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  1. #31
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    09-10 Headband of Thrust: This to insert wood of gold it is studded with (8) 500 gp black opals and the device is etched with platinum runes around its circumference. Whenever a creature with psionics wears this device the wearer instantly notes its highly psionic nature. A creature without psionics may use this device, but first must undergo basic psionic skills from a wild psionic or psionicist. This device provides an extra 100 PSP points for its wearer attack mode and 100 PSP to the defense modes. It also bestows an innate ability to use a psionic mind blast similar to a mind flayer’s blast & the defense power called the Tower of iron will, which is bestowed innately upon the wearer. It also can use a single psionic discipline, chosen at random from the tables, and works as if to cast by a 12th level psionicist. The device recharges daily every 24 hours at midnight. Value: 50,000 gp.



    11-12 + 4 Scythe of Bolbic: This device has a 49 in. length of yew with a 3 in. diameter, with reinforcing orachalium banding along the length of the shaft. The scythe blade is also made of 25 in. and made of orachalium Witch's 3 in. wide at its base in tapering to its tip. The entire device is crisscrossed with golden highlights, criss crossing bands, and runes along its entire length of the shaft and the blade. This device is of a + 4 to hit and damage quality and inflicts a messy the 3-24 + 4 points of damage whenever it strikes an opponent. It requires at least 18 strength to wield this device. Whenever the attacker exceeds his THACO by more than 3, it will sever legs of the victims in the scything sweep in the single motion. This magical weapon must also make the necessary percentage roll in order to check for intelligence from the DMG tables. Value: 20,000 gp.

    13-14 + 4 Axe of Ruston: This magical battleaxe is 48 in. long with the redwood handle and 2 axe blade heads 12 in. long with a full 150 degree sweep of red crystal blade. The device is adorned and wrapped with adamantine bands and reinforcing cables on the shaft of the handle. This magical weapon is of the + 4 quality to hit and damage, and inflicts 2-16 + 4 points of damage to any creature struck by the axe. The red crystal of the blades is a strong as the adamantine used on the shaft, the also inflicts a rusting rot to any form of mental weapon or armor that the blade touches in the course of a combat. This what causes a weapon to become nonfunctional in one round an armor to be corrupted and falloff in two rounds? Magic weapons are allowed a saving throw verses acid at - 2 whenever struck by the blade of this weapon. The rot is so potent that even a brushing contact bestows the rotting nature of its magic. This magical weapon must also roll a percentage roll to determine magical intelligence in the DMG tables. Value: 40,000 gp.

    15-16 Ring of Shockey: This magical ring is made of blue mithril with golden runes upon it surfaces. It has 3 blue diamonds & 3 thunderstones inset around its circumference which are worth 500 gp each. Any creature who has CON of less than 17 will immediately take 8-48 points in electrical damage and go into a spasmodic twitching for 1-6 rounds, during which time they suffer more electrical damage each round of 8-48. Creature is with a CON of 17 or greater will suffer the initial 8-48 points of damage and go into spasms for 1-6 rounds, and suffering the same 8-48 points of damage each round. If the creature with the 17 constitution or greater survives is damaging they will find that the ring possesses an innate electrical intelligence which has accepted them as the device wielder until his death.
    Once accepted the ring relays the following powers to the wearer that the 16th level of efficiency: the ring allows the wearer to Canfor 2-16 points of electrical damage through metal weapons or with their bare hands and feet whenever striking another creature. This power is available automatically each round, which could prove a problem if someone tries to shake his hand. Also once per day the device owner is capable of launching a lightning ball or a chain lightning spell at the above stated level of efficiency as if they were cast in the magic themselves. The device finally provides total immunity all electrical or lightning based attacks as long as the device wearer has the ring on. The ring itself will never allow itself to be removed from the hand of the wielder willingly, so it is a beneficial curse in some ways to its wielder. Another curse related to the device is that the owner will glow blue, illuminating a 10 ft. diameter area, at all times day or night. Value: 35,000 gp.

    17-18 Gold Pearl of Vendetta: This device is an 8" diameter pearl worth 5000 gp as a gemstone. This device has the magic power which activates upon touch and teleports a creature to the nearest ceiling of the largest predator within a 10 mi. radius whenever the pearl is touched. The victim of this device will find his feet are glued to the ceiling by an innate wizardly super bonding glue. The glue permeates the footwear of the creature affected by this gemstone, and the gemstone itself will glue itself to the hand or hands of the victim touched the pearl. The only way to remove the glues effect is a successful dispel magic cast by a 12th level spell caster, which usually means someone else as the victim has the least 1 hand glued to the pearl. (No somantic component spells). A victim of this device has a -10 to their armor class, and if a creature approaches close enough for combat they suffer a -6 to hit and damage penalty, and finally the creature has a - 6 saving throw verses all spells sent in his direction. Value: 5000 gp.

    19-20 Helm of the Ethereal Cyclone: This silver helm is studded with 20 firestar gemstones worth 500 gp each which are studded about the outer rim of the helm, and the helm has many golden runes and highlights on its exterior surfaces. The device is of a + 2 quality to armor class and to saving throws when worn. Upon the command word "Monisco", a wearer can travel into the border ethereal plane for 1 turn each day. This power may be used 1-8 times before the curse of this item is triggered. The curse involves an ethereal cyclone pursuing in the devices wearer approximately 1-4 rounds after the ethereal transition as occurred, whereupon, the device where hears sound of the ethereal cyclone (freight train sound) closing in on their location. The cyclone causes the creature is pursuing to make a 1/2 power DEX check to be made each round in order to avoid the suction which this vortexes creates. It single-mindedly pursue the device wearer until the 1 turn duration has expired, and the device wearer is expelled back into the prime material plane. This pursuit can only be thwarted by a full wish. Value: 45,000 gp.



  2. #32
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    21-22 Armbands of Negatives: This device is made of crystal dragonskin, 2 in. wide, which appears translucent when it is worn about the upper arm of its owner. The device is stitched with golden runes and highlights, and it also has 6 black diamonds worth 500 gp around its circumference. If this devices put on arm of a creature it will delude its wearer into thinking it gives him a bonus of + 4 to armor class and + 4 to fighter level abilities. The device really is a conduit to the negative material plane which automatically drains one level of experience or Hit Dice of a creature daily as long as it is worn. (No save) This draining of magical energies from the creature will not be noticed until the creature attempts to access abilities which would normally be bestowed and accessible at the higher levels of experience. The victim’s delusions will provide dozens of reasonable sounding cover stories for the inherent abilities losses that they are suffering from the curse this device places upon them. When the level draining power of this device cause the devices wearer level to fall to zero it causes them to die. When the creature reaches - 1 levels or Hit Dice it arises as a skeleton or zombie, and will continue to achieve - 1 level or Hit Dice for each day worn up to -10 Hit Dice. As these negative hit dice are achieved the wearer will evolve into an undead creature of the appropriate Hit Dice and most common within the hundred mile region around this device. When the creature achieves the -10 hit dice maximum the Armband will fall off of its own accord, awaiting its next victim. Value: 10,000 gp.

    23-24 + 6 Dagger of Slag: This magical daggers handle is 7 in. long with a silver handle and hand guard with 6 sundrop stones set in the hilt and cross guard areas worth 1000 gp each. The blade of the dagger is 18" long and made of green crystal which is etched with many mithril runes along its length. This weapon is of a + 6 quality that inflicts 3-12 + 6 points of damage per hit on targets, but it's so light that it handles like a dagger instead of a short sword. This magical weapon treats all armor class is as if they were armor class 9, adjusted by a dexterity bonuses of the target creature. When the blade hits the target on a roll of 3 over the score needed to hit, and if it penetrates into a piece of metal, it melted inflicting 3-30 points of damage as the device it penetrates melts. Magical armor and weapons are also susceptible to this magic items melting effect. Magical items struck by this magic dagger suffer a - 6 saving throw verses magical fire or be melted as if they were the normal items they represent. This magical dagger must roll for intelligence in the DMG tables, to see if it possesses an innate intelligence & special powers. Value: 65,000 gp.

