Any items listed without copyright information are © Evan Miller and are presented under the OGL.

Magic Weapons, Armor, Magic Armor, Rings, Rods, Staves, Wondrous Items, Minor Artifacts, Major Artifacts



Angel Bless
This +2 Double-Bladed Sword casts confuse on the target (target only) on a successful attack when the command word is spoken. The wielder may choose to speak the command word after the hit is determined.
Caster level: 6th; Prerequisites: Craft Magic Arms and Armor, confuse.
Cost to make: 23100 gp + 1848 XP; Market Price: 46200 gp

Luminous Blades (© 2000 Alderac Entertainment Group, presented under the OGL)
These +3 longswords, when drawn, bite into the hand of the wielder with a pair of "teeth", doing 1 hp damage. The users blood flows through the sword and fiery energy erupts from the guard to the tip of the blade. When the wielder strikes an opponent, he may choose to suffer 2 hp damage to deliver an extra +2d4 damage. This may be done once per successful hit. Only six were ever made, only two are known to still exist.
Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, flame blade; Market Price: 55,815 gp; Cost to Make: 27,908 gp + 2,232 XP

Mage Masher
This +1 dagger causes silence as the spell cast by a 3rd level cleric when a target is struck and the command word is spoken. The command word may be spoken after the hit is determined.
Caster level: 3rd; Prerequisites: Craft Magic Arms and Armor, silence
Cost to make: 3851 gp + 308 XP; Market Cost: 7702 gp.

Masamune
This +4 Double-Bladed Sword can slay any living target after striking with an attack and expending a charge. The target gets a Fortutude save at DC 15 to negate the death effect. After all charges are used, this weapon functions as a +4 Double-Bladed Sword.
Caster level: 12th; Prerequisites: Craft Magic Arms and Armor, slay living.
Cost to Make: 73200 gp + 5856 XP; Market Cost: 146400 gp

The Ogre
This +2 double-bladed sword causes darkness as per the spell cast by a 6th level Wizard. This item is charged and the effect costs one charge. Darkness can be centered upon weapon or target. Can decide to use ability after attack when using on target. Wielder
can dispel effect at will as free action. When all charges are expended, this item functions as a +2 Double-Bladed Sword.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, darkness.
Cost to make: 15900 gp + 1272 XP; Market Cost: 31800 gp

Rune Tooth
This +2 Double Sword of Venom causes poison as per the spell.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, poison.
Cost to make: 23100 gp + 1848 XP; Market Price: 46200 gp

Sargantas
This +3 Double Sword of Petrification casts flesh to stone when a charge is expended after successful strike or can cast stoneskin
on the wielder. This is a charged item. Stoneskin costs 1 charge to use, flesh to stone costs 2 charges to use. When all charges are used, this weapon functions as a +3 Double Sword.
Caster level: 11th; Prerequisites: Craft Magic Arms and Armor, flesh to stone, stoneskin.
Cost to Make: 61,900 gp + 4,952 XP; Market Price: 123,800 gp



Bone Armor (from Dragon magazine #275, © 2000 Dragon Magazine, WotC, and author James Wyatt)
A cloth or leather coat reinforced with strips of bone cut from whatever animals the barbarians use for food. The armor covers the torso but leaves the limbs free for better mmobility.
light armor; +3 AC; +4 Max. Dex.; -3 armor check penalty; 15% arcane spell failure; 30/20 ft. speed;
20 lb.

Cord Armor (from Dragon magazine #275, © 2000 Dragon Magazine, WotC, and author James Wyatt)
Fibers of Hemp or some other natural material woven and knotted into a thick, tough fabric. The armor forms a complete suit, hampering movement somewhat, but offering decent protection with the use of metal or leather. This armor is particularly popular among wild elves, who often avoid curing animal hides.
light armor; +2 AC; +4 max. dex.; -2 armor check penalty; 20% arcane spell failure; 30/20 ft. speed; 15 lb.

