1000 Unique Magical Items/priced/lvled/exp

Here's one...

Daggerstorm Glove: This single, fine leather glove functions as a glove of daggers, though up to ten daggers may be stored and there is no limit to how many daggers may be thrown in a single round. Also, the wearer of the glove is not limited to using the daggers in the order they were placed within. The dagger of choice is always the dagger thrown, allowing the wearer to throw the stored daggers in any order they wish.

A daggerstorm glove also grants the wearer one additional attack per round at the wearer’s highest attack bonus when throwing a dagger, as per the speed enhancement. This extra attack does not stack with haste or haste-like effects.

However, the most powerful property of the daggerstorm glove is that it magically duplicates all thrown daggers. When a dagger is thrown, the glove creates a duplicate of the weapon composed of force. No other effects are duplicated, such as other weapon enhancements or spells placed upon the daggers. The force dagger duplicates require a separate attack roll and use the same attack bonus of the dagger duplicated.

The force dagger duplicates have the same statistics of a normal dagger in regards to range increments, critical threat range, and the critical multiplier. Each force dagger duplicate inflicts 1d4+1 points of force damage and they are not subject to spell resistance or damage reduction. The dagger duplicates, composed of force, are capable of harming incorporeal and ethereal creatures as well.

Although it is highly beneficial to possess two of these gloves, the creation process yields only one.

Caster Level: 20th; Prerequisites: Craft Wondrous Item, haste, magic missile, shrink item, teleport without error; Market Price: 109,200 gp; Cost to Create: 54,600 gp + 4,368 XP.

...and another...

Glove of Daggers: This single, fine leather glove automatically adjusts to fit the hand of any humanoid from Small to Huge size. It functions similarly to a glove of storing, though it can only hold up to four daggers. When a dagger is held in hand with the glove, and the command word is spoken, the dagger is drawn into the glove for safekeeping and is kept in a state of temporal stasis. This allows activated flaming weapons, etc, to be stored safely within the glove. Speaking the command word again removes the dagger from the glove. Adding or removing a dagger from the glove is a standard action that does not provoke an attack of opportunity, and the command word must be spoken once for each dagger added or removed.

However, the true power of the glove is activated when the wielder throws a dagger. Upon mental command as a free action, the glove releases a dagger to be thrown, though this may only be performed up to four times per round. When thrown, the dagger automatically returns to the glove on the beginning of the following round, despite distance or line of site. Any effect that can interfere with teleportation can interfere with the returning function of the glove. The daggers always appear in the same order they are placed within the glove. Also, the very act and motion of the hand required to throw the dagger is what releases the dagger from the glove, thus they cannot be used for melee purposes.

The final property of the gloves serves the purpose of maintaining the secret of their true function. The gloves radiate a deceiving aura of magic, appearing to be from the school of transmutation. If an identify spell is cast upon the gloves, they appear to grant the wearer a +2 bonus to dexterity via the cat’s grace spell. However, a successful casting of analyze dweomer will reveal their true function, as well as the false aura.

Although it is highly beneficial to possess two of these gloves, the creation process yields only one.

Caster Level: 20th; Prerequisites: Craft Wondrous Item, shrink item, teleport without error; Market Price: 49,600 gp; Cost to Create: 24,800 gp + 1,984 XP.

...and one more...

Tiger Amulet: This beautifully designed amulet features a nearly priceless cat’s eye gemstone surrounded by dozens of small emerald fragments. When placed around the neck, the amulet gently adheres itself to the wearer's skin upon their chest. The simple gold chain then vanishes, leaving the amulet held in place, seemingly by nothing. Speaking the appropriate command word, also as a standard action, will release the amulet from the chest of the wearer. The amulet bestows damage reduction 10/-- upon the wearer while worn.

Activated as a standard action, the amulet proves to be far more valuable. First, the amulet grants a +12 enhancement bonus to Strength, a +4 enhancement bonus to Dexterity, and a +6 enhancement bonus to Constitution.

