some magic items from my world (item creation rules? they make rules for that?)

Has no name

Indestructable Staff - it means what it says. It is completely and totally indesctructable. There is no way to destroy it. Period. Which can make it a rather useful tool in many situations. Since it can never bend or break, it could hold up essentially an infinite amount of weight, for instance.

It also has a secondary effect - twice a day, it can dispell effects - just by "whacking" them - things like charms, petrification, walls of force - any magical effect that one would want "reversed" - it has the ability to do so.

It does also function as a +1 staff if used as a weapon.

Essentially, this is an a minor artifact, though one that is useful more based on the creativity of the players than any direct abilities it has.

It was discovered by the PCs when it was in a room seemingly attached to the floor and ceiling - though it was later determined to be what was holding up the cylindrical ceiling of many tons of rock. It took a bit of clever work to get the staff out of there.
 

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alsih2o said:
well, here are some magic items i have placed in my campaigns. some recieved a good reaction, others were panned or left unrecognized. critique, lavish praise and brainstormed additions are welcome- as always :)

Not a problem...anything to vent...erm, I mean, help....yeah, help ;)



alsih2o said:
The Baubles of Boroo: There are 3 versions of this necklace, all thought to be created by Boroo the bard. Some scholars believe that Boroo did not make the necklaces but rather found them when adventuring in the winterlands.

Each necklace consist of a rather ornate setting for either 3,5 or 7 mundane looking stones. When the wearer touches a stone while listening to a speaker they can “record” that persons voice. That stone is then set to make the wearers voice sound exactly like the targets voice whenever the stone is tapped (+20 bluff check). Each stone can be set to one voice only, which it will keep until the stone is reset with another persons voice.

The necklace does not grant the ability to speak the targets language, with the exception of the 7 stone necklace. It remember the targets voice AND language, although it does not grant the wearer the ability to understand the targets language.

Actually, I like this one...it's not a horribly overblown magical item, has some limitations, can can promote roleplaying nicely...bravo :)



alsih2o said:
The Phallic Skewer: A normal looking longspear with carvings representing the ancient virility rights of hill giants, this spear can thrust outward 3 times per day reaching a total length of 30 feet. This action is preformed by the will of the user and does not add any weight.

The spear thrusts forward immediately and withdraws immediately. Anyone combating the wielder within reach gets an AoO. Defenders attempting to sunder this weapon get a +2.

Erm..."Phallic Skewer", eh? I think I threated my players with this each gaming session ;) Now that I know that one "exists", it will make it that much more interesting....ah, the joys of being a female GM :)



alsih2o said:
Hammer of Matthias: This hammer is made of the blackest iron and may only be wielded by Lawful individuals. When used in combat it will automatically make a subdual blow without penalty if the wielders opponent would normally have been knocked below 0 HP with the blow.

Originally designed for Belzle Gudrun, the half-orc slaver, this hammer came into possession of the supposedly Chaotic priest Mathias when looting the remnants of Hilltopple House.

Not really feeling this one...it has promise though....



alsih2o said:
Bile Flail: This five-headed flail appears to be randomly etched on each of its spiked heads. When used in combat it automatically splashes acid from the heads on any successful strike against an evil opponent for an additional 1d6 acid dmg.

I see major problems with this one...do you have to reload the acid, or is it "magical acid"? I would think that there would be accuracy problems, splash radius, and general difficulty with wielding or even transporting it...but the item can likely be fine-tuned into perfection ;)



alsih2o said:
Setting Staff: Originally developed by Kuhlun de Woad during the defense of his hamlet from goblin worg riders, this spear appears to be a normal walking staff until an arcane spell caster hurls it in front of himself. It then transforms to a spear that balances itself at a 45deg. Angle in front of the caster. The spear automatically sets itself against charging opponents of the caster. It cannot be used for any other form of attack except for setting against a charge, although opponents trying to share a square with the spear receive a -2 on all attacks, as there is a big stick in the way.

