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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 06 Sep 2008 :  23:59:53  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
When used to power a spell, the possibilities of that spell goes beyond the limits of level 9 spell. A level 11 spell with the right components and fueled with enough weave spheres would be possible.

for example:

Melcar’s Weave Mythal
Abjuration/ Conjuration
Level: Sor/wiz 10
Components: V, S, M
Casting Time: One action
Range: Personal
Target: You
Duration: 1 round/lvl
Saving Throw: None
Spell Resistance: No

When this spell is cast, the caster taps into the weave’s power and by that taps into Mystra’s power. This spell draws on the power of the weave, controlling and shaping it into a globe of protection. The Weave wraps around the caster protecting him from harm. Giving him a divine bonus to armor class, saving throws, spell resistance equal to that of Mystra’s divine rank. Further more, the sphere that protects the caster is immune to Mordenkainen’s Disjunction, Dispel Magic and similar effects, and Antimagic Field. When moving into a Dead Magic zone it negates it in the area of the sphere. Shadow Weave magic can’t penetrate the sphere, so the caster is immune to this form of magic as well. As this spell uses the weave as protection this spell also protects against divine magic.

Material: Two Weave Spheres, a Star Sapphire, a powdered Moonstone and a drop of dragon blood.


I have also changed the mosnstone to a "perfect" moonstone. and lowered the duration to max 12 hours. there are no other functions of this spell. The weave sphere spell that is!

Edited by - Nicolai Withander on 07 Sep 2008 00:01:05
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Baldwin Stonewood
Acolyte

34 Posts

Posted - 11 Sep 2008 :  18:21:39  Show Profile  Visit Baldwin Stonewood's Homepage Send Baldwin Stonewood a Private Message  Reply with Quote
Here is weapon that I developed for my current campaign. We have been running a greatly expanded Shattered Gates of Slaughtergarde campaign for the last 18 months. One of the players wanted to use a core deity which I was fine with doing and this is weapon crated for that player. We have had a blast roleplaying the conversations between the weapon and the player.

Fharn “the Redeemer of Life”:

+2/+4 holy heavy mace (alchemical silver) with a large sapphire (navy blue) gem which resembles an eye (it feels like a light mace in weight and properties weight of 4 lbs); AL NG;
Int. 10, Wis. 16, Chr. 16; speech (common and celestrial), 60 ft darkvision and hearing (listen 6); 1d8+2, 2d8+4 undead; Ego score: 18

Lesser Powers: Bless 3/day all allies within 30 feet, cure moderate wounds wielder 3/day 2d8+3.

Greater Power: turn undead as +2 level, 2 extra turns per day, and deals normal damage against incorporeal (ghost strike)*

Special Purpose: defeat/slay undead.*

Personality: A loyal and trusted companion to blacksmith and high priest Jaxal Hammersmith, follower of Fharlanghn. Fharn was created out of divine inspiration that Jaxal received during his morning prayers. Legend has it that Jaxal stayed awake and fasted exactly 120 hours (5 days) completing the famed weapon in the City of Crimmor. Upon completion, Fharn and Jaxal began a long campaign traveling the world ridding it of the undead. Jaxal perished in the Valley of the Obelisks during the war against Mu Tah Laa and his demonic hordes. Since the war, it was rumored that Fharn was wielded by several lesser men until it vanished some 800 years ago. Fharn is in search of a new companion who will seek out and commit himself to battle the undead and further goodness. Fharn will be loyal, brave and offer occasional advice to someone upholding its mission to destroy the undead and further goodness.

Fharn always seeks to confront the undead. If the person turns away to flee or avoid the undead an immediate DC18 Will save is necessary. Failure of the DC 18 results in the wielder going back to confront the undead, with or without his party members. Unless there is little, if any, chance for success in that combat. A successful DC 18 will result in Fharn withholding healing the next time it is needed. Fharn will hold the grudge, if necessary.

*Relic - If wielded by a cleric of NG, LG alignment the Greater Power and special purpose is revealed. That cleric will also lose a 3rd level spell in exchange for the powers. If the cleric chooses not to volunteer to lose the spell slot then a Will Save of DC 18 (ego) needs to be made.

You will feel an urge to disregard all other magic weapons. DC 18 to resist the urge, weekly.

