Just for Fun
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Ok, let me pull up the IRC log so i don't get enough sleep :)
Fortress
Fullplate +4 AC
On Equip: slowAs Impregnable as a fortress wall, and also as immobile.
Elemental Retreat
Amulet: 10/- all elements
10% vunerability to all other damage typesOne can never predict the change of winds, nor what one will be attacked by.
Gloves of Ogre Strength and Stupidity
Gloves: +4 Strength
-5 intelligence, -5 wisdom
Perhaps even: only useable by wizards
(thanks sturmer these are cool, and only for those that can be trusted with them)Strength is not everything, just look at Ogres.
Legacy
Fullplate: +1 AC, 10/- fire resistance
10% cold vunerabilityCrafted to honour the fall of King Azoun, these fullplates each have a scale of the dragon he killed in that fateful battle embedded in the breastplate. Only those honoured by Cormyr seem to be able to keep these tributes, as all that have stolen them seem to have come to a mysterious end …
I hope these were interesting. I have more ideas, but i have to get up in 5 hours.
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Medalion of Mentionless Motives
It was a sad day in the life of the great inventor Angelo Von Longbottom. The order of Trom, an adventuring group consisting entirely of dimwitted paladins, had settled in his town. Tired of the paladins staring at him oddly in the street whenever he went to the shop, he forged this medalion. It defends against the probing minds of the order of Trom, and, as future generations discovered, blocks any atempt a creature makes to read the wearers mind.
makes the wearer imune to a paladins detect evil
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Vial of Life
After Chauntea created the world itself, she created a pool which all life would spring forth from. The pool set forth its touch onto the world, letting the biengs leave for their lives under the eye of the Earthmother. Once the living scattered out, the pool was hidden, its knowledge confided into the first Heirophant Druid. When undeath was discovered, the Herophant returned to the pool, to take pieces of it, to scatter around the world to retain life where it was needed. He filled twenty vials and enchanted them to never run out of the water, it spilling forth when the top was removed. The vials were handed out to great druids of the world, under the Heirophant, and the water was poured onto land to sustain or create plant life.
The vials themselves is kept guarded, the bottle unbreakable, made of glassteel by the Avariel, but are small and easy to loose. They can be used to grow plants almost instantly from seed, by pouring the water onto a new seed and waiting a period of time depenedant on how big the plant will be. When poured on the floor, on grassland, it causes the plants to grow quickly in the area, making thorn buishes spring seemingly out of nowhere from doormant seeds, long grasses and such. Although the bottle has unlimited water, it takes a few hours to refil itself if used quickly
Also the water has healing properties, which is esentially regrowth to a living bieng, healing deep wounds in moments. This has adverse effects on the undead, causing instant tissue growth, making the body crack and split as the dead bones shatter as life tries to take them over.
Vine Mine 2/day
Cure Critical Wounds 1/day -
Some more.
Tapping Staff
To respond to an enemy's blows with peace is the legacy of the famous wandering pacifist, and it is said the spirit of the old man remains within his battered staff still. The worn old stick seems like it might snap at any moment, but when wielded it has the ability to safely knock the blade out of another's hands as fast as any speeding snake.
Unfortunately, the old man's blindness seems to remain within this curious artifact also.
(quarterstaff)
Effect on wielder: blindness
Damage -10
AB +15
Gain feat: improved disarm
Cast: Monstrous Regeneration 1/day
Useable only by goodBaghtru's Belt
This strange belt seems suited to fit the massive belly of a giant or orc. When worn, it grants its wearer the characteristics praised by the orcish god of strength, Baghtru.
+10 Strength
- 4 int
- 4 cha
Feat: improved unarmed fighting
Useable only by half-orc
Useable only by evil
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The Light Staff
Known not only because of its lacking in weight, but also this stave has the ability to create light, absence of light and single way light under the control of its wielder. It can, when tapped on the floor, create a white glow from something, person or object who is touched. Also the user may create a type of one way light, similar to ultravision but using light which does not reflect off the thing, so it will not glow. This is an improved effect of a minor version that the staff consistantly has on the user, allowing them to see better
The staff also has slight offensive capabilities, ranging from, once a day, if the staff is pointed at a target and a command word spoken, a hot bolt of light was shot from the end of it, burning the recipent. Arcing the staff in the air in a counterclockwise direction, saying another command word, caused the staff to remove all light surrounding it, forcing complete darkness on a small area. This is unfortunately how the creater lost his wardrobe and fell down the stairs. Finally the staff can shoot small flashes of light at whoever it is pointed at, dazzeling them slightly.
