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  1. #11
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    23-24 +3 Horsebow of Changelings: This bow is a 3 ft. long horn recurved bow with a 2500 gp emerald in the top bow arm designed much along the lines of the Mongolian horse bow, which is engraved with platinum runes and engraving along its front facing. The bowstring is composed of Faerie Dragon sinew, and the body of the bow is composed of gold dragon bone. This bow will inflict a + 3 hit and damage requiring the individual wielder to possess a strength of 17 + to wield this device properly. This device may be used up to five times per day, upon the command word "Alter", to form an encapsulating green bolt of energy to encase be arrow fired from the bow and strike the target with a successful to hit roll. This bolt of magical energy forces a - 4 saving throw verses magic spell or the creature afflicted with this spell may be polymorphed into a creature selected by the bow wielder. This transformation follows the normal limits of a polymorph spell except that only animals may be selected as Transformation selections. A successful saving throw will negate this effect. Value: 40,000 gp.

    25-26 +4 Shield of Snapping: This magical shield is constructed of a semi transparent green mithril alloy in style similar to a Roman buckler. The rim of this magical device is studded with 12 specially prepared black opals worth 1000 gp protected from damage by a variation on the spell glass steel. This + 4 shield magical effect is the release of a black bolt of energy striking any weapon making contact with the shield in the violent manner. This magical bolt of energy seems to emanate from a single opal each time. This bolt of energy has a 90% chance of snapping off a random percentage of any normal weapon attacking as detailed above. For each + in magical weapon possesses subtract 10%, i.e. a + 3 magical weapon has the 60% chance of breaking and thereby becoming totally useless and non magical. Roll for random percentage of weapon breakage. This will happen up to 12 times per week that this shield is used. Also if an opponent lashes out with another shield with a buffet it has a 110% chance of sundering any normal shield, with adjustments for each + as detailed for weapons. Value: 35,000 gp.

    27-28 Armband of Nutron: This armband is fashioned of black dragon hide 2 in. wide and set with six lavender diamonds worth 1000 gp@. It is sewn with mithril runes and golden highlights which enhance its overall appearance. This item once belonged to the matched set of armbands belonging to an elvish hero of a noble ancient family. This is the surviving one, which bestows a + 2 STR beyond the normal limits allowable by a creatures race or profession. This device also bestows + 4 levels of experience to all fighter classes which don it. This device also allows the wearer to run at 2x normal speed (not attacks). This items final power is to allow regeneration at 2 hp per round, but fire and acid damage can't be regenerated by this device. Value: 30,000 gp.

    29-30 Black/White Power Opal: This is a giant opal of black and white coloration similar to the ying/yang symbol is set into a platinum locket with a single mithril rune set in the opal. This device will appear to be a normal piece of jewelry unless it is placed in the hands of a mage or other magic user class. The operation of this device is controlled by the mental activation of the spell caster involved with it. This device stores up from 01-100 levels of spell energy which the owner may mentally tap into in order to help the spell caster power their spells. Upon activation the appropriate numbers of spell levels are drained away allowing the device owner to retain the memory of this spell they are activating while powering it with this device. This activation takes one melee segment of combat time. It still requires the prerequisites material components necessary for the spells casting, but in all other ways acts like a spell cast by the spell caster. The spell caster owner is able to transfer spell levels left over from the day when all their spells were not cast in order to transfer the level of spell energy necessary power this device. Value: 80,000 gp.

    And 7

  2. #12
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    31-32 +1 Helm of Crego: This device appears to be a rusted Viking type helmet set with a single mithril rune in the center of the forehead and glows faintly while bestowing the + 1 armor class bonus that this device possesses. This magical helmet use the command word "Cease", it will activate a latent power of this device which is to cause a Time Stop to affect all creatures within a 3 in. diameter area of effect. This spell lasts for 1 turn which may be activated up to three times per day. Only the helm wearer is immune to the time stop power of this device, until the device owner touches them with his forefinger in order to release them prior to the 1 turn limitation on duration. If a creature enters this magical field while it is in affect that creature will also fall under the time stop spells powers. The magical field will move with the owner of this device while the magical power is in effect. Any creature which falls out of the area of effect by the movement of the device wearer requires one round to recover from the disorientation experienced by subjects of the spell. This device will possess 71-80 charges when it is found, and it is rechargeable by simply casting the level 9 Time stop spell on the helm as it rests on the ground. Value: 35,000 gp.

    33-34 +3 Hand Crossbow "The Drinker": This magical hand crossbow is fashioned of an enchanted black oak inlaid with platinum runes. This device is meant to simulate the infamous drow hand crossbow fashioned of surface creature elements and materials, but in all other statistics is equivalent to that device. There is a large black ruby located under the quarrel slot worth 3000 gp. This device functions at + 3 to hit and + 3 to damage before anybody struck by one of its bolts. Every time and this device is fired a black bolt of energy is emitted from that black ruby under the quarrel slot. This bolt of magical energy automatically drains - 2 levels or hit dice from any creature that is struck. This device possesses from 41-50 charges when it is first discovered, and it can be recharged at the rate of five charges per properly worded limited wish spell. This device has a rate of fire of 3 bolts per round. This item requires an intelligent weapon roll as per the DMG in order to see if this device possesses an intelligence. This device has been duplicated many times. Value: 65,000 gp.

