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AeonsShadow
2013-03-08, 11:13 PM
So below I have listed a few weapons and spells I want peach'd, specifically the spells designed for multiclassers.


Here are the weapons.

Bloody Rose

A whip of deep red covered in small thorn-like spikes and ended in a multi faceted blade shaped like a rose.

Item type: exotic, Dagger whip +1

Item power: medium wondrous weapon

Powers: When put away, the whip retracts into its own handle, leaving the rose blade showing. When making an attack, as a quick action, you may make a sleight of hand check to detach one of the 30 thorns and attach it to an unoccupied area within 20 feet of the attack. In one-4 rounds the thorn grows into a 15-foot tangling vine that attacks the nearest creature and pins it down.

Any target entangled by by the vine takes 1d8 points of piercing damage from the vine's thorns each round. A successful Reflex save DC 15 halves the damage. If a target is wearing metal armor, the damage is instead negated. Any target that has taken damage must make a Fortitude save DC 15 or become slowed as the spell for 1d4 rounds.

Effects do not stack. In order to replenish thorns, the weapon must be placed in 1 gallon of water and will re-grow 2 thorns per gallon. It will grow two thorns every ten minutes.

Spells needed to make this item: entangle and plant growth. Minimum CL is 5 to make this item and caster must be a druid.



Sorrow’s Depth
Item: Assassin’s cursed bow of Silence
This bow, colored of ash gray and black writhing tentacles along its sinuously sleek body. For some reason the bow weighs MUCH heavier than it should.
Sorrow’s Depth is a special bow, both a gift and a curse, when drawn; this ash gray composite long bow +2 bestows a veil of silence upon the wielder, giving a +22 circumstance bonus to move silently, however, while wielded, the user cannot speak at ALL. Any arrow that is shot from this bow is silent as the grave and can only be heard with a listen check 25+ dex. Also, if a person is shot by an arrow from this bow, they become muted and the +22 move silently bonus is forced upon them and everything they touch until the arrow is removed.
Note: anything he touches PERSONALLY (hands, foot, etc.) can still make noise if he wants it to, such as tossing a rock, or dropping something metallic.
Once a week the owner may utter a command and enhance the arrow he is shooting to have the additional effect of a Slaying arrow upon its original abilities.
Once a lunar month when initiating a rapid shot attack, the user may cause all arrows shot out to be invisible, catching all opponents shot flat footed, the arrows show up 3 minutes after they hit or immediately if they break. In order to recharge this ability, the bow MUST be soaked in moonlight for a full hour.
While this weapon is also very powerful, it contains a very unique curse in that the owner slowly becomes mute over the period of 3 months. This can be remedied by giving up the bow for 1 lunar month. However, when taken again the curse starts all over again.


Apathy’s Discretion
Item: Staff of true power
A strange staff seemingly made of roots seamlessly intertwined together, wrapped around a gleaming black rock the size of a Halflings fist. When held, the rock seems to pulse with an unknown energy. Apathy’s Discretion seems special as soon as it’s picked up, pulsing with an unknown power and a thirst for knowledge that it stores inside itself like a book.
Abilities: Apathy’s Discretion has the ability to function as a book of infinite spells, but not only does it have the ability to store SPELLS, but it can store knowledge in general inside itself, giving the owner a bardic knowledge equal to an 8th level bard + any corresponding knowledge check. When a wizard wants to study their spells they but just think of studying and concentrate upon the staff for 1d4x10 minutes.
At any point in time, the wielder may add +6 to any stat at any moment the user choose as a free action, however, for every ten minutes in this form, the person will have to spend one hour at -2 of the specified stat.

Once a month, the owner may create a “Haniwa” who’s stat are shown below. A Haniwa is a 6-12 inch clay golem that can repair itself a total of thirty times before being permanently destroyed. The Haniwa may come to their creator to recharge the amount of time they can rebuild themselves once a month but no more and no less. The Haniwa start with stats between 10 and 16 (the stats of the creatures are determined by 2d4 plus 8, charisma is always 7-10 {depending on their makers ability), and it has low reflex. But the creature can grow like a player character. Their natures also vary widely.) They communicate telepathically with a select few people as a magical ability, as per the telepathy spell. The person who is being spoken to immediately knows where it is coming from, but not that it is the haniwa itself. Haniwa also have the ability to absorb up to three objects, no matter the size, and keep them within itself for transport. All magical items affect the Haniwa as it would a Human player character. Only a total of 12 Haniwas may be made at any one time. NOTE: this item is one I made specifically for a Major NPC, and as such it is a MAJOR MAGICAL ARTIFACT.

