-like crystalline dice are embossed with gold numerals etched into the surfaces of the dice regardless of the number of sides the dice possesses. These magical dice have the following random powers or disabilities which are indicated when the dice are rolled and the particular number present itself. Any player characters class we roll the dice, and any dice can be rolled twice by any player character before they must be passed on to another player character so they may roll their own dice.
1) This magical dice roll allows its recipient earn enough experience points in 30 days to gain 2 levels and achieve the midpoint of that second level.
2) This dice roll allows the recipient to gain 1 ft. in height and gaining 50 lbs. of weight which leads to a + 1 to strength .
3) This magical disability will not reveal itself until the recipient next goes into a combat situation. The ruler is then affected by a consistent two weeks of rolling fumbles in combat situations regardless of what the dice roll actually shows. This curse requires 2 full wishes to end the fumbling spree prior to the actual of two weeks expiring.
4) This potent disability causes a gravitational flux upon the dice, which increases the gravitational field 10x. In 1 horrific round the dice ruler will collapse upon themselves and die in a bloody puddle.
5) This dice roll causes a grey negative material plane beam of force to emanate from the dice striking the ruler in the chest and draining 2 levels of experience in one melee segment .
6) This roll of the dice causes the afflicted creature to loose 1 ft. in height and 1 strength point in one round .
7) This roll of the dice bestows upon the dice roller to gain 2 additional usable arms and a bonus of + 2 to dexterity to help with their usage.
8 ) This roll of the dice allows a spell casting recipient to regenerate 40 levels of spell power at will one time. This regeneration may be withheld until the spell caster wishes it to be used. The spell caster will glow briefly for 2 rounds as they regenerate and assimilate the spell power .
9) This dice roll causes the roller to be afflicted with deafness for one year duration.
10) This dice roll causes a magic item to materialize directly in front of the dice roller, which is unfortunately wielded by a Grey Slaadi .
11) This dice roll afflicts the recipient with the loss of flesh his senses of smell and taste for the duration of one year .
12) This dice roll allows its recipient to create a temporary magical mirrored directly in front of them. This magical mirror encases an entity which is of a superior intellect which will answer questions 50% of the time they will lie and 50% of the time they will tell the truth. The question is phrased in 12 words or less, and may relate to anything on the prime material plane upon which the dice roller finds them .
13) This dice roll causes the recipient to become blind for one year, unless they use 2 wishes to negate this horrible affliction.
14) This dice roll causes the recipient to become the electrified with 2-12 points of damage for the duration of one month. During this time to touch or metal weapons can confer this electrification as a bonus to damage during this time period. The recipient of this power will glow blue in a 10 ft. diameter equal to one-half daylight. 15) This magical power bestows upon the dice roller of the ability call a flame strike upon a target designated by the recipient with a pointed index finger. The flame strike materializes directly above the target creature and it is of a 16th level of potency, afflicting creatures up to 24 in. away . This is power can be withheld until desired by the dice roller, but they will be aware that the power is stored ready for use.
16) This bestows upon the dice roller the ability to shoot a purple ray from their eyes at ranges up to 6 in. every three rounds for the next 24 hours. The power which is ray afflicts the target with is an unconditional submission which allows a saving throw verses magic spells to avoid its effects. If the saving throw is successful the power is negated, but if the saving throw fails the target creature will unconditionally serve the eye beam user for 1-4. 17) This dice roll bestows upon the recipient the ability to generate a critical to hit roll at will. This power may be saved until a critical battle is taking place. The use of this power requires the command word " Die ".
18 ) This dice roll afflicts it roller with a maniacal form of insanity which causes the dice roller to become a homicidal maniac. This homicidal streak lasts for 30 days during which time the recipient will try to kill any creature in the encounters friend or foe. The recipient of this horrible power can negate its affect with the use of 2 wishes cast concurrently.
19) This dice roll causes all things carried by the dice roller to fall to the ground at their feet including their clothing the next time they enter a combat situation. The power also causes one random item to become ethereal, at random, and hovers in the border ethereal until discovered or lost.
20) This dice rolled bestows upon its roller the ability to generate an extra special ability from the Arduin Grimiore Tables immediately upon this dice roll . (For other gamers without the necessary tables feel free to grant a special ability).
94-95 + 4 Elemental Battle Axe: This dwarvish style 5 ft. long great double bitted battle axe is made of different elements for each different variant for which this axe is created for. The forms are:
01-25 elemental air grey alloy bit beach handle silver runes on the head
26-50 elemental earth brown alloy bit teak handle yellow gold runes on the head
51-75 elemental fire red alloy bit red-wood handle red gold runes on the head
76-100 elemental water blue alloy bit driftwood handle platinum runes on the head
These magical axes are each enchanted to a + 4 to hit and + 4 to damage and is capable of inflicting 3-24 + 4 points of damage due to the elemental aura which enshroud each type of blade. The holder of this magical device exudes an aura of ozone air, dusty earth, heat shimmer fire, and misty cloud water out to range of 6 in. which inflicts 1 hit point of damage each round which a target creature is exposed to it. Another power of this magical axe is based upon the use of the specialized command word (different for each elemental), and the device wielder striking a vertical stroke which opens a magical gate way into the elemental plane which it represents. This power can be used up to once a month, and it summons 1-3 randomly sized elementals of 1-16 hit dice to serve the devices owner for 1-6 days without question of the orders which the device wielder may request. The elementals will even serve the device even unto their own death. This magical device may possess an innate intelligence as bestowed to intelligence swords in the DMG tables. Value: 70,000 gp.
:D
MatanThunder
04-28-2007, 05:36 PM
;)
96-97 Mirror that Melts Armor: This magical device is an 8 inch disk of black obsidian outlined in yellow gold and runes cover the front facing surface of the device. If this device is held with the rune covered side facing outwards and the command word "Dissilution" is spoken all creatures, within a 6 in range and a 45 degree arc of the front of the device, will have any normal metal items they currently possess melt with no saving throw. This melting inflicts 1-6 points in damage for each device melted in this manner to the creature it that wore it. Magical metal items are allowed a - 5 saving throw verses heat or magical fire whichever is worse, and inflict damage as stated above. Items that are made of other substances will also be forced to make a saving throw verses magical heat or magical fire as they are damaged by the melted metals which slough off the affected victims. The dungeon master has the final say over what is affected and how. Value:80,000 gp.
98-99 Ring of Immediate Dressing: This green mithril alloy ring has a 5000 gp green emerald set into its outer ring. This magical ring has the power to record the location of items worn by the device owner, as well as any item held by the device owner when the command word "Setopholis" is spoken. This priming of the device allow any item which is removed to come flying back into place in one melee segment by pressing down on the emerald. The items which are removed can only be replaced if they are within a 10 in. diameter range of the spell caster, and they become misty and insubstantial when they are returning to their preset location in one melee segment. The replacement process can even pass through warded or magically sealed areas, as long as they are not contained in a solid lead container. All of the items that are replaced through the magic of this ring will appear as they were when the item was primed. This magical device does not count against the total number of rings that a player character may wear due to an unique innate magical quality which the ring possesses. Value: 25,000 gp.
