Overlooked, underappreciated, magic items

SRD said:
Dust of Sneezing and Choking: This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20- foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.
Faint conjuration; CL 7th; Create Wondrous Item, poison; Price 2,400 gp.

Weird. If I'm reading that right, it seems you only get stunned if you make the save?

In many combat circumstances I'd rather lose 2D6 con than be stunned for 5D4 rounds. If you know what it is, could you voluntarily fail the save? How could you find out - Analyse Dwomer?
 

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Inconsequenti-AL said:
Weird. If I'm reading that right, it seems you only get stunned if you make the save?

In many combat circumstances I'd rather lose 2D6 con than be stunned for 5D4 rounds. If you know what it is, could you voluntarily fail the save? How could you find out - Analyse Dwomer?

Interesting, it looks like it could be read that way, except for the second sentence where it says "fall into fits of sneezing and coughing." part would make you think that everyone would be coughing and sneezing and therefore be stunned. But we all know how clear the RAW can beat at times. :D

RD
 

Shellman said:
Brad,I haven't see the Feild Provisions Box, Magic Sleeping Bag or Traveling Cloak. Where do I find them?

Field Provisions Box and Magic Sleeping Bag are from Miniatures Handbook. Most of the rest of the items in the book are either overpriced (the DR shirts), stupid (the "Wear this for 24 hours continually before it works" helmets, armors, etc.), or blatantly broken (the Belt of Magnificence*). However, there are a few gems like those in there, and the weapon stuff is nice, too.

Travel Cloak is from Magic of Faerun. Quite nice, really.

Brad

Edit: * - An item that gives +2, +4, or +6 enhancement bonus to all six attributes. Why is it broken, you say? +6 for 200k is a bit on the low side; actually, by the RAW, it should cost 396k gp!
 
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I may have seen this in this thread or another, but is there an item that's equivalent to a collapsible writing desk? I'm thinking like a small figurine of a writing desk that upon command turns into a full-sized one. This is important for when those moments of creativity strike and you just have to writing things down in diginity and comfort. ;)

But seriously, is there a comperable item? I want to see the price and pre-reqs.
 

darkelfo said:
I may have seen this in this thread or another, but is there an item that's equivalent to a collapsible writing desk? I'm thinking like a small figurine of a writing desk that upon command turns into a full-sized one. This is important for when those moments of creativity strike and you just have to writing things down in diginity and comfort. ;)

But seriously, is there a comperable item? I want to see the price and pre-reqs.

Folding Boat maybe? Daern's Instant Fortress? Anything affected by the Item spell?
 

Originally Posted by SRD
Dust of Sneezing and Choking: This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20- foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.
Faint conjuration; CL 7th; Create Wondrous Item, poison; Price 2,400 gp.



Inconsequenti-AL said:
Weird. If I'm reading that right, it seems you only get stunned if you make the save?

In many combat circumstances I'd rather lose 2D6 con than be stunned for 5D4 rounds. If you know what it is, could you voluntarily fail the save? How could you find out - Analyse Dwomer?


Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.

it does say NONETHELESS, so the way im reading it makes me think that it still effects everyone, now if it said Those who succeed on either saving throw are disabled by choking (treat as stunned) for 5d4 rounds.
Then i would say yes that only effects those who passed there saving throw. :D
 

darkelfo said:
I may have seen this in this thread or another, but is there an item that's equivalent to a collapsible writing desk? I'm thinking like a small figurine of a writing desk that upon command turns into a full-sized one. This is important for when those moments of creativity strike and you just have to writing things down in diginity and comfort. ;)

But seriously, is there a comperable item? I want to see the price and pre-reqs.

Let's see... The Secure Shelter spell includes a writing desk (Sor/Wiz 4)

Mage's Magnificient Mansion works if you REALLY want to write in style (Sor/Wiz 7)

You could use two Immovable Rods (5,000 gp each) and a board.

A Rod of Security can do fun stuff for you - but only once a week. (61,000 gp, doesn't come with a desk, sorry)

You might be able to tell one of the Figureines to hold still for you (they pretty much all remain hard; good luck finding one with a flat surface, though) for about 10-20 k.

You could put a normal writing desk in a Glove of Storing for 10k.

You could set up a workshop in a Portable Hole, and just spread it out as needed to access it for 20,000 + workshop stuff.

You could also get a small desk, and put a Permanencied Shrink Item (Sor/Wiz 3 for Shrink Item; Sor/Wiz 5, caster level 11th, 1500 exp for Permanency) on it - at 1/16th its normal size, a four-foot cubic desk (4 feet high, 4 feet wide, 4 feet long) would drop down to a 3-inch cube - about the size of a rubix cube, and could be used at will. You could also just re-cast Shrink Item every time you use the desk, for no exp.
 
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Sekket said:
I was also wondering, what other gems have I overlooked, or just not seen, in regards to magic items? Are there any shield, armor, or weapon special abilities that are must haves for you or anyone in your gaming group?

Or how about combos? What magic item abilities work well together?
Ring of Telekinesis, with an efficent quiver, on a class with full BAB (also need lots and lots (60) arrows, 18 javelins, and 6 spears); the process is simple enough - dump out a bunch of arrows/javelins/spears (or pull them straight from the quiver, if your DM allows it) and then use the ring's Violent Thrust ability to throw them at the target - you get your nine attacks with your full BAB, the ring's key ability bonus (as a 5th level spell in an item, that will be 2) (note that the arrows only deal damage as for a dagger of their size - 1d4, I think), every round (well... until you run out of ammo). For the javelins, that's 1d6 per (two full turns of this crazyness - not consumed in the attack). For the spears, that's 1d8 per spear (can't run a full turn with this, unless you have more than one EQ). If you bring along a cart full of unsheathed Greatswords made for Large Creatures (3d6 damage, 100 gp each, 16 lbs each; could also use Greataxes for 3d6 damage, 40 gp each, and 24 lbs each; neither form is destroyed when used this way - unless the terrain (or DM will) says so), that's nine attacks for 3d6 each - 27d6 damage per round, potentially, as a standard action. Goes great with a Fighter, Paladin, Ranger, or any other class with full BAB. Or should we find a "twink" category for this?
SRD said:
Telekinesis: This ring allows the caster to use the spell telekinesis on command.

Moderate transmutation; CL 9th; Forge Ring, telekinesis; Price 75,000 gp.
SRD said:


Telekinesis

Transmutation

Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target or Targets: See text Duration: Concentration (up to 1 round/ level) or instantaneous; see text Saving Throw: Will negates (object) or None; see text Spell Resistance: Yes (object); see text You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.

Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).

Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).
SRD said:
Efficient Quiver: This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 1,800 gp;Weight 2 lb.
 

Soulfire armour is a +4 armour enhancement from the BoED, and quite awesomely underpriced--for IMMUNITY to death effects, negative energy effects ability damage and drain from any source and any other negative energy effects, it ought to be epic--compare it with Protection from Transmutation.
 

Not quite in keeping with the thread, but what the hay...

Player (the drunk of the party) picked up a modified decanter of endless water: DM called it the flask of endless alcohol. It was a funny joke until on day the player stuck it on a wall, upside-down and open. Then he left a torch on the floor and walked out...

Ended the adveture rather abruptly.
 

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