ThirdWizard
First Post
I've made a bunch of magical items, trying to give them more flavor than your typical +1 to this or +2 to that. It makes them really difficult to price, however, so I'm hoping for some thoughts on these. I'll keep my initial thoughts to myself so as not to bias others' initial thoughts.
I really like some of these, so for best yoink factor, its only in your best interest to help.
Pipes of Selune
3/day these pipes cast augury. It summons a miniature ki’rin from Selune’s Realm who answers the question for the user. The user must be a worshipper of Selune, and must succeed a Perform (pipes) DC of 15. The miniature ki'rin cannot interact with the summoner, nor anyone else, and performs the said task then dissapears.
Tatoos of the Moon
These tatoos give a +1 dodge bonus to all reflex saving throws made. As a Free Action, speaking the command word Aeluthys Selûne (“Selûne, guide me,” in Celestial) you may activate their special ability to gain a Speed Fly 20’ (perfect) for one round. If you use this ability, the tatoo dissapears the next round, and the bonus to reflex saves with it. After 24 hours it reappears and the +1 dodge bonus to reflex saves resumes.
Message in a Bottle
This is a small (roughly 16 oz) bottle with a cork cap. When uncorked, one can utilize its powers by whispering into it. Those words are then kept inside the bottle until it is opened again. When that happens, the whispered message can be heard by putting it up to your ear. After the message is either heard or a new message is put into the bottle, any previous message is lost. Messages can be no longer than 25 words.
Suggestion in a Bottle
This is just like a Message in a Bottle except that any creature who hears the message inside is affected as if by suggestion if the message qualifies as such.
Gemstone of Spells
Any spellcaster can, as a standard action while touching the gemstone, implant the gem with any spell prepared (or spell known). The caster immediately loses preparation of that spell (or loses a slot castable for the day of that level), and the spell energy is now in the stone.
Now a spellthief can use their Steal Spell ability to steal the implanted spell as if the gem were a willing creature. All restrictions for the spellthief apply. When this happens, the spell is removed from the gem. The gem can then have another spell implanted in it.
(The wording on that one is wonky, I know...)
Amulet of Magic Aura Dampening
Any spell effects on the wearer are hidden from detection. This does not extend to magical items or spell effects on items worn, but only to effects directly cast onto the wearer.
Amulet of Luck
The first time in a day when the wearer would miss a target DC, attack roll, or saving throw by 1, this item gives the wearer a +1 luck bonus to that roll.
Lantern of Plane Adaptation
The item looks like a typical oil lantern, though slightly larger than average. It can be used like a normal lantern, giving off light in a 30 foot radius. When lit, it will burn for six hours. The one who lit it can activate its magical properties in order to gain immunity from the natural hostilities of whatever plane he or she is on.
The activation requires a command word. The lantern doesn't have to be on the user in order to bestow the magical properties, however it must remain on the same plane. However, the protection only lasts six hours or until it is no longer lit, whichever comes first. Using the command word to reactivate the protection can be done at any time, reseting the six hour countdown.
Because the lantern only works while lit, if it ever goes out, the effects are immediately gone. The lantern is subject to normal means of snuffing (for example heavy wind or submersion in water). It can be refilled while lit with normal oil. The effects of the protection extend to anything the affected creature is holding or carrying, but once something is put down or released, it will immediately lose said protection.
Ring of Air and Earth
This ring looks almost as if two rings were welded together. When flipped one way, the ring appears to be gold, and when flipped upside down, it appears silver. Around the length of the ring between the two is a band that changes color (see below). If the gold side is facing out when worn, the ring gives a +2 resistance bonus to fortitude saves. If worn with the silver side facing out it gives a +2 resistance bonus to reflex saves.
Once per day it can activate one of two powers, depending on which side is facing outward when the command word is spoken.
If the air side is facing outward, the command word is Leilul (take to the air in Auran). This will give the user Fly Speed 30 (perfect) for 1 minute. After the duration expires, the user will fall to the ground as gravity takes over.
If the earth side is facing outward, the command word is Rahudha (one with the earth in Terran). This will give the user the Earth Glide ability (just like Earth Elementals) at Speed 30 for 1 minute. After the duration expires, the user will be shunted out of the earth to the closest possible location taking 1d6 damage per 5’ shunted.
Only one of these abilities can be activated once per day. Encumbrance (and armor) affects both of the listed speeds, so if you are wearing heavy armor or under heavy encumbrance, your Speed will drop to 20. Activating the ring is a standard action.
The ring is intelligent. It can make its feelings known through changes in temperature, color of the central band, and movement. It can perceve just as the wearer can perceve.
The colder the ring, the more unhappy it is. The warmer it is, the happier it is. Contentment is a slight warmth, and this is its usual state. If it wants to get the wearer’s attention, it can start to shake. If it really wants your attention it will shake faster. Sometimes if it’s feelings are very strong, it will vibrate very quickly.
When it wants the wearer to watch out for something or thinks it notices something that the wearer doesn’t notice, it will turn blue. It will turn yellow if it disagrees with the wearer or is unhappy or scared with something they are doing. Red represents anger or displeasure toward the wearer or others. Black means that the ring isn’t trying to relay anything. If it is feeling multiple things, it might turn different colors, for example orange if it is angry at you for something you are doing. If its feelings are very strong, the colors will become brighter, or dull if it isn’t feeling too strongly about something.
The ring is very perceptive when it comes to individuals and can often tell whether someone is being truthful or not. When it thinks someone is lying, it gets very cold and turns a dark blue color.