100 Ring of Fiery Blasts: This magical ring is made of a red alloy which is etched with yellow gold runes about its surface, with a 4000 gp red ruby which is set in the top of the ring. Upon the command word "Broilella", this magical ring will emit a fiery blast capable of inflicting 10-100 of damage in the 40 ft. diameter out to ranges up to 12 in. distant. This device will function up to eight times per day, and it must be recharged in sunlight for one hour each day or it will not function. This magical fiery blast if causes all magical and the mundane items to make the saving throw verses heat and fire separately, to determine if they are destroyed. Value: 80,000 gp.
Well using this magic table may make your campaign Dicey at best !!
More to come,
Later
:rolleyes:
Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.
Turn them all into rainbow mushrooms and drop them 300’ to the music of the Anvil Chorus!!!!
Thelandrin
04-29-2007, 11:27 AM
That is half a ton of magic items. Very interesting! Just who is Tim*, as in the Morningstar of? :)
MatanThunder
04-29-2007, 07:28 PM
;)
Why I would say your best bet would be lets say.........Tim the Enchanter.....messes around with bunnies with nasty sharp teeth....
He shortened his name to Tim after the Morningstar (got damaged).
Later
:D
MatanThunder
05-27-2007, 12:15 AM
:D
Table VII
By Matan Thunder
01-02 + 4 Shield of Strength Draining
03-04 Tapestry of Journeys
05-06 + 3 Garrote of Strangling
07-08 + 3 Robe of Plant Control
09-10 + 5 Darts of Slaying
11-12 Tome of Ignik Soboche
13-14 Headband of Deterrence
15-16 Vortex Bottle
17-18 + 3 Collar of Twisting
19-20 Urvile Loremaster Staff
21-22 Boots of Striding and Sticking
23-24 + 3 Stiletto of Life Force Stripping
25-26 Holly of Druid Spell Storing
27-28 Horn of Subsonics
29-30 + 3 Long Sword of Shooting Blades
31-32 Wand of Explosions
33-34 + 2 Belt of the Whipping
35-36 + 7 Helm of Wisdom
37-38 Flask of Liquid Hole
39-40 Tome of Isef
41-42 Whip of "Gotcha"
43-44 + 3 Claw Gauntlet
45-46 Librahm of the Silver Golem
47-48 + 4 Military Pick Axe
49-50 Bracelets of Truth
51-52 Horn of the Deathkiss
53-54 Cloak of Blinding
55-56 + 4 Long Composite Bow of Zanian Mot
57-58 Book of Asrar Nemon
59-60 + 3 Bracers Icicle Bolts
61-62 Jonah's Ring
63-64 Fireflight Necklace
65-67 + 4 Hand Crossbow Crystalkill
68-69 Mirror of Magic Drain
70-71 Horn of Protest
72-73 + 3 Sling Staff of Protection
74-75 Book of Dominium
76-77 Key of Contortion
78-79 + 4 Buzzsaw Shield
80-81 Ring of the Dragonfang
82-83 Librahm of the Gold Golem
84-85 Gloves of Disorder
86-87 + 6 Spear Bunyina
88-89 + 3 Helm of Seeing Mists
90-91 Geode of the Prison
92-93 Key of Discovery
94-95 Bracelet of Oops
96-97 Figurine of the Black Archer
98-99 Boots of Gravity
100 + 3 Mace of Pulping
01-02 + 4 Shield of Strength Draining: This magical shield is made of gold and a red metal that creates a sparkling red alloy of great strength. The center and outside circumference of the shield is decorated in various sizes of rubies worth 20,000 gp. This magical device bestows on its user a + 4 to armor class and saving throws whenever it is worn on the owners arm . The primary magical power of the shield is its ability to project a red sparkling ray which is launched from the center of the shield which is able to lash out 6" range and affect 1-6 creatures within 20 ft. of each other. All creatures must make the - 4 saving throw verses magical spell or they will sustain a temporary strength drain of - 3 points which takes six hours to recover from. If successful saving throw negates the power of this magical ray. If a creature loses all their strength points through use of this magic item then they die. Once the magical ray has struck a set of creatures it returns to the shield all of which requires only one melee segment. This strength draining ability confers the drain strengths of the target creatures into its wielder up to a 25 strength maximum. When the strength drain hits 18 it requires 1 strength point for each + 10% in strength advancement until it reaches 19 strength. This magical strength conferring on to its owner dissipates at the rate of one strength point per hour. Due to be exhaustive nature of this magical ray the user may only activate this power one time for each constitution point they possess. Value: 75,000 gp.
03-04 Tapestry of Journeys: This simple blank tapestry is 4 ft. high by 5 ft. long of red material is activated by the command word "Threshar". Once activated the magic power of this device will continue operate until the command word is repeated a second time. During this time in magical needle and thread appear on the device and follow the path of adventurer who activated it. The magical power records the adventures in rich embroideries upon the tapestry surfaces in a continuous left to right fashion as the player character continues upon his given tasks. The tapestry richly embroiders key segments of the venture in small 1 in. by 1 in. pictures on it surface, with written notations based upon the key events. Upon the command word "Clearessa", the device will clear its surfaces and start again if the command word above is once more used. Value: 25,000 gp.
05-06 + 3 Garrote of Strangling: This device is made of the finest dragon leather and mithril wire, with 2 blue crystal handles at either end of the device. The strength of this device is so great that it requires a 22 of greater strength to break it. The garrote stores itself within the crystal handles when not in use, and is 4 ft. long if fully extended. The device owner can mentally preselect the amount of garrote will links that they require in any given situation. The weapon itself if properly used inflicts1-4 + 3 points of damage to a single target in the single round. The device continues to inflict a continuous 2-12 + 3 points of damage each round that the device owner maintains pressure on the strangulation of the creature targeted with this device. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 70,000 gp.
07-08 + 3 Robe of Plant Control: This magic robe is made of many tiny green jade tiles with a golden great oak engraved upon each of them. Their sewn together with meteorite cable/thread for each individual tile. The robe is of the + 3 quality for determining armor class and saving throw bonuses that the device confers. The device also confers a + 3 to the wisdom of the device wearer for as long as it is worn. The device also provides the power to its wielder to control 1 unintelligent plant life form within 6 in., which can be up to 12 ft. tall, and command it to attack targets chosen by the device wearer each round of its activation. The plant will remain activated for up to one hour daily. The plant can never be compelled to attack the device owner in any way. This device is usually used to create a living tree, possessing one hit dice per 1 ft. in height and armor class of 2. The animated plant can move up to 9 in. per round and is very supple in its movements. Each lamb of such an animated plant can inflict 2-12 points of damage per strike, and the strikes are mentally controlled by the device owner when this power is activated. Value: 60,000 gp.
