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  1. #41
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    41-42 + 3 Arrow of Returning: This magical arrow of a special alloy of red gold and mithril architect with a specially formed black ruby arrowhead and it is fletched with white swan feathers wrapped in platinum thread. This magical arrow is of a + 3 to hit and damaged quality, with the additional power to inflict a random critical hit to any creature struck by the arrow. These arrows are found in caches of a 1-10 arrows. These magical arrows are specially cursed so that when they are fired the third time all the arrows in the cache will leap from the quiver and in flight to home in on the archer who fired this cursed arrow. All of the arrows will strike the target creature and inflict the damage stated as above. The reaction of the flight of these arrows is such that only one melee segment passes between the boomerang effect and the archer being pinned cushioned from the flight of arrows. Value:4000 gp apiece.

    43-44 + 4 Longbow of Ranging: This bow is 6 ft. 6 in. tall made of yellow yew wood and is wound with orachallium cables, as well as being carved with golden runes. This magical recurve bow is set with four sundrops gems spaced equidistantly all the bows face worth 1000 gp a piece. This magical bow is of the + 4 to hit and damage quality for any arrow fired from it + any strength bonuses granted from having a high strength. The strength of this magical bow is such that all arrows fired from it inflict 2-12 + 4 points of damage + any strength bonus. This magical bow requires at least a 17 strength to wield it. This magical bow is capable of firing air was at 2 x the normal range normally allowable for longbows. The final power of this magical bow is to perform precisely located shots up to four times a month by simply mentally willing it when the arrow is fired. A minor power of this device comes from the sun drop gems which illuminate a 20 ft. diameter at all times regardless of the user's wishes. As with all magical weapons this device can possess an innate intelligence as described in the DMG. Value: 60,000 gp.

    45-46 Bag of Capturing: This seemingly worn leather bag is made of green dragonskin sewn with silver and platinum wires which help to reinforce this magical bag. The bag is normally a 2 ft. Cube in size. The magical nature of the flexible bag allows its owner to reshape the bag so that the mouth of the bag is approximately 10 ft. in diameter and up to 10 ft. deep after 3 rounds of stretching, after speaking the command word " Gulstrix". At this time of the device owner will lay the bag upon the ground where it assumes a camouflage form similar to a cloak of elvenkind. The device owner may then under the command word "Salkint", which will cause the bag to leap upwards in one melee segment and capture any creature currently walking over it within the 10 ft. cube limitation. The bag automatically draws itself skintight over a captured creature stifling all the creatures’ movements, unless they can be released by creatures outside the bag. The magical nature of this bag causes suffocation of any creature captured that breathe air number of rounds equal to the creatures constitution score. The magic of this device will prevent creatures of 25 Strength or greater to be rendered helpless without outside assistance. The bag itself is impervious to all forms of attack and magic, even teleportation magics are blocked by the nature of the bag. Upon the utterance of the third command word "Wiluza", the bag will release any creatures caught within its interior in one round. The bag slowly releases its pressure upon the creatures and falls to the ground in the 10 ft. diameter. It will then continue to shrink until it reaches its 2 ft. Cube size in its dormant state. Value: 80,000 gp.

    47-48 Dwarf Nodes of Reverse Gravity: This magical device is a gemstone worth 7500 gp which is enwrapped in a platinum netting attached to a mithril necklace. Upon the command word "Engulf", a 1 in. diameter red ray shoots forth to ranges of 10 in., and at its terminus it creates a 30 ft. diameter pulse of red light that causes all creatures within the area of effect to the saving throw verses magical wands or be afflicted by a reverse gravity spell for five rounds. This reverse gravity affect is totally uncontrollable to affected targets even if they possess the ability to fly, but at the end of the five rounds period it they can fly or feather fall they regained control of their body in the air . This magical device has 91-100 charges and they be recharged by the application of a reverse gravity spell. Value: 35,000 gp.

    49-50 + 3 Short Sword of Coals : This magical Roman style short sword is 21 in. in length and made of a red alloy of mithril and gold and complemented by a full basket hilt etched in golden runes . The hilt is highlighted in platinum and has 10 firestar gemstones inset into the hilt with each being worth 1400 gp. This magical weapon is of a + 3 to hit into damage quality, but upon the command word "Enflamed", the blade glows red hot and showers sparks on creatures struck by the blade. During this time the blade bonus to damage is increased to + 10 to damage, and will last for 1 turn up to three times daily. The final magic power of this blade is encountered when a creatures makes a successful to hit roll which exceeds its base number of success by 5, upon this occurring the creature struck by the blade must make a saving throw verses magic spells or be turned into a pile of charcoal. A successful saving throw indicates that the spell has failed to take effect. As with all magical weapon this weapon has the potential to be an intelligent weapon, and should be rolled for whenever the blade is discovered originally. Use the table in the DMG. Value: 70,000 gp.




    51-52 + 5 2 Handed Sword of Disintegration: This old Irish styled 6 ft. long tapering adamantine sword is etched in platinum and has 4 large blue emeralds worth 5000 gp set into its large cross guard. The hilt is wrapped in beholder eyestalk skin (the disintegrating eye), and is held in place by mithril wiring. This magical blade is of a + 5 quality to hit and to damage with a base damage potential of 2-20 + 5 points of damage to any creature struck regardless of size. This magical device also has the potential on a successful to hit roll, which exceeds its base number by 3 three, to cause the creature struck by the blade to be disintegrated (a 10 ft. Cube) with an audible popping occurring due to the vacuum created by this magical effect of the blade. Creatures affected by the disintegration power are allowed a saving throw verses magical spells in order to avoid the affect all together if successful. As with all magic weapons this weapon should be checked for magical intelligence using the tables in the DMG. This magical device has an innate drawback, wherein a wielder fumbles and a blade strikes them. The wielder must then make the second to hit roll verses their armor class to determine if the disintegration power is activated accidentally, whereupon they must make the saving throw verses magic spell or be disintegrated like anybody else. Value: 85,000 gp.

