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Cyric-The-Insane
Seeker

65 Posts |
Posted - 15 Jan 2004 : 04:21:21
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To be Serious.. I could think of no where eles to go with this question! My Family? PLEASE! =P
here is my request of all of you.. I need offical or non-offical Ideas for items used in Forgotton Realms. Not weapons or helmets.. I mean recreation Items or perhaps little mage trinkets. 
EXAMPLES: Smoking Pipe Diffrent forms of Ale  Bag of Dice = = = = = = = = = = = If your going to give off an uncommon item please say what it does.. I am not phsycic... Oh and only one talking sword please... After Baldurs Gate 2 Im done with annoying swords that are better for whining then killing  * * * * * * * Got it? It will all goto a great cause.. And if U have Neverwinter Nights.. Im sure you already know why I want these
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Edited by - Alaundo on 16 Jan 2004 17:02:09
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The Sage
Procrastinator Most High
    
Australia
31799 Posts |
Posted - 15 Jan 2004 : 06:08:55
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Hmm...an interesting request, although probably not the most appropriate place to ask it...
Anyway, I must ask - Have you searched through the catalog of The Sage's Magic Shop?. It has a small number of trinket-type items that may be of interest to you.
Other than that, I'll try putting some other ideas together for your request. Can I also assume that other such sundry items like hats, quills, and snuff-boxes may also be of some use to you for this?...
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Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)
"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood
Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage |
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Ezindir the dark
Senior Scribe
  
Norway
603 Posts |
Posted - 15 Jan 2004 : 18:58:12
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quote: Originally posted by Cyric-The-Insane
To be Serious.. I could think of no where eles to go with this question! My Family? PLEASE! =P
here is my request of all of you.. I need offical or non-offical Ideas for items used in Forgotton Realms. Not weapons or helmets.. I mean recreation Items or perhaps little mage trinkets. 
EXAMPLES: Smoking Pipe Diffrent forms of Ale  Bag of Dice = = = = = = = = = = = If your going to give off an uncommon item please say what it does.. I am not phsycic... Oh and only one talking sword please... After Baldurs Gate 2 Im done with annoying swords that are better for whining then killing  * * * * * * * Got it? It will all goto a great cause.. And if U have Neverwinter Nights.. Im sure you already know why I want these 
So now there are 2 worhippers of Cyric, Bah, as cyric wasent enough, where shall this end . |
Learn about the Ways of Vhaeraun . - Check out my bio, majore update - The Wanderers Quest
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Cyric-The-Insane
Seeker

65 Posts |
Posted - 16 Jan 2004 : 04:43:52
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I Don't remember asking for the Jewl Of Spam.. 
Thanks And yes Quills would work Wonderfully.. Hats are more armor related...
3 Adventurers sit around in a Tavern... What do they do to pass the time.. Game of Dice? Puff of a Pipe..
I know thats not all they had.. There must be things I am forgetting.. Or mabey Inn Items, Ehh..
These Items are to encourage Roleplaying basically I also Found: Fishing Rod  |
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Trafaldi
Learned Scribe
 
264 Posts |
Posted - 16 Jan 2004 : 13:41:09
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The arms and equipment guide has a great selection of items and also of liquors with dc saves so i would look in there because the selaction is quite good. |
Some believe there is something more after death, if you really want to find out... go kill yourself and stop pestering me. |
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Cyric-The-Insane
Seeker

65 Posts |
Posted - 16 Jan 2004 : 14:53:52
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I would try to keep away from equipment, I don't want just plain old
"Helmet of Light" That lets u cast a spell or two.
I am trying to look for things that require no fighting to be enjoyable. Things that encourage people to hang out around town talking with each other.. We know back in forgotton realms people did not just kill, Buy Equipment, kill, Upgrade equipment.
P.S. If the equipment you were referring to was indeed what I originally asked for then, sorry I misread your post, Ill go check!
Also Found: Deck of Cards |
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Capn Charlie
Senior Scribe
  
USA
418 Posts |
Posted - 17 Jan 2004 : 07:55:58
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Have you read Aurora's Whole Realms Catalogue?
It changed my game. Best. Sourcebook. Ever. |
Shadows of War: Tales of a Mercenary
My first stab at realms fiction, here at candlekeep. Stop on by and tell me what you think. |
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Bookwyrm
Great Reader
    
USA
4740 Posts |
Posted - 17 Jan 2004 : 08:03:03
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Ah, so you've come to your senses and are begging for aid. Don't worry . . . we'll have you cured of the Cyric taint in no time . . . .  |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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Cyric-The-Insane
Seeker

65 Posts |
Posted - 17 Jan 2004 : 23:40:36
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If I could afford it... do you think I would come here LoL! 
P.s. im not tainted I Serve him of my own Will.. It started when I read this book from a man known as Seraph of Lies. |
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Shadowlord
Master of Realmslore
   
USA
1298 Posts |
Posted - 19 Jan 2004 : 20:32:26
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Bah, another Cyric worshiper??? Ezindir, they're everywhere!!!! |
The Chosen of Vhaeraun "Nature is governed by certain immutable rules. By virtue of claw and fang, the lion will always triumph over the goat.Given time, the pounding of the sea will wear away the stone. And when dark elves mingle with the lighter races, the offspring invariably take after the dark parent. It is all much the same. That which is greater shall prevail. Our numbers increase steadily, both through birth and conquest. The dark elves are the dominant race, so ordained by the gods." Ka'Narlist of the Ilythiiri. |
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Ezindir the dark
Senior Scribe
  
Norway
603 Posts |
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Shadowlord
Master of Realmslore
   
USA
1298 Posts |
Posted - 19 Jan 2004 : 22:13:18
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Hmmm, many thanks for including my view of Cyric.... I'm sure many scribes agree with me.   |
The Chosen of Vhaeraun "Nature is governed by certain immutable rules. By virtue of claw and fang, the lion will always triumph over the goat.Given time, the pounding of the sea will wear away the stone. And when dark elves mingle with the lighter races, the offspring invariably take after the dark parent. It is all much the same. That which is greater shall prevail. Our numbers increase steadily, both through birth and conquest. The dark elves are the dominant race, so ordained by the gods." Ka'Narlist of the Ilythiiri. |
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Cyric-The-Insane
Seeker

65 Posts |
Posted - 20 Jan 2004 : 04:10:22
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HOLY LAGOLA!!!!
god... Feels like a fastfood restraunt here.. The air is think with SPAM

Roleplaying Items... Its already obvious I Serve Cyric.. Doesnt need to be repeated!! Go make yur own post! |
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Naroon Shimmerflow
Learned Scribe
 
Norway
104 Posts |
Posted - 20 Jan 2004 : 04:46:06
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HAHAHAH!!! all these Cyric worshipers, how do he fool them all?
but Shadowlord and Ezindir we should not tease them for what they are  |
Good dice rolls, beats good tactics anytime[/size=1] |
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Lina
Senior Scribe
  
Australia
469 Posts |
Posted - 20 Jan 2004 : 13:56:38
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If you call the taverns an item I think you could use it. Seems to me that most adventuring types spend their free time whoring, gambling and drinking, all of which are located at the nearest tavern. Although I think the tavern wenches might take offense if you called them "items" as would females in the real world. |
βDarkness beyond twilight, crimson beyond blood that flows! Buried in the flow of time. In thy great name. I pledge myself to darkness. All the fools who stand in our way shall be destroyedβ¦by the power you and I possess! DRAGON SLAVE!!!β
"Thieves? Ah, such an ugly word... look upon them as the most honest sort of merchant." -Oglar the Thieflord |
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Cyric
Senior Scribe
  
Norway
388 Posts |
Posted - 20 Jan 2004 : 20:26:08
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Ah god to se you dear Cyric the insane i hope you stay a bit longer this time |
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Shadowlord
Master of Realmslore
   
USA
1298 Posts |
Posted - 20 Jan 2004 : 20:28:36
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quote: Originally posted by Naroon Shimmerflow
HAHAHAH!!! all these Cyric worshipers, how do he fool them all?
but Shadowlord and Ezindir we should not tease them for what they are 
Hmmm, would you be mad if I disagreed, my friend Naroon? |
The Chosen of Vhaeraun "Nature is governed by certain immutable rules. By virtue of claw and fang, the lion will always triumph over the goat.Given time, the pounding of the sea will wear away the stone. And when dark elves mingle with the lighter races, the offspring invariably take after the dark parent. It is all much the same. That which is greater shall prevail. Our numbers increase steadily, both through birth and conquest. The dark elves are the dominant race, so ordained by the gods." Ka'Narlist of the Ilythiiri. |
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Cyric-The-Insane
Seeker

65 Posts |
Posted - 31 Jan 2004 : 05:13:56
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*Twitch Twitch*
Okay I was polite Before.. Now Im going to Flat out say it.. Stop the Spam!!! Or YOur The Nickname for the new Whores im adding to my Tavern MWAHAHA!!!
shadow Lord indeed.. Guess what Yur bending over for 15 Coppers!!!!
Thanks for Tavern Idea Pure Gold! |
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EcThelion
Learned Scribe
 