    25-26 +2, +4 Shinguards of Protection : This set of plate shin guards, that protect the knees and shins of wearers, are made of a green steel alloy with many golden runes upon its surfaces. At the knee joint plates there are to green diamonds worth 1000 gp each on the sides of the plates. This magical set of shin guards will grow or shrink to fit a new owner. This set of magical shin guards and protection grants a + 2 to the armor class of anyone wearing them, and it bestows upon the wearer a + 4 saving throws. This magical set of shin guards also possesses the power to cause an opponent to trip over the device owner’s leg. This power made be used up one time daily and will causes saving throw verses magic spells or the creature tripped will fall to the ground for 1-3 rounds of recovery time. Value:30000 gp.

    27-28 Demon Eye Gem of Betrayal: This 3" diameter octahedral black diamond is worth 5000 gp, which has a set of mithril eyes which look out piercingly from the center of the gem. The gemstone is known as they demoneyes, and comes equipped with a random intelligence similar to that possessed by magical swords, but always of an evil nature. (Roll randomly on the DMG table). This magical gemstone with intelligence likes to give away the position of stealthy or sneaking characters for shits and giggles. It will shout "Hey you guys", in the deep demonic voice in order to give away the position of its owner. It uses its magical powers in order to inflict as much pain and suffering as possible to the party members as well as the innocent. For evil NPC'S and PC'S it can be an except will servant using its powers in their favor, but they must be evil and use their powers for Evil purposes. This magical gemstone feeds on emotions at 10 in. radius, especially those of the evil or negative nature. It was always seeks to increase the potential of these types of emotions been present at its location. This magical gemstone can see, smell, hear, and sense other emotions within that 10 in. radius. Value: a 15,000 gp.

    29-30 Gloves of Darts: These magical gloves are made of 1 in. squares of compacted of brown glass with gold flecks captured within its surface. All the squares are linked together was small golden cables interwoven to provide an unbroken surface for the set of magical gloves. Each square has a small golden rune etched upon its surface, which blow slightly within a darkened room. These magical gloves can shoot 3 bolts of + 5 qualities inflicting 6-10 points of damage for each bolt in any given round. These bolts can be thrown out to ranges of 12 in.. The gloves come equipped with 9 bolts per day in any case. Each bolt will form within the device owners hand magically whenever they mentally will it to do so. Value: 25,000 gp.




    31-32 + 4 Shield of Magnetics: This plain looking 28 in inch round shield is made of the dark grey metal, which is covered with many etched platinum runes. This magical shield is of a + 4 quality to armor class and saving throws and is approximately 1 1/2 inches thick, but its magic makes its wielder feel that the shield is feather light. This magical shield buffets foes off their feet 75% of the time, as long as they are man sized or less. The shield can also generate a strong magnetic pull on all incoming weapons 65% of the time, by simply using the command word "Galrobin". This magnetic pull is centered on the front of the shield, and it will draw strikes from weapons used to that surface. This magical shield will take no damage from normal weapons regardless of size and strength of the blow. Magical weapons inflict one point of damage for each plus they possess, subtracted from the 60 hit points which the shield possesses. When the hit points have all been used the shield crumbles into dust. Value: 30,000 gp.

    33-34 + 3 Sickle of Corp : This magical sickle has a handle made of living black oak which is 8 in. long, and a curved 16 in. long green crystal blade covered in bronze runes and engraving along the blade which never shows any wear. This weapon is a + 3 quality to hit and to damage, but because of its intense magical nature in inflicts 2-16 + 3 points of damage with each successful hit. It also bears a magical enchantment which drains away a cumulative 1-6 points of DEX with each successful to hit roll. This causes creatures to become disoriented and lose their equilibrium, but allows a recovery of DEX point for each 1 turn of motionless rest. If the creature has their dexterity reduced to 2 , they fall to the ground and cannot get up until they recover at least one dexterity point . This magical weapon requires an intelligence check out of the dungeon Master's Guide to determine innate intelligence. This device is prized by druids as their primary physical weapon . Value: 45,000 gp.



  3. #33
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    35-36 + 4 Longsword of Heart Finding: This 30 in. long red orachalium plate is set with three 1000 gp black opals in the hilt, which is wrapped with heart leather from a black dragon. The cross guarded hilt is engraved with many golden runes and so on with golden thread in the hilt wrapping leather. If this weapon is used to lunge at a foe it reveals its + 4 to hit and damage, but it then reveals its curse which is to reverse the hilt and blade ends instantaneously causing the wielder to be impaled upon his own weapon. The wielder takes damage equal to that which would have been inflicted upon the target creature if the blow had been successful. The device reveals nothing of its magical nature to identify spells, but the construction of the weapon would seem to indicate in magical nature to most PCs. This weapon must roll for innate intelligence in the DMG. Value: 10,000 gp.

    37-38 Alarum of the Assassins: This magical tome is 10 in. long by 1 in. thick by 8 in. wide, which is constructed of demonhide and gold bindings with a large single golden rune in the center front of the tome. If an assassin reads this tome for an uninterrupted two month period of time any assassin, ninja, or bounty hunter type the reader of the tome will receive enough experience points to achieve the middle of the next level of experience which they are trying to achieve currently. I.E. + 1 level. Any creature touching this magical device that is not of the appropriate class will have 2-20 points of electrical damage inflicted upon them. After the tome is read it disappears from the device owner. Value: 40,000 gp.

    39-40 + 3 Helm of Rapidity: This magical helm is constructed of a blue mithril/steel alloy with a 1" wide circlet of gold around of the brow of the helm. In this circlet of gold are ten 500 gp blue tiger eye gemstones inset equidistantly are around it circumference. This magical device bestows a + 3 to armor class and saving throws of any creature wearing it for a continuous 48 hours, after which it may be taken on and off without affecting the bonuses listed above. The device must be worn in order to be granted the bonuses listed above. The helm can also bestow hasted status to any creature who knows the proper command word which is "Distarkal". This hasting has a maximum cumulative duration of the 60 rounds per day, which may be turned on and off like a light switch in order to conserve its magical function. For each 60 rounds of duration the device wearer suffers one year of aging to their metabolism, which is similar to that afflicting usual users of a haste spell. Value: 40,000 gp.




    41-42 + 3 Longbow of Lightness : This quality constructed longbow is made of a large piece of perfectly smooth beach wood with golden runes marking its length, as well as gold cable twisting about the body of the bow to strengthen it. This magical bow is strung with a very strong but fine golden cable. This magical bow is of a + 3 to hit and damage quality, but also confers any strength bonuses granted to the wielder to any arrow fired from this device. This strength bonus conferring has a to maximum of 20 strength. When this magical bow is fired any arrow set to its string is encased in a rippling rainbow colored bolt of force. When fired but the arrow will fly as normal, but if it hits a target it will cause the target to levitate uncontrollably at a rate of 144 ft. per second which lasts for 1-6 rounds before the levitation cuts off. This rapid and uncontrolled levitation in inflicts an additional 2-12 points of damage, and the fall will inflict damage equal to that normally sustained in a fall from the appropriate height that the victim reached. Flying creatures are also afflicted by the uncontrolled levitation, but would find they could fly when the rapid levitation ceases. This magical weapon requires an intelligence check from the DMG sword Tables. Value: 85,000 gp.

