Saturday, April 28, 2007

Collar of Shirking - Minor Wondrous Item

Collar of Shirking: This collar is sewn from giant spider silk reinforced with a strip of displacer beast cartiladge. The outside is embroidered with silhouettes of cats, and the inside is . An adamantine clasp is mounted on the front, cast in the shape of a cat head with polished beads of hematite for eyes

The collar grants the wearer a +3 bonus to their Reflex saves. It also grants a +1 armor bonus.

Once per day, the wearer or someone touching him can utter a command word that makes the wearer invisible as if a 3rd level caster had cast invisibility on them.

Since collars are meant to be worn by quadrupeds with thicker necks, they can only be worn by bipeds one size larger than the animal it was meant to be worn by.

Weak transformation and illusion; CL 3rd; Craft wondrous item, invisibility, jump, mage armor; Cost 5,400 gp.

2*3*1800/5 1/day = 2,160 invisibility, doubled for multiple different abilities
3*3*250 for limited save bonus =2,250
1*1*1000 for armor bonus = 1,000, double for multiple different abilities

Monday, April 23, 2007

Mummified Hercumusc - Minor Wondrous Item

Mummified Hercumusc: The hercumusc is a species of stellar fauna, a rodent as small as a field mouse with the strength of a draft horse. In the World, a hercumusc's strength dwindles rapidly. However, if properly mummified, they can be enchanted.

A mummified hercumusc looks much like a depilated and desiccated field mouse. Its belly and chest cavity have been stuffed with a dried poultice until they bulge, giving it a pungently herby smell, and then stitched shut. Its leathery skin has been tattooed with runes in draconic, and its eyes replaced with glimmering dried seeds.

If one eats a mummified hercumusc, they gain the ability to cast mass bull's strength, as if they were an 11th level caster. If mass bull's strength is not cast by a second dusk, the ability is lost.

A properly dried hercumusc corpse is worth 1,650 gp.

Moderate transmutation; CL 11th; craft wondrous item, mass bull's strength; Cost 6,600 gp

Treasure value: 11th
NPC Gear: 10th

Math

6x11x100


Sunday, April 22, 2007

Cataract of the Malblanche - Moderate Wondrous Item

Cataract of the Malblanche: It is well known that the agents of divine evil and good are so steeped in divne will and magic that even the parts of them, their anatomy, can work wonders after the outsiders themselves are destroyed. The blood and body parts of fiends and angels can be used as spell components or lend their power to a magic item.

The Cataract of the Malblanche is an item crafted from the infirmity of a demon. Although its title suggests the species of devil called a Malbranche, that is a sort of pun, and in fact, the base ingredient can be taken from any outisder of evil disposition, from Larvae to Pit Fiend. The real difficulty is in finding a fiend that has aged long enough to develop a cataract, and then lived with the infirmity long enough to encounter someone who knows how to enchant the cataract. The Nine Songs of Gamnastrion mention a cabal of evil outsiders who scarred the eyes of prisinors and traitors in order to create cataracts of the malblanche.

The eye from which the
Cataract of the Malblanche is made must be removed from it's donors skull intact. It is then drained of fluid with the prick of a mithril pin, and dried in unearthly salts before it is enchanted. Once done, the Cataract of the Malblanche looks rather like a large, dirty white raisin.

The Cataract of the Malblanche is a tenuous magic. When a person eats it, the gain the ability to cast mass invisibility as if they were a 13th level caster. If the spell is not cast by the next full moon, then the energy fades away.

Moderate illusion; CL 13th; Craft wondrous item, mass invisibility; Cost 9,100 gp

NPC Gear: 11th
Treasure Value: 12th

Math:

7*13*100 for single use item over 3rd level

Saturday, April 21, 2007

Sorry!

Late again! I'm at a SF convention this weekend, workshopping stuff.

Wednesday, April 18, 2007

Crowns of Luck - Minor, Medium, Major Magic Item

Crown of Luck: This circlet is made of braided rods of gold and mithril bent and soldered into a prefect circle. The outer surface is set with a tiny gem in the color of one of the great stars, and the inner surface is engraved in the anarch tongue: let the stars smile upon me, and all else be seven times damned.