    35-36 Tunneling Shovel: This magical device appears to be made with a sturdy 6 ft. long pure mithril handle and a shovel blade created from a green tinged mithril alloy 12 in. long. The device is covered with many platinum runes on the handle and blade. If the command word "Excavate" is uttered this device will remove a 10 ft. Cube of material that the shovel blade to choose upon the utterance of the command word. This removal can be compared to a dog digging a hole at a rapid pace as the Shovel moves about the area of effect hurling shovelful after shovelful of the earth or stone 20 ft. behind this devices wielder. "Watch out!!!" This device will function up to 10 times daily. Value: 30,000 gp.

    37-38 +4 Spear of Cold: This magical spear has a haft 8 ft. long made of white ash wood reinforced with orachalium rings along its length. The haft has many golden runes adorning its shaft while the 18 in inch long spear point is comprised of an orange alloy of orachalium engraved with black adamantine runes which pulse with black magical energy one time per round. The device will generate a bluish black aura similar to a continual light spell within a 10 ft. radius. The device possesses a + 4 to hit and damage quality, but will cause an additional 3-18 points of intense cold damage to any creature struck by the weapon. The holder of this weapon gains an additional + 4 2 their saving throw vs cold, frost, etc.. This magical spear possesses one additional magical power upon the command word "Blockade", a wall of ice equal to that cast by a 12th level mage, blocks the area designated by the device owner pointing the blade along the path of the wall to be formed. This weapon as with all other magical weapons I design must roll a DMG intelligence percentage in order to determine if this device possesses an intelligence. This device has been copied several times so more than one exists out there.

    39-40 Greenthumb Emerald: This magical emerald of great size ( 20 carats) has many platinum runes in great upon its surfaces. It glows with an inner green light illuminating everything within a 20 ft. radius with that glow. This aura causes any education or plant based creature within the area of effect to grow at 1000 times its normal speed whenever the command word, "Flourish" is uttered. This magical growth lasts for 2 rounds and made be activated up to three times daily by this magical item. This magical device possesses one other power activate a bolt one time per month by the owner which is a Pass Plant spell. This is a Druid spell which has statistics listed in the PHB cast as if the caster were a 12th level Druid. Value: 50,000 gp.

    41-42 Badluck Radiance Gem: This magical device appears to be made of several varieties of magical gems, but is primarily fashioned from a large blue sapphire. All of these magical devices appeared to glow with a golden magical aura which infuses anybody touching it with a sense of power and prestige above mortal levels. This magical light illuminates everything within a 10 ft. radius, and be still is an emotional sense of delight over ownership of this item. This magical gemstone was created by a demigod who wished to punish a foolish demanding worshiper by creating this cursed item. The affect of the curse is inflicts a - 4 saving throw to the holder, an automatically successful first strike by any monster or creature which the gem holder faces, and finally it enforces a -20% on acquiring any beneficial treasure whenever a party determines its allocation. The curse this gem instills upon a victim can only be neutralized by a remove curse cast by a 20 level cleric followed immediately by a 20 as the level dispel magic by a magic user in order to remove the curse of this device. Value: 5000 gp.

    And maybe 6

  3. #13
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    43-44 Quartering Chains: This set adamantine 5 shackle chains will magically sizes themselves to any creature onto which the shackles are affixed. If the chains are hurled at a target within 30 ft. while speaking the command word "Stilgarzak", the owner touched chains will cause the shackles to enwrap themselves about the arms, legs, and neck of the creature to be put into the quartering chains. This magical set of chains requires a separate to hit roll for each of the five shackles in order to achieve the complete quartering of a target creature . At this point the chain owner can speak the second command word "Delphadawn", whereupon these chains lengthen violently outwards stretching the creatures/victims arms, legs, and neck until they are violently flayed from their body killing them instantly. This is accomplished regardless of the size of the creature to be affected once the second command word has been uttered. These magical devices have an operating STR of 28 and nothing short of a disintegration spell can defeat the devices operation once the second command word has been spoken. Use of this device is an evil act and no good or neutral character will ever use them. Value: 25,000 gp.

    45-46 Bust of Contrariness: This device is an 18 in. solid mithril bust of a robed statesman in a toga like to piece of apparel. The eyes of this device are 2 black opals worth 1000 gp@, and the device is mounted on a 6 in. high solid golden pedestal. This item radiates a 10 ft. radius field of greed which causes all those within this area to violently attempt to acquire this item and any other magical items that they have silently wished to acquire from anyone within the area of effect. A creature entering this magical field are instantly attracted to the device if a saving throw verses magic spell is failed and regard any other creature within the area of effect as a potential rival in the battle to own this item. This magical affliction of greed is similar to a curse and requires a remove curse spell to be cast in order to remove the greed once a creature leaves the area of effect the feeling of greed will leave them as rapidly as it affected them in the first place, on a successful remove curse, usually leaving them wondering why they wished to own the device in the first place.
    This device has secondary negative curse like affect at it causes them to be bickering and the contrary to all other party members unaffected by the devices magical aura. They act like a know it all and constantly seek to take control of the party's direction in the bellicose and haughty fashion. The creature of carrying the bust will automatically take contrary positions to any other party member in order to get their satisfaction of the engagement in negative unsafe ways. They all we seek to start a bickering match. Value: 35,000 gp.