    53-54 Figurine of the Emerald Jade Manticore: This beautiful 6 in. wide by 10 in. long by 4 in. high figurine is made entirely of creamy color green jade with electrum highlights and it has 2 steel green diamond eyes worth 2500 gp each. The device owners speaks the command word "Dessseray" and figurine will grow into a full-sized green manticore the possessing 75 hit points. This specially created true neutral manticore will serve its owner one consecutive 24 hour period in each seven days. In all other respects this special manticore is 15 ft. long , armor class 4, Move 12 in. / Fly 18 in. MC:E, has 6 + 3 hit dice, has 2 claws in ft. the 1-3 points of damage each, one bite inflicting 1-8 points in damage, and it specialized form of attack. This specialized attack is Fiery and a volley of 1-6 tail spikes out to the range about 180 yds, as a light crossbow, with each spike capable of inflicting 1-6 points of damage. The manticore can fire 4 such vollys each day at the device owners wishes. This magical device will heal damage sustained at rate of one hit point per day, and if the hit point total is ever exceeded this magical devices destroyed no saving throw. This magical device can be used as a mount or as a bodyguard as the device owner wishes. Value: 35,000 gp.


  2. #42
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    55-56 Red Gold Tunic of Fighters: This flexible red gold shirt has yellow gold highlight and runes about its many (6) pocketed surface area. The shirt has 8 front, 2 cuff, and 6 pocket buttons that are really 500 gp amber gemstones. Only fighters and Warriors are allowed to wear this device, and all other types that try to wear it will suffer 2-20 points of heat damage each round that it is worn. This magical device will bestow upon a fighter a + 3 to armor class, + 2 to their saving throws, raises the sure wearers strength and dexterity 2 up to 19 maximum, and its final power allows a fighter to gain + 3 levels of experience as long as the tunic is worn. Value: 50,000 gp.

    57-58 Belt of Fumbles: This belt of blue dragon hide is sewn with mithril wires and inlays of blue topaz worth 3000 gp total. This magical device will seem to be able to shape change its wearer into a huge ancient blue dragon, but it is actually only an illusion which only the device owner’s friends will see and perceive. When the device wearer first enters a combat situation the true magic power of this device will be revealed, which is to make of the wearer fumble all spells and physical combat attacks in the upcoming melee sequence. This affliction will persist until this device wearer is free from the device by the application of the level 3 dispel magic cast by a 10th level mage and a Level 3 remove curse cast by a 12th level mage or cleric. These magical spell will allow the wearer to remove the device. The wearer of the device wearer will always perceive themselves to be a blue dragon and that his fumbling is simply a matter of him becoming used to the new larger body. Value: 15,000 gp.

    59-60 + 3 Helm of Disguising: This Trojan-style helm is made of a rainbow colored crystal which is covered with many platinum runes, with 10 rainbow diamond evenly spaced around the crown of this helm worth 2000 gp each. This magical device bestows upon its wearer + 3 to armor class and saving throws and it is usable by all player character classes. The device owner is also capable by silent mental act of will to change their appearance through the illusions of the helm. It creates illusions of human humanoid-like creatures of the same height that the devices owner possesses. These illusions are so seamless that only a creature using the level 6 spell True Sight or a robe of eyes is capable a penetrating it. This magical ability is usable any number of times throughout the day that the device wearer wishes, but it requires one round for each change to take effect. During this time the device owner’s true form is revealed. Value: 55,000 gp.


    61-62 Ring of Resting: This magical ring is made of a blue mithril alloy with many runes of red gold upon its outer surface. It is also adorned with two gemstones one is a 4000 gp moonstone and the other is a 4000 gp dunestar gemstone. When this ring is slipped on the device owners hand it welds itself into the flesh of its wearer. The device owner then falls into an enchanted sleep which lasts for 1-20 years and prevents any saving throw whatsoever. Even elves are affected by this sleep magic. Creatures afflicted by this curse cannot even be rescued through the use of wish based magics in any way. The only benefit from the ring is that while under the sleep curse is that their body is impervious to all physical and magical attacks from outside forces that may wish them harm. Value: 20,000 gp.

    63-64 (2-20) + 4 Arrows of Between the Eyes: This arrow is made of a violet orachalium alloy shaft which is covered in many platinum runes, and it possesses a sharp penetrating point. The fletching of this arrow is made of giant horned owl feathers. These magical arrows are + 4 to hit and to damage inflict 2-12 + 4 points of damage to any creature which they strike. If the wielder of one of these arrows scores a to hit which exceeds the minimum roll by 3 then this magic arrow will strike the target between the eyes and penetrate its brain if located in this area. This kills the target instantly with no saving throws. Value: 5,000 gp @.

    65-66 + 4 Level Medal of Prowess: This magical medal is made with a 3 in. oval of yellow topaz worth 3000 gp which is affixed to a red gold chain which is etched with many minute yellow gold runes on each link. It is circled by 12 emeralds worth 1000 gp each. This magical item must roll for a randomly chosen alignment, as each device is unique and usable only by that alignment of creature. It adds + 4 levels of experience or Hit Dice to any creature who wears it around their neck. Creatures with the alignment different than that possessed by this device will be afflicted by a - 4 levels of experience or Hit Dice until the device is removed. Creature is gaining the benefit of this device course spell casters will gain spells of the levels of which they have access to at that given time, but will not allow access to higher level magics simply by wearing this device. Player characters of other classes will gain access to any special abilities or gain expertise in Inability already possessed by a character class. The not gain extra proficiencies regardless of the type of creature which wears this device. Value: 65,000 gp.

