dwayne
Adventurer
Magic Items
I as a DM like making magic Items and creating unique magic is always fun. Some times you do not have the time and wish to give the PCs some thing original but your minds a blank. Well here ya go these are some items I created on the fly and they did turn out to be some of my players favorite and my pain.
Crystal Armor of Wrathorr
Description: made of smoky quartz crystal with the natural quartz sticking out of the shoulders and various other places that will not interfere with movement.
Powers: +5, Glassteel cast on it the armor also has nimbleness to allow more movement. It is also weightless so as to not encumber. The spaulders are also enchanted to grant their wearer the ability to sprout a pair of beautiful, Hawk wings once per day, which allow him to fly for a number of hours equal to his wisdom modifier, with a minimum of one hour. Flying in this manner gives the wearer a speed of 70, and an average maneuverability rating. This armor is considered medium (AC Bonus +8, Max. Dex. Bonus + 8, AC Penalty 0, Arcane Spell Failure 15%, Speed No reduction, Weight 0.).
Ring of Elemental Command (Sonic)
Common properties: * Elementals of the plane to which the ring is attuned can’t attack the wearer, or even approach within 5 feet of him. If the wearer desires, he may forego this protection and instead attempt to charm the elemental ( as charm monster, Will save DC 17). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made. * Creatures from the plane to which the ring is attuned who attack the wearer suffer a –1 penalty to their attack rolls. The ring wearer makes applicable saving throws from the extraplaner creature’s attacks with a +2 resistance bonus. He gains a +4 morale bonus to all attacks against such creatures. Any weapon he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have. * The wearer of the ring is able to converse with creatures from the plane to which his ring is attuned. These creatures recognize that he wears the ring. They show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear the wearer if he is strong. If he is weak, they hate and desire to slay him. Fear, hatred, and respect are determined by the DM. * The possessor of the ring suffers a saving throw penalty of –2 against force-based effects.
Specific properties: * Resist elements (sonic) (as a major ring of elemental resistance [sonic] 30 points per round). * Silent Sound. (unlimited use). * Shatter (twice per day). * Cry Havoc (twice per day). * Shout (once per day). * Sonic strike as per flame strike but does sonic damage not fire (twice per week).
Deck of Ill-Elusions
This deck of cards acts in all ways as a Deck of illusions unless noted below.
Harts
A Banny rooster
K Rat (small)
Q Puppy Dog
J Mole
10 Sunflower
9 A Bucket (with hole)
8 A Vary Old Worn Horse
2 Tree (dead)
Diamonds
A 10 ft. Marble Column
K a white mouse
Q a straw broom
J a stuffed beaver
10 Wagon wheel
9 Candle nub
8 Rose bush 5'dia. 5' high
2 4' stack of parchment
Spades
A Small table with cold food
K 50 termites
Q Can of earth worms
J a small dog(poodle)
10 Pair of old boots
9 A wooden falcon
8 a chair
2 a pile of dirt 3'x2'high
Clubs
A R0asted pig
K A hat rack (1d6 hats)
Q 10'x10' section of grass
J Blind beggar no legs
10 pile of cloths 3'x3'ft
9 Double of self (nude)
8 a butterfly
2 Mud puddle 15'dia. 2’deep
Manticore Hide Armor
This armor was made for barbarian warrior from the hide of a manticore that he killed with his own hands. The tribe’s wizard instilled part of the beast’s powers in the hide it's self-giving him beastly might.
This armor gives +11 bonus (+6 armor, +5 magical), max. dex. Bonus of +5, armor check penalty -1, speed normal for race, 20lbs. The armor has a set of manticore wings, which fly at 50ft. (clumsy). Also with a snap of the armors tail, the wearer can loose a volley of six spikes as a standard action. This attack has a range of 180ft. A spike threatens a critical hit on a natural attack roll of 19 to 20. Can only launch 24 spikes in a day. They re grow at a rate of 1 per day. If the wearer is ever grappled or swallowed it will spout dagger spikes from all surfaces of your armor. The spikes are bone like and never harm you or interfere with your movement or actions. They allow you to deal 1d6 points of piercing damage (crit x2) with a successful grapple attack. The spikes count as a martial weapon, and the spell grants proficiency with them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. You inflict lethal damage when grappling. If a creature grapples you, the spikes deal 2 points of damage to your attacker. You get a + 4 bonus on Escape Artist checks to escape from a net, rope, grappler, or spell that entangles.
