Showing posts with label Magic Items. Show all posts
Showing posts with label Magic Items. Show all posts

Friday, October 18, 2013

Undersea Boat

Undersea Boat
This item appears identical to a standard riverboat (20 foot long and 8 foot wide), and can be used as one.
Property:  When underwater, the boat radiates a water breathing effect, protecting all passengers and crew as long as they touch it, however, the actual boat has an Armor Class of 15, and it has 80 hull points.
No rowers or sailors are required,if the command words are known. It will obey commands to start, stop, turn to port (left),turn to starboard (right), stop turning (while keeping the same speed), submerge, level off, and surface.  The undersea boat can be fitted with grips so that the passengers can hold on to the sides and avoid drifting away.

Monday, September 16, 2013

Khamalkhad L18

As you advance in level Rohrkhad and Khamalkhad are pleased. At level 18, gain the following Properties:

Critical: +5d6 damage
Aura of Thunder:  Once a day, as a free action, the wielder can call forth a blast of thunder.  Any enemy within 5 ft takes must make a DC 16 Con save.  On a failed save, a creature takes 3d6 thunder damage and is knocked prone.  On a successful save, it takes half damage and is not knocked prone.
Healing:  Once a day, as a free action, you can roll a hit die and heal for the result.
Special:  You now have a clearer link with Rhorkhad.  On occasion, you can ask for prophetic advice or guidance, and Rhorkhad will listen.  Whether he answers or not is a different story.

Saturday, September 7, 2013

Nail of Pointing

Nail of Pointing

The user may command this wearable fingernail to point at anything nonmagical (a door, stairway, gold piece, etc.); the nail then turns into a finger of bones and points toward the closest item of the type named. It continues to point at the item for one turn and then returns to nail form. There is no limit to the range of the nail's detection, but it cannot detect living or undead creatures of any type or any magical item or spell effect. The nail can function once per day.

Broom of Flying

This magical broom is able to fly through the air at up to 30 ft per round. The broom can carry 182 pounds at this rate, but every 14 additional pounds slow movement by 5 ft. The device can climb or dive at an angle of 30°. A command word (determined by the DM) must be used. The broom will travel alone to any destination named. It comes up to within 300 yards of its owner when the command word is spoken. 

Lamp of Long Burning

When this lamp is filled with oil and lighted as a normal lantern, it burns and sheds light without using oil. If the flame is doused by water, the lamp becomes nonmagical.






Room 12 loot
17,800 sp
5,000 ep
2500 gp
750 pp

Potions (3 doses each)
animal control
diminution
ethereality
gaseous form
healing
levitation
poison
speed
super-healing

Weapons
+1 sword
2 daggers +2
1 short sword+2, +3 vs. giants
+1 javelin, returning
20 arrows +1
1 suit of leather armor +2
1 suit of chain mail +2
3 shields +1

Magical items
1 lamp of long burning
1 broom of flying (Fly 30ft/round)
Nail of pointing

Friday, June 28, 2013

Glittering Necklace

Glittering Necklace
This necklace, on command, emits a ray of brilliant light. The ray may be aimed at one creature within 30 feet; the victim must make a DC 14 Dex save or be partially blinded, suffering a -4 penalty on all attack rolls. The effect lasts for six rounds. The glittering necklace has no effect on undead, however, or upon any creature without eyes (such as a gelatinous cube). If used against a creature with a gaze attack, such as a basilisk, the victim cannot use the gaze for one round even if the saving throw is successful. If used underwater, the necklace has a 10-foot range. It may be used once per turn.
GP Value: 250
Source:  The Book of Marvelous Magic