Strong/approaching overwhelming: Divination/evocation (undead); strong conjuration (healing) strong enchantment (compulsion/bless), CL 18 craft magic and armor; miracle; cost 59205 GP, 5000XP
Auras:
15 plus 9 spell level= 24 spell check on divination [yellow bordering on white aura]
15 plus 1 spell level = 16 bless [yellow]
15 plus 2 spell level = 17 cure moderate [yellow]


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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 26 Sep 2008 :  01:27:42  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
I now sell my most priced possesion! The artifact of the GODS!!! or something!

The Weave Staff
(Artifact)

This long wooden staff is made from weave enchanted Dark Wood. In moonlight the staff emanates a faint eerie glow. Random surges of weave energy flows through and over the staff allowing magical runes to become visible. These magical runes run the length of the staff granting the following enchantments. The staff has been magically strengthened giving it the hardness of obdurium, making it almost indestructible and giving it a +6 enchantment bonus. Over time the bearer will become more attuned with the staff and the weave, unlocking the following abilities.

After a year of possession, the Ar’N Irylthir activates the following abilities passively: Feather Fall, Shield, and Shocking Grasp. 1d8+20. All these abilities are invisible. These abilities can be turned off be the wielder at will.

After another 2 years of possession the Ar’N Irylthir unleashes its full power upon the bearer. It changes appearance and resembles now a staff made, not from wood, but of pure, raw weave energy. Silverwhite, with arcs of green and purple lightning. Now the staff grants the following abilities: The ability of a Ring of Wizardry I through IX, it grants its bearer the ability to counter spells at a + 4 bonus and now the bearer has an uncanny sense of the weave and his magical surroundings, giving him an inside bonus to caster level + 10, and giving him Greater Spell Focus in all schools. The staff, now in its true form, also gives the bearer the ability to cast the following spells at the wielders caster level:

Draining 1 charge: Eldritch Ball, Eldritch Bolt.
Draining 2 charges: Greater dispel, Globe of Invulnerability, Spell Reflection.
Draining 5 charges: Eldritch Storm.

The staff has a maximum of 50 charges, but will recharge itself 1 charge per day.

If all 50 charges are expended the bearer can heal a dead magic zone in the size of 5 ft. pr charge.
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Pandora
Learned Scribe

Germany
305 Posts

Posted - 26 Sep 2008 :  08:43:11  Show Profile  Visit Pandora's Homepage Send Pandora a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander
Melcar’s Weave Mythal
Abjuration/ Conjuration
Level: Sor/wiz 10

Level 10 spells do not exist. Only level 10 spell slots exist to be used by low level spells with feat adjustments.

Personal opinion: No matter how short its duration is now any direct manipulation of the weave should be left to NPCs (Mystra's chosen). It still makes you immune to
- divine
- shadow
- dispels
and gives a divine bonus to armor class, saving throws, spell resistance equal to that of Mystra’s divine rank ... Sounds a bit like Karsus taking Mystra's power without her consent.
Just a tad too much - whatever the components, limitations or requirements are - because it almost makes the caster immune to magic and thats the biggest danger to a low-hp arcane caster at high levels.

If you cant say what youre meaning,
you can never mean what youre saying.

- Centauri Minister of Intelligence, Babylon 5

Edited by - Pandora on 26 Sep 2008 08:44:04
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 26 Sep 2008 :  14:10:48  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Well its not so much any spell that Im ever gonna use, its just a scroll I have uncovered in a dusty old tome! So on that note, thanks for the comment!
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althen artren
Senior Scribe

USA
780 Posts

Posted - 25 Nov 2008 :  05:42:23  Show Profile Send althen artren a Private Message  Reply with Quote
The Bane of the Devourer