09-10 + 5 Darts of Slaying: This 12 in. dart is comprised entirely of a golden crystal and fletched with small roc feathers sewn to the shaft with gold wire to stabilize it in flight. This device functions as an "Arrow of Slaying" in all ways for determination of class or creature type to be slain refer to the DMG magic item description for determination of the type. Each time this device is successfully used it breaks apart upon the failed saving throw of the target creature in the blast of golden sparks. Value: 10,000 gp.
:cool:
MatanThunder
05-27-2007, 12:16 AM
:rolleyes:
11-12 Tome of Ignick Soboche : This heavy demonhide leather bound tome is always trapped with a 17th level, firetrap spell level 3. If this trap is not removed the entire device will be destroyed in the conflagration that takes place upon the activation of the trap. If the device owner removes the trapped they are capable of reading this Tome. The material contained within this magical tome takes three months to read and allows the device owner to successfully capture and control a single lesser Tanari, Baatezu, or Yugoloth to perform a single service for them after the proper sacrifices are made to the creature. The use of this device is considered an evil act in any case as it requires 10 Hit Dice of sacrifices to be made to the creature during the conjuring sequence. The creature will try to twist the conjurer’s word in order to change the mission they were commanded to undertake. There is a base 35% chance that this occurs with a - 5% to that chance for each one hit dice of creature sacrificed in the conjuring ritual which this device details how to undertake. If the wording of the mission is not properly orchestrated it indicates that the creature has found a 75% chance way of causing its conjuror to suffer physical attack or harm from this manipulation of its command. The device owner can command the creature to undertake any tasks regardless of their duration that such a creature is capable of performing. This because a more complex task to take a lifetime to complete if the command is properly worded. The power of this magical device provides all components necessary to summon that creature, except for an actual name which must be garnered from the outside source prior to this spells activation. Once this device is read this device teleport randomly 100-1,000 mi. distant to the random treasure trove. Value: 30,000 gp.
13-14 Headband of Deterrence: This magical headband is made of solid mithril squares inlaid with a single ruby and gold leaves surrounding it. The device has eight squares of mithril which magically sizes itself to fit at the wearer, and is sewn together with mithril wire. Each tile has a single rune of power transcribed upon it. This magical devices power is its ability to radiate a slowness field in a 2 in. radius which allows no saving throw verses the affect for creatures attacking or seeking to harm the device wearer. The magical device also possesses the power to launch eight beam of blue energy simultaneously at 60 degree intervals out to the range of 5 in. which inflict 5-40 points of damage to any creature caught in the beams one melee segment duration. These magical beams of energy can only be launched once each 3 hours, and are recharged by the sun with 3 hours of exposure daily required to maintain the devices energy needs. The energy of these magical beams will seek out targets with a hostile intent, and easily pass through multiple creatures out to range limitations. Value: 60,000 gp.
15-16 Vortex Bottle : This black obsidian bottle is inlaid with indecipherable gold runes on its surfaces. The plug on this magical device must be opened in order to activate a powerful magical vortex 180 ft. tall which draws objects and creatures into the magical plane of Limbo. Once this device is opened up its draws everything within a 180 ft. diameter into this magical devices opening magically no saving throw during its 1 turn duration. Only objects that are nailed down are immune to the effect of this device. The portal remains open for 1 turn before the device closes magically by sucking the stopper back into the bottle. Value: 10,000 gp.
17-18 + 3 Collar of Twist : This sparkling blue crystal collar is etched in silver runs and inlaid with six diamonds around its circumference worth 2000 gp each. Once this hinged device is latched around its owners neck in activates its magical power which is quickly felt. The interior of the collar ejects 6 sharpened spikes 2 in. long into the victim's neck which is accompanied by a rapid twisting motion of the collar which takes one melee segment. This trapped inflicts 10-100 points of damage on a victim of this device. Continues to rotate and inflict damage each round until 24 strength points are brought to bear in attempts to break the latch by the victim and possibly his companions. Value: 25,000 gp.
19-20 Urvile Loremaster Staff : This device appears to be a common wooden stave with the ends shod in iron. In reality this device functions for all mage class's above 6th level and specifically the creature called the urvile, from the lord foul's bane series of books. This magical staff is of a + 3 quality to hit and to damage and will inflict 1-6 + 3 + 10 points of acid damage to any creature struck by this device . The prime power of this device is to cast 5 hit points per level of potential spell casting energy that is channeled through it in a gout of black acid out to ranges of 1/2 inch base by 5" wide terminus by 10 in. long. The final and most potent power of this device is its ability to channel magical spell energy and other staff, rod, and wand effects through it in the formation known as a power wedge. For each 1 spell level or 1 device charge the staff funnels the additional energy through this device and its activator in a single additionally damaging blast of magical acid. Those who use the staff of their magical energy focusing will need to stand in a triangular formation of 3, 6, 10, 15 individuals in order to utilize the power to the staff. There is no upper limit to this potential additional damage emitted from the staff . All creatures are allowed a - 2 saving throw verses magic staff in order to sustain only 1/2 damage from the acid. The acid can inflict also reduce damage by 1/2 damage further if water is swiftly used to douse the area afflicted by the acid burns. All creatures in the power wedge will take 1 melee segment to focus the magical energy through the staff holder who focuses it on the target area. All creatures involved in the power wedge may take no other actions during the round in which the power is initiated. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 80,000 gp.
21-22 Boots of Striding and Sticking : This magical set of boots appeared to be Boots of Striding and Springing even to the most thorough of magical detection and identification magics. The curse which these devices possess is activated when the creature is next involved in a combat situation within 10 ft of the hostile creatures reach. When this occurs the curse glues the device wearer’s feet to the ground and glues their feet inside the boot. The hostile creature can then wreaks it attacks sequence upon the victim of these cursed devices. The only way to release a victim's feet is to use wine as a solvent for the glue which adheres to the victim. Value: 5000 gp.