I like this one's potential. Nothing like added protection for the poor magic-users :) Now, one question....does it move with the spellcaster's movement, or remain stationary? For instance, if Bucky the Wizard uses it, but then decides to haul it out of the area after he realized that that charging Ogre isn't going to be stopped by it, does the spear remain there to defend an empty area, or does it just fall to the ground, or does it actually tag along, defending Bucky's rear? Just curious....it's a good idea, regardless ;)


alsih2o said:
Flowers of True Sight: These flowers, also developed for the defense of the hamlet belonging to Kuhlun de Woad, grow near the gates of many small villages in the winterlands. In these lands of permafrost and glaciers flowers are seen as the ultimate gift for a host to present to a guest. When presented by a member of the host community AND ACCEPTED FREELY BY THE GUEST act as a dispel magic on any polymorph or disguised creatures. The dispel works as if cast by a 14th lvl sorcerer.

Erm...well...ok... ;)

Good job, overall :)
 

Ylis said:
I see major problems with this one...do you have to reload the acid, or is it "magical acid"? I would think that there would be accuracy problems, splash radius, and general difficulty with wielding or even transporting it...but the item can likely be fine-tuned into perfection ;)


I like this one's potential. Nothing like added protection for the poor magic-users :) Now, one question....does it move with the spellcaster's movement, or remain stationary? For instance, if Bucky the Wizard uses it, but then decides to haul it out of the area after he realized that that charging Ogre isn't going to be stopped by it, does the spear remain there to defend an empty area, or does it just fall to the ground, or does it actually tag along, defending Bucky's rear? Just curious....it's a good idea, regardless ;)

:)

1. magical acid, i see it as working like one of those catholic priest "splash the holy water" thingies (vocab help anyone?)

2. it tags along, but reverts to a staff if touched by the user.

feel free to share any fine tuning ideas, i have no problems with stealing your solutions :)
 

alsih2o said:
feel free to share any fine tuning ideas, i have no problems with stealing your solutions :)

Thieves! It wishes to steals our *precious* solutions...they our OURS! :)

Ahem, ok...just watched LotR (again)...seriously, though, I will see what I can come up with solution-wise and post here :) I like them, though...they tend to give slight bonuses without having the characters rely on them and without really interfering with roleplay. My kind of items :) *hehehe* I'm still chuckling about that Phallic Skewer...
 

Guardian Redbreast. This item appears as a small clockwork bird, perched on the shoulder of its owner. The Guardian Redbreast will flap and chirp madly whenever something invisible or ethereal passes within 6 meters of it.

Belt of Balor Strength. This item looks like a red leather belt with a large bronze demon skull on the front. It grants a +4 enhancement bonus to Strenght, grants fire resistance 10, and whenever the owner is raging it surrounds his body with flames, which deal 2d6 fire damage every round to anyone grappling him.
 

Scroll of Stars: This normal looking scroll is covered in small dots, some linked by dashed lines. It is a starchart. If studied for three full nights it dissolves, becoming a tattoo that adheres to the persons chest. From that point on the person can unfailingly point to true north, even indoors or underground.



“MAN”acles: These dull gray manacles cause any humanoid they are placed on to lose all strength bonuses, reducing them to the 10 str. of your avg. human. A barbarian enclosed in them may make a dc 20 will save to gain back his strength.



Caltrops of Alarm: These invisible caltrops can be spread anywhere the owner wishes and if one is stepped on the owner knows. The owner gets no information about who has stepped on them, he only knows they have been trod upon.
 

I liked the necklace best, though that may be because I had it.

And I always thought of the priest as more supposedly good than supposedly chaotic.

