Temotei
2010-07-13, 02:08 PM
Flaming Shoes
Shoes are invaluable to the common man. Fires are great warmers. The two come together for the first time in this footwear! Are you ready to feel the burn? Put on the flaming shoes and go!
These shoes appear to be ordinary travel footwear, though a slight magical power enhances the wearer's speed. Anyone wearing the shoes gets a +10-foot enhancement bonus to their land speed. If the wearer starts to run, however, the shoes start on fire, burning their feet and legs easily. The fire spreads as if the body is made of dry leaves, causing 1d6 fire damage every round until the shoes are removed with a remove curse spell.
Faint conjuration; CL 3rd; Craft Wondrous Item, longstrider, produce flame; price 600 gp.
Helm of Infamy
This helmet functions as a helm of teleportation, and continues to do so until the wearer comes within 60 feet of ten people at the same time. The headwear then strikes everyone in the area with an overwhelming desire to harm the wearer because they have become a symbol of infamy and of danger. Others view the wearer as a threat that should be dealt with, regardless of alignment. From then on, every creature within 60 feet of the wearer is hostile, and that hostile status does not disappear, though the actual effect of the helm does, even if it is removed with a limited wish, wish, or miracle. Creatures may make a DC 22 Will save every round they are within the area of effect to resist the effects of the helm.
Strong enchantment; CL 18th; Craft Wondrous Item, teleport, dominate monster, bestow curse; price 40,000 gp.
Quiver of Nothing
This quiver looks like any other quiver on first sight. Magical detection reveals that an extradimensional space is present, allowing infinite items to be placed in the quiver without any encumbrance. However, when the possessing character is attacked by an enemy with a Challenge Rating equal to or greater than their level, all items in the quiver instantly disappear, never to be found again. From then on, any items placed in the quiver disappear, unusable.
Faint conjuration; CL 7th; Craft Wondrous Item, bestow curse; price 400 gp.
Rusting Gauntlet
This gauntlet functions as a gauntlet of rust. Whenever the wearer uses rusting grasp or attacks with the gauntlet, however, their hand shrivels up just a little bit. This isn't noticeable until 20 attacks or castings have taken place, when the hand starts turning rust-colored and small bits of skin flake off. The rusting is generally painless, though the skin does constantly itch slightly. After that point, even if the gauntlet is removed, the wearer continues to suffer the effects of rusting, eventually losing their hand altogether. After 50 attacks or castings have taken place, the wearer loses their hand. The only way to reverse the rusting before the hand rusts completely and falls off is with a limited wish, wish, or miracle.
Moderate transmutation; CL 7th; Craft Wondrous Item, rusting grasp, bestow curse; price 4,500 gp.
Sandy Shoes
This pair of shoes acts as a normal pair of shoes until someone wears both. Upon being worn, the shoes fill with sand, forcing them into a rather uncomfortable situation. This imposes a 10-foot penalty to their land speed until the shoes are removed with a remove curse spell. Upon removal, the sand in the shoes disappears.
Moderate conjuration; CL 3rd; Craft Wondrous Item, prestidigitation, bestow curse; price 50 gp.
Screaming Headband
This headband acts as a headband of intellect +2. If the wearer casts a spell, the headband immediately starts screaming inside their head, deafening them and forcing them to make a DC 20 + spell level Concentration check or lose the spell. The screaming stops 5 rounds after the caster ends their spellcasting. Any activity other than spellcasting that requires concentration requires a DC 20 Concentration check to be completed. After the screaming stops, the wearer's ears continue to ring loudly, causing them to suffer a -10 penalty to Listen checks for 1 minute. Removing the headband requires a remove curse spell.
Moderate evocation; CL 7th; Craft Wondrous Item, shout; price 2,000 gp.
Symbol of Defective Turning
This religious symbol is one that changes shape to match the possessor's beliefs, making it seem like a symbol any religious person could use. When the possessor attempts to turn undead, they instead create undead as per the create undead spell. However, instead of the undead being under the possessor's control, the undead act of their own accord, usually attacking the nearest living creature. In addition, attempting to turn undead causes all undead in a 20-foot radius gain a +4 profane bonus to attack, damage, and saves, as well as +2 hit points per HD they possess, for 3 rounds.
Moderate necromancy; CL 11th; Craft Wondrous Item, create undead, desecrate; price 200 gp.
