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    TelemontTanthul's Avatar

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    biggrin [3.5] Homebrew Magic Item Compendium

    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.

    -----------

    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

    Amaurea Quiver Courtesy of Chrono22

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    Price: 2250 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.


    Archmagi's Occular Robe Courtesy of TheGeckoKing

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    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 mudane merchant wouldn't pay much (500gp), but a Wizard would pay alot of money for a robe of this type (90,000gp+) Weight 1 lb.



    Blackwater Blade Courtesy of Temotei

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    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
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    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

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    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.



    Elixir of Regeneration Courtesy of The-Mage-King

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    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

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    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

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    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
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    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

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    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.


    Gaia Smasher Courtesy of Temotei

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    Gaia Smasher looks like a lump of rock with a hole for a hand to fit in. However, it is far more. On the inside, holes for appendages shrink and grow to the size of the creature wielding the weapon, allowing most creatures to use it--even if it seems too big or too small. Any creature of Tiny, Small, Medium, Large, or Huge size can use Gaia Smasher with no penalty. When a creature's mitt is inside Gaia Smasher, the outside morphs to fit the creature's size better, and also shows their moving appendages.

    This +2 gaia gauntlet grants a +6 enhancement bonus to Strength and +1d8 damage on hits with it. Monks are treated as proficient with this gauntlet and use their unarmed damage progression for Gaia Smasher. As well, for all intents and purposes, Gaia Smasher is treated as a one-handed weapon, but it is still easily usable in a grapple.

    Successfully hitting while wielding Gaia Smasher creates a 10x10x10-foot crater. If the wielder uses Power Attack, the crater size improves to 15x15x15 feet. Any creature in a crater suffers a -2 penalty to AC on top of being flat-footed.

    A successful critical hit sends a massively powerful shockwave through the ground, knocking enemies within 30 feet who fail a DC 25 Reflex save prone and dealing 5d10 damage to those enemies.

    Finally, against any creatures with the Earth subtype, Gaia Smasher ignores all damage reduction and deals an additional 2d6 damage. As well, successfully hitting creatures with the Earth subtype with Gaia Smasher lowers their AC by 1 per hit.

    Strong conjuration, evocation, and transmutation; CL 20th; Weight 1/2 lb. (Tiny); 1 lb. (Small); 1 1/2 lb. (Medium); 3 lb. (Large); 6 lb. (Huge).


    Healer’s Case Courtesy of BloodTide

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    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

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    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

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    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.


    Marvelous Pigments Courtesy of Temotei

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    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

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    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

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    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
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    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

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    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

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    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

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    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

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    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

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    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.


    Symbol of Defective Turning
    Courtesy of Temotei

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    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.

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    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.


    Tarrasque Set Courtesy of The-Mage-King

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    Grafts
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    Tarrasque’s Legs

    This graft replaces a creature’s legs, providing a five foot bonus to the creature’s base land speed. In addition, the creature can double its land speed once per minute.

    Graft Flesh, haste; Market Price: 8,000 Gp.



    Tarrasque’s Skin

    This graft replaces (or augments) a creature’s skin. It adds 4 points of natural armor, as well as having a 10% chance of reflecting ray, line, cone spells, powers, and other assorted abilities, as well as magic missile spells specifically. It also makes the creature with the graft immune to poisons.

    Graft Flesh; Market Price: 12,000 Gp.



    Tarrasque’s Arm

    This graft replaces a creature’s arm. It grants a claw attack that deals 1d8+2 damage (Str mod not included), with a critical range of 19-20, and overcomes DR related to metals. In addition, the creature gets +4 Str.

    Graft Flesh; Market Price: 15,000 Gp.



    Tarrasque’s Eye

    This graft replaces a creature’s eye. It grants the Frightful Presence ability, with a save DC equal to 17 plus Cha modifier, to the creature, along with a perpetual arcane sight spell.

    Graft Flesh, arcane sight; Market Price: 5,000 Gp.


    Tarrasque Bone Weapons
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    A weapon made of Tarrasque bones heals itself over time and cost 5% less to enhance with magic, due to the inherent magical nature of a Tarrasque. If a Tarrasque bone weapon is sundered, or in the case of arrows, broken by normal use, placing the pieces together and leaving them for a day will restore it to full health.

    Any weapon may be made of Tarrasque bone.

    The following table shows prices, assuming a Tarrasque based society. If not in a Tarrasque based society, or on poor terms with their weaponsmiths, multiply the prices by a thousand.


    {table=head]Type of Weapon|Price Modifier
    Ammunition|+50Gp
    Light Weapon|+500 Gp
    One-Handed Weapon|+750 Gp
    Two-Handed Weapon|+1,000 Gp[/table]


    Tarrasque Hide Armor

    Spoiler
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    Any leather armor or plate armor may be made of Tarrasque Hide. As with Tarrasque bone weaponry, Tarrasque Hide Armor is inherently easier to enhance, reducing cost to enhance by 10%, and heals itself over time if it gets damaged or sundered.

