Wednesday, May 20, 2020

House Rules - New Wondrous Items

This is a listing of wondrous items 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.

Anklet of Translocation: (Magic Item Compendium) An anklet of translocation allows you to make short dimensional hops. When it is activated, you ca instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. You can't use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet's activation of wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you. An anklet of translocation functions two times per day. Activating the anklet is a swift action.
  Aura: Moderate conjuration; Caster Level: 7th; Prerequisites: Craft Wondrous Item, dimension door; Cost: 1,400 shillings; Cost to Create: 700 shillings + 56 experience points. Weight: -.

Arcanist's Gloves: (Magic Item Compendium) When you activate arcanist's gloves, you add 2 to the caster level of the next 1st-level arcane spell you cast before the end of your turn. Arcanist's gloves require a swift action to use and function two times per day.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, fox's cunning; Cost: 500 shillings; Cost to Create: 250 shillings + 20 experience points. Weight: -.

Belt of One Mighty Blow: (Magic Item Compendium) Activating a belt of one mighty blow is a swift action and grants extra damage on your next melee attack made before the end of your turn. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an extra 2d6 points of damage, and a two-handed weapon deals an extra 3d6 points of damage. A belt of one mighty blow functions once per day.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Wondrous Item, bull's strength; Cost: 1,500 shillings; Cost to Create: 750 shillings + 60 experience points. Weight: 1 lb.

Boots of Agile Leaping: (Magic Item Compendium) While wearing boots of agile leaping, you can add your Dexterity modifier (instead of your Strength modifier) to Jump checks. If you have at least 5 ranks in Balance, you can stand from prone as a swift action. When standing from prone, you do not provoke attacks of opportunity.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cat's grace; Cost: 600 shillings; Cost to Create: 300 shillings + 24 experience points. Weight: 2 lbs.

Boots of Landing: (Magic Item Compendium) While wearing boots of landing, you land on your feet, no matter how far you fall, and you take 2 fewer dice of damage from the fall than normal (thus, a fall of 20 feet or less deals you no damage).
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, feather fall or catfall; Cost: 500 shillings; Cost to Create: 250 shillings + 20 experience points. Weight: 1 lb.

Bracers of Quick Strike: (Magic Item Compendium) When you activate bracers of quick strike, you can make one extra attack with any weapon you are holding if you already made a full attack action on this turn. This attack is made at your full base attack bonus plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack such as the Rapid Shot feat, a speed weapon, or the haste spell. Bracers of quick strike function once per day and are activated as a swift action. You must wear bracers of quick strike for 24 hours before you can access their abilities. if you take them off, they become inactive until worn for an additional 24 hours.
  Aura: Moderate transmutation; Caster Level: 5th; Prerequisites: Craft Wondrous Item, haste; Cost: 1,400 shillings; Cost to Create: 700 shillings + 56 experience points. Weight: 1 lb.

Brooch of Stability: (Magic Item Compendium) This brooch is dangerous in dangerous battles. When your hit points are reduced to -1 or lower, you automatically become stable (assuming the damage was not enough to kill you). A brooch of stability functions once per day.
  Aura: Faint conjuration; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cure light wounds; Cost: 1,000 shillings; Cost to Create: 275 shillings + 22 experience points. Weight: -.

Brute Gauntlets: (Magic Item Compendium) Brute gauntlets allow you to temporarily increase your physical might. These gauntlets have 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants you a morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage for 1 round.
  • 1 charge: +2 morale bonus.
  • 2 charges: +3 morale bonus.
  • 3 charges: +4 morale bonus.
  Aura: Faint transmutation; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, bull's strength; Cost: 500 shillings; Cost to Create: 250 shillings + 20 experience points. Weight: -.

Chain of Supernatural Might: (Book of Eldritch Might II) This heavy iron chain wraps around the hand and arm. It confers a +2 armor bonus to Armor Class and increases damage inflicted by unarmed or natural attacks with the arm it wraps by +2. Most importantly, it increases by +2 the saving throw DCs of all the user's supernatural abilities.
  Aura: Moderate conjuration and transmutation; Caster Level: 7th; Prerequisites: Craft Wondrous Item, greater magical flow enhancement, mage armor, magic fang; Cost: 30,000 shillings; Cost to Create: 15,000 shillings + 1,200 experience points. Weight: 15 lbs.

Cloak of the Living: (Book of Eldrtitch Might II) This gray cloak, when worn by an undead humanoid, makes it appear to th senses as an average, living humanoid of the appropriate type (a vampiric dwarf appears to be a dwarf, a human skeleton appears human, and so on). This illusion proves effective not only against all normal senses, but also against all divinations. The undead creature does not registaer under a detect undead spell, for example. A cloak of the living even foils true seeing. Undead wearing this cloak can still be turned.
  Aura: Strong illusion; Caster Level: 15th; Prerequisites: Craft Wondrous Item, mind blank, permanent image; Cost: 100,000 shillings; Cost to Create: 50,000 shillings + 4,000 experience points. Weight: 1 lbs.