Wood Armor (from Dragon magazine #275, © 2000 Dragon Magazine, WotC, and author James Wyatt)
Similar to bone armor, but this armor is reinforced with strips of wood instead of bone.
light armor; +3 AC; +4 Max. Dex.; -3 armor check penalty; 15% arcane spell failure; 30/20 ft. speed; 20 lb.



Drachensgaard (from Dragon #275, ©2000 Dragon, Wotc and Johnathon M. Richards)
This suit of +1 Full Plate has special powers granted only when worn by a Paladin. If any one else wears the armor it still functions as +1 Full Plate, but they do not gain any of the othe rbonuses associated with the armor. On a Paladin, it grants the following: +2 resistance bonus against dragon breath weapons that require a Reflex save; Understand and speak Draconic; When the command word is uttered, crampons protrude from the boots to add a +2 competence bonus on climb checks when climbing rocky or ice covered mountains where dragons like to dwell.
Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, endure elements, tongues; Market price: 11000 gp; Cost to Make: 5500 gp + 440 XP.
Armor Bonus: +9; Max Dex: +1; Armor Check Penalty: -5; Arcane Spell Failure: 35%; Speed: 20/15 ft.; Weight: 50 lb.

Hellshield (from Dragon #275, ©2000 Dragon, Wotc and Johnathon M. Richards)
This +3 Full Plate allows one to survive on the planes of Hell and the Abyss and to avoid the glib tongues of the denizens of those planes. This armor grants the following powers only to Paladins: Fire and Cold Resistance 25; +4 insight bonus to Sense Motive checks versus evil Outsiders. if a non-Paladin wears this armor, it functions only as +3 Full Plate.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, detect thoughts, protection from elements; Market Price: 25000 gp; Cost to Create: 12500 gp + 1000 XP.
Armor Bonus: +11; Max Dex: +1; Armor Check Penalty: -5; Arcane Spell Failure: 35%; Speed: 20/15 ft.; Weight: 50 lb.

Humillianthir (from Dragon #275, ©2000 Dragon, Wotc and Johnathon M. Richards)
This +3 Leather Armor and +3 Leather Barding was created as a bond between a Paladin and his mount. When used by a Paladin, it allows the Paladin to teleport without error to his mount, into the saddle, as a move-equivalent action with the following restrictions: The Paladin must be within 500 feet of his mount; both horse and rider must be wearing their armor; no one else may be in the saddle; the Paladin may not teleport off the mount. Any non Paladin wearing the armor gains the protective benefits, but not the teleporting benefits.
Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, teleport without error; Market Price: 21000 gp; Cost to Make: 10500 + 840 XP.
Armor Bonus: +5; Max. Dex.: +3; Armor Check Penalty: 0; Arcane Spell Failure: 10%; Speed: 30/20 ft.; Weight: 15 lb. (30 lb. for Barding)

Praesidium Luminata (from Dragon #275, ©2000 Dragon, Wotc and Johnathon M. Richards)
This +1 Full Plate glows with a holy light when worn by a Paladin. When worn by a non-Paladin, it functions only as +1 Full Plate. It confers the following abilities to a Paladin: illumination as bright as daylight with a 30 ft. radius; +1 morale bonus to attack rolls to all good-aligned creatures within 30 ft.; Creatures with light sensetivity are affected if within the illumination of the armor; all invisible creatures are revealed within 30 ft.; Any shapeshifted creature within the illumination has an image of it's true form superimposed on it until it attacks or is attacked, allowing all to see it for what it really is; When donning the Helm and invoking Heironeous, the Paladin can teleport the armor onto himself if it is within 10 ft., thi sis a standard action.
Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, teleport without error, prayer, bless, daylight, true seeing; Market Price: 24000 gp; Cost to Make: 12000 gp + 960 XP.
Armor Bonus: +9; Max Dex: +1; Armor Check Penalty: -5; Arcane Spell Failure: 35%; Speed: 20/15 ft.; Weight: 50 lb.

