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Designing the Perfect D&D
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<blockquote data-quote="the Jester" data-source="post: 5535507" data-attributes="member: 1210"><p><strong><span style="font-size: 15px">WORN ITEMS</span></strong></p><p></p><p>Worn magic items take up one or more areas on the body and are usually not consumable. They include cloaks, boots, backpacks, rings, amulets, scabbards, belts, gauntlets, etc. The difference in mechanical terms between armor and a worn item is that armor does not take up a body slot and primarily provides a bonus to defenses. A creature cannot usually wear more than one worn item in a single body slot, so you can't benefit from (for example) two pairs of magic boots or a cloak and a backpack simultaneously. The exception is rings- a creature can wear one ring on each hand (or more with a ring of rings).</p><p> </p><p><strong>Creation:</strong> For a creature to create a worn magic item, it must know the Craft Worn Magic Item ritual. Procedures for crafting worn items vary widely, possibly including washing, dyeing, embroidery, bejewelling, etching, varnishing, etc. </p><p> </p><p><strong>Identifying Worn Magic Items:</strong> The easiest way to identify magic a worn magic item is to wear it and experiment.</p><p></p><p><strong><u>d20 Roll --- Worn Item Type</u></strong> </p><p>1 --- Boots of Elvenkind</p><p>2 --- Boots of Teleportation</p><p>3 --- Bracers of Defense</p><p>4 --- Bracers of Defenselessness</p><p>5 --- Brooch of Shielding</p><p>6 --- Circlet of Persuasion</p><p>7 --- Cloak of Displacement</p><p>8 --- Cloak of Elvenkind</p><p>9 --- Cloak of Poisonousness</p><p>10 --- Cloak of Protection</p><p>11 --- Cloak of Resistance</p><p>12 --- Gauntlets of Fumbling</p><p>13 --- Gauntlets of Ogre Power</p><p>14 --- Gloves of Missile Snaring</p><p>15 --- Gloves of Thievery</p><p>16 --- Healer's Brooch</p><p>17 --- Necklace of Adaptation</p><p>18 --- Ring of Invisibility</p><p>19 --- Ring of Shooting Stars</p><p>20 --- Scabbard of Sharpness</p><p></p><p><strong>Boots of Elvenkind</strong></p><p> <em>Creation:</em> Processes: 2; Components: 10,000 gp; Time: 16 days; Ingredients: Leather from a century old elven bull.</p><p> <em>Body Slot:</em> Feet.</p><p> <em>Effect:</em> You get a +3 bonus on checks to move silently.</p><p></p><p><strong>Boots of Teleportation</strong></p><p> <em>Creation:</em> Processes: 5; Components: 75,000 gp; Time: 1000 days; Ingredients: The glands of a demon with a teleport speed.</p><p> <em>Body Slot: </em>Feet.</p><p> <em>Effect: </em>As a move action, you can teleport 60'. This power recharges on a 16+.</p><p></p><p><strong>Bracers of Defense</strong></p><p> <em>Creation:</em> Processes: 2; Components: 10,000 gp; Time: 16 days; Ingredients: Wool from a century old elven sheep.</p><p> <em>Body Slot:</em> Arms.</p><p> <em>Effect:</em> As an interrupt when you are attacked by an attack that targets AC, you gain a +3 bonus to AC against the triggering attack. This power recharges on a 10+.</p><p></p><p><strong>Bracers of Defenselessness</strong></p><p> <em>Creation:</em> Accidental.</p><p> <em>Body Slot:</em> Arms.</p><p> <em>Effect: </em>These appear to be bracers of a beneficial sort until you are bloodied, at which point they lock to your arms until a remove curse ritual is performed on you. While they are locked to your arms, you suffer a -4 penalty to all defenses.</p><p></p><p><strong>Brooch of Shielding</strong></p><p> <em>Creation:</em> Processes: 2; Components: 8,000 gp; Time: 16 days; Ingredients: The core of an earth elemental.</p><p> <em>Body Slot:</em> Neck.</p><p> <em>Effect: </em>You gain resist 4 force.</p><p></p><p><strong>Circlet of Persuasion</strong></p><p> <em>Creation: </em>Processes: 5; Components: 50,000 gp; Time: 150 days; Ingredients: The lips of a nymph.</p><p> <em>Body Slot:</em> Head.</p><p> <em>Effect: </em>You gain a +4 bonus on checks to persuade others and a +1 bonus on attacks vs. Will.</p><p></p><p><strong>Cloak of Displacement</strong></p><p> <em>Creation: </em>Processes: 4; Components: 25,000 gp; Time: 60 days; Ingredients: The hide of a displacer beast.</p><p> <em>Body Slot: </em>Back.</p><p> <em>Effect:</em> As an interrupt when a ranged attack targets you, it misses. This power recharges on a 11+.