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Thundaril (Minor Artifact weapon)

posted Sunday, December 18th 2005 by Jonathan Drain
ArtifactsGame MaterialMagic Items & GearThird EditionWeapons

Known through the centuries under several names, this legendary greataxe has been wielded by countless generations of dwarven heroes. Constant exposure to powerful magic and untold feats of bravery has infused the weapon with a soul of its own, and some believe it has been blessed by Moradin himself.

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Eberron demographics and raise dead

posted Saturday, December 17th 2005 by Jonathan Drain
Fluff/Inspiration

I was discussing the Eberron setting on IRC (chat.psionics.net, #eberron), when the discussion turned to how likely a deceased person was to be brought back from the dead in the setting. It’s common enough that any high-level D&D character can be assured of his body being carried to the nearest town and having himself restored to life by a cleric. One of the channel members tells me that this is almost unheard of in Eberron, and that in his game only around five people on the entire continent of Khorvaire are capable of bringing someone back to life. Although I respect his decision in his game, I decided to see how common it is in Eberron for a person to be brought back to life.

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Wings of Fire

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

Impressive wings made of flame sprout from your back and carry you into the air.

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Wedgerocket’s Embarrassing Trap

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

The almost unnoticeable glyph of a trap has been laid.

Wedgerocket’s Embarrassing Trap
Abjuration
Level: Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 1 minute
Saving Throw: Reflex negates
Spell Resistance: Yes

This amusing cantrip was the first spell created by Wedgerocket, a clever gnomish wizard and spell inventor. During his early adventures, this spell led to some higly amusing pranks being played on a group of senile dwarves.

This spell creates a tiny magical “trap” of more than one six-inch square on the object or area touched. Popular targets among pranksters include door handles, frequently-passed spots on the ground. The trap has a search DC of 25, appearing as an almost unnoticeable magical symbol, and has a disable device DC of 20. The next person to touch the trapped object (generally by stepping on it or picking up the trapped item) sets it off. The spell duration ends once the trap has been set off.

The spell has one of two effects when activated. When used in combat, it deals one point of damage to its victim, reflex negates. If simply used as a prank, however, the victim must make a reflex save or his trousers fall down. The prank version of the trap cannot be used against foes in combat, nor against someone who is not wearing trousers.

Focus: The object to be “trapped”.

Wedgerocket’s Alchemial Accident

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

Nothing appears to have happened to your flask of alchemist’s fire.

Wedgerocket’s Alchemial Accident
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One unopened flask of alchemist’s fire
Duration: Instantaneous (see text)
Saving Throw: Reflex negates
Spell Resistance: Yes

Wedgerocket, the gnome wizard, is known throughout his homeland of Lantan for his infamous alchemy lab accident. While he was not seriously injured, the explosion did manage to destroy several hundred gold pieces worth of equipment. One bored weekend, he decided to duplicate this effect in a dangerous spell – and as far as anyone knows, it has only ever been used once.

One round after casting the spell on a flask of alchemists’ fire (or if directly strikes a target before this) it explodes violently, dealing 1d6 slashing damage and 2d6 fire damage to any person directly struck (or holding the flask), and 1d6 fire damage to anyone within five feet. The flask explodes at the end of the round after the spell has been cast on it, whether or not the caster is still holding the flask – hence, they would be advised to throw the flask at an enemy soon as possible.

Additionally, anyone suffering fire damage from a direct hit must succeed at a DC15 reflex save or be set alight. Failure means that they take another 1d6 fire damage and remain alight, success means that the flames are extinguished. Each round that the character remains on fire, they must make another DC15 reflex save or take another 1d6 fire damage. (See DMG page 303 for the rules on catching on fire.)

Material component: A vial of alchemist’s fire.

Skewering Surprise

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

A familiar spear is summoned into existence.

Skewering Surprise
Conjuration (Summoning)
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft. + 10ft./level)
Effect: One spear, shortspear or longspear
Duration: 1 minute/level
Saving Throw: Reflex negates (see text)
Spell Resistance: No

This spell summons a spear, shortspear or longspear to appear anywhere within the spell’s range, typically either directly above an opponent at the maximum possible height, or in the caster’s hand. If summoned above an enemy, he must make a Reflex save or be struck by the falling spear, taking the spear’s normal damage, plus the spear’s falling damage (1d6 damage for every 60 feet it falls, or 1d6 per 70 feet for a shortspear). The spear then remains on the ground for the spell’s duration, allowing anyone to pick it up and use it as a normal weapon.

At the caster’s option, hey may summon any spear, shortspear or longspear which he already owns and has prepared in a special ritual costing 50gp. The spell functions as long as the spear is stored anywhere on the same plane as the caster (even in the caster’s posession), and is useful for allowing the caster to summon magical and/or poisoned weapons. The weapon’s enhancement bonus to damage and special properties still apply to an enemy it strikes, although it cannot score a critical hit. The caster may only have one such spear prepared at any one time.

Silver Bullet

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

A deadly silver pellet bolts toward your opponent from your outstretched finger.

Silver Bullet
Conjuration (Creation)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft.+10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

A tiny silver pellet shoots from the caster’s pointed finger, dealing 1d6 damage to the opponent struck. The caster must make a successful ranged touch to hit. For every two caster levels above 1st, the pellet deals an additional 1d6 damage to the opponent struck, to a maximum of 5d6 at 9th level.

This spell has an additional effect against creatures with a weakness to silver – lycanthropes, vampires and the like. Against such creatures, the spell deals an extra point of damage per bullet (1d6+1) and the save DC is increased by +1. This spell was created by wizards whose homeland was plagued by werewolves, and they now use this spell almost entirely as a replacement for magic missile.

Material component: A silver piece.

Peace Agreement

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

You feel your opponent become infused with a sense of non-violence and an unwillingness to fight.

