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Beirnadri Magranth
Senior Scribe

USA
720 Posts

Posted - 24 Sep 2006 :  19:38:23  Show Profile  Visit Beirnadri Magranth's Homepage  Send Beirnadri Magranth an AOL message Send Beirnadri Magranth a Private Message  Reply with Quote
based on the post above by lord xenophon-

chime of doors. this chime set is made up of a cluster of flat sheets of metal. when struck in certain orders the metal plates spin and twirl faster and faster until they become a whirlwind of glinting metal scraps, all the while pounding out frantic tones at a somehow beautifully rushed pace. At the height of the frenzy one of the pieces (depending on the original tunes played) shifts into a prominent position and grows to the size of a door. The metal doors are all scratched, dented and scorched from the previous attempts to open them. Despite these efforts none have succeeded. While divinations reveal the chimes to be created by Danchilaer the Mad (of Dapplegate), one can only speculate as to where they lead. A lone wizard (long since passed away) in the early 1300's dr told a tale of his abduction by Danchilaer. He explained how he was brought to the cellars of the Mad Mage's tower and subjected to bizarre tests. This lowly wizard chanced upon the chimes as they (via adventurers, robbers, and danchilaer himself) made their way across faerun. He claims that after activating the magic the doors, which he goes on to say are replicas of those in Danchilaer's cellars, they lead to a realm of horrors beyond his capability to express. The doors he described resonate when struck- much like a chime door described by Lordxenophon.

Nuts of Forgetfullness- these nuts are much more sinister than they appear. Not only do they find themselves added to a previous stash, but they somehow act as sensors or beacons for divination magics. If only it was known who is the one watching through these eyes.
One hypothesis, pointed out by Vaeros Fireshield (Gildenfire) only to other high ranking members of the 11th Circle in the Church of Mielikki and to Turlang himself is; that the Arakhor, the Granfather Tree of the High Forest, might have spawned these seeds in order to spy upon the many hoards of the Realms. Aerosclughpalar, the gold dragon is not sure what purpose this would serve but Turlang has the faintest perception that the ancient protector is possibly trying to reclaim an artifact that once rested in the ruins sealed deep beneath its roots. That artifact could be the Golden Skins of the World Serpent (a.k.a. the Nether Scrolls).

The Court Drum of Qawarciano- This dark drum is made from a shell of some mysterious underdark creature. Coated in intricate magical patterns carved deeply into the stone-like cannister, this drum looks more impressive than it functions. Any parchment or page layed over the drum can be absorbed by laying it out and striking it in certain rythyms. It was originally created by a Gloura who was slave musician to an early deep imaskari wizard, Qawarciano Mankanrallyn. The gloura used it to store sheets of music and later plans to escape to freedom but the ambitious and untrusting wizard learned of the plot and stole the drum, reformatting it to fit his purposes. It has seen a variety of uses over the ages such as; a scroll vessel to a bard's college, a flashy display case and store of the works of a prominent tanner and most recently to organize documents of state and notes of ceremony in the Enactor's Courtyard. Recycled through the generations of Deep Imaskari wizards the Court Drum of Qawarciano is seen as a historic artifact and symbol of cultural pride, which in the end is ironic because of its construction by a Gloura slave.

"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

Edited by - Beirnadri Magranth on 12 Oct 2006 02:04:17
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VonRaventheDaring
Learned Scribe

USA
197 Posts

Posted - 12 Oct 2006 :  01:21:47  Show Profile  Visit VonRaventheDaring's Homepage  Send VonRaventheDaring a Yahoo! Message Send VonRaventheDaring a Private Message  Reply with Quote
Memory Crystals:
These are a modified psicrystal contruct that was created origionally during the Jhaamdath empire. These simple crystals once bonded by spending one power point, and thus bonding the crystal to the user, usually the forehead. Once bonded the memory crystal simply records all the things the wearer hears, sees, feels, and thinks. The Crystal stores this perminatly making it the ultimate recall device for the user. A wearer of a memory crystal can instantly recall any detail of his enviroment, as long as he was wearing the crystal, and had it activated. The Memory crystal needs to be either in constant contact with the wearer, or have one powerpoint of psyche energy per day to continue recording or use any of its features. These memory crystals were extremely helpful for wills, and as witnesses of events in Jhaamdath society.
To create a MemoryCrystal you have to have: Psi Crystal Affinity, a gem or crystal valued at 500gp, and the call to mind psionic power, + 100xp. Many other powers can be added to these crystals to give each a unique feel, however the basic memory crystals were used so much that most people didn't bother deviating from the design.

