Magic Items for the Savvy Adventurer - Or Core Items that Don't Exist Yet


Homebrew and House Rules

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Bob_Loblaw wrote:

Glasses of Far Study

Aura Moderate Divination CL 7th
Slot Eyes; Price 39,550 gp; Weight -- lbs.
Description This pair of glasses enables the user to view her spellbooks and to study them while they are in a secure location. So long as the books are on the same plane as the wearer, they can be seen and read clearly. In addition, the wearer may turn the pages and move the books a short distance (about 25 feet at a time). These glasses only function for characters that need to prepare their spells from spellbooks.

Construction
Requirements Craft Wondrous Item, scrying, mage hand; Cost 19,775 gp

These are probably more expensive than they should be in an actual campaign. The pricing simply follows the guidelines. I don’t know exactly what I would drop the price to but because of their limitations I could see cutting the price in half or even more. I might go for 15k for the cost. I would have to mull it over some more.

So you leave your spell books at home, Right?


Bob_Loblaw wrote:

This one is a little old school and I hope someone other than me gets the reference.

Rod of Hands
Aura Strong Evocation CL 17th
Slot None; Price 113,760 gp; Weight 2 lbs.
Description This simple rod is about 12 inches long and ends in a small hand with the fingers slightly curled. The rod acts as either a +2 backscratcher or it allows it’s user to activate the various hand (interposing hand, grasping hand, forceful hand, and crushing hand) spells once per day.
Construction
Requirements Craft Rod, interposing hand, grasping hand, forceful hand, and crushing hand; Cost 56,880 gp

How exactly is having a backscratcher with at +2 bonus helpful? <-actual question, not sarcasm.


Tiny Coffee Golem wrote:
Bob_Loblaw wrote:

Glasses of Far Study

Aura Moderate Divination CL 7th
Slot Eyes; Price 39,550 gp; Weight -- lbs.
Description This pair of glasses enables the user to view her spellbooks and to study them while they are in a secure location. So long as the books are on the same plane as the wearer, they can be seen and read clearly. In addition, the wearer may turn the pages and move the books a short distance (about 25 feet at a time). These glasses only function for characters that need to prepare their spells from spellbooks.

Construction
Requirements Craft Wondrous Item, scrying, mage hand; Cost 19,775 gp

These are probably more expensive than they should be in an actual campaign. The pricing simply follows the guidelines. I don’t know exactly what I would drop the price to but because of their limitations I could see cutting the price in half or even more. I might go for 15k for the cost. I would have to mull it over some more.

So you leave your spell books at home, Right?

I made a character that used something very similar. He was incredibly lazy. Unfortunately he died quickly.


Tiny Coffee Golem wrote:
Bob_Loblaw wrote:

This one is a little old school and I hope someone other than me gets the reference.

Rod of Hands
Aura Strong Evocation CL 17th
Slot None; Price 113,760 gp; Weight 2 lbs.
Description This simple rod is about 12 inches long and ends in a small hand with the fingers slightly curled. The rod acts as either a +2 backscratcher or it allows it’s user to activate the various hand (interposing hand, grasping hand, forceful hand, and crushing hand) spells once per day.
Construction
Requirements Craft Rod, interposing hand, grasping hand, forceful hand, and crushing hand; Cost 56,880 gp
How exactly is having a backscratcher with at +2 bonus helpful? <-actual question, not sarcasm.

I have no idea. It was part of the comic. I didn't include it in the pricing either.


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It's for those ticks with DR 5/magic.

Dark Archive

Boots of Mobility
Aura faint abjuration and transmutation; CL 1st
Slot Feet; Price 5,000 gp; Weight 1 lb.

Description

These boots increase the wearer's land speed by 10 feet as an enhancement bonus. In addition, as a swift action the wearer may click his heels together: for the rest of his turn, the wearer's movement does not provoke attacks of opportunity.

Construction Requirements

Craft Wondrous Item, grace, longstrider; Cost 2,500 gp

It would be difficult to get both of those spells with the same character. Good thing it's just a +5 to the Spellcraft DC.


