Best Item You've Ever Made? [Archive] - Wizards Community

Post/Author/DateTimePost
Jvance420

03-01-08, 03:00 AM
What is the best/coolest magical item you've ever made? It can be intelligent, magic, whatever.
Alyss

03-02-08, 01:41 AM
I remain very proud of my Imprinter (http://forums.gleemax.com/showthread.php?t=997813)(which is still being ignored by the board for some reason). That took a fair bit of effort to do, and very useful in the right situation.
Mechanical_Pear

03-02-08, 04:43 AM
I remember on an epic level campaign, I designed a necklace, Soul Harvester, that would attempt to suck in the soul of any slain by the wearer of the necklace. Will save DC 30 to negate, or somesuch. I placed the item at about 1 mil.

Not only would they dude slice you into a thousand pieces, he would steal your soul, and sell it to demons and evil wizards. If you fought this dude, you didn't want to lose.

I like the pratical use of a necklace with continual Protection from Evil. I placed it at 4k. I'm not sure if that's too low....then again, I like the concept of the upper class NPC's buying these necklaces (and the following fakes) to protect themselves from the demons in the sand, beyond castle walls. Much more than 4k, it'll only be reserved for the richest of normal NPC's.

I'm making an intellegent item almost as I speak, but I don't know how balanced it is. An intellegent necklace, or maybe ring. I'm thinking about making it cast, at command, Truecasting so many times a day, maybe Spell Enhancer....if I wanted to drop a lot of cash, maybe Arcane Spellsurge.

The wording on the last parargraph of pg. 268 of the DMG makes me believe that the intellegent item would be able to cast these spells on the wearer of the necklace/ring....using the item's actions, not the wearer's.

EDIT:

So while you're slinging spells, the necklace is enhancing them. I think that's cool.
Decinious

03-02-08, 10:48 AM
I made an Identify Vending machine, place item on top, insert 100 gp pearl and it gives you a print out of what the item does. Now, behind the scenes it was enchanted to ident at will so didn't need the pearl so they where just collected by the maker once in a while, it would also make a second copy of the print out with scrying information if the item was to crazy and the Wizard wanted to go acquire said item.

I also made a ring that granted "wishes" the BBEG was Haunt shifted into the item and would cast random spells to "help" the party so he became invaluable to the party and could continue to plot against them while being among them.
Red_Crawler

03-02-08, 11:53 AM
One of my rogues sunk a great deal of his effort into one item. Similar to a rod of lordly might, removing all the weapons but one of my own, it contained:
* Located magnetic north, depth underground, etc.
* 50-foot ladder
* Extending 500 foot adamantite wire cable wrapped in silk ropes and piton/grapple.
* Extending 10 foot pole/pry bar.
* Functioned as an Immovable Rod automatically if dropped, or when command word spoken.
* 2 flip-out lenses that acted as a weak spyglass, use of one lens that could be pulled out and worn granted the ability to See Invisibility.
* the broad end could have a command word spoken to function as a Decanter of Endless Water
* the middle area had an opening that could hold 3 ioun stones that would function normally.
* a button that deployed a small pouch of holding rolled up inside the rod.
* Flip-out strength enhancing shovel that allowed a burrow speed of 5.
* automatically cast feather fall if you fell more than 10 feet.
* Held 5 doses of Restorative Ointment in a sealed container.
* Held a Cube of Force.
* Held in the hands close to the mouth, it provided an hours worth of air.
* While holding it allowed you to Spider Climb.
* Fired two crossbows bolts at the same target (as a standard action) from the narrow end of the handle as a +3 Precise Quick Loading Heavy Crossbow. Any poisons or oils placed within would be applied to the bolts prior to their firing.
CmdrCorsiken

03-02-08, 12:18 PM
In a recent campaign, as a response to the Duke's wife almost being assassinated, some of my players designed a Corset of Fortification. It took up the Torso slot and provided light, medium, or heavy fortification as well as a +2, +4, or +6 to Charisma-based skills. Over time, they gave some of these as gifts to a few powerful Ladies of the Duchy.
pigknight

03-02-08, 08:09 PM
Death's Embrace, this awesome legacy greatsword (but gave a REALY big penalty to will saves, but I think it gave mindblank).
Ryuuku

03-02-08, 10:59 PM
When the new series of Dr Who started airing I was playing an Artificer and I wanted something similar to the sonic screwdriver. I called it the "psionic screwdriver", it was based of the Rod of Lordly Might.