Stave:
Darkvision
Base Item Weight reduction: 20% of the weightCast Spell: Light (5) Unlimited uses/day
Cast Spell: Ultravision (3) Unlimited uses/dayCast Spell: Flare (1) Unlimited uses/day
Cast spell: Darkness (3) 1 use/day
Cast spell: Searing Light (5) 1 use/day -
Wand of Burning Blast
A powerful evoker imbued this wand with magic similar to the fireball spell known to most wizards. This version, however, leaves more burning death in its wake. Every victim touched by the ball of fire that shoots from the wand, also catch fire and burn to death unless they manage to put out the fire.
Wand:
Special power: Fireball+Combust on all in AoE
Uses: 3/day*
Only usable by: Wizards (Evoker)*Uses/day may be altered depending on the level of the caster to limit it's power.
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Aganazzar's Arrows of Magical Mayhem (I, II, III and IV)
Aganazzar's arrows of magical mayhem were orignially made as a joke from Aganazzar's side to jest with a friend of his, Dhalmet, an archer of great renown. Dhalmet found himself puzzled at the magical effects spewed forth when he hit something with his arrows. In one hit, it would light on fire, and the next would harden the air surrounding it, and make it harder to hit. Fond of the influence of luck upon his battles, Dhalmet ordered more of the arrows made - but whether Aganazzar enchanted each arrow individually with a spell, or not, he would not tell.
Properties:
When the user hits a target with an arrow, a random spell of the appropriate level (I, II, III, or IV) affects the target. (This has to be scripted)
Ouji'do's Gloves
Ouji'do's gloves are designed to subtly aid anyone fighting with their bare hands, though the ways in which they help vary. Though the effect of the gloves is nearly indetectible when fighting outside of a closed arena, it is advised that these gloves are not worn in arranged matches as the use of aid in such matches is highly frowned upon.
Slashing: Ouji'do's slashing gloves have a small, razor-sharp blade fixed in between each of the knuckles.
+1 Slashing damage
Piercing: Ouji'do's piercing gloves have the entire back of the fingers lined with small clawlike pincers.
+1 piercing damage
Bludgeoning: These gloves have small, iron weights placed within the palm of the glove, which extend out between the fingers.
+1 bludgeoning damage
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The playfull harp
Crafted about 700 years ago by the famous bard Ichmagnichtmehr Meynn this wonderfully made harp is said to hold powers beyond belief. The bard was well known for his lazyness, he always claimed to play a song only once. Once is enough. In order to feed himself, he invented and built this harp which holds every song he sung. By striking just a few cords, the harp plays the song again, on its own. It is also said that he was able to cast forth illusions with this harp to aid his entertainment needs.
Propoerties:
- can sing songs which have been scripted into the harp, together with setting the backgroundmusic and illusions (unlimited/day)
- ability to change backgroundmusic (unlimited/day)
- ability to cast forth illusions of monsters which run from the bard for a few seconds and vanish again, increasing with bard level (unlimited/day)
level 1-3 goblins, humans, orcs, ..
level 3-5 bugbears, lizard man, ..
level 5-7 trolls, ogres, …
level 7-10 giants, drow, ...
level 10-15 dragons, hydra, ...
level 15-20 demons, angels, ...
level 20+ everythingand yes, i am actually working on scripting that item ...
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Stein of the Beerzerker
The Realm of Faerie is know for the fighting prowess of the resident elves, and this is their secret weapon. Drinking from the stein transforms the normally effete elves into raging berserkers… or as they are called beerzerkers. There is a nasty rumor floating around that this is the actual reason for the antipathy shown between elves and dwarves, as the elves are said to have stolen the idea from the dwarves. As this rumor is usually espoused by drunken dwarves, no-one gives it much credit.