    67-68 + 3 Medium Lance of Piercing: This magical medium lance of an old English style is made of black oak with a mithril barbed head, and the shaft is wrapped with mithril cables which strengthen its length. Around the guard area is a circle of four black diamonds and four silver pearls worth 2500 gp each. This magical devices of a + 3 to hit and + 3 to damage, with the additional ability of inflicting 2x normal damage whenever it's used to charge a foe. This magical device has the additional ability to treat all armor classes encounters as if they were armor class 9 if they are a metal armor. Leather armor is treated normally. This magical lance has additional ability to cause a random critical hit if the minimum number to hit is exceeded by five or more. Use my random critical hit Tables. This magical device also has the abilities to possess an intelligence as outlined in the DMG. Only creatures possessing a 16 or greater strength may wield this device. Value: 50,000 gp.

    69-70 + 3 Throwing Mace of Holding: This green adamantine alloy and with silver runes & highlights all about it surfaces, including its four flanged mace head, which is topped by a 1000 gp green sapphire. The shaft has a counter balancing lodestone on the bottom of the shaft which is enchanted so that the mace can be thrown without penalties, as long as the owner is proficient with the mace. This magical weapon is of a + 3 to hit and to damage quality which in flakes 2-12 + 4 points of damage with each successful attack made. The magic of this mesa allows it to be thrown at targets up to 9 in. away with the above stated damages. It also causes any creature struck by a to make the saving throw verses magic spell or be held as if struck by a holding spell. The magic of this device also allows the caster to recall the weapon to his hand with the command word "Hearken". As with all magical weapons this magical device is allowed a possibility of possessing an innate intelligence through use of the DMG intelligent sword tables. Value: 45,000 gp.


  3. #43
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    71-72 + 3 Staff of Life Force Stealing: This 7 ft. long and 2 in. in diameter black oak staff is shod in mithril ends & wrapped in reinforcing mithril cables, and the mithril ends have 5,000 gp black diamonds mounted on them. This magical devices of a + 3 to a hit and to damage quality which inflicts 1-6 + 3 damage on any successful to hit roll. Whenever this device strikes the target it also releases a burst of negative plane energy that brings one level or hit dice of experience from any creature struck. This magical device does not possess any charges, and is only usable by a character class's of a clerical nature. As with all magic weapons this magical device allows a possibility of possessing an innate intelligence through the use of the DMG intelligence sword tables. Value:30,000 gp.

    73-75 Silk Scarf of Leadership: This large magical blue silk scarf is sewn with gold and platinum wires and runes about it surface. It has 14 blue diamonds inset around its edges which are worth 250 gp @, which or held in the silk with golden mountings. This magical device will make the wearer seeing a + 2 to charisma and ego whenever this device is worn. The magic of the scarf also allows the wearer to become a leader and tactician, and the character actually gains a tactical proficiency. There is a minor curse associated with this device which causes the wearer to act harshly to anyone questioning their authority or intrusions upon their tactical command in or out of combat. They will react violently whenever someone notes that their demeanor has changed since they have worn this magical device. They will attempt to stop all attempts to remove the magical score from them unless a successful remove curse is cast upon them by a 12th level spell caster. Of course the removal also removes the special benefits which this magical device bestows. Value: 20,000 gp.

    76-77 Black Opal of Undead Influence : This magical device is an 8000 gp black opal with a round cut would set into a golden locket. The magical device possesses several platinum runes on its surfaces also. This device allows any class of player characters radiate and undead turning aura as if they were of 10th level cleric, for as long as they gaze into the depths of the opal which requires total mental and visual concentration upon this magical device. Any clerical classed individual will gain an innate + 4 to their levels of clerical undead turning ability when they wear this device. This magical device can only affect 20 hit dice or levels of undead it any given time, but the device may be used on other undead if it destroys a particular undead creature on a previous round of concentration or usage. All undead to be affected must be within the 30 ft. radius of the user of this device. Value: 40,000 gp .

    78-79 + 2 Staff of Landfall: This magical staff is 6 ft. 2 in. tall and 1/2 inches in diameter made of a grey steel/mithril alloy which is topped with a single 10,000 gp yellow diamond. The entire length of the staff is in great with yellow gold runes, and has a mountain like design on its length also. This magical devices of the + 2 to hit and to damage quality in inflicting 1-6 + 2 points of damage per successful strike whenever it is wielded. Also upon the command word "Dragonama" and the staff is touching the ground with the yellow diamond creates a single 10 ft. by 10 ft. by a 30 ft. deep pit is created directly in front of the area where the staff is touching the ground. It materializes in one melee segment. It can allow access into areas which its depths can reach or drop the foe into a 30 ft. pit by surprise. This magical part of the device possesses 21-30 charges and the magical nature of the staff allows it to be recharged with a lvl 4 dig spell. The magical pit created by the magic of this device will fade after 1 turn, which causes any creatures caught within its confines to be hurled out of the closing pit and lie prone on the ground for 1 round. The closing of the pit leaves no telltale signs. As with all magical weapons this devices allowed a chance at having an innate magical intelligence as per the DMG sword tables. Value: 35,000 gp .




