Earring of Charisma: This gold earring grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Cloak of Charisma. Moderate Transmutation; CL 8th; Craft Wondrous Item, Eagle’s Splendor; Price 8,000 gp (+2), 32,000 gp (+4), 72,000 gp (+6).
Earring of Freedom of Movement: This gold earring allows the wearer to act as if continually under the effect of a Freedom of Movement spell. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Ring of Freedom of Movement. Moderate Abjuration; CL 7th; Craft Wondrous Item, Freedom of Movement; Price 80,000 gp.
Earring of Health: This gold earring grants the wearer an enhancement bonus to Constitution of +6. The wearer is also immune to Disease, including Supernatural Disease. Earrings do not count towards the number of magical items worn. Source: Created by Joseph Weber. Moderate Conjuration and Transmutation; CL 8th; Craft Wondrous Item, Bear’s Endurance, Remove Disease; Price 94,500 gp.
Earring of Mind Shielding: This earring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to Detect Thoughts, Discern Lies, and any attempt to magically discern her alignment. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Ring of Mind Shielding. Faint Abjuration; CL 3rd; Craft Wondrous Item, Nondetection; Price 16,000 gp.
Earring of Protection: This earring offers the wearer a +1 to +5 deflection bonus to armor class. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Ring of Protection. Faint Abjuration; CL 5th; Craft Wondrous Item, Shield of Faith, caster level must be at least three times the bonus; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 gp (+4), 100,000 gp (+5).
Earring of Regeneration: This white gold earring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this earring, the earring regenerates it as the spell. In either case, only damage taken while wearing the earring is regenerated. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Ring of Regeneration. Strong Conjuration; CL 15th; Craft Wondrous Item, Regenerate; Price 180,000 gp.
Earring of Resistance: This earring offers the wearer a +1 to +5 resistance bonus on saving throws. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Cloak of Resistance. Faint Abjuration; CL 5th; Craft Wondrous Item, Resistance, caster level must be at least three times the bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5).
Earring of Wisdom: This gold earring grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Earrings do not count towards the number of magical items worn. Source: DMG 3.5, modified Periapt of Wisdom. Moderate Transmutation; CL 8th; Craft Wondrous Item, Owl’s Wisdom; Price 8,000 gp (+2), 32,000 gp (+4), 72,000 gp (+6).
Horn of the Ocean Traveler This ivory horn is simple and undecorated, and a quite useful addition to any travelers array of magical items. It was originally created by the same bard responsible for the Lute of the Planar Traveler, who miraculously returned after drowning in the elemental plane of water. There was a highly unlikely story about a group of young and rather scantily clad mermaids, which as he claims was his main reason to develop this item in the first place. He was thought lost – again – in the plane of water, after a whale confused him with a possible mate due to the horns sound.
If blown, the horn bestows water breathing upon it’s wielder for two minutes. However, due to the likeness of the sound to a female whales mating songs – reinforced with the horn’s magical properties - it might cause some serious complications to the unwary traveler.
Mummy Dust This magical dust can be blown from the characters hand as a standard action. If he does so while uttering a single command word, the dust forms into a mummy under the characters control, just as if he had summoned it with Summon Undead V. The mummy disappears again after 10 rounds. Rumours claim the dust originates from none lesser than Zhengyih, witch-king of Vaasa. Moderate conjuration; CL 10th; Craft Wondrous Item, Summon Undead V; Price 2,500 gp.
Flame of Phlegetos Forged from baatorian greensteel, this +1 vorpal flaming burst demon-bane bastardsword is adorned with fine depictions of flaming tendrils all across the blade. Several black opals and blood red rubies rest in sockets around the hilt. The hilt itself is covered in Tanar’ri skin, supposedly from none less than a balor. Any character carrying the blade is granted the following: - Fire resistance 15 - +4 resistance bonus on saves vs. poison - Darkvision 60 ft.