Ability Scores: Int 10, Wis 12, Cha 10
Alignment: Neutral
Lesser Power: 10 ranks in Sense Motive (+11 total)
Ego: 4 (?)
I really like some of these, so for best yoink factor, its only in your best interest to help.

Pipes of Selune
3/day these pipes cast augury. It summons a miniature ki’rin from Selune’s Realm who answers the question for the user. The user must be a worshipper of Selune, and must succeed a Perform (pipes) DC of 15. The miniature ki'rin cannot interact with the summoner, nor anyone else, and performs the said task then dissapears.
Tatoos of the Moon
These tatoos give a +1 dodge bonus to all reflex saving throws made. As a Free Action, speaking the command word Aeluthys Selûne (“Selûne, guide me,” in Celestial) you may activate their special ability to gain a Speed Fly 20’ (perfect) for one round. If you use this ability, the tatoo dissapears the next round, and the bonus to reflex saves with it. After 24 hours it reappears and the +1 dodge bonus to reflex saves resumes.
Message in a Bottle
This is a small (roughly 16 oz) bottle with a cork cap. When uncorked, one can utilize its powers by whispering into it. Those words are then kept inside the bottle until it is opened again. When that happens, the whispered message can be heard by putting it up to your ear. After the message is either heard or a new message is put into the bottle, any previous message is lost. Messages can be no longer than 25 words.
Suggestion in a Bottle
This is just like a Message in a Bottle except that any creature who hears the message inside is affected as if by suggestion if the message qualifies as such.
Gemstone of Spells
Any spellcaster can, as a standard action while touching the gemstone, implant the gem with any spell prepared (or spell known). The caster immediately loses preparation of that spell (or loses a slot castable for the day of that level), and the spell energy is now in the stone.
Now a spellthief can use their Steal Spell ability to steal the implanted spell as if the gem were a willing creature. All restrictions for the spellthief apply. When this happens, the spell is removed from the gem. The gem can then have another spell implanted in it.
(The wording on that one is wonky, I know...)
Amulet of Magic Aura Dampening
Any spell effects on the wearer are hidden from detection. This does not extend to magical items or spell effects on items worn, but only to effects directly cast onto the wearer.
Amulet of Luck
The first time in a day when the wearer would miss a target DC, attack roll, or saving throw by 1, this item gives the wearer a +1 luck bonus to that roll.
Lantern of Plane Adaptation
The item looks like a typical oil lantern, though slightly larger than average. It can be used like a normal lantern, giving off light in a 30 foot radius. When lit, it will burn for six hours. The one who lit it can activate its magical properties in order to gain immunity from the natural hostilities of whatever plane he or she is on.
The activation requires a command word. The lantern doesn't have to be on the user in order to bestow the magical properties, however it must remain on the same plane. However, the protection only lasts six hours or until it is no longer lit, whichever comes first. Using the command word to reactivate the protection can be done at any time, reseting the six hour countdown.
Because the lantern only works while lit, if it ever goes out, the effects are immediately gone. The lantern is subject to normal means of snuffing (for example heavy wind or submersion in water). It can be refilled while lit with normal oil. The effects of the protection extend to anything the affected creature is holding or carrying, but once something is put down or released, it will immediately lose said protection.
Ring of Air and Earth
This ring looks almost as if two rings were welded together. When flipped one way, the ring appears to be gold, and when flipped upside down, it appears silver. Around the length of the ring between the two is a band that changes color (see below). If the gold side is facing out when worn, the ring gives a +2 resistance bonus to fortitude saves. If worn with the silver side facing out it gives a +2 resistance bonus to reflex saves.
Once per day it can activate one of two powers, depending on which side is facing outward when the command word is spoken.
If the air side is facing outward, the command word is Leilul (take to the air in Auran). This will give the user Fly Speed 30 (perfect) for 1 minute. After the duration expires, the user will fall to the ground as gravity takes over.
If the earth side is facing outward, the command word is Rahudha (one with the earth in Terran). This will give the user the Earth Glide ability (just like Earth Elementals) at Speed 30 for 1 minute. After the duration expires, the user will be shunted out of the earth to the closest possible location taking 1d6 damage per 5’ shunted.
Only one of these abilities can be activated once per day. Encumbrance (and armor) affects both of the listed speeds, so if you are wearing heavy armor or under heavy encumbrance, your Speed will drop to 20. Activating the ring is a standard action.
The ring is intelligent. It can make its feelings known through changes in temperature, color of the central band, and movement. It can perceve just as the wearer can perceve.
The colder the ring, the more unhappy it is. The warmer it is, the happier it is. Contentment is a slight warmth, and this is its usual state. If it wants to get the wearer’s attention, it can start to shake. If it really wants your attention it will shake faster. Sometimes if it’s feelings are very strong, it will vibrate very quickly.
When it wants the wearer to watch out for something or thinks it notices something that the wearer doesn’t notice, it will turn blue. It will turn yellow if it disagrees with the wearer or is unhappy or scared with something they are doing. Red represents anger or displeasure toward the wearer or others. Black means that the ring isn’t trying to relay anything. If it is feeling multiple things, it might turn different colors, for example orange if it is angry at you for something you are doing. If its feelings are very strong, the colors will become brighter, or dull if it isn’t feeling too strongly about something.
The ring is very perceptive when it comes to individuals and can often tell whether someone is being truthful or not. When it thinks someone is lying, it gets very cold and turns a dark blue color.
Ability Scores: Int 10, Wis 12, Cha 10
Alignment: Neutral
Lesser Power: 10 ranks in Sense Motive (+11 total)
Ego: 4 (?)