23-24 + 3 Stiletto of Life Force Stripping: This weapon is made of a single piece of obsidian wrapped in a demonhide grip and covered with demonic runes of the lower plane upon the blade. This device is a very potent evil device which hungers for the souls of creatures on attack with it. If this device successfully hits the target creature it is of the + 3 quality inflicting 1-4 + 3 points of damage, but if successful the to hit roll forces the target creature to roll a die 20. If the dice roll is 1-10 they lose all their life force levels in the single strike, but if a 11-20 is rolled only 1/2 of their levels or hit dice are drained away by this device. The dagger howls and moans as it strips the life force away from targeted creatures. Whatever the result 1/2 of the drained hit dice or levels will be conferred upon the device user, but will drain away at the rate of one hit dice or level for each turn after it was originally drained away. Undoubtedly this could cause the character to gain multiple levels on a temporary basis, but is only usable in directing attacks upon other creatures or improving skills that require no learning processes in order to activate in utilize them. The curse of this device is its innate ability which can be turned against its owner if a fumble his rolled and the owner is struck by a weapon by accident. At that time the owner loses the appropriate levels dictated above, but gains one half of them back on a temporary basis. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 80,000 gp.
:eek:
MatanThunder
05-27-2007, 12:17 AM
:rolleyes:
25-26 Holley of Druid Spell Storing: This appears to be normal holly leaves and berries when discovered by a druidic creature capable of utilizing these items. These devices will be discovered in caches of 5-8 leaves and berries. Each leaf and berry enables the druid to activate a single druid spell of their choosing with one melee segment of thought. This device serves as the material component, if any, for any spell cast with them. The spells cast but these devices are activated at the owner’s level of experience when they are cast. Value: 5000 gp @.
27-28 Horn of Subsonics : This 18 in. long ox horn is inlaid with golden runes and many small precious gemstones worth 11,000 gp. If this device is sounded a horn emits a cone-shaped blast of sonic energy 2 in. wide base by 6 in. long by 4 in. wide terminus zone of effect which causes all creatures within to make a - 6 saving throw verses magic wands or be afflicted with a loss of equilibrium. This causes all creatures fall down within this zone for 1-6 melee segments, and will even inflict monsters as long as they have auditory organs. The device can be sounded an unlimited number of times daily but the device owner must also make a saving throw to avoid the equilibrium disorienting effect. Value: 30,000 gp.
29-30 + 3 Long Sword of Shooting Blades: This 45 in. long sword appears to be made of a mithril-steel alloy but is configured to possess 2 exterior blades of 36 in. in length. These extra blades appear opposite sides of the main blade and can be fired at ranges of up to 60 ft. without incurring any range penalties for the shot. The blades are jetted away from the hilt by miniature air elementals captured inside the hilt out to range of a 180 ft. limitation. Ranges out to 60-120 ft. are considered long range and at-2 to hit, while ranges of 121 ft.-180 ft. are considered long range and are made at -4 to hit. When all three blades all are on this device it inflicts 9-30 + 3 points of damage for each blow, but will subtract - 3-9 points of damage from each blade unavailable due to its being shot at some target creature. These blades automatically return to the device one melee segment after impacting the target creature, usually leaving a very large hole. The blades may be shot individually at separate targets in the same melee round. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 85,000 gp .
31-32 Wand of Explosions : This what is made of a rainbow colored crystal with platinum runes upon its length. There is a single 1000 gp white diamond on the tip from which the magic of this device is ejected. If this device is activated by the silent mental act of will of its owner it detonates the gemstone inflicting 6-60 points of damage within 10 ft, 5-50 points of damage out to 20 ft., etc. to all creatures within the affected area. This takes place in a single melee segment which is followed by a one melee segment of a level 2 magic mouth appearing and saying " Oops, booby trapped!! ". The power of this magical device cursed causes it to reform in one round and then teleport 1-100 mi. in a random direction on the following round. This device is the bane of many magic users. Value: 11,000 gp.
33-34 + 2 Belt of Whipping : This magical belt will appear to be a normal heavy leather black belt with a gold buckle. The device has five 1000 gp blue diamonds set equidistantly around its length. This device is of a + 2 to hit and damage quality ball whip which inflicts 3-12 + 2 points of physical damage or 6-24 + 2 points of submission damage. Each time this device strikes the target creature it must make a saving throw verses magic wands or be affected by a hold person spell for 1-4 rounds for each strike. The magic of this device allows it to grow or shrink on silent mental will commands of the device owner up to a 30 yd range. The end of the device can follow simple mental commands of its owner to enwrap target creatures within its length, or enwrap structures as needed by the device owner, who is most often a thief. The third power of this device is to become a lasso of + 2 quality and requiring a 20 or greater strength to escape it if the creature is lassoed with it. This device has an armor class of - 2, and it can sustain up to 30 hit points to a specifically targeted cumulative location on it before it is broken or severed. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 35,000 gp.
35-36 + 7 Helm of Wisdom: This helm is made of a brasslike alloy that has the strength of steel. It is inlaid with many runes and has four large white diamonds set in it effect worth 1000 gp each. This magic device confers upon its owner a + 7 to armor class and saving throws, and gives its wearer a + 6 to Wisdom for as long as the device is worn. During this time a wearer is capable of the having a photographic memory in all senses of the word. The device also gives its owner a 70% chance of sensing danger when within 6 in. of that danger. This heightened sense can pass through any type of substance or blockage, and the owner senses this occurrence as a muffling of sounds around him when the attack is about to occur. The wearer will not know the location or direction the attack will be coming from, only that eminent danger is nearby. Value: 120,000 gp.
37-38 Flask of Liquid Hole: The substance in this flask has a thick tar like consistency when it is poured out of its nondescript flask. Once the material has been applied to the surface the owner may spread the material in the desired shape for one round after its exposure to air. This magical material will automatically create the hole in any type of substance short of lead or adamantine. The depth of hole is 10 ft., and each flask has enough material for 2-8 separate applications. The surface area covered by this material can never exceed 10 ft. by 10 ft. when it is spread about. This magical hole material may be picked up and reused for up to 2 turns after its original application to the surface. This material automatically ruptures devices such as bags of holding and portable holes as they are extra dimensional spaces. Should this happen DM's should referred to random ejection into the ethereal plane of existence. Value: 20,000 gp
.
39-40 Tome of Isef : This device appears to be a plane weather-beaten tome of non-descript nature. Utilization of this device is considered an evil act in regards to alignments of the spell caster. This magical tome requires three months to read completely and upon completion of allows anyone capable of spell casting to call into existence a least tanarri, beaatzu, or yugoloth once the spell caster finds the necessary true name of a specified demon. The conjuration of this device requires sacrifices of living creatures of hit dice or levels equal to the conjured creature. The owner of this device is able to command the creature called forth to perform one action of an indefinite time period which is specified at the creatures conjuration. Creatures of this nature never serve willingly and will seek to manipulate the wording to thwart its conjuror and this devices owner. This tome can be used in a unique way up on a recent battlefield, where it will have a 35% chance of having a successful conjuring and a 70% chance if time is taken to set up the ritual properly in this battlefield situation. Once the device has been read this device teleports randomly to a treasure 100-1,000 mi. distant. Value: 25,000 gp.
