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  1. - Top - End - #211
    Firbolg in the Playground
     
    Bohandas's Avatar

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    Default Re: 1001 Homebrew Magic Items

    243.) Photobomb
    This unweildy conglomeration of glass and fiber optic wire can be detonated with the effect of a level 15 Sunburst spell*. Anything standing immediately adjacent to the bomb when it goes off also takes an additional 1d4 points of piercing damage from broken glass on a failed save. It detonates on a timer that can be set to go off between immediately and one hour.
    Strong Evocation; CL 15; Prerequisites; Price 3000gp; Weight 25lbs

    (dealing 6d6 damage in an 80 foot radius to normal creatures, 12d6 damage to creatures of darkness, and 15d6 damage to undead, plants, and oozes and blinding all creatures in its area, with a successful reflex save halving the damage and negating the blindness)
    Last edited by Bohandas; 2020-11-19 at 01:13 PM.
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  2. - Top - End - #212
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    HalflingPirate

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    248: Orb of Water

    This slippery globe is difficult to handle, and requires a Dex save (DC 20) to handle or use. A failed save indicates that the orb was dropped.

    The orb is always wet and about the solidity of gelatin, though it never falls apart or splatters. It will moisten but not soak its container.

    When presented the orb grants a +5 reaction bonus to social reactions with aquatic creatures, and allows communication with any aquatic creature capable of using language.

    When presented the orb may be used 3 times per day to turn, rebuke, or bolster, but not destroy, water elementals. If a character may already turn water elementals it grants three additional turnings to the character and 5 to the effective levels for turning.

    Once per day the orb may create water as the spell cast at the character's highest caster level or level 5.

    Once per week the orb may be used to summon a water elemental.

    Once per week the orb may Calm Water in a 10 foot per caster level radius. This effect lasts for 1 hour per caster level. A character capable of turning water elementals adds 5 to his effective caster level for this purpose.

    In water the orb is invisible. It can be felt or seen using True Sight or Detect Magic, but it cannot be detected with See Invisibility because it is not magically invisible.

  3. - Top - End - #213
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    249 Ten Foot Toothpick

    Ten foot poles are highly useful for low level adventurers but they are a pain to carry around.

    This magical item looks like an unusually thick and ornate tooth pick until the command phrase is spoke "A ten foot pole would come in handy right now." at which point the tooth pick transforms into a ten foot pole.

    The ten foot pole returns to toothpick size at the command phrase "I don't want to carry this thing around."

    250 Everytool

    Everytool is a tool that polymorphs. It can be a saw, spade, hammer, crowbar, almost any mundane tool provided it isn't too large or too specialized.

  4. - Top - End - #214
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    DwarfBarbarianGuy

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    Default Re: 1001 Homebrew Magic Items

    251). Inventory
    A rediculously complex rune scheme is tattooed across the back, taking up the shirt slot. When the appropriate hand/arm motions and command word are made, an extra-dimensional space opens up in front of the owner. It is divided up into sixteen boxes, which Reduce and each store up to 20 of a particular item in stasis (maximum stack size 20). Living creatures will not activate the enchantment and cannot be stored within the space. If the runes are damaged, the space cannot be accessed. If the owner dies, the runic array peels off into a skinscroll and can be transferred to a new owner by any appropriately skilled caster.
    "There is no hunting like the hunting of man, and those who have hunted armed men long enough and liked it, never care for anything else thereafter."
    ~ Ernest Hemingway

    2021 2022 2023 2024

    Dwarf Magus (Deep Marshal) spell list

  5. - Top - End - #215
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    PirateCaptain

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    252.) Sweet Revenge
    Weapon, Legendary (requires attunement, special)

    This handaxe was formed out of old wood and crystalized poison as revenge for the burning of a sacred grove. Its poison attacks the blood crystalizing it in the arteries and veins.

    Creatures hit by this handaxe must make a DC 18 Constitution save. On failure they take 2d6 poison damage and have the poisoned condition. On success they take half the poison damage and do not suffer the poisoned condition.

    Creatures slain by this weapon are rooted into place by the crystallization of their blood. Over the course of 1d4 days their corpse is consumed by an awakened tree which sprouts and reaches maturity in the specified time. This awakened tree will be friendly to the wielder of the weapon if they are present when it reaches maturity and awakens and will assist with completing one task if it can. If no one is present when the tree reaches maturity and awakens or when an awakened tree completes its task then it will make its way to where the destroyed sacred grove was if possible. If not it will seek out the nearest sacred grove or similar place and defend it.

    Being attuned to this weapon also makes the attuned immune to poison damage and the poisoned condition.

