An Item a day

Comet Fall
This beautifully crafted light mace was created for a particularly pious priestess of Selune to combat undead and evil in general. After years of adventuring, the priestess passed the weapon to her successor and from there has passed to legend.

It acts as a +5 light mace of disruption, it is holy and also has a flaming burst ability CL 12th; Craft Magic Arms and Armor, flame blade, flame strike, or fireball & holy smite & heal & creator must be good; Price 70000gp

***​
Star Fall
This beautifully crafted light mace was created for a particularly pious priestess of Selune to combat undead and evil in general. It is the companion weapon to Comet fall. After years of adventuring, the priestess passed the weapon to her successor and from there has passed to legend.

It acts as a +5 light mace of disruption, it is holy and also has a Icy Burst ability. CL 12th; Craft Magic Arms and Armor, chill metal or ice storm & holy smite & heal creator must be good; PRICE 70000gp

***​
Diplomancy
This handsomely carved composite longbow was crafted for a successful ranger cleric in the service of Mystra. After a companion talked to him about the virtues of diplomancy before engaging in a fight, he named the bow Diplomancy to remind him of the lesson.

+5 Composite longbow + Holy, flaming burst, icy burst
CL 12th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball & chill metal or ice storm & heal. creator must be good. PRICE: 70000
 
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Jdvn1 said:
Alikaba's Theft?
Alikaba's theft appears in the Book of Eldritch Might III, and probably in the Complete Book of Eldritch Might, too. I forgot to include the owl's wisdom spell. Here is the corrected version:

The Staff of the Raven:

The top of this six-foot long darkwood staff bears a distinctive, life-sized image of two ravens, back-to-back, wings outspread. The wielder of this staff, even a wielder without spellcasting ability of any kind, may cause any or all ravens, crows, or raven swarms within 100 feet to which he has line-of-sight speak any words he himself speaks as he speaks them. Furthermore, the wielder of this staff is immune to the any ill effects caused by the staff so long as he continues to wield the staff. It allows use of the followings spells:
Alikaba’s theft (1 charge)
Cause fear (1 charge)
Death knell (1 charge)
Fly (1 charge)
Owl’s Wisdom (1 charge)
Summon monster (1 charge) (only summons a giant raven) http://www.enworld.org/showthread.php?t=138528
Summon swarm (1 charge) (only summons a swarm of ravens) http://www.enworld.org/showthread.php?t=138528
Shout (2 charges)
Faint varied; CL 8th; Craft Staff, Alikaba’s theft, cause fear, death knell, fly, owl’s wisdom, shout, summon monster II, summon swarm; Price 33,750gp
 

I made this one for Elements of Magic. The price may or may not be balanced for core D&D. Enjoy the humorous side of the item, though!

Exploding Arrow of Antioch
The head of this arrow is enchanted with one of the most potent and volatile of spells. When the arrow is shot from a bow, its powers activate. After that time, contact with any solid object triggers the Exploding Arrow of Antioch. Counting to three before drawing the arrow from the holy quiver is optional. Either way, however, thy foe, being naughty in My sight, shall snuff it.

The point at which the arrow strikes becomes filled with a quick, sweeping burst of flame, which spreads to fill an 800-foot radius. Creatures in the affected area must make a Reflex save (DC 20 + the bow wielder's Cha modifier). Creatures who fail their saves take 3d6 fire damage, and Large or smaller creatures are knocked back 5 feet plus 5 additional feet for every 5 pts. by which they fail the save. Creatures that move 10 or more feet fall prone (flying creatures begin to fall as if "tripped"). Materials that are flammable, including those that need coaxing (such as wet wood, live human beings, etc.), catch fire in the area of effect (see rules for catching fire in the DMG). [Edit: Forgot to mention that creatures who succeed on the save take half damage, are not knocked back, and do not catch fire.] This valuable arrow is consumed after a single use. It is best employed in wartime and/or the defense of a keep, where it can devastate an entire attacking force. The minimal heat level makes it less effective for widespread property damage (if it's flammable, just use a torch).

Item Cost: 8,000 gp per arrow.
Spell MP Costs: 2 MP fire damage, 3 MP moderate fire side effect, 3 MP moderate wind side effect, 12 MP area.
 
