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mikeohara
Acolyte

USA
5 Posts

Posted - 06 Oct 2007 :  03:23:00  Show Profile  Visit mikeohara's Homepage Send mikeohara a Private Message  Reply with Quote  Delete Topic
Here are two magical items for you to use in any future adventures and/or articles: Woodling Serum and the Helm of Psionic Conditioning.

Woodling Serum

Any corporeal animal, dragon, fey, giant, humanoid, magical beast, or monstrous humanoid that drinks a dose of woodling serum must make a DC 17 Fortitude save. Failure indicates that the drinker’s body (reproductive organs) will slowly transform over the course of 1d6 hours. During this time, a neutralize poison can halt and reverse the process. Once the transformation is complete, all offspring sired or conceived by the drinker will be born with the woodling template (see Monster Manual III for details).

Moderate transmutation; CL 7th; Craft Wondrous Item; bestow curse, polymorph; Craft (alchemy) 6 ranks; Price 1,750 gp (1680 gp + 14 XP).



“Helm of Psionic Conditioning”

Price (Item Level): 11,200 gp (12th)

Prerequisite: Craft Wondrous Item, amanuensis, contingency, fox’s cunning, permanency, polymorph, scholar’s touch.

Cost to Create: 5,600 gp, 448 XP, 11 days

Body Slot: head

Caster Level: 11th

Aura: Moderate; (DC 18) transmutation

Activation: ----

Weight: 1 lb.

Three times a week, this self-describing magic item can reach into a subject’s mind and reroute mental pathways to create an inactive talent for psionics where none existed before. This process can be used on any living, corporeal creature that meets the following criteria:

An Intelligence score of 12 or higher
A Wisdom score of 10 or higher


To activate, a qualified character must wear the helm, meditate for 6 consecutive hours without interruption, and expend 250 (XP) EXPERIENCE POINTS from which the helm automatically draws upon to fuel its magic. If the required period of meditation is interrupted, the 250 XP is lost, although the character can begin again. The actual transmutation process takes 1 hour to complete. The helm temporarily adheres itself to the subject’s head until the transmutation process is complete. Forcibly removing the helm is a full-round action that requires a Strength check (DC 12) and deals 1d4+1 points of subdual damage.



Successfully transmuted subjects can either take the Wild Talent feat or directly multiclass as a psionic character with permission from the DM. The subject does not, however, gain a reserve of power points or the ability to manifest powers simply by virtue of having undergone this psionic conditioning.



As a secondary function, all successfully transmuted subjects absorb information about the helm of psionic conditioning that describe its abilities, command words, purpose, details to the day-long ritual, and instructions explaining how a character with the Craft Wondrous Item feat can create copies of the helm, all of which the subject can recall with perfect clarity. However, this process does not necessarily impart insight into the material, merely its literal meaning. A Knowledge (arcana) check (DC 12) is needed for the subject to comprehend the information in its proper context.



The helm will not activate for characters that have levels in a psionic class, creatures with the psionic subtype, or creatures with the Wild Talent feat. Once a subject’s mind has been successfully transmuted, attempting to use the helm of psionic condition will not activate again for that individual. The helm can be forced to activate with a successful Use Magic Device check (DC 35).

Beirnadri Magranth
Senior Scribe

USA
720 Posts

Posted - 03 Nov 2007 :  15:38:32  Show Profile  Visit Beirnadri Magranth's Homepage Send Beirnadri Magranth a Private Message  Reply with Quote
The second item is highly irregular and I would discourage it's use becuase of how it could be misused. Try reworking the item to function more standardly.
The first item is really interesting. However, at the present it is overpowered. Have it affect only up to a certain HD per caster level etc. The creature under the spells effects should be able to remove the condition once it has sunk in with a remove curse, wish, limited wish, miracle etc. Try making it a more powerful item by requiring the base spell to be 'Bestow Greater Curse' And alternately affecting the imbiber directly. This might be overpowered if you just create a lot of woodling babies etc.

Lastly, this really should be posted in the Magic Shop thread. More people will see it there.

"You came here to be a martyr in a great big bang of glory... instead you will die with a whimper."
::moussaoui tries to interrupt::
"You will never get a chance to speak again and that's an appropriate ending."

-Judge Brinkema
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 03 Nov 2007 :  18:01:32  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by Beirnadri Magranth


Lastly, this really should be posted in the Magic Shop thread. More people will see it there.



The Magic Shop can be found here or as a sticky topic under the shelves Forgotten Realms Journals / Running the Realms.

"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 03 Nov 2007 18:04:26
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