    Special: This weapon may be wielded by someone who is not attuned to it. However, anyone attempting to wield this weapon without being attuned to it risks poisoning themselves with it. Every time the weapon is used for an attack the un-attuned wielder has a 1 in 6 chance of poisoning themselves suffering the same effects as a creature hit by the blade. Attuning to this blade requires the wielder to plant a tree seed and care of it until the sapling sprouts. This process may not be sped up by magic.
    Last edited by Crim the Cold; 2020-11-24 at 04:20 PM.

  6. - Top - End - #216
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    253.) Santa's Sack
    This item functions as a bag of holding, except it has no weight or volume limit
    Oberwhelming conjuration; CL 21; Artifact; Weight 15 lb

    254.) Ioun Stone: Brass Ball
    This ioun stone renders the user immune to fear
    Moderate Enchantment; CL 12; Prerequisites; Price ~4000-20000;

    255.) Sword of Superb Seppuku
    Against the person wielding it, this sword's effective enhancement bonus is +3 higher than normal and deals an extra 2d6 points of damage
    Moderate Evocati9n; CL 5th; Prerequisites Craft Magical Arms and Armor, Inflict Light Wounds; Price +1

    256.) Nerd Glasses of Intellect
    These spectacles add a +2, +4, or +6 enhancement bonus to the wearer's intelligence. They also negate vision impairing conditions, including bot not limited to Blindness and Dazzle; however they do not pierce illusions.
    Moserate Transmutation; CL 8; Prerequisites Craft Wondrous Item, Fox's Cunning, Remove Blindness/Deafmess; Price 14800 (+2), 32000 (+4), 60000 (+6)

    257.) Ring of Keys
    This ring has an insignia embossed on it in the shape of a key. Any time the wearer opens a door, the door is unlocked as per the Knock spell, and any time they close a door it automatically locks behind them. Once per day they can Arcane Lock a door by continuing to clutch the knob with the hand wearing the ring for one full minute after the door has been closed. If the wearer holds their hand against a keyhole for one minute they have a 20% chance of materializing a key for that lock. If the check fails they cannot try again. They can only make one key per lock in this manner, but if the ring is pressed against a lock that it has previously produced a key for, the insignia on the ring grows into an actual key. Producing keys is the only way the ring can open locks on things other than doors.
    Aura Moderate Transmutation; CL 4; Forge Ring, Knock, Arcane Lock; Price 22200

    EDIT:
    258.) Oar of Rowing
    When placed in the appropriate spot on a boat, this oar rows by itself, without the aid of a rower.
    AuraFaint Conjuration; CL 2; Prerequisites Craft Wondrous Item, Unseen Servant; Price 100gp (200 gp for set of 2)?; Weight ~15lb each
    Last edited by Bohandas; 2020-12-25 at 08:29 PM.
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  7. - Top - End - #217
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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by Bohandas View Post
    258.) Oar of Rowing
    When placed in the appropriate spot on a boat, this oar rows by itself, without the aid of a rower.
    AuraFaint Conjuration; CL 2; Prerequisites Craft Wondrous Item, Unseen Servant; Price 100gp (200 gp for set of 2)?; Weight ~15lb each
    I'm sorry my friend, but this item must come as a pair. Otherwise it's only good for moving a boat in circles.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  8. - Top - End - #218
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    Default Re: 1001 Homebrew Magic Items

    Unless it rotates sides on its own...
    That mystical swirling of multicolored leaves as they dance in the air, that fresh fall smell, the perfect weather that makes you feel so very alive. You can almost forget that you're watching dead tissue accumulate as winter claims the world and floods it with the calming scent of death.

  9. - Top - End - #219
    Firbolg in the Playground
     
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    Electrocyte Stack Graft
    This graft of electric eel tissue allows you to deal 1d6 points of electrical damage as a melee touch attack as an extraordinary ability once per minute

    Prerequisites: Graft Flesh, Shocking Grasp or Call Lightning or Regenerate; Price 4000 gp

    Quote Originally Posted by drack View Post
    Unless it rotates sides on its own...
    Or if you have a real second rower
    "If you want to understand biology don't think about vibrant throbbing gels and oozes, think about information technology" -Richard Dawkins

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  10. - Top - End - #220
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    260.) Flask of Shadows
    This erlenmeyer flask is filled with wispy black material from the Plane of Shadows. When unstoppered and used as a focus during spellcasting it allows [shadow] spells (and related abilities) to be cast while on planes disconnected from the Plane of Shadow. It contains enough material for 50 such uses, but if brought back to the Material Plane and unstoppered it will refill itself at a rate of one charge per day (or one charge per minute if brought to the Plane of Shadow). If left unstoppered on a plane disconnected from [Shadow] it will leak out at a rate of one charge per minute. If used on the Material Plane or another plane connected to the Plane of Shadows (including the Plane of Shadows itself) it makes [shadow] spells more real, to a maximum of 95% (multiple charges may not be used for a single casting; the percentage cap is for the purposes of if it is combined with other shadow magic boosting items or effects)