Uvaeren, -5610 DR

"Master, the Devourer is dead."
Adolphias Artrenian looked at his apprentice with sorrow in
his eyes. He knew the news all ready. He had farscried the battle
for two days as the Devourer chew through the brave elf
soldier and wizards that defended the beast from the outlying
villages of Uvaeren proper. The Beast had advanced steadily
through the forest straight toward the capital of Uvaeren. Hundreds died as the Tarrasque's wounds healed with supernatural speed and spell after spell reflected off its hide hitting surrounding soldiers and trees. Finally, the Coronal and his royal
guard flew in above the beast and the entrance gate of the village Nearhome and started attacking it from its back. Finally, enough damaged had been been done finally to the beast that it dropped to the ground twitching and spurting red fountains of blood. All the soldiers that remained who could swing a sword charged in and started hacking. At this, Adolphias teleported into the scene and cast the spell that would forever keep this beast from reawakening.
After the spell, Adolphias looked around at the carnage around him
and started to weep.
Lady Coronal Mnuvae limped up to the Artrenian archmage. She was missing her shield arm, but magic glowed along the shoulder to
show that regeneration magic was working. Her face showed strong pain, but she still had enough will to talk with Adolphias.
"Archmage Adolphias, thank you for holding back so as to cast the
spell to kill the beast permanently. I know it must of pained you to
send forward all of your students and kin without sharing the danger.
The kingdom holds a debt of gratitude to you, Next time, we will hold some of the High Mages back instead of send them out first."
Adolphias bowed his head. "Thank you, Exalted Lord. I seek to serve the kingdom in the best way I can, now and always." He then raised his head and looked back at the carnage, as soldiers started helping the wounded back into the village. "How bad are the losses?"
Coronal Mnuvae sighed. "Not as bad as they should have been. We have lost over three hundred soldiers and another hundred spellcasters.
The Devourer had help. In your farscrying, did you happen to see any
of the figures in black robes?"
Adolphias shook his head. "No lady, I saw no interfearence. But,
that makes a lot of sense as to the difficulty to kill the beast and to the singleminded purpose of its march." Then he started staring away.
The Coronal looked at the new arm bud starting to grow out of the
shoulder. "What are you thinking about, Lord?"
Adolphias looked back at her. "Another Devourer will rise, and if
it is being used as a weapon against us, then we must be ready for the next time. This tragedy must be avoided in the future. I have an idea, but will need your blessing and the resources of the Crown to accomplish it."
The Coronal looked at him. "What is your idea?"
Adolphias didn't immediantly answer. Instead, he walked over to the corpse of the beast careful not to slip on the huge pools of blood and gore that piled on the ground around it. He walked right toward
the gaping maw and focused on the large canine that protruded out of the mouth. He started casting, carefully changing inflections from word to word and changing words as he guided the spell with his will.
After a few moments, the Coronal walked over. After understanding
what the goal was, the Coronal spoke in the same beautiful language and channeled her magical might into the powerful archmage. After a while, the tooth of the Terrasque fell out of the mouth.

Edited by - althen artren on 25 Nov 2008 17:42:58
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althen artren
Senior Scribe

USA
780 Posts

Posted - 25 Nov 2008 :  06:01:31  Show Profile Send althen artren a Private Message  Reply with Quote
The Bane of the Devourer is a sword out of ancient Uvaeren
crafted by Archmage Adolphias Artrenian. Carved from the canine
of the Terrasque that attaced in -5610DR, it took fifteen
years of solid enchanting by several Elven archmages to make a blade strong enough to give a warrior a fighting chance against the Terrasque.

Bastard Sword +5 Jagged (see Bastion Press Arms and Armor 3.5), Magic Beast Bane Alingment: N, Darkvision 120', Blindsense, Hearing
Read/Speak Elven, Speak Telepathically,
Intelligence:10
Wisdom:18
Charisma:18
Ego: 32
Lesser Powers:
Cure Moderate Wounds 3/day
10 Ranks Spot (+14), 10 Ranks Know. Arc (+10)
Greater Powers:
Haste 1/day
Immune Fear
Fly 1/day
Detect other intelligent weapons within 60 ft.

Special Powers: Kill the Terrasque
Bypass the DR of the Terrasque, Terrasque Fast Heal doesn't work
against these wounds, Instantly Detect the Terrasque within 2 miles.
or any Waker of the Beast in 1 mile.


Edited by - althen artren on 25 Nov 2008 17:41:01
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Brynweir
Senior Scribe

USA
436 Posts

Posted - 11 Jan 2009 :  02:09:47  Show Profile Send Brynweir a Private Message  Reply with Quote
This is an artifact that I created for my writing and my DM helped me to kind of flesh it out.

Circlet of Seeing
This is the tale of the artifact as the adventurers first heard it from the young wild elf known to them only as Shari.

There is a legend among our people of a wizard of great power. Centuries ago, the wizard, Gaddis, used his power to prolong his life well beyond the expected years. As he continued to live, his power continued to grow. Eventually, Gaddis had grown so powerful that he knew others would be jealous, that they would seek to kill him or to steal his power. He spent many years setting up wards around his tower, setting traps and spells to prevent anyone from getting to him. Needless to say, his was a lonely existence.