Sunday, June 23, 2013

Ring of Earth and Water

Ring of Earth and Water

Dark red clay, slightly soft to the touch as if not fully baked, forms this ring.
On first fitting this ring to a finger, the wearer feels it squeeze slightly, and gains a vision of a towering earth elemental rising to do the wearer's bidding.
An evil entity of elemental earth and water called Bwimb gave this ring to the Necromancer's order.
Property (Attuned): As an action, you can use one of the following effects.
Water Walk: You can move across any liquid surface as if it were solid ground.
Control Water: Once every ten days, you can choose a 100-foot‐by‐100‐foot area of water or similar liquid within 500 feet of you that you can see. You can reduce or increase the water’s depth by up to 20 feet, to a minimum of 1 inch, for up to 1 hour. In larger bodies of water, a decrease in depth creates a squarish depression in this effect’s area. An increase in depth in a similar situation creates a squarish hump of water. In this case, if the area includes dry land nearby, the water can spill over onto the dry land.
Meld Into Stone: Once per day, you can enter an area of nonmagical stone large enough to contain you and your equipment, remaining within for up to 1 hour. While inside the stone, you have total cover from and are not visible to other creatures. Creatures and objects are heavily obscured to you. If you do not leave the stone before the duration elapses, or if the effect is dispelled or the stone heavily damaged, you are violently expelled from the stone and take 17 (5d6) bludgeoning damage.
Stone Shape: Twice per day, you can touch a stone or stone object with a weight of up to 2,000 pounds (about 15 cubic feet). You can form it into any solid shape, but fine detail isn't possible.
Summon Earth Elemental: Once every ten days, you can choose a point of earth or stone within 25 feet of you that you can see. A Large earth elemental emerges from that spot and acts immediately on the same action, attacking the creatures closest to it other than you. The elemental remains for up to 1 minute, or until it is destroyed. If you can communicate with the elemental, you can direct it to perform actions.
Summon Water Elemental: Once every ten days, you can choose a point of water or similar liquid within 25 feet of you that you can see. A Large water elemental emerges from that spot and acts immediately on the same action, attacking the creatures closest to it other than you. The elemental remains for up to 1 minute, or until it is destroyed. If you can communicate with the elemental, you can direct it to perform actions.
Transmute Mud to Rock: Once every ten days, you can choose a section of nonmagical mud or similarly soft earth within 100 feet of you that you can see whose volume doesn't exceed ten adjacent 5- foot cubes. The mud within that volume turns to sandstone permanently. A creature in the mud when it is transmuted is allowed a DC 13 Dexterity saving throw to escape before the area turns to stone.
Transmute Rock to Mud: Once every ten days, you can choose a section of nonmagical stone within 100 feet of you that you can see whose volume doesn't exceed ten adjacent 5‐foot cubes. The stone within that volume turns to mud with a viscosity you choose (soft clay to quicksand). A creature standing on the stone when it is transmuted is allowed a DC 13 Dexterity saving throw to escape before the area turns to mud.
Water Breathing: You can breathe underwater.

Earthquake: Once every thirty days, you can cast the earthquake spell, using Intelligence, Wisdom, or Charisma (your choice) as your magic ability.  
Secret:  ?
Rarity: Artifact

Friday, May 24, 2013

Irrefutable Robes


Irrefutable Robes

A simple robe woven with metallic threads, this robe asserts your will as it protects your flesh.
Requirement:  You must be able to cast at least one spell from the wizard's spell list.
Property:  While wearing this robe, you enjoy the following benefits:
  • You gain a +1 bonus to AC (stacks with mage armor when attuned)
  • You gain a +1 Spell Casting bonus.
  • You make savings throws against magical effects with advantage.
  • Once a day as a free action while casting a spell, you can force creatures making saving throws against the your spell do so with disadvantage.
Rarity: Uncommon

Friday, April 26, 2013

Iron Crown


Crown - The Iron Crown is a diadem of great value because it is studded with diamonds and only diamonds, giving the polished iron an almost unearthly radiance. The crown represents great wealth.


Crown of Leadership

This piece of regal jewelry is adorned by 10 gems, each worth 100 gp. If any are removed, the crown  becomes nonmagical. The user's Charisma is 18 while the intact crown is worn. In addition, any fear  magical or otherwise) can be dispelled by a single command word, effective within 60 feet. A wearer  may also produce an effect similar to a priest's bless spell by talking to others within 60 feet for one turn.  The recipients gain a +1 bonus to attack and savings throw rolls. The effect lasts for six turns and may be produced twice a day. The wearer's morale is unaffected. This "pep talk" can have effect for as long as six rounds even if interrupted once, as long as the full turn of talking is then completed. 
GP Value: 1,500 
Source: The Book of Marvelous Magic

Friday, April 12, 2013

Eternal Peanut


Eternal Peanut

This is a peanut
Property:  The eternal peanut can be opened repeatedly to provide up to a quarter pound of peanuts per hour. This is enough to supply rations for two medium-sized individuals.
Rarity:  Uncommon
Source:  DRAGON Magazine 30
GP Value: 500

