All my new magical items - Miscellaneous items!

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garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1627
Joined: Thu Mar 15, 2007 9:40 pm

All my new magical items - Miscellaneous items!

Post by garhkal »

This is gonna be split much like the DMG has the chart. Bags/bottles and other containers first.
Then comes Gauntets, girdles and helms.
Then Gems/stones and jewelry.
Then household items and tools.
Then musical instruments.
Then rings and potions.
Then Cloaks/boots and robes.
Then one new rod and stave. Then the weird stuff!!

So without further adoo..
Bags, bottles and other containers
Pouch of Adaptation.
This magical pouch radiates similar magical emanation to that of other pouches. It has the same ability as a pouch of accessibility, with the added benefit of, if worn around the neck, it "melds" into the persons skin, and so cannot be seen, or stolen. When wearing it in this fashion, the user can be placed in other "extra-dimensional spaces" without fear of mishaps, but if worn normally, the usual "shit" happens.
XP 4000. GP 4500
T'kahal's Quiver
This magical quiver allows the owner to store up to 300 sheaf arrows, or 450 flight arrows. It will give forth as many arrows as the owner wishes. It CAN be taken trough other dimensional holding/transportation magic’s.....
XP 5000. GP 9000
Vets Pouch
This healers bag looking item radiates a faint aura of magic when detected for, but if within 20ft of an injured animal (NATURAL) the radiation is visible to anyone with eyes.
10 times a day in the hands of any good character (7 for neutral, 4 for evil), it will allow the wielder to apply a bandage to any natural animal in pain/injured, and within 5+1d8 hours will fully heal that animal (up to 30hp total worth of damage per bandage). No roll to apply the patch is needed, but it takes 3 +1d rounds to apply it (d3 for small, d5 for medium, d8 for large, d12 for huge).
If used by a druid or ranger, regardless of their alignment, the bag allows 20 such bandages to be used per day.

XP/GP value. 1,800 XP. 3,500 GP
Satchel of Horse feed.
This magical item works in a similar manner to Murlynd's spoon or the ever-full rice bowl, in that it creates a number of meals per day for animals, but said food is Only nutritious to animals, not humans or demi-humans.
It creates enough 'feed' for 12 animals a day. Riding horses consume 1 “feed” a day, Light war horses eat 1 and a half “feed” a day, Medium war horses take 2 “feeds” a day, heavy war horses 3 “feeds” a day, and draft horses 4..

XP/GP value. 2,500 xp and 7,000gp.
Bag of Preservation
This magical device is very similar in operation and appearance to that of a Bag of Holding or Hewards Handy Haversack. However it only allows the storage of food and drink. It can contain up to 300lb of food stuff (35 cubic feet), but where the true power of the item comes into play is that ANY food and drink no matter how poisonous, rotten, spoiled or normally inedible (it still must be food though), placed inside will come back out Nutritious and healthy to eat. Cooked food placed inside is kept at the same temperature it was placed in (and can even be kept on the plate or in the bowl it was served on). This is cause the bag consistently purifies food and drink as if it was a 20th level cleric.

Xp/GP 2,000 xp, 7,000gp.
Healers Satchel
This big backpack looking item is a boon to those who wander a lot. For it allows the wearer to cure wounds, diseases (inc parasitic) and even curses. When first found the bag is empty (other than maybe some mothballs). Once claimed it takes a hp from the wielder (unnoticed). This continues for 30 days. At the end of said time, it is bonded with the wearer. Thereafter it will create one 'healing poltice and bandages, suitable for a human male size body that cures 2d4hp of damage +1 per level of the TARGET, for ever 3hp the wearer has (permanent). So a cleric with 40hp would create 13 such bandages). Once a week, the wearer can cure disease in 1 person for every three levels he has, blindness in 1/4, and deafness in 1/5 people. HE can also sacrifice a perm HP to remove someone's curse, even lycanthropy, though the latter requires the sacrifice of 3hp from the wielder of the sack AND 1 from the recipient.
The above bandages replenish at the end of each month (30 days). Also while bonded the owner is permanently down 1hp per bandage. No form of healing can return these hp.

If the bag is lost or stolen, each day it is gone 1hp is returned to the one bonded, until 30 days has passed.

Only 3 such satchels have ever been known of, and the method of making them has been lost to the ages. Even clerics of Oghma and other such informational deities do not know the secrets of making more...
4,500xp, 6,000gp
The Bag of Intestinal Distress. (cursed item)

This cursed item will identify as a beneficial magical item, say like the bag of preservation.
All food placed inside it, will come out looking and smelling nice/healthy, but those who eat it get bad cases of the runs/sick.
Each meal ate requires the user to make 2 saves against poison.
The first sees if you get a bad case of the runs (fail and you have diarrhea for d4 days)
The second sees if you get sick otherwise (d8 days of being bed ridden).
Once the curse has affected one person, the bag will always be with the holder, until a remove curse (by a 12th level priest) is cast.
As this is a cursed item, it has no XP or GP value.
Shadow quivers
These magical quivers look like regular 'dozen arrow' quivers, but radiate strong illusionary and conjuration magic. During the intro of combat, the owner, and up to
1 person per 4 levels of the owner, can 'grasp the quiver' and sacrifice some of their strength into the item to power it. This can take the form of actual Strength points, or HP, owners choice.
When the sacrifice is made, the quiver for the rest of THAT combat, will continually produce shadow arrows that disappear whether a to hit roll is successful or not, but these arrows are flight only (d6 damage). It will produce enough arrows to satisfy the NON magically enhanced Rate of fire of all those who grasped the quiver when the sacrifice is made. Anyone else who is given an arrow sees it disappear into mist within 2 seconds of grasping it. No bonuses to hit or damage will be enjoyed by the users of Shadow arrows created by this quiver coming from strength, race or specialty (mastery), ONLY from the magic of the quiver itself OR any magic on the bow firing them.

If using HP to sacrifice into the quiver, 1hp base is needed per holder. If the users wish though, they can sacrifice more into it, creating phantom magical arrows, increasing the HP sacrifice to
5hp total +1 arrows for what can hit
8hp total, +1 arrows for both what can be hit, AND what their to hit/damage is modified by
12hp total, +1 arrows for combat mods, +2 for what can be struck
16hp total, +2 arrows
20hp total, is the highest that can be gained this manner, creating +3 arrows for that combat.
HP sacrificed this way can be pooled from any of the users, but HP given over, can only heal naturally, not via magic.

If using strength to power it, only the OWNER needs to give up a point of strength to power the quiver for all the users.
1 additional point creates normal arrows for combat modifiers, but those arrows can hit creatures needing +1 to hit
2 additional strength creates +1 arrows for both what is needed and combat mods
3 additional points creates +2 arrows for what is needed, but they still only gain +1 to hit/damage
4 points creates +2 arrows period
5 points creates +3 arrows.
Strength sacrificed in this manner returns at the rate of 1/hour of rest.

XP 4000, GP 2500
Satchel of Containment
This non-descript looking piece of cloth has only one purpose. To perfectly store and preserve a dead body, for return to town to get properly buried, or to await being raised/resurrected.
Each bag is tied to a specific owner of the bag, as they were initially created for that person. There though, are ways to 're-key' them to someone new. Each bag will perfectly fit one person, from halfling to Gnoll/bugbear size, and even takes his gear, though sharp or piercing items can easily punchure the bag (40% chance PER DAY they are kept in). If this happens, or anything else is put in the satchel, they disappear into the Etheral plane.
To use the Satchel, those who accompany the now-dead person, must hold the cloth over his face and speak “May (Insert name) be kept in harmony”. As long as they are within the bag, no dime passes for “purposes of Raise dead” and the body will not rot, decay or even stink.
If found, a bag will not work for anyone, but if kept on a new person for 45 straight days, it will eventually re-key to that person.
As they are specifically tied to someone, they have no real value either in GP or XP.
Last edited by garhkal on Wed May 05, 2021 1:39 am, edited 1 time in total.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1627
Joined: Thu Mar 15, 2007 9:40 pm

Re: All my new magical items - Miscellaneous items!

Post by garhkal »

Gauntlets, Girdles (including belts) and Helms.
Blade Gauntlets
These magical hand-wear appear like any standard metallic set of gauntlets, but they radiate strong alteration magic.
Twice a day, the gauntlet's wearer can sacrifice some of his health into them, and invoke the power of the gauntlets. For a 2hp sacrifice he can create a 'ghost like' blade of dagger size. For 4hp, it creates a short sword like blade. For 6hp, it makes a long sword size one, and for 8hp it makes a two handed one.
Since this blade is pure force and energy, and thus has no mass, the wearer does NOT benefit from any strength bonuses to hit or damage with the summoned ghost blade, however any bonuses he has from skill (specialization, weapon expertise etc) are still used. Also cause the blade is pure energy/force, it IGNORES metallic armor for purposes of what a target's AC is, though the target's Dex and Magic (if he has any) still get counted.
IE if he was striking a dwarf wearing +2 chain and who had a 15 Dex (-1 ac bonus), that dwarf would be seen as AC 7, instead of ac 2).

