I need low-level magic items

The DMGII has some good idea, such as templated weapons (made on outer planes, +300-600 gp minor special abilities like + 1 damage when charging) and surge weapons, useable 1/day +2000 gp to price. Dragoncraft weapons would also be great, my PCs love arrows of dragons teeth or the falchion made from a dragons claw.

there are also cantrip items -
a silver bell that cast prestidgitation (900gp)
a good luck token that gives + 1 reistance to a single save type. (500gp)
 

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At low levels, I have hedgewizards offer to enchance the PCs weapons temporarily. Its like a magic weapon spell that lasts much longer. For a small fee, the weapon gains a +1 enhancement bonus that is lost when the player rolls a 1 on an attack roll.

I'm sure you could stat up a spell that did this and then make it into a potion (oil).

You can also offer low-quality consumable magic items like potions, wands and scrolls that have a failure rate. The failure could even have dangerous or humorous (or both) consequences.

I also like to give low level PCs higher level charged items with just a handful of charges left. The players tend to hold them off for the Big Battle.
 

One of the things I really liked in Neverwinter Nights was the ability to make magical items that did an extra +1 or +2 damage of a given type. So you could have a sword that did +1 fire damage.

The problem is that according to the RAW the weapon needs to be masterwork and has to have a +1 enhancement bonus to hit before you can apply any other type of bonus. I disagree with that notion.

A buddy of mine DM'd a game where orcs carried swords that did +1 percing damage, they were the swords the orcs used in the Lord of the Rings movie. It went over well.

Another idea is to borrow from Monte Cook's Arcana Unearthed/Evolved and have a "dire" wepon template. That makes the weapon look all zany cool and does some extra damage.

Eberron has some weird metals that add damage, but they're pretty expensive.

Also, what's wrong with some kind of minor magic item that grants a +2 bonus to some weird skill that gets used rarely in your game? Balance perhaps.

Happy gaming!
 

BiggusGeekus said:
...The problem is that according to the RAW the weapon needs to be masterwork and has to have a +1 enhancement bonus to hit before you can apply any other type of bonus. I disagree with that notion...

Likewise. Seriously consider dumping the +1 enhancement bonus as a prereq for effects. Another effect you might consider is one that gives a weapon another damage type. For example, a "hammer of piercing" might be a masterwork hammer that does both Bludgeoning and Piercing damage (and be the equivelent of a +1 enchantment).
 

Do you mean useful or useful in combat? If you consider the former as well as the latter it opens up a lot more possibilities.

Brush of Cleanliness: This fine hair brush is enchanted with a use activated Prestidigitation cleaning effect. A few quick strokes will clean any surface or material of blood, sweat, and grime. A boon to any adventurer trying to make themselves presentable after a hard day in the dungeon. 500gp.

Lucky Coin: This gold coin can bring just a little luck to anyone's life. Consulting it with a quick flip before acting will sometimes make the difference between success and failure. Command activated Guidance 3/day. 540gp.

Tinkerer's Hammer: This hammer lets a skilled workman repair almost any damaged item. With a DC 15 Craft check the user can apply Mending to any item she can normally apply her Craft skill to. 810gp.
 

I like nifty, useful low-level items.

"Alabaster Jar of Chilling" Any liquid decanted into this pale, stone jar will be cooled to 52 degreesF.

"Everfresh Box" Food placed in this box ages at 1/60th the rate that it normally would. This ONLY effects non-living organic materials.

"Pipe of the Eternal Smoke" This silver pipe cannot be extinguished or emptied involuntarily. It can ONLY light things placed fully within its bowl.

"Silver Tongue Charm" Grants +5 to oratory or similar verbal skill checks.

"Tools of the Master _________" set of tools for a given craft (carpenter, mason, blacksmith, cooper, etc.)- adds no bonuses, but prevents critical fumbles.
 

You could use items that enhance skills to a degree or offer minor protections.

Just some examples:

Scimitar of the Cat +0 or +1, gives +3 to jump, spot, and listen, and move

Potion of mint (Think mouthwash): Gives +5 to certain charisma checks when dealing with NPC's

Fish club: Stuns aquatic creatures for 1-2 rounds on a successful crit (fort13)

Dagger +0/+1 when thrown.

Caribou fur Parka: -2 damage reduction vs. cold
 



Also, look at cursed weapons or drawbacks for magical weapons in the DMG, right after wonderous items and before artifacts. Basicly, by having some requirement or drawback, it balances out the weapon's power/value (and can add for some Fun role-playing!!)

Something cool might be like a flaming sword that you need to charge up with Alchemist's Fire to use. That way, it's got charges, but not a limited amount.

Something else that would be cool is a rock-thrower crossbow (they really existed, too. look 'em up.) used to launch rock (1d6 damage? x3 crit?) and players could use its range for say, acid flasks etc. I really want to combine this with a shell that acts like a Stinking Cloud at 5th level caster (think riot-control tear gas... teehee!) The "riot gas" would cost 750 GP/shell (5 * 3 * 50 = 750.) A few of those could disperse a tribe of goblins, orcs, etc. rather easily, and make higher challenge ratings easier to handle.
 

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