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| Darien_CR02-04-05, 03:27 PM | I notice anyone has done this before.... Please post here all items you have invented (specific weapons, staffs, wondrous items, artifacts, etc...). I'll be posting mine soon. EDIT: Here they are. STAFFS Night/Day: This wooden staff with one white crystal ball in one end, and a black one on the other, allows the use of the following spells: · Darkness (1 charge) · Daylight (1 charge) Caster Level: 3rd; Prerequisites: Craft Staff, darkness, daylight; Market Price: 8,000 gp. Life/Death: This pale staff with one green crystal ball in one end, and a black one on the other, allows the use of the following spells: · Raise Dead (1 charge) · Animate Dead (1 charge) Caster Level: 9th; Prerequisites: Craft Staff, raise dead, animate dead; Market Price: 105,000 gp. Illusion/Reality: This staff with one light blue crystal ball in one end, and a green one on the other, allows the use of the following spells: · Mirage Arcana (1 charge) · True Seeing (1 charge) Caster Level: 11th; Prerequisites: Craft Staff, mirage arcana, true seeing; Market Price: 105,500 gp. Order/Chaos: This staff with one white crystal ball in one end, and a red one on the other, allows the use of the following spells: · Dispel Chaos (1 charge) · Dispel Law (1 charge) Caster Level: 9th; Prerequisites: Craft Staff, mirage arcana, true seeing; Market Price: 59,000 gp. WONDROUS ITEMS Cloak of Shadows: This dark gray mantle is rather ordinary except when an evil spellcaster wears it, in such a case, the cloak surrounds its wearer in a shadowy cloud granting him a 20% miss chance, or a 50% miss chance in a shadowy illumination, darkvision ignores this effect. Additionally, the wearer of a cloak of shadows gains damage reduction 5/good, and spell resistance 21. Strong abjuration [evil]; CL 20th; Craft Wondrous Item, stoneskin, spell resistance, darkness; Price 117,600 gp. MINOR ARTIFACTS Scroll of the Sphere: The Scroll of the Sphere is completely black, and a text is written on it in black ink (which makes it impossible to read unless the reader has darkvision). Anyone who reads the text aloud will instantly summon a Sphere of Annihilation in the space of the scroll, swallowing it into the void. What is written in the Scroll of the Sphere is in Common alphabet, though what it says is nonsense in any language. MAJOR ARTIFACTS Digitabulum Magae: In the hands of the Wielder, with a single thought this bracelet can become either a +6 keen holy longsword, a +5 fullplate of heavy fortification that allows any Dexterity bonus and has no check penalty or arcane spell failure, a +5 large steel shield that allows any Dexterity bonus and has no check penalty or arcane spell failure and automatically deflects any ranged attack (mundane or magical); or all of them at the same time. Even remaining as a simple bracelet, this artifact grants its wielder the benefits of the haste spell and the foresight power, plus a +10 insight bonus to AC, attack and damage rolls. In either form, the wielder can manifest the following powers as if she were a psion of 20th level. · Time Hop (at will) · Clairaudience/Clairvoyance (at will) · Hypercognition (1/day) · Recall Death (1/day) · Temporal Velocity (3/day) · Time Regression (3/day) · Time Regression (1d4+1 years back in time, once per wielder only) Save DC 25+power level. Usually only one woman per generation is chosen to wield the Digitabulum Magae, if another woman wields it, she automatically gets 1d4 negative levels until she releases the artifact. Worst, if a man wields this powerful artifact, he gets 2d6 permanent negative levels, and the artifact won’t work for him. |
| IMarvinTPA02-04-05, 04:34 PM | This item is for my player who can't figure out what he wants to be. We play in a heck-of-it game for those days not everybody shows up for our real game. Your shirt has the capability to convert your race and your class levels once every 7 days. When you change, you can select which stat its enhancement bonus modifies. Each use of this ability drains 5% of the XP that it would take for you to reach the next level, or 50 * Current ECL. (So, if you were to use this ability at 1st level, it would cost 50xp, at 2nd level 100, etc). It takes 12 hours for the transformation to complete. Also, once per month, you can also change a willing subject. The start of the transformation breaks any charm or domination effects immediately, and should they no longer be willing cancels the change. It costs the subject twice the XP you would normally loose. You (and your subject) hear thousands of whispers of unknown voices from the shirt while using this ability. You know the dangers of choosing a non-humanoid race, and almost any race is available except outsiders, true dragons (half is ok), and something I just forgot. The transformation redistributes the 40 point point buy, racial and leveling stat bonuses, feats, and skills. Inherent bonuses do not shift. Items cannot be affected by this change (except your shirt.) |