Once per day, the wearer can reroll any to hit roll or non-mental skill check they choose. They must announce that they are re-rolling before the success or failure of the roll in question is declared.

Weak divination; CL 5th; Craft wondrous item, divine favor or true strike; Price 2,000 gp

Treasure Value: 6th
NPC Gear: 5th

Greater Crown of Luck
: This crown is made of braided rods of gold and mithril bent and soldered into a prefect circle. The outer surface is set with seven spikes, each tipped by a small gem in the color of one of the great stars, and the inner surface is engraved in the anarch tongue: let the stars smile upon me, and all else be seven times pierced by misfortune.


Twice per day, the wearer can reroll any to hit roll or non-mental skill check they choose. They must announce that they are re-rolling before the success or failure of the roll in question is declared.

Moderate divination; CL 10th; Craft wondrous item, divine favor or true strike; Price 8,000 gp

Treasure Value: 12th
NPC Gear: 10th

Crown of Urluck: This heavy crown is made of braided rods of gold and mithril bent and soldered into a prefect circle. The outer surface is set with seven long spikes, each tipped by a large gem in the color of one of the great stars, and the inner surface is engraved in the anarch tongue: let the stars smile upon me, and all else fall before my majesty.

Three times per day, the wearer can reroll any to hit roll or non-mental skill check they choose. They must announce that they are re-rolling before the success or failure of the roll in question is declared.

Moderate divination; CL 15th; Craft wondrous item, divine favor or true strike; Price 18,000 gp

Treasure Value: 15th
NPC Gear: 14th

Math: I assume that one re-roll is about equal to a +1 weapon bonus. Like true strike, it usually assures a success. Unlike true strike, a re-roll isn't an additive effect that assures a high roll. You could make roll two low rolls. But probably, you won't.

I think that an item that allows multiple rerolls should not stack in value, as an item that allowed multiple uses of a first level spell. Multiple re-rolls have a cumulative effect on the game, so their value should increase like a magic weapon's enhancement bonus.

I propose, and use, the following formula: the value of an item that allows general use or combat re-rolls is worth (the number of re-rolls it allows) squared*2000.

1 reroll = 2000
2 rerolls = 8000

and so on

skill rerolls are probably worth less. An item that only allows skill rerolls could be valued at : number of re-rolls squared *100.

save rolls are used to turn the tide of combat. An item that allows only save rerolls should not be reduced in value.

A device should probably max out at 3 re-rolls or so.

Saturday, April 14, 2007

Hola! Today is late, but it is a twofer. Everytime I think up a set of spells to make a thematic staff, I also think of a way to make it a magic item. I feel cheaty posting them as separate magic items, becuase they are essentially the same idea. So, there you go. Twofer.

Staff of Ruin - Staff

Staff of Ruin: This staff of grey driftwood is capped by a chunk of burnt stone and studded with shards of broken glass and pottery down its length.

It can be used to cast:

  • Shatter
  • Soften Earth and Stone
  • Warp Wood

The staff is also a +1 weapon until all its charges are used.

Moderate transmutation; CL 8th; Craft staff, shatter, soften earth and stone, and warp wood; Price 28,000 gp (optionally 588 per charge)

Treasure Value: 16th
NPC Gear: 15th

Math:

All the spells are 2nd level spells:

2*8*750= 12,000
2*8*562.5= 9 ,000
2*8*375= 6,000

The combat bonus of the staff is 1*1*2000, halved because it is linked to the life of the staff.

Fist of Ruin - Medium wonderous item

Fist of Ruin: This cold iron gauntlet is forged in the shape of a clenched fist, with the fingers soldered together. When someone slides their hand into it, nothing can be held in that hand. The wearer can use three abilities once per day each: shatter, soften earth and stone, and warp wood. Each ability has a different command word.

Moderate transmutation; CL 3rd; Craft wondrous item,
shatter, soften earth and stone, and warp wood; Price 8,650 gp.

