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<blockquote data-quote="Arkhandus" data-source="post: 5582094" data-attributes="member: 13966"><p><strong>Even more Aurelian magic items</strong></p><p></p><p>More will be added to this post next week. Most of what's below was just moved from the previous post, but I added a few things to this one as well. The earlier post with magic charms, wondrous items, staves, and rods will also be updated next week with a few new items.</p><p></p><p>WEAPON SPECIAL ABILITIES</p><p></p><p><strong>Bleak</strong></p><p>Any weapon with the Bleak ability inflicts despair upon those it strikes, hampering their ability to fight on or escape. The weapon usually has dull surfaces that don't reflect much light. Each successful hit by a Bleak weapon, if it deals damage successfully (after factoring in Damage Reduction and other factors), causes the victim to suffer from the effects of a <em>Doom</em> spell (DC 11) if not already under that spell. Only living creatures are susceptible to this side-effect. This is a new ability.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Enchantment. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Doom</em>. <em>Cost to Create:</em> 1,000 gp and 80 XP. <em>Market Price:</em> +2,000 gp.</p><p></p><p></p><p></p><p>WEAPONS</p><p></p><p><strong>Graysaber</strong></p><p>This +1 Bleak Saber has a dull gray blade and handle, unadorned and unremarkable in appearance except for the unusually minimal sheen of its steel. The wielder is under a perpetual <em>Indifference</em> effect (DC 13), as per the spell but with only one saving throw allowed per day per wielder (applied for the whole day), so long as he or she has the Graysaber drawn and in-hand, behaving as a nearly emotionless individual. The wielder and his or her carried equipment magically blend in better with shadows and darkness while the Graysaber is drawn, turning grayish and dark in such conditions, gaining a +5 circumstance bonus on Hide checks then.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Enchantment. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Doom, Indifference</em>. <em>Cost to Create:</em> 5,445 gp and 410 XP. <em>Market Price:</em> 10,570 gp. <em>Weight:</em> 4 lbs.</p><p></p><p><strong>Shifting Spear</strong></p><p>A highly-decorated +1 Longspear, the Shifting Spear may change sizes to fit any wielder and to function at different ranges. It can thus change into a Halfspear or Shortspear at will, or back into a Longspear, as well as changing its size category to suit the wielder and their desires, retaining its enhancements and other special abilities. The spear's weight changes with its size and type. Changing the spear's size and spear-type is a free action for the wielder, but only while the spear is in-hand (it retains the new form until changed again, and it may be enchanted with throwing weapon special abilities while in Halfspear or Shortspear form). Furthermore, a Shifting Spear deals +1d4 damage on any successful hit (not multiplied on critical hits) against a creature or object that is not in its normal form (such as one that has been <em>Polymorphed</em> or which is in an Alternate Form, but not one merely disguised, such as by <em>Change Self</em>).</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Evocation. <em>Prerequisites:</em> Craft Lesser Magic Arms & Armor, <em>Enlarge, Reduce</em>. <em>Cost to Create:</em> 1,805 gp and 120 XP. <em>Market Price:</em> 3,305 gp. <em>Weight:</em> 9 lbs.</p><p></p><p></p><p></p><p>GARMENTS</p><p></p><p><strong>Mantle of Vitality</strong></p><p>This white mantle, worn over the shoulders, is decorated with patterns in cloth-of-gold that depict religious scenes and symbolism. It is adorned with a golden clasp, usually in the shape of a holy symbol for the faith of whatever priest created the Mantle. Up to three times per day on command, the Mantle of Vitality heals the wearer as per a <em>Cure Light Wounds</em> spell. By adding an extra word to the command, the wearer may expend two or three of these daily charges simultaneously, gaining the effects of two or three <em>Cure Light Wounds</em> spells instead of just one (if enough daily charges remain). Mantles of Vitality have no effect on nonliving subjects.</p><p></p><p><em>Caster Level:</em> 1st. <em>Aura:</em> Faint Conjuration. <em>Prerequisites:</em> Tailor Magic Garment, <em>Cure Light Wounds</em>. <em>Cost to Create:</em> 550 gp and 44 XP. <em>Market Price:</em> 1,100 gp. <em>Weight:</em> 1 lb.