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  1. - Top - End - #241
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    296.) Construction Bomb
    You toss this device and shout the name of something you want it to build. It pulls in material from within a fifteen foot radius and assimilates it to construct the desired thing or as much of the desired item as it can of there is insufficient material of the proper types. It can move no more than eight cubic feet of stone and metal. It cannot assimilate magic items or extraordinary materials such as adamantine or obdurium, nor can it create magic items. It cannot assimilate creatures but any creature in the way of material being drawn in suffer 1d6 points of bludgeoning and piercing damage and a creature hit directly by the bomb may be trapped in the resulting structure.
    Aura Moderate Transmutation; CL 9; Prerequisites Craft Wondrous Item, Fabricate; Price 3000? (2250? 2500?); Weight 2.5 lb
    Last edited by Bohandas; 2022-08-15 at 02:08 AM.
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  2. - Top - End - #242
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    297.) Zombifying weapon (or trap)
    This weapon or trap turns any creature killed by it into an uncontrolled zombie. Ranged weapons impart this property to their ammunition, and it can also be incorporated into traps, in which case Craft Wondrous Item may optionally be substituted for Craft Magic Arms And Armor as a preresuisite. In order to function properly the weapon must be bloodied with the target's blood, this powers the magic. Zombies created by this effect are uncontrolled and attack the nearest living creature of similar size.
    Aura Faint Necromancy; CL 5; Prerequisites Craft Magic Arms & Armor or Craft Wondrous Item, Animate Dead; Price +30000 gp (uncontrolled and blood prerequisite take place of incorporating material component cost)
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  3. - Top - End - #243
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    298. Elixir of Lava Breathing
    This potion is a glowing orange and has a waxy texture. It is warm to the touch. You can breathe while submerged in lava for 1 hour after drinking this potion. This potion does not convey any resistance to the effects of heat exhaustion, or fire damage, whatsoever.

    Faint Transmutation; CL 2nd; Craft Wondrous Item; Price 250 gp 10 gp FREE!

    299. Ioun Stone - Serpentine Fang
    This stone appears as a small polished piece made of serpentine in the shape of a serpent's fang.
    When the attuned wielder of this stone touches a wooden item that is notably longer than it is wide, such as a wooden plank, log, wand or staff, they involuntarily transmute the item into a snake as if they had cast the spell sticks to snakes, with no concentration required. The type of snake (such as venomous snakes or constricting snakes) that is produced by each use of the stone is variable and decided by the Dungeon Master. The snakes are not controlled by the wielder of the object.

    Moderate Transmutation; CL 12th; Craft Wondrous Item; Price 4000 gp
    Last edited by D&D_Fan; 2022-09-26 at 02:19 PM.

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    300. Reversible Rod
    This rod is a round iron bar with a small button on one end. When the button is pushed (a move action), the rod will move from where it is, but in the opposite direction it would ordinarily fall. The owner can lift or place the rod wherever they wish, push the button, and let go, and the rod will fall to the ceiling with an audible "clunk" noise. A second press of the button will return the rod to obeying the laws of gravity. Note: do not activate outdoors, lest you send your reversible rod hurtling into the deepest reaches of wildspace.

    One potential application takes advantage of the fact that while active, the reversible rod has a weight of approximately -5 pounds, meaning it will lessen the overall amount of weight a character is carrying. If several rods are collected, the owner could carry a great deal of additional items without suffering over-encumbrance.

    Moderate transmutation; CL 10th; Craft Rod, reverse gravity; Price 5,000 gp
    Last edited by D&D_Fan; 2022-09-26 at 01:37 PM.

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    Spoiler: 301-309 - Ioun Stones
    Show
    301. Ioun stone - Jade Spindle
    This Ioun stone grants a +2 stat increase to Honor when attuned.
    Moderate enchantment; CL 12th; Craft Wondrous Item; Price 8,000 gp

    302. Ioun stone - Non-Euclidean Object
    This Ioun stone grants a +2 stat increase to Sanity when attuned. In addition, it removes the penalty to Sanity generated by increasing your Forbidden Knowledge skill.
    Moderate enchantment; CL 12th; Craft Wondrous Item; Price 10,000 gp

    303. Ioun stone - Lead Cube
    This Ioun stone grants immunity to Radiation Sickness when attuned.
    Moderate enchantment; CL 12th; Craft Wondrous Item; Price 18,000 gp

    304. Ioun stone - Lead Bullet
    This Ioun stone allows you to take the loading action on firearms as a bonus action rather than an action, and you don't provoke opportunity attacks while doing so.
    Moderate enchantment; CL 12th; Craft Wondrous Item; Price 10,000 gp

    305. Ioun stone - Crystal Skull
    While you are attune to this Ioun stone, if you ever fall under 100 HP you die instantly. If you successfully attune without instantly dying, you can cast power word kill 3/day.
    Strong enchantment; CL 17th; Craft Wondrous Item, Power Word Kill; Price 40,000 gp

    306. Ioun stone - Fire Opal
    While you are attune to this Ioun stone, you are under the effects of a constant fire shield spell, except that it does not generate illusory flames, nor does it cast light.
    Moderate evocation; CL 12th; Craft Wondrous Item, Fire Shield; Price 16,000 gp

    307. Ioun stone - Polished Stone Sphere
    While you are attune to this Ioun stone, you are under the effects of a constant stoneskin spell.
    Moderate abjuration; CL 12th; Craft Wondrous Item, Stoneskin; Price 16,000 gp

    308. Ioun stone - Mercury Blob
    While you are attune to this Ioun stone, you are able to channel the effects of a constant telekinesis spell.
    Moderate transmutation; CL 12th; Craft Wondrous Item, Telekinesis; Price 16,000 gp