Peace Agreement
Enchantment [Mind-Affecting]
Level: Clr 4
Components: V, S, F, DF
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell is sheathed in a faint white glow. For the duration of the spell, the creature is unable to deliberately cause harm to another creature. They may not attack with either melee or ranged attacks, nor use a spell or other special ability to affect an unwilling creature. Nor may they take other actions which directly harm another creature, such as activating a trap with the intent of injuring someone. They are not, however, prevented from indirectly harming foes, such as summoning monsters to fight on their behalf or casting beneficial spells on allies.

Should any creature attempt to attack the target of this spell directly (such as by one of the methods described above), the spell no longer applies with regards to this creature, and the target of peace agreement may attack them as if the spell was not in effect. If the spell’s caster attacks the victim, the spell ends entirely.

Necropolis

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

After an arduous day-long ritual, the ground for a full mile in every direction now stands forevermore as a graveyard of undeath.

Necropolis
Necromancy [Evil]
Level: Clr 9, Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 24 hours
Range: Touch
Area: Up to a 1 mile radius emanating from the touched point
Duration: Permanent
Saving Throw: None
Spell Resistance: None

This dark spell permanently corrupts an area the size of a small town with an unholy necromantic curse. Firstly, the ground within the area is permanently affected with something similar to both desecrate spell and an unhallow spell. Any animate dead spell cast within the area may animate twice the normal hit dice of undead (4HD/level instead of 2HD/level). Checks to turn undead within the area take a -8 profane penalty, while rebuking checks gain a +4 profane bonus. Undead within the area gain +1 profane bonus to attack rolls, damage rolls and saving throws, and any undead created within or summoned into the area gain +1 hit point per hit die.

If the area contains one or more permanent temples dedicated to an evil deity, up to one temple per four caster levels is protected by a magic circle against good. Undead within the area gain a +2 profane bonus on attack rolls, damage rolls and saving throws, and any undead created in or summoned into the area have +2 hit points per hit die.

Secondly, any corporeal creature with a skeletal system who dies within the area is automatically raised at midnight as a zombie or skeleton (caster’s choice). If the caster wishes, created undead can be added to his own set of controlled undead as if he had animated them himself with animate dead, with any excess undead remaining uncontrolled. The caster may leave simple standing orders for the undead, such as “guard this area” or “attack the nearby city”. Upon casting the spell, the caster decides what the orders are, and whether or not he wishes to add them to his own set of controlled undead. He may change these undead-creation options by undertaking a special 24-hour ritual at the site.

This spell supersedes and supresses any desecrate or unhallow spells within its area. Consecrate or hallow spells are dispelled, with the exception of hallow spells already in effect within the grounds of good aligned temples, which remain unaffected by necropolis and may be renewed normally. A consecrate spell cast within the area supresses its effects within the consecrate spell’s area for 1d4 minutes, and likewise a hallow supresses its effect within its area for 1d4 hours. Necropolis cannot be dispelled in the standard manner, a miracle spell cast by a good-aligned caster is required to permanently lift the curse.

Material component: 5,000gp worth of black onyx mixed with unholy water
XP cost: 1,000XP.

Merciful Blade

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

Your weapon is surrounded with a soft white aura that abhors bloodshed.

Merciful Blade
Transmutation
Level: Clr 2, Pal 2, Sor/Wiz 2
Components: V, S, F, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

As magic weapon, but all damage the weapon deals for the spell’s duration is nonlethal damage. This spell is favoured by pacifist clerics who prefer to avoid unnecessary bloodshed, and also useful in situations where the caster needs to take a foe alive.

Lich’s Accompaniment

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

You find yourself surrounded by your own undead doppelgangers.

Lich’s Accompaniment
Illusion
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to one undead under the caster’s control per 2 levels
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: Yes

Even lowly clerics of the evil deities of undeath know the advantages of hiding behind their mindless zombie minions in a fight, but the more powerful spellcasters have developed more sophisticated magical methods of using their undead as bodyguards. Through long and arduous magical research and testing, this spell was created.

All subjects of the spell are transmuted to appear, feel and sound exactly as the caster himself. Only undead of roughly the same size as the caster and under the caster’s complete control are affected. The caster makes a disguise check (with a +10 circumstance bonus) when creating the skeletons’ disguises to determine the spot DC for viewers to determine which is the real caster and which are the fakes. This bonus increases to +15 for undead which actually resemble the caster’s natural form – for example, a lich casting the spell on skeletons, hence the spell’s name.

For the duration of the spell, all of the caster’s doubles copy his sounds and movements exactly, similar to a mirror image spell. Any spells he casts also appear to be cast by all of the doubles as well – for example, a ray spell appears to be fired by all of the doubles at once as well as by the caster himself. The doubles move with the caster to the best of their ability, but may be unable to follow if their master moves too quickly by using movement spells such as fly or dimension door.

True seeing reveals the undead as their true form and shows the visual effects of any spells the doubles “cast” to be illusory, but they still copy their master’s movements. However, particularly clever liches have been known to outwit opponents by using mundane disguises in conjunction with this spell, such as dressing themselves and their undead minions in identical nondescript robes.

Anyone interacting with one or more of the doubles is allowed a Will save to recognise those individual undead as fakes.

Jinx

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

A single word silences your opponent.

Jinx
Enchantment [Mind-Affecting]
Level: Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Target: One humanoid creature of up to Large size
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell is cursed with a complete inability to speak. The spell is automatically ended, however, if the victim hears someone speak his name. The spell ends if they are attacked.

If the target is threatened or in a dangerous situation such as combat, they may speak normally but take 2d4 damage as they feel an invisible fist punch them on the arm, which ends the jinx spell. The target is aware of the jinx effect, and creatures intelligent enough to cast spells easily realise that they can speak as a free action to trigger the hit before casting their spell.

Jinx does not prevent the caster from using forms of nonverbal communication, such as telepathy or writing.

Hail of Skewering Surprises

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

A shower of deadly spears rain from above.