The wearer then undergoes physical changes. Long fangs grow in their mouth and large claws extend from their fingers, granting the wearer natural attacks with both claws and a single bite. You attack with your claws at your full base attack bonus and your bite at only 2 from your full attack bonus (as if you had the Multiattack feat). Your claws deal 1d8 points of damage each (1d6 if you are Small), and your bite deals 2d6 (2d4 if you are Small).

You also gain the benefits of the Blind-Fight and Power Attack feats as well, and a +15 natural armor bonus. All of the above effects last until the amulet is deactivated as a standard action. The tiger amulet does not take up a worn item slot.

Caster Level: 20th; Prerequisites: Craft Wondrous Item, bite of the weretiger, stoneskin; Market Price: 2,064,000 gp.

...what the hey, here's one more...

The Reaper’s Silent Repose: This wickedly designed, solid black +3 speed vorpal longsword was custom crafted at the request of one of the most dangerous assassin’s known to operate in Faerûn. No part of the sword reflects light in any way. The blade of this sword is extremely sharp and threatens a critical hit on a roll of 15-20.

Also, the weapon is completely silent, making no noise whatsoever due to striking a creature or object, even if the sword breaks due to the severity of its use. One of the strangest aspects of this sword is that all blood adheres to the blade and does not drip or spray from it. Releasing the blood from the blade requires a standard action.

As a standard action, the wielder of this terrible weapon can infuse the blade with the very essence of death itself. Upon the next successful strike, the victim must succeed at a Fortitude save (DC 20) or be instantly slain. This ability can be used once per day.

Also, as a standard action, the weapon can be enhanced to silence the target it strikes. Once this ability is activated, the next successful strike will force the target to succeed at a Will save (DC 13) or suffer the full effects of a silence spell for the next three minutes.

Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, blacksteel, death’s edge, silence; Market Price: 964,000 gp.

...I must be feeling generous...last one...

Flask of Fury: This ordinary looking silver flask has been powerfully enchanted. Any liquid that is quaffed from this flask grants the drinker extremely heightened senses and a primal, yet deadly, combat prowess. First, the flask grants a +10 competence bonus to all Spot, Search, and Listen checks. Second, the drinker gains the Blindsight ability with a 30-foot radius. Third, the wielder gains a +10 enhancement bonus to Strength, a +6 enhancement bonus to Constitution, and a +4 enhancement bonus to Dexterity. Fourth, the drinker gains a +6 bonus to initiative and their movement rate is increased an additional 10 feet per round.

Lastly, any time you are subjected to a damaging attack, you may make one immediate and free attack of opportunity against the attacker, provided they are within melee range. You may use this ability only once per round and it does not count against your number of attacks of opportunity for the round.

Drinking from the flask is a move-equivalent action that provokes an attack of opportunity and the effects last for 2 minutes. It takes 2 minutes for the flask to recharge the liquid inside to be used again.

Caster Level: 20th; Prerequisites: Craft Wondrous Item, In Progress; Market Price: 956,000 gp.

...hope ya' like.
 

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NEVER underestimate the power of a magical codpiece!


65) Codpiece of Masculine Potency: This codpiece is fashioned to resemble an enormous erect phallus with a wickedly barbed tip. It can be freely swapped out for the codpiece on any heavy armor. If used with medium or light armor, it increases the armor's armor bonus by +1. If worn by a female, the codpiece instantly makes her a him (Fort DC20 avoids). If worn by a male for a total of at least 24 hours (which need not be continuous), the codpiece increases the potency of his seed. From that point on until he dies, the wearer has a 95% chance of causing pregnancy in any female creature with whom he has sex. In fact, if the creature has any sexual contact with a female creature, even as little as a kiss, the female must make a Fort save, DC15, or become pregnant.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, Magical Vestment, Polymorph Other; Market Price: 30,000 gp (more to a king in need of an heir)

66) Codpiece of Puissance: Like all magical codpieces, this can be worn with any heavy armor. The wearer receives a +2 enhancement bonus to strength and constitution. Furthermore, if the wearer has the Leadership feat, his or her leadership score receives a +4 enhancement bonus as well.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Bull's Strength, Endurance, Eagle's Splendor; Market Price: 24,800 gp.

