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  1. #21
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    11-12 Cup of the Wizard Eye: This cup is 8 in. high and 4 in. in diameter made of silver inset with 8 pink diamonds worth 1000 gp @. The cup is etched in gold leaf in the shapes of eight open eyes. This magical device also has a golden hued crystal bottom to the cup. On the bottom of the cup is etched the command word "Explore". Upon of uttering the word the bottom of the cup creates a wizard eye spell as a 12th level mage for one continuous hour daily. It conforms to the wizard eye spell in all other respects, capable of searching an area or even passing through solid objects. Value: 45,000 gp.

    13-14 + 4 Chainmail of Birden : This suit of chain mail is made of a bluish hued orachalium alloy, with gold trim and a gold eagle set in the chest of the armor 12 in. tall. The suit of armor is of a + 4 quality to armor class and saving throws for the wearer. This magical armor also possesses 2 other magical powers. The first is the ability to fly at 36 in. per round, MC: B, continuously for 4 hours daily. The secondary power is activated by silent mental will also, granting the wearer with the ability see with the sight of an eagle as long as it is desired. This long range sight blinds the wearer to objects within 100 ft., which can only be seen if the long sight is turned off by the device owner. This item may only be worn by the fighter class's, causing all other classes to suffer 2-20 points of magical electrical damage if it is put on their head. This leaves them smoking. Value: 50,000 gp.

    15-16 Figurine of Nihrain Mount: This magnificent figurine of a powerful horse is 8 in. tall, with golden highlights along its base and (2) 1000 gp fire opal eyes. If the command word "Shadowfax Arise" is spoken in the presence of the figurine the device will grow into one of the fabled mounts mentioned in the "Elric of Melnibone Series" of books. The specially created figurine has the following abilities: armor class ( - 2 ), 10 hit dice, move 36 in. and treat all ground as level, (2x) hoof attack for 1-10 points of damage, bite 2-8 points of damage, and 25% magic resistant. It can walk on any surface water or air, and is usable to 72 hours at a time up to seven days a month. These magical mounts stand 8 ft. at the shoulder and are black as night. These creatures are intelligent and can follow orders given in the common tongue. Value: 40,000 gp.

    17-18 Frock of the Patriarch: This item is disguised as the tattered worn old clerical frock of a dingy dark brown material (which is nearly indestructible). The frock comes equipped with a hood which can conceal the wearer's face. Any creature of the non clerical nature who tries to don this device suffers 3-30 points of heat damage. Its magical powers bestow + 3 levels to any cleric class that wears it. It adds + 25% on all clerical spell abilities including duration, range, area of effect, and damage. It does not grant extra spells though, for the 3 bonus levels the wearer gains while worn. As if this wasn't the enough, the device possesses 4 pockets of holding capable of carrying 250 lbs. apiece, which only seems to be 100 lbs. to the wearer if all the pockets or full. Searching for an item in these pockets can sometimes be difficult, because the items are not categorized or brought to the surface with a pocket in searched for the items. Value: 45,000 gp.

    19-20 Staff of Overloading: This black walnut staff is 5 feet 8 in. long and 3 in. in diameter. It is engraved with a helix shaped branches and leaves intertwining with platinum highlighting, and the shod with platinum cups on both ends. This staff is of the magical + 1 to hit and damage quality, and it inflicts upon mages and psionicists a special damaging factor in afflicting 8-64 points of damage to any such creature failing a saving throw verses magic spells. Those affected by this special blast burst into purple flames which feed off their innate magical or psionic powers to fuel the flames. Only non mages or psionicists are allowed to wield this device, as the other magic wielding classes, except clerics, find their powers siphoned away by the magic of the staff. Any time a creature struck by the staff possesses a wand or similarly charged to magical item whose owner is struck by the staff causes a - 4 saving throw verses magic spells verses their creator’s level, or be destroyed in the final strike type of overloading magical energy blast. This is caused by the overloading power of this staff, and inflicts 1-4 points of damage per charge remaining within the device to all creatures within a 20 ft. radius. The holder of such a detonating device is allowed no saving throw, while those around them are allowed a saving throw verses magic spell to suffer only 1/2 damage. This magical staff is required to make an intelligence roll similar to swords in the DMG. Value: 29,000 gp.

    21-22 Smock of Smithing: This nondescript leathers smock is stained and burned by the harsh utilization of the blacksmiths trade. When worn by a mage, smith, a dwarf, or gnome this magical smock glows with the magical blue aura of power. The apron allows knowledgeable player characters, with smithing proficiencies, in order to create items of qualities required for spell casting parameters, which have to deal with quality items being magicked into permanent magic items. The items created are of an extra fine quality the very least, and take 1/2 the normal time to create and to enchant via the Enchant an Item Lvl 6 spell. On the command word “Fresco", this magical smock can even perform a single level 6 enchant an item spell for 1 Item per month. The type of the device is not limited to metallic objects created by the smithing proficiencies of the smock. This smock must be left within 10 ft of the item to be enchanted, but the spell caster need not remain near, as this s. smock serves as a conduit between the mage and the object. When the smock is worn it grants the abilities of the 12th level smith, as the class, to the wearer of the device. Value: 90,000 gp.

