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Wondrous Magic
Alethiometer
(contributed by Nightelf)
[Top]
This heavy device appears to be identical to a
normal pocket watch, except that positioned around the edges where the
numbers would usually be are 36 minute pictures. On the outer shell of the
Alethiometer are three small dials which can be turned, and will in turn
three small pointers inside the glass of the Alethiometer.
This item is quite simple to use, the user
simply places the three pointers on three aspects of the question he or she
wishes to ask and then the fourth pointer, a thin golden strip, will rotate
and point to the answer to the question.
Aman's Idiom Initiater
(Contributed by Aman the Rejected)
[Top]
Selune's dogma includes 'Promote and acceptance
and tolerance.' Let it be said that Aman the Rejected learned this lesson
the hard way. Banded together by fate with such beings as a tiefling that
spoke only Infernal when angry, a Drow who liked to talk to a human ex-slave
like she 'ought to be talked to', and a Kobold who could barely describe the
trouble he was going to get us into, Aman struggled many a month to bring
his compatriots to an understanding.
Aman's Idiom Initiater is a silver link
necklace ending in a worked black sapphire. Included with it are worked
pieces of onyx from an obelisk long shattered. The Idiom Initiater creates a
virtual point of Intelligence solely for the extra language involved with it
and places that into the worked onyx. The wearer of the necklace can once a
tenday take the worked pieces of onyx and bring them to the necklace to
transfer a language known to the wearer. This may be done via the true
knowledge of the language or by some spell like means. Once this process is
done, the bearer of a piece of onyx can then speak in this new language
perfectly and finds miscommunications nearly impossible (unless intended
(e.g. through Bluff)). If the bearer of the necklace could read the language
and wishes it, the knowledge will pass along to the onyx as well. Barbarians
may find this weird! More powerful versions can be made with the ability to
hold more languages in the onyx; this is limited by the spell caster's
level.
Caster Level: 5th (1 language), 10th (2
languages), and so on; Prerequisites: Craft Wondrous Item, knowledge of a
language; Market Price: 2,000 gp; Weight: 1/4lb. (necklace), 1/8lb. (per
onyx stone).
Amulet of Spell Reversal
(contributed by Nightelf)
[Top]
A nightmare for Priests especially, this
seemingly normal silver amulet radiates no indication of it being magical.
Upon clasping it around the neck, this amulet fastens tight around the
victim and from this point onwards until the amulet is removed, the curse
comes into effect. When the priest uses a spell which features a Reversible
section (cure light wounds/cause light wounds), the spell cast will become
the reverse of the intended spell, so a Cure will become a Cause. Any spell
without a reversible section will act as per normal. This amulet can only be
removed with a "Remove Curse" spell by another cleric, as the victim Cleric
will cast "Curse" instead. This spell can be countered if the Priest casts
the Reverse of the spell he wants. To this extent, casting Cause light
Wounds instead of Cure would work as Cure.
Anelrai's
Cloak
(Contributed by Arivia)
[Top]
This cloak comes in five different varieties,
one for each energy type. Each cloak grants immunity to the wearer to damage
from one energy type. If the wearer is affected by a magical effect that
deals damage of the type given, the wearer instead heals 10% of the damage
that would have been dealt. The acid cloak is green, edged with yellow trim,
fire: red and yellow, cold: white and blue, electricity: blue and yellow,
and sonic: purple and black.
Strong evocation; CL 11th; Craft Wondrous Item,
energetic healing (from the Book of Exalted Deeds); Price 165,000 gp;
Cost 82,500 gp and 6600 xp; Weight 1 lb.
Areanth's Tomes of Knowledge
(Contributed by Icewolf)
[Top]
Description: Leather bound volume always smells
as ink, as if new entries had just been written inside.
Powers: The power of this book is simple, yet
powerful. This book takes information from your mind, and writes it inside
of this tome, granting a +5 comprehension bonus to any Knowledge skills
which the user has any ranks in.
Several immitations of these books exist, but
they are but pale shadows of the original. These copies can grant the bonus
to only 1 or 2 select skills, chosen at the time of creation.
Arm-holster
(Contributed by Bookwyrm)
[Top]
Cost: 20 gp
Weight: 0.5 lbs
This special leather holster is strapped to the
underside of the forearm, and holds any dagger of light size. Its clever
design allows the wearer to drop the dagger into his waiting hand with a
simple flex and twist of the arm, negating any attack of opportunity
connected with the drawing of that weapon. This is possible no matter which
hand is the character's favored one.
This is only possible when the subject is
upright, as it depends on gravity to operate this way. However, if the same
flex-twist motion is made when swinging that same arm, it is possible to
launch the contained dagger at a target even when prone. This action is
exactly the same as if the subject had thrown the dagger normally, save that
the attack roll is made at a -1 penalty (in addition to any other
penalties), and the character's Strength bonus (if any) is not added to the
damage roll. (Strength penalties apply as normal.) This use provokes an
attack of opportunity.
A masterwork version of this device is the same
as above, save for the following. Drawing the daggers with the flex-twist
motion is a free action for either hand. The launching use penalty is
removed, and one-half the character's Strength bonus (if any) is added.
(Strength penalties still apply as normal.) A masterwork arm-holster is
considered a weapon, not armor; as such, the masterwork price is 320 gp.
This device takes the place of one of a
character's bracer or gauntlet slots. A masterwork arm-holster, however, can
be enchanted to be used as a single bracer. (A normal bracer, or another
masterwork arm-holster, must be provided to serve as the enchanted
counterpart.) It is not possible to combine the arm-holster with gauntlets,
as the arm-holster can no longer function.
Boots of Movement Alteration
(contributed by Nightelf)
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These appear to be simple leather-bound boots,
and do not show any signs of containing any magical properties of any kind.
They only come into effect when the wearer needs to perform a specific
movement type under certain circumstances. If the wearer of such footwear
needs to silently sneak up to a target, then his footsteps will suddenly
sound similar to those of someone heavy wearing steel boots. If the wearer
needs to run somewhere, then the boots become sticky on the sole and prevent
movement any faster than MV2. They can only be removed with a "Remove Curse"
or "Wish" Spell cast after three days of wearing, until the three
days have passed the wearer has no choice but to keep them on.
Bracers of
Arrow Guidance
(Contributed by Icewolf)
[Top]
Description: These appear as normal leather
bracers, with fire opals set at the end near the wrist.
Powers: The magic of these bracers subtly
manipulates an arrow, fired by the wearer, to make it more accurate. This
gives it a bonus of +3 to hit. The fire opals glow from the time the arrow
is fired until its flight stops. The arrow is guided by a Telekinesis
effect, which is subconsciously controlled by the archer. If the attack was
made under a Charm Person or similar effect, the bracers will cause it to
move away the attack will not hit.
Market Price: 5,500 Caster Level 11, Craft
Wondrous Items Feat, Telekinesis, Light, Detect Thoughts
Bracers of
the Moonmaiden
(Contributed by
Leona)
[Top]
This pair of beautifully crafted bracers are
made of a material that looks like silver but it isn't. It is said that the
bracers were forged from the first Tear of Selune to fall on Toril. They
have seen many faithful of the Moonmaiden through difficult times. At the
wearer's will, a pair of shimmering beams of force will spring out of the
bracers.
Effect: As the 3rd level Moon Domain spell
moonblade except that wearer calls forth 2 blades instead of 1. The wearer
can call forth the blades as frequently as she wants so long as the total
time that the blades spent in existence does not exceed 10 turns per day.
Usage recharges every night at
midnight. Does not
function if only one bracer is worn.
Brax's All-Purpose Magical
Detector
[Top]
This short 20 cm hollowed out flute-like tube
is made of bone. It was carved by an idle Brax when the Sage had to close
the shop for repairs due to damage caused by a maddened Gelugon looking for
an item that the Sage supposedly stole, during one of his frequent trips to
Sigil.
The blacksmith hollowed out the arm bone from
the semi-blasted and broken body of the Gelugon, and set to work fashioning
this handy item he had been thinking about for a while. After it was carved
and shaped, he had the Sage enchant the item with a detect magic
spell.
Caster Level: 2nd
Prerequisites: Craft Wondrous Item,
detect magic
Market Price: 1,567 gp
Special:
When the bearer blows through the tube onto the
any object, the enchantment, detect magic is cast in the direction of
the blow. This ability can only be used twice per day.
If there is a magical object in the presence of
the tube when the detect magic is cast, the object will glow in a
soft blue hue, visible only to the caster.
Breakmaker
[Top]
Breakmaker is a viscous bright red, oily, and
alchemically crafted substance. When applied to the surface on any material
it will quickly reduce it's hardness by 4 points (this is to a base minimum
of 0), and reduces it's break DC by 2 point. After thirty minutes, the
substance becomes inert and will start to evaporate. During this period the
material is restored to it's normal hardness and break DC. Break-maker does
not have any affect on creatures of any kind or type. One dose of this
substance is enough to cover a 1/2 square foot and affects a thickness of up
to 6 inches of wood or bone, 2 inches of stone, or 1 inch of metal.
Alchemy check: DC 15 to create;
Market Price: 30 gp; Weight: 1/4lb. per jar
Bremalia's
Wonderful Fruit-Filled Sugared Cookies
[Top]
These finger-sized cookies are filled with rich
jellied fruit and coated with iced sugar, completely hiding their sinister
enchantment.
