Thursday, July 6, 2017

Some Collected New Magic Items

Those who are circled in with me on G+ know that, for a few weeks I have been posting a new magic item every day to my "New Magic Items" collection. At some point (several months to a year from now) I plan to collect them and publish them. However, every once in a while I will collect the recent creations and post them here (at the blog). So to get you caught up, here they are in reverse chronological order (most recent first).

Spectral Tonic

This potion is usable by anyone.

Upon imbibing this potion, the drinker's visage changes to appear as if they'd become a spectre. This is an illusion that cannot be disbelieved by others. The imbiber does not become incorporeal, and retains their normal abilities.

Anyone taking a sip of this potion when finding it to determine its nature has a 50% chance of mistaking it for spectral brew.

Spectral Brew

This potion is usable by anyone.

Upon imbibing this potion, the drinker becomes incorporeal and appears as if they were a spectre. In this form, a +1 or better weapon is required to hit the character, the character can move through non-magical objects and fly at the same movement rate as a spectre, and the character is able to surprise on a 1 to 4 (on 1d6); otherwise, the character retains their normal abilities. 

Ghostly Accord

This item may only be used by those characters permitted the same items as magic-users.

This piece of parchment appears as a contract between two unspecified parties. When read aloud, and as the two parties to the contract the caster uses his or her name and the name of a nearby undead spirit (e.g., a specific ghost, spectre, or poltergeist; within a 120' range of the caster), a truce is forged between the caster and the undead spirit. As long as the caster or the caster's associates do not harm the spirit, the spirit is bound to not harm them. The spirit is not, however, prohibited from being a nuisance or making it more difficult for the caster and the caster's associates to achieve a goal.

Club of Cruelty

This magical weapon is not allowed to characters that are forbidden the use of bladed weapons.

This club, carved from dark ebony wood, features a surface so highly polished, it almost appears as if lacquered. It strikes normally as a +1 weapon, doing 1d4+1 on a successful hit. However, on a natural "to hit" roll of "20," metal spikes magically protrude from the club, doing an additional 1d4 damage before retracting back into the club.

Hydra's Arrow

This item is usable by any character permitted to use a bow as s weapon.

The shaft of this delicately crafted arrow appears to be composed of several smaller intertwined strands of young (green) wood. When fired, the arrow "splits" into multiple (1d4+1) +1 arrows directed at a (single) target creature. A separate "to hit" roll is required for each arrow, but each successful strike lands for 1d6+1 damage. If fired into melee, arrows that miss have a chance of striking creatures engaged with the original target. Recovery of the resulting +1 arrows (after combat) is at the DM's discretion. Once the arrows have split, they cannot be recombined.

Climber's Armor

This item may be worn by any character normally permitted to wear leather armor. However, it provides additional boons to those with thieving abilities.

This stone-gray suit of leather armor features a rope-like motif at its edges. For characters with the ability to Climb Sheer Surfaces (like thieves), it provides a 2 level bonus to such attempts; for all others, it provides the ability to Climb Sheer Surfaces as a 2nd level thief. Additionally, it provides those with the ability to hide in shadows a natural chameleon-like camouflage while climbing, enabling them to be "hidden" while climbing (made as a standard Hide in Shadows check). 

Shadow Shield

This item may be used by any character permitted to use a shield.

This rectangular shield of dark iron is incredibly light and easily handled, despite it's rather bulky appearance. Its face features a vertically-elongated diamond overlaid through its middle with two interlocking rings (the triangle represents shadow and the circles represent light and dark—shadow being the place where light and dark meet).

The bearer of this shield becomes naturally cloaked in shadow, benefiting from a –2 Armor Class bonus in all indoor and underground situations. (The benefit does not apply in full daylight or outdoors).

Additionally, the bearer of the shield may shadow walk at will, stepping into a shadow and traveling through the Shadow Plane to another shadow within a 60' range.

Finally, if standing still and concentrating, the bearer of the shield may create a 30' radius of magical shadow, with all “to hit” rolls in the affected area suffering a –3 penalty. 

Prismatic Necklace

This item is usable only by magic-users and those with access to illusionary magic (e.g., gnomes with illusory magic).

This 10" silver chain features seven glass beads, each approximately ¼" in diameter and differently colored (from left-to-right in the following order: red, orange, yellow, green, blue, indigo, violet).

Each bead may be used up to five times per day. If used individually, they may be "simultaneously used multiple times" (e.g., the 1d6 damage caused by the red bead may be stacked with another use of the red bed for a total of 2d6 damage). Beads of different colors may be used in combination, but in such cases the effects of a single bead color may not be stacked (e.g., if using the red and green beads in combination, only a single use of each of those beads is permitted at the same time). The range of any effect is 60', and the effects of each bead are outlined below:

Red: The target takes 1d6 fire damage on a failed save vs. spells, or half as much damage on a successful one.