In addition to the qualities already mentioned above, the sword is considered to be both evil and lawful for overcoming damage reduction or for spells that detect the relevant auras. Also, each successful hit deals an additional point of vile damage, and the sword is considered keen. These are properties of the greensteel, and are thus not subject to dispel magic or an antimagic field. Any character of good alignment trying to equip the Flame of Phlegetos instantly gains a negative level that cannot be overcome in any way. All character carrying it must succeed at a will save every time they draw it, against a DC of 17. Failure results in an alignment change of one step closer to LE. If the wearer of the sword has the chance of crossing blades with a demon, no matter the circumstances, he must succeed at a will save (DC 24) or instantly attack it. Finally, a demons fire resistance and damage reduction – both magical and from the normal demon traits – are completely ignored by the sword.
The sword was originally crafted by the pit fiend Belariol, who at a time long past was one of Phlegetos’ main military commanders. After being sorely defeated by a Tanar’Ri horde, and loosing an artifact he was charged to guard, Belial decided he was to be sentenced to eternal imprisonment in the icy wastes of Cania. Belariol pleaded before him and Lady Fierna to allow him to recover the artifact. Fierna, in the end, agreed and convinced her brother as well, granting him a hundred mortal years to retrieve it. For a hundred days, Belariol worked the finest blade of baatorian greensteal, and for a hundred days he worked his magic, weaving the very essence of his being into the sword. And then, for a hundred years, he hunted the artifact across the abyss, fearing neither the forgetful waters of the River Styx nor the depths of the demonweb pits. It is said that he did find the artifact, has slain the demon prince holding it, and brought it back before the court of phlegetos. He succumbed to the magical curse of the tanar’ri lord after that, but rumours tell that his corrupted soul still lives within the Flame of Phlegetos itself…
Some conversions of Magic Items from Menzoberranzan boxed set.
Amulet of Phelthong: Named for the drow wizard of fabled powers who devised them long ago, these rare, fist-sized obsidian pendants are carved into smiling drow faces. In Menzoberranzan, they are worn only by powerful master mages of Sorcere. Such amulets have the following powers: · Comprehend Languages whenever held or worn. · Quickened Dimension Door twice per day, by silent mental command. · Quickened Obscuring Mist once per day, by silent mental command. · Timestop once every 12 days, by speaking a secret command word while touching the amulet to a magical item (which is forever drained). Source: Menzoberranzan boxed set, converted to 3.5E by Joseph Weber. Strong Abjuration, Conjuration, Divination, and Transmutation; CL 18th; Craft Wondrous Item, Quicken Spell, Comprehend Languages, Dimension Door, Mordenkainen’s Disjunction, Obscuring Mist, Timestop; Price 200,000 gp.
Orb of Radiance: These hand-sized globes of polished white quartz are among the most valued items of drow mages, who use them to defend themselves against drow attack (or to sufficiently impress other drow, particularly hostile priestesses, that attacks can be avoided). Any being who knows the command words can use an Orb of Radiance, as long as some part of their skin is in direct contact with it. While they hold it or carry it on their person, they make all saving throws against any sort of magic at a -1 penalty. It is whispered that these rare items were first fashioned with the aid of surface-world priests of other faiths. In Menzoberranzan, such items are carried only by wizards of Sorcere, or perhaps as hidden treasures by nobles of one or more of the most powerful noble Houses. When directed, an Orb of Radiance can emit a: · Sunbeam (four times per day): as the spell, command words: “Delather myarra heth!” · Persistent Light (once every other round, remains in globe where cast, not moving with orb, and unless dispelled by other means, lasts exactly 1 day from casting), command word: “Aumrae!” · Ruby Ray (once per day, effects as Ruby Ray of Reversal), each time the Ruby Ray power is activated it drains 1d4+1 hit points from the orb-user; such lost hit points can be regained by normal healing means. The command word for this power is: “Raspra!” Source: Menzoberranzan boxed set, converted to 3.5E by Joseph Weber. Strong Abjuration and Evocation; CL 13th; Craft Wondrous Item, Extend Spell, Persistent Spell, Light, Ruby Ray of Reversal, Sunbeam; Price 409,500 gp.