</p><p></p><p><strong>Cloak of Elvenkind</strong></p><p> <em>Creation: </em>Processes: 2; Components: 10,000 gp; Time: 16 days; Ingredients: Wool from a century old elven sheep.</p><p> <em>Body Slot: </em>Back.</p><p> <em>Effect: </em>You gain a +3 bonus on checks to hide.</p><p></p><p><strong>Cloak of Poisonousness</strong></p><p> <em>Creation: </em>Accidental.</p><p> <em>Body Slot: </em>Back.</p><p> <em>Effect: </em>As soon as you willingly don this cloak, you begin taking ongoing 2d4 lethal ability damage to a random ability score (save ends on a 15+). </p><p></p><p><strong>Cloak of Protection</strong></p><p> <em>Creation: </em>Processes: 2; Components: 10,000 gp; Time: 10 days; Ingredients: The scales of a bullette.</p><p> <em>Body Slot:</em> Back.</p><p> <em>Effect: </em>While you wear this cloak, you get a +1 bonus to your Fortitude, Reflex and Will.</p><p></p><p><strong>Cloak of Resistance</strong></p><p> <em>Creation:</em> Processes: 2; Components: 20,000 gp; Time: 30 days; Ingredients: The core of a golem.</p><p> <em>Body Slot:</em> Back.</p><p> <em>Effect:</em> While you wear this cloak, you get a +2 bonus to saving throws.</p><p><strong></strong></p><p><strong>Gauntlets of Fumbling</strong></p><p> <em>Creation: </em>Accidental.</p><p> <em>Body Slot:</em> Hands.</p><p> <em>Effect:</em> Once you put these gauntlets on, they lock onto your hands until a remove curse ritual is performed. You suffer a -4 penalty on melee attacks and if you roll a natural 5 or less on an attack roll, you drop your weapon or implement.</p><p></p><p><strong>Gauntlets of Ogre Power</strong></p><p> <em>Creation:</em> Processes: 3; Components: 40,000 gp; Time: 90 days; Ingredients: The hands of an ogre.</p><p> <em>Body Slot: </em>Hands.</p><p> <em>Effect: </em>While you wear these gauntlets, you gain a +2 bonus on Strength based checks. Additionally, as a reaction when you hit with a melee attack, you gain a +4 damage bonus. This power recharges on a 14+.</p><p></p><p><strong>Gloves of Missile Snaring</strong></p><p> <em>Creation:</em> Processes: 5; Components: 15,000 gp; Time: 35 days; Ingredients: The eyes of a 5th or higher level monk.</p><p> <em>Body Slot:</em> Hands.</p><p> <em>Effect: </em>As an interrupt when a missile or thrown attack hits you, you instead pluck the missile or thrown weapon from the air. This power recharges on a 16+.</p><p></p><p><strong>Gloves of Thievery</strong></p><p> <em>Creation:</em> Processes: 2; Components: 15,000 gp; Time: 15 days; Ingredients: The fingers of a 5th or higher level thief.</p><p> <em>Body Slot: </em>Hands.</p><p> <em>Effect:</em> You get a +3 bonus on checks to open locks or pick pockets.</p><p></p><p><strong>Healer's Brooch</strong></p><p> <em>Creation:</em> Processes: 2; Components: 15,000 gp; Time: 15 days; Ingredients: The tears of a high priest of the Healing domain (cannot come from the creator).</p><p> <em>Body Slot: </em>Neck.</p><p> <em>Effect:</em> Whenever you heal hit points with a prayer, you heal an extra 2 points of damage.</p><p></p><p><strong>Necklace of Adaptation</strong></p><p> <em>Creation:</em> Processes: 6 ; Components: 50,000 gp; Time: 290 days; Ingredients: A barrel of water from a mile below the surface and a bladder of air from a mile above the surface.</p><p> <em>Body Slot:</em> Neck.</p><p> <em>Effect: </em>While you wear this necklace, you can breathe water or other liquids, foul gasses and even vaccuum. You are not affected by environmental changes in pressure. This necklace gives you no protection against attacks of any sort.</p><p><strong></strong></p><p><strong>Ring of Invisibility</strong></p><p> <em>Creation: </em>Processes: 2; Components: 10,000 gp; Time: 23 days; Ingredients: Thirty pixie wings.</p><p> <em>Body Slot: </em>Ring.</p><p> <em>Effect: </em>As a move action, you become invisible and shift 10'. The invisibility lasts until the end of the next round or until you attack. If you have not attacked, you can spend a minor action to sustain this effect until the end of your next turn. This power recharges on a 17+.</p><p></p><p><strong>Ring of Shooting Stars</strong></p><p> <em>Creation: </em>Processes: 6; Components: 85,000 gp; Time: 600 days; Ingredients: Lodestone and crystal taken from a meteor.</p><p> <em>Body Slot:</em> Ring.