Orange: The target takes 1d6 acid damage on a failed save vs. spells, or half as much damage on a successful one.

Yellow: The target takes 1d6 lightning damage on a failed save vs. spells, or half as much damage on a successful one.

Green: The target takes 1d6 poison damage on a failed save vs. spells, or half as much damage on a successful one.

Blue: The target takes 1d6 cold damage on a failed save vs. spells, or half as much damage on a successful one.

Indigo: On a failed save vs. spells, the target is confused (as the spell) for 1d6 rounds. A successful save negates the effect.

Violet: On a failed save vs. spells, the target is stunned for 1d6 rounds. A successful save negates the effect.

If all 7 colors are used at the same time, the target is automatically blinded for 1d4 rounds.

Medicine Spoon

This item is usable only by clerical spellcasters of lawful or neutral alignment (non-evil), but any class or creature may benefit from its curing properties.

When this decorative gold spoon is filled with purified water and prayed over by a clerical spellcaster for 1 uninterrupted turn, the water becomes a dose of a potion that will cure disease (as the spell). This ability of the spoon is usable 3×/day.

Holy water will not be transformed, nor will water that has not been purified.

Wand of Spell Stealing

This item may only be used by characters able to use those items as magic-users.

This item is carved from ebony, with a core of red dragon bone.

It works similarly to a ring of spell storing (storing a limited total number of spell levels), but gains spells by stealing them from an arcane caster within a 120' range. As a spellcasting action, the wielder need simply point the wand at a target and speak the trigger word, and the wand will absorb a randomly-selected spell of the highest level storable in the wand, remove it from the target's memorized spells for the day, and store it in the wand. If a spell of that level is not available, the wand will randomly steal a spell from the next level down. If no spell is available small enough to fit in the wand, the attempt fails automatically. The target is permitted a saving throw vs. spells to avoid having a spell stolen.

To determine what spells have been stored in the wand requires 1 round of concentration while holding the wand. A spellcaster of any level may use any spell stored in the wand, regardless of the stored spell's level.

Casters are permitted to steal spells from themselves or others who are willing (no saving throw required) in order to store spells for future use.

Ringwood Rings

Ringwood rings are normally usable only by clerics or druids. Some rings may be usable by other classes at the DM’s discretion.

These signet style rings are carved from the center core of a young tree, and the flat surface of each ring’s face features the innermost concentric circles of the tree’s trunk. The properties of each ring depend on the type of wood from which the ring is carved, as outlined below:

Alder: +1 to Charisma; +1 on saves vs. fear and psionic domination

Apple: +2 on reaction rolls

Ash: +1 to Intelligence; +1 to Wisdom; read languages 3×/day; cure disease 1×/week

Basswood: +1 Charisma; charm person 3×/week

Beech: commune 1×/week; heals 1d3 hp per day

Birch: dispel evil 1×/day; slows aging by 25%

Cedar: dispel evil 1×/week; protection from evil (personal) 1×/day; protection from evil 10' radius 1×/week

Cherry: intuition (–1 AC and +1 “to hit” bonuses); doubles the range of all detection spells; speak with animal 1×/day

Elder: protection from evil (personal; always in effect); banishment 1×/day; +1 on all saves vs. magic; heals 1d4 hp per day

Elm: half the normal rest time required after moving/traveling; all opponents save vs. magical effects with a –1 penalty

Hawthorn: +1 to all psionic saving throws; +1 to saves vs. fear; banishment 1×/day

Hazel: locate object 1×/day; polymorph self 1×/day; polymorph other 3×/week

Honey Locust: immunity to non-magical diseases; cure disease 1×/day; +2 reaction bonus when dealing with opposite sex

Ivy: +1 to Strength; –3 AC vs. elementals

Lilac: phantasmal force 1×/day; automatically disbelieve illusions

Maple: heals 1d6+1 hp per day; telepathy (at will) to 120' range

Oak: heals 1d6+1 hp per day; surprised only on a 1 (on 1d6); find secret doors on a 1-3 (on 1d6)

Poplar: +1 to all save vs. magic; opponents save vs. magical effects with a –1 penalty; as ring of spell storing (stores up to 10 spell levels)

Walnut: teleportation 1×/day; commune 1×/week

WIllow: cure disease 1×/day; resurrects as 2 levels higher

Mystic's Mala

This item is usable only by psionic characters.

A mystic's mala is a string of 108 wooden prayer beads tipped with a tassel. The item is designed for chanting or mentally repeating a mantra 108 times. By spending 3 turns (30 minutes) meditating and repeating a mantra 108 times, the character recovers 1 PSP per psionic level, up to the character's maximum. This meditational time is outside of the character's normal meditation (after a full night's rest to restore PSPs). The beads are usable only once per day; once any character has used them for the day, they cannot be used again by anyone until the following day.


This item is usable by any character class, as long as it is in a form allowed to that character class. For example, a cleric may hold it while it is in the form of the dagger, but may not use it. The cleric may then wish for it to transform into a mace, and use it once it does.