    23-24 Brazier of the Efreeti Assassin: This magical item is a 12 in. in diameter orachalium base with a 15 in. obsidian dish appropriate for a small fire. It is studded along the outside edge with 15 fire opals worth 100 gp @, which glow red whenever a fire is lit within this bowl. It has many mithril runes and highlights set in the bottom of the bowl. Then the command word "Inferno Servanto Terminato" is spoken aloud and the addition of several lumps of special woods and incenses covered in a Greek fire liquid are then lit. This opens a very specialized gateway to the elemental plane of fire, and commands a specially trained Efreeti of 12th level Assassin skills to appear before the brazier owner. Only creatures of neutral, chaotic, or evil alignments can form an agreement of the contract to kill some creature designated by the device owner, and paid for with a rare woods and incenses. Should an unwary lawful or good creature attempt summoned from or light the brazier will find the efreeti assassin attacking them without mercy. The efreeti assassin takes joy in killing sentient creatures, as well as taking joy in the performing a flawless assassination on a target. Although, the efreeti assassin will seek to twist their summoners will to allow for the maximum amount of killing in the any mission it undertakes. This could possibly run contrary to the device owners wishes. This device may be used up to 24 hours within any 72 hour period, and the device can break up this service into increments of at a minimum size of three hours each. Each time the efreeti is summoned it requires more is rare woods and incenses to bring forth the efreeti assassin. Value: 60,000 gp.

    25-26 + 6 Hammer of Woe: This magical device has a 12 in. obsidian head and has a 5 ft. 4 in. mithril haft. The head of the weapon is adorned with multiple platinum runes, and the top of the head of the device is adorned with a black diamond worth 10,000 gp. The device radiates evil within a 10 ft. radius and inflicts 3-30 points of negative damage to any neutral or good creature making physical contact with the item. If the item is picked up by an evilly aligned creature it is a valuable + 6 to hit and damage inflicting 3-30 points of negative energy damage to any creature struck by that hammer. On any successful to hit roll exceeding the number by 4 of that needed to successfully to hit causes the creature struck to die and no saving throw allowed. The weapon is heavy and requires a 16 >STR in order to wielded properly, and it may only be wielded 2 handed. This magical weapon had several duplicates made so roll for intelligent weapons as listed in the DMG.

  2. #22
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    27-28 Figurine of the Ruby Witch: This device is a 6 in. tall figurine of a witch fashioned from a single ruby. The Figuring is set on a golden stand and has (2) 1000 gp dragon tears gems form a pair of eyes on the stand front. Upon the command word "Perform", this figurine will step off the pedestal becoming the 9th lvl female witch, who says "What is your bidding my master". The soul of this witch is still contained within the figurine which the witch picks up and carries for the duration of its usage. The witch figurine can cast spells and perform actions as ordered by the device wielder. The device possesses 16 intelligence and can be used one day per week only. The witch figurine can act independently of the spell caster performing complex tasks or missions, but only has 1 days spell allotment available with each usage. This independence is of a limited nature, allowing the which only to follow the last order given in it’s most expeditious fashion. Value: 50,000 gp.

    29-30 Bag of the Medusa's Head: The sack containing this item is made of thick green demon hide so with platinum runes and sewn with golden thread and has golden braided thread drawstrings. The item in ways about 10 lbs., and the bag undulates infrequently as if something alive is within the bag. When the bag is opened the bag takes one segment to instantaneously turn itself inside out exposing its contents which are a medusa's head complete with snakelike tentacles for hair. There is a 60% chance of the opener meeting the gaze of the medusa with all of its negative effects. Any creatures sticking their hand inside the bag prior to it’s being opened are subjected to 25 separate attacks at 4 hit dice, or be bitten by the snake hair of the medusa. The snake bites inflict 1 hit point of damage, but cause the affected creature to make a saving throw verses poison at - 4 or die in 1-6 segments . A successful saving throw negates the effect. Value: 20,000 gp.

    31-32 + 4 Dagger of the Assassin: This magical dagger is made of a grey/gold orachalium wound with the scraps of skin of those slain, with a 1500 gp black opal set in the pommel. The blade is covered with several golden runes and the hilt is wrapped with gold wire. This blade when used in combat can disintegrate a 10 ft. cube of flesh or matter by successful to hit roll, and a failed saving throw by the creature in which it is stabbed. It comes with the scabbard of mithril which is immune to the blades affect of disintegration. The blade is of a + 4 quality to hit and damage if it fails to disintegrate the cube matter as described above. Value: 55,000 gp.

    33-34 Emerald Earring of Drax: This 4 in. long platinum earring is shaped into a lion's head and the lower jaw is hinged revealing a 7500 gp emerald inside. This magical item bestows the following abilities and powers: + 5 armor class and saving throws, detects psionics 10 in. radius, both of which works only when the device is worn. This devices actually cursed so that any male PC’S who put on this device will instantly you've changed the opposite sex. There's no save verses this affliction, but a remove curse cast by 12th level or higher mage or cleric to reverse the spells affect. This is the only way to reverse the curses effect. The wearer of this device is affected by the curse and will be unwilling to allow such magicks to be cast upon them due to the nature of the curse. Value: 30,000 gp.

    35-36 + 4 Saber of Cleaving: This magical blade is named "BAR", and was derived from a book called "Doomfarers of the Carromonde". It is a cavalry saber of 40 in. in length made of fine steel with a golden embossed that basket hilt and cross guard. This blade has 3 magical runes upon it spelling the name "BAR". As this device is a + 4 weapon and due to certain spells cast upon it inflicts 2-16 + 4 points in damage per strike. Furthermore, the blade is of such a keen edge that the wielder of the blade treats all armor classes as AC 9, except for dexterity bonuses and possible protective devices not related to armor per se. This magical blade has been duplicated by several spell casters, which requires a roll on the intelligent weapon tables in the DMG. Value: 35,000 gp.

    37-38 Sapphire of Experience: This device is a simple 10,000 gp green sapphire etched with many small mithril runes upon it. The gem has the power when worn or held to boost the owners of level by + 2 levels of experience as long as the device is present. The increase only lasts as long as he item is worn or held, and is commonly used to adorn other items or devices by its owner. The device will not bestow permanent increases in these levels of experience, and will not raise the levels of spells available to a spell caster who find such a device, although the number of daily spells may increase due to this augmentation in experience levels. Creatures with specialized abilities which increase level will gain access to these abilities in a similar fashion. The augmentation that this device produces who remain dormant until spell memorization or ability granting is called for by the owner of the device. The device actually only has one hour of use allowable daily. Value: 40,000 gp.

