TelemontTanthul
2010-11-01, 06:24 PM
Hello ladies and gentlemen. After playing Dungeons and Dragons for some time, I have grown bored of the classic magic items found in the manuals of 3.5.
As such, I have taken it upon myself to draw from bright people such as yourselves to help not only myself, but many other DMs out there who may feel the same.
How does it work?
Post up ideas for a magic item whenever inspiration strikes you. Since I have no preference as to how powerful these items are, the guidelines are rather broad. I will periodically tidy things up, and post up the items that people suggest.
CREDIT WILL BE GIVEN
What is Required?
Price:
In Gold Pieces (gp), preferably.
Body Slot:
Example: Torso for Coats, Head for Helmets, etc etc. Goggles do NOT go on feet. Sorry.
Caster Level:
Dependent upon how powerful the item is. Example: Caster Lv. 1)
Aura:
Faint? Strong? Which School of Magic? Is any of this applicable?
Activation:
Free Action? Standard Action? How long does it take to activate?
Weight:
In pounds, preferably. If less than a pound, either use a decimal, or if it is really light, like a ring, just put a couple dashes (---) to show it is negligible.
What is your goal?
Creating a neat, reliable resource of homebrewed magic items that everyone can use.
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Comments, Questions, Suggestions?
Send me a personal message, or just post right here. I will do everything I can to maintain this, as long as people show interest.
THE MAGIC ITEMS
Alethiometer Courtesy of Chrono22
Price: 42,000 gp
Body Slot: --
Caster Level: 7th
Aura: Strong; (DC 23) divination
Activation: ––
Weight: -
The crystal face of this exquisite golden compass depicts numerous hieroglyphs of indeterminate origin.
An alethiometer is an invaluable tool for any would-be explorer. It assists its holder by directing him to a subject of his interest. To employ an alethiometer, the holder must concentrate on an object, person, or activity for one minute. The alethiometer will thereafter point to the subject that most closely matches the holder’s visualization or to the highest concentration of subjects within 680 feet. The more specific the subject is, the more accurate the direction of an alethiometer will be; if the subject is too general, the device won’t provide a meaningful reading. There are rumors of a more powerful form of this device, which has no maximum range or limitations on the types of subject.
Prerequisites: Craft Wondrous Item, locate creature, locate object.
Cost to Create: 21,000 gp, 1680 XP, 42 days.
Amaurea Quiver Courtesy of Chrono22
Amaurea Quiver
Price: 2,250 gp
Body Slot: --
Caster Level: 9th
Aura: Moderate; (DC 20) conjuration
Activation: Standard (command)
Weight: 1 lb.
A sun inscribed with gold adorns the surface of this spacious darkwood quiver.
An amaurea quiver can be called upon to create a number of arrows of varying amounts and substance. An amaurea quiver has 5 charges, which are renewed each day at dawn. By speaking a command word and expending charges, nonmagical arrows will appear inside the quiver.
1 charge, "Hallanga": 20 darkwood arrows.
2 charges, "Tyelpear": 20 darkwood silver arrows.
3 charges, "Voronwa": 20 darkwood adamantine arrows.
Created arrows remain in the quiver until the following dawn, after which point they disappear. Created arrows that are removed from the quiver vanish after one minute. An amaurea quiver can store a maximum of 60 arrows.
Prerequisites: Craft Wondrous Item, major creation, creator must be an elf.
Cost to Create: 1125 gp, 90 XP, 1 day.
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Arc Vest Courtesy of DracoDei
This vest has threads of copper and mithril woven into it, and tiny adamintine beads are scattered about it.
Once per round if two of these vests are activated (as a standard action) within 30 feet of each other at the same moment (usually requiring a readied action on the part of one of the activators, but the Gemini Strike feat may also be used) it produces an arc of electricity between the two that deals 15d6 damage. A reflex save may be made against a DC of 14+ the average of the wearers' dexterity modifiers for half damage. This expends one charge from each vest. Alternatively, a wearer may drain all current charges to produce a standard lightning bolt that deals 3d6 damage per charge so expended. In such a case the DC is a static 14. They have 3 charges, and recover one charge per 2 hours. They must be worn to be activated in either mode. This is cross-compatible with Arcing Armor/Shield.
Strong Evocation; CL 15th; Craft Wondrous Item, Lightning Bolt; Price 20,250 gp each.
Arcing Armor/shield Courtesy of DracoDei
This Item makes reference to another item, please see:
ARC VEST
This armor or shield enchantment creates effects that are equivalent and cross compatible with those created by an Arc Vest and with other arcing armor and shields in every way. This enchantment may only be placed on armor that contains at least as much metal as studded leather (so no leave-weave, leather, padded, hide, dragon hide, etc etc etc), or on metal shields or tower shields that include metal in their construction.
Strong Evocation; CL 15th; Craft Wondrous Item, Lightning Bolt; Price 25,250 gp each.
Archmagi's Occular Robe Courtesy of TheGeckoKing
http://gaygamer.net/images/archmage.jpg
This one-of-a-kind robe's existance came about when an Archmage grew weary of his Robe of Eyes' powers, but liked the look so much he payed an Artificer to upgrade it into a robe worthy of being worn by an Archmage. The robe itself looks and feels like it is made of black silk, and is wrapped tightly around it's wearer's body, covering most of it (You may still wear equipment as normal). The main features of the robe is that it has bulbous staring eyes protruding down the front of the robes, a belt buckle that forever feels cold, and a scintillating cape addition that changes colour continuously (Thematic only). The robe grants it's wearer, if it has levels in a class that grants arcane spells, the following powers;
+5 armor bonus to AC,
Spell resistance 10,
+2 resistance bonus on all saving throws.
+2 enhancement bonus on caster level checks made to overcome spell resistance,
A continual True Seeing effect for the wearer,
Cannot be flatfooted or flanked,
+5 bonus to Spot and Search rolls,
Takes no penalties whatsoever if blinded,
Cannot avert eyes when confronted with a Gaze attack.
Strong varied; CL 20th; Is one of a kind, and the selling price would vary;
A mundane merchant wouldn't pay much (500gp), but a Wizard would pay a lot of money for a robe of this type (90,000gp+) Weight 1 lb.
Blackwater Blade Courtesy of Temotei
The blackwater blade is a thin, blood red-colored dagger that is known for its ability to steal strength and vitality from hit targets, channeling their life energy through the blade to the wielder. Set in the pommel is a black gem that glows red after hitting a living target, growing brighter and brighter the more the blade strikes living flesh.
The blackwater blade is a +1 bloodfeeding dagger with different options for using its bloodfeeding property other than for extra damage. If the blade has 2 stored blood points, expending them causes fatigue in the enemy next struck with the blade. Resisting this effect takes a very strong system--the creature subject to the blade must make a Fortitude save with a DC equal to damage dealt (with the hit which expended the blood points) to resist fatigue. By expending 3 blood points, the wielder of the blackwater blade can transfer their own fatigue or exhaustion status to a target, with the same Fortitude save as given above to resist the effect. If you attempt to transfer exhaustion and the target succeeds on their Fortitude save, they are instead fatigued. Expending 5 blood points allows the wielder to perform a "blackwater strike," turning a single target's blood into free flowing black water, spilling in excess whenever damage is dealt by a weapon. A creature subject to this takes an additional 3 damage from any weapon that strikes them for the rest of the encounter. Resisting this effect requires a Fortitude save with a DC equal to the damage dealt by the same attack that the wielder expended blood points on.