Shoes are invaluable to the common man. Fires are great warmers. The two come together for the first time in this footwear! Are you ready to feel the burn? Put on the flaming shoes and go!
These shoes appear to be ordinary travel footwear, though a slight magical power enhances the wearer's speed. Anyone wearing the shoes gets a +10-foot enhancement bonus to their land speed. If the wearer starts to run, however, the shoes start on fire, burning their feet and legs easily. The fire spreads as if the body is made of dry leaves, causing 1d6 fire damage every round until the shoes are removed with a remove curse spell.
Faint conjuration; CL 3rd; Craft Wondrous Item, longstrider, produce flame; price 600 gp.
Helm of Infamy
This helmet functions as a helm of teleportation, and continues to do so until the wearer comes within 60 feet of ten people at the same time. The headwear then strikes everyone in the area with an overwhelming desire to harm the wearer because they have become a symbol of infamy and of danger. Others view the wearer as a threat that should be dealt with, regardless of alignment. From then on, every creature within 60 feet of the wearer is hostile, and that hostile status does not disappear, though the actual effect of the helm does, even if it is removed with a limited wish, wish, or miracle. Creatures may make a DC 22 Will save every round they are within the area of effect to resist the effects of the helm.
Strong enchantment; CL 18th; Craft Wondrous Item, teleport, dominate monster, bestow curse; price 40,000 gp.
Quiver of Nothing
This quiver looks like any other quiver on first sight. Magical detection reveals that an extradimensional space is present, allowing infinite items to be placed in the quiver without any encumbrance. However, when the possessing character is attacked by an enemy with a Challenge Rating equal to or greater than their level, all items in the quiver instantly disappear, never to be found again. From then on, any items placed in the quiver disappear, unusable.
Faint conjuration; CL 7th; Craft Wondrous Item, bestow curse; price 400 gp.
Rusting Gauntlet
This gauntlet functions as a gauntlet of rust. Whenever the wearer uses rusting grasp or attacks with the gauntlet, however, their hand shrivels up just a little bit. This isn't noticeable until 20 attacks or castings have taken place, when the hand starts turning rust-colored and small bits of skin flake off. The rusting is generally painless, though the skin does constantly itch slightly. After that point, even if the gauntlet is removed, the wearer continues to suffer the effects of rusting, eventually losing their hand altogether. After 50 attacks or castings have taken place, the wearer loses their hand. The only way to reverse the rusting before the hand rusts completely and falls off is with a limited wish, wish, or miracle.
Moderate transmutation; CL 7th; Craft Wondrous Item, rusting grasp, bestow curse; price 4,500 gp.
Sandy Shoes
This pair of shoes acts as a normal pair of shoes until someone wears both. Upon being worn, the shoes fill with sand, forcing them into a rather uncomfortable situation. This imposes a 10-foot penalty to their land speed until the shoes are removed with a remove curse spell. Upon removal, the sand in the shoes disappears.
Moderate conjuration; CL 3rd; Craft Wondrous Item, prestidigitation, bestow curse; price 50 gp.
Screaming Headband
This headband acts as a headband of intellect +2. If the wearer casts a spell, the headband immediately starts screaming inside their head, deafening them and forcing them to make a DC 20 + spell level Concentration check or lose the spell. The screaming stops 5 rounds after the caster ends their spellcasting. Any activity other than spellcasting that requires concentration requires a DC 20 Concentration check to be completed. After the screaming stops, the wearer's ears continue to ring loudly, causing them to suffer a -10 penalty to Listen checks for 1 minute. Removing the headband requires a remove curse spell.
Moderate evocation; CL 7th; Craft Wondrous Item, shout; price 2,000 gp.
Symbol of Defective Turning
This religious symbol is one that changes shape to match the possessor's beliefs, making it seem like a symbol any religious person could use. When the possessor attempts to turn undead, they instead create undead as per the create undead spell. However, instead of the undead being under the possessor's control, the undead act of their own accord, usually attacking the nearest living creature. In addition, attempting to turn undead causes all undead in a 20-foot radius gain a +4 profane bonus to attack, damage, and saves, as well as +2 hit points per HD they possess, for 3 rounds.
Moderate necromancy; CL 11th; Craft Wondrous Item, create undead, desecrate; price 200 gp.