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Schadenfreude Studios > Tabletop > D&D 3e: My Magic Items


ÂmesangD&D 3e: My Magic Items
  July 13, 2011 6:09 AM | Post #1
has lost the game




Caster Shell #4
Aura overwhelming evocation; CL 21st; Slot — (ammunition); Price 21,450 gp

DESCRIPTION
When struck by this +7 starmetal shell, the victim's body collapses in on itself, killing it, via an implosion spell heightened to 10th level. A Fortitude saving throw (DC 25) negates the effect. As with ordinary ammunition, there is a 50% chance that a missed shot will remain intact (and thus the spell left uncast). The number "4" in the Persian Arabic script is engraved on the back of the shell.

CONSTRUCTION REQUIREMENTS
Craft Magical Arms and Armor, Craft Epic Magical Arms and Armor, Improved Heighten Spell, improved heightened implosion; Cost 10,675 gp, 414 XP, 22 days


Celestial Blade
Aura overwhelming abjuration; CL 25th; Slot — (held); Price 1,007,320 gp

DESCRIPTION
This major artifact, a +5 holy metalline fiendbane rapier, is forged from purest gold, with its guard designed as an angelic wing motif. The wielder of this weapon is constantly sheathed in a holy aura effect heightened to 10th level. On a critical hit, the weapon calls down from the heavens a bolt of consecrated lightning, striking all targets within 10 ft. of the weapon's wielder. On a successful Reflex save (DC 25), all targets, excluding yourself, suffer 5d10 points of electricity damage; on a failed save, all such targets suffer 10d10 points of electricity damage and are knocked back 20 ft. Half of the damage results directly from divine power and is therefore not subject to being reduced by resistance to electricity-based attacks.
Anyone who wields the Celestial Blade takes a –4 penalty on attack rolls unless she has the Exotic Weapon Proficiency [heavy rapier] feat or wields the weapon two-handed if it is one size category smaller than the wielder. The weapon weighs twice as much as normal and inflicts damage as if it were one size category larger. Weapon Finesse does not apply to this weapon.
It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.

CONSTRUCTION REQUIREMENTS
Craft Artifact, Consecrate Spell, Explosive Spell, Improved Heighten Spell, Sculpt Spell, consecrated explosive improved heightened sculpted call lightning, improved heightened holy aura, holy smite, creater must be good; Cost 507,320 gp, 20,000 XP, 1,000 days


Cloak of Dark Power
Aura faint abjuration; CL 1st; Slot shoulders; Price 4,000 gp; Weight 1 lb.

DESCRIPTION
This nondescript, gray cloak shields the wearer and her possessions from the effects of full sunlight, even under the open, daytime sky of the surface world, as well as receiving a +4 resistance bonus on saves against light or darkness spells or effects. Any drow wearing the cloak suffers no blindness or bright illumination combat penalties.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, cloak of dark power, creater must be a drow; Cost 2,000 gp, 160 XP, 4 days


Healing Crystal
Aura overwhelming conjuration; CL 25th; Slot —; Price 500,000 gp; Weight 500 lb.

DESCRIPTION
As tall as an elf and floating gently in mid-air, this large, uncut sapphire appears to glow with a soothing light. When placing your hand upon it, it bestows the effects of a 10th-level mass heal spell on all intended targets within 30 ft.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Craft Epic Wondrous Item, Improved Heighten Spell, improved heightened mass heal; Cost 250,000 gp, 15,000 XP, 500 days


Genesis Device
Aura strong transmutation; CL 40th; Slot —; Price 860,000 gp

DESCRIPTION
Once per day upon speaking the command word, this major artifact can cast a 25th-level genesis spell, creating a finite plane with limited access: a demiplane. Demiplanes created by this device are very small, very minor planes.
The genesis device only works while you are on the Ethereal Plane. When activated, a local density fluctuation precipitates the creation of a demiplane. At first, the fledgling plane grows at a rate of 1 foot in radius per day to an initial maximum radius of 180 feet as it rapidly draws substance from surrounding ethereal vapors and protomatter.
You determine the environment within the demiplane when you first use the device, reflecting most any desire you can visualize. You determine factors such as atmostphere, water, temperature, and the general shape of the terrain. This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth). You must add these things in some other fashion if you desire. Once the basic demiplane reaches its maximum size, you can continue to use the device to enlarge your demiplane, adding another 180 feet of radius to your demiplane each time.