:cool:
MatanThunder
05-27-2007, 12:18 AM
:cool:
41-42 Whip of Gotcha: This 18 ft. long whip is made of green dragon skin wound with mithril wires & cables with an ivory handle. This magical devices of a + 5 quality to hit and to damage when used in combat. This is a cursed device that will activate only when it is brought into combat against hostile creatures. In this situation the whip will enwrap the device wielder and hold them immobile until a successful remove curse is cast upon its wielder. This device pins the arms and legs of its wielder together and then tightly wrapped around the wielders body. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 10,000 gp.
43-44 + 3 Claw Gauntlet: This magical retractable claw device is made of a blue silver alloy of mithril which protects the device wielder entire hand in plates of the alloy. This device is of a + 3 to hit and to damage quality inflicting 3-24 + 3 points of damage with each successful to hit. This device can be used to strike twice per round regardless of the player characters class. The device possesses the special reservoir which can contain 5 doses of a selected poison applied into the reservoir prior to the devices being used. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 65,000 gp.
45-46 Librahm of Silver Golems: This book is 12 in. tall by 3 in. thick by 8 in. wide and made completely of silver sheets sewn together with silver wire. The instructions given within this book which takes three months to read allow its owner to possess the ability to construct a single silver golem with two months of construction time. The reader of this device must also spend 30,000 gp for the necessary materials to make this type of golem. The following spells are necessary for the construction of this device in addition to do this tome: level 9 Wish, level 8 polymorph any object, level 8 permanency, and 10 consecutive level 3 lightning bolts spells. After this magical device has been read it teleport randomly 100-1,000 mi. in a random direction. Value: 35,000 gp.
47-48 + 4 Military Pickaxe : This weapon has a oak haft, with a silver blue meteorite metal weapon head on the device . The haft is wound with mithril wire and runes about this device. This magical devices of a + 4 quality to hit and to damage inflicted 3-21 + 4 points of damage to any creature struck by it in combat. Whenever this device is used to strikes stone it excavates a 1 ft. by 1 ft. by 1 ft. chunk of that material as it turns into medium-sized gravel. The final power of this device is its ability to detect gems and minerals within the 20 yd radius, and is able to estimate the values of gems or qualities of ore with 1 round of observation of the materials in question. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 45,000 gp.
49-50 Bracelets of Truth: This device is made of platinum with one black and one white diamond imbedded at either end of the device worth 2000 gp each. The owner and wearer of this device must concentrate on either the black or white diamond in order to discern the following information: the black diamond detects if the lie is spoken within a 6 in. radius of the device owner, and a white diamond detects if the truth is spoken in that same 6 in. radius. Either gemstone glows when such an occurrence happens. Upon the command word "Tharza", the device can be commanded to show an illusion of the truth whenever the lie section of this device is activated which will last until the truth is revealed by the Illusion. This power can be used up to three times a day only. Value: 50,000 gp.
51-52 Horn of Deathkiss : This device 6 ft. long white elephant tusk is covered in gold in leaves and magical runes as well as having sapphires, emeralds, and diamonds worth 30,000 gp set into the sides of this magical device. This cursed magical device will afflict any creature attempting to sound it in the normal manner. The creature must make a - 4 saving throw verses poison which if successful causes them to sustain 5-50 points of damage and inducing a 50% chance of falling into a coma for 1-6 years no saving throw. Those creatures failing their saving throw are affected by a rapid acting neurotoxin which kills the creature in 4-10 seconds. Value: 35,000 gp.
53-54 Cloak of Blinding: This long purple cloak is made of silk sewn with mithril and gold thread along its outer edges and possessing 10 gold pearls worth 1000 gp each sewn about the lower hem of the item. Around the collar of this device are set 8 perfect stars diamonds worth the 5000 gp each. These gemstones are set equidistantly or around the collar circumference. This device bestows upon its owner a + 2 to their strength level of ability whenever the device is worn. Unfortunately the curse of this device is activated upon entering combat the first time after it is worn. This curse causes the cloak to swirl up and encase the head of the device owner and obscure his vision. Value: 60,000 gp.
:rolleyes:
MatanThunder
05-27-2007, 12:19 AM
:rolleyes:
55-56 + 4 Long Composite Bow of Zanian Mot: This magical bow is made of an unknown flexible blue crystal material with a single white diamond set into the front of the bows face directly above the arrow guide area. The value of the gemstone is 5 5000 gp and surfaces of the blue crystal or covered in gold inlays and mystical runes. The hand gripping area and the bowstring all are made from wound mithril cables and aboleth leather skin. This boat is of a + 4 quality to hit and to damage in inflicting 1-6 + 4 + 20 points of special damage on each successful to hit roll. This special damage is caused as each arrow is fired from the device as the missile is encased in any lightning bolt capable of inflicting 20 points of an electrical damage. Any missiles used in this manner are destroyed in its strike upon the target. Creatures struck by this magical lightning receive a saving throw verses magic wand in order to sustain only 10 hit points of electrical damage from this attack. This magical device must be recharged in a natural lightning storm once per month wherein it is a natural lightning rod and will attract and natural lightning strikes in order to recharge its potent magical story of lightning. The device takes no damage from a lightning strike whatsoever regardless of its source . As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 100,000 gp.
57-58 Book of Asrar Nemon: This magical book is bound in green demon hide sewn with mithril threads and inlaid writings. The power of this magical book is its capability of summoning greater tanarri, beaatzu, and yugoloth type creatures which the spell caster must possess their secret true name which must be garnered separately from this magical device. This device takes three months to read. Utilization of this magical device is considered a evil act in regards to the alignment of the player character. This device requires the sacrifice of creatures up to the level or hit dice of the creature to be summoned in order to achieve a proper conjuration. Spell casters are also recommended to install the appropriate circles of protection as the summoned creature usually seeks to wreak vengeance upon it summoner by devouring them. A spell caster who owns the device can elect to use a recent battlefield in lieu of the proper sacrifices listed above with a 25% chance that the summoned creature will except this alternative form of sacrifice without the proper conjuration preparation, or 65% chance successful if the proper conjuration preparations are undertaken by the device owner. Once the device has been read this device teleports randomly to a treasure 100-1,000 mi. distant. Value:30000 gp.
59-60 + 3 Bracers of Icicle Bolts: These 8 in. long magical bracers are constructed of 1/2 inch square pure white marble intricately sewn together with pure platinum wires to bonded these marble pieces together. Each square of marble has a single white diamond set into each square worth 250 gp each. This device is of a + 3 to armor class and saving throw due to a magical field which they exude. The secondary magical power of this device allows its owner to point at the designated target and by silent mental act of will lash out to ranges of 6 in. with a six-foot long bolt of icicle inflicting 3-24 points of magical damage to the single target. The creature is allowed a saving throw verses magic wands in order to take only 1/2 damage. This device has 41-50 charges which can be recharged with the use of a level 5 cone of cold spell. Value: 45,000 gp.