Hide, leather and armors made from animal scales or chitin (such as Ankheg armor) grant their full bonuses to the target's AC.

The magic of these gauntlets allows the blade to strike as if it was a +3 weapon for what it can AFFECT, but grants no bonuses to hit or damage other than what the wielder may have.
Additionally, if the wielder is specialized in said blade, he gains the normal # of attacks a round with it, though even if he is NOT proficient in the weapon, he does NOT suffer any penalties. However classes prohibited from using said weapons (such as a mage for any sort of sword, or a cleric for any edged weapons period) they are unable to even invoke the gauntlet's powers.

4,200 XP, 2,000 GP
Shield Gauntlets
These magical hand-wear appear like any standard metallic set of gauntlets, but they radiate strong abjuration magic.

Once a day for a two round period, +1 round per level of the wielder, the gauntlet's can be commanded to create a Shield spell like effect, that not only absorbs magical missiles (the spell), but increases his Armor class vs any other missile fire by +2. Additionally, the character is considered to be protected as if he was wearing a medium shield, though if he DOES wear any sort of regular shield, the power of the gauntlets are subdued (they can't kick in).

The gauntlet's also have a secondary power in that they can be commanded to absorb one spell level, per 2 Hit dice the wielder has. However, unless he's a caster, he normally won't KNOW what spell level is being directed his way, and so if the spell he's trying to absorb is past this limit (ie he can only absorb up to a 3rd level spell, but is being struck by a 5th level spell), then the FULL spell strikes him causing Maximum effects (so if it dealt say 5d8 damage, it would cause 40hp).

This absorption can be done as often as the player wishes, but there is a built in maximum limit to how often it can be done..

5,000 XP. 2,500 Gp
Gauntlets of the Vampire
These magical hand-wear appear like any standard metallic set of gauntlets, but they radiate strong alteration and necromantic magics..
Three times a day for a period of 3 rounds per use, the wielder can invoke the gauntlet's power, granting him all the bonuses of wearing a Vampiric regeneration ring (he HEALS half the amount of damage dealt out while the power is in effect), and this can even boost his health above his normal cap. However any such boost only lingers for 10 more rounds, after which the excess fades.
There however, is a big downside. IF while using this “vampiric leeching effect” the wielder strikes an undead that drains life levels (wight, wraith, spectre, vampire etc) the wielder hitting said undead causes HIM to to be leeched, gifting the undead half of what got leeched. Sort of like a reverse vampiric touch. If he drops to 0hp or lower cause of this, HE dies, however he does not return to life as that sort of undead.
If instead of draining life, the undead does something else cause of it's tie to the negative energy plane (paralyzation like ghouls, strength drain like shadows), then the undead's effect is weakened slightly, but the user of the gauntlet's striking them is as if the undead had touched HIM. He gains a save at +2 to avoid any such effect cause of that weakening. Additionally the time the draining lasts (or paralyzation lingers) is halved.
Helm of Thought showing (Cursed item)
This magical metallic helm, appears in function to be any one of the beneficial magical helms. BUT once donned, and the character is in the presence of those who wish to do him harm, the curse kicks in.
Cause the helm of Thought showing, sends the wearer's thoughts to his enemies, of what he is going to do in combat, they gain a +2 to their saves vs the helm wearer's magic, he suffers a -2 to his Thac0 to hit them cause they know where he is going to strike, and he suffers a -3 penalty to his chance of surprising them (They add 3 to their die roll on the surprise dice) to avoid being ambushed.
In psionic warfare (if psionics are used), this is doubly punishing, as the attack mode and defense mode of the helm's wearer are made known to his opponent, so they can put up a better defense or use a more potent attack mode to counter his psionics.
Once activated, the curse prevents the helm's owner from removing the helm, until such a time as he receives a Remove curse spell from a caster of at least 10th level. At which point the helm, becomes just a non-magical set of head wear granting an armor class of 4 to the head.
As this is a cursed item it has no XP/GP value.
Animal Helms
These powerful helms are made from the skulls of their respective animals with the hide kept as intact as possible, then the spirits of at least 150 hd worth of that animal type bound into them. As such they are very rare to make.
When worn, they grant the wearer several constant abilities:
Speak with animal - for the type of animal the helm is made of, this includes giant versions
Protection against that animal type. Unless the helm wearer attacks, those animals of the helm type will not attack unless they have some sort of magical compulsion on them (ie monster summoning).
+2 to armor class as if wearing a cloak of protection (ie works with leathers, but not metallic armors).

They also have some timed powers.
Once a week, for 6 hrs (can be split up) the wearer can shape shift into the animal, looking and showing up as a normal version of the animal, though they keep their own hp.

Once every week, they can be used to summon fourth 1d4+2 animals of the same as the helm, all with max HP who will fight for teh wearer. If any are brought to 0 or less, they instantly teleport back to where they came from. It takes 2d4 rounds for the animals to appear.

Their last power is very potent, but results in the destruction of the helm. If removed and bathed in the blood of one of the animals the helm represents, it will be consumed and in the resultant flash of power, 10d4 animals of double HD will show, along with the representative animal king. The king will require a deed from the one summoning it, but will act as the one who summoned it wishes. They stay for at most 48 hrs.

So far, lion, tiger, bear, eagle and wolf helms have been found. Rumors exist of panther, elephant and even a rhino one.

These helms can be worn by any race and any class, but are favored by barbarians and rangers.
GP 5,000 XP 10,000
Storm belt
Storm belts appear very similar to Nova and Volcanic belts, but have a yellow sheen to them.
They work in a very similar fashion, granting a +2 to saves, and -1 damage per die taken, versus lightning attacks. However, since they ONLY work vs lightning attacks, and not all electrical attacks, there is no offsetting penalty..
Vs lightning attacks that do NOT have any D value, such as Javelin's of lightning, they subtract a flat 25% of the damage taken.
GP 1,250 XP 2,500
Volcanic Belt
A volcanic belt, appears to be the exact opposite of a Nova belt, in that it is red, vice blue, and grants +2 to the saves/-1hp damage per die of damage, vs fire attacks. BUT like that belt, has a slight penalty vs the opposite element, giving a -1 penalty to the saves versus cold based attacks..
Vs fire attacks that do NOT have any D value, such as Hell hound's breath, they subtract a flat 25% of the damage taken.
GP 1,250 XP 2,500
Nova belt
Nova Belts appear bluish in color, but otherwise appear like inertia or health belts.
Those wearing it, receive a +2 bonus to their saves versus cold based attacks, and take 1hp less damage per D the attack would otherwise do, so a 9d cone of cold causes 9 points less damage.
However, it does make the wearer a little more vulnerable to fire attacks, imposing a -1 to their saves.
Versus Cold attacks that have no 'set die value', it subtracts a flat 25% off the damage done.
GP 1,250 XP 2,500
Inertia Belt
Similar in appearance to the Health Belt, this magical girdle, improves it's wearer's base movement by +2". Additionally, it lets them move at unencumbered rates, even if heavily encumbered (but NOT Severly encumbered). IT does not however, remove the to hit or AC penalties associated with being encumbered. Nor does it impact being slowed by magical effects or monster's attacks (ie Mudmen).

GP 1,250 XP 2,500
Health Belt
This thick looking metal covered belt radiates faint magic, but appears to be akin to what modern WWE champions wear.
To someone wearing it, it just works like a normal girdle, in keeping his (or her) pants up, but if they receive a cure wounds spell, that's when it's magic kicks in.
The wearer, once a cure wounds spell (any sort) is cast, gets to select from 2 possible outcomes.
The first, is that the healer rolls Twice, and the wearer gets to select the higher roll.
Or the wearer just gets to add +1 to the total per die the spell heals (so a cure serious wounds adds +2).

GP 1,250 XP 2,500
Belt of Keeping.
This mysterious magical belt, baffles all forms of identification (other than Commune or contact other plane), until somoene wearing it, makes a Verbal request that a spell he has on himself, lasts longer.. Then it's affects kick in.
This effect, draws on the wearer's hit points, to power itself, and makes Divination or Protective magics last longer. (For priests, this includes spells from the protection, guardian and wards spheres).

Each spell level, has a corresponding amount of HP it takes, to shift spells durations up, from Rounds, to turns. Turns to hours. Hours to days and lastly Days to weeks.
Once The Effect has kicked in, the wearer cannot be rid of the belt, until he goes a FULL month without casting any magic on himself OR having anyone else cast magic on himself.

Once this initial kick in has occurred, the mage or priest wearing it CAN control it's power at will.

Each shifting up of duration, takes 1 round to kick in, so someone wanting say a Protection from evil 10ft radius (a third level spell) shift from rounds to days, would need 3 rounds, and 3 drainings of HP to kick that power in..
And what is worse, WHILE these HP are drained to power it, they cannot be healed!