    Moderate Illusion[shadow]; CL 9; Prerequisites Craft Wondrous Item Greater Shadow Conjuration or Greater Shadow Evocation or Shades; Price 42000gp

    (based on cl9 spell level 5 using wall of force, which hedges out antimagic field, as a benchmark. Since it adds a component, subtract the cost of a component removing metamagic rod. Price seems a bit steep so no price hike for the charges recharging and add the boost if on the material plane
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  11. - Top - End - #221
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    HalflingPirate

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    Default Re: 1001 Homebrew Magic Items

    Quote Originally Posted by jqavins View Post
    I'm sorry my friend, but this item must come as a pair. Otherwise it's only good for moving a boat in circles.
    Sculling is also an option, as on Venetian gondolas.

    261: The Jester's Mask

    This item is a bard's dream or nightmare. When discovered it will appear to be a ceramic mask designed either in a dramatic frown or a comedic smile. There will be a glazed black dominoe across the eye slits and the full lips around the mouth opening will be glazed dark red. The face will be snow white except for a 'beauty mark' of some kind, usually a tiny black or red diamond shaped star on one cheek or (a larger mark) covering one eye. There will also be a three-pointed 'king of fools' crown with the points glazed purple, green, and gold.

    The mask identifies as magical in the schools of abjuration and transmutation. It has no discernable alignment.

    When donned the mask appears to become the face of the wearer... Or more exactly, the face that the wearer wishes to have. In fact, it can have the effect of an Alter Self spell only limited to humanoid forms and a level of detail determined by the wearer's familiarity with the being being emulated.
    Vague knowledge, as if limited to stories of kobolds, will result in an appearance that anyone who has seen a kobold will recognize as fake. Having seen an elf will allow the wearer to appear to be an elf. Having lived and worked with The Baron of Eastan will allow the wearer to appear to be the baron to anyone less familiar with the nobleman.

    While the wearer's voice adjusts as the wearer wishes, movement and manerisms must be performed.

    The folowing skills are improved by 15% (+3 in a D20 system):

    Perform
    Persuade or Intimidate (depending on whether the wearer chose a friendly or fearsome visage.)

    The wearer may remove the mask at will and when it is donned again chose a new appearance. When removing the mask both DM and Player openly roll a D20 simultaneously. When the two rolls are within 3 points of each other the DM should let the player know that removing the mask is difficult and painful. The closer the two dice are to the same number the more pain and difficulty is involved. If ever the two dice are the same, when the weares removes the mask his face will be gone. There will be nothing from the hair line to the chin, and from ear to ear. The face will be blank and featureless.

    The character in this state will be able to see and breathe normally, but will be unable to speak, eat, or drink without wearing the mask, which will otherwise loose all other powers.

    After the face is gone, wearing the mask will cause great pain so that the PC cannot concentrate long enough to cast a spell with a verbal component and the PC will make all die rolls at a 15% disadvantage, (-3.)

    When not wearing the mask the faceless victim will suffer a -3 to his Charisma score. The Remove Curse spell shatters the mask but does not restore the blank face. The face can be restored by an Atonement spell, but there will be a permanent tattoo of the mask's beauty mark on the character's face thereafter.
    Last edited by brian 333; 2021-03-21 at 10:14 PM.

  12. - Top - End - #222
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    262.) Boots of Butt Kicking

    These boots grant the wearer use of the Improved Unarmed Strike feat and strike as a +1 weapon. Their bonus to atta rolls increases to +2 against targets that are flanked or have their back turned.

    If the wearer already has Improved Unarmed Strike the boots allow the wearer to kick a suitably sized target (see below) up to ten feet away if the wearer succeeds at a modified trip check. This check uses the higher of their Dex or Str modifiers and does not provoke an attack of opportunity or an opposed trip attempt. If the check succeeds the target lands prone in a square of the attacker's choice up to ten feet away from their original position. The target does not provoke attacks of opportunity for squares that they pass through in this manner. Creatures more than one size category larger than the user may not be targeted by this effect.
    Aura; CL ; Prerequisites Craft Wondrous Item, Telekonesis or Tenser's Transformation or Mighty Throw; Price 7000 *gp

    *(+1 weapon plus use of feat (as priced in the dark blue rhomboid ioun stone) (either unarmed steike or the kick ability which is equivalent to a lv1 maneuver once per combat which is also equicv to a feat)

    EDIT:

    263.) Dagger of Assassinating the Lords of the Nine
    Forged at the behest of Grazzt, these +2 Law-Bane Baatezu-Bane Silver Daggers contain a core consisting of the bones of slain eladrins, around which the blade is built, and as such strike as good aligned weapoms for the purposes of overcoming damage reduction
    Aura; CL 8; Prerequisites Craft Magic Arms and Armor, Summon Monster 1, source of bones of slain eladrins; Price 34322 ; Weight 1lb