This +1 weapon appears as a finely crafted, but relatively unadorned specimen of any basic/standard handheld melee weapon type. The wielder simply need hold the item and wish for a different weapon, and it will instantaneously transform into that form. It may become as small as a dagger or as large as a pole arm, and may take the form of a slashing, piercing, or bludgeoning weapon.

Fiendish Mantle

Alignment and class restrictions for use of this item are at the discretion of the DM.

This hooded overgarment is sewn from deep red velvet and often crackles with static electricity (a byproduct of the magic coursing within it).

The mantle provides the same resistances and immunities normally possessed by an abyssal demon: half damage from cold, fire, electricity, and gas; no damage from magical energy (e.g. magic missile), poison, or silver; and a +1 or greater weapon is required to hit the wearer.

When the wearer pulls the hood over their head, they polymorph to assume a fiendish appearance (of their choosing at the time the hood is drawn) of approximately the same size and form (e.g., a bipedal humanoid approximately 5'10" tall would appear as a bipedal fiend approximately 5'10" tall). If the wearer chooses to take on a particularly horrifying appearance, all living creatures in a 10' radius must save vs. spells or flee in fear for 2 turns. The wearer may change back to their normal form by pulling the hood down. The wearer cannot change appearance while the hood is up, and must pull the hood down then back up to take on a different fiendish appearance. The fiendish appearance does not grant any special abilities or change attributes or abilities possessed by the wearer (e.g., the fiendish appearance may have wings, but no ability to fly is granted). True seeing (or similar) will reveal the true nature of the wearer.

Fiery Chakram

This item may not be used by those prohibited from using bladed weapons.

This ranged weapon (25'/50'/75') is a flat O-shaped ring of metal with a sharpened outer edge. It measures approximately 10" in diameter with a 7" diameter hole through the middle, and a flame motif inscribed along its surface. On a successful "to hit" roll, it does 1d6 damage, plus the target must save vs. spell or take an additional 1d6 fire damage. The weapon returns to the thrower at the end of the phase.

Periapt of Ethereal Sight

Any character of any class or alignment may use this item.

This platinum amulet features a downward-pointing triangle set in a circle and strung from a thin platinum cord. It provides the wearer sight into the Ethereal Plane from any coexisting plane (e.g., the Material or Astral Planes) to a distance of 60'. If worn by a psionic creature, the range extends to 120'. If the psionic creature has attained access to the clairsentient ckakra, the range extends to 180'. This item does not provide any sort of access to the Ethereal Plane, or any ability to attack into it, or affect it or anything in it.

Stole of Radiance

This item is usable only by lawful clerics.

This band of pure white silk cloth measures 9' long and 4" wide, and its straight ends are capped with a tasseled fringes of gold silk. The long edges of the stole are embroidered with gold silk thread, and each end face prominently features an embroidered 8-spoked wheel symbol (for righteousness). The stole provides the following abilities:

The wearer benefits from a +1 bonus on all attacks and saving throws, and a -1 bonus to Armor Class.

The wearer gains a 1 level bonus on all attempts to turn undead. (Does not provide the ability to. turn undead, only an improvement for those who already possess it. Also, does not provide bonus on attempts to rebuke or command undead.)

The stole prevents 1 HD of level drain per day and provides and an additional +1 bonus (beyond that noted above) on saving throws to prevent level drain (where such a saving throw is permitted).

At will, the stole shines equal to the light of a torch. Turning the light off and on is a spellcasting action by the wearer, but does not limit or prohibit any movement, attacks, or similar physical actions normally allowed for the round.

Kadabra Cloak

This item may only be used by characters able to use those magic-items normally reserved for magic-users.

This simple piece of purple velvet cloth may be worn as a standard cloak. However, when placed over an inanimate object which it completely covers, the cloak's trigger word spoken, and the cloak pulled away, the object underneath the cloak will seemingly have disappeared. In truth, it is transported to a pocket universe. The object can be recalled by placing the cloak over an empty area, speaking the trigger word again, and pulling the cloak away to reveal the object returned from the pocket universe. Only one object may be "pocketed away" at a time. Otherwise, the cloak may be used as often as desired.

Resurrection Ankh

Any character of any class or alignment may use this item.

This item appears as a simple silver ankh about 3" tall, strung from a thin silver chain. This item normally provides the same benefits as a ring of protection +1. However, if a character dies while wearing this item, it has a chance of resurrecting that character. The base chance is 100% minus 5% per level/HD to a minimum of 1%. If successful, the character is resurrected (as a resurrection spell) a number of rounds later equal to their level/HD. Unclassed characters and those with fewer than 1 HD are considered 1st level/1 HD for the sake of the amulet's chances of success and number of rounds until resurrection. Once the ankh has successfully resurrected a character (regardless of HD/level), that benefit is considered expended and it becomes a simple ankh of protection +1.

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