Some see this as a curse others, as a double edged beneficial sword...

For first level spells going from Rounds to Turns, takes 1hp. From turns to hours takes 3hp. From Hours to days takes 6hp, and from days to weeks takes 10hp.

For second level spells, its 2hp, 5hp, 9hp and 14hp respectively.
For 3rd level spells,its 3, 7, 12 and 18hp.
For 4th level spells, its 4, 9, 15, and 22hp.
For 5th level, its 5, 11, 18, 26hp.
For 6th level, its 6, 13, 21 and 30hp
For 7th level, its 7, 15, 24, 34hp.
For 8th level, its 8, 17, 27, 36hp.
And lastly for 9th, its 9, 19, 30, 40hp..
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1627
Joined: Thu Mar 15, 2007 9:40 pm

Re: All my new magical items - Miscellaneous items!

Post by garhkal »

Gems, stones and jewelry.
Medallion of data keeping.
This nondescript medallion, is a tool by which a clan leader can ensure the loyalty of his followers in so far as what they gather. It keeps perfect tally of all treasure, including magical items, gathered by the person wearing the medallion. It removed the items upon use (or in the case of coinage, being spent). It continually sends this data back to a central medallion back at the clan HQ. Usually there are 6 to 12 slave units and/or 1 master when found. To keep the wear of a slave unit, unknowing of the actual purpose of the medallion, they usually have some other minor magical ability (fire resistance, protection+1, free action and the like), but are not that powerful.
XP 1400. GP 2400 (slave units)
XP 4000. GP 7500 (master unit)
Seal of Vigor (wrote into 2nd ed from 1st ed OA)
The seal of vigor is an oriental magical item. As such it is usually only found in Kara tur. When found it appears to be a blank name seal, commonly used by officials to sign documents. When a character puts his name on it the magic is activated. As long as the one named, carries the seal, he heals at double the normal rate, and all Cure spells have maximum effect. On the down side, if it is lost or stolen, any damage taken by the "new" owner is felt by the one named. This lasts until he either dies or regains the item.
XP 3500. GP 6000
Nose Ring of Displace Self
This magical nose ring, favored amongst Minotaurs and ogres, allows the wearer to activate a power that mimics the Displacement cloaks. The ring carries anywhere from 3 to 24 charges (3d8) when found, and each charge activates the displacement power for 4d4 combat rounds.
Other races, can TRY and get the ring modified to fit their nose, but the smaller folk (Halflings, gnomes and dwarves) will suffer a penalty of 2 to their Charisma even to others of their own race, while wearing it. Even humans and elves/half-elves suffer a -1 penalty.
Since this is specifically a Nose ring, it allows the wearer to still wear 2 other rings, one on each hand.
XP 3,000 GP 1,400
Bracelet of Protection
This magical bracelet appears very valuable (at least 500gp), but its true worth is in that it acts in all purposes like the Cloak of Protection, in that while worn, it improves the wearer's saves and Armor class by a specific value. It will work on anyone, unless they wear magical or metallic armor. It CAN Stack with a cloak of protection or Rings of protection.
To determine it's value roll % dice.
1-40% = +1
41-70% = +2
71-86% = +3
87-97% = +4
98-00% = +5
+1 braclets are worth 1,400 xp, 800 gp
+2 braclets are 1,700xp/950gp
+3 braclets are 1,900xp/1,100gp
+4 braclets are 2,100xp/1,350gp
and +5 braclets are 2,500xp/1,500 gp
Bracelet of Warmth
This magical bracelet, appears to be just a regular trinket, bur radiates strong abjuration magic. It works exactly as the Ring of Warmth.
XP 1,000 GP 400
Brooch of Warmth
The Broach of Warmth, works exactly like the ring or bracelet. They are favored among Lizardmen.
XP 1,000 GP 500
Bracelet of Shielding.
This magical wrist band works exactly like the Brooch of Shielding, in it absorbs a # of HP of the magic missile spell. Similar to the brooch, they can absorb up to 101hp, but usually when found in treasure hordes are often at a very much lower amount.
XP 1000 GP 400
Amulet of Lightning Protection

This item grants +2 to all saves against any form of electrical attack, especially lightning. A failed save against all forms of electrical attack OTHER THAN LIGHTNING results in normal damage. Failing a save against lightning results in only 3/4 damage. Making a save against all forms of electrical attacks other than lightning results in half damage, but making it against lightning results in only a quarter damage. It was primarily made for those hunting blue dragons.
NOTE. Failing a save versus ANY form of electrical attack with a NATURAL 1, causes the amulet to shatter.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1627
Joined: Thu Mar 15, 2007 9:40 pm

Re: All my new magical items - Miscellaneous items!

Post by garhkal »

Now up. Household items and tools..
Some cool utility items here!!
Howzar's door handle of Clothing care.
This magical item looks like an average door handle, but wrote on it are "Turn left to wash, Turn right to dry".. When placed against Any flat surface, it opens an extra dimensional space of 4 cubic feet, and any articles of clothing (not jewelry or armor) will be washed, Dried, repaired as if the mending spell was used, ironed and folded as if they had been taken to the most proficient launderers in modern times (including dry cleaners). This is regardless of whether the articles of clothing are mixed cotton, silk, animal hide, colors vice whites etc.. From the time the door is opened, and stuff's placed in, it will take 25 minutes for the stuff placed inside to be properly cared for, and the owner is alerted by a 'Ding clothes are done' magic mouth like Public announcement at the expiration of that time...

XP 400, GP 800
Ikea's portable pantry.
Similar to the item above, this is a magical door handle that is tied into a 20ft long, 12ft wide extra dimensional space, lined with shelves when ever it is placed against any vertical surface that is rigid (such as a doorway, wall or tree). Any food that is cooked and prepared can be stored inside, providing its on a proper plate (or in a bowl). Unprepared food, spoiled food or food that has been poisoned will resist being placed inside the space that gets opened up. Up to 500 platefuls and 300 bowls worth of cooked food can be thusly stored, and ALL food will be kept as hot as it was when cooked up. Besides the food it allows to get stored, it will ONLY allow empty plates, bowls and cutlery to be stored inside.
Treat this space as a portable hole for what happens if the handle is stored within a bag of holding.

Xp 600, GP 1400
Mokai's wok
This normal looking metallic oriental wok, can be used to cook food normally, and serves in that roll well. BUT if the command word for it is known, and even just a small amt of food stuff placed inside, it will 'self' cook up enough stir fry food for 18 man meals a day. This food is not only nutritious, but healthy and good tasting (those consuming one meal gain 1d3hp back, 2 meals they gain 1d5hp back and those eating 3 meals gain 2d4 back).

Xp/GP value. 750 xp. 1,800 gp
Toddle's skillet.
This frying pan was made by a human woman married to a dwarf fighter, who had a rather peculiar love for omelets.. no matter the time of day. Similar to devices like the ever full rice bowl, or the above wok, it can be used to 'create' food sufficient to make 15 man meals each 24 hr period. It can also be used to make normal food..
Once every 180 days it can be requested to make a heroes feast (as the spell), but each time this is done the handle shortens up by 1 inch. A skillet normally is found with 5-8 inches for a handle, and if the handle is ever destroyed, or dwindles down from using the above 'blessing', the skillet loses its magic.

This device has the exact same XP/GP value as Mokai's Wok.
Now for a few musical items..
Zails dog whistle.
This device looks like an ordinary dog whistle. BUT when blowed on, summons all canine creatures within 10 miles to his location within 1d2 turns. ALL creatures not of a supernatural origin (hell hounds, blink dogs) are not allowed a save to ignore this.
These animals stay for 23 hrs and serve the whistle owner for that period. BUT if he is ever killed, they are automatically released.
XP/GP 3,500 xp/2,500gp
Drums of Heroism (Fighters and Bards only)
These kettle drums, about 1ft in diameter, come in pairs and appear unremarkable. However, if both are sounded at the same time, all creatures allied with the person playing them, are incited to bravery, as per the Bardic power, if they are within 50ft of the drums. In the hands of an actual Bard, this effect TRIPLES in range and bonus that it gives to those who hear it.
XP 2,000 GP 1,000
Ring.
And Potions!
Ring of Health
This ring looks like a signet ring that used to belong to a church gower. No one knows where or for which god he worshipped, but his faith and dedication to healing were unquestionable. Who ever wears one of these rings, will receive FULL effect from any spell of the healing sphere, when cast on him, but this does not extend to potions.
XP 1000. GP 1500
Elixirs of Doppler..