| evangelion101002-05-05, 07:02 PM | Mithril Shirt – This incredibly fine mithril shirt is made magically spun mithril thread. The shirt is nigh indestructible, having the same resilience as mithril chain shirt. It is not however armor, and as such provides no armor check penalty, no max dex limit, arcane spell failure, nor bonus to AC. It is however very suitable to graft magic to it. This shirt may have any property added to it that regular armor has, with the exclusion of an enchantment bonus to AC. Non-magical Price 1250 gp Weight 2 pounds. Famous Rogue's Gloves of Mastery: Storage, Returning and Dexterity These gloves is valued by all wielders of small blades, in particular rogues. The gloves function as several gloves – gloves of dexterity, Gloves of storing, and gloves of returning, with several differences. The gloves come in a set of two, and both must be worn to gain most benefits. They have the following abilities -Returning: If a weapon is capable of being thrown, the weapon gains the returning property as per the DMG (pg 225), regardless of if it is a magical weapon. This effect lasts only for one round. After one round has passed, the thrown item loses the returning property unless it had it originally. Original magical enchantments stay on the weapon. -Storing: This function uses a small extra-dimensional storage space to store up to 15 pounds worth of items. As a free action, a user can command an object which is unattended and in his hand to disappear within the dimensional storage space. Attended objects may be drawn in if the possessor of the object allows it to. No item may be bigger than a medium short sword. Calling out the first item in a round is a free action, however additional withdrawals are considered move actions unless the wearer has the quick draw feat, or is withdrawing ammunition (Arrows, shuriken, etc.) The extra-dimensional storage only functions if both gloves are worn by the same creature. An item placed in a glove during one round maybe withdrawn the next round in either hand, regardless of which glove it entered in. If one round has not passed, the item may only be called out into the hand in which it entered. Dexterity: Finally, some gloves have been further enchanted to include a +2, +4 or +6 enchantment bonus to dexterity. This functions exactly as the Gloves of Dexterity, DMG (pg 257) Craft Wondrous Item: Cat’s Grace, Magic Stone, Telekinesis, Leomund’s Secret Chest, CL 9th. Final Pricing: Famous Rogue's Gloves of Mastery: Storage, Returning and Dexterity +2 Dex = 30,000gp +4 Dex = 47,500gp +6 Dex = 67,500gp (Glove pricing courtesy of Seeker 95) Weapon Enchantments: Phantom/Splitting: (Originally suggested by Edymnion) – This enchantment is useful for users of throwing weapons. It allows any weapon with this enchantment to make copies of itself. These “phantom” images have the same abilities as the original weapon, last one round each, and may only be used by the wielder of the original weapon. Conjuring up a weapon is a free action, and the dagger appears somewhere on the person wielding the dagger. The wielder is still limited to throwing only one weapon per attack he would normally get, regardless of the number of daggers created. The limits for multiple thrown weapons still apply – that is a user still needs quick draw to throw more than 2 daggers (assuming one in each hand) Strong Transmutation, CL 15th, +3 weapon enchantment. Silence: This item creates a reduced field of silence about it as per the 2nd level spell. This enchantment is most often put on daggers or other small weapons. This weapon is typically wielding by rogues or those who intend to be fighting spellcasters. Typically there is a dial at the base of which has three settings, which determine the radius of the silence spell (10’, 5’, none). Altering this setting is a move action which does not provoke an attack of opportunity. Cost: 24,000 ( 2 (spell level)*3(caster level)*2,000*2(use activated)) CL 3rd, craft magical arms and armor, User must be able to cast silence. Credit is given where it it due... They are all items for rogues, specifically throwing rogues. (accumulated, since i hate the lack of viability for a legal MtW build.) |
| Andrew_98002-05-05, 07:37 PM | in second edition i had a mage that made troll bombs, acid filled clay orbs with a firetrapspell on them (in second, FT went off it the object broke) eat fire and acid stupid regeneraters |
| ChimericalWolf02-05-05, 09:18 PM | I designed an item for a friend's game for my character's own personal use. Flask of Holding. Why have all sorts of different vials and such hanging off your belt when you can have a singe nigh-indestructable container for the whole lot? It was very useful whilst playing my Chaos Mage, and casting out of my hitpoints. And by useful I mean if anyone suggests playing anything like him ever again, I'll be forced to take drastic and forceful measures. Also the Wolfie-skin coat. A normal coat, fills the armor/robe slot, provides no AC, but with Bags of Holding on the insides, so you can just reach into your coat and pull out whatever you need. Stylish. |
| Darien_CR02-08-05, 12:14 PM | I posted my items (read them at the top). |