1000 Unique Magical Items/priced/lvled/exp

8) Magnium Stone
- User Makes a Ranged Touch Attack; Upon hit, stone deals dmg as fire orb cast as 3rd level arcane spell. Multiple stones may be thrown at once, for every stone after the first add a -1 to hit. One stone has no penalty and 2 stones both have -1 to hit, 3 stones have -2 to hit, 4 stones all have a -3 to hit and so on and so forth...
Once the stone is thrown whatever it hits takes the damage, it is destroyed upon contact and may not be re-used or re-created.
Requirements:
Craft Wondrous Item; 3rd Level Arcane Caster; fair sized stone from solid molten lava.

More to come on this item... (price etc...)
 
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9) Cloth of Blind Justice

When tied around the head and covering the eyes, this cloth magically blinds the user as of the [/i]Blindness[/i] spell. However, it also grants the user Blindsight, in a 20 foot radius. If a lawful good character dons the Cloth of Blind Justice, he automatically sees any evil beings, despite the Blindness. He also gains a +2 synergy bonus to attacking evil creatures.

If a lawful neutral character wears the Cloth of Blind Justice, he automatically sees both evil and chaotic beings. He also gains a +2 synergy bonus to attacking chaotic and evil creatures.

The effects of the Cloth of Blind Justice last while the cloth is worn, but the Blindness and Blindsight last for 24 hours after the cloth is taken off.

Caster Level: (I have no idea); Prerequisistes: Craft Wonderous Item, blindness, detect evil, detect chaos
 
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Great Item, very original. Only thing I'd consider changing was allowing the blindness/blindsight to last so long. Maybe 1-2 hours. Prolly 6 hours max. Great item though.

(edit) PLEASE FOR THOSE OF U THAT POSTED ITEMS, Edit your items and ADD THE NUMBER of it. I wanna keep it numbered from 1-1000 thanks! :)
 
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10)Returnatrops

- This set of 15 caltrops acts normally under all circumstances, however, it is magically linked to a golden and silver lined bag. Upon touching the laced bag and speaking "Come All ye' Trops"
The caltrops return to the bag at a rate of 5 per round. The Caltrops may be returned to their bag five times per day before the bag refuses to bring them back again.
Items: 15 Masterwork Caltrops, Silver and Golden bag worth 200gp


More to come on this item (exp, price, ect..)
 

Man, that Cloth of Blind Justice thingy is almost exactly the same as the Blindfold of Dexter in my game!

How about these:

11) Quiver of Poison: If a dose of injury type poison is poured into this quiver, all the arrows and bolts within are magically coated with the poison. The quiver holds up to 20 arrows or bolts.
Caster level: 7th; Prerequisites: Craft Wondrous Item, Poison; Market Price: 56,000 gp.

12) Urn of Oozes: Once per day, this urn can pour out an ooze. The type of ooze is generated randomly from the following list: 01-30 Ochre Jelly; 31-40 Black Puddin'; 41-70 Gray Ooze; 71-90 Slithering Tracker; 91-00 Mustard Jelly.
Caster level: 11th; Prerequisites: Craft Wondrous Item, Summon Monster 6; Market Price: 26,400 gp.

13) Aggravated Weapons: An aggravated weapon deals damage that cannot be healed by magical means (short of a Miracle or Wish).
Caster Level: 15th; Prerequisites: Craft Magic Arms & Armor, Inflict Critical Wounds; Market Price: +3 bonus.

14) Dust of Disintegration: A bag of this dust can be sprinkled or thrown up to 10' (as a ranged touch attack). This is a standard action that draws attacks of opportunity. If the dust hits, the target is affected by a disintigrate spell (Fort partial, DC19).
Caster Level: 11th; Prerequisites: Craft Wondrous Item, Disintegrate; Market Price: 15,000 gp.

Hope y'all like 'em, I got plenty more!
 

15) Staff of Permanence: This staff can be used to make spells permanent. The staff has 50 charges and each charge is equivalent to 250 XP towards making a spell permanent. When the staff is activated, it uses a number of charges needed to make the target spell permanent. The staff may also be used in magic item creation, spending a number of charges to pay for part or all of the XP loss incurred by creating an item (excess XP from the staff is lost). Unlike most staves, a staff of permanence crumbles into ash when its last charge is used.

Caster Level: 15th; Prerequisites: Craft Staff, permanency; Market Price: 96,250 GP; Cost to Create: 16875 GP + 13850 XP.
 

16) Drums of War
- When played during a small scale battle, all combatants in your party recieve +1 morale bonus to hit, +1 to all saves, +1 to ac, +1 to initiative.

- All oponents recieve -1 morale bonus to hit, -1 to AC, -1 to initiative. Each negative may be negatated for the entire length of the battle at DC 16 will save.

- During a large scale battle of 20vs20 or more, these bonus's/negatives are increased/decreased by 1. All saves remain the same.
The drums have a range of 50 ft, plus 10 ft per level if a bard is using the instrument.

- If a bard is using the instrument, also add the following properties. DC is raised to 19; add an additional +1 to bonus/negative attack and Armor Class modifiers.

exp/cost coming soon
 

17) Petrified Feather
- one/per week you may attempt to turn any feathered creature(Ex. owlbear) to stone. Save is Fort. 15

Exp/gold to come...
 

18)ANVIL OF IRONTOE

A magical anvil forged by great dwarven weaponsmiths.
+30 to craft (weaponsmithing or armorsmithing)
grants the feat Craft magic arms & armor even if the user doesn't meet the feat requirments.

no clue about the cost/exp tho..
 

chug a lug

19) Berzerkers' Mug

This worn but ornate 8" tall silver tankard is decorated with horn and ivory bas reliefs of barbarian warriors locked in mortal combat. It's sturdy handle is engraved with a runic command word, that when uttered causes the mug to fill with icy cold, refreshing mead. Anyone who imbibes even a sip of the mead must make a will save at DC 15 or be overcome with the urge to drain the tankard completely. Drinkers may choose to drain the mug voluntarily if they wish. Those who do so, immediately experience the effects of a Barbarian Rage as per a first level Barbarian (see the class description in the PHB). The drinker must also make a will save at DC 15 or experience a "berzerk frenzy" for the duration of the Rage, during which he/she will mindlessly attack the nearest person, friend or foe. After the Rage ends, the imbiber suffers all the negative after-effects of a Barbarian Rage as well.

The Mug draws it's power from chaotic magic, and lawful characters drinking from it must save at DC 20 instead of 15 to resist frenzying. Each use of the Rage ability drains one charge from the mug. Mugs have up to 50 charges and while some are rechargable, others are unstable and have been known to shatter during attempts to recharge them. Several of these mugs have found their way into civilized lands over the years. It is believed that they are part of a set created for an ancient barbarian king, and that more exist in some forgotten tomb somewhere in the frozen northlands.
 

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