Moderate necromancy; CL 8th; Craft Magic Arms and Armor, ray of exhaustion, vampiric touch; price 16,302 gp; 8,302 gp + 640 XP.
Bottle of Spiderwine by Me
This bottle appears from the outside to be a wine bottle labeled "Spiderwine" accompanied by a ridiculously old vintage year printed on it. Any merchant will tell a prospective buyer that it came from the underdark, brewed by Dark Elves. However, this is either a ignorant statement or a bold faced lie. It is actually a devious trap. Created by Albert the Angry Alchemist, a man who hated his neighbors with a fiery passion. When opened, the bottle spews forth a swarm of spiders, as the spell Summon Swarm (Players Handbook I). The spiders are considered hostile, and proceed to bite the nearest target (Usually the would-be imbiber.) The bottle is usable only once, as the spiders escape. However, casting Summon Swarm (Spiders only) within the confines of the bottle instantly captures and seals the bottle again. The spiders do not suffer from the duration limit of the spell, but rather stay within the bottle until opened. Once opened, the spiders stay on the material plane for 1d10 minutes.
Honey? That nice old man down the street sent us a bottle of wine, invite the neighbors!
Cloak of the Shroud Courtesy of Ouranos
This cloak was hand fashioned by a mighty, and yet immensely paranoid, wizard centuries ago. While appearing as a normal cloak, green in color and lined with white fur, when the hood is drawn it shadows the wearer's face, regardless of any light shown upon the wearer. It also grants the wearer a +5 deflection bonus to AC, and resistance 10 to sonic attacks. The wizard who created it was always immensely worried that anyone who saw his face would kill him, which eventually proved true when a simple burglar broke into his home and murdered him in his sleep, whisking his cloak away and beginning it's journey across the world.
Demon's Belt Courtesy of DracoDei
Despite the name, a large minority of these devices are crafted and/or utilized by Good outsiders. In either case, most feature a lock integrated into the large buckle. This lock has no interaction with the function of the belt as a mundane belt in most cases, and an Open Lock DC of 10 (although more refined, as compared to ruggedized versions exist with higher DCs). The key is often connected to the front of the buckle by a short length of chain.
When the lock is in the "closed" position, the wearer is effected as per Dimensional Anchor. This effect can be activated and deactivated (by unlocking and locking the lock) an unlimited number of times through-out the day, and has no limit on duration. Locking or unlocking is a move action that does not provoke attacks of opportunity. The usual green field is present in the base version, although their is a "Stealth" version that suppresses this glow.
Moderate Abjuration; CL 7*; Craft Wondrous Item, Dimensional Anchor; Price 56,000 gp(Base), 62,500 gp (Stealth); Cost 28,000 gp + 2,240 xp(Base), 31,250 gp + 2,500 xp (Stealth)
*The very best of these will have a higher caster level(and associated higher cost) to counter Dispel+Banish combos.
Elixir of Regeneration Courtesy of The-Mage-King
This elixir heals the living creature who consumed it of 4d8+13 damage, as well as restoring lost body parts within 2d10 rounds. If the lost part is placed where it was removed from, this takes one round instead. This elixir also removes exhaustion/ fatigue, and all non-lethal damage.
If created with Tarrasque blood as an additional ingredient, the elixir is treated as though it were Maximized, and the lost part(s) regrows in 2 rounds.
Strong Conjuration. CL 13; Craft Wondrous Item, regenerate; Price 4,550 Gp. Cost 182xp, 2275 Gp, 4 days of brewing. (A second version requires a Gallon of Tarrasque Blood, and five days to brew)
Everbroke, The Wonderous Dagger by Me
This dagger appears to be a ornate and well decorated dagger with a broken blade, snapped at the hilt (Deals nonlethal damage only). The pieces appear to fit together perfectly, and while under the effects of a Detect Magic spell, the dagger emits a powerful magical aura. However, this is all merely a trick to pique interest in the blade.
Created by a Mage made Court Jester by his Lord, this dagger can never be repaired. Even the most experienced and famous of blacksmiths have tried to fix it, but all attempts have ended in humiliating failure.
Beware a grudging mage, my lord.
Extraordinary Balloons Courtesy of Temotei
An extraordinary balloon is treated similarly to a figurine of wondrous power, bringing to life animals of various natures and strengths. However, the similarity ends there.
Using an extraordinary balloon requires a standard action that provokes attacks of opportunity. Upon use, a balloon becomes a single animal of the user's choice, except in balloon form. Balloon animals have the same hit points, AC, attacks, attack bonuses, feats, skills, and abilities as the normal animal.
A balloon animal may be changed into a different animal as a standard action that provokes attacks of opportunity. Doing this changes the balloon animal's statistics to match the new animal form's.
After its made, a balloon creature gradually releases air, eventually leading to an inability to act. When used, the balloon animal is fully inflated. After 1 minute, the balloon animal takes a -2 penalty to all physical ability scores. After 5 minutes, it takes another -2 penalty to all physical ability scores. A balloon animal's ability scores cannot be reduced below 1 in this manner. After 10 minutes, the balloon animal pops, unable to act anymore and unable to be used again.
Balloon animals are more vulnerable to air and wind effects than most creatures. Whenever a balloon animal is subject to such an effect, the DC to resist the effects increases by 5. As well, wind speeds need only be half of their normal speed to affect the balloon animal as an ordinary version of the same animal.
If a balloon animal is subject to piercing damage, the damage is 1.5 times the normal amount.
Upon reaching 0 hit points, a balloon animal pops, leaving behind a bit of balloon residue, never to be used again.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 50 gp (Diminutive), 150 gp (Tiny), 400 gp (Small), 800 gp (Medium), 1,400 gp (Large), 2,000 gp (Huge), 2,400 gp (Gargantuan), 2,900 gp (Colossal).
Feather Tokens Courtesy of Temotei
Mud
A token creating a 10x10-foot puddle of mud six inches deep. This is an instantaneous effect.
Stone
A token that causes a huge boulder to appear (literally takes up a "huge" space). This is an instantaneous effect.
Vine
A token sprouting vines in all directions. These vines create difficult terrain, good climbing material, or perhaps fire material. This is an instantaneous effect.
Weed
A token causing weeds to grow all around it. This is an instantaneous effect.
Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price 100 gp (mud), 350 gp (stone), 150 gp (vine), 50 gp (weed).
Flaming Shoes Courtesy of Temotei
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 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.
Freshmint Gum Courtesy of Chrono22
Price: 300 gp
Body Slot: --
Caster Level: 1st
Aura: Faint; no school
Activation: Standard
Weight: -
This roll of sweet-smelling candy is wrapped in colorful reflective paper.
