The Winterlands: artefacts and items of power


Homebrew and House Rules


I'm looking for custom magic items for a primitive Arctic story that features spirits/daemons/the fae.
I don't need specific mechanics or anything like that (though please feel free if you want to), just figured I'd ask around and get a wider spectrum of flavor if I can.
Here are some of my ideas so far:

-shadow scissors (cut off people's shadows to impose penalties, add them to your own to get bonuses)

-spirit whistle (summon spirit to answer questions or posess user)

-haunted dream-cloak (keeps you warm, turns into a tent for 3, bonuses to shaman-rituals inside)

-bone-ward (a little protective bone golem/scarecrow)

-aurora wisps (static misc. bonuses capture in "pieces" of the Northern Lights)

-staff of the elk-king (bolsters your magic and can summon a...wall of antlers?)

-howling shawl (meld with snow, sneakier in snow and resist the cold)

-spiteful ring (attacks someone that attacks you)

-ring of shooting stars (summons lights, shoots comets/sparks)

-grow bag (occasionally produces a random useful item)


-Bonestaff/-wand of Beastkings: Fashioned from the bone of a Beastking grants mastery over a certain type of animals (summon or dominate, enables diplomacy with them)

-Skinchanger Hide: Allows to transform into certain animals

-Magical Skiff: effective way of transportation, not deterred by bad winds or the lack of wind altogether

-Bone of Smashing: Actually just a very big bone that works as warhammer, greatclub or similar weapon

-Nestlings Feather: attuned to a place it shows the way back like a compass

-Hivestone: a porous stone with a lot of holes in it which releases bees/hornets/wasps in the area (but does not work if its too cold)

-Dream-Mist Globe: Filled with a small ammount of incense the globe can dispense small ammounts of it over long time and virtually never runs out - can be made to run out and fill a whole room with thick incense fog in seconds (According to history this was once used to pacify a whole room filled with bad tempered warlords) Reusable and opens up possibilities for shenenigans


Great stuff! Thank you. The bone of smashing reminded me of the original Monster Hunter. Name: bone. Type: hammer. Description: just a bone.

Any one else got any ideas?


I was in a hurry when I was writing the last ones, I'll just add some more :P

-Mammoth Fur Loincloth: Protects you from the cold if it's the only piece of clothing you wear

-Glacier-carved Javelin: the enemy is automatically flat-footed in rain, snow or similar conditions (there are rumors about different glacier-carved throwables)

-Sling of Snowballs: if whirled around it automatically creates a snowball in the empty sling, perfect for harmless winter fun. Except you put a stone into it - deals 1d4 cold damage additionally to the usual damage the sling would cause - if enchanted with the cold rune the damage increases to 1d8 (but does not get additional damage)

-Ice-Pick: Availible in all Weapon Pick sizes. Can be activated thrice per day to cast shatter, only affecting a localized block of ice of 3x3x3 meters (10x10x10 ft.) or to freeze an enemy solid instead of the usual critical effect (Stunning for 1 round, making the enemy a possible target for shatter)

-Shoes of Sledding: Increases speed by 10ft. while on slick surfaces. If you are untrained in Acrobatics you need to make a balance check after every action on the shoes. If your prophiciency is trained you only need to make those after non-movement actions. Prophiciency expert or higher removes the check altogether

-Globe of tender Snowfall: In a one mile radius all clouds start to gently snow until they leave the area or theres nothing left of them. The globe denies harsher weather conditions like blizzards, snowstorms, but also rain and works all around the year even where it is usually too warm to snow (the snow still is going to melt quickly) - This Artifact is most likely found within the heart of a settlement and is holy to its populace. The globe has to be ritually cleansed once per year or you are in a risk to have permanent blizzards around.

-True Ice Weapons: Always magical and always with the frost enchantment. They deal the same damage as regular frost weapons but the physical damage dice are cold damage and the 1d6 that would be frost damage is the phyical damage of the type the weapon would usually deal. As the name suggests the weapons are made out of pure elemental ice

-Rune of Black Ice: A supplemental rune to the frost rune. The frosty sheen of the weapon becomes an onimous black sheen and ignores the cold resistance of the enemy. If inscribed to a True Ice Weapon the cold resistance of the enemy is halved instead.

-Wand of Black Ice: usual action cost, spell limitations etc. like other Wands: a spell dealing cold damage modified by the wand of black ice ignores half the cold resistance of an enemy. If the enemy does not have cold resistance it gets a lingering weakness to cold equal to two times the spell level. The weakness to cold is reduced by 4 each turn, beginning at the end of your next turn.

-Gloves of Frostkin: Grant Spiderclimb on surfaces either frozen over or made out of ice (and snow)

-Doorknob of passage: Attached to an Surface of ice it creates a door around the doorknob itself which can be opened to grant passage through the ice. If the ice is massive the doorknob creates a tunnel of up to 50ft. length with a door and a second door with a doorknob on the other side. Removing either doorknob causes everything in the tunnel to be trapped in ice and the doors as well as the other door to dissipate.

-Tiny Trapdoor handle: Can, like the Doorknob of passage, be attacked to any icy surface. This creates one of two effects: either it creates a small chamber where things can be put in. If the Trapdoor handle then is removed the objects are encased in ice. Or to access a small and permanently to subzero cooled extradimensional space. This space is the same no matter where you access it. The size of the trapdoor and the space hidden behind it is variable and depends on the trapdoor handle itself (usually not more then a cubic meter (3x3x3ft.))

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