"Develop the latent abilities within you for that is your power alone. Psionics is the ultimate art of magic and you are its practitioner. Through lifelong dedication, strive to unite your will with your physical form to become one. Only through the unrestrained union of one’s mind and body can the magic of psionics truly be mastered. Throw off the yoke of any who would impose tyranny upon you. Likewise, do not ever force another to submit to your will. Free your mind, free yourself and you have only just begun the path to true psionic mastery. Free others, open their minds to the Invisible Art, and you will show them way to Auppenser."
---Dogma of the Church of Auppenser

Edited by - VonRaventheDaring on 13 Oct 2006 17:28:33
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Mythrainer
Acolyte

Germany
7 Posts

Posted - 06 Jan 2007 :  18:19:19  Show Profile  Visit Mythrainer's Homepage Send Mythrainer a Private Message  Reply with Quote
A couple of magic items from my campaign. Not sure of the XP/GP cost or caster level required as these are left over from way back (been playing over 20 years). If anyone likes them or wants more then let me know cuz I have reams of this kind of filler stuff.

These items are from Ancient Netheril (which is a central theme in my longest/still -running campaign; going on these past 18 years).

Band of Striking

An ornamental silver band that adjusts to fit onto the upper arm of any medium-sized humanoid. Almost any Band of Striking found will be adorned with the House or Enclave Sigils of the city where the Band was crafted as they were almost exclusively worn by bodyguards of powerful arcanists or archwizards of Netheril.

Upon the expenditure of a charge, any weapon held in the hand of the ‘banded’ arm will gain a +3 to hit and damage for the round the charge was expended (expenditure of the charge considered a ‘free’ action.

DM's NOTE: These items were traditionally crafted without any kind of 'everbright' or similar enchantment. The warriors who wore them considered an awfully tarnished Band of Striking a mark of distinction attesting to how long they had remained, unslain, in the service of a particular arcanist/archwizard. When gifted such a Band the warrior polished it to mirror-sheen once only and thereafter never attended to its physical appearance ever again.

This item will allow the wearer to strike magical creatures protected by damage resistance (up to +3) when its powers are in effect. When found the Band of Striking will typically have 2d4 charges. Maximum at time of creation is 20 charges.

Gauntlet of Shielding

These gauntlets of ancient Netheril may be worn by any class, although they were, mostly, only worn by wizards and, except for rare instances, created by wizards as part of their training (resulting in many flawed and useless specimens that can still be found throughout the Realms today).

Usually created from silken and mithril or adamantine threads (1 mithril/adamantine per 7 silken threads), these gauntlets magically alter in size to fit the hand of any medium-sized humanoid. The Gauntlets actually wear like gloves and are only called Gauntlets because "gauntlet" sounded far more mighty to the egotistical Netherese wizards than "glove."

While wearing the gauntlet, the wearer may handle sharp objects and pass through hot or cold of enormous or miniscule temperatures without damaging the protected hand.

The gauntlets protect the wearer (AC-wise) as if he/she were carrying a tower shield (but ignoring the maximum dex bonus, spell failure %, and Armor Check Penalty of a tower shield).

Also, as a free action, the Gauntlet may “parry” any one physical/weapon attack (ranged or melee) in a round 3x/day. This “parry” does not interfere with spell casting or any other actions the wielder may be taking; the attack simply glances aside at the last moment. In order for this to be successful the wearer of the gauntlet must roll equal to or greater than the “to-hit” roll of the attacker using his own base attack bonus coupled with his Intelligence bonus (wizard) or Charisma bonus (sorcerer).

These Gauntlets were a matter of pride for Netherese Arcanists and were cherished, in a very sentimental way, by their owners as they were usually the first items of power crafted by an arcanist in his studies. Because of this "attachment" many Gauntlets found today in the Realms have lingering spell-traps or other effects (some bad and some good)that might be awakened when donned by an unsuspecting adventurer.

-Mythrainer
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Pasta Fzoul
Learned Scribe

USA
76 Posts

Posted - 07 Jan 2007 :  00:51:19  Show Profile Send Pasta Fzoul a Private Message  Reply with Quote
*looks left*
*looks right*
Hello there I've been lurking for quite a while now (mainly because my own knowledge of Realmslore is woefully inadequate to intelligently reply to most questions), but this thread seemed to present a good opportunity to give something back. In that spirit, I present this handy little device for the thaumaturge who never wants to be caught unprepared:

Rod of Metamagic Switcheroo

This rod functions only for spellcasters who prepare spells. The wielder of this rod may cast any spell that has been prepared with a particular metamagic feat as if it had instead been prepared with any one other metamagic feat the caster possesses of equal or lesser spell slot adjustment. The spell slot of the converted spell remains the same as when it was prepared. For a spell prepared with multiple metamagic feats, the rod’s power may only be applied to one such feat, and the feat that it is converted to may not be the same as a feat already applied to the spell.

Strong (no school); CL 17; any two metamagic feats; Price 19,000gp
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Wooly Rupert
Master of Mischief
Moderator

USA
30083 Posts

Posted - 07 Jan 2007 :  03:19:55  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
That's a nifty idea... And I love your user name!

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Candlekeep - The Library of Forgotten Realms Lore
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Pasta Fzoul
Learned Scribe

USA
76 Posts

Posted - 01 Feb 2007 :  23:58:45  Show Profile Send Pasta Fzoul a Private Message  Reply with Quote
I return, this time bearing a rather unusual spell, which might just share a lineage with that silly rod I donated some weeks ago...