    32000+322+~1000-2000

    (did I post something like this already? I feel like I already posted this)
    Last edited by Bohandas; 2021-05-20 at 08:16 PM.
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  13. - Top - End - #223
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    264.) Googly Eye
    This graft replaces one of the user's eyes, and though ridiculous looking allows the user to learn information about anything they gaze on as if Vision had been cast at caster level 13. The Googly Eye is otherwise blind, and so the user takes a -2 penalty to Appraise, Craft, Decipher Script, Disable Device, Forgery, Open Lock, Search, Sense Motive, Spellcraft, and Spot checks, Survival checks for tracking, initiative checks, Dexterity checks, ranged attack rolls, and Reflex saving throws as per page 27 of the Dungeon Master's Guide.
    Divination; CL 13; Prerequisites Graft Flesh, Vision; Price ~179500-182000 gp

    265.) Figurine of Wondrous Power: Adobe Acrobat
    This clay figurine may be transformed for up to 3 hours per day into a performer who performs tumbling tricks as if they had 14 ranks in tumble but knows and can do nothing else
    Faint Transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 1000gp???; Weight 3lb
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  14. - Top - End - #224
    Bugbear in the Playground
     
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    266. Eternal Lantern
    The warm flame of this magic lamp burns without oil, providing illumination in a cone as a bullseye lantern. The fire does not spread, nor does the heat set fire to other objects so long as the flame is contained within the lantern. The lamp may be safely covered to block its illumination, though the flame can never be fully extinguished. Even if the lantern is filled with water the flame is merely reduced to a flicker of candlelight, but it returns to full brightness immediately upon being drained.
    Three times per day the owner of an eternal lantern may open it up and grab a handful of the flame. This flame does not harm its wielder and sheds light as a torch. Each flame lasts for up to one minute. The wielder of the flame may use it to make a single melee touch attack for 1d6+3 fire damage or a single ranged touch attack to hurl the flame up to 120 feet dealing the same damage.

    Faint evocation; CL 3rd; Craft Wondrous Item, produce flame; Price 1,500 gp; Weight 3 lb.

    267. Gauntlets of Titan Power
    These golden gloves function much like gauntlets of ogre power, except that they also allow their wearer to move immense loads. The wearer gains a +2 enhancement bonus to strength, and is treated as one size category larger for the purpose of determining carrying capacity.

    Moderate transmutation; CL 10th; Craft Wondrous Item, bull's strength, enlarge person; Price 12,000 gp; Weight 4 lb.

    268. Kiloton Hammer
    This massive metal mallet appears rather unsuspecting, though anyone attempting to lift it immediately finds that it is extraordinarily dense and surprisingly heavy. This +3 sundering maul of impact is the appropriate size to be used by a medium creature, but weighs as much as a huge maul and deals damage as such (3d8, 19-20/x3).
    A medium creature may wield a kiloton hammer, though it suffers a -4 penalty on attack rolls as though it was two size categories larger. Large creatures and creatures who are treated as large for determining either carrying capacity or what weapons they may wield, such as an elf wearing gauntlets of titan power or a goliath with the powerful build trait, may wield the hammer without suffering from this size penalty, as may any creature with a strength score greater than 24.
    Once per day, the hammer may be used to strike the ground with great force and create a deafening thunderclap as a full-round action. Creatures within 10 feet take 3d6 points of sonic damage (Fortitude DC 14 half). Creatures who fail their fortitude saving throw are deafened for 1d4 rounds. All affected creatures standing on the ground must also make a DC 14 reflex saving throw or fall prone.

    Moderate evocation; CL 10th; Craft Magic Arms and Armor, Improved Sunder; weapon of impact, great thunderclap; Price 30,400 gp; Weight 80 lb.

    269. Lunar Pearl
    Merely carrying this pearl allows its holder to retain his shape. The owner of a lunar pearl is unaffected by transmutation spells that would change his form (such as polymorph and similar spells), his size (such as enlarge person or reduce person), or his composition (such as flesh to stone or iron body). He may still be affected by transmutation spells that do not alter his physical form, such as those that grant enhancement bonuses to ability scores, increase or reduce speed, grant flight (but not wings), or deal direct damage. (The lunar pearl does not prevent damage dealt by disintegrate, though it does prevent is owner from being reduced to a trace of dust if slain.)
    An afflicted lycanthrope who possesses a lunar pearl is not subject to involuntarily changing forms during the full moon, though he may still be forced to change involuntarily after taking sufficient damage. The lycanthrope gains a +10 bonus to control shape checks made to resist involuntarily changing into animal form and to control shape checks made to return to humanoid form.