Caster Level: 7th
Prerequisites: Craft Wondrous Item,
blindness/deafness
Market Price: 300 gp
Cost to Create: 150 gp + 14 XP
Special:
After only one of these cookies has been eaten,
and completed swallowed is the victim automatically affected by a
blindness/deafness spell. However both effects of the spell occur at the
same time, causing the victim to be both blind and deaf. A detect poison
or similar enchantment/effect can alert the potential victim to the true
nature of these cookies.
Brooch of the Unseen
[Top]
This magical item
was among the recent cache of items brought in by adventurers from the east,
possibly Cormyr. The only things known about this brooch was that it once
belonged to a well-known swashbuckling rogue/assassin from Westgate who used
to ply his trade in Sembia, for his masters, the Night Masks. Ghelbin the
Quick was his name, and it this brooch that allowed him to sneak into some
of the most secure areas in the city-states of Sembia to carry out the
contracts assigned to him by his employers.
The brooch is made of solid gold, and has a laughing jesters-face cast on
the front of it. The jesters eyes are made from rubies and reflects the
light shone upon them. It is approximately 7cm in width and weighs 1/2 lbs.
Caster
Level:
5th
Prerequisites:
Craft Wondrous Item, improved invisibility, seeming,
silence
Market
Price:
29,000 gp
Special:
This specially crafted brooch is a standard magical jewelry piece. It has
the following magical abilities -
- Once per day it
can be commanded to cast seeming on the caster
- Twice per day it
can be commanded to cast improved invisibility
- Three times per
day it can be commanded to cast silence
Only two of
these abilities can be used at any one time.
Choker of Enemies
(Contributed by
Targon Moonrise)
[Top]
This item is a
simple chain choker that takes up the necklace spot. It fits snuggly against
the neck with the small metal plate in the front. On the plate, each choker
has an image. The image is what kind of enemy the choker is good against.
The choker allows you a Favored Enemy like a 15 level Ranger, but you only
have one favored enemy. The type of enemy is chosen when the choker is made.
The effect of the choker can stack with the Favored Enemy ability of a
Ranger.
Prerequisites:
Craft Wondrous Item, Favored Enemy (same as choker) Market Price:
2,450g Weight: 1lb
Circlet of Narac'leth
[Top]
Description: Gold headband with a two
small
midnight stones
(taken from the grave of a wealthy nobleman during the 'Graverending'
celebration [see Faiths and Pantheons for details] of the clergy of
the Lady of the Dead) placed at the front center of the band. At the rear of
the Circlet band, a silvered symbol of Kiaransalee can be clearly seen,
underneath of which is written in the Drow tongue 'She who serves the
Vengeful Banshee'
Powers: This circlet, which was created
by the Kiaransalee-worshipping Drow wizardress Narac'leth Dar'koth to
protect herself and her Matron Mother, is her most oldest and powerful
creation. Only herself, the Matron Mother of House Dar'koth, and a select
number of apprentices currently know of it's existence.
The Circlet of Narac'leth confers upon
it's bearer continual damage reduction when worn. The Circlet must be worn
for 48 full hours before the effects can begin.
Caster Level: 14th; Prerequisites:
Craft Magic Arms and Armor, mage armor; Market Price: DR10/+1
50,000 gp, DR15/+2 75,000 gp, DR20/+3 100,000 gp; Cost to Create:
DR10/+1 25,000 gp + 2,000 XP, DR15/+2 37,500 gp + 3,000 XP, DR20/+3 50,000
gp + 4,000 XP; Weight: 2lbs.
Circlet of Oldamnar
[Top]
Description and
Powers:
This gold bracelet was crafted 3 years ago by the wizard Oldamnar, of
Tantras. The bracelet is completely constructed out of gold and has no other
distinguishing features. The only really notable aspect of the bracelet is
that it seems to reflect light more brightly than regular polished gold. It
is 4 inches across in diameter and the band of the bracelet is 8 cms think.
The special abilities of the bracelet are as follows -
- Spell
Resistance: The circlet grants it's wearer a
spell resistance of 15.
- The circlet
functions only for good-aligned characters.
- If a
evil-aligned creature attempts to wear it, it bestows one negative level
upon that creature.
Caster Level:
4th
Prerequisites:
Craft Wondrous Item, Spell Resistance
Market
Price:
4,000 gp
Weight:
-
Background:
This
bracelet was used by the mage Oldamnar of Tantras during his time as
security advisor for the Fire River Trading Company. A Coster that ran
supplies from the metalsmiths of Tantras down the Fire River, into the
Dragon Reach and to the waiting seller's markets located in the port cities
of Sembia and Cormyr. Oldamnar was a regular participate in these voyages,
mainly acting as a Sea-Wizard for the trading coster to deter pirates
attempting to seize the supplies. He also regularly trained a small
detachment of like-minded wizards who would also travel on member ships of
the company for protection.
After a particularly brutal voyage, in which the convoy was attacked by
pirates out of the Dragonisle (who were also now carrying mages of their
own), the convoy was forced to turn back to Tantras. During the voyager
Oldamnar came to realize his greater vulnerability to the pirate mages. So
he set hard to work to craft the bracelet which would give him added
protection from the pirate mages.
In the end however it wasn't a spell that brought down Oldamnar, but a stray
arrow fired by a lucky pirate from the same pirate-ships which attacked the
convoy months before.
The Cloak of Shadowy Prowess
(contributed by Shadowlord)
[Top]
Description and
Powers:
The Cloak of Shadowy Prowess appears to be a black cloak that absorbs light
and spreads shadows and darkness. An ornate version of Vhaeraun's half-mask
has been inlaid into the center of the back. It is said that this cloak was
originally purchased from Bazaar in Menzoberranzan, though no one truly
knows its origin. It is thought to be a matching piece that goes along with
The Pendant of Merciless Regeneration, and The Shadow's Revenge.
If the wearer is a follower of Vhaeraun, and a male drow elf, the bearer can
cast Armor of Darkness, Blacklight, Darkbolt, and Shadow Mask, each used 2
times per day. Also, the wearer is under the effects of a permanent Cloak of
Dark Power Spell, which protects the subject and all his belongings from the
light of the sun and the effects of blindness or bright light. The cloak
gives a +20 to the Hide Skill, and +15 to the Move Silently Skill. If the
wearer is not a Vhaerunite, a male, and a drow, the cloak has no effect, and
the possessor feels as though someone is whipping him mercilessly, and
cannot move (except occasionally twitch) until the cloak is removed. The
cloak can be removed by non-magical means, but the non-Vhaerunite is
probably too weak to remove it himself by that point. Even once the cloak is
removed, the once-bearer feels a strong tingling, which affects his balance
and coordination as a Dex -2 for one whole week.
Background:
This mysterious cloak is considered to be the savior of Vhaerunites, and the
bane of all else. The item was thought to have been made by outcast
followers of the Masked Lord, and many Vhaerunite thieves used the ring,
until it was taken off a slain drow, and brought to the Illithid City of
Oryndoll. The illithids wished to study it to find out why the cloak always
seemed to radiate shadows. The Cloak of Shadowy Prowess was later recovered
by a peculiar drow male, surrounded by an aura of shadows. It is believed
that the drow was a follower of the Masked Lord, and it can safely be
assumed that the cloak is back in Vhaerunite hands.
Bonuses:
This ring is a part of a set, and it's full potential cannot be realized
until it is reunited with The Pendant of Merciless Regeneration, and the
Shadow's Revenge.
Strong Transmutation, Evocation and Abjuration, Abjuration [Darkness],
Evocation [Darkness], and Illusion (Shadow); CL 18th; Craft Wondrous Item,
armor of darkness, blacklight, darkbolt, shadow mask, and cloak of dark
power, creator must be a Vhaerunite Drow Male; Cost 30,000 gp + 1,000 XP.
Corpseskin Sash
[Top]
Description: Resembling a sash of pale,
braided leather, this item was crafted from the flayed and treated skins of
humans, other drow, surface elves, slaves, and other lesser beings...all of
which are the enemies of House Xorlarrin.
Powers: Created under orders from Matron
Mother Zeerith Q'Xorlarrin, and in the utmost fanatical secrecy that only
House Xorlarrin could achieve, the Corpseskin Sash is an
extraordinary magical item. When placed around the bearer's upper torso, the
Sash grants it's wearer 20 bonus hit points. If the bearer is a Necromancer,
the bonus rises to 30 hit points; if a Drow, 40 hit points. These bonus hit
points that are granted to the PC, are first subtracted from the wearer's
total hit points; they will refresh every evening at
midnight.
However should the PC wearing this item take a
number of hit points of damage equal to the sash's bonus from a single
attack , the sash must make a Fortitude save (DC 25), using the wearer PC's
save bonus, or be destroyed.
Caster Level: 5th; Prerequisites:
Craft Wondrous Item, endurance, vampiric touch; Market
Price: 6,000 gp; Cost to Create: 3,000 gp + 160 XP; Weight:
-
Crown of Selune's Wisdom
[Top]
The Crown of Selune's Wisdom, is a silvery
non-descript head-band that seems to shimmer in bright light. The crown has
a inherent enchantment which allows the crown to automatically adjust it's
size to fit the head of anyone who wears it. The crown's effects are
generally subtle and slow to appear. The wearer does not usually become
aware of the crowns abilities until a maximum of 2 days of continuous
contact with the wearer.
