1000 Unique Magical Items/priced/lvled/exp

37) Bottle of Blasting.

This bottle is of excellent craftmanship, the green glass seem to have bands of gold and silver running spiral through it. Etchings are made, as well as gem flakes along it's sides. A fancy cork is in the top, stoppered with a quartz stone.

The bottle can hold three 'flasks' of liquid, be it water, alchemist's fire, holy water, acid, or wine. The chemical does not harm the bottle. Speaking the command word 'Spray!' causes one 'flask' worth of liquid to shoot forth from the bottle. The user makes a ranged touch attack. If successful, the recipient is dazed (DC 14) as the spell, since the water hits them in the face. Also, effects of any substance inside effect the target normally. There is no splash damage. The bottle has a ranged increment of 15' feet.

38) Magnetic Gloves.

Once per day, as a standard action that brings an AoO, the power of this glove can be inacted to have one unattended object attract to it, and snap into the wearer's hand. The item must be within 30' feet, and not held down by any means.

Objects which are attended recieve a reflex save to allow the person to reclaim their item.

More powerful versions of these gloves are made to also allow the wearer to be attracted to a stationary object, such as a tree branch or cliff edge, making climbing or excapes effortless.

Codpiece of Missile Attraction... Kidding!

39) Boots of Surface Stepping.

These boots are of an interesting make. Created from the tanned leather of geckos, snakes, and underdark lizards, and soaked in a solution crafted from melted spider spinnerets.

The power bestowed from these boots allow full 3-Dimensional walking. The magic from them displaces gravity around the wearer to the point that gravity 'works' for the wearer, meaning that if a foot was placed on a wall, he could take a step to place the other on the wall, and walk upwards, as though he were on the ground.

So powerful is the displacement, that the wearer could run around a tree trunk, ON the trunk, and stay put, or even jump to the undersides of branches. Even though they allow the wearer to do so in such a displacement, standard movement restrictions apply; jumping to another point requires a jump check, moving on incredibly thin areas (Tightropes, tree branches, etc) require a Balance check. If a jump check to connect to a surface is missed, or if both feet leave the surface, the gravity displacement is dispelled, and the normal method of gravity returns, leaving Falling rules to take place.
 
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40)

Statuette of the Panther

This ebony statuette shows a panther with eyes made of jade and teeth of ivory.

Once per day, it summons on command a normal panther with 42 hp (for other stats, see the leopard entry in the MM). The animal serves the user of the statuette as best as it can for one hour, then it vanishes. If the panther is killed, the statuette becomes nonfunctional for seven days.

Caster level: 7th.

Prerequesites: Craft wondrous item, Summon Nature's Ally IV.

Market Price: 9000 GP.
 


Panopticon:

what appears at first to abe a simple, fist-sized cube of cut glass or crystal, but whose facets multiply rapidly the long one stares at it, and each facet begins to show different and wildly disparate scences. For a user with an intelligence of less than 18, this effect causes confusion per the spell, with no save. For a user of intelligence 18 or greater, this cube allows them to scry as with a crytal ball with true seeing and detect thoughts... The user can focus on searching for a specific individual amongst the infinite facets, but doing so requires a concentrtion check, DC 30. Focusing in on a scene already displayed however, requires no check...

This is a unique artifact IMC, so not sure about caster level
 

#42

Here is a "set" of items I designed myself for the *IR AFTERMATH* game in INCHARACTER forum, but I changed chars before we started but this was the pride of my first char concept :)

Set = Armor, Boots, Bow.