CONSTRUCTION REQUIREMENTS
Craft Artifact, Improved Heighten Spell, improved heightened genesis; Cost 180,000 gp, 113,600 XP, 860 days
— Complete Arcane, p.79
— Complete Arcane, p.141
— Complete Divine, p.79
— Magic of Faerûn, p.179
— Magic Item Compendium, p.38



Notes: Caster Shell #4 is based on the ammunition of the same name from, "Outlaw Star." The Celestial Blade is very loosely based on the weapon of the same name from "Dynasty Warriors 5: Empires" (a customizable weapon, all it did was boost your stats; very good as a heavy weapon, in fact). The Healing Crystal is based on the giant, blue save crystals from "Final Fantasy XII." The Genesis Device is based on the device from "Star Trek II: The Wrath of Kahn."

Although artifacts can not be created by mortal spellcasters, the information for their creation is provided for deities desiring to forge them. In fact they could be crafted as standard or epic items, however the Genesis Device likely would require several deity-level characters pooling their experience together to craft. Statting them as artifacts was merely to represent their rarity or immense power (for example, Jean in "Outlaw Star" only received two #4 shells and had to go through great trouble to obtain them).

Speaking of "Outlaw Star," these #4 shells don't drain your life force because I honestly didn't know how to stat out that effect. Then again, the reason they drained Jean's life was because magic was exceedingly rare in his world and his life force was used as a catalyst to cast the spell. In your typical D&D world, this shouldn't be a problem.

The Celestial Blade is based on the heavy weapons from a 3.0 Forgotten Realms® book. Originally there was a table that determined what damage a heavy weapon would inflict, but I modified it to "one size larger" for simplicity purposes (also I believe the way 1d10 was handled changed between 3.0 and 3.5).

None of these items appear on my D&D site either because they involve elements that are not open-game content (starmetal, heavy weapons) or simply because any story elements surrounding them have not yet been formulated (I had imagined that the Healing Crystal would appear in the center of a massively-magically advanced city).

Warning: The statistics for these items may be changed at any time depending on mood or in trying to make their abilities and pricing more efficient or balanced. Or for simply no reason at all.



URNOTE


ReverendRe: D&D 3e: My Magic Items
  July 14, 2011 5:30 AM | Post #2
Goblin King




Outlaw star was a great anime, If you wanted a creature to lose life force you probably would reduce the creatures life expectancy. For example if a you would live for 100 years normally, you would live for only 95 years now. Also where's the Caster gun to shoot the shell? What is the range?

It might be interesting to build a class that sacrifices time off it's own life to use it's abilities.



Don't blame me for what my minions have done. Blame yourself for being the target.


ÂmesangRe: D&D 3e: My Magic Items
  July 15, 2011 2:10 PM | Post #3
has lost the game




I actually had thought about perhaps inflicting negative levels to simulate loss-of-life, and more recently experience cost. To be honest, though, I doubt I'll bother with it since it seems like too much of a needless hassle. Still, it would be interesting for a low-magic d20 Modern or a similar setting.

Regarding the caster gun, I never bothered to stat it out but figured it would be similar to a sawed-off, single-barrel shotgun, with the ammunition being similar to slugs instead of shells (from what I recall of "Outlaw Star," but I'm too lazy to rewatch all of it).

I forgot that I never actually included the price of the masterwork ammunition itself into the shell's total price (excluding the 100 gp price for the starmetal). From what I recall, neither the Dungeon Master's Guide nor d20 Modern actually list a price for shotgun shells or slugs.