    43-44 Manual of the Trackers : This thick magical tome is 10 in. wide by 6 in. long by 2 in. thick and bound in a strong hardened grizzly bear skin cover with silver bindings, and many small silver runes etched upon the front cover of this magical tome. If this magical tome is read over a two months period of time by, any of the following classes: (ranger, wood ranger, bird masters, or a bounty hunter), will achieve the midpoint of the next highest level in experience points due to the magical nature and insights bestowed by the magic of this tome. Any creature touching the book which is not of the appropriate class will suffer 2-20 points of electrical damage from the contact. After the Tome has been read it disappears. Value: 40,000 gp.

    45-46 Rams Horn of Capturing Bubbles: This magical device is a 14 in. diameter rams horn with a full 1 1/2 spiral to the horn which is covered with many golden runes upon it, with much gold embossing on it. When this device is sounded in magical Sphere of energy 1 ft. in diameter is created at the end of the mouth of the ram’s horn. It is a sphere that glows purple, and will grow 1 ft. in diameter each round is sounded until the devices owner wishes to release it. The special energy bubbles are permeable from the outside, but cannot be penetrated but from the inside once the creature has been captured within the bubble. Oxygen passes freely through the bubble energy field, and the interior exhibits 0 gravity to any creature caught inside its interior walls which are similar to a wall of force. Bubbles created by this device can grow to a maximum of 20 ft. in diameter, and once the creature has fallen in partially they are quickly and absorbed into the bubble within the next round regardless of their attempts to escape. The interior of the bubbles lining is 100% immune to magic spell of 6th lvl or less, which will just fizzles when it contacts the bubbles lining. Magic of 7th level or higher is capable of penetrating the bubbles interior prior to the command word of releases being spoken. All physical blows or weapons are unable to affect the interior wall of force material in anyway. Only the command word "Alathrax" can cause a bubble to burst and allow a creature entrapped inside to escape the bubbles interior. Any creature touching the exterior portion of the capturing bubbles it will find themselves snared and captured by the bubble in one round. The magical bubbles are directed by the device owner’s index finger pointing towards a chosen target, and it moves at the rate of 12 in. per round until it makes contact with the designated target foe. The device can only create one sphere at a time, although multiple creatures might find themselves entrapped within the confines of the single sphere. Value: 80,000 gp.

    47-48 Rams Horn of Backblasting: This magical device looks like a Rams horn of capturing bubbles in all respects, except this version is cursed. When this horn is sounded the horn blasts a cloud of poison spores violently into the lungs of the blower in one melee segment. These magical spores will cause the afflicted creature to make a saving throw verses Poison at - 2 or die in one round. As a secondary magical effect of the spores will grow into a type 2 demon in a explosive (no save) one round growth spurt which causes the victim to explode violently spewing gore over a 20 ft. radius as the creature materializes within the host. Only a cleric of 12th level or greater has any chance of stopping the secondary effect on round 2 after sounding the horn, I simply casting a cure disease and a neutralize poison on the horn blower in the first round after the horn sounded. Value: 15,000 gp.


  4. #34
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    49-50 Blowgun of Hot Oils : This 3 ft. long blue mithril alloyed blowgun is 1 in. in diameter, and it is etched with many electrum runes along its length. If this blowgun is blown it produces a dense oily mist which covers an area equal 5 ft. wide at the base by 60 ft. long by a 20 ft. wide width at the terminus of the cone-shaped effect. The mist is hot, sticky, and makes it hard to breathe for any creature caught within this area of effect. If the mist touches the creature within the cones area of effect the creature will sustain a 2-20 points of heat damage from this oily cloud. If a open source of flame touches the area of effect the oil will ignite for an additional 2-20 points of damage the first-round, and 1-10 points of damage on the second round as the Oils ignite. This oily cloud can be emitted up to three times per day, and will settle to the ground in three rounds after it was originally emitted. The oil remains allowing the area to be ignited by an open flame which causes it to burn for 1-8 points of damage for one round. The oily mess also requires a DEX check to be made or fall to the ground due to the slipperiness which this oily mist leaves. The oily cloud also obscures vision to 1-10 ft. for the three rounds that the cloud remained suspended over the area of effect. This vision is obscured only along the cones path for the three rounds it takes to settle, up to a height of 10 ft.. Value: 45,000 gp.




    51-52 Green Emerald of Door/Gate Barring: This 5000 gp flawless green emerald is inset with ten special mithril runes on each of its facets. This magical gemstone radiates a green aura over a 10 ft. diameter area constantly. Upon the command word "Holdatta", while this magical gem is held within the device owners' hand, this device will cause any door or aperture to become wizard locked at the 16th level of ability. It will remain the wizard locked until it is magically dispelled by higher level spell caster. Part of the magic this device instills upon the aperture is to create a force like wall blocking the aperture to any creature attempting to break through it. Value: 20,000 gp .
    53-54 + 3 Longbow of Entanglement: This black yew bow is 5 ft. 6 in. long and varies from one to two inches in diameter along its length. This magical device is strengthened with a crisscross pattern of platinum bands as well as a platinum bowstring. This magical weapon is of the + 3 to hit and damage quality, but when the boat is first carried into combat it transforms itself into an 11 ft. long flexible manacles which enwrap the device owners hands and legs in one round. This magical device effectively hogties its owner, and can only be released on the command word "Dexstarla". Unfortunately, this leaves the devices owner a tasty snack or a victim for creatures they were engaging in combat with when this transformation takes place. This magical device also is allowed to rule for innate intelligence in the DMG tables for swords, but it will in no way reveal its cursed nature to its owner as it has a mental block which snaps into place whenever the entrapping curse is activated. Value: 10,000 gp .

    55-56 Bottle of Strength Wine: This normal looking brown earthenware jug is sealed with a cap inset with a golden rune on its bottom. If uncorked this jug will reveal in normal looking deep rose colored wine. If a fighter type drinks the wine they will find that they have increased their strength by a + 2 or + 20 % (for 18 Strength ) due to the wines effect. This will function only one time for each character capable of drinking one of the 10 doses possessed by each jug. This wine has an unfortunate side effect which causes the imbiber to suffer from uproariously drunkenness for eight hours after the wine has been drunk. During this time the affected creature gains a + 4 to STR for the period of the drunkenness . They will insist on singing, babbling, shouting, etc. for the entire eight hours they are drunk on this beverage. Another unfortunate side effect is the 3 day blazing hang over the suffer from this beverage no saving throw. Magical healing will not affect the hang over. This magical strength to fighters can exceed normal racial limitations. Value: 30,000 gp .

    57-58 + 3 Net of Entanglement: This magical net has a 20 ft. diameter and is made of mithril wires and weighted with 40 lodestones worth 250 gp @. Upon the command word "Ulload", the net compacts into an easily throw able 1' mass which can be hurled up to distances of 30 ft.. Upon the command word "Firrable", the net will spring open to its full 20 ft diameter in one melee segment trying to entrap targets visually seen and mentally commanded by the device owners will. This device possesses a + 3 to hit qualities regardless of range to which it is hurled. Once the net ensnares the targets, the device owner speaks the command word "Encapturia", in the lodestones will snap together locking target creatures within the confines of the net. Only creatures possessing a strength of 26 or greater can break apart the bonds of the lodestones prior to the device owner’s mental command to open. Only weapons of a + 6 quality or better have a chance of inflicting damage upon the strands of the net, which requires 25 hit points of damage on one strand to break its hold, and it requires 10 strands been broken to escape from the net; this will destroy the net. Value: 40,000 gp .

