Items that should exist


Pathfinder First Edition General Discussion


What magical items do you think should exist that don't?

For example, I think there should be energy immunity cloaks that cost ~60000-75000, but they only are against one element, never more.


1 person marked this as a favorite.

With the rules for custom magic items, I've never felt like the game needed more already made. Really, I felt like they could have made do with a good deal less.

I want magic in my games to actually feel magical, so I try to avoid the "standard issue" magic item idea at all costs. Magic items should be unique. Strange. Wondrous.
A few things I've thrown into my latest games:

the Thunderhead Cloak- boosts AC and saves, grants a bonus to jumping and cold, lightning and sonic resistance.

the Greenshroud- a suit of scales that allows you to transform into a cloud of swirling leaves.

Deadman's Boots- grants a bonus to Stealth, Will saves, cold resistance and the ability to teleport short distances.

Hydrahide Belt- boosts str, con, natural armor and grants immunity to hp bleed.

the Hungry Hatchet- a seeking, returning throwing axe that gains the vicious property when thrown and grants it's wielder Improved Initiative and Quick Draw, but forces the wielder to begin the first round of combat drawing it.


Magical and mundane yo-yos.

More magical rings/jewelry that grants immunities and resistances to status ailments.


1 person marked this as a favorite.

Items of Rary's Telepathic Bond that create communication networks.
Cloning chambers/Resurrection boxes.
Bandages that increase the rate of natural healing
various household items (autocleaning diapers, Roombas, animated gardening tools, clothes that never get dirty, stasis boxes to keep food fresh, etc.)
Recordings of bardic performance


Quixote wrote:

With the rules for custom magic items, I've never felt like the game needed more already made. Really, I felt like they could have made do with a good deal less.

I want magic in my games to actually feel magical, so I try to avoid the "standard issue" magic item idea at all costs. Magic items should be unique. Strange. Wondrous.
A few things I've thrown into my latest games:

the Thunderhead Cloak- boosts AC and saves, grants a bonus to jumping and cold, lightning and sonic resistance.

the Greenshroud- a suit of scales that allows you to transform into a cloud of swirling leaves.

Deadman's Boots- grants a bonus to Stealth, Will saves, cold resistance and the ability to teleport short distances.

Hydrahide Belt- boosts str, con, natural armor and grants immunity to hp bleed.

the Hungry Hatchet- a seeking, returning throwing axe that gains the vicious property when thrown and grants it's wielder Improved Initiative and Quick Draw, but forces the wielder to begin the first round of combat drawing it.

I... Really like all of these. The only thing I have to say is that the hatchet grants quick draw, so drawing it every time isn't an issue.


3 people marked this as a favorite.

A magical food container that keeps everything inside under a constant purify food and drink effect.


3 people marked this as a favorite.

An artifact game board that uses figurines of wondrous power as playing pieces.


tearnImale wrote:
I... Really like all of these. The only thing I have to say is that the hatchet grants quick draw, so drawing it every time isn't an issue.

Thank you.

And it doesn't cause a problem until you want to use that hand for something else. Like drawing your melee weapon or casting a spell.


blahpers wrote:
An artifact game board that uses figurines of wondrous power as playing pieces.

Pretty massively cool.


1 person marked this as a favorite.

An item that can be worn that allows the wearer to damage swarms. Lol.

On a more serious note:
I would like to see items with increasingly potent effects if you have multiple pieces belonging to the same "set"...

Sovereign Court

Enchanted wrist sheaths with something like Scabbard of Many Blades or the interior spaces in Cailean Fighting Tankard but for small weapons/wands/alchemical items only.
Enchanted Workshops to mimic craft X feats (armor, weapons, wondrous, rings, wands, etc).
Upgrades to Whetstones, make them consumable and for a single attack like bane, conductive, glamered, spell storing, DR bypass(cold iron, silver, etc), etc.


VoodistMonk wrote:
An item that can be worn that allows the wearer to damage swarms.