</p><p> <em>Effect: </em>This ring has great powers under the night sky and lesser powers whenever indoors. While indoors, you may spend a standard action to create two balls of lightning in unoccupied squares that last until the end of your next turn (sustain minor). While the balls exist, you may spend a move action to move each one 20' but may not move them into or through occupied spaces. The balls shed dim light in a 10' radius, and if a creature enters a square with a ball of lightning in it, the ball discharges and deals 2d6 lightning damage to that creature. You can recharge this power by burning an action point under the open stars. </p><p> </p><p>When you are under the open stars, you may create balls of lightning, as above, but may never have more than four in existence at a time. In addition, as a standard action you may fire three shooting stars at targets, no two of whom are more than 20' apart, within a range of 60'. Make a spell attack against Reflex for each shooting star. If you hit, the star deals 1d8 bludgeoning damage and penetrates damage reduction as if it were a +2 weapon. Additionally, whether you hit or miss, each creature within 5' of at least one of the stars' target points also takes 1d10 fire damage. You must burn an action point before rolling to recharge this power; it recharges on an 18+. </p><p> </p><p>You can burn an action point any time you have one and can take a free action, even if you need to recharge your ability to spend an action point.</p><p></p><p><strong>Scabbard of Sharpness</strong></p><p> <em>Creation:</em> Processes: 3; Components: 15,000 gp; Time: 30 days; Ingredients: The hands of a dwarven master smith.</p><p> <em>Body Slot: </em>Waist or back.</p><p> <em>Effect:</em> If you store a light or heavy blade in this scabbard for at least one minute, the weapon's critical range doubles when you draw it. This effect lasts until the end of the next round (save continues on a 10+).</p><p></p><p><strong><span style="font-size: 15px">WONDROUS ITEMS</span></strong></p><p> </p><p>Wondrous items are items that do not fit into another category. Some wondrous items have the outward appearance of an item from another category, but don't function as items from that category do (for example, a manual of gainful exercise). </p><p> </p><p><strong>Creation:</strong> For a creature to create a wondrous item, it must know the Craft Wondrous Item ritual. Procedures for crafting wondrous items vary widely.</p><p> </p><p><strong>Identifying Wondrous Items:</strong> The easiest way to identify magic a magic implement is experimentation. Some are very hard to identify without consulting a sage or using magic.</p><p></p><p><strong><u>D12 --- Wondrous Item</u></strong> </p><p>1 --- Bag of Holding</p><p>2 --- Banner of Victory</p><p>3 --- Carpet of Flying </p><p>4 --- Chime of Opening</p><p>5 --- Cube of Force</p><p>6 --- Decanter of Endless Water</p><p>7 --- Dust of Appearance </p><p>8 --- Dust of Disappearance</p><p>9 --- Iron Flask</p><p>10 --- Manual of Gainful Exercise</p><p>11 --- Vacuous Grimoire</p><p>12 --- Wind Fan</p><p></p><p><strong>Bag of Holding</strong></p><p> <em>Creation:</em> Processes: 3; Components: 5,000 gp; Time: 10 days; Ingredients: The skin of a giant frog.</p><p> <em>Effect: </em>This bag is the size of a large sack on the outside, but it contains a demiplane 10' in diameter. The bag always weighs 5 lbs, no matter how much material is inside it. The neck of the bag is 2' in diameter.</p><p></p><p><strong>Banner of Victory</strong></p><p> <em>Creation: </em>Processes: 4; Components: 30,000 gp; Time: 150 days; Ingredients: The head of a great hero of at least 7th level.</p><p> <em>Effect: </em>As a full action, you can plant this banner in an unoccupied square. If you do, you and all of your allies gain a +1 bonus to attacks and damage while you can see the banner and are within 50' of it. The banner can be taken down by any creature with a standard action. If an enemy does this, you and all allies that received the banner's bonus suffer a -1 penalty to attacks and defenses.</p><p></p><p><strong>Carpet of Flying</strong></p><p> <em>Creation: </em>Processes: 5; Components: 45,000 gp; Time: 325 days; Ingredients: The feathers of a roc.</p><p> <em>Effect:</em> This carpet measures 10' x 20' and can seat up to eight medium or small creatures. For up to four hours per day the carpet can fly at a speed of 20', although the creature in the front left seat must spend the move action to move it. (If the seat is unoccupied, the carpet falls.) The carpet has a maximum altitude of 20'.