    59-60 Snare Drums of Combat: These side by side mounted snare drums are 18 in. in diameter and made or a orachalium shell and have blue dragonskins as striking surface. This device is trimmed with golden highlights and runes, as well as, being studded with 20 aquamarine gemstones worth 300 gp @ , with 10 per drums. The device possesses a leather shoulder strap made of blue dragon skin. The drums come complete with two blue 12" long crystalline drumsticks which are totally indestructible. These drumsticks can be magnetically attached to the drum set to prevent loss and easy storage. If a martial tune is played upon these drums all creatures engaged in combat within a 10 in. diameter of the drum player will gain the benefits of + 2 to hit, - 2 to armor class, and + 2 saving throws as long as they are friendly to the drum player. If the foe hears the same martial music they are afflicted with a - 2 to hit, + 2 to armor class, and suffer a - 2 to their saving throws for the duration the drums are played. If a bard acquires a set of these drums then the bonuses and penalties become + 3 or - 3 while the Bard please this magical device. Value: 40,000 gp




    61-62 + 3 Chain of Weapon Entanglement: This chain is constructed of a heavy orange crystal which hums loudly as it is swung about by it wielder. The device has an 18" long blue alloy titanium & mithril handle with 6' of orange crystal chain attached to it, and each link is 2" long by 1" wide by 1/4" diameter links. The chain is woven with mithril/silver alloyed cable in order to add strength to this whip-like weapon. This magical weapon will bestow an automatic weapon proficiency for any creature wielding it. This is a + 3 weapon to hit and to damage inflicting 2-12 + 3 points of damage in real physical damage, and it can inflict 6-36 points of submission damage if the device wielder chooses to do so. Any creature struck with a THACO exceeded by 4 allows the chain to enwrap a target creature’s selected limb or even around up the target creatures and neck. Whenever this form of attack succeeds one of the following effects are inflicted upon the target creature, either 1 or 2 feet or legs will be entangled (roll randomly). If both arms are entangled a target creature cannot attack with weapons other than under ft., if a single arm is entangled the M sized creature lose their DEX armor class adjustments, and will be - 2 to hit and to damage for the duration of the entanglement. If both legs of the target creature are entangled the chain wielder automatically causes the target to fall prone if they possess only two legs. They will remain on the ground until an entangled, and if a single leg is entangled the creature must make a - 4 dexterity check in order to remain upright, with a further penalty - 2 to hit and to damage for the duration of the entanglement. If the targets neck is entangled they will begin choking for unto 3 rounds, inflicting 1-4 points of damage per round for up to one round per constitution points the target has for , at which point the target dies. This magical device cannot be broken by any strength less than 27 , and the device is magically magnetic towards itself when it enwraps a target requiring a -25% bend bars check in order for targets to free themselves from being entangled by this device. As with all magic weapons this devise rolls for an innate magical intelligence on the DMG intelligence tables for swords. Value: 50,000 gp.


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    63-64 Shackles of Submission : These devices are created of a green alloy of steel and adamantine which exudes a green slime like coating which causes open wounds to fester and become gangrenous within one hour. This affliction inflicts 1 hit point of damage per turn which these devices are worn. This device is a full set of shackles, with one shackle for each limb up to four. The shackles magically grow and shrink to fit any creature with 4 limbs on the command word "Stigmarth" out to a range of 6 in., in a single round commanded by the device owner’s silent act of targeting the chosen creature. There is no saving throw verses the enshackling attack of this device, and no saving throw. . Even though this device is not an offensive weapon it possesses a + 5 quality in strength whenever they are subjected to damage from weapons or possibly a bend bars attempt suffered from creatures attempting to escape them. Value: 40,000 gp.

    65-66 + 2 Rapier of Ice : This magical rapier has a mithril hilt and cross guard which is 8 in. long supporting a needle like Rapier created of enchanted ice which is 30 in. long, magically flexible with many golden runes along its blades length. This weapon is of a + 2 to hit and damage quality and inflicts 2-8 + 2 points of damage whenever engaged in melee. It is capable of striking twice round without the normal fighter modifications, and is capable of being used by any class including mages. It is most favored by thieves for its quickness and light weight. It is capable of striking in one melee segment in the hands of a skilled wielder. Every strike which exceeds the THACO needed to hit by 3 will cost the creature struck to be turned into a dense glacier like ice unless the creature makes a successful saving throw vs. magic wands at - 2. This transmutation takes only one melee segment to occur in creature’s unfortunate enough to fail their saving throws. This magical sword is required to make an intelligence check role in the DMG Intelligence Weapons table. Value: 35,000 gp.

    67-68 Headband of Intellect Destroying: This headband is 1 in. wide and 14 in. in circumference and is constructed of pink mind flayer skin stitched with platinum wire and runes around its circumference. It has an adjustable quality, which automatically sizes itself to the wearer. Its circumference is set with 10 snow tear gemstones set equidistantly around the device. The power of this magical device is to train and suspend all intelligent thought of the device wearer when the device is first worn. This baneful magical device reduce the wearer’s intelligence to 3, and causes them to act like an automaton which is incapable of no independent thought. Only a full wish can remove this device from the victim's head and restore their original intelligence levels. Except death of course which automatically causes the device the falloff. Value: 30,000 gp.

    69-70 Tethers of Entrapment: These devices are a set of two 20 in. long red dragon thongs each sewn with strengthening adamantine cables which are intertwined about the thongs. These tethers can only be broken by creatures possessing a 26 Strength or greater when the creature is entrapped. The devices possessor become attuned with a new owner 24 hours after the are first possessed by a new owner. These devices are activated by the command words "Aushek Muro Delasta", which will cause them to you fly at 24 in. maneuverability Class A at a target indicated by the device owner’s forefinger out to ranges of 6 in.. Once the flight process is complete the device owner must make a THACO roll to find if they successfully strike the target. If the to hit is successful the target will find their hands bound together at the wrist, or upon the device owners and mental command about their ankles, which causes an instant DEX check in order to determine if they fell to the ground. This device offers no saving verses its effects, and if the device owner is unable to make the necessary to hit roll the devices will fly back to the possessors hands in the end of the round. The device owners hand must be free in order to retrieve this weapon by raising one of his hands. Value: 30,000 gp.



    71-72 Figurine of the Golden Griffon: This magical figurine is 10 in. long by 6 in. wide by 4 in. tall fashioned from pure gold with 2 black ruby eyes and platinum highlighting on this magical device. The device appears to be a griffin preparing to take flight complete with the saddle but no rider. Upon the command word "Mount", a figurine will grow in one round into a full-size Griffon complete with saddle and tack for a long ride. The creature created by this device becomes a full-size Griffon in all respects which can be used for any 24 hour period up to one time per week. This usage period cannot be broken into smaller increments, and must be used for 24 consecutive hours. It will willingly serve the activator as a willing mount and defender throughout this period, following the activators silent mental command for the 24 hour duration. Value: 35,000 gp.

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    73-74 Robe of Gems: This magical device is a full-size robe and hood constructed of 2 layers of overlapping gemstones which ripple with magical flexibility, accompanied by a scintillating faceted visual display. A wide variety of gemstones or used in its creation, with each gemstone being approximately one-half inch in diameter and interwoven within an adamantine web like matrix. This magical device serves as a form of armor for its wearer in conferring a base armor class of ( - 2 ), which can be further augmented by magical cloaks, rings, and DEX adjustments to this base armor class. When struck this device suffers no damage whatsoever as a magical force field enshrouds the device in a force like magic for each strike. This device also confers a + 4 saving throws to its wearer (or a + 6 for mages) whenever a saving throw is required. The greatest power of this device is its ability to confer + 4 levels of experience to any creature wearing it that possesses a player characters class. This augmentation includes the ability to cast higher level magic spells then would normally be allowed, but does not supply spells of the higher level innately when level increase occurs. This increase in levels only remains in effect until the robe is taken off, at which time all spells, abilities, etc. will fade instantly from the device wearers mind. The device requires one hour to acclimate itself to the new owner, during which time and the robe must be worn for the full time period. The device must be recharged with moonlight for 12 consecutive hours each week on a worlds where moons are present. Otherwise sunshine may be substituted. This device is of such a high magical quality that it requires a percentage roll check in order to determine if it possesses an innate intelligence, using the DMG intelligent swords table. As with all devices of that nature the magic item may take over control and dominate the robes wearer, especially when alignments clash comes into existence. Value: 150,000 gp.