Vagabond’s Wonder
Item: Singing Rapier of Mystic Illusions (deals a D8 instead of a D6)
Vagabond’s Wonder is an ornately decorated rapier, looking well worn with use but gleaming like a jewel nonetheless. When held by a crude person with no love for the arts of entertainment, it is a simple Rapier +1, but to someone who loves entertainment (has 10 ranks or more in a performance skill, or a bard of level 8 or higher) this swords powers come to life as a +4 weapon.
Abilities: When examined in any detailed manner, the Sword seems to be a dancing rapier +1, however, as it’s used, its REAL powers come about. It has commands of a dancing weapon, however, as it’s used more and more, the owner learns of more commands for the sword, usually knowing them in his head as he wakes up, knowing they’re for his weapon, but not knowing what they do.
SPLIT: The rapier Becomes 2 +2 Dancing rapiers.
Divide: becomes 4 +1 dancing rapiers
Also at any time, 4 times a week, the owner may create a permanent image as the spell.
NOTE:As the weapon is used more and more, it slowly gains a consciousness, gaining intelligence. As it gets stronger, it becomes more and more like a street performer in mind-set, becoming joker-like in how he speaks and a lover of entertainment in all its forms. (Also, yes, I made this one SPECIFICALLY for bards.)

The Shadow Fangs
2 long daggers streaked in dark gray and handles with a gem seemingly made from the shadows itself, constantly writhing inside its jewel-like structure. These daggers exude an aura of malcontent where ever it goes.

Item Type: 2 Daggers (blade 1/2Ft, handle 3 inches long, picture to be included separately. Balanced nicely for throwing.)
Item ability: Seemingly, it’s just a +1 dagger, but the blade has the ability to damage a person through their shadow, ignoring damage reduction and armor bouses (not including magical bonuses). Moreover, if the blade is stuck in a person’s shadow, that person becomes unable to move from the spot until the blade is removed. This secondary effect can be overcome with a strength check of 26 or will check of 30 (add barbarian rage bonus to strength check if applicable, or buccaneers will check bonus to will check if applicable.



And here are the spells.

Ventis style: Swirling Fists
Casting time: 1 full round| C, M, V. |Range: touch|School: Transmutation| Components: a feather, a breath, a lock of human hair. |Spell duration: 5+ level/2 rounds | Spell level: 5
This spell creates two small tornadoes that wrap around the designated targets (usually the caster,) fists. These attacks cause not only additional damage of 2d8+1d8 every 4 caster levels, but anyone hit by them must make a strength check with a DC of 18+ casters wisdom check or be pushed 10 feet per wisdom modifier point. Maximum 40 feet.
__________________________________________________ _____
Ventis style: Swirling Blades
Casting time: 1 standard action| C, M,|Range:touch*| School: Conjuration| Components: Gold coins*, a breath and kiss| Spell Duration: one round| Spell level: 4
By taking two coins of monetary value and instilling magical energies through a breath and kiss, the coins become blades of wind, which acts as a +3 missile weapon with a distance of a hundred feet. The damage of the weapon is dependent on the value of the coin in question: Copper=1d4+1 per caster level, Silver=1d6+2 per caster level, Gold= 1d8+3 per caster level, and platinum (regular) =1d12+5 per caster level. This spell does not affect anything of monetary value above this, nor gems, nor ANCIENT ELVEN PLATINUM*. they are considered throwing daggers or shuriken for throwing purposes.

*monetary souce in last DM's world worth ten times normal platinum.
__________________________________________________ ___________________________
Ventis style: Tornado Strike
Casting time: instant| C, M|Range:5 feet per caster level | School: Transmutation| Spell Duration: instant| Spell level: 6
This spell is cast immediately as you or another team mate within 5 feet per casting level strikes. This causes their weapon to be wrapped in a tornado-like shock wave that hits the opponent. If the attacking person HITS their target, then they deal their damage plus 2d6 slashing damage and the target is pushed 5 feet per caster level, maximum 40 feet. reflex for half the pushing distance. If the attack misses the target is still pushed 5 feet per caster level, maximum 40 deet. reflex for half the pushing distance. If the target would hit a solid surface before they are pushed all the way, they take 1d4 per every 5 feet they would have been pushed.

TaiLiu
2013-03-09, 12:44 AM
And here are the spells.

