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<blockquote data-quote="Muaythaidaddy" data-source="post: 2271523" data-attributes="member: 25656"><p>Here's a few, from my own homebrew.......</p><p></p><p>Ring of Ineffable Evil - Popular among the high-ranking clergy of both the faith of Hiisi and Beshalla, these rings offer potent magical protection against the forces of good. The user sheds an unholy aura effect, as the spell and is granted damage reduction 10/magic or holy. Anyone wearing this ring that is not of an evil alignment will gain two temporary negative levels that persist until the ring is removed.</p><p></p><p>Ring of the Maladweomer - Thought to have originated amongst the faiths of Beshalla, this ring causes an arcane spellcaster’s spells to function at their bare minimum of effect. All numerical and non-fixed statistics such as duration, damage, ranges, etc. will be at their lowest possible. This ring is also cursed and once put on cannot be removed without a remove curse spell cast by someone else than the wearer. Unfortunately, the ring also acts as a ring of delusion, making the caster believe that the ring actually boosts the power of their spells, as if they had never been stronger.</p><p></p><p>Staff of the Depths - The origin of this staff cannot be accurately detailed, but it is rumored that it once belonged to Hurd, a long dead wizard from the Dead Kingdoms who was well known in his time for exploring (plundering) underground labyrinths, tombs and dungeons. The staff has the following powers, usable one at a time and as a 10th level wizard where applicable - detect magic, light, hold portal and determine approximate depth and direction underground at will. At the cost on one charge, the user may locate object, knock, clairaudience, clairvoyance, utilize enemy detection (as the wand) and utilize secret door and trap location (as the wand). For the cost of two charges each, the user may charm monster, wizard eye or utilize treasure finding (as the potion). Finally, for the cost of three charges each, the user may hold monster or passwall. It is believed that only one of these staves were ever created.</p><p></p><p>Magescepter - Thought by most sages to have originated in the now-ruined magocracy of Abbathia, these slender, jewel-tipped rods are extremely rare, with only a few handful thought to remain. Each magescepter augments a wizard’s spells so that the DC for each of his spells is at +2, just as if he had spell focus in all schools. This bonus stacks with any bonus from spell focus or greater spell focus feats. Additionally, a wizard may augment any one of his spells with the maximize spell, extend spell, heighten spell, quicken spell or enlarge spell feat, each once a day, without the chosen spell having to be memorized at a higher level than normal. No spell that is augmented this way may be augmented again with another function from the magescepter, so a quickened fireball could not be augmented again with the magescepter’s maximize spell power. Finally, any spell that causes damage that is cast by a wizard in possession of a magescepter does an additional point of damage of the appropriate type for each die of damage, so that a 10 HD lightning bolt would do 10-60+10 of electrical damage, for instance. </p><p></p><p>The Codex of Vilgoth - The wizard Vilgoth was an archmage of some power, who is known to have plumbed the secrets of the Lost Citadel of the Magus around -1800 MR. Vilgoth later met his fate at the hands of a vengeful circle of beholders, but the spells that he copied down into the Codex remain. </p><p> The Codex of Vilgoth is a tome of fine quality, bound in a soft, gray leather-like material that gives off a silvery sheen when light is shone on it. It’s vellum pages are firmly attached, despite it’s age, and have not yellowed over time. It is almost certain that some sort of minor, permanent preservative magic protects the book, keeping it looking crisp and unstained down the years. </p><p> The spells in the Codex of Vilgoth are as follows - afterclap (ss), alacrity (tom), antimagic aura (mof), ball lightning (mof), chain contingency (tom), dathchaunt’s deathbolt (sotm), dispel shunt (sotm), great shout (mof), greater spell trigger (sotm), hold golem (ss), illusory wall, irithra’s spelltouch (sotm), ironguard (fr), jalensifer’s trident (sotm), lauthdryn’s cleaving (sotm), lesser cleaving (sotm), major image, mind fog (tom), persistent image, prismatic eye (mof), project image, screen, secure (fr), spell enhancer (mof), spell mirror (ss), tirumael’s energy spheres (mof), transcribe symbol (mof) and watchware (fr). </p><p></p><p>Amulet of Fortune Prevailing - Fashioned by the faith of Tyche, the goddess of luck and good fortune, these amulets provide a +2 luck bonus to all saving throws made by the wearer. In addition, the wearer may reroll any one saving throw each day, but must take the results of the second roll, even if they are worse than the results of the first roll.</p><p></p><p>Black Wafers - Thought to have originated amongst the faith of Nerull, these terrible communion wafers cause the person eating them to come under a terrible curse - human (or humanoid) by day and a flesh eating ghoul by night. The victim retains their own hit points, but is otherwise treated as a ghoul in all respects. The transformation from man to ghoul takes place a few moments after sundown and lasts until right before the sun comes up. During the day, the victim has full recollection of their activities by night, a detail which drives many victim’s insane. The effects of these terrible items can be countered by a remove curse spell, cast by a good-aligned priest of at least 8th level.</p></blockquote><p></p>