    80-81 + 4 Rune Staff of Traps : This magical staff is 8 ft. long and 2 in. in diameter composed of 1/2 deep red crystal 1/2 deep blue crystal with many silver runes upon it. This device has a 6 in. long orachaluim skull upon the top of it with a 2500 gp snow tear in one eye socket and a 2500 gp heart stone set in the other eye socket. This magical devices of a + 4 hit and + 4 to damage quality inflicting 2-12 + 4 points of damage per successful strike. This magical device has three special powers the draw upon the 41-50 charges which this device possesses. The first power of this device is the ability cast to a fire trap spell level 3 as a 12th level mage inflicting 16-64 points in damage within the 10 ft. diameter sphere from the desired item, with all other spell particulars as detailed in the player's handbook. There is no saving throw for the damage inflicted by this spell. These magical runes may be placed upon any surface where it glows red for one melee segment then goes invisible awaiting any creature that break the magical runes surfaces. The second power of this device is the ability to place a cold trap similar to the firetrap as detailed above, inflicting 8-32 points of damage within a 20 ft. diameter of the rune which glows blue for one melee segment before disappearing. There is no saving throw for the damage inflicted by this spell. The third power of this device is the creation of the meteor swarm trap which inflicts 8-48 points in damage to all within the 30 ft. diameter sphere that glows purple for one melee segment upon completion and then disappears. This trap allows no saving throw for damage inflicted by the rune.
    All of the powers of this device requires two rounds of uninterrupted concentration which is the time necessary to create the rune upon the surface. Only 3 powers may be activated in any 24 hour period. This magical device may possess an innate intelligence as described in the DMG intelligent sword . Value: 60,000 gp.


  4. #44
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    82-83 4 Sided Dice of Power: Value: 5000 gp
    84-85 6 Sided Dice of Power: Value: 10,000 gp
    86-87 8 Sided Dice of Power: Value: 15,000 gp
    88-89 10 Sided Dice of Power: Value: 20,000 gp
    90-91 12 Sided Dice of Power: Value: 25,000 gp
    92-93 20 Sided Dice of Power: Value: 30,000 gp

    These varied colored jewel-like crystalline dice are embossed with gold numerals etched into the surfaces of the dice regardless of the number of sides the dice possesses. These magical dice have the following random powers or disabilities which are indicated when the dice are rolled and the particular number present itself. Any player characters class we roll the dice, and any dice can be rolled twice by any player character before they must be passed on to another player character so they may roll their own dice.
    1) This magical dice roll allows its recipient earn enough experience points in 30 days to gain 2 levels and achieve the midpoint of that second level.
    2) This dice roll allows the recipient to gain 1 ft. in height and gaining 50 lbs. of weight which leads to a + 1 to strength .
    3) This magical disability will not reveal itself until the recipient next goes into a combat situation. The ruler is then affected by a consistent two weeks of rolling fumbles in combat situations regardless of what the dice roll actually shows. This curse requires 2 full wishes to end the fumbling spree prior to the actual of two weeks expiring.
    4) This potent disability causes a gravitational flux upon the dice, which increases the gravitational field 10x. In 1 horrific round the dice ruler will collapse upon themselves and die in a bloody puddle.
    5) This dice roll causes a grey negative material plane beam of force to emanate from the dice striking the ruler in the chest and draining 2 levels of experience in one melee segment .
    6) This roll of the dice causes the afflicted creature to loose 1 ft. in height and 1 strength point in one round .
    7) This roll of the dice bestows upon the dice roller to gain 2 additional usable arms and a bonus of + 2 to dexterity to help with their usage.
    8 ) This roll of the dice allows a spell casting recipient to regenerate 40 levels of spell power at will one time. This regeneration may be withheld until the spell caster wishes it to be used. The spell caster will glow briefly for 2 rounds as they regenerate and assimilate the spell power .
    9) This dice roll causes the roller to be afflicted with deafness for one year duration.
    10) This dice roll causes a magic item to materialize directly in front of the dice roller, which is unfortunately wielded by a Grey Slaadi .
    11) This dice roll afflicts the recipient with the loss of flesh his senses of smell and taste for the duration of one year .
    12) This dice roll allows its recipient to create a temporary magical mirrored directly in front of them. This magical mirror encases an entity which is of a superior intellect which will answer questions 50% of the time they will lie and 50% of the time they will tell the truth. The question is phrased in 12 words or less, and may relate to anything on the prime material plane upon which the dice roller finds them .
    13) This dice roll causes the recipient to become blind for one year, unless they use 2 wishes to negate this horrible affliction.
    14) This dice roll causes the recipient to become the electrified with 2-12 points of damage for the duration of one month. During this time to touch or metal weapons can confer this electrification as a bonus to damage during this time period. The recipient of this power will glow blue in a 10 ft. diameter equal to one-half daylight. 15) This magical power bestows upon the dice roller of the ability call a flame strike upon a target designated by the recipient with a pointed index finger. The flame strike materializes directly above the target creature and it is of a 16th level of potency, afflicting creatures up to 24 in. away . This is power can be withheld until desired by the dice roller, but they will be aware that the power is stored ready for use.
    16) This bestows upon the dice roller the ability to shoot a purple ray from their eyes at ranges up to 6 in. every three rounds for the next 24 hours. The power which is ray afflicts the target with is an unconditional submission which allows a saving throw verses magic spells to avoid its effects. If the saving throw is successful the power is negated, but if the saving throw fails the target creature will unconditionally serve the eye beam user for 1-4. 17) This dice roll bestows upon the recipient the ability to generate a critical to hit roll at will. This power may be saved until a critical battle is taking place. The use of this power requires the command word " Die ".
    18 ) This dice roll afflicts it roller with a maniacal form of insanity which causes the dice roller to become a homicidal maniac. This homicidal streak lasts for 30 days during which time the recipient will try to kill any creature in the encounters friend or foe. The recipient of this horrible power can negate its affect with the use of 2 wishes cast concurrently.
    19) This dice roll causes all things carried by the dice roller to fall to the ground at their feet including their clothing the next time they enter a combat situation. The power also causes one random item to become ethereal, at random, and hovers in the border ethereal until discovered or lost.
    20) This dice rolled bestows upon its roller the ability to generate an extra special ability from the Arduin Grimiore Tables immediately upon this dice roll . (For other gamers without the necessary tables feel free to grant a special ability).