This special variety of magical confectionery is a boon to diplomats, public officials, and performers alike. Dirt, grime, slime, and any other kinds of filth are immediately cast off of the body and cloths of a person when she consumes a piece. As a secondary benefit, she also gains a +1 morale bonus on diplomacy checks as she is surrounded by a pleasant minty aroma (this bonus persists for one hour). An unopened roll of freshmint gum contains twelve pieces.
Prerequisites: Brew Potion, prestidigitation
Cost to Create: 150 gp, 12 XP, 1 day.
Gloves of Agile Climbing Courtesy of Chrono22
Price: 600 gp
Body Slot: Hands
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: ––
Weight: -
These fingerless leather gloves are rough, but flexible.
While wearing gloves of agile climbing, you can add your Dexterity modifier (instead of your Strength modifier) on Climb checks.
If you have at least 5 ranks in Tumble, you can grab onto an adjacent surface at any point during a fall as an immediate action (you may still suffer fall damage). You retain your Dexterity bonus to armor class while climbing.
Prerequisites: Craft Wondrous Item, cat's grace.
Cost to Create: 300 gp, 24 XP, 1 day.
Gummy Sphere Courtesy of DracoDei
These elastic spheres are made of the same material as the real world Gummy Bears and Gummy Worms (TM, although the spelling may be off). They are much more popular among the children of the nobility and court jesters than they are serious adventurers in the field. When ingested they allow the blowing of "soap" bubbles out of the ears. For creatures with external ears, the diameter of the bubbles is twice the longest dimension of said ears, meaning that if the campaign setting includes anthropomorphic rabbits then they can make some really big ones. For creatures without external ears, the diameter is equal to the diameter of the ear-hole. Creatures without ear-holes can not benefit from gummy spheres. The effect lasts 1d4 minutes, or until the creature (if medium sized) has produced 2 cubic feet of bubbles and only one such effect may be in place at a time. The maximum volume scales up and down with the size of the eater. The bubbles are completely and totally non-irritating to the eyes etc.
Caster level 1, Craft Wondrous Item, 10 gold pieces market price per batch of 100 for creation purposes, but normally available for individual sale for 1 silver piece for a single gummy sphere.
Healer’s Case Courtesy of BloodTide
These sturdy bags are heavily made, often with an internal frame of wood or metal, and fold out to allow easy access to what they contain which is a wide collection of medical tools, bandages, medicines and other useful items for the medical trade.
The Case’s is fully stocked with all of the materials and tools needed to heal to sick and wounded. It provides 20 ‘uses’ of a healer’s kit and replenishes fully each morning. Anyone with skill points in the Heal skill can use the medicines and tools within for a +5 competence bonus to Heal checks.
Additionally, the bearer gains a +2 resistance bonus to saves against diseases.
Aura Moderate Transmutation; CL 9th
Slot none
Price 5,000 gp
Weight 2 lbs
Construction Requirements: Create Wondrous Item, bear’s endurance, fabricate, resistance, secret chest; Cost 2,500 gp +200 xp
Helm of Infamy Courtesy of Temotei
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.
Jade Phoenix Mace Courtesy of Temotei
This warheart light mace is filled with the energy of the desert wind discipline. Once per encounter, the wielder can use the lingering inferno maneuver, causing a phoenix to rise every round to burn a foe. The maneuver cannot be recovered, but it is usable again after each encounter.
Since the jade phoenix mace is enhanced with a level 5 maneuver, it is treated as a +3 weapon, but it is not treated as inherently magical. The mace is treated as a magic weapon for the purposes of being dealt damage and being subject to saving throws, however, as well as for the purpose of bypassing damage reduction. Detect magic and arcane sight will not register the mace as a magical weapon, nor will dispel magic or antimagic field completely negate the mace's effects--they will only suppress its enhancement bonus to attacks and damage, not the maneuver infused into the weapon.
If sundered or otherwise destroyed, the jade phoenix mace pieces itself together for 1 minute, burning as it does so, dealing 2d6 fire damage per round to every creature within 10 feet. Half of the damage is fire, and the other half is pure arcane energy (untyped damage). At the end of this time, the mace explodes in fire and energy, dealing 10d6 damage to everything within 20 feet. After this, the mace is in perfect condition once more and is once again usable. However, lingering inferno is expended for the rest of the encounter (or until the end of the next encounter).
Strong conjuration; CL 12th; Legendary Battlesmith, lingering inferno; price 40,305 gp.
Lucky Silver Courtesy of Chrono22
Price: 2,800 gp
Body Slot: --
Caster Level: 3rd
Aura: Faint; (DC 16) divination
Activation: Standard
Weight: -
The faces of this otherwise unremarkable silver coin sport two expressions. One face is joyfully exuberant, and the other is depressingly dour.
A lucky silver can grant its holder incites into how beneficial or harmful an action will be. This power is utilized by flipping the coin and concentrating on the action in question. There is only a 73% chance the coin will give a meaningful reply. If an action has neither a good nor a bad result, or if it will have both, the lucky silver will land on its edge. If the holder attempts to use a lucky silver multiple times on the same subject, all the results will be the same as the first. A lucky silver functions three times per day.
Prerequisites: Craft Wondrous Item, augury
Cost to Create: 1400 gp, 112 XP, 2 days.
Marvelous Pigments Courtesy of Temotei
Each of these pigments (stored in 2 oz. vials) affects a single item, dyeing it the given color. Minor benefits go along with each color. Only one pigment's effect can be active at one time, though a single item could have more than one pigment applied to it. In this case, multiple pigments would mix to dye an item a mix of all the colors used, but the effects would still be chosen from which dyes were applied. Switching pigment effects on an item requires a swift action.
If the item a pigment is being applied to is considered armor and a weapon at the same time (a shield, for example), the applicator must choose which effect to give the item.
Certain mixed pigments will create special effects different from the pigments that made it, giving a more powerful, singular effect. This new effect overlaps all previous effects granted from pigments, stopping their effects completely and disallowing their use. The following are such pigments: Magenta, pink. The price for these pigments is given below in case the character buys the pigment straight up instead of mixing other pigments. By each of these special mixed pigments' names, in parentheses, are the pigments most commonly used to make it.
Red
The red pigment grants fire resistance 2 when applied to any worn item. If applied to a weapon, the weapon deals 1 fire damage on top of its normal damage.
Orange
The orange pigment grants acid resistance 2 when applied to any worn item. If applied to a weapon, the weapon deals 1 acid damage on top of its normal damage.
Yellow
The yellow pigment grants electricity resistance 2 when applied to any worn item. If applied to a weapon, the weapon deals 1 electricity damage on top of its normal damage.
Green
The green pigment, when applied to any worn item, grants a +1 bonus on saves against poison and disease. If applied to a weapon, any poison applied to that weapon gains a +1 bonus to its DC twice per day.
Blue
The blue pigment grants cold resistance 2 when applied to any worn item. If applied to a weapon, the weapon deals 1 cold damage on top of its normal damage.