    47-48 Scrollmaking Quill: This magical device is created from a 2ft long phoenix feather of eight deep purple hue studded with many small gems along the shaft with a golden tip. This magical device is always full of a deep black ink, which is available for the copying of any scroll, spell book, vellum sheets etc.. The aura of this device can produce his own vellum sheets or spell books in order to create/transcribe the information from one set of recording objects on to the medium chosen by the device owner to confer it on to. The owner of the device must physically transcribe the necessary information on to the new chosen medium, unless they possess a spell which can transcribe this information for them. This magical quill can transcribe 24 levels of spells or up to 4 scrolls of protection during any one day. The quill is highly sensitive to the magical emanations which it transcribes allowing it to highlight special areas of importance in the spell. This sensitivity also allows it to function without detonating glyphs, wards, sigils, etc. while it copies the material onto a new medium. It also will not carry over such a warding. Value: 60,000 gp.

    49-50 Medal of Fixing: This magical medal is constructed of solid platinum in the shape of a hammer lying across an anvil, with a 5000 gp heart of stone crystal inset at the base of the anvil. The device has four separate specialized functions which perform actions related to fixing of items.
    A.) The first function of this device is to gather the broken pieces and scraps of an original item possibly magical upon the command word "Origin", in order to help in its reconstruction. All pieces of the item regardless of location will form on the any flat surface within 5 ft. of this device owner. The owner of the device selects the area to be collected upon, but it can be no more than 50 ft. from their current location. At that point the owner of the device collects the pieces for transport. This function can be accomplished up to 10 times per day.
    B.) This secondary power allows the device owner to assimilate and repair any normal object of a non magical nature requiring five rounds to achieve nearly by touching the pieces of the device to be repaired. Such a device required 51% + of the original in order to reconstruct the original item. The data will appear to be 100% new and whole in all respects. This device can perform this function up to six times per day. The duration of the repairs is permanent.
    C.) This third power is related directly to weapons and armor repairs similar to the power related above except that it functions on magical items, specifically weapons and armor. It will take the pieces gathered in the first function and repair any damage inflicted upon the magical item first. In the secondary function it gathers the magical power which still resonates within the device or item, Weapon or Armor, and regenerates those powers back to the originals levels at the time it suffered its destruction. The repairs are permanent in all ways. To repair a device with multiple +'s it requires that this power be used on consecutive days, with the number of days equal to the number of +'s that the item possessed. If the process is interrupted for any reason the item being repaired will only possess that number of +'s from then on. The owner of this device must lay his hands upon the items being repaired through use of this power in order to facilitate its completion. This power can only be used one time per day, so only one item of this nature may be repaired any one time.
    D.) The final power this device imparts is the repair of multi function magical items which are not weapons or armor. These repairs operate much as those listed within the repair of magical weapons or armor section. For each function and that the device possesses it requires one day per function to restore a destroyed magical item back to its original functioning state. If at any time during the process a day goes by without the repairer continuing the repair process, then the item is forever prevented from regaining its full item power potential. It takes 2 days for each power restored in this way instead of the one listed above. This repair level can only be accessed for one item once per day into repairing process.
    Remember that 51 % of any object must be available in order to activate the repair processes that are detailed above. Also any destroyed magic item can be gathered by power A due to their loss of magical nature upon their destruction. This is in order to gather the sheaves or pieces of the device. Value: 120,000 gp.

    51-52 Coin of Sorrow: This nondescript gold coin appears to be a common gold the sovereign, which radiates no magic field whatsoever. These usually mixed in with a large selection and other gold coins and as long as it is kept by a person the they will be afflicted with uncontrollable weeping whenever they enter their next combat situation. There is no save for this effect which inflicts - 2 to hit and damage as well as a + 2 armor class penalty. Once the magical coin is spent the curse is lifted, but the E problem that the source of this curse is only detectable through the use of Wish type magic. Value:1 gp.

    53-54 + 3 2hd Axe of Tulwar: This axe is 4.5 ft. iron wood haft with a 2 handed usage style and a double bitted axe head made of mithril . It is covered with many platinum runes along the haft and has a leather grip made of basilisk leather. The been in flakes 2-20 + 3 points to damage to a man size targets and 2-24 + 3 points of damage to a larger creatures with any successful to hit. This magical weapon also possesses one magic affect once a day, which is activated on the command word "Breach", which activates a Passwall spell that acts as if cast by a 12th level mage. This weapon must roll for possible magical intelligence as formed magic sword out of the DMG. Value: 45,000 gp.

    5

  4. #14
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    55-56 +2 Belt of Blinking: This belt is composed of the yellow serpents hide studded with 8 yellow diamonds worth 1000 gp @ sewn with gold thread stitching and golden mounts for the gemstones. This magical device bestows a + 2 to armor class and saving throws to any creature wearing it. This device also allows the wearer the ability to speak blink dog and the alignment language lawful good. The prime magical ability that this item possesses is activated by the command word "There", which allows the wearer to teleport without error anywhere within 100 ft. that they can visually see. The device can be used up to 10 times per day requiring a one segment for each teleport jump taken by the wearer. This gives the illusion of blinking as per the spell except that the wearer is allowed to choose their orientation towards targets, and it functions as if it is a teleport without errors spell. Value: 60,000 gp.

    57-58 +2 Whip "Cat of 9 Tails" : This device is constructed of 9 separate strands of Type III demonhide wound with adamantine which is tipped with 9 large diamond crystals worth 500 gp @ and are fashioned into claw like gem cuts. The handle is fashioned from the 18 in. long finger bone of a Type VI balor with each strap of the whip attacked to the handle via orachalium thread and wrappings. The whip handle is engraved with many orachalium runes along its length which is also wound with Type IV demonhide grips. This device is of a + 2 quality inflicting at 3-18 + 2 points of damage for every strike that hits the target which possesses an electric like shark which passes through the victim if they fail a - 4 saving throw verses death magic, or fall to the ground withering in pain and muscle spasms for 1-6 rounds after blow has been struck. This device also must roll for innate intelligence on the DMG table. Value: 65,000 gp.