Treasure value: 12th
NPC Gear: 11th

Math:
All three abilities are 2nd level spells

1 at = 2*3*1,800 (command word)/5 = 2,160
2 at =
2*3*1,800 (command word)/5 half again = 3,240

rounded up to nearest fifty


Monday, April 09, 2007

Bone Javalins of Fire - Specific Weapon

Bone Javalins of Fire: Perhaps the earliest known magic items, bone javalins were created by primitive societies before they fully understood how to bind enchantments into mundane items. They have survived as a viable magic technology because they are cheap and easy to produce, providing a one time enhancement that can give a real edge in combat or hunting. Primitive shamens harnessed the elemental powers of fire and electricity to create these items, which gave the added bonus of partially cooking meat during hunting.

A bone javelin acts just like a +1 flaming weapon when thrown, igniting as it leaves its throwers hand and drawing a trail of fire through the air. If it strikes, it does damage as a +1 flaming javelin, and the flames the wreath the javalin consumes it utterly, much like a magic arrow is consumed after it is used.

Weak evocation; CL 3rd; Prerequisites: create magic arms and armor, magic weapon, create fire or burning hands; Market Price: 170 gp

Treasure Value: bundle of three bone javalins of fire, 2nd
NPC Gear: bundle of three bone javalins of fire, 2nd

Math: As +1 flaming javelin, ad hoc prorated division by 50, similar to other single use projectiles.

Notes:

Bone Javalins of Lighting do electricity damage.
Bone Javalins of Ice do cold damage
Bone Javalins of Oozebreath do acid damage
Bone Javalins of Wailing do sonic damage

Thursday, April 05, 2007

Bittenakten staff - Staff

Bittenakten staff: This staff is carved from the fire blackened bone of a dire bear. It is shod with adamantine, and capped with the polished and gleaming stinger of a manticore.

The wielder of a Bittenakten staff may cast

  • ray of frost (0 charges)
  • a maximized breath of frost* (2 charges),
  • greater invisibility (3 charges)

Moderate illusion and evocation; CL 8th; Craft Staff, Maximize Spell, ray of frost, breath of frost*, greater invisibility; Price 16,775 gp (335 gp per charge)

Treasure Value: 12th
NPC Gear: 13th

ray of frost: .5*1*1,800 for at will use of a cantrip, halved for staff being a limited use item, halved again for being a tertiary multiple similar = 225
breath of frost (maximized)*: 4*8*750=24,000, halved for two charged = 12,000
improved invisibility: 4*8*562.5=18000, quartered for three charges (I assume) = 4,500

*Breath of Frost is a divine version of burning hands that does half cold and half divine damage. When it is used, the whites of the caster's eyes turn black, and a cloud of ice crystals belches of his mouth whenever he uses the item's command words.

Monday, April 02, 2007

Spell Ichor - Minor Wondrous Item

Spell Ichor: A psychoreactive gelatin created by arcane spellcasters, spell ichor stores the vibrations of spells cast near it during the day, and contains enough magical energy to help re-actualize one of them. Spell ichor is translucent and comes in eerie colors, like lightning, or stormy skies, or the colors around the edges of pools that open into bottomless pits. It is kept in tiny glass pots. It shivers when it is dumped out to be used.

Spell ichor can be ingested by an arcane caster, whereupon they may recall any one spell that she has prepared and then cast that day. The spell is then prepared again, just as if it had not been cast previously. The spell must be of a particular level, depending on the ichor. If the spell recalled is not used within 24 hours, it fades from the user’s mind.

Spell ichor of different levels cannot be stored together. If this is attempted, both stores of ichor will explode, doing 1d6 per combined spell levels of all the doses in a ten foot radius.

Weak transmutation; CL 3rd; Prerequisites: Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Market Price: 50 gp (1st), 200 gp (2nd), 450 gp (3rd), 800 gp (4th), 1,250 gp (5th), 1,800 gp (6th), 2,450 gp (7th), 3,200 gp (8th), 4,050 gp (9th)

Treasure Value: single dose pot of spell ichor III, 2nd
NPC Gear: single dose pot of spell ichor III, 1st

Math: Spell level squared times 50 gp, which is modified from the book value for a pearl of power/50 for being a single use item.

Pearls of power themselves seem to to be valued at spell level squared*1,000, which is what I use to value a "spell slot per day"

Except for the limitation that potions should only contain spells up to third level, there is no reason why this can't be a "potion". Except for the limit that alchemists must have spell casting abilities, there is no reason this can't be a mundane alchemical device. House rule at will.