Crafted Magical Items

 
Crafted Magical Items

Assorted & Crafted Magic Items!

  1. Crafted Magic Items of the Battle Nexus!
  2. Chopsticks of Supreme Nimbleness
  3. The Glass Testament of Volculos, First of the Society of the Sacred Shroud
  4. Thames City 'Special'
  5. Stone Mask of Malphas, the Turnfeather
  6. The Great Staff of Life and Healing
  7. Storage Stuff by Andy Collins
  8. Mya's Spear of Drowfall
  9. The Sunsword
  10. Jenara's Magic Items
  11. The Bifrost Blade
  12. Tavius' Items
  13. Jake's Swords
  14. Crafted Magic Items of Master Illusionist, Prescott Wilmen!
  15. Thames City Health Pack

Notes:
  1. No Relics or Artifacts without DM Consultation.
    • Currently, the Sunsword, the Axe of Ancestral Virtue, the Belt of the Champion, one Dagger of Denial and the Sword of Mighty Thews are in play.
      • No more sunsword variants; whether the Player's Handbook Version or a sun'cudgel' will be accepted or allowed.
    • The eye of Vecna is in play.
  2. Post your custom-made magic items in this thread:
    • Use the SRD and Magic Item Compendium's Item Creation rules.
    • Posting the magic items a) places your creativity on display, letting others be inspired and b) makes my life considerably easier.


Crafted Magic Items of the Battle Nexus!


Battle Nexus Championship Belt, Siege Title
Price (Item Level): Priceless
Body Slot: Waist or Shoulder
Caster Level: 20th
Aura: Strong; (DC 25) transmutation
Activation: Standard
Weight: 1 lb.

This belt is forged of thick, black, iron links, each set with a cabochon-cut semiprecious stone. Its large, oval buckle is embossed the symbol of a tower held in a clenched fist. Maki's name, and his various stats and accomplishments ring the embossed symbol.

The wearer gains a +6 enhancement bonus to Strength and a +4 morale bonus on saves against fear effects while wearing the belt. If the wearer ever fails a save against a fear effect while wearing this belt, its powers are negated for 1 hour.
The belt also possesses a stoneskin, featherfall and protection from arrows enchantment, each spell usable for the cost of 3 charges, with the belt having 25 charges, and the spells activating as if cast by a 20th-level caster on the wearer.

As a Free Action, the belt will provide information about past wearers.

The wearer can be challenged at anytime for the belt. If defeated, the victor receives it. The belt may create the conditions necessary for competent battle, testing the skill of the combatants.
If the Battle Nexus begins, the wearer is obligated to return and defend their title. If they are too far away or in danger, the officials will instantly transport them if possible, either by activating magic through the belt, or sending someone.
If the belt is left unattended, or the wearer loses it, there's a 50/50 chance it will either return to them, or to the Battle Nexus where they may collect it after paying a considerable fine.

The belt does not actually belong to the wearer; it is Battle Nexus property. The wearer may not sell the belt without first offering the Battle Nexus the chance to buy it back for 1 gp. The wearer agreed to they put on the belt.

The belt can be worn around the waist, or across the shoulder. It's effects, and the effects of any other belt being worn at the same time are negated.

Battle Nexus Championship Ring, Standard
Price (Item Level): Priceless
Body Slot: Ring
Caster Level: 15th
Aura: Strong; (DC 22) abjuration
Activation: Standard (command)
Weight:

A black, iron ring, with one edge, and a chain of similar material, it feature's Maki's name and accomplishments along the edge when placed in heat or cold.

Once per day, upon activating the ring, the wearer gains a +20 deflection bonus to Armor Class that lasts until the beginning of their next turn. Otherwise functions as a ring of protection, +3.

Chopsticks of Supreme Nimbleness

Originally devised as a super-lightweight, precise eating utensil, the Chopsticks of Supreme Nimbleness indeed let the user consume a typical meal in a tenth of the normal time. However, this property is only the beginning of their usefulness.

The Chopsticks can be wielded together as a light weapon, with identical statistics to small-sized dagger with a +1 enhancement bonus. Creatures of up to medium size can wield the Chopsticks at no penalty. The extraordinary precision of the Chopsticks enable them to ignore all size-bonuses to AC.

The Chopsticks are considered a special monk weapon.