    Most suits of Tarrasque Hide Armor are of at least +1 enhancement bonus, with the Light Fortification special quality.


    {table=head]Type of Armor|Price Modifier
    Light Armor|+100 gp
    Medium Armor|+500 gp
    Heavy Armor|+1000 gp
    Exotic Armor|Normal Price * 50[/table]



    Vampiric Tempest Courtesy of Temotei

    Spoiler
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    This +4 defending bastard sword grants a +2 bonus to Reflex saves and a +10 bonus to Jump checks.

    On a successful attack, the sword releases a thin, powerful wind blast, pushing the target back 5 feet and granting 1d4 temporary hit points to the wielder. In addition, whenever the wind blast comes into effect, the wielder may take a 5-foot step. A successful Strength check of DC 26 negates the wind blast's effects. The wielder of the blade may suppress the wind effect at will as a free action.

    On a critical hit, the wind blast affects a 30-foot cone in front of the wielder of the bastard sword, and all targets in range must make a Reflex save of DC 20 or take damage as if they had been hit by the original attack (including the critical hit modifier).

    Strong evocation and necromancy; CL 20th; Weight 6 lb.


    ARTIFACTS

    Heartwar Swords Set Courtesy of Duke of URL

    Spoiler
    Show
    Weapon Properties

    Spoiler
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    The Heartwar Swords are a group of artifacts created as the tools in a war between the good and evil gods. Two champions are chosen -- the Heart of Light representing the good gods, and the Heart of Darkness championing the evil gods. The champions are granted (after a significant quest) one of the Greater Heartwar swords, and are charged with recovering the other Heartwar swords, slaying the opposing champion, and destroying the opposing Greater Heartwar Sword.

    No one person may actually possess more than one of the seven swords; when finding a new sword (or when killing the current possessor), it must be given to an ally, who in turn swears an oath to the champion and his or her gods to serve and protect them and to hunt down and destroy any servant of the other side.

    Should either of the champions be slain, unless by the other champion in control of all of the other swords, the champion's sword will magically pass to his or her most powerful sword-bearing ally, who becomes the new champion and must pass his old sword on to another ally. If the champion has no allies, the slain champion's gods will select a new champion.

    Each of the Heartwar swords appears to be a masterwork version of the its type, though with an unusual gem embedded in its hilt. The gem is a solid color, for which each sword is named. Once bonded to a sword, the creature is bound to it for the rest of its life, the only possible exception being the inheritance of the champion's sword. The creature may use no other melee weapon (without coming into conflict with the weapon's ego) and must remain true to his or her oath to the champion and the gods. All Heartwar swords grow in power as their wielders likewise become more powerful.

    Heartwar Swords cannot be destroyed, except that the Greater swords may be destroyed if its owner is slain by their counterpart while the opposing champion has all of the other swords bonded to him or her.

    All Heartwar swords share the following properties, regardless of any other feature that they have:
    • Alignment: NG or NE (White sword is always NG, Black sword is NE, others will change alignment according to oath); swords are considered Good or Evil weapons, accordingly, for the purposes of bypassing damage reduction
    • Enhancement Bonus: +1 per three character levels (maximum +5)
    • Artifcats: Heartwar swords are considered artifacts for the purposes of anti-magic fields, etc.
    • Adamantine: Heartwar swords are considered Adamantine for the purposes of bypassing damage reduction
    • Keen Edge: Heartwar swords have the Keen property
    • Bonus Feats and Abilities: Each sword provides one or more bonus feats or special abilities to its owner
    • Proficiency: The sword's owner is automatically proficient with the sword, even if he or she would otherwise not be
    • Feat Swap: If a new sword owner has weapon-specific feats (such as Weapon Focus) for a different type of weapon than the sword, he or she may swap all such feats for the equivalent versions for the sword upon acquiring the sword; such feat swapping must occur immediately upon obtaining the weapon
    • Special Purpose: Each sword has a specific special purpose, features tied to that purpose gain in power as its wielder gains experience
    • Spells and Spell-Like Abilities Any spell or spell-like ability has a caster level equal to the wielder's character level and DCs are based on the sword's Charisma
    • Automatic Resizing: The swords will magically adjust their sizes to fit their owners; e.g. a Longsword would become a small Longsword in the hands of a small creature

    Heartwar Sword Advancement (all except White and Black swords)