[QUOTE="Muaythaidaddy, post: 2271523, member: 25656"] Here's a few, from my own homebrew....... Ring of Ineffable Evil - Popular among the high-ranking clergy of both the faith of Hiisi and Beshalla, these rings offer potent magical protection against the forces of good. The user sheds an unholy aura effect, as the spell and is granted damage reduction 10/magic or holy. Anyone wearing this ring that is not of an evil alignment will gain two temporary negative levels that persist until the ring is removed. Ring of the Maladweomer - Thought to have originated amongst the faiths of Beshalla, this ring causes an arcane spellcaster’s spells to function at their bare minimum of effect. All numerical and non-fixed statistics such as duration, damage, ranges, etc. will be at their lowest possible. This ring is also cursed and once put on cannot be removed without a remove curse spell cast by someone else than the wearer. Unfortunately, the ring also acts as a ring of delusion, making the caster believe that the ring actually boosts the power of their spells, as if they had never been stronger. Staff of the Depths - The origin of this staff cannot be accurately detailed, but it is rumored that it once belonged to Hurd, a long dead wizard from the Dead Kingdoms who was well known in his time for exploring (plundering) underground labyrinths, tombs and dungeons. The staff has the following powers, usable one at a time and as a 10th level wizard where applicable - detect magic, light, hold portal and determine approximate depth and direction underground at will. At the cost on one charge, the user may locate object, knock, clairaudience, clairvoyance, utilize enemy detection (as the wand) and utilize secret door and trap location (as the wand). For the cost of two charges each, the user may charm monster, wizard eye or utilize treasure finding (as the potion). Finally, for the cost of three charges each, the user may hold monster or passwall. It is believed that only one of these staves were ever created. Magescepter - Thought by most sages to have originated in the now-ruined magocracy of Abbathia, these slender, jewel-tipped rods are extremely rare, with only a few handful thought to remain. Each magescepter augments a wizard’s spells so that the DC for each of his spells is at +2, just as if he had spell focus in all schools. This bonus stacks with any bonus from spell focus or greater spell focus feats. Additionally, a wizard may augment any one of his spells with the maximize spell, extend spell, heighten spell, quicken spell or enlarge spell feat, each once a day, without the chosen spell having to be memorized at a higher level than normal. No spell that is augmented this way may be augmented again with another function from the magescepter, so a quickened fireball could not be augmented again with the magescepter’s maximize spell power. Finally, any spell that causes damage that is cast by a wizard in possession of a magescepter does an additional point of damage of the appropriate type for each die of damage, so that a 10 HD lightning bolt would do 10-60+10 of electrical damage, for instance. The Codex of Vilgoth - The wizard Vilgoth was an archmage of some power, who is known to have plumbed the secrets of the Lost Citadel of the Magus around -1800 MR. Vilgoth later met his fate at the hands of a vengeful circle of beholders, but the spells that he copied down into the Codex remain. The Codex of Vilgoth is a tome of fine quality, bound in a soft, gray leather-like material that gives off a silvery sheen when light is shone on it. It’s vellum pages are firmly attached, despite it’s age, and have not yellowed over time. It is almost certain that some sort of minor, permanent preservative magic protects the book, keeping it looking crisp and unstained down the years. The spells in the Codex of Vilgoth are as follows - afterclap (ss), alacrity (tom), antimagic aura (mof), ball lightning (mof), chain contingency (tom), dathchaunt’s deathbolt (sotm), dispel shunt (sotm), great shout (mof), greater spell trigger (sotm), hold golem (ss), illusory wall, irithra’s spelltouch (sotm), ironguard (fr), jalensifer’s trident (sotm), lauthdryn’s cleaving (sotm), lesser cleaving (sotm), major image, mind fog (tom), persistent image, prismatic eye (mof), project image, screen, secure (fr), spell enhancer (mof), spell mirror (ss), tirumael’s energy spheres (mof), transcribe symbol (mof) and watchware (fr). Amulet of Fortune Prevailing - Fashioned by the faith of Tyche, the goddess of luck and good fortune, these amulets provide a +2 luck bonus to all saving throws made by the wearer. In addition, the wearer may reroll any one saving throw each day, but must take the results of the second roll, even if they are worse than the results of the first roll. Black Wafers - Thought to have originated amongst the faith of Nerull, these terrible communion wafers cause the person eating them to come under a terrible curse - human (or humanoid) by day and a flesh eating ghoul by night. The victim retains their own hit points, but is otherwise treated as a ghoul in all respects. The transformation from man to ghoul takes place a few moments after sundown and lasts until right before the sun comes up. During the day, the victim has full recollection of their activities by night, a detail which drives many victim’s insane. The effects of these terrible items can be countered by a remove curse spell, cast by a good-aligned priest of at least 8th level. [/QUOTE]
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