Hail of Skewering Surprises
Conjuration (Creation)
Level: Sor/Wiz 3, Drd 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft. + 10ft./level)
Area: 25ft. cube
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: No

A hail of nonmagical wooden shortspears rains down, dealing 2d6 damage each round to any creature within the spell’s area of effect (Reflex negates). Spell resistance does not apply, but damage reduction does. The damage each round is dealt on the caster’s turn. Any creature entering the area and leaving in the same round takes 1d6 damage (Reflex negates). Taking the full defense action while in the spell’s area gives a +2 bonus on the save.

The spears remain in the spell’s area until the spell ends, and can be picked up and used as normal weapons. Balance checks made within the area suffer a cumulative -1 penalty per round due to all the spears lying on the ground. After 4 rounds, anyone moving more than half their base speed must make Balance checks (DC 10) or fall prone. The spears can also be set alight by the normal means, such as alchemist’s fire or a fire spell of non-instantaneous duration.

Gil-Lachel’s Torrent

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

Your consciousness momentarily fills with a fire and passion as you tear forward like an explosion.

Gil-Lachel’s Torrent
Transmutation [Fire]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: 60ft.
Area: 60-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

Gil-Lachel, the legendary elven fire sorceror, once spent several weeks communing with creatures from the Plane of Fire in an attempt to learn their secrets. The incredible strain this put on his mind made him insane for almost a month afterward, but sparked the invention of one of his most impressive spells.

The caster of this spell momentarily transforms into an incredible creature of pure flame, shooting relentlessly forward in the direction desired out to the full range of the spell (60ft) before reverting to their original form. All creatures within the caster’s path take 1d6 fire damage per caster level (reflex half), to a maximum of 10d6 damage. Flammables (such as paper) in the area of effect are set alight, as with a Fireball spell.

The caster moves instantaneously, provoking no attacks of opportunity for doing so, and takes no damage from any fire sources he moves through. The spell allows him to move freely through semi-solid or easily flammable barriers (such as a porticullis or curtain), but the caster must attempt a strength check in order to break down solid doors and the like. If he would be unable to return to his normal form when the spell ends (such as being inside a space too small for him to fit), he re-forms in the nearest suitable space.

Bootknife

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

A simple dagger appears in your hand.

Bootknife
Conjuration (Creation)
Level: Sor/Wiz 1, Asn 1
Components: V
Casting Time: 1 standard action
Range: Personal
Effect: One nonmagical non-masterwork dagger
Duration: 1 hour
Saving Throw: None
Spell Resistance: No

Rarely does a seasoned adventurer set off into a dangerous dungeon without a backup weapon in case of emergencies. Even the bravest of warriors will likely keep a dagger in his boot “just in case”, and a powerful wizard may at least once find himself having to resort to actual melee combat.

This spell creates a nonmagical, non-masterwork dagger for a short duration. The dagger appears anywhere in the caster’s possession that he desires, normally in the hand or concealed in an article of clothing. The weapon can leave the caster’s possession normally, but any attempt to sell the dagger causes it to disappear immediately.

This spell cannot create more powerful daggers, only the standard dagger as described in the Player’s Handbook.

Aramil’s Mighty Cleave

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

A faint energy infuses you and adds inertia to your weapon swings.

Aramil’s Mighty Cleave
Transmutation
Level: Clr 0, Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with the cleave feat
Duration: 1 minute/level or until expended
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell is named after a dwarven hero who was renowned for his ability to strike down several foes at once with a single swing of an axe. The subject gains a one-time ability to make a single extra cleave attempt in a round, as if wielding a mighty cleaving weapon. They must already have the cleave feat to make use of this extra attempt, and the spell ends once the extra cleave attempt is made. Multiple of castings of Aramil’s Mighty Axe have no effect.

For example, Derrick has the Cleave feat and casts Aramil’s mighty cleave and charges into battle. He destroys a skeleton in one hit, and cleaves onto another skeleton. If he then destroys this skeleton, this spell allows him make a second cleave attempt. If he chooses to use this extra attempt, the spell ends.

The effects of this spell are not cumulative with a mighty cleaving weapon or the Great Cleave feat.

Aramil’s Mighty Axe

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

You feel the weight of weapon you grasp shift as it magically changes form.

Aramil’s Mighty Axe
Transmutation
Level: Clr 2, Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One weapon touched
Duration: 10 minutes/level
Saving Throw: Will negates (object) (see text)
Spell Resistance: Yes (object)

What’s a fighter to do when he needs to chop down a tree but all he has is a warhammer? This spell polymorphs the weapon touched into any which the caster is familiar with. The weapon’s new form is of the same material as the original. Weapons that are currently held or carried by a creature may attempt a Will save to resist the spell, using the Will save bonus of their owner.

A masterwork weapon is still masterwork when polymorphed. The weapon retains its enhancement bonus and special properties, if any, though special properties which cannot normally be applied to the weapon’s new form (such as the Disruption property on a mace polymorphed into a sword) are suppressed for the spell’s duration. The spell is, however, limited to transforming weapons into other functional weapons.

Clerics who favour combat often use this spell to turn powerful weapons found on adventures into their deity’s favoured weapon, while those favouring trickery prefer to turn an enemy’s powerful greatsword into a pocket knife before initiating combat.

Acid Rain

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialSpellsThird Edition

A flash of liquid descends from above, burning everything it falls on.

Acid Rain
Evocation
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (20-ft.-radius, 20ft. high)
Duration: Instantaneous
Saving Throw: Reflex Half
Spell Resistance: Yes

Although it appears much like a sudden rain shower within its area of effect, the precipitation created by this spell is far more deadly. All creatures and unattended objects in the spell’s area of effect take 1d6 acid damage per caster level (maximum 10d6).

Since the acid comes and goes in a flash, it does not remain after the spell’s duration. It cannot leave the area of effect, so an acid rain spell centered in midair can still only affect a twenty foot high cylinder. Targets safely protected from above by a barrier which the acid cannot burn through – for example, hiding underneath a sufficiently sturdy table – are unaffected by the spell.

This is one of my earliest spell inventions, so it’s fairly rudimentary. I prefer the version in Forbidden Arcana, which does less damage but over a longer period of time.