Norway
323 Posts |
Posted - 31 Jan 2004 : 14:06:51
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I've almost got to agree with Cyric-The-Insane, here! 1 comment about the odd cyric Worshipper is more than enough, but when there are most posts about that then there are about the actual topic then you need to stop it.
Beware of the Staff of the Irriteted Moderator +5
Nuff Said  (Sorry for the off-topic SPAM, but this was getting out of hand! ) |
Ec'Thelion, formerly known as Forgotten One, now known as Ec'Thelion the Overpowered. Currently not all that active. I'm preoccupied with Warcraft III for the moment. Bite me :P |
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Cyric-The-Insane
Seeker

65 Posts |
Posted - 03 Feb 2004 : 22:16:02
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A thank You :)
I Think people Are Scared to post now LOL 
But I am making Great Progress Some of it because of this post Thanks.. Think of anything please post it..
(Im interested to here Aluandos thoughts on this Request.. Im sure he would have something cool!! ) |
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Shadowlord
Master of Realmslore
   
USA
1298 Posts |
Posted - 03 Feb 2004 : 22:21:19
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Accept my most humble apologies, but the Mad-One's Followers unnerve me..... |
The Chosen of Vhaeraun "Nature is governed by certain immutable rules. By virtue of claw and fang, the lion will always triumph over the goat.Given time, the pounding of the sea will wear away the stone. And when dark elves mingle with the lighter races, the offspring invariably take after the dark parent. It is all much the same. That which is greater shall prevail. Our numbers increase steadily, both through birth and conquest. The dark elves are the dominant race, so ordained by the gods." Ka'Narlist of the Ilythiiri. |
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Alaundo
Head Moderator

    
United Kingdom
5696 Posts |
Posted - 04 Feb 2004 : 16:52:54
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quote: Originally posted by Cyric-The-Insane
A thank You :)
I Think people Are Scared to post now LOL 
But I am making Great Progress Some of it because of this post Thanks.. Think of anything please post it..
(Im interested to here Aluandos thoughts on this Request.. Im sure he would have something cool!! )
Well met
Hmmmm, i'll give this some thought, Cyric-The-Insane. Let me see what I have in my robe pockets!  
In the meantime, as well as the aforementioned Aurora's Whole Realms Catalogue, study the tome entitled Ultimate Equipment Guide (Mongoose Publishing). I found this tome of particular interest. |
Alaundo Candlekeep Forums Head Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
An Introduction to Candlekeep - by Ed Greenwood The Candlekeep Compendium - Tomes of Realmslore penned by Scribes of Candlekeep
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Cyric-The-Insane
Seeker

65 Posts |
Posted - 07 Feb 2004 : 06:44:19
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Is that man Phsycic?? He never talks until its requested.. that is seriously freaky 
But thank you very much..
Ill check it out see if they have anything fun for my heros to do  |
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Cyric-The-Insane
Seeker

65 Posts |
Posted - 10 Feb 2004 : 05:13:09
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uhmmmm... what so you think you can bump my tome down with "new books" I don't think so.. gimmie more items u lazy schoalers!! |
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Cyric-The-Insane
Seeker

65 Posts |
Posted - 28 Feb 2004 : 17:31:43
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bump |
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Bookwyrm
Great Reader
    
USA
4740 Posts |
Posted - 28 Feb 2004 : 17:56:43
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That is hardly a significant contribution, O Insane One.  |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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The Sage
Procrastinator Most High
    
Australia
31799 Posts |
Posted - 02 Mar 2004 : 12:41:16
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quote: Originally posted by Cyric-The-Insane
bump
Indeed...
Cyric-The-Insane, I know that such 'tools' for attention are in common use on the WotC Boards, but here at Candlekeep - with our much smaller community of scibes - we like to see our fellow scribes making more of a contribution to these great scrolls of knowledge than just 'bump' and irritating 'Me too' posts. I'm sure that Alaundo would tell you the same thing... They are a distracting nuisance, and fill an otherwise interesting scroll with inane chatter. Please try to refrain from using them here.
If you must draw attention to your scroll, trying posting an extension (as in more information) to your original reason (or query) for posting, or simply try updating your post with some new information that you may have come across or discovered while searching for answers on your own...
And lastly, given the smaller community of scribes here at Candlekeep, it sometimes takes a few days, even a week for the entire community to visit and peruse those scrolls that may interest them. Just give it a little time...
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Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)
"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood
Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage |
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Alaundo
Head Moderator

    
United Kingdom
5696 Posts |
Posted - 02 Mar 2004 : 14:02:06
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Well met
Ahem, I had completely missed the latter pennings of this scroll somehow 
Indeed The Sage and Bookwyrm are quite right, Cyric-The-Insane, please give time for responses and use other methods of bringing a scroll to the forefront. You could always contact me and i'll pin it up on a higher place for a period of time  |
Alaundo Candlekeep Forums Head Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
An Introduction to Candlekeep - by Ed Greenwood The Candlekeep Compendium - Tomes of Realmslore penned by Scribes of Candlekeep
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Ezindir the dark
Senior Scribe
  
Norway
603 Posts |
Posted - 02 Mar 2004 : 15:06:50
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Greetins!
I just have to point out the ironi in your posting, by posting Cyric_the _Insane got the attention to his post exaktly as he wanted.
Hehe....
But now I gave him some more attention  , so I cant blame ya (not that I would anyway, he had, after all, to be corrected ). |
Learn about the Ways of Vhaeraun . - Check out my bio, majore update - The Wanderers Quest
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Cult_Leader
Learned Scribe
 