This is a unique item I created for one of our adventures:
Alghazar the Brave
Alghazar ‘Tel Rahnn was a paladin who served Helm in life, nobly fighting against evil in Faerun, earning him the name of Alghazar the Brave. One fateful night, a powerful undead creature confronted Alghazar and his party. Alghazar fought the creature, but was rendered unconscious. When Alghazar regained consciousness, he found all of his companions had been killed; their broken bodies lay all around him. For years Alghazar suffered, tortured by the memory of the corpses of his companions. Blaming himself for their deaths and unable to live with these memories, Alghazar took his own life. Alghazar found himself wandering the fugue plains, abandoned by Helm. Kelemvor sought out this once valiant spirit and bound his soul to a magical maul, giving Alghazar a chance to redeem himself by serving his new lord, Death. Dane Marduth, one of the first clerics of Kelemvor, was the original wielder of the maul. Marduth spent his life hunting down and destroying undead with Alghazar the Brave, sending the unfortunate creatures to their true deaths. Marduth was murdered by the Cult of the Dragon in 1370 DR, and Alghazar was kept at a Cult stronghold for over a year, until it mysteriously disappeared.
Alghazar the Brave
+3 Undead Bane Silvered Maul of Disruption
Alghazar is a dwarven crafted two-handed war maul that has been alchemically laced with silver throughout its construction. There is a 50% chance that the Maul will absorb energy drain attacks made against the wielder. Alghazar can sense undead within a 60’ radius, and will always warn the wielder of any undead present.
Languages: Alghazar speaks common and celestial.
Alignment: Lawful Good
Special Purpose: Destroy Undead
War to slay, not to fight long and glorious. Aermhar of the Tangletrees Year of the Hooded Falcon
Someone one the WotC boards had asked for a revised version of the Arm of Valor from the Myth Drannor boxed set.
The Arm of Valor (Major Artifact): This unique, priceless item is one of only two known surviving power arms in the Realms (the other is in the keeping of the Heralds, in the Herald’s Holdfast)--and only certain senior Harpers and powerful mages such as Elminster (and now, you) know about the other one. Made by a cabal of mighty archmages when Myth Drannor was strong, the Arm of Valor takes the form of five pieces of full plate armor, of adamantine. Together, the five pieces form a complete covering for one arm (they alter size and shape to fit either arm of any Medium-sized creature). Whenever any power of any piece of the Arm is used, there is a 1% chance (not cumulative) that one of the pieces involved will vanish, teleporting far away (despite the mythal, or any other barriers), and draining life-force from the wearer. The power that was used takes full effect, but the wearer suffers 1d12 hit points of damage, and permanently loses an additional 1d2 hit points. The Arm was designed for use by champions defending Myth Drannor; its powers override all mythal powers and aren’t subject to wild magic. The pieces are a gauntlet, vambrace (tubular covering for the forearm), couter (a winged, hinged elbow-covering), rerebrace (tubular cover for the upper arm), and pauldron (shoulder cover, flaring up into a raised half-collar, and over to cover much of the chest and shoulder blade on the back). The rerebrace and vambrace each contain small (4” x 6” x 2” deep) storage compartments that latch shut, and are shielded against magical scrying. Whenever any piece of the Arm is first brought within 200 feet of another, both pieces glow with a blue-white faerie fire for 4 rounds (this won’t happen again until the two pieces are put farther apart, and then moved together again; it doesn’t happen continuously when the pieces are touching or much closer together). When worn (“worn together” in this context means strapped onto the same arm of the same being), the pieces of armor confer various powers on the wearer, as follows:
Gauntlet: Immunity to Charm, Hold, and Sleep (and all related spells and psionics). The wearer can punch with the gauntlet for 1d4+1 points of damage, this attack counts as both magic and adamantine for purposes of damage reduction. Once every 10 minutes the wearer can do a power smash for 3d6 points of damage, this attack bypasses all hardness and damage reduction.
Vambrace: Wearer is under the constant effects of a See Invisibility and Mind Blank spell. The wearer can activate Feather Fall at will upon themselves. Once every 10 minutes for 1 round, the vambrace provides a +30 enhancement bonus to Jump skill checks. All weapons and attacks of the wearer count as magic for purposes of damage reduction, they also gain a +1 sacred bonus to damage.