96HD Colossal Fiendish Zombie

posted Saturday, December 17th 2005 by Jonathan Drain
Creatures & NPCsGame MaterialThird Edition

CR16 thoroughly broken artifact of a bygone edition

Tired of throwing the party up against weak, lifeless undead? Feel like you wasted ten levels taking the Doomguide prestige-class, only to find one undead that’s even a decent challenge by that level? Try Vaelen’s Fiendish SuperZombieâ„¢ – your newest rotting friend!

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The Cairn

posted Saturday, December 17th 2005 by Jonathan Drain
Creatures & NPCsGame MaterialThird Edition

evil humanoid race

Selfish and malicious, the Cairn are an obscure white-skinned subterranean race with a penchant for the undead. Devout worshippers of The Lich God of Secrets, their leaders are exclusively clerics and are usually followed without question by those who dare not risk becoming their leader’s next undead slave.

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The Rabbit of Caerbannog (from The Holy Grail)

posted Saturday, December 17th 2005 by Jonathan Drain
Creatures & NPCsGame MaterialThird Edition

CR18 paragon animal

I watched Monty Python and the Holy Grail again and was inspired to write up this monster. The Holy Grail is a comedy film, however, so this creature probably shouldn’t be taken seriously. The Paragon template is from the Epic Level Handbook.

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Final Fantasy Chocobo

posted Saturday, December 17th 2005 by Jonathan Drain
Creatures & NPCsGame MaterialThird Edition

CR1 magical beast

I once asked my DM if my summoner character could find or summon a Chocobo from Final Fantasy, to which he agreed on the condition that I could come up with stats for one. The following is my own take on the Chocobo as a creature in Dungeons & Dragons 3rd edition. Wark!

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Tomes of the Sage

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

These heavy leatherbound encyclopaedias of magic know more ancient and obscure lore than their thousands of pages actually hold. To use one, the reader must first ask a question aloud and open the book, which takes a full-round action. The book grants a +5 competence bonus to the reader’s Knowledge (arcana) check to answer this question, as on a successful check the book magically opens at the correct “page”.

If the check is successful, the page can be bookmarked for later perusal. If unsucessful, however, the book simply does not know the answer to this question and opens at a random page on some other topic. The book cannot answer a failed question even if asked by another person, or if the reader tries to ask a different question to learn the same piece of knowledge.

As the name suggests, each Tome is actually one in a series of four books. If the reader consults two differently-numbered books the bonus granted increases to +7. If three different books are consulted, the bonus increases to +8, and if all four are consulted it increases to +10. The process takes one round per book checked. As with a normal Knowledge skill check, however, retries are not possible – if the reader consults each Tome seperately it can only increase the bonus to the original roll as described above, not allow multiple attempts at the roll.

Variations on this book are known to exist which contain different sorts of knowledge, such as the Tomes of Planar Lore and Encyclopaedias of Engineering. These books should not be confused with the powerful ability score increasing items such as Tome of Clear Thought or Tome of Understanding.

Faint divination; CL 5th; Craft Wondrous Item, identify, creator must have at least 8 ranks in Knowledge (arcana); Price: 2,500gp; Weight: 10 lb.

Sneaking Suit

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

Thieves and assassins alike know the benefits of wearing dark, well-fitted clothes and soft-soled shoes to make sneaking around easier. Even so, only the most legendary rogues can afford this magically enhanced outfit. The wearer of a Sneaking Suit finds himself almost completely invisible to normal sight and his movements inaudiable even to himself.

An ingenious camouflage system causes the wearer to appear seemingly transparent, granting him an amazing +20 competence bonus to Hide checks. The limitation that a character cannot hide while being observed still applies, since it is still possible for onlookers to notice movement. In addition, the suit muffles all sound made by the wearer, bestowing a +20 competence bonus on Move Silently checks.

The Sneaking Suit takes up the robe slot on the wearer’s body. As a standard action, one or both of the suit’s functions may be activated or deactivated.

Faint transmutation; CL 5th; Craft Wondrous Item, invisibility, silence; Price: 100,000gp; Weight: 1 lb.

Sharkeye’s Stove

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird Edition

Legend has it that a rich sea pirate by the name of Sharkeye gave up the seaman’s life to settle down and marry a woman he met on shore. When a particularly clumsy and dimwitted servant had burned his breakfast for the third time that month, he became enraged, ordering the man to sit upon the stove until he had gained some sense.

Amazingly, the man discovered himself feeling altogether cleverer and more eloquent through some unexplained magic of the stove. When word of this magic stove got out, the servant secretly auctionned off the stove at a high price. Unfortunately, he failed to realise the item’s only flaw, and found himself losing his intellect and charm the very next day…

Sharkeye’s Stove provides a permanent +2 inherent bonus to both Intelligence and Charisma to anyone who sits upon it. However, if someone else later sits upon the Stove, the previous person immediately loses these benefits.

Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 110,000 gp; Cost 5,000 gp + 20,400 XP; Weight 5 lb.

The astute reader will recognise this item as one I reprinted in my first PDF, 17 Relics.

Menlo’s Magic Hat

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

The stereotypical image of a wizard is an old man in a robe and pointed hat, and Menlo the Great (self-titled) is no exception. However, his is no ordinary wizard’s hat.

his cheesily named headwear grants its wearer a +6 enhancement bonus to its wearer’s intelligence score, and has the ability to store objects similar to Heward’s Handy Haversack. Menlo’s Magic Hat can hold up to 80lbs in weight, with a capacity of eight cubic feet. Additionally, the hat’s bearer can automatically draw any item stored in it as a move-equivalent action without having to search or fumble for it. This makes it invaluable both for conveniently storing gear and magic items, as well as hiding all sorts of objects.

For the wizard on a tight budget, Menlo’s Magic Shop also sells economy version of Menlo’s Magic Hat which provide a more modest +4 or +2 bonus to the wearer’s intelligence score.