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dedicated said:
That's how it works in 3.0:D

(and I wouldn't be posting such weird stuff if other people would post)

An item that caught my attention.. so its a maximized circle of death? 20d4 = 80.. and affects everyone within 40 feet... but

Circle of Death

Necromancy [Death]

Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Several living creatures within a 40-ft.-radius burst Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes
A circle of death snuffs out the life force of living creatures, killing them instantly.

The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.

Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.



the funny thing is... that its actually works nearly the same in 3.0 as in 3.5 .. . the only difference is that in 3.0.. the radius is 50 feet instead..

So theres no way it would affect Creatures of 9 or more HD's
 

If you must know that's the price it costs for my 80th level wizard to make them

for a random guy with a bad feat selection it would cost: 26,040,000\

note to self: next time check before you use soemthing from an old character sheet:heh:
 
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Onkar’s Trick Rope
This 50-foot length of masterwork silk rope is interwoven with occasional gold and purple threads. By use of a command word, the rope’s bearer may cast a rope trick spell as a 10th level sorcerer, up to three times per day.
Faint transmutation; CL 10th; Craft wondrous item, rope trick; price 21,600gp
 

Another Elements of Magic item ^.^

This weapon represents one very distant possibility for Evendur once he begins enchanting his rapier, Sylph (which he has not yet acquired at the point I’m writing at in the Story Hour).

Sylph
Steel Rapier

Acquired by Evendur Greycastle slightly prior to the start of his adventuring career, this blade of legendary craftsmanship was carried by him throughout his long career in Faerûn and onto other worlds beyond, through the many paths of Shadow.

The pale white hilt of this sword is in the likeness of a feather. The cross-guard is sculpted in the shape of an exquisitely beautiful fair-skinned, red-haired, and brightly colored butterfly-winged fey clothed in a cyan, tight silk dress. The entire length of the blade is perfectly straight and smooth, without a dent or blemish ever to be seen. Sylph is carried in a leather scabbard of the quality one would expect of a friend of the Ravenlocke family, masters of leather craftsmanship. When used in combat, Sylph reflects light brightly and emits a glorious ring when it strikes metal, a true testament to the skill invested in its forging. Most intelligent evil outsiders across the breadth of the planes recognize the weapon’s handle and know to steer clear of its wielder.

In addition to the extraordinary nonmagical craftsmanship abilities of the weapon (which aren’t important to this thread), it has the abilities listed below. In core D&D, these abilities function whenever the blade is carried or worn. In Elements of Magic, it only grants the abilities if Sylph is being counted against the 12-item limit at the time it is carried or worn. The sword’s enhancement bonus always applies, however, since it affects the sword and not the wielder.

• Sylph strikes true and hard, and inherently shifts to damage foes more effectively. It has a +5 enhancement bonus and its threat range is doubled, from an Infuse Force 5/Space 2.
• Sylph grants its wielder a +8 “haste” bonus to AC (technically it’s an enhancement bonus, but described as haste for flavor) against all attacks from an Abjure Nature 11. Because this is an enhancement bonus, it does not stack with other enhancement bonuses. However, because it applies directly to the wielder, it applies even against touch attacks.
• The weapon’s user gets two separate full turns each round (for a total of four actions), both taken at the same initiative count, from an Infuse Time 19.

The cost depends on whether the item is priced using Elements of Magic or Core pricing rules. I’ve listed both below.
Base Weapon Cost: 1,000gp

Cost (Elements of Magic):
Infuse Force 5/Space 2/Gen 1 (+5 enhancement bonus, improved critical): 8 * 8 * 1,000gp = 64,000gp
Abjure Nature 11/Gen 1 (+8 haste bonus): 12 * 12 * 1,000gp = 144,000gp
Infuse Time 19/Gen 1 (extra full round/round): 20 * 20 * 1,000gp = 400,000gp
Total Market Value: 609,000gp
Note: This item counts as 3 separate magic items against the 12-item maximum limit.
Slot-improved Cost (Elements of Magic):
Abjure Nature 11/Infuse Force 5/Space 2/Time 19/Gen 1: 38 * 38 * 1,000gp + 1,000gp = 1,445,000gp
Note: This item counts as only one magic item against the 12-item maximum limit.