Cast Blood Frenzy(7) 1/day
Only usable by ElvesSpecial thanks to the Murphy's World campaign setting for the inspiration for this item.
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Blade of the Avenger
This sword was forged by a cleric of Hoar, god of Vengance. it is said to allow it's user to enter a powerful rage that allows them to strike much more powerfully at their enemies. Unfortunately, over time the magic of the blade slowly begins to seep into the user, until they are driven mad in a constant quest for revenge. It is said that all who wield the blade eventually die as their mad quest for revenge consumes them.
+1 enhancement bonus
Cast Blood Frenzy(7) unlimited uses/day -
Helm of Gedlee the Electric:
HelmCast Spell-Gedlee's Electric Loop (3) [2 Charges/Use]
Damage Resistance-Electrical[Resist 5/-]While certainly not the first spellcaster to wield or even handle electricity, Gedlee was obsessed with the element. Unfortunatly for most people, Gedlee's second obsession was gnomish made "toys." It seemed only a matter of time before Gedlee would try and combine the two himself. The result was a rubber helmet with a metal spike atop. The rubber protected Gedlee himself from electrical attacks and the metal spike allowed him to harness the power of electricity and use it how he wished. Ironically it was an electrical trap on the ground that took Gedlee's life, perhaps he should have wore rubber boots as well.
The Bright Blade
RapierEnchantment Bonus [+1]
Keen
Light [Bright (20m)]A young noble of the Wyvernspur family from Immersea wanted so bad to become a swashbuckler, he even snuck out at night and trained. Eventually he was challenged to a dual and was humiliated horribly. He returned to his home a broken man and eventually the family's wizard, a second father to the lad, found out what happened and decided to help the lad get even. He imbued the young noble's rapier so that it's edge could split a hair in two, and gave the sword a bright glow. The young noble return to face his foe and rechallenged the foe to a dual to the death. When the dual began, the young noble removed the rapier, effectively blinding the foe, and with two swings, removed the foe's swordarm and head. Horrified the young noble fled to Suzail, a wanted man, where along the way he ditched the sword, and took an alias.
Coin of Tyche
Misc Small ItemCast Spell-Unique Power Self Only[1 Use/Day]
(Scripted ability- when used there is a 75% chance the coin will grant +1 to all saves, all abilities, all attack rolls, and AC and 25% chance the coin will grant -1 to all saves, all abilities, all attack rolls, and AC)
No one is sure when coins know as the Coin of Tyche were first made, but all are certain they were made after her destruction. On one side is the face of Lady Luck, Tymora, and on the other side the face of the Maid of Misfortune, Beshaba. Both religions consider Tymora's side to be the side of "heads" and Beshaba's the side of "tails." Once a day when the owner of the coin wakes up they flip the coin high into the air, call the side they wish to see and catch it, they then turn there hand over and open it palm up, which ever side is showing will determine the coin flipper's luck for that day. Luckbringers favor seeing Tymora's face, knowing luck is with them that that day, while devotees favoring Beshaba enjoy seeing her face, claiming that to be the most misfortune they will have all day. This particular coin has been blessed by a priest of Tymora to land more often then not on "heads" the only reason it is still allowed to land on tails even after the blessings of a Luckbringer is there is no chance without a little risk.
-Moosh
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The Stout Defender
Tower Shield: +2 enchantment
+2 con
-2 dex
+1 will save vs. fear
on equip: slow
DR 5/-Shields most often used by dwarven warriors in defense of dwarven strongholds. These shields, magically imbued by dwarven runecasters, give the wield the courage and consitution to stand and face all foes. Designed by a cleric of Gorm Gulthyn to aid the stronghold defenders from a duergar assualt.
These shields allowed the 's defenders to to hold strong, repelling the duergar attack. When the next attack on the stronghold came, the 's defenders grabbed their axes and shields and ran off to join the fray. Much to their surprise by the time they made it to the frontlines of the battle, the battle was already lost. Unable to retreat, not only because of the shields, but because of their dwarven pride all fell that day.