Dulang’s Remorseful Recoupment
Abjuration
Level: Sor/Wiz 9
Components: V
Casting Time: 1 standard action
Range: Touch
Target: 1 touched magic item of the caster’s creation
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Originally developed by the mage Dulang, an artificer known more for his prolific output than for the quality or usefulness of his creations, this spell was a result of the pangs of good sense that frequently struck him upon completing yet another of his novel, ingenious – yet only marginally useful – creations. With this new dweomer mastered, he was able to maintain his reservoir of personal energy, and continue his fanciful manufacturing for years to come (it is speculated that one item which survived the quality-control process and made its way into public circulation was the overly-complicated Rod of Metamagic Switcheroo… ).

This spell allows the caster to reclaim the XP expended in crafting a magic item, eliminating the item’s magical powers in the process. The caster simply touches the item while casting this spell, and all XP spent in crafting it are added to the caster’s total, while the item itself is affected as if by Mordenkainen’s Disjunction. Note that the caster can only reclaim XP from items he or she personally crafted.
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LordXenophon
Learned Scribe

USA
110 Posts

Posted - 04 Feb 2007 :  20:27:58  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
Here is an assortment of magical trinkets you might find on law enforcement professionals throughought the realms. They range from little baubles carried by ordinary members of the watch to holy relics of the clergy of Tyr.



AMULET OF INSOMNIA
When this piece of jewelry is worn, the wearer must make a willpower save to get any sleep. Most of these can be removed at will, making it useful to someone who does not want to sleep (eg. a guard on duty), but 10% cannot be removed without Remove Curse. The amulet does not provide any protection from the effects of not sleeping.

AMULET OF VERACITY
This device takes the form of a silver or mythril holy symbol, usually
of Tyr or some other LG or LN god of justice. Whenever the wearer speaks, the amulet glows either the red of a Faerie Fire for truth, or the blue of a Bluelight for falsehood. Ambiguities may activate both spells or neither. The best made amulets glow pale blue for half-truths. The lights reveal truth or falsehood only as the wearer is aware of it, and will always glow red if the wearer makes any statement about which he knows nothing, even if he happens to be right.

GAVEL OF SILENCE
When any wooden surface is struck with this gavel three times, it creates silence in a 50' radius, for 3 turns. It typically has 2d10 charges when found. It's usable by any class. Don't try to arrest a wizard without one.

COWARDLY KEY
If the password is not spoken by someone trying to use this key, it complains until taken at least 3" from the lock ("No! I won't go in there! help!). It will also squirm violently in the user's hand, making it impossible to insert into the lock. Most keys to handcuffs and prison cells on Lantan are enchanted this way.

DIME OF A DOZEN
This small, silver coin is part of a set of twelve. Anyone holding one of the coins and concentrating can learn the general whereabouts and welfare of the owners of the other 11. They are used mainly by small groups of solders who must patrol dangerous areas where they won't be able to see each other all the time, such as slums, sewers and orchards.

HELM OF AWARENESS
Originally, a Helm of Awareness was made for an incompetent prison guard who couldn't be fired; he was the King's cousin. So the warden commissioned this item privately and was delighted to find how effective it was. The king was likewise delighted and hired the enchanter to create similar items for the night detail of the City Guard. Physically, the helm provides a +2 bonus to defense (protecting the head only). When first buckled on, the helm makes the wearer's eyes tingle. The feeling quickly passes, but the wearer finds his peripheral vision greatly enhanced. The wearer will also notice that he is much more alert to small sounds and sights (+3 to all related checks), improving his sensitivity to things going on around him.

SPOTGUN
This rod is about 2' long with sights and a crossbow stock. When the rod is pointed at a victim and a stud is thumbed, a glowing green spot appears on the target, who is now traceable as per Wizard Mark. The spot is visible to anyone who can cast wizard spells, but is otherwise treated as a Wizard Mark. The rod itself can be used by anyone. This item can hold only 8 charges.

MYRA'S BOW OF SPELL STORING
Myra, a Drow necromancer living in Waterdeep, made many of these bows. They are made from black teak, have mythril strings, and each has a ruby on one side and a bloodstone on the other, both just above the grip. Below the grip, each bow bears Myra's sigil on one side, and the craft mark of Idaya Trueshaft (the artisan who crafted the bows themselves) on the other. The ruby can be used to store up to 20 Flame Arrow spells and cast them on arrows shot from the bow. The bloodstone can hold up to 20 Melf's Acid Arrow spells, and these can be used to turn an arrow shot from the bow into an Acid Arrow, which deals its normal amount of damage +1, all of it acid damage. The Watch issues one of these bows to each squad patrolling the City of the Dead.