This rod has functions that are spell-like, and it can also be used as a magic weapon. It also has several more mundane uses. The rod is metal, thinner and shorter than other rods (about the size of a small wand), with a flanged ball at one end and five studlike buttons along its length. (Pushing any of the rod's buttons is equivalent to drawing a weapon.) It weighs 1 pound in its normal form.

The following spell-like functions of the rod can each be used once per day.

* Dimensional Anchor upon touch, if the wielder so commands (Will DC 14 negates). The wielder must choose to use this power and then succeed on a melee touch attack to activate the power. If the attack fails, the effect is lost.
* Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, Will DC 16 partial). Invoking this power is a standard action.
* Deal 2d4 hit points of damage to an opponent on a successful touch attack (Will DC 17 half) and cure the wielder of a like amount of damage. The wielder must choose to use this power before attacking, as with hold person.

The following spell-like functions of the rod can be used a total of number of times per day equal to the wielder's Charisma modifier x10.

· Prestidigitation
· Mending
· Open/Close
· Arcane Lock
· Knock
· Shatter
· Detect Magic
· Detect Poison
· Dimension Door

The following magical functions of the rod have no limit on the number of times they can be employed.

* When button 1 is pushed, the rod emits light as the spell.

The following other functions of the rod also have no limit on the number of times they can be employed.

* When button 2 is pushed, the rod indicates magnetic north and gives the wielder a knowledge of his approximate depth beneath the surface or height above it.

Strong enchantment, evocation, and transmutation; CL 19th; Price 61,000 gp.
Weab

03-03-08, 01:08 AM
seriously? dimension door 50 times a day? for a normal sorc anyways. a high level sorc can have 100 dimension doors a day...
DeathlessJuan

03-03-08, 08:01 PM
My favorite two items? ...

Belt of Shapechange, continous effect at caster level 25

Gloves of Telekinesis, continous effect at caster level 25

Man, my wizard had fun with those two spells.
Moosh Nailo

03-03-08, 09:58 PM
An addition to a pre-existing item; Scoundrel's ring: a ring of sustenance (2500 gp) with a 1/day ability to manifest the power Psychoportive Shelter at 3rd manifester level via command word (3240 gp to add). This gives you the two hours you need to sleep (in your own extraplanar bubble, with room for up to 7 large creatures and one more any size), and an extra hour with which to do whatever. This makes you very self-sufficient, and very secure.
5740gp, Ml 5th. Psychoportive Shelter, ML 3

For a whole party, notably casters who need more time (unfortunately without the sustenance ability):
Hideout Cloak
Originally used by scoundrels to as a safe place to lay low, this dark grey cloak now sees use by adventurers and scoundrels of all types.
This power creates a bubble of extradimensional space, with an entrance 7 feet in diameter, able to hold up to 7 Large creatures and 5 more of any size. From the inside, the entrance can be made invisible. With a duration of 8 hours, it is the perfect safe place to rest up, even if in the middle of a dungeon.
To activate it, the command word must be spoken, and the cloak "hung" in the air. The cloak itself becomes the entrance.
Preq:Psychoportive Shelter, Manifester level 8th.
-5760 gp;
Jvance420

03-04-08, 01:56 AM
So aside from keeping you healthy, once a day you can step into a pocket dimension/area type thing and rest for 2 hours? Sounds pretty impressive to me. Where is that spell at in case my DM asks :p



An addition to a pre-existing item; Scoundrel's ring: a ring of sustenance (2500 gp) with a 1/day ability to manifest the power Psychoportive Shelter at 3rd manifester level via command word (3240 gp to add). This gives you the two hours you need to sleep (in your own extraplanar bubble), and an extra hour with which to do whatever. This makes you very self-sufficient, and very secure.
5740gp, Ml 5th. Psychoportive Shelter
Rulebook

03-04-08, 02:23 AM
best item?

i made this +1 longsword once... kept the dang thing with me all the way through my career, using it regularly. that was the best, most reliable sword ive ever had.
edventure

03-04-08, 11:07 AM
So aside from keeping you healthy, once a day you can step into a pocket dimension/area type thing and rest for 2 hours? Sounds pretty impressive to me. Where is that spell at in case my DM asks :p

It's a power, not a spell. Complete Psionics p.97.
Moosh Nailo

03-04-08, 11:27 AM
What edventure said. And it gives you three hours of time. And yeah, it basically puts you in your own dimension, so most things can't affect/detect you, unless they work across planes. The reason it only gives you three hours is twofold: A) That is the lowest manifester level possible (The caster level for the ring is 5, for the power is 3) and B) With the ring of sustenance, you only need 2 hours of sleep anyway.