<i>The Log of Fluminous League-Loping</i>

This seemingly ordinary log, 10 feet (3 m) in length and 2 feet (60 cm) in diameter, is in fact a wondrous watercraft, first crafted by the lumberjack-Fharlangan priest (and poet) John Bunyan, whom history has largely neglected, in contrast to his more famous big brother Paul. The <i>Log</i>, when placed in water and properly rolled by a character, miraculously rolls across the water at that character's normal speed of movement, even through strong currents. As long as it lies in a minimum of 1 inch of water (2.5 cm) and has open water in front of it (neglecting such minor disruptions as small rocks or "holes" in rapids), the <i>Log</i> can operate normally.
Rolling the log while remaining on top of it requires a DC 15 Balance check. Characters may take 10 on this check, so that only moderate competence in the Balance skill is necessary to use it confidently. Characters may not take 20, as failure indicates that the character falls from the log.
Rolling the log is more tiring than normal movement and characters tire 4 times faster rolling the log than during normal land motion, however multiple characters can cooperate in log rolling, so that each character added proportionately reduces the rate of exhaustion. Characters can run using the log, but such exertion is obviously very exhausting. Of course, while not rolling, the log will flow with the currents as any normal log would.
Changing the direction of log motion requires a DC 20 balance check. Failure indicates the character fails to turn the log and must make a second DC 20 check to remain on the log. Each additional character on the log puts a -2 penalty on the turning check, but skilled Balancers can cooperate normally to offset this penalty. Up to 4 M sized characters may stand on (and roll) the log together. The log moves at the speed of the fastest character participating in the rolling, though any character rolling at twice his normal move or more has the Balance check DC increased by 5.
Characters may choose not to cooperate with each other in rolling the log, in which case they may make opposed Balance checks as move equivalent actions to try to roll each other off. The loser of this opposed check must immediately make a DC 20 check to remain standing.
<i>Caster Level:</i> 5th; <i>Prerequisites:</i> Craft Wondrous Item, <i>Water Walk</i>; <i>Market Price:</i> 8,000 GP; <i>Weight:</i> 1600 lbs. (~800 kg).
 
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alsih2o said:
Scroll of Stars: This normal looking scroll is covered in small dots, some linked by dashed lines. It is a starchart. If studied for three full nights it dissolves, becoming a tattoo that adheres to the persons chest. From that point on the person can unfailingly point to true north, even indoors or underground.

I really like that! A great way to acquire magical tatoos. Think that's a steal.

Think I might have to develop a few items off the back of that one...

"Right, 3 nights study and your chest seems to have turned into a gateway to the nine hells." :)


An item:

Trollbane necklace.
This is a round obsidian medalion. It features a number of interlocking images of trolls dying in a variety of painful and unpleasant ways. Originally built for the legendary hero Bob McGuffin to slay the troll tribe that killed his family.

It causes the wearers skin to drip acid continualy. This acid spreads over all carried and worn items including coating any missile weapons launched. All weapons and attacks are treated as having the Acid Burst enchantment from the DMG.

It grants the wearer acid resistance 30, however this does not extend to their equipment. Every item suffers 1D6 acid damage per round. The wearers footprints also provide a circumstance bonus to track them across any non acid resistant surface. This depends exactly on the terrain. Generally +2 for sand/soft earth, up to +20 for stone.

Special enchanted glass weapons and armour were designed for the original wearer of this necklace, however their location is currently unknown:

GlassSteel Sword.
+2 keen trollbane scimitar.
Constructed from glass and so immune to acid. Hardness and effects as an adamantine weapon. Ignores hardness <20.

GlassSteel Full Plate and shield
Constructed from glass but follows the rules for adamantine armour (DR 4/- for the set).
 

tarchon said:
I liked the necklace best, though that may be because I had it.

And I always thought of the priest as more supposedly good than supposedly chaotic.

yeah, tarchon played boroo in a campaign we were in together and i liked him so much (especially the backstory) that i added him to the legends of my homebrew.

some of the other characters i have known made it in as footnotes and with items named after them, but boroo has an actual role in the world. :D
 

Limber Ball: This is a cherry sized ball of black, gummy sap coming from trees descended form the magical tree in the courtyard of Gurum-Bai. 161 generations of monks have begun their morning workouts by stretching under this tree and it has absorbed their Ki, consequently its sap has become resilient and pliant like no other. When a ball of the sap is collected by a good aligned monk and studied for a period of a week it gives a +2 insight bonus to escape artist and tumble checks.



Arrows of Placement: These arrows are fletched with raven feathers and shafted from burl wood. Only the best bowyers can produce one and it takes an entire week of crafting to produce the arrow before any magical enchantment is placed on it. When successfully produced And imbued with a dimension door spell they become effective.

When fired the arrow and the owner trade places as soon as the arrow lands, wherever it lands. There is no way to stop the process once the arrow is in flight, so poorly placed shots can be quite deadly. If one of these arrows is used to strike a victim the owner takes 1d6 dmg and appears prone at the feet of whoever the arrow struck.
 

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