</p><p></p><p><strong>Skyfire Sandals</strong></p><p>These stylish sandals sport some kind of small protrusions or small additions floating beside them, such as tiny wheels, rune stones, or feathers. On command, the protrusions or floating additions ignite with flames, burning harmlessly and indefinitely until commanded again to stop (these flames do no damage and do not ignite anything else except particularly flammable or combustible materials on contact, in which case they deal 1d6 fire damage to such flammables or combustibles; the flames do not otherwise spread). So long as they burn, the wearer benefits from a <em>Fly</em> spell but with only half the normal flight speed of that spell. The flames may be extinguished like nonmagical ones of the same size, and unlike a normal <em>Fly</em> spell, the wearer doesn't fall slowly when this particular <em>Fly</em> effect ends or is interrupted. Skyfire Sandals can only provide their <em>Fly</em> effect for up to 2 minutes (20 rounds) per day in total, but it need not be consecutive rounds. At the end of their maximum duration for the day, the flames burn out.</p><p></p><p>However, so long as the flames burn, Skyfire Sandals leave a brief trail of flames wherever they fly, lasting for 1 round after each round's movement in the air. These small fire-trails are as dangerous as any other magical flames, except to wearers of Skyfire Sandals. They collectively deal 1d6 points of fire damage per round in any space the fire-trails are left in (Reflex DC 13 for half damage; the damage is not cumulative for anyone moving through or occupying multiple burning spaces in the same round). The fire-trails may be extinguished like normal fires, but they burn out automatically after 1 round anyway. They can ignite flammables and combustibles, but do not otherwise spread.</p><p></p><p><em>Caster Level:</em> 5th. <em>Aura:</em> Faint Transmutation. <em>Prerequisites:</em> Tailor Magic Garment, <em>Flaming Sphere, Fly</em>. <em>Cost to Create:</em> 11,800 gp and 944 XP. <em>Market Price:</em> 23,600 gp. <em>Weight:</em> ---.</p><p></p><p><strong>Skullcap of Anonymity</strong></p><p>Wearing this plain leather skullcap provides you with the effects of an <em>Undetectable Alignment</em> spell. Once per day, the Skullcap of Anonymity may change the wearer's appearance as per a <em>Change Self</em> spell (DC 11) on command.</p><p></p><p><em>Caster Level:</em> 6th. <em>Aura:</em> Moderate Abjuration. <em>Prerequisites:</em> Tailor Magic Garment, <em>Change Self, Undetectable Alignment</em>. <em>Cost to Create:</em> 4,700 gp and 376 XP. <em>Market Price:</em> 9,400 gp. <em>Weight:</em> ---.</p><p></p><p></p><p></p><p>POTIONS</p><p></p><p><strong>Elixir of Acid Breath</strong></p><p>This putrid greenish-yellow potion bestows upon the drinker the ability to spit sprays of acid. It functions identically to an Elixir of Fire Breath except that the drinker breathes out acid instead of fire, dealing acid damage instead of fire damage. Most drinkers suffer terrible heartburn afterward.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Conjuration. <em>Prerequisites:</em> Brew Potion, caster level 8th or higher. <em>Cost to Create:</em> 500 gp and 40 XP. <em>Market Price:</em> 1,000 gp. <em>Weight:</em> ---.</p><p></p><p><strong>Elixir of Fire Breath</strong></p><p>Will be detailed here later. Basically identical to the Potion of Fire Breath in the core rules, simply renamed in the fashion of 3.5 to differentiate it from potions that duplicate spells. Still made with Brew Potion though, unlike in 3.5.</p><p></p><p><strong>Elixir of Ice Breath</strong></p><p>This milky white potion bestows upon the drinker the ability to exhale gusts of freezing air. It functions identically to an Elixir of Fire Breath except that the drinker breathes out frost instead of fire, dealing cold damage instead of fire damage. Most drinkers suffer temporary, terribly uncomfortable brain-freeze afterward.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Evocation. <em>Prerequisites:</em> Brew Potion, caster level 8th or higher. <em>Cost to Create:</em> 450 gp and 36 XP. <em>Market Price:</em> 900 gp. <em>Weight:</em> ---.</p><p></p><p><strong>Elixir of Lightning Breath</strong></p><p>This blue-gray potion bestows upon the drinker the ability to exhale miniature bolts of lightning. It functions identically to an Elixir of Fire Breath except that the drinker breathes out lightning instead of fire, dealing electricity damage instead of fire damage. Most drinkers suffer painful headaches afterward.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Evocation. <em>Prerequisites:</em> Brew Potion, caster level 8th or higher. <em>Cost to Create:</em> 450 gp and 36 XP. <em>Market Price:</em> 900 gp. <em>Weight:</em> ---.</p><p></p><p><strong>Elixir of Thunder Breath</strong></p><p>This inky potion bestows upon the drinker the ability to unleash dangerously-powerful shrieks. It functions identically to an Elixir of Fire Breath except that the drinker breathes out shrieking soundwaves instead of fire, dealing sonic damage instead of fire damage. Most drinkers suffer prolonged ringing in their ears and mild shakiness afterward.