The Swarmbane Glasp has got you covered, VoodistMonk. ;)


Warped Savant wrote:
VoodistMonk wrote:
An item that can be worn that allows the wearer to damage swarms.
The Swarmbane Glasp has got you covered, VoodistMonk. ;)

I was being super facetious... there was a massive pile of refuse argument involving the Swarmbane Clasp earlier that I was referencing.


VoodistMonk wrote:
Warped Savant wrote:
VoodistMonk wrote:
An item that can be worn that allows the wearer to damage swarms.
The Swarmbane Glasp has got you covered, VoodistMonk. ;)
I was being super facetious... there was a massive pile of refuse argument involving the Swarmbane Clasp earlier that I was referencing.

Whaaa....?


VoodistMonk wrote:
I was being super facetious... there was a massive pile of refuse argument involving the Swarmbane Clasp earlier that I was referencing.

Ah, I missed that.

Dark Archive

Magical versions of class gear, like magical holy symbols for clerics (perhaps with magical abilities keyed to specific domains or divine interests), or magical spellbooks for wizards, or a magical alchemy kit for alchemists (reduce that weight, make it store your portable alchemy lab extradimensionally!)

(Almost) every cleric has to have a holy symbol, and (almost) every wizard has to have a spellbook, and it's utterly baffling to me that these are not the most frequently enchanted items, since loss or damage to one can anywhere from inconvenience to cripple a member of that class.

Similarly, a magical set of thieves tools, or some magical musical instruments (with abilities relevant to bardic class abilities, like extra rounds of bardic performance, or access to a particular bardic masterpiece, not just drums of panic or lyre of building or horn of blasting type items). Maybe a (portable, shrinking?) magical cauldron for a potion-brewing character (whether a witch or an alchemist). More options for druids who shapechange, such as special material weapons (a silver scimitar, for instance) that, when you wild shape, is absorbed into the natural weapons of your animal shape, so that they gain a silvery shine and count as silver, as well as gaining the enhancement bonus of the magical sword.

It makes sense, just as a fighter can get a magic sword, a member of another class can get a magical enhancement to their class-important equipment.


VoodistMonk wrote:

An item that can be worn that allows the wearer to damage swarms. Lol.

On a more serious note:
I would like to see items with increasingly potent effects if you have multiple pieces belonging to the same "set"...

The item that damages swarms is called a flame thrower!


The First Edition Portable Hole.


Scott Wilhelm wrote:
The First Edition Portable Hole.

Hmmm. I'm not sure I remember any big changes.


Edit I read that as items that shouldn't exist lol

Dust of Sneezing and Choking. 3d6 constitution damage if you fail your save, stunned for 5d4 rounds if you pass your save. Heads you lose, tails I win. Horrific stuff that is so gamebreaking that it can never be allowed to exist under any circumstance.

Also poorly worded, since as written the stun effect doesn't occur on a failed save, meaning intentionally failing your save and hoping for a low roll on the Con damage is actually preferable in most circumstances to avoid the devastating 5d4 rounds of stun.

I would have liked to have seen more double-edged cursed items that offer powerful benefits at a steep cost. They're tricky to write, since you don't want there to be tricky ways to avoid the curse, but it's a flavorful angle for magical items that is under-explored.


EldonGuyre wrote:
Scott Wilhelm wrote:
The First Edition Portable Hole.
Hmmm. I'm not sure I remember any big changes.

You know what? I was just re-reading the Advanced Dungeons and Dragons Dungeon Masters' Guide, and I found I remembered it incorrectly.

But maybe that means that what I thought I remembered, I actually created, and that means I'm just awesomer than I thought.

Probably not, because what I am envisioning is the portable hole from the Beatles movie Yellow Submarine. They found that hole in the Sea of Holes, and what it was was a hole. It put a hole in anything you laid it across, so if you needed to bust someone out of prison, you laid it over the prison wall after saying "I've got a hole in my pocket." and now the wall has a hole in it.

It would be funny to call up on your GM to adjudicate what happens when you are swallowed whole, and you spread out your Portable Hole over the monster's stomach lining, and you slip out!


