1000 Unique Magical Items/priced/lvled/exp

29) Book of Deamons
These powerful spellbooks contain deamons trapped to serve their master. They are bound in unknown hide and forged shut with chains etched in runes. Should the chains be broken (harness 20, hp 5, break DC 30) and the book opened, the Glabrezu bound to the book will be released.

It acts as a spellbook with 400 pages that automatically attunes itself to the bearer so they may learn all spells therin. In addition the book knows any 4 metamagic feats, these feats may be applied to any spell memorized from the book.

To memorize a spell from the book a wizard holds the book and communicates telepatically with the deamon. To write a spell in the book a wizard must merely concentrrate and expend the memorised spell. This is the same as memorizing spells from any other source except for the corrupting effect of this communication. Any charachter memorizing spells from the book must make a will save (DC 13) or lose 2d4 points of temporary wisdom and become chaotic evil. Those whose wisdom is reduced to zero are possessed and will use and means in their power to open the book.

Price: 15,000gp
Prerequisites: Planar Binding, Caster lever 15th, Craft Wondrous item.
 
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Mantle of Bane
This black mantle grants a +6 enhancement bonus to the wearer’s personal presence (Charisma), physical strength (Strength), and mental faculties (Wisdom). It is highly coveted by Clerics of Bane, The Black Lord of Darkness.
Caster Level: 18th; Prerequisites: Craft Wondrous Item, bull’s strength, either charm monster or eagle’s splendor, and either commune, legend lore, or owl’s wisdom; Market Price: 180,000 gp. Cost to Create: 90,000gp + 7,200 xp.
 
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31) Potion of Rejuvination
- Upon consumption, all weariness is stripped from user. The user is personally affected as though it just had ten hours of un-interrupted rest. It does not need to rest again until the following day as normal.

"The Red Wizards of Thay were known to create potions allowing them to continue their studies endlessly without sleep. They advanced with great speed, gaining power faster then many others of their class"
 

32)

Orbs of Lightning

These three orbs are made of polished silver of child fist-size and will never oxidise. The orbs were first used when the group of The Great Eight battled a powerful necromancer somewhere in the northern Ride (Faerûn). The halfling Noddy Waldmann, member of the group, killed a dozen elite guards of the wizard and nearly himself when he used the orbs. The halfling vanished some months later and the orbs are still not found.

To use the orbs, all three of them must touch each other shortly. Then, one orb can be thrown or rolled (or teleported if an appropriate spell is at hand) as a standard action, just as the user desires. The two other orbs still must touch each other until the third orb doesn't move anymore. Now the user puts one orb in each hand (as a move-equivalent action), causing a crackling lightning between the two. In the next round, a lightning bolt (ray, 5 ft.) shoots from the lightning between the two orbs to the third orb, causing 5d6 electricity damage + 1d6 for each 10 ft the bolt traveled. The orbs get hot very quickly. When more than 10d6 are used, the orbs become extremly hot, causing 1d4 fire and 1d6 electricity damage to the user per d6 past 10d6. Also, the ray enlarges by 1 ft. for each 2d6 past 10d6 damage. Opponents get a Reflex save for half damage at DC 8 + number d6 used. The user gets a Fortitude save DC 15 + number of d6 used past 10d6 for half damage. There is no damage maximum. The orbs won't function when the user is protected from electricity, because the orbs must interact with the user's body electricity to become functional. The items can be used once per day.

Caster level: 17th.

Prerequesites: Craft wondrous item, Lightning bolt, Shocking grasp

Market price: delivered later
 
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33) Spidersilk Gloves
Used by Assassins the world over as a means of dispatching even hard-to-reach marks with speed and ease, these black spidersilk gloves grant the user the ability to spider climb at will, and allow him to deliver a poison spell as a touch attack once per day.
In addition, the wearer gains a +4 insight bonus to Fortitude saves against arachnid venom, as well as the ability to generate any length of spidersilk cord at will. The cord is incredibly resistant, with twice the HP and hardness of standard silk rope.
 

34)

Amulets of Communication

These amulets come in pairs. Each amulet is made of unpolished silver, showing a circle in the middle part of the front side.
Each amulet is permanently active and works, in simple terms, just like a video camera with a microphone. All what one amulet "sees" in a quarter circle, is delivered to to the other and shown in the circle as a "moving" picture. Sound can be delivered clearly only when the amulets are each touched by a creature (not a construct). If not touched, all sound they deliver is but a faint whisper. This can be recognised with a successful listen check DC 18 (or higher, if too much noise is around). It is not necessary to wear the amulets, holding them in hand is enough for communication. They work even when on different planes, but a cage of any metal blocks any communication. When one amulet is nonfunctional (because of a wildshape or so) or blocked from communication, the circle of the other amulet is black.

Caster level: 11th.

Prerequesites: Craft wondrous item, Clairvoyance, Clairaudience, Contact other planes, Prying eyes

Market Price: delivered later

To the members of the SADES adventure group: Just found the description of the amulets in my AD&D stuff. Hope this post answers some questions ;)
 
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Tanglefang

Tanglefang

This ancient greatsword was wielded by the powerful fighter/druid Eldamar Willowstone. Eldamar was known to have led an expedition of several adventuring companies into the fane of Acerack, and long-thought deceased arch-lich sorcerer. It is expected that this is how the blade came to rest here, although it won't be found anywhere near his remains. This powerful greatsword has changed hands many times among the many humanoids and adventurers who have since tried to delve into the gnome lair's beneath White Top Mountain, to gain access to the fane. It has never seen the light of day since it was wielded by Eldamar to bring down the arch-lich Acerack. It is unknown whether or not Eldamar was successful in his mission, but the arch-lich has been heard from in more than a millenia.

Greatsword +3
Entangle (per the spell) 1/day - Command Word
Hold Animal (per the spell) 1/day - Command Word
Freedom of Movement (per the spell) 1/month - Auto activates when needed

All spell functions are cast from the sword as if cast by a ninth level druid.

Cost: 29,660 Gold Pieces
320gp for masterwork greatsword + 18,000gp for +3 enhancement+ 360gp for entangle+2,160gp for Hold Animal+3,150gp for freedom of movement
 

Ohhhh, very nice weapon, me likes.
36) Bubba's Overalls
- Profession (farmer, carpenter, lumberjack, and fisherman) +5
- -2 Charisma checks vrs upper class society members
- 5/round resist fire (prevents overheating in the extreme heat while working)
- Proficiency with Scythe vrs wheat
- +1/hit with Scythe vrs wheat
- Wearer becomes embued with great endurance allowing him to work twice as long during one day than an average worker. (Increase money made by x2 during a day of doubled work.)
 

Was that in reference to Tanglefang or to your overalls of farming? If you liked Tanglefang, I've got more, I just thought I'd post one to see if you drew any attention.
 


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