Faint transmutation; CL 5th; Craft Wondrous Item, fox’s cunning, Leomund’s secret chest; Price: 40,000gp (+6 bonus), 20,000gp (+4 bonus), 8,000gp (+2 bonus).

Helm of King Aramil

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

This dwarven helmet is crafted from mithral and is surrounded by a simple gold circlet. When worn, it grants the wearer the ability to detect evil at will, as per the paladin’s ability. Additionally, it grants the wearer a +2 enhancement bonus to both Dexterity and Constitution, and gives a +1 competence bonus to all attack rolls, damage and saves.

Faint transmutation; CL 6th; Craft Wondrous Item, detect evil, cat’s grace, endurance; Price: 36,000gp; Weight: 3 lb.

Hammer of Great Smithing

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

Used by the the dwarven prince Aramil to create many weapons for his adventuring party, the Hammer of Great Smithing has been magically enhanced to assist its owner’s weapon and armor smithing. It grants a +5 competence bonus to Craft checks when used to create and repair items made of metal or stone. (Aramil notes that it’s best used in the hands of a skilled dwarven smith.)

Faint transmutation; CL 6th; Craft Wondrous Item, make whole; Price: 6,000gp; Weight: 2 lb.

Halo of Umberlee’s Emissary

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

A powerful magic item created by an even more powerful cleric of Umberlee, the Halo of Umberlee’s Emissary appears as a crown made of coral and the skeletons of small underwater creatures. It hovers slightly above the wearer’s head, granting them a +5 competence bonus to all Bluff, Diplomacy and Intimidate checks.

Moderate enchantment; CL 10th; Craft Wondrous Item, enthrall or wieldskill, creator must be a cleric of Umberlee; Price: 10,000gp; Weight: 1 lb.

This item was created by my former DM, Conor Murphy.

Eldritch Guitar

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

Highly prized by wealthy musicians, the Eldritch Guitar was first created by a generous wizard as a gift to an adventuring party. This six-stringed instrument is extremely beautiful and well crafted, and its potential to create beautiful music is unsurpassed by any nonmagical instrument. It can be played by someone proficient in any stringed instrument.

Perform checks made with the Eldritch Guitar are granted a +8 circumstance bonus, provided that the player has at least five ranks in Perform (any stringed instrument). If the owner has at least 10 ranks in the Perform skill with a stringed instrument, this circumstance bonus rises to +10. In addition, a bard who has specialised in the instrument in this manner can play it to inspire his thoughts once per day, granting him a +4 circumstance bonus to any Knowledge skill check or Bardic Knowledge check.

Faint transmutation; CL 5th; Craft Wondrous Item, enthrall or major image; Price: 10,000gp; Weight: 3 lb.

Dwarven Beard Rings (novelty)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

It’s widely known that dwarven men value their beards highly, and take any damage to their beards very seriously. It is for this reason that certain enemies of the dwarves have occasionally use traps or magic to cut, burn or otherwise damage a dwarf’s prized facial hair. Though magic item creators are rare in dwarven society, a small group of clerics was formed to deal with this problem. Dwarven beard rings were their solution.

A simple piece of magically enhanced jewellery, a Dwarven beard ring provides magical protection against beard-related injury. Any attack made specifically against the wearer’s beard has a -2 penalty to hit and damage. Any spell cast on the beard allows the dwarf a +2 bonus to the saving throw. If the beard is set on fire, the flames are automatically extinguished within one round. The beard ring provides absolutely no protection against attacks or magic which do not specifically target the wearer’s beard.

Up to three Dwarven beard rings can be worn at any one time, and the bonuses stack.

Faint transmutation; CL 3rd; Craft Wondrous Item, resistance; Price: 50gp; Weight: —.

Demon’s Horde Bracers

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWondrous Items

Human spellcasters are not the only creatures able to craft magical items. While most powerful demons choose to specialize in combat, a few work from behind the scenes, honing their magical abilities instead and churning out powerful magic items for their demonic hordes. The Demon’s Horde Bracers are once such item.

Worn as a set, each bracer is crafted from black steel and inlaid with black onyx in strange, abyssal patterns. They afford their wearer a +3 armor bonus, similar to bracers of armor +3. Additionally, one of each pairs of bracers is inset with three large runes, which when activated affects the wearer as if the spell had been cast on them. Each rune may be activated once per day, and activating one is a standard action.

First rune: Dimension Door (720ft range, self and two medium creatures or one large creature)
Second rune: Greater Invisibility (Improved Invisibility) (self only, duration 8 rounds)
Third rune: Divine Favor (+2 luck bonus to attack and damage for one minute)

The bracers, however, have a limitation. While any wearer can use the first rune, the second and third runes may only be used by a demon of the type specified upon the item’s creation. Furthermore, the item does not resize to fit its wearer. Each rune glows an eerie red when if its wearer can use it and its charge has not been used for the day.

Faint evocation, faint evil; CL 8th; Craft Wondrous Item, dimension door, divine favor, greater invisibility, resistance; Price: 47,880gp; Weight: 1lb.

Teaching (weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

The wielder of a teaching weapon automatically finds himself proficient in its use. This ability does not grant proficiency in other weapons of this type – for example, a wizard with a +1 teaching greatsword does not gain proficiency with other greatswords.

Faint enchantment; CL 5th; Craft Magic Arms and Armor, identify or wieldskill; Price: +1 bonus.

Sword-Chucks (novelty weapon)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

This strange weapon is almost as dangerous to its wielder as it is to its enemies. Sword-chucks are a cross between the longsword and the nunchaku, with the unfortunate design flaw of being invented by one of the most bird-brained fighters in history. Essentially, the weapon is a set of two longswords, attached by a short length of chain.

Sword-Chucks, two-handed exotic double melee weapon. Cost 60gp, Damage (small) 1d6/1d6, Damage (medium) 1d8/1d8, Critical 19-20/x2, Weight 6lbs, Type slashing. On a roll of a natural 1, the wielder strikes himself with the sword-chucks, automatically hitting and dealing damage.