Indigo
The indigo pigment grants a +1 bonus against mind-affecting spells and effects if applied to a worn item, as well as against stunning effects. If applied to a weapon, the wielder is able to stun with it once per day for 1 round, with a DC 15 Fortitude save to avoid the stunning. Activating the stunning effect is a swift action.
Violet
The violet pigment grants a +1 bonus to all saves once per day for 3 rounds as an immediate action if applied to a worn item. If applied to a weapon, the weapon applies a -1 penalty to all saving throws for 3 rounds as a free action, once per day.
White
The white pigment, when applied to a worn item, grants resistance 2 against all energy types (acid, cold, electricity, fire, sonic). If applied to a weapon, the weapon deals 1 damage of each energy type (acid, cold, electricity, fire, sonic) on top of its normal damage.
Black
The black pigment grants concealment as a free action once per day for 3 rounds when applied to a worn item. If applied to a weapon, the wielder is able to blind with it once per day (the effect is permanent), with a DC 15 Fortitude save to avoid the blindness. Activating the blinding effect is a swift action.
Magenta (Red x3 + Blue x3)
The magenta pigment grants fire and cold resistance 5 when applied to a worn item. If applied to a weapon, the weapon deals 1 fire and cold damage in addition to its normal damage, and one round after it hits, the target takes an additional 1 fire and cold damage.
Pink (Red x5 + White)
The pink pigment grants resistance to all energy types (acid, cold, electricity, fire, sonic) 2. As well, once per day, as an immediate action, the item can be called upon to grant immunity to mind-affecting spells and effects for 1 round. These effects are applied to worn items. If applied to a weapon, the wielder gains the ability to use dominate person with a caster level equal to their class levels once per day. This effect is combined with a single, standard-action attack.
Minor abjuration and evocation; CL 5th; Craft Wondrous Item, color spray; Price 400 gp (red, orange, yellow, green, blue, indigo, violet), 900 gp (black), 4,500 gp (white), 3,000 gp (magenta), 7,500 gp (pink).
Pickpocket's Solution by Me
Created by a wizard hired by a desperate and paranoid rogue, this small silk bag is the saving grace of any self-respecting pick pocket. When an owner of one of these wonderful items is captured, they pretend to hand over the "Gold" they stole, but instead hand over the "Pickpocket's Solution". When opened, a cloud of dust and dirt bursts forth, and continues to spray outwards until the bag is closed. The effects of the dust are mild, little more than some coughing, and watery eyes. But that is all that is needed for a skilled pickpocket to escape. The bag is considered to be the equivalent of "The Endless Decanter of Water", but instead of producing water, it produces dust.
Hand over the gold, Knave! Just gimme a second to make sure it's all here.
Quiver of Nothing Courtesy of Temotei
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.
Ring of Double Jumping Courtesy of Chess435
This magical ring allows the wearer to leap off the air once per jump, allowing them to make two jump checks and combine the results.
Faint Transmutation, CL 3, levitate, Value: 5,000 gp.
Rusting Gauntlet Courtesy of Temotei
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 Courtesy of Temotei
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 Courtesy of Temotei
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.
Shadow Sun Anklet Courtesy of Temotei
This anklet wraps tightly around the wearer's ankle, granting magical stability. It also doubles as a weapon, should the wearer need one in a pinch.
The shadow sun anklet grants a +10 bonus on Balance and Climb checks while worn. As well, the wearer can take off the anklet and throw it as a standard action. It functions as a warheart shuriken holding the ghost blade maneuver. Despite the shuriken being treated as ammo and a warheart weapon, it returns to the wielder as if it had the returning property, and is not destroyed upon impact like most ammo. The anklet can be wielded in melee at no penalty, also unlike ordinary shuriken. If wielded in melee, the wearer need not take the anklet off.
Since the shadow sun anklet is enhanced with a level 6 maneuver, it is treated as a +3 weapon, but it is not treated as inherently magical. The anklet is treated as a magic weapon for the purposes of being dealt damage and being subject to saving throws, however, as well as for the purpose of bypassing damage reduction. Detect magic and arcane sight will not register the anklet as magical, nor will dispel magic or antimagic field completely negate the anklet's effects--they will only suppress its enhancement bonus to attacks and damage and its returning property, not the maneuver infused into the weapon.
Since the shadow sun anklet is not a normal weapon and doesn't look like one, anyone performing a search of the wearer would not ordinarily know the function of the anklet as a weapon. A searcher must succeed on a DC 32 Martial Lore check to know of its weapon usability.
Strong illusion and transmutation; CL 13th; Legendary Battlesmith, ghost blade; price 50,301 gp; 25,301 gp + 2,000 XP.
Shadow Sun Headband Courtesy of Temotei
This headband's functions depend on where it is worn. If it is worn over the forehead, the headband grants a +5 bonus on Concentration and Martial Lore checks. If worn over the eyes, it grants blindsight out to 30 feet, as well as immunity to gaze attacks and spells or effects that rely on sight. However, the wearer cannot use their own sight while wearing the headband over their eyes. If worn around the neck, the headband allows the wearer to stop breathing without penalty. This does not allow the wearer to run indefinitely, though they could stay underwater forever without a problem or ignore spells such as stinking cloud. If the creature wearing the shadow sun headband does not have a forehead, eyes, or a neck, substitute these locations with suitable replacements on the body of that creature. Some creatures may not have any suitable or similar replacement locations. In this case, the headband simply cannot grant the effects inherent to the position that would normally function.
Moderate divination and transmutation; CL 8th; Craft Wondrous Item, see invisibility, water breathing; Price 20,500 gp; Weight 1/2 lb.
Spy's Glass Courtesy of Chrono22
Price: 5,500 gp
Body Slot: --
Caster Level: 3rd
Aura: Faint; (DC 16) divination
Activation: Standard (command)
Weight: 1 lb.
A golden eye is inscribed upon the cap of this finely crafted wooden-and-brass telescope.
The first spy's glass was created by a thieves' guild in a major city as a way of casing establishments and keeping track of their competition. These multipurpose instruments have become more common as their value among adventurers and warlords has grown.
A spy's glass functions as a mundane spyglass of superior make; it halves the penalties imposed on spot checks by distance. Additionally, when the cap has been placed over the lense and a command word is spoken, a spy's glass produces a magical sensor (as per prying eyes). This sensor automatically transmits anything it sees back to the viewer, and moves according to his direction. If the viewer ceases to look through the glass, the sensor will disappear. A sensor produced by a spy's glass can move a maximum of 1 mile away from the spy's glass before vanishing, and lasts for 3 hours.
Prerequisites: Craft Wondrous Item, prying eyes
Cost to Create: 2584 gp, 180 XP, 5 days.
Symbol of Defective Turning Courtesy of Temotei
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.
Staff of the Ringmaster By me.
This staff is made of finely polished oak with a large brass ball and for purposes of combat, functions just as a +1 mace (It still requires 2 hands to use). However, when the staff is pointed at an object, and the wielder envisions the object performing an action, the magic is activated. At-Will, this staff can cast Prestidigitation The limitations are the same as the spell Prestidigitation (Player's Handbook I).