    {table=head]Owner's Level|Enhancement Bonus|INT|WIS|CHA|Ego|Abilities
    1st|
    +0
    |
    12
    |
    10
    |
    12
    |6|Empathy, Sworn Enemy, Smite Enemy
    3rd|
    +1
    |
    12
    |
    10
    |
    12
    |8|30' senses, Lesser Power #1, +1d3 damage vs. Enemy
    6th|
    +2
    |
    12
    |
    10
    |
    12
    |9|60' Senses, +1d4 damage vs. Enemy
    9th|
    +3
    |
    13
    |
    10
    |
    13
    |11|Lesser Power #2, +1d6 damage vs. Enemy
    12th|
    +4
    |
    14
    |
    10
    |
    14
    |14|Speech, 120' senses, +1d8 damage vs. Enemy
    15th|
    +5
    |
    15
    |
    10
    |
    15
    |17|Darkvision (60'), Read Language, Lesser Power #3, +2d6 damage vs. Enemy
    18th|
    +5
    |
    17
    |
    10
    |
    17
    |22|Telepathy, Darkvision (120'), Greater Power #1, +2d8 damage vs. Enemy
    20th|
    +5
    |
    18
    |
    10
    |
    18
    |27|Blindsense, Read Magic, Greater Power #2[/table]


    Greater Heartwar Sword Advancement (White and Black swords)

    {table=head]Owner's Level|Enhancement Bonus|INT|WIS|CHA|Ego|Abilities
    1st|
    +0
    |
    12
    |
    10
    |
    12
    |6|Empathy, Sworn Enemy, Smite Enemy
    3rd|
    +1
    |
    12
    |
    10
    |
    12
    |8|30' senses, Lesser Power #1, +1d3 damage vs. Enemy
    6th|
    +2
    |
    13
    |
    10
    |
    13
    |10|60' Senses, Lesser Power #2, +1d4 damage vs. Enemy
    8th|
    +2
    |
    14
    |
    10
    |
    14
    |12|Speech, 120' senses
    9th|
    +3
    |
    14
    |
    10
    |
    14
    |13|+1d6 damage vs. Enemy
    10th|
    +3
    |
    15
    |
    10
    |
    15
    |14|Darkvision (60'), Lesser Power #3
    12th|
    +4
    |
    16
    |
    10
    |
    16
    |18|Read Language, +1d8 damage vs. Enemy
    14th|
    +4
    |
    17
    |
    10
    |
    17
    |21|Telepathy, Darkvision (120'), Greater Power #1
    15th|
    +5
    |
    17
    |
    10
    |
    17
    |22|+2d6 damage vs. Enemy
    17th|
    +5
    |
    18
    |
    10
    |
    18
    |27|Blindsense, Read Magic, Greater Power #2
    18th|
    +5
    |
    18
    |
    10
    |
    18
    |27|+2d8 damage vs. Enemy
    20th|
    +5
    |
    19
    |
    10
    |
    19
    |30|Lesser Power #4, Greater Power #3[/table]

    Sworn Enemy: Each sword has a specific enemy type, according to the sword's purpose. This enemy type is used for the Smite Enemy and additional damage features of the sword. The sword also ignores the first 3 points per +1 of enhancement (e.g., +1 = 3 points, +2 = 6 points, etc.) of damage reduction of any type against such enemies.

    Smite Enemy: Once per day, the sword may, against its sworn enemy type, add the sword's Charisma modifier to the attack roll and do an additional amount of damage equal to the wielder's level. The sword chooses when to invoke this ability, not its wielder, and it must do so before the attack roll. If the attack misses or the target is not of the proper enemy type, then no additional damage is applied and the use of Smite Enemy is lost.



    White Sword (Longsword)

    Greater Heartwar Sword

    Spoiler
    Show
    The sword of the Heart of Light, champion of the Good gods. This marks him or her as the servant of the gods, and the sworn enemy of the Heart of Darkness. In addition to the quest to destroy the minions of the Evil gods, the sword is interested in being used as a tool of goodness and mercy.

    Sworn Enemy: Evil Creatures
    Lesser Power #1: Bless 3x/day
    Lesser Power #2: Locate Object 3x/day
    Lesser Power #3: Cure Moderate Wounds (wielder only) 3x/day [2d8+3]
    Lesser Power #4: Zone of Truth 3x/day
    Greater Power #1: Detect Evil at will
    Greater Power #2: Magic Circle Against Evil at will
    Greater Power #3: Haste (wielder only) 3x/day
    Bonus Feats and Abilities: Leadership, Permanent Protection From Evil


    Black Sword (Longsword)
    Greater Heartwar Sword

    Spoiler
    Show
    The sword of the Heart of Darkness, champion of the Evil gods. This marks him or her as the servant of the gods, and the sworn enemy of the Heart of Light. In addition to the quest to destroy the minions of the Good gods, the sword is interested in being used as a tool of fear, death, and destruction.