67) Accursed Codpiece: This appears to be any sort of beneficial magical codpiece, but when the wearer suffers a critical hit it slices his manhood clean off, stunning him for 1d4 rounds and requiring a Fort save, DC18, to avoid death. A female wearing the codpiece is immune to this effect. The codpiece can only be removed by a remove curse or similar spell.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, Keen Edge; Market Price: 2,000 gp

68) Codpiece of the Boar: Fashioned to resemble an enraged dire boar, this codpiece allows the wearer to fight on when below 0 hit points until death is reached (per the ferocity ability). The wearer can live on until reduced to a negative hit point total equal to his or her con score +10 (so a character with a con 15 would live until -25 hp were reached).
Caster Level: 11th; Prerequisites: Craft Wondrous Item, Tenser's Transformation; Market Price: 66,000 gp
 

69)

Dragon Scale of Shielding

This simple item was recently created from a dragon scale when the group of the SADES fought the cult of Elemental Evil and some party members died at the hands of the evil clerics and their Harm spells. Although the item offers no full protection against Harm, it makes it more difficult to get hit by a touch attack. Two of these items exist, one is made out of a Black, the other out of a Blue Dragon scale.
Twice per day, it can create a Shield, just like the spell, for one minute.

Caster level: 1st.
Prerequesites: Craft Wondrous item, Shield
Market price: 720 GP.
 

EARRING OF HEARING

Grants wearer +10 to Listen checks
Wearer immune to deafness
Wearer suffers -4 penalty to saves vs. sonic attacks

This item does not take up an extra slot, provided the character is not wearing a helmet that covers the wearer's ears.
If a person with reduced hearing capacity (such as from ageing) wear this item it improved their hearing like a hearing aid

Caster Level: 1 Craft Wonderous Item; Silence or Blindness/Deafness

GP: (not sure what the GP cost for skill boosting items is...)
 
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DAGGER OF SILENT DEATH

This +3 Dagger combines the powers of an assassins dagger (+1 to DC of Fort save vs death attack) and a Dagger of Venom (allows user to inflict Poison DC 14 1/day)

In addition this dagger has a permenant zone of silence 5' .. This makes it a perfect killing weapon but makes it a pain in the arse to haul around.

Caster Level: 11
Prereqs: Craft Magic Arms and Armor, slay living, poison, silence
Cost to Create: 14,000 GP + 900 exp ????
 

the Jester said:
NEVER underestimate the power of a magical codpiece!


65) Codpiece of Masculine Potency: This codpiece is fashioned to resemble an enormous erect phallus with a wickedly barbed tip. It can be freely swapped out for the codpiece on any heavy armor. If used with medium or light armor, it increases the armor's armor bonus by +1. If worn by a female, the codpiece instantly makes her a him (Fort DC20 avoids). If worn by a male for a total of at least 24 hours (which need not be continuous), the codpiece increases the potency of his seed. From that point on until he dies, the wearer has a 95% chance of causing pregnancy in any female creature with whom he has sex. In fact, if the creature has any sexual contact with a female creature, even as little as a kiss, the female must make a Fort save, DC15, or become pregnant.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, Magical Vestment, Polymorph Other; Market Price: 30,000 gp (more to a king in need of an heir)

you sure this is not a cursed item? I mean this basically turns the PC into a rabbit as far as popping out kids goes..
 