    59-60 Earplugs of Sensing: These 2 weirdly cut diamonds looking like earplugs 3000 gp @ are connected with a special adamantine chain that lengthens to fit any size M or L creature, but otherwise appear to be non magical. When these devices are each placed into a separate ear they will amplify the normal hearing of the creature by 10x times the normal reading that creature possesses. The magical nature of this device allows the owner to even hear the sound of a pin dropping within a 10 in. radius of the device owner’s current location. This magical affect makes the wearer immune to any type of normal surprise regardless of dice rolls. The earplugs can also be used as a source of triangulation determining the exact distance and location of any creature approaching the device wearer within the 10 in. radius. These devices also cause a -50% to any thief’s chances of moving silently within the radius, and allow the device wearer to hear noises behind doors at 1-4 on a D 6. Value: 50,000 gp.

    61-62 Feather of the Fop: This magical device will appear to be a 12 in. long brilliant parrot feather suitable for mounting on the side of any hat. The item is under a specialized curse though, for after it is put on the wearer actively seeks to become a sanctimonious fop in the court of the nearest local royalty. The wearer of this device also is afflicted with the -25% reaction roll with anybody he encounters due to the abrasive personality this item inflicts, and will never run away from the fight especially if the wearer starts it. The wearer of this cursed device will seek to play factions against each other at court causing the maximum amount of strife for that kingdoms' royalty. Once this device is put on the wearer’s head they will refuse to remove it, and the wearer will consider himself a great swordsman, but the device inflicts a natural totally inept nature on the wearer in regards to weapons use. This is conveyed in + 2 on all initiative rolls and a - 4 to hit penalty for as long as this item is worn. The device can be removed with the use of a and remove curse spell cast by a 16th level> mage or cleric. Value:150 gp.

    63-64 Robe of Impact Resistance: This magical device is woven from a unique blue metallic alloy which is woven into fine threads comparable to silk. The alloy itself is of an unknown metallic material, which bestows an armor class of (-10) to any creature who dons it. The robe will magically size itself to any creature of S,M, or L size of a first round that the robe is put on. This magical devices high armor class rating is only verses sharply struck blows as the material of the robe stiffens magically at the moment of impact. The material of the robe is normally supple as silk but when struck sharply the area struck hardens into the strength of adamantine. The robe possesses a hooded cowl which totally conceals the wearer’s features, as well as protects the head from blows. This hood can only be pulled down by the wearer of this device once it has been pulled up to protect the wearers head. The only drawback to this robe is its ability to attract lightning causing a - 3 saving throw for all spells of this nature and a + 1 hit point per dice of damage done from any such spell. Value: 70,000 gp.

    65-66 + 3 Dart of Weakening: This magical dart has a black oaken shaft 12 how the in. long with a 4 in. long mithril tip. The dart has 4 special roc feathers to help in the flight of this item which are wrapped with special mithril thread and engraved with many small runes of the same material along the shaft. There is also a specialized flight to enhancing mithril counterweight to increase the range of this device up to double range 4/6/8. The device inflicts 1-6 + 3 points to damage, and on any hit which is successful by + 3 or more of the base number needed for a successful attack also inflicts a 2-8 STR drain on the targets struck. This strength power will last until the dart has been removed from the victim which was hit with it. At that time the strength will return at the rate of one point per 4 hours spent recovering under non stressful/resting circumstances. The STR draining power is cumulative, so if the target creature was struck more than once at the STR drain will continue until the necessary time of rest is met . The last power of this special magical device allows the owner to use the command word "Helflock" up to three times per day in order to have the dart return to the throwers hand. This device also requires a DMG intelligent weapon check when the devices first discovered. Value: 40,000 gp.

    4

  5. #15
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    67-68 Olive Branch of Missile Warding: This ancient in nondescript branch of an olive branch 12 inches long is encased within a clear crystalline material hung on a special golden chain. This magical device emits a 2 inch diameter protective magical field which causes all missiles violating this magic field to flow around the wearer of this device. Any form of missile, including siege engines, entering this magical field are affected by the diversionary nature of this magic. Once this magical field affects a missile the missile will automatically miss its intended target. The device wearer in pass in front of a volley of arrows deflecting and in random directions whenever it is possible. This does not mean that several misguided missiles could not find their mark. Value: 70,000 gp.

    69-70 + 2 Quarter Staff of Limbo: This 6 ft. bolt quarterstaff is shod at each end with a mithril alloy that has several gold runes along its length. This specially cursed magic item will affect any creature that is not of neutral alignment and a mage classed. Any such creature touching the staff will instantly be transferred (no save) to the plane of Limbo, with no means of return unless they possess the necessary powers to do so. The staff has a + 2 inflicting 1-6 + 2 points a damage + the inherent plane shift to Limbo upon contact with the staff no save. Undoubtedly creature struck by this device and sent to Limbo's grey vastness will seek retribution against the wielder of the staff, should they ever return to the prime material plane. This magical weapon requires the DMG intelligence roll to determine latent intelligence of the device if any. Value: 55,000 gp.