    Sworn Enemy: Good Creatures
    Lesser Power #1: Darkness 3x/day
    Lesser Power #2: Deathwatch (continuous)
    Lesser Power #3: Cure Moderate Wounds (wielder only) 3x/day [2d8+3]
    Lesser Power #4: Hold Person 3x/day
    Greater Power #1: Detect Good at will
    Greater Power #2: Magic Circle Against Good at will
    Greater Power #3: Fear 3x/day
    Bonus Feats and Abilities: Leadership, Permanent Protection From Good


    Blue Sword (Scimitar)
    Heartwar Sword

    Spoiler
    Show
    In addition to serving one of the champions, the Blue Sword seeks to enforce the natural order on the world, specifically targeting artificial constructs and non-native creatures. It attempts to fulfill both goals harmoniously, but the goal of serving the champion takes precedence in a conflict. This sword exhibits no powers until its owner swears an oath to one of the two champions.

    Sworn Enemy: Outsiders and Constructs
    Lesser Power #1: Mending 3x/day
    Lesser Power #2: Bane 3x/day
    Lesser Power #3: Calm Animals 1x/day
    Greater Power #1: Dismissal 1x/day
    Greater Power #2: Dimensional Anchor 1x/day
    Bonus Feats and Abilities: Turn Construct, Turn Outsider

    Turn Construct (su): You gain the ability to turn or rebuke constructs like a Cleric turns or rebukes undead. If you already have turn undead ability, you may turn using the greater of your normal turning level or as a Cleric of your character level minus five. If you do not have the turn undead ability, you turn constructs as a Cleric of your character level minus five.

    Turn Outsider (su): You gain the ability to turn or rebuke outsiders like a Cleric turns or rebukes undead. If you already have turn undead ability, you may turn using the greater of your normal turning level or as a Cleric of your character level minus five. If you do not have the turn undead ability, you turn outsiders as a Cleric of your character level minus five.


    Green Sword (Greatsword)
    Heartwar Sword

    Spoiler
    Show
    In addition to serving one of the champions, the Green Sword seeks mastery over life and death; choosing either outcome suits it just fine as long as active measures are taken. It attempts to fulfill both goals harmoniously, but the goal of serving the champion takes precedence in a conflict. This sword exhibits no powers until its owner swears an oath to one of the two champions.

    Sworn Enemy: Undead
    Lesser Power #1: Disrupt Undead 3x/day
    Lesser Power #2: Cure Moderate Wounds 3x/day
    Lesser Power #3: Deathwatch (continuous)
    Greater Power #1: Detect Undead at will
    Greater Power #2: Searing Light 3x/day
    Bonus Feats and Abilities: Turn Undead

    Turn Undead (su): You gain the ability to turn or rebuke undead as a Cleric would. If you already have turn undead ability, you may turn using the greater of your normal turning level or as a Cleric of your character level minus five. If you do not have the turn undead ability, you turn undead as a Cleric of your character level minus five.


    Grey Sword (Katana)
    Heartwar Sword

    Spoiler
    Show
    In addition to serving one of the champions, the Grey Sword seeks to neutralize opposing magic whenever possible. It attempts to fulfill both goals harmoniously, but the goal of serving the champion takes precedence in a conflict. This sword exhibits no powers until its owner swears an oath to one of the two champions.

    Sworn Enemy: Spellcasters
    Lesser Power #1: Detect magic at will
    Lesser Power #2: Silence 3x/day
    Lesser Power #3: Spellcraft +10
    Greater Power #1: Lesser Globe of Invulnerability 1x/day
    Greater Power #2: Dismissal 1x/day
    Bonus Feats and Abilities: Spell Resistance 10 + character level


    Red Sword (Bastard Sword)
    Heartwar Sword
    Spoiler
    Show

    In addition to serving one of the champions, the Red Sword seeks to master the elements, seeing elementals and dragons as rivals in this regard. It attempts to fulfill both goals harmoniously, but the goal of serving the champion takes precedence in a conflict. This sword exhibits no powers until its owner swears an oath to one of the two champions.

    Sworn Enemy: Dragons and Elementals
    Lesser Power #1: Endure Elements (continuous)
    Lesser Power #2: Flare 3x/day
    Lesser Power #3: Produce Flame 1x/day
    Greater Power #1: Quench fires 3x/day
    Greater Power #2: Wall of Fire 1x/day
    Bonus Feats and Abilities: Turn Elemental

    Turn Elemental (su): You gain the ability to turn or rebuke elementals like a Cleric turns or rebukes undead. If you already have turn undead ability, you may turn using the greater of your normal turning level or as a Cleric of your character level minus five. If you do not have the turn undead ability, you turn elementals as a Cleric of your character level minus five.


    Silver Sword (Rapier)
    Heartwar Sword

    Spoiler
    Show
    In addition to serving one of the champions, the Silver Sword seeks power over appearances, in being a master at both disguise and seeing through disguises. It attempts to fulfill both goals harmoniously, but the goal of serving the champion takes precedence in a conflict. This sword exhibits no powers until its owner swears an oath to one of the two champions.