The Warpers Regalia (Battle Set)

Who or what the warper is and where it comes from is unknown exept to a special few who have dedicated themselves to keep it a mystery, the only thing that has ever been found about the warper is Drow Myth. The stories tell about a hellish creature that walks the maze of the underdark, bathing in a purple light and the fear it strikes in the hearts of those that encounter it and those very few who have escaped its wrath tell about the screams, its screams, its victims screams, screams in their dreams that drive them mad, the screams that'll haunt them for an eternity.
One drow battlereport was found which reported about how the patrolls they sent never returned and how screams surrounded them at night. The screams that the writer of the report even dreamt about at night, and then he it just said: "it is comming, the screams are comming nearer every minute. There are only a few of us left, Lolth knows what happens to those we sent for help. The light, the white..... now fills the halls and blinded guards are running into the almost abandoned barracks. I can the screams, I can feel its light burning. It's comming, i.."
The report was found covered in blood as the mutilated bodies covered the outpost when it was discovered by a High Elven war party hunting for drow and treasure in the underdark.
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Warper of Emotion (+1 Flaming, Frost, Shock, Screaming, Corrosive Mighty Composite longbow +4str; 1d8+7 +5d6 energy +special.)
This bow consists of only a shaft and no string or arrows are needed. When you take the shaft and pull a magical string and a magical arrow appear which can be fired normally.
The shaft normally looks like black bowshaft made from some strange crystal but when called upon for battle and drawn it turns into a column of flowing purple energy and when pulled a pitch black string will appear and a arrow pulsing with all the different energy colors will be laying on the drawn bow. Because of the radiating purple energies emitted from the shaft when drawn it emits a vague purple light (candle light) in a 20ft radius in which you can see clearly if you have low light vision. The fired arrow will radiate will the flowing energies as well and will shed bright light (as in a daylight spell) in a 30 ft radius when fired.
A aditional special power of this bow is within 30 ft of impact of its projectiles all water freezes solid. All living creatures that partly consist of water and organic matter must succeed at a Fort save DC 15 or take aditional 2d8 damage(cold energy type), if slain by this cold damage the target turns to ice (and can be shattered by doing 1 dam to it). Water elementals because of their nature must succeed at a Fort save DC 25 or be frozen solid. All hits on the frozen target are critical hits and a frozen target that is hit must succeed at a fortsave equal to 10+damage done. If the save fails the elemental shatters and is destroyed.
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The Reality Warper (+1 Aporting phasing Crystalline Cloth; AC 1 + special abilities.)
This strange looking armor is made out of liquid crystal and therefor can't be sundered. The armor just as the bow seems made from a strange black crystal but when donned and worn by a person of significant power(level 12+) and charisma(20+) it transforms into a perfect fitting shape around the body consisting of liquid crystal. The armor as the bow radiates a purple light(candle light) in a 20 ft radius in which one with low light vision can see clearly. The Armor convers the whole body and hides the facial features under a liquid helm, the armor can be shaped telepathically and the helm can disappear/appear (it flows around the head when called upon and takes the desired shape).
The armor has no weight and moves perfectly along with the body so it applies no maximum dexterity bonus to its wearers armor class.
Reality Warper special ability depends on the emotions(not AL bound) and nature(Lawful or Chaotic) of its wearer. There can be 2 effects, the first applies when a calm peacefull orderly person wears it, the wearer then ages twice as fast as he normally would. The second applies to chaotic wearers and those who surge with emotion and energy inside, the armor prevents aging of any kind magical or not on its wearer so he may never grow old and the armor may replenish and revel in the wearers energies and emotions that surge through him and the armor that now has almost become a part of him.
The wearer is also protected from elements and the first 5 points of any energy type are absorbed per round.
The Armors special abilities(from the mods):
Aporter
As a move-equivalent action, this suit of armor or shield instantly transports the wearer and her equipment to any spot within 800 feet that she can visualize or specify, as the dimension door power. The armor or shield can transport the wearer in this fashion twice per day.

Crystalline
This armor is made completely of crystal, although it possess all the qualities of armor of its type. Gleams and flashes within the crystal give the wearer and his armor a “fuzzy” appearance, granting the wearer one-half concealment. This concealment translates into a 20% miss chance for each attack.