    39-40 Dunce Cap: This 18 inch cone-shaped wizard’s hat is made of purple velvet, and it is sewn with golden thread in depicting mystique symbols all about its outer surface. Once this device is put on the hat will secrete a magical glue which bonds the device to the wearer's head indefinitely. The curse of this magical device is the reduction of INT & WIS scores to 4 for as long as the device is present on the owner's head. The negative curse auras produced by this device also cause the creature to fumble on any roll of 3 or less. The only way to remove this device is a specially prepared solvent in conjunction with a remove curse spell cast by an 18th level or higher cleric or mage. Another alternative is a full which spell properly worded to help in removing this device. The wearer of this device is totally impervious to the knowledge that this device has caused them to be cursed in any way. The wearer of the device is also becomes a very paranoid about people stealing his hat, so he will try to protect it jealously from creatures near to them. Value: 10,000 gp.

    41-42 Dust of Dumbness: This fine purple dust is created by mixing crushed lavender diamond and platinum flakes with the proper incantations cast over the resultant mixture. With the does his crop, hurled, or blowgunned at a target it possesses the ability and power to affect all creatures within a 10 ft. radius forcing them to make a saving throw verses magic spell at - 2, or have their INT & WIS reduced to 3 for 1 turn + 1-10 rounds in duration. Those creatures making a successful saving throw will simply have their INT & WIS reduced by 1/2 for 4 + 1-6 rounds of duration from the dust. This magical dust will be found in batches of 20 adjusted by (1-6)-1 pinches when discovered. Value: 2000 gp per pinch.
    43-44 Tome of Woodlore: This brown deer hide tome is sewn with golden thread and embossed with a golden tree on the cover. Any creature other than a druid or medicine man who touches this tome will suffer 2-20 points of damage from intense heat. If a druid or medicine man examines this tome, and spends 2 months reading it daily without interruption they will be bestowed with the magic of the tome. This magic allows them to gain experience points up to the midpoint of their next level of experience. Of course druids require ritualized combat to achieve rankings above the normal, in order to take over a named level in the hierarchy of the druid society. If they do not succeed in this ritualized combat they cannot gain the experience points, and are forced to an experience point value one point less than achieving the next level of experience. Value: 40,000 gp

  3. #23
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    45-46 + 3, + 6 Bolts of Flame: These triple barbed crossbow bolts are 12 in. long and made of mithril fletched with phoenix feathers with platinum runes along its length. These bolts are + 3 to hit, and they are + 6 to damage due to fire because they burst into flame once fired from the crossbow. When the strike a target the triple barbed crossbow bolt causes severe wounds as it's been in to the target. If the command word "Glushrak" is a uttered upon firing the crossbow bolt it bursts into intense fire inflicting 3-18 points of extra damage from flame. This utterly consumes the bolt due to the intensity of the flames. If used without the command word power these bolts may be retrieved and reused due to their great durability. They are found in caches of 2-12 bolt per cache. Value: 2500 gp @.

    47-48 + 5 Passwall Staff: This staff is 6 ft. 2 in. long made of a brown obsidian like rock that is laced with veins of gold & platinum throughout its length. The hands of the staff are shod in a gold colored adamantine alloy with a 9000 gp thunderstone gemstone on the top. The weapon is of a + 5 quality to hit and damage when used in combat. Also when held and the command word "Void" is spoken the user can create a passwall spell as is cast by 12th lvl wizard. This magical power can be activated up to 5 times per week and will last for 1 turn + 1-10 rounds per usage, before the wall returns to its original form. The staff is pointed at the desired region to be passwalled when the command word is spoken to indicate the area to be affected. This device requires an intelligence roll to determine if it has an intelligence as per the swords of the DMG. Value: 65,000 gp.

    49-50 Medal of Spells: This silver 5" diameter medallion is set with 5-8 dunestar gems worth 1000 gp @. The medallion is in the shape of the bear's head and it is etched with platinum runes, with the gemstones spaced equidistance around the outside edge of the medallion. Each of these gemstones have the single spell placed inside of it with a randomly determined this spell other random level imbued in the gem.
    01-50 1st lvl 81-85 5th lvl
    51-60 2nd lvl 86-90 6th lvl
    61-70 3rd lvl 91-95 7th lvl
    71-80 4th lvl 96-100 8th lvl
    These spells are all cast as if by a 16th level wizard in all specifications. The spells can be used once a week each and are usable by any class of device owner. The spells name is spoken out loud in order to activate the spell chosen, as the owner’s finger touches the gemstone with the stored spell. As stated above the spells regenerate once every seven days. Value: 50,000 gp plus 10,000 gp per gemstone.

    51-52 Helm of Conjuring: This magical helm is made of a red mithril alloy with golden horns projecting from each side, and engraved with golden runes. It is adorned with 10 perfect rubies worth 500 gp @. The helm itself is of a + 3 to armor class and saving throw quality when worn by the device owner. This device is cursed in ways described below, but can be removed by a successful remove curse and a dispel magic cast by a 10th level or greater mage or cleric on concurrent rounds. The curse which is imposed upon the device wearer is an additional random encounter rolled one round afterward the original wearing of the device. The device will then call monsters once per 5 rounds for as long as it takes to kill the new device wearer. If the wearer somehow survives told consecutive hours of random monster calls, the device will go dormant for 12 hours and then repeat the process again. The monsters called by this device are of a equal level to the device wearer, and should be rolled on the appropriately hit dice tables. Value: 15,000 gp.