    309. Ioun stone - Fly in Amber
    While you are attune to this Ioun stone, you are immune to all effects that would stop the flow time for you, such as temporal stasis and time stop.
    Strong transmutation; CL 15th; Craft Wondrous Item, Temporal Stasis or Time Stop; Price 16,000 gp

    310. Phylactery of Faithlessness
    This item is a small box containing blasphemous scripture affixed to a leather cord and tied around the forehead. Externally, it looks identical to a phylactery of faithfulness. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithlessness gains awareness of any action or item that could favorably affect their alignment and their standing with their deity, including magical effects, but is led to believe that it will do the opposite, as in that it will ruin their standing with their deity. The wearer acquires this information prior to performing such an action or becoming associated with such an item if they takes a moment to contemplate the act.
    Last edited by D&D_Fan; 2022-09-27 at 02:20 PM.

  6. - Top - End - #246
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    311.) Omniplanar Gateway

    This item works like a cubic gate, except that it is shaped like a Rhombicuboctahedron or pseudo-rhombicuboctahedron and goes to all the major outer planes of the great wheel, all six inner planes, as well as the material, astral, and ethereal planes. The square faces correspond to the outer planes and astral plane, and the triangular faces correspond to the inner planes, material plane, and ethereal plane.

    If a side of the device is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time.

    If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. (The other creatures may avoid this fate by succeeding on DC 23 Will saves).

    Strong conjuration; CL 15th; Craft Wondrous Item, plane shift; Price 200,000 gp.
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  7. - Top - End - #247
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    #312. Inexistible Rod
    This rod is a flat quartz rod with a small button on one end. When the button is pushed, the rod ceases to exist along with anything the rod was touching. A wish spell can bring the rod (and anything the rod was touching) back into exist without failure, but practically nothing else can.

    Rules Clarif:
    The 'touching' only applies to the first line of touching objects, so an adventurer wearing a glove when they activate the rod will only lose their glove, but if they activate it bare-handed, all that will be left is a pile of armor and clothing.

    Also, objects disappearing generates vacuums, so howzabout 1d10 thunder damage per cubic foot of vacuum generated.
    Last edited by D&D_Fan; 2022-11-02 at 08:08 AM.

  8. - Top - End - #248
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    313: Cursed Snow Globe

    This magical snow globe radiates strong Conjuration magic, but it is neither Good nor Evil. Inside is some winter scene, perhaps with some sort of character or monster within.

    Shaking the snow up and gazing into the globe creates a very difficult mental challenge for the character which, if failed, causes the character to be transported into the globe. The being, if any, currently trapped within the globe is transported out. (The globe can never contain more than one being. If two or more gaze into it simultaneously and more than one fails the check, the one with the worst adjusted roll is the one imprisoned.

    Inside the globe everything is in stasis, except the flakes of fake snow. The character can be rescued through being replaced, or through breaking the glassteel globe. Care must be taken to avoid crushing the occupant.

    313a: Not-Cursed Snow Globe

    Similar to above, the picturesque scene within can be willingly entered by any number of characters, up to the limits of the volume of the pocket dimension, which is about the size of a football stadium. Cottages can be used, though items like food and firewood must be provided, but fresh, wintery air is always available. The inhabitants of the globe know that the globe is being shaken when snow begins to swirl, but there is no other physical sensation of movement.

    Anyone within can exit by the same method used to enter: simply gaze out and will oneself to exit.

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    #314 - Assassin's Cup
    Any poison placed into this cup is transmuted into an ordinary beverage such as ale, beer, mead, wine, braggot, etc...
    One hour after leaving the cup, the effect of the cup will wear off, resulting in the poison appearing inside the victim and often killing them. They may be spared this effect if the transmuted poison is expelled before the magical effect wears off.

    Faint Transmutation
    CL 1st
    Prerequisites: Craft Wondrous Item, Purify Food and Drink
    Price: 1000gp
    Weight: 1lbs


    #315 - Weapon of Convenient Damage Type
    The damage dealt by this ordinary looking weapon is always of 'Convenient' type. Conveniently, no monster is resistant to this damage type. How convenient. In more serious terms, it will always do full damage to (nearly) every monster. Really putting the 'meta' in metamagic or something. Witty quips are hard.

    Strong Transmutation
    CL 18th
    Prerequisites: Craft Magic Arms and Armor
    Price: +5 bonus
    Last edited by D&D_Fan; 2022-11-02 at 01:31 PM.

  10. - Top - End - #250
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    316.) Rapidity
    When making a full attack action, the wielder of a rapid weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. If they have an extra attack for any other reason, they still get an extra attack from this ability but at a -10 penalty. Even when making a single attack they get an extra attack, but again at a -10 penalty. The wielder of this weapon may also make one additional attack of opportunity per round and gains a +2 enhancement bonus to initiative while the weapon is drawn

    Strong transmutation; CL 18th; Craft Magic Arms and Armor, haste and cat's grace OR Craft Magic Arms and Armor, Time Stop; Price +5 bonus.

    317.) Heartpiercing
    This potent and feared ability allows the weapon to pierce the heart of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon automatically pierces the opponent’s heart (if it has one) completely through. Some creatures, such as many aberrations and all oozes, have no hearts. Others, such as many worm creatures have multiple hearts. Still others, such as flesh golems, trolls, and undead creatures other than vampires, may not be affected by the loss of their hearts. Most other creatures, however, die from being stabbed in the heart. A heartpiercing weapon must be a piercing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)

    Strong necromancy; CL 18th; Craft Magic Arms and Armor, keen edge, and either Heartripper or Clutch of orcus or bleed; Price +5 bonus

    (perhaps this should be changed to a +4 enhancement that acts as a coup-de-grace that doesn't provoke attacks of opportunity and drops the enemy to -1 hp with no chance of unaided stabilization even if they make their save and doesn't work on creatures more than 2 size categories larger than the size category the weapon is designed for (or 1 category larger for light weapons or 3 categories larger for reach weapons). Any thoughts?)