SHADOW PIN
This is an arrow which seems to be made entirely of shadow, even though it's really quite solid. That is because it is made entirely from material from the plane of shadow and still has a strong affinity for that plane. If the arrow is shot directly at a target, it causes only 1d6 damage. If used to shoot a person's shadow, it causes an extra +2 damage. If the arrow can hold fast to the area on which the shadow was cast (because it is wood, dirt, or so forth, rather than bricks or steel) the target will not be able to move his body in any way that will cause the part of the shadow that was pinned to move off of the arrow. This not only effectively stops the target from leaving, but all rolls to do anything physical are at -5, including an Escape Artist check to attempt to pull the arrow from the ground. (If these arrows are pinning the arms of the target's shadow, self extraction is impossible).

VIGILANT PURSE
This is a common defense against pickpockets. The standard model curses at pickpockets when touched, although very few are designed to use profane language. Less common models yell "Stop! Thief!" or make a noise like an alarm. Transference of ownership requires a short ritual in which both the previous owner and the new owner must participate.

HOLY SWORD OF VERACITY +4
This holy sword will function as a Sword +2 for anyone other than a paladin of Tyr, for whom it functions as a Holy Sword +4. In addition, the user (whether paladin or not) is unable to tell a lie, half-truth, creative exaggeration, or anything else other than the complete and honest truth, as long as the sword is carried (even in a pack, Bag of Holding, or even a Portable Hole). Paladins of Tyr will also gain the ability to cast True Seeing 5 times a day, and they can detect lies by simply making WIS rolls at +3 above his normal WIS bonus, with the target's CHA as the DC, as long as the blade is unsheathed. (The garget does not get any feat bonuses, saves or skill checks to improve his resistance to lie detection.) The sword will also automatically dispel any illusion it touches, if it was created by a spell of 6th level or less. Higher level illusions resist as if being dispelled by a wizard of 20th level.

WEIGHT OF GUILT
Judges sometimes ask the accused to lift this small weight as a test of conscience, though reliance on this weight is risky. It simply tests the weight of guilt on the conscience of the person attempting to lift it. The guiltier he feels, the heavier the weight will be. This does not nescecarily indicate whether or not the accused is guilty of the crime in question, however. A criminal who feels entirely justified in what he has doen will be able to easily lift the wieght, while a completely innocent person might feel guilty enough about appearing in court instead of going to lunch with his mother that he might not be able to lift the weight at all. Wise judges use this test only to tell the truly penitent from good actors.

MAGE MANACLES
Simply put, it is impossible to cast a spell or use a spell-like ability while wearing these cuffs, whether they properly bind the hands or not. It is still possible to use magical items, however. Each pair can be unlocked only with the key it was created with, or by a priest of Tyr, Helm or Ilmater.

DUST OF FOOTPRINTS
When this dust is sprinkled on any surface, visible footprints are revealed to all. The more dust is sprinkled, the older the footprints that will appear. Just a pinch will reveal all places a foot has fallen in the last few minutes. A handfull is enough to reveal every footfall in the last 24 hours throughout a small house.

RIBBON OF CONTAINMENT
This material is made in 100 foot rolls. The words "WATCH LINE - DO NOT CROSS" are printed over and over in common runes along the entire length. A length can be stretched across a doorway, run along a fence, or even wrapped around posts to contain a courtyard. Once the end has been cut and the command word spoken, only those named by the person who cut the ribbon can cross the line. The cut must be made even if the entire length is used (trimming an inch off the end is enough). Those permitted to cross can bring others across by touching them.

THE THRONE OF GAROTHET-THOTH
This throne rests in a courtroom in Tamor, where it is used by the city's highest judge. The throne's only effect is to raise the WIS score of anyone sitting in it by 6.

MANA DEAD PRISON CELL
Technically, this is really the opposite of a magic item, but it is created by magical means. The prison cell is simply cut off from the magical weave of the universe. Magic simply does not work in there. These cells are rare, because Weavespinners begin to slowly shrink the magic-dead areas as soon as they find them. This process takes decades, so if you get stuck in a mana dead cell, there is a good chance you might be able to reach the weave by carefully exploring the edges of the cell. For this reason, wizards kept in these cells are usually also chained down, to keep them from reaching out of the cell to touch the weave.

Disintegration is in the eye of the Beholder.

Edited by - LordXenophon on 04 Feb 2007 20:34:15
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Weiser_Cain
Learned Scribe

87 Posts

Posted - 05 Feb 2007 :  00:59:55  Show Profile  Visit Weiser_Cain's Homepage Send Weiser_Cain a Private Message  Reply with Quote
Those mage manacles are too powerful.

I'm always the Wizard!
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Kentinal
Great Reader

4280 Posts

Posted - 05 Feb 2007 :  01:30:21  Show Profile Send Kentinal a Private Message  Reply with Quote
quote:
Originally posted by Weiser_Cain

Those mage manacles are too powerful.



Without crafting costs it becomes very hard to say they are two powerful. Inbue with anti-magic field takes away any posible spell or spell-like ability (excepting Extraordinary Abilities) as far as only one key the Break DC and Pick Lock DC, etc. certainly can be set in high Epic levels if a price is paid. There are also perhaps magical key of some kind that ignores anti-magic (again if one is able and willing to pay the price).