    Sworn Enemy: Shapechangers
    Lesser Power #1: Faerie Fire 3x/day
    Lesser Power #2: Major Image 3x/day
    Lesser Power #3: Zone of Truth 3x/day
    Greater Power #1: Invisibility Purge 3x/day
    Greater Power #2: Disguise 3x/day
    Bonus Feats and Abilities: Skill Focus: Disguise, Skill Focus: Spot
    Last edited by TelemontTanthul; 2010-10-28 at 02:18 AM.
    Just by viewing these eggs, you are helping to hatch them!

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Here, here, here, here, here, here, here, here, and here are my homebrew items. Feel free to add them.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Cataloged and entered alphabetically.

    Thank you Temotei for being the first of hopefully many to contribute.

    If you have any requests on changes to be made, feel free to personal message me or post on the forum.

    I also posted up a few items of my own (Came up with them just now)
    Last edited by TelemontTanthul; 2010-10-25 at 01:34 AM.
    Just by viewing these eggs, you are helping to hatch them!

    I literally have no idea what kind of dragon will hatch.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Also, since after reading a few of these items, do you guys think I should create an index of different Enchantment Effects? For example on Temotei's Gaia Weapon, "Gaia" is it's own enchantment effect, unless I am mistaken.
    Just by viewing these eggs, you are helping to hatch them!

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Ring of Double Jumping:
    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.
    ^~Cody T.~^

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Quote Originally Posted by TelemontTanthul View Post
    Also, since after reading a few of these items, do you guys think I should create an index of different Enchantment Effects? For example on Temotei's Gaia Weapon, "Gaia" is it's own enchantment effect, unless I am mistaken.
    Gaia is a separate enchantment, but the artifact's is slightly enhanced because, well, it's an artifact.

    I'd do it like the Magic Item Compendium had it. Have armor enhancements and weapon enhancements, then have the actual item compendium.
    Last edited by Temotei; 2010-10-25 at 05:13 PM.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Hm... This interests me. I shall repost some of my stuff from the WotC boards for this.

    Misc.
    Spoiler
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    Elixir of Regeneration

    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, four days. Second version requires a gallon of Tarrasque blood, and an additional day to create.


    Grafts
    Spoiler
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    Tarrasque’s Legs

    This graft replaces a creature’s legs, providing a five foot bonus to the creature’s base land speed. In addition, the creature can double its land speed once per minute.

    Graft Flesh, haste; Market Price: 8,000 Gp.



    Tarrasque’s Skin

    This graft replaces (or augments) a creature’s skin. It adds 4 points of natural armor, as well as having a 10% chance of reflecting ray, line, cone spells, powers, and other assorted abilities, as well as magic missile spells specifically. It also makes the creature with the graft immune to poisons.

    Graft Flesh; Market Price: 12,000 Gp.



    Tarrasque’s Arm

    This graft replaces a creature’s arm. It grants a claw attack that deals 1d8+2 damage (Str mod not included), with a critical range of 19-20, and overcomes DR related to metals. In addition, the creature gets +4 Str.

    Graft Flesh; Market Price: 15,000 Gp.



    Tarrasque’s Eye

    This graft replaces a creature’s eye. It grants the Frightful Presence ability, with a save DC equal to 17 plus Cha modifier, to the creature, along with a perpetual arcane sight spell.

    Graft Flesh, arcane sight; Market Price: 5,000 Gp.


    Tarrasque Bone Weapons
    Spoiler
    Show
    A weapon made of Tarrasque bones heals itself over time and cost 5% less to enhance with magic, due to the inherent magical nature of a Tarrasque. If a Tarrasque bone weapon is sundered, or in the case of arrows, broken by normal use, placing the pieces together and leaving them for a day will restore it to full health.

    Any weapon may be made of Tarrasque bone.

    The following table shows prices, assuming a Tarrasque based society. If not in a Tarrasque based society, or on poor terms with their weaponsmiths, multiply the prices by a thousand.


    {table=head]Type of Weapon|Price Modifier
    Ammunition|+50Gp
    Light Weapon|+500 Gp
    One-Handed Weapon|+750 Gp
    Two-Handed Weapon|+1,000 Gp[/table]


    Tarrasque Hide Armor

    Spoiler
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    Any leather armor or plate armor may be made of Tarrasque Hide. As with Tarrasque bone weaponry, Tarrasque Hide Armor is inherently easier to enhance, reducing cost to enhance by 10%, and heals itself over time if it gets damaged or sundered.

    Most suits of Tarrasque Hide Armor are of at least +1 enhancement bonus, with the Light Fortification special quality.


    {table=head]Type of Armor|Price Modifier
    Light Armor|+100 gp
    Medium Armor|+500 gp
    Heavy Armor|+1000 gp
    Exotic Armor|Normal Price * 50[/table]




    Now, this stuff was made for the thread on the Tarrasque based society over there, and was balanced accordingly... Most of this stuff would be... quite expensive in a non-Tarrasque based society...