Fun for the whole family.
As such, I have taken it upon myself to draw from bright people such as yourselves to help not only myself, but many other DMs out there who may feel the same.
How does it work?
Post up ideas for a magic item whenever inspiration strikes you. Since I have no preference as to how powerful these items are, the guidelines are rather broad. I will periodically tidy things up, and post up the items that people suggest.
CREDIT WILL BE GIVEN
What is Required?
Price:
In Gold Pieces (gp), preferably.
Body Slot:
Example: Torso for Coats, Head for Helmets, etc etc. Goggles do NOT go on feet. Sorry.
Caster Level:
Dependent upon how powerful the item is. Example: Caster Lv. 1)
Aura:
Faint? Strong? Which School of Magic? Is any of this applicable?
Activation:
Free Action? Standard Action? How long does it take to activate?
Weight:
In pounds, preferably. If less than a pound, either use a decimal, or if it is really light, like a ring, just put a couple dashes (---) to show it is negligible.
What is your goal?
Creating a neat, reliable resource of homebrewed magic items that everyone can use.
-----------
Comments, Questions, Suggestions?
Send me a personal message, or just post right here. I will do everything I can to maintain this, as long as people show interest.
THE MAGIC ITEMS
Alethiometer Courtesy of Chrono22
Price: 42,000 gp
Body Slot: --
Caster Level: 7th
Aura: Strong; (DC 23) divination
Activation: ––
Weight: -
The crystal face of this exquisite golden compass depicts numerous hieroglyphs of indeterminate origin.
An alethiometer is an invaluable tool for any would-be explorer. It assists its holder by directing him to a subject of his interest. To employ an alethiometer, the holder must concentrate on an object, person, or activity for one minute. The alethiometer will thereafter point to the subject that most closely matches the holder’s visualization or to the highest concentration of subjects within 680 feet. The more specific the subject is, the more accurate the direction of an alethiometer will be; if the subject is too general, the device won’t provide a meaningful reading. There are rumors of a more powerful form of this device, which has no maximum range or limitations on the types of subject.
Prerequisites: Craft Wondrous Item, locate creature, locate object.
Cost to Create: 21,000 gp, 1680 XP, 42 days.
Amaurea Quiver Courtesy of Chrono22
Amaurea Quiver
Price: 2,250 gp
Body Slot: --
Caster Level: 9th
Aura: Moderate; (DC 20) conjuration
Activation: Standard (command)
Weight: 1 lb.
A sun inscribed with gold adorns the surface of this spacious darkwood quiver.
An amaurea quiver can be called upon to create a number of arrows of varying amounts and substance. An amaurea quiver has 5 charges, which are renewed each day at dawn. By speaking a command word and expending charges, nonmagical arrows will appear inside the quiver.
1 charge, "Hallanga": 20 darkwood arrows.
2 charges, "Tyelpear": 20 darkwood silver arrows.
3 charges, "Voronwa": 20 darkwood adamantine arrows.
Created arrows remain in the quiver until the following dawn, after which point they disappear. Created arrows that are removed from the quiver vanish after one minute. An amaurea quiver can store a maximum of 60 arrows.
Prerequisites: Craft Wondrous Item, major creation, creator must be an elf.
Cost to Create: 1125 gp, 90 XP, 1 day.
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Arc Vest Courtesy of DracoDei
This vest has threads of copper and mithril woven into it, and tiny adamintine beads are scattered about it.
Once per round if two of these vests are activated (as a standard action) within 30 feet of each other at the same moment (usually requiring a readied action on the part of one of the activators, but the Gemini Strike feat may also be used) it produces an arc of electricity between the two that deals 15d6 damage. A reflex save may be made against a DC of 14+ the average of the wearers' dexterity modifiers for half damage. This expends one charge from each vest. Alternatively, a wearer may drain all current charges to produce a standard lightning bolt that deals 3d6 damage per charge so expended. In such a case the DC is a static 14. They have 3 charges, and recover one charge per 2 hours. They must be worn to be activated in either mode. This is cross-compatible with Arcing Armor/Shield.
Strong Evocation; CL 15th; Craft Wondrous Item, Lightning Bolt; Price 20,250 gp each.
Arcing Armor/shield Courtesy of DracoDei
This Item makes reference to another item, please see:
ARC VEST
This armor or shield enchantment creates effects that are equivalent and cross compatible with those created by an Arc Vest and with other arcing armor and shields in every way. This enchantment may only be placed on armor that contains at least as much metal as studded leather (so no leave-weave, leather, padded, hide, dragon hide, etc etc etc), or on metal shields or tower shields that include metal in their construction.
Strong Evocation; CL 15th; Craft Wondrous Item, Lightning Bolt; Price 25,250 gp each.
Archmagi's Occular Robe Courtesy of TheGeckoKing
http://gaygamer.net/images/archmage.jpg
This one-of-a-kind robe's existance came about when an Archmage grew weary of his Robe of Eyes' powers, but liked the look so much he payed an Artificer to upgrade it into a robe worthy of being worn by an Archmage. The robe itself looks and feels like it is made of black silk, and is wrapped tightly around it's wearer's body, covering most of it (You may still wear equipment as normal). The main features of the robe is that it has bulbous staring eyes protruding down the front of the robes, a belt buckle that forever feels cold, and a scintillating cape addition that changes colour continuously (Thematic only). The robe grants it's wearer, if it has levels in a class that grants arcane spells, the following powers;
+5 armor bonus to AC,
Spell resistance 10,
+2 resistance bonus on all saving throws.
+2 enhancement bonus on caster level checks made to overcome spell resistance,
A continual True Seeing effect for the wearer,
Cannot be flatfooted or flanked,
+5 bonus to Spot and Search rolls,
Takes no penalties whatsoever if blinded,
Cannot avert eyes when confronted with a Gaze attack.
Strong varied; CL 20th; Is one of a kind, and the selling price would vary;
A mundane merchant wouldn't pay much (500gp), but a Wizard would pay a lot of money for a robe of this type (90,000gp+) Weight 1 lb.
Blackwater Blade Courtesy of Temotei
The blackwater blade is a thin, blood red-colored dagger that is known for its ability to steal strength and vitality from hit targets, channeling their life energy through the blade to the wielder. Set in the pommel is a black gem that glows red after hitting a living target, growing brighter and brighter the more the blade strikes living flesh.
The blackwater blade is a +1 bloodfeeding dagger with different options for using its bloodfeeding property other than for extra damage. If the blade has 2 stored blood points, expending them causes fatigue in the enemy next struck with the blade. Resisting this effect takes a very strong system--the creature subject to the blade must make a Fortitude save with a DC equal to damage dealt (with the hit which expended the blood points) to resist fatigue. By expending 3 blood points, the wielder of the blackwater blade can transfer their own fatigue or exhaustion status to a target, with the same Fortitude save as given above to resist the effect. If you attempt to transfer exhaustion and the target succeeds on their Fortitude save, they are instead fatigued. Expending 5 blood points allows the wielder to perform a "blackwater strike," turning a single target's blood into free flowing black water, spilling in excess whenever damage is dealt by a weapon. A creature subject to this takes an additional 3 damage from any weapon that strikes them for the rest of the encounter. Resisting this effect requires a Fortitude save with a DC equal to the damage dealt by the same attack that the wielder expended blood points on.