The closest spell version I'm aware of is Leomund's Tiny Hut (http://www.d20srd.org/srd/spells/tinyHut.htm). IMO, the psionic version is significantly better.
Dog_O_War

03-04-08, 01:10 PM
I've ripped-off several ideas from various other sources, such as set items that provide a synergy bonus on their total value (pulled this from Heroes of Might and Magic III, Shadows of Death)

~This included a breastplate that offered a bit of magical protection (+1) as well as some (+1) resistence bonuses to saves.
~A mantle that offered a leadership bonus (+1), and a bonus to your charisma score (+2).
~A pair of Guantlets that gave +1 bonuses to ride, climb, and grapple checks, as well as a bonus to resist disarm, and a +1 competence bonus to attack rolls.
~A pair of boots that granted an effect similar to that of boots of speed, but for only 5 rounds. Also, they gave a +1 bonus to balance checks and damage rolls when performing a charge action.
~A helmet that granted darkvision 60ft, and could be invoked to use see invisibility 1/day.

For each additional piece you wore, you were granted additional advantages based on the equipment.
~The breastplate granted an additional point of armour, and an additional +1 enhancement to AC, as well an additional point of resistence to saves.
~The mantle gave an additional +1 to your leadership score, and an additional +1 to charisma.
~The gauntlet offered an additional +1 bonus to all the listed skills and checks, with the exception of the attack bonus.
~The boots gained an additional round of haste, as well as +1 to balance and damage.
~The helmet offered an additional 5ft of darkvision, and an additional daily use of see invisibility.

All these took 24 hours of attunement once the items were gained (they need not be worn, but did require 24 hours of ownership to grant the synergy bonuses).

In the end you got (effectively mithril) Fullplate +5, +5 resistence bonus to saves, +5 bonus to your leadership score, +6 to charisma, +5 to climb, ride, and grapple checks, and a +5 bonus to resist disarm attempts as well as a +1 competence bonus to attack rolls. 9 rounds of haste, +5 to balance checks and damage rolls on the charge, and 80ft of darkvision, and see invisibility 5/day.


Also, I did up a legacy weapon called the Black-thorned Rose.
This is a bastard sword made of braided adamantine, with "thorns" or spikes pressed onto the blade in various spots all the way up. The pommel was a bloodstone carved to look like a rose in blume, sealed in an amber-resin coating.
The other effects of the sword were minor (basically a +10 weapon as the legacy progressed, with a few leadership-based advantages).
It was eventually +5, with wounding turning into greater wounding, some vampiric abilities (drained 2d4 HP, which eventually became 1/2 the damage dealt healed the weilder), strength and dex damage on a critical (thorns breaking off an boring into the flesh), etc...
But it was the braided adamantine look that was most cool.


Finally, while not exactly a "unique" or fully magic item, I had a bard that would carry around a heward's handy haversack, filled to the brim with everything in the PHB for equipment, including a few weapons. Just used to call it "Jack's Backpack".
Commodore_Reddington

03-04-08, 05:24 PM
I made an intelligent, yet depressed rock. It was a dull gray ioun stone with nothing but semi-empathy and disable device 10 ranks(just to taunt the handless thing).
skydin

03-05-08, 01:12 AM
This

http://forums.gleemax.com/showpost.php?p=15226022&postcount=1864
CryoSilver

03-05-08, 01:19 AM
The Lying Cake: Not really a particularly awesome item, but funny in the extreme. It's just an ordinary rock, made into an intelligent item, with true neutral alignment and the ability to cast Minor Image. Minor Image on itself to look like a moist, delicious cake. Someone goes to pick it up, and unless they're true neutral, they gain a negative level and turn into a wight, assuming they're level 1 (great fun in taverns) :evillaugh
PhaedrusXY

03-05-08, 01:36 AM
I never actually got to craft this in a game. The game I wrote it up for ended before I got to, but the DM thought it was awesome.

The Ironwood Carriage (http://forums.gleemax.com/showthread.php?t=946581). It is basically a Figurine of Wonderous Power of a carriage, complete with Phantom Steeds to pull it, and an Unseen Servant to drive it.
Pippa

03-05-08, 05:55 AM
The Lying Cake: Not really a particularly awesome item, but funny in the extreme. It's just an ordinary rock, made into an intelligent item, with true neutral alignment and the ability to cast Minor Image. Minor Image on itself to look like a moist, delicious cake. Someone goes to pick it up, and unless they're true neutral, they gain a negative level and turn into a wight, assuming they're level 1 (great fun in taverns) :evillaughThe cake's a lie - I knew it!