Couter: Wearer is under the constant effect of a Detect Magic spell. Once every 10 minutes the wearer can activate Dimension Door. Anytime the wearer is submerged, the wearer and all within a 10 foot radius are affected by a Water Breathing spell, for as long as the wearer is submerged and within 10 feet of the wearer.
Rerebrace: Immunity to all spells from the School of Illusion. All weapons and attacks of the wearer gain a +2 enhancement bonus.
Pauldron: Immunity to all spells from the School of Enchantment. Wearer gains a +4 sacred bonus to Armor Class. Once every 10 minutes, the wearer can activate a force blast, dealing 3d6 points of damage, treat this as a ranged touch attack with a 50 foot maximum range and no penalties for distance. The force of the blow is considerable, and those struck by the blast are subject to a bull rush if within 30 feet of the wearer (this bull rush is resolved as a Large creature with a 30 Strength).
The Arm of Valor also has some cumulative additional powers, conferred only by combinations of various pieces worn together, as follows:
If any two pieces worn together: Immunity to all polymorph attacks and magical fear. Wearer gains a +1 sacred bonus on all saving throws.
If gauntlet, vambrace, and couter worn together: Immunity to petrification attacks. Once per 10 minutes, the wearer can active a Dispel Magic effect (90 foot range, encompassing a 90-degree-arc). Once per 10 minutes, the wearer can active Magic Missiles (5 missiles).
If entire arm (all 5 pieces) worn together): Wearer gains an addition +2 sacred bonus to saving throws (+3 total). Once per 10 minutes the wearer can activate Fly for 4 rounds. Once per day each, the wearer can activate Arcane Eye and Minor Creation.
If all five pieces of the Arm are worn together, they fuse into a flexible but solidly-linked unit that can be readily separated at the wearer’s will, but not otherwise. Source: Ruins of Myth Drannor. Caster Level: 20th.
Just thought I'd post an item from my own compendium, Demon's Blood. The item is a Major Artifact.
Gaelen’s Gambling Chair: Though it is a major artefact, there actually exists numerous of these chairs. This is because Gaelen was one of the first to successfully “copy” an artefact. Sadly, the copies were not quite as powerful as the original, and even Gaelen has forgotten how the original functioned. The function of the copies however, is known. As a person sits in the chair, he is able to enhance many things about his being. His hit points, his level, his abilities and natural armor bonus. The function of the chair is very simple. The player selects what he wishes to gamble, what he wishes to enhance, and rolls two dice of different colour. One die is pointed out to be a negative one, one to be a positive. The player rolls the dice, and subtracts the positive from the negative. If the result is positive, it is added to what the character gambled; if negative, the result is subtracted. Hit points is rolled by d20, level by d4, abilities by d8 and natural armor by d6. When using a gambling chair, you’re natural armor bonus can go below 0, with an armor bonus below 0, simply subtract the number from your total armor. Your total armor class can’t go below 0. I.e. the player character Tensan sits in a gambling chair. He chooses to gamble his strength ability. He chooses a blue die as his positive and a red as his negative. The blue ends up as 6, the red as 4. A total of +2. This is added to his strength that was 14, and is now 16. After that he gambles natural armor class. Again the positive die is blue, the negative red. This time he rolls 1 and 6, a total of –5, which he subtracts from his natural armor. As he had no such from the beginning he now has a natural armor class of –5.
Noone knows if the gambling chairs has its uses per day, per person, or if they consist of charges, but it is speculated that the chairs simply reject persons when they have gained enough, or when the chair has been able to steal enough from the individual sitting in it.
"And on the pedestal these words appear: My name is Ozymandias, king of kings: Look on my works ye Mighty, and despair!" - Percy Shelley
Well met, Sage. Here's one for you. It has potent powers, but is also very dangerous to use. I took it from the body of the general of an evil wizard. I couldn't understand why that man was moving so quickly. He seemed to blur as his sword cut into me three times for every one or two times I cut into him ...
