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<blockquote data-quote="genshou" data-source="post: 2276312" data-attributes="member: 13164"><p>Here are my own contributions, ranging from high-powered to epic (in price but not spell function):</p><p></p><p><strong>Mordenkainen’s Staff:</strong></p><p></p><p> The name of this staff is somewhat misleading - Mordenkainen’s only part in its creation was researching a powerful spell that a young and resourceful wizard placed into this item to create a clever protection for himself, and the item is not a true staff - although it is a quarterstaff, it’s type of magical function makes it a rod.</p><p> A Mordenkainen’s Staff is a smooth, six-foot long masterwork quarterstaff made of zalantar wood and topped with a large diamond. Magical runes are carved into the length of the wood, and a few spots sparkle like tiny stars. The staff functions as a +1 quarterstaff, and the person wielding the staff may call upon the Mordenkainen’s disjunction spell as a standard action.</p><p> Any time Mordenkainen’s disjunction is cast to affect a point within range (25 ft. + 5 ft./2 caster levels of the Mordenkainen’s Staff), the Mordenkainen’s Staff can be used as a free action to countercast the spell. This function requires the user to be conscious and able to act. The staff alerts the user of the threat, so the user does not have to ready an action and succeed at a spellcraft check to be aware that the spell is in fact Mordenkainen’s disjunction. This use of the item is a spell trigger activation, so a Use Magic Device check (DC 20) is necessary if the spell is not on the user’s class spell list.</p><p></p><p>Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, Craft Rod, Mordenkainen’s Disjunction; Market Price: 127,040 gp</p><p></p><p><strong>Bier of Everlasting Youth (a wondrous architecture; see Stronghold Builder's Guidebook):</strong></p><p></p><p> This large stone bier casts true reincarnate* on any deceased creature placed upon it. The subject’s new body takes one hour to form. At the end of this period, the bier also casts wish to restore the creature’s original form.</p><p></p><p>Caster Level: 17th; Prerequisites: Craft Wondrous Item, true reincarnate, wish; Market Price: 3,153,000 gp; Cost to Create: 76,500 gp +606,120 XP</p><p>*True reincarnate is a 9th-level druid spell from Masters of the Wild. Details pertinent to this item: it functions as reincarnate, but affects targets dead up to 10 years per caster level, and the revived does not suffer level or Con loss.</p><p></p><p><strong>Cape of Escape:</strong></p><p> This shimmering purple-white cape is highly fashionable. Its true purpose, however, is far more.</p><p> At the beginning of each tenday, this cape casts Elminster’s evasion on the wearer. He or she can change the destination at will as a standard action, although the conditions of triggering and the spells used are based on the magic item and cannot be changed.</p><p> Upon the death of the wearer, whenever the wearer is affected by magic jar (unless it is the wearer who cast the spell) or binding, imprisonment, or trap the soul, or any time he or she speaks the proper command word, the cape immediately activates its Elminster’s evasion effect to whisk the user away to the intended destination. Note that a caster level check is necessary for binding, imprisonment, or trap the soul. If astral travel is blocked, the cape instead continuously attempts both dimension door (680 ft. range) and plane shift (if necessary) until it finds a place where it can get the wearer back to his or her destination. If in an antimagic field, the cape attempts these spells as soon as magic returns to it. When triggered, the cape also repeatedly attempts the Drawmij’s instant summons spell on all items which were ever on the wearer’s person while wearing the cape, and were taken by anyone without the wearer’s consent or taken while the wearer was under the effect of a charm, compulsion, or domination effect. The cape attempts this once per round. Unlike the normal spell, an arcane mark is not necessary - the cape simply attunes itself to the matter that makes up these items. Also, the cape can take these items if they are in someone else’s possession - but the thief can make a Will save (DC 23) to negate this (although the cape still reveals the location of the item - and who is currently hiding it - to the wearer). Successfully saving against the cape makes that particular person immune to this spell seizing that particular item from them specifically for 24 hours.</p><p> The two spells stored by Elminster’s evasion are both summon monster VI spells. One spell summons a pseudonatural large water elemental***, and the other summons a pseudonatural large air elemental***. These creatures appear at the destination of the caster and defend the wearer by default until unsummoned.