I as a DM like making magic Items and creating unique magic is always fun. Some times you do not have the time and wish to give the PCs some thing original but your minds a blank. Well here ya go these are some items I created on the fly and they did turn out to be some of my players favorite and my pain.
Crystal Armor of Wrathorr
Description: made of smoky quartz crystal with the natural quartz sticking out of the shoulders and various other places that will not interfere with movement.
Powers: +5, Glassteel cast on it the armor also has nimbleness to allow more movement. It is also weightless so as to not encumber. The spaulders are also enchanted to grant their wearer the ability to sprout a pair of beautiful, Hawk wings once per day, which allow him to fly for a number of hours equal to his wisdom modifier, with a minimum of one hour. Flying in this manner gives the wearer a speed of 70, and an average maneuverability rating. This armor is considered medium (AC Bonus +8, Max. Dex. Bonus + 8, AC Penalty 0, Arcane Spell Failure 15%, Speed No reduction, Weight 0.).
Ring of Elemental Command (Sonic)
Common properties: * Elementals of the plane to which the ring is attuned can’t attack the wearer, or even approach within 5 feet of him. If the wearer desires, he may forego this protection and instead attempt to charm the elemental ( as charm monster, Will save DC 17). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made. * Creatures from the plane to which the ring is attuned who attack the wearer suffer a –1 penalty to their attack rolls. The ring wearer makes applicable saving throws from the extraplaner creature’s attacks with a +2 resistance bonus. He gains a +4 morale bonus to all attacks against such creatures. Any weapon he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have. * The wearer of the ring is able to converse with creatures from the plane to which his ring is attuned. These creatures recognize that he wears the ring. They show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear the wearer if he is strong. If he is weak, they hate and desire to slay him. Fear, hatred, and respect are determined by the DM. * The possessor of the ring suffers a saving throw penalty of –2 against force-based effects.
Specific properties: * Resist elements (sonic) (as a major ring of elemental resistance [sonic] 30 points per round). * Silent Sound. (unlimited use). * Shatter (twice per day). * Cry Havoc (twice per day). * Shout (once per day). * Sonic strike as per flame strike but does sonic damage not fire (twice per week).
Deck of Ill-Elusions
This deck of cards acts in all ways as a Deck of illusions unless noted below.
Harts
A Banny rooster
K Rat (small)
Q Puppy Dog
J Mole
10 Sunflower
9 A Bucket (with hole)
8 A Vary Old Worn Horse
2 Tree (dead)
Diamonds
A 10 ft. Marble Column
K a white mouse
Q a straw broom
J a stuffed beaver
10 Wagon wheel
9 Candle nub
8 Rose bush 5'dia. 5' high
2 4' stack of parchment
Spades
A Small table with cold food
K 50 termites
Q Can of earth worms
J a small dog(poodle)
10 Pair of old boots
9 A wooden falcon
8 a chair
2 a pile of dirt 3'x2'high
Clubs
A R0asted pig
K A hat rack (1d6 hats)
Q 10'x10' section of grass
J Blind beggar no legs
10 pile of cloths 3'x3'ft
9 Double of self (nude)
8 a butterfly
2 Mud puddle 15'dia. 2’deep
Manticore Hide Armor
This armor was made for barbarian warrior from the hide of a manticore that he killed with his own hands. The tribe’s wizard instilled part of the beast’s powers in the hide it's self-giving him beastly might.
This armor gives +11 bonus (+6 armor, +5 magical), max. dex. Bonus of +5, armor check penalty -1, speed normal for race, 20lbs. The armor has a set of manticore wings, which fly at 50ft. (clumsy). Also with a snap of the armors tail, the wearer can loose a volley of six spikes as a standard action. This attack has a range of 180ft. A spike threatens a critical hit on a natural attack roll of 19 to 20. Can only launch 24 spikes in a day. They re grow at a rate of 1 per day. If the wearer is ever grappled or swallowed it will spout dagger spikes from all surfaces of your armor. The spikes are bone like and never harm you or interfere with your movement or actions. They allow you to deal 1d6 points of piercing damage (crit x2) with a successful grapple attack. The spikes count as a martial weapon, and the spell grants proficiency with them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. You inflict lethal damage when grappling. If a creature grapples you, the spikes deal 2 points of damage to your attacker. You get a + 4 bonus on Escape Artist checks to escape from a net, rope, grappler, or spell that entangles.
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