Tuesday, December 28, 2021

House Rules - New Magic Rods

This is a listing of magic rods that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Mirror Rod: (Book of Eldritch Might II) This shiny silver rod measures about 15 inches long and appears relatively unremarkable. Upon command, it transforms into a 5-foot-square high-quality silver mirror, just right for the scry spell (or for mirror master special abilities). it can remain in mirror form for up to one hour before reverting back to a rod, at which point it must remain a rod for an hour.
  Aura: Strong transmutation; Caster Level: 15th; Prerequisites: Craft Rod, polymorph any object; Cost: 2,400 shillings; Cost to Create: 1,200 shillings + 96 experience points. Weight: 4 lbs.

Rod of the Winds: (Book of Eldritch Might II) This 3-foot long rod, fashioned from dark blue steel, ends in a loop about 8 inches across; the loop is made from the same material as the rod itself. When you speak the command word, a small and tightly controlled gate to the Elemental Plane of Air opens within the loop. From this gate, a powerful wind gushes forth, causing havoc in a cone 80 feet long and wide. Characters within this cone must make DC 18 Fortitude saves each round or suffer the ill effects of w windstorm (as detailed in Chapter 3: Adventures in the Dungeon Master's Guide). The gate remains open for 1d6 rounds, during which time the wielder can move or redirect the cone. The gate can open four times per day.
  Aura: Overwhelming conjuration; Caster Level: 17th; Prerequisites: Craft Rod, gate, gust of wind; Cost: 81,000 shillings; Cost to Create: 40,500 shillings + 3,240 experience points. Weight: 4 lbs.

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Monday, December 27, 2021

House Rules - New Magic Staves

This is a listing of magic staves that may appear in my campaigns.

This list may use abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Gemstaff: (Book of Eldritch Might II) This gem-studded, golden staff, though only about 4 feet long, is worth 25,000 shillings in gem value alone. It has the following powers:
  • Call of the Topaz (1 charge)
  • Call of the Ruby (1 charge)
  • Call of the Sapphire (2 charges)
  • Call of the Emerald (2 charges)
  • Call of the Diamond (2 charges)
  Aura: Strong enchantment; Caster Level: 13th; Prerequisites: Craft Staff, call of the diamond, call of the emerald, call of the ruby, call of the sapphire, call of the topaz; Cost: 120,000 shillings; Cost to Create: 60,000 shillings + 4,800 experience points. Weight: 4 lbs.

Staff of the Primal Lands: (Book of Eldritch Might II) This gnarled staff looks like an unworked, still-living tree branch. It has the following spell-powers:
  • Bear's Endurance (1 charge)
  • Bull's Strength (1 charge)
  • Cat's Grace (1 charge)
  • Resist Elements (1 charge)
  • Water Breathing (1 charge)
When broken in a retributive strike, it has a special effect rather than an explosive one. Everyone within 30 feet falls victim to a primal release spell, with no saving throw (spell resistance still applies).
  Aura: Strong transmutation; Caster Level: 15th; Prerequisites: Craft Staff, bear's endurance, bull's strength, cat's grace, primal release, resist elements, water breathing; Cost: 100,000 shillings; Cost to Create: 50,000 shillings + 4,000 experience points. Weight: 5 lbs.