Ventis style: Swirling Fists
Casting time: 1 turn| C, M, V. | Components: a feather, a breath, a lock of human hair. |Spell duration: 5+ level/2 rounds | Spell level: 5
This spell creates two small tornadoes that wrap around the designated targets (usually the caster,) fists. These attacks cause not only additional damage of 2d8+1d8 every 4 caster levels, but anyone hit by them must make a strength check with a DC of 18+ casters wisdom check or be pushed 10 feet per wisdom modifier point. Maximum 40 feet.
__________________________________________________ _____
Ventis style: Swirling Blades
Casting time: 1 standard action| C, M,| Components: Gold coins*, a breath and kiss| Spell Duration: instant| Spell level:
By taking two coins of monetary value and instilling magical energies through a breath and kiss, the coins become blades of wind, which acts as a +3 missile weapon with a distance of a hundred feet. The damage of the weapon is dependent on the value of the coin in question: Copper=1d4+1 per caster level, Silver=1d6+2 per caster level, Gold= 1d8+3 per caster level, and platinum (regular) =1d12+5 per caster level. This spell does not affect anything of monetary value above this, nor gems, nor ANCIENT ELVEN PLATINUM*.

*monetary souce in last DM's world worth ten times normal platinum.
__________________________________________________ ___________________________
Ventis style: Tornado Strike
Casting time: instant| C, M| | Spell Duration: instant| Spell level: 6
This spell is cast immediately as you or another team mate within 5 feet per casting level strikes. This causes their weapon to be wrapped in a tornado-like shock wave that hits the opponent. If the attacking person HITS their target, then they deal their damage plus 2d6 slashing damage and the target is pushed 5 feet per caster level, maximum 40 feet. reflex for half the pushing distance. If the attack misses the target is still pushed 5 feet per caster level, maximum 40 deet. reflex for half the pushing distance. If the target would hit a solid surface before they are pushed all the way, they take 1d4 per every 5 feet they would have been pushed.

Oo. I should mention that I lack the ability to judge weaponry, especially homebrew weaponry.

All these spells lack a spell list; which spell list[s] are they on?

For Ventis style: Swirling Fists, what do you mean by 'one turn?' One full round action? They also lack a labelling of the school of magic that they're in; they lack range, etc. Basically, they're too vague - look at this spell description (http://www.d20srd.org/srd/spells/magicStone.htm) for examples of 'fullness.'

AeonsShadow
2013-03-09, 01:10 AM
Added schools and range but what do you think the duration should be for those that don't have it?

TaiLiu
2013-03-09, 01:17 AM
Ventis style: Swirling Blades
Casting time: 1 standard action| C, M,|Range:touch*| School: Conjuration| Components: Gold coins*, a breath and kiss| Spell Duration: one round| Spell level: 4
By taking two coins of monetary value and instilling magical energies through a breath and kiss, the coins become blades of wind, which acts as a +3 missile weapon with a distance of a hundred feet. The damage of the weapon is dependent on the value of the coin in question: Copper=1d4+1 per caster level, Silver=1d6+2 per caster level, Gold= 1d8+3 per caster level, and platinum (regular) =1d12+5 per caster level. This spell does not affect anything of monetary value above this, nor gems, nor ANCIENT ELVEN PLATINUM*. they are considered throwing daggers or shuriken for throwing purposes.

I... don't get it.

AeonsShadow
2013-03-09, 01:47 AM
In every game I've played with several DM's, I noticed one consistent thing. After a certain level. Players have too much gold and NOTHING to spend it on. So I decided to create a spell that's powered by this money. the higher the monetary value, the more powerful the cutting blades are.

For all references in the attack, they are treated as a +3 missile weapon with a distance of a hundred feet maximum. The more monetary worth the coin, the more powerful the effect. It was originally to be used by anyone who had no use for money.
The damage amount is simple.
Copper=1d4+1 per caster level,
Silver=1d6+2 per caster level,
Gold= 1d8+3 per caster level,
Platinum (regular) =1d12+5
The more it's worth, the more it hurts.

Debihuman
2013-03-09, 07:06 AM
Powers: When put away, the whip retracts into its own handle, leaving the rose blade showing. [Good]

"When making an attack, as a quick action, you may detach one of the 30 thorns [This part is fine since that all you could with a quick action while making attack.]

"and attach it to an unoccupied area within 20 feet of the attack."

[This part is not so good. Now you are onto another action. I wouldn't allow this. I don't know how you intend to attach the thorn (and if you mean attach it to the whip that's in motion, you would need to do that before you attack, though I would allow you to do that a a move action the following round).

Furthermore, you could drop the throrn or fail to attach it (this should require a Sleight of Hand check) while in combat. The only other way to get that many actions would be if you added haste to the spell list.]