Caster Level: 10th
Prerequisites: Craft Wondrous Item, Holy
Aura
Market Price: 58,324 gp
Special:
It grants the wearer the Iron Will feat and a
+2 bonus to Wisdom. Once every 2 days the wearer can cast Holy Aura, but the
wearer gains one negative level for doing so. The negative level remains for
12 hours.
Divination's Crystal Ball
[Top]
Caster Level: 15th
Prerequisites: Craft Wondrous Item,
mind blank, spell turning
Market Price: 87,435 gp
Cost to Create: 43,213 gp + 3,654 XP
Special:
This extraordinarily power magical crystal ball
was crafted to reflect divination magics. Any type of divination spell
(including, as high as a Wish spell) that has been directed at the
bearer by an opponent will reverse and report to the bearer, information as
though a particular divination spell had been directed at the caster
instead. What this means is, that if the opponent were to attempt to locate
the bearers position, the ball would instead report the opponents position
to the bearer instead.
Doblen's Everclean Cloth
(Contributed
by Sourcemaster2)
[Top]
This item appears to be a 12 inch by 12 inch
handkerchief, delicately embroidered at the sides with silver thread. It can
be used as such, and has one distinct advantage over an ordinary one. On
command, the cloth will clean itself, becoming immaculately clean. Nobles in
Tevlyn find these trinkets quite fashionable, and they adorn many
high-ranking lord's pocket.
Faint universal; CL 3rd; Craft Wondrous Item,
prestidigitation; Price 1,000 gp
Drevin's Wondrous Bandoleer
(by Darkwolf)
[Top]
In his travels
Darkwolf has come upon many interesting items, and driven by curiosity has
several bards and loremasters on retainer to ferret out the history of such
items. As he keeps a book detailing their findings it is only natural that
their notes would make their way to Candlekeep historians.
Drevin's Wondrous Bandoleer
Bandoleer of dull black leather was
initially commissioned by a Bhaalite assassin known only as Black Kestrel as
payment by a red wizard of Thay. He carried it for several years until he
disappeared during the time of troubles. It made it's way through the hands
of several shady characters being exchanged by force or gold or sometimes
both. A Westgate nobleman's son, Drevin Raster an accomplished dagger
thrower and would be adventurer, heard of it's properties at a seedy tavern
he frequented, and set about trying to acquire it. Finally for a sizeable
sum of gold a deal was struck and Drevin had his cherished item.
After a scandal involving the wife of another
noble house Drevin was forced to set course away from Westgate to seek his
fortune elsewhere. He achieved some minor fame with a group of mercenary
adventurers until the group took payment to venture through the moon wood to
guard an alchemist in search of a rare plant rumored to only grow there.
Drevin met an ignoble end at the mercy of a
pack of Malarite lycanthropes and his possessions were seized by a wererat
scout, who used his newfound power to rise in position to the lead of a
group of rogue/ranger lycanthropes. It was late taken as spoils by an
adventurer named Darkwolf and will apparently continue it's tradition of
passing hands for blood or gold.
This masterwork bandoleer has eight slots for
knives, daggers, or other small items across it's front, and a single one
upon the back. It's magic becomes apparent however when a dagger is inserted
in the ninth slot, and if the first eight are full it disappears into an
extradimensional space. This space holds a score and a half of such items
and whenever an item is drawn from one of the eight slots one appears in
it's place. It's magic does not end there however, it also speeds the
reflexes of it's user. Thee wearer gains use of the quick draw feat applied
to the weapons it contains, if the user has quick draw already it allows him
to gain use of the rapid shot feat applied to items drawn from it. If that
feat is possessed as well he may make an additional attack with the rapid
shot feat when throwing daggers drawn from it.
Duelist Cloak
(Contributed by Capn Charlie)
[Top]
This stylish cape
or cloak bestows skill in combat approaching that of the most skilled of
fencers. You gain some of the abilities of a duelist, if you are already a
duelist you may add 5 to the level of the abilities, thus a 1st level
duelist has a canny defense of +6, and a 5th level duelist adds +2d6 precise
strike. while a 10th level duelist has a canny defense limit of +14, and
adds +3d6 by precise strike.
Moderate
transmutation; CL 10th; Craft Wondrous Item, Cat's grace and keen edge;
Price 16,000 gp; Weight 1 lb.
Dwarf
Antidote Boots
(Contributed by Knightcrawler)
[Top]
These boots powers are only activated if the
wearer is a dwarf. The dwarf moves at double his normal speed and his
maximum jumping distance is doubled. In addition the boots provide him with
a +10 circumstance bonus to Move Silently checks.
Caster Level: 8th; Prerequisites:
Craft Wondrous Item, expeditious retreat, creator must be an elf; Market
Price: 4,200 gp
Dwarven Anvil of Battle
[Top]
Crafted from pure adamantine, this small 20cm
anvil is inscribed with the symbol of Clangeddin Silverbeard.
Caster Level: 12th
Prerequisites: Craft Wondrous Item,
Dwarf, circle of doom
Market Price: 54,321 gp
Special:
Once every two days as a standard action, the
bearer can unleash the magical ability of the anvil by striking it with
'blessed' (dwarven clerics of Clangeddin) mithral hammer of greater value
than 100 gp. Only this type of hammer may be used to trigger the effect.
The resultant strike triggers the magical
ability of the anvil, which is to release a circle of doom with the
anvil as the point of origin. All living and undead creatures with a 20ft
radius burst centered on the anvil are dealt 1d8 points of damage +1 point
of damage for every level of the bearer (maximum +20). A Fortitude save is
required for half damage. If the bearer is also a cleric of Clangeddin, the
+1 point of extra damage due to level, increases to +2, and no Fortitude
save is allowed.
Also as per the effects of a circle of doom
spell, undead creatures caught within the vicinity of the burst are instead
healed of wounds, instead of being harmed.
Eye of Rage
(Contributed by
Targon Moonrise)
[Top]
The Eye of Rage
looks like a normal eyes patch but it is made of a ruby instead of the
fabric patch. The band that holds it is black and in the center of the ruby,
it looks to have a reptilian pupil. The Eye allows you to go into a Rage
4/day like a 15th level Barbarian.
Firebowls
[Top]
These dishes are usually cast from stone or
metal, with a diameter of about 5 inches. A small flame constantly burns
within, sufficient to light a pipe, torch, or similar item as a
move-equivalent action. Inexpensive and easy to hide, they can prove useful
in a surprising number of situations...
Caster Level: 1st; Prerequisites:
Craft Wondrous Item, prestidigitation; Market Price: 450 gp;
Weight: --
Fist of
the Monk
(Contributed by Icewolf)
[Top]
Description: These gloves are usually a reddish
color, and are thin enough as to not hamper movement in any way.
Powers: Alone, these gloves have at least a +1
bonus. They can have a higher damage bonus. This bonus stacks with a monk's
unarmed damage enhancements (Due to level). The true power of these gloves
is that they can be enchanted with any melee weapon power that can be put
upon any other weapon. (Except for Throwing, nobody can really throw their
fists in that way.)
Background: Originally, an unnamed monk decided
to have these gloves commissioned because his group desired him use some
type of elemental damage to compliment the rest of the group. Easily having
the best unarmed attack, he decided to make an offensive glove that would
contain the powers he needed. The mage who commissioned them saw the value
of such weapons, and took to traveling to different monasteries to advertise
his wares. As a consequence, you can find these gloves in virtually any
variety.
Folding Tent
(Contributed by Targon Moonrise)
[Top]
This item looks like a small 3X3inch cube of
canvas over a small frame. It can be any coloring but usually it is brown
canvas.
-
With the first command word, it takes the
form of a tent made for 2 Medium size people and their stuff.
-
With the second command word, it takes the
form of a tent made for 4 Medium size people and their stuff.
-
With the third command word, it takes the
form of a tent made for 6 Medium size people and their stuff.
-
With the fourth command word, it returns to
its cube form.
Caster Level: 7th Prerequisites:
Craft Wondrous Item, Leomund's Tiny Hut Market Price: 2,000 gp
Weight: 2lb
Gauntlets of Compulsive Thieving
(contributed by Nightelf)
[Top]
Some would look at this item as a gift,
although to others it is often seen to be a curse. This pair of purple
velvet gloves show no evidence of any magical properties, however once worn
by a character, they change color and turn black. From this point on, until
removed by a "Remove Curse" or "Dispel Magic" spell, every time the
character comes into close contact with another character (NPS or PC) the
Player must Save vs. Magic or find themselves attempting to pick pocket the
other character. Not such a problem for a Thief, but when donned by a Mage
or Fighter, the roll to Pick Pocket usually fails and the wearer is found.
No matter how much the character resists, should the Saving Throw fail they
attempt to steal from the other character.
They went and got themselves into loads of
trouble over this one. Jail twice and an Execution order. That Female
Noble's Emerald necklace did look inviting didn't it?
Gloves of Anthalus
(Contributed by Sourcemaster2)
[Top]
These are a pair of dark blue gloves, the left twined with silver thread,
the right with gold. They allow the wearer to use mage hand at will,
as well as three other powers. The left glove can be used to cast chill
touch, and the right glove to cast shocking grasp, both once per
day. These abilities can be used while wearing only the appropriate glove,
but the third power, burning hands, needs both. It can also be used
once per day.