61-62 Jonah's Ring: This magical rain has 10 blue sapphires set equidistantly around its circumference which are each worth 500 gp. As the name would indicate this is a cursed magic object which causes its wearer to suffer bad luck for as long as the ring is worn. The device magically grafts itself onto the finger of its new owner when it is first worn. Only a successful dispel magic and remove curse by at least a level 16 Cleric can successfully remove this device, unless 2 wishes or used consecutively league. The nature of this curse causes the player character to make 2 dice rolls each time they try to perform a task or function and always take the worst possible dice roll results. This occurs extends itself out to a 20 ft. radius of the device owner and causes all other creatures within this zone to also make 2 dice rolls and take the worst result for as long as there are within the range of this power. Value: 35,000 gp.
63-64 Fireflight Necklace: This beautiful mithril chain necklace has a single perfect 2 inch diameter red ruby attached to it which is itself covered in many mithril runes etched into its 5000 gp facets. Upon the command word "Iflagrago", this device allows its owner and all this equipment to turn into a white hot ball of magical flame with vaguely human outlines which can move at a rate of 40 in. per round for up to one hour daily, which can be used in smaller increments of time simply by re-entering the command word to shut the power on and off. Any creature coming within 10 ft of the device user while in this form will suffer 3-24 points of fire damage, creatures coming within 20 ft. sustain 2-16 points of damage, and creatures up to 30 ft. away sustain 1-8 points of damage when the flame power is in activation. While in this form the user may use and activate all of its items normally, but should be wearer of this still lies ever encounter cold exceeding 100 hit points in the single round or water damage in that same amount will cause the device to explode violently inflicting 5-50 points in damage to all creatures within 30 ft. of this detonation point destroying the device permanently. The wearer in such a situation will automatically suffer 10-100 points of damage and will need to make saving throws verses magic fire at - 4 for all devices and objects held on their person when this power was initially activated. Value: 65,000 gp.
:cool:
MatanThunder
05-27-2007, 12:20 AM
:rolleyes:
65-67 + 4 Hand Crossbow of Crystalkill: This magical device is constructed of the clear crystalline substance with a rainbow hued affect shifting through the crystalline material as light please upon its surfaces . The surfaces of the device are covered in gold inlays as well as possessing a single rainbow diamond worth 10,000 gp set directly under the quarrel guide of the device which ejects the magical power from that point to encase the quarrel. This device automatically re-cocks itself so that it may be fired up to 3 times in a given round. This device is of the + 4 to hit and to damage quality in inflicting 1-6 + 4 points of damage for each successful strike, with an additional 2-12 points of damage inflicted by the magical crystalline encasing of any bolt fired from this magical hand crossbow. The device can be dry fired so that it only inflicts 2-12 + 4 points of damage whenever the device owner is out of ammunition. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 50,000 gp.
68-69 Mirror of Magical Draining: This magical mirror is made of burnished mithril perhaps 5 in. high by 2 in. wide by 2 in. thick with a heavy golden frame 2 in. thick surrounding its surface. The device has 10 black opals set equidistantly and around the edges of the frame each worth 600 gp. Whenever this device is activated upon the command word "Dilutiono", it emits a beam of grey-blue energy that is 5 in. long by 2 in. high by 2 in. wide along a pathway directly in front of the mirrors facing which causes any magic items or spells in that area to be affected by an ultra powerful dispel magic which neutralizes all spell powers and spell affects in that zone for 1-6 melee rounds. This effect is similar to that exhibited by a magic dead zone as described in the forgotten realms. This device possesses the 51-60 charges when it is first discovered and must be recharged on a monthly basis by allowing it to rest in the zone of dead magic/no magic for 24 hours in every 30 days. This recharging must take place in a continuous fashion. Value: 65,000 gp.
70-71 Horn of Protest: This 16 in. long horn is made of red crystal with gold runes and inlays about its surfaces depicting a fighter in combat with a giant bear with a sword. The base of the horn has carved red ruby mouthpiece and 6 red rubies set equidistance lead around the mouth of a horn which are worth in total 3500 gp. When this magical devices sounded its becomes apparent to its owner as it teleports a random group of 1-6 monsters within 100 ft. of his location, and heckles them with the following utterance "Hey stupid monster, here monster, come and get your nice death!". This device can be a boon to creatures could make preparation for combat to be initiated on an otherwise uneventful and boring day of questing that is once the first initial encounter has been made. The device will appear to be non magical to identification magics, but will be attacked as a magical item for those seeking to divine its nature. Part of the curse of this device causes its owner to seek to play the horn at least once per day unless they make a successful saving throw verses magic spell to avoid being compelled to sound this device. The device can be sounded any number of times in a given day, but each conjured group of monsters requires one round to appear, and they will not be necessarily evident to the sounder unless the encounter takes place on the featureless plain or in the coliseum. Value: 20,000 gp.
72-73 + 3 Sling Staff of Protection: This magical staff is made of a specially hardened marble with gold swirling inlays are around its surfaces, with a specially created sling attachment made of white dragon the hide leather. The staff itself has six rows of emeralds, sapphires, and diamonds alternated in rows of around its circumference which total in value of approximately 30,000 gp. This magical weapon is of a + 3 to hit and to damage inflicting as a staff 1-6 + 3 points of damage and as a swing inflicting 1-4 + 3 points of damage on a successful to hit roll. This device can be used in the defensive manner by the device owner foregoing any offensive attacks in a round, which improves the device owners armor class by a + 3. This magical protection surrounds its owner in the 10 ft. diameter sphere of a magical energy which causes blows struck against it to rebound upon the creature initiating the attack attempt. This protection even occurs on attacks from behind. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 35,000 gp.
74-75 Book of Domonium: This magical device is a book with a golden cover inscribed in runes of power with pages made from a fine silk like material covered in human skin. The book is 12 in. by 12 in. by 1 in. thick and had 7 black opals worth 1000 gp each set around the outer edges of the cover. The use of this magical device is considered an evil act in regards to the alignment of player characters attempting to use it. This device can be used in conjunction with a properly obtained true name of a True beaatzu, tanarri, or yugoloth to summon that creature type into the presence of the device reader. This device takes three months to read. The use of this device requires the slaying in a ritual fashion of creatures of an equal hit dice to that of the creature being conjured at that time. This device can be used in conjunction with the recent battlefield in lieu of the ritualistic sacrificing of creatures to activate the summoning sequence. The chances of success without the proper preparation is that 20% success rate, while its proper preparations are undertaken the ritual is 60 percent likely to succeed in the recent battlefield scenario. Once this device has been used to summon a creature it randomly teleports 100-1,000 mi. distant to a randomly selected treasure horde. Value: 35,000 gp.