    94-95 + 4 Elemental Battle Axe: This dwarvish style 5 ft. long great double bitted battle axe is made of different elements for each different variant for which this axe is created for. The forms are:
    01-25 elemental air grey alloy bit beach handle silver runes on the head
    26-50 elemental earth brown alloy bit teak handle yellow gold runes on the head
    51-75 elemental fire red alloy bit red-wood handle red gold runes on the head
    76-100 elemental water blue alloy bit driftwood handle platinum runes on the head
    These magical axes are each enchanted to a + 4 to hit and + 4 to damage and is capable of inflicting 3-24 + 4 points of damage due to the elemental aura which enshroud each type of blade. The holder of this magical device exudes an aura of ozone air, dusty earth, heat shimmer fire, and misty cloud water out to range of 6 in. which inflicts 1 hit point of damage each round which a target creature is exposed to it. Another power of this magical axe is based upon the use of the specialized command word (different for each elemental), and the device wielder striking a vertical stroke which opens a magical gate way into the elemental plane which it represents. This power can be used up to once a month, and it summons 1-3 randomly sized elementals of 1-16 hit dice to serve the devices owner for 1-6 days without question of the orders which the device wielder may request. The elementals will even serve the device even unto their own death. This magical device may possess an innate intelligence as bestowed to intelligence swords in the DMG tables. Value: 70,000 gp.

    Last edited by MatanThunder; 04-28-2007 at 05:38 PM.

  5. #45
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    96-97 Mirror that Melts Armor: This magical device is an 8 inch disk of black obsidian outlined in yellow gold and runes cover the front facing surface of the device. If this device is held with the rune covered side facing outwards and the command word "Dissilution" is spoken all creatures, within a 6 in range and a 45 degree arc of the front of the device, will have any normal metal items they currently possess melt with no saving throw. This melting inflicts 1-6 points in damage for each device melted in this manner to the creature it that wore it. Magical metal items are allowed a - 5 saving throw verses heat or magical fire whichever is worse, and inflict damage as stated above. Items that are made of other substances will also be forced to make a saving throw verses magical heat or magical fire as they are damaged by the melted metals which slough off the affected victims. The dungeon master has the final say over what is affected and how. Value:80,000 gp.

    98-99 Ring of Immediate Dressing: This green mithril alloy ring has a 5000 gp green emerald set into its outer ring. This magical ring has the power to record the location of items worn by the device owner, as well as any item held by the device owner when the command word "Setopholis" is spoken. This priming of the device allow any item which is removed to come flying back into place in one melee segment by pressing down on the emerald. The items which are removed can only be replaced if they are within a 10 in. diameter range of the spell caster, and they become misty and insubstantial when they are returning to their preset location in one melee segment. The replacement process can even pass through warded or magically sealed areas, as long as they are not contained in a solid lead container. All of the items that are replaced through the magic of this ring will appear as they were when the item was primed. This magical device does not count against the total number of rings that a player character may wear due to an unique innate magical quality which the ring possesses. Value: 25,000 gp.

    100 Ring of Fiery Blasts: This magical ring is made of a red alloy which is etched with yellow gold runes about its surface, with a 4000 gp red ruby which is set in the top of the ring. Upon the command word "Broilella", this magical ring will emit a fiery blast capable of inflicting 10-100 of damage in the 40 ft. diameter out to ranges up to 12 in. distant. This device will function up to eight times per day, and it must be recharged in sunlight for one hour each day or it will not function. This magical fiery blast if causes all magical and the mundane items to make the saving throw verses heat and fire separately, to determine if they are destroyed. Value: 80,000 gp.

    Well using this magic table may make your campaign Dicey at best !!

    More to come,

    Later



    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.

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

  6. #46
    Ehrshegh of Spelling Thelandrin's Avatar
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    That is half a ton of magic items. Very interesting! Just who is Tim*, as in the Morningstar of?

  7. #47
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    Why I would say your best bet would be lets say.........Tim the Enchanter.....messes around with bunnies with nasty sharp teeth....

    He shortened his name to Tim after the Morningstar (got damaged).

    Later


  8. #48
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    Table VII
    By Matan Thunder


    01-02 + 4 Shield of Strength Draining
    03-04 Tapestry of Journeys
    05-06 + 3 Garrote of Strangling
    07-08 + 3 Robe of Plant Control
    09-10 + 5 Darts of Slaying
    11-12 Tome of Ignik Soboche
    13-14 Headband of Deterrence
    15-16 Vortex Bottle
    17-18 + 3 Collar of Twisting
    19-20 Urvile Loremaster Staff
    21-22 Boots of Striding and Sticking
    23-24 + 3 Stiletto of Life Force Stripping
    25-26 Holly of Druid Spell Storing
    27-28 Horn of Subsonics
    29-30 + 3 Long Sword of Shooting Blades
    31-32 Wand of Explosions
    33-34 + 2 Belt of the Whipping
    35-36 + 7 Helm of Wisdom
    37-38 Flask of Liquid Hole
    39-40 Tome of Isef
    41-42 Whip of "Gotcha"
    43-44 + 3 Claw Gauntlet
    45-46 Librahm of the Silver Golem
    47-48 + 4 Military Pick Axe
    49-50 Bracelets of Truth
    51-52 Horn of the Deathkiss
    53-54 Cloak of Blinding
    55-56 + 4 Long Composite Bow of Zanian Mot
    57-58 Book of Asrar Nemon
    59-60 + 3 Bracers Icicle Bolts
    61-62 Jonah's Ring
    63-64 Fireflight Necklace
    65-67 + 4 Hand Crossbow Crystalkill
    68-69 Mirror of Magic Drain
    70-71 Horn of Protest
    72-73 + 3 Sling Staff of Protection
    74-75 Book of Dominium
    76-77 Key of Contortion
    78-79 + 4 Buzzsaw Shield
    80-81 Ring of the Dragonfang
    82-83 Librahm of the Gold Golem
    84-85 Gloves of Disorder
    86-87 + 6 Spear Bunyina
    88-89 + 3 Helm of Seeing Mists
    90-91 Geode of the Prison
    92-93 Key of Discovery
    94-95 Bracelet of Oops
    96-97 Figurine of the Black Archer
    98-99 Boots of Gravity
    100 + 3 Mace of Pulping