</p><p> If the wearer suffers death or any spell that would trigger the cape, but it has already been triggered that tenday, the cape can do nothing. However, if at midnight on the first day of the next tenday the conditions still apply for triggering Elminster’s evasion, the item immediately triggers. If the attuned person is not wearing the cape at the time, it either immediately teleports itself (as per teleport without error and/or plane shift) to the attuned person’s body or immediately triggers if the wearer’s body no longer exists (teleporting itself and all the wearer’s items to the wearer's chosen destination).</p><p></p><p>Caster Level: 17th; Prerequisites: Craft Wondrous Item, dimension door, Drawmij’s instant summons, Elminster’s evasion, plane shift, summon monster VI*, and one Sor/Wiz Conjuration spell and one Sor/Wiz Universal spell, both of at least 8th level, which cannot already be a prerequisite for the item. Heightened spells raised to an adequate spell level count for this purpose.</p><p>*This spell must be cast twice, and must be cast by an alienist (prestige class found in Tome and Blood). If you don’t have Tome and Blood, assume a basic wizard with mimimum caster level for 6th-level spells (since that character is only assisting in item creation, you don’t need any further stats)</p><p>Market Price: 1,539,660 gp</p><p>Cost to Create: 144,830 gp + 261,587 XP**</p><p>**Note: Because the XP cost to create this item is so high that it requires a 262nd-level character to sacrifice it all him/herself, such a powerful item requires several casters each sacrificing a certain amount of XP (the exact amount of XP is up to the individual expending it). These people must be payed 5 gp per XP point contributed, and must meet all prerequisites for crafting the item. In general, a character can contribute a maximum of their level x1000 of experience, depending on how much experience they have earned since their last level advancement. If the primary creator was only able to sacrifice 17,000 XP, the creation cost would be 1,367,765 gp (most of which is to pay the other casters for their XP contributions) + 17,000 XP.</p><p></p><p>***The pseudonatural template can be found in Tome and Blood under the Alienist class description. The modifications specifically to the creatures used in this item are listed below.</p><p></p><p>Pseudonatural Large Water & Air Elementals:</p><p>As standard Large Water & Air Elementals, except:</p><p>True Strike (Su): Once per day, usable as a free action on a single attack roll. Works as spell.</p><p>Electricity, Acid resistance 15.</p><p>DR 10/+2.</p><p>SR 16.</p><p>Alternate Form: Assume form which appears as a mass of writhing tentacles as standard action. -1 morale penalty on attack rolls made against elemental when in alternate form.</p><p></p><p></p><p></p><p></p><p>More (and less powerful) to be revealed later <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="genshou, post: 2276312, member: 13164"] Here are my own contributions, ranging from high-powered to epic (in price but not spell function): [B]Mordenkainen’s Staff:[/B] The name of this staff is somewhat misleading - Mordenkainen’s only part in its creation was researching a powerful spell that a young and resourceful wizard placed into this item to create a clever protection for himself, and the item is not a true staff - although it is a quarterstaff, it’s type of magical function makes it a rod. A Mordenkainen’s Staff is a smooth, six-foot long masterwork quarterstaff made of zalantar wood and topped with a large diamond. Magical runes are carved into the length of the wood, and a few spots sparkle like tiny stars. The staff functions as a +1 quarterstaff, and the person wielding the staff may call upon the Mordenkainen’s disjunction spell as a standard action. Any time Mordenkainen’s disjunction is cast to affect a point within range (25 ft. + 5 ft./2 caster levels of the Mordenkainen’s Staff), the Mordenkainen’s Staff can be used as a free action to countercast the spell. This function requires the user to be conscious and able to act. The staff alerts the user of the threat, so the user does not have to ready an action and succeed at a spellcraft check to be aware that the spell is in fact Mordenkainen’s disjunction. This use of the item is a spell trigger activation, so a Use Magic Device check (DC 20) is necessary if the spell is not on the user’s class spell list. Caster Level: 17th; Prerequisites: Craft Magic Arms and Armor, Craft Rod, Mordenkainen’s Disjunction; Market Price: 127,040 gp [B]Bier of Everlasting Youth (a wondrous architecture; see Stronghold Builder's Guidebook):[/B] This large stone bier casts true reincarnate* on any deceased creature placed upon it. The subject’s new body takes one hour to form. At the end of this period, the bier also casts wish to restore the creature’s original form. Caster Level: 17th; Prerequisites: Craft Wondrous Item, true reincarnate, wish; Market Price: 3,153,000 gp; Cost to Create: 76,500 gp +606,120 XP *True reincarnate is a 9th-level druid spell from Masters of the Wild. Details pertinent to this item: it functions as reincarnate, but affects targets dead up to 10 years per caster level, and the revived does not suffer level or Con loss. [B]Cape of