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Post by Corey the GM on Jun 13, 2015 8:00:42 GMT -5
So instead of me creating every magic weapon that will soon come into place in game, I thought it would be fun to allow you guys to create some magical weapons and items that you would be interested in using. I may not reward all items, but it would be fun to know that you guys have a chance to win something you have been coveting.
Include the following info:
Item Name: Item Stats: Magical Info: What Level Item should be Awarded: Item Value: Other Info:
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Post by lloyd on Jun 13, 2015 12:40:13 GMT -5
Orb of Slope Detection Arcane focus Rolls in direction of slope if one is present Level -2 Item Value: 10gp Other info: N/A
In all seriousness though, here's a small wish list for Bilkin: Item Name: Medallion of Thoughts Item Stats: Wondrous item, uncommon (requires attunement) Magical Info: "The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (Save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn." What Level Item Should be Awarded: Whenever you deem it appropriate, though no earlier than level 5 I would imagine. Item Value: 500gp Other Info: This is primarily to synchronize with Bilkin's one-way telepathy. Item Name: Ring of Mind Shielding Item Stats: Ring, uncommon (requires attunement) Magical Info: While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. What level Item Should be Awarded: Whenever you deem it appropriate, though no earlier than level 6 or 7 I would imagine. Item Value: Other Info: I would like this to be a character development type of item. When Bilkin puts the ring on, he stops hearing the whispers completely while it's on, but only has the spell spell slots he had before he put it on. He cannot regain spell slots while it is on, and he cannot use his Invocations while it is on, since his magic and link with He Who Whispers is almost entirely telepathic. This is a handicap I'm voluntarily making and taking because it's an important character element-- does he wish for peace in his own mind, or power at the cost of the gradual erosion of his sanity?
That's it for now.
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Post by Adam on Jun 13, 2015 14:27:17 GMT -5
Sword of the OP Broken Kills things dead Level 0 10000000 electrum Sacred weapon of the unwashed Trolls. Requires recital of troll incantation to achieve full potential: Incantation
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Post by Xander on Jun 14, 2015 8:40:45 GMT -5
TOME OF CLEAR THOUGHT Wondrous item, very rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it after a century.
Level:11th or higher following the DMG's guidelines. Probably level 12-15. As a multiclass I'm a level behind other casters in terms of spells and slots and a level behind everyone in terms of ability score increases.
Price: For a very rare item = 5001 - 50000 gp. Probably around 10000-15000, unless you can sense the magic it's not immediately valuable, just a nice book for a collector.
Other: Two things. First, this isn't the kind of item which I want to be provided with, if you know what I mean. This is supposed to be a surprise, a random roll on a table. To get this, it has to be by chance because it is so powerful. It's more fun when the dice gods make you earn your treasure. Secondly, level 15 is a long way away. I wrote it down, therefore, not to show that it is coveted particularly, but to point towards the class of items which are. Staffs, robes, wands, books of lore, anything which boosts intelligence, anything which magnifies my magic. Merick's entire being is devoted to the people around him, every goal he strives towards usually equates to: "I must become more powerful so I can protect my friends better". So, with that in mind, anything which helps him do that is to be greatly desired (also, the nerdy wizard in him just loves esoteric lore and cool, useless magical thingamajiggers - go figure).
ANY WAND EG. WAND OF MAGIC MISSILES Wand, uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains ld6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Level: 1st or higher (DMG). Probably round about now. Price: Uncommon = 101 - 500 gp. Probably around 350 gp. Other: I love them. So much. Wands of MM are like wizard candy. Wands, wands, wands. I like to be surprised with my magic items but give me a Wand of MM and I will be a happy wizard.
ROBE OF USEFUL ITEMS Wondrous item, uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Dagger Bullseye lantern (filled and lit) Steel mirror 10-foot pole Hempen rope (50 feet, coiled) Sack In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
D1OO Patch 01-08 Bag of 100 gp 09-15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp 16-22 Iron door (up to 10 feet wide and 10 feet high , barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 23-30 10 gems worth 100 gp each 31-44 Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags (see the Monster Manual for statistics) 52-59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you 60-68 4 potions of healing 69-75 Rowboat (12 feet long) 76-83 Spell scroll containing one spell of 1st to 3rd level 84-90 2 mastiffs (see the Monster Manual for statistics) 91-96 Window (2 feet by 4 feet , up to 2 feet deep), which you can place on a vertical surface you can reach 97-00 Portable ram
Level: Uncommon = Level 3 or 4. Price: Unless you know what it is it looks like a rag. But DMG says 101 - 500 gp, so 101gp. Other: I can wear cloaks over armour, yay! Also, this is just such a fun item. If I had to have one magic item, this would be it - it's a great conduit for creative thinking. I can see it being standard issue for adventurers:
What's that? You picked up the golden idol and the door to the treasure room slammed shut behind you? It's filling with scorpions? Silly adventurer; you forgot rule number 6, paragraph 2, subclause B of the adventurer's handbook - didn't you? Bet you wish you'd brought a guild approved rogue now! Never fear, mon beau sabreur, for you are equipped with the Blackdawn Adventurer Guild's patented "Robe of Useful Items™"! Merely look to the window patch on your right shoulder, that's the one, now remove it and apply it to the door. Perfect, you now have a window which goes straight through that 1ft thick, stone door. Now open said window and climb through - remembering to close it behind you, we don't want any of those scorpions climbing out with you, do we? Well done, adventurer! Now, be sure to take that idol back to the guild for proper monetary evaluation! Jolly good show sir.
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Post by nate on Jun 14, 2015 11:38:19 GMT -5
Dralban's Stag Antler Headdress Causes the wearer to ask every "Dumb question" that comes to mind and increases the urge to explore and try things. Wildlife sounds and movements appear more distinct and give the wearer the ability to track animals. Level 1 +1STR, +1DEX, -1WIS Item Value: PRICELESS Other info: Extended wear may cause paranoia of becoming a "wurlick."
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Post by Adam on Jun 14, 2015 12:01:34 GMT -5
So wait, is the headdress enchanted or cursed? Or both? Curschanted...
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