• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

An Item a day

You can lower your caster level willingly for certain things.

HOWEVER, you cannot lower it below the minimum needed to cast a spell.

It might be CL 14 because he used the sorceror's spell progression, rather than the Wizards, which is slower.
 

log in or register to remove this ad

That is true for spells, scroll, wands and staves, but not neccessarily so for wonderous items. See necklace of fireballs (AKA necklace of explosive decapitation):

Necklace of Fireballs: This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character’s worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half ).

Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.

Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed below.

Type I: 3d6 x 2; 5d6 x1
Type II: 2d6 x2; 4d6 x2; 6d6 x1
......
......
Type VII: 3d6 x2; 5d6 x2; 7d6 x2; 9d6 x2; 10d6 x1

If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.

Moderate evocation; CL 10th; Craft Wondrous Item, fireball.
 

But those aren't actually fireballs. They're balls that detonate as fireballs.

Likewise, the various stat boosting items +2 use the buff spells, but don't actually give the +4 the spell would.

Of course, this means that the whole thing can be fixed by saying that the helm drops a bead/ball that explodes as a fireball 1d4 rounds later. Same thing, but isn't actually a delayed blast fireball.
 

Quivver of Plenty-
These hydra-hide bolt-cases were psionically endowed with the ability to manifest Bolt (0-level MetaCre) at will. The wearer will find 20 arrows, bolts, sling stones, darts, or even javelins for his atlatl (the devices creates ammo of the type its owner favors, and will immediately start creating new ammo if a new owner takes possession of it) if he reaches in, and the items will replenish at a rate of one per round.

Originally only three were crafted by Celeste Evrae of the Broken Chains adventuring company of Safeton for the company's use, but several more were crafted for heroes of the Giant Wars by Celeste, especially Steeleye Snick, companion of Ferron, Fist of the North, the legendary Wolf Nomad who wields a Hammer of Thunderbolts. Celeste apparently made dozens over time to give out as party favors to guests at the Cottage of the Unfettered, the Broken Chains' home on the outskirts of Istivin. Many more copies were made by other psions, much to the chagrin of fletchers everywhere.

(Requires: Craft Universal Item, Bolt. Cost 750gp, 30xp (assumes Metacreativity), Market Price 1500gp)


Ranger's Quivver-
These dragonhide leather bolt-cases were psionically endowed with the ability to manifest Bolt (0-level MetaCre) at will. The wearer will find 20 arrows, bolts, sling stones, darts, or even javelins for his atlatl (the devices creates ammo of the type its owner favors, and will immediately start creating new ammo if a new owner takes possession of it) if he reaches in, and the items will replenish at a rate of two per round.

(Requires: Craft Universal Item, Quicken Power, Bolt. Cost 26250gp, 1050xp (assumes Metacreativity), Market Price 52,500gp)

A more advanced version of the Quivver of Plenty, only three of these were made by Celeste herself, although many psions saw the utility of these bolt-cases and the design was copied with great success.


Hick's Sticks-
This red dragonhide leather bolt-case was psionically endowed with the ability to manifest Bolt (0-level MetaCre) at will. The wearer will find 20 arrows, bolts, sling stones, darts, or even javelins for his atlatl (the devices creates ammo of the type its owner favors, and will immediately start creating new ammo if a new owner takes possession of it) if he reaches in, and the items will replenish at a rate of three per round.

(Requires: Craft Universal Item, Craft Epic Universal Item, Quicken Power, MultiPower (Psionic Multispell), Bolt. Cost 262,500gp, 10,500xp (assumes Metacreativity), Market Price 525,000gp)

A troth-plight to her husband, ranger Harlan Hicks, this bolt-case of red dragonhide was covered in embroidery by Celeste Evrae and bears Hick's name. The bottom is carved from a red dragon scale. The embroidery shows giants, drow, fiends, medusae, and hydras pierced with arrows and falling. Arrows generated by this bolt-case are credited with striking down many fiends, giants, and drow.



(Magic Items are better if there's something for Legend Lore to find out, n'est pas?)
 

Ok, I have another one withoute all the stats on it. I'm not the best with that, so if you want to use it, you may have to figure the stuff out on your own. Sorry.


EXPLOSIVE SAND

This sand is specially made from the best of thunderstones, and ground by the most skilled and talented of alchemists. It is ground increadable fine, and can be spread out over an area of 8 square feet per pound. The sand is used as a trap like to caltrops. When tread upon, the sand explodes, and the unfortunate person who walked across the sand takes damage equal to that of a thunder stone hiting them dead on.