Escape:[/B] This shimmering purple-white cape is highly fashionable. Its true purpose, however, is far more. At the beginning of each tenday, this cape casts Elminster’s evasion on the wearer. He or she can change the destination at will as a standard action, although the conditions of triggering and the spells used are based on the magic item and cannot be changed. Upon the death of the wearer, whenever the wearer is affected by magic jar (unless it is the wearer who cast the spell) or binding, imprisonment, or trap the soul, or any time he or she speaks the proper command word, the cape immediately activates its Elminster’s evasion effect to whisk the user away to the intended destination. Note that a caster level check is necessary for binding, imprisonment, or trap the soul. If astral travel is blocked, the cape instead continuously attempts both dimension door (680 ft. range) and plane shift (if necessary) until it finds a place where it can get the wearer back to his or her destination. If in an antimagic field, the cape attempts these spells as soon as magic returns to it. When triggered, the cape also repeatedly attempts the Drawmij’s instant summons spell on all items which were ever on the wearer’s person while wearing the cape, and were taken by anyone without the wearer’s consent or taken while the wearer was under the effect of a charm, compulsion, or domination effect. The cape attempts this once per round. Unlike the normal spell, an arcane mark is not necessary - the cape simply attunes itself to the matter that makes up these items. Also, the cape can take these items if they are in someone else’s possession - but the thief can make a Will save (DC 23) to negate this (although the cape still reveals the location of the item - and who is currently hiding it - to the wearer). Successfully saving against the cape makes that particular person immune to this spell seizing that particular item from them specifically for 24 hours. The two spells stored by Elminster’s evasion are both summon monster VI spells. One spell summons a pseudonatural large water elemental***, and the other summons a pseudonatural large air elemental***. These creatures appear at the destination of the caster and defend the wearer by default until unsummoned. If the wearer suffers death or any spell that would trigger the cape, but it has already been triggered that tenday, the cape can do nothing. However, if at midnight on the first day of the next tenday the conditions still apply for triggering Elminster’s evasion, the item immediately triggers. If the attuned person is not wearing the cape at the time, it either immediately teleports itself (as per teleport without error and/or plane shift) to the attuned person’s body or immediately triggers if the wearer’s body no longer exists (teleporting itself and all the wearer’s items to the wearer's chosen destination). Caster Level: 17th; Prerequisites: Craft Wondrous Item, dimension door, Drawmij’s instant summons, Elminster’s evasion, plane shift, summon monster VI*, and one Sor/Wiz Conjuration spell and one Sor/Wiz Universal spell, both of at least 8th level, which cannot already be a prerequisite for the item. Heightened spells raised to an adequate spell level count for this purpose. *This spell must be cast twice, and must be cast by an alienist (prestige class found in Tome and Blood). If you don’t have Tome and Blood, assume a basic wizard with mimimum caster level for 6th-level spells (since that character is only assisting in item creation, you don’t need any further stats) Market Price: 1,539,660 gp Cost to Create: 144,830 gp + 261,587 XP** **Note: Because the XP cost to create this item is so high that it requires a 262nd-level character to sacrifice it all him/herself, such a powerful item requires several casters each sacrificing a certain amount of XP (the exact amount of XP is up to the individual expending it). These people must be payed 5 gp per XP point contributed, and must meet all prerequisites for crafting the item. In general, a character can contribute a maximum of their level x1000 of experience, depending on how much experience they have earned since their last level advancement. If the primary creator was only able to sacrifice 17,000 XP, the creation cost would be 1,367,765 gp (most of which is to pay the other casters for their XP contributions) + 17,000 XP. ***The pseudonatural template can be found in Tome and Blood under the Alienist class description. The modifications specifically to the creatures used in this item are listed below. Pseudonatural Large Water & Air Elementals: As standard Large Water & Air Elementals, except: True Strike (Su): Once per day, usable as a free action on a single attack roll. Works as spell. Electricity, Acid resistance 15. DR 10/+2. SR 16. Alternate Form: Assume form which appears as a mass of writhing tentacles as standard action. -1 morale penalty on attack rolls made against elemental when in alternate form. More (and less powerful) to be revealed later :) [/QUOTE]
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