    53-54 Statuette of Change: This 12 in. high form less white marble statuette is embossed with platinum runes and highlights, is a mutatable piece of art which assumes the form, in bust, of the current owner who has most recently touched it. The eyes are fashioned from 2 blue star rubies worth 1000 gp a piece. This piece of artwork is a great force of change in the universe, because anyone who touches the will instantly change class and alignment (randomly rolled) and start anew in their randomly rolled class. The devices touchier is allowed a - 2 saving throw verses magical spell in order to avoid these changes, and if the saving throw is successful nothing else happens. If the saving throw is failed the owner of the device will see themselves as a natural in the new class and alignment, a hidden talent of sorts, and will seek to be the personification of the best offered by the new class and alignment. I always pictured Alexander the Great as a role model per se, in the nature of determination to achieve the best they can in their new class and alignment. They totally abandon their previous class and alignment in all ways. The also actively resisted those who wish to remove the curse of this device, although after the saving throw there is no recourse short of a wish to change the device owner back to their original class alignment. Value: 20,000 gp.

    55-56 Evil Wizards Hat: This is a red velvet cone-shaped hat sewn with golden wire and many mystical runes and symbols about its surface. This cursed magical device will permanently change the new owner’s alignment to evil, until a remove curse is cast by a 20th level wizard or cleric. Of course the device wearer will actively try to resist such attempts as he likes his new self. This device also causes a type of lunacy which leaves the wearer driven to conquer the continent on which they reside. This drive of domination consumes is every waking moment and is also permanent unless a full wish is used to reverse the affect. Value: 15,000 gp.

  4. #24
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    57-58 Figurine of the Triceratops: This figurine is 6 " high x 3" long x 2 " wide with a mechanical looking triceratops standing on a mithril base with 2 thunderstone eyes worth 1000 gp each. If the command word "Aerofluxt" is spoken the creature will grow to a 24 ft. long creature with an armor class of 0, move 12 in., 20 hit dice, bite 2-16 points of damage, 2x claws inflicting 2-24 points of damage, charge with horns 3-36 points of damage, standard magic resistance, detect invisible at will, and has an average intelligence. It can be used for 12 continuous hours a day and up to two times in any given week. This mechanical monstrosity makes the hissing hydraulic sound when activated, which produces a + 3 to surprise rolls and a + 1 to initiative rolls when engaging combat. The device is fitted with a special saddle to allow it to be used as a mount for the device owner and up to two other individuals. This magical devices under the mental control of its owner and will defend them unto death. Value: 60,000 gp.

    59-60 Scarf of Action: This dark green silk scarf is sown with gold & platinum thread depicting the shape of a combat scene between a fighter and a lion. It radiates a magical aura which bestows upon its owner the following magical abilities: + 2 to weapon damage, + 1 to the number of attacks allowed, and a special form of the ESP which allows the device owner to anticipate the move of any creature about to engage in combat with them one segment before it happens. This power is continuous as long as the scarf is worn. It also allows the owner of the device is 60% chance of making the first attack regardless of the attackers planning. This device is usable by all classes. Value: 60,000 gp.

    61-62 Headband of Healing: This device is made of 10 (2") squares of pure white marble 1/2 " thick connected with platinum wire to form the headband. This headband magically sizes itself to fit its new owner. The center piece of marble has 500 gp silver pearl inset into it. The magic of this device is the ability cast one of each of the curing and healing spells one time each day. This device also allows its wearer to heal 10 hit points of damage to any creatures he touched once a day. The device is usable by clerics, medicine men, and psionicists, as well as any creature possessing the psionic skill of cell adjustment. Value: 50,000 gp.

    63-64 Ring of Degeneration: This ring is made of granite etched with golden runes and is adorned with 2500 gp black opal. Once this ring is worn only a wish spell can remove it. This ring causes the entire wearers body to putrefy at the rate of 10 hit points per round until death occurs. Only a regeneration spell can counter the effects temporarily of this ring. Normal curing spells will slow the degeneration by temporarily increasing the victims hit points, as per normal healing spells. It also allows the healing spells to cause a one round interruption of the degeneration process which is ring inflicts. Value: 7500 gp.

    65-66 + 1 Staff of Neutral Monster Controlling: This twisted 5 ft. 6 in. driftwood staff is shod with mithril heals and has an abundance or mithril runes along its length. The staff functions as a + 1 Weapon inflicting 1-6 + 1 points of damage whenever it strikes a foe. The staff also possesses 21-30 charges (which aren't rechargeable), which or mentally activated by the staff wielder. Each charge affects a 4 in. diameter, creating in magic field around the staff holder which causes all neutral monsters that possess a 3-15 intelligence to immediately fall under the staff wielders control. They will remain under the staff wielders control for 1 turn + 1-4 rounds per charge, no saving throw. This control is so fine that they will follow the commands unto death. Neutral monsters possessing and intelligence of 16 or greater are allowed a saving throw verses magic staff to avoid this devices effects. Even neutral player characters are susceptible to the staff's power. Value: 30,000 gp.

    67-68 + 3 Club of Craven: This device is a carved piece of black yew 3 ft. 8 in. long the best pieces of obsidian situated in the head of the club. The handle has a grip made of mithril cable which then crisscrosses the entire length of the device in a crisscross pattern to strengthen the device against blows verses hard objects. This magical club is of a + 3 quality inflicting 3-18 + 3 points of damage per blow when used in combat. If any to hit scored upon a target foe exceeds the to hit roll by 3 the device causes the target creature to make a - 2 saving throw verses staff, or have their skull caved in and die. The club also once per week will fly at a target up to 24 in. distance striking a foe, and then return to the thrower's hand. As with all weapons it must make a DMG intelligence roll, to discover any secondary powers that this item may possess. Value: 35,000 gp.