I indeed would say these are too powerful if the average level 3 War has ready access to them.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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LordXenophon
Learned Scribe

USA
110 Posts

Posted - 08 Feb 2007 :  21:26:18  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
No, they're not too powerful.

For one thing, they don't stop you from using magic items. There's no reason you can't use a wand with your hands bound, especially if they're bound in front of you. If you have an item than can open anything, you can use it while wearing the cuffs.

There are plenty of work-arounds for items such as these, too. What do you think would happen if someone were bound with these cuffs and thrown in the mana-dead cell? The cuffs would stop working! You could also get a disenchanter to lick them, escape to a mana-dead area you already know about, dip them in Oil of Disenchantment, Wish them off, etc. Since they aren't artifacts, their protections are not inviolable. Whether they can be broken is up to the DM, but it shouldn't be as hard as picking the lock.

Also look at which priests can unlock them without the key - Ilmater is the god of (among other things) mercy.

Finally, it's not likely the key will be far from the cuffs.

The cuffs were never really meant to become common magic items. In my own campaign, you can only find them in Tantras and only a few pairs were ever made. Mana dead prison cells are far more common.

Disintegration is in the eye of the Beholder.

Edited by - LordXenophon on 08 Feb 2007 21:35:40
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XNedra
Seeker

United Kingdom
23 Posts

Posted - 26 Feb 2007 :  00:38:16  Show Profile  Click to see XNedra's MSN Messenger address Send XNedra a Private Message  Reply with Quote
How do I get the Myras Bow Of Spell Storing? I want one for my drow cleric.

Also the magical items listed in this thread are brilliant, can I use them in any campaign. I am TRYING to write a new campaign which I am finding hard as I have not played in a while. Any help gratefully received



Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those people I had to kill today because they pissed me off.

Edited by - XNedra on 26 Feb 2007 00:40:52
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LordXenophon
Learned Scribe

USA
110 Posts

Posted - 02 Mar 2007 :  20:03:40  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
There are two ways to get one of those bows.

First, you can try to track down Myra and convince her to sell you a bow. She sells them for 5,000gp, but she doesn't sell them to just anybody. She's a Deathslayer (a Necromancer obsessed with the destruction of the undead), so she's more likely to sell you the bow if she thinks you're going to hunt undead, especially if you say you're a vampire hunter.

If you can't track her down and convince her to sell you one, then the only other way is to steal one. A few are in the hands of vampire hunters (ones who hunt with Myra), but most are owned by the Watchful Order of Magists and Protectors. They recharge the bows and issue them to Watch patrols in the City of the Dead (for killing zombies and ghouls). Neither the cops, the guild nor the vampire hunters will part with one willingly.

Disintegration is in the eye of the Beholder.

Edited by - LordXenophon on 24 Jun 2007 20:51:26
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Wooly Rupert
Master of Mischief
Moderator

USA
30083 Posts

Posted - 19 Mar 2007 :  09:13:33  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Matan Thunder


80-81 Eyepatch of Detection and True Sight: This magical eye patch is fashioned from a beautiful buffed rainbow dragon's scale which is an approximately 2 in. oval, which is set on an adjustable golden chain with many mithril runes sewn into its surface. When the eye patch is set over an eye it grants the wearer the ability to detect visibility, detect secret doors, detect enemies, and use true sight through the device whenever it is put on. Only one power may be accessed per use, as the other powers remain dormant during that time. The owner of the device will notice that they can see out of the eye patch as if they were looking through their regular eye. Whenever one of these powers is activated the eye patch glows with a soft purple radiance visible at 30 ft.. Value: 35,000 gp.




Ironically, I have created a magical item quite similar (but a bit more powerful) to this.

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
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I am the Giant Space Hamster of Ill Omen!
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Asgetrion
Master of Realmslore

Finland
1564 Posts

Posted - 04 Apr 2007 :  00:40:31  Show Profile  Visit Asgetrion's Homepage Send Asgetrion a Private Message  Reply with Quote
quote:
Originally posted by LordXenophon

Mana dead prison cells are far more common.



Do you mean 'dead magic' by 'mana dead'? As in 'a dead magic zone'? Because I don't see how wizards could manipulate the size of such areas. Or are these prisons "powered" by 'anti-magic fields'?

Why call them 'mana dead...'?

"What am I doing today? Ask me tomorrow - I can be sure of giving you the right answer then."
-- Askarran of Selgaunt, Master Sage, speaking to a curious merchant, Year of the Helm

Edited by - Asgetrion on 04 Apr 2007 00:44:52
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warlockco
Master of Realmslore

USA
1695 Posts

Posted - 04 Apr 2007 :  15:52:46  Show Profile  Visit warlockco's Homepage Send warlockco a Private Message  Reply with Quote
quote:
Originally posted by Asgetrion

quote:
Originally posted by LordXenophon

Mana dead prison cells are far more common.



Do you mean 'dead magic' by 'mana dead'? As in 'a dead magic zone'? Because I don't see how wizards could manipulate the size of such areas. Or are these prisons "powered" by 'anti-magic fields'?