Now I'm going to have to dig through the spell lists and make an item requiring spells unique to every casting class. :)

Dark Archive

That wouldn't really work, considering if the item creator doesn't possess the spell, it just ups the Spellcraft DC by 5.

Prankglass
Aura faint universal; CL 1st
Slot -; Price 2000 gp; Weight 1 lb.

Description

While it functions as a normal spyglass, this item has another ability. Anyone who uses the prankglass develops a thick black ring around the eye he used for one hour. This does not impact his vision.

Construction Requirements

Craft Wondrous Item, prestidigitation; Cost 1,500 gp


MagiMaster wrote:
Now I'm going to have to dig through the spell lists and make an item requiring spells unique to every casting class. :)

That's how I came up with the Blame Thrower. I was looking at the bard list and stumbled on that gem. I know it's also a wizard spell but I was looking for a bard only spell that would inspire me. I saw that and thought of Mystery Men for some reason.


Mergy wrote:
That wouldn't really work, considering if the item creator doesn't possess the spell, it just ups the Spellcraft DC by 5.

Actually it'd work great. It'd likely be a very useful item, and by requiring spells from every class, it would either require quite a few people assisting during the crafting, or the craft DC would be enormous.

For example, say you had...

Grace (paladin spell), freedom of movement (cleric/ranger spell), tree shape (druid/ranger), lesser confusion (bard), charm person (bard/wizard/sorcerer) and mount (sorcerer/wizard), you could create something themed around fey, like perhaps nymphs.

To craft the item, you need a total of 6 spells, most found across different classes. If you were to try and create the item with none of those spells, the base DC would be 35 + caster level. Good luck! XD

Dark Archive

Charm of Second Chances
Aura moderate conjuration and faint necromancy; CL 9th
Slot neck; Price 6375 gp; Weight -

Description

This crystal charm provides its wearer with constant up-to-date information on his own health, as deathwatch. Furthermore, should the wearer die while wearing this charm, the crystal shatters, casting breath of life on the wearer. The crystal can also be shattered as a standard action.

Construction Requirements

Craft Wondrous Item, breath of life, death ward; Cost 3187.5 gp

Dark Archive

Ashiel wrote:
Mergy wrote:
That wouldn't really work, considering if the item creator doesn't possess the spell, it just ups the Spellcraft DC by 5.

Actually it'd work great. It'd likely be a very useful item, and by requiring spells from every class, it would either require quite a few people assisting during the crafting, or the craft DC would be enormous.

For example, say you had...

Grace (paladin spell), freedom of movement (cleric/ranger spell), tree shape (druid/ranger), lesser confusion (bard), charm person (bard/wizard/sorcerer) and mount (sorcerer/wizard), you could create something themed around fey, like perhaps nymphs.

To craft the item, you need a total of 6 spells, most found across different classes. If you were to try and create the item with none of those spells, the base DC would be 35 + caster level. Good luck! XD

You misunderstand me. I was saying it would not work to find spells only on one spell list with the design of making them only available to be made by one class.


Actually, I meant it the way Ashiel said. I know that there's no real way of requiring a specific class to make an item, and that's fine by me.

Dark Archive

MagiMaster wrote:
Actually, I meant it the way Ashiel said. I know that there's no real way of requiring a specific class to make an item, and that's fine by me.

Fair enough!

Wizard's Monocle
Aura faint divination; CL 5th
Slot eyes; Price 54,000 gp; Weight -

Description

This monocle comes with a chain that can be attached to a piece of clothing. When used, it gives the wearer the benefit of arcane sight. To gain the benefit of this effect, the wearer must have at least one rank in Spellcraft.

Construction Requirements

Craft Wondrous Item, arcane sight; Cost 27,000 gp


Rune of Tact
Aura faint transmutation; CL 1st
Slot slotless; Price 200 gp; Weight 0.2 lbs

Description This small, rectangular stone is carved with an ancient rune meaning diplomacy, tact or negotiation. It grants whoever carries it a +1 competence bonus to Diplomacy.