</p><p></p><p><strong>Chime of Opening</strong></p><p> <em>Creation:</em> Processes: 3; Components: 5,000 gp; Time: 10 days; Ingredients: The fingers of a 5th or higher level thief.</p><p> <em>Effect: </em>As a standard action, you sound this chime and make a Dexterity check with a +4 bonus to open a lock within a range of 10'. This ability recharges on a 14+.</p><p></p><p><strong>Cube of Force</strong></p><p> <em>Creation:</em> Processes: 6; Components: 50,000 gp; Time: 940 days; Ingredients: The heart of a force dragon.</p><p> <em>Effect:</em> As a standard action, you create a 10' cube of force that contains you. (If you are larger than this, the effect fails.) This force cube is immobile and creatures (and the cube of force itself) cannot pass through it. While you are within the cube, you gain a +4 bonus to AC, Fortitude and Reflex and gain DR 10/- and resist 10 acid, cold, fire, force, lightning and necrotic. This effect lasts until the end of the next round and recharges on a 19+.</p><p></p><p><strong>Decanter of Endless Water</strong></p><p> <em>Creation:</em> Processes: 2; Components: 8,000 gp; Time: 30 days; Ingredients: The liquid of a 6th or higher level water elemental.</p><p> <em>Effect:</em> While this decanter is unstoppered, it pours forth ½ gallon of water per round. It takes a standard action to stopper or unstopper this decanter.</p><p></p><p><strong>Dust of Appearance (consumable)</strong></p><p> <em>Creation: </em>Processes: 2; Components: 5,000 gp; Time: 10 days; Ingredients: The eyes of a hell hound.</p><p> <em>Effect: </em>As a standard action, you hurl a pinch of this dust in a 10'x10' blast. All invisibility within the blast ends, and creatures and objects within the blast cannot become invisible (save ends on a 17+). When first created, a pouch of dust of appearance contains 10 pinchs.</p><p></p><p><strong>Dust of Disappearance (consumable)</strong></p><p> <em>Creation:</em> Processes: 4; Components: 10,000 gp; Time: 10 days; Ingredients: Ichor from an invisible stalker.</p><p> <em>Effect: </em>As a standard action, you sprinkle a pinch of this dust on a creature you can touch. It becomes invisible until the end of the next round (save continues on a 7+). When first created, a pouch of dust of disappearance contains 10 pinchs.</p><p></p><p><strong>Iron Flask</strong></p><p> <em>Creation:</em> Processes: 6; Components: 100,000 gp; Time: 3600 days; Ingredients: Six weapons taken from a marilith.</p><p> <em>Effect: </em>As a standard action when the flask is empty, you unstopper it and present it to a creature with the demon, devil or pseudonatural keyword within a range of 30'. Make a spell attack vs. Will against that creature. If you hit, it is sucked into the iron flask and imprisoned within it. While imprisoned, the creature cannot take any actions except to attempt to break free by succeeding at a Charsima check opposed by your Wisdom, which it can try once per day. If it succeeds, the iron flask is destroyed and the creature materialized in an unoccupied space adjacent to you, or in the closest available unoccupied space, and is able to act the next round. If it fails a number of escape attempts equal to its level, it can no longer attempt to escape. While the subject is imprisoned, it can see and hear as if the iron flask were its eyes and ears. Some arrogant or powerful users will attempt to strike a bargain with an imprisoned creature.</p><p> </p><p>As a standard action when the flask contains a creature, you unstopper it. The contained creature materializes in an adjacent unoccupied space of your choice, or the closes available unoccupied space, and is able to act the next round.</p><p></p><p><strong>Manual of Gainful Exercise</strong></p><p> <em>Creation: </em>Processes: 5; Components: 100,000 gp; Time: 2,900 days; Ingredients: The tendons of a creature of 7th or higher level with a Strength of 18 or higher.</p><p> <em>Effect:</em> This manual contains instructions for a regimen of exercise that will rapidly build your Strength. If you spend a continuous month performing the exercises and studying the book, your Strength score increases by 2d10%. Only one creature can benefit from the book in any given month.</p><p></p><p><strong>Vacuous Grimoire</strong></p><p> <em>Creation: </em>Accidental.