Scott Wilhelm wrote:
EldonGuyre wrote:
Scott Wilhelm wrote:
The First Edition Portable Hole.
Hmmm. I'm not sure I remember any big changes.

You know what? I was just re-reading the Advanced Dungeons and Dragons Dungeon Masters' Guide, and I found I remembered it incorrectly.

But maybe that means that what I thought I remembered, I actually created, and that means I'm just awesomer than I thought.

Probably not, because what I am envisioning is the portable hole from the Beatles movie Yellow Submarine. They found that hole in the Sea of Holes, and what it was was a hole. It put a hole in anything you laid it across, so if you needed to bust someone out of prison, you laid it over the prison wall after saying "I've got a hole in my pocket." and now the wall has a hole in it.

It would be funny to call up on your GM to adjudicate what happens when you are swallowed whole, and you spread out your Portable Hole over the monster's stomach lining, and you slip out!

I have damn fond memories of that movie. I don't doubt that the portable hole was inspired by that very scene, incidentally.


Dasrak wrote:


[s]Dust of Sneezing and Choking. Horrific stuff that is so gamebreaking that it can never be allowed to exist under any circumstance.

You know, whenever someone makes universal statements of this sort I realize that I am often an exception, and either already use the thing in question in my games or can think of plenty of ways to make the supposedly unusable work.

This is where you focus on the 'cursed' bit and rule that any attempts to gain some sort of benefit from the object will either backfire or have unfortunate side effects. A curse is a drawback, not something you can twist to your liking.


Bjørn Røyrvik wrote:
Dasrak wrote:


[s]Dust of Sneezing and Choking. Horrific stuff that is so gamebreaking that it can never be allowed to exist under any circumstance.

You know, whenever someone makes universal statements of this sort I realize that I am often an exception, and either already use the thing in question in my games or can think of plenty of ways to make the supposedly unusable work.

This is where you focus on the 'cursed' bit and rule that any attempts to gain some sort of benefit from the object will either backfire or have unfortunate side effects. A curse is a drawback, not something you can twist to your liking.

this becomes game breaking once players learn they can intentionally craft it.

i had only once used it to shake up a group of players who were sure they can handle anything.
(nasty vampiric fey had it in large salt and pepper shakers, the floor was a lacework of metal with big enough holes that anything dropped, as per stunned, will fall to the next floor which had rust monsters...)


If something can be intentionally created and used without problems it isn't exactly cursed is it?


Bjørn Røyrvik wrote:
Dasrak wrote:


[s]Dust of Sneezing and Choking. Horrific stuff that is so gamebreaking that it can never be allowed to exist under any circumstance.

You know, whenever someone makes universal statements of this sort I realize that I am often an exception, and either already use the thing in question in my games or can think of plenty of ways to make the supposedly unusable work...

I'm not sure I follow. Whenever anyone makes universal statements of what sort?

No one's saying that this cursed item is ineffective. It's actually the best magic item out there. As it exists within the book, this item should not exist. It would need some serious re-working to make it viable. Like...maybe it deals 1d4 Str and 1d4 Con and you're nauseated for 1 round.


2 people marked this as a favorite.

Wand Charger, 1000gp. This gnomish invention is a cylindrical metal tube a little longer than the length of two wands, with a "+" symbol at one end and a "–" at the other. A wand to be charged is inserted into one end, and another wand to donate charge in the other end. The operator twists a dial to indicate how many charges he wishes to transfer, and activates the device by pressing a button. It will then run unattended, humming softly for one or more minutes until it is finished. Aside from charging wands, a wand charger will accurately reveal the number of remaining charges of any wand placed within it.

A wand to be rejuvenated receives four spells for every five spells expended by the other, at a rate of one spell received per minute, with a minimum charge-loss of one spell from the donor wand. The device does not distinguish between arcane or divine wands, but only charges when two wands of identical spell-level and caster-level are placed within it. (Rumors of more complex chargers exist, but none are for sale in this shop.)