Claws of the Bear


Claw of the Bear

This minor magical item consists of a set of supple gauntlets which, upon mental command, extrude sharp, enchanted bear claws (the gauntlets save vs. attacks as soft metal).
Effect:  While in humanoid form, a druid wearing these gauntlets has two attacks per round in melee combat. The gloves are +1 weapons, and each inflicts ld3+2 points of damage per strike. Additionally, a druid using these claws may climb trees with no chance of falling and may climb irregular stone surfaces such as mountains and mortared walls as a thief with a base 75% success rate, modified by race and dexterity.
Source: Based on an item from DRAGON Magazine 187

Friday, April 5, 2013

Khamalkhad

This axe was make by Rohrkhad, the creator of the dwarves, the axe appears in times of great crisis - often in the hands of a champion destined to save the dwarf people.  This magic axe is a thundering weapon.  
History:  When the earth was young and the gods of Power and Elements roamed over the mountains, rivers, and valleys, Rhorkhad, in His vision, saw that a hardy race of mortals would thrive in such a place.  From his palace on Ilakasek, he took up a multitude of stones, both precious and rugged, and formed of them the first dwarf.  To this dwarf, he gave the blessed weapon Khamalkhad - Bane of Dwarven Enemies.  The blade is forged of the substance known as Bloodstone, unbreakable and unmarrable, and the shaft is made of mithral.
Khamalkhad is taciturn.  It can communicate with its wielder, and does so in gruff commands only its bearer can hear.  It urges its bearer to battle any giants encountered, becoming sullen when refused this honor.

Goals of Khamalkhad

  • Help the dwarves in keeping with their ancient traditions
  • Give goblins and (especially) giants the deaths they so richly deserve.
  • Become an inspiration to honorable people everywhere.

Properties of Khamalkhad

You gain a +1 to attack rolls and damage rolls.  
Crit: +1d12 damage
Deals an extra 1d10 damage against creatures larger than medium size.
Level 7:
Crit: +2d6 damage 
Deals an extra 1d10 damage against creatures larger than medium size.
Level 12:
+2 weapon.
Crit: +4d6 damage
Level 20:
+3 weapon.
Crit +6d6 damage
Deals an extra 2d10 damage against creatures larger than medium size.
Power:  As a free action, once a day, you can call forth an aura of thunder.  Any creature that ends its turn within 5 feet of you takes 15 damage and is knocked prone if they fail a DC 13 Dex check.
Special:  Rhorkhad can occasionally communicate through the axe to give you prophetic guidance or send you on a quest.
Concordance (How the axe feels about its possessor):

Starting score: 7

Owner gains a level: +1d4

Owner is a dwarf: +2

Owner completes a quest on behalf of dwarf leaders: +1

Owner kills a giant (maximum 1/day): +1
Owner or an ally attacks a dwarf (max. 1/encounter): –2
Owner disobeys a directive from dwarf leaders: –2

Angered: 0
Unsatisfied: 1-4
Normal: 5-11
Satisfied: 12-15
Pleased: 16-20

Angered: The Axe becomes a +1 weapon, and the wielder takes a -5 to attack and damage rolls when attacking anything besides goblins or giants. This applies even if a different weapon is used for the attack.

Normal: The axe is reserved and cautious with a new wielder until he proves his worth.

Satisfied: The wielder has proved to be a worthy representative of the dwarves, and the Axe does the wielder's bidding as long as the wielder remains worthy of its trust.
Effect: As a free action, once per day, you can heal yourself, recovering HP as if you spent a hit die.

Pleased: You must pray to Rhorkhad for this information.

Thundering Weapon

You can unleash a clap of thunder when this weapon hits, carrying your foe away on a wave of deadly sound.
Effect:  Once a day, as a free action, deal an extra 1d8 thunder damage, and push the target 5 feet.

Thursday, March 28, 2013

The Ancient Scepter of the High King


The Ancient Scepter of High King Komin Madin. He was one of the last of the tough humans. With his death, the humans went into their cosmic slump. The scepter symbolizes leadership. If the dwarves have this they will use it to show how they are to be the ones to rule over all.

Monday, March 25, 2013

The holy Scarab of Dablak


This device appears to be any magical scarab. It was held by the Taldor for ages, in the hopes that it would aid them in their fight against the dwarves.  It gives off a faint magical aura, however, and if it is held for one round, an inscription appears on its surface letting the holder know it is a protective device.
Property:  The owner gains a + 2 bonus to all saving throws vs. spell. If no save is normally possible, this scarab allows a one in 20 chance of saving, adjusted by any other magical protections that normally give  bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armor and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage.
Property (Attuned): The scarab can also absorb up to 8 level-draining attacks (two level drains count as two absorptions), death touches, death rays,or fingers of death. However, after absorbing 12 such attacks the scarab turns to powder-totally useless.
Special:  This brooch is one of the Lost Relics of Tarq.