As for the one item I got a lot of thumbs up for, but which I never saw being in use was this:

"Semi-cursed Ring of Apparent Death"

When sleeping, unconscious, disabled or dying, the wearer shows no sign of life anymore. Breathing and pulse have become imperceptible, the body no longer seems to react to stimuli (no eye-reflex movements), and any loss of blood by wounds diminishes. There are no other death-related phenomena that apply to the wearer of the ring than these.
A heal-check of at least 22 lets a character recognise the situation as a trickery.
If disabled (not dying), the wearer remains fully concious and can think, feel, hear, smell, taste and see (in the case of the latter, if he thinks in time to keep his eyes open), but cannot move a muscle. This doesn't mean he can't act anymore (silenced/stilled spells and the like are still an option). The Will Save DC to negate this effect is 22.
If dying, the wearer has a bigger chance to stabilise by himself: 25% instead of only 10%. A heal-check to stabilise the wearer has only a DC of 12 anymore.
Other heal checks and magical healing work normally (still considering the notes made in the disabled-section, of course).
Animals and monsters that eat dead pray might see a meal in the wearer's body but since it is not one of the above-described death-related phenomena, these creatures are not attracted by a smell of decaying flesh.
Any attempt to bring the apparently death person back to life or the like automatically fails. Spellslots, charges, material components etc are wasted.
When the wearer of the ring is a creature that does not sleep but enters a trance every night instead, such as elves, the creature will still experience all the effects as described in the disabled-section.

Once put on, the ring cannot be taken off again until the wearer truly dies, or until he has a remove curse cast on him (caster level 11 or higher). The ring's magic cannot be dispelled unless by a miracle or wish.


Background:

The ring was crafted by a slightly odd adventurer who was paranoid about getting killed in his sleep or after being knocked out in combat. He reasoned that if he could make his attackers believe that he already was dead, he would be left alone. He forged the ring, and integrated his tenacity towards surviving therein. It is told that he was seen stumbling through the city gates on a rainy afternoon, wounded and robbed of his possessions, but laughing and shouting maniacally that his invention was a success.
The man's life ended when he was found "dead" beside a jug of ale, and the townsmen couldn't wait to bury that weird creep properly. His valuables - including the ring - were dug up by a thief, who sold it on. After years it came into the possession of a noble, whose house thereafter was regarded as accursed, since all of the elder sons in that bloodline died young.
Now the artefact is put away on an abandoned place, and his history is forgotten. Only the inscription "Do not mourn" might give adventurers that stumble upon this ring a hint.
ninja1

03-05-08, 01:54 PM
My favorite item that I as a PC made was Darius' Mask of Alternate Form (similar to a Hat of Disguise, but based on Alter Self... basically Alter Self at will).


My favorite item made as a DM was an intelligent suit of full plate. The PC's found it laying in an ancient chamber, led there by a one-way teleporter. What they didn't know is that the chamber was a prison for the armor as it was a conquesting villan.

They entered the chamber, fought some summoned constructs from a magic trap, and then looted the armor.

When they touched it, it automagically "self-identified" as +5 Adamantine - Blueshine - Heavy Plate, with the additional properties of conferring continuous Feather Fall, the benefits of a Ring of Sustanence and allowing the wearer to be immune to fatigue (and allowing him or her to sleep in the armor).

(I think I'm missing something... but I'm away from my notes atm)

They tried to cast identify on it and I chose to have the identify have no effect as the spell targets "one touched object" and I chose to treat the intelligent item as a creature (construct)... but offering no reason to them in-game.

They didn't seem too concerned as they felt they knew all of its properties and they were going to try and sell it anyway... no one in the party wore heavy armor and the Market Value that the party wizard suggested put dollar signs in everyone's eyes.

Little did they know that the collector that they sold it too would eventually become a reocurring villan (as the armor's personality and EGO score is enough to put the smackdown on pretty much anyone). Though I secretly got a kick out of the idea that those likely to desire Heavy Armor are also those likely to have the weakest Will save. :)

Oh yeah, it's special purpose is to survive and conquer... and its intent is to use its host's wealth to commission the creation of one of those Forges from Races of Stone that allow others to create weapons or armor as if they possessed the feat Craft Magic Arms and Armor.

Following that, it would work on creating suits of armor nearly identical to itself (albeit, starting with just steel and a +1 enhancement). I exercised some DM mojo and had the special purpose power be the Hivemind ability with intelligent armor with the same special purpose, and subservience to the original.
tyrecian

03-05-08, 05:25 PM
hahaha well... i was running a team of goody two shoes, yet waaaaay overpowerred PCs through an AP i wrote for super advanced munchkin players.

anyways, everyone was trying to kill everyone, and i thought of an artifact that i could give the players that would give em some healing, but also be a thorn in their side... :)

It was a key to a (later) giant mechanical beastie from another world (think either mech, or giant apparatus of kwalish, etc.). At any rate the PCs didn't know what to do with it. When held (one round in hand to start) it produced the effect of vigor, lesser. Nice for out of combat healing.