Moderate necromancy; CL 8th; Craft Magic Arms and Armor, ray of exhaustion, vampiric touch; price 16,302 gp; 8,302 gp + 640 XP.
Bottle of Spiderwine by Me
This bottle appears from the outside to be a wine bottle labeled "Spiderwine" accompanied by a ridiculously old vintage year printed on it. Any merchant will tell a prospective buyer that it came from the underdark, brewed by Dark Elves. However, this is either a ignorant statement or a bold faced lie. It is actually a devious trap. Created by Albert the Angry Alchemist, a man who hated his neighbors with a fiery passion. When opened, the bottle spews forth a swarm of spiders, as the spell Summon Swarm (Players Handbook I). The spiders are considered hostile, and proceed to bite the nearest target (Usually the would-be imbiber.) The bottle is usable only once, as the spiders escape. However, casting Summon Swarm (Spiders only) within the confines of the bottle instantly captures and seals the bottle again. The spiders do not suffer from the duration limit of the spell, but rather stay within the bottle until opened. Once opened, the spiders stay on the material plane for 1d10 minutes.
Honey? That nice old man down the street sent us a bottle of wine, invite the neighbors!
Cloak of the Shroud Courtesy of Ouranos
This cloak was hand fashioned by a mighty, and yet immensely paranoid, wizard centuries ago. While appearing as a normal cloak, green in color and lined with white fur, when the hood is drawn it shadows the wearer's face, regardless of any light shown upon the wearer. It also grants the wearer a +5 deflection bonus to AC, and resistance 10 to sonic attacks. The wizard who created it was always immensely worried that anyone who saw his face would kill him, which eventually proved true when a simple burglar broke into his home and murdered him in his sleep, whisking his cloak away and beginning it's journey across the world.
Demon's Belt Courtesy of DracoDei
Despite the name, a large minority of these devices are crafted and/or utilized by Good outsiders. In either case, most feature a lock integrated into the large buckle. This lock has no interaction with the function of the belt as a mundane belt in most cases, and an Open Lock DC of 10 (although more refined, as compared to ruggedized versions exist with higher DCs). The key is often connected to the front of the buckle by a short length of chain.
When the lock is in the "closed" position, the wearer is effected as per Dimensional Anchor. This effect can be activated and deactivated (by unlocking and locking the lock) an unlimited number of times through-out the day, and has no limit on duration. Locking or unlocking is a move action that does not provoke attacks of opportunity. The usual green field is present in the base version, although their is a "Stealth" version that suppresses this glow.
Moderate Abjuration; CL 7*; Craft Wondrous Item, Dimensional Anchor; Price 56,000 gp(Base), 62,500 gp (Stealth); Cost 28,000 gp + 2,240 xp(Base), 31,250 gp + 2,500 xp (Stealth)
*The very best of these will have a higher caster level(and associated higher cost) to counter Dispel+Banish combos.
Elixir of Regeneration Courtesy of The-Mage-King
This elixir heals the living creature who consumed it of 4d8+13 damage, as well as restoring lost body parts within 2d10 rounds. If the lost part is placed where it was removed from, this takes one round instead. This elixir also removes exhaustion/ fatigue, and all non-lethal damage.
If created with Tarrasque blood as an additional ingredient, the elixir is treated as though it were Maximized, and the lost part(s) regrows in 2 rounds.
Strong Conjuration. CL 13; Craft Wondrous Item, regenerate; Price 4,550 Gp. Cost 182xp, 2275 Gp, 4 days of brewing. (A second version requires a Gallon of Tarrasque Blood, and five days to brew)
Everbroke, The Wonderous Dagger by Me
This dagger appears to be a ornate and well decorated dagger with a broken blade, snapped at the hilt (Deals nonlethal damage only). The pieces appear to fit together perfectly, and while under the effects of a Detect Magic spell, the dagger emits a powerful magical aura. However, this is all merely a trick to pique interest in the blade.
Created by a Mage made Court Jester by his Lord, this dagger can never be repaired. Even the most experienced and famous of blacksmiths have tried to fix it, but all attempts have ended in humiliating failure.
Beware a grudging mage, my lord.
Extraordinary Balloons Courtesy of Temotei
An extraordinary balloon is treated similarly to a figurine of wondrous power, bringing to life animals of various natures and strengths. However, the similarity ends there.
Using an extraordinary balloon requires a standard action that provokes attacks of opportunity. Upon use, a balloon becomes a single animal of the user's choice, except in balloon form. Balloon animals have the same hit points, AC, attacks, attack bonuses, feats, skills, and abilities as the normal animal.
A balloon animal may be changed into a different animal as a standard action that provokes attacks of opportunity. Doing this changes the balloon animal's statistics to match the new animal form's.
After its made, a balloon creature gradually releases air, eventually leading to an inability to act. When used, the balloon animal is fully inflated. After 1 minute, the balloon animal takes a -2 penalty to all physical ability scores. After 5 minutes, it takes another -2 penalty to all physical ability scores. A balloon animal's ability scores cannot be reduced below 1 in this manner. After 10 minutes, the balloon animal pops, unable to act anymore and unable to be used again.
Balloon animals are more vulnerable to air and wind effects than most creatures. Whenever a balloon animal is subject to such an effect, the DC to resist the effects increases by 5. As well, wind speeds need only be half of their normal speed to affect the balloon animal as an ordinary version of the same animal.
If a balloon animal is subject to piercing damage, the damage is 1.5 times the normal amount.
Upon reaching 0 hit points, a balloon animal pops, leaving behind a bit of balloon residue, never to be used again.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 50 gp (Diminutive), 150 gp (Tiny), 400 gp (Small), 800 gp (Medium), 1,400 gp (Large), 2,000 gp (Huge), 2,400 gp (Gargantuan), 2,900 gp (Colossal).
Feather Tokens Courtesy of Temotei
Mud
A token creating a 10x10-foot puddle of mud six inches deep. This is an instantaneous effect.
Stone
A token that causes a huge boulder to appear (literally takes up a "huge" space). This is an instantaneous effect.
Vine
A token sprouting vines in all directions. These vines create difficult terrain, good climbing material, or perhaps fire material. This is an instantaneous effect.
Weed
A token causing weeds to grow all around it. This is an instantaneous effect.
Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price 100 gp (mud), 350 gp (stone), 150 gp (vine), 50 gp (weed).
Flaming Shoes Courtesy of Temotei
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 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.
Freshmint Gum Courtesy of Chrono22
Price: 300 gp
Body Slot: --
Caster Level: 1st
Aura: Faint; no school
Activation: Standard
Weight: -
This roll of sweet-smelling candy is wrapped in colorful reflective paper.