    Moderate abjuration; CL 9th; Craft Wondrous Item; break enchantment; 150,000 gp

    270. Mudora's Tome of Translation
    This dusty old tome is bound is green cloth, emblazoned with gold runes from a long-dead alphabet.
    The tome contains bits of stories and lore collected from countless cultures which have all been translated into several common languages, allowing the book to be used as a guide for translating texts. A creature referencing the tome can decipher written material as though affected by comprehend languages, though actively translating the text takes much longer requiring 1d4 hours per page rather than 1 minute per page. Unlike the effect of comprehend languages, the tome may sometimes include notes that provide insight on the non-literal meaning of peculiar colloquialisms from other languages.
    The book may also be used to translate a written message into a language that the user does not know. When doing so, the user must make a DC 20 intelligence check. If successful, he manages to successfully convey to intended message in the unknown language. If the check fails, something is lost in translation which may make the message incomprehensible. If the check fails by 5 or more, some message other than what was intended is instead conveyed. Knowing a language that uses the same alphabet as the target language provides a +4 bonus on this check.

    Faint divination; CL 3rd; Craft Wonderous Item; comprehend languages; 6,000 gp
    Last edited by Vaern; 2021-11-04 at 06:59 PM.

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    271.) Crimson Hourglass
    This is a red tinted hourglass of Drow construction. When filled with the dried powdered blood of a living creature, that creature will age in the user's stead for the hour it takes for the sand to run down, providing that it fails a DC 16 fortitude saving throw. Additionally, if the dried blood is mixed with a poisonous substance the poison will be transmitted to the creature whose blood is being used (who may then save against it normally). The item functions no matter where the victim is, but a victim more than a mile away gains a +5 bonus on their save and a victim on another plane gains a further +5 (usually for a total of +10, except in the case of victims who are nearby but ethereal)
    Aura Strong Necromancy; CL 12th?; Prerequisites Craft Wondrous Item, Death Knell, Poison; Price ?????; Weight ?????
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    MESSENGER ARROW
    Arrow, rare
    This strange arrow has a whistle shaped like a sparrow instead of a true arrowhead.
    You can speak a message of up to twenty five words, specify a recipient by description and shoot the arrow in the general direction that the recipient is. The arrow then transforms into a sparrow and from then on acts exactly as if you had cast the animal messenger spell.

    BEATHAN'S BONDAGE SURPRISE
    Arrow, very rare
    Small green vines twist along the shaft of this arrow.
    When you hit a large or smaller creature with this arrow, the vines spring to life, wrapping around it. The creature must succeed on a DC 14 strength saving throw, or be restrained for 1 minute. On its turn it can spend an action to make a DC 14 strength (athletics) check to break the vines. On a success it is no longer restrained.


    BRAMBLE'S THORNS
    Arrow, very rare
    Instead of a single arrowhead, this shaft holds a bundle of thorns
    When you hit a creature with this arrow, the spell hail of thorns takes effect. The DC for the spell is 14.


    NATHAIR'S WHISTLES
    Arrow, very rare
    These four arrows are tipped with hollow metal arrowheads painted indigo. When they fly through the air they make a keening whistling sound.
    These act as normal arrows, but when shot they make a loud whistling sound that can be easily heard up to 300 feet away and deal magic damage. In addition, they can be used to cast the spell cordon of arrows even if you don't know the spell and without expending a spell slot. If the spell doesn't activate, you can recover the arrows for later use.


    LIFE TAPPING DARTS

    Weapon (dart), very rare (requires attunement by a spellcaster)
    These three darts are made with crimson crystalline tips and white fletchings.
    You can use them as normal darts, in which case you add +1 to your attack rolls and damage. In addition, you can speak a command work and activate any number of darts. The darts magically fly to strike a creature of your choice that you can see. Make a ranged spell attack against a creature within 30 feet of you. On a hit, each dart deals 1d4 + your spellcasting ability modifier magical piercing damage and a ribbon of red light connects you to the target, granting you temporary hit points equal to the damage dealt. These temporary hit points last until the end of your next long rest.
    Each dart used this way regains this ability at next dawn.



    NAUTILOID
    Wondrous item, very rare
    An opalescent nautilus shell houses a sluglike creature with fine tentacles. It radiates a sense of comfort.
    You have advantage on Wisdom (Insight) ability checks against creatures that are within 30 feet of you while you hold the nautiloid.
    If you suffer a critical hit, the nautiloid emits a psychic scream. You and each creature within 30 feet of you take 3d10 psychic damage. If you take psychic damage from the critical hit, the nautiloid is also destroyed.



    DRAGON SURPRISE
    Arrow, legendary
    When shot, the arrow transforms into an apparition of an ancient green dragon, terrorizing the creatures it touches.
    When you shoot this arrow it deals no damage. Instead each creature in a line 20 feet wide and 240 feet long originating from you must succeed on a DC 19 Wisdom saving throw or become frightened of you for 1 minute.