The
Gloves of Anthalus were created by the Archmage of Terrail for his
required unique item. They served him well, providing minor battle magic as
well as a bit of versatility, useful for a beginning mage. He wears them
still, though most agree that they have since been enhanced with many more
enchantments of far greater power.
Faint evocation, necromancy, and transmutation;
CL 3, Craft Wondrous Item, mage hand, chill touch, shocking grasp,
burning hands; Price 11,790
Greater Boots of Elvenkind
(Contributed by Knightcrawler)
[Top]
These boots double the wearer's normal speed,
grant a +10 competence bonus to Move Silently and Jump checks, and the
wearer's maximum jumping distance is not limited by his height. Also they
add to the wearer's Dexterity score in the form of an enhancement bonus of
+4. Both boots must be worn for the magic to be effective.
Caster Level: 8th; Prerequisites:
Craft Wondrous Item, expeditious retreat, jump, cat's grace, creator
must be an elf; Market Price: 32,000 gp
Greater Ring of Regeneration
(Contributed by Artalis)
[Top]
Usually crafted of the purest gold with a ruby
stone in the center these rings are rare in the extreme. They simply heal
the wearer of any damage done to him or her at a very rapid rate. The wearer
of one of these rings regenerates at 1hp/round, Wearer does not age, even
magical aging is reversed to the wearers prime. The wearer has a healthy
glow +2 to appearance-based reactions due to the fact that skin cells are
always healthy and do not die. Wearer cannot die of starvation, asphyxiation
or dehydration but is in constant burning agony (-10 to all checks) as his
body regenerates dead cells that are starved for nourishment. Cannot be
removed except by Dispel Magic, Wish or Limited Wish)
Caster Level: 18th
Prerequisites: Craft Wondrous Item,
Regeneration, Permanency, Wish
Market Price: 250,000 gp or more depending on
availability
Weight: Neg
Hat of
the Duelist
(Contributed by Capn Charlie)
[Top]
This
stylish wide brimmed hat with jaunty plume enhances your ability to defend
yourself in combat. You may consider your intelligence four points higher
when using canny defense. This ability stacks with enhancement bonuses to
intelligence.
Moderate transmutation; CL 8th; Craft Wondrous
Item, fox's cunning; Price 8,000 gp.
Helm of Dwarven Might
[Top]
This specially crafted Helm was the property of
Brax, used during his days of adventuring. Along with his equally special
chainmail (detailed on Page 1 on this scroll) Brax used the helm while a
part of Dunthars' Ironband. The helm is silver in color but dull in
appearance, with a poor reflective surface. There is a line of green
filigree running along the edge of the opening face of the helm, and a
collection of red and orange Aarakocra feathers bundled on the top of the
helm as a tassel.
Prerequisites: Craft Wondrous Item
Market Price: 18,654 gp
Weight: 3 lbs
Special:
This helm provides a +2 AC bonus to any
non-Evil dwarf who wears it.
Helmet of
Mirrored Conception
(Contributed by Nightelf)
[Top]
This helmet appears to be a standard designed
helmet, except for the small ruby set deep into the forehead of the piece.
It shows no magical powers until securely fastened, at which point it
becomes sealed and can only be removed by a "Dispel Magic" from a priest of
level 10 or over. When the wearer of such a helmet interacts with another,
the wearer sees the other person to be about five feet away from their true
location. The player usually doesn't realize that there is any problem until
Ranged Combat begins. The player will fire the ranged weapon, but the
quarrel will pass through the illusion. The wearer cannot see the true
enemy, and can only hit if they intentionally aim for the space to the side.
Horn of Blasting
[Top]
Description and Powers:
This basic horn was found by a group of
adventurers among the ruins of a burnt out hamlet near
Dragonspear Castle,
along the Trade Way. The basic design of the horn belies it's magical
properties. Crafted from a minotaur's horn, the item itself is 20 inches in
length and has no other features until the wielder activates it by blowing
into it. The horn has the following powers:
Sound Blast: Once per day, the horn can
generate a 20-foot-long by 10 feet wide cone of deafening sound. All
creatures within the area take 1d6 points of sonic damage. The special
properties of it's design do not allow a DC to be rolled.
(As an added power for other adventures, the DM
may decide to add a stun attack as a additional result of the sonic damage
created by the horn).
Caster Level: 4th
Prerequisites: Craft Magic Arms and
Armor
Market Price: 2,000 gp
Cost to Create: 1,500 gp + 345 XP
Weight: 2 lbs.
Background:
This horn has had little use as a weapon
employed in combat, as it has normally passed from person to person rather
quickly throughout it's history. The member of the adventuring party who
found the horn was a Bard, and used the horns ability only twice in the 2
years it was in her possession. After she was killed in an Orc raid on the
village of Tspesh
near Cloak Wood, the raiding Orc army collected a few of the items of the
slain adventuring party protecting the village. Among the items was the horn
which the leading Orc shaman recognized immediately as a magical item. The
Shaman was quick to make use of the horn during the 10 years of internecine
warfare that normally plagues Orc society. The Shaman's tribe was eventually
wiped out by a party of brave Purple Knights escorting a Cormyrian noble
from Waterdeep. To this day it is unknown what the Purple Knights did with
the Horn as they may not have recognized it as a special item and left it
among the ruins of the Orc's tribe.
This magical item was inspired by the
Huntsman's Horn
Ilmater's
Gift
(Contributed by Bookwyrm)
[Top]
This amulet is shaped like a golden star, but
appears to have been splashed with blood. However, any attempt to clean off
the apparent stain is unsuccessful.
Ilmater's Gifts are prized among adventurers,
soldiers, and anyone who is around others that are likely to be wounded
often. However, those who use it usually only do so when it is actually
needed. Its powers are centered around the Crying God's teachings of
acceptance of others' pain and burdens; while it heals the wounds and
injuries of others, part of that pain must be taken on by the person using
it. As such, this amulet is normally used only when truly necessary.
Weight: 1lb.
Caster Level: ?
Prerequisites: Craft Wondrous Item,
cure light wounds, must be a follower of Ilmater, must sacrifice 1d6+5
hit points permanently.
Cost to Create: ?
Market Price: ?
Special:
Casts cure light wounds as a fifth-level
cleric once every three rounds. This power cannot be used on the bearer, nor
on anyone who has used it in the last week. Once used by one person, it
cannot be used by another for one full day.
On each use of the power, the bearer takes 1d4
points of damage. This damage cannot be healed in any way save for by
natural (non-magical) means for 6d10 minutes.
Ioun Stone of Toughness
[Top]
Caster Level: 5th
Prerequisites: Craft Wondrous Item, the
caster must have the toughness feat
Market Price: 8,000 gp
Special:
These special ioun stones (which are
usually of a light brown color) possess all the standard features of a
regular ioun stone. However this ioun stones of toughness
grants the benefit of the toughness feat upon the PC when it is used.
Kelemvor's Heart
[Top]
This black obsidian stone is approximately 10
cm in diameter and 4 cm in width. It is roughly spherical in shape and has
rough-shod edges. The sides of the stone have been cut in a hap-hazard
fashion, creating facets on the stone at various angles.
This obsidian stone was given by Oldamnar to
the gnome barbarian, Ghelbin, during the battles that frequently occurred
while they were both a part of the Fire River Trading Company out of Tantras
(see Oldamnar's other two entries for more information).
Caster Level: 12th
Prerequisites: Craft Wondrous Item,
suggestion, disintegrate
Market Price: 40,543 gp
Special:
This stone's magic will only work if invoked by
a gnome or other similar 'small' class races. Once the stone is activated,
one randomly selected enemy with 10 feet of the bearer is subjected to a
suggestion spell. It makes the opponent think that they should retrieve
the stone from the hand of the bearer and let him go. Thus, the next enemy
creature to touch the stone (other than the gnome/halfling/etc. who bears
it) is then the target of a disintegrate spell. The stone may only be
used once per day.
Kill List
(Contributed by Icewolf)
[Top]
This scroll can be used by anyone. It must be
translated by someone who can usually use scrolls.
Instructions: Place flat on a surface, and
strike firmly with the weapon of choice.
Power: When struck with a weapon, a permanent
Magic Mouth appears on a visible part of the weapon. (For swords, for
example, it could be on the blade, crosspiece, or the base of the hilt. This
Magic Mouth will speak a list of all the kills made by the current wielder
of the weapon. Note, that this list start after the scroll is used, and is
not retroactive.
The Left Hand of Darkness
(Contributed by Knightcrawler)
[Top]
This ornate metal glove is made from adamantine
and cunningly hinged to allow complete freedom of movement. The glove is
made to be worn on the left hand. For the gloves powers to work the wearer
must be an elf. When the wearer casts any spell that summons or calls a
creature or creatures, the creature(s) receive a +4 deflection AC bonus, a
+4 enhancement bonus to Constitution, a +2 enhancement bonus to Strength,
and a +1 morale bonus to attack and damage rolls. The wearer also gains a +5
competence bonus to Bluff, Diplomacy, and Intimidate skill checks. Lastly
the wearer can cast a summon monster spell enhanced by echoing
call III twice per day.
Caster Level: 17th; Prerequisites:
Craft Wondrous Item, bless, bulls strength, echoing call III, endurance,
protection from chaos/evil/good/law; Market Price: 147,000 gp
Light of Selune
[Top]
These are clear intricately crafted crystal
orbs, which are often (circumstance dependent) about 3 inches in diameter.