"In one-4 rounds the thorn-seed grows into a 15-foot vine that attacks the nearest creature and pins it down." [Whoa there. 1. Thorns aren't seeds. The thorn could just grow into a thorny vine.]

"The creature must roll a reflex (DC 10 +character level+ DEX) to dodge it and then, if it fails, it must make a grapple check (save dc 10+character level+ STR) or escape artist check, whichever is higher."

[UGH no. You should simply treat this as a straight entangle spell and have static DCs so you aren't calcuating all this while combat is taking place.

I recommend making this easier on anyone who want to use this since you have all kinds of variable DCs that are based on the caster not the wielder.

This would be e lot easier:

In 1d4 rounds, the thorn grows into a 15-foot vine that grabs any creatures within reach. The targets must roll a Reflex save (DC 15) to avoid being grabbed. Any target that fails its save becomes entangled by the vine. Escaping the vine requires a successful DC 20 Strength check or a DC 20 Escape Artist check.]

"If the creature fails while within 5 feet, the creature is held prone and takes 1d8 damage, if within ten the creature is paralyzed( escape artist check saves) and takes 1d6, and if within 15 feet, it is slowed and takes 1d4.

[Within feet of what? What are you talking about? The target is entangeled by the vine so he or she isn't feet from it. I recommend you change this to make combat more streamline.

How about this:

Any target entangled by by the vine takes 1d8 points of piercing damage from the vine's thorns each round. A successful Reflex save DC 15 halves the damage. If a target is wearing metal armor, the damage is instead negated. Any target that has taken damage must make a Fortitude save DC 15 or become slowed as the spell for 1d4 rounds.

"Effects do not stack. In order to replenish thorns, the weapon must be placed in 1 gallon of water and will re-grow 2 thorns per gallon." [Good but we need to know how long it takes to regrow a thorn.

Spells needed to make this item: entangle and plant growth. Minimum CL is 5 to make this item and caster must be a druid.

Debby

AeonsShadow
2013-03-09, 12:34 PM
"and attach it to an unoccupied area within 20 feet of the attack."

[This part is not so good. Now you are onto another action. I wouldn't allow this. I don't know how you intend to attach the thorn (and if you mean attach it to the whip that's in motion, you would need to do that before you attack, though I would allow you to do that a a move action the following round). Well think of it like using the whip to LAUNCH the thorn. shooting it into the space.


Furthermore, you could drop the throrn or fail to attach it (this should require a Sleight of Hand check) while in combat. The only other way to get that many actions would be if you added haste to the spell list.]

Agreed here.

"In one-4 rounds the thorn-seed grows into a 15-foot vine that attacks the nearest creature and pins it down." [Whoa there. 1. Thorns aren't seeds. The thorn could just grow into a thorny vine.]

"The creature must roll a reflex (DC 10 +character level+ DEX) to dodge it and then, if it fails, it must make a grapple check (save dc 10+character level+ STR) or escape artist check, whichever is higher."


[UGH no. You should simply treat this as a straight entangle spell and have static DCs so you aren't calcuating all this while combat is taking place.
okay. understood. I understand what you mean.


I recommend making this easier on anyone who want to use this since you have all kinds of variable DCs that are based on the caster not the wielder.

This would be be lot easier:

In 1d4 rounds, the thorn grows into a 15-foot vine that grabs any creatures within reach. The targets must roll a Reflex save (DC 15) to avoid being grabbed. Any target that fails its save becomes entangled by the vine. Escaping the vine requires a successful DC 20 Strength check or a DC 20 Escape Artist check.]

"If the creature fails while within 5 feet, the creature is held prone and takes 1d8 damage, if within ten the creature is paralyzed( escape artist check saves) and takes 1d6, and if within 15 feet, it is slowed and takes 1d4.

[Within feet of what? What are you talking about? The target is entangeled by the vine so he or she isn't feet from it. I recommend you change this to make combat more streamline.

How about this:

Any target entangled by by the vine takes 1d8 points of piercing damage from the vine's thorns each round. A successful Reflex save DC 15 halves the damage. If a target is wearing metal armor, the damage is instead negated. Any target that has taken damage must make a Fortitude save DC 15 or become slowed as the spell for 1d4 rounds.

"Effects do not stack. In order to replenish thorns, the weapon must be placed in 1 gallon of water and will re-grow 2 thorns per gallon." [Good but we need to know how long it takes to regrow a thorn.

Spells needed to make this item: entangle and plant growth. Minimum CL is 5 to make this item and caster must be a druid.

Debby

Thank you for all the information Debi, it helps me so much. I will add the information you have given me and will redo the item.