Cloak of Predatory Vigor: (Magic Item Compendium) A cloak of predatory vigor helps you channel the power of your combat frenzy into rejuvenating energy. While in a rage or frenzy, you can activate this cloak as a swift action to heal damage to yourself equal to your Hit Dice. This effect functions two times per day.
  Aura: Faint conjuration; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, cure moderate wounds; Cost: 1,400 shillings; Cost to Create: 700 shillings + 56 experience points. Weight: 2 lbs.

Essence Crystal: (Vigil Watch: Secrets of the Asaatthi) This platinum chain is set with a blue-white crystal, used in the life transfer spell to store the souls of sentient creatures. The stone grows darker in color the more souls are placed into the crystal, and drains in color as each soul's life force is drained to ignore the natural effects of aging in the wearer. An essence crystal is usually found uncharged. When the wearer casts life transfer, the crystal gains a number of charges equal to the Hit Dice of the victim of the spell. By expending a charge, the wearer is immune to the effects of natural aging for a full year. The wearer resumes aging as normal if the essence crystal is removed. The crystal has hardness 5 and 25 hit points.
  Aura:; Strong necromancy; Caster Level: 13th; Prerequisites: Craft Wondrous Item, life transfer; Cost: 91,000 shillings; Cost to Create: 45,500 shillings + 3,640 experience points; Weight: -.

Headband of Reflected Arrows: (Book of Eldritch Might II) This headband of woven gold threads bears small crossed arrow symbols all around the outside. Three times per day it causes an arrow, crossbow bolt, or other ranged weapon directed at the wearer to turn around and go after the attacker. The same bonuses used to attack the wearer apply against the attacker. Thus, if an archer looses an arrow with a +13 bonus at the wearer, resolve a +13 attack against the archer instead, with damage inflicted normally upon a successful hit. The wearer need not be aware of the assault and cannot decide when to reflect an attack - the headband simply functions against the first three ranged weapon attacks made towards the wearer.
  Aura:; Strong abjuration; Caster Level: 13th; Prerequisites: Craft Wondrous Item, protection from arrows, spell turning; Cost: 7,800 shillings; Cost to Create: 3,900 shillings + 312 experience points; Weight: -.

Helm of Alacrity: (Book of Eldritch Might II) These golden helms give wearers a fraction of a second's warning when a blow is coming, aiding their ability to defend themselves. Each helm adds an insight bonus to the wearer's Armor Class.
  Aura:; Moderate abjuration; Caster Level: 7th; Prerequisites: Craft Wondrous Item, freedom of action, the caster must have a caster level equal to or greater than four times the helm's bonus; Cost: 4,000 shillings (+1 helm), 16,000 shillings (+2 helm), 36,000 shillings (+3 helm), 64,000 shillings (+4 helm), or 100,000 shillings (+5 helm); Cost to Create: 2,000 shillings + 160 experience points (+1 helm), 8,000 shillings + 640 experience points (+2 helm), 18,000 shillings + 1,440 experience points (+3 helm), 32,000 shillings + 2,560 experience points (+4 helm), or 50,000 shillings + 4,000 experience points (+5 helm); Weight: 3 lbs.

Horn of Khil: (Fury in the Wastelands: The Orcs of Tellene) Carved from the horn of a fell beast, this standard size signal horn is crudely engraved with scenes of violence and death. Sacred ot Khil, the horn instills frenzy into all orcs that hear its deep, booming call. When blown, all orcs within 50 feet immediately rage, with the sole exception of the horn blower. This is identical to the 1st level barbarian brutal strikes class ability except that the rage lasts for 5 rounds. This rage counts against the daily uses of the rage ability for a barbarian character. The horn can be blown as many times per day as the owner wishes, but any given orc can be affected no more than once in a 24-hour period.
  Aura: Moderate transmutation; Caster Level: 9th; Prerequisites: Craft Wondrous Item, bear's endurance, bull's strength; Cost: 29,000 shillings.; Cost to Create: 14,500 shillings + 1,160 experience points; Weight: -.

Lens of Focus: (Book of Eldritch Might III) The small crystalline lens of focus, held in a gold frame with a small gold handle, magnifies ray spells cast through it. When a user casts any ray spell through the lens, the spell grants a +2 bonus to its ranged touch attack roll. it the ray inflicts damage, the amount increases by 50 percent.
  Aura: Strong transmutation; Caster Level: 13th; Prerequisites: Craft Wondrous Item, spellmaster; Cost: 20,000 shillings; Cost to Create: 10,000 shillings + 800 experience points. Weight: -.

Lute of Charms: (Book of Eldritch Might II) This magical lute allows the bearer to use charm person at will. Further, the DC of the spell is based upon the character's Perform check:
Perform Check ResultSpell DC
10 or less11
11 - 1513
16 - 2015
21 - 2517
26 or more19
As the lute is a masterwork quality instrument, it provides a +2 bonus on all Perform: Stringed Instrument checks when played.
  Aura: Faint transmutation; Caster Level: 5th; Prerequisites: Craft Wondrous Item, charm person; Cost: 6,000 shillings; Cost to Create: 3,000 shillings + 240 experience points. Weight: 2 lbs.