The Exotic Weapon Proficiency feat for this weapon has an additional prerequisite of Dex 15. Any wielder not proficient in its use must make a reflex save (DC 18) once during each round in which they attempt to use it as a double weapon, or else automatically strike themself with the weapon.

Sword of Catharsus (specific weapon)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

The Church of Catharsus are responsible for upkeep of the army of Rynwold. This longsword is the standard issue weapon for members of the clergy above the rank of Initiate. (In game terms, this typically means any fighter, cleric or paladin of at least 2nd level.)

In addition to being a masterwork weapon, the sword is self-maintaining – it never requires cleaning or sharpening, and if damaged repairs one point of damage to itself per hour. It grants its owner a +1 bonus on saves versus fire effects when drawn. Bastard swords of this type are also not uncommon.

Faint evocation, faint good; CL 5th; Craft Magic Arms and Armor, mending, resistance; Price: 915gp. Weight: 4lbs. These statistics are for a longsword – for a bastard sword, increase cost by 20gp and weight by 2lbs.

Rubiel’s Chance (unique weapon)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

Once an angel of peace, Rubiel was known for his friendly nature and compassion for all living creatures, and his capacity for alleviating illness and solving disputes without bloodshed far outweighed the combat ability of many of his peers. Once, however, he found himself forced into combat with a dangerous rebel angel to protect a group of mortals, and had no choice but to kill him. Horrified at the realisation that he had slain a fellow angel, Rubiel was overcome by guilt and sealed himself in the weapon of the angel he had slain in the hope of one day finding repentance at the hands of a chosen mortal.

Rubiel’s Chance is a weapon with a modestly celestial appearance – perhaps a few Celestial runes engraved somewhere upon it, or a holy symbol on the hilt. However, the weapon’s type is unknown – it may be a longsword, bastard sword, longbow or some other weapon entirely, since the type of angel Rubiel killed was never recorded. It is fated to find to find its way into the hands of a mortal who has suffered a great deal of hardship in their life, although the bearer need not be particularly heroic or altruistic – one previous owner obtained the weapon by theft.

In addition to being a +2 weapon, Rubiel’s Chance counts as a good-aligned weapon for the purposes of overcoming damage reduction. The wielder is granted a +2 competence bonus on all Diplomacy and Sense Motive checks.

Rubiel’s Chance is also said to have further power in the hands of the Swift Scion, the weapon’s fated wielder.

Moderate evocation; CL 14th; Price: 10,800gp plus the masterwork weapon cost.

Self-maintaining (weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

A minor weapon enhancement invented by a lazy wizard’s apprentice, self-maintainining weapons never require cleaning, sharpening, oiling or minor repairs. Additionally, it automatically repairs one point of damage on itself per hour provided that it has not been completely destroyed.

Faint transmutation; CL 5th; Craft Magic Arms and Armor, mending; Price: +500gp.

Necromantic (weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

Necromantic weapons are infused with negative energy, attacking the victim’s life energy with every hit. They deal +1d6 bonus negative energy damage on a successful hit. The bonus negative energy damage dealt by this weapon cannot be healed naturally or magically until 24 hours after the damage was dealt. If used against undead, this weapon ‘heals’ them by 1d6 points instead.

Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price: +2 bonus.

Minor Trait (weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

As spellcasters push ever more of their own personal energy into the creation of powerful magic items, a few occasionally pick up minor traits of their creators. When in the posession of such a weapon, the owner often behaves slightly differently. This side-effect is almost unnoticeable to the weapon’s current owner, and many a dumb-witted fighter has wielded such a weapon for years before realising its effect. The following is a list of known traits for a weapon, though others undoubtably exist.

  • Alignment – Owner behaves slightly more like the alignment of the weapon’s creator. This can be a boon (a character with a chaotic trait weapon finding themelf more creative) or a downside (a normally honest person with an evil trait weapon who feels an urge to cheat or steal).
  • Appearance – The weapon’s owner gradually begins to look slightly like the creator. He may grow or shrink slightly, his hair colour may gradually change, and/or his facial features may alter a little. The owner gains a +1 to disguise checks, increasing to +2 after several weeks.
  • Personality – The owner begins to share the creator’s outlook on life. While this isn’t powerful enough to turn a paladin into a power-hungry tyrant, he may find himself gaining a little of the creator’s bravery, curiosity, bad temper, patience, ingenuity or some similar attribute. This may bestow a circumstance bonus or penalty between -2 and +2 on certain circumstances, at the DM’s discretion.
  • Race – The owner gains a minor ability of the creator’s race, and may also gain a barely noticeable physical change (but not significant enough to warrant a Disguise bonus). Examples include:
    • Aasimar – +2 competence bonus to Sense Motive checks.
    • Dwarf – +2 competence bonus to Craft (Weaponsmithing) checks, beard begins to grow faster (even if the character was unable to grow a beard, such as an elf or a human female).
    • Elf – +2 to saves vs sleep spells, ears become slightly elongated and pointed.
    • Gnome – +2 competence bonus to Craft (Alchemy) checks, nose grows slightly larger.
    • Half-Elf – +2 competence bonus to Search checks, slightly pointed ears or greenish eyes.
    • Half-Orc – +2 competence bonus to Intimidate checks, jaw extends slightly and becomes squarer.
    • Halfling – +2 competence bonus to Jump checks, height shrinks by an inch or two.
    • Lich – +2 competence bonus on Knowledge (arcana) checks, gaunt build with deep-set eyes.
    • Tiefling – +2 competence bonus on Bluff checks, reddish eyes.

A weapon rarely has more than one minor trait, and it is usually the most dominant trait of the weapon’s creator. Traits are not usually included in the full name of a weapon – somehow, Kurgendar’s +5 keen chaotic dragon bane greatsword sounds less heroic with minor gnome trait added to it. The DM may also apply creator’s traits to other magic items.

Faint transmutation; CL 5th; Craft Magic/Psionic Arms and Armor; Price: +400gp.