Wand chargers are more or less idiot-proof, and do not require a Use Magic Device check to operate, although inscriptions warn against tampering or other inappropriate usage.


1 person marked this as a favorite.

Ah, but do wand chargers work with all equivalent wands, or are there prettier wands with rounded corners which only work with their own wand chargers?


1 person marked this as a favorite.

The proprietary iWand charger costs five times as much.


pranking cursed items.

for example:

'The Ever Stinking Boots of Tracks'(TM).
these cursed boots were created by the (mad) gnomish inventor 'Roflmao'.
once even one boot is worn the other magically teleport into place on the other foot (replacing any other foot-gear there which drops to the ground). these cursed boots can not be removed without a remove curse or similar spells (caster check dc 25).
As long s they are worn the boots leave behind big muddy tracks with each step. there tracks emit a sickly green glow as well as the stench of rotten meat (all the more to draw in carrion). these tracks are left behind no matter what ability the user might have to hide his own tracks, as long as he is walking on any solid ground.
any creature with sight or smell senses can follow these tracks with ease, without the need to slow down. They can even overlap themselves in case the owner try to step on his own tacks to hide them, leaving a very easy to read sign as to the last tracks left.
the tracks left behind dissolve into slimy paste 3 days after they appear.


Quixote wrote:
Bjørn Røyrvik wrote:
Dasrak wrote:


[s]Dust of Sneezing and Choking. Horrific stuff that is so gamebreaking that it can never be allowed to exist under any circumstance.

You know, whenever someone makes universal statements of this sort I realize that I am often an exception, and either already use the thing in question in my games or can think of plenty of ways to make the supposedly unusable work...

I'm not sure I follow. Whenever anyone makes universal statements of what sort?

Um, of the sort I quoted in my post. You know: "can never be allowed to exist under any circumstances?"

Perhaps I should have called it an absolute statement.
The Dust is exactly the sort of thing I can happily have in my games.

Quixote wrote:


No one's saying that this cursed item is ineffective. It's actually the best magic item out there. As it exists within the book, this item should not exist. It would need some serious re-working to make it viable. Like...maybe it deals 1d4 Str and 1d4 Con and you're nauseated for 1 round.

I did not say it was ineffective, I said that if you have a problem with it being too powerful you aren't using it right.

DoSaC is a cursed item, not a regular one. It isn't supposed to be allowed to be used with impunity. To quote the section on [url=https://www.d20pfsrd.com/magic-items/cursed-items/[/url]: "While many of these items still have functions, they either do not work as intended or come with serious drawbacks."

If you try to use the Dust it should either backfire somehow or have some unfortunate collateral damage.


Quick-draw weapons (enchantment, as the feat). I thought these existed somewhere but I can't find them. There's a non-magic Quick-draw Shield but not weapons.

Dark Archive

Mudfoot wrote:
Quick-draw weapons (enchantment, as the feat). I thought these existed somewhere but I can't find them. There's a non-magic Quick-draw Shield but not weapons.

A 'bloodthirsty' weapon that leaps to your hand anticipating combat could be fun. A cursed version might leap to your hand whenever you fail a social interaction roll (and sounds like a very Gorum-ite thing to enchant)...

Bloodthirty battleaxe - "Oops, failed diplomacy, guess we're gonna fight!"
Wielder - "No!! That was a roll for etiquette at the queen's fancy dinner party!"


back in 3.5 there were item crystals. one of the weapon crystals you could attach to weapon and make it quick draw itself in combat. they came in 3 tiers but even the lowest one was good for free action quick drawing.

Shadow Lodge

A Jingase of the Fortunate Soldier that isn't out done by a Buffering Cap would be a nice item to exist. :)


Set wrote:

Magical versions of class gear, like magical holy symbols for clerics (perhaps with magical abilities keyed to specific domains or divine interests), or magical spellbooks for wizards, or a magical alchemy kit for alchemists (reduce that weight, make it store your portable alchemy lab extradimensionally!)

I have enchanted all my spellbooks with Secluded Grimoire spell.