    Elixer of Regeneration, however, is fine in any area.
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    Default Re: [3.5] Homebrew Magic Item Compendium

    Quote Originally Posted by Temotei View Post
    I'd do it like the Magic Item Compendium had it. Have armor enhancements and weapon enhancements, then have the actual item compendium.
    So in other words, just put all the vocabulary terms first, then the magic items? I think I can do that.

    As for The-Mage-King, would it be alright if I categorize all your Tarrasque items into one larger category, followed by the sub categories you listed?

    Example

    Tarrasque
    ----Grafts
    ----Bone Weapons
    ----Armor

    Somewhat like that, just using SPOILERS instead of dashes?
    Just by viewing these eggs, you are helping to hatch them!

    I literally have no idea what kind of dragon will hatch.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Eventually I will categorize everything as follows (Substituting dashes with SPOILERS)

    MAGIC PROPERTIES

    A
    ---Magic Property starting with Letter A

    ---Magic Property starting with Letter A


    MAGIC ITEMS

    A
    ---Magic Item Starting with Letter A

    B
    ---Magic Item Starting with Letter A


    or even

    T
    ---Magic Set Starting with Letter T
    -------Magic Item IN Magic Set Starting with Letter T

    (At least, that's how I envision it.)

    What do you guys think of that?
    Just by viewing these eggs, you are helping to hatch them!

    I literally have no idea what kind of dragon will hatch.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Quote Originally Posted by TelemontTanthul View Post
    As for The-Mage-King, would it be alright if I categorize all your Tarrasque items into one larger category, followed by the sub categories you listed?

    Example

    Tarrasque
    ----Grafts
    ----Bone Weapons
    ----Armor

    Somewhat like that, just using SPOILERS instead of dashes?
    Sure. I just set it up like that because that was how my document had them.
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    Default Re: [3.5] Homebrew Magic Item Compendium

    Categorized and Alphabetized.

    Keep it up guys, I'm impressed at how quickly we gathered up these. Pretty soon I'll start having to squish these into Letter Categories.

    To The-Mage-King,

    Looking at your items, I think the balance isn't too much of an issue. This Magic Item Compendium is more for DMs to get inspired from. When they look at the Tarrasque Set you posted, they will probably adapt it to fit their individual campaigns.
    Just by viewing these eggs, you are helping to hatch them!

    I literally have no idea what kind of dragon will hatch.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Quote Originally Posted by TelemontTanthul View Post
    To The-Mage-King,

    Looking at your items, I think the balance isn't too much of an issue. This Magic Item Compendium is more for DMs to get inspired from. When they look at the Tarrasque Set you posted, they will probably adapt it to fit their individual campaigns.
    Point, though I'd like to make a decent set of items that cost a reasonable amount...

    Tell you what, I'll work on a few new toys over the next week, and post them here. I'm thinking pumpkin themed...
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    Default Re: [3.5] Homebrew Magic Item Compendium

    Sounds perfect to me. The more the merrier.

    I'll check up again either in a few hours, or tomorrow. But definitely keep posting stuff up guys.
    Just by viewing these eggs, you are helping to hatch them!

    I literally have no idea what kind of dragon will hatch.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    How about an "artifact" I made for a character once? Not sure it qualifies as a fullblown artifact, maybe a major wondrous, not sure.

    "The Cloak of the Shroud"

    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.


    No diea about creation spells/levels etc. created it for an NPC to use with some players :)
    Sir Ouranos Helaine, The Silver Wing, Paladin of Bahamut
    By Blood And Honor, We Serve.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Categorized and Alphabetized. Thanks. Removed the word "The" because I figured it would be easier to find for someone looking for a "Cloak". Eventually all these items will be under broader categories according to the letter they start with. But first, there are two things that I think need to happen first.

    1. Need MORE items. So far we are doing great, but I know that there are still a ton of people out there with clever and original ideas, or variations on classic magic items. And remember ladies and gentlemen, you WILL receive all due credit.

    2. Need items from every letter in the alphabet. I'd personally rather not have to repeatedly go back and edit the first post over and over again to add SPOILERS whenever an item with a new beginning letter shows up. Much more efficient to do it once, and for all the letters.
    Just by viewing these eggs, you are helping to hatch them!

    I literally have no idea what kind of dragon will hatch.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Amaurea Quiver
    Price: 2250 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.