Many of the shields have been lost through the course of time, or are perhaps strapped to the backs of exceptionally slow moving duergar.
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Amulet of Emotions
Chong Tsui was a monk of an unknown Order, who believed that to reach self-perfection, he should get rid of his emotions. He attempted to do it with deep meditation, but frustrated with his failures, he saw fit the use of magic. Chong hired a wizard to perform a complex ritual to bind his emotions into an amulet, and get rid of it forever, but something happened in the ritual, and Chong died in the process. Bards sings tales that noone can live without emotions, but there are those who believe the wizard betrayed him, or that he had indeed reached divinity status, therefore his mortals rests were unnecessary. But in all tales, they agree that the amulet still exists, and the wearer is influenced by Chong's emotions, trying to become alive.
OnUse Unique power self: (5 times/day)
Random chance of inciting a random emotion on the wearer:
(all with duration of 1 round/lvl except for Love and Hate, which are permanent)Hope: +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Rage: Barbarian Rage effect
Love: Shift alignment 1pt toward goodDespair: –2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Fear: Fear effect
Hate: Shift alignment 1pt toward evil -
Spirit of the Lost Hero [Longsword]
_This powerful sword was forged late in 614, Year of the Shattered Scepter, to aid the realm of Phalorm with the war effort against the Horde of the Wastes. The divine champion known as Ingham "the True", wielded this sword fighting Grunnig "the Red", leader of the Horde, during the Battle of Sodden Fields, near the present-day Dragonspear Castle. Ingham fell and the sword was lost, but Phalorm emerged victorious.
One hundred years later, in the Year of Doom, Alessra "the Loyal Lady", led an expedition of adventurers to the old battlefield in order to find the lost sword. There she found the spirit of Ingham still in the battlefield where he fell, bound to the sword forever. Ingham said to Alessra that she should take the sword with her, and use it to spread the word of the righteousness through Faerûn. Ingham also said that, everytime the wielder of the sword would come across a difficult task in the name what is good, he would be able to aid and to fight alonside him. The sword became a major symbol of good and justice, passing for generations through many wielders, and the spirit of Ingham is always ready to answer the call of a hero._
Damage Bonus: 1d8 against Evil. [Divine]
Cast Spell: Planar Ally. -
Grimbos cursed Halfling Defender
Shortsword +1, 1-6 colddamage to any lawfull, on hit, stun dc: 10/12
Magical resistance 10.
hast once/day (level 18 )
invisibility once/day.(level 10)
darkvision
-50 to open lock and pickpocket, even if straped on the back of its wearer.
Crused, Cant be dropped, and only usuable by: halflings,
Unique power, self(or something, cant remember what its called)
Shows map of the arabel sewers, aswell as every escape tunnel.
(speciel, can be used as a key to every locked door in the sewers)The sword was made by the dwarven runemage Grimbo Rockthrower :roll: and given to a halfling, that Gimbo has several times seen being taking in by the law, and thrown in jail, for things he never had done. Grimbo thought this was so unfair, he made this sword, and gave it to the halfling. Every part of the enchantments where made to protect him against The evil militia and Warwizards. The sword was made, so the halfing would have a chance, to flee, when the guards came after him. 50 years, the sword was carried, by the unguilty halfling, until Grimbo walked through the market, and saw the little halfling, pickpocket a noble. This made Grimbo so mad, that he caught the halfling, and made the last enchantment on the sword. This would learn the halfling never to steal again. The halfling was later cought, trying to pickpocket anyway, in the three Bars. The halfling was killed, and since the murderer finaly got the sword of the body, he couldnt use it, so he dropped it in the sewers. It has never been found…
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The Nightcrawler
Family shortsword.
Shortsword +2, 1d6 cold damage versus evil
ac+4 versus evil, -4 versus good
tumble+5, +3 to hide and move silently
+1 to wisdom
+1dex
+1 to universal savings throws
only usuable by good, hafling
Through 400 of years, this sword, has served the Nightcrawler clan. It was granted to The creator of the Nightcrawler clan, by the an onknown arch mage, for saving his life. The archmage put on a a very powerfull enchantment. The sword should serve the Nightcrawler family, until the end of the clan. Every wearer has, when he died, given a piece of the Knowlege, he or she has gotten through their lives. This has slowly imprved the enchantment. But the sword is not limited. When the last blood of the nightcrawler clan has died, and has not granted the clan any children, the sword will vanish, and the clan will be forgotten. Into the sword, the name of the person who is to wield it. The sword cannot be used by any other than the person, witch the sword has choosen.