</p><p></p><p><em>Caster Level:</em> 3rd. <em>Aura:</em> Faint Evocation. <em>Prerequisites:</em> Brew Potion, caster level 8th or higher. <em>Cost to Create:</em> 550 gp and 44 XP. <em>Market Price:</em> 1,100 gp. <em>Weight:</em> ---.</p><p></p><p></p><p></p><p>SCROLLS</p><p></p><p>To be added soon.</p><p></p><p></p><p></p><p>TALISMANS</p><p></p><p>To be added soon.</p><p></p><p></p><p></p><p>WANDS</p><p></p><p>To be added soon, but probably in the earlier post with rods, staves, etc.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 5582094, member: 13966"] [b]Even more Aurelian magic items[/b] More will be added to this post next week. Most of what's below was just moved from the previous post, but I added a few things to this one as well. The earlier post with magic charms, wondrous items, staves, and rods will also be updated next week with a few new items. WEAPON SPECIAL ABILITIES [B]Bleak[/B] Any weapon with the Bleak ability inflicts despair upon those it strikes, hampering their ability to fight on or escape. The weapon usually has dull surfaces that don't reflect much light. Each successful hit by a Bleak weapon, if it deals damage successfully (after factoring in Damage Reduction and other factors), causes the victim to suffer from the effects of a [I]Doom[/I] spell (DC 11) if not already under that spell. Only living creatures are susceptible to this side-effect. This is a new ability. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Enchantment. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Doom[/I]. [I]Cost to Create:[/I] 1,000 gp and 80 XP. [I]Market Price:[/I] +2,000 gp. WEAPONS [B]Graysaber[/B] This +1 Bleak Saber has a dull gray blade and handle, unadorned and unremarkable in appearance except for the unusually minimal sheen of its steel. The wielder is under a perpetual [I]Indifference[/I] effect (DC 13), as per the spell but with only one saving throw allowed per day per wielder (applied for the whole day), so long as he or she has the Graysaber drawn and in-hand, behaving as a nearly emotionless individual. The wielder and his or her carried equipment magically blend in better with shadows and darkness while the Graysaber is drawn, turning grayish and dark in such conditions, gaining a +5 circumstance bonus on Hide checks then. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Enchantment. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Doom, Indifference[/I]. [I]Cost to Create:[/I] 5,445 gp and 410 XP. [I]Market Price:[/I] 10,570 gp. [I]Weight:[/I] 4 lbs. [B]Shifting Spear[/B] A highly-decorated +1 Longspear, the Shifting Spear may change sizes to fit any wielder and to function at different ranges. It can thus change into a Halfspear or Shortspear at will, or back into a Longspear, as well as changing its size category to suit the wielder and their desires, retaining its enhancements and other special abilities. The spear's weight changes with its size and type. Changing the spear's size and spear-type is a free action for the wielder, but only while the spear is in-hand (it retains the new form until changed again, and it may be enchanted with throwing weapon special abilities while in Halfspear or Shortspear form). Furthermore, a Shifting Spear deals +1d4 damage on any successful hit (not multiplied on critical hits) against a creature or object that is not in its normal form (such as one that has been [I]Polymorphed[/I] or which is in an Alternate Form, but not one merely disguised, such as by [I]Change Self[/I]). [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Evocation. [I]Prerequisites:[/I] Craft Lesser Magic Arms & Armor, [I]Enlarge, Reduce[/I]. [I]Cost to Create:[/I] 1,805 gp and 120 XP. [I]Market Price:[/I] 3,305 gp. [I]Weight:[/I] 9 lbs. GARMENTS [B]Mantle of Vitality[/B] This white mantle, worn over the shoulders, is decorated with patterns in cloth-of-gold that depict religious scenes and symbolism. It is adorned with a golden clasp, usually in the shape of a holy symbol for the faith of whatever priest created the Mantle. Up to three times per day on command, the Mantle of Vitality heals the wearer as per a [I]Cure Light Wounds[/I] spell. By adding an extra word to the command, the wearer may expend two or three of these daily charges simultaneously, gaining the effects of two or three [I]Cure Light Wounds[/I] spells instead of just one (if enough daily charges remain). Mantles of Vitality have no effect on nonliving subjects. [I]Caster Level:[/I] 1st. [I]Aura:[/I] Faint Conjuration. [I]Prerequisites:[/I] Tailor Magic Garment, [I]Cure Light Wounds[/I]. [I]Cost to Create:[/I] 550 gp and 44 XP. [I]Market Price:[/I] 1,100 gp. [I]Weight:[/I] 1 lb. [B]Skyfire Sandals[/B] These stylish sandals sport some kind of small protrusions or small additions floating beside them, such as tiny wheels, rune stones, or feathers. On command, the protrusions or floating additions ignite with flames, burning harmlessly and indefinitely until commanded again to stop (these flames do no damage and do not ignite