    318.) Murlynd's Miraculous Monograph

    A magical tome of this type is always well-made and resistant to water and fire. The cover is emblazoned with the star of Murlynd inset in topaz. The clasp is made of magnetite and amber.

    Any arcane spells scribed in this book can be prepared from it into a paladin spell slot.

    Aura Moderate Div8natiom; CL 7th; Prerequisites Craft Wondrous Item, read magic Good alignment, Int 13+, ability to cast both arcane and divine spells; Price ~9500 gp; Weight 3lb

    319.) Lyndrum's's Lethiferous Libram

    A magical tome of this type is always well-made and resistant to water and fire. The cover is studded with onyx. The clasp is of bloodstone.

    Any arcane spells scribed in this book can be prepared from it into a blackguard spell slot

    Aura Moderate Divination; CL 7th; Prerequisites Craft Wondrous Item, read magic, Evil alignment, Int 13+, ability to cast both arcane and divine spells; Price ~9500 gp; Weight 3lb
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    320.) Cursing Weapon
    A critical strike with this weapon will impart a dreadful curse. As determined by the spell. Bestow curse. At dusk each day you may select a new curse option. All criticals inflict that curse. It doesn't stack.
    Faint Necromancy; CL 5; Craft Magic Arms & Armor, bestow curse; +2 price

    321.) Greater Cursing Weapon
    I sure WONDER what THIS ONE does. Oh boy. Whatever could be different? Take a guess. A wild one. Did you guess THE EXACT SAME but BETTER??? Oh boy. We're at real evil hours now.
    Moderate Necromancy; CL 7; Craft Magic Arms & Armor, bestow greater curse; +4 price

    322.) Cursed Cursing Weapon
    What in the name of Asmodeus? A blessing weapon? This is garbage. Actually not useful. Throw it out the window. It will do the exact opposite of the selected curse, ostensibly.
    Faint Necromancy Abjuration? Transmutation?; CL 5; Craft Magic Arms & Armor, bestow curse bestow bless???; +2 price FREE! (please take it)
    Last edited by D&D_Fan; 2022-12-13 at 09:39 AM.

  12. - Top - End - #252
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    Quote Originally Posted by D&D_Fan View Post
    322.) Cursed Cursing Weapon
    What in the name of Asmodeus? A blessing weapon? This is garbage. Actually not useful. Throw it out the window. It will do the exact opposite of the selected curse, ostensibly.
    Faint Necromancy Abjuration? Transmutation?; CL 5; Craft Magic Arms & Armor, bestow curse bestow bless???; +2 price FREE! (please take it)
    Alternatively, appears to be a Cursing weapon and functions as such until the wielder rolls a natural 1. The weapon then imparts the chosen curse onto the wielder, and otherwise ceases to function as a Cursing weapon. The wielder must receive a remove curse or similar spell to be rid of the weapon itself, and only then will an additional remove curse finally be able to remove the curse imparted by the weapon.
    "Technically correct" is the best kind of correct.

  13. - Top - End - #253
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    323.) Skin of Windriding (3.5)
    This psychoactive skin greatly eases aerial movement, forming semi-solid membranes to provide lift and drag as desired while altering the flow of the wind to enhance this, giving the user a 30 ft. (Average) Fly speed, or increasing an existing Fly speed by 20 ft. and its maneuverability by one step. Additionally, wind is treated as one stage less severe, and the wearer may add a +20 ft. Circumstance modifier if they fly in the direction of wind that would otherwise have them blown away.
    Moderate Psychokinesis, ML 8; Craft Universal Item, Control Air; Price 20,000 GP; Weight 2 lbs.

    (3k GP more than Broom of Flying, but lasts indefinitely and stacks with other flight sources for better performance)

    324.) Psionatrix, Cognizance
    These "base" psionatrix are formed from four separate crystals joined by a silver frame, similar in many ways to a Cognizance Crystal. Instead of giving an Enhancement bonus to the save DC, they form a circuit with other psionatrix in the stack to form a shared pool of Power Points, which may be drawn from to manifest powers of the base psionatrix's Discipline at ML 9, either from the wearer's Powers Known or from powers granted by the psionatrix in the stack. The Cognizance Psionatrix itself can store 9 PP, and each other psionatrix in the stack may store PP equal to its Manifester Level, and generate the same each day.

    PP drawn from the stack is drawn from Psionatrix in order of their addition to it, and Psionatrix of other Disciplines or that have run out of PP have their effects disabled.
    Varies, ML 9; Craft Universal Item, Craft Cognizance Crystal; Price 35,000 GP

    (10k more than the equivalent Cognizance Crystal, locks your neck slot to one Discipline, and is ML-limited in ALL respects, but the stack becomes SUPREMELY efficient PP-per-GP)
    Last edited by Morphic tide; 2023-03-14 at 03:05 PM. Reason: Spelling

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    324. Amulet of Tears
    When worn this teardrop-shaped sapphire gem amulet will cause the wearer to cry constantly. Long term usage may lead to dehydration and desiccation damage.

    325. Visibility Potion
    When this potion is quaffed, all effects that would cause obscurity, invisibility, and disguise, are suppressed immediately. This potion magically causes the drinker to become more visible in such a way that clothing, surroundings, smoke, and darkness cannot disguise them or provide any bonus.