Construction
Requirements Craft Wondrous Item; Cost 100 gp

Rune of Grace
Aura faint transmutation; CL 1st
Slot slotless; Price 200 gp; Weight 0.2 lbs

Description This small, rectangular stone is carved with an ancient rune meaning grace or nimbleness. It grants whoever carries it a +1 competence bonus to Acrobatics.

Construction
Requirements Craft Wondrous Item; Cost 100 gp

Breakdown:
These are straight off the first section of the table. Bonus square (1*1) times 100, times 2 for slotless, which clearly should apply here.


MagiMaster wrote:

Rune of Tact

Aura faint transmutation; CL 1st
Slot slotless; Price 200 gp; Weight 0.2 lbs

Description This small, rectangular stone is carved with an ancient rune meaning diplomacy, tact or negotiation. It grants whoever carries it a +1 competence bonus to Diplomacy.

Construction
Requirements Craft Wondrous Item; Cost 100 gp

Rune of Grace
Aura faint transmutation; CL 1st
Slot slotless; Price 200 gp; Weight 0.2 lbs

Description This small, rectangular stone is carved with an ancient rune meaning grace or nimbleness. It grants whoever carries it a +1 competence bonus to Acrobatics.

Construction
Requirements Craft Wondrous Item; Cost 100 gp

** spoiler omitted **

These seriously remind me of diablo II charms. :)


Selara's Stupendous Stun-gun

Aura: faint evocation; CL: 5th
Slot: -; Price: 10,000 gp; Weight: 1 lb

Description: Half of this short, blunt rod is wrapped in dark leather, while the other half is etched with stylized lightning bolts. When touched against a foe with a melee touch attack, the etchings spring to life, transforming into actual electricity and surging into the target, causing 5d6 nonlethal electricity damage.

Construction Requirements
Craft Wondrous Item, Merciful Spell, shocking grasp; Cost: 5,000 gp

Breakdown:
Pretty simple, really - use-activated item of 1st level spell (1 for shocking grasp, +0 for merciful spell) at CL 5. You could drop the price by lowering the CL, but that lowers the damage as well - alternately, a 3/day one would be 6k, while one with 50 charges would be 5k. Provided I didn't do something wrong. <_<

Sczarni

I have no idea what this would cost since it's not really a spell, but I had the idea and I like it too much to give up on it.

Ring of the Ranseur
Slot: Ring
This ring is embossed with a signet of a noble house, but is made of steel instead of precious metals. As a standard action, the wearer may jab his fist at an enemy beyond his reach, summoning a ranseur blade of force to attack the target. Treat this in every way as an attack with a +1 ranseur using the wearer's normal attack bonuses (2d4+1 dmaage for a Medium wearer, 1d6+1 for a Small wearer, 10 ft. reach but can not hit adjacent enemies, etc.) Because the weapon is made of force, it can hit incorporeal creatures. The wearer can not use the Ring of the Ranseur to make any iterative attacks or attacks of opportunity and can not use this ability if the hand the ring is on is wearing a gauntlet or holding any item, though the wearer can use the Ring and then make any further iterative attacks with a weapon in the other hand. If the wearer does not have the improved Unarmed Strike feat, using the Ring of the Ranseur provokes an attack of opportunity.

Is there a spell that does this? Anyone?

Dark Archive

DrowVampyre wrote:

Selara's Stupendous Stun-gun

Aura: faint evocation; CL: 5th
Slot: -; Price: 10,000 gp; Weight: 1 lb

Description: Half of this short, blunt rod is wrapped in dark leather, while the other half is etched with stylized lightning bolts. When touched against a foe with a melee touch attack, the etchings spring to life, transforming into actual electricity and surging into the target, causing 5d6 nonlethal electricity damage.

Construction Requirements
Craft Wondrous Item, Merciful Spell, shocking grasp; Cost: 5,000 gp

** spoiler omitted **

It would be cheaper as a command word item. It makes sense that it should be so expensive though; it's essentially a wand that requires no UMD check or magical ability.