Talisman of Impulse: The Talisman of Impulse allows the wearer to take one extra partial action each round. However, each round its ability is used, the wearer takes d6 points of damage. The Talisman of Impulse counts as a necklace for purposes of determining how many magic items a person can wear. Caster Level: 5th; Prerequisites: Craft Wondrous Magical Item, Haste; Market Price: 21,000 gp; Weight: 2 lb.
And, if you don't mind my asking, may I post new magical spells here as well?
Description: The Toothed Flail is a medium flail with nearly microscopic barbs along its spikes. When the flail hits a target, these barbs catch in the flesh of the target, painfully ripping the target’s skin.
Powers: The Toothed Flail functions as a +1 Wounding Light Flail. Once per day, when the flail has hit an opponent, in the brief instant the flail’s barbs are caught in the opponent’s skin, the wielder may say the command word. When this command word is spoken, the flail turns into a dire weasel, its powerful jaws latched onto the opponent’s body. The dire weasel is considered attached to the opponent (see dire weasel’s special attacks in the Monster Manual). The wielder must make a five-foot step because the dire weasel is now occupying the space that the wielder was occupying. The wielder continues to stay attached to the opponent until it or the opponent is killed, or five rounds have passed, whichever is sooner. Once one of these events occur, the weasel turns back into the flail, which is now sitting on the ground where the weasel was. If the weasel turns back into the flail before the opponent is dead, the opponent still takes one point of damage per round after the weasel reverts back to the flail because of the flail’s Wounding ability.
Caster Level: 5th
Prerequisites: Craft Magic Arms and Armor, Summon Nature’s Ally III
Market Price: 13,708 gp
Cost to Create: 6854 gp + 548 XP
Background These flails were originally made by clerics of Malar, which makes many hesitant about using these magical weapons.
Lesser Breath Weapon of the Red Dragon Transmutation [Fire] Level: Sor/Wiz 4 (Created by the Cult of the Dragon) Components: V,S,M Casting Time: 1 full round Range: Personal Target: You Duration: 1 round/level
This spell allows you to use a breath weapon as a standard action, spitting a twenty-foot cone of fire out of your mouth. Once you use the breath weapon, you must wait 1d4 rounds before using it again. The breath weapon deals 1d6 points of fire damage per two caster levels (maximum 5d6) to all within the cone. Targets may make a reflex save for half damage (Reflex save DC 14 plus your Charisma or Intelligence bonus for sorcerers and wizards respectively). Material Component: A red dragon scale.
Breath Weapon of the Red Dragon Transmutation [Fire] Level: Sor/Wiz 5
As Lesser Breath Weapon of the Red Dragon, except that the breath weapon is a thirty-foot cone and deals 1d6 points of fire damage per caster level (maximum 10d6) and the Reflex save DC is 15 plus your Charisma or Intelligence bonus for sorcerers and wizards respectively.
Greater Breath Weapon of the Red Dragon Transmutation [Fire] Level: Sor/Wiz 7
As Lesser Breath Weapon of the Red Dragon, except that the breath weapon is a forty-foot cone and deals 1d6 points of fire damage per caster level (maximum 15d6) and the Reflex save DC is 17 plus your Charisma or Intelligence bonus for sorcerers and wizards respectively.
Breath Weapon of the Red Dragon Transmutation [Fire] Level: Sor/Wiz 9
As Lesser Breath Weapon of the Red Dragon, except that the breath weapon is a fifty-foot cone and deals 12d10 points of fire damage and the Reflex save DC is 25.
Goblins? *Slash* *Scream* *Thunk* What goblins?
Edited by - Thureen Buroch on 04 Jul 2005 16:16:43
Ice Beam Conjuration (Creation) [Cold] Level: Sor/Wiz 3 Components: V,S Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial (see text) Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed at a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 10d6). If the spell hits, the opponent must make a Fortitude save or else be paralyzed for 1 round per 6 points of damage dealt by the spell.
Goblins? *Slash* *Scream* *Thunk* What goblins?
Edited by - Thureen Buroch on 08 Jul 2005 17:50:26
Background: These gloves were originally created by a wizard who enjoyed picking up the weapons of his dead enemies and wielding those weapons in combat as a mockery of the dead.