  15. - Top - End - #255
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    326.) Rod of Skillful Magic
    This rod grants its user a +2 bonus to any skill check made to successfully cast a spell (ie. Concentration to cast distracted, use magic device to use spell trigger and spell completion items, spellcraft to cast epic spells, skill checks to complete incantations, etc). The rod must be held in hand to ne used
    Faint transmutation; CL 5th; Prerequisites Craft Rod, Spellcraft 8 ranks; Price ~1800-2700? 5400? (not sure if held counts as no space limitation); Weight 1lb
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  16. - Top - End - #256
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    327.) Fedora of Hipster Power
    This magic hat raises the caster level of any magic or psionic tattoo on the wearer's body by +1 and allows one additional daily use of any magic tattoo that has a limited number of uses per day
    Aura; CL 14; Prerequisites Craft Wondrous Item or Craft Universal Item, Transcribe Symbol or Write Magic* or Nixie's Grace or Adapt Body; Price: no bloody idea

    *Write Magic

    transmutation
    Level: Sor/Wiz 5, Arc 5, Clr 6
    Components: V, S
    Casting Time: 1 minute
    Range: Touch
    Target: spellbook
    Duration: Instantaneous
    Saving Throw: Will Negates (Harmless) (Object)
    Spell Resistence: N/A

    This spell allows you to instantly transcribe a prepared spell (or known spell in the case of spontaneous casters) to a spellbook. The prepared spell is expended in the process (or one spell slot is expended in the case of spontaneous casters).

    Alternately, the prepared spell can be written to a scroll (again expending the prepared spell/spell slot in the process), provided that the spell level is low enough. casters of level 13 or lower can scribe spells up to level 3. Level 14 casters can scribe spells up to level 4. Level 23 casters can scribe scrolls up to level 5. Thereafter they gain access to another spell level of scrolls every 5 caster levels up to level 42, when they can scribe 9th level scrolls. All such scrolls are created at minimum caster level.

    NOTE: I based the caster level requirements for Write Magic on at what caster level the the price of expended spells (as per the Spellcasting and Services table in the SRD) becomes worth more than the price of the scroll
    Last edited by Bohandas; 2023-03-27 at 10:05 PM.
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    The Ultimate Dungeoneer's Tool. A meta-potent reality altering wand that is not actually that powerful, but still very nice.

    Wand of Bountiful Loot - #328
    This wand has 3 charges and replenishes all charges every 24 hours.
    Spending a charge while tapping a container, such as a chest, potion bottle, or bag, will improve the loot quality in that container by one level, increasing the amount of coins and gems, and potentially leading to better magical items.

    Cursed Wand of Bountiful Loot - #329
    This wand has 3 charges and replenishes all charges every 24 hours.
    Spending a charge while tapping a container, such as a chest, potion bottle, or bag, will lower the loot quality in that container by one level, reducing the amount of coins and gems, and potentially leading to worse magical items.

    Note: The wands will only work while the container remains sealed and where no items inside are visible. If the players definitively learn the contents of the container, the wand's charge will be wasted. Nobody likes a cheater. This also means finding out which wand is which is considerably harder.
    Last edited by D&D_Fan; 2023-04-04 at 11:27 AM.

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    330.) Mentally Prowessed Mirror
    This intelligent obsidian hand mirror has functions similar to a mirror of mental prowess but with the portal function replaced with the ability to use legend lore at will and in regard to anything
    Intelligent Item abilities: Ability scores- Int 16 Wis 4 Cha 16; Darkvision 60 ft and hearing; Speaks Common, Undercommon, Gnomish, and Elvish; Reads all languages and reads magic; Lesser Powers- Item can use Message at will, Item has 10 ranks in Knowledge (Nobility & Royalty), Item can use Light 3/day
    Aura Strong divination; CL 17; Prerequisites Craft Wondrous Item, detect thoughts, clairaudience/clairvoyance, interplanar message, legend lore, light; Price 191000 gp; Weight 1lb
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    331a: Golden Pantaloons
    These equestrian's breeches are fashionable, adjust to fit any small to large bipedal humanoid, and are always sparkly clean.
    When worn in battle these pantaloons grant a +2 bonus to all morale checks by allies who can see the wearer, and grant the wearer +1 CHA for the duration of the battle.
    Out of battle they grant a +1 or 5% favorable Reaction bonus when interacting with an NPC.

    331b: Golden Pantaloons, (Cursed)
    These equestrian's breeches are fashionable, adjust to fit any small to large bipedal humanoid, and are always sparkly clean.
    However, once the wearer becomes engaged in a battle, his bladder immediately empties and he is overwhelmed by a Fear effect. (As the spell, but with no save possible on the first occurrence.) Afterwards, the trousers will not come off unless a Remove Curse is cast by a character with twelve or more caster levels.
    When worn by a paladin, the character is immune to the fear effect, though he will know the purpose of the magic item. Further, a successful save versus the Fear effect, only on the first time the item is triggered, will result in the item's transformation into Holy Golden Pantaloons.

    331c: Holy Golden Pantaloons
    These equestrian's breeches are fashionable, adjust to fit any small to large bipedal humanoid, and are always sparkly clean.
    They can only be worn by a character of Lawful Good alignment. They will attempt to fall off of anyone not LG, and will constrict to the point of immobility anyone of CE alignment who tries to force himself into them.

    On a Lawful Good character they grant a +5 Reaction bonus when interacting with non-Evil and non-Chaotic NPCs, with a -5 Reaction penalty to encounters with Chaotic Evil NPCs.
    In battle they grant +5 Ride skill bonus, +5 Morale bonus to all allies who can see the wearer, and grant the wearer a +3 CHA bonus.
    Additionally, when worn by a paladin, all CE characters in battle within a 20' radius of the wearer are affected by an Aura of Fear, as the spell cast by a level 12 caster.