When not in use, the Chopsticks can be tucked over one's ears or in one's hair. When stowed in this way, the Chopsticks grant the owner the ability to make a sleight of hand check in combat as a swift action that does not provoke an attack of opportunity. The Chopsticks can be drawn from this position as a swift action, but stowing them again is a move action that provokes an attack of opportunity.

Cost: ???

The Glass Testament of Volculos, First of the Society of the Sacred Shroud [RELIC]
Price (Item Level): Priceless
Body Slot: n/a
Caster Level: 16th
Aura: Overwhelming; illusion, enchantment, conjuration; Strong; conjuration
Activation: Varies; see below
Weight: 5 lb.
"I wonder... Maybe some sort of sensor? Why would he give this to me, a man he's never met, with no explanation?"
The Master grips the silk sash that held the package together and experimentally dips it into black, still surface.
The parchment eagerly drinks up the water and droplets drop on Eduardo's finger tip.
A man, in ornate robes, with a serious, knife-like face appears before him.
Dark eyes burn into Eduardo's own.
"I am Volculos. The First of the Sacred Shroud. I recognize one who is as I. Death Delver, speak, ask and listen."
You're a death delver? Eduardo asks. He'd heard rumors of others, but had never met one, despite his expansive network of delvers in training, spanning the globe.
"It is not a name we chose. It was given to us."
A large, heavy black bowl of glass, The Glass Testament of Volculos, First of the Society of the Sacred Shroud, only works for Death Delvers. When water is poured into it, it becomes black like ink. No matter how the bowl is turned and shaken, the water will not come out. Upon touching the water, any Death Delver becomes witness to Volculos, who ignores any non-Death Delver, though he appears to be somewhat aware of his surroundings. Volculos has his full-memory and experience, and a limited awareness of what occurs outside his bowl.
As long as a Death Delver possesses the Glass Testament, they gain an extra spell per day of each spell level they can cast as a Death Delver and Practiced Spellcaster for their Death Delver Spellcasting. The Glass Testament need not be wielded, merely possessed.
By meditating for one hour with the Glass Testament, a Death Delver gains access to the Fear Domain for 24 hours, effectively offering the possessor two extra spells per level.
By consulting Volculos for eight hours, the Death Delver use Volculos Knowledge (Religion) Checks, in place of their own.
Drinking from the bowl is full-round action that provokes.
If the Death Delver drinks, he may place a hallow/unhallow effect on himself, corresponding to his Death Delver's Spontaneous Casting choice, or place himself in temporal stasis. While in temporal stasis, the Death Delver does not possess the bowl. The Death Delver in no way, can end the temporal stasis.
If a living creature drinks, including a Death Delver that does not possess the bowl, the possessor may place a contagion, slay living, symbol of sleep or poison effect on the drinker as well as a remove disease or remove poison effect or restoration effect or raise dead with no Save.
An undead creature who drinks can allows Eduardo to make a turning, rebuking or destroy undead check, assuming a 16th-level cleric, and adding any other turning-related effects the Death Delver can make, with no save.
Only one drinking effect can work at any time; only the possessor can change it.
The Death Delver can spend a turn attempt to refill the bowl, otherwise, the bowl refills on it's own in the darkest of night one day after being drank from. Drinking from the bowl empties it. Filling the bowl requires two waterskins or jugs of water.

Thames City Special
Price (Item Level): Cost 5,600 gp (10);
Body Slot: — (held)
Caster Level: 10th
Aura: Moderate; (DC 18) transmutation;
Activation:
Weight: 28lbs.

Taking the black crossbow in hand, Therandil marvels at its intricate creation, larger than any crossbow he'd seen, it appears to have a second crossbow strapped to the foregrip. Its blue-gray hue shimmers in his hands.

This is a +1 Quick-Loading Collision Double Great Crossbow.

The Thames City Special is made for medium-sized creatures and deals 2d8 Piercing damage, has a threat range of 18-20, doubles damage on a confirmed critical and has a range increment of 120 ft..