:cool:
MatanThunder
05-27-2007, 12:21 AM
:rolleyes:
76-77 Key of Contortion: This device appears to be a mithril skeleton key with an ornate handle with a wide variety of gemstones decorating its handle worth approximately 15,000 gp in gemstones. A special magic placed on the device allows identification magics to see individual owners using it to open locks successfully, running them in the fast forward way to show each successful use of their lock picking capability, but concealing the curse of this device. Whenever this device is placed into the keyhole it will automatically succeed at opening the lock, but one melee segment later will inject multiple needles into its owner skin through hidden apertures in the gemstone injecting a virulent poison. The poison causes a saving throw verses poison at - 2 to be inflicted upon the device user regardless of magical or mundane hand protections which are penetrated by the needles created by this device. A successful saving throw indicates that 5-60 points of damage is sustained by the creature using this device, while a failed saving throw indicates that the owner dies in 1-6 rounds in absolute agony. Value: 30,000 gp.
78-79 + 4 Buzzsaw Shield: This round shield is made of a blue alloy of steel and mithril with the jagged pieces of specially hardened obsidian shards around the circumference of the outer shield rim. The device is decorated with golden inlays depicting the forms of lumber jacks hard at work. This device is of a + 4 quality to armor class and to saving throws as long as it is worn on the arm of its owner. When this device is hurled in the discus like manner and the command word "Kidnarra" spoken the device will fly out to ranges of up to 6 in. distant to strike targets and then return to device owners arm magically one melee segment after its attack sequences. This attack form can inflict 4-24 + 4 points of damage as the shield rotates wildly as it flies to make contact with its target creature. This device makes a loud noise of a buzz saw sawing through wood whenever it is thrown at a target creature, and will alert nearby creatures of its presence. Because of its special nature of this device will be allowed to rule for a magical innate intelligence as presented in the DMG under magically intelligence sword notations. Value: 70,000 gp.
80-81 Ring of Dragonfangs : This mithril ring is mounted with a giant ruby 2 in. in diameter whose setting has 2 two inch long fangs projecting upward on either side of the gemstone which is worth 2000 gp. This device grants its wearer a + 3 to armor class and saving throws when the device is worn. Furthermore, in combat situations the ring can be used as a weapon as the fangs of the rings will cause any creature struck by a successful to hit roll to make the saving throw verses poison which if failed will cause the target creature to fall into irrevocable death, unable to be resurrected. If the saving throw is successful the strike with the fist inflicts + 1 points of damage due to the fangs on the ring. The neurotoxin in the ring comes from a inexhaustible source which allows it to be used with multiple strikes any single round. Each successful strike requires a separate saving throw. Value: 25,000 gp.
82-83 Librahm of Gold Golems: This book is 16 in. high by 12 in. wide by 1 in. thick and is made completely of gold of varying thicknesses inscribed with adamantine writing inside the text. If the owner of this device takes three months to read its contents they will be capable of constructing a golden golem at the expense of the 100,000 good points in construction materials. The construction process can be completed in a 30 day period, and requires the following spells in order to successfully create this construct: 10x level 3 fireball spell, level 8 permanency, level 8 polymorph any object, level 9 wish, level 6 enchant the item, and the spell specially prepared inside this librahm known as shape metal which is immediately forgotten when the device has been successfully treated. Among the significant material components in order to create this construct is the brain of a red dragon, and 6 gal. Of red dragon blood which are used in construction of this device. Once this magical librahm has been used to construct a gold golem it teleports itself 100-1000 miles in a random direction away from its previous owner. Value: 50,000 gp.
84-85 Gloves of Disorder: These gloves appeared to be a pair of fine behir leather gloves sewn with mithril thread and covered in mithril runes about their exterior surfaces. This cursed set of gloves will mislead detection and identification magics into believing that it possesses the skills of a general and tactician of the extraordinary skill. Once these devices are put on the owner will never willingly separating himself from the gloves but will appear to be totally normal to their companions. The curse causes the owner to become chaotic evil and totally mad in a very secretive and insidious way. The owner of the device will seek to kill creatures in a genocidal manner whenever some creature gets in the way of his goals which are world domination. The owner will wait until the best moment to strike at those who prove to be obstacles to this goal. The owner of this device will also prove to be excessively paranoid about the actions of creatures around him in and out of combat. The only way to remove these devices is the use of 2 wishes, or the use of a exorcise spell cast by a 16th level cleric in conjunction with a dispel evil spell caster on consecutive rounds which allow the owner of the device to make the one time saving throw verses magic spells in order to remove this set of gloves successfully. Value: 15,000 gp.
86-87 + 6 Spear of Bunyina: This spear is a 7 ft. long ash shaft with reinforcing of mithril cables wrapped round in its shaft in a strengthening manner. The blade of this device is a yellow alloy of orachalium/steel with blue meteorite metal runes etched into the surfaces of the 14 in. long blade. This weapon is of a + 6 quality to hit and to damage inflicting 3-18 + 6 points of damage on a successful to hit roll. Whenever this weapon exceeds its minimum to hit roll by 3 it will cost target creatures of a mammalian nature to instantly make the - 3 saving throw verses magic spell or die instantly regardless of level. This weapon was first created for a great hunter who wanted a more humane way to attack and slay creatures painlessly. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 45,000 gp.
88-89 + 3 Helm of Seeing Mists: This helm is constructed so that a hardened orange crystal alloyed with steel which is adorned with 15 silver pearl is around its outside edges each worth 250 gp. The devices also etched with gold inlays and runes about its entire exterior surfaces. This magical elements of the + 3 to armor class and saving throw qualities whenever it is worn on the head of the device owner. Upon the command word "Encloudious ", this device will emanate a rainbow colored magic fog that prevents all vision at a 1 ft. limitation to all creatures passing through it. The device owner can actually see through this pea soup fog with no limitations whatsoever. The cloud extends out to a 6 in. diameter and moves about with the device owner at the center of the effect. The nature of this magical fog prevents any type of detection based magics, infravision, ultravision, etc. from passing through the fog. Only true sight can reveal the device owners location. This helm has a secondary power which is activated when ever the device owner sprinkles 100 gp of gold dust in the magical fogs which will then reveal any magical illusion a premonition of any event which could cause serious harm or death to the device wearer in a real time first person perspective. This premonition extends up to seven days into the future but can only be used one time per month. The Illusionary premonition requires six melee segments to begin its manifestation of the real-time event. Value: 95,000 gp.