However, it always emitted a 20' radius anti-magic field. I gave this thing to the PCs in one of the first adventures around lvl 7 (when they are starting to really like their magic items) and the persistent cleric and conjuration specialist nearly had a fit.

The PCs absolutely hated this thing, but couldnt get rid of it, and couldnt really carry it around. It was hilarity watching them drop it in already cleared rooms and return for it after fights.

They actually only used it once to great effect... that being agianst the "weapons master" Vampire of a lich in an undead tower adventure they were on at lvl 9. he was waaaay too powerful, but the warrior took that artifact, tied it to his belt and grappled the heavily magicked vampire (ac in the upper 30s, was prepared for encounter), taking the bites (and dieing) while his comrades beat the snot out of the vampire and eventually turned it to smoke (never actually finding the coffin, just as they never actually found the lich's phylactery, that was fun).

at any rate the "key" was such an annoyance that at one point in the story a ninja comes and steals it with a Druid and a WuJen. The plot line was such that the druid and wujen were (if parley went correctly) going to team up with the PCs if they wouldnt relinquish the item....

sadly the PCs never had a chance in the encounter (surprised at night, with the ninja SA'ing with a sap, only one on watch in a party of 6 at a time, and noone ever waking up)...

The PCs laughed about the "key" and said good riddance, not even botherring to track those that stole it. "we never wanted that cursed item in the first place!" they said.

It amused me no end to have such an insanely powerful magical item that was given at low levels turn into such a debaucle for the players... :)
Belfire

03-05-08, 08:34 PM
best item?

i made this +1 longsword once... kept the dang thing with me all the way through my career, using it regularly. that was the best, most reliable sword ive ever had.

Haha, thats awesome. It's kinda like how i'm in love with my coif, which makes critical hit impossible for me, for some reason i've never had to use it... Maybe the coif makes it impossible for my DM do roll a critical against me... Oh I like it even more now. But yeah, thats not really a made item is it? I don't actually know.
Roelandt

03-05-08, 08:51 PM
In AD&D, my magic user carried a Mirror of Life Trapping. He kept his simulacrums stored in there, as well as captured creatures. He put it to extensive use, and was always concerned about breakage. In AD&D, magic items weren't the frail items they are in 3.5, but mirrors were easily broken by enemy attacks. So I created the Soul Crystal.

Soul Crystal
Created by Amatar and Ravnor in Cliffs Campaign in 1984, converted to 3.5 in 2007

The Soul Crystal is a twenty-faceted star sapphire, four inches long. When used, the soul crystal can trap the soul of almost any creature in one of the 20 facets. It can trap any creature with a self-aware life-force (animals, outsiders, undead, simulacrums, etc), but cannot trap plants or non magical contructs. Magical constructs can be trapped only if they are willing, or commanded by their master to submit.

It functions in two different ways:
1) Full Trap: Similar to a Mirror of Life Trapping, trapping the target’s soul and body as well as all carried and worn equipment up to a light load, into one of the facets of the crystal (nothing is left behind).
2) Soul Trap: Using this function, the target’s soul is trapped in one of the crystal facets, while leaving its body behind. The victim’s body remains alive, but as a mindless vegetable (Int, Wis and Cha are 0).

When the proper mental command word if given, the target creature within 60 feet must make a DC 25 Will save, as a trap the soul spell. If the save is failed the creature is affected in one of the two ways described above. Souls trapped within the crystal will be powerless, but may be communicated with telepathically with no restrictions on language by anyone touching the correct facet. Souls may be released from the crystal if the user so desires by touching the correct facet and thinking the command word. Outsiders (or those from Prime Material if trapped while on another plane) must perform one service upon being released as per Trap the Soul spell. If the Soul Trap feature was used, it takes a full round for a soul to return to its body no matter how far away it is (unless it is on another plane (see below)).

Another way of taking a soul (in either of the two methods) is to give the proper command and touch the target, making a melee touch attack. If successful the target must make a DC 29 Will save, and does not get the benefit of spell resistance. When the crystal is full, it frees the occupant of facet #1 if another soul is taken.

A soulless body cannot be affected by any mind-affecting spell or effect. However, soulless bodies are extremely susceptible to magic jar or possession, automatically failing the saving throw against the effect. They can also be trapped in the crystal (at no save) in either the same facet as the soul (as Full Trap), or a separate one as desired. Mind and body cannot be separated while inside the soul crystal.