  17. - Top - End - #227
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    279: Magic Missiles

    A set of four throwing daggers has been enchanted with the Magic Missile spell. When thrown at a target a MM spell is triggered and cast at that target as if by a Level 2 wizard. The dagger need not actually strike the target; it is the act of throwing that triggers the spell.

    If the thrower is also an arcane caster with the Magic Missile spell memorized, the caster uses his own caster level to determine the spell's effect. The first missile must target the same target as the dagger.
    Last edited by brian 333; 2021-08-19 at 09:28 PM.

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    280: Tante Clara's Purse

    This very large handbag is about 2 feet tall and long and about nine inches thick with a wide shoulder strap and a flap that buttons. It is made of soft leather with intricate stitching and embroidered floral patterns.

    It always weighs ten pounds no matter what is put in it or removed. If the holder knows what she wants and it is inside the bag she need only reach in and it will come to her hand. Rummaging around will produce the item's contents one by one.

    But there is a difference between this and any other magic bag, sack, or hole: a living person who is not obese can climb down into the sack and find herself in a tiny 12 foot cube with the walls lined with shelves and cabinets which contain the items placed inside the purse. There is a rocking chair with a floral patterned cushion and a tea service table holding a variety of teas, biscuits, and jams, along with six matching plates, cups, saucers, and a teapot which dispenses an unlimited amount of boiled water, one cup at a time. A matching sugar bowl and cream carafe and a dozen silver spoons complete the set.

    The most striking thing is that three walls have a window and the fourth has a door. The windows look out on a well groomed garden and the door opens into it.

    The tiny cabin sits in the center of a 240 foot cubic pocket dimension which appears to be a noble's private garden in a forest under a warm blue summer sky with no sun. The only way in or out is to climb the ladder on the back wall of the cabin up into the dark swirling grey where its attic should be and crawl back through the opening of the purse. If the purse flap is buttoned one is effectively a very comfortable prisoner.

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    281.) Idiot Ball

    This is a ball of crystal slightly larger between the size of bowling ball and a beach ball and filled with swirling purple mist and strange shapes. There is onr hidden in every crystal sphere. It projects an aura that prevents rapid social or technological development, interdicts the development of spells to conjure economic metals, imposes soft limits on people's ability to master certain fields of study, and performs several similar functions deemed by the forces of law at the close of the Age Before Ages to be "necessary to preserve order"

    Aura: Overwhelming Enchantment, Abjuration, Necromancy, and Law; CL: 30; Prerequisites: Artifact; Price: Artifact; Weight: 30 lb


    282.) Reading Stone

    When placed atop a book, this stone will read the book aloud. Starting at the beginning if placed upon the cover, or starting at the current page if placed on a book that is open.

    Aura faint divination; CL 1; Prerequisites Amaunesis or Scholar's Touch; Price <500gp ; Weight
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    283) Crystal Sphere

    This crystal orb is riddled with inclusions, bubbles, and translucent clouds which, except for its size, (an ovoid of 4 inches by 6 inches,) render it nearly valueless for use in jewelry. Its weight of nearly 10 pounds insures that few adventurers will want to carry it for long.

    If a character of any class wishes to attune the item, a non-verbal question will form in the character's mind: What am I?

    Any questions asked of the orb will be met with similar questions, as if the orb is mocking the questioner. The orb primarily wants to know what it is, where it is, and what its purpose might be. It cannot answer any questions, and will happily ask as many questions as the character will answer. When there is no obvious follow-up question, the orb will ask, Why?

    The DM should portray this in a manner as naieve and childlike as possible, because the consciousness in the orb is an unhatched crystal dragon.

    The egg requires decades to mature enough to hatch. As it matures the random-appearing patterns become more defined and dragonlike. Upon hatching the 2-3 foot long dragonnette requires large amounts of silica sand and trace amounts of many minerals and metals. (It will especially develop cravings for osmium, irridium, platinum, gold, silver, and copper, and if allowed to consume any of these in more than trace amounts, strands of the material will grow through its body like nerves or blood vessels. This usually beautiful pattern is an addiction-response and is unhealthy for the dragon.)

    Due to its voraceous appetite and its long sleep cycle, at this point the baby crystal dragon will try to bury itself in quartz sand or rock that is a good source of quartz where it can feed and sleep undisturbed for the next few decades.
    Last edited by brian 333; 2021-09-30 at 07:07 PM.

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    284.) Rod of Piercing Spells
    When used as a focus, this rod adds +2 to a spellcaster's rols to overcome spell rrsistanve and also allows them to ignore golem-style magic immunity on a natural 20
    Abjuration; CL 10; Price ~16000
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    285) Horn of Azeban
    Uncommon, does not require attunement
    "Why?"
    This small wooden horn has simple carvings of raccoons carved around the inside of the bell.