Dark Archive

Lady Asharah wrote:
Set wrote:

Magical versions of class gear, like magical holy symbols for clerics (perhaps with magical abilities keyed to specific domains or divine interests), or magical spellbooks for wizards, or a magical alchemy kit for alchemists (reduce that weight, make it store your portable alchemy lab extradimensionally!)

I have enchanted all my spellbooks with Secluded Grimoire spell.

It's an idea for the conjuration-friendly wizards out there, but, wizards can bar that school, so some other options should exist.

Examples;

A transmuter creates a permanent shrink item spellbook that he keeps concealed in a locket around his neck in miniaturized form. Later he creates some eyes of minute seeing, and no longer even has to make it enlarge to read it!

An illusionist creates a shadow duplicate of his book that is 'quasi-real' and can be read and manipulated *by him*, but is ephemeral shadow, as solid as smoke, to anyone else. He keeps the weightless image of his spellbook floating along at his side, more or less immune to harm (and if it gets dispelled, he can return home to the original, locked away safely, and use it to create a new shadow copy).

A completely different illusionist uses a figment instead of shadow magic, and carries a small prism, that when exposed to magical light refracts a hologram-like image of his spellbook that he can move by slightly moving the crystal. While it's projected, he can read it and prepare spells normally, but it's only a picture of the spellbook, and as a simple crystal, can be hidden away much more easily than a large tome.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I met a mage once whose spell book was a necklace of small jade figurines.


There are spellbooks with preparation rituals which are pretty good.


Magical cubes of wood, stone, etc. that transform into shelters. The cheapest one become a tent with more expensive ones becoming a hut, cabin, house, mansion, etc.


Set wrote:
Lady Asharah wrote:
I have enchanted all my spellbooks with Secluded Grimoire spell.
It's an idea for the conjuration-friendly wizards out there, but, wizards can bar that school (…)

I presume you come from a D&D 3.x background? In Pathfinder, you don't "bar" schools. Where 3.5 had prohibited schools, Pathfinder has opposition schools - you can still cast those spells, they merely take two spell slots to prepare. So it takes two first level spell slot to prepare Secluded Grimoire. After a few levels, you should have first level spell slots aplenty.


Derklord wrote:
Set wrote:
Lady Asharah wrote:
I have enchanted all my spellbooks with Secluded Grimoire spell.
It's an idea for the conjuration-friendly wizards out there, but, wizards can bar that school (…)
I presume you come from a D&D 3.x background? In Pathfinder, you don't "bar" schools. Where 3.5 had prohibited schools, Pathfinder has opposition schools - you can still cast those spells, they merely take two spell slots to prepare. So it takes two first level spell slot to prepare Secluded Grimoire. After a few levels, you should have first level spell slots aplenty.

Or scrolls could be prepared. It's the right type of spell to keep on scrolls.


Derklord wrote:
Set wrote:
Lady Asharah wrote:
I have enchanted all my spellbooks with Secluded Grimoire spell.
It's an idea for the conjuration-friendly wizards out there, but, wizards can bar that school (…)
I presume you come from a D&D 3.x background? In Pathfinder, you don't "bar" schools. Where 3.5 had prohibited schools, Pathfinder has opposition schools - you can still cast those spells, they merely take two spell slots to prepare. So it takes two first level spell slot to prepare Secluded Grimoire. After a few levels, you should have first level spell slots aplenty.

Sin magic specialist is still a thing, but yeah, it's pretty rare.


A siege weapon that casts a constant Putrefy Food and Drink over an area the size of a city.


Set wrote:
(Almost) every cleric has to have a holy symbol, and (almost) every wizard has to have a spellbook, and it's utterly baffling to me that these are not the most frequently enchanted items, since loss or damage to one can anywhere from inconvenience to cripple a member of that class.

Every Wizard(/Magus/Alchemist/Cabalist/Warlock/Eldritch Scoundrel/ect/ect) I've seen reach higher levels gets a Blessed Book ASAP because it literally has a negative cost when filled up.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Items that should exist All Messageboards

Want to post a reply? Sign in.