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Saturday, December 18, 2021

House Rules - New Specific Magic Weapons

New Magic Weapons

Item
Cost
Weight
Astralsword
26,350 shillings
8 lbs.
Batblade
34,802 shillings
1 lb.
The Bleeding Sword
30,315 shillings
4 lbs.
Bow of the Ceniþ Marches
12,400 shillings
3 lbs.
Deathflail
44,335 shillings
5 lbs.
Devil Tongue
32,615 shillings
4 lbs.
Explorer's Bow
33,375 shillings
4 lbs.
Flayer Flail
3,435 shillings
20 lbs.
Fool's Sceptre
24,312 shillings
4 lbs.
Glass Dagger
11,969 shillings
1 lb.
Harp Bow
3,430 shillings
3 lbs.
Hawk Hatchet
6,308 shillings
2 lbs.
Heir's Dagger
5,702 shillings
1 lb.
Lance of the Stately Charger
50,310 shillings
10 lbs.
Mindthorn
25,320 shillings
2 lbs.
Morningstar of Justice
28,308 shillings
6 lbs.
Obsidian Spear
12,302 shillings
9 lbs. or 6 lbs.
Rending Daggers
26,604 shillings
2 lbs.
Sylvan Halberd
11,315 shillings
12 lbs.
Sword of Acarra
24,350 shillings
8 lbs.
Sword of the Crusader
12,315 shillings
4 lbs.
Sword of the Warlord
19,615 shillings
4 lbs.
Tactitian
30,315 shillings
4 lbs.
Thundermaul
22,336 shillings
12 lbs.
Vigor Blade
16,315 shillings
4 lbs.
The following specific weapons usually are preconstructed with exactly the qualities desribed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Astralsword: (Mercenaries) The astralsword is a +2 greatsword whose blade shimmers and winks while wielded. As a standard action, the wielder can aim the sword at a target and activate an identical blade summoned from an astral pocket to fire forth from the sword hilt, leaving the main blade in place. There are a total of 50 blades in the pocket space, when the blades are used up, the sword remains a +2 greatsword. The shimmering astralswordcan be used as a ranged attack and has a range increment of 30 feet. The ranged blade does 1d10 points of piercing damage and threatens a critical as the base weapon.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, plane shift; Cost: 26,350 shillings; Cost to Create: 13,350 shillings + 1,040 experience points. Weight: 8 lbs.

Batblade: (Mercenaries) A batblade is as dark as midnight from hilt to tip. Bat-like wings make up the guard and frequently the blade is wave and slim. It acts as a +2 dagger and grants the user the ability to fly at will, per the spell, as if cast by a 5th level caster. It also grants the wielder darkvision with a range of 60 feet as long as it is held. As a standard action, the user may activate a sonar-like ability to grant a +10 circumstance bonus to Spot checks when used to spot an invisible creature. This is a sonic supernatural ability.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, darkvision, fly; Cost: 34,802 shillings; Cost to Create: 17,552 shillings + 1,380 experience points. Weight: 1 lb.

The Bleeding Sword: (Book of Eldritch Might) This +2 longsword continually drips with black blood. The blood is foul and diseased, and anyone struck with the blade must make a DC 14 Fortitude saving throw or fall victim to the disease devil chills.
  Aura: Moderate necromancy; Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, contagion; Cost: 30,315 shillings; Cost to Create: 15,316 shillings + 1,200 experience points. Weight: 4 lbs.

Bow of the Ceniþ Marches: (adapted from the Book of Eldritch Might II) The archers of Ceniþ are renowned for their deadly precision and powerful bows. This +2 composite longbow is a strength bow - self adjusting for the strength of the user, up to a Strength bonus of +10. Thus, the bow always has just the right amount of pull for the user.
  Aura: Moderate transmutation; Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Cost: 12,400 shillings; Cost to Create: 6,400 shillings + 480 experience points. Weight: 3 lbs.

Deathflail: (Conjuration) A deathflail acts as a +2 flail and appears to be crafted from the bone and sinew of some great creature, a dragon most sages would argue. It remains pure white, and its haft is usually wrapped in gold or silver cloth. If the wielder brings a living opponent to the dying condition, it necromantically drains the target. If the subject fails a DC 13 Will save, it dies and the wielder gains 1d8 temporary hit points and a +2 enhancement bonus to Strength. These effects last for 10 minutes per Hit Die of the target.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, death knell; Cost: 44,335 shillings; Cost to Create: 22,335 shillings + 1,760 experience points. Weight: 5 lbs.