While inside the soul crystal, the subject is in perpetual darkness, and cannot see, hear or feel unless communicated with by someone touching the crystal. While time does pass, the subject’s state does not change inside the crystal (i.e. they don’t age or become hungry). If the body is trapped, any spells affecting the subject remain in effect when they are released as if the spell duration was paused while trapped.

The image of a trapped subject can be called forward (reflecting its image in the facet), and can be communicated with telepathically by anyone touching the soul crystal as long as the subject has some form of language.

If the physical body of a Soul Trapped creature has been killed, the soul remains in the crystal. Upon being released, it immediately floats to its alignment plane (e.g. death), however it can be brought back by resurrection, reincarnation, true resurrection, or wish. Lesser forms of resurrection like raise dead or revivify will not function if attempting to raise a creature killed in this fashion. All attempt to ressurect a dead subject while the soul is in the crystal automatically fail, including true ressurection, miracle and wish.

Commands: The commands must be properly thought while holding the soul crystal.

-Full Trap ranged: Las El Ii Ess (language, Turoor: Your soul is mine)
-Soul Trap ranged: Las El Lis Elss (language, Turoor: Your soul is trapped)
-Full Trap touch: A’Tahv (language, Turoor: The Void)
-Soul Trap touch: Ila’ta A’Tahv (language, Turoor: The Silent Void)
-Freeing a Soul: Kath-ar (language, Turoor: Freedom)


Crafting the Soul Crystal: In AD&D, the crafting of the soul crystal required a star ruby or star sapphire of 1000g value per facet, an enchant an item spell, one trap the soul and magic jar per facet; obtaining the brain of a major demon and devil per facet; a limited wish; a permanency; and a powdered bone from an ultra daemon skull. It took nine months crafting time.

In 3.5: Strong necromancy: CL 17; Craft Wondrous Items; Star ruby or star sapphire of 1000g per facet, trap the soul, magic jar; Price: 225,000g.

Originally there was some stuff about outsiders having the ability to possess creatures for a certain period of time, if released from the crystal and its body dead. This didn't translate well to 3.5 so we dropped it.

Recently, my House Rule Happy DM nerfed the item and it now only works on helpless or willing targets.
Mesiolan

03-06-08, 10:34 AM
There are several items, which were pretty nice & cool during the gaming career.

1) The glove of Moonshine - a single soft leather glove, etched with arcane runes. For self-defense, the glove emitted a shocking grasp (1d8+5) as a free action (yes, multiattack) or a burning hands spell (5d4) as a standard action. In addition, the glove gave a +2 competence bonus to any melee or ranged touch attack for spells. The wearer was considered armed.

The wearer would not activate a symbol- and glyph-spell of any level, neither by touching nor by reading it. He could wipe away any symbol or glyph with the glove (3x day target dispel by touching the symbol). With the finger he could trace a symbol of death, insanity, sleep or pain into the air or on any surface (3x day one symbol up to 9th level).

Once per day, with the snap of the fingers a time stop of fixed three rounds was evoked.


The creator and wielder loved a tasty "timestop & cover foes in symbols" combo.


2) Green Whip - a +1 whip, which left a patch of green slime on any target it struck. Forget the damage of the whip, man!


3) The Laen Dagger - a masterwork dagger of a super-hard crystal, which ignored magic. Only armor and dexterity could protect you from this blade. The mage armor/shield of faith/enhancement bonus to XXX were ignored. And no magic could influence the dagger - neither grease nor disintegration.

It was a feared weapon in the hands of a mage slayer/assassin/rogue.


4) Force armor - the gladiator in the arena appeard to be unarmored. He was not hit once by the epic level barbarian. The gladiator took his time to gut the PC. A "truesight" revealed the gladiator was protected by an invisible armor, made of pure force (insane bonus to AC, DR, SR and elemental protection). It gave the word "tank" a new meaning.

The barbarian was raised after the party put the gladiator into a force cage, filled with a cloudkill spell.

5) There was an archer at epic levels, who used rods of cancellation as arrows to disarm foes. Expensive.
aelryinth

03-06-08, 05:41 PM
What edventure said. And it gives you three hours of time. And yeah, it basically puts you in your own dimension, so most things can't affect/detect you, unless they work across planes. The reason it only gives you three hours is twofold: A) That is the lowest manifester level possible (The caster level for the ring is 5, for the power is 3) and B) With the ring of sustenance, you only need 2 hours of sleep anyway.

The closest spell version I'm aware of is Leomund's Tiny Hut (http://www.d20srd.org/srd/spells/tinyHut.htm). IMO, the psionic version is significantly better.