    01-02 + 4 Shield of Strength Draining: This magical shield is made of gold and a red metal that creates a sparkling red alloy of great strength. The center and outside circumference of the shield is decorated in various sizes of rubies worth 20,000 gp. This magical device bestows on its user a + 4 to armor class and saving throws whenever it is worn on the owners arm . The primary magical power of the shield is its ability to project a red sparkling ray which is launched from the center of the shield which is able to lash out 6" range and affect 1-6 creatures within 20 ft. of each other. All creatures must make the - 4 saving throw verses magical spell or they will sustain a temporary strength drain of - 3 points which takes six hours to recover from. If successful saving throw negates the power of this magical ray. If a creature loses all their strength points through use of this magic item then they die. Once the magical ray has struck a set of creatures it returns to the shield all of which requires only one melee segment. This strength draining ability confers the drain strengths of the target creatures into its wielder up to a 25 strength maximum. When the strength drain hits 18 it requires 1 strength point for each + 10% in strength advancement until it reaches 19 strength. This magical strength conferring on to its owner dissipates at the rate of one strength point per hour. Due to be exhaustive nature of this magical ray the user may only activate this power one time for each constitution point they possess. Value: 75,000 gp.

    03-04 Tapestry of Journeys: This simple blank tapestry is 4 ft. high by 5 ft. long of red material is activated by the command word "Threshar". Once activated the magic power of this device will continue operate until the command word is repeated a second time. During this time in magical needle and thread appear on the device and follow the path of adventurer who activated it. The magical power records the adventures in rich embroideries upon the tapestry surfaces in a continuous left to right fashion as the player character continues upon his given tasks. The tapestry richly embroiders key segments of the venture in small 1 in. by 1 in. pictures on it surface, with written notations based upon the key events. Upon the command word "Clearessa", the device will clear its surfaces and start again if the command word above is once more used. Value: 25,000 gp.

    05-06 + 3 Garrote of Strangling: This device is made of the finest dragon leather and mithril wire, with 2 blue crystal handles at either end of the device. The strength of this device is so great that it requires a 22 of greater strength to break it. The garrote stores itself within the crystal handles when not in use, and is 4 ft. long if fully extended. The device owner can mentally preselect the amount of garrote will links that they require in any given situation. The weapon itself if properly used inflicts1-4 + 3 points of damage to a single target in the single round. The device continues to inflict a continuous 2-12 + 3 points of damage each round that the device owner maintains pressure on the strangulation of the creature targeted with this device. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 70,000 gp.

    07-08 + 3 Robe of Plant Control: This magic robe is made of many tiny green jade tiles with a golden great oak engraved upon each of them. Their sewn together with meteorite cable/thread for each individual tile. The robe is of the + 3 quality for determining armor class and saving throw bonuses that the device confers. The device also confers a + 3 to the wisdom of the device wearer for as long as it is worn. The device also provides the power to its wielder to control 1 unintelligent plant life form within 6 in., which can be up to 12 ft. tall, and command it to attack targets chosen by the device wearer each round of its activation. The plant will remain activated for up to one hour daily. The plant can never be compelled to attack the device owner in any way. This device is usually used to create a living tree, possessing one hit dice per 1 ft. in height and armor class of 2. The animated plant can move up to 9 in. per round and is very supple in its movements. Each lamb of such an animated plant can inflict 2-12 points of damage per strike, and the strikes are mentally controlled by the device owner when this power is activated. Value: 60,000 gp.

    09-10 + 5 Darts of Slaying: This 12 in. dart is comprised entirely of a golden crystal and fletched with small roc feathers sewn to the shaft with gold wire to stabilize it in flight. This device functions as an "Arrow of Slaying" in all ways for determination of class or creature type to be slain refer to the DMG magic item description for determination of the type. Each time this device is successfully used it breaks apart upon the failed saving throw of the target creature in the blast of golden sparks. Value: 10,000 gp.


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    11-12 Tome of Ignick Soboche : This heavy demonhide leather bound tome is always trapped with a 17th level, firetrap spell level 3. If this trap is not removed the entire device will be destroyed in the conflagration that takes place upon the activation of the trap. If the device owner removes the trapped they are capable of reading this Tome. The material contained within this magical tome takes three months to read and allows the device owner to successfully capture and control a single lesser Tanari, Baatezu, or Yugoloth to perform a single service for them after the proper sacrifices are made to the creature. The use of this device is considered an evil act in any case as it requires 10 Hit Dice of sacrifices to be made to the creature during the conjuring sequence. The creature will try to twist the conjurer’s word in order to change the mission they were commanded to undertake. There is a base 35% chance that this occurs with a - 5% to that chance for each one hit dice of creature sacrificed in the conjuring ritual which this device details how to undertake. If the wording of the mission is not properly orchestrated it indicates that the creature has found a 75% chance way of causing its conjuror to suffer physical attack or harm from this manipulation of its command. The device owner can command the creature to undertake any tasks regardless of their duration that such a creature is capable of performing. This because a more complex task to take a lifetime to complete if the command is properly worded. The power of this magical device provides all components necessary to summon that creature, except for an actual name which must be garnered from the outside source prior to this spells activation. Once this device is read this device teleport randomly 100-1,000 mi. distant to the random treasure trove. Value: 30,000 gp.

