D500 Magic Items

Lu Wei Fong

First Post
In response to Superfly's plea, I elect to start a thread in the same vein as the D500 Adventure ideas. This one will focus instead on Magic (specifically wonderous) items. For simplicity's sake, we'll leave market prices up to the discresion of whomever uses the item. Alrighty then, I'll kick it off :)

1) Goggles of Arcane Deciphering: When worn, these rune-engraved goggles grant the wearer the effects of the spell "Read Magic" until removed. The wearer also gains a +2 bonus to Spellcraft checks while wearing the goggles.

2) Arcane Deadbolt: This lock appears no different than any other lock of average quality. however, the device has a permanent Arcane Lock spell cast upon it. Any chest, door, or portal to which a deadbolt can be attatched (such as a prison cage) will automatically act as if under the effect of Arcane Lock until destroyed or the lock is removed. The device comes with a key the owner can use to freely bypass the lock should they need to. If the key is lost or stolen, the owner will have to bypass the effect as would anyone else.
 

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3: Night Cabnet. This large plain cabnet, appears to be made of some black substance that seems to draw in all the surrounded light. The handles appear to be some sort of tinted force effect. The cabnet is actualy made of voide stone (manual of the planes) wich is condensed and solidified negative energy, any living being that touches the cabnet must make a fort save dc 30 or be completely anihilated.
 

4) Belt of Gender Reversal: Whoever puts on this cursed item immediately undergoes a physical transformation into a member of the opposite gender of whichever race they are (asexual beings such as mind flayers are not affected). Items being worn and carried by the wearer are not affected. To remove this item (and revert back to normal), a Remove Curse or Break Enchantment spell must be cast upon the wearer.

(if this item actually exists, someone please tell me. I've been unable to find mention of it in any rulebooks or D&D fansites, however)
 

5) Cloak of Displacement: This dusky grey cloak seems to shimmer slightly like the surface of calm water. A halfling Wizard created this item out of admiration for the Displacer Beast's unusual ability. Though she failed to copy the effect completely, the result is never-the-less very usefull. When worn, the bearer gains a +2 resistance bonus to saves against any ranged spell or ranged magical attack that specifically targets them (except for ranged touch attacks). In addition, the bearer recieves a +8 bonus to Hide checks.
 
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This one is stolen from the Baldur's Gate II expansion pack and converted to 3e, but oh well.

6) Psion's Blade: This +3 Aberration Bane Greatsword has a handle that resembles the head of an illithid. Anybody who wields this blade is immune to a mind flayer's mind blast ability, as well as recieving a +2 bonus on saving throws against all psionics. Though rare, these weapons are in high demand among the Githyanki, who use them to gain an edge over their ancient enemies: the illithids.
 
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RE Dark Jezter- the girdle of gender-change existed in 2e as a cursed item, and I have used them in the past to screw with people.

7) Ring of Roguish Mastery- This ring provides a +10 bonus to all Use Magic Device, Disable Device and Open Lock checks.

8) Sphere of Teleportation- This small crystal sphere, when broken, teleports whoever holds it to any location on the same plane, as per the teleport without error spell.

9) PokeBall- These strange spherical items can be used at will to generate a summon monster effect. The type of monster summonned depends on the nature of the ball.

10) Accordion of Distraction- This item can be activated by making a Perform check (DC 15). Any creature within 60 feet of the accordion player must make a Concentration check when casting a spell or using a spell-like ability (DC 20+spell level) or lose the spell.

11) Mantle of the Night- This item renders the creature wearing it immune to any daylight or sunlight vulnerability for 10 rounds 3 times per day. In addition, emanates a desecrate effect permanently. A great vampire cleric invented the item, and vampires and other undead use it to survive unharmed in sunlight for short periods of time.

Demiurge out.
 
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Dark Jezter said:
4) Belt of Gender Reversal: Whoever puts on this cursed item immediately undergoes a physical transformation into a member of the opposite gender of whichever race they are (asexual beings such as mind flayers are not affected). Items being worn and carried by the wearer are not affected. To remove this item (and revert back to normal), a Remove Curse or Break Enchantment spell must be cast upon the wearer.

(if this item actually exists, someone please tell me. I've been unable to find mention of it in any rulebooks or D&D fansites, however)

It's kind of like the old girdle of femininity/masculinity, but less powerful. That item lost all magic after the sex change, and could be removed normally. However, the sex change was permanent, and only had a 50% chance of being reversed with a wish. 10% of the girdles neutered the character instead.
 

Thanks, Demiurge and Orius. I thought I'd heard about a similar item somewhere before.

12) Belt of the Wrestler: The wearer of this belt gains a +4 competency bonus to all grapple checks.

13) Magnetic Shield: This +1 Heavy Steel Shield has a magical enchantment that gives it a powerful magnetic charge, although it won't pull the weapons and armor of whoever is carrying it. Anybody who makes a melee attack against the bearer of this shield and fails must make a DC 14 reflex save or have their weapon stick to the shield and be yanked from their grasp (this only applies to metal melee weapons). Only a single weapon may be stuck to the shield at a time. Pulling a weapon free of the shield requires a DC 20 strength check.
 

14) Earing of Clarity: This smooth pearl earing is covered in fine, intricate silver tracings. When worn, the bearer's mind clears slightly and they feel mildly refreshed and awake. As long as the bearer keeps the earing on they may cast either 3 extra 0 level spells per day, 2 extra 1st level spells per day, or 1 extra 2nd lvel spell per day. The bearer must choose which benefit to take each new day.
 

15)Mana Seed: Mana seeds are vey useful to Sorcerers and Wizards. A mana seed is a small rare seed that is about the size of a chestnut. (About an inch in diameter) Any spell caster who eats a mana seed remembers any one spell already cast that day by the character. If the character has not cast any spells yet that day the seed is wasted and there is no effect.

16)Calendar of the Seasons: This disk has three interlocked dials that swivel inside each other. Each dial has mystical text and runes writen in an array of paterns that line up. When the dials are lined up in an appropraite setting, several effects accure. Players may attempt to disipher the runes and mystic check with a successful Decipher Script check (DC 23). If a character has no knowledge of what the symbols are, the DM rolls a d4 to choose at random what effect the character gets. Once a character discovers the paterns of a certain effect, they may recall the patern and select which result they want. Once a calendar is used, it cannot be activated again for one week.

Effects:
d1 - Summer - A large arc of light extends from the center of the disk in all directions. Creates the effect of a sunbeam spell. (Caster level 13)
d2 - Fall - When the three dials are alligned, red, yellow, brown and orange folliage (dead leaves) magicaly appear in a 40 foot diameter centered on the character using the calendar. These leaves fall to the ground. Creates the effect of a true seeing spell on all that are in the range of the leaves. (Caster level 13)
d3 - Winter - A gust of icy air rushes from the center of the disk. Creates the effect of a control weather spell. However the weather automatically becomes frigid cold. (Caster level 13)
d4 - Spring - A number of wild flowers rapidly grow all over the disk and just as rapidly wilt away and fall off. Creates the effect of a animate plants spell. (Caster level 13)

17) Krunk's Rope: This rope looks like average braided rope. However, the rope is in fact magical. The rope is near industructable and cannot be broken, snapped or cut in any way. It can hold up to 5,000 lbs. and not be stressed.
 

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