Um, it's a variant of Rope trick! :)

I love Rings of Sustenance. Throw on an immunity to disease effect and you are free from all common cares of the average person.

==+Aelryinth
WereForged

03-07-08, 04:09 AM
Best Magic wepon i ever made was a swrod that did the oppisite of what the p[layer wanted. Ofcourse said player didn't know this ta the time. He almost killed himself when he "accidently" stabbed himself in the stomache.
solbergb

03-07-08, 01:25 PM
Most useful had to be the boots of expeditious retreat my gnome wizard made for the whole party.

We were constantly having difficulties with enemies just running away. Also this was in a "low tech" campaign without heavy armor, so having a speed advantage on most enemies to allow skirmish tactics was also really important.

Just a simple item really, not too expensive even with 3.5 changes to magic item costs. By far the most appreciated thing I ever did with my downtime.
Mad_Jack

03-09-08, 05:32 AM
My "boots of many verbs", lol...

Boots of tumbling pimped out with the abilities of boots of striding and springing ... Enhancement bonus to your movement, bonus to your jump and tumble rolls... For the price, it's not exactly a must-have item for most people.
Unless those people are spiked-chain swashbuckler/swordsages kicking it hardcore Shadow Hand (shadow blade, shadow jaunt, assassin's stance, etc.), lol... :D I'd've thrown on some other stuff, but I needed the cash to pimp out his armor and chain.

I've made more powerful items, and more interesting items, but the "boots of many verbs" had to be the most solidly useful ...
Catwhoplaysguitar

03-09-08, 07:24 AM
One of the DMs I know made this - though it technically isn't an item, but it's still a weapon - Vorpal Fists

Next up was the intelligent item I made - it was fun. It was a short sword which had the soul of a mage slayer trapped inside it, it was powerful, just not build to kill the mages it hated so much, it spent most of that campaign harassing the bard since the bard was the only one who passed the ego check when they first got it.
Majick

03-09-08, 09:18 AM
I'm not sure if this is my best but i guess i'll lay it out for y'all and you can judge what you think of it:

Figurine of Wondrous Power: Jim the Farmer

Upon speaking the command word, a moderately sized male human appears before you in a puff of humid smoke. He seems quite weather worn; tanned skin and tattered clothes being the indicator. As the smoke clears, you notice he has a rather large scythe on his back and a small work-mans hammer on his belt. His tone, when questioned, is simple but pleasant.

Jim the Farmer may be summoned once every three days and can perform the following special abilities once per summoning (caster lvl 10):

Control Weather - for making a good harvest
Leomund's Secure Shelter - a homely place to sleep
Create Food and Water - because all folk need to eat

The shack, other than the benefits already given, also has the extra added benefit of having Endure Elements permanently active inside, meaning there is usually no need for additional heating or cooling (barring extreme circumstance).

In addition, those who spend a night in "Jim's Shack" get the benefits of a full nights tended care as Jim stays up adjusting pillows, bringing people food and playing his wooden pipe flute in subtle soothing tones.

Jim himself has a special ability called Crop Sense (permanently active), which essentially allows him to locate, discern the direcion of and know the general status of any 'crop' (crop being a loose term, but essentially any type of plant used as a stable food supply by sentient, intelligent beings) within a 100 mile radius

Thoughts?
Callista

03-09-08, 11:58 AM
Cool. I like it.

For sheer usefulness, I'd have to say Ring of Prestidigitation... but that's not all that imaginative, as the real creativity comes in using it!
Jvance420

03-09-08, 11:35 PM
My "boots of many verbs", lol...

Boots of tumbling pimped out with the abilities of boots of striding and springing ... Enhancement bonus to your movement, bonus to your jump and tumble rolls... For the price, it's not exactly a must-have item for most people.
Unless those people are spiked-chain swashbuckler/swordsages kicking it hardcore Shadow Hand (shadow blade, shadow jaunt, assassin's stance, etc.), lol... :D I'd've thrown on some other stuff, but I needed the cash to pimp out his armor and chain.

I've made more powerful items, and more interesting items, but the "boots of many verbs" had to be the most solidly useful ...



Hmmm....what would be the cost on these? :p
Bloodsoul

03-09-08, 11:42 PM
Tried making Soul Edge from the Soulcalibur videogames; not sure if I still have the stats down and it still needed some work. Actually, I'm currently trying to stat out Soulcalibur III's "Rune Blade" and "Demon Knife" as artifacts used by a deity (who originated in the game's Create-A-Soul mode). Demon Knife looks fairly easy; epic gargantuan adamantine dagger with abilities similar to Uncanny Blow and Awesome Blow (to represent the increased damage and increased pushback force). Translating "Guard Impact" for the Rune Blade will be a bit more difficult, though (maybe I can do something with attacks of opportunities?).

