Need ideas for magic items

wally

First Post
I have seen many topics like this in the past, but I want to start a new one anyway...

There is a large population of magi in a certain part of my world, and with the party beginning to encounter some of them, they will end up gathering some magic items.

Now, I just want as many ideas as y'all can come up with for magic items. Any level of power from mundane use to ultra powerful. Anything will be helpful. Obviously I am asking for your own ideas and not just stuff from the core books. :) If it is something from other than the core books and you like it, go ahead and share as I don't own everything.

Thanks for your assistance. :)

-wally
 

log in or register to remove this ad

When creating an idea for a new magical item it helps to think like an inventor. Think of something that is normaly either difficult, time consuming, or simply boring. In a fantasy world these things could be mundane, like obtaining food and water or more exotic, like sculpting the dreams of totured prisoners into undead statuary. Then make your creation solve the aforementioned problem. After you have a grasp of the mechanics it's time to slather your creation in esoterics. Make it strange, make it unique, make it interesting; anything but standard. The item should seem to function in uneffiencient manner, thats good though, magic should seem fantastic.

For example lets try to create an item to solve the problem of obtaining substenence. Let's make it from an arcane view of the world, seeing it as something to exploit. How about speeding up a seed through it's entire life up until the point it bears fruit. Sounds good. Lets put the power into something appropiate, hmmmm, how about a glove that cradles the seedling as it quickly grows into a frail and stunted adult form. Good, now we can make a write-up, translating our ideas into a stat block.

Gloves of Hasty Harvest
These earth-colored gloves smell faintly of earth, and always seem caked with soil. Once per day, when a seed from any fruit bearing plant is cupped within the gloves and the command word is spoken, the magic within the gloves can take place. The seed develops rapidly; sprouting, growing through the cupped hands of the glove wearer, blooming, and producing fruit which quickly drops to the ground as the withered shrub quickly dies away, turning to dust, all within 3d4 rounds. The fruit produced is quite nourishing due to the magic, and can sustain up to 2d4 medium creatures for an entire day. A Small creature needs only half as much, while a Large creature requires double the norm. The fruit created by the gloves decays faster than normal, falling into unedible dust within 12 hours.

Faint Transmutation; CL 5th; Prerequisites: Craft Wondorous Item, Haste, Fabricate; Market Price: 5400 GP; Cost to Create: 2700 GP + 216 XP

Or if you want to perform this at will.

Market Price: 27,000 GP; Cost to Create: 13,500 GP + 1080 XP

I hope this helps, I'll see if I can add additional items later.
 

Milo, the halfling wizard in our ongoing Scarred Lands game, is moving in the direction of becoming a magical artisan, so here's a handful of new items our DM has approved for construction there. We're playing a 3.0 game, so some of the market prices may need to be adjusted if you're playing 3.5.

Most of the cheaper items are things he has made or will make for other party members as birthday/holiday presents, while some of the others are just things he thinks are cool. Anyway, here they are:

Milo's Indispensable Scroll Case
This appears to be a well-crafted scroll case made of finely tanned black leather with a sturdy shoulder strap. Examination reveals that there are three distinct compartments, each with an extradimensional space allowing it to store far more than would normally be possible. The first compartment holds up to 60 scrolls. The second compartment is slightly smaller and holds up to twenty wands. The third compartment is a wide but shallow pouch on one side of the case, and is capable of holding up to 10 spellbooks. Any specific item placed into the case may be removed as a free action once per round (allowing the owner to remove one scroll, one wand, or one spellbook as a free action). In addition, the side compartment (for spellbooks) may be considered a suitable target for an arcane lock spell.
Caster level: 9th; Prerequisites: Craft Wondrous Item, Leomund's Secret Chest; Market Price: 1800gp; Weight: 1/2lb.

Gem of Prestidigitation
This simple quartz prism can be commanded to cast the arcane spell Prestidigitation twice a day.
Caster level: 1st; Prerequisites: Craft Wondrous Item, Prestidigitation; Market Price: 720gp.