    I used the MIC's format, since it's easier to use and read.
    Last edited by Chrono22; 2010-10-26 at 06:25 AM.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    You're welcome to use any or all of the following:

    Artifact: Heartwar Swords (kind of like legacy weapons, without the suck)
    Artifact: Roster of The Legends (transform into an epic character, new character to use each day)
    Wondrous Item: Mastering The Art Of Sound (epic tome)
    Wondrous Item: Tabula Encyclopedia (knowledge/lore enhancer)
    Wondrous Item: Omer Ikahn Etch-Pressed Gift Card (humorous)


    My Homebrew
    Gronk by dallas-dakota

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    Lightbulb Re: [3.5] Homebrew Magic Item Compendium

    I had an idea for a robe that stems from the Archmage pic I saw. Robe of Eyes is OK, but not befitting for an Archmage, so............

    Archmagi's Occular Robe
    Spoiler
    Show

    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 mudane merchant wouldn't pay much (500gp), but a Wizard would pay alot of money for a robe of this type (90,000gp+) Weight 1 lb.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Quote Originally Posted by TelemontTanthul View Post
    Need MORE items.
    You could PM some people to ask if you can use their magic equipment for a compendium.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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    Default Re: [3.5] Homebrew Magic Item Compendium

    ^ Yeah, dunno about Personal Messaging people. I shouldn't hafta twist people's arms for this. Ideally, this is something that people use whenever, however.

    Added up a few items. Thank you TheGeckoKing and Chrono22.

    Looking at the items for Duke of URL. (Very punny name by the way)

    Honestly, I am not sure on how to handle your items. And any insight you have would be helpful. Your Heartwar Swords are impressive, and will make an excellent addition.

    My question is: Would you prefer I break up all the swords individually and call it the "Heartwar Set"? Kinda how I categorized all the tarrasque items?

    Example:

    Heartwar Set
    --Heartwar Properties (I saw an entire section for that)
    --Heartwar Sword I
    -- Hearwar Sword II

    As the creator of these items, I wanna make sure that by switching up how it is organized, I am not changing anything in a harmful way.
    Just by viewing these eggs, you are helping to hatch them!

    I literally have no idea what kind of dragon will hatch.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Also, to everyone, but specifically Duke of URL,

    Would you prefer I make a separate section for Major Artifacts? This section would be reserved for items that are supposed to be unique. Usually extremely odd or extremely powerful items.
    Just by viewing these eggs, you are helping to hatch them!

    I literally have no idea what kind of dragon will hatch.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Well if you're going to reorganize it, I suggest going with the MIC's organization:

    Armor Properties
    Specific Armor and Shields
    Weapon Properties
    Specific Weapons
    Clothing
    Tools
    Magic Item Sets

    ^And within these are a subset of items known as Relics- magic items that have powers that are "unlocked" based on certain criteria. Usually these have some history attached to explain their origins and purposes. Adding in a section for artifacts too wouldn't hurt.
    Also, I suggest standardizing the magic item submission format. It would go a long way to improving usability for readers. On that note, please edit my submission back in with the type codes. I like stuff I've written to look professional!

    Freshmint Gum
    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.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Don't forget rings, rods, wondrous items, cursed items and artifacts!
    ^~Cody T.~^

    "I see now that the circumstances of one's birth are irrelevant; it is what you do with the gift of life that determines who you are." - Mewtwo

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    Default Re: [3.5] Homebrew Magic Item Compendium

    To Mr. Chrono22,

    I have standardized submissions. Which means we will probably get fewer, but they will be nice and organized. On a side note, would you like to help me out in filling in some blanks on magic items people have submitted? (Assuming you have confidence enough in your ability to judge items, I have faith in you). My hands are tied up in organizing everything for the moment, and to be honest, I am not an expert in gauging power in magic items.

    To Mr. Chess435,

    I think for now, I will classify them into "Magic Items" and "Artifacts" until we get more submissions. I could arbitrarily say "At 100 submissions, I'll reorganize it into smaller categories, but I think it is dependent on the TYPES of submissions we get.

    For example, if suddenly someone who specializes in homebrewing rings submits a bunch of his items, it will force me to create a "Rings" sections, rather than a letter "R" section. Since it would be tedious for people to scroll through a bunch of rings to find something else.

    It's a work in progress.

    Keep submitting guys!
    Just by viewing these eggs, you are helping to hatch them!

    I literally have no idea what kind of dragon will hatch.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Healer’s Case

    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; Weight 2 lbs
    Construction
    Requirements Create Wondrous Item, bear’s endurance, fabricate, resistance, secret chest; Cost 2,500 +200 xp for D&D

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Categorized and Alphabetized.

    Special thanks to BloodTide for his recent contribution.

    Duke of URL, I have run into an issue, see the end of this post.

    Also, I have added in an Artifacts Section, as I promised I eventually would. Thank you Duke of URL for your items.

    To The-Mage-King,

    I was wondering if you would perhaps rather your Tarrasque Set be placed in Artifacts rather than Magic Items

    TROUBLE

    I have run into another problem. The Maximum length of a message.

    This is troublesome, and I knew that I would eventually run into such a barrier.

    I could always just make a new post, but in order to keep it all together and uniform, I believe I would be forced to delete all other posts on this page in order to ensure that mine was directly below the first post.