These potent but potentially lethal elixirs when quaffed completely double a person for 4+d8 rounds of combat. The double acts in all regards as a separate entity, but is otherwise (not inc items) exactly like the original. All normal (Non magical) gear is duplicated, but any magical gear worn by the drinker is not copied over.
Though this is very strong it has 2 significant drawbacks..
The first is that the consumer, MUST succeed in a system shock roll at a -35% penalty, or die on the spot.
The second is that while doubled, all damage felt by either the originator OR the double, is halved, and given to the other (So if the double got hit for 10hp from an ettin's blow, he takes 5, and the character that consumed the elixir feels the other 5. This applies to damage from melee blows, spells that cause damage or natural effects (like someone got hit by a rock slide). It even applies to AoE spells damage, UNLESS both happen to be in the AoE at the same time. If that is the case, then both take full damage, unless BOTH make their save.

Mental affects, such as charms, fears and the like, do NOT copy over though. Nor do spells that benefit or hinder, such as curse, bless and the like.

If the duplicate dies before the duration expires, no gear is left behind to collect up, and the originator does not suffer any sort of backlash. However if the originator dies before the duration expires, the duplicate immediately fades away.
Xp/Gp 4,000 xp/2,500 gp
Jhando's Potion of Delayed Healing

Jhando made this potion, after he finished his research for the above spell. It duplicates some of what it does, allowing the healing benefits of the potion to be 'delayed' until damage is taken. When quaffed, it takes 1d4+4 rounds before it kicks in. Once it has kicked in, it will heal 1d6+1 damage per round, IF DAMAGE HAS BEEN TAKEN until either it has healed 6d6+6 worth of damage, or no more healing is necessary, or 1d6+8 rounds have passed. If it runs its course, and no damage has been taken, then the potion wears off, leaving the person feeling invigorated (as if he had just ate/drunk a full meals worth). Unlike other healing potions, this DOES have to worry about potion miscibility, but has it's own miscibility. If quaffed before another potion, it gets cancelled out, and also halves the effectiveness of the next potion quaffed. If drunk AFTER another potion is already in effect, it actually turns into a virulent poison, causing 1d6+1 damage for 1d6+6 rounds (save versus poison for half damage each round).

This item has yet to be sold off, but it is believed to be worth around 2600 gp, and 4000 xp. The above spell, has slowly been making it's way into the roster of the goddess Oghma.
Potion of Berserking (Warriors only)
This magical concoction smells foul, but is a great benefit to warriors who drink it. When they do so, it allows the consumer to become enraged as if they were Berserkers (the kit) or had been affected by the “Incite Berserker rage” power. However, its benefits are different.

When consumed, it takes 1 round before the consumer becomes enraged, and at that time,, his thac0 improves by +1, he gains +3 to damage, 1 extra attack a round a 10 bonus hit points. These HP are like those granted by the Aid spell or a Potion of Heroism, in that they are 'phantom HP' and can take the drinker, over his normal Maximums. However unlike the Berserker kit, they do not lose the extra HP once they come out of the rage.

While Enraged, the DM takes control over the HP of the berserked individual (similar to the kit), as they don't know how damaged they are, and while enraged, they do NOT tell friend from foe, but fight whom ever is standing the closest, till that person/monster is down or the berserker falls/the potion wears off.

While enraged, he also gains some benefits vs certain spells;
He gains +4 to saves versus Charm person, Friends, Hypnotism, sleep, irritation, ray of enfeeblement, Scare and Geas from Mages, and he gains the same bonus against the Priest spells Command, Charm person or mammal, Enthrall and cause fear.

He gains a +2 on saves versus the following spells; Blindness, hold person, Confusion, and Chaos.
XP 2,000 GP 1,200
Potion of Neutralize Poison
This magical potion works exactly like the spell of the same name. However, it does have a slight difference.. One full vial needs to be consumed by the poisoned individual and can be drunk up to 5 rounds after someone has 'died', and will bring said person back to 'life' (he was never truly dead though). However it has NO effect on someone inflicted by the Poison spell (reversed neutralize poison).
Both the XP and GP value is 200.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1627
Joined: Thu Mar 15, 2007 9:40 pm

Re: All my new magical items - Miscellaneous items!

Post by garhkal »

And now up
Clothing!
Mena's eye patch.
Mena was a famed mage thief who delighted in stealing from the wealthy men in her city all the while looking like someone else.
This eye patch looks like any standard 'facial covering' worn by ladies at a masquerade. When worn it not only provides the benefits as if the wearer was under the alter self spell, but prevents scrying and mind reading magic from working on them (it shifts those spells targeted at the wearer to some random person within 30ft).
XP/GP 2,400 xp/1,400 gp
Sorcerer's robe.
This potent magic item was made by the would be lich, Jorliss of Harmorn. He spent many years researching the magic’s needed to make the robe, but wanted so much to complete it to save him time and effort otherwise (in his mind) wasted on spell preparation.
When donned and worn for 3 months to attune it, the full benefits are realized. They are 3 fold.
1) Any spell with material components of less than 25gp value are considered to always be available in one of the 9 main pockets (one for each spell level).
2) After a full nights rest, the mage wearing the robe only needs to spend 1 hour and he has regained all his spells
3) Each level the mage goes up after gaining the robe, he can select ONE spell of each level he has access to cast from, that will forever more be a free castable spell (he does not need to memorize it)
Though potent, the robe has one severe weakness. If removed from the mage who it's attuned to, he cannot re-memorizes any magic for 2 full weeks afterwards as his body 'deattunes itself from the robe, unless it is re gotten and put back on within 24 hrs of loss.

XP 13000 GP 8000
Boots of the Wanderer:
This pair of magical boots was created as part of a set of 3 items that were made by a mage for a group of barbarian tribes. When worn, they confer several benefits to the wearer;
while worn, the wearer does not feel NORMAL temperature extremes from -20 degrees up to 120 degrees Fahrenheit. Magical temperature changes (such as that created by control weather) do affect him.
The wearer is not affected by mundane weather phenomenon, such as hail, snow, rain and such in regards to taking damage. Though his vision WILL be impacted. Unnatural weather phenomenon such as an Ice storm spell do impact him as normal.
The ability to move 50% faster through weather impacted terrain, with no extra taxation on his endurance. This though, does not grant the power to totally ignore hazards of terrain such as mud slides, or ice crevasse.

The other 2 items in the set are the Loincloth of the traveler, and the cloak of the tradesman.
Cloak of the Tradesman:
This magical cloak was created as part of a set of 3 items that were made by a mage for a group of barbarian tribes. When worn, they confer several benefits to the wearer;
while worn, the wearer does not feel NORMAL temperature extremes from -20 degrees up to 120 degrees Fahrenheit. Magical temperature changes (such as that created by control weather) do affect him.
The wearer is not affected by mundane weather phenomenon, such as hail, snow, rain and such in regards to taking damage. Though his vision WILL be impacted. Unnatural weather phenomenon such as an Ice storm spell do impact him as normal.
The ability to move 50% faster through weather impacted terrain, with no extra taxation on his endurance. This though, does not grant the power to totally ignore hazards of terrain such as mud slides, or ice crevasse.

The other 2 items in the set are the Loincloth of the traveler, and the boots of the wanderer.
Loincloth of the Traveler:
This magical cloak was created as part of a set of 3 items that were made by a mage for a group of barbarian tribes. When worn, they confer several benefits to the wearer;
while worn, the wearer does not feel NORMAL temperature extremes from -20 degrees up to 120 degrees Fahrenheit. Magical temperature changes (such as that created by control weather) do affect him.
The wearer is not affected by mundane weather phenomenon, such as hail, snow, rain and such in regards to taking damage. Though his vision WILL be impacted. Unnatural weather phenomenon such as an Ice storm spell do impact him as normal.
The ability to move 50% faster through weather impacted terrain, with no extra taxation on his endurance. This though, does not grant the power to totally ignore hazards of terrain such as mud slides, or ice crevasse.

The other 2 items in the set are the Cloak of the tradesman, and the boots of the wanderer.
For either item the XP/GP value are 800xp/1,500gp
And lastly, the Hat of Difference (MY version of the hat of Disguise from 1e, but Altered quite a bit..
The Hat of Difference
The Hat of Difference is a strange magical device looking like any normal 'hat' for what ever campaign milieu is in use.. When it is donned, it allows the wearer to assume the role of any other profession that the hat is keyed to (Profession here, meaning class!).. The character 'class' assigned by the hat, lets them become 1st level in that new class and so long as it is worn. Any acts performed 'give it xp' and all normal training / leveling rules are in play, so a hat kept in someone's possession could eventually hit name levels and so on. Someone becoming a fighter, via the hat, IF they possess a 18 strength, DO get to roll for % strength, but ONLY enjoy the benefits of having 18% strength, while wearing the hat.
To actually benefit from it though, one must still adhere to racial-class and alignment restrictions, so a human of NG could not don it and become a LG paladin, or NE assassin, and they must also meet any class requirements (ability score) needed (IE if your wisdom is less than 9, you can't become a cleric, even by using the hat, though this does NOT apply for specialist mages one just needs to be the core mage class to benefit), but a dwarf couldn't don one to become a paladin, as they normally could not be one.
Note: Deity issues though are NOT a concern in regards to which god you 'take' if you use the hat to become a cleric, since it is 'tied to the god(ess) of magic.
If the hat 'gives' a class which has Numerical restrictions on certain levels (Monk, Druid, Bard, Assassin), to where once those 'limits' are hit one normally would challenge for a level, those issues are not in affect, as the hat's class is not truly part of the rank structure. BUT hard level caps (14th for assassins, 17 monks and 16 druids) do still come into play. At no time can a hat giving 'druid' levels become a heidrophant druid.