THE PERFECT KEY

This is a slim peice of light grey metal about six inches long. This is the rogues dream come true. When the metal is incerted into a key hole, and the command word spoken, the metal slowly melts and forms into a key that fits the lock and acts as the key it was ment to be. This will work on any type of lock other than magical. However after 12 uses (6 on one end, and 6 on another) the metal is so deformed that it is no longer of use, and can hardly form to fit itself into a block.
 

Sorry to put you through this, but here we go.

WARRIOR'S ARM-BRACE

These are a pair of golden arm bracers with highly detailed inscriptions of variouse weaponry surounding them. The bracers, once placed on the arm, magically seal, and cannot be removed without the use of magic. These bracers seem to be completely ordinary until the wearer murmer the command word. At wich point the arm braces glows whith an incredable light. When the light receads, there is a longsword +2 in the weilders dominant hand, and a small sheild in the other. This action take a full round, as would drawing a sword, and they recead once the weilder murmers the command word once again.
 

Thunderpuch
This pair of adamantine +5 gauntlets appears to be nothing more than finely crafted battle gloves that seem to hum as a tuning fork near the end of its tone. On the hands of a monk, they show their true power, allowing the wearer to cast Toronexti's Fists of Fury (sonic), 2 times per day at 20th caster level. Even without the spell, fists augmented by the gauntlets still benefit from adamantine quality for penetrating damage reduction, and gain a +5 enhancement bonus to attacks and damage. Note that kicks, headbutts, bites, tail slams and wing buffets are also empowered by this spell, but only the hands gain the adamantine and enhancement bonuses. This set of enchantments would work equally well on footgear.

(Caster level 20th; Prerequisites: Craft Wondrous Items, Craft Magic Arms and Armor, Toronexti's Fists of Fury, Greater Magic Weapon; Market Price 98,000; Cost to Create: 49,000gp + 1960xp)

Toronexti’s Fists of Fury
Alteration
Level Sor/Wiz 3
Components: V, S
Casting time: 1 action
Range: Touch
Target: Target’s natural weapons
Duration: 1 round/level
Saving throw: Yes (harmless) and Reflex partial
Spell Resistance: Yes (harmless), and Yes

When this spell is prepared, the wizard chooses an energy type (acid, cold, electricity, fire, or sonic). For the duration of the spell, all of the target’s ('unarmed fighter's' hereafter) natural weapons (defined as an entire limb or entire head; knees and feet are the same natural weapon for purposes of this spell, as are elbows and hands or claws) deal additional damage of that type equal to 1d6 per 3 levels of the caster (max 5d6), with those struck being entitled to a Reflex save for half damage. Each natural weapon may only deal this damage once per round, but recharges at the unarmed fighter’s initiative each round for the duration of the spell. If the unarmed fighter has the Deflect Arrows feat, he may attempt to deflect any ray or energy missile attack of the type he is charged with by making a Reflex save against it. If successful, the attack is redirected away from him in a random direction. If the Snatch Arrows feat is possessed, the incoming spell may be thrown in the direction of any desired other target, to a range of 25’ + 5’ per level or HD of the unarmed fighter, if the range is sufficient, treat it as a ranged touch attack against the new target.

(Well, yeah, this is just the cat's ass for a monk. Then again, it was created by a monk-wizard gestalt, so it ought to be. Kick, punch, kick, punch, head-butt, all at + a butt-load d6 if your wizard friend is any good. High time monks got a flaming burst...)
 

palleomortis said:
These bracers seem to be completely ordinary until the wearer murmer the command word. At wich point the arm braces glows whith an incredable light. When the light receads, there is a longsword +2 in the weilders dominant hand, and a small sheild in the other. This action take a full round, as would drawing a sword, and they recead once the weilder murmers the command word once again.
Unless you want to make a specific rule, I'm fairly certain that a command word must be spoken clearly and firmly, not just murmured.
 

Yea, I guess whatever floats your boat there, domingo. I am not the best with rules, so if someone wants an item, then they usually have to add the rules on their own, sorry.
 

Rod of the Banquet ("Stick of Many Foods")

This ornate 4-foot marble rod is capped by a sculpture of a bunch of grapes. Once per day when the rod is held over a table and the command word is spoken, it creates a great feast for twelve as per the heroes' feast spell. In addition, a second command word can cause it to produce ordinary food and drink for fifteen humans (or five horses) three times per day as per the create food and water spell. Finally, the rod may be used to purify one cubic foot of food or water per round [Edit: by touching it to the food or the glass/tankard/bottle], as per the purify food and drink spell.

Caster Level: 11th; Prerequisites: Craft Rod, heroes' feast, create food and water, purify food and drink; Market Price: 82,000 gp
 

Into the Woods

Remove ads

Top