    71-72 Tome of Military Leadership: This magical tome is fashioned of vellum sheets and a plain nondescript red leather binding of on remarkable nature. A player character of any class lucky enough to come upon this magical tome will gain the benefits of conferring an 18 CHR whenever working with any military personnel of any race. Fighters are drawn to the banners of the player character who invests 2 solid months of reading with no adventuring during that time. The reading of this magical tome also grants its reader the mind of a natural tactician and mercenary leader in all mask combat situations, as well as party functions. One power of the this tome is to grant the readers party a + 1 hit in + 1 to damage for each party member as long as the reader is in charge. The reader will naturally draw 1-20 military recruits of the desired class's and specialties to himself or herself every day they are actively seeking to do so. The actual level of these recruits is based upon the area from which the pool of soldiery is drawn, so if you're any big city you would draw higher level recruits. These recruits formed the basis of a mercenary band which the tome reader may wish to form for upcoming military engagements. These recruits will stay with the reader as long as they are paid and there is work for them. Value: 40,000 gp.

    73-74 Vanishing Void Cloak: This fine black woolen cloak is sewn with many mithril runes and brocade along the edges in a old Spanish style. The cloak possesses a fine mithril start clasp which once fastened activates its true malevolent enchantment upon its wearer. The wearer of this device finds themselves teleported 60,000 mi. directly upwards into outer space, where the vacuum kills them in 2 rounds if they require oxygen to breathe. The cloak itself teleport randomly to the next nearest valuable treasure hoard. If the creature is somehow able to breathe without the oxygen there is also cold damage inflicted at the rate of 2-12 points of damage per round of exposure unless they possess a magical item of warmth. Value: 15,000 gp.

    75-76 Bottle of Vapors: This 12 in. tall green and crystal vial is stoppered upon discovery with a 10 carat emerald worth 5000 gp and decorated with fragile golden filigree runes. If the stopper is removed it may not be re-inserted for at least one hour during which time it exudes a colorless and odorless magical gas filling a volume of a 1 mi. diameter 10 ft. deep within 1 turn of the stopper being pulled. The emission of these gases is covered by an illusion which prevents those within viewing range from detecting the high volume of gas being emitted by the bottle. This gas is highly toxic causing a - 2 saving throw verses poison for every creature for each round within the area of effect exposed to this gas. If this device is opened in a narrow corridor it could fill miles of a cave complex or dungeon during the hour it may not be re-stoppered. The gas naturally seek some below list ground and can be dissipated by winds greater than 20 mi. per hour, that is of course after the gas is detected. Value: 30,000 gp.

    77-78 Blanket of Webs : This fine 10 ft. by 10 ft. blanket is sewn out of the same organic material from which elven cloaks are made, with the threads of all the major valuable minerals so intricately and interwoven with the organic material. This device is actually a magical booby trap which when stepped upon ejects a 20 ft. by 20 ft. by 10 ft. high wall of webbing in one melee segment. These magical webs are fireproof, and are 5 x as strong as normal webbing listed under the levels 2 web spell. Only creatures and people possessing the strength of a cloud giant can escape from this webbing without assistance. The strength of this magical webbing causes creatures trying to escape must make a saving throw verses magic spell each round or die of asphyxiation while those making their saving throw sustain 2-12 points of damage per round actively trying to find a way out of the sticky strands. After 1 turn these webs will magically vanish releasing those creatures caught within without further damage. This magical device may be reused up to three times per day, and made be camouflaged as the owner desires as an ambush tool. Value: 45,000 gp.

    79- 80 Bag of Breath : This magical bag is approximately 10 in. deep and it made of a vibrant red silk so long with golden thread and a solid golden cable drawstring. The bag appears to be filled with heavy coins of some type while in the owners hand, prior to opening this device. Unfortunately once the bag is opened there is a 12 second delay than a 50 hit point blast of red dragon breath shoots out of the bag opening up to a range of 6 in. erupting into a fireball 3 in. in diameter usable only 10 times with in a given month. If this bag ever fails a saving throw verses anything which causes its destruction it erupts into a super hot blast of a 100 ft. radius inflicting 500 hit points of damage within the first 10 ft. of radius, and -50 hit points of damage for each 10 ft. away from ground zero of the blast. Any item of the magical nature struck by this device must make a saving throw verses breath weapon or magic fire which ever is worse in order to remain functional. Creatures are allowed their saving throw vs dragon's breath which if successful inflicts only a 1/2 damage. Owners of this device and its replicas find this device to be a potent offensive weapon of great usefulness. Value: 65,000 gp.

    2 left cut it down

  6. #16
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    81-83 Dust of Track Displacement : This enchanted dust is composed of light blue crystals which break apart into fine motes of dust once it is removed from the small blue leather pouches which it is usually found in. The pouch is so do with many fine silver wires and several silver runes. When this dust is hurled on a PC'S back-trail the dust forms a glittering green and brown motes of color which cause the owners footprints to be displaced in to a direction of the device user’s choice. Each pouch possesses 11-20 doses of this magical dust when found. This magical dust is so potent that it will simulate infrared heat signatures, odors, and the tracks to be displaced up to 100 ft. distant from the dust user. At the end of the trail the tracks of the dust user become confused and diffuse. Value 1500 gp per pinch of dust.