    13-14 Headband of Deterrence: This magical headband is made of solid mithril squares inlaid with a single ruby and gold leaves surrounding it. The device has eight squares of mithril which magically sizes itself to fit at the wearer, and is sewn together with mithril wire. Each tile has a single rune of power transcribed upon it. This magical devices power is its ability to radiate a slowness field in a 2 in. radius which allows no saving throw verses the affect for creatures attacking or seeking to harm the device wearer. The magical device also possesses the power to launch eight beam of blue energy simultaneously at 60 degree intervals out to the range of 5 in. which inflict 5-40 points of damage to any creature caught in the beams one melee segment duration. These magical beams of energy can only be launched once each 3 hours, and are recharged by the sun with 3 hours of exposure daily required to maintain the devices energy needs. The energy of these magical beams will seek out targets with a hostile intent, and easily pass through multiple creatures out to range limitations. Value: 60,000 gp.

    15-16 Vortex Bottle : This black obsidian bottle is inlaid with indecipherable gold runes on its surfaces. The plug on this magical device must be opened in order to activate a powerful magical vortex 180 ft. tall which draws objects and creatures into the magical plane of Limbo. Once this device is opened up its draws everything within a 180 ft. diameter into this magical devices opening magically no saving throw during its 1 turn duration. Only objects that are nailed down are immune to the effect of this device. The portal remains open for 1 turn before the device closes magically by sucking the stopper back into the bottle. Value: 10,000 gp.

    17-18 + 3 Collar of Twist : This sparkling blue crystal collar is etched in silver runs and inlaid with six diamonds around its circumference worth 2000 gp each. Once this hinged device is latched around its owners neck in activates its magical power which is quickly felt. The interior of the collar ejects 6 sharpened spikes 2 in. long into the victim's neck which is accompanied by a rapid twisting motion of the collar which takes one melee segment. This trapped inflicts 10-100 points of damage on a victim of this device. Continues to rotate and inflict damage each round until 24 strength points are brought to bear in attempts to break the latch by the victim and possibly his companions. Value: 25,000 gp.

    19-20 Urvile Loremaster Staff : This device appears to be a common wooden stave with the ends shod in iron. In reality this device functions for all mage class's above 6th level and specifically the creature called the urvile, from the lord foul's bane series of books. This magical staff is of a + 3 quality to hit and to damage and will inflict 1-6 + 3 + 10 points of acid damage to any creature struck by this device . The prime power of this device is to cast 5 hit points per level of potential spell casting energy that is channeled through it in a gout of black acid out to ranges of 1/2 inch base by 5" wide terminus by 10 in. long. The final and most potent power of this device is its ability to channel magical spell energy and other staff, rod, and wand effects through it in the formation known as a power wedge. For each 1 spell level or 1 device charge the staff funnels the additional energy through this device and its activator in a single additionally damaging blast of magical acid. Those who use the staff of their magical energy focusing will need to stand in a triangular formation of 3, 6, 10, 15 individuals in order to utilize the power to the staff. There is no upper limit to this potential additional damage emitted from the staff . All creatures are allowed a - 2 saving throw verses magic staff in order to sustain only 1/2 damage from the acid. The acid can inflict also reduce damage by 1/2 damage further if water is swiftly used to douse the area afflicted by the acid burns. All creatures in the power wedge will take 1 melee segment to focus the magical energy through the staff holder who focuses it on the target area. All creatures involved in the power wedge may take no other actions during the round in which the power is initiated. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 80,000 gp.


    21-22 Boots of Striding and Sticking : This magical set of boots appeared to be Boots of Striding and Springing even to the most thorough of magical detection and identification magics. The curse which these devices possess is activated when the creature is next involved in a combat situation within 10 ft of the hostile creatures reach. When this occurs the curse glues the device wearer’s feet to the ground and glues their feet inside the boot. The hostile creature can then wreaks it attacks sequence upon the victim of these cursed devices. The only way to release a victim's feet is to use wine as a solvent for the glue which adheres to the victim. Value: 5000 gp.

    23-24 + 3 Stiletto of Life Force Stripping: This weapon is made of a single piece of obsidian wrapped in a demonhide grip and covered with demonic runes of the lower plane upon the blade. This device is a very potent evil device which hungers for the souls of creatures on attack with it. If this device successfully hits the target creature it is of the + 3 quality inflicting 1-4 + 3 points of damage, but if successful the to hit roll forces the target creature to roll a die 20. If the dice roll is 1-10 they lose all their life force levels in the single strike, but if a 11-20 is rolled only 1/2 of their levels or hit dice are drained away by this device. The dagger howls and moans as it strips the life force away from targeted creatures. Whatever the result 1/2 of the drained hit dice or levels will be conferred upon the device user, but will drain away at the rate of one hit dice or level for each turn after it was originally drained away. Undoubtedly this could cause the character to gain multiple levels on a temporary basis, but is only usable in directing attacks upon other creatures or improving skills that require no learning processes in order to activate in utilize them. The curse of this device is its innate ability which can be turned against its owner if a fumble his rolled and the owner is struck by a weapon by accident. At that time the owner loses the appropriate levels dictated above, but gains one half of them back on a temporary basis. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 80,000 gp.


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    25-26 Holley of Druid Spell Storing: This appears to be normal holly leaves and berries when discovered by a druidic creature capable of utilizing these items. These devices will be discovered in caches of 5-8 leaves and berries. Each leaf and berry enables the druid to activate a single druid spell of their choosing with one melee segment of thought. This device serves as the material component, if any, for any spell cast with them. The spells cast but these devices are activated at the owner’s level of experience when they are cast. Value: 5000 gp @.