While you are the new class(s), your HP / HD and ability scores are as per your CORE class, (except for the % strength as mentioned above) but your thac0, Saving throws, Weapon and Non weapon proficiencies are as per the 'assumed' class. You still 'roll for HP' based on the worn hat's newly assigned class, however if a 'warrior' you can gain bonus HP from having a higher constitution. Though until (and unless) any rolled for HP surpasses the core classes HP tally, they are simply not used. Same goes for Thac0 and Saving throws.
You gain the new classes abilities based on skill/level, but still need to possess the GEAR the class requires/needs such as a spell book (for mages) holy symbol weapons and armor (cleric). If the hat is for a spell casting class, the wearer still needs to abide by the spell memorization rules for 'that class', thus if a priest, he needs holy symbols and water for example. Or if a mage is 'shown', he still needs to get and maintain a spell book!.

IE: Filenous is a 7th level elven rogue but while wearing the hat he becomes a 4th level ranger. As a 4th level ranger, his base Thac0 becomes a 17, which is currently worse than his 16 he has a 7th level thief. But if his hat gets to 5th level as a warrior, his “Hats” thac0 is used.
If you take off the hat, you immediately revert back to your core/initial class, and any memorized spells you may have had as the 'assumed class' are wiped. BUT any earned XP to that assumed class stay unless the item is lost, discarded, stolen or destroyed, or the character is away from it by more than 1 mile for more than 24 hours.

When found a hat is 'keyed' to a specific class or potentially more than one class at a time linked to that specific hat. Roll 1d10, on a one to seven, it keys to one class. On an eight or nine, it can key to two classes, or on a ten it can key to three classes. Roll percentage dice to see which class(s) it keys to. THERE ARE NO HATS THAT KEY TO BEING MULTI-CLASS.
When wearing these 'more than one class' linked hats, the wearer has to select which class is going to be the active one, but can switch to the other class (or one of the other classes for the rare three class hats), but during the switch over gets to take no action, and also loses any bonuses he may receive to his AC or saves from a high Dexterity. If the character possesses more than one hat, he can switch between hats just as he can while wearing the same hat, taking the same 1 round (and suffering the dexterity penalty).
If the hat is linked to a spell casting class, and that is the 'active class' he must spend time memorizing any spells (assuming he has a spell book to do so if a mage). Any spells so memorized stay keyed to the hat until cast. Removing the hat with the spells still 'stored' do not erase them, unless more than one full week passes.
If the hat gives the Psionicist class, the # of sciences/devotions are selected as if the character was advancing in that class and do not change if removed and replaced. There are No hats that grant someone wild psionics!

When first found, you first off roll on the # of classes table, to determine the # of classes bestowed by the hat, via rolling a singular d10 Then you roll once, twice or thrice on the 'affiliated classes' chart, via % dice, to determine the classes bestowed. NOTE: When rolling for more than one class, re-roll any duplicates, and any choices that have alignment conflicts (as mentioned above) such as ranger-assassin, or Paladin-druid.
D10 roll
1 to 7 = 1 class (roll once on the attuned class chart)
8 or 9 = Two classes, Roll twice, ignoring duplicates OR class conflicts with alignments (IE a paladin-assassin!)
10 = Roll three times. Same as above for ignoring duplicates or issues with alignment.

For the class affiliated, roll 1d100 (Percentile die).
1 to 12% - Fighter
13 to 18% - Paladin
19 to 25% - Ranger
26 to 39% - Mage
40 to 46% - Specialist mage (OR for 1e, Illusionists)
47 to 59% - Priests
60 to 66% - Druid
67 to 81% - Thief
82 to 89% - Bard
90 to 95% - Assassin (For 1e games, for 2e games substitute Psionicist)
96 to 100% - Monk.

IF a specialist mage is rolled for, roll on the below sub-chart.
2d10-1 roll.
1 - wild mage
2 - transmuter
3 - illusionist
4 - evoker
5 - diviner
6 - abjurer
7 - conjurer
8 - enchanter
9 - necromancer
10 - Song mage
11 - earth elementalist
12 - fire elementalist
13 - air elementalis
14 - water elementalist
15 - force mage
16 - dimensionalist
17 - shadow mage
18 - defiler (DARK SUN ONLY)
19 - preserver (dark sun only).

Note #3 IF a wearer of the hat, is targeted by undead (or magical items/spells) that drain energy levels, they First come off the class(s) the hat has, and only once the hat hits 0 level, does it THEN transfer to his TRUE class's levels. IF this happens, the hat is rendered non-magical. So if a fighter (5th level) dons the hat and has 3 levels in thief, and gets hit Twice by a Specter draining 4 levels, he has lost his hat, and only loses ONE level of his fighter.

Benefits/other info
While wearing the hat, the character is NOT considered to be Dual classing or multi-classed. BUT a single class character of what ever the hat designates him to be. So if he say, while wearing it and becoming a mage, picks up a magic item SPECIFIC to mages (that ding other classes, such as the various tomes), he does NOT suffer from that dinging.
It's not who you kill, but how they die!
garhkal
Citizen of Undermountain
Citizen of Undermountain
Posts: 1627
Joined: Thu Mar 15, 2007 9:40 pm

Re: All my new magical items - Miscellaneous items!

Post by garhkal »

Rods and Staves.
Rods
Rod of the Mighty Hero (Fighter only). This magical rod, is a lesser version of the Rod of Lordly Might. It looks like a normal 3ft rod tipped with a ball. When found it comes either as a Piercing weapon (base), a Slashing weapon (base) or blunt weapon (base). Each version, has the ability to switch to an alternate weapon (pierce goes to blunt. Slash goes to pierce. Blunt goes to slash). Each rod has a 75% chance of being a +1 magical weapon, or 25% chance of being +2. For each base weapon type, roll 1d4 to see which it is.

If it is a pierce base, On a 1 or 2, it is a Spear, that can convert into a footman's flail. On a 3 or 4, it is a short sword, that converts to a horseman's flail.

If it is a slashing base, On a 1 or 2 it is a broad sword that converts into a spear. On a 3 or 4, it is a battle axe that converts into a short sword.

If it is a blunt base, on a 1 or 2 it is a footman's flail, that converts to a broad sword. OR for a 3 and 4, it is a horseman's flail that converts into a battle axe.

Regardless of which weapon type it is, each Rod of mighty heroes, has three magical powers.. Each use one charge, but each use Must be declared AFTER a successful hit, but before any damage is rolled for.
The first power is that it causes half the damage the weapon does deal, to get transferred to the holder of the rod much like what happens with a Vampiric regeneration ring.
The second is that it can cause the opponent to run in fear, if they fail a save vs spell, for d8 rounds.
The last power is it can slow the target for 2d4 rounds, if they fail a save vs R/S/W.

it is worth 2,000gp and has an XP value of 3,000.
Staff
Staff of Stones (Cl/M)

The Staff of Stones is a simple magical item, allowing mages and priests to use it to hurl stones as if they were using a Sling Bullet and were proficient in the sling (regardless of whether they are or not). The stones it can hurl can be up to 1lb in weight, and they will strike as if they were +1 bullets, causing d4+2/d6+2, and allows the caster to strike creatures as if these missiles were +1 enchantment. Even though they are treated as a Sling bullet for ranges, there are NEVER any range penalties. And if the mage/priest has any strength or dexterity bonuses to missile fire, these ARE included in the damage dealt out.

If a priest uses this to hurl the pebbles picked up and enchanted by the "Magic Stone" spell, the damage increases from the listed d4 (2d4 to undead) to d6 (2d6 to undead).

They are ONLY usable by Clerics and mages, even if other classes normally could use staff-slings.

Though they are 'staff-slings' for purposes of the weapon chart, the ranges stones can be hurled out to are as per regular slings. They also give the wielder a rate of fire of 2/1.
It has a cost of 800gp and an XP value of 1500.
The Weird Stuff
S'orra's Spectacular stronghold
This magical item works somewhat similarly to the Daern's Instant Fortress, in that the magic of it, will allow the creation of a fortress.
It looks like a child's toy of a castle including outer walls, and is around 6 inches in size, with 4 'towers' 1 large(ish) building, and 2 smaller ones. If Detect magic is used on it, Strong alteration and dimensional magic will be shown.