Glamered (weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

A glamered weapon has the ability to appear as an entirely different weapon, which must be chosen when the weapon is given this enhancement and cannot be changed thereafter.

Only its visual appearance changes – the weapon still feels and acts like its original form, and anyone interacting with the weapon receives a Will save (DC15) to realise the illusion. The glamer ability can be supressed or resumed as a standard action. Popular uses of glamered weapons are to conceal one’s identity by having one’s world-famous legendary weapon appear as a mundane one, to carry a type of weapon considered illegal in certain lands, or to disguise a deadly assassin’s weapon as a harmless quarterstaff.

Faint illusion; CL 5th; Craft Magic Arms and Armor, silent image; Price: +500gp.

Featherlight (melee weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

First created by elven clerics to allow their warriors to wield a longsword in each hand, a featherlight weapon wields like a much lighter weapon, thus counting as one size class smaller for the purpose of determining how easily it can be wielded. For example, a human’s featherlight greatsword could be wielded as a one-handed weapon, and an elf’s featherlight longsword could be wielded as a light weapon.

The weapon’s damage is unchanged by this enhancement. Due to the inherently “light” nature of the enhancement, it cannot be applied to weapons sized for creatures larger than Medium, and for the purposes of disarm attempts it counts as if one size smaller (a featherlight longsword is as easily disarmed as a shortsword).

Faint transmutation; CL 5th; Craft Magic Arms and Armor, cat’s grace; Price: +1 bonus.

Author’s Note: In v3.5 rules a Greatsword sized for a Large creature would deal an average 3.5 points more damage than one sized for humans, which is too powerful for a +1 equivalent enhancement. At best, this enhancement allows a person to wield a greatsword one handed for an average +1.5 points damage over a longsword, which is about right for a +1 enhancement.

Backstabbing (weapon enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWeapons

This weapon is slightly deadlier than normal, for those with the knack to handle it. In the hands of a character who can deal sneak attack damage (such as a rogue) or someone whose race’s favoured class is rogue, a backstabbing weapon deals +1d6 bonus damage on a successful sneak attack. Ranged weapons so enchanted bestow the ability on their ammunition.

Faint evocation; CL 5th; Craft Magic Arms and Armor, true strike; Price: +1 bonus.

Author’s note: I’ve seen two +1d6 sneak attack enhancements in other publications since I first created this one – one priced at +½, the other at +2. Since sneak attack works only on living creatures with a discernable anatomy, and only when the opponent is flanked or caught flat-footed, and even then it can be rendered impossible by many situations or properties, I have priced it at +1, the same as a flaming weapon (+1d6 fire damage).

Yrinthakis’ Staff

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWands, Rods & Staffs

This potent staff is approximately five feet long, made from black steel and shod with black onyx gems at either end. It is inscribed in great detail with the twisted faces of its creator’s previous victims, as well as the arcane marks of several ill-fated wizards and liches who once opposed him. The staff contains the following spells:

  • Coldball (As fireball but dealing cold damage rather than fire, 10d6, DC14) (1 charge)
  • Summon Undead VI† (1 charge)
  • Summon Monster VI (typically summoning chain devils) (1 charge)

In addition (at the DM’s option), the staff carries a curse. Although performing normally in tests and appearing uncursed to all divinations, the staff backfires when used in earnest by anyone other than its original creator, Yrinthakis. The cold fireball detonates centered on the person activating the staff, or the summoned creatures attack the staff’s wielder.

Yrinthakis has intended to add enervation to the list of spells in the staff, but a lack of time and resources has hampered his efforts. It has an AC of 7, 25 hit points, a hardness of 10, and a break DC of 24.

Moderate evocation; CL 12th; Craft Staff, Energy Substitution, fireball, summon undead vi, summon monster vi; Price: 94,500gp; Weight: 9 lb

I can’t remember where I got summon undead iv. I think I made it up a couple years ago based on the low-level versions. Oh well. If you can’t find one, replace it with maximized coldball.

Healer’s Gauntlets (Unusual wand/staff)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWands, Rods & Staffs

Staves and wands have been created in innumerable different designs and forms, but few as unusual as that of a pair of gauntlets. Paladins and combat clerics favour these, since it allows them to heal themselves and their allies in the midst of a battle without going to the bother of sheathing or dropping one’s weapon in order to draw a healing staff.

Often adorned with the holy symbol of deity of healing or war, the Healer’s Gauntlets act as wands or staves of various healing spells. Both gauntlets must be worn in order for them to function. The spells contained in the gauntlets can vary from pair to pair, but two versions of these gauntlets are the most common.

Healer’s Gauntlets, minor

Each gauntlet stores fifty charges of a spell, and once exhausted each gauntlet can be recharged seperately.

  • Left gauntlet: Cure Light Wounds, 50 charges (750gp and 60 XP to recharge)
  • Right gauntlet: Cure Serious Wounds, 50 charges (5,625gp and 450 XP to recharge)

Healer’s Gauntlets, major

Unlike the minor gauntlet, this version has a total of 50 charges shared between the two gauntlets, as per a staff.

  • Left gauntlet: Lesser Restoration (uses 1 charge)
  • Right gauntlet: Heal (uses 2 charges)

Faint conjuration (minor), moderate conjuration (major); CL 5th (minor), 11th (major); Prerequisites: Craft Wand or Craft Staff, cure light wounds, cure serious wounds (minor), Craft Staff, lesser restoration, heal (major). Price: 12,750gp (minor), 28,125gp (major); Weight: 4 lb.

Eye of Lauviah (Rod)

posted Saturday, December 17th 2005 by Jonathan Drain
Game MaterialMagic Items & GearThird EditionWands, Rods & Staffs

The lightning demon Lauviah once held this icy crystal ball – a sphere that magnified his power enough to wield his his deadly lightning bolt attack with greater power and range than ever before. For hundreds of years he held his grip on the sphere, his claw still firmly embedded in it when he was eventually slain by a demon jealous of his power. Unable to remove the ball from the Lauviah’s grip, he simply removed and kept the arm it was attached to – the form in which it exists today, albeit hardened and blackened with time.