</p><p> <em>Effect: </em>This manual appears to be a book of arcane lore. However, when owned by a wizard, it begins sucking the spells out of its owner's spellbooks. Determine which spell is destroyed randomly; a vacuous grimoire will destroy one spell per month until its owner passes it on to another creature.</p><p> </p><p>If its owner is not a wizard, the vacuous grimoire will begin destroying random bits of text in books, scrolls, maps and other written documents that the owner has at a rate of one page per day. The grimoire hungers to consume spells.</p><p></p><p><strong>Wind Fan</strong></p><p> <em>Creation:</em> Processes: 3; Components: 6,000 gp; Time: 11 days; Ingredients: The essence of an air elemental.</p><p> <em>Effect:</em> As a standard action, you wave this fan and create a blast up to 30' in size. Make a spell attack vs. Reflex against each creature in the blast. If you hit a large or larger creature, you push it 5'; if you hit a medium creature, you push it 10' and knock it prone; it you hit a small creature, you push it 15' and knock it prone; and if you hit a tiny or smaller creature, you push it 25' and knock it prone. This power recharges on a 17+.</p></blockquote><p></p>
[QUOTE="the Jester, post: 5535507, member: 1210"] [B][SIZE="4"]WORN ITEMS[/SIZE][/B] Worn magic items take up one or more areas on the body and are usually not consumable. They include cloaks, boots, backpacks, rings, amulets, scabbards, belts, gauntlets, etc. The difference in mechanical terms between armor and a worn item is that armor does not take up a body slot and primarily provides a bonus to defenses. A creature cannot usually wear more than one worn item in a single body slot, so you can't benefit from (for example) two pairs of magic boots or a cloak and a backpack simultaneously. The exception is rings- a creature can wear one ring on each hand (or more with a ring of rings). [B]Creation:[/B] For a creature to create a worn magic item, it must know the Craft Worn Magic Item ritual. Procedures for crafting worn items vary widely, possibly including washing, dyeing, embroidery, bejewelling, etching, varnishing, etc. [B]Identifying Worn Magic Items:[/B] The easiest way to identify magic a worn magic item is to wear it and experiment. [B][U]d20 Roll --- Worn Item Type[/U][/B] 1 --- Boots of Elvenkind 2 --- Boots of Teleportation 3 --- Bracers of Defense 4 --- Bracers of Defenselessness 5 --- Brooch of Shielding 6 --- Circlet of Persuasion 7 --- Cloak of Displacement 8 --- Cloak of Elvenkind 9 --- Cloak of Poisonousness 10 --- Cloak of Protection 11 --- Cloak of Resistance 12 --- Gauntlets of Fumbling 13 --- Gauntlets of Ogre Power 14 --- Gloves of Missile Snaring 15 --- Gloves of Thievery 16 --- Healer's Brooch 17 --- Necklace of Adaptation 18 --- Ring of Invisibility 19 --- Ring of Shooting Stars 20 --- Scabbard of Sharpness [B]Boots of Elvenkind[/B] [I]Creation:[/I] Processes: 2; Components: 10,000 gp; Time: 16 days; Ingredients: Leather from a century old elven bull. [I]Body Slot:[/I] Feet. [I]Effect:[/I] You get a +3 bonus on checks to move silently. [B]Boots of Teleportation[/B] [I]Creation:[/I] Processes: 5; Components: 75,000 gp; Time: 1000 days; Ingredients: The glands of a demon with a teleport speed. [I]Body Slot: [/I]Feet. [I]Effect: [/I]As a move action, you can teleport 60'. This power recharges on a 16+. [B]Bracers of Defense[/B] [I]Creation:[/I] Processes: 2; Components: 10,000 gp; Time: 16 days; Ingredients: Wool from a century old elven sheep. [I]Body Slot:[/I] Arms. [I]Effect:[/I] As an interrupt when you are attacked by an attack that targets AC, you gain a +3 bonus to AC against the triggering attack. This power recharges on a 10+. [B]Bracers of Defenselessness[/B] [I]Creation:[/I] Accidental. [I]Body Slot:[/I] Arms. [I]Effect: [/I]These appear to be bracers of a beneficial sort until you are bloodied, at which point they lock to your arms until a remove curse ritual is performed on you. While they are locked to your arms, you suffer a -4 penalty to all defenses. [B]Brooch of Shielding[/B] [I]Creation:[/I] Processes: 2; Components: 8,000 gp; Time: 16 days; Ingredients: The core of an earth elemental. [I]Body Slot:[/I] Neck. [I]Effect: [/I]You gain resist 4 force. [B]Circlet of Persuasion[/B] [I]Creation: [/I]Processes: 5; Components: 50,000 gp; Time: 150 days; Ingredients: The lips of a nymph. [I]Body Slot:[/I] Head. [I]Effect: [/I]You gain a +4 bonus on checks to persuade others and a +1 bonus on attacks vs. Will. [B]Cloak of Displacement[/B] [I]Creation: [/I]Processes: 4; Components: 25,000 gp; Time: 60 days; Ingredients: The hide of a displacer beast. [I]Body Slot: [/I]Back. [I]Effect:[/I] As an interrupt when a ranged attack targets you, it misses. This power recharges on a 11+. [B]Cloak of Elvenkind[/B] [I]Creation: [/I]Processes: 2; Components: 10,000 gp; Time: 16 days; Ingredients: Wool from a century old elven sheep. [I]Body Slot: [/I]Back. [I]Effect: [/I]You gain a +3 bonus on checks to hide. [B]Cloak of Poisonousness[/B] [I]Creation: [/I]Accidental. [I]Body Slot: [/I]Back. [I]Effect: [/I]As soon as you willingly don this cloak, you begin taking ongoing 2d4 lethal ability damage to a random ability score (save ends on a 15+). [B]Cloak of Protection[/B] [I]Creation: [/I]Processes: 2; Components: 10,000 gp; Time: 10 days; Ingredients: The scales of a bullette. [I]Body Slot:[/I] Back. [I]Effect: [/I]While you wear this cloak, you get a +1 bonus to your Fortitude, Reflex and Will. [B]Cloak of Resistance[/B] [I]Creation:[/I] Processes: 2; Components: 20,000 gp; Time: 30 days; Ingredients: The core of a golem. [I]Body Slot:[/I] Back. [I]Effect:[/I] While you wear this cloak, you get a +2 bonus to saving throws. [B] Gauntlets of Fumbling[/B] [I]Creation: [/I]Accidental. [I]Body Slot:[/I] Hands. [I]Effect:[/I] Once you put these gauntlets on, they lock onto your hands until a remove curse ritual is performed. You suffer a -4 penalty on melee attacks and if you roll a natural 5 or less on an attack roll, you drop your weapon or implement. [B]Gauntlets of Ogre Power[/B] [I]Creation:[/I] Processes: 3; Components: 40,000 gp; Time: 90 days; Ingredients: The hands of an ogre. [I]Body Slot: [/I]Hands. [I]Effect: [/I]While you wear these gauntlets, you gain a +2 bonus on Strength based checks. Additionally, as a reaction when you hit with a melee attack, you gain a +4 damage bonus. This power recharges on a 14+. [B]Gloves of Missile Snaring[/B] [I]Creation:[/I] Processes: 5; Components: 15,000 gp; Time: 35 days; Ingredients: The eyes of a 5th or higher level monk. [I]Body Slot:[/I] Hands. [I]Effect: [/I]As an interrupt when a missile or thrown attack hits you, you instead pluck the missile or thrown weapon from the air. This power recharges on a 16+. [B]Gloves of Thievery[/B] [I]Creation:[/I] Processes: 2; Components: 15,000 gp; Time: 15 days; Ingredients: The fingers of a 5th or higher level thief. [I]Body Slot: [/I]Hands. [I]Effect:[/I] You get a +3 bonus on checks to open locks or pick pockets. [B]Healer's Brooch[/B] [I]Creation:[/I] Processes: 2; Components: 15,000 gp; Time: 15 days; Ingredients: The tears of a high priest of the Healing domain (cannot come from the creator). [I]Body Slot: [/I]Neck. [I]Effect:[/I] Whenever you heal hit points with a prayer, you heal an extra 2 points of damage. [B]Necklace of Adaptation[/B] [I]Creation:[/I] Processes: 6 ; Components: 50,000 gp; Time: 290 days; Ingredients: A barrel of water from a mile below the surface and a bladder of air from a mile above the surface. [I]Body Slot:[/I] Neck. [I]Effect: [/I]While you wear this necklace, you can breathe water or other liquids, foul gasses and even vaccuum. You are not affected by environmental changes in pressure. This necklace gives you no protection against attacks of any sort. [B] Ring of Invisibility[/B] [I]Creation: [/I]Processes: 2; Components: 10,000 gp; Time: 23 days; Ingredients: Thirty pixie wings. [I]Body Slot: [/I]Ring. [I]Effect: [/I]As a move action, you become invisible and shift 10'. The invisibility lasts until the end of the next round or until you attack. If you have not attacked, you can spend a minor action to sustain this effect until the end of your next turn. This power recharges on a 17+. [B]Ring of Shooting Stars[/B] [I]Creation: [/I]Processes: 6; Components: 85,000 gp; Time: 600 days; Ingredients: Lodestone and crystal taken from a meteor. [I]Body Slot:[/I] Ring. [I]Effect: [/I]This ring has great powers under the night sky and lesser powers whenever indoors. While indoors, you may spend a standard action to create two balls of lightning in unoccupied squares that last until the end of your next turn (sustain minor). While the balls exist, you may spend a move action to move each one 20' but may not move them into or through occupied spaces. The balls shed dim light in a 10' radius, and if a creature enters a square with a ball of lightning in it, the ball discharges and