    84-85 Nozzle of Water Blasting : This magical device is formed in the shape of a modern-day fire hose nozzle made of solid gold with no hose attached and inset with four gold pearls worth 2000 gp @. The device also is adorned with platinum runes along its 18 in. length. The nozzle also has a special handle on the side of the devices base which swivels 180 degrees in a fashion suggesting it's usage is to regulate the flow of what the device contains, with writing of draw, close, and blast written in common runes of platinum on the side of the device. Through use of an identify spell the owner of the device will divine that if this nozzle is inserted into a body of water and the novel toggle is opened that it will draw in the water as if it were a big syringe up to its storage capacity of 5,000 gal. or about five rounds of water blasting time. The toggle is then shifted into the closed position awaiting usage. Its primary function is to allow water it contains (which has no weight while in the nozzle) is to blast a jet of water from the nozzle in order to perform a variety of functions as listed below. The water blast will eject out words up to distances of 12 in. to fight fires, as a secondary feature it in affect foes of up to 6 in. away with a debilitating blast of water on a creature of hostile intent and weighing less than 200 lbs. The blasting water forces a dexterity roll each round the target creature is within the spray, which requires the device owner to make a THACO to hit roll. Any creature hit by the blast of water also has their vision impaired imparting a - 2 to hit roll on any action that round. Those creatures failing their dexterity roll will be washed 10-60 ft. away from their original location and stuns them for one round of recovery time. Once the water within the storage capacity limits is used up the device owner must gather a refill from a large body of water. The number of times this device may be used in a given day is only limited by the volume of water accessible to the device owner. The owner of this device must weigh more than 200 lbs. in order to operate nozzles safely, any creature of lesser size is blown about by the back blast for the five rounds that the water storage capacity lasts. Value: 45,000 gp.

    86-87 Broach of Rock Passage : This magical device is a 2 in. platinum oval broach set with a 2000 gp yellow diamond in the center and several smaller white diamonds worth a total of 1000 gp as well as being adorned with many fine silver runes. Upon donning this item the owner will be granted the whisper of a command word "Visualishha" which activates this items primary power of bestowing 10 in. X-ray vision upon the device wearer. The broach naturally bestows a + 4 to saving throws verses earth based spells while worn. This devices greatest power is to allow its wearer to move through earth, stone, clay, etc. as if it were air, similar to racial power of the Ulgo of the Belgarroid series of books. The wearer can move up or down in the stone simply by pretending to climb up or down stairs. The device wearer can link hands with up to six other creatures that will also benefit from this devices magical ability to move through earth as if it were air. The powers of this device have no daily usage limitations . Value: 150,000 gp.

    88-89 Chalice of (Un) Holy Water: These magical chalices or 50% made of silver for good aligned creatures and 50 percent made of black obsidian for evil aligned creatures. Both are inset with golden runes and set with 10 white diamonds worth 200 gp @ for the good chalice or 10 black diamonds of the same value for the evil chalice. These magical chalices are always full of either holy or unholy water at all times and will pour out these liquids at a rate of 1 gal. per round. The reactions of various creatures to this liquid vary according to stipulated rules, but because of its inherent potency it inflicts 2-20 points of damage whenever exposed to the creature of the opposing alignment. Value: 20,000 gp.

    90-91 + 2 Bracers of Magnetics : These magical items are made from a mithril/steel alloy inset with golden runes. These magical devices bestow a + 2 magical protection to armor class and saving throws of anybody wearing them. The curse of these items is when the wrists of the owner are flexed muscularly it activates a hyper-magnetic field which cause all weapons that are made of metal within 20 ft. and 180 degrees in front of the bracer wearer to 75% be deflected away from the owner of these magical devices whenever they enter the area of effect. The magical field only lasts for 1 turn up to three times daily . This only affects non magical weapons made of metal and magic weapons are not affected in any way by this magnetic field. Value:30,000 gp.

    One to go....

  7. #17
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    92-93 + 2 Staff of Position Finding : This generously carved white oak staff is 6.5 ft. tall set with inlays of gold & shod with silver end caps. Magical nature of this staff when used as a weapon bestow a + 2 to hit and damage and on a successful to hit roll also require a saving throw verses magical staff or the targets struck will be knocked from their feet and inflicts an additional 2-12 points of damage to the victim. This requires one round of recovery time for such a victim. The final power of this device is activated on the command word "Know", which bestows upon the staff wielder the ability to know their exact location on their home prime material plane within 20 mi., by using certain key landmarks which are mentally bestowed upon the wielder during the location process. This device requires an intelligent item roll in the DMG similar to that required for swords . Value: 35,000 gp.

    94-95 + 4 Trident of Poseidon : This magical device is made of a blue orachalium alloy entwined with golden seaweed and runes of power with 3 blue diamonds worth 3000 gp @ mounted on the tines of the trident. It is a weapon of + 4 quality which on any normal to hit roll that exceeds its necessary minimum by 3 or greater will cause its victim to make a saving throw verses magic spell or have their bones turned to water permanently. This of course kills them in most cases. This magic trident can also control sea creatures up to 15 Hit Dice total, but each creature is allowed a saving throw verses magic spell to avoid the affect which is similar to a charm spell. This magical weapon also needs to make a magical intelligence role similar to that outlined in the DMG for magical swords. PS Poseidon wants his damn trident back, requiring a once daily 1% chance of Poseidon showing up demanding his trident. Value: 45,000 gp.

    96-97 Thistles of Sword Warding: This device is a simple circlet 8 in. in diameter composed of thistles wound with golden thread with miniature golden leaves attached. This entire composition is encased in a flexible crystal like material which prevents physical harm from the thistles. When this device is warn about the owner’s forehead it bestows total immunity to any sword which attempts to strike the wearer. The normal or magical sword will rebound as if striking a steel plate 12 in. thick accompanied by a ringing bell like sound. It can affect any weapon of up to a + 4 quality in this manner as long as it is sword. Value: 65,000 gp.