Dark Archive

Silent Saturn wrote:

I have no idea what this would cost since it's not really a spell, but I had the idea and I like it too much to give up on it.

Ring of the Ranseur
Slot: Ring
This ring is embossed with a signet of a noble house, but is made of steel instead of precious metals. As a standard action, the wearer may jab his fist at an enemy beyond his reach, summoning a ranseur blade of force to attack the target. Treat this in every way as an attack with a +1 ranseur using the wearer's normal attack bonuses (2d4+1 dmaage for a Medium wearer, 1d6+1 for a Small wearer, 10 ft. reach but can not hit adjacent enemies, etc.) Because the weapon is made of force, it can hit incorporeal creatures. The wearer can not use the Ring of the Ranseur to make any iterative attacks or attacks of opportunity and can not use this ability if the hand the ring is on is wearing a gauntlet or holding any item, though the wearer can use the Ring and then make any further iterative attacks with a weapon in the other hand. If the wearer does not have the improved Unarmed Strike feat, using the Ring of the Ranseur provokes an attack of opportunity.

Is there a spell that does this? Anyone?

Possibly with spiritual weapon? Can anyone think of a deity that uses a ranseur?


Mergy wrote:
DrowVampyre wrote:

Selara's Stupendous Stun-gun

Aura: faint evocation; CL: 5th
Slot: -; Price: 10,000 gp; Weight: 1 lb

Description: Half of this short, blunt rod is wrapped in dark leather, while the other half is etched with stylized lightning bolts. When touched against a foe with a melee touch attack, the etchings spring to life, transforming into actual electricity and surging into the target, causing 5d6 nonlethal electricity damage.

Construction Requirements
Craft Wondrous Item, Merciful Spell, shocking grasp; Cost: 5,000 gp

** spoiler omitted **

It would be cheaper as a command word item. It makes sense that it should be so expensive though; it's essentially a wand that requires no UMD check or magical ability.

Indeed it would, but you'd hafta be a caster to use it - I was envisioning this more as a taser just anyone could pick up and use.

Theoretically, though, depending on your GM, you could get it for half-price if you were crafting it and had the Magical Lineage trait for shocking grasp.

Dark Archive

DrowVampyre wrote:
Mergy wrote:


It would be cheaper as a command word item. It makes sense that it should be so expensive though; it's essentially a wand that requires no UMD check or magical ability.

Indeed it would, but you'd hafta be a caster to use it - I was envisioning this more as a taser just anyone could pick up and use.

Theoretically, though, depending on your GM, you could get it for half-price if you were crafting it and had the Magical Lineage trait for shocking grasp.

No, a command word item is different from a spell trigger item. There's a reason wands are 750gp x CL, while command word items are 1800gp x CL.


Mergy wrote:
DrowVampyre wrote:
Mergy wrote:


It would be cheaper as a command word item. It makes sense that it should be so expensive though; it's essentially a wand that requires no UMD check or magical ability.

Indeed it would, but you'd hafta be a caster to use it - I was envisioning this more as a taser just anyone could pick up and use.

Theoretically, though, depending on your GM, you could get it for half-price if you were crafting it and had the Magical Lineage trait for shocking grasp.

No, a command word item is different from a spell trigger item. There's a reason wands are 750gp x CL, while command word items are 1800gp x CL.

Oh...right, lol. Sorry, bit of cerebral flatulence there. <_< That would make it 9k, but would require a standard action each time instead of just smacking someone with it.

Dark Archive

DrowVampyre wrote:
Mergy wrote:
DrowVampyre wrote:
Mergy wrote:


It would be cheaper as a command word item. It makes sense that it should be so expensive though; it's essentially a wand that requires no UMD check or magical ability.

Indeed it would, but you'd hafta be a caster to use it - I was envisioning this more as a taser just anyone could pick up and use.

Theoretically, though, depending on your GM, you could get it for half-price if you were crafting it and had the Magical Lineage trait for shocking grasp.