    69-70 Gold Nugget of the Pit: This golden rock is equal to at least 2000 gp value due to its gold content in its intrinsic artistic value. For anyone touching this device it starts to create an intense gravitational flux that tracks any metal object up to 3 in. in radius away from the device. Only those with a 22 or greater strength or that weigh more than 350 lbs. can resist the pull of this gravitational flux. Damage inflicted is similar to falling damage, with 20 ft. inflicting 1-6 points of damage as it makes its plunge towards the gold nugget. For each 20 ft. after that an additional 1-6 points of damage are inflicted on creatures affected by the gold nugget. At the same time the gravitational is in effect the ground beneath it buckles and opens a 20 ft. square trap like chute appears to drop creatures and materials into a lava pit far below. This redirection of materials affected by the gravitational flux is part of the curse this item possesses. The 25 mi. long chute is at 65 degrees in pitch making stopping very difficult. At the end of this long fall creatures will sustain 5-30 points of damage from the fall, plus damage inflicted by the lava that they land in at the bottom of the pit. Value: 2000 gp.

  5. #25
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    71-72 Figurine of the Grey Slaadi: This figurine of the Slaadi is 8 in. tall made of a smoky amber worth 500 gp, and set with two red diamonds for eyes 500 gp @. Inside the amber figurine is the slaadi's phylactery stone sealed within it, which allows the possessor to command this creature. It possesses a platinum stand and several platinum runes highlighted upon the figurines body. Upon speaking the command word "Armaggedon" the figurine animates in one melee segment into a hungry grey slaadi. If the possessor of the device is not evil and a mage or cleric of some class the slaadi attacks them immediately. If the owner of the device is one of the prescribed types of owners, the slaadi will serve in as a servant as long as they get a cut of the treasure and are fed regularly. This device can only be used one day in every week for 24 hours, which is run continuously until the duration expires. Value: 55,000 gp.

    '73-’74 Ring of Dwurin: This golden rain is ornamented by a dwarvish kings face with 2 yellow diamond eyes worth 500 gp each. The ring is etched in platinum runes and highlights. The devices wearable only by dwarves, as all other creatures suffer a special curse if they try to put on this device, as over the next 12 months they slowly turn into a dwarf which could use the ring. transition into a dwarf becomes a very noticeable over time, as the wearers begin to become more taciturn as their beard comes in one month after first putting on the ring. After 12 months the change is unchangeable. Upon donning this ring the wearer will gain + 2 levels of experience for as long as it is on their finger. The class of the wearer is augmented by two levels regardless of the class. Value: 30,000 gp.

    75-76 + 3 Dart of Vestil: This is a 9 in long barbed throwing dart made of mithril with giant eagle feathers fletching the end of the dart. Any creature struck by the dart must make the saving throw verses magic spell or have all their body fluids crystallized in one round. After a successful to hit is made the dart returns to the casters hand. It can strike foes out to the range of 6 in. and will inflict 2-16 points of damage to those struck by the dart. The range distance can be extended by 1 in. for every STR point above 15, and furthermore will be extended up to 1/2 inch for each 10% of a 18 STR percentage roll. Strength above 18 (00) will extend this throwing range by 2 in. per point. This magical weapon is allowed and intelligence rolls as per the magic swords within the DMG book. Value: 17,000 gp.

    77-78 Slavers Collar: This orachaluim collar is about 8 in. in diameter when found, but once it is put on the subject creature will find that it is perfectly sized for them, as it shrinks or grows as necessary. The color of the alloy is a deep blue color etched with golden runes, and possessing a black diamond worth 3000 gp embedded in the front center of the collar. For as long as this collar is worn the creature wearing it is robbed of their will to be an independent creature by the magic of this device. The only way to avoid this affect is to be actively under the affects of the level 6 spell Magic Jar at the time of the collars activation. Creatures subjected to the magic of this device speed in a monotone voice, and will follow the orders of the creature that touches the black diamond at the moment of this devices activation. Creatures under the devices effect will follow all orders given to the letter of intention of the devices activator. The devices magic allows no saving throw verses the effective magic of this device. The wearer of this device will never actively try to remove it, but another creature who possess think the strength of 18 (90%) will be able to wrestle the device off of the subjected creatures neck. Value: 30,000 gp.

    79-80 + 3 Collar of Protection: This collar is made of a rust colored brown platinum alloy, with a red velvet inside edge. This device will open in close with mental activation by the wearer. It provides the wearer with a + 3 to armor class and saving throws while it is worn. Furthermore, it gives the wearer of the ability to detect invisible and illusions at a range of up to 6 in... The devices final power is complete immunity to vorpal and sharpness attacks directed at the wearers neck. Value: 20,000 gp.

  6. #26
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    81-82 Mask of Humor: This mask appears to be made of a pliable golden material in the shape of a facial mask, with two dunestars worth 2500 gp @ for eyes. When the device is donned the wearer will view the area as with normal sight, but also gains infravision and detection of invisible creatures at ranges up to 8 in. while the mask is worn. The wearer of the mask can also draw upon the memory of the mask to find a facial disguise that the mask and has assumed in the past, usually one of the past wearers of the device. The wearers face conforms to the interior of the mask for the duration of its usage. This power may be used up to three times per day, for up to 3 turns per usage, and with unlimited changes during this time. The mask is hidden behind the new face by an illusion of impeccable quality (equal to a 7th lvl spell). This illusion will last until the device wearer wills it to change. Unfortunately during the times of change creatures viewing this transition saving throw verses magic spells at - 4 or be afflicted by uncontrollable laughter because of the facial illusions the mask generates. Creatures which made their initial saving throws suffer a - 2 saving throw verses magic spells or also join in laughter on subsequent rounds of exposure to the masks power. If the mask is covered creatures are allowed a saving throw verses magic spells in order to break the laughing fit that this device inflicts upon its viewers.
    The power of the mast laughing fits afflicts friends and foes alike, causing a -4 to hit, damage, a + 4 saving throw, and a + 4 to the armor class they possessed prior to the laughing fit. This device's power can also be avoided by escaping the viewing area of the mask while it is in the transition phase which inflicts the laughing fit. Furthermore, creatures sustaining one full turn of laughing fit will find themselves in extreme pain due to the loud laughing they are experiencing. Within one hour of exposure to the laughing fit creatures will need to make a constitution and check each round to avoid dying of laughter.
    These laughing fits can be used by a skilled owner to inflict their deadly magic affects on foes viewing the wearer simply by doing concurrent changes in the facial features the mask presents. This does take extensive practice, approximately 1 months continuous ownership before the wearer is proficient with the devices magical powers in a way that allows the constant changing of the facial features. Remember, it affects friends and foes alike. Value: 60,000 gp.