    1/long rest, you can blow into the Horn of Azeban to summon 1d4+1 raccoons. The raccoons are not under your control, but as racoons are skittish creatures, will not attack you unless cornered.
    They will most likely not attack anything else either.
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    "Your lower back burns from the death glare of a dwarf."
    "What's Thor gonna do, zap me?"
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    "I set my weapons on the ground." "Do you set your brain down, too?"

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    286.) Ioun Stone: Grey Truncated Pyramid
    This ioun stone, shaped like a grey truncated pyramid with the word “TAB” etched on it makes all unattended valuables appear to the user’s preception to be outlined by a pale glow.
    Moderate Divination; CL 12; Craft Wondrous Item, Detect Magic, Detect Metal and Minerals; Price No idea, it’s certainly not worth the 144000 implied by the naive formula. I’d probably put it somewhere in the 4000-40000 range
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    287.) Karmameter
    This glass ball ball turns different colors depending on the alignment of the person touching it black for evil, white for good, blue for chaos, and orange for law/order
    Faint Divination; CL 1; Prerequisites Craft Wondrous Item, Detect Evil, Detect Good, Detect Law, Detect Chaos; Price ~2000gp; Weight ~7lbs
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    288.) Psychic Resorber
    This device appears as a crystal attached by a tangle of wires to a handgrip and to an underhanging specimen jar. The central crystal is encoded with a specific psionic power. When a diminutive or smaller creature with a base intelligence score of at least 2 is placed in the jar and a button on the handgrip is pressed the device attempts to siphon out the specimen's mental energy to manifest the item's associated psionic power. The specimen must save or be drained of 1d3 points of each mental ability score. If any of the specimen's abilities are reduced to zero in this fashion it dies. The drained mental energy is converted into a number of power points equal to twice the number of ability points drained minus one. when the device has accumukated enough power points to manifest its psionic power the poser is discharged. The device can store up to exactly the amount of power points needed to power its ability.
    Prerequisites: Craft Universal Item, Craft Dorje
    Last edited by Bohandas; 2022-03-22 at 01:59 AM.
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    289: If The shoe fits...

    This magical footware, (or glove, or other article of apparel or jewelry that is typically a pair,) is a magical device used by rogues to deflect the blame away from themselves.

    The item at first appears to be a pair of cloth, leather, or paper cutouts of the object. The person doing the framing places one of the pair on the patsy's person or in his personal belongings. The second is left at the scene of the crime and invoked. When invoked, the item returns to full size as the boot, glove, ear ring, or whatever, as does it's mate in the possession of the patsy.

    Not only will possession of the other half of the pair incriminate the patsy, but the item will inexplicably fit the patsy as if it has been well worn over time.

    Any devinition used to find the owner of the object will lead to the current holder of the other half of the pair.


    290: The Red Herring

    This cursed item appears to be a fresh-caught red fish. Its unique curse causes investigators of crimes to seek out the person to whom this cursed item belongs.

    To gain ownership of the magical fish one must simply hold the fish and in some way declare ownership of it. This can be as simple as placing the fish in a pack or bag holding other personal possessions.

    Leaving the fish behind does not end ownership; each night the fish will return to it's owner unless someone finds and claims the item.

    While the investigator will not have proof that the owner has anything to do with the crime, the investigator will be convinced the owner is in some way guilty. In jurisdictions that require the suspect be proven guilty, this might require the cursed character to prove his innosence of face framing by a prosecutor that is certain he has the culprit.

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    291.) The Biographicon

    This book contains a running account of the current reader's life, written in the style of a pop biography. Close examination of the text will occasionally reveal salient facts and details that there should be no way of knowing; foreshadowing of the future, instant answers to NP-hard logic problems, details of what the villain is doing and thinking right now even though they have a mind blank up, et cetera. It doesn't reveal these on demand, only insofar as they are salient to the overarching story of the character's life, and it doesn't write itself past the present time (in the reader's personal timeline, in cases where it makes a difference).

    In games and editions where all artifacts carry subtle curses, excess reliance on he book's hints may lead to a feedback loop where the book's holder is compelled to spend every minute of spare time narcissistically reading and rereading the book and take 1d2 charisma damage per day until they either succeed at a willpower save (DC 19) or the book is taken from them forcibly. During this time the book itself will criticize them for obsessing over it in the sentences covering those days.

    The existence of this item could be used by the DM as a means to reveal lore that there would otherwise be no good way to introduce and/or to get the party past puzzles and quandries that they are stuck on.

    Overwhelming Divination; CL 23; Artifact ; Weight 2.5 lb
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    292: Ring of Confounding Languages

    When worn this ring renders any language spoken, heard, written, or read by the wearer into gibberish. Short of the direct divine act, the confounded language cannot be translated or decoded by any means, save that written works can be read if the reader is wearing the same ring that was worn by the writer.
    This item cannot be used when reading or writing spell books or scrolls, or in the creation of any magic item which requires a written or read component.