    75-76 Medal of Concussions: This silver 2" long lightning bolt shaped medal is inset with 3 thunder stone gemstones worth 500 gp @, which are set into 100 gp turquoise inlays. This device causes a lightning bolt to be emitted from the device owners forefinger out to ranges of 6 in., up to 3 times daily which inflicts 2-12 points of damage to the single target designated as stated above. This would be a useful magical device except for those days when cloud cover exceeds 41% of the total sky. On these days when first exposed to the overcast and upon entering the outdoor environment it causes a deafening thunderclap above the device owners head each round. (75% of the time) It automatically stuns device wearer for one round no saving throw. If this was not enough, 1-4 rounds after the thunderclap is heard the cloud cover will generate a single lightning bolt inflicting 8-48 points of damage to the device wearer (no save). The victim is allowed a saving throw vs. death ray to only sustain 1/2 damage from lightning bolt. On the fourth round after the original thunderclap is heard this process will repeat itself until the device owner is dead or the cloud cover reduces to 40% or less. The interior of this medal possesses a captive Lightning Elemental that wishes to escape its constricted prison. If the lightning bolts strike the medal 10 consecutive times, thereby conferring damage from 80-480 points of damage to the device wearer, this elemental is free to escape and return to its home plane. But when the device wearer is killed his smoking corpse will remain, but the medal is totally unscathed by lightning based attack forms of any kind. Value: 15,000 gp.

    77-78 Ant of Terrible Powers: This 8 in. long adamantine figurine of a ant is inlaid with 500 gp of white opals with 2 green emeralds worth 1000 gp eyes. When this magical device is touched activated it instantaneously grows into a 30 ft. long bite 10 ft. high by 15 ft. wide gigantic ant. This magical figurine disappears one round after activation beginning to blink on the third round of activation and initiates attacks on all creatures within 100 ft. of the activated figurine. It will attack the closest creature first and then proceed outwards in a concentric circle. The creature has the following statistics: armor class 2, move 18 in. per round, bite inflicts 2-20 points of damage +3-30 points of poison damage for which a saving for verses poison is allowed to sustain only 1/2 damage, trample foes ( 1-4 ) for 1-10 points of damage @, it possesses 100 hit points, possesses an average intelligence, and a standard magic resistance. This creature will remain activated for 10 full rounds in any 24 hour period, but must use its times consecutively. It makes no distinction between friend or foe, it's simply attacks the closest creature first. At the end of the 10 rounds it shrinks back into the normal figurine. Value: 30,000 gp.

    79-80 Chest of Irradiation: This device is a green jade chest 4 ft. height by 4 ft. wide by 2 ft. long, with golden runes, hasps, locks, and hinges. The chest is inset with 12 of red pearls worth 500 gp each, with 3 on each side, top, and front facing. This magical device contains a brightly glowing 6 in. diameter green metallic orb which is slightly warm to the touch. It is a globe of enriched uranium 238, which affects any creature coming within 30 ft. of the open chest. These creatures are afflicted with intense radiation sickness 24 hours after exposure to this orb. Creatures afflicted with radiation sickness will be - 2 it to hit and damage, +2 to armor class, and will generally feel nauseous if not cure it with a neutralize poison spell. This will accumulate each hour of exposure, or even faster if the orb is handled as detailed below. After a 24 hours in which time the creature should receive a neutralize poison spell the radiation poisoning becomes debilitating and there is no saving throw as the affected creatures will die. Even if the creature is healed prior to the 24 hours elapsing they will still glow greener equivalent to a light spell for 30 full days after exposure to the chest. For each turn of close exposure or handling of the orb one hour is deducted from the 24 hour base, in order to avoid radiation sickness and death by use of the neutralize poison spell. Value: 17,000 gp.




    81-82 Belt of Flame: This magical is formed of red dragon skin inset with 12 fire opals which are 2 in. in diameter but and worth 500 gp each. The belt has a gold buckle inset with 2 rubies were 3000 gp @, and is sewn with gold thread in gemstone mountings. The entire device is covered with silver runes of power around its entire circumference. The belt bestows a + 5 saving throw protection when verses magical flame and heat, and it allows saving throws vs. flames etc to inflict 1/2 or no damage on saving throws. This device owner can cause any weapon held in the owners hand to burst into flame upon the command word "Inferno". The flaming weapon inflicts 2-12 points of damage in addition to normal weapon damage for up to five consecutive rounds up to three times per day. This magical device can also activate the second power is usable twice a day, which is the ability create a wall of fire, at ranges up to 60 yards, as if cast by a 12th level spell caster. On silent mental command by the device owner this wall of flame can be moved at rate of 3 in. per round in any direction the device owner desires. The device owner must maintain concentration in order to orchestrate the directional changes that the owner wishes to cause the wall to move in. If the owner breaks concentration the wall dissipates harmlessly in one melee segment. This magical wall effect can be maintained as long as concentration is continuous from the device owner. Value: 50,000 gp.


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    83-84 Tiara of Draconic Panic : This silver and platinum Tiara is a 6 in. circumference device in the shape of 2 entwining Kara Tur celestial dragons which this inset with 4 blue emerald eyes worth 500 gp each. This device is activated by the command word "Auria", which causes an aura up to a 10 inch diameter sphere of effect lasting 1 turn causing all creatures to suffer from "Dragonfear", to any creature within the area of effect. Creatures are allowed a saving throw verses magical spell to avoid it 1/2 of the duration of the fear. Those creatures actually able to see the device wielder will perceive the creature of incredible power which causes them to make a saving throw verses paralyzation or be paralyzed for 1-6 + 4 rounds, while those creatures making their saving throw successfully are only afflicted by the paralyzation for 1/2 the duration listed above. Value: 35,000 gp.

    85-86 Broach of Immediate Healing: This small red gold brooch is a 1 in. by 1 in. cross is inset with a 5000 gp heart stone in the center of the magical device with yellow gold highlights along the outside edges. This highly potent magical device protects its wearer with access to healing spells of all varieties up to five times per day. The spells accessible by these healing magics are: cure light wounds, cure serious wounds, cure critical wounds, neutralize poison, cure disease, and the greatest magic spell power which is HEAL. These may be activated by the devices owner silent act of mental activation, requiring only one melee segment to activate the desired power upon themselves. The device owner may be of any class desired, and may by silent mental act of will transfer these healing magics to others they touch if so desired. This device is usable by any class of player characters . Value: a 55,000 gp.

    87-88 Padded Armor of Reverse Damage : This suit of padded armor is camouflage green color and sewn with many mithril threads, runes, and symbols. This magical device adjust to fit any size a player characters up to M size. This Padded armor will hang to the knees of any creature who dons it. It has 8 elf stones set equidistantly in the collar of the armor are worth 1000 gp each. The base armor class of this magical device is armor class 9 for any creature attempting to strike the owner, and any dexterity adjustments if the owners so wishes to use them. This is unlikely though, as it would make them harder hit. The power of this magical armor is totally reflect 100% of all attacks of a physical nature back on to the creature which initiated the physical attack which successfully strikes the armor wearer. Any attacker will experience a momentary sense of reversing vertigo, whereupon, their physical attack form reverses direction in a split-second and strikes them with full force. The drawback to this magical armor is its susceptibility to magical attacks for which it has no innate protections, although the spell caster could conceivably construct defensive magics which would protect the armor. This magical armor is especially susceptible to natural critical hits ( i.e. 20 's), which will cause the device to degrade, after 20 cumulative critical hit becomes a useless rag. It struck with the natural 20 this magic device becomes useless for one round, and the critical hit it will strike the padded armor wearer in any case. It inflicts normal damage from such a hit to the device wearer. Value: 80,000 gp.