When invoked by the owner, via speaking the command word, the 'toy' will sprout up into a full on castle, with an outer wall dimension of 80 meters long by 50 meters wide, with the walls being 25ft tall and 20ft thick. Inside the area between the walls, is one inner building of 80 ft long by 55 ft wide, by 20 feet tall, comprised of stone, with a total of 3 floors (with both 1 single regular staircase, and one spiral staircase linking all 3 floors. 2 of those floors are above ground, one is below, forming a “basement” that is 30ft by 20ft in size. Besides this large stone building, there exists 2 other buildings. The 2nd building is 20ft by 25ft, and the third building is 15ft by 20ft, also of wooden construction exist.
On the outer walls, along one of the shorter walls, is a Gate keep, that is 20ft by 25ft in size, that has one single portcullis, and a double size iron shot door both inside and out. Each of the four corners, are anchored by a 30ft tall 25ft wide circular tower. And along each of the two longer walls, are a 5th and 6th tower, of the same size as in the corners, but these 2 are square ones. The Central building has 2 (or 3 doors) by the will of the owner, arranged how HE “Dreams” it up. Inside are anywhere from 5 to 8 bedrooms, 1 to 2 'kitchens', 1 den, 2 living rooms, and up to 3 other 'specialty rooms' as 'dreamed' up by the owner. The downstairs basement is split into 3 rooms..
The Central 'stone' building, has 9 + 1d6 windows, each with glass (nothing fancy), and 4 total 'chimneys'. One for a Den fire place, one for a fire place in the master bedroom, and 1 for each of the two kitchens. The Larger wooden building has 6 total windows, and only one large door, while the last, is more of a 'horse barn' like structure.

It takes 3 full rounds to 'sprout up to full size' and does so from the place the owner sets it on the ground, and expands in a direction away from him. Unlike the Daern's Instant Fortress though, once it is erected in place, it cannot be re-shrunk down and moved elsewhere.
Once erected, it stays where it is put up until either destroyed or a Wish or Limited wish are used to shrink it. Even an Anti-Magic Shell (or Beholder's Anti-magic eye beam) will do nothing to it. Because it takes 3 rounds to grow in size, It cannot be used to 'crush' someone (unlike the swiftness that DIF grows can), as they can simply move out of the way.
All buildings are considered AC-2 to resist blows, and have 9 structural points per 10ft of size. No fires, with the exception of those in a hearth or forge/stove are allowed to burn for longer than 2 rounds by the magic of this device, this unfortunately does NOT Distinguish from hostile or friendly fires, so if the owner casts a wall of fire, it gets quenched in 2 rounds.
Unfortunately for the owner, the magic is so great, they RESIST any modification (such as adding in new windows, or doors, or even adding on Additional siege weaponry.
XP 15000. GP value is 25,000
Malk'es magnificent mansion.
Similar to Daern's Instant Fortress, this magic item looks like a child's toy building, or like one an adult would have IRL on a model train set. If a Detect Magic is cast on it, it radiates Strong alteration and Dimensional magics.
When placed on a prepared spot, that has a strong area for a proper foundation, and then the command word is spoken (Often wrote in cryptic script on the bottom of the mock house), the item takes form. It shoots up to the full size of a three story, 35 feet wide by 60 feet long house in one turn. Cause of the slowness of it's growth, no one can take damage from it as they can easily just move out of the way, unlike what happens with Daerns Instant fortress. Also, similar to the 'Spectacular Strong hold device' once set up, it cannot be commanded to shrink, short of using a full wish.
The internal walls and floors of the building are protected as if a permanent Fire Quench spell is in place, and the outer roof and walls are considered AC 0 and have 5 structural points per 10 square foot for defense.

The are 4 main rooms on the ground floor, one suitable for a kitchen, one a lounge, one a library or study and one a dining room. The 2nd floor has sufficient room for 7 bedrooms maximum to be installed, and the design for how many rooms and their layout is taken from the mind of the device's owner when he speaks the command word. The last floor is a basement of 35ft square with 9ft high ceilings that will keep all food and drink stored in it, from spoiling VIA NORMAL (ie non magical) means. Not even rats will be found down there. However magical means of ruining the food (such as using Putrefy food and drink) or poisoning them will still work.

There are 2 outer doors used to get into the mansion. The main door is a double door, of strong oak bound by iron, and only opens to the house master and up to 4 people he designates, when he initially brings the mansion into being. The 2nd doorway, goes in via the rear, directly to the kitchen. This door imposes a -35% chance on ANYONE's chance to pick locks.

Once set up, the mansion has 2 permanent Unseen Servants, that “Activate” for a period of 2 turns once each a week, who's sole purpose is to Clean!!!

Xp/GP value is 8.000xp and 15,000gp
Tablets of order
This item which consists of identical scroll like pages of parchment, 1 for the master copy, and up to 10 slave scrolls, is used by Ninja clans to send data and information to there spies in the field, and for those spies to send gathered data back to the main base. The Ninja, scribes the information down, and the next round the scroll goes blank, having sent the data instantaneously back to where ever the master is (but it cannot go through Crystal spheres or across the planes). Each slave has it's own command code to activate, and as such, the owner of the master can tell from which of his operatives the message is coming in from.
When activated, it gives the owner a tingling sensation in the base of his neck. This lets them know they have incoming data. Once activated, anything said or scribed into the scroll, repeats verbatim on the other (master-slave). It is usable for 2 hours per week. (for the slave), and the master is not limited.
XP 800. GP 1800 (slave scroll)
XP 3500. GP 8000) Master scroll)
Figurines of Wondrous power - Ki rin Guard
This figurine looks like a fluffy large dog like animal with a small horn atop it's muzzle. BUT to those who know its command word it is a trusty guardian. It bring's fourth a Magnificent Ki-rin (oriental version of a unicorn) for 3 hours service once every 24 hours. If slain in animal form it shifts back to statuette form and sometimes CAN be taken by the one who slew it (evil characters even just slightly touching it take 18/9 damage a round). The animal formed is not a FULL version but has the following stats.
INT: genius (17-18), AL Lawful good, AC -2, Move 18/36 fly(B), HD 7+1, Thac0 12, # att 3, Dam d6/d6/2d6, Spec att magic use, Spec def see MM, 70% MR.
XP/GP as other figurines.
Skull of Shival'ra
This unadorned and unimpressive looking human skull radiates faint magic when detected for, and when checked (identified) other than the below listed damage to those of good alignment won't reveal any powers. Only when wielded by someone of evil alignment will it's powers show fourth.
The first one is a continual tongues effect on the wielder in relation to all undead, outer planner creatures from any of the lower planes and all evil demi-non human life forms.
The second is 1/day for 1 hour it can be commanded to call fourth a fear radius effect. All those entering the area must save at -1 or be forced to run away for 1d6 rounds. Those making it still suffer -2 to hit and damage while inside the zone.
The last, is with the permanent sacrifice of 1hp to the skull, its wielder can call fourth a banshee’s wail like effect, that forces all HOSTILES hearing it to make a save against death magic or keel over dead. Anyone so killed, cannot be resurrected or raised.
8,000xp. 14,000gp.
Note those of chaotic good alignment take 10hp of damage when touching the skull. 20hp for those of Neutral good alignment and 30hp for those of lawful good.
To'kars fingers of deathly burrowing.
These desiccated fingers were taken from a great evil and powerful necromancer. He was well known for killing foes with a finger of death spell then using their ju-ju zombie corpses to replenish his armies.
When tossed at an opponent, the finger zips to him/her unerringly (like a magic missile) and starts to burrow into the heart. If the target makes a save against death, he suffers only 1d8 hp of damage from the finger's burrowing. BUT if he fails, he has fallen victim to To'kar's lesser finger of death spell, which kills in 1d20 rounds UNLESS the victim manages to kill the one who cast the spell (or in this case threw the finger).
Only 8 of these were ever made, since they used To'kars OWN fingers to enchant.
If the finger is recovered from the corpse of someone who was killed by the fingers, it can be re-used, but all magic is lost if the target made their saving throw vs death, even if the D8 damage still killed them.
3,500xp, 8,000gp
Ko-hasi's shrunken heads.
These magical heads look like a humanoid's head was shrunken then cut off a still living body. when pushed forward and the command word is said, they start chattering and making slow baritone wails. This has the effect of unnerving all undead in a 100ft radius circle.
Those within 80ft to the outside of the circle, are hit as by a curse spell (reverse of bless unless they save versus magic.
Those within 60-80 are effected as if within the radius of an enemies chant
Those within 40-60ft are hit by both
Those within 20-40 now start taking damage equal to 1hp per level of the holder of the heads. Save makes it 1hp/3 levels.
Those closer than 20ft are affected as if they we hit by holy water (direct hit).
Xp/Gp 3,000 xp/5,000 gp
Dawjoi's portable prison.
This device looking like the grate of a regular prison's window, when placed on a solid surface, creates an opening into an extra dimensional space of 20x20 size. Any living person placed inside will be kept in perfect health, but suffers nightmares and torments of the mind for as long as they are within. Usually 3 days or more is sufficient to make anyone placed in repentant (or willing to convert to the evil religion) to save their butts.
XP 4,000, GP 13,000
Dawjoi's torture rope.
This simple looking piece of rope is used to tie up prisoners, but when the command word is spoke will cause unrelenting excruciating pain to course through the prisoner's body for as long as the owner wishes. Every 3 turns this is kept up there is a chance of death though, requiring the wearer to make a system shock roll at -10%. Each subsequent continuous check needed is at a further -10% penalty.
XP 1,300 GP 4,000
Dawjoi's sacrificial dagger
This normal bejeweled dagger if it scores a natural 20 in combat can suck fourth 1 life level of the victim just as if they had been energy drained. This lost level is sent to the dagger's owners god. If the last life level of a victim is taken via this dagger his soul goes to that god.
XP 2,000 GP 5,000
War's Banners.
These magical flag/standards, all have a strong enchantment upon them. When a banner, (or multiple ones) are flown in the same battle, marked with the icon or markings of the ‘army’ they work with, all those allied with the one who owns the banner gain more benefits, up to a maximum of 8 banners. Though dozens supposedly exist, only 8 can ever combine their powers in one battle, per side. Though both sides in a war can benefit from them, if each side has their own.
These magical flags, only work in mass combat situations, where more than 20 people are fighting per side, and have a base radius of effect of 50 yards. Add +30 yards per additional flag possessed on that side. They also only work outside.