They will appear unexceptional to all by the light of day, however at night
(either indoors or outside) they glow with a pale, silvery-white light which
some describe as reminiscent of the moonlight from Selune. It will faintly
illuminate an area with a 30ft. radius. In addition to this ability, once
per night (usually at
midnight) a
Light of Selune can provide a ghostly-type of insight into one dilemma,
as a divination cast by a 10th-level cleric. These items are favored
possessions of the clerics of Selune.
Caster Level: 10th; Prerequisites:
Craft Wondrous Item, continual flame, divination; Market
Price: 7,000 gp; Weight: 1/2lb.
Lute of the Planar Traveler
(Contributed by Darkheyr)
[Top]
Covered in strange, finely carved runes, this lute made of the finest pine
wood confers several abilities to it's wielder. To use any of them, he or
she must be playing the lute.
- The wielder is rendered immune to the
specific environmental hazards that naturally occurs on one of the inner
or outer planes. For example, he is immune against the burning air in the
Plane of Fire. Only the natural hazards native to a plane are held off, so
a fireball - or a blizzard, not being native to that plane - could cause
serious harm to him; as would the natural attack of a fire elemental.
- The wielder can let the lute lead him to an
interplanar portal within ten miles distance. The wielder must succeed at
a perform check with a DC of 25 to do so, however.
The Lute of the Planar Traveler was originally created by a human bard in
order to safely travel the inner planes. Sadly, he came to realize that he
could not effectively play the Lute within the Plane of Water, and promptly
drowned there. It is unknown how the item returned to the material prime.
Please note that its creator never came to test the Lute in either the
negative nor positive energy plane.
Manikin
of Arming (Contributed by the Green Knight)
[Top]
This magical item appears as a featureless
manikin such as might appear in a dressmakers shop when it is first created
or not currently bonded to anyone. When bonded to someone it takes on the
body type and size of the individual down to fingers and toes. The bonding
ritual requires five hit points worth of blood (healed in any way) and two
hundred experience points. Once bonded to someone it cannot be bonded to
anyone else except upon death or willing release by the bonded individual.
If a boded individual releases the bond then wishes to bond again it cost
five more hit points and two hundred more xp. On command the bonded user can
cause all of the items they are wearing to switch with all the items the
manikin is wearing.
With the proper support staff the uses of this
item are limited only by the imagination of the user. Other than the obvious
uses to quickly arm and armor oneself the item has found use by noble
dandies of Waterdeep to change from one fabulous outfit to another in the
blink of a eye. With the help of servants that change the clothing on the
manikin this can happen several times at one event. Users beware of
disgruntled staff witch could lead to embarrassing situations. It is also
useful for more shady characters who wish to disguise themselves quickly or
send away incriminating evidence as well as arm themselves if captured.
Adventurers also can use it to send out treasure and resupply healing or
food in the field if the have people to change out the manikin.
Inexperienced users should beware of some more
common mistakes in use, such as forgetting to put undergarments beneath
their armor or putting boots on the wrong feet. Sending away useful magic
rings, amulets etc can also be a problem.
The manikin functions upon command unlimited
times a day, but without someone to change the manikin the two outfits will
just change back and forth. Upon command every item worn by the user is
teleported onto the manikin and simultaneously every item worn by the
manikin is teleported onto the user up to 650 lbs. If the user wishes to
keep something with them they must drop it or take it off and hold in the
hand. Held items are not changed, backpacks and scabbards are changed if
worn. Any effect which prevents teleportation, either at the manikin or the
user prevents the process from working. User and manikin must be on the same
plane. Cursed items that require magic to remove will not teleport away but
cursed items placed on the manikin will.
Caster level: 9th; prerequisites: craft
wondrous item, teleport or word of recall, arcane mark, Market price:
162,000 gp; Cost to create: 81,000 gp and 6,480 xp + 200 xp to bond
Mark of Midnights Magic
(Contributed by Knightcrawler)
[Top]
This series of shimmering blue tattoos covers
much of the subjects body; torso, back, legs, arms and even head. This set
of tattoos will only work for a creature with natural spell resistance as
the spells are linked to directly to that ability. The tattoos protect the
subject from scrying and magical location just as a nondetection
spell does. If a divination spell is attempted against the subject, the
caster of the divination must succeed on a caster level check (1d20 + caster
level) against a DC of 12+Character Level. Additionally the tattoos provide
life-sustaining nourishment, boiling down to no need for food or water
refreshing the body and mind, so that the subject needs only sleep 2 hours
per day to gain the benefit of 8 hours of sleep. The subject is immune to
all death spells, magical death effects, energy drain, and any negative
energy effects. The subject also gains an enhancement Natural Armor bonus of
+4 and the continual effect of a protection from evil spell.
Caster Level: 12; Prerequisites:
Craft Magical Tattoo, nondetection, death ward, barkskin, protection from
evil, create food and water; Market Price: 274,950 gp
Milil's Singing Statue
[Top]
Forged after the Time of Troubles, these silver
statues were found in all the temples dedicated to the Lord of Song, Milil,
as well as bardic colleges across the Realms. Milil's Singing Statue
is a 1/2 foot tall. It is carved in the image of Milil, that of a young male
holding a lute appearing to put words to some beautiful tune. When the
powers of the statue are employed, a light pleasant tune seems to emanate
from the insides of the statue.
Caster Level: 12th
Prerequisites: Craft Wondrous Item,
10th-level cleric, cure moderate wounds
Market Price: 32,143 gp
Weight: 4 lbs
Special:
These statues allow a cleric to turn (but not
rebuke) undead as if the cleric were of two levels higher than his/her
normal caster level. It is claimed by the clerics of Milil that the tune
coming from the Singing Statue is responsible for this ability. Also, on
command, the statue can cure moderate wounds (2d8+10 hit points) once
per day
Oldamnar's Globe
of Infinite Gazing (Crystal Ball)
[Top]
This transparent globe was crafted 7 years ago
by the wizard Oldamnar, of Tantras. It was designed by Oldamnar so that he
could scry on his rivals, whom he believed was forging an alliance against
him to try him out of Tantras. The supposed conspiracy of rival wizards was
a result of Oldamnar's paranoid nature, however this nature lead him to
create several powerful globes of seeing (as crystal ball described in the
DMG). The crystal balls created by Oldamnar were forged from a strange type
of glass crystal found only in the depths of the
Inner Sea. The
globes sit upon a jewel-encrusted base with three small ivory inlaid silver
legs.
Caster Level: 10th
Prerequisites: Craft Wondrous Item,
scrying, silent image
Market Price: 70,000 gp
Weight: 7 lb.
Special:
These globes of seeing work exactly the same as
those crystal balls described in the DMG except for one thing - these globes
allow silent image to be cast in such a particular way that the point
of creation can be of any place or area displayed in the globe. The only
thing that the wielder must perform, is the casting of the silent image
spell.
Pelagosia's Exponential Tome
of Spells
[Top]
The halfling wizardess, Pelagosia penned three
of these unusual texts during her very short career as court wizard to
Brelbach the Proud. Covered in plain brown-dyed leather hide, these thin
tomes of a very nondescript nature contain within their scrap parchment
pages special magical instructions. Only arcane spellcasters possess the
necessary skill and knowledge to read and understand these instructions. The
spellcaster, upon reading the entirety of the text, acquires the feats
Enlarge Spell, and Extend Spell at no additional cost to the PC.
Caster Level: 4th; Prerequisites:
Craft Wondrous Item; Market Price: 4,500 gp; Weight: 3lbs.
The Pendant of Merciless
Regeneration
(Contributed by Shadowlord)
[Top]
Description and
Powers:
The Pendant of Merciless Regeneration appears to be an obsidian necklace,
perfectly polished, with the holy symbol of Vhaeraun hanging from it as
ornamentation. It is said that this pendant was originally purchased from
Bazaar in Menzoberranzan, though no one truly knows its origin. It is
thought to be a matching piece that goes along with The Shadow's Revenge,
and the Cloak of Shadowy Prowess.
If the wearer is a follower of Vhaeraun, and a male drow elf, the effects of
all physical attacks upon the bearer are regenerated, with full regeneration
occurring after 1 turn. If the wearer is not a Vhaerunite, a male, and a
drow, the regeneration process still takes place, but the possessor feels as
though someone is whipping him mercilessly, and cannot move (except
occasionally twitch) for two full turns. Even after the process is over, the
non-Vhaerunite feels a strong tingling, which affects his balance and
coordination as a Dex -2.
Background:
This mysterious amulet is considered to be the savior of Vhaerunites, and
the bane of all else. Thought to have been made by outcast followers of the
Masked Lord, the amulet has been put to good use by dark elven thieves,
until a Lolthite priestess slew it's possessor. The priestess saw that the
wounds she inflicted vanished fairly quickly and the thief was still able to
fight after repetitive bludgeoning. She slew the Vhaerunite thief and took
the amulet for her own, hiding the sacrilegious holy symbol under her tunic.
Eventually, the item was discovered, and she was branded a traitor
priestess, even though her devotion to Lolth was strong. She was exiled to
the Underdark and was slain by a peculiar drow male, surrounded by an aura
of shadows. It is believed that the drow was a follower of the Masked Lord,
and it can safely be assumed that the pendant is back in Vhaerunite hands.