Dark Dragon said:
69)

Dragon Scale of Shielding

This simple item was recently created from a dragon scale when the group of the SADES fought the cult of Elemental Evil and some party members died at the hands of the evil clerics and their Harm spells. Although the item offers no full protection against Harm, it makes it more difficult to get hit by a touch attack. Two of these items exist, one is made out of a Black, the other out of a Blue Dragon scale.
Twice per day, it can create a Shield, just like the spell, for one minute.

Caster level: 1st.
Prerequesites: Craft Wondrous item, Shield
Market price: 720 GP.

can i also add "Must be made from Dragon Scales" to that PreReq too?
 

why not...

72) Xaontrek's Runespear
+3 Thunderbolt Iron Double Shortspear (two-headed, 1d8/1d8, x3)

Double Weapon: weilder attacks twice, as though using two weapons. Requires Ambitexterity and Two-Weapon Fighting to use effectively.
Heavy: Strength 13+ to use
Chaotic: +2d6 damage to Lawful foes
Special: weilder protected by permanent Protection from Law

Creation: Protection from Law, Dispel Law, shaft & heads cast from thunderbolt iron
Cost: 72,600 GP


73) Blue Bull's Skull
+1 Horned Helm

Bullheaded: +2 to Intimidate, +1 Will save
Bull's Luck: Wearer may execute a Bull Rush without attracting AoO (3/day)

Creation: Bull's Strength, Haste, Endurance, the skull and horns of a Minotaur
Cost: 2,000 GP


-- Nifft
 

74) Chaotic Hourglass

This small hourglass is quite durable, held by a circular stone base on each end. The sand inside is an equal mixture of black and white granules. One enchantment on the item forces the hourglass to right itself and land on one of its bases if dropped or thrown. If the hourglass lands on one side, the base causes Haste on all creatures within a 10’ radius. The other side, which is marked by a different sigil, causes Slow in a 10’ radius. These effects last for 2d4 rounds as the sand runs out. The effects cease immediately if a Move-Equivalent action is taken to pick the hourglass up.

A wielder who knows the sigils for each side can throw the hourglass over 10’ away and attempt to control which side it lands upon. The wielder must make a Ranged attack with a DC of 20 to force it to land on a particular side. Otherwise, any attempt to throw the hourglass ends in a random choice between Haste and Slow.

Caster Level: 7th
Prerequisites: Craft Wondrous Item, Mass Haste, Haste, Slow

No idea about cost, as I don’t really mess with that.
 
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Leopold said:


you sure this is not a cursed item? I mean this basically turns the PC into a rabbit as far as popping out kids goes..

Well, in most premodern societies the more kids you had the better... they'd help in the fields, become your apprentice (if you were a craftsman), etc. And think about it for less prolific races, such as elves, dwarves, etc, that have had their populations devestated in war or whatnot... nothing like being able to repopulate your elven forest in less than 5000 years!

Why, one of these items could save the dwarven race in FR (although I don't know if they're still a dying race in 3e, they were in 1e... their pop. density had gotten low enough that it was only a matter of time, iirc.)

Anyhow... a couple more...


75) Ring of the Orc: This ring covers the wearer with an illusion that he or she is a large, burly-looking male orc. "He" has a black mohawk, and depending on the variety of ring discovered, his garb appears as either heavy furs, stained leathers, sailor's garb, or bare-chested with dark leggings. The ring is most useful for infiltrating orcish tribes, but all such rings make the wearer look like the same orc (just in different clothing).
Caster Level: 4th; Prerequisites: Forge Ring, Change Self; Market Value: 6000 gp.

76) Soap of Removal: A bar of this soap may be used five times before being completely used up. As a standard action, the user may scrub himself or another clean of any lingering acid or poison on or in his system, negating all future damage or followup saves. This also leaves the recipient squeaky clean.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, Dispel Magic, Neutralize Poison; Market Value: 5000 gp.

77) Comb of Beauty: Once per day, by spending a full round action combing her hair, the user can cast Eagle's Spledor on herself with this comb.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Eagle's Splendor; Market Value: 6000 gp
 

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