Find That Item

Xakk

First Post
It's loot shopping time in the campaign I play in. I've got a few ideas for some item synergies, but I can't seem to find the right items. I've been through every book I have, and a few I don't. I was wondering if some of you had seen something I haven't gotten to. So here goes:

I'm looking for a spell completion/trigger item for a 4th level spell, that isn't consumed in the process. Much like a schema but I'd like a backup in case it's disapproved.

I am trying to find an item that radiates magical darkness constantly. Bonus points for A) it being total darkness, and/or B) having a small range. The Darklight doesn't count, that's a different part of this setup.

A place where I can find a list of vehicles including sources other than the PHB. All three categories would be nice too.

Items that cause targets to drown. Especially ones that can be applied to ammunition or with less candor a melee attack. No, different ways to trap people in a lake don't count, this is sadistic enough.

An item that can create at least a light breeze, for an indeterminate length of time. I saw the wind pipe from Stormwrack but I'm worried it might be ruled that it doesn't output enough wind to replicate an actual breeze.

And everything needs to be 3.5 compatible.
 

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For question 1, look at Eternal Wands, in Magic Item Compendium.

For the next, look at Darkness or Deeper Darkness, with Permanency. Alternately, get creative: Permanent Illusion of total darkness. It's more a location than an item, since the spell has a fixed area, but it gives you what you're looking for. Door #3 holds a Blackguard's Blade (custom item): While many magic weapons radiate light as a simple part of the enchantment, this one sheds Darkness the same way. (Poor rationalization, I know, but at least it has one, as opposed to "because I said so".)

For item three, look in the Sandstorm book for the spell Slipsand. It's a bit of a pain to work through the rules, since the spell directs you to page 25 of the same book to look up the actual material "slipsand", where it refers you to another section that describes quicksand, and from there to the DMG section on suffocation, but the bottom line is that the spell turns normal sand into "slipsand", which gives way under the lightest pressure or weight. People simply sink in and go to the bottom. As written there's no save, per se, if the spell is cast beneath their feet. Unless they have a friend to pull them out, they go to the bottom and have to hold their breath or suffocate (same rules as drowning). It's a 4th level spell for the Sand Shaper, IIRC. There's also a spell called Choking Sands that requires the target to spend a full round coughing the sand out of their lungs, and make a Fort save, or begin to suffocate. (Again, same rules whether it's from drowning or being buried.)

Light breeze? There's a Quall's Feather Token that can do this, as a one-shot, and there's a Wind Fan, both in the DMG.

Hope these help.
 


I am trying to find an item that radiates magical darkness constantly. Bonus points for A) it being total darkness, and/or B) having a small range. The Darklight doesn't count, that's a different part of this setup.

There is no item that radiates magical darkness constantly (forever).1 Alternatives include the dark lantern wondrous item from Tome of Magic, shadowlight oil from Dragon Magazine, issue #337 and Cormyr: The Tearing of the Weave (which was published later and has a better version), and the Intensify Darkness feat from Drow of the Underdark (+ the Darkness invocation).


I believe Aboleth Mucus is the go-to item for drowning people, but I can't remember where it's printed. Maybe Lords of Madness.
It doesn't cause drowning, but it asphyxiates. It's from Savage Species, pages 48-50. You throw a vial of it as a non-splash attack.

1The post below corrects me.
 
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I'm looking for a spell completion/trigger item for a 4th level spell, that isn't consumed in the process. Much like a schema but I'd like a backup in case it's disapproved.
How about rings of spell storing or from Complete Adventurer, Strings of Spell Storing?

I am trying to find an item that radiates magical darkness constantly. Bonus points for A) it being total darkness, and/or B) having a small range. The Darklight doesn't count, that's a different part of this setup.
Black Luminary from Stronghold Builder's Guide, but not really portable.

A place where I can find a list of vehicles including sources other than the PHB. All three categories would be nice too.
Arms and Equipment Guide has an entire chapter on vehicles. DMG's Apparatus of Kwalish and Carpet of Flying are worth a special mention. Stormwrack has a chapter on ships. Sandstorm has vehicles, mostly for deserts. I'm trying to look thru my Eberron books to find offical info on airships. I'd also like to point you to my thread on Why Yes That's An Airship In My Pocket.

Items that cause targets to drown. Especially ones that can be applied to ammunition or with less candor a melee attack. No, different ways to trap people in a lake don't count, this is sadistic enough.
Gotta go with the Aboleth Mucus as the best suggestion.

An item that can create at least a light breeze, for an indeterminate length of time. I saw the wind pipe from Stormwrack but I'm worried it might be ruled that it doesn't output enough wind to replicate an actual breeze.
The Dust Twister from Sandstorm can be purchased as a mount, info on p.103. It's an air elemental you can ride.
 

Lovely barrage of suggestions for the darkness, I thank you. I'm sure I can find one that works with what I'm planning. The best I'd found was something not mentioned, called the darkberry. But I eschew minor consumables as unpractical.

For the drowning though, I really need specifically something that says 'drowning' because 'suffocation' takes several minutes during which somebody could possibly find some way to breathe, as is the purpose of that mechanic. There was some 1k elemental water which gave me the idea, but it's prohibitively expensive and a grenade weapon. I'll probably go for some mucus though, on default.

Eternal Wands can't take 4th level spells and spell storing items require the person to be able to cast the spell. I'm looking for pretty much a schema that's not a schema.

Anyone else know of any vehicle sections not yet mentioned? I like esoteric items and they usually break economy a little.

Wind Fan only works for 8 hours a day. I'm trying to use the wind for the propulsion of above.
 


...For the drowning though, I really need specifically something that says 'drowning' because 'suffocation' takes several minutes during which somebody could possibly find some way to breathe, as is the purpose of that mechanic.
There is no "drowning" mechanic in D&D. At least not by name. It's handled as part of "suffocation". Whether you can't breath because you're under water, or because you're buried in sand, or because you're encased in stone, the mechanic is all the same.

As for the Wind Fan: Yes, it's only good for 8 hours a day. So get three of them.

Eternal Wands can only hold 3rd level spells, it's true. But if you look at the mechanic for creating them, it presumes a base item, as a master worked tool (100 gp cost), then follows the price formula for crafting a Wondrous Item. It's right out of the book, and by following that same formula there's no reason why you couldn't use it to hold larger spells, or be made to function more than twice per day.
 

Trying to make a cheap set up with these items, so three Wind Fans gets prohibitively expensive. Also, drowning is generally the term used when suffocation mechanics bypass the Constitution modded time to act normally without air, which is a little unrealistic. When we say drowning we mean almost straight to the unconcious phase. Though drowning is specified in the SRD to be the exact same as drowning, though that whole thing didn't need to be written out in lieu of 'see Suffocation'.

Automatic trap was going to be my go to backup for the schema-not-a-schema problem if nobody had an answer, but I can't seem to get a solid cost for it. It says one thing, then says 'go see how much the spell costs to buy if an NPC is making it' which makes no sense because a trap obviously costs more than a regular casting of the spell. Can someone lay it out for me here?

Can't believe I never stumbled on Quintessence though. Wouldn't it make the object unable to be moved? Seems abusable, I mean how many spells can you make permanent on a marble that way?
 

Can't believe I never stumbled on Quintessence though. Wouldn't it make the object unable to be moved? Seems abusable, I mean how many spells can you make permanent on a marble that way?

Yes, it wouldn't make the object unable to be moved because it gives no reason for it to make the object unable to be moved.
Arguing immovability ∵ movement is over time, can-opens physics-worms of time-stasis.
 
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