Bonuses:
This amulet is a part of a set, and it's full potential cannot be realized
until it is reunited with The Shadow's Revenge, and the Cloak of Shadowy
Prowess.
Strong Transmutation, Abjuration [Darkness] and Illusion (Shadow); CL 18th;
Craft Wondrous Item, regeneration, creator must be a Vhaerunite Drow Male;
Cost 30,000 gp + 1,000 XP.
Phase Band
[Top]
This is a simple item with the purpose of
causing any single crystal structure it is fastened to phase out of
existence for a moment when the command is spoken, allowing up to six
man-sized beings through. In areas of extremely large crystals Tsnng like to
use these to create secure alcoves that cannot be raided. They also use them
to bypass the single crystal doors, windows, or other adornments some races
may use to build. It takes one minute and a hammer and nails to fasten the
item to a crystal.
Moderate Transmutation; Wiz 6; Craft Wondrous
Item, phase crystal
Pledge of the Acolyte (Contributed by Icewolf)
[Top]
This item is a simple wooden box, on the outside. On
the inside, it is covered in Netherese runes.
Powers: The function of this box is simple. You take
a piece of a person, such as hair or fingernails, and place it in the box,
and close the lid. When you re-open the box, a slight variation of the
person's true name is scribed a half dozen times on a number of scrolls. The
purpose of these scrolls is that they can cast a variety of charm/suggestion
type spells that are impossible to resist, due to the power of a true name.
(Add 5 to DC of resist attempt. And, of course, Elves are immune to charm
magics.)
Background: The Armored Emperor had this box
commissioned to help him control his foes. The mage, a cowardly and cruel
man called Esther finished his work nearly a year ahead of his promised
delivery date. He used this time to acquire a 'sample' of the Emperor's
hair, and used the scrolls to ensnare the one who had commissioned the box.
Construction: To Be Announced.
Quill of Arcana
[Top]
This irregularly fashioned reddish-grey
cockatrice quill is the sole possession of the Sage of Perth. It was crafted
during the brief period (brief for a being composed of purely psionic
eternal energies given physical form) that the Sage worked as a Loremaster
for the
Temple of Oghma in
Suzail, 300 years ago. The reddish plumage of the quill is offset by the
small collection of grey feathers at the base of the quill before the point.
This quill could be a a boon to all who live by the use of magic.
Caster Level: 5th
Prerequisites: Craft Wondrous Item,
creator PC must a total of 5 ranks in spellcraft, knowledge (arcana), and
decipher script skills
Market Price: 7,564 gp
Special:
When the Quill of Arcana is held
inverted within the bearers hand, it grants the bearer a +5 competence bonus
to all spellcraft, knowledge (arcana), and decipher script skill checks.
The Reading of Truth
[Top]
This gem-encrusted gray square of wood is
crafted into the similar shape of a book or tome.
Caster Level: 15th
Prerequisites: Craft Wondrous Item,
greater dispelling
Market Price: 57,321 gp
Special:
The book-like item grants it's function and the
special arcane command word ("Oghma") to any non-evil wizard or sorcerer
that touches the item. The non-evil arcane spellcaster who carries the book
automatically is granted a +4 insight bonus to saving throws against
illusions and illusionary magic. Also, once every two days upon uttering the
command word for the item, can the bearer command the item to dispel all
illusions in a 25-foot radius centered on the bearer's location as if a
similar greater dispelling was cast.
Robe of Perfect Disguise
(Contributed by Icewolf)
[Top]
Description: This robe is at first glance, a
plain black robe. Upon closer inspection, as the wearer moves, a faint
silvery set of Runes shimmer over and over, in the exact same pattern.
Powers: As the name implies, this robe is an
extremely useful garment. Upon uttering the command word, and picturing the
exact outfit that is needed, the robe shifts into that form. This is only an
illusion, however, and may be exposed as such. If a suit of armor, for
example is made from this robe, then no armor bonuses accrue. If a weapon is
part of the ensemble, it appears as well, though it IS just an illusion,
though, if the robe's owner seems to grasp the weapon and draw it, the
weapon will appear to be in their hands.
Background: Created centuries ago by a elven
mage, Known only as Silverleaf, this robe was originally made to prevent the
wizard from being robbed. Silverleaf was a mage that was rather prone to
attracting bandits. He created this suit as a means to intimidate those who
wished to help themselves to his property. After the creation of this robe,
Silverleaf was often seen wandering around in a suit of full plate mail
armor that seemed to glow bright red, with a sword strapped across his back
that was bigger than he was. The Robe
was lost soon after Silverleaf died, due to a poisoned arrow to the face. It
seems that he had neglected to think to use the robe to create a helmet to
go along with the armor.
Sash of Sages
(Contributed by Targon Moonrise)
[Top]
The Sash of Sages is a 4 foot long piece of
silver cloth. Running along the front 2ft, it has a row of runes that say
"Knowledge to All". At the point the sash goes over the shoulder, it has the
holy symbol of Echo, the God of Bards and Knowledge.
The Sash has three powers:
The sash may be wore around the waist, taking
up the belt spot, or across the chest in the normal fashion. It can be worn
under normal clothing but if it is worn under magical clothing or armor,
it's powers will not work until the magical armor or clothing item is
removed or the sash is worn on the outside.
The Shadow's Revenge
(Contributed by
Shadowlord)
[Top]
Description and
Powers:
The Shadow's Revenge appears to be an obsidian ring, perfectly polished,
with the holy symbol of Vhaeraun inlaid in it's center. It is said that this
ring was originally purchased from Bazaar in Menzoberranzan, though no one
truly knows its origin. It is thought to be a matching piece that goes along
with The Pendant of Merciless Regeneration, and The Cloak of Shadowy
Prowess.
If the wearer is a follower of Vhaeraun, and a male drow elf, the bearer can
shadow walk 3 times per day. The ring gives a +2 bonus to strength and
dexterity, +15 to the Hide Skill, and +15 to the Move Silently Skill. The
band also acts as a ring of anti-venom. If the wearer is not a Vhaerunite, a
male, and a drow, the ring has no effect, and the possessor feels as though
someone is whipping him mercilessly, and cannot move (except occasionally
twitch) until the ring is removed. The ring can only be removed from
non-Vhaerunites by a remove curse spell, and even then the once-bearer feels
a strong tingling, which affects his balance and coordination as a Dex -2
for one whole week.
Background:
This mysterious ring is considered to be the savior of Vhaerunites, and the
bane of all else. The item was thought to have been made by outcast
followers of the Masked Lord, and the ring was used by many a Vhaerunite
thief, until it was brought to the surface. There it was taken by an
adventurous halfling, who learned too late of his error. His tortured
screams echoed throughout Cormanthor, drawing all manner of creatures to his
location. The halfling was slain, and taken by drow followers of Eillistrae,
who were careful not to touch the ring. Later on, the Eillistraens were
slain by a peculiar drow male, surrounded by an aura of shadows. It is
believed that the drow was a follower of the Masked Lord, and it can safely
be assumed that the pendant is back in Vhaerunite hands.
Bonuses:
This ring is a part of a set, and it's full potential cannot be realized
until it is reunited with The Pendant of Merciless Regeneration, and the
Cloak of Shadowy Prowess.
Strong Transmutation, Abjuration [Darkness], and Illusion (Shadow); CL 18th;
Craft Wondrous Item, shadow walk, creator must be a Vhaerunite Drow Male;
Cost 30,000 gp + 1,000 XP.
Shatter Sphere
[Top]
These items are outwardly physically identical
to wardspheres, and are enchanted to fly about in a similar manner. However,
they are little more than mystical bombs. When a Shatter Sphere impacts a
crystalline formation it can trigger an explosion identical to a Mineral
Blast spell for whatever is above it. Shatter Spheres automatically move to
the base of the nearest living creature when given their command word. They
otherwise trail circle about their creators at a set distance (10, 20, or 30
feet). A Shatter Sphere can cause one detonation per day.
Moderate Evocation; Wiz 8; Craft Wondrous Item,
Levitation, Mineral Blast
Sorcerer's Bracers
(Contributed by Knightcrawler)
[Top]
These bracers, which will only work for
sorcerers, surround the wearer with an invisible but tangible field of
force, granting him an armor bonus of +4 and a resistance bonus to all
saving throws of +2. In addition they add to the wearer's Charisma score in
the form of an enhancement bonus of +4. Both bracers must be worn for the
magic to be effective.
Caster Level: 8th; Prerequisites:
Craft Wondrous Item, mage armor, resistance, eagle's splendor
Market Price: 39,200 gp
Sorcerer's Hood of Illusion
(Contributed by Knightcrawler)
[Top]
The wearer of this hood, who must be a
sorcerer, acts as if he were always under the effects of a blur spell
(20% miss chance), can change self at will, and can choose to have
all magic on his person be masked from detection as per nystul's
undetectable aura once per day. Additionally the wearer can cast
invisibility and mirror image each three times per day.
Caster Level: 8th; Prerequisites:
Craft Wondrous Item, change self, invisibility, nystul's undetectable
aura, mirror image, blur; Market Price: 16,000 gp
Spectacles of Studying
(Contributed by Knightcrawler)
[Top]
These glasses grant the user the ability to
continuously detect and read magic at all times they are worn. In addition
they also let the user understand any spoken or written tongue as per a
comprehend languages spell.