This spell was created by the very same wizard so that he could create the Gloves of mastery. Its original source was a retired series of new spells on the WoTC website. This series was called "Spellbook".
Master’s Touch Divination Level: Brd 1, Sor/Wiz 1 Components: V, F Casting Time: 1 action Range: Self Targets: Self Duration: 1 minute per level Saving Throw: None Spell Resistance: No
Master’s touch is a spell often found in the repertoire of the adventurers that specialize in casting arcane spells. It grants casters the knowledge and experience to claim proficiency in whatever single weapon or shield they hold in their hands when the spell is cast. The lack of a somatic component means the spell may be cast in the midst of a fight while keeping ready whatever items stand between the caster and danger.
Proficiency is granted for only a single, specific item, although multiple castings allow for multiple proficiencies. For example, a sorcerer holding a short sword and rapier, with a buckler strapped to his off hand, could cast the spell three times, once for each weapon and shield.
Note that this spell does not grant proficiency for a class of item, but only for the one specific item held in the hand at the time the spell is cast. Should the caster set that item down or otherwise lose his or her grip on it, proficiency does not fade away; the proficiency is due to knowledge gained, not due to any transmutation of the caster or the item. The caster may therefore recover that specific item and continue to use it with proficiency until the spell’s effect runs out.
Master’s touch does not convey any information about a magic item to the caster. The caster may not even be aware that an item is magical at all.
Arcane Focus: The item in whose use the caster wishes to be proficient.
Goblins? *Slash* *Scream* *Thunk* What goblins?
Edited by - Thureen Buroch on 07 Jul 2005 04:23:16
Weapon Attonement Transmutation [Good] Level: Clr4, Pal4 Components: V,S,M,DF,XP Casting Time: 1 day Range: 5 ft. Target: One weapon with the Unholy special ability Duration: Permanent Saving Throw: None Spell Resistance: No
This spell involves a day-long ritual that affects a weapon with the Unholy special ability. After the casting of the spell, the weapon no longer has the Unholy special ability. It now has the Holy special ability and deals +2d6 damage against evil creatures.
Material Component: 10 gallons of holy water worth 1000 gp.
First, let me congratulate you for such an excellent shop. It's ahrd to find such variety in the Realms these days.
Second, let me announce you that not just me, but my lovely team of female assistants, Team DIVINE, has shown open interest in your products. They're very fond of crafting new spells and magic items (a habit they caught from me, I may add), and since they're much kinder than yours truly, some of them are happy to repay your good job with a trinket ro two. Of course, as you will see as you check the "merchandise", they're definition of "trinket" is a bit......farfetched.
Let us start, then, with my dearest consort, Sophia, and her favored weapon.
Sophia's Guardian Staff This +3 Brilliant Energy Quarterstaff grants several abilities to its wielder. Five times per day the wielder can, as a standard action, activate the quarterstaff’s missile deflection ability. This power lasts for 5 rounds. While active, the quarterstaff automatically deflects all ranged weapon attacks (of weapons up to Medium-size) and absorbs any missiles or ranged attacks created by spells of 2nd level or less that target the wielder or any ally within 5 feet of the wielder. The quarterstaff takes no damage form any attacks or spells it deflects or absorbs in this manner. The staff also allows the wearer to use the following spells: At Will – Detect Magic, Identify, Knock, Open/Close, Read Magic 3/day - Lesser Ironguard Finally, the staff grants its wielder the ability to search for traps like a rogue. CL 10th; 191300 gp; Cost to Create: 95650 gp + 7652 XP.
Sophia of Mystra has always preferred close combat. Troubled and slightly annoyed by archers and spellslingers, Sophia created a weapon that granted her a certain level of security until she got in melee range, where she has an advantage. Over time, she had several abilities added to her original model, to cope with the fact that most of the time in DIVINE she worked alone. Currently, the staff has more sentimental value than battle experience, for Sophia rarely wields it in combat. It is known that she gifted Alustriel Silverymoon with a simmilar staff, which the High Lady greatly treasures and safekeeps in an underground storage room beneath the High Palace.