    When worn by a paladin, the Holy Golden Pantaloons render all Negative Energy Touch attacks upon the wearer inert. If the touch attack was caused by a spell, such as Ghoul's Touch, the spell is still expended. This does not affect damage caused by other means, such as the claws of the ghoul attempting to inflict damage on the wearer.

    331d: Golden Pantaloons of Greed, (Cursed)
    These equestrian's breeches are fashionable, adjust to fit any small to large bipedal humanoid, and are always sparkly clean.

    They have no discernable effect, until the wearer sees gold. Jewelry, coins, bullion, or dust, the wearer begins to obsess over it. The wearer must make a DC20 Will save to avoid a compulsion to steal the gold, and any gold which comes into his possession immediately goes into one of the many pockets of the pants. No discernable outline will be visible, but the weight of the gold will encumber the wearer until it becomes obvious to everyone that something is wrong.

    Copper, silver, platinum, and gems do not affect the wearer, but an insatiable appetite for gold begins and grows so long as the pantaloons are worn, and they can only be removed by a caster of at least twelve levels using a Remove Curse or similar magic.
    Last edited by brian 333; 2023-05-13 at 01:32 PM.

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    332) False Phylactery (Cursed)
    For as long as you posses this item, and so long as you are closer to the caster than the phylactery they are searching for, any attempts to divine the location of a phylactery will point to you, claiming you to be in possession of said item.
    Last edited by drack; 2023-05-31 at 04:13 PM.
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    333) Bottle of marine Jaws:

    This glass bottle seems filled to the brim with water, but it doesn't flow if you remove the cap and spill the bottle. Looking closely, you can see a miniature shark calmly swimming inside. The bottle is actually a small demiplane filled with water. If you remove the cap while the bottle is submerged in water (a standard action), the shark comes out and immediately starts growing until reaching a size depending on the kind of bottle. The growth takes two full rounds. For each round before its full growth, the shark is one size smaller and is considered to have one, two or three negative level.

    For example, the shark coming from a type III Bottle of marine Jaws is initially Medium with 6 negative levels, then becomes Large with 3 negative levels before finally reaching its final size of Huge (do not adjust ability scores for the lower-sized sharks).

    The shark can be active for ten minutes per day (can be separated, but each time the shark is taken out counts for at least one minute). It obeys any telepathic command from the person who freed it. At the end of the duration or when given command, the shark immediately tries to go back in the bottle (it always instinctively knows the direction and distance to it), losing a size category and gaining one, two or three negative levels per round until it reaches the bottle or dies. If it dies this way, the bottle loses all magic. If it dies otherwise, touching the corpse with the bottle makes it go back inside the bottle and it can't be called for the rest of the day, but is fully healed the next day.

    You can also break the bottle to have the shark immediately appear at full size for 10 minutes. If the bottle is broken while outside water, the shark can act for one round (though it cannot move on land), then starts suffocating.

    Aura Moderate Conjuration; CL 5 (type I), 7 (type II) or 9 (type III) ; Prerequisites: Craft Wondrous Items, Summon Monster III (type I, Medium shark, one negative level), Summon Monster IV (type II, Large shark, two negative levels) or Summon Monster V (type III, Huge shark, three negative levels); cost 5400 gp (type I), 10080 (type II) or 16200 (type III); weight 2lbs
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    Quote Originally Posted by Beni-Kujaku View Post
    333) Bottle of marine Jaws:
    333b. Bottle of Marine Joes
    Though otherwise identical to the Bottle of Marine Jaws, rather than a shark, this glass bottle holds two 1st level Aventi Commoners, called Joe and Jo.

    Aura: Faint Conjuration; CL 1 ; Prerequisites: Craft Wondrous Items, Summon Monster I; cost 54 gp; weight 2lbs
    Last edited by Metastachydium; 2023-06-06 at 02:42 PM.

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    334: Stone Acorn Talisman

    Once per day, as a standard action that does not provoke attacks of opportunity, this talisman can be used to transmute wood to stone. This is similar to a Flesh to Stone spell, except in that it affects wood rather than flesh.

    The talisman may also transmute stone to wood; however, this effect can only be used once, as when it is used, the talisman also transforms itself into an ordinary nonmagical acorn.

    Moderate transmutation; CL 11; Craft Wondrous Item, plant growth, flesh to stone; Price 2160 gp

    335: Staff of Nonexistence

    This simple staff of pale wood seems to flicker when viewed out of the corner of one's eye. It allows the use of the following spells:

    - Invisibility (1 charge)
    - Nondetection (1 charge)
    - Dispel Magic (1 charge)
    - Greater Dispel Magic (2 charge)
    - Disintegrate (2 charges)

    A staff of nonexistence can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.)

    All charges currently in the staff are instantly released in a 20-foot radius. All within 2 squares of the broken staff take points of damage equal to 100 + twice the number of charges in the staff and are subject to the Area Dispel effect of a Dispel Magic spell, and those 3 or 4 squares away take 50 + the number of charges in damage. All those affected can make DC 17 fortitude saves to reduce the damage by half. Any creature or object reduced to 0 or fewer hit points by this effect is entirely disintegrated, leaving behind only a trace of fine dust.

    When broken, the staff has a 50% chance of disintegrating itself, and a 50% chance of restoring itself to a fully intact staff with 50 charges.

    Strong varied; CL 15th; Craft Staff, invisibility, nondetection, dispel magic, greater dispel magic, disintegrate; Price 160,000 gp.