Caster Level: 2nd; Prerequisites:
Craft Wondrous Item, read magic, detect magic, comprehend languages;
Market Price: 3,250 gp
Statuette of Illusionary
Annoyance
(Contributed by Arivia)
[Top]
Once per day, this statuette can be used to
project an image of whatever creature the statuette represents. If this
image is spoken to, the statuette says a simple, short answer (chosen at the
time of creation).
CL 11th; Prerequisites Craft Wondrous Item,
magic mouth, permanency, programmed image.
Stone of Arcane Disjunction
(Contributed
by Nightelf)
[Top]
This large emerald is highly sought after by
both Wizard and Priest for its extensive uses in dispelling magic. Once per
day, the owner of such a stone can grip it tight to their chest and then
focus intently upon the item they wish to have dispelled. The stone can
dispel such magics as those created in conjunction with a permanency spell,
or enchantment or enhancement spells cast by a Wizard or Priest over level
8. The stone also has lesser uses, if boiled in a container with a type of
Poison or Potion, the stone will dispel any hazardous or magical properties
of the liquid, rendering it simply water.
Surfeit Evil
[Top]
This bone-white powder is the ashen remains of
many people's bones who have been killed by negative energy effects.
Caster Level: 8th
Prerequisites: Craft Wondrous Item,
unholy blight, ghoul touch
Market Price: 1,400 gp/bag
Cost to Create: 700 gp + 56 XP
Special:
Approximately one-full handful of this powder
produces effects exactly similar to an unholy blight spell. Should
the bearer not release the powder in 1d4 rounds, the bearer automatically
falls under the same effect as a victim of a ghoul touch attack. The
bearer becomes paralyzed for 1d4 rounds, and does not receive a Fortitude
saving throw to negate the effect. After the 1d4 period has passed, the
powder in the bearers hand becomes inactive, and the bearer must again
gather more powder for use.
Tasmia's Heart
(Contributed by
Yasraena)
[Top]
This elaborately
designed bustier is lined with black silk and lace and is adorned with many
Sapphires and Beljurils. It sustained the High Lady Tasmia's life both
underwater, functioning as a Helm of Underwater Action and a Ring
of Free Action, and for centuries beyond measure, working in some
unknown manner to slow her aging and preserve her life force.
Tome of Candlekeep
(Contributed by Bookwyrm)
[Top]
Cost:
50,000 gp
Prerequisites:
??? (Sage of Perth comment - I am still determining this)
Weight:
1 lbs.
Cost to
Create:
28,000 gp + 4000 XP (Sage of Perth comment - I am unsure about this)
Special:
The powers of the Tome of
Candlekeep
are as follows -
- For amount of
knowledge, pick a number of Knowledge skills equal to your Intelligence
modifier, if positive (but no less than one). These become class skills.
If they were already class skills, then ranks within them gain at a rate
of two for every one point placed in it. This is not retroactive. If in
the case of the latter the skill points would exceed the maximum allowed
for character level, the excess is "saved" for the next level increase
- All
Intelligence-based skills gain at least a +1 bonus on checks. The increase
can be greater at the choice of the DM (i.e., if the scribes feel the
character should be rewarded in a greater fashion). This is only usable
when it is feasible to open a book and look something up. (Combat is not a
good choice for this action.) The time it takes to look up information in
rounds is equal to 1/10 of the check's DC
- The
communication feature represents a +20 circumstance bonus on any knowledge
check, but it can only be used once per fortnight. Also, it can take up to
1d8 (plus the DC level of the check) hours to receive a reply
- Studying the
Tome for two hours gains the character extra knowledge. This knowledge can
be added as a +1 bonus to any Intelligence-based check made within the
next week (this can be added after the roll). A character can "store" as
many points as equal his or her Intelligence modifier (if positive). These
points can stack. A week of not exercising this knowledge means loss of
the extra point. If the character's Intelligence modifier is less than 1,
this bonus is not possible
- There is no
increase to the character's mental abilities. All bonuses are dependant on
having the Tome close at hand. Not spending four hours studying the Tome
within one day after a level increase forfeits the x2 skill increment
bonus for that level. Any excess points from the previous level (see
paragraph 1 of this section) are inaccessible until this is done, and if
studying is not completed within the time limit they are lost. Keep in
mind that using the Tome for the general +1 (or greater)
Intelligence-based bonus is dependant on being able to read the book at
the time
In addition to knowledge-based bonuses, there may be other benefits to
having this Tome, based on the DM's choice. Examples of this might be:
-
The Tome
counts as a holy symbol for a cleric of Oghma.
-
For a
wizard who follows a studious-type deity (Oghma, Deneir, Mystra), studying
this book for two hours per week will cut spell-studying time in half for
the next week. This study time is in addition to that required for other
bonuses.
-
For a
wizard or divine spellcaster who follows a studious-type deity (Oghma,
Deneir, Mystra), studying this book for four hours within a day after a
level increase will gain an extra spell slot at any level bellow the
highest level the character can cast. (Treat as though gained through a
high ability score.) This study time is in addition to that required for
other bonuses.
-
For every two
level increases that the Tome has been in the character's possession the
character gains a bonus metamagic or item creation feat.
Background:
This
magical volume appears to be a simple book, well made but small and
seemingly of few pages. However, this book, which contains many more pages
than the eye would suggest, is magically linked to the famous library of the
Realms: namely, Candlekeep.
The Tome is a rare gift of the scribes of Candlekeep, given only to nonevil
characters who have either done the Library a service or are promising (or
already famous) scholars who have impressed themselves upon the scribes. It
is linked to several volumes of information on the shelves there, and all
that the user has to do is page through the Tome to find uncommon bits of
knowledge.
There are limits, however. Each Tome is unique and custom-made to the
recipient, and so will be linked to certain books only. Also, the depth of
knowledge (its obscurity, value, etc.) will be dependant on the scribes'
estimate of the character's worth.
The Tome may only be used when it is possible to study a book for answers.
There is a blank page at the end of the book, which can be used to request
information of the scribes at Candlekeep. This can take a great deal of time
to be answered, however, and should only be used in cases of importance at
any rate. Information received in this manner remains in the book; there is
always a blank area at the end.
If a Tome is found, it is of great value to any scholar, especially those of
evil alignment. Servants of deities such as Cyric or Shar would greatly
desire it, especially if it gives uncommon information, as servants of Oghma
are reluctant to give such information to them. Market value is to be set by
the DM based on the sort of information found within.
If returned to Candlekeep by one who has found it, or to a temple of Oghma
or another deity aligned to him, chances are high that a reward shall be
given to that character. It may even be that the character will be allowed
to keep the book.
If the character does not attempt to do this as soon as possible, however,
and is discovered, chances are that servants of Oghma and/or those of
deities aligned to him will hunt the character down to prevent possible
misuse of the knowledge inside.
The Torc of the White Stag
(Contributed by the Green Knight)
[Top]
This magic item is a carved and inlaid neck
torc usually made from shaped stag antler, but as new and unique ones are
made by various crafters the materials may vary. The name comes from the
oldest know version of this item which was made from the antlers of a large
white stag and was decorated with carvings of hunting the stag and silver
inlay. As the creation of this item became more widespread various creators
have used different names such as the torc of iron claws, or the hunters
torc. The variations on the original design are many with varying armor and
enhancement bonuses depending on the strength of the crafter or the needs of
the users. Other variations include such things as dark vision (8,800
additional gp to base price) and bonuses to skills such as climb, swim, hide
or move silently (2,200 additional gp to base price each ).
The oldest known version of this item was
created by druidic shaman of the Blue Bear tribe of Uthgardt barbarians for
use during rituals hunts where the hunter had to stalk and slay a stag with
only a knife and his bare hands. After the Blue Bear tribe fell under the
sway of Malar the knowledge of the item spread to various lycanthropes and
groups such as the people of the black blood and the Grey wolf Uthgardt.
After the tribe split into the Tree Ghost tribe the knowledge spread further
among good aligned groups of lycanthropes and druids as well as the half orc
monk/rangers of the order of the oaken tusk.
Due to the nature of the torc it adjusts in
size to fit different sized creatures enabling some lycanthropes to wear the
torc in there human (but not animal form unless it has the wild enchantment
on it) as well as their hybrid form (assuming the hybrid form is medium
sized and humanoid)
Three examples of the Torc are listed below:
The lesser torc of the white stag
This
piece of jewelry gives the wearer a +1 natural armor bonus as well as
making up to two natural attacks (I.e. two hands, two claws etc) +1 to
hit and damage. This item also makes the enhanced attacks deal regular
damage (not subdual damage) and is considered armed.
Caster level: 3rd; Prerequisites: craft
wondrous item, craft magic arms and armor, barkskin, magic fang;
Market price: 6,400 gp; Cost to create: 3,200 gp and 256 xp.
The torc of the white stag
This piece gives the wearer a +3 natural
armor bonus, a +2 to natural attacks and doubles the threat range of
natural attacks. Natural attacks with it are considered armed attacks
and do normal damage.
Caster level: 9th; Prerequisites: craft
wondrous items, craft magic arms and armor, barkskin, greater magic
fang, keen weapon or weapon of impact. Market price: 54,360 gp; Cost
to create: 27,180 gp and 2175 xp.