anything else except particularly flammable or combustible materials on contact, in which case they deal 1d6 fire damage to such flammables or combustibles; the flames do not otherwise spread). So long as they burn, the wearer benefits from a [I]Fly[/I] spell but with only half the normal flight speed of that spell. The flames may be extinguished like nonmagical ones of the same size, and unlike a normal [I]Fly[/I] spell, the wearer doesn't fall slowly when this particular [I]Fly[/I] effect ends or is interrupted. Skyfire Sandals can only provide their [I]Fly[/I] effect for up to 2 minutes (20 rounds) per day in total, but it need not be consecutive rounds. At the end of their maximum duration for the day, the flames burn out. However, so long as the flames burn, Skyfire Sandals leave a brief trail of flames wherever they fly, lasting for 1 round after each round's movement in the air. These small fire-trails are as dangerous as any other magical flames, except to wearers of Skyfire Sandals. They collectively deal 1d6 points of fire damage per round in any space the fire-trails are left in (Reflex DC 13 for half damage; the damage is not cumulative for anyone moving through or occupying multiple burning spaces in the same round). The fire-trails may be extinguished like normal fires, but they burn out automatically after 1 round anyway. They can ignite flammables and combustibles, but do not otherwise spread. [I]Caster Level:[/I] 5th. [I]Aura:[/I] Faint Transmutation. [I]Prerequisites:[/I] Tailor Magic Garment, [I]Flaming Sphere, Fly[/I]. [I]Cost to Create:[/I] 11,800 gp and 944 XP. [I]Market Price:[/I] 23,600 gp. [I]Weight:[/I] ---. [B]Skullcap of Anonymity[/B] Wearing this plain leather skullcap provides you with the effects of an [I]Undetectable Alignment[/I] spell. Once per day, the Skullcap of Anonymity may change the wearer's appearance as per a [I]Change Self[/I] spell (DC 11) on command. [I]Caster Level:[/I] 6th. [I]Aura:[/I] Moderate Abjuration. [I]Prerequisites:[/I] Tailor Magic Garment, [I]Change Self, Undetectable Alignment[/I]. [I]Cost to Create:[/I] 4,700 gp and 376 XP. [I]Market Price:[/I] 9,400 gp. [I]Weight:[/I] ---. POTIONS [B]Elixir of Acid Breath[/B] This putrid greenish-yellow potion bestows upon the drinker the ability to spit sprays of acid. It functions identically to an Elixir of Fire Breath except that the drinker breathes out acid instead of fire, dealing acid damage instead of fire damage. Most drinkers suffer terrible heartburn afterward. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Conjuration. [I]Prerequisites:[/I] Brew Potion, caster level 8th or higher. [I]Cost to Create:[/I] 500 gp and 40 XP. [I]Market Price:[/I] 1,000 gp. [I]Weight:[/I] ---. [B]Elixir of Fire Breath[/B] Will be detailed here later. Basically identical to the Potion of Fire Breath in the core rules, simply renamed in the fashion of 3.5 to differentiate it from potions that duplicate spells. Still made with Brew Potion though, unlike in 3.5. [B]Elixir of Ice Breath[/B] This milky white potion bestows upon the drinker the ability to exhale gusts of freezing air. It functions identically to an Elixir of Fire Breath except that the drinker breathes out frost instead of fire, dealing cold damage instead of fire damage. Most drinkers suffer temporary, terribly uncomfortable brain-freeze afterward. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Evocation. [I]Prerequisites:[/I] Brew Potion, caster level 8th or higher. [I]Cost to Create:[/I] 450 gp and 36 XP. [I]Market Price:[/I] 900 gp. [I]Weight:[/I] ---. [B]Elixir of Lightning Breath[/B] This blue-gray potion bestows upon the drinker the ability to exhale miniature bolts of lightning. It functions identically to an Elixir of Fire Breath except that the drinker breathes out lightning instead of fire, dealing electricity damage instead of fire damage. Most drinkers suffer painful headaches afterward. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Evocation. [I]Prerequisites:[/I] Brew Potion, caster level 8th or higher. [I]Cost to Create:[/I] 450 gp and 36 XP. [I]Market Price:[/I] 900 gp. [I]Weight:[/I] ---. [B]Elixir of Thunder Breath[/B] This inky potion bestows upon the drinker the ability to unleash dangerously-powerful shrieks. It functions identically to an Elixir of Fire Breath except that the drinker breathes out shrieking soundwaves instead of fire, dealing sonic damage instead of fire damage. Most drinkers suffer prolonged ringing in their ears and mild shakiness afterward. [I]Caster Level:[/I] 3rd. [I]Aura:[/I] Faint Evocation. [I]Prerequisites:[/I] Brew Potion, caster level 8th or higher. [I]Cost to Create:[/I] 550 gp and 44 XP. [I]Market Price:[/I] 1,100 gp. [I]Weight:[/I] ---. SCROLLS To be added soon. TALISMANS To be added soon. WANDS To be added soon, but probably in the earlier post with rods, staves, etc. [/QUOTE]
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