Golden Bowl of the Gods


Golden bowl
The Golden Bowl of the Gods. The bowl belonged to Gorgo, the fattest dwarf that ever lived. He always ate from it and took it with him wherever he went. It is said that the owner of the bowl will never grow hungry. It is a symbol that a good chief will never let his clan go hungry.
Property: You summon one plate or bowl of food. There is enough food in the plate or bowl to provide nourishment as if it were a normal meal for a Medium creature. You must specify what type of food you summon with this spell. 

Tuesday, March 12, 2013

Mukora

In the dark temple, you came across the resting place of the ancient axe Mukora.  It has fallen into the hands of Hamatula.  He is gaining power and becoming a bigger threat.  The race to aquire the Galaqian artifacts has begun.

Mukora

This magic axe was created by Palelil the Taldor god so that Grefrin, the first born of the Taldor race could smite the creation of Dalkhad. With unearthly strength and magical fire the axe was forged from the metal in a fallen star, with a shaft of petrified oak. Once created it was given to Grefrin and Palelil quested him to destroy the beautiful creation of Rhorkhad. Rhorkhad saw the acts of the jealous god and made Khamalkhad for Dalkhad. The two battled and Dal won but before anything else could happen, Palelil killed Dalkhad and took Mukora from the dwarves.
Property:  +1 to attack and damage
Requirement:  Must be a Taldor to become attuned to the weapon.
Property (Attuned): +2 to attack and damage against dwarves.  The wielder has a 50% chance of going into a rage (per Barbarian Rage Class Feature)

Friday, February 22, 2013

Death Mask of Rhorkhad

Death Mask of Rhorkhad


Thro-Shikhad, the true name of this mask means the "death face of the god".  It was made by the craftsman Amarant from the alabaster tears of Rhorkhad.
Property:  The wearer of this mask gains a +2 bonus to saves vs magic.  This can be used three times per day.
Property (Attuned):  Once per day, the wearer can cast the Wind Wall spell as an action.

Wind Wall

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).
While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

Natal

Natal

This magic axe was created by the Water God from the bones of a million dead fish for the merman Bloogridpr who was killed by the tlengle highlord before he could receive it.  It was later found by Dablak the earth god and sequestered in a chest in Sea Temple.
Properties: This +2 throwing axe adds a bonus for attack and damage.
Properties (Attuned): This axe allows its owner to breath under water, and it does an additional 1d6 damage against fire based creatures.
GP Value: 1000

Thursday, February 14, 2013

Purple Candle


Purple Candle

This small candle acts as a truth drug allowing one question to be asked of a victim for each turn of burning, and all such questions are always answered truthfully.
Duration:  This candle can burn for ten minutes.  Each use takes at least one minute.
GP Value: 150
Source: DRAGON Magazine 43

Brooch of healing

Brooch of Aquilla

This item appears to be a decorative brooch made of white gold.  The Brooch of Aquilla was said to be the prize possession of the now dead human ranger named Drimmor. The beautiful, jeweled brooch is said to make a man irresistible to women, and Drimmor was never without an amazon escort.
Mitre – The High Mitre once belonged to the high priest of Rohrkhad. It represents the highest seat of religious authority in Dwarven thinking. The man who wore the mitre was the high priest.
Property:  Once per day, the wearer can cast cure blindness or deafness, cure disease, cure light wounds, and neutralize poison.  Every full moon, it evokes continual light.  It can evoke continual light on command as well.  However, each time an effect is invoked, the user must make a DC 12 Con check or become exhausted for 1d6 turns.
Property (Attuned): Grants a +2 to wisdom for neutral good clerics (+1 to other good alignments). Further, if the wearer is not neutral good, they slowly begin to shift alignment.  The user is aware of this shift.
Rarity: Very rare
GP Value: -
Special:  This brooch is one of the Lost Relics of Tarq.

Wednesday, February 13, 2013

The Eye of Iban

The Eye of Iban is an artifact left behind when Iban ascended godhood.  The Eye of Iban glitters, much like a cat's eye.  It is an embalmed orb that pulses as if alive, but remains icy cold to the touch.  It retains a remnant of Iban's mortal power - A power with a singular devotion to bringing Iban back to the material plane and establish him as a god.