    89-90 Feather of Stoning : This normal looking 18 in. long peacock feather, but its actually the feather of a cockatrice concealed by a permanent Illusion. Creatures with high intelligence can see through the illusion, as well as creatures successfully disbelieving the illusion. The illusion remains even after it is touched, which causes the creature touching it to make the saving throw verses petrifaction or be turned to stone in one melee segment. Value: 15,000 gp.




    91-93 + 4 Rapier of Swiftness: This blue steel/titanium/orachalium alloyed blade has a full basket hilt hand guard which is etched and trimmed with gold. This devices of the + 4 quality to hit and to damage which inflicts 3-12 + 4 points of damage to any creature struck by its blade. This magic weapons speed factor is 1. If the wielder is a fighter, thief, or outlaw this magic weapon will strike twice as many times as normally allowed for other weapons. This magical device also bestows a + 2 to the dexterity of its wielder up to a 19 maximum. This magical weapon must also roll for innate magical intelligence on the DMG sword intelligent table. Value: 45,000 gp.

    94-95 + 3 Arrow of Sight: This clear crystalline arrow has a barbed diamond splinter tip, which is fletched with colorful peacock feathers. This magical device is + 3 to hit and damage in quality, and on any to hit which exceeds its THACO by 3 this magical bolt will pierce the eye of the target creature killing them instantly. The magical arrow will inflict 2-12 + 3 points of damage on normal successful to hit roll that does not penetrate the eye of the target creature. This magical arrow has the innate ability to reappear on the bowstring after any successful attack in one melee segment after impact, possibly allowing for multiple usages in a single round. If the arrow misses the target it must be retrieved manually, and may suffer breakage 50% of the time from a missed tip roll. These devices are found in groups of 1-3. Value: 15,000 gp @.

    96-97 Model Spelljammer Ship in a Bottle: This magical device appears to be an 8 inch bottle with a 6 in. long longship inside of the bottle. This long ship possesses a small silver a chair amidships, which is a minor spell jamming helm when the device is enlarged. If the cork is removed from the end of the bottle all creatures within 10 ft of the bottle must make a saving throw vs. magic spells or be shrunk to a size comparable to the miniature longship and teleported on board of the little ship. Then the 500 gp emerald cork pops back into the bottle in one melee segment sealing it solidly for one month, or until a wish spell is expended in order to loosen the cork. Upon loosening the cork the creature and will emerge and grow back to normal size in one round. While trapped within creatures will find that the glass is impenetrable to magic or physical weaponry of any type. Oxygen it passes freely this magical glass but this is the only material that can. In the small galley in the forecastle area, there is a magical kitchen which restocks itself with necessary food supplies every day. This food selection here is limited to normal mundane food for as long as the creature is a captured within the ship. In a quirk of fate this magical device can actually achieve spell jamming speeds while within the bottle, and any mage and cleric can sit upon the minor spell jamming helm. The creatures inside the bottle can take a marvelous adventures even though they cannot experience the outside, unless the proper sequence of events I.E. A wish is spent in order to exit this magical prison.

    98-99 Armband of Blinking: This plain red gold magical armband is 2 in. wide and inset with six aquamarine gemstones equidistantly about it circumference worth at 1000 gp @. This magical armband has the power to allow its wearer to blink for 1 turn up to four times per day. This device can be recharged by exposure to sunlight for 12 hours every 3 days in order to allow the device to recharge for regular usage. The magical blinking this device provides allows the device wielder to select a location within a 10 in. radius where they will bring to in one melee segment. It doesn't allow extra attacks, but it does allow this device wielder to appear to be in several places before he actually attacks its selected foe. The device wielder and actually select the direction they are facing when they appear to attack their target. Value: 45,000 gp.

    100 Medallion of Force Armor : This powerful triangular 3 in. medallion is made of mithril and is inset with 3 dragon tear gemstones worth 10,000 gp @. This magical medallion is set with a gold chain, and the whole device glows with a blue aura of arcane magical energy. This magical energy encapsulates the device wearer in a blue field of energy which is directed towards preventing penetration by physical attacks of any nature, thereby conferring an armor class of -10 to its wearer. This magical armor will be defined by its heavy blue lines of magical energy corresponding to a properly constructed suit of plate mail armor composed of this magical energy. The medallion wearer must utter the command word, "Enshroudomine" in order to activate the suit of armor. The magical armor remains in effect for five concurrent rounds of usage, whereupon, the device takes one round to recharge and the device owner may then reactivate this magical armor. In other words every sixth round this devices wielder is unprotected for one round. This magical device is susceptible to critical hits, natural 20s, for which the device owner must keep a record of how many natural critical hits have hit the particular magical medallion they possess. If this devices is ever struck by 20 natural critical hits it disintegrates one melee segment after the 20th strike. Value: 100,000 gp.

    I hope that you found a few more of these useful for your games.

    More to come.

    Later,



    Flay em if you have em!!

    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!!!!

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    And in this corner we have table number 5; a fine magic item table with a hint of lime. Try out the dice of power, they not be a Deck of Many Things, but what is.

    Table 5
    By Matan Thunder


    01-02 + 3, + 10 Daggers of Shocks
    03-04 + 6 Padded Thieves Armor
    05-06 + 2 Shortbow of Speed
    07-08 (2-20) + 3, + 6 Arrows of Cold
    09-10 Robe of Mechanical Invisibility
    11-12 Ring of Fast Stops
    13-14 + 3 Tunic of Knowledge
    15-16 + 3 Mace of Blood
    17-18 + 4 Dagger of Rot
    19-20 Dust of Bouncing
    21-22 Scarf of Strangulation
    23-24 Rope of India
    25-26 Gloves of Force
    27-28 Horn of the Ghoolegh
    29-30 Bracers of Cowardice
    31-32 (2-20) +2 Arrows of Paralyzation
    33-34 Dust of Missile Returning
    35-36 Green Emerald of Webs
    37-38 Gloves of Healing
    39-40 + 5 Bastard Sword of Limbo
    41-42 (1-10) + 3 Arrows of Returning
    43-44 + 4 Longbow of Ranging
    45-46 Bag of Capturing
    47-48 Dwarf Node of Reverse Gravity
    49-50 + 3, + 10 Short Sword of Coals
    51-52 + 5 2 handed Sword Disintegration
    53-54 Jade & Emerald Figurine of the Manticore
    55-56 Red Gold Tunic of the Fighters
    57-58 Belt of Fumbles
    59-60 + 3 Helm of Disguising
    61-62 Ring of Resting
    63-64 (1-10) + 4 Arrow Between the Eyes
    65-66 + 4 Level Medal of Prowess
    67-68 + 3 Medium Lance of Piercing
    69-70 + 3 Throwing Mace of Holding
    71-72 + 3 Staff of Life Force Stealing
    73-75 Silk Scarf of Leadership
    76-77 Black Opal of Undead
    78-79 + 2 Staff of Landfall
    80-81 + 4 Rune Staff of Traps
    82-83 4 Sided Dice of Power
    84-85 6 " "
    86-87 8 " "
    88-89 10 " "
    90-91 12 " "
    92-93 20 " "
    94-95 + 4 Elemental Axe
    96-97 Mirror that Melts Armor
    98-99 Ring of Immediate Dressing
    100 Ring of Fiery Blasts

    01-02 + 3, + 10 Dagger of Shocks: This 12 in. long magical dagger is shaped like a lightning bolt and is made of mithril. The hilt of the weapon is wrapped lightning demon hide and has a 3000 gp red diamond and the hilt pommel. This magic weapon is of + 3 to hit and on any THAC which is exceeded by 2, the weapon will inflict an additional + 10 lightning damage no saving throw. This weapon requires an intelligence roll to be made for the weapon upon its discovery. Value: 25,000 gp.