USA
337 Posts |
Posted - 05 Mar 2004 : 15:48:45
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Flask of Liquid Identification This crystal flask has a small white label on one side. If a liquid is placed inside the flask, the white label will identify it. For example, if the flask has a potion of healing in it when it is found, the label would read "potion of healing." When the flask is empty, the label is blank (so, were someone to drink the example potion of healing, the label would go blank). The flask can be used to identify liquids other than potions. It can be used to detect poisons and to identify mundane liquids (such as wine).
Caster Level: 3rd; Prerequisites: Craft wondrous item, detect poison, identify; XP Cost: 110, Material Cost: 1,375 gp.; Market Price: 2,750 gp.
(Converted to the 3rd Edition by Jeff Longcore from the original item on page 17 of the Lore of the Crypt Book #1 Magical Treasures.)
Ring of Knowledge This small ring of white gold allows its wearer to gain information on knowledge on any subject as if the wearer of the ring were employing the legend lore spell. This ring may be used up to a maximum of once per day (each inquiry made using the ring of remembering is subject to the same conditions and time requirements list under the spell legend lore on pages 219 and 220 of the Player's Handbook.
Caster Level: 10th; Prerequisites: Forge ring, legend lore; XP Cost: 800; Material Cost: 10,000 gp.; Market Price: 20,000 gp.
(Converted to the 3rd Edition by Jeff Longcore from the original item on page 68 of the Lore of the Crypt Book #1 Magical Treasures.)
Ring of Remembering This small ring of interlocked silver and gold leaves allows its wearer to "see" and recite the general history of any single object, and can be used three times each day. (At the DM's discretion, certain events may stand out in greater detail to the character using the ring.)
Caster Level: 16th; Prerequisites: Forge ring, hindsight; XP Cost: 7,680, Material Cost: 96,000 gp.; Market Price: 192,000 gp.
(Converted to the 3rd Edition by Jeff Longcore from the original item on 46 of The Arduin Grimore - Vol. 1.)
Rod of Conducting This thin rod resembles a conductor's baton. It is said that a bard who wished to magically pass some of his talent to his son first constructed this rod. While useless as a melee weapon, a rod of conducting grants its wielder the ability to cast the following bard spells three times daily:
Allegro (S&S, page 89) Crescendo (S&S, page 90) Fortissimo (S&S, page 91) Otto's Resistible Dance (S&S, page 94)
Caster level: 13th; Prerequisites: Craft Rod, allegro, crescendo, fortissimo, Otto's resistible dance; Market Price: 85,320 gp; Weight: 1 lb.
(Created by Keith Abbott, and found on page 23 of the Millemundi handbook.)
Skeleton Key This is a small mithral key. It can be used three times each day to lock or unlock any door, as long as there is a physical keyhole that this item can be inserted into. This key may only be used on doors, and the normal rule for the knock spell versus the arcane lock spell apply.
Caster Level: 3rd; Prerequisites: Craft wondrous item, hold portal, knock; XP Cost: 180, Material Cost: 2,250 gp.; Market Price: 4,500 gp.
(Converted to the 3rd Edition by Jeff Longcore from the original item on page 16 of the Lore of the Crypt - Book #1 - Magical Treasures.)
Tathlum "This weapon of war with magical properties can be made by anyone of the Celtic religions. First, cut off the head of an enemy and coat it with lime gotten from a lime pool in the former territory of the dead person, allowing several coats to dry to a rock hard ball. It takes one day to do each coat, and each coat takes one week to dry. When thrown at friends of the former owner of the head under bright sunshine, it will have the effect of doing damage up to Ό of the original hit points of the person hit. If the person hit is a relative of the head, ½ of the hit points are taken away. This weapon is usable only once." Note: The creation and/or use of a tathlum are evil acts. Using such a weapon incurs a non-proficiency penalty of -4 to the wielders ranged touch attack roll.
Caster Level: 11; Prerequisites: Craft Wondrous Item, harm; XP Cost: 264 XP; Material Cost: 3,300 gp; Weight: 5 lb; Market Price: 6,600 gp.
Wondrous Items
Demon's Horde Bracers Human spellcasters are not the only creatures able to craft magical items. While most powerful demons choose to specialize in combat, a few work from behind the scenes, honing their magical abilities instead and churning out powerful magic items for their demonic hordes. The Demon's Horde Bracers are once such item.
Worn as a set, each bracer is crafted from black steel and inlaid with black onyx in strange, abyssal patterns. They afford their wearer a +3 armor bonus, similar to bracers of armor +3. Additionally, one of each pairs of bracers is inset with three large runes, which when activated affects the wearer as if the spell had been cast on them. Each rune may be activated once per day, and activating one is a standard action.
First rune: Dimension Door (720ft range, self and two medium creatures or one large creature) Second rune: Greater Invisibility (Improved Invisibility) (self only, duration 8 rounds) Third rune: Divine Favor (+2 luck bonus to attack and damage for one minute)
The bracers, however, have a limitation. While any wearer can use the first rune, the second and third runes may only be used by a demon of the type specified upon the item's creation. Furthermore, the item does not resize to fit its wearer. Each rune glows an eerie red when if its wearer can use it and its charge has not been used for the day.
Caster Level: 8th; Prerequisites: Craft Wondrous Item, dimension door, divine favor, invisibility, greater, resistance; Market Price: 47,880gp; Cost to Create: 23,940gp and 9,576 XP; Weight: 1lb.
Dwarven Beard Rings It's widely known that dwarven men value their beards highly, and take any damage to their beards very seriously. It is for this reason that certain enemies of the dwarves have occasionally use traps or magic to cut, burn or otherwise damage a dwarf's prized facial hair. Though magic item creators are rare in dwarven society, a small group of clerics was formed to deal with this problem. Dwarven beard rings were their solution.
A simple piece of magically enhanced jewellery, a Dwarven beard ring provides magical protection against beard-related injury. Any attack made specifically against the wearer's beard has a -2 penalty to hit and damage. Any spell cast on the beard allows the dwarf a +2 resistance bonus to the saving throw. If the beard is set on fire, the flames are automatically extinguished within one round. The beard ring provides absolutely no protection against attacks or magic which do not specifically target the wearer's beard.
Up to three Dwarven beard rings can be worn at any one time, and the bonuses stack.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, resistance; Market Price: 300gp; Cost to Create: 150gp and 12 XP; Weight: .
Eldritch Guitar Highly prized by wealthy musicians, the Eldritch Guitar was first created by a generous wizard as a gift to an adventuring party. This six-stringed instrument is extremely beautiful and well crafted, and its potential to create beautiful music is unsurpassed by any nonmagical instrument. It can be played by someone proficient in any stringed instrument.
Perform checks made with the Eldritch Guitar are granted a +8 circumstance bonus, provided that the player has at least five ranks in Perform (any stringed instrument). If the owner has at least 10 ranks in the Perform skill with a stringed instrument, this circumstance bonus rises to +10. In addition, a bard who has specialised in the instrument in this manner can play it to inspire his thoughts once per day, granting him a +4 circumstance bonus to any Knowledge skill check or Bardic Knowledge check.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, enthrall or major image; Market Price: 10,000gp; Cost to Create: 5,000gp and 400 XP; Weight: 3 lb.
v3.5 update: Increased price from 3,000gp to 10,000gp. If you wish to use the old cost, the item should instead grant a +4 bonus, increasing to a +6 bonus when the user has 10 perform ranks.
Halo of Umberlee's Emissary A powerful magic item created by a powerful cleric of Umberlee, the Halo of Umberlee's Emissary appears as a crown made of coral and the skeletons of small underwater creatures. It hovers slightly above the wearer's head, granting them a +5 competence bonus to all Bluff, Diplomacy and Intimidate checks.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, enthrall or wieldskill, creator must be a cleric of Umberlee; Market Price: 10,000gp; Cost to Create: 5,000gp and 400 XP; Weight: 1 lb.
v3.5 update: The old item granted +10 bonuses. If you want to make a +10 version of the Halo, it costs four times as much (40,000gp market price, or 20,000gp and 1,600 XP to build).
Hammer of Great Smithing Used by the the dwarven prince Aramil to create many weapons for his adventuring party, the Hammer of Great Smithing has been magically enhanced to assist its owner's weapon and armor smithing. It grants a +5 competence bonus to Craft checks when used to create and repair items made of metal or stone. (Aramil notes that it's best used in the hands of a skilled dwarven smith.)
Caster Level: 6th; Prerequisites: Craft Wondrous Item, make whole; Market Price: 6,000gp; Cost to Create: 3,000gp and 120 XP; Weight: 2 lb.
v3.5 update: The old item granted +10 bonuses. If you want to make a +10 version of the Hammer, it costs four times as much.
Helm of King Aramil This dwarven helmet is crafted from mithral and is surrounded by a simple gold circlet. When worn, it grants the wearer the ability to detect evil at will, as per the paladin's ability. Additionally, it grants the wearer a +2 enhancement bonus to both Dexterity and Constitution, and gives a +1 competence bonus to all attack rolls, damage and saves.
Caster Level: 6th; Prerequisites: Craft Wondrous Item, detect evil, cat's grace, endurance; Market Price: 36,000gp; Cost to Create: 8,000gp and 640 XP; Weight: 3 lb.
Menlo's Magic Hat The stereotypical image of a wizard is an old man in a robe and pointed hat, and Menlo the Great is no exception. His is no ordinary wizard's hat, however.
This cheesily named headwear grants its wearer a +6 enhancement bonus to its wearer's intelligence score, and has the ability to store objects similar to Heward's Handy Haversack. Menlo's Magic Hat can hold up to 80lbs in weight, with a capacity of eight cubic feet. Additionally, the hat's bearer can automatically draw any item stored in it as a move-equivalent action without having to search or fumble for it. This makes it invaluable both for conveniently storing gear and magic items, as well as hiding all sorts of objects.
