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
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.