It was lost by Perin Nightcrawler, under his last caravan trip to Arabel., after an undead attack. The sword, if found in time, has the name Marcus written… -
Dainty (Pansy) Elven Gloves
-2 STR
-3 CON
+2 DEX
+2 INT
+2 SPOT
+2 LISTEN
+2 SEARCH
-4 DISCIPLINE
-4 INTIMIDATE
-2 FORTITUDE SAVE
ADDED FEAT: Point Blank Shot
Usable only by half-elf or elf.Elufavarius Sylvanestraria was a wee dainty elf who longed to lead a war clan as an Arcane Archer, like 4 generations of his family before him. His great distress was that while he was quite adept in his magical studies, his lack of any combat prowess made him likely to never reach his goal.
Having become quite skilled at the creation of the often sought after Boots and Cloaks of Elvenkind, he set out to create a set of gloves which would capture the essence of elvenkind and assist him in reaching his goal of leading a War Band as an Arcane Archer.
In his quest for the perfect gloves to match the more famous items, he invested a tremendous amount of his personal research, energy and magic, eventually becoming obsessed with the creation of them. This obsession led to part of his essence, the essence of elvenkind, passing into the gloves themselves.
These dainty gloves are made of the softest deerskin, and are sized for small, woman-like, elven hands. Along the lower seam, near the wrist are beautiful tassled leather fringe which never becomes tangled and always looks to be recently cleaned.
BAM. Take that you pansy elves.
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The "Black" Bat
clubon hit: daze DC 14
+3 intimidateGeorgi Blacke (random name) was the head of the notorious Blacke crime family which was involved in activities including smuggling illegal drugs and taking hits. His gang was well known for beating people within inches of their lives with a bat they half jokingly named the "black" bat. They were all promptly painted in black after the name stuck.
Rumor has it that Georgis personal bodyguard had used a bat such as this and beat 5 rival gang members so hard they saw stars and scared another 10 away for ever messing with Georgi.
Even after the head of the family was captured and tried, these bats still convey emotions of fear and most people wielding them are intimidating thugs. They re also known to be very effective at knocking out their targets. Most of these bats are either in the hands of the city guards or carried by "wannabes" or collectors.
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Szass Tam's Grip
This item appears as a simple looking silver ring whose touch is deathly cold. If a person of good alignment touches it he feels a growing unease and the desire to put it down quickly
Intelligence +2
Constitution -2
Darkvision
Cast spell animate dead (5) once per day
Cast spell stone bones (3) once per day
Cast spell death armour (3) three times per day
Damage resistance negative energy 15/-
Useable only by Evil aligned wizards and sorcerers.These simple looking silver rings can be found in the possessions of certain Red wizards although they are never sold and their existence is never mentionned. Their origin is uncertain however most heads turned immediatly to the zulkir of necromancy Szass tam when the rings' existence became known. The ring allows its user a variety of powers all linked to the undead world and they are prized possession to aspiring necromaners the world over. When the user puts on the ring he feels almost as if his life force was exiting his body leaving him weakoned; a feeling that takes a while to get used to but necromancers are a focused group who do not turn away from such hurdles. Rumour has it that Tam himself uses these rings to siphon life force from their wearers in exchange for the powers the rings give and to prolongue his life.