For the wizard on a tight budget, Menlo's Magic Shop also sells economy versions of Menlo's Magic Hat which provide a more modest +4 or +2 bonus to the wearer's intelligence score.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, fox's cunning, Leomund's secret chest; Market Price: 40,000gp (+6 bonus), 20,000gp (+4 bonus), 8,000gp (+2 bonus) ; Cost to Create: 20,000gp and 1,600 XP (+6 bonus), 10,000gp and 800 XP (+4 bonus), 4,000gp and 320 XP (+2 bonus);
Sneaking Suit Thieves and assassins alike know the benefits of wearing dark, well-fitted clothes and soft-soled shoes to make sneaking around easier. Even so, only the most legendary rogues can afford this magically enhanced outfit. The wearer of a Sneaking Suit finds himself almost completely invisible to normal sight and his movements inaudiable even to himself.
An ingenious camouflage system causes the wearer to appear seemingly transparent, granting him an amazing +20 competence bonus to Hide checks. The limitation that a character cannot hide while being observed still applies, since it is still possible for onlookers to notice movement. In addition, the suit muffles all sound made by the wearer, bestowing a +20 competence bonus on Move Silently checks.
The Sneaking Suit takes up the robe slot on the wearer's body. As a standard action, one or both of the suit's functions may be activated or deactivated.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, invisibility, silence; Market Price: 100,000gp; Cost to Create: 50,000gp and 4,000 XP; Weight: 1 lb.
v3.5 update: This thing just quadrupled in price. Whoah.
Tomes of the Sage These heavy leatherbound encyclopaedias of magic know more ancient and obscure lore than their thousands of pages actually hold. To use one, the reader must first ask a question aloud and open the book, which takes a full-round action. The book grants a +5 competence bonus to the reader's Knowledge (arcana) check to answer this question, as on a successful check the book magically opens at the correct "page".
If the check is successful, the page can be bookmarked for later perusal. If unsucessful, however, the book simply does not know the answer to this question and opens at a random page on some other topic. The book cannot answer a failed question even if asked by another person, or if the reader tries to ask a different question to learn the same piece of knowledge.
As the name suggests, each Tome is actually one in a series of four books. If the reader consults two differently-numbered books the bonus granted increases to +7. If three different books are consulted, the bonus increases to +8, and if all four are consulted it increases to +10. The process takes one round per book checked. As with a normal Knowledge skill check, however, retries are not possible - if the reader consults each Tome seperately it can only increase the bonus to the original roll as described above, not allow multiple attempts at the roll.
Variations on this book are known to exist which contain different sorts of knowledge, such as the Tomes of Planar Lore and Encyclopaedias of Engineering. These books should not be confused with the powerful ability score increasing items such as Tome of Clear Thought or Tome of Understanding.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, identify, creator must have 8 ranks in Knowledge (arcana); Market Price: 2,500gp; Cost to Create: 1,250gp and 100 XP; Weight: 10 lb.
v3.5 update: Another +10 item dropped to a +5 (and now cheaper), but I came up with a clever workaround with the system of multiple tomes.
Wands, Rods and Staffs These items can come in more forms than just ornate spell-storing sticks.
Eye of Lauviah (Rod) The lightning demon Lauviah once held this icy crystal ball - a sphere that magnified his power enough to wield his his deadly lightning bolt attack with an even greater range than before. For hundreds of years he held his grip on the sphere, his claw still firmly embedded in it when he was eventually slain by a demon jealous of his power. Unable to remove the ball from the Lauviah's grip, he simply removed and kept the arm it was attached to - the form in which it exists today, albeit hardened and blackened with time.
Five times per day, the wielder of the Eye of Lauviah can fire a bolt of electricity at any target within 30 feet. The bolt requires a ranged touch attack, and deals 4d6 electricity damage (no save). The Eye glows a pale blue when one or more charges remain in it, emitting a very faint crackling noise. It recharges at midnight.
Caster Level: 10th; Prerequisites: (to build a replica) Craft Rod, shocking grasp or call lightning; Market Price: 12,500gp; Cost to Create: 6,250gp and 500 XP; Weight: 1 lb.
Healer's Gauntlets (Wand/Staff) Staves and wands have been created in innumerable different designs and forms, but few as unusual as that of a pair of gauntlets. Paladins and combat clerics favour these, since it allows them to heal themselves and their allies in the midst of a battle without going to the bother of sheathing or dropping one's weapon in order to draw a healing staff.
Often adorned with the holy symbol of deity such as Pelor or Heironeous, the Healer's Gauntlets act as wands or staves of various healing spells. Both gauntlets must be worn in order for them to function. The spells contained in the gauntlets can vary from pair to pair, but two versions of these gauntlets are the most common.
Healer's Gauntlets, minor
Each gauntlet stores fifty charges of a spell, and once exhausted each gauntlet can be recharged seperately.
Left gauntlet: Cure Light Wounds, 50 charges (750gp and 60 XP to recharge) Right gauntlet: Cure Serious Wounds, 50 charges (5,625gp and 450 XP to recharge)
Healer's Gauntlets, major
Unlike the minor gauntlet, this version has a total of 50 charges shared between the two gauntlets, as per a staff.
Left gauntlet: Lesser Restoration (uses 1 charge) Right gauntlet: Heal (uses 2 charges)
Caster Level: 5th (minor), 11th (major); Prerequisites: Craft Wand or Craft Staff, cure light wounds, cure serious wounds (minor), Craft Staff, lesser restoration, heal (major). Market Price: 12,750gp (minor), 28,125gp (major); Cost to Create: 6,375gp and 510 XP (minor), 14,062gp, 5sp and 1,125 XP (major); Weight: 4 lb.
Yrinthakis' Staff This potent staff is approximately five feet long, made from black steel and shod with black onyx gems at either end. It is inscribed in great detail with the twisted faces of its creator's previous victims, as well as several arcane marks of ill-fated wizards and liches who once opposed him. The staff contains the following spells:
Coldball (As fireball but cold rather than fire, 10d6, DC14) (1 charge) Summon Undead VI (1 charge) Summon Villain VI (1 charge)
In addition (at the DM's option), the staff carries a curse. Although performing normally in tests and appearing uncursed to all divinations, the staff backfires when used in earnest by anyone other than its original creator, Yrinthakis. The cold fireball detonates on the person activating the staff, or the summoned creatures attack the staff's wielder.
Yrinthakis has intended to add enervation to the list of spells in the staff, but a lack of time and resources has hampered his efforts. It has an AC of 7, 25 hit points, a hardness of 10, and a break DC of 24.
Caster Level: 12th; Prerequisites: Craft Staff, Energy Substitution, fireball, summon undead vi, summon villain vi. Market Price: 94,500gp; Cost to Create: 47,250gp and 3,780 XP; Weight: 9 lb.
Author's Note: I never did finish the writeup for these two spells, the summon undead and summon villain series, since I'm not entirely sure on my previous method of balancing summoning spells based on the creature's CR. In the meantime, you may want to replace these with summon monster vi and maximized cold fireball.
Artifacts
Celestian Orb, Major Artifact Milennia ago, the celestial champion Aera led an epic holy crusade against the Nine Hells, slaying the Baatezu overlord and ensuring the safety of the Planes from the the lower realms for ten thousand years. To ensure that his strength and wisdom would continue to protect the world, Aera was requested by his patron deity to travel to the material plane and father a child with a mortal. Unfortunately, the celestial found himself unable to complete his task, when he realised that the world he returned to had become almost as evil and corrupt as the fiendish planes he had spent centuries fighting against. Aera was not able to find a brave and righteous enough mortal, nor was he willing to introduce a child of his into what had become such a realm of evil.
To complete his final mission, Aera sealed his celestial essence inside this orb and hid it in such a way that only one strong, faithful and righteous enough to bear celestial heritage would be able to retrieve and use it. The Celestian Orb is extremely difficult to locate, even with magic, and the journey to retrieve it is even more arduous. It can only be activated by one who is wholly good and true of heart, and is destined to become a true champion of righteousness. The Orb will simply fail to function for an unsuitable owner, and will instantly annihilate any truly evil person or creature who attempts to use its power.
Once activated, the Celestian Orb transforms its possessor into a celestial champion by granting them the Half-Celestial template as described in the Monster Manual. The character takes on an aura of celestial righteousness, as befitting their new responsibility, and their appearance changes appropriately. If they did not already have wings, they also gain these as per the half-celestial description, at the DM's discretion.
Caster Level: 20th; Market Price: -
Magicbane, Minor Artifact weapon This simple black-handled blade is similar to a longsword in appearance, but reduced in size to that of a dagger. For the purposes of being used in combat, it counts as a +5 keen dagger.
However, only when in the possession of an arcane spellcaster is Magicbane's true power unleashed. Its base damage increases from 1d4 to 2d4, and on an attack roll of a natural 20 the target must make a Fortitude save, DC24 or be slain instantly. This ability functions even if the the target is normally immune to critical hits, but not against enemies immune to death effects.
Magicbane grants its possessor spell resistance 25, and immunity to death effects, polymorphing, sleep, paralysis and hold effects. The possessor is immune to all curses (such as bestow curse) - except, however, on a roll of a natural 1 on a the save (the possessor is afforded a Will save versus curses which do not normally allow a save). Additionally, the possessor may freely discard any cursed items, and all items he carries are immune to rust and disintegration.