"Why won't you look at me!? It's always Alustriel this, Alustriel that......look at me, for Mystra's sake!" -Ilya Silverstar, from my campaign
Spider Rod: This potent small rod is favored by priestess of Lolth. This foot-long, tapering stick of smooth, plain wood has two abilities, each activated with a command word: Entangle: The rod can project a silvery strand of web-like material, which acts as a Rope of Entanglement (See DMG 3.5). The webbing vaporizes after 3 rounds. Poison Touch: The rod can also be used as a touch attack to deliver a Poison spell (DC 14). Source: Drow of the Underdark, converted to 3.5E by Joseph Weber. Strong Conjuration, Necromancy, and Transmutation; CL 12th; Craft Rod, Entangle, Poison, Web; Price 151,200 gp.
Wand of Illumination The Duergar created these wands, for in the underdark, darkvision as though you might have, there are many places were the darkness blinds even those who lives in it. The wands have 40 charges. 1 charge can be spent for a simple light spell. Two charges can be spent for a Daylight spell, and three charges can be used for a Moonbeam spell. Lastly, the spell can use three charges to emit a Flashburst spell. Due to the nature of these wands, a creature that has the Light Sensitivity penalty receives no penalties from the wands abilities. Creatures with the Light Blindness penalties suffer half penalty. Light Sensitive and Light Blindness creatures suffer full penalties from the Flashburst effect.
"And on the pedestal these words appear: My name is Ozymandias, king of kings: Look on my works ye Mighty, and despair!" - Percy Shelley
Psionic Amulet of Natural Armor: This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet. Source: DMG 3.5, modified Amulet of Natural Armor, using material from Expanded Psionics Handbook. Faint Psychometabolism; CL 5th; Craft Universal Item, Thicken Skin, creator’s caster level must be at least three times the amulet’s bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5).
Robe of the Mind Spider: This plain black spidersilk robe is infused with powerful psychic energy. It provides a +8 armor bonus, a +6 enhancement bonus to Charisma, Intelligence, and Wisdom, and damage reduction 5/good. Source: Created by Joseph Weber. Strong Clairsentience, Psychokinesis, and Psychometabolism; ML 18th; Craft Universal Item, Animal Affinity, Inertial Armor, Inertial Barrier, Reality Revision; Price 334,000 gp; Weight 1 lb.
Some potent magic items to increase the combat prowess of the wearer. Made for a request at the wizards boards.
Ring of Tempus: This plain steel ring is stamped with the holy symbol of Tempus, a flaming sword upon a shield. These magical rings are created by clerics of Tempus to increase the combat prowess of his followers, granting a luck bonus of +1 to +5 on all attack and damage rolls by the wearer as if the wearer was under the constant effect of a Divine Favor spell. Source: Created by Joseph Weber. Faint Evocation; CL 3rd; Forge Ring, Divine Favor, caster level must be at least three times the bonus; Price 24,000 gp (+1), 48,000 gp (+2), 72,000 gp (+3), 96,000 (+4), 120,000 gp (+5).
Bracers of the Warrior: This plain steel bracer is engraved with a battle scene. These bracers grant a luck bonus of +1 to +5 on all attack and damage rolls by the wearer as if the wearer was under the constant effect of a Divine Favor spell. Source: Created by Joseph Weber. Faint Evocation; CL 3rd; Craft Wondrous Item, Divine Favor, caster level must be at least three times the bonus; Price 24,000 gp (+1), 48,000 gp (+2), 72,000 gp (+3), 96,000 (+4), 120,000 gp (+5).
Those wonderful mithral hands of Burrow Warren Belwar Dissengulp
Hands of Belwar: Belwar lost his hands in a Drow raid on a mining operation that he was leading. His people crafted mithral replacements for him, a hammer and a pick. Belwar’s hands are a +3 Screaming Small Mithral Warhammer of Impact (right hand) and a +3 Keen Screaming Small Mithral Light Pick (left hand). Source: Created by Joseph Weber based on material in Drizzt Do’Urden’s Guide to the Underdark, the Dark Elf Trilogy by R.A. Salvatore. Moderate Evocation and Transmutation; CL 12th; Craft Magic Arms and Armor, Keen Edge, Sound Burst, Weapon of Impact; Price: 102,016 gp.