Tome of Conversion
This takes the form of a book; most often it is a large tome with an intricate leather covering although this is not necessarily always the case
Cast spell Charm person (2) three times per day
Cast spell Confusion (5) once per day
Cast spell Eagle's splendor (3) twice times per dayImmediatly after the times of chaos all the religious orders faced a renewed drive to help convert more to their faith and thus increase the powers of their dieties. Olar was a priest of the god Mask. His desire to further the cause of his god was only slightly less than his desire to further his own cause and his standing within the church. Olar believed that if he could convert more people to Mask's will then his stature would increase just as much. He created a magical tome that allowed him to confuse and charm his audience so that he could sway them to his arguments. The results were startlingly positive and the church of Mask might have grown to dizzying heights if in a ironic twist of events olar hadn't be convertered by a priestess of sune during a rather lengthy and personal one on one. Olar's defection not only stopped the Maskite drive for new recruits but also leaked the secret of the tome of conversion into the open. As it stands now most of the organized churches whether good or evil have at least a few of their priest using such items; often they have their own unique twists that reflect the dieties portfolio. Such items are also sought after by thieves as well.
Aramil's Helper
Non-descript looking set of bracers
Cast spell knock (3) three times per day
Cast spell darkness (3) three times per day
Skill bonus use magical device +5Aramil was a typical halfling. Outgoing; fun filled and always out to for a good adventure. Coming from a long line of thieves he espoused the family business with the gusto and willingness that was to be expected. At first aramil was a bit ackward and his parents were trully worried that he might need to enter a more legal line of work. In desperation his mother stole for him a pair of bracers telling him to wear them for luck whenever he had to "work". To everyone's surprise this seemed to do the trick and aramil's skill increased substantially. He had a few quirks; mostly working alone and never letting anyone bother him when he was opening locks but this aside everyone agreed he was a master thief.
After his death it was discovered that aramil had somehow imbued the bracers his mother had given him with the ability to open locks and conceal himself in darkness. He also seemed better able to use magical implements while wearing them. Had aramil focused his attention to wzardly some believe he might have made a fine mage. As it stands his design has been often copied and he is to blame for the increase in thieves.
Elviryth's protectors
Non descript set of gauntlets
Cast spell lesser dispel (5) three times per day
Cast spell dispel magic (5) once per day
Cast spell invisibility purge (5) once per dayCompetition is fierce where the creation of magical items is concerned. This has never been more true now that the Thayans have decided to flood the market. Elviryth a most potent wizard often needed to focus all her powers on certain specific spells while she worked on new experiements and this meant she had to rely on apprentices to commit the basic dispel spells in case of adverse effects. After her new design for a stronger wand of fireball was stolen by leoft her apprentice she vowed never to get another. To resolve the problem she fashioned a pair of gloves that allowed the wearer to cast dispel as if he were a mage. For good measure she also added one that revealed invisible creature nearbie in order to prevent unwelcomed eyes. Pleased with her creation she hired commoners to assist her during experiements.
Elviryth's gloves were stolen and sold to a competing wizard by a member of the unseen hand mascarading as a willing assistant. The thief also spread the rumour that she was a necromancer and Elviryth was killed by an angry mob. Despite this depressing reminder as to why wizard should have assistants who at least are worried of angry mobs after mages the gloves have become popular.
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Lesser Positive Energy Plate
Regen +2
Cast Spell: Monstrous Regeneration 1x/dayPositive Energy Plate
Regen +3
Cast Spell: Monstrous Regeneration 2x/dayGreater Positive Energy Plate
Regen +4
Cast Spell: Regeneration 1x/dayPlatemail such as these are extremely rare in powerful, forged by an ancient power, they contain a small bit of positive energy inside them that heals the wearer over certain time. The last warrior to use this was Kothas Bhallanian, faithful paladin of Helm. Unfortunately he was assasinated, and the plate he wore lost. The next person to find this would wield very powerful magics.
Armor of Good Faith
AC +1
AC +3 vs Evil
AC -2 vs GoodThis armor is supposidly able to protect one of good faith from evil. No one is certain how this armor came into being, or who forged it, but one thing is certain, it is the desire of most paladins. Magically the plate is able to sense evil and protect the wearer from the forces that the person would wield. However, it protects less if one of good faith would attack the bearer.
Armor of Evil Faith
AC +1
AC +3 vs Good
AC -2 vs Evil
Cast Spell: Fear 1x/dayThis is supposidly a replica made of the Armor of Good Faith, but changed by a rogue forger and sold to the clergy of Bane. All paladins who see evil people in this armor quiver in fear and know that their time has soon come.