    83-84 + 2 Mace of Sonic Vibrations: This 3 ft. 6 in mace seems to be made of a solid of black obsidian, with a black dragon's can grip entwined with golden thread, runes, and cables crisscrossing the haft of this device. This device is equal to a + 2 weapon inflicting 3-8 points of damage per hit, which hums continuously while it is wielded, but waxes in resonance when the mace is swung horizontally. This device possesses a magical swing along a horizontal axis directed any weapons, armor, or shields in its path, which causes such items to suffer a special saving throw which is only successful on a 19-20, to avoid being shattered by sonic vibrations with the in the mace head. For every "+" a device possesses it lowers the saving throw by one point, I.E. a + 2 suit of armor would make a successful saving throw on rolls of the 17-20. Items failing their saving throws will be broken into 02-101 pieces instantly by the magic affect of this devices sonic shatter. If the mace successfully shatters a device it inflicts 6-16 points of damage due to the maces magical effect. This weapon is allowed and intelligence rolls as a magical sword within the DMG Guide. Value: 30,000 gp.

    85-86 Moon Rock: This item appears to be the 2 in. normal grade classes volcanic rock will. In actuality it is this is a specially enchanted piece of moon lodestone that creates a localized gravity flux within a 10 ft. diameter of the device holder, and this piece of stone may be set into a piece of jewelry and retain its magical function. The power of this device allows the owner \ wearer to experience 1/6th normal gravity as long as the device is worn or held. The wearer of the device will have the body weight of 1/6 the normal amount they weigh. As an unfortunate side effect wearers of this item will find themselves easily buffeted by larger opponents or strong winds. DM choice may be necessary to determine the exact effects this device inflicts upon its owner. Value: 15,000 gp.

    87-89 The Model Ship: This device is a meticulously built 12 in. model of a fully equipped to Viking long ship stitched together with golden wire, staples, cables, and sails. The special wood of this model is made to be 100% buoyant whenever it rests in water, even if it is holed by a ram. This resilient model can suffer up to 200 hull points of structural damage before it breaks up, but the wood is still buoyant. The miniature device has the row of specially enchanted + 3 Shields along each side of the ship which are made of mithril. Upon uttering the command word "Escillante", the magical device will grow to full size of 65 ft., with the capacity to hold up to 60 creatures upon its decks. The device is completely furnished with wounded water for up to a 6 day voyage, as well as necessary repair equipment for minor ship maintenance. This device can be used up to seven days within any 30 day period. Value: 60,000 gp.

    90-91 +3 Monkan Bracelets: These specialized magical bracers are created with two distinct forms, fashioned of a special dragon skin and mithril claw, stitching, weights, etc. in its construction. Both bracers or adjustable to fit any M sized creature, but only exhibit their special + 3 magical powers when worn by a monk, brawlers, knife fighters, or martial artists. The 2 the types of gloves are listed below:

    The Claw: This device is the series of 5 mithril claws which are 5 in. long that can strike like the large predatory cat in the hands of the proper wielder. The claw inflicts 3-18 + 3 points of damage whenever it makes a successful to hit roll. This claw may strike up to 2 times per round, added to any other multiple strikes allowed to class or magic items possessed.

    The Cesti: This weighted device is sewn with a series of mithril rolls of washers sewn together with adamantine thread. This glove is weighted in order to inflict the maximum possible stunning force from the gloves impact. Reinforcing bands of mithril help convey the force of the blow on to the target. It inflicts 3-12 + 3 points of damage to any creature struck on a successful to hit roll. The device also possesses a + 35% to the stunning force to the STR % (bend bars %) in order to stun a creature with a blow. Roll for a random intelligence as for INT swords in the DMG. Value: 65,000 gp.

  7. #27
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    92-93 Armband of Beserkness: This 2" wide magical armband is made of red dragon hide sewn with magical golden thread which holds six fire opals worth 500 gp @ equidistantly around the armbands circumference. This magical device gives the wearer a + 2 to armor class and saving throw while it is worn. Furthermore, the device possesses a magical beserkness usable up to 3 times daily lasting five rounds per usage. This beserkness grants a + 4 to hit, - 3 to armor class, 2x the normal number of attacks, and doubles the wearers strength while in this state (up to a 28 Max). The wearer must rest for 1 turn, from total exhaustion, after the berserk state ceases. The armband wearer controls the devices berserk fever completely, but 10% of these devices confer a random form of lycanthropy upon the wearer, which is rolled randomly when the device is located. Value: 50,000 gp.

    94-95 Hat of the Vortex Mage: This blue cone-shaped mage hat is still with platinum threads and mystic symbols. This device radiates a strong magical field that appears to raise the device wearer’s level by + 4 (delusional). After one turn of wearing the hat the devices curse is activated and reveals its true intent. This device opens a whole to Deep Space which automatically sucks the mage and any creature or item within 10 ft in to the rift created by this device. If the wearer were aware that the device has the power to open this rift it can be used as an offensive weapon by the devices owner. In order to do this the command word "Vacculate" must be spoken in the top of the hat and the lower edge of the brim of the hat is held open to suck in those within 20 ft. of the open mouth of the hat. This device offers no saving throw to its original use, or the secondary use outlined above. This magical power can be used up to three times per day. Those creatures sucked into the vortex suffer 10-120 points of damage each round due to the vacuum & cold of space. Value: 25,000 gp.