No, a command word item is different from a spell trigger item. There's a reason wands are 750gp x CL, while command word items are 1800gp x CL.
Oh...right, lol. Sorry, bit of cerebral flatulence there. <_< That would make it 9k, but would require a standard action each time instead of just smacking someone with it.

I suppose the advantage of yours is that you have the ability to make multiple attacks with it. It's basically the same price as a +2 weapon; can you imagine a character two-weapon fighting with these?


Arcane Compass
Aura Faint Divination CL 1st
Slot None; Price 1,000 gp; Weight 1 lbs.
Description This consists of a small box with a metal dial in the center in the shape of an arrow. The arrow always points north. Because this is not magnetic it works in places that standard compasses might malfunction. It may not work on planes other than the material plane if they do not have a “north” direction.
Construction Requirements Craft Wondrous Item, know direction; Cost 500 gp


Sling of Magic Stones
Aura Faint Transmutation CL 1st
Slot None; Price 750 gp; Weight 1 lbs.
Description This sling can create up to three magic stones at a time. Each stone must be used within 30 minutes otherwise the stones fade away to dust. They must be flung with the sling otherwise they fade to dust. You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when slung. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

The sling has a total of 50 charges. It is favored by halflings but provides no special bonuses other than their natural inclination with their stones. After 50 uses, the sling crumbles to dust.
Construction
Requirements Craft Wondrous Item,magic stone; Cost 325 gp


That makes me think of:

Jack's Compass
Aura faint divination; CL 4th
Slot none; Price 70,000 gp; Weight 2 lbs.

Description This large, ornate compass does not point north. Instead, it point towards whatever the holder wants most. If the holder doesn't know what they want, or is torn between two choices, the compass may waiver in different directions, not giving a usable heading.

Construction
Requirements Craft Wondrous Item, Locate Object, Locate Person, Know Direction; Cost 35,000 gp

Breakdown:
I priced this as a use-activated item for each spell, times 2 for locate object (1 min), times 1.5*1.5 for locate person (10 min, secondary) and times 1.5 for know direction (secondary) then I rounded it up to a nice number. I think this needs some modifiers though since it removes the range limit from locate, but it also gives a less clear picture of where it is (just a direction). Maybe it balances out.

Edit: I added locate person to the list per Bob's suggestion, and changed the price to match. I'm not sure if that's a bit too expensive for what it does though. I also realized I messed the multipliers up the first time.


Blanket of the Trophy Companion
Aura Faint Transmutation CL 3rd
Slot None; Price 12,000 gp; Weight 5 lbs.
Description This blanket is placed over a willing animal, usually a companion or mount but it can also work on some familiars. So long as the blanket stays in place, the animal is reduced in size by one category. This makes transporting them easier. Or can allow a mount that is too large to be ridden by a smaller creature without much effort.
Construction Requirements Craft Wondrous Item, reduce animal; Cost 6,000 gp


MagiMaster wrote:

That makes me think of:

Jack's Compass
Aura faint divination; CL 4th
Slot none; Price 10,000 gp; Weight 2 lbs.

Description This large, ornate compass does not point north. Instead, it point towards whatever the holder wants most. If the holder doesn't know what they want, or is torn between two choices, the compass may waiver in different directions, not giving a usable heading.

Construction
Requirements Craft Wondrous Item, Locate Object, Know Direction; Cost 5,000 gp

** spoiler omitted **

I would add locate creature. Wasn't it used to find people too?


Mergy wrote:
DrowVampyre wrote:
Mergy wrote:
DrowVampyre wrote:
Mergy wrote:


It would be cheaper as a command word item. It makes sense that it should be so expensive though; it's essentially a wand that requires no UMD check or magical ability.

Indeed it would, but you'd hafta be a caster to use it - I was envisioning this more as a taser just anyone could pick up and use.

Theoretically, though, depending on your GM, you could get it for half-price if you were crafting it and had the Magical Lineage trait for shocking grasp.