The Thames City Special is a regular crossbow of the same type, but is constructed with a second crossbow above the foregrip. Individually loading each great crossbow takes a Standard action that provokes an attack of opportunity. It takes one full-round actions to load both great crossbows.
A character can fire one of the two crossbows as a simple weapon with a standard action, or both crossbows as a simple weapon with a full round action (using multiple attacks gained from a high base attack bonus). A character with exotic weapon (double crossbow) training can fire both crossbows as a full-round action using their highest base attack bonus, but each attack takes a -2 penalty.
The Thames City Special can be fired with one hand, but with a -6 penalty. You can shoot a Thames City Special with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Taking the Exotic Weapon Proficiency (double crossbow) grants no more attacks with a Thames City Special than firing a double crossbow twice with a high base attack bonus. The difference is that with the Exotic Weapon Proficiency, both attacks are at your highest base attack bonus, but with a -2 penalty; whereas using the second attack from a high base attack bonus comes with a -5 penalty. For example, a 6th level fighter with Exotic Weapon Proficiency (double crossbow) attacks with a +4/+4, while a 6th level fighter (without with the Exotic Weapon Proficiency feat) can attack with a +6/+1 base attack bonus. The advantage of taking Exotic Weapon Proficiency (double crossbow) is there, and just powerful enough to justify the feat. Taking the Exotic Weapon Proficiency feat for double crossbows essentially offers a benefit identical to the Rapid Shot feat.
The Thames City Special accesses an extra-dimensional space that can hold up to 100 bolts, for each crossbow, thus, 200 each, allowing the wielder to reload the crossbow more rapidly than normaL Reloading a great crossbow is a Standard-equivalent action. Adding a bolt to or removing one from the extradimensional space by hand requires a move-equivalent action. The extradimensional space can hold different types of bolts, and the wielder may select freely from these when reloading the crossbow.

Nutshell: deals 2d8 damage and a standard to reload one and full-round to reload them both.

Stone Mask of Malphas, the Turnfeather [RELIC]
Price (Item Level): Priceless
Body Slot: Face
Caster Level: 20th
Aura: Strong; (DC 25) transmutation, conjuration, illusion, enchantment
Activation: Varies; see below
Weight: 1 lb.

He closes his hand slowly, allowing his now larger ears to take in the sharp crunch. Once the leaves were crushed, he lifted his arm to the mask, and rose up from the ground. With a tilt forward of his head, the mask dropped off his face and fell into the waiting hand.

While wearing the Stone Mask of Malphas, the Turnfeather, no one can see your eyes or mouth-only shadows are revealed through the stone, and you fall in love too easily. A kind word or a friendly gesture can cause you to devote yourself entirely to another person. Should that person reject your affection, your broken heart mends the moment another attractive person shows you some kindness. In addition, if you have access to poison, Malphas requires that you employ it against your foes at every opportunity.

Bird’s Eye Viewing: At will, you can summon a dove or a raven to aid your powers of observation. (Use the statistics for a raven regardless of the creature’s form.) The bird appears perched on your shoulder. You have complete control over its actions, and you can see what it sees and hear what it hears. Use the bird’s skill checks to determine the results of its actions and observations (for example, Bluff, Search, Spot, Listen), but use your skill bonuses to derive information from its observations (for example, Knowledge, Sense Motive, or Spellcraft to identify a spell). If you have the trapfinding ability, you can use the bird to find traps so long as doing so doesn’t require it to manipulate an object. The bird cannot talk. You can have only one bird summoned at a time. It remains until you summon another dove or raven, mentally dismiss it (a standard action).

Invisibility: As a full-round action, you can make yourself invisible (as with the invisibility spell). Making an attack ends the invisibility (as normal), but otherwise, the effect lasts a number of rounds equal to your hit dice. You can invoke this ability as a standard action at five hit dice, as a move action at ten hit dice, and as a swift action at fifteen hit dice. Once you return to visibility, you cannot use this ability again for 5 rounds.

Poison Use: You are not at risk of poisoning yourself when handling poison or applying it to a weapon.

Sudden Strike: With your melee attack, you deal an extra 1d6 points of damage plus 1d6 points per four hit dice anytime your target would be denied its Dexterity bonus to Armor Class. This extra damage applies to ranged attacks only if the opponent is within 30 feet. The extra damage from sudden strike stacks with that from sneak attack whenever both would apply to the same target.

Removing the Mask: Attempting to remove the mask causes Malphas to manifest, viewable only by the wearer; they must succeed on a DC 25 Persuasion Check, at a -1 penalty for every day they have worn the mask and an additional -1 for every rejection they have suffered, in order to convince him to remove his influence.

The Greatstaff of Life and Healing
Body Slot: Held
Caster Level: 15th
Aura: Moderate conjuration
Activation: Spell Trigger
Weight: 7 lb.