deals 2d6 lightning damage to that creature. You can recharge this power by burning an action point under the open stars. When you are under the open stars, you may create balls of lightning, as above, but may never have more than four in existence at a time. In addition, as a standard action you may fire three shooting stars at targets, no two of whom are more than 20' apart, within a range of 60'. Make a spell attack against Reflex for each shooting star. If you hit, the star deals 1d8 bludgeoning damage and penetrates damage reduction as if it were a +2 weapon. Additionally, whether you hit or miss, each creature within 5' of at least one of the stars' target points also takes 1d10 fire damage. You must burn an action point before rolling to recharge this power; it recharges on an 18+. You can burn an action point any time you have one and can take a free action, even if you need to recharge your ability to spend an action point. [B]Scabbard of Sharpness[/B] [I]Creation:[/I] Processes: 3; Components: 15,000 gp; Time: 30 days; Ingredients: The hands of a dwarven master smith. [I]Body Slot: [/I]Waist or back. [I]Effect:[/I] If you store a light or heavy blade in this scabbard for at least one minute, the weapon's critical range doubles when you draw it. This effect lasts until the end of the next round (save continues on a 10+). [B][SIZE="4"]WONDROUS ITEMS[/SIZE][/B] Wondrous items are items that do not fit into another category. Some wondrous items have the outward appearance of an item from another category, but don't function as items from that category do (for example, a manual of gainful exercise). [B]Creation:[/B] For a creature to create a wondrous item, it must know the Craft Wondrous Item ritual. Procedures for crafting wondrous items vary widely. [B]Identifying Wondrous Items:[/B] The easiest way to identify magic a magic implement is experimentation. Some are very hard to identify without consulting a sage or using magic. [B][U]D12 --- Wondrous Item[/U][/B] 1 --- Bag of Holding 2 --- Banner of Victory 3 --- Carpet of Flying 4 --- Chime of Opening 5 --- Cube of Force 6 --- Decanter of Endless Water 7 --- Dust of Appearance 8 --- Dust of Disappearance 9 --- Iron Flask 10 --- Manual of Gainful Exercise 11 --- Vacuous Grimoire 12 --- Wind Fan [B]Bag of Holding[/B] [I]Creation:[/I] Processes: 3; Components: 5,000 gp; Time: 10 days; Ingredients: The skin of a giant frog. [I]Effect: [/I]This bag is the size of a large sack on the outside, but it contains a demiplane 10' in diameter. The bag always weighs 5 lbs, no matter how much material is inside it. The neck of the bag is 2' in diameter. [B]Banner of Victory[/B] [I]Creation: [/I]Processes: 4; Components: 30,000 gp; Time: 150 days; Ingredients: The head of a great hero of at least 7th level. [I]Effect: [/I]As a full action, you can plant this banner in an unoccupied square. If you do, you and all of your allies gain a +1 bonus to attacks and damage while you can see the banner and are within 50' of it. The banner can be taken down by any creature with a standard action. If an enemy does this, you and all allies that received the banner's bonus suffer a -1 penalty to attacks and defenses. [B]Carpet of Flying[/B] [I]Creation: [/I]Processes: 5; Components: 45,000 gp; Time: 325 days; Ingredients: The feathers of a roc. [I]Effect:[/I] This carpet measures 10' x 20' and can seat up to eight medium or small creatures. For up to four hours per day the carpet can fly at a speed of 20', although the creature in the front left seat must spend the move action to move it. (If the seat is unoccupied, the carpet falls.) The carpet has a maximum altitude of 20'. [B]Chime of Opening[/B] [I]Creation:[/I] Processes: 3; Components: 5,000 gp; Time: 10 days; Ingredients: The fingers of a 5th or higher level thief. [I]Effect: [/I]As a standard action, you sound this chime and make a Dexterity check with a +4 bonus to open a lock within a range of 10'. This ability recharges on a 14+. [B]Cube of Force[/B] [I]Creation:[/I] Processes: 6; Components: 50,000 gp; Time: 940 days; Ingredients: The heart of a force dragon. [I]Effect:[/I] As a standard action, you create a 10' cube of force that contains you. (If you are larger than this, the effect fails.) This force cube is immobile and creatures (and the cube of force itself) cannot pass through it. While you are within the cube, you gain a +4 bonus to