No, a command word item is different from a spell trigger item. There's a reason wands are 750gp x CL, while command word items are 1800gp x CL.
Oh...right, lol. Sorry, bit of cerebral flatulence there. <_< That would make it 9k, but would require a standard action each time instead of just smacking someone with it.
I suppose the advantage of yours is that you have the ability to make multiple attacks with it. It's basically the same price as a +2 weapon; can you imagine a character two-weapon fighting with these?

As a matter of fact.... ^_-


Bob_Loblaw wrote:
MagiMaster wrote:

That makes me think of:

Jack's Compass

I would add locate creature. Wasn't it used to find people too?

The real one is probably a minor artifact since, IIRC, it can locate pretty much anything anywhere, regardless of what enchantments it might be under. But yeah, locate person would probably also be appropriate. I'm not really sure what a fair price for that would be though.

I just realized I messed the multipliers up. It should be more expensive. I don't know if it's worth that much though. (I managed to edit the original post with the fixed price.)


MagiMaster wrote:
Bob_Loblaw wrote:
MagiMaster wrote:

That makes me think of:

Jack's Compass

I would add locate creature. Wasn't it used to find people too?

The real one is probably a minor artifact since, IIRC, it can locate pretty much anything anywhere, regardless of what enchantments it might be under. But yeah, locate person would probably also be appropriate. I'm not really sure what a fair price for that would be though.

I just realized I messed the multipliers up. It should be more expensive. I don't know if it's worth that much though. (I managed to edit the original post with the fixed price.)

I get:

Level 4 Spell * Caster Level 7 * 2000 * 1.5 (duration is originally 10min/level) [total 84,000]
+
Level 2 spell * Caster Level 3 * 2000 * 0.75 (first similar ability) * 2 (duration is originally 1min/level) [total 18,000]
+
Level 0.5 spell * Caster Level 1 * 2000 * 0.5 (second similar ability) [total 500]
=
102,500 gold

I don't think it's too much at this price. That's a huge chunk of change for a single item. That's between the price of a +7 and +8 weapon. It's a large part of the wealth of a level 12 character (unless he crafts it himself). He probably won't want to afford it until level 15 or higher though. Since it can find just about anything on the same plane, I think it's reasonable.


Oops. I got the spell level on Locate Person wrong, and was pricing them all on a Bard's caster level for some reason...

Dark Archive

Bob, I think it should be cheaper. Locate creature is a level 3 spell for a summoner, meaning that portion should be CL 7 x 3 x 2000 x 1.5 for 63,000 gp.


I've only been looking at the Core list of spells since that was the title of the thread. I think it should be ok to expand my horizons.

This does continue to demonstrate a problem with the item crafting rules though. We're looking at a 20% difference in cost depending on who crafts it.


A few items just for laughs.

Canned Laughter
Aura Faint Enchantment CL 1st
Slot None; Price 4,320 gp; Weight 1 lbs.
Description This small can has an easy to pop open top. The outside is painted with images consisting of flat broken pieces of hard sugar candy embedded with nuts. When opened, a spring loaded plush snake launches forth. Only those with an understanding of comedy know how to use this effectively. If the user has at least 1 rank in Perform (comedy), the magic is revealed. The target creature must make a DC 11 Will save and be within 25 feet. If he fails the save, he suffers the effects of hideous laughter. The snake can be replaced back in the can and reused. However the magic only works three times daily.
Construction Requirements Craft Wondrous Item, hideous laughter; Cost 2,160 gp

Joy Buzzer
Aura Faint Evocation CL 1st
Slot Ring; Price 5,670 gp; Weight -- lbs.
Description This small ring is very difficult to see once worn. It blends in with the wearer’s hand providing a +2 bonus on Sleight of Hand checks to hide it. Even if it’s seen, it may be something that that the victim is unaware its capability though. When the hand that bears the ring grasps another’s hand the victim feels a burst of electricity. It deals 1d6 points of electricity damage. This item works only in the hands of a comedian though so the wearer must have at least 1 rank in Perform (comedy). If the buzz is successful, the victim must make a DC 11 Will save or suffer the effects of hideous laughter.
Construction Requirements Forge Ring, shocking grasp, hideous laughter; Cost 2,835 gp