Why call them 'mana dead...'?



Wishes can be used to remove Dead Magic Zones (and reshape I think).
I see no reason why a Wish couldn't create a Dead Magic Zone, however that will get Mystra very upset with you and probably have Chosen coming after you.

News of the Weird

D20 System Reference Document
D20 Modern System Reference Document
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Bladewind
Master of Realmslore

Netherlands
1144 Posts

Posted - 04 Apr 2007 :  17:51:45  Show Profile Send Bladewind a Private Message  Reply with Quote
Made some items too :)

Prespers Deflecting Gauntlets
These forearm length exquisitely engraved silvery gauntlets have intricately written runes of protection enscribed along dark lines over the leatherarmcase. It allows an alert mage to freely cast spells and deflect incoming blows. The force can also be used to hurl objects or people away from the caster.
These gauntlets were given by the Covenant to Presper on several missions to stop Orc hordes of the North. Presper was lost in action on a mission on the planes.


This set of +3 silvered gauntlets (medium 1d4 damage) give an arcane wielder the ability to cast lesser deflect (immediate action, +3 shield AC for 1 round, PHB2 spell cl 3) at will. 3 times a day the arcane wielder can cast deflect (immediate action, +6 shield AC for 1 round, PHB2 cl 12). Also 3 times a day a melee touch attack allows the wielder to bull rush the target with a +11 modifier without moving along.
Strong abjuration and evocation; create arms & armor and create wondrous item; deflect, bigby's striking fist caster level 11
Cost 48602 gp

Helm of Everwatchfull Valor

This half open, horizontally visored helm is from striking shining mithral. Some plumes on both sides adorn the movable visors.
This helm (with the visors down) gives the wearer +4 spot and allows the bearer +2 damage to charging enemies. The helm also gives a +1 morale bonus to AC for 1 round when the wearer is hit.
Divination; create wondrous item and initiate of Helm; clairvoyance, divine favor Cost 10400 gp

My campaign sketches

Druidic Groves

Creature Feature: Giant Spiders
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LordXenophon
Learned Scribe

USA
110 Posts

Posted - 04 Apr 2007 :  22:14:13  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
quote:




Wishes can be used to remove Dead Magic Zones (and reshape I think).
I see no reason why a Wish couldn't create a Dead Magic Zone, however that will get Mystra very upset with you and probably have Chosen coming after you.



The Chosen of Mystra will never come after you for something like this. That's just isn't what they do. If it's not threatinging the world, the weave as a whole or Mystra herself, it's not worth their time.

Repairing dead magic areas is the job of the Weavespinners. They won't attack anyone, though. They do it by casting wild magic spells into the dead areas. The wild magic has no apparent effect, but the dead area is slightly reduced. It can take them centuries to completely clean up a dead magic area this way. Weavespinners might also be sent to weaken the physical walls of such cells, to make it easier for Mystra's faithful to escape.

It is the job of the Shadowstaves to limit damage to the Weave, magical lore, magic items, and so forth. If Mystra felt someone was going to continue to destroy the weave, rather than just make a single magic-free cell, she would send Shadowstaves to interfere. Shadowstaves work by slow, subtle means to destroy buildings, societies, careers, towns, etc., but never by violent means if they can help it. They would rather prevent the creation of more dead magic areas by arranging the mysterious disappearance of that Ring of Two Wishes Left.

If Mystra feels an immediate, violent response is needed (a VERY rare occurence), then she would send a Persuevant Arcane, a member of the Order of the Shooting Star, or some other adventurer who happens to be looking for a chance to earn Mystra's favor. It could even be your PC's!

Disintegration is in the eye of the Beholder.
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Gwaeren Tiliano
Acolyte

USA
11 Posts

Posted - 30 May 2007 :  20:13:30  Show Profile  Visit Gwaeren Tiliano's Homepage Send Gwaeren Tiliano a Private Message  Reply with Quote
Hi, i'm new here, but i had an idea for an item:


Mystra's Magic Retainer

This single bracer is made of a single piece of gold, with a stylized holy symbol of Mystra in the center, with spiraling deisgns radiating from the symbol. Originally made by the Magister, this item is coveted by all spellcasters everywhere.

Caster Level: 18th
Prerequisites: Craft Wondrous Item, mage armor, Mordenkainen's disjunction
Market Price: I don't know, you tell me

This bracer acts as a bracer of armor +6, but it's real power is only displayed when exposed to antimagic. It automatically dispels one antimagic spell cast at or around the wearer. Also, if the wearer nears a dead-magic or wild-magic zone, the bracer starts glowing.


Tell me what you think of it
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LordXenophon
Learned Scribe

USA
110 Posts

Posted - 04 Jun 2007 :  21:20:41  Show Profile  Send LordXenophon an AOL message Send LordXenophon a Private Message  Reply with Quote
The effect wouldn't really need Mordenkainen's Disjunction. This seems more like Spellstrike to me. Requiring Spellstrike would also make this harder to make, and therefore more rare, since most PC's never learn Spellstrike. In fact, I don't even know where to find a d20 system version of this spell.