URNOTE


ÂmesangRe: D&D 3e: My Magic Items
  October 22, 2011 6:56 AM | Post #4
has lost the game




So I was watching The Spoony One's review of Final Fantasy X and...

T.K.O.
Aura moderate transmutation; CL 11th; Slot — (held); Price 182,300 gp; Weight 1 lb.

DESCRIPTION
This blitzball is the equivalent of a +2 improved returning club of distance. The blitzball returns to your hand at the end of every attack, and any creature struck by it must succeed on a Fortitude saving throw (DC 20) or become petrified as if affected by a flesh to stone spell.

CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, Spell Focus (transmutation), flesh to stone, greater teleport, telekinesis; Cost 91,300 gp, 7,280 XP, 182 days
— RPG Compendium



URNOTE


ÂmesangRe: D&D 3e: My Magic Items
  November 20, 2012 5:58 PM | Post #5
has lost the game




RUNESTAFF OF THE ANCIENTS
Aura strong transmutation; CL 12th; Slot — (held); Price 10,100 gp; Weight 5 lb.

DESCRIPTION
A runestaff of the ancients allows you to cast any of the following spells (each once per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher.
  • primal hunter [1]
  • primal instinct [2]
  • primal senses [2]
  • primal speed [2]

CONSTRUCTION REQUIREMENTS
Craft Staff, primal hunter [1], primal instinct [2], primal senses [2], primal speed [2]; Cost 5,050 gp, 404 XP, 11 days
— Magic Item Compendium, p.223


RUNESTAFF OF THE ELEMENTS
Aura strong transmutation; CL 12th; Slot — (held); Price 7,900 gp; Weight 5 lb.

DESCRIPTION
A runestaff of the elements allows you to cast any of the following spells (each once per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher.
  • heart of air [3]
  • heart of earth [3]
  • heart of fire [4]
  • heart of water [4]

CONSTRUCTION REQUIREMENTS
Craft Staff, heart of air [1], heart of earth [1], heart of fire [2], heart of water [2]; Cost 3,950 gp, 316 XP, 8 days
— Magic Item Compendium, p.223



[1] Dragon Magic, p.71

[2] Dragon Magic, p.72

[3] Complete Mage, p.106

[4] Complete Mage, p.107



URNOTE


ÂmesangRe: D&D 3e: My Magic Items
  December 21, 2013 5:00 AM | Post #6
has lost the game




After playing so much of SoulCalibur V and applying Viola's moveset to the newest version of Quintessa...

QUATTOUR ORBIS
Aura strong divination; CL 20th; Slot — (held); Price 205,000 gp; Weight 7 lb.

DESCRIPTION
This crystal ball, carved from a single block of diamond into a 6" diameter sphere, allows an arcane spellcaster to see virtually over any distance or into other planes of existence, as with the spell greater scrying heightened to 9th-level (Will DC 25 negates). It may also be wielded as a weapon, the equivalent of an adamantine light mace with a +5 magical enhancement, using your base attack bonus + the enhancement bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer), and dealing 1d6 + the enhancement bonus + your Intelligence or Charisma modifier in bludgeoning damage. When "drawn" the weapon floats in the air before you by your will.
As a standard action you can charge it through the air as a thrown weapon with a maximum range of 120 ft. to strike a foe, or teleport it into one square within 120 ft. as a move action and strike with a standard action. Another move action can be used to call it back to you. Whilst away from you, you can make a full-round attack against a nearby foe as if you were there; otherwise it floats in the air harmlessly. The crystal ball also floats harmlessly, out of your control, if you are more than 120 ft. from it, but control can be reestablished by moving within 120 ft.

CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, Craft Wondrous Item, Heighten Spell, Greater Spell Focus [divination], greater scrying, telekinesis, teleport object, creator must be an arcane spellcaster; Cost 105,000 gp, 8,000 XP, 200 days



URNOTE


  


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