Squirting Flower
Aura Faint Conjuration CL 1st
Slot Neck; Price 4,050 gp; Weight -- lbs.
Description This is a small flower that clasps to the chest of the wearer. On command, the wearer can cause it to spray acid up to 25 feet away. This acid only deals 1d3 points of damage. It works only for those who have a fundamental understanding of what’s funny. The wearer needs at least 1 rank in Perform (comedy). The victim must make a DC 11 Will save or suffer the effects of hideous laughter.
Construction Requirements Craft Wondrous Item, acid splash, hideous laughter; Cost 2,025 gp

Bang Rod
Aura Faint Necromancy CL 1st
Slot None; Price 4,860 gp; Weight 1 lbs.
Description This rod appears to be a simple wooden stick, much like a wand. Upon command, is makes a popping sound and a flag springs forth with an image of a fireball with the word “Bang” in the center. The target is subject to a cause fear spell. The rod works only for those who have a fundamental understanding of what’s funny. The wearer needs at least 1 rank in Perform (comedy). The victim must make a DC 11 Will save or suffer the effects of hideous laughter.
Construction Requirements Craft Wondrous Item, cause fear, hideous laughter; Cost 2,430 gp


Bob_Loblaw wrote:


Joy Buzzer
...

Squirting Flower
...

I think I've seen the Joker use these before.


I wasn't thinking of the Joker when I wrote them but now that you mention it, they are things he would use. I was just thinking of useful yet humorous items might be.


Bob_Loblaw wrote:
I wasn't thinking of the Joker when I wrote them but now that you mention it, they are things he would use. I was just thinking of useful yet humorous items might be.

The joker actually electrocutes a man to death in the 80's batman movie with an item very similar to the joy buzzer, only minus the hideous laughter bit. :P

Likewise, I'm 100% certain that he's used a flower that squirts acid one a couple of occasions.


He also has his Joker Gas that basically causes hideous laughter only more permanently.


Black Pearl Chalk
Aura moderate necromancy; CL 12th
Slot none; Price 4,100 gp; Weight -

Description This looks like an innocuous piece of black chalk-like substance. When used to draw a circle (or any other enclosed shape, up to 200 5-foot squares, or a 40-foot radius circle) it's magic activates. The next few creatures (up to 30 HD in total) that step into the area must make a fortitude save (DC 22) or die. Creatures with more than 9 HD automatically succeed this save, but still count towards the HD limit.

The chalk can only be used to enclose a single connected area. The mark left by the chalk is difficult to see (Perception DC 25), but if the outline is significantly disrupted, the effect ends wasting whatever HD was left.[/b]

Construction
Requirements Craft Wondrous Item, Circle of Death; Cost 2,300 gp

Dark Archive

MagiMaster wrote:

Black Pearl Chalk

Aura moderate necromancy; CL 12th
Slot none; Price 4,100 gp; Weight -

Description This looks like an innocuous piece of black chalk-like substance. When used to draw a circle (or any other enclosed shape, up to 200 5-foot squares, or a 40-foot radius circle) it's magic activates. The next few creatures (up to 30 HD in total) that step into the area must make a fortitude save (DC 22) or die. Creatures with more than 9 HD automatically succeed this save, but still count towards the HD limit.

The chalk can only be used to enclose a single connected area. The mark left by the chalk is difficult to see (Perception DC 25), but if the outline is significantly disrupted, the effect ends wasting whatever HD was left.[/b]

Construction
Requirements Craft Wondrous Item, Circle of Death; Cost 2,300 gp

I would want it written down how long it takes to draw a 40-foot radius circle.


Good point. Off the top of my head, I'd guess 5 rounds, or maybe just make it 1 minute for simplicity.


DrowVampyre wrote:
Mergy wrote:
DrowVampyre wrote:

Selara's Stupendous Stun-gun

Aura: faint evocation; CL: 5th
Slot: -; Price: 10,000 gp; Weight: 1 lb

Description: Half of this short, blunt rod is wrapped in dark leather, while the other half is etched with stylized lightning bolts. When touched against a foe with a melee touch attack, the etchings spring to life, transforming into actual electricity and surging into the target, causing 5d6 nonlethal electricity damage.