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    335.) Qi Lager
    This magical beer temporarily boosts monk abilities when drank. The drinker's AC and unarmed damage is treated as a monk of five levels higher. If drank by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. Additionally the drinker gains special abilities as if they had one additional level in the Monk and Drunken Master classes, provided that they had at least one level in the class in question to begin with. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk but does not gain any special abilities. The effects last until the next time the character has to pee or up to a maximum of one day (and no less than a minimum of 1/2 hour)
    Aura- Moderate Teansmutation; CL 10; Prerequisites- Craft Wondrous Item, Hero's Feast or Tenser's Transformation; Price ~400 gp
    Last edited by Bohandas; 2023-08-16 at 11:59 PM.
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    337: Rigid Armor

    The joints of this suit of +1 full plate are rigid, causing it to inflict twice the normal armor check penalty and to reduce all movement speeds the wearer possesses to 0 feet. However, it is enchanted to allow the wearer to teleport up to 40 feet as a move action.

    Moderate conjuration; CL 7; Craft Magic Arms and Armor, dimension door or knight's move; Price 11,250 gp

    338: Reliant Circlet

    When donning this circlet of twisted silver, a creature takes 2 points of intelligence, wisdom, and charisma damage. While worn, however, the circlet grants a +2 enhancement bonus to intelligence, wisdom, and charisma.

    Minor transmutation; CL 5; Craft Wondrous Item, touch of idiocy, fox's cunning, eagle's splendor, owl's wisdom; Price 11,000 gp

    339: Ring of Resurrection
    If the wearer of this iron ring dies, 1d4 rounds later, so long as the ring remains on a mostly-intact hand of the corpse, the ring casts resurrection on the wearer. The ring consumes itself in the process, heating up to white-hot temperature, melting, and burning through and severing the finger on which it was worn, which cannot be restored by any means less than a wish or miracle.

    Strong conjuration; CL 13; Forge Ring, resurrection; Price 13,000 gp
    Last edited by Jatmaj; 2023-08-28 at 10:40 AM.

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    340.)Procrustean Bed
    When a creature sleeps on this bed they grow or shrink to exactly the average height for their species over the course of the night
    Aura: Transmutation; CL ; Prerequisites: Craft Wondrous Item, Alter Self or Enlarge Person, Reduce Person; Price: ??? (2000???); Weight 140 lbs

    341.)Mirror of Reversal
    Any creature who looks in this mirror finds its body mirror reversed at a cellular level. (This might have the effect of also mirror-reversing its preceptions and disorienting it)
    Aura: Transmutation; CL ; Prerequisites: Craft Wondrous Item, Polymorph or Polymorph Any Object; Price: ??? ; Weight: ~75lbs?

    342.)Cursed Mirror of Reversal
    Any creature who looks in this mirror finds its body mirror reversed at a molecular level. This not only has the effect of also mirror-reversing its preceptions and disorienting it, but more debilitatingly it renders the victim unable to digest most normal foods*.
    Aura: Transmutation; CL ; Prerequisites: Craft Wondrous Item, Polymorph or Polymorph Any Object; Price: ??? ; Weight: ~75lbs?

    343.)Energy Weapon [Synergy]
    When this property is added to ranged weapon with a special ability that adds special damage on every attack (such as Flaming, Frost, Screaming, Holy, Unholy, Profane, etc) it allows the weapon to be fired without ammunition. When fired this way the weapon does not deal its base damage or extra damage from its enhancement bonus, but it DOES deal the special damages from its special abilities as well as applying any other special ability it has that makes sense (such as resounding, knockback, thundering, shattermantle, enervating, the various "... burst" properties etc).
    Aura: Evocation; CL: 12 ; Prerequisites: Craft Magic Arms and Armor, Greater Energy Surge; Price: ? (+1? +600gp? +1000gp? +5000 gp?)

    344.)Emergency Suit
    This is a cloth cube with a pullstring attached to it. It measures about 1.5 inches on a side. When the pullstring is pulled the cube disappears with a "pop" and the person who pulled the string is instantly dressed in an expensive noble's outfit perfectly tailored to their body and the latest fashions, as well as 100 gp worth of nonmagical accessories. The item is single use but the outfits and accessories are permanent and non-magical.
    Aura: faint conjuration and transmutation; CL 3; Prerequisites: Craft Wondrous Item, Clothier's Closet or Fabricate, as well as either cha 12+ or Cat's Grace or trained in either Knowledge(nobility and royalty) or craft/profession(tailor); Price 450 gp**

    345.)Portable Panic Room
    This is a block of iron about 1.5 inches on a side with a switch embedded in it. When the switch is flicked the cube expands and surrounds the user with a sturdy metal box or room just large enough for a medium sizecdcreature to stand in, which provides full cover. The box has a door on one side equipped with several barrel bolt locks and a metal shutter. The chamber is oermanent and is not affixed to the ground or surrounding architecture. The device is single use.
    Aura: Transmutation and Conjuration; CL ; Prerequisites: Craft Wondrous Item, Wall of Iron or Secure Shelter Fabricate; Price 480 gp***; Weight 1 lb

    *see https://spacesymmetrystructure.wordp...-some-puzzles/ and https://plus.maths.org/content/through-looking-glass

    **Price based on slapping a 100 gp surcharge atop double the price of the outfit and the accessories. Tell me if you think this is too little or too much

    ***Price based on slapping a 100 gp surcharge atop double the price of six tower shields. Tell me if you think this is too little or too much
    Last edited by Bohandas; 2023-09-26 at 01:40 PM.
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  27. - Top - End - #267
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    346: Die of Decision The Dodecahedron of Gygax

    This cursed object appears to be a very large diamond which radiates a powerful Enchantment aura.