    03-04 + 6 Padded Thief Armor: This black padded armor is actually a full body suit plus a specialized facial mask. This magical armor is sewn with (20) 500 gp black diamonds around the cuffs and neck of the outfit. This device is of + 6 to armor class and saving throw whenever it is worn by a creature. It magically sizes itself to any M sized creature whenever it is first worn. This magical armor is access to 8 inner pockets which all are extra dimensional spaces capable holding up to 30,000 gp in weight. Adventures should be warned that other extra dimensional spaces placed within these pockets causes the dimensional rift. The final power of this magical device allows its wearer to move at 3 x normal speed for as long as it is warm plus, it also endows the ability to leap 30 ft. vertically or 70 ft. horizontally. Value: 65,000 gp

    05-06 + 2 Shortbow of Speed: This nondescript magical bow seems to be made of freshly cut saplings while wound with mithril Tables and the set with a 1000 gp to diamond at each end of the bows body. This magical bow is strung with road runner gut, and it is of a + 2 quality to hit and is able to confer full strength bonuses possessed by the bow wielder up to 18 (00). This magical bow bestows the ability to fire 4 arrows per round, and each arrow inflicts 2-12 points of damage regardless of normal damage potential. This magic weapon should roll for magical intelligence upon discovery as detailed for swords in the DMG. Value: 30,000 gp.

    07-08 + 3, + 6 Arrows of Cold (2-20): These blue magical crystalline arrows are fletched with artic bird feathers and each arrow is tipped with a 500 gp snow tear for its arrowhead. These magical arrows are of a + 3 to hit quality, while inflicting + 6 to damage from cold upon a successful to hit on any creature. With each firing which misses its target the arrow has a 50% chance of breaking and being destroyed and simply melting away. These magical arrows appear in groups of 2-20 whenever they are discovered. Value: 3000 gp a piece.

    09-10 Robe of Mechanical Invisibility: This nondescript tattered brown robe will magically size itself to any creature up to 20 ft. tall. This magical world does not radiate any magical aura, and its power originates from the way it is sewn. The wearer of the robe simply needs to concentrate on becoming invisible, and they will become mechanically invisible. This mechanical invisibility bends all light rays are around the robe wearer which allows creatures to view what ever is behind the robes wearer without detecting the location of the robes wearer. All magical attempts to view a wearer of this robe will fail due to the fact that the invisibility is mechanical in nature. The ability to turn on and off this mechanical invisibility may be exercised as many times as necessary during the day. Value: 75,000 gp.


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    11-12 Ring of Fast Stops: This silver ring is adorned with a 2000 gp elf stone and a 2000 gp dwarf node and radiates a light blue aura of the magic equal to a light spell in the 10 ft. radius. Whenever a spell caster casts an identify spell upon this magic ring it will appear to be a ring of haste. Once put on the creature’s finger the creature is able to move at 2 x their normal speed and attack 2 x their normal amount as long as the ring is worn. Unfortunately, whenever the creature first enters a combat situation the they will find themselves affected by a Slow spell level 3 until the creature can find a spell caster mage or cleric of 12th level or greater in order that they can cast a remove curse on the ring so it may be removed. The creature may wear the ring several times before they enter combat situation, and still be able to remove the ring. Once the creature has entered combat the ring will be on removable until the necessary remove curse has been cast. Value: 10,000 gp.

    13-14 Tunic of Knowledge: This purple silk tunic is highlighted by gold and platinum threading, and is further enriched by a 15 blue topaz around its collar and 5 blue topaz around each cuff. Each of these gemstones is valued at 500 gp each. Any creature who put on this magical device will gain a + 1 to their intelligence and wisdom for as long as the device is worn. It also gives the wearer the benefits of 3 levels of experience, which affects the number of spells available to spell casters but not increased levels of access to higher levels spells. All class abilities scores are further more advanced by this + 3 level experience for the duration of this devices being worn. The final power of this magical device bestows its wearer with ESP up to ranges of 6 in. away, as well as allowing them to read any magical language, with both of these abilities been able to be used 3x daily for up to 1 turn in duration with each usage. Value: 40,000 gp.

    15-16 + 3 Mace of Blood : This magical means is made of a white oak and handle wound with mithril cables, and has a head made of a red mithril/steel alloy which is etched with several platinum runes. The haft of this weapon is adorned with two black rubies worth 2000 gp a piece. This weapon is of a + 3 to hit and damage quality and on any to hit roll made 3 above that needed to score a to hit will drain the 10 hit points of the victim's blood. This blood slowly oozes from the handle of this mace and penalizes its wielder causing them to fumble on any rule of 1-5 whenever trying to strike the creature instead of just the 1. The magical fumble created by this magic item also causes the creature to fall to the ground to 50% of the time or a 50% chance that they have struck themselves with the weapon and suffer 10 hit point in blood loss plus the weapons standard damage. This magical weapon must also roll upon the DMG intelligent weapon chart whenever it is discovered. Value: 20,000 gp.

    17-18 + 4 Dagger of Rot: This entire weapon is made of 14 in. of brown teak with a handle containing 6 black diamonds worth 600 gp a piece and sewn with orachalium cross guard and about the hilt. This magical weapon is of a + 4 quality to hit and damage doing 1-4 + 4 points of damage , and it can inflict 3-12 + 4 points of damage on any successful to hit roll which exceeds its minimum number by 4. This extra damage is a magical rotting which continues after the original successful to hit putrefying 2-8 points of damage each round in the wounded area. This rotting will continue unto death unless a cleric of 12th level or greater successfully cast a cure disease spell upon the victim. This magical weapon must roll for innate intelligence in the DMG weapons chart whenever it is first discovered. Value: 30,000 gp.

    19-20 Dust of Bouncing: This brown magical dust is usually found in the green lizard skin pouch. If this dust is cast upon a creature it will be still upon that creature the ability of leaps 60 ft. vertically and 100 ft. horizontally which will be used in conjunction with a modified feather fall spell which allows the recipient to land lightly upon their feet. The recipient of this spell will slow down within 10 ft of its landing area. The effects of this magical dust will last for 2 turns per pinch of magical dust used. In these lizards in pouches 11 - 20 doses of the magical dust will be present. Value: 2500 gp per pinch.




    21-22 Scarf of Strangulation: This magical yarn scarf is 8 ft. long a and 6 in. wide sewn with lengths with gold and mithril threads throughout its length. This scarf also has 10 smokey topaz sewn 5 to each end of the scarf which are each worth 500 gp. This magical scarf can be hurled out to distance is 8 ft. away, and through use of the command word "Squeeze", this magical scarf will constrict around the neck of the creature whose neck has been targeted. This device can sprinkle the creature in 2-20 rounds if the successful to hit roll has been made. This magical device consisting up to 50 hit points at armor class 5, and it will regenerate damage done to it at the rate of 3 hit points per round magically. Any damage done to the scarf automatically damages any creature currently being strangled by this device. This magical device will release itself from the target creature on the command word "Let go ". Value: 15,000 gp.

    23-24 Rope of India: This 50 ft. long knotted hemp rope is interwoven with gold and platinum cables and at each end of the device has a 4000 gp yellow diamond attached to it. When the command word "Arise" is spoken the rope will leap vertically up to its 50 ft. length. At the top of the knotted rope and extra dimensional space is produced similar to that created by the level 2 rope trick magic spell. The owner of the rope may then pull the rope into the extra dimensional room (which can hold up to 7 creatures) creating a semi secret extra dimensional space in which to hide or recuperate. The device has no duration limitations but can only be activated three times per day. This magical device releases itself from the extra dimensional space on the command word "It's time". Value: 25,000 gp.