Magicbane does not have to be actually held or wielded for the possessor to gain these benefits, merely keeping it on the owner's belt is sufficient. Just as well, since the weapon is intelligent and detests being used in actual combat. If the weapon is drawn in earnest combat, the wielder must make a Will save (DC31) or be unable to use the dagger as a weapon for one day. It has the following ability scores: Int 22, Wis 18, Cha 19; with an Ego score of 31. Its alignment is Neutral and it can communicate telepathically with its owner if within 100ft. It is also unaffected by antimagic or dead magic areas.
In the hands of any other than an arcane spellcaster, the weapon behaves only as a +5 keen dagger. Its preferred owners are wizards and adepts. At the DM's discretion, it may opt to hide its powers for an owner it deems not a serious arcane spellcaster (a fighter with only one level in wizard, or an assassin).
Caster Level: 20th; Market Price: -
Thundaril, Minor Artifact weapon Known through the centuries under several names, this legendary greataxe has been wielded by countless generations of dwarven heroes. Constant exposure to powerful magic and untold feats of bravery has infused the weapon with a soul of its own, and some believe it has been blessed by Moradin himself.
Thundaril has gradually been magically enhanced by its previous owners - most recently by the renowned archwizard Elminster himself. In its current form, it is an intelligent adamantine +5 keen icy burst greataxe. It has an Intelligence score of 18, Wisdom of 19, a Charisma of 10 and an ego score of 31, and is lawful good in alignment. It can speak and read all languages, read magic at will and communicate telepathically with its wielder. It grants also its them the following abilities:
Free use of the Combat Reflexes feat Constant true seeing The ability to find traps as a rogue Flight, as the fly spell for thirty minutes, twice per day Telepathy, range 100ft, twice per day
Thundaril's special purpose is to defend dwarvenkind. When its wielder is in the pursuit of this goal, any foe struck must make a Will save DC 12 or be blinded for 2d6 rounds. Thundaril is strongly lawful good, and any character who so much as picks it up and is not also lawful good gains three negative levels until they drop it again.
The weapon's haft also functions as a staff, containing the following spells:
Divine Favor (18th level caster) (1 charge) Antimagic Field (Protection domain version) (2 charges)
In addition to all these abilities, Thundaril functions normally in dead magic areas and is immune to antimagic and dispelling - even Mordenkainen's disjunction has no effect on it. Note that only the original artifact Thundaril has this ability - while the statistics below can be used to create a replica Thundaril, such a weapon will neither be an artifact nor will it have the immunity to dispelling and antimagic.
Caster Level: 29th; Prerequisites: Craft Magic Arms and Armor, Craft Staff, chill metal, keen edge; Market Price: 250,195gp Cost to Create: 125,098gp and 10,008 XP; Weight: 25 lb.
(these are prop. of wizards .... oddly enough makes me worry about their state of mind LMFAO! ) Magical Items of Beauty ©
In the D&D setting most magic items found will be fairly gender neutral. Presented below are magic items that I (or others) have created - many are conversions of 2nd edition magic items from online sources. Each has been done to 3E/D20 standards. Many of the costs of these items are fairly high due to the fact that they have no space limitation. For this reason, some Dungeon Masters might also expand the list of space items to include the following:
1 Eyeliner, Eyeshadow or Mascara 2 Earrings 1 Rouge or Foundation 1 Lip gloss or Lipstick 1 Nail Enamel 1 Garter or Pantyhose
Expanding the number of magic item spaces will likely give female characters (and male characters that use such feminine items) the advantage as then can have more items without having to resort to increasing the cost of already existing items. The cost given below for many of the items takes into account that the optional additional space rule as given above is used. If the DM decides to not use the rules as given, one should double the cost of items that fall into one of the above spaces. By expanding the following space charts one can include other garments, in addition to what is normally found:
1 Cloak, Cape, Mantle or Stole 1 Girdle, Belt, Corset 1 Robe, Gown, Lingerie, or Negligee 1 Vest, Vestment, Shirt, Blouse or Chemise 1 pair of Boots, Shoes or High Heels
Some DMs might enjoy watching the reaction of the players and their characters having to deal with magical cosmetics and feminine attire that they find after vanquishing some vixens, especially if the members of the group are all male characters! So here is a small selection of such magic items that just might interest you.
Bracelet of Etherealness: This porcelain bracelet is a popular item favored by nobles. If smashed against a hard surface, it will break and activate ethereal jaunt upon the former owner for 9 rounds. Though it is expensive and useable only once, many nobles fearing adventurer-type troublemakers wear these bracelets. They are available in three different styles: male, female and discreet. Caster Level: 9th; Prerequisite: Craft Wondrous Item, ethereal jaunt; Market Price: 2,250gp; Weight: .
Brooch of Amazing Feats: This beautiful bronze brooch allows the wearer to invoke an effect like that of Kenaan's Amazing Feat of Strength once per day. Caster Level: 9th; Prerequisite: Craft Wondrous Item, Kenaan's Amazing Feat of Strength; Market Price: 18,000 gp; Weight: .
Brooch of Begoing: This beautiful silver pin set with rubies, is never worth less than 2,500 gp in craftsmanship & materials. It functions as a ring of invisibility, as described in the DMG. However, it has additional magical properties that can be invoked by the wearer. Once per week, the brooch allows the wearer to teleport himself as per the spell of same name. It also allows the wearer to blink as per spell, three times per week. For all teleport and blink effects, the brooch is considered 10th level. Lastly it grants a +1 deflection to AC and +1 resistance bonus to saving throws. Caster Level: 12th; Prerequisite: Craft Wondrous Item, blink, invisibility, teleport; Market Price: 56,000 gp; Weight: .
Cameo of Vigor: This beautiful cameo is carved from onyx showing the bust of a beautiful woman is set in elegant gold filigree and can be worn as either a brooch or pendent. The wearer of this cameo is immune to disease, including supernatural diseases. The wearer of this item does not bleed (i.e. continue to lose hit points) when brought to a negative hit point total. The cameo of vigor doubles the normal rate of healing or allows normal healing of wounds that would not do so normally. Bleeding damage, such as that from a weapon of wounding, is negated, but the cameo doesn't prevent active blood drain. Caster Level: 10th; Prerequisite: Craft Wondrous Item, heal, remove disease; Market Price: 30,000 gp; Weight: .
Cordial of the Nymph: This milky tinted cordial has a very sweet taste and smells like roses. It is made from the milk from a nymph's breast. Only a few elven wizards know the process of creating this elixir. If consumed the imbiber feels a tingling sensation at first, followed by a presence of well being and love for all of creation. He or she gains a +1 inherent bonus (as if the characteristic was wished for by the Wish spell) to Charisma and for the next 18 hours also gains an enhancement bonus of 3d4+3 to charisma as well. The drinker gains the beneficial side effect of being as beautiful as a nymph, although the recipient does not gain any of the supernatural powers of a nymph. Males who drink of this cordial must make a successful Fortitude save (DC 24); those that fail the save become female, and this effect is an instant effect and cannot be dispelled. The assuming of female form via this drink is not a curse in that remove curse spell will not reverse the gender change of the recipient. Those males that do drink of the cordial and make their save gain the benefits as listed above. Caster Level: 18th; Prerequisite: Brew Potions, Craft Wondrous Item, Empower Spell, Heighten Spell, alter gender, eagle's splendor, wish; Market Price: 50,000 gp; Weight: .
Corset of Strength: This magical corset is a close-fitting undergarment worn to support the waistline, hips, and breast and bestow great strength to its wearer in the form of a +2 or +4 enhancement bonus. Caster Level: 8th; Prerequisite: Craft Wondrous Item, bull's strength; Market Price: 4,000 gp (+2) or 16,000 gp (+4); Weight: .
Corset of Transvestitism: Any male wearing this garment appears to be a female of the same race with identical statistics. Characters get Will saves to recognize the glamered male if they interact with him (such as touching the male and having the sensation not match what they see). A corset can also be called a bodice or basque. Caster Level: 1st; Prerequisite: Craft Wondrous Item, change self; Market Price: 1,000 gp; Weight: .
Delilah's Charms: Delilah's charms are tiny trinkets that can be found hanging from thick gold and/or silver chain bracelets. Each charm represents closely what its power is and most charms can be used only once. The following charms are those most commonly encountered: Baby in a Cradle: This small gold charm is fashioned in the likeness of a baby in a tiny cradle. When used it creates the effect of a sleep spell which last 1 minute. The charm disappears after use. Caster Level: 1st; Prerequisite: Craft Wondrous Item, sleep; Market Price: 100 gp; Weight: . Cat: This small gold cat charm when used bestows 1d4+1 points of Dexterity as per cat's grace spell on its wearer for 3 hours. The charm disappears after use. Caster Level: 3rd; Prerequisite: Craft Wondrous Item, cat's grace; Market Price: 600 gp; Weight: . Crystal Decanter: This small charm looks like a crystal decanter but when used, it creates 2 gallons of fresh water for the wearer or her companions. The wearer must first find a receptacle for the water to pour into if they wish to retain the water for further use. Caster Level: 1st; Prerequisite: Craft Wondrous Item, create water; Market Price: 100 gp; Weight: . Dryad: This small silver charm looks like a tiny dryad next to a tiny tree, but when used bestows upon the wearer natural armor as if a barkskin spell had just been cast on her. The +3 natural armor last for 30 minutes. Caster Level: 3rd; Prerequisite: Craft Wondrous Item, barkskin; Market Price: 600 gp; Weight: . Garnet Heart: This garnet heart hangs set in silver. It allows its user to kiss another and enamor that individual to her if of a similar race or kind. The individual is allowed to make a Will save (DC 13) to avoid being ensnared by the power of the garnet heart. In addition to being enamored by the wearer of this charm, he is also completely smitten with her for 1d3 hours. Caster Level: 3rd; Prerequisite: Craft Wondrous Item, Heighten Spell charm person; Market Price: 600 gp; Weight: . Golden Child Praying: This tiny gold