Five times per day, the wielder of the Eye of Lauviah can fire a bolt of electricity at any target within 30 feet. The bolt requires a ranged touch attack, and deals 4d6 electricity damage (no save). The Eye glows a pale blue when one or more charges remain in it, emitting a very faint crackling noise. It recharges at midnight.

Moderate evocation, moderate evil; CL 10th; Craft Rod, shocking grasp or call lightning; Price: 12,500gp; Weight: 1 lb.

I think I updated this for 17 Relics.

Magicbane (Minor Artifact)

posted Saturday, December 17th 2005 by Jonathan Drain
ArtifactsGame MaterialMagic Items & GearThird EditionWeapons

This simple black-handled blade is similar to a longsword in appearance, but reduced in size to that of a dagger. For the purposes of being used in combat, it counts as a +5 keen dagger.

However, only when in the possession of an arcane spellcaster is Magicbane’s true power unleashed. Its base damage increases from 1d4 to 2d4, and on an attack roll of a natural 20 the target must make a Fortitude save, DC24 or be slain instantly. This ability functions even if the the target is normally immune to critical hits, but not against enemies immune to death effects.

Magicbane grants its possessor spell resistance 25, and immunity to death effects, polymorphing, sleep, paralysis and hold effects. The possessor is immune to all curses (such as bestow curse) – except, however, on a roll of a natural 1 on a the save (the possessor is afforded a Will save versus curses which do not normally allow a save). Additionally, the possessor may freely discard any cursed items, and all items he carries are immune to rust and disintegration.

Magicbane does not have to be actually held or wielded for the possessor to gain these benefits, merely keeping it on the owner’s belt is sufficient. Just as well, since the weapon is intelligent and detests being used in actual combat. If the weapon is drawn in earnest combat, an ego conflict occurs, and the wielder must succeed at a Will save (DC31) or be unable to use the dagger as a weapon for one day; success means that it allows itself to be used as a weapon for one day. It has the following ability scores: Int 22, Wis 18, Cha 19; with an Ego score of 31. Its alignment is Neutral and it can communicate telepathically with its owner if within 100ft. It is also unaffected by antimagic or dead magic areas.

In the hands of any other than an arcane spellcaster, the weapon behaves only as a +5 keen dagger. Its preferred owners are wizards and adepts. At the DM’s discretion, it may opt to hide its powers for an owner it deems not a serious arcane spellcaster (a fighter with only one level in wizard, or an assassin).

Strong evocation; CL 19th; Weight 1 lb.

I converted this from Nethack.

Celestian Orb (Major Artifact)

posted Saturday, December 17th 2005 by Jonathan Drain
ArtifactsGame MaterialMagic Items & GearThird Edition

Milennia ago, the celestial champion Aera led an epic holy crusade against the Nine Hells, slaying the overlord of the Lower Realms and ensuring the safety of the Planes from fiendish invasion for millennia to come. To ensure that his strength and wisdom would continue to protect the world, Aera was requested by his patron deity to travel to the material plane and father a child with a mortal. Unfortunately, the celestial found himself unable to complete his task, when he realised that the world he returned to had become almost as evil and corrupt as the fiendish planes he had spent centuries fighting against. Aera was not able to find a brave and righteous enough mortal, nor was he willing to introduce a child of his into what had become such a realm of evil.

Continue reading this article »

Sorcerer’s Armor (specific armor type)

posted Saturday, December 17th 2005 by Jonathan Drain
Armor & ShieldsGame MaterialMagic Items & GearThird Edition

Adventuring sorcerors are all too rarely well armored, and often have to rely on the tougher party members to keep them safe of dangerous traps, monsters and anything else that might be out there. It’s no surprise – few sorcerors, with their limited spell selection, will specialise in defensive spells, and fewer still are willing to wear armor and risk a chance of spell failure. Sorceror’s Armor is a solution to this problem.

Sorceror’s Armor usually resembles a heavy robe or a long, loose-fitting coat. It is designed specifically with freedom of movement in mind, and is always masterwork. While it provides no armor bonus, it can be enchanted just as regular armor can. It has an armor check penalty of 0, a maximum Dexterity bonus of +10 and no arcane spell failure chance.

Price: 800gp; Weight: 5 lb.

Peace (armor enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Armor & ShieldsGame MaterialMagic Items & GearThird Edition

Peace armor is the preferred choice of those who disdain fighting. If its wearer has not performed any hostile action for at least three rounds, peace armor provides an additional +2 circumstance bonus to the wearer’s AC. Hostile actions include attacking and casting spells on unwilling recipients, but not indirectly attacking foes (summoning creatures to fight, or tricking a foe into falling into a pit).

Faint abjuration; CL 5th; Craft Magic Arms and Armor, sanctuary, creator must be nonevil; Price +1 bonus.

Foe defence (armor or shield enhancement)

posted Saturday, December 17th 2005 by Jonathan Drain
Armor & ShieldsGame MaterialMagic Items & GearThird Edition

This armor or shield enhancement protects its wearer better from attacks made by a specified type of creature, similar to how a bane weapon excels in attacking one type of creature. The foe defence property is named for the creature it is keyed to protect against – for example, dragon defence or evil outsider defence. The full list of possible types is given in the description of the bane weapon property.

From attacks by the designated creature type, foe defence armor and shields protect the wearer as if its enhancement bonus was two higher. For example, +3 undead defence armor defends its wearer from a skeleton’s claw attack as if it was +5 armor. This enhancement is especially popular among rangers and dragonslayers.

Foe defence can be appplied to the same armor or shield more than once. Each time, it must apply to a different creature type. If a creature is two types at once, (for example, a lawful evil outsider), the foe defence bonuses stack.

Faint abjuration; CL 6th; Craft Magic Arms and Armor, summon monster I, part of a creature of the appropriate type; Market Price: +1 bonus.; Price +1 bonus.

January 2006 »