Elemental Sash
This silken sash is swirled with red and orange on one side and with blue and white on the other, with fine silver and gold threads running through it. When worn around the waist, it gives the wearer 5 points of Cold resistance and 5 points of Fire resistance (as the spell Endure Elements).
Caster level: 5th; Prerequisites: Craft Wondrous Item, Endure Elements; Market Price: 3500gp.
(I think you can make this cheaper under the rules in the 3.5 DMG, just so you know; we calculated a market price of 2625gp for 3.5.)

Ribbon of True Strike
This item appears to be a simple red silk ribbon, and may be tied to clothing, to hair, or to a weapon. However, if the proper command word is spoken as the ribbon is touched, it grants its owner the powers of the spell True Strike. This item only functions once per day, and the strike must be made in the round immediately following the activation of the ribbon.
Caster level: 1st; Prerequisites: Craft Wondrous Item, True Strike; Market Price: 720gp.

Prayer Chime of the Giant
This small brass chime is similar to those used by the monks of Lokil. Once a day it may be rung to cast Enlarge on its owner as by a 5th level caster. The effect lasts for one minute, after which the owner returns to his normal size and weight.
Caster level: 5th; Prerequisites: Craft Wondrous Item, Enlarge; Market Price: 900gp.

Looter's Assistant
This is a bronze tube five inches long, capped with a small irregular pearl at one end and a clear piece of quartz at the other. When the pearl end is touched to a magic item, the quartz end glows brightly. This item only functions on items which are innately magical; permanent or persistent magical effects and spells cast on creatures are not detected, though it can still be fooled by the Nystul's Aura spells. (For example, the Looter's Assistant would glow if touched to a longsword +1, but would remain dark if touched to a door with Hold Portal or Arcane Lock cast on it, if touched to a Wall of Force, or if touched to a wizard who had cast Permanency on See Invisible.)
Caster level: 1st; Prerequisites: Craft Wondrous Item, Detect Magic; Market Price: 1000gp.

--
thank god the rest of the party has level adjustments, or milo would lag way behind
ryan
 
Last edited:

More, More, More!

World in Perspective
This small glass orb is a highly delicate and precious item. Floating within the glass is a tiny, but fully formed world populated with miniscule plants, animals, and one or more races of sentient life forms. The terrain of the world varies according to it's owner's whim, from fertile plains and deep blue oceans to barren deserts and poisonous clouds of gas. Other details can be controled as well, including day and night cycles, weather patterns, and geo-physical events. The only thing unalterable factor are the lifeforms, which the cannot be directly affected, although other changes could achieve the desired effect. A World in Perspective that loses all of it's lifeforms loses most abilities. The owner must be in contact with the orb to make these changes.

The inhabitants of this world may be trapped within the globe, but they can still peer out beyond their stars and observe outside their orb. By asking the inhabitants of the world, it's possible to learn of recent events that in the general area that the globe resides in. Anyone speaking the command word while adjacent to the globe is transported to an arrival point fixed by the owner. While within the orb the owner cannot change any variables until he leaves. Only the world's owner can leave the globe on his own will. Others must be willed out by the owner. Items that originated within the orb cannot be removed from the globe, but objects from the outside world can be brought into the world.

The inhabitants of the world are well aware that another larger world exists outside of their own, and know that their lives are ruled by an omnipotent being residing outside the globe. Many of the people inside these worlds worship their owners, but exceptions exist. A kind owner is loved and respected, but a cruel one is feared.

Before any changes can be made to the globe, a new owner must attune himself to the world. This involves living within the globe itself until he connects to it's energy (DM's descretion, but usually involves exploration of the world).

The world is unaffected by most outside factors. However it can still be shattered. This is a gravely vile act (the destruction of an entire world!), and any being willfuly breaking the orb must make a Will save (DC 23) or be haunted with foul dreams permantly, cursed to never sleep soundly again (always fatigued). No mortal magic can ever remove this burden from a soul.

Rumors exist of a series of worlds linked with Gate spells.

Strong Universal (evocation if Miracle is used; CL 20th; Prerequisites: Wish or Miracle; Market Price: 180,000 GP
 

Remove ads

Top