figure of a kneeling child praying is one of the most expensive charms and the most potent seen to date. When activated this charm creates a prayer, as per spell of same name, centered on the wearer of the charm. The charm's power has duration of 5 rounds and the item disappears when the prayer ends. Caster Level: 5th; Prerequisite: Craft Wondrous Item, prayer; Market Price: 1,500 gp; Weight: . Ivory Mystic: This tiny figure of a magic user carved from ivory is shown meditating. Once per day this charm allows a spellcaster who prepare spells to recall any one cantrip or orison that she had prepared and then cast. The orison or cantrip is then prepared again, just as if it hadn't been cast. Caster Level: 17th; Prerequisite: Craft Wondrous Item, creator must be able to cast either a cantrip or orison; Market Price: 500 gp; Weight: 151. Jade Frog: This tiny jade frog bestows upon its wearer a +2 competence bonus to Jump checks. Caster Level: 1st; Prerequisite: Craft Wondrous Item, creator must have 2 rank of the Jump skill; Market Price: 160 gp; Weight: . Merchant: This small gold charm is of a rotund wealthy merchant. The wearer gains a +2 competence bonus to Appraise checks. Caster Level: 1st; Prerequisite: Craft Wondrous Item, creator must have 2 rank of the Appraise skill; Market Price: 160 gp; Weight: . Mithral Candle: This tiny mithral candle allows the wearer to invoke the light spell once per day. Caster Level: 1st; Prerequisite: Craft Wondrous Item, light; Market Price: 200 gp; Weight: . Jet Monkey: This small jet monkey set in silver upon its wearer a +2 competence bonus to Climb check. Caster Level: 1st; Prerequisite: Craft Wondrous Item, creator must have 2 rank of the Climb skill; Market Price: 160 gp; Weight: . Rose: This tiny silver rose gives the wearer the ability to cure minor wounds once per day. Caster Level: 1st; Prerequisite: Craft Wondrous Item, cure minor wounds; Market Price: 200 gp; Weight: . Raspberry Bush: This wooden charm displays an intricately carved raspberry bush. Upon using this charm 2d4 berries, each under the effect of the goodberry spell, appear. Caster Level: 1st; Prerequisite: Craft Wondrous Item, goodberry; Market Price: 100 gp; Weight: . Silver Hammer: This tiny silver hammer allows the user to bring into play a spiritual weapon as per the spell. The spiritual weapon is that of a hammer (DMs can change the weapon it brings into existence, but then the charm would look like the weapon that the force effect emulates). The charm disappears after use. Caster Level: 3rd; Prerequisite: Craft Wondrous Item, spiritual weapon; Market Price: 600 gp; Weight: .
All charms are non spaced magic items and as such cost twice as much as most magic items of their kind.
Doublet of Heroism: This beautiful white shirt is embroidered with silver and crimson thread. The wearer of this doublet has an armor bonus of +4, this function just like bracers of armor of like bonus, and can once a day invoke the effect of a potion of heroism for 1 hour. Caster Level: 8th; Prerequisites: Craft Wondrous Item, mage armor; Market Price: 30,000 gp; Weight: 1 lb.
Earring of Desire: This earring is often made of silver and is set with an alexandrite gemstone for each minor wish that the earring has. When that minor wish is used, that alexandrite disappears, leaving the earring one less alexandrite, when the earring no longer has an alexandrite set within it, it becomes non-magical. An earring of desire typically comes with 1d3 minor wishes. Caster Level: 5th; Prerequisite: Craft Wondrous Item, Minor Wish; Market Price: 2,500 gp per alexandrite gem that is set within the earring; Weight: .
Eyeliner of Darkvision: This eyeliner, when applied, confers darkvision similar to the 2nd-level arcane spell of the same name. The eyeliner has duration of 3 hours. When found a bottle of eyeliner contains 45-50 uses. Caster Level: 3rd; Prerequisite: Craft Wand, Craft Wondrous Item, darkvision; Market Price: 4,500 gp; Weight: .
Eye shadow of Allurement: This rare magical eye shadow increases allows the wearer to make use of the charm effect of the eyebite spell for four rounds as a free action! Those who fail their Will save (DC 19) are under the effect of a charm monster for the duration of 12 days. When found, there are 41-50 applications in a container. Caster Level: 12th; Prerequisite: Craft Staff, Craft Wondrous Item, eyebite; Market Price: 54,000 gp; Weight: Ό lb.
Eyeshadow of Many Colors: This wonderful black eye shadow can alter its hue upon command of the wearer, and can change color as often as the wearer desires for the first hour after application, after an hour the color of the eyeshadow is the last color it was. The eyeshadow of many colors lasts as long as any mundane eyeshadow. When found, there are 41-50 applications in a container. Caster Level: 3rd; Prerequisite: Craft Wand, Craft Wondrous Item, prestidigitation; Market Price: 375 gp; Weight: Ό lb.
Eyeshadow of Steadfast Gaze: This very rare eye shadow makes the wearer immune to all gaze attacks for 10 minutes. When found, there are 41-50 applications in a container. Caster Level: 1st; Prerequisite for Arcane Spellcasters: Craft Wand, Craft Wondrous Item, clairaudience/ clairvoyance; Prerequisite for Psions: Craft Dorje, Craft Universal Item, steadfast gaze; Market Price: 750 gp; Weight: Ό lb.
Eye shadow of See-No-Evil: This eye shadow is cursed, it blinds the wearer to all evil emanations that are discerned by divination magic (i.e. detect evil, true seeing, know alignment...et cetera). Even after the eye shadow is removed the curse remains. Only one application per container of eye shadow is found. Caster Level: 5th; Prerequisite: Craft Wondrous Item, bestow curse; Market Price: 750 gp; Weight: Ό lb.
Foundation of Perfection: This foundation is very popular among the upper-class women. The price makes it unavailable to all except the wealthy. It often comes in a small crystal vial. The foundation grants a +2 alchemy (cosmetic) bonus to charisma as it hides blemishes and is good for a total of 1d4+20 hours, after which its effects disappear. Once the foundation is applied, putting on more does not improve the charisma of the character, it only lengthens the duration. When found there are 41 to 50 applications. Caster Level: 5th; Prerequisite: Craft Wondrous Item, alchemy 8 ranks; Market Price: 1,500 gp; Weight: ½ lb.
Garter of Life: This piece of feminine apparel is very elegant a pretty. The wearer gains 1d10 + 10 temporary hit points. Any hit point of damage taken by the woman wearing the garter is taken first from the garters temporary hit points, be she herself suffers any hit points of damage. Caster Level: 10th; Prerequisite: Craft Wondrous Item, false life; Market Price: 1,000 gp; Weight: Ό lbs.
Girdle of Gender Alteration: This broad leather band appears to be a normal belt, but, if buckled on, it will instantaneously change the sex of its wearer to the opposite gender. It then loses all power. Caster Level: 11th; Prerequisite: Craft Wondrous Item, alter gender; Market Price: 3,300 gp; Weight: 1 lb.
Gloves of Healing: These pair of ladies gloves allows the wear to heal 1 hit point of damage upon touching a creature. The lady can use the gloves five times a day in this fashion. The wearer of the gloves heals at a rate 1 hit point every 3 hours. Caster Level: 3rd; Prerequisite: Craft Wondrous Item, cure minor wounds; Market Price: 2,600 gp; Weight: 1 lb.
High Heels of Quick Escape: As with most other magical footwear, these high heels expand or contract to fit giant to halfling-sized feet. High Heels of Quick Escape enables the wearer to expend a charge and dimension door to safety. These high heel shoes when found have from 45 to 50 uses. Caster Level: 7th; Prerequisite: Craft Wand, Craft Wondrous Item, dimension door; Market Price: 21,000 gp; Weight: 1 lb.
Kabuto of the Geisha: When this magical geisha wig is worn and upon speaking the command word 'Mineko', the wearer form changes to that of a very gorgeous oriental geisha, with makeup already applied and new clothing that is appropriate to a geisha appears on her person. The old clothing prior to slipping on the Kabuto of the geisha disappears. In addition to the change of appearance the wearer of this Kabuto is granted a +4 competence bonus to the following skills: bluff, diplomacy, disguise and perform. By speaking the command word 'Kimono' she is able to change the geisha clothing she is wearing. The Kabuto of the Geisha also gives a +2 enhancement bonus to the wearer's charisma and also functions as a ring of mind shielding. The last command word is 'Iwasaki' allows the wearer to remove the wig. Caster Level: 6th; Prerequisite: Craft Wondrous Item, creator must have following: bluff 2 ranks, diplomacy 2 ranks, disguise 2 ranks, and perform 2 ranks; alter self, eagle's splendor, nondetection; Market Price: 37,280 gp; Weight: 1 lb.
Ladies Hat of Opulence: This very expensive magical ladies hat grants the wearer a +1 luck bonus on saving throws, ability checks, and skill checks. Additionally, any opponent trying to attack directly or by targeted spell, the wearer of the Ladies Hat of Opulence must make Will save (DC 11) in order to do so. Those failing the save cannot follow through with the attack; that part of the attacker's action is lost, and the attacker cannot directly attack the warded creature until the lady removes her hat. Lastly it gives the lady wearing this hat a +10 to appraisal checks. Caster Level: 5th; Prerequisite: Craft Wondrous Item, prayer, sanctuary; Market Price: 18,000 gp; Weight: 1 lb.
Ladies Hat of Songbirds: This very expensive hat allows the woman who wears it to speak with birds as per the druid spell speak with animals (but only able to communicate with avians). She also can polymorph into a songbird, as per polymorph self spell, as often as desired. No matter how often the lady wearing this hat polymorphs into a song bird she not receive any hit points back via the use of this hat. Caster Level: 15th; Prerequisite: Craft Wondrous Item, Extend Spell, Persistent Spell, polymorph self, speak with animals; Market Price: 20,000 gp; Weight: 1 lb.
Lip-gloss of the Succubus: This deceptive lip-gloss allows the wearer to drain energy levels as if she was a succubus; the lip-gloss remains potent for 1d2 hours. Each round the victim kisses the wearer; he inflicts one negative level, the victim must make Wisdom check (DC 15) to even notice the negative levels. At the end of 24 hours the victim must make a successful fortitude per negative level to remove the negative level (DC 23). Each application inflicts a maximum of 2d4 negative levels. When found there are 5-10 applications. Caster Level: 17th; Prerequisite: Craft Wondrous Item, energy drain; Market Price: 8,000 gp per application; Weight: Ό lb.
