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Possible Addition to the Scribe's Guild

I was going over some of my old notes from 2nd edition and found magic items I had created back then. So I started converting them to 3rd edition. Here is the first batch. Let me know what you think or if you see something wrong.

[b]Balm of Gresan[/b]: This white balm, when applied to a wound, regenerates it back to normal at a rate of 1 hit point a round until that wound and that wound only is healed. Each wound must be applied separately. Several doses can be used at the same time. Moderate conjuration; CL 3rd; Brew Potion; Regenerate moderate wounds; Price 300gp.

[b]Captains Bracers[/b]: These bracers, engraved with dolphins around it, gives a bonus of +5 to the wearer the following knowledge skills; seamanship, weather sense, and navigation. It increases the charisma of the wearer +2 when aboard a ship. They calm the waters for 1 mile around the ship upon command. Three times a day these bracers can release a water bolt doing 6d6 damage at a range of 100 yards. Moderate transformation; CL 10th; Craft Wondrous Item; Price 18,000gp.

[b]Earring of Luck[/b]: This diamond earring gives its wearer a +2 Luck bonus on all saving throws. Faint abjuration; CL 6th; Craft Wondrous Item; resistance; Price 4,000 gp.

[b]Gem of Pain Absorption[/b]: When these small gems are activated, a yellow glow surrounds the user. It will absorb the first ten points of damage the user suffers. After the damage is suffered, the light fades and the gem crumbles into powder. Only one of these can be activated at any one time. They will last until the damage is suffered. Moderate Abjuration; CL 10th; Craft Wondrous Item; Price 1000gp.

[b]Holy Oil of Protection[/b]: When this holy oil is rubbed on the forehead and a prayer is offered up to the corresponding deity, it will protect the user as a protection from evil spell. Faint Abjuration; CL 1st; Brew Potion; Protection from Evil; Cost 50gp.

[b]Mask of the Slavers[/b]: This mask is made out of black leather. It has small studs that adorn the mask. It fits the face of any human sized creature, it ties in the back. When the mask is put on it adheres to the wearers face and his eyes turn black. It cannot be taken off unless a Remove Curse spell is cast. It imparts the wearer with +20 to Appraise. It can determine the value of anything from gems to slaves. In fact, anything the wearer looks at, he is constantly determining the value for. It starts the wearer thinking that anything can be purchased or sold for the right price. Nothing has sentimental value, only gold piece worth. Faint transmutation; CL 10th; Craft Wondrous Item, Identify; Price 20,000 gp.

[b]Rune of Vengeance[/b]: This magical rune when place on a weapon will adhere, and appear as if it is engraved on the weapon. This rune will allow a naming of someone that has done the rune bearer an injustice. His name will appear engraved on the blade. In doing so, the rune will give the weapon the special ability of 'Bane' when it is used against that person (+2 to hit/damage with an additional 2d6 damage). There is no limit on how many people can be named on the weapon. But he must of done something wrong to the rune bearer, and his name must be known. You can't say that all orcs have done you injustice, but you can claim Urtaha Dogsire of the Orc clan Blooddrinkers because he killed my father. When the rune bearer comes within 100 feet of someone named on his blade he will know the location of the one named. Once the rune is removed from a weapon, all the names that appear on that weapon disappear. Faint transmutation; CL 4th; Craft Arms and Armor; Price 8000gp.

[b]Skeleton Dust[/b]: This white powder, when sprinkled on a recently killed body, will cause the body to rise up as a skeleton (max. hit points) under the sprinkler's command. This process is very gruesome as all the flesh falls off the body over a period of 5 rounds. Faint necromancy; CL 5th; Brew Potion; Animate Dead; Price 750gp.

[b]Spell Stone[/b]: These stones contain a random spell. A spell caster can cast this spell once a day as if it were one of his own. A stone will only contain one spell and it will never change, since it was embedded in the stone when it was created. School Varies; CL Varies; Craft Wondrous Item; Price (Spell Level x Caster Level) x 400gp

[b]The Finger of Marlas[/b]: This item appears as a shriveled human finger. When the command word is spoken, this finger will rise up and point to the closest undead within the radius of 1mile. It will not tell what the undead is or its distance. Faint Divination; CL 3rd; Craft Wondrous Item; Locate Object; Price 11,000gp.

[b]Wand of Touch[/b]: This wand changes touch spells into ranged attacks. One charge will extend the range to 20 feet. Multiple charges can be expended to further increase the range at a cost of one charge per 20 feet to a maximum of 200 feet. Strong (no school); CL 12th; Craft Wand, Empower Spell; Price 9,000 gp.

[b]Wooden Figurine[/b]: This 4 inch statue resembles a rust monster. When placed on the ground and a command word is given, it transforms into an actual rust monster (see monster manual for stats). It is under the control of the person who commanded it to change. The statue can transform 3/week for a hour at a time. If the rust monster is killed, it reverts back to statue form and cannot be used again for 3 months. Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 15,500 gp.

[b]Minor Artifact[/b]
BLOODFIEND: The BLOODFIEND is both a curse and a blessing to the user. When this longsword is drawn from the scabbard, the sword draws 1d4 hit points from the wielder making it a +1 weapon. On the 2nd, the 3rd and the 4th rounds the wielder suffers 1d4 more each round to give the weapon a +2 bonus in the 2nd, +3 bonus in the third and a +4 bonus in the 4th. On the 5th round the wielder suffers 1d8 points, at this point the weapon has the ability of vampiric regeneration. One half of the damage the blade inflicts to an enemy, is transfered to heal the wielder. The wielder can't gain more than his max hit points. If the blade is returned to the scabbard or it has not tasted fresh blood for six turns it reverts back to the beginning. Note; if the blade is still being held when it reverts back to the beginning it will start drawing hit points from the wielder again. Strong necromancy; CL 20th; Weight 4 lb.

Re:Possible Addition to the Scribe's Guild

I don't see anything glaringly wrong that is jumping out at me. They all look interesting. You should post each one individually in the Scribe's Guild complete with a paragraph or two describing them and giving a little history to make it more flavorful. :)

Re:Possible Addition to the Scribe's Guild

Well, I've been looking through the boards tonight, looking for any interesting topics, and this one stood out.

Some fabulously interesting items there, wingnut, with just one problem (noted at the time by Ghostwind).... that there is no history for the items. As I was reading through, I started getting ideas as to how some of them would come to exist in our campaign setting (such as the Captain's Bracers).

I'd also be curious to know where you got the inspiration for some of them in the first place, if you can remember. :)

cheers

blair

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