Pipes of Protection: (Book of Eldritch Might II) These magical pan pipes, when played, offer up a sphere of magical protection based on the player's desire. The sphere forms a 5-foot radius around the pipes' player and lasts as long as she plays. Using them properly calls for DC 15 Perform check. A new check is required every 10 minutes, with the DC increasing by +1 each time. A character can take only move-equivalent actions while playing the pipes. Each type of protection can be used once per day:
  • Protection from Flame: No open flame can exist within the sphere. It hedges out fire (including beings of the fire subtype) and objects hotter than 100 degrees Fahrenheit (such as lava) from outside, as if the sphere were a wall of force.
  • Protection from Frost: The temperature within the sphere remains 70 degrees Fahrenheit no matter what forces or spells are used against it. it hedges out cold and ice (like a cone of cold) and creatures of the cold subtype.
  • Protection from Undead: Undead cannot exist within the sphere (they are immediately thrust out) and cannot enter.
  • Protection from Poison: All poison, including poison gas, loses its potency within the sphere. Creatures within with a natural venom regain their poisonous ability once outside the sphere for 1d3 rounds.
  Aura: Strong abjuration; Caster Level: 14th; Prerequisites: Craft Wondrous Item, control undead, neutralize poison, protection from energy; Cost: 35,000 shillings; Cost to Create: 17,500 shillings + 1,400 experience points. Weight: 3 lbs.

Raptor's Mask: (Magic Item Compendium) A raptor's mask grants you a +5 bonus on Spot checks and renders you immune to effects that would leave you blinded or dazzled. A raptor's mask is part of the Regalia of the Phoenix.
  Aura: Faint divination; Caster Level: 5th; Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance, glitterdust, possession of a piece of the Regalia of the Phoenix; Cost: 3,500 shillings; Cost to Create: 1,750 shillings + 140 experience points. Weight: -.

Robe of Retaliation: (Magic Item Compendium) A robe of retaliation allows you to react to attacks with a burst of magical power. If you are struck by a creature wielding a melee weapon or a natural weapon, you can activate the robe as an immediate action and sacrifice an arcane spell of 1st-level or higher to deal damage to your attacker equal to 1d6 points per level of the spell sacrificed. This ability functions three times per day.
  Aura: Moderate evocation; Caster Level: 7th; Prerequisites: Craft Wondrous Item, fire shield; Cost: 6,500 shillings; Cost to Create: 3,250 shillings + 260 experience points. Weight: 2 lbs.

Slave Bore: (Vigil Watch: Warrens of the Ratmen) The slave bore resembles a small corkscrew, crafted of silver and iron and dipped in the blood of the victim's potential master. The target of this device's foul magic usually is trussed up with a scarlet cord and made to wear a black velvet hood with a small forehead opening. A gag prevents the victim from biting his tongue during the painful ritual to come. The wielder then screws the bore into the victim's head.

When the bore is put into place, the victim immediately loses 2d4 Intelligence and 2d4 Wisdom and will lose 1d6 Constitution if he fails a DC 12 Fortitude save. While the bore is in place, the victim must make a Will save each day. The first day, the DC is 15, and it increases by +1 every day thereafter. Each day the victim resists successfully, his Constitution score drops by 1. If this score reaches 0, the victim dies. Should the victim fail his Will save, he becomes the slave of the individual whose blood is on the bore; the victim must obey his master's every command without question. These verbal commands may be delivered only by the slave's master, and must be comprehensible to the victim. The unfortunate slave has no chance to resist, remaining a slave until rescued or slain. So complete is the master's control, the slave will not even eat or drink unless commanded to do so. The Intelligence, Wisdom, and Constitution losses are permanent as long as the bore remains in place.

Another individual can remove the bore with a heal, limited wish, miracle, or wish spell, or someone can physically remove it from the victim's head. This latter procedure is extremely hazardous and requires a DC 25 Heal check. If the Heal check fails, the victim loses 1d6 points of Constitution and the healer may try again. If the bore is removed without killing the victim, his abilities slowly return to normal per the normal rules for ability damage. If the victim dies, the bore may be removed and the victim brought back to life with resurrection or similar spells.
  Aura: Moderate enchantment; Caster Level: 12th; Prerequisites: Craft Wondrous Item, dominate person; Cost: 3,500 shillings.; Cost to Create: 1,750 shillings + 140 experience points; Weight: -.

Wink Brooch: (Magic Item Compendium) Many a diplomat wears a wink brooch to court to gain an edge in conversation. When activated, this brooch grants you a +2 competence bonus on a single Bluff or Diplomacy check attempted before the end of your turn. This ability requires a swift action to use and functions three times per day.
  Aura: Faint enchantment; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, charm person; Cost: 600 shillings; Cost to Create: 300 shillings + 24 experience points. Weight: -.

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