    96-97 +4 Vorpal Boomerang: This black V shaped obsidian boomerang is highlighted with gold runes and along both edges in gold leaf. This device is of a + 4 quality when it is hurled at targets inflicts 2-8 + 4 points of damage to any target struck by the device. Furthermore, on any to hit roll exceeding the necessary roll by 3 will cause the head of the creature aimed at to be struck in the random percentage of their head to be cleaved off by a vorpal attack. Unfortunately for the thrower the Boomerang also receives a to hit roll onto the owner as it returns to their hand, as it doesn't protect the casters hand from a vorpal attack if they attempt to grasp it on its return. Roll for random intelligence like a magic sword under the DMG random roll Tables. Value: 15,000.

    98-99 + 2 Rod of Sleep : This orange crystalline rod is shod with a engraved golden head, which is approximately 25 in. long and set with a 10,000 gp sun drop gemstone on its top. This sundrop gemstone it illuminates a 30 ft. diameter whenever the devices held by the owner. When used as a weapon is of a + 2 quality inflicting 3-8 points of damage per strike in combat. The device possesses 41-50 charges of the special magical power, which is a super sleep magic that affects all creatures within 10 in. diameter of the rod holder. Creatures of 4 hit dice and less are allowed no saving throw verses falling asleep, while creatures with 4 + 1 Hit Dice up to 10 hit dice are allowed a - 4 saving throw verses magic rod, to avoid falling asleep for 3-8 rounds. Creatures of 10 + 1 Hit Dice or greater are allowed a saving throw verses magic rod to avoid being put to sleep for 1-6 rounds. A creature that makes it saving throw verses magic of this device will automatically be slowed for 1-3 rounds in any case. This rod is allowed to roll for magical intelligence as a magic sword from the DMG tables. Value: 35,000 gp.

    100 + 6 Force Great Blade: This ornate 10 in. yellow crystal magical sword hilt is engraved with many golden runes and highlights, and a 10,000 gp thunderstone gemstone in the pommel of the device which illuminates all within a 10 ft. diameter as if illuminated by a light spell. The only problem is the item appears to have no blade for the hilt. Upon the utterance of the command word "Ablaze" a weightless 6' blue magical blade of force appears in the proper place where a blade would be. The glow of the blade illuminates a 60 ft. diameter equal to full daylight of a light blue coloration. This magical weapon is of the + 6 qualities inflicting 3-30 + 6 points of damage to any creature struck by this enchanted blade. Furthermore, on a successful to hit roll which exceeds the necessary roll by 3 a random critical hit percentage roll is made to determine the nature of the critical hit. This lady is so light that it has a weapon speed factor of two and is allowed to strike twice each round it is wielded in combat. Any fighter class individual will also gain more multiple attacks as they achieve higher levels. This device is a magical sword requiring a random intelligence roll from the DMG tables. Value: 100,000 gp.


    More to come. If you have any question about an items functions please feel free to post.


    Later



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

    We’re all gonna be naughty gods!!!!!!

    Have everyone roll their dice before the adventure and tick them off one by one, it helps speed up the game and allows the DM more time to think on his feet.

  8. #28
    Ok, it's been a bit silent here for now since our DM wants to start a site for our setting on his own. Been helping with that.

    Anyway, I'll set up the first item here for posterity. Since I like settings where magic is limited, or tiny magic things are abundant, but big items/spells are scarse, items like these get a little more than just a description and powerset.
    Common knowledge is what anyone with the right skill or a Bardic check could know, further history is more of an Identify thing. It all boils down to flavor.

    Mertheals Wrath:
    Common knowledge
    This is an Adamantine Greatmaul used by the king Mertheal Hadiloch to great effectiveness. The king was a giant of a man, and his favoured weapon fit his posture. When wielded in battle, a resounding roar is emitted from the weapon to strike fear in the enemies' hearts and rattle their bones on impact. No enemy, near or far, is safe from its touch.
    Description
    The hammer has been forged from a single piece of Adamant, it seems, and the head is decorated with reliefs of charging boars. A white strip of leather is tightly wound along the grip, and careful examination would prove it to be a white dragons' skin. The end of the shaft is topped with the only non-adamant piece on the entire weapon, a gold boars' hoof.

    Further history
    The greatmaul had been a gift for the king from his collegue and fellow member on the Iron Council, the Warlock-King Jarod Lindfaller. At that time it had been made to roar when wielded and on impact. To commemorate the birth of King Hadilochs' first son, Jarod had added another enchantment to the weapon, it would return to its wielders hand if thrown or dropped.
    Ever since the first appearance, the weapon had been added to the kings image when crusading, leading his troops or even adressing his people on a festival. It became known as his Wrath, and none would want to feel it.

    Statistics
    The weapon is a masterwork adamantine greatmaul. It is enchanted with the Sonic damage effect and the Returning quality.
    As an artefact, of course, it is priceless.

  9. #29
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    Pretty good really.

    Later


  10. #30
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    Another fine table with a couple of nice figurine mounts for that quick get-a-way. What?, you never have to leave your settings in a hurry?? Seems that someone is always trying to get my PC's for damages. Why it is the idiot with his head in the wall that has caused the damage, it is his head afterall. lol