    27-28 Horn of Subsonics : This 18 in. long ox horn is inlaid with golden runes and many small precious gemstones worth 11,000 gp. If this device is sounded a horn emits a cone-shaped blast of sonic energy 2 in. wide base by 6 in. long by 4 in. wide terminus zone of effect which causes all creatures within to make a - 6 saving throw verses magic wands or be afflicted with a loss of equilibrium. This causes all creatures fall down within this zone for 1-6 melee segments, and will even inflict monsters as long as they have auditory organs. The device can be sounded an unlimited number of times daily but the device owner must also make a saving throw to avoid the equilibrium disorienting effect. Value: 30,000 gp.

    29-30 + 3 Long Sword of Shooting Blades: This 45 in. long sword appears to be made of a mithril-steel alloy but is configured to possess 2 exterior blades of 36 in. in length. These extra blades appear opposite sides of the main blade and can be fired at ranges of up to 60 ft. without incurring any range penalties for the shot. The blades are jetted away from the hilt by miniature air elementals captured inside the hilt out to range of a 180 ft. limitation. Ranges out to 60-120 ft. are considered long range and at-2 to hit, while ranges of 121 ft.-180 ft. are considered long range and are made at -4 to hit. When all three blades all are on this device it inflicts 9-30 + 3 points of damage for each blow, but will subtract - 3-9 points of damage from each blade unavailable due to its being shot at some target creature. These blades automatically return to the device one melee segment after impacting the target creature, usually leaving a very large hole. The blades may be shot individually at separate targets in the same melee round. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 85,000 gp .


    31-32 Wand of Explosions : This what is made of a rainbow colored crystal with platinum runes upon its length. There is a single 1000 gp white diamond on the tip from which the magic of this device is ejected. If this device is activated by the silent mental act of will of its owner it detonates the gemstone inflicting 6-60 points of damage within 10 ft, 5-50 points of damage out to 20 ft., etc. to all creatures within the affected area. This takes place in a single melee segment which is followed by a one melee segment of a level 2 magic mouth appearing and saying " Oops, booby trapped!! ". The power of this magical device cursed causes it to reform in one round and then teleport 1-100 mi. in a random direction on the following round. This device is the bane of many magic users. Value: 11,000 gp.

    33-34 + 2 Belt of Whipping : This magical belt will appear to be a normal heavy leather black belt with a gold buckle. The device has five 1000 gp blue diamonds set equidistantly around its length. This device is of a + 2 to hit and damage quality ball whip which inflicts 3-12 + 2 points of physical damage or 6-24 + 2 points of submission damage. Each time this device strikes the target creature it must make a saving throw verses magic wands or be affected by a hold person spell for 1-4 rounds for each strike. The magic of this device allows it to grow or shrink on silent mental will commands of the device owner up to a 30 yd range. The end of the device can follow simple mental commands of its owner to enwrap target creatures within its length, or enwrap structures as needed by the device owner, who is most often a thief. The third power of this device is to become a lasso of + 2 quality and requiring a 20 or greater strength to escape it if the creature is lassoed with it. This device has an armor class of - 2, and it can sustain up to 30 hit points to a specifically targeted cumulative location on it before it is broken or severed. As with all magical weapons when this device is first discovered the owner must check in the DMG intelligent weapon section to determine if the device possesses an innate intelligence. Value: 35,000 gp.

    35-36 + 7 Helm of Wisdom: This helm is made of a brasslike alloy that has the strength of steel. It is inlaid with many runes and has four large white diamonds set in it effect worth 1000 gp each. This magic device confers upon its owner a + 7 to armor class and saving throws, and gives its wearer a + 6 to Wisdom for as long as the device is worn. During this time a wearer is capable of the having a photographic memory in all senses of the word. The device also gives its owner a 70% chance of sensing danger when within 6 in. of that danger. This heightened sense can pass through any type of substance or blockage, and the owner senses this occurrence as a muffling of sounds around him when the attack is about to occur. The wearer will not know the location or direction the attack will be coming from, only that eminent danger is nearby. Value: 120,000 gp.

    37-38 Flask of Liquid Hole: The substance in this flask has a thick tar like consistency when it is poured out of its nondescript flask. Once the material has been applied to the surface the owner may spread the material in the desired shape for one round after its exposure to air. This magical material will automatically create the hole in any type of substance short of lead or adamantine. The depth of hole is 10 ft., and each flask has enough material for 2-8 separate applications. The surface area covered by this material can never exceed 10 ft. by 10 ft. when it is spread about. This magical hole material may be picked up and reused for up to 2 turns after its original application to the surface. This material automatically ruptures devices such as bags of holding and portable holes as they are extra dimensional spaces. Should this happen DM's should referred to random ejection into the ethereal plane of existence. Value: 20,000 gp
    .
    39-40 Tome of Isef : This device appears to be a plane weather-beaten tome of non-descript nature. Utilization of this device is considered an evil act in regards to alignments of the spell caster. This magical tome requires three months to read completely and upon completion of allows anyone capable of spell casting to call into existence a least tanarri, beaatzu, or yugoloth once the spell caster finds the necessary true name of a specified demon. The conjuration of this device requires sacrifices of living creatures of hit dice or levels equal to the conjured creature. The owner of this device is able to command the creature called forth to perform one action of an indefinite time period which is specified at the creatures conjuration. Creatures of this nature never serve willingly and will seek to manipulate the wording to thwart its conjuror and this devices owner. This tome can be used in a unique way up on a recent battlefield, where it will have a 35% chance of having a successful conjuring and a 70% chance if time is taken to set up the ritual properly in this battlefield situation. Once the device has been read this device teleports randomly to a treasure 100-1,000 mi. distant. Value: 25,000 gp.


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