Lipstick of Enrapturing: The wearer of this insidious lipstick can kiss another person and dominate in much the same manner as 4th-level arcane spell dominate person. The victim is allowed a Will saving throw (DC 16) to negate this effect. Once applied, the lipstick remains fresh for 8 days; as long as the lipstick remains fresh, the domination is effective. By retouching one's lips, one need not kiss the victim nor does the victim receive another save. The wearer need not have direct mouth-to-mouth contact for the lipstick's sinister power to work, example; the wearer may drink from the same glass and control the victim if he of she drinks from the same glass. When found, the lipstick tube contains 41-50 applications. Caster Level: 8th; Prerequisite: Craft Wand, Craft Wondrous Item, dominate person; Market Price: 24,000 gp; Weight: .
Lipstick of Sluttishness:This cursed lipstick causes the wearer to have an overwhelming compulsion to prostitute one's self for any amount of coinage over 2 gp in value and continue to do so until the effect is removed. While under this effect the character will do all she can to attract those who will have sex with her. This will cause the recipient of the cursed lipstick to seek clothing that is very suggestive and revealing. Treat this effect in all ways as if the victim was under a geas spell. This effect remains until a remove curse is cast upon the victim, but only if the caster is at least 13th level. Break enchantment does not end the need to prostitute one's self, although limited wish, wish, miracle, and wish do. The lipstick has only one use. Caster Level: 11th; Prerequisite: Craft Wondrous Item, geas; Market Price: 3,300 gp; Weight: .
Lipstick of Tenderness: After application, the wearer of this lipstick may kiss another (and only another being) and heal 1d8+1 hit points of damage. Healing may be done once per application and each application last 24 hours or until the healing is used. When found, the lipstick tube contains 41-50 applications. Caster Level: 5th; Prerequisite: Craft Wand, Craft Wondrous Item, cure light wounds; Market Price: 750 gp; Weight: lb.
Locket of Rings: This item is a necklace or choker with a locket that is one inch in diameter. If detected for magic the locket shows a slight alteration magics. If opened, the user will find there is enough room in the locket to store one ring. Magical rings stored in the locket while worn by the user still imbue the user with the ability as if actually worn on the hand of the wearer. In this way an individual may use more than two rings at one time. A few of these lockets (10%) may hold two rings inside the locket. Caster Level: 3rd; Prerequisite: Craft Wondrous Item, minor wish; Market Price: 3,000 gp if locket can hold only one ring, 12,000 gp if it can hold two rings; Weight: .
Mascara of Flirting: Upon applying this mascara the user must make a successful Fortitude save (DC 14) or find himself or herself being flirtatious. Being flirtatious will attract attention of others, if the character not mind this could be consider a fun item, otherwise it could lead to some unusual circumstances. The mascara of flirting has duration of 5 hours. This vial has enough applications for 41-50 uses. Caster Level: 5th; Prerequisite: Craft Wondrous Item, suggestion; Market Price: cost per application 11,250 gp; Weight: .
Mascara of Longevity: This mascara not only gives its wearer thick long lashes, but also long life! When applied daily, the mascara suspends the effects from natural aging for that day. The wearer still suffers from the effects of unnatural aging from hastes, ghost attacks and other such effects. The mascara container seems to have an unlimited supply of mascara but cannot be used more than once per day. Caster Level: 13th; Prerequisite: Craft Wondrous Item, suspend aging; Market Price: 36,400 gp; Weight: lb.
Nail Enamel of Mystic Nails: Applying nail enamel to the fingers of one hand confers and +1 enchantment bonus to attack and damage rolls that hand. The nail enamel can be applied to the toes of a foot, or the hoof of an equine. The nail enamel cannot change the damage from an unarmed strike from subdual damage to normal damage. A humanoid woman, in order for both hands to gain this bonus, must apply the nail enamel of mystic nails to each hand. A vial of this enamel contains enough enamel for 41-50 applications with each application covering all the nails on that one 'limb' and they dry in less then a round after application. The nails retain their enchantment for 10 minutes after application. Caster Level: 10th; Prerequisite: Craft Wand, Craft Wondrous Item, magic fang; Market Price: 7,500 gp; Weight: .
Periapt of Proof against Pregnancy: This engraved gem appears to be a gem of small value. This periapt provides 100% protection against pregnancy for males and females. Caster Level: 3rd; Prerequisite: Craft Wondrous Item, protection from pregnancy; Market Price: 4,000 gp; Weight: .
Pantyhose of the Gentle Repose: These white silk pantyhose were commissioned by a female adventurer who did not want to take a chance that her party would not get her back to her corpse in time to get raised from the dead. The pantyhose functions just like the gentle repose spell in preserving the corpse of the lady that wears these; however, the lady must have been wearing the pantyhose at the time of her demise in order for the magic of the pantyhose to be triggered. The gentle repose effect remains for 10 days and after which the pantyhose becomes non-magical. Caster Level: 3rd; Prerequisite: Craft Wondrous Item, gentle repose; Market Price: 1,000 gp; Weight: ½ lb.
Parasol of Defense: A parasol of defense is created when using the major creation spell to create a soft and supple cloth that is as strong as steel and as such it can be used as a small shield. A parasol of defense has 10 hardness and 2 hit points and can be further enchanted just like any other shield. The cost of the parasol of defense only takes into account the creation of the supple but hard as steel cloth; consult magical shields to determine the cost of enchanting it further. Caster Level: 9th; Prerequisite: Craft Arms and Armor, major creation; Market Price: 1,000 gp; Weight: 2 lbs.
Powder and Powder Puff of Invisibility: This powder only works when applied with the powder puff. The wearer immediately becomes invisible, as per the arcane spell improved invisibility for the duration of 7 minutes. When found there are 41-50 applications in its gold compact and is treated just like a wand except for its appearance and how it is used. Caster Level: 7th; Prerequisite: Craft Wand, Craft Wondrous Item, improved invisibility; Market Price: 21,000 gp; Weight: .
Purse of Holding: These beautiful ladies purse are made of exquisite materials such as ermine fur or silks and embroidered with feminine designs. The purse of holding opens into a non-dimensional space, and inside it is larger than the outside. No matter what is put into it the purse always weighs 2 pounds. The purse can hold 1 cubic feet of objects within it. However, nothing larger than 2 by 3 by 5 inches can fit into the purse, thus, vials of holy water easily fit, but normally a dagger or wand would not. If overloaded, or if a sharp objects pierce it (from inside or outside), the purse can rupture and become useless. The contents are then lost forever in the vortices of nil space. Caster Level: 1st; Prerequisite: Craft Wondrous Item, leomund's secret chest; Market Price: 2,000 gp; Weight: 1 lbs.
Ring of Marriage: This ring appears like a luxuriant gold ring. When wearing it the person is magically compelled to seek matrimony from the person whom the wearer secretly loves. He or she will do nearly anything to accomplish this task. Treat this effect just like being under a geas spell. This effect remains until a remove curse is cast provided the caster is at least 13th level. Break enchantment does not end the need to find a marriage partner, although limited wish, wish, miracle, and wish do. Caster Level: 11th; Prerequisite: Forge ring, geas; Market Price: 3,000 gp; Weight: .
Rouge of Innocents: When this rouge is applied, any plausible story the recipient gives is likely to be believed by others and even absurd story just might be believed. The effect of this rouge is that the wear gets a + 10 to her Bluff checks. The small silver compact has 41-50 applications when found, and each application has duration of 20 + 1d4 hours. Caster Level: 7th; Prerequisite: Craft Wondrous Item, creator must have 5 rank of the Bluff skill; Market Price: 750gp; Weight: ½ lb.
Rouge of Ruse: This magical rouge when applied causes those viewing the wearer to not recognize the wearer at a latter date. Those who interact with the wearer of the rouge are allowed a Will save (DC 13) to see through the illusion and see the wearer's true appearance (i.e., the rouge of ruse is treated as if it were under the effect of the change self spell). Each application has duration 30 minutes. When found there are 41-50 applications in a small brass compact. Caster Level: 3rd; Prerequisite: Craft Wondrous Item, Heighten Spell, change self; Market Price: 4,500 gp; Weight: Ό lbs.
Stole of Eloquence: This most wondrous of feminine of attire is protective of its owner (and the owner's possessions). The stole is a construct that is made of mink or ermine fur. This stole is sentient and has the following characteristics: CR ½; Tiny Construct; HD 2d10; hp 11; Init +2; Spd 0 ft.; AC 14 (+2 size, +2 Dex), touch 14, flat footed 12; +5 melee Bite (1d4-1); SA attach, poison (sleep DC 11, see homunculus page 120 MM); SQ construct, scent, AL Neutral; SV Fort +0, Ref +2, Will +1; Str 8, Dex 15, Con -, Int 3, Wis 12, Chr 5. Skills: Listen +10, Spot +10. Feats: Weapon Finesse (bite). The stole gives its owner a +4 bonus to Diplomacy, Listen and Spot checks. Caster Level: 3rd; Prerequisite: Craft Wondrous Item, Craft Wondrous Item, creator must have 2 rank in each of the following skills: Diplomacy, Listen, Spot, arcane eye, mirror image, mending; Market Price: 2,500 gp; Weight: 2 lbs.
Underwear of Virginity: These panties are very popular among protective fathers. When worn, the underwear cannot be removed without the proper command word. The underwear is normal in respects to touch, but it is nearly impossible to rip or tear (hardness 20, 2 hit points). The underwear also magically disposes of body waste before it leaves the body, so there is no mess and absolutely no reason to remove it. Caster Level: 3rd; Prerequisite: Craft Wondrous Item, prestidigitation, major creation; Market Price: 4,000 gp; Weight: .
( see why? lol)
(more non wizards)
Nexus Map: This flat piece of laquered wood is carved and inlaid to look like a map. If the item is used as a focus for teleport or a similar spell, it allows the caster to reroll the teleport % check. A reroll can only be made once per day. The caster must use the result of the reroll, even if it is worse than the original roll. Rumor has it that cursed versions of this item exist, causing true teleports to go awry and then randomly teleporting themselves into treasure horads to be found by others. Caster Level: 9th; Prerequisites: Craft Wondrous Item, teleport; Market Price: 5,000 gp.