Disintegration is in the eye of the Beholder.
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Thmpr
Acolyte

USA
8 Posts

Posted - 12 Jun 2007 :  22:37:24  Show Profile  Visit Thmpr's Homepage Send Thmpr a Private Message  Reply with Quote
Qag’s War MantleDiscription : This large yellowed orc skull, covered with silvered etchings, is worn on the shoulder and automatically affixes itself if placed there without need for straps or similar bindings (the bearer can remove it at any time). Qag always knew who his father was, the Orog Gnasg. It wasent untill many years after excaping from the slavery that Gnasg sold him to, that Qag was able to exact his revenge with the aid of some adventuring comrads. After making of with the orogs head he has sence enchanted it into Qag’s War Mantle. It counts as a cloak for the purpose of magic item space limitations. It acts as an broach of shielding (101missiles), a cloak of resistance +2, and a chasable of fell power (lesser). Caster Level: 6th; Prerequisites: Craft Wondrous Item, shield, resistance, creator must be able to invoke a Eldritch Blast; (7923 gp/ 840 xp) Market Price: 15,900 gp; Weight: --.


FYI: Qag is a half-orc warlock/ sorcerer/ Eldritch Thurge who is been very quietly learning magic. I think the cost is right. hope you enjoy.
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Shallabal
Acolyte

Germany
10 Posts

Posted - 23 Aug 2007 :  15:08:11  Show Profile  Visit Shallabal's Homepage Send Shallabal a Private Message  Reply with Quote

I made this for an Ilmater Monk (currently level 5)
If anyone feels like coming up with suggestions regarding item level, spells needed, cost, etc. I'd very much appreciate it.

Leather Bracelet of the Ultimate Sacrifice

If worn by a devoted follower of Ilmater, this simple bracelet made of dark brown leather grants the following abilities:

At any level, the wearer will always be stable when hit points are reduced to -1 to -9

1st level: Recovery
The wearer recovers 1 hp / hour

4th level: Minor Sacrifice
The wearer can bestow up to 10 hp / day as a standard action from own hit points by touching a comrade (no successful touch attack needed). The wearer can not transfer more than her current hp and cannot reduce her own hit points to 0 or less. The recipient of the transferred hit points can not surpass his full normal hit point total.

8th level: Improved Recovery
The wearer recovers 2 hp / hour

12th level: Major Sacrifice
The wearer can bestow up to 40 hp / day from own hit points to a comrade. The wearer can fall below 0 hit points by doing and become unconscious but not fall below -9 hit points. The recipient of the transferred hit points can not surpass his full normal hit point total.

16th level: Major Recovery
The wearer recovers 4 hp / hour

20th level: Ultimate Sacrifice
The wearer can bestow up to her current hit points upon a comrade. The wearer can fall below 0 hit points by doing so and become unconscious and can fall below -9 hit points and die. The recipient of the transferred hit points can not surpass his full normal hit point total.

Information: The wearer can bestow the maximum number of hit points in one usage or bestow lower amounts several times a day as long as the maximum number of hit points per day is not exceeded. So, at level 4 the wearer could use this item twice a day and bestow 5 hp each time or once a day and bestow 10 hit points.

"They say time heals all wounds! Yet even now, the sound of her name, the thought of her face, still rend my heart asunder!"
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Thevail
Acolyte

USA
3 Posts

Posted - 24 Sep 2007 :  11:25:06  Show Profile  Visit Thevail's Homepage Send Thevail a Private Message  Reply with Quote
Here is an item I created for a long ago campaign.If anyone wants to stat them feel free, but these were definitely more of a fluffy element than a crunchy one.

Elven play clothes

Aloriath Longleaf was a fortunate elven maiden indeed for she had married the love of her life and born a set of twins, an event of such rarity for elves that presents were sent for the twins even from the elven court. That all changed one day when the twins in a tussel over who's turn it was with the hoop fell to their deaths in a turbulent part of a local river. Turning her entire life's focus towards magic and the safety of children Aloriath created this set of play clothes for children.They come in the form of robes, tunic and trews, and dresses.

This set of brown and green clothing will magically expand or contract to fit any child under 7 years of age regardless of race.
If the a child wearing the clothing approaches any naturally occurring hazard
(ie quicksand,fast flowing river,cliff, lava flow, being irretrievably lost) the clothing slows the childs movement in half towards that object but doubles it in the direction of home. The clothing will not allow the child to actually approach within 5 feet of the hazard.
If the child approaches/is approached by any predator or unnatural hazard (lions, assassins,demons)the clothing turns the child towards home and a sharp stinging sensation drives the child at a full run towards the nearest parent. Meanwhile the clothing begins to exhibit the colorful effects of (choose color based spell, I've used several different ones)while emitting a loud (alarm) piercing sound that can be heard for 1/2 mile.