    25-26 Gloves of Force: These magical gloves are made of clear crystal which is composed of 1/2" squares sewn with mithril thread throughout its constructed form. These magical gloves will shrink or grow to any creature holding them magically. This device possesses charges which are charged with 41-50 charges when found. This magical device can create a wall force, similar to the level 5 magic user spell, as it created by a spell caster of 12th level. This device will allow the caster to create up to 12th interlocking 10 ft. by 10 ft. squares of magical force which is invisible out to ranges of 30 yds. This is immobile magical wall is totally unaffected by most spells including dispel magic, but it can be disintegrated or affected by rod of cancellation or sphere of annihilation. The wall is immune to blows, missiles, cold, sweet, electricity, etc. including breath weapons.
    This magical wall force and also be formed in the spherical shape up to radius of 12 feet or a 18 feet hemisphere as the device owner wishes at the devices activation. Any of these force constructs will last for 22 rounds before it dissipates an ending that charge. Value:35000 gp.


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    27-28 Horn of the Ghoolegh: This device is derived from the "Chronicles of Corum" written by Michael Moorcock. This 12 in. long magical horn made of blue alloyed metals has many silver and gold runes, highlights, and the silver mouthpiece. This magical horn possesses several powers. The first power of this morning is upon the command word "Keronos" which will summon forth 4-24 giant wolves of Krenos. These wolves have white fur, yellow eyes, and blood red mouths. These giant wolves have the following statistics: movement 18 in., armor class 5, 6 Hit Dice, and one attack for a bite 2-12 points in damage, leaping ability of to 18 ft. in height. . These wolves are 7-12 ft. in length and 5' + at the shoulder. The second power of this magical horn will summon 1-2 hound masters who are undead abominations approximately the size of a hill giant at 16 ft. tall and have pasty white skin and dead black eyes. These creatures possess the strength of a hill giant (19 STR) and are customarily armed with huge broadswords approximately 12 ft. in length which can inflict 3-30 points of damage to any creature struck by them. They are unaffected by most blows they can be chopped apart in order to destroy them. They have the following statistics: moved 12 in., Hit Dice 24 due to their lack of feeling pains or bleeding, and are the masters of the hounds of Krenos detailed above. They can direct the hounds attacking formations with hand gestures and horn sounds. They are undead which causes them to be exceptionally slow in combat with a + 5 initiative modifier whenever they become involved in combat. If this magical horn is sounded a 3rd time both the hounds and the ghoolegh will disappear into a misty backdrop approximately 100 ft. in diameter in 1-6 rounds. This magical device can be sounded up to three times per day with each usage lasting 3 turns in duration. Value: 60,000 gp.

    29-30 Bracers of Cowardice: These magical braces are made of red steel with golden highlights and runes all about their surfaces. Each bracers is inset with 8 orange diamonds worth 750 gp a piece set equidistantly about their circumference. These magical bestow upon their wearer a + 2 to armor class when they are first put on, but the next time the wearer enters combat a slow creeping fear will start at the base their spine and slowly over power their normal combat the desires. This fear causes the wearer to flee from the combat area at maximum speed after dropping and all held items as they turn and flee in cowardice. Any item that prevents them from fleeing at top speed will be flung aside as the continue to move away at top speed until a 10th level spell casters successfully cast a level 3 dispel magic upon the creature and then a successful level 3 remove curse spell are concurrently cast upon the victim of these magical items. The victim will literally you run themselves into the ground and die if magic is not promptly rendered, apply all appropriate fatigue rules as the victim continuous run away from combat. If the spells are successfully cast on the victim then bracers fall off of their own accord. Value: 20,000 gp.




    31-32 +2 Arrows of Paralyzation (2-20) : These arrows are fashioned from green crystal with a wickedly barbed arrowhead made from emerald chips melded together. These arrows are fletched with giant horned owl feathers. These arrows are + 2 to hit and it will inflict 2-12 points of damage because of the nature of the barbed arrowheads which are part of this arrow. If these magical arrows strikes a target it forces the creature to make a saving throw verses magic wands or become paralyzed for 2-12 turns or until a successful dispel magic is cast upon the victim of the arrow. Those creatures making a successful saving throws vs. magic wands are slowed to 50 % of normal speed for 1-4 rounds no saving throw allowed. A cache of these areas are found in bunches of 2-20. Value: 3000 gp apiece.

    33-34 Dust of Missile Returning: This red-gold flecked crystalline powder is always found contained within a blue dragons skin pouch sewn with mithril thread. If this magical dust is cast into the air a faint red and gold hemisphere appears within air the around the dust user with a 2 in. diameter. This magical hemisphere has the power to reflect 100% of missiles weighing less than 25 lbs. at their caster/firer. The hemisphere affects larger missiles as follows, 75 % of missiles weighing 26-50 lbs. are reflected, 50% of missiles weighing 51-75 lbs are reflected back to their source, and 25% of missiles weighing 76-100 lbs. will be reflected back to their source. Missiles that weigh 101 lbs. or more are totally unaffected by this hemispheres magical powers. This missile reflection goes on regardless of the range limitations that the missile would normally possess, as the hemisphere's magic makes sure it strikes at the target creature with the THACO with which it was launched at the target creature in the first place. This magical hemisphere does not move and will dissipate at the end of 2 turns. Each magical pouch contains 11-20 pinches of this powder. Value:3000 gp apiece.

    35-36 Green Emerald of Webs: This 10,000 gp oval cut emerald has a green mithril alloy rune on both sides of this magical device. When this device is first used, there's a 50% chance that the emerald is turned in and the wrong direction which causes the devices holder to be afflicted with the webbing power of this device. The command word is "Shalizar ", which will eject a 2x Strength fire resistant webbing at ranges up to 10 in. distant. This ejection of webs covers up to 8 (10 ft. cubes) in 12 seconds falling of the command word being spoken. The magical web created by this magic gem causes a 50% reduction in the amount of webbing broken through each round after a creature is targeted by this device. This device may be used up to five times per day. The device holder must roll a successful to hit roll for target against their base armor class plus their dexterity are considered when determining the base armor class of the target creatures being affected. Value: 35,000 gp.

    37-38 Gloves of Healing: This set of white leather gloves are sewn with mithril thread and runes cover its surfaces. Each glove is set with 4 white diamonds worth 1000 gp a piece in the palm of the glove. This magical device attunes itself to its user in the form of psionic cell adjustment to heal creatures that the devices owner wishes to affect. The magical power of this device allows the owner to heal 1 hit pt. for each level of experience they have attained on a daily basis. The owner of the device can steal a number of creatures equal to their experience level on a daily , but each creature may only be healed once daily. If the Devices owner is already a psionic creature possessing cell adjustment as a psionic power, the healing of this device may be added on to the other psionic healing powers. Value: 45,000 gp.

    39-40 + 5 Bastard Sword of Limbo: This strange magical sword is made of white adamantine etched with gold, covered in gold runes, and has a white marble pommel. Near the hilt of the sword 2 white diamonds adorn each side which are worth 5000 gp apiece . This magical bastard sword is + 5 to hit and to damage, but has an additional power whenever it exceeds to hit roll by 3, which causes the creature struck to be hurled into the murky depths of Limbo no saving throw. Creatures afflicted by this special power find themselves floating in the grey mistiness of the outer plane of Limbo. If the creature does not possess the necessary powers to return to the prime material plane they will be stuck in limbo for ever, unless helped by some outside force. This outside help can appear in the form of a 5% chance per year of encountering a githyanki/githzeria that may or may not help the stranded creature. if the sword wielder accidentally strikes them on a fumble they will be hurled into Limbo without the Sword. This magical weapon also must roll for innate intelligence in the DMG whenever the sword is discovered. Value: 65,000 gp.


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