    It can be handled without consequence until a being claims ownership of it. At that point its true nature is revealed:
    Every time the owner must make a decision of any importance, (eating or using the restroom do not require a check,) the owner must announce the decision as a binary choice and roll the D20. (Free Action) The owner may choose which half of the choice is 'high' or 'low', and any result must thereafter be obeyed.
    The owner need not roll to obey the commands of a leader or authority, (but may roll to choose to disobey.)
    The owner need not roll to engage in attempts to defend himself or to perform survival related tasks, (though he may roll to choose to abstain from such acts.)
    The DM may impose situational modifiers on the die roll.

    The only way the owner may rid himself of the die is to roll when offered something of value in exchange. On a roll of 16+ the owner may sell or trade the die and the purchaser instantly becomes the owner.

    The die cannot be discarded or abandoned. No matter where it was last used, it appears in its owner's hand the instant a decision must be made.

    347: Cry of the Infant

    When discovered the item is a tiny 3" doll constructed of rags and fluff. Its embroidered eyes and mouth indicate it is crying.

    It can be activated with a slap to its rump, whereupon it begins to cry like a baby. The cry is specific to the listener, so a red dragon would hear the distress sounds of a hatchling red dragon while a human would hear the wails of a newborn human. The cry is normal volume for the species, so in ideal conditions a human might hear a faint cry hundreds of yards away.

    The doll will animate and attempt to remain 10' or more from any and all listeners while continuing to weep, wail, moan, or cry. Since any will hear the cry as a youngling of its own kind, if several different species are present and in communication, they may reason that magical effects are in play.

    If anyone should capture the doll it will deanimate. If it is a charged item on its last use or a single use item it will fall apart. If charges remain, the doll may be reused, but the one who activates it has no special ability to recapture or silence the doll.


    348a: Cursed Ring Of Halfling Might

    This powerful ring alters size, (Small to Medium or Medium to Small,) and swaps the character's Str and Dex abilities for as long as it is worn. Size based properties such as AC adjustment or speed may also be affected. It does not alter any other properties, such as skills or proficiencies. It does not alter class features of any kind.

    Because the ring is cursed, it will appear to be a Ring of Strength. Once donned, it can only be removed with a Remove Curse spell. When removed this way the character reverts to normal, with all ring-imposed bonuses and penalties removed. Trying to shortcut the curse, such as by amputation, makes the curse Permanent and the ring permanently inert.

    If a cleric of a Halfling diety first removes the ring from its wearer then blesses the ring while it is not being worn, it becomes a Ring of Halfling Might.

    348b: Ring Of Halfling Might

    This ring is blessed by the halfling dieties to benefit halflings. While any Small sized creature gains some benefits, only halflings gain its full power.

    Small creatures:
    May use the Enlarge spell once per day as a level 12 caster.
    Gain a Movement Rate equal to a Medium creature.
    Use melee weapons as a Medium-sized creature.

    Halflings:
    May use the Enlarge spell 3/day as a level 12 caster.
    Gain a Movement Rate equal to a Medium creature.
    Use melee weapons as a Medium creature.
    Gain 1 bonus point of Strength per 12 character levels, or gain 1 bonus point of STR per 6 Fighter or Fighter Sub-Class levels.
    Grapple as a Large creature.
    Use d6 for all unarmed attacks.


    349: Frying Pan of Tika

    A magical cast iron skillet about 16 inches in diameter is capable of producing skillet fried potatoes in quantities sufficient to feed thirteen humans once per day. A campfire or stove is required to activate the Frying Pan's magic. Other foods may be cooked in the skillet if they are available, with the pan offering a +5 to Cooking skill checks.

    The Frying Pan of Tika is a formidable +5 simple bludgeoning weapon with 5' reach, inflicting 1d8 damage.

    The Frying Pan of Tika also serves as a +5 medium shield.

    Both offensive and defensive properties may be used versus any target attacked in the round, but opponents after the first who have not been attacked or who are in flanking positions ignore its defensive properties.
    Last edited by brian 333; 2023-10-03 at 10:34 PM.

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    #350 - Intercontinental Ballistic Missile, +1
    Weight: 80,000 lbs
    Range: 5,000/10,000 miles
    Damage: 10d6 Bludgeoning

    Regardless of whether or not the weapon hits, the following occurs on the location of the target, or, on a miss, within 1d4+1 miles of the target.
    All creatures within a 120 mile radius are exposed to bright sunlight for 1 minutes and dim light for an additional 1d4+1 minutes after.
    The normal temperature in a 120 mile radius is raised by 30 degrees for 1 year, before falling to 30 degrees below its starting temperature for 1d4+1 years.
    The area within 90 miles is permanently irradiated, causing each creature that is not a construct, object, or undead, that enters to become nauseated, and lose 1d4+1 points of Strength and Constitution for each minute spent in the area. Breathing irradiated air deals 1d6 points of lethal damage per minute (no save). In addition, a creature that is not a construct or undead must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. A creature who takes any nonlethal damage from radiation or radiation exposure is beset by radiation poisoning (treat them as fatigued).
    A 90 mile radius area is filled with a cloud of dust for 1d4+1 days which obscures sight and abrades those passing through it.
    All creatures in a 75 mile radius are immediately deafened and nauseated, and take 1d4+1 points of Strength damage and Constitution damage each.
    All creatures and objects in a 30 mile radius take 10d6 points of sonic damage and are ejected, sending them to a location outside the nearest edge of the area, dealing additional damage and further knocking creatures prone. All creatures and objects moved in this manner also take an additional 2d6 points of damage per each 1 mile moved.
    All creatures and objects in a 10 mile radius take 20d6 points of searing fire damage and are blinded.

    ...

    Also this weapon has a +1 to attack rolls and damage rolls.
    Last edited by D&D_Fan; 2023-10-16 at 01:41 PM.