Goals of the Eye of Iban

  • Spread the word of Iban across the world
  • Wrest secrets from the good and to use those secrets for betrayal
  • Be installed in a powerful arcane spell caster
  • Take over said spell caster to gain a foothold in the world as a living god
The visions from the Eye of Iban were much more vivid before entering the realm of Galaq.  He has far less power here, but the properties of the eye remain.  It can communicate silently with its possessor, and does so on a regular basis.

Properties of the Eye

Property: Gain training in Knowledge, Insight, and Perception and step up skill dice in those skills.
Property: Eye grants darkvision
Property: Grants waterbreathing
Property: When using an attack power granted by the eye, you can use your highest mental ability score (Int, Wis, or Cha) for the attack, regardless of the normal ability score noted for the power.
Power: Clairaudience
Power: Eyebite Cantrip

Power: Dominate Person (at level 9, 1/day)
Power: Mire the Mind (at level 11)
Power: Eye of the warlock (at level 16)

Concordance (How the eye feels about its possessor):
Starting score: 5
Owner gains a level: +1d4
Owner can cast at least one arcane spell: +2
Owner betrays a close friend in dire straits: +1
Owner kills an undead creature: -2
Owner spends 8 hours in the presence of a higher level arcane spell caster: -2

Angered: 0
Unsatisfied: 1-4
Normal: 5-11
Satisfied: 12-15
Pleased: 16-20

Angered: The eye basically uses all of its power to force the wearer to tear it out of his head. It is at war, and wants to torture its host. The eye will randomly attack its host during combat, essentially stealing their action and blinding them. Wis save vs 1d20+host's level to avoid being blinded and stunned.

Normal: You feel the eye's power, and know there is more power to be had if you keep it happy. The eye is setting the terms of the relationship.

Satisfied: The eye begins to release arcane knowledge to the host. You gain +2 to arcana, insight, and perception checks, and gain the ability to fire a beam of necrotic energy once per encounter from the eye doing 3d6+5 damage, Con save vs caster's DC for half.

Pleased: Only arcane research (or a satisfied eye) will reveal the benefits of a pleased eye.

Clairaudience:

Description: The clairaudience spell enables the wizard to concentrate upon some locale and hear in his mind whatever noise is within a 6" radius of his or her determined clairaudience locale center. Distance is not a factor, but the locale must be known, i.e. a place familiar to the spell caster or an obvious one (such as behind a door, around a corner, in a copse of woods, etc.). Only sounds which are normally detectable can be heard by use of this spell. Only metal sheeting or magical protections will prevent the operation of the spell. Note that it will function only on the plane of existence on which the wizard is at the time of casting. The material component of the spell is a small silver horn of at least 100 g.p. value, and casting the spell causes it to disappear.

Eyebite Cantrip

You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
Effect: Make a magic attack against one creature within 100 ft of you. On a hit, the target takes 2d6 psychic damage, and you are invisible to the target until the start of your next turn.
Special: If your caster level is 7th or higher, the damage is 2d12. If your caster level is 11th or higher, the damage is 3d12, if your caster level is 16th or higher, the damage is 4d12.

At Level 11: Mire the Mind

You assail our foe's mind with unreal images until he can see nothing else.
Effect: Once per day, make a magic attack against one creature within 100 ft. of you. On a hit, the target takes 3d12 damage, and you and all of your allies are invisible to the target until the end of your next turn. On a miss, the target takes 2d6 damage and the caster is invisible to the target until the end of your next turn.

At Level 16: Eye of the Warlock

You create upon your forehead a mystical third eye and link that eye's perception to the senses of some other creature near by.
Effect: Once per day, as a free action (range 100 ft), you see through the target's eyes. The target is not aware that you are doing so. You have line of sight and line of effect from the target for your attacks. Your spells can originate in the target's square. Each time you cast a spell through this link, a mystical third eye briefly appears upon the target's brow. The target can use an action to make a Wis save to break this link.

Tuesday, February 5, 2013

Bow of Doubling


Bow of Doubling

This magical short bow is made of red oak and with ivory inlays.
Property (Attuned):  This bow offers no bonuses on attack or damage, but it does have the unique property of being able to fire two arrows at the same time. Whenever a nonmagical arrow is fired from the bow, it automatically creates and fires a second arrow. If the first arrow hits its target, so does the second; if the first shot misses, the second arrow has normal probabilities to hit. All arrows shot from this bow, whether they hit or not, are destroyed upon impact (or as soon as it is determined that they did not hit) and cannot be recovered.

Rarity: Rare
Source:  DRAGON Magazine 99
GP Value: 800