The Deck of Past & Future Possibilities Use a standard 52-card playing card deck, including jokers. The deck follows the same rules as a deck of many things.
Caster Level: 20th; Weight: σ.
Spades Ace Death Undead gain a +2 to attacks, saves, and checks against you. 2 Time You are immune to slow spells, plus immunity to aging and age effects as if you were a 15th-level druid. 3 Slaughter Critical threats against you are automatically confirmed. 4 Fate You gain the granted power of the Luck domain. If you already have that ability, you can use it one more time per day. 5 Pestilence You are afflicted with demon fever, and magical attempts to cure it must succeed at a caster level check (DC 31). 6 War You are immune to fear, gain a +2 inherent bonus to Constitution, and a +1 competence bonus to attacks with one melee weapon of your choice. 7 Famine You must eat a meal every hour or face starvation checks each hour. 8 Nature You may speak with plants(Sp) at will and use control plant (Sp) once per day. 9 Evil You must fight a demon; it has exactly your abilities except it is an outsider (chaotic, evil) with SR 11+character level and DR 10/+2. Anyone who helps you must fight their own demon. 10 Tactician When you attack a creature in melee that is already flanked by your allies, you attack it as if you were flanking it as well. You gain a +2 resistance bonus to all saves against enchantments. Jack Chaos All of your magic items are immediately drained of all power. You gain a touch attack that functions as a rod of cancellation, but each time you use it you deal yourself 1d6 points of temporary Constitution damage. Queen Life You gain a +2 inherent bonus to Constitution. The next time you die, you are immediately subject to a true resurrection spell. King Peace By concentrating, you may radiate a 30 ft. emanation of ca/m emotions and emotion: friendship.
Diamonds King Darkness You gain 120 ft. darkvision but gain the light blindness special quality as if you were a drow. You may overcome this light sensitivity by acquiring the Daylight Adaptation feat (it has no prerequisites); gaining the feat does not make you lose your darkvision. Queen Ghost You suffer 2 points of permanent Constitution drain and are -2 to attacks, saves, and checks against incorporeal undead (including ghosts). Jack Earth You are protected as if under the effects of a feather fall spell at all times. You gain the ability to speak, read, and understand Terran. 10 Pain You are plagued with constant pains, giving you a -2 penalty to Dexterity and a 20% spell failure chance. 9 Air You may become invisible at will. You gain the ability to speak, read, and understand Auran. 8 Prison Body functions, but soul is trapped elsewhere (as The Void card from the Deck of Many Things). 7 Fire You gain fire resistance 30. You gain the ability to speak, read, and understand Ignan. 6 Scar The next three successful attacks against you cause terrible scarring, resulting in the permanent reduction of your Charisma by 6 points. One wish restores one point of Charisma, one miracle restores two, otherwise the scarring cannot be repaired. 5 Water You may water walk at will. You gain the ability to speak, read, and understand Aquan. 4 Coward You have a -4 penalty to saving throws against fear effects (a paladin loses her immunity to fear). At the start of any combat you must succeed at a DC 15 Will save or be shaken for the duration of the combat (your -4 penalty applies to this roll). 3 Light You gain the ability to create light (Sp) at will. You may turn undead once per day as a cleric of your class level (if you can already turn undead, you gain one additional turn attempt per day). 2 Burn You take double damage from fire. Any time you see a fire of bonfire size or larger you must succeed at a DC 15 Will saving throw or be shaken as long as you can see that fire or for 1 minute, whichever is longer. Ace Aura You may detect evil as a paladin. You can use true seeing (Sp) once per day as a cleric of your level.
Clubs Ace Decay You lose 2 points of Constitution. Once per week you must make a DC 10 Constitution check or acquire a random nonmagical disease from those listed in the DMG. 2 Touch You gain a +10 competence bonus to Search checks. By making a successful touch attack against a creature, you can attune yourself to them, gaining a +2 competence bonus to attack rolls against them for 24 hours. 3 Drought You must drink a waterskin of liquid every hour or face thirst checks each hour. 4 Taste You can safely detect poison (Sp) by tasting the item in question and gain a +10 bonus to Alchemy checks to identify potions (by taste, can be done untrained, not requiring spending gp). 5 Bleed All of your wounds bleed excessively. Any weapon used against you causes you to bleed as if it were a sword of wounding. 6 Soul You are protected by a death ward at all times. 7 Retch You suffer a -2 penalty to saving throws against poison and disease and 2 points of Constitution drain. 8 Sight You gain a +10 competence bonus to Spot checks and a +4 competence bonus to disbelieve illusions. 9 Hackles All animals and beasts have the "unfriendly" attitude against you. You have a -4 penalty to Animal Empathy and Handle Animal checks, or to Charisma-based checks made against characters with either of those skills. 10 Sound You gain a +10 competence bonus to Listen checks, a +5 competence bonus to Sense Motive checks, and a +5 competence bonus to Innuendo checks to understand a transmitted message. Jack Failure You suffer a -4 penalty to attacks, saves, and checks. Queen Scent You gain the Scent ability with a range of 30 feet. King Loss You go blind, deaf, and lose the ability to speak. A heal spell will restore your ability to speak.
Hearts King Scroll If you are a spellcaster, you gain the ability to cast a spell (as a spell-like ability) once per day of a spell level equal to the highest-level spell you can cast. If you are not a spellcaster, the spell is from a random spellcasting class' spell list and is of a spell level equal to one-half your highest class level. In either case, the spell cannot have an expensive material component or XP cost. This spell is chosen randomly when this ability is acquired and never changes. Queen Hate You suffer a -4 to all Charisma-based checks, and all new people you meet dislike you as if under the effects of emotion: hate. Jack Blood You heal 1 point of damage per hour and are protected as if carrying a periapt of wound closure. 10 Break Any creature that attacks you gains the benefits of the Sunder feat. Furthermore, your items are subject to damage whenever you fail a saving throw against a damaging spell, instead of only when you roll a 1 on your saving throw (see Items Suffering a Saving Throw, Player's Handbook page 150). 9 Song You gain a +4 bonus to saving throws against sonic effects. If you are a bard, you gain one more use of bardic music each day. If you are not a bard, you gain the ability to inspire courage as a bard of your character level once per day. 8 Tread You become extremely bowlegged and gain a limp. Your movement is reduced by half and you suffer 2 points of Dexterity drain. 7 Color You gain a +2 inherent bonus to Wisdom and a +4 resistance bonus to all mind-affecting attacks. 6 Deluge You suffer 2 points of Constitution drain and a -10 penalty to all Swim checks. Upon seeing any body of water that could hold your entire body ou must succeed at a DC 15 Will save or be shaken for as long as you can see the water. 5 Thought You gain a +2 inherent bonus to Intelligence. Resting to prepare spells only takes you 4 hours instead of 8. 4 Thirst You develop an unnatural thirst for the blood of creatures of your own type (for example, ahuman would crave human blood). You must drink a flask of blood of this type each day or be unable to heal naturally that day. Any day that you do not drink blood in this manner causes you to permanently lose 1 hit point. 3 Proof You may concentrate to form a zone of truth at will. 2 Numb You are immune to stunning and pain effects. You suffer a -5 circumstance penalty to checks involving the sense of touch. Ace Star You are immune to fire. At will by concentrating you may shine as if you were the source of a daylight spell.
Non-Suit Cards Red Joker Absorption Gains 10,000 XP or two more draws from the deck. Black Joker Desorption Lose 10,000 XP and you must draw again.
Rings Blissful Slumber: This ring allows the wearer to get a complete night's rest even under the loudest of distractions. The wearer also gains a +4 circumstance bonus on saves against spells normally cast on sleeping characters. Even though the ring provides deep sleep, the wearer will always awaken if in danger.
Caster Level: 4th; Prerequisites: Forge Ring, sleep; Market Price: 12,000 gp. Ear: Normally worn on the ear as an earring, when this ring is removed and placed against an obstruction (such as a door or wall), the owner can make all the necessary Listen checks as if there were no obstructions. This ability extends 60 feet from the surface in all directions.
Caster Level: 5th; Prerequisites: Forge Ring, clairaudience/clairvoyance; Market Price: 30,000 gp. Holiness: This special ring comes in four types (ring of holiness I, ring of holiness II, ring of holiness III, and ring of holiness IV), all of them useful to divine spellcasters. The wearer's divine spells per day are doubled for one specific spell level. A ring of holiness I doubles 1st level spells, a ring of holiness |
"Madness you say! Do you fear me? Are you afraid of what I might do, of what I might say? What a fascinating reaction. Don't you find it somewhat encumbering?"
Piddles assumes a deep and resonant voice. "Space...the Final Frontier. These are the voyages of the starship...Garou. It's mission: to slay Wyrm creatures where they live and breed. To accumulate more Garou than the world's entire population. To produce metis like no one has before." - Piddles
"Aren't you people supposed to be doing something? Like, entertaining me, the fascist wizard?" - InleRah
I have the passwords to the minds of everyone and the cheat codes to the universe - Me |
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Cyric-The-Insane
Seeker

65 Posts |
Posted - 15 Feb 2005 : 05:11:16
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Well I have returned. I come bearing more requests but they are unrelated to this topic So I will be making a new book. I hope that the wild imaginations you fellow (scholars?) will be put to good use. I was reading over my last few entries that are well over a year old.
A great deal of time has passed since I have been here. I missed you all  |
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