  29. - Top - End - #269
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    351: Ship In A Bottle

    This magical glass vessel contains a model ship. Its size can vary from a quart bottle containing a 12' single sail boat to a ten gallon jug containing a full-rigged man-of-war.

    Depending on the campaign, ship style, crew requirements, or gear aboard may vary. For example, a campaign set in a Roman era would have galleys built very differently from Viking longships or Chinese junks. Gear aboard is initially limited to a full set of rigging and oars. Owners may stash more gear if they choose. A bottle with some of the charges used may have additional gear left by previous owners.

    (Bottle Size = Ship Size)
    Fifth = 3 person dinghy
    Quart = 12'-15' sailboat
    Half-Gallon = 20'-30' coastal sailboat
    Gallon = 40'-80' small ship
    2 Gallon = 100'-200' ship
    5 Gallon = man-o-war

    When the owner invokes the magic of the bottle, a charge is expended and the ship inside turns to vapor which spews from the bottle and forms into a full-sized ship of the design in the bottle. A charge is used to reverse the process.

    Only the ship built inside the bottle can be drawn back into it. If the ship is destroyed outside of the bottle, the ship turns to vapor and reassembles inside the bottle. If the bottle is destroyed, the ship turns to vapor and dissipates.

    When the ship is intact and drawn into the bottle, all gear and personnel on board are drawn into the bottle with it and frozen in time. If the ship is destroyed and turns to vapor, everything not a part of its original construction drops where it is as all of the original pieces vaporize. The holder of the bottle when invoking its magic cannot be drawn into it.

    Exotic possibilities:

    Landship: a nautical-appearing vessel with large balloon tires or caterpillar tracks, which uses sails, kites, or windmills to power its movement over land.

    Skyship: balloon gasbags or magical sails allow the otherwise nautical appearing vessel to fly.

    Steamship: side or stern wheeled vessel which requires fuel to power its movement.


    352: Boots of Butt Kicking

    These boots appear to be Boots of Agility or some similar beneficial magical boots until they are first worn in combat. If the character wearing the boots is fighting unarmed and not casting spells or using spell completion ítems such as wands or scrolls, the boots will grant a +1 bonus to Reflex saves and a +1 Dodge bonus to AC.

    If the character is using a weapon or casting spells or using abilities or items which produce spell-like effects, the curse effect of the boots kicks in. In the first action in any round a booted foot kicks the wearer in his own behind, disrupting any action that would otherwise have been taken in that action segment. If the character is able to take more than one action in a round, subsequent actions may proceed normally. Example: a character capable of three attacks in a round at +11, +6, and +1 would kick himself causing the disruption of the +11 attack but still be eligible to take the +6 and +1 attacks.

    If the character has at least 1 level in the Monk class, or has the unarmed combat feat and is of Lawful alignment, the curse of the boots is nullified. In addition to the benefits of +1 Reflex and Dodge bonuses, the boots offer extra Bludgeoning type damage bonuses to up to two attacks in a round. (They do not grant additional attacks.) The additional damage must be declared prior to rolling to hit. Tiny wearers of the boots gain an additional D3 bonus damage to declared kick attacks. Small wearers gain D4 bonus damage, Medium-sized wearers gain D6 bonus damage per attack, and Large wearers gain D8. Huge and Gargantuan gain D10 and D12 respectively.

    The boots will not fit smaller or larger characters, nor will they fit on non-humanoid feet.
    Last edited by brian 333; 2023-10-29 at 07:53 AM.

  30. - Top - End - #270
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    353: The Hook of the Sea [Major Artifact]

    This giant fishing hook appears to be carved from a massive bone and acts as a +5 keen maiming implacable heavy pick. A short length of silvery rope attached at the end of the handle, when pulled, can be magically extended to seemingly any length at will. The rope is extremely durable if attacked, having 10 hardness and 30 HP, though the owner of the hook may break the line with ease if desired. Any portion of the rope cut away from the hook disappears instantly.
    The hook allows its wielder to wild shape into aquatic creatures as if she were a 20th-level druid. She may take the form of animals that either have the aquatic subtype or are native to aquatic environments of any size from tiny to huge with up to 20 HD, usable 6/day; and she may take the form of a water elemental up to huge size, usable 3/day. This wild shape ability is cumulative with any existing wild shape that the character might have, even if she’s already a druid. Her natural attacks while wild shaped maintain the hook's enhancement bonus and special abilities when applicable.

    Once per ten years, the hook may be used to fish up a new island from the ocean. To do this the wielder must embark on a voyage into the ocean and cast the hook into the water while grasping the attached rope, and then pull it back once it has touched the ocean floor. Raising an island from the sea does not require a great deal of physical strength - the magic of the hook does all the work - but the process of casting and retrieving the hook takes a full day. The hook resurfaces attached to lip of a small volcanic vent at the center of a 60-foot wide island. The volcanic vent oozes lava and causes the island to expand outward at a rate of about 1 foot per hour as long as the hook remains on the island until it is roughly a mile across. If the hook is removed, the island instead expands at a rate of about 1 foot per day until it ultimately reaches the same size. The volcano also grows taller and wider as the rest of the island expands outward. At the DM's discretion, the owner of the hook may be allowed to define the island's final shape and topography.

    In return for the hook's powers, once per year the hook’s owner must undertake a quest (no saving throw to avoid) at the behest of a deity of water.

    A character who is not neutral on at least one axis (LE, CE, LG, CG) gains four negative levels if she attempts to use this artifact. Although these negative levels never results in actual level loss, they remain as long as the hook is in hand and cannot be overcome in any way (including restoration spells). The negative levels disappear when the hook is stowed or leaves the wearer’s possession.
    Last edited by Vaern; 2023-10-30 at 07:17 AM.

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