This is just my opinion, this and a buck will get you most of a cup of coffee. All standard disclaimers apply.
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sirreus
Learned Scribe

USA
118 Posts

Posted - 01 Oct 2007 :  15:23:29  Show Profile  Visit sirreus's Homepage Send sirreus a Private Message  Reply with Quote
i just ended a campaigne where my pc's were hunting down a sharran relic collector. i thought i'd post the relics. i didn't stat them; 1. because we don't buy relics and 2. i have a hard time pricing things that don't use specific spell effects.


Selune's Light
+3 holy shade bane heavy mace
constant(when wielded): protection from evil
30' radius bright blue light (D)
lesser powers: 3/day abolish shadows
3/day magic circle vs shadow creatures
greater power: 3/day searing light

to use one must worship selune, sacrifice a 5th level spell slot
or have true believer feat and 11 hd

Strong Abjuration; CL 12th; sanctify relic; craft magic arms and armor; protection from evil, abolish shadows, magic circle vs shadow creatures, and searing light

this relic was created by a Silverstar were-cat somewhere in the western heartlands in 1372 dr. She carried it into battle when the relief army marched toward evereska. She fell in the final battle against phaerim, but her mace was taken up by a harper ranger of selune. The ranger and mace disappeared during the dragon rage of 1373.

-------------------------------------------------------------------

The Monocle of Mystra
electrum monocle with a platinum chain and ear piece
when placed on right eye: at will - detect magic
3/day - arcane sight
1/day - true seeing

when placed on the left eye: 5/day - identify
2/day - analyze dweomer
1/day - analyze portal

to use one must worship mystra, sacrifice a 7th level spell slot
(divine or arcane)

made within Waterdeep by a rock gnome loremaster with failing eyesight in 1180dr. it was lost during the orc invasion of 1235dr, but was rediscovered by an adventuring group sometime in 1262dr. a scribe in baldur's gate found it in a haversack, while cleaning his basement in 1307dr. the original now lies in candlekeep, but a half-dozen copies have filtered out into faerun since.


--------------------------------------------------------------------

Selune's Face
small mithral shield with diamond and silver inlay
constant(when wielded): know lycanthrope 30' range
+4 sacred bonus vs poison
+4 sacred bonus vs disease
(including lycanthropy)
lesser powers: when presented, shield acts as holy focus, increasing the max hd turned by 1. this also allows a turn check vs lycanthropes. any lycanthrope that is turned must revert to natural form for the turn's duration.

greater power: 3/mooncycle(28-30 days) when wielder falls to zero hit points a diamond turns black and casts cure critical wounds. diamonds clear them selves every full moon.

crafted around 1370dr by a hermit selunite in the moonlands of the north. it was presented to high moonmistress Shalyssa Lurialar, on midsummer's eve(1371dr), at the Temple of Silverstars in silverymoon.
several more have been duplicated.

there they are. hope someone likes 'em.


"The measure of an undisciplined mind, is that the intellect allows emotion to challenge the observed truth" Richard Baker
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acro
Seeker

USA
16 Posts

Posted - 02 Oct 2007 :  05:01:21  Show Profile  Send acro an AOL message Send acro a Private Message  Reply with Quote
Hey everyone I have an item for the magic shop here that I thought would be a nice addition. I hope you all like it considering its my first homebrew and haven't tested it out yet. If anyone would like to and get back to me on how well it would fit in a adventure is fine with me. Well here it is:

Light of Iscarlell

Description: This brooch, when worn by a priest of Oghma or Denier
allows them to decipher a scroll, tome or text that has faded, or
been ruined.

Powers: Gives a +2 to intelligence rolls on deciphering scripts.
Caster level: 4th
Prerequisites: Craft Magic Arms and Armor
Market Price: 2,500 gp
Cost to Create: 1,750 gp + 500 xp
Weight: -

Activation type and time duration: Usaully a word of knowledge is
the phrase you use to activate the brooch. It will stay active for
a duration of 1 hour and can be used three times a day.

Background: Iscarlell a priest of Denier was reading an ancient
scroll when he came to a part that had faded with time. He wanted
to know what was written so he prayed to Denier for the power to
read and decipher the script. Denier granted him the knowledge to
make a magical brooch that would allow him to read the scroll.

Well I hope you all like it. PM with with any results. Thank you.

Bring out those dusty tomes to be copied.
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Arthedain
Seeker

16 Posts

Posted - 27 Oct 2007 :  14:39:41  Show Profile  Visit Arthedain's Homepage Send Arthedain a Private Message  Reply with Quote
Crafted by one of my players, and designed in co-operation with me (the DM). I give you the bow of Aricaelyr. A "weapon of legacy" for a Solonor worshipping character.

http://rune.gnagsokk.net/dnd/aricaelyr.pdf

Varainion was originally conceived as a mighty angelic warrior in the service of Solonor Thelandira. As penance for a transgression he had to serve as the animal companion of a lowly Solonor worshipping ranger (my player). I used a Tulani (Eladrin, from BoED) to represent his in-game stats at a later stage in the campaign.
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