Construction Requirements
Craft Wondrous Item, Merciful Spell, shocking grasp; Cost: 5,000 gp

** spoiler omitted **

It would be cheaper as a command word item. It makes sense that it should be so expensive though; it's essentially a wand that requires no UMD check or magical ability.

Indeed it would, but you'd hafta be a caster to use it - I was envisioning this more as a taser just anyone could pick up and use.

Theoretically, though, depending on your GM, you could get it for half-price if you were crafting it and had the Magical Lineage trait for shocking grasp.

How is this different from a shocking club that doesn't inflict weapon damage just the spell damage or a wand of shocking grasp just with unlimited charges.


It is a wand of shocking grasp, with a couple of modifications (raised to CL 5, added Merciful, changed it to 5/day).


MagiMaster wrote:
It is a wand of shocking grasp, with a couple of modifications (raised to CL 5, added Merciful, changed it to 5/day).

Yep, and use-activated or command word rather than spell trigger, so non-casters can use it just fine. And it's different from a club because you can't hit with it (well, you could I guess, but it'd be an improvised weapon - it's not really built to go clubbing people, just poking them).


DrowVampyre wrote:
MagiMaster wrote:
It is a wand of shocking grasp, with a couple of modifications (raised to CL 5, added Merciful, changed it to 5/day).
Yep, and use-activated or command word rather than spell trigger, so non-casters can use it just fine. And it's different from a club because you can't hit with it (well, you could I guess, but it'd be an improvised weapon - it's not really built to go clubbing people, just poking them).

Makes me want to use scorching ray to create Star-Trek style tasers. Have a stun (nonlethal) and kill (lethal) setting.


Warning: First attempt at creating a magic item. Critiques are appreciated.

Survivalist's Mask
Aura: Moderate Transmutation CL: 10th
Slot: Head Price:28,000 Weight: 1lb.

Description: This mask is a must have for survivalists everywhere whether traveling to the highest mountains, beneath the deepest seas, or across expanse of the planes of existance. A creature protected by the mask suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The magic of the mask also wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum. A creature wearing the mask also gains resist 10 to acid, cold, electricity, fire, and sonic damage. The creature's equipment is likewise protected.

Construction Requirements:
Craft Wonderous Items; Endure Elements; Resist Energy; Alter Self Cost:14,000gp

Sczarni

Nothing I have seen listed is any worse than 3.5's belt of healing. What did that cost again? like 500 gp for 4 cure light wounds? And why wouldn't you just carry 10 spares? Who needs a cleric? Nobody. And at a weight of 1 they even weight less than potions (or the same with 4 doses dropable on anyone at will).

Do boots of Greater Invisibility really cost less than a regular Ring of Invisibility? Nope, but they don't cost much more either...

Boots of the Vanished Ninja
Aura: Moderate Illusion CL: 7
Slot: Feet Price: 56,000 Weight: 1

These fine boots look to be a pair of unworn tabi ninja boots, complete with thatched souls. Upon donning these boots the person becomes invisible per Greater Invisibity until they are removed.

alternate versions: command word activated 50,400 gp; 1/day 11,200gp

(I am taking real exception to non-spellcasters being able to make wondrous items without spell components for a simple +5 modification)


Ashiel wrote:
DrowVampyre wrote:
MagiMaster wrote:
It is a wand of shocking grasp, with a couple of modifications (raised to CL 5, added Merciful, changed it to 5/day).
Yep, and use-activated or command word rather than spell trigger, so non-casters can use it just fine. And it's different from a club because you can't hit with it (well, you could I guess, but it'd be an improvised weapon - it's not really built to go clubbing people, just poking them).
Makes me want to use scorching ray to create Star-Trek style tasers. Have a stun (nonlethal) and kill (lethal) setting.

Don't forget disintegrate for the...disintegrate setting. ^_-

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