1000 Unique Magical Items/priced/lvled/exp

#78
Armor of Cahervaneil
This +1 Full Plate armor (and shield) was once the remains of an animated construct. In dormant form, the item looks like a rather normal shield, though it looks like it is made of overlapping metal bands radiiating outward from the middle. When fastened to the arm, as a free action, the wearer can command the armor to spring forth from the shield, covering the wearer in the equivalent of full plate armor made of the same metal bands as the shield. The shield cannot be removed from the armor, and using a weapon in the shield hand (one or two handed) incurs a -2 penalty to attacks and the wearer looses the benefit of the shield's protection.

The armor also has a spell resistance (20). Any spells resisted by the armor are absorbed by it. Once the armor absorbs 20 levels of spells or more, it re-animates as it's original construct form. The wearer may not retract the armor while it is animated. The wearer may make an oppoed Strenght check to continue to move normally, otherwise the armor controls the wearer's movements. Any attack against the armor does half it's damage to the wearer.

Armor of Cahervaneil ; CR 4; Medium Construct; HD 6d10; hp 35; Init +0; Spd 20 ft.; AC 20 (+9 armor, +1 shield); Atk +7 melee (weapon) or +7 melee (1d8+3 slam); SQ Construct, host, spell absorption; AL N; SV Fort -, Ref +2, Will +2; Str 16, Dex 10, Con -, Int -, Wis 11, Cha 1.
Host (Ex): Anyone inside the armor while it is animated takes half of the damage done to the armor. Electricity attacks do no damage to the armor, but full damage to the host.
Spell Absorption (Su): The armor absorbs any spell or spell-like effect cast directly at it or it's host, unless the caster succeeds at a caster check (DC 20). Each level of spell absorbed heals the armor 1d8 points.

The secrets of the armor's creation are unknown in my campaign, so I have no spells/xp/gp list for it, though I'd guess roughly 50000 gp to create.

Great armor until you get trapped in it. The PC IMC camapign with it is at 19 spell levels and doesn't know what's in store for him...
 
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Leopold said:


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

Hmm, in this special case: yes. The two dragon scales where just used for the flavor. A copper piece would have been sufficient, too (to create a Copper piece of Shielding ;)) A wondrous item can be made of nearly everything (that is not a weapon, armor, ring, staff, wand, rod, potion or scroll).

Edit: The caster level should be 3 instead of 1 (3 is the minimum to get the appropriate feat).
 

79)
Eye Gazer
This item can be created as a wand or staff. In order to construct the item, a beholder must be slain and a the respective eye must be encased in a bottle with a perserving liquid within the bottle. A Permeneancy spell must then be cast upon the eye. These two crucial steps must be made with 30 minutes of the beholders death. The eye must spend one month in its preserving liquid before being removed. After which it must be petrified using a special liquid. To create the petrification liquid, a DC alchemist check 36 is required. After petrification, the wand must be created to "grasp" the eye with 4-5 "fingers" that cast off the end. The end must be animated to tightly grasp the eye.
The wand may be used thrice per week to make a ranged touch attack of the appropriate eye type. Use the Beholders eye gaze for the attacks.
 


I can't believe this thread only got to 79 items!

I'm ashamed of all of you (and me, too)! We can do better than that! In fact...



80) Gloves of Shame: When the wearer wags their forefinger at a target within 30' and says "Shame!!", the victim must make a Will save (DC16) or suffer intense mortification, suffering a -2 circumstance penalty to all rolls involving whatever task she's currently undertaking (breaking into a house to steal something, fighting a battle, etc.) This penalty lasts until dispelled or until the victim ceases attempting to perform the shameful task for at least one day. The gloves of shame can be used up to once per day.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, Emotion; Market Price: 14,400 gp.

81) Girdle of Confusion: This broad belt casts confusion once per day upon all creatures within a 30' emanation of the wearer. For the first round, all affected creatures stare at the girdle, trying to puzzle out whether it is a woman's undergarment or what, then the confusion takes effect normally.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, Confusion; Market Price: 11,200 gp.

82) Mace of Corruption: This +2 heavy mace has a terrible effect on those struck by it. Victims must make a Will save, DC20, or become Chaotic Evil for 24 hours.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, Geas/Quest; Market Price: 50,000 gp.
 

What, nobody else has any?

How about...

83) Oil of Long Burning: This oil looks like and functions as if it were normal alchemist's fire, except that it will burn (for full damage) for six rounds.
Caster Level: 6th; Prerequisites: Brew Potion, Flaming Sphere; Market Price: 1200 gp

84) Flute of Innuendo: A character with at least four ranks of Perform (flute) can play this flute to convey a hidden message automatically to any creature or creatures within hearing range. Creatures not designated as recipients of the hidden message will not understand it.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, Rary's Telepathic Bond, must have four ranks of Perform (flute); Market Price: 45,000 gp.
 

I have a good half dozen and when I get an hour to finish sorting them out I'll post them! I just need *One Stinking Hour* to myself to crank them out. There's been lots of good ideas on here I'm gonna use, so I gotta give back. :)

One hour...


...some time next year. :)
 

Good lord, am I the only one who still has any ideas around here???

85) Oil of Massage- When a creature is given a massage of at least 10 minute duration with this oil, they receive a +3 enhancement bonus to strength and dexterity for the next six hours.
Caster Level: 6th; Prerequisites: Brew Potion, Bull's Strenth, Cat's Grace; Market Price: 1800 gp.

86) Bed of Comfort- A creature sleeping on this comfortable bed is fully rested in half the normal time.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, Nap; Market Price: 30,000 gp.

Don't make me post more magical codpieces...
 

Sigh...

I guess I'm the only one who wants to see this list actually grow to 1000 items.

87) Girdle of Gnomely Might: This broad furry belt gives the wearer the ability to speak with small burrowing animals at will. She also gains a +2 insight bonus to the DC of any spells of the Illusion school that she casts. Finally, the girdle has three charges. When a charge is expended while the wearer holds a gem in hand, the gem's value increases by 50%. This is a permanent change, but it is subject to a dispel magic and the gem will radiate faint Transmutation magic as long as its value remains enhanced. Once all three charges are expended, the girdle loses all its properties.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, Polymorph Any Object, creator must be a gnome; Market Price: 30,000 gp.

88) Goggles of Black Visions: These cursed goggles cannot be removed without a Remove Curse spell. As soon as they are put on the unfortunate victim is subjected to a continuous Black Visions effect.
Caster Level: 14th; Prerequisites: Craft Wondrous Item, Black Visions; Market Price: 4,500 gp.

BLACK VISIONS
Illusion
(Phantasm) [Mind-Affecting]
Level: Wiz/Sor 3, Brd 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25’+5’/level)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes the target violent hallucinations of extraordinary vividness and intensity. They are incredibly disturbing to the victim, who reacts according to a roll on the following chart:
01-30 Frightened as per Cause Fear
31-60 Violent reaction- strike out at a nearby random creature or large object; the victim will stay on the same target unless distracted)
61-90 Helplessness- the victim remains as still as possible, not moving, speaking or taking other actions
91-00 Madness- the subject suffers 2d6 points of temporary Wis damage and must make a second Will save or suffer one point of permanent Wis damage; this effect can only occur once/casting.
Victims who are attacked will defend themselves but unless already in a violent state will be caught flat-footed. If left alone after being attacked the target must reroll above.
Material component: a stalk of hemlock.
 


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