The # of banners flown, determine the power(s), that are granted to the allies;
If but one banner is own and flown, all allies gain +2 to their Morale.

If two flags are flown, the Morale bonus goes up to +3, and all those fighting, do so as if they were under the effects of a Bless spell, for the first six rounds of combat.

If three flag are flown, the Morale bonus goes to +4, all troops are blessed for 10 rounds, and any healing spell cast in the zone, gains +1 to its effectiveness.

If four are flown, the Morale bonus goes to +5, the hp bonus for cures goes to +2, and all troops are blessed for 15 rounds.

If five are flown, the Morale bonus goes to +6, the HP bonus goes to +3, all troops gain +2hp, and fight as if under a Chant spell for 6 rounds.

If six are flown, the bonuses goes up to +7 morale/+4 hit points, +4 to all healing spells, the duration of the chant lasts for 12 rounds.

If seven are flown they go to +8 morale/+6hp/+4 to all healing, and all are now fighting as if under a Chant for 18 rounds.

If all 8 flags are flown at once, all allied troops never need make morale rolls till one flag is removed. All troops fight as if under BOTH a prayer and Chant spell, and all healing spells cast in the radius, gain +8hp to their effective healing.

When found, each banner appears blank (either white base for good, green base for evil, or blue base for black), and can have their nation, lord or leader’s marking(s) or heraldry painted onto them. This takes a skilled artist, and at least 12 uninterrupted hours of work, for each banner to be flown.
The banners, all appear to be 6ft by 9ft flags, and come with their own 10ft to 14ft pole, to be flown on.
Banner of Heroism

Banner’s of Heroism, are much different than “War’s banners”, in that they do not give morale bonuses, or health/healing bonuses. They also cannot be flown in multiples. Instead they are most often used in siege combat, by the lord of the keep, either to protect it, or by opposing forces to attack.
When flown, this magical herald or standard, enhances the combat rolls of friendly troops. It always comes blank, and the magic is only faint, that is until a standard or coat of arms is painted on its surface. When flown in combat, all those who are allied to the master the Banner's tied to, who CAN SEE IT, gain +1 to hit, +3 to damage, and those bonuses can go up via spells such as Bless, Prayer and the like. It however does have one down side. If it is ever damaged or captured by the enemy, it instantly sours the troops by imposing an immediate Morale check, at a -4 penalty, and if failed, they instantly route.

It has a range of 400 meters around where it is flown. and is 8 feet high by 14 feet long. As such it is hard to take into battle and is usually kept at the keep of the lord who's coat of arms adorns it's surface.
If the lord to which it is tied to dies, and is not resurrected /raised within 10 days, the magic goes back to a faint emanation and the flag goes blank again, awaiting a new master.
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Re: All my new magical items - Miscellaneous items!

Post by Halaster Blackcloak »

I hope you want to donate some of these for the BIP Projects. Lots of reading for me over the next two days! :D
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garhkal
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Re: All my new magical items - Miscellaneous items!

Post by garhkal »

Take your time.. And give me any feedback you have.
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Re: All my new magical items - Miscellaneous items!

Post by Halaster Blackcloak »

Will do!
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Re: All my new magical items - Miscellaneous items!

Post by Halaster Blackcloak »

Ok, so far here is what I've read through and my thoughts (god you have some cool item listed!)...
Satchel of Horse Feed.
This magical item works in a similar manner to Murlynd's spoon or the ever-full rice bowl, in that it creates a number of meals per day for animals, but said food is Only nutritious to animals, not humans or demi-humans.
It creates enough 'feed' for 12 animals a day. Riding horses consume 1 “feed” a day, Light war horses eat 1 and a half “feed” a day, Medium war horses take 2 “feeds” a day, heavy war horses 3 “feeds” a day, and draft horses 4..
Wow! No one I know has ever thought of this before (and I know I haven't either!), but what a useful item! My players are always having issues carrying food for the horses. It can be real tricky when you enforce rules for feeding animals. I have one player (a wizard) right now who loves animals as much as I do and that carries over into the game. If I even whisper this item to him, I already know what he'll say:

"I want one! Where can I find one? Can I make one?"
Bag of Preservation
This magical device is very similar in operation and appearance to that of a Bag of Holding or Hewards Handy Haversack. However it only allows the storage of food and drink. It can contain up to 300lb of food stuff (35 cubic feet), but where the true power of the item comes into play is that ANY food and drink no matter how poisonous, rotten, spoiled or normally inedible (it still must be food though), placed inside will come back out Nutritious and healthy to eat. Cooked food placed inside is kept at the same temperature it was placed in (and can even be kept on the plate or in the bowl it was served on). This is cause the bag consistently purifies food and drink as if it was a 20th level cleric.
I wish I'd seen this before the current group started their Underdark adventure! Would have made it much less stressful! I may sneak it into one of the rooms - left behind by a now-dead adventurer.
Healers Satchel
This big backpack looking item is a boon to those who wander a lot. For it allows the wearer to cure wounds, diseases (inc parasitic) and even curses. When first found the bag is empty (other than maybe some mothballs). Once claimed it takes a hp from the wielder (unnoticed). This continues for 30 days. At the end of said time, it is bonded with the wearer. Thereafter it will create one 'healing poltice and bandages, suitable for a human male size body that cures 2d4hp of damage +1 per level of the TARGET, for ever 3hp the wearer has (permanent). So a cleric with 40hp would create 13 such bandages). Once a week, the wearer can cure disease in 1 person for every three levels he has, blindness in 1/4, and deafness in 1/5 people. HE can also sacrifice a perm HP to remove someone's curse, even lycanthropy, though the latter requires the sacrifice of 3hp from the wielder of the sack AND 1 from the recipient.
The above bandages replenish at the end of each month (30 days). Also while bonded the owner is permanently down 1hp per bandage. No form of healing can return these hp.

If the bag is lost or stolen, each day it is gone 1hp is returned to the one bonded, until 30 days has passed.

Only 3 such satchels have ever been known of, and the method of making them has been lost to the ages. Even clerics of Oghma and other such informational deities do not know the secrets of making more...
4,500xp, 6,000gp
Ouch! That hit point loss seems dangerous. What if you have a cleric of say 6th level - his average hit points at that level are 27 hp total. So he would die before he's bonded, or am I reading that wrong?
The Bag of Intestinal Distress. (cursed item)