Spellcease (from Dragon #275, ©2000 Dragon, Wotc and Johnathon M. Richards)
This +1 Full Plate was made to combat evil spellcasters. When worn, it grants the following ability: Absorbs (1d4+2)x10 levels of spells cast by spellcasters of evil alignment; When worn by a Paladin, the following ability is granted: Cast holy sword once per day regardless of level. If worn by a non-Paladin, it functions as +1 Full Plate with the spell absorption abilities. When the full allotment of spell levels have been absorbed, the gems on the front of the armor burn out and cannot absorb any more. The means to recharge the gems is lost.
Caster Level: 13th, plus a 15th level Paladin; Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item, greater spell immunity, holy sword; Market Price: 40000 gp; Cost to Make: 20000 gp + 1600 XP.
Armor Bonus: +9; Max Dex: +1; Armor Check Penalty: -5; Arcane Spell Failure: 35%; Speed: 20/15 ft.; Weight: 50 lb.


 


 


 


Chest of Preservation (© 2000 Alderac Entertainment Group, presented under the OGL)
The chest of preservation was created in order to heal grievously wounded soldiers and carry them safely home. It is actually a coffin, though it's creators refused to call it such for fear of necromantic associations. The man-shaped box is carved from a single piece of wood -- a tree trunk or great log -- and is marked with symbols of healing and rest.
      Anyone lying in the chest with the lid closed enters a state of suspended animation and heals 1d4 hit points of damage every eight hours spent in the chest. The chest can also kee a dying character from losing anymore hit points, keeping her alive until his friends can get him to a proper healer. If the chest is opened before an eight hour period has passed, the healing is negated and the process must begin again, waiting anothe reight hours to regain any lost hit points.

Caster Level: 5th; Prerequisites: Craft Wondrous Item, cure light wounds; Market Price: 3,400 gp.

Helm of Sleep (© 2000 Alderac Entertainment Group, presented under the OGL)
This item forces it's wearer to make a Fortitude save DC 17 each round the helm is worn or fall into a deep sleep . The helm can be removed easily , awakening the wearer. As long as the helm is worn, the wearer never hungers, thirsts or ages. Some wizards use the helm as a long-term means of suspended animation, but the helm is also useful in dealing with dangerous criminals.
      If a spellcaster wears the helm of sleep for more than a day, all spells he previously prepared are wiped from his memory. Sorcerers and bards are affected as if they have no spells remaining for the day.

Caster Level: 5th; Prerequisites: Craft Wondrous Item, sleep; Market Value: 2,500 gp.


Perditor Mortua (© 2000 Alderac Entertainment Group, presented under the OGL)
This +1/+2 vs. undead milthril maul is embossed with sigils on the head that translate to "Destroyer of the Dead". The maul is only usuable by a non-evil character who can turn undead. No other character can pick it up or use it. As it's wielder gains power, so does the maul. Any undead killed by the maul burst into flames, never to rise again. Additionally, the wielder may cast detect undead 2/day as a 7th-level cleric. At 10th-level, the maul is considered +3 vs. undead, and the wielder may also cast invisibility to undead 1/day as a 7th-level cleric. Finally, at 15th-level, the maul is +4 vs. undead and the wielder is immune from level loss due to energy draining attacks from undead.
      The wrappings on the handle are from mummy wrappings, and the loop of hair tied to the handle was from a necromancer. the process of creating this weapon has been lost to the ages.

Caster Level: 7th;


Reckoner (© 2000 Alderac Entertainment Group, presented under the OGL)
Reckoner is a plain, grey dagger. It does not radiate magic and has no to hit or damage bonuses. Reportedly made by a God, the dagger can damage any being living, dead, or undead.. It ignores damage reduction of any kind and even bypasses incorporeality. It can also damage inanimate objects or constructs with no penalty. It can shave slivers off a diamond, and given time, can cut through any chain or tunnel through a rock wall. It ignores all hardness factors for items and objects. The only drawback is that it does normal dagger damage. This item cannot be recreated by any mortal means.

 

1