After many years alone, no company but that of constructs, the wizard finally decided that he should once again have some contact with the outside world, that he should allow visitors. He was leery, however, of allowing anyone near him because he could not know their motivation, so he invented a way to know. The Circlet of Seeing, it was called. It allowed the wizard to read the minds of his guests. It was the perfect solution. He would always know what his visitors were thinking, and they would never be able to surprise him.

The Circlet of Seeing had another benefit. When the wizard used it on another wizard, or anyone with the ability to cast spells, he could steal the spells right out of his mind. Any spells that the visiting mage had recently committed to memory were available to the Circlet of Seeing. Unfortunately for the wizard, there was an unexpected side effect. It seems that when the wizard stole a spell, he also took the thoughts and memories that were associated with the spell. At first, the thefts of memories were unintentional, but soon he tried to take others’ memories on purpose, to use them. He discovered that he could only take the memories from those with magical ability. It would not work on those without this quality. Healing did nothing to calm the voices that soon began to talk to Gaddis. The extra memories, the extra thoughts, slowly drove the wizard mad.

Trying to flee from the voices, he left his tower and went into the wilderness. He had no food, no warm clothing, and no way to find his way back. The story says that he wandered the mountains until he perished, but there are many who think he is still alive, still out there in the mountains somewhere because his remains and the Circlet of Seeing have never been found.


The Circlet is made up of four pieces of seemingly ordinary jewelry, so others do not suspect its power. Two identical rings, a torque, and a brooch combine to form the artifact. All the parts are made of silver and covered with tiny interwoven laurel leaves. The brooch has a large oval shaped diamond in the center.

The creator is now a lich (haunting presence?), but he lost the pieces of the Circlet. He is trapped by his lich/ghost state inside a mountain so that he can’t go find them. He has to wait until they are brought to him.

Each component has its own powers, and the more pieces you have together, the more powers you can access:
Brooch of Invisibility--as the spell, 3x/day.
Ring of Darkvision--unlimited.
Ring of Healing--as the spell, 3x/day.
Torque of Tongues--as the spell, unlimited.

Worn together the components have the following powers:
(2 pieces)
Ring of Darkvision & Brooch of Invisibility--see invisibility, as the spell, unlimited.
Ring of Healing & Brooch of Invisibility--elemental blast, as the spell, 3x/day.
Ring of Darkvision &Torque of Tongues--true seeing, as the spell, 3x/day.
Ring of Healing &Torque of Tongues--discern lies, as the spell, unlimited.
Ring of Darkvision & Ring of Healing--elemental touch--as the spell, 3x/day.
Brooch of Invisibility &Torque of Tongues--comprehend languages, as the spell, unlimited.

(3 pieces)
Ring of Darkvision, Ring of Healing, & Brooch of Invisibility--soul bind, as the spell, 1x/day.
Ring of Darkvision, Ring of Healing, & Torque of Tongues--ghoul touch, as the spell, 3x/day.
Ring of Healing, Brooch of Invisibility, & Torque of Tongues--slow, as the spell, 3x/day.
Ring of Darkvision, Brooch of Invisibility, & Torque of Tongues--improved invisibility, as the spell, 3x/day.

(4 pieces)
Of course when all four pieces are joined, not only do you have access to all of the above mentioned spells, but the pieces create the Circlet that allows a wizard to steal spells and even memories from his fellow magic users. The Circlet can only be destroyed when all four pieces are combined.
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Rozarius Darkblade
Acolyte

USA
2 Posts

Posted - 11 Feb 2009 :  01:11:58  Show Profile  Visit Rozarius Darkblade's Homepage Send Rozarius Darkblade a Private Message  Reply with Quote
hi i'm new and would like a custom craft item and have an idea for one the custom craft is for a ghost elf sor wiz headed for ultamaite magus that would let him burn spells to shield him self and the one i would like to put up for sale is a spell book that was once a powerfull wizard named mirage he was seeking imortality by a route other than lichdom and is now a spellbook it has no limit to its pages is intelligent and has arcane versions of both cure light and mod wounds can cast read magic on its chosen owner 3/day and cure light 2/day provides currently a +10 on all knowledge checks but this is decreasing by 1 in a random knowledge per year due to some flaw in the spell that created it mirage now seeks some one to save his mind he would like to remain as the book but only if his mind can be saved and a way is found for him to add to his knowledge stores perhaps a geometer could help him??