AC, Fortitude and Reflex and gain DR 10/- and resist 10 acid, cold, fire, force, lightning and necrotic. This effect lasts until the end of the next round and recharges on a 19+. [B]Decanter of Endless Water[/B] [I]Creation:[/I] Processes: 2; Components: 8,000 gp; Time: 30 days; Ingredients: The liquid of a 6th or higher level water elemental. [I]Effect:[/I] While this decanter is unstoppered, it pours forth ½ gallon of water per round. It takes a standard action to stopper or unstopper this decanter. [B]Dust of Appearance (consumable)[/B] [I]Creation: [/I]Processes: 2; Components: 5,000 gp; Time: 10 days; Ingredients: The eyes of a hell hound. [I]Effect: [/I]As a standard action, you hurl a pinch of this dust in a 10'x10' blast. All invisibility within the blast ends, and creatures and objects within the blast cannot become invisible (save ends on a 17+). When first created, a pouch of dust of appearance contains 10 pinchs. [B]Dust of Disappearance (consumable)[/B] [I]Creation:[/I] Processes: 4; Components: 10,000 gp; Time: 10 days; Ingredients: Ichor from an invisible stalker. [I]Effect: [/I]As a standard action, you sprinkle a pinch of this dust on a creature you can touch. It becomes invisible until the end of the next round (save continues on a 7+). When first created, a pouch of dust of disappearance contains 10 pinchs. [B]Iron Flask[/B] [I]Creation:[/I] Processes: 6; Components: 100,000 gp; Time: 3600 days; Ingredients: Six weapons taken from a marilith. [I]Effect: [/I]As a standard action when the flask is empty, you unstopper it and present it to a creature with the demon, devil or pseudonatural keyword within a range of 30'. Make a spell attack vs. Will against that creature. If you hit, it is sucked into the iron flask and imprisoned within it. While imprisoned, the creature cannot take any actions except to attempt to break free by succeeding at a Charsima check opposed by your Wisdom, which it can try once per day. If it succeeds, the iron flask is destroyed and the creature materialized in an unoccupied space adjacent to you, or in the closest available unoccupied space, and is able to act the next round. If it fails a number of escape attempts equal to its level, it can no longer attempt to escape. While the subject is imprisoned, it can see and hear as if the iron flask were its eyes and ears. Some arrogant or powerful users will attempt to strike a bargain with an imprisoned creature. As a standard action when the flask contains a creature, you unstopper it. The contained creature materializes in an adjacent unoccupied space of your choice, or the closes available unoccupied space, and is able to act the next round. [B]Manual of Gainful Exercise[/B] [I]Creation: [/I]Processes: 5; Components: 100,000 gp; Time: 2,900 days; Ingredients: The tendons of a creature of 7th or higher level with a Strength of 18 or higher. [I]Effect:[/I] This manual contains instructions for a regimen of exercise that will rapidly build your Strength. If you spend a continuous month performing the exercises and studying the book, your Strength score increases by 2d10%. Only one creature can benefit from the book in any given month. [B]Vacuous Grimoire[/B] [I]Creation: [/I]Accidental. [I]Effect: [/I]This manual appears to be a book of arcane lore. However, when owned by a wizard, it begins sucking the spells out of its owner's spellbooks. Determine which spell is destroyed randomly; a vacuous grimoire will destroy one spell per month until its owner passes it on to another creature. If its owner is not a wizard, the vacuous grimoire will begin destroying random bits of text in books, scrolls, maps and other written documents that the owner has at a rate of one page per day. The grimoire hungers to consume spells. [B]Wind Fan[/B] [I]Creation:[/I] Processes: 3; Components: 6,000 gp; Time: 11 days; Ingredients: The essence of an air elemental. [I]Effect:[/I] As a standard action, you wave this fan and create a blast up to 30' in size. Make a spell attack vs. Reflex against each creature in the blast. If you hit a large or larger creature, you push it 5'; if you hit a medium creature, you push it 10' and knock it prone; it you hit a small creature, you push it 15' and knock it prone; and if you hit a tiny or smaller creature, you push it 25' and knock it prone. This power recharges on a 17+. [/QUOTE]
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