Devil Tongue: (Mercenaries) A devil tongue is a +2 unholy longsword with a grip of darkened leather. The hilt is a devil's head, it's horns forming the hilt with its mouth open to the blade. As if a horrid, elongated tongue, the wavy blade extends from the devil's mouth, and a small cloud of dark particles forever emanates from the tip. Once per day, on a successful hit, the wielder can will the swoard to unleash a contagion spell on the target. The target must succeed at a DC 16 Fortitude save or contract a disease which strikes immediately with no incubation period. This infects the subject with blinding sickness, cackle fever, filth fever, mindfire, red ache, the shakes, or slimy doom. Which disease is inflicted is determined randomly.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, contagion; Cost: 32,615 shillings; Cost to Create: 16,465 shillings + 1,292 experience points. Weight: 4 lbs.

Explorer's Bow: (Mercenaries) At first glance, an explorer's bow appears to be a simple, hastily made woodsman's bow, frequently with a few knobs and leaves remaining from the branch it was made from. Any ranger or druid worth their salt would know the woodsman runes carefully carved near the grip, denoting it as an explorer's bow. An explorer's bow is a +2 mighty (Strength 16) composite longbow that grants its wielder the Endurance feat, and once per day the power of protection from elements as the spell cast by a 6th level druid may be activated by the wielder. In addition, the wielder may never be truly lost, for any arrow shot from the bow while the word "north" is spoken by the wielder in the Sylvan tongue fall to earth pointing true north. Finally, the bow grants proficiency in it's use to any druid who holds it, and using it does not break their sacred vows.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, bear's endurance, endure elements, find the path; Cost: 33,375 shillings; Cost to Create: 16,875 shillings + 1,320 experience points. Weight: 4 lbs.

Flayer Flail: (Book of Eldritch Might) Made from the head and tentacles of a slain mind flayer, this +1 heavy flail can cast confusion (Will save DC 16 negates) once per day upon a single target struck by its tentacle barbs.
  Aura: Moderate enchantment; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, confusion; Cost: 3,435 shillings; Cost to Create: 1,885 shillings + 124 experience points. Weight: 20 lbs.

Fool's Sceptre: (Magic Item Creation) When this +2 light mace scores a critical hit, the target must succeed at a DC 13 Will save or be confused for one round, as per the spell lesser confusion. In addition, once per day, the wielder of the fool's sceptre can cast confusion, as the spell.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, confusion, lesser confusion; Cost: 24,312 shillings; Cost to Create: 12,312 shillings and 960 experience points; Weight: 4 lbs.

Glass Dagger: (Mercenaries) One of the cruelest blades ever crafted, a glass dagger is a +3 dagger that appears to be made of glass with a line of dark liquid embedded through its axis from hilt to tip. If a successful hit is scored on a target, the dagger causes normal damage, and then vanishes. The would continues to hurt, and cannot be healed by any means short of a heal, limited wish, miracle, or wish spell. The dagger travels with the target in the wound, but on the ethereal plane. On the prime material, it cannot be seen of grapsed, or manipulated, as it is essentially not there. The dagger can only be safely pulled from the wound by grasping where the handle would be and saying a command word. If a dispel magic spell is cast on it, or the target comes in contact with an antimagic region (or another command word is spoken within hearing distance of the blade), the dagger vanishes forever, unleashing a poison spell on the target. The dagger is a control tool, usually being accompanied by a promise to remove the blade from a wound once the target performs a particular task.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, plane shift; Cost: 23,635 shillings; Cost to Create: 11,969 shillings + 1,333 experience points. Weight: 1 lb.

Harp Bow: (adapted from the Book of Eldritch Might II) This ornate harp can be played normally and also can be used as a +1 shortbow. Bard enjoy this item because it lets them use the Accompaniment feat while remaining armed.
  Aura: Faint evocation; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, 5+ ranks in Perform; Cost: 3,430 shillings; Cost to Create: 1,930 shillings + 120 experience points. Weight: 3 lbs.