The greater torc of the white stag
Version one: this piece gives the wearer
a +5 natural armor bonus, a +3 to natural attacks and doubles the
threat range of natural attacks. Natural attacks with it are
considered armed attacks and do normal damage.
Caster level: 15th; Prerequisites: craft
wondrous items, craft magic arms and armor, barkskin, greater magic
fang, keen weapon or weapon of impact. Market price: 114,640 gp; Cost
to create: 57,320 gp and 4,586 xp.
Version two: this piece gives the wearer
a +2 natural armor bonus, a +3 to natural attacks and doubles the
threat range of natural attacks, and the wild ability (from masters of
the wild book). Natural attacks with it are considered armed attacks
and do normal damage.
Caster level: 15th, Prerequisites: craft
wondrous items, craft magic arms and armor, barkskin, greater magic
fang, keen weapon or weapon of impact, meld into stone. Market price:
114,640 gp; Cost to create: 57,320 gp and 4,586 xp.
Tube of
Launching
(Contributed by Bookwyrm)
[Top]
Weight: 1lb
Market Cost: Variable
Cost to Create: Variable
Caster Level: Variable
Prerequisite: Craft Wondrous Item,
launch item
This is a hollow, foot-long tube, made of wood,
leather, or metal. It is closed except for a lid on one end fastened with a
simple catch. Any single item no larger than a potion vial can be placed
inside. Once loaded, the tube need not be opened again, so the item inside
is in no danger of falling out accidentally. When activated (by means of a
button on the side) the lid opens on its own and the item inside is launched
as if by a launch item spell. The spell's range depends on the caster
level used.
The Undeath Jewel
[Top]
This fist-sized, red, highly reflective gem is
as evil as Bane's black heart. The gem was crafted in ancient times by
clerics of an unknown Death god.
Caster Level: 10th
Prerequisites: Craft Wondrous Item,
halt undead
Market Price: 36,000 gp
Special:
Any types of Undead who glance upon the gem
will see it shine with a unholy deathly-glowing light, but to all other
non-Undead creatures, they see it only as a lightless red gem. When it is
held in the bearers hand, above the chest, the Undeath Jewel provides
a +10 resistance bonus to the bearers saving throws against fear checks to
all Undead within 10 feet of the bearer.
Once per day the gem can be used by the bearer
to halt an undead creature as if the creature had been affected by a cast
halt undead spell.
Vanaeir's
Helix
(Contributed by Arivia)
[Top]
This helix is made of five differently colored
tubes of glassteel: red, blue, white, black, purple. The tubes are weaved
together as if in a traditional helix, except for at the end of the helix,
where they all meet in a point. This point is capped with a diamond. The
tubes are open-ended at the larger end of the helix, so that liquids can be
poured into them. Depending upon the liquid, and the tube that the liquid is
poured into, a different ray is sent from the diamond. All liquids poured
within the helix disappear during the creation of the ray. The red tube
creates a ray of flame (fire damage), while the blue tube sends forth a
blast of ice (cold damage), the white tube creates positive energy, the
black creates negative energy, and the purple creates a force effect (normal
damage). The amount of damage depends upon the liquid used.
Vhaeraun's Dark Favor
(Contributed by
Shadowlord)
[Top]
Description and
Powers:
Vhaeraun's Dark Favor is the full effect of the combined Pendant of
Merciless Regeneration, Shadow's Revenge, and Cloak of Shadowy Prowess. When
all three items are worn by the same person, who can only be a drow
Vhaerunite, an event occurs, which is only known as Vhaeraun's Dark Favor.
The wearer is rendered invisible, but can still be seen by people of his
choice. He is immune to the effect of the True Sight Spell, which dispels
illusion, and is completely silent. No being, short of the divine, can spot
him, and he is immune to the clerical spells and snake whips of Lolthite
priestesses.
Waukeen's Favor
[Top]
This singular rough shaped gold piece has been
blessed by the holy power of Waukeen priests. It has the symbol of Waukeen
engraved with silver on one side, and an engraving of an unknown face on the
other side.
Caster Level: 3rd
Prerequisites: Craft Wondrous Item,
follower of Waukeen
Market Price: 200 gp
Special:
When this gold coin is taken and then flipped
high into the air, it will then spark off a bright shining (non-blinding)
light from an unknown source. As the light dissipates the PC will be
showered in a rain of 6d6 gold pieces per three levels of the PC.
It is at the DM's discretion, how many times
this magical item can be used, before the ability of the coin fades. A
normal number of times, is anywhere from 5-to-10 times.
Wild Elf
Paints
(Contributed by
eilinel)
[Top]
A sorcerer can make that kind of tattoos, which
cannot be detected by magic. They allow the painted elf to gain a resistance
like the spell and sharpen their sight: gain a +2 magic enhancement in spot.
The paint disappears as soon as the elf receives three attacks involving the
resistance power.
The
Wizards Palm
(Contributed by trafaldi)
[Top]
This is a strip of leather with ties on the end
that wraps around the palm of the caster. It allows the caster the ability
to cast with the lack of components.
Cube of Plane Shifting (Contributed by Christopher Villinger) [Top]
This cube is made of metal and crafted to change its shape for travel and is intelligent and can speak about itself and the planes. The voice will tell you where the cube will send you with its current configuration. It eats and demands an ioun stone for each trip to the other planes and back to the prime material plane. If all the party members are defeated the cube will transport all members back to the prime material plane.
Cost: 45000 g.p.
Wizard's Hat of True Sight (Contributed by Christopher Villinger) [Top]
This hat enables the wizard to see concealed items, magical auras and creatures under the polymorph spell as well as invisible creatures. All illusions are seen through and illusionists may not wear this hat or else their power goes into oblivion. Secret doors seam to burst with magical light when the wizard passes and traps can be seen by the hat as well.
Cost: 32000 g.p.
Necklace of Second Sight (Contributed by Christopher Villinger) [Top]
This necklace creates a powerful time differential between you and your self that allows the self to see the future from 5-15 rounds away. If there is danger and the party prudently stops they will feel Super-Human. These dangerous rounds can be easily avoided by adventuring in another direction, waiting for the menace to leave or surprise them and attack first and then do an initiative roll. The necklace is always on and when monsters are 75’ away then the necklace will glow blue.
Cost: 20000 g.p.
Amulet of Spell Absorption (Contributed by Christopher Villinger) [Top]
This amulet can see all magic activity in battle and anything coming at him at super-sonic speed will be amazingly degraded and absorbed by the amulet. The amulet initially absorbs spells that are 3rd level or lower. This includes fireballs and lightning which do no damage. Every year that the wizard keeps the amulet raises the level that the amulet can absorb by 1.
Cost: 25000 g.p.
Black Ioun Stone (Contributed by Christopher Villinger) [Top]
This stone will raise the hit points of the bearer by 10. A permanent loss of one hit point per day is inflicted until a an elf possesses the stone.
Cost: 12000 g.p.
Boots of Jumping (Contributed by Christopher Villinger) [Top]
These boots are inlaid with gold ornamentation and will alter to fit any size foot.
The character bends down as if to run but then launches himself into the air flying at 50’ round landing up to 170’ with a soft landing. These boots are highly valued for getting out of a hopeless encounter or jumping to the side of a party member to help combat his monster.
Cost: 6000 g.p.
Cloak of Vanity (Contributed by Christopher Villinger) [Top]
This cloak can only be worn by a character with a charisma of 15 or better. All who see a man with this cloak with be automatically charmed and act positively towards him. The character should be very serious about this item that maintains his status which also allows him to avoid 1 melee per day. Negotiations with nobles will be a stunning success for the character and they will think of him first when a quest presents itself.
Cost:16000 g.p.
Amulet of Comprehension (Contributed by Christopher Villinger) [Top]
This amulet determines the truth of any encounter and if swayed to do so, will crush the mind of a monster who will always be Earth bound. This amulet is needed for teleportation. It can also spew fire 5’ doing 1d10 pts. dmg. After adventuring this amulet will mend all mental wounds and assist the character begin a new level. Being and Rationality are paramount for this amulet to acknowledge the new level; and continue its existence connected to the bearers mind, confirming what is real and what is not.
Cost: 24000 g.p.
Cloak of Astral Protection (Contributed by Christopher Villinger) [Top]
With a magic word this cloak will astrally project the character to a position of his choosing. A silver chord flashes out of his abdomen and connects to the astral plane. The cloak is red and decorated and when activated engulfs the character in red light whereupon he travels the chord to the astral plane. This jump can be accomplished twice per day.
Cost 21000 g.p.
Artifacts/Relics
The Ultimate Robe of the Archmagi
[Top]
Description:
This blue velvet robe has a characteristically designed series of shimmering
runes and images woven into the fabric of the robe.
Powers:
The actual origins of this robe are lost to the vagaries of time. The great
mage Rivilla of Irieabor sold the robe to the Sage's Magic Shop two years
ago. Before that Rivilla purchased it from a merchant in Calimport who had
recently "acquired" it from a rival merchant/mage who was also a retired
adventurer. No one wizard has ever divined all the secrets of this robe,
however it's known powers include:-
- +6 to AC
- +2 to all saving
throws
- Spell Resistance
20
- Damage Reduction
20/+3
Weight:
15lbs.
Cost:
1,000,000 gp and a lesser magical item of half the gold piece value.