This special variety of magical confectionery is a boon to diplomats, public officials, and performers alike. Dirt, grime, slime, and any other kinds of filth are immediately cast off of the body and cloths of a person when she consumes a piece. As a secondary benefit, she also gains a +1 morale bonus on diplomacy checks as she is surrounded by a pleasant minty aroma (this bonus persists for one hour). An unopened roll of freshmint gum contains twelve pieces.
Prerequisites: Brew Potion, prestidigitation
Cost to Create: 150 gp, 12 XP, 1 day.
Gloves of Agile Climbing Courtesy of Chrono22
Price: 600 gp
Body Slot: Hands
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: ––
Weight: -
These fingerless leather gloves are rough, but flexible.
While wearing gloves of agile climbing, you can add your Dexterity modifier (instead of your Strength modifier) on Climb checks.
If you have at least 5 ranks in Tumble, you can grab onto an adjacent surface at any point during a fall as an immediate action (you may still suffer fall damage). You retain your Dexterity bonus to armor class while climbing.
Prerequisites: Craft Wondrous Item, cat's grace.
Cost to Create: 300 gp, 24 XP, 1 day.
Gummy Sphere Courtesy of DracoDei
These elastic spheres are made of the same material as the real world Gummy Bears and Gummy Worms (TM, although the spelling may be off). They are much more popular among the children of the nobility and court jesters than they are serious adventurers in the field. When ingested they allow the blowing of "soap" bubbles out of the ears. For creatures with external ears, the diameter of the bubbles is twice the longest dimension of said ears, meaning that if the campaign setting includes anthropomorphic rabbits then they can make some really big ones. For creatures without external ears, the diameter is equal to the diameter of the ear-hole. Creatures without ear-holes can not benefit from gummy spheres. The effect lasts 1d4 minutes, or until the creature (if medium sized) has produced 2 cubic feet of bubbles and only one such effect may be in place at a time. The maximum volume scales up and down with the size of the eater. The bubbles are completely and totally non-irritating to the eyes etc.
Caster level 1, Craft Wondrous Item, 10 gold pieces market price per batch of 100 for creation purposes, but normally available for individual sale for 1 silver piece for a single gummy sphere.
Healer’s Case Courtesy of BloodTide
These sturdy bags are heavily made, often with an internal frame of wood or metal, and fold out to allow easy access to what they contain which is a wide collection of medical tools, bandages, medicines and other useful items for the medical trade.
The Case’s is fully stocked with all of the materials and tools needed to heal to sick and wounded. It provides 20 ‘uses’ of a healer’s kit and replenishes fully each morning. Anyone with skill points in the Heal skill can use the medicines and tools within for a +5 competence bonus to Heal checks.
Additionally, the bearer gains a +2 resistance bonus to saves against diseases.
Aura Moderate Transmutation; CL 9th
Slot none
Price 5,000 gp
Weight 2 lbs
Construction Requirements: Create Wondrous Item, bear’s endurance, fabricate, resistance, secret chest; Cost 2,500 gp +200 xp
Helm of Infamy Courtesy of Temotei
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.
Jade Phoenix Mace Courtesy of Temotei
This warheart light mace is filled with the energy of the desert wind discipline. Once per encounter, the wielder can use the lingering inferno maneuver, causing a phoenix to rise every round to burn a foe. The maneuver cannot be recovered, but it is usable again after each encounter.
Since the jade phoenix mace is enhanced with a level 5 maneuver, it is treated as a +3 weapon, but it is not treated as inherently magical. The mace is treated as a magic weapon for the purposes of being dealt damage and being subject to saving throws, however, as well as for the purpose of bypassing damage reduction. Detect magic and arcane sight will not register the mace as a magical weapon, nor will dispel magic or antimagic field completely negate the mace's effects--they will only suppress its enhancement bonus to attacks and damage, not the maneuver infused into the weapon.
If sundered or otherwise destroyed, the jade phoenix mace pieces itself together for 1 minute, burning as it does so, dealing 2d6 fire damage per round to every creature within 10 feet. Half of the damage is fire, and the other half is pure arcane energy (untyped damage). At the end of this time, the mace explodes in fire and energy, dealing 10d6 damage to everything within 20 feet. After this, the mace is in perfect condition once more and is once again usable. However, lingering inferno is expended for the rest of the encounter (or until the end of the next encounter).
Strong conjuration; CL 12th; Legendary Battlesmith, lingering inferno; price 40,305 gp.
Lucky Silver Courtesy of Chrono22
Price: 2,800 gp
Body Slot: --
Caster Level: 3rd
Aura: Faint; (DC 16) divination
Activation: Standard
Weight: -
The faces of this otherwise unremarkable silver coin sport two expressions. One face is joyfully exuberant, and the other is depressingly dour.
A lucky silver can grant its holder incites into how beneficial or harmful an action will be. This power is utilized by flipping the coin and concentrating on the action in question. There is only a 73% chance the coin will give a meaningful reply. If an action has neither a good nor a bad result, or if it will have both, the lucky silver will land on its edge. If the holder attempts to use a lucky silver multiple times on the same subject, all the results will be the same as the first. A lucky silver functions three times per day.
Prerequisites: Craft Wondrous Item, augury
Cost to Create: 1400 gp, 112 XP, 2 days.
Marvelous Pigments Courtesy of Temotei
Each of these pigments (stored in 2 oz. vials) affects a single item, dyeing it the given color. Minor benefits go along with each color. Only one pigment's effect can be active at one time, though a single item could have more than one pigment applied to it. In this case, multiple pigments would mix to dye an item a mix of all the colors used, but the effects would still be chosen from which dyes were applied. Switching pigment effects on an item requires a swift action.
If the item a pigment is being applied to is considered armor and a weapon at the same time (a shield, for example), the applicator must choose which effect to give the item.
Certain mixed pigments will create special effects different from the pigments that made it, giving a more powerful, singular effect. This new effect overlaps all previous effects granted from pigments, stopping their effects completely and disallowing their use. The following are such pigments: Magenta, pink. The price for these pigments is given below in case the character buys the pigment straight up instead of mixing other pigments. By each of these special mixed pigments' names, in parentheses, are the pigments most commonly used to make it.
Red
The red pigment grants fire resistance 2 when applied to any worn item. If applied to a weapon, the weapon deals 1 fire damage on top of its normal damage.
Orange
The orange pigment grants acid resistance 2 when applied to any worn item. If applied to a weapon, the weapon deals 1 acid damage on top of its normal damage.
Yellow
The yellow pigment grants electricity resistance 2 when applied to any worn item. If applied to a weapon, the weapon deals 1 electricity damage on top of its normal damage.
Green
The green pigment, when applied to any worn item, grants a +1 bonus on saves against poison and disease. If applied to a weapon, any poison applied to that weapon gains a +1 bonus to its DC twice per day.
Blue
The blue pigment grants cold resistance 2 when applied to any worn item. If applied to a weapon, the weapon deals 1 cold damage on top of its normal damage.