    98-99 Ring of Storm Giant Strength: The powers of this blue crystal ring with engraved platinum runes around its length, and set with (2) 1800 gp thunder stones, bestow upon the wearer the strength of a storm giant 24 STR, which conveys a + 6 to hit and a + 12 to damage from any weapons wielded by the wearer. The wearer of the ring must rotate the ring 360 degrees each day at midnight in order to activate it for a 24 hour period. Value: 75,000 gp.

    100 + 5 Helm of Dragon Powers: This is an awesome magical device is a helm made of pure adamantine which is shaped like a dragon's head with dragon wings on the side and granted the coloration of the type of Dragon whose powers it has access to. An age roll is made when the item is first discovered in order to determine the amount of damage its breath weapon can inflict . It is of a + 5 qualities to armor class and to saving throws as long as it is worn. Another power of this device is activated in the presence of dragon's of the same color that this device mimics, whereupon, it acts as a robe of blending (listed in the DMG) as long as the device owner is in their presence. The device prevents all dragon breath weapons from touching the helm wearer. This devices' most awesome power is the ability to confer the breath weapon of the dragon type it represents (in color). The breath weapon inflicts damage equal to the wearers current hit point totals, and in all other ways conforms to the breath weapon variables detailed under each dragon's description. This can be accomplished up to three times daily, unless the dragon description permits a greater or lesser number of breaths. This device is also subject to an intelligent item roll similar to that bestowed upon magical swords detailed in the DMG when the devices discovered. The power of this magical helm also bestows any innate magical or psionic powers accessible to a dragon of the specific age which was rolled for above, but only if the device possesses a magical intelligence similar to that of magical swords. This magical device would only allow access to those powers for 24 hours in any given week. I.E. this magical spells of the creature and any psionics it possesses are available only 24 hours, but the powers are able to be turned on and off by silent mental will of this devices owner.

    The color type of the dragon is listed below are random roll.
    1 BLACK 11 BROWN
    2 BLUE 12 ORANGE
    3 BRONZE 13 YELLOW
    4 BRASS 14 CRYSTAL
    5 COPPER 15 TOPAZ
    6 GOLD 16 EMERALD
    7 GREEN 17 SAPPHIRE
    8 RED 18 AMETHYST
    9 SILVER 19 SHADOW
    10 WHITE 20 FAERIE
    Other colors are also all available if your DM allows them, or a more complex chart is available for use. Value: priceless or 1million gp.

    More to come.


    Later



    It’s Good to Be the King!! (Or the DM!!!)

    Turn them all into rainbow mushrooms and drop them 300’ to the music of the Anvil Chorus!!!!

  8. #18
    Looking very, very interesting.
    One thing I liked, being the only person in the party able to do so, was making magical items that had a unique ring to them.
    Mostly so because we were in a relatively low magic setting for a Birthright Campaign. ie; only blooded and the church were allowed magic, all others were 'heretics'.

    If you're interested, I can post out some of the special items made, and a bit of history to go with them. All of them've been used in a game-span of 30+ years now for a moderately heroic/well-known character.
    All are 3.5 rule items, though I might have to improvise a little on trying to recall what prerequisite spells it needed. Warlocks don't often bother with all this 'having the proper spell'-thing.

  9. #19
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    If you're interested, I can post out some of the special items made, and a bit of history to go with them. All of them've been used in a game-span of 30+ years now for a moderately heroic/well-known character.
    By all means as far as I am concerned. The idea is that any good material (good in the eyes of the beholder) is good for the thread. My material is not exactly Birthright ready, but anyone can make the coversions to whatever campaign or setting they are in.

    All are 3.5 rule items, though I might have to improvise a little on trying to recall what prerequisite spells it needed.
    Well, if I like it I hope you understand it will be 2nd edition (privately of course) in 60 seconds or less. You get all the credit though.

    Warlocks don't often bother with all this 'having the proper spell'-thing.
    Oooooooooohhhhhhhhh I do like Warlocks. Now mine is 2nd Edition mind you but my son (in his 20's) ran my Birthright game for a couple of years. I was allowed to play a 2nd Edition Fighter Warlock. Quite satisfying. The Grey Magedom in the S/W of Cerilia. I was lucky the game wound down when it did though. Seems the Gorgon had a thirst for my Blooded points.. He was cutting a swath of destruction in a bee line to my small country.

    Later

    I hope to see what you have......I cut copy and paste religiously.


  10. #20
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    Old Second Edition Material Here!!

    Another batch of my oldies but goodies. This is magic item table #3.

    For those who can enjoy.