Vraath took the golden staff, made of thick oak wood, bleached white and shod in gold with silver runes inlaid along the length, a great diamond sits at its head, held by the wings of golden angels.
  • Lesser restoration (1 charge)
  • Cure serious wounds (1 charge)
  • Heal (1 charge)
  • Remove blindness/deafness (2 charges)
  • Remove disease (3 charges)
  • Resurrection (5 charges)

The greatstaff of life and healing has 44 charges remaining. When the greatstaff of life and healing is used, it casts light as a daylight spell for the duration of its use. When used as a weapon, it deals 1d8/1d8 damage as a double weapon with a threat range of '19-20/x3".

Storage Stuff by Andy Collins!

Quiver of Endless Arrows: This quiver is a boon to the expert archer, for it magically creates an endless supply of masterwork arrows (of an appropriate size for the wearer). Each arrow exists for only a single round after it is drawn. The arrows don't exist until they are drawn, so they can't receive magical enhancements while still "in the quiver," even by such means as greater magic weapon (though such effects can be added after the arrow is drawn).
Caster Level: 7th; Prerequisites: Craft Wondrous Item, minor creation; Market Price: 900 gp; Weight: 3 lb.
Source: Andy Collins
Vest of Storing: This soft leather vest has four distinct "emblems" sewn into it. When the wearer touches an item to an emblem (a move-equivalent action), the item disappears into an extradimensional space. If the wearer later touches the emblem (another move-equivalent action), the item appears in that hand. Only one item can be "stored" in each emblem, and each item must weigh no more than 20 pounds and be able to be held in one hand. If the vest's power is suppressed or dispelled, the items appear and fall to the floor. Neither storing nor retrieving an item provokes attacks of opportunity, making it an ideal storage space for otherwise hard-to-retrieve items such as scrolls or musical instruments.
Caster Level: 6th; Prerequisites: Craft Wondrous Item, shrink item; Market Price: 4,000 gp; Weight: --.
Source: Andy Collins
Bottomless Money Pouch: This leather belt pouch can hold an infinite quantity of coins (copper, silver, gold, or platinum only). If any other item is placed within, the pouch spits it out one round later. The pouch is also enhanced to resist thievery; any Pick Pockets attempt made to steal it from its wearer suffers a -10 penalty.
If the pouch's power is suppressed or dispelled, the coins remain within, but cannot be accessed until the item functions once again.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, secret chest; Market Price: 2,200 gp; Weight: --
Source: Andy Collins
Handy Scroll Tube: This adamantine tube will hold up to 100 scrolls or similar items (anything of the size and flexibility of a sheet of parchment). When the owner reaches into it for a scroll, that scroll is always the first one he finds. Thus, no searching through the pages is ever necessary. Drawing a scroll from the tube is a move-equivalent action that does not provoke attacks of opportunity.
In addition, the caster level of any spell cast from a scroll taken from this tube is increased by +1 for all purposes. This increase only applies if the owner begins casting the spell on the same turn he pulled the scroll from the tube (even if the casting time is longer than one standard action, as long as the casting begins on the same turn, the effect applies). If a scroll has more than one spell, it must be put back into the tube before the caster level increase will apply again.
The tube has a hardness of 20 and 20 hp, making it an excellent safeguard for its contents as well. If the tube's power is suppressed or dispelled, the scrolls remain within, but cannot be accessed until the item functions once again.
Caster Level: 6th; Prerequisites: Craft Wondrous Item, read magic; Market Price: 8,000 gp; Weight: 1 lb.
Source: Andy Collins

Mya's Spear of Drowfall [Relic]
Body Slot: — (held)
Caster Level: 19th
Aura: Overwhelming; (DC 24) transmutation
Activation: ---
Weight: Weightless

This spear is made of light. When not fixed in its wielder's hand, it floats at a dwarf's height, ready to be held.

In the hands of anyone, the spear functions as a +2 longspear.
In the hands of a dwarf, the spear functions as a +3 keen longspear.
In the hands of a dwarf with the ability to cast divine spells, the spear functions as a +4 keen longspear of speed.
In the presence of Drow, the weapon functions as all of the above, as well as a brilliant energy, elf bane and eager weapon.

If the wielder fails attack any drow they come upon, there is a 50% chance the spear will leave, to find a new wielder. In either case, the spear will stop working until the spear tastes the blood of a drow.




 

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