Hawk Hatchet: (Mercenaries) The hawk hatchet is a favorite of woodsmen and rangers. Its handle is made from the strongest steel and it's blade head it formed into a hawk's head with the beak as the blade. It acts as a +1 throwing axe normally, but its damage ignores any hardness rating when causing damage to a nonliving object.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, shatter; Cost: 6,308 shillings; Cost to Create: 3,308 shillings + 240 experience points. Weight: 2 lbs.

Heir's Dagger: (Mercenaries) Each heir's dagger is crafted specifically for those of royal blood and it won't enact its special power for any other. An heir's dagger is a normal +1 dagger, but on command it can also detect poison as the spell as if cast by a 3rd level sorcerer.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, detect poison; Cost: 5,702 shillings; Cost to Create: 3,002 shillings + 216 experience points. Weight: 2 lbs.

Lance of the Stately Charger: (Magic Item Creation) This +2 hammering lance adds +20 feet to the mount's base speed for the purpose of determining how far it can charge. In addition, it adds its enhancement bonus to the Armor Class of both the wielder and mount, but only during a charge.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, expeditious retreat, phantom steed; Cost: 50,310 shillings; Cost to Create: 25,310 shillings and 2,000 experience points. Weight: 10 lbs.

Mindthorn: (Book of Eldritch Might II) This +2 rapier is jet black, made from an unknown material. It inflicts 1 point of temporary Intelligence, Wisdom, or Charisma damage (wielder's choice) upon any foe it strikes.
  Aura: Faint evocation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, feeblemind; Cost: 25,320 shillings; Cost to Create: 12,820 shillings + 1,000 experience points. Weight: 2 lbs.

Morningstar of Justice: (Mercenaries) A morningstar of justice could eaily pass for a duke's scepter if not for the magnificent head of spikes at the business end. These are highly prized by Lawful watch guards, peaceful overseers, and pacifist priests the world over. The morningstar acts as a +3 morningstar to any who wield it. In addition, a wielder of Lawful alignment may activate the powers of a zone of truth spell or a hold person spell, at will, as if cast by a 10th level cleric.
  Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, hold person, zone of truth, creator must be Lawful; Cost: 28,308 shillings; Cost to Create: 14,308 shillings and 1,120 experience points. Weight: 6 lbs.

Obsidian Spear: (Mercenaries) An obsidian spear acts as a +1 longspear or +1 spear but with twice the hardness and hit points. In addition, it is perfectly balanced for use as a spear thrown, in melee, or as a quarterstaff-like weapon with its handle end (but only for 1 attack). Thus, the weapon may deal piercing, slashing, or bludgeoning damage as the wielder sees fit.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Cost: 12,302 shillings; Cost to Create: 6,302 shillings and 320 experience points. Weight: 9 lbs. or 6 lbs.

Rending Daggers: (Mercenaries) Known to be a favorite of the savage druids of the Banshee Wood, the mere sight of them has caused more than one explorer to surrender without a fight. Each rending dagger is forged by the wild elf druids and is almost always made from the retooled claws of a great beast. Their tips are slightly curved at the very ends and are perpetually sharp. These +2 daggers are only truly effective when wielded with one in each hand. If the wielder successfully hits with both dagger attacks, he latches on to the opponent's body and tears the flesh. This automatically deals an additional unmodifeied 2d4+4 damage. The cost and weight given are for two rending daggers.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, greater magic fang, summon monster V; Cost: 26,604 shillings; Cost to Create: 13,604 shillings and 1,040 experience points. Weight: 2 lbs.

Sylvan Halberd: (Mercenaries) The rangers and druids of Qualinda first used the mighty sylvan halberds as they battled to hold back the Acarran Empire's refugees from invading their lands. A sylvan halberd acts as a +2 halberd and bestows on its wielder the ability to speak with animals and cast animal friendship as a 10th level druid, three times per day each.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, animal friendship; Cost: 11,315 shillings; Cost to Create: 5,815 shillings and 440 experience points. Weight: 12 lbs.