    Any suggestions? Hints? Tricks? Help is much appreciated here.
    Just by viewing these eggs, you are helping to hatch them!

    I literally have no idea what kind of dragon will hatch.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Quote Originally Posted by TelemontTanthul View Post
    Looking at the items for Duke of URL. (Very punny name by the way)
    The scary thing is how long I've been using it in one place or another (13 years, I think).

    Honestly, I am not sure on how to handle your items. And any insight you have would be helpful.
    The only other item I'd really push to see included is the other artifact, the Roster of the Legends. That was the item I actually won with during the Library Lovers contest, and it's gotten nothing but positive feedback (though looking at it with a more experienced eye, I'd make some minor tweaks... notably, the Will save for reverse effect should probably be changed to 10 + 1/2 ECL of the "legend").

    I've actually toyed with the idea of making an entire book around the concept, with the artifact as the centerpiece and a collection of 20 or more epic characters that can be used with the artifact. (Which could also be used just as a handbook of premade epic NPCs.)

    My question is: Would you prefer I break up all the swords individually and call it the "Heartwar Set"? Kinda how I categorized all the tarrasque items?
    They are a set, so they should be grouped together. Certainly someone could use the general traits as a template to make intelligent legacy-style weapons of their own, but there's no cost guidelines, as these were originally designed to be a unique set of seven swords.

    It's also one of my earlier efforts, and I had never even heard of Weapons of Legacy when I made this for a contest entry.

    As the creator of these items, I wanna make sure that by switching up how it is organized, I am not changing anything in a harmful way.
    Consider them OGL, so they're free to reorganize or modify as you see fit as long as it's properly credited.

    Quote Originally Posted by TelemontTanthul View Post
    TROUBLE

    I have run into another problem. The Maximum length of a message.

    This is troublesome, and I knew that I would eventually run into such a barrier.

    I could always just make a new post, but in order to keep it all together and uniform, I believe I would be forced to delete all other posts on this page in order to ensure that mine was directly below the first post.

    Any suggestions? Hints? Tricks? Help is much appreciated here.
    I'd consider opening a new thread and reserving a fair number of posts right up front, then redirect folks from here to there when you're done.. Create the new thread with a title that will tell people to ignore it, reserve your posts (1/minute ), then change the title in post #1 to reflect the actual name.

    Edit: Regarding the types of items and organization, in general, I'd go ahead and put up the same categories of items as are in the SRD, even if there are no items yet in that category (exception: there's no point having potions, scrolls, or wands). It helps people when they go to look things up to find by item type, and if a category is empty or barely populated, it might spur people to submit items of that type.

    So that should be:

    • Armor Properties
      • Specific Armors
    • Weapon Properties
      • Specific Weapons
    • Rings
    • Rods
    • Staves
    • Wondrous Items
    • Cursed Items
    • Artifacts
      • Minor Artifacts
      • Major Artifacts
    Last edited by Duke of URL; 2010-10-28 at 07:19 AM.


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    Gronk by dallas-dakota

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    Default Re: [3.5] Homebrew Magic Item Compendium

    I'm not really interested in going through and doing a bunch of work for other people. If someone leaves important information out, just don't add their item. That's my advice...

    As for the character limit: when it gets to that point, request that a moderator lock the thread. You can port all the info in the OP into a new thread, and post the first 5 or 6 posts so you have them in reserve.

    Spy's Glass
    Price: 5500 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.
    Last edited by Chrono22; 2010-10-28 at 04:12 PM.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Quote Originally Posted by TelemontTanthul View Post
    To The-Mage-King,

    I was wondering if you would perhaps rather your Tarrasque Set be placed in Artifacts rather than Magic Items
    Hm... Well, that would work, I guess. I mean, unless you plan out a city focused on using the tarrasque as a food/item source, you'll have to be epic to use them...
    Avatar by Ceika.
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    Using a different color of text for sarcasm is so original.

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    Default Re: [3.5] Homebrew Magic Item Compendium

    Alright, thank you guys for a lot of insight. I was considering making a new Thread and posting a few times to reserve space, but i was worried that the thread would be locked if I did so.

    Speaking of Admin, I also have applied to have the thread Sticky Noted. Though if such a request actually does make it through, I'd be sure to ask if the new thread could be sticky noted instead.

    Speaking of New Thread. Looks like that is going to be the case. I believe that if I delete the original post, the thread should be destroyed, correct? I will of course, copy and paste all of the OP before doing so (that would be silly if I didn't.)

    I'll wait for a few hours first, in case you guys need to post anything, including extra items, because I plan on transferring all the items on this thread, including ones not yet categorized and alphabetized.

    Might even wait until late tonight.
    Just by viewing these eggs, you are helping to hatch them!

    I literally have no idea what kind of dragon will hatch.

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