:cool:
MatanThunder
05-27-2007, 12:21 AM
:rolleyes:
90-91 Geode of the Prison: This normally appearing geode is made of an undisclosed or undiscovered golden mineral studded with eight naturally occurring black opal's worth 500 gp each. Whenever a creature first touches the geode they turn invisible and are teleported 10-100 ft. distant, but their soul is wrenched away to any random plane in the nine hells to be tormented for an eternity no saving throw. The geode remains in the hand of the invisibly teleported body of the victim of this device. Only the help of exterior forces including player characters can restore the soul to the body of the creature caught by this device. There is a 2% chance per week that the hand which has grasped the geode has relaxed enough to release the device and return the spirit to the body. The creature afflicted in this way is allowed a saving throw verses magic spells with a - 1 penalty for each week that they were under the torturous torments of this device. If the creature fails it saving throw it is irrevocably insane for the rest of their life, and if they make their saving throw they will be plagued by nightmares for a number of weeks equal to that which they were trapped for. Value: 29,000 gp.
92-93 Key of Discovery: This device is a skeleton key device approximately 8 in. long with a specially twisting mechanism which serves as the lock picking item of this device. The grayish metallic mithril this device is composed of will conform to any object that utilizes a lock upon the command word "Frezzam". This solidifies the material so it may be used as a lock pick. In the game terms it adds a + 25% to a thief's lock picking ability. Value: 15,000 gp.
94-95 Bracelet of Oops: This bracelet of a red alloy of silver is set with six perfect rubies worth 1000 gp each. Upon the command word "Dextarious", this device ejects a red arrow of magical energy which follows a circular 360 degree pathway out to 20 ft. away then whips around to strike the bracelet wielder to make the - 2 saving throw verses wands or be afflicted by a magical fumbling which lasts for 3-30 rounds each time the energy is released. The device wielder will never notice that he has become extremely fumble prone because of this device is magical power. Only a full wish can remove this device from the afflicted victim. They insist on using it at every opportunity because they seem to think it needs them in combat situations by just calming them down. Value: 10,000 gp.
96-97 Figurine of the Black Archer: This 6 in. tall black obsidian statuette is that of an Uruk Hai orcish archer wielding a great bow, with a evil glint in its 2 star diamonds eyes which are worth 5000 gp each. The entire device is highlighted in mithril runes and in leaves which illustrate the features of the creature depicted by this figurine. Upon the command word "Relaizor", this device will grow into a full-sized 7 ft. tall orcish archer which will serve its activator for 5 melee rounds up to 4 times per week. The creature possesses a strength of 20 making him + 4 to hit + 8 to damage through his strength conferring great composite bow. The creature possesses a large black fletched and painted arrows of great thickness capable of inflicting 1-8 + 8 points of damage on each successful to hit. The creature functions as if he were a 12th level Archer in all abilities and skills. The creature possesses 120 hit points and is armor class 4 in regards to creatures attacking it. If this hit point total is ever is exceeded the devices permanently destroyed. Otherwise the device regenerates its damage at the rate of 2 hit points per day of non usage. Value: 65,000 gp.
98-99 Boots of Gravity: these devices are constructed of small clear crystal in squares 1/2 inch in size which are sewn together with mithril wire and etched with runes of the same material. While worn these boots can shift the gravitational plane within the hundred ft. diameter to the precise angle that they wish up to five times per day by silent mental act of will. The device owner will simply step towards the new angle of the gravitational center as if they were taking another step on a level flat floor. Inventive usages of this device will allow its owner to shift the gravity so as to inflict damage to creatures who unexpectedly find their center of gravity shifted 180 degrees of normal making the ceiling the floor. The owner of this device can activate this process at anytime regardless of the speed they are moving at. Value: 35,000 gp.
100% + 3 Mace of Pulping: This 25 in. long mace is made of a purple mithril/meteorite based metal which is adorned with 91-100 black diamonds when first found set in to the mace head of this device. Each of these gemstones is worth 100 gp each, but is destroyed each time the special power of this device is activated. This devices of a + 3 to hit and damage quality inflicting 2-7 + 3 points of damage for each successful to hit. Whenever this device scores a to hit which exceeds its minimal number by 3 in activates the special power of this device possesses at the cost of one of the gemstones. Creatures affected by this special "Pulping" power are allowed a saving throw verses magic spells in order to sustain only 5-50 + 2-7 + 3 points of damage from a successful strike of this weapon and a successful saving throw being made. If a creature fails their saving throw every cell in their body is disrupted from the inside out simultaneously rendering them into a pulped fleshy substance instantaneously regardless of size. All damage inflicted by this pulping magic is very painful to the victim of this weapon causing them to be stunned for one round due to pain. This device can never be recharged. . As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 100,000 gp.
More to come,
Later
:cool:
Thelandrin
05-27-2007, 09:49 AM
Have you considered putting all this enormous amount of information into wiki pages? E.g. User:MatanThunder/New_Magic_Items and User:MatanThunder/New_Spells.
MatanThunder
05-28-2007, 11:38 PM
:rolleyes:
One day I will think on it....I have the charts set up for 13 tables and about enough newer material for 1 or 2 more, but putting it in wiki isn't a priority right now. If the site mods determine it is noteworthy then they can feel free to post it.
My style of gaming, and by extension my spells/items, is an acquired taste for gamers with a lot of experience. I am posting to expand the 2nd ed of AD&D so it also isn't exactly useful to the new version, so I put it on sites that are (or allow) 2nd edition material.
Wikipedia 2nd ed would be a wasteland, and allow others to critique them (on the site) more than I want. I like it here and am only using 2 threads for the posting of threads for magic items & spells. I think I am within the site guidelines.
PS....even though some of the hits are mechanical both of the topics/threads have over 5000 hits each among a number of sites....so someone thinks they are worth at least a preview.
Later
:D ;)
Thelandrin
05-29-2007, 09:47 AM
Well, speaking as one of those hallowed site mods, I think your work will reach a greater audience and prove far more useful as separate pages on the wiki. All we’d need to do is to transcribe it all onto the wiki, provide suitable subdivisions, convert all the tables to their wiki equivalent and prevail upon Arjan to provide a nice 2nd Edition Rules banner!
Edit: Well, I've added the two pages with the 2nd Edition logo. They can be added to in due course.
MatanThunder
05-30-2007, 04:17 AM
:rolleyes:
I don't know what it convertible and allowable on wikipedia, so if someone else fluent in the navigation of the Wiki site want to do the cut, copy, and past to make it work that is more than OK with me.
I would hope that the original posts would remain true to the post/substance here, if possible without modifing the original material changing at others whims.
I have seen some material altered, but I don't know enough about Wiki to do it myself. I mainly use the site as an information gathering tool, and I have yet to get back to the endless Wiki personal materials that I found 2 of 3 times. I really didn't find many others posting the material for review/use by others but of course I can admit that I may just not have found the materials yet.
Later
;)
Powered by vBulletin® Version 4.2.2 Copyright © 2024 vBulletin Solutions, Inc. All rights reserved.