    Optionally, rings created as a set can be used to translate any spoken or written work confounded by a set-mate.

    292a: Cursed Ring of Confounding Languages

    Similar to the usual ring, except that it requires a Remove Curse or any temporary or permanent dispelling effect to remove the ring.

    293: Cursed Ring of Domination

    This ring identifies and performs as a normal ring of Dominate Person. It can be used 3 times per day as the spell cast by a level 12 wizard, with a limit of 3 victims dominated at any one time. If a Domination is attempted while the ring already controls 3 victims, the victim who has been dominated longest is automatically released, even if the attempt to dominate the fourth victim fails.

    However, this ring has an intentional flaw which allows its creator, or anyone in possession of a Master Item created with the ring(s), to Dominate the wearer of the ring at will.

    The creator or possessor of the Master Item must be aware of the subject who is to be Dominated, (scrying the location of ring itself should be enough to gain such awareness,) and the subject must be on the same plane of existence for the mental control be imposed. Although the ring wearer does not get a saving throw to avoid being Dominated, all normally allowed attempts to break the Domination are allowed, with a -5 per currently dominated victims of the ring wearer imposed on each roll. Success allows the wearer of the ring to remove the ring, thus breaking the Domination effect.


    293a: Lesser Cursed Ring of Domination

    This ring is as the Cursed Ring of Domination, but it performs as a level 9 Wizard and can only Dominate one victim at a time.


    293b: Greater Cursed Ring of Domination

    This ring is as the Cursed Ring of Domination, but it performs as a Level 18 Wizard. The number of victims it can dominate equal the wearer's Charisma Bonus +3.


    293c: Cursed Ring of Domination Master Item

    This magic item can be any item suitable for enchantment, but will most commonly be an item which can be worn. Created as a set, the Master Item and its slave rings share a bond which allows the holder of the Master Item to be aware of the status of each ring, (whether being worn or not.)

    This indication alone is insufficient to allow an attempt to Dominate a ring-wearer, but can lead the Master Item holder to search for more information by any means available to the Master Item holder. If the Master Item holder has the means of scrying, attempts to scry the subordinate ring always succeed.

    Once the wearer of a ring becomes aware of the Master Item, it becomes possible to use the link to trace back to the Master Item.

    The Master Item and it's "set" are all created at the same time. The wizard level of the creator dictates the maximum number and quantity of rings which can be crafted for it.

    A Master item can control a number of rings, limited by the level of the creator. For every three levels of the creator a Lesser Ring can be created which will be slaved to the ring. For every six levels of the creator a normal Ring can be created, and for every nine wizard levels a greater ring may be a part of the set. Each level spent on a ring of one type cannot be used to create another, so a level 9 wizard can create a Master Item and three lesser rings, while a level 12 wizard can create a set including one normal ring and three lesser. A level 18 wizard could create a master item which controls two greater rings, or a Greater Ring, a Normal ring, and a Lesser Ring, or any combination that adds up to 18 levels of rings.

    Each ring type also has a minimum wizard level required to create it, so a level 11 or lower wizard can only create lesser rings, and a level 17 or lower wizard cannot create greater rings.
    Last edited by brian 333; 2022-06-06 at 02:54 PM.

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    294.) Mirror of Narcissism
    Any creature that sees their reflection in this large wall mirror and fails a will save at DC 14 becomes fascinated until either something breaks their line of sight to their reflection or they are startled out of their fascination. Treat this as a mind affecting gaze attack
    Aura: Faint Enchantment ; CL 5; Prerequisites: Craft Wondrous Item, Mesmerizing Glare or Symbol of Persuasion or Sympathy; Price 60000gp; Weight 50 pounds
    Last edited by Bohandas; 2022-07-06 at 02:36 AM.
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    295: Boots of Walking
    While worn these magical boots allow one to move at a normal walking speed without fatigue. Food and water are not necessary, not is rest, (other than for spell replenishment, which functions normally for the character.

    The boots allow the character to walk on any surface up to 90 degrees, including stone, loose rubble, quicksand, snow, ice, or mud. A character could walk on a moving landslide or snow avalanche without fear of mishap. The boots cannot be used to walk on air or water, but lava- walking would be possible if the character is otherwise protected from heat.

    While worn the character cannot move at any pace faster than a normal walk, and is immune to haste effects of any kind.

    295a: Cursed Boots Of Walking

    As above, but the wearer of these boots cannot stop walking. Not even long enough to remove the boots.

    295b: Walking Boots

    These boots function as Boots of Walking, except that 1-4 hours after being removed they take off walking, and will continue to do so until they encounter a treasure hoard of some kind. There they will stop to await an adventurer to don them before reactivating. Clever adventurers may track or follow the boots to the hoard, but since they simply walk in a more or less straight line to the destination, this is rarely practical.
    Last edited by brian 333; 2022-07-10 at 08:46 AM.

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