Aside from that, 'fraid only custom items I've made have been your typical weapons, armour, and combining like-minded wondrous items with each other. Oh, speaking of that deity, I'm also trying to make an improved artifact version of the Elixir of Love, something that'll last longer, affect more creature types, and have a higher DC.
Mad_Jack

03-10-08, 05:17 PM
Hmmm....what would be the cost on these? :p

Well, boots with a +5 bonus to tumbling are 2500...
Boots of striding and springing are 5500...
per the MIC, adding a more expensive item's abilities to a less pricey one is cheaper than the other way around, so you get...

"Boots of Many Verbs".... 9250 gp

A bit expensive for a random item, but with my character being all about moving around in combat, a +10ft movement enhancement and +5 to both jump and tumble checks seemed worth the price to have all in one item slot, considering that separate items would have only cost 1250 less and the total cost was split over several levels... (Saved the 6750 for the upgrade over about four character levels.)

For 9925 gp, you could start with boots of agile leaping to use Dex for jumping instead of Str, as well as stand up from prone as a swift action with no AoE (asssuming 5 ranks in balance) for 300 gp, and then add the tumbling and striding and springing... Them's some damn spiffy magic boots for under 10 grand... :-D
Beckettvampire

03-11-08, 01:11 AM
Kind of stupid, but still funny in you like messing with the rules. A wand of Identify. Rather many Wands of Identify. I was a Cleric with the Knowledge, Magic, and Oracle Domains. Identify has an Expensive ARCANE Comp. For the Cleric, even selling at half price, you could sell them for like x4 profit.
Baldwinthemerciful

03-11-08, 01:54 PM
Here is a draft of an intelligent weapon that I am considering using in a game that I run that is based on a much expanded version of the Shattered Gates of Slaughterguard Module. The weapon does not fit neatly into the usual abilities/powers that are outlined under the intelligent weapon section.

If anyone has any constructive suggestions, to modify the weapon feel free to post them.


Fharn “the Redeemer of Life”: +2/+4 holy light mace (alchemical silver) with a large sapphire (navy blue) gem which resembles and has the characteristics of an eye; AL: NG;
Int. 10, Wis. 16, Chr. 16; speech (common and celestrial), 60 ft darkvision and hearing;
1d6+2, 2d6+4 undead; Ego score: 18

Lesser Powers: Bless 3/day all allies within 30 feet, cure moderate wounds wielder 3/day 2d8+3.

Greater Power: turn undead as +2 level, 2 extra turns per day, and deals normal damage against incorporeal (ghost strike)*

Special Purpose: defeat/slay undead.*

Personality: Fharn was a loyal and trusted companion to blacksmith and high priest Jaxal Hammersmith, follower of Fharlanghn. Fharn was created out of divine inspiration that Jaxal received during his morning prayers. Legend has it that Jaxal stayed awake and fasted exactly 120 hours (5 days) completing the famed weapon. Upon completion, Fharn and Jaxal began a long campaign traveling the world ridding it of the undead. Jaxal perished in the Valley of the Obelisks during the war against Mu Tah Laa and his demonic hordes. Since the war, it was rumored that Fharn was wielded by several lesser men until it vanished some 800 years ago. Fharn has awoken and is in search of a new companion who will seek out and commit himself to battle the undead and further goodness. Fharn will be loyal, brave and offer occasional advice to someone upholding its mission to destroy the undead and further goodness.

Fharn always seeks to confront the undead. If the person turns away to flee or avoid the undead an immediate DC18 Will save is necessary. Failure of the DC 18 results in the wielder going back to confront the undead, with or without his party members. A successful DC 18 will result in Fharn withholding healing the next time it is needed. Fharn will hold the grudge, if necessary.

*Relic - If wielded by a cleric of NG, LG alignment the Greater Power and special purpose is revealed. That cleric will also lose a 3rd level spell in exchange for the powers. If the cleric chooses not to volunteer to lose the spell slot then a Will Save of DC 18 (ego) needs to be made.

You will feel an urge to disregard all other magic melee weapons. DC 18 to resist the urge, daily.

Strong/approaching overwhelming: evocation (undead); strong conjuration (healing) strong enchantment (compulsion), CL 18 craft magic and armor; miracle; cost 79205 GP
15 plus 9 spell level= 24 spell check on divination [yellow bordering on white aura]
15 plus 1 spell level = 16 bless [yellow]
15 plus 2 spell level = 17 cure moderate [yellow]