Screaming property is like flaming and frost weapons, but is sonic damage.
Learned Sages, The following has been submitted for your examination, please feel free to comment on the concept, price and creation.
Torc of the Black Blood Hunter
This silver torc has a pair of cresent moon shaped moonstones, facing each other at the ends. Between the cresents, floats a dim illumination of the Holy Symbol of Selune.(5'shadowy illumination)
When worn, the Torc emits a low pitched hum when a member of the People of the Black Blood is within a 1 mile radius. By concentrating for one full round, the wearer can determine the direction and distance of the closest creature.
When worn, the torc protects the wearer from contracting lycanthropy. Further, any lycanthrope within 30' that attempts to change form, must succeed at a will save (DC17) or revert to thier natural form, and be unable to change for 1 hour. Any creature that makes their save cannot be affected by that torc for 24 hours.
Moderate Abjuration, Divination, Transmutation; Caster level 13;Craft Wonderous Item, Baleful Polymorph, Detect Favored Enemy, Remove Curse Price: 90,000 gp; Cost to Create: 45,000 gp + 3600 XP
Hmm, in all my time at Candlekeep, I've never really explored your magic shop, Sage. I'm now worried that once I get in, I'll never get out again.
The Magic Shop has well and truly taken on a life of its own here at Candlekeep. It has become such a fixture.
I should get around to adding a few new items... like I used to when it was still new, but I'd rather other scribes use it for their own items instead of cluttering it with crazy Sage-crafted magical trinkets and the like .
quote:I'm also working on a selection of magic items for my new Western Heartlands campaign, which I will be happy to display in this fine shop.
This sword, when identified, looks,acts and statistically counts as a normal Holy Avenger sword as noted in the 3.5 Dungeon Master's guide. However, what the identify spell doesn't reveal are some of the more sadistic traits of this sword. Ideally, this sword is also how an evil wizard can trick a noble paladin into being his own personal Black Guard. The differences are:
- if the weilder is a Paladin, he suffers a -10 penalty to all will saves towards the crafter of the sword - if the weilder is a Paladin, every time he has a chance to do something evil, he must make a will save (DC20) or be forced by the sword to do it. When the paladin does this evil act, he in his mind percieves it as an act of justice. - In the hands of a black guard, this sword counts as a +5 unholy weapon - The crafter of the sword can scry with the sword with out the use of another medium - If the weilder wishes to become a Black Guard, he can count having gained possesion of this sword as a substitute for summoning an evil outsider - If the weilder is a paladin, he must make a will save every day (DC20) or have his alignment changed to LE - If the weilder is a Paladin, once he has held the sword, must make a will save (DC35) in order to part with the sword. The Paladin becomes obsessed with his new weapon. - Once per day, the craft of the sword can leave his body, and become one with the sword. This means that the sword has now become an intelligent weapon with the crafter's mental statistics, and an ego score equal to the crafter's character level. - The sword can not dispel magic that is under the Necromancy descriptor, or magic that is in any way caused by the crafter of the sword.
Strong Necromancy; CL19th; Craft Magic Arms and Armor, Magic Jar, Death Circle, Unholy Aura, Summon Planar Ally VI, Scry, creator must be evil and must make this sword with the intention of corrupting a Paladin into becoming a Black Guard; Price 120,630gp: Cost 60,630gp + 4,800 XP.
Note: the only way to tell that this sword is 'different' from your average holy avenger is by making a spellcraft check (DC20) to note the strong feeling of the necromancy school imbued in it.
"At what temperature does a Goblin boil?" "Any Rakshasa should eat a healthy diet that is high in wood elf, and low in shield Dwarf. One must always watch those cholesterol levels." "If a Svirfneblin falls in the underdark, does anybody care?"
Edited by - Sir Luther Cromwell on 03 Sep 2005 03:37:53