Cost: (Core 3.0):
+5 keen weapon enhancement: 6 * 6 * 2,000gp = 72,000gp
Extra full round action (formulaic equivalent of a Core level 10 spell, caster level 19, doesn’t take up an item slot) 10 * 19 * 2 * 2,000gp = 760,000gp
+8 AC enhancement (doesn’t take up an item slot) : 128,000gp
Total Market Value: 961,000gp

Cost for Core 3.5 may vary; I don’t know and I don’t really care. That’s the beauty of being a 3rd Edition Cultist :D
 

Backpack: Food Preserver:

Lesser: This normal sized backpack keeps food and water in the state it was in when placed in the backpack. Food will not become stale or moldy, but the backpack will not remove those conditions from the food. It will also not nullify poisons already in the food.



Greater: This normal sized backpack makes food entered into the back pack fresh again as if just cooked, backed brewed, similar to the effects of Purify Food and Water. However it does not remove anything like worms, bugs etc that have gotten into the food (although they are healthier). It also does not nullify any poisons in the food or liquids. It will only freshen what is placed within the backpack so a moldy apple core comes out as a fresh apple core. The backpack cannot freshen food that has been magically altered or that is so far gone that it is hardly recognizable as food. Food or liquids need to be in the backpack for at least twelve hours before they are fresh again



Symbol of the Deity,

Lesser: Each holy symbol is dedicated to a particular deity and grants a +1 to +5 bonus to the DC of saves against the spell. Only divine spellcasters of a given deity can use these holy symbols, and only divine spells can be improved in this way. The Holy Symbol is considered a broach with regards to magical item placement. If worn by a divine castor of a different deity, the Symbol grants a negative level until the item is no longer worn.Cost: 1,300gp (+1), 4,300gp (+2), 9,300gp (+3), 16,300(+4), 25,300 (+5) Weight: 0.5lb Prerequisites: Craft Wondrous Item, 3x bonus in Divine Caster levels, Patron deity, masterwork Holy symbol costing 300gp.



Minor: Each of these holy symbols increases the effective caster level of divine spellcasters by +1 with regards to spell effects such as range, duration and damage done similar to the way the alignment domains work. It stacks with the domain bonus. It does not add extra spells useable per day. The Holy Symbol is considered a broach with regards to magical item placement. If worn by a divine castor of a different deity, the Symbol grants a negative level until the item is no longer worn. Cost: 4,300gp Weight: 0.5lb Prerequisites: Craft Wondrous Item, Divine Caster level 8, Patron deity, masterwork Holy Symbol costing 300gp. Major: Each of these holy symbols increases the effective caster level of divine spellcasters by +1 with regards to spell effects such as range, duration and damage done similar to the way the alignment domains work. It stacks with the domain bonus. It does not add extra spells useable per day. It also increases the DC of saves by +1 to +5. The Holy Symbol is considered a broach with regards to magical item placement. If worn by a divine castor of a different deity, the Symbol grants a negative level until the item is no longer worn. Cost: 5,275gp (+1), 7,525gp (+2), 12,525gp (+3), 19,525(+4), 28,525 (+5)
Weight: 0.5lb Prerequisites: Craft Wondrous Item, Divine Caster level 8, Patron deity, masterwork Holy Symbol costing 300gp.


Pricing: 3.0 version (haven't tried to see if it would be different under 3.5)

Minor Symbol: Bonus squared x 1000gp + 300gp

Symbol: Had to guesstimate, made it the same as a 2nd level bonus spell :2x2 x 1000gp + 300gp

Major Symbol: Base = Symbol (4,300gp) + ¾ cost of the Minor Symbol (column A) OR

Minor Symbol + ¾ cost of Symbol (column B)

Depending on which was dearer

DC Minor Symbol A B

+1

1300

4300

5275

4525

+2

4300

4300

7525

7525

+3

9300

4300

11275

12525

+4

16300

4300

16525

19525

+5

25300

4300

23275

28525

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