Indigo
The indigo pigment grants a +1 bonus against mind-affecting spells and effects if applied to a worn item, as well as against stunning effects. If applied to a weapon, the wielder is able to stun with it once per day for 1 round, with a DC 15 Fortitude save to avoid the stunning. Activating the stunning effect is a swift action.
Violet
The violet pigment grants a +1 bonus to all saves once per day for 3 rounds as an immediate action if applied to a worn item. If applied to a weapon, the weapon applies a -1 penalty to all saving throws for 3 rounds as a free action, once per day.
White
The white pigment, when applied to a worn item, grants resistance 2 against all energy types (acid, cold, electricity, fire, sonic). If applied to a weapon, the weapon deals 1 damage of each energy type (acid, cold, electricity, fire, sonic) on top of its normal damage.
Black
The black pigment grants concealment as a free action once per day for 3 rounds when applied to a worn item. If applied to a weapon, the wielder is able to blind with it once per day (the effect is permanent), with a DC 15 Fortitude save to avoid the blindness. Activating the blinding effect is a swift action.
Magenta (Red x3 + Blue x3)
The magenta pigment grants fire and cold resistance 5 when applied to a worn item. If applied to a weapon, the weapon deals 1 fire and cold damage in addition to its normal damage, and one round after it hits, the target takes an additional 1 fire and cold damage.
Pink (Red x5 + White)
The pink pigment grants resistance to all energy types (acid, cold, electricity, fire, sonic) 2. As well, once per day, as an immediate action, the item can be called upon to grant immunity to mind-affecting spells and effects for 1 round. These effects are applied to worn items. If applied to a weapon, the wielder gains the ability to use dominate person with a caster level equal to their class levels once per day. This effect is combined with a single, standard-action attack.
Minor abjuration and evocation; CL 5th; Craft Wondrous Item, color spray; Price 400 gp (red, orange, yellow, green, blue, indigo, violet), 900 gp (black), 4,500 gp (white), 3,000 gp (magenta), 7,500 gp (pink).
Pickpocket's Solution by Me
Created by a wizard hired by a desperate and paranoid rogue, this small silk bag is the saving grace of any self-respecting pick pocket. When an owner of one of these wonderful items is captured, they pretend to hand over the "Gold" they stole, but instead hand over the "Pickpocket's Solution". When opened, a cloud of dust and dirt bursts forth, and continues to spray outwards until the bag is closed. The effects of the dust are mild, little more than some coughing, and watery eyes. But that is all that is needed for a skilled pickpocket to escape. The bag is considered to be the equivalent of "The Endless Decanter of Water", but instead of producing water, it produces dust.
Hand over the gold, Knave! Just gimme a second to make sure it's all here.
Quiver of Nothing Courtesy of Temotei
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.
Ring of Double Jumping Courtesy of Chess435
This magical ring allows the wearer to leap off the air once per jump, allowing them to make two jump checks and combine the results.
Faint Transmutation, CL 3, levitate, Value: 5,000 gp.
Rusting Gauntlet Courtesy of Temotei
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 Courtesy of Temotei
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 Courtesy of Temotei
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.
Shadow Sun Anklet Courtesy of Temotei
This anklet wraps tightly around the wearer's ankle, granting magical stability. It also doubles as a weapon, should the wearer need one in a pinch.
The shadow sun anklet grants a +10 bonus on Balance and Climb checks while worn. As well, the wearer can take off the anklet and throw it as a standard action. It functions as a warheart shuriken holding the ghost blade maneuver. Despite the shuriken being treated as ammo and a warheart weapon, it returns to the wielder as if it had the returning property, and is not destroyed upon impact like most ammo. The anklet can be wielded in melee at no penalty, also unlike ordinary shuriken. If wielded in melee, the wearer need not take the anklet off.
Since the shadow sun anklet is enhanced with a level 6 maneuver, it is treated as a +3 weapon, but it is not treated as inherently magical. The anklet is treated as a magic weapon for the purposes of being dealt damage and being subject to saving throws, however, as well as for the purpose of bypassing damage reduction. Detect magic and arcane sight will not register the anklet as magical, nor will dispel magic or antimagic field completely negate the anklet's effects--they will only suppress its enhancement bonus to attacks and damage and its returning property, not the maneuver infused into the weapon.
Since the shadow sun anklet is not a normal weapon and doesn't look like one, anyone performing a search of the wearer would not ordinarily know the function of the anklet as a weapon. A searcher must succeed on a DC 32 Martial Lore check to know of its weapon usability.
Strong illusion and transmutation; CL 13th; Legendary Battlesmith, ghost blade; price 50,301 gp; 25,301 gp + 2,000 XP.
Shadow Sun Headband Courtesy of Temotei
This headband's functions depend on where it is worn. If it is worn over the forehead, the headband grants a +5 bonus on Concentration and Martial Lore checks. If worn over the eyes, it grants blindsight out to 30 feet, as well as immunity to gaze attacks and spells or effects that rely on sight. However, the wearer cannot use their own sight while wearing the headband over their eyes. If worn around the neck, the headband allows the wearer to stop breathing without penalty. This does not allow the wearer to run indefinitely, though they could stay underwater forever without a problem or ignore spells such as stinking cloud. If the creature wearing the shadow sun headband does not have a forehead, eyes, or a neck, substitute these locations with suitable replacements on the body of that creature. Some creatures may not have any suitable or similar replacement locations. In this case, the headband simply cannot grant the effects inherent to the position that would normally function.
Moderate divination and transmutation; CL 8th; Craft Wondrous Item, see invisibility, water breathing; Price 20,500 gp; Weight 1/2 lb.
Spy's Glass Courtesy of Chrono22
Price: 5,500 gp
Body Slot: --
Caster Level: 3rd
Aura: Faint; (DC 16) divination
Activation: Standard (command)
Weight: 1 lb.
A golden eye is inscribed upon the cap of this finely crafted wooden-and-brass telescope.
The first spy's glass was created by a thieves' guild in a major city as a way of casing establishments and keeping track of their competition. These multipurpose instruments have become more common as their value among adventurers and warlords has grown.
A spy's glass functions as a mundane spyglass of superior make; it halves the penalties imposed on spot checks by distance. Additionally, when the cap has been placed over the lense and a command word is spoken, a spy's glass produces a magical sensor (as per prying eyes). This sensor automatically transmits anything it sees back to the viewer, and moves according to his direction. If the viewer ceases to look through the glass, the sensor will disappear. A sensor produced by a spy's glass can move a maximum of 1 mile away from the spy's glass before vanishing, and lasts for 3 hours.
Prerequisites: Craft Wondrous Item, prying eyes
Cost to Create: 2584 gp, 180 XP, 5 days.
Symbol of Defective Turning Courtesy of Temotei
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.
Staff of the Ringmaster By me.
This staff is made of finely polished oak with a large brass ball and for purposes of combat, functions just as a +1 mace (It still requires 2 hands to use). However, when the staff is pointed at an object, and the wielder envisions the object performing an action, the magic is activated. At-Will, this staff can cast Prestidigitation The limitations are the same as the spell Prestidigitation (Player's Handbook I).
Fun for the whole family.