    Table IV
    By Matan Thunder


    01-02 Figurine of the Blue Dragon
    03-04 + 3/+8 Bastard Sword of Sizzle
    05-06 Chest of Space
    07-08 + 2 Whip of Pain
    09-10 Headband of Thrust
    11-12 +4 Scythe of Golbic
    13-14 +4 Axe of Ruston
    15-16 Ring of Shockey
    17-18 Gold Pearl of Vendetta
    19-20 Helm of Ethereal Cyclone
    21-22 Armband of Negatives
    23-24 +6 Dagger of Slag
    25-26 Shinguards of Protection
    27-28 Gem Demon Eye of Betrayal
    29-30 Glove of Darts
    31-32 +4 Shield of Magnetics
    33-34 +3 Sickle of Corp
    35-36 +4 Long Sword of Heart Finding
    37-38 Alarum of Assasins
    39-40 +3 Helm of Rapidity
    41-42 +3 Longbow of Lightness
    43-44 Manual of Trackers
    45-46 Rams Horn of Capturing Bubbles
    47-48 Rams Horn of Backblast
    49-50 Blowgun of Hot Oils
    51-52 Green Emerald of Door/Gate Bar
    53-54 + 3 Longbow of Entanglement
    55-56 Bottle of Strength Wine
    57-58 +3 Net of Entanglement
    59-60 Snare Drums of Combat
    61-62 +3 Chains of Entanglement
    63-64 Shackles of Submission
    65-66 +2 Rapier of Ice
    67-68 Headband of Intellect Destroying
    69-70 Tethers of Entrapment
    71-72 Figurine of Golden Griffon
    73-74 Robe of Gems
    75-76 Medal of Concussion
    77-78 Ant of Terrible Powers
    79-80 Chest of Irradiation
    81-82 Bolts of Flames
    83-84 Tiara of Dragon of Panic
    85-86 Broach of Immediate Healing
    87-88 Padded Armor of Reverse Damage
    89-90 Feather of Stoning
    91-93 +4 Rapier of Swiftness
    94-95 +3 Arrow of Sight
    96-97 Model Ship in a Bottle
    98-99 Armband of Blinking
    100 Medallion of Force Armor


    01-02 Figurine of the Blue Dragon: The base of this blue crystal figurine is highlighted in silver and has silver runes adorning it, and it is approximately 12 in. long and 4 in. high with 2 dragons tear gems worth 500 gp each. Upon the command word "Agalimph", this device will grow in to an Age 8 "Old" Blue Dragon which will follow the device activators commands. It is 110' long with a tail of 65' length, armor class - 4, Breath weapon 16-128 + 8 points of damage, Claws 1-8 points of damage x2 , bite 3-24 points of damage, Wizard Spells 3,2 , & MRS % 35. This dragon can also speak common tongue to any creature it meets, and will serve as a flying mount for its owner up to the duration limitations. The dragon will come equipped with a saddle which the device owner can use to safely fly the dragon mount. It can carry up to four creatures on this saddle. This creature will serve as a mount, companion, combat assistance force, etc., and it is generally a friendly creature but is somewhat literal in its interpretation of orders given by the devices owner. The dragon will also demand a share of any treasure found while it is a companion to the device owner. The dragon will be available at a rate of one hour per 1000 gp given to the dragon, up to a maximum of 24 hours in any given week. Value: 125,000 gp.

    03-04 + 3/+8 Bastard Sword of Sizzle : This magical bastard sword is comprised of a red alloy of mithril & steel, which has a golden hilt and cross guard with many platinum runes etched along its surface. The blade is of a + 3 to hit and damage quality and upon the command words "Ax Weber Denim" to magical belated glows in the molten red color which increases the damage inflicted by the blade up to a + 8 to damage quality. This power can be activated for as long as the blade wielder wishes during the course of a day, and the damage increase can be shut off by repeating the command words in reverse order. On any to hit roll which exceeds its necessary THACO by 4 or more causes the target creatures blood to boil instantaneously resulting in instant death. This blade can be an intelligent weapon and requires a percentage roll whenever the blade is discovered in the DMG intelligent blade roll charts. Value: 45,000 gp.

    05-06 Chest of Space: This device is a black obsidian Chest 6 in. x high 3 ft. long x 1 ft. wide when, which is covered with golden changes, inlays, and runes of an undermine the nature about its surfaces. This magical device has a single keyhole through which any thief can easily attempt an open lock check. Unfortunately a creature attempting airlock pick check on this device must make a saving throw verses death magic or be bodily sucked through the keyhole in one melee segment. A successful saving throws verses the death magic indicates that the lock picker successfully avoided the trap and opened the lock. The lock is inset into the chests front facing. When the chest is opened unfortunately all magic users will immediately recognize a sphere of annihilation rising out of the chest and approaching the nearest magic using creature. The interior of this chest is the only area where a sphere of annihilation cannot touch any surface. This is due to the fact that a strong magnetic field exists in the interior of the chest preventing it from actively touching any part of the chest. The sphere of annihilation moves at 10 in. per round, and after all creatures within a 6 in. radius have been touched and destroyed the sphere automatically returns to the chests interior, and the chest automatically resealed itself. Value: 15,000 gp.

    07-08 + 2 Whip of Pain: This black demon hide whip is 6 ft. long and has a black steel handle, and the high part of the whip has black steel cables wound within its length. The device also has several golden strands will open within the whips length, which is studded with black diamond fragments worth 1000 gp. The weapon as a + 2 quality to hit and damage whenever it is used in combat. With the diamond fragments it inflicts 4-24 + 2 points of damage whenever it strikes a creature. It also bestows an amazing gripping capacity due to the sharp diamond fragments, allowing it to be used in a way similar as demonstrated in the movies featuring Indiana Jones, as a rope to swing on, capable of grabbing a foes leg and being pulled to the ground or off balance, etc... Whenever the whip strikes a creature on a THACO roll which exceeds the number by two the victim will suffer -2 to armor class and to hit rolls, which can be cumulative, due to pain and stiffness caused by the strikes of the weapon. The creature is allowed a saving throw verses wands to cause the penalty to be reduced to - 1, and all such damage will dissipate after one hour +1-8 rounds of the moment that it occurs regardless of whether the save is successful or not. Should a creature ever reach -20 to armor class and -20 to hit the pain becomes so intense that the creature dies. No saving throws. This magical weapon as with other magic weapons rolls a percentage roll on the DMG intelligence weapons table. Value: 30000 gp.


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