    Table III
    By Matan Thunder

    01-02 (1-10) Flash Powder Cans
    03-04 +3 Stun Gloves
    05-06 +4 Helm of Thought
    07-08 +1 Staff of Chaos Commanding
    09-10 Eye Cusps of Terror
    11-12 Cup of Wizard Eye
    13-14 + 4 Chainmail of Birden
    15-16 Figurine of Nihrain Mount
    17-18 Frock of the Patriarch
    19-20 +1 Staff of Overload
    21-22 Smock of Smithing
    23-24 Brazier of the Efreeti Assassin
    25-26 + 6 Hammer of Woe
    27-28 Figurine of the Ruby Witch
    29-30 Bag of Medusa's Head
    31-32 + 4 Dagger of the Assassin
    33-34 Emerald Earring of Drax
    35-36 + 4 Saber of Cleaving
    37-38 + 2 lvl Emerald of Experience
    39-40 Dunce Hat
    41-42 Dust of Dumbness
    43-44 Tome of Woodlore
    45-46 + 3/+6 Bolts of Flame
    47-48 + 5 Passwall Staff
    49-50 Medal of Spells
    51-52 + 3 Helm of Crego
    53-54 Statuette of Change
    55-56 Evil Wizards Hat
    57-58 Figurine of Triceratops
    59-60 Scarf of Action
    61-62 Headband of Healing
    63-64 Ring of Degeneration
    65-66 + 1 Staff of Controlling Neutral Monsters
    67-68 +3 Club of Craven
    69-70 Gold Nugget of the Pit
    71-72 Figurine of the Grey Slaadi
    73-74 Ring of Dwurin
    75-76 + 3 Dart of Vestil
    77-78 Slavers Collar
    79- 80 + 3 Collar of Protection
    81- 82 Mask of Humor
    83-84 + 2 Mace of Sonic Vibration
    85-86 Moon Rock
    87-89 The Model Ship
    90-91 + 3 Monkan Bracelets
    92-93 Armband of Berserking
    94-95 Hat of the Vortex Mage
    96-97 + 4 Vorpal Boomerang Arrows
    98-99 + 2 Rod of Sleep
    100 + 6 2 handed Force Blade

    01-02 Flash Powder Canisters (1-10): This alchemically created device comes in the form of 6 in. black crystal spheres with 2 silver runes on each side of it. The owner of the device can hurl the spheres to ranges up to 60 ft. of the device owner. These crystal globes burst on contact with solid objects within range, and or triggered to break magically after being thrown. All creatures within a 30 ft. radius of the impact area must save verses poison or be blinded 3-8 rounds by the greenish gas these globes emit. All creatures within 10 ft radius of the area of effect will sustain 2-12 points of damage from the poison, and are blinded automatically no save for 3-8 rounds. The creature is also stunned for one round no saving throw from the concussion of the exploding chemicals with the gas. Value: 1500 gp @.

    03-04 + 3 Stun Gloves: This magical set of gloves are 18 in. long composed of 1/4 inch squares of white marble sewn together with gold thread and each tile engraved with a golden rune of power. On each blow there are 5 sun drop gems set in to the knuckles of each glow which are worth 1000 gp @. The gloves had been enchanted with a + 3 quality to hit and damage which inflicts + 3 + STR bonus plus 2-20 points of damage for each successful to hit roll, which is the number of attacks the owner of the device possesses. Any creature successfully struck by the gloves is stunned for one round if a save vs. magic wand is made, and with a failure the strike stuns the foe for 3-8 rounds. This weapon is only usable by monks, brawlers, martial artist, and mages. Other player character class's which try to don the gloves are blinded by a bright flash inflicting 2-20+3 points of damage to the unfortunate creature, which also has to make a saving throw verses magic wand to find out if there stunned for one round or 3-8 rounds. Several sets of these magical gloves have been created, and upon discovery an intelligent weapon check is required as per magic swords in the DMG. Value: 55,000 gp.

    05-06 + 4 Helm of Thought: This helm is made of a light blue grey mithril alloy inlaid with platinum runes and embossing. The Helm has an Alexandrian style with a duel closing frontal face visors. The helm bestows the wearer with a + 4 to armor class and saving throws. The helm also raised the wearers INT score by + 2 up to a 19 maximum for as long as the helm is worn. It also gives the wearer of the ability to identify all plant, animal, and monster types by sight, similar to sage abilities of flora, fauna, and monster specialization. Value: 45,000 gp.

    07-08 + 1 Staff of Chaos Commanding: This dark twist the walnut staff is 5 ft. 6 in. long with the Black Diamond on the top end worth 3000 gp. It is wrapped and engraved in orachalium runes and the ends are also shod with this rare metal. There are depictions of great battles of creatures of chaos engraved along its length. This magical staff is equal to a + 1 to hit and damage weapon inflicting 1-6 + 1 points of damage per blow. It is bestowed with 21-30 charges of its special magical power, and is a non rechargeable device. The magic power that the staff evokes will affect all creatures of chaos within a 4 in. radius that will be drawn to the staff wielder as a commander and friend. Creatures of chaos with the 16 or greater intelligence are allowed a saving throw verses magic staff in order to avoid the staff’s effect. Creatures with an intelligence of 15 or less are not allowed a saving throw at all. Each charge of the staff will last for 1 turn + 1-4 rounds, during which time the staff wielder can command the affected creatures to perform acts of combat, searching, etc. as if they were affected by a staff of commanding. Value: 30,000 gp.

    09-10 Eye Cusps of Terror: These 1 in. diameter cusps are made of the clear, moist, and flexible material which does not affect eye function of the wearer. They are sold with minute platinum runes and bordered with paper thin gold. The magic power they possess causes all creatures viewing the device owners face must make a saving throw vs. magic spell or suffer fear, as the spell, for 1 turn + 1 to 6 rounds of feeling the wearer. Those who make their saving throw are unaffected. All those creatures dealing these eye cusps will see the wearer's eyes glow bright violet whenever this power is activated. Creatures which suffer this devices effect must be able to see the device owners of eyes. If both cusps aren't worn the device has no affect whatsoever Value: 30,000 gp.

    As needed, more to come!

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