Phasing
The wearer of this armor can move through wooden, plaster, or stone walls, but not other materials. Each day, the wearer can pass through a total length of 60 feet, breaking this distance up into several smaller passages or one long one, as desired. A wearer who exceeds this daily allotment is ejected from the material at the point of entry, ending up prone in front of the now impassible wall
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The Warpers Alibi (Gwaerons boots of Strinding and Springing; the wearer of these boots moves at double her normal speed. In addition to this striding ability, these boots allow the wearer to make great leaps. She can jump with a +10 competence bonus to Jump checks, and the wearer’s jumping dis_tance is not limited by her height. The wearer of the boots is also under constant effect of the pass without trace ability.))
These boots are the same as the rest of the set, they appear as a strange pitch black item but when worn by someone with sufficient power(level 12+) and sufficient Dexterity(15+) they activate and grant the user the use of its special powers.
In addition to the powers it has the boots shed purple light in a 10 ft radius(candle light) in which low light vision can see clearly.
The two special powers of these boots are that the user can walk over liquid/non-solid surfaces but only when he is using the run option. The other is that the user can jump from any height and land without only taking 1d6 damage no matter what the distance he fell/jumped, this only works when he lands on his feet and doing so takes a balance check that starts at DC 0 and increases with +1 every 20 feet the user jumped.
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More IR aftermath items with the creator named:

#43

ANABSTERCORIAN:

Ectoplasmic Hovercycle (50,000 GP): Zizzyzazu carries a small stick on his person at all times. When this stick is broken in half, the two halves become the handlebars of an ectoplasmic hovercylce that immediately forms between them. This motorcycle weighs 250 lbs, but has a Fly speed of 150. It can carry up to 900 lbs, and has a maneuverability rating of Good. It has 90 hp, hardness of 10, and regenerates hitpoints at 5 per round.
 
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And more... #44

MR.DRACO

Fang of the Hunter: (With Silencer and Flash Suppressor equiped; 750ft range)
+1, Distance, Shock, Frost, Corrosive, Screaming Automatic Rifle of Speed.
True Strike on command.
Greater Magic Weapon (15 level caster; +5, 15 hours) on command 1/day.
Searing Light (use activated, 20 level caster)- each bullet from Fang of the Hunter also deals damage as a searing light spell cast by a 20th level cleric in addition to all other damage the bullet does.
Its magic only functions in the hands of a character of some degree of neutral alignment. The weilder must avenge a crime against an innocent at least 1 / 2 weeks if possible. If the weilder doesn’t, and has the opportunity to, the true strike and greater magic weapon abilities will not function until the weilder avenges a crime.
 

#45 & # 46

Anabstercorian:

(220,000 GP) Plasma Lance: +5 Ferroplasm Heavy Lance of Plasma (+5d6, divided between Sonic, fire, acid, cold, and lightning - Plasma will hurt damn near anything, and requires almost universal energy resistance to completely resist.

Bracer of Screaming Impact: This bracer provide an immense surge of force to the wielders weapon arm during a charge attack with a lance, increasing the mounted damage bonus from x2 to x5. This effect is accompanied by a thundering blast of sound (a Sonic Boom) that can deafen the target if they fail a fort save (DC 14.)
 

O' SKoteinos

#47

Hunters' Eye:

Choose 5 races. The Eye can cycle between those 5 types of "enhanced race vision". The effect is a +3 (competence?) bonus to attack and damage for the active vision type (the features of the creatures have more contrast for example), but because the Eye is focused on one type of creatures, you get -1 attack and damage for every other kind of creature. Also, because you see the creatures more clearly, you can ignore any miss chance due to concealment.
 

#48 & #49

Mr Draco:

Rifle Scope of Clairaudience/Clairvoyance (attached to Fang of the Hunter):
Use activated Clairaudience/Clairvoyance.

Power of the Hunter:
Ring.
Brilliant Weapon (as Brilliant Aura, except only one weapon, and no damage bonus) on command. (lvl 9 caster)
Its magic only functions in the hands of a character of lawful good alignment.
 

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