This cursed item will identify as a beneficial magical item, say like the bag of preservation.
All food placed inside it, will come out looking and smelling nice/healthy, but those who eat it get bad cases of the runs/sick.
Each meal ate requires the user to make 2 saves against poison.
The first sees if you get a bad case of the runs (fail and you have diarrhea for d4 days)
The second sees if you get sick otherwise (d8 days of being bed ridden).
Once the curse has affected one person, the bag will always be with the holder, until a remove curse (by a 12th level priest) is cast.
As this is a cursed item, it has no XP or GP value.
We all know damned well this item WILL BE found somewhere in Undermountain! :twisted: :twisted: :twisted:
Satchel of Containment
This non-descript looking piece of cloth has only one purpose. To perfectly store and preserve a dead body, for return to town to get properly buried, or to await being raised/resurrected.
Each bag is tied to a specific owner of the bag, as they were initially created for that person. There though, are ways to 're-key' them to someone new. Each bag will perfectly fit one person, from halfling to Gnoll/bugbear size, and even takes his gear, though sharp or piercing items can easily punchure the bag (40% chance PER DAY they are kept in). If this happens, or anything else is put in the satchel, they disappear into the Etheral plane.
To use the Satchel, those who accompany the now-dead person, must hold the cloth over his face and speak “May (Insert name) be kept in harmony”. As long as they are within the bag, no dime passes for “purposes of Raise dead” and the body will not rot, decay or even stink.
If found, a bag will not work for anyone, but if kept on a new person for 45 straight days, it will eventually re-key to that person.
As they are specifically tied to someone, they have no real value either in GP or XP.
I like this, but I had a question about the sharp items. If a sword is sheathed, would that therefore not count as a sharp item? I'd assume metal plate armor would be considered sharp. The part that says "if anything else" is put in, it gets lost in the Ethereal, so in other words, if you tried to open it and add some treasure to it or something like that, it would be lost in the ethereal? The body too?
Helm of Thought showing (Cursed item)
This magical metallic helm, appears in function to be any one of the beneficial magical helms. BUT once donned, and the character is in the presence of those who wish to do him harm, the curse kicks in.
Cause the helm of Thought showing, sends the wearer's thoughts to his enemies, of what he is going to do in combat, they gain a +2 to their saves vs the helm wearer's magic, he suffers a -2 to his Thac0 to hit them cause they know where he is going to strike, and he suffers a -3 penalty to his chance of surprising them (They add 3 to their die roll on the surprise dice) to avoid being ambushed.
In psionic warfare (if psionics are used), this is doubly punishing, as the attack mode and defense mode of the helm's wearer are made known to his opponent, so they can put up a better defense or use a more potent attack mode to counter his psionics.
Once activated, the curse prevents the helm's owner from removing the helm, until such a time as he receives a Remove curse spell from a caster of at least 10th level. At which point the helm, becomes just a non-magical set of head wear granting an armor class of 4 to the head.
As this is a cursed item it has no XP/GP value.
Awesome cursed item! I'd think the penalty should be higher though. I mean, if you can mentally know what the opponent is going to do, I'd think you would almost automatically win initiative, because reaction is faster than reaction. I'd say it probably should be at least a -4 penalty, maybe higher, if no auto-initiative.
Animal Helms
These powerful helms are made from the skulls of their respective animals with the hide kept as intact as possible, then the spirits of at least 150 hd worth of that animal type bound into them. As such they are very rare to make.
When worn, they grant the wearer several constant abilities:
Speak with animal - for the type of animal the helm is made of, this includes giant versions
Protection against that animal type. Unless the helm wearer attacks, those animals of the helm type will not attack unless they have some sort of magical compulsion on them (ie monster summoning).
+2 to armor class as if wearing a cloak of protection (ie works with leathers, but not metallic armors).

They also have some timed powers.
Once a week, for 6 hrs (can be split up) the wearer can shape shift into the animal, looking and showing up as a normal version of the animal, though they keep their own hp.

Once every week, they can be used to summon fourth 1d4+2 animals of the same as the helm, all with max HP who will fight for teh wearer. If any are brought to 0 or less, they instantly teleport back to where they came from. It takes 2d4 rounds for the animals to appear.

Their last power is very potent, but results in the destruction of the helm. If removed and bathed in the blood of one of the animals the helm represents, it will be consumed and in the resultant flash of power, 10d4 animals of double HD will show, along with the representative animal king. The king will require a deed from the one summoning it, but will act as the one who summoned it wishes. They stay for at most 48 hrs.

So far, lion, tiger, bear, eagle and wolf helms have been found. Rumors exist of panther, elephant and even a rhino one.

These helms can be worn by any race and any class, but are favored by barbarians and rangers.
GP 5,000 XP 10,000
This item rocks, and I would love to be a druid and have this! :D
Seal of Vigor (wrote into 2nd ed from 1st ed OA)
The seal of vigor is an oriental magical item. As such it is usually only found in Kara tur. When found it appears to be a blank name seal, commonly used by officials to sign documents. When a character puts his name on it the magic is activated. As long as the one named, carries the seal, he heals at double the normal rate, and all Cure spells have maximum effect. On the down side, if it is lost or stolen, any damage taken by the "new" owner is felt by the one named. This lasts until he either dies or regains the item.
XP 3500. GP 6000
Was this in OA? I don't remember it. Or did you create it? Cool item! Is there a way for someone to change the seal so it heals the new owner?
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garhkal
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Re: All my new magical items - Miscellaneous items!

Post by garhkal »

Halaster Blackcloak wrote: Fri May 07, 2021 7:10 pmOk, so far here is what I've read through and my thoughts (god you have some cool item listed!)...
Many thanks..
Halaster Blackcloak wrote: Fri May 07, 2021 7:10 pmWow! No one I know has ever thought of this before (and I know I haven't either!), but what a useful item! My players are always having issues carrying food for the horses. It can be real tricky when you enforce rules for feeding animals. I have one player (a wizard) right now who loves animals as much as I do and that carries over into the game. If I even whisper this item to him, I already know what he'll say:

"I want one! Where can I find one? Can I make one?"
I can't remember if it was while i was stationed in Bahrain or London, but during one of my trips to Gencon, where i was doing some chatting with fellow gamers, one said "I have often found it strange that the game has a few magical items for creating food for humans(oids), but nothing for their mounts/animal companions... So that is where i got the idea for it from. And YES< it does help matter when a DM DOES track food not just for YOU, but for your mounts!
Halaster Blackcloak wrote: Fri May 07, 2021 7:10 pm I wish I'd seen this before the current group started their Underdark adventure! Would have made it much less stressful! I may sneak it into one of the rooms - left behind by a now-dead adventurer.
This item actually came From one pc in GAME< talking about making a magic item to haul MORE food.. (his pc had high levels in cooking, and loved saving one to two first level spells JUST to purify food/drink on ANY food they found).. So researched making it, however he FAILED his roll, then his PC died the following session while hunting some Cyclopskin.. So i ran with it, and finished out what he was going for..
Halaster Blackcloak wrote: Fri May 07, 2021 7:10 pm Ouch! That hit point loss seems dangerous. What if you have a cleric of say 6th level - his average hit points at that level are 27 hp total. So he would die before he's bonded, or am I reading that wrong?
IF he has only 27hp, that means at MOST, the satchel would create 9 bandages (27/3), so he'd be down 9hp, ONE per bandage...
Halaster Blackcloak wrote: Fri May 07, 2021 7:10 pm We all know damned well this item WILL BE found somewhere in Undermountain! :twisted: :twisted: :twisted:
IT is a twisted curse, but one that doesn't really do 'damage' in the normal sense. NOW Imagine if a group found it, and Waited til they were in a town, or worse, having an audience with a lord or mayor, when it got used!!!
Halaster Blackcloak wrote: Fri May 07, 2021 7:10 pmI like this, but I had a question about the sharp items. If a sword is sheathed, would that therefore not count as a sharp item? I'd assume metal plate armor would be considered sharp. The part that says "if anything else" is put in, it gets lost in the Ethereal, so in other words, if you tried to open it and add some treasure to it or something like that, it would be lost in the ethereal? The body too?
If in a properly made scabbard, No it's not sharp.. If it is in just a sheath, (like we saw the folks in braveheart had, where most of the blade was FREE to slash), then yes that would be sharp.
As to to the "other stuff", that is JUST FOR that other stuff... AND YES its lost. I did that, so this item wouldn't be seen as yet another bag of holding for treasure storage..
Halaster Blackcloak wrote: Fri May 07, 2021 7:10 pm Awesome cursed item! I'd think the penalty should be higher though. I mean, if you can mentally know what the opponent is going to do, I'd think you would almost automatically win initiative, because reaction is faster than reaction. I'd say it probably should be at least a -4 penalty, maybe higher, if no auto-initiative.
IF you think it's too low, when you write it into UM, you can modify that penalty..
Halaster Blackcloak wrote: Fri May 07, 2021 7:10 pm This item rocks, and I would love to be a druid and have this! :D
The game i picked the item up from, was where we were going against a MASSIVE (800+) member Barbarian horde (FR game going from Cormyr into the hordelands).. Their LEADER had this helm.. And it royally fucked us over.. Till one unlucky save later, he was toasted....
Halaster Blackcloak wrote: Fri May 07, 2021 7:10 pm Was this in OA? I don't remember it. Or did you create it? Cool item! Is there a way for someone to change the seal so it heals the new owner?

YEs, it did originate in the 1e OA hardback.. OA mentions Nothing about it "Resetting", but i think after a 30 day period of NOT being in someone's possession, it would go blank, ready to be assigned to a new person.
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Re: All my new magical items - Miscellaneous items!

Post by garhkal »

So any questions/comments on any of my other magic items (OR spells/armor/weapons)>??
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Re: All my new magical items - Miscellaneous items!

Post by Halaster Blackcloak »

Haven't gotten to the others as yet. Been insane here trying to catch up on work and writing. But I definitely will be reviewing more of them. Great work! :D
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Re: All my new magical items - Miscellaneous items!

Post by garhkal »

What of you McDeath?
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