Sword of Acarra: ((mercenaries) Rare in the extreme, the proud wielder of a famous sword of Acarra will indeed stand out in combat. There are very few left today, there there was a time during the Age of Legends when the tyrant Acarra fam,ily was said to have a number of troops fighting with them. This sword acts as a +2 ancient greatsword and its blade always glows faintly with a blue glow out to a 5-foot radius. As the blade is swung through the air, it leaves behind a fan of blue light that will rejoin with the blade once it is held still. As a full-round action, the wielder may swing the sword in a circular arc fast enough to create a small glowing circle resembling a small shield. This glowing force can be "detached" at will, hovering in the air in front of the user as if they had a free arm with which to hold it. The blue disk will provide the full benefit of a light steel shield. This effect can be dispelled and renewed as desired.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, shield; Cost: 24,350 shillings; Cost to Create: 12,350 shillings and 960 experience points. Weight: 12 lbs.

Sword of the Crusader: (Mercenaries) Heralded as a weapon of respect and station by the cavaliers of Viridia, a sword of the crusader acts as a +2 longsword. In addition, it grants a +10 competency bonus to the wielder's Ride skill, and when used mounted it increases the bonus for being on higher ground from +1 to +2.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, animal friendship, calm animal; Cost: 12,315 shillings; Cost to Create: 6,315 shillings and 480 experience points. Weight: 4 lbs.

Sword of the Warlord: (Mercenaries) Swords of th warlord are longswords with a straight-edged side and a serrated side each. They perform as a +2 serrated longsword and also grant the Leadership feat to the wielder.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, mass charm person; Cost: 19,615 shillings; Cost to Create: 9,815 shillings and 760 experience points. Weight: 4 lbs.

Tactician: (Mercenaries) Tactician is the name of the first sword of its kind, a +2 longsword of noble manufacture, the hilt made of two outfaced carvings of the faces to two battlefield leaders, grimacing in thought and determination. The weapon grants the wielder a +2 competence bonus to initiaive and if the wielder takes the Ready action, the charatcer may ready a full-round action rather than a partial action.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, divination, haste; Cost: 30,315 shillings; Cost to Create: 15,315 shillings and 1,200 experience points. Weight: 4 lbs.

Thundermaul: (Mercenaries) The thundermaul is a +3 maul with and oversized, but balanced head. It is an impressive weapon, favored by barbarians and crusaders of the Lord of Storms. Once her hour, the hammer can be struck to the ground by the wielder, which causes a deafening thunderclap to sound and the ground the tremble. All targets within 15 feet of the wielder must make a DC 15 Reflex save or fall prone. Regardless of the first result, all targets within 15 feet of the wielder must make a successful DC 15 Will save or be deafened for 1d4 rounds.
  Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor, shout; Cost: 22,336 shillings; Cost to Create: 11,336 shillings and 880 experience points. Weight: 12 lbs.

Vigor Blade: (Book of Eldritch Might II) This +1 longsword inflicts 1 point of temporary Strength damage upon the foes it strikes. In a given day, after it inflicts at least 5 points of Strength damage, it can cast bull's strength upon the wielder; the spell lasts for three hours. It can activate the bull's strength ability no more than once per day.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, bull's strength, ray of enfeeblement; Cost: 16,315 shillings; Cost to Create: 8,315 shillings + 640 experience points. Weight: 4 lbs.

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Wednesday, December 15, 2021

House Rules - New Specific Magic Armor

New Magic Armor

Item
Cost
Weight
Armor of the Sun
7,800 shillings
50 lbs.
Coral Chainmail
6,450 shillings
40 lbs.
Invisible Armor
3,350 shillings
30 lbs.
Jack's Costume
45,710 shillings
10 lbs.
The following specific suits of armor usually are preconstructed with exactly the qualities desribed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Armor of the Sun: (Mercenaries) Tis shining, gleaming suit of +2 half-plate is decorated with golden raised runes and etchings, one of them usually being the symbol of Belin. Three times per day, the wearer can invoke a prayer to Belin with a command word. The suit then sheds light as bright as full daylight in a 60-foot radius. Creatures who suffer penalties in bright light suffer them while exposed to this magical light. If the armor is empowered so when brought into an area of magical darkness, it is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect. The armor of the sun counters and dispels any dakrness spell of equal or lower level, such as darkness.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, daylight; Cost: 7,800 shillings; Cost to Create: 4,275 shillings + 282 experience points.

Coral Chainmail: (Conjuration) Privateers and pirates prize this rare chainmail. It is usually crafted of coral itself and stregnthened a hundredfold by sorcery. At the same time, it has enough give to be worn comfortably as regular +2 chainmail. The moment the armor is submerged in water, it transforms into a seaweed-like suit of +2 leather armor and grants a +10 competency bonus to Swim checks.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, creator must have the Spell Focus (Transmutation) feat; Cost: 6,450 shillings; Cost to Create: 3,450 shillings + 240 experience points.

Invisible Armor: (Mercenaries) This piece of armor acts as a +1 breastplate with the exception that it is completely invisible as per the spell greater invisibility.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, greater invisibility; Cost: 3,350 shillings; Cost to Create: 1,850 shillings + 120 experience points.

Jack's Costume: (Magic Item Creation) This armor functions are +1 nimble, improved, spring-heel padded armor and also grants the wearer the ability to make their eyes glow fiery red once per day. This effect lasts for 5 rounds, duing which the wearer can make one gaze attack as a free action every round. All those affected by this mind-affecting gaze attack must make a DC 14 Will save or cower for 1d4 rounds.
  Aura: Moderate transmutation; Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, cat's grace, fear, jump; Cost: 45,710 shillings; Cost to Create: 22,855 shillings + 700 experience points.

Warded Armor: (Book of Eldritch Might III) This suit of +2 chainmail armor is imbued with the spell warding globes. The armor produces three globes each day. Although they add no extra protection to Armor Class, they do intercept attacks of opportunity and inflict damage on the attacker as described in the spell.
  Aura: Moderate evocation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, warding globes; Cost: 32,300 shillings; Cost to Create: 16,300 shillings + 1,280 experience points. Weight: 40 lbs.

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Sunday, December 12, 2021

House Rules - New Specific Magic Shields

The following specific shields usually are preconstructed with exactly the qualities desribed here.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Angel's Shield: (Book of Eldritch Might III) This +1 spellcasting large steel shield, shaped like a feathered angel's wing is gilded in gold. Created by Woda's arcane angels, this shield also allows the wielder to use Jevicca's just reversal three times per day.
  Aura: Strong abjuration; Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, Jevicca's just reversal, mage armor, wish; Cost: 56,170 shillings; Cost to Create: 28,170 shillings + 2,240 experience points. Weight: 15 lbs.

Conner's Buckler: (Magic Item Creation) This +2 light fortification buckler has proved the bane of many an escaping fugitive. Twice per day, the buckler may be thrown as a ranged weapon with a range increment of 20 feet. This attack deals 1d6 + Strength modifier nonlethal damage to the target. If this attack results in a successful critical hit, the damage is not modified, but the target must make a DC 16 Fortitude save or be stunned for 1d4 rounds.
  Aura: Light enchantment; Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, hold person plus wish or miracle; Cost: 24,330 shillings; Cost to Create: 12,165 shillings + 650 experience points.

Tentacle Shield: (Book of Eldritch Might III) This green shield appears misshapen and lumpy. It is a +3 large steel shield that, upon the use of the command word, grows two writhing tentacles. The wielder can command the tentacles mentally to make disarm attempts with a reach of 5 feet and a bonus of +10. The shield can only make one disarm attempt per round, but doing so requires no action on the wielder's part.
  Aura: Moderate evocation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, unhand; Cost: 35,170 shillings; Cost to Create: 17,670 shillings + 1,400 experience points. Weight: 15 lbs.

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