"Here's to us may we get all of what we need, most of what we want; and only some of what we deserve"
- quaffs his flagon of evermead
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Knight of the Gate
Senior Scribe

USA
624 Posts

Posted - 24 Feb 2009 :  21:45:05  Show Profile Send Knight of the Gate a Private Message  Reply with Quote
It looks as though the shop's gettin a little dusty from lack of customers and wares.

Here's an item I've found in my travels:

The Girdle of Beorngar the Bold

History: The great Uthgardt Warrior-Chieftain Beorngar of the Black Lion was a legend in his own time: Strong as the bear from which he took his name, tall as a shadowtop, and the greatest Northern tactician of his day, he was all that a young Black Lion boy (and, indeed, all Uthgardt lads) could wish to be.
Little did they know that Beorngar was, in fact Beorunna- the daughter of an outcast sorceress of the tribe. This sorceress (whose name has been lost to antiquity) wanted for her daughter to have a better life within the tribes than had been available to her. Knowing that the son of an outcast might have a chance (where the daughter of an outcast never would) of rising to a position of prominence in the tribe, the nameless sorceress crafted this thick roethe-hide belt for her daughter, thus enabling Beorunna to return to the tribe and ascend to the pinnacle of its heirarchy.

Game effects:
CL:15th
Requirements: Craft Wonderous item, bull's strength, eagle's splendor, polymorph other
Cost to create: (Don't have my DMG w/me, so...) 26,000 gp??
Market Price: 37,000 gp
+6 enhancement bonus to strength
+2 inherent bonus to the wearer's leadership score (the belt does not confer the leadership feat, but only modifies the score of those that have it)
+2 competence bonus on all Knowledge (warfare) and Knowledge (nobility and royalty) rolls
-Upon donning the belt, the wearer's gender changes instantly: Males become females, and Females, males. The gender of the wearer remains changed until the belt is removed, which can only be done with the successful application of a remove curse spell by a caster of at least 16th level. It is unknown what effects the belt would have upon genderless creatures, or those that are capable of shapeshifting naturally. It is thought that a natural shapeshifter (e.g. a doppelganger)would be 'locked' into one form while wearing the girdle while a magical (e.g. a wizard using the shapeshift spell) shapeshifter would be returned to the opposite of his/her true gender when the duration of the spell lapsed.

If anyone still reads this thread, let me know what you think: I've got a million of 'em!


How can life be so bountiful, providing such sublime rewards for mediocrity? -Umberto Ecco
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LordXenophon
Learned Scribe

USA
147 Posts

Posted - 07 Mar 2009 :  00:03:48  Show Profile Send LordXenophon a Private Message  Reply with Quote
Since I seem to be the only person with anything weak enough to toss into random hoards, here is another selection. These items may or may not be of any use. Each is similar in function to a modern device of some kind.


Wand of Runemaking - a magic marker.
Plate of Warmth - a magically operated hot plate.
Cube of Cool - this 1" cube is always exactly 30 degrees. Not to be confused with Cube of Cold.
Bracelet of Time - runes carved into the bracelet magically change to display the correct time.
Wand of Indication - Projects a red dot wherever it is pointed, just like a laser pointer.
Wand of Illumination - Lights up whatever you point it at, like a flashlight.
Wand of Mixing - a magical, self-stirring swizzle stick.
Badge of Access - this necklace is a magical key. Touch it to the matching magic lock.
Disc of Knowledge - a wizard or bard can put books in this small disc to save wieght and space.
Wand of Heat - the tip of this wand gets just hot enough to melt lead or gold, but not tin.
Rod of Rain Protection - hold this rod in the air and it turns the raindrops aside.
Chest of Cooling - the inside of this magic box is always cold.

Disintegration is in the eye of the Beholder.
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Eye of Horus-Re
Acolyte

USA
36 Posts

Posted - 29 Apr 2009 :  18:47:57  Show Profile  Visit Eye of Horus-Re's Homepage Send Eye of Horus-Re a Private Message  Reply with Quote
A tall coppery skinned man in flowing garb, a bald patte except for a long black braid extending from the top rear part of his head, and a large golden ankh around his neck walks into the shop. He doesnt say a word for a long while. He examines the shop and its wares thoroughly. Occasionally he picks up an item and examines it closely and gently returns it to the shelf. He walks to the scroll shelves and reads a few but quickly realizes he cannot use them and puts them back. He looks around for the proprietor and sees a note left on the counter. "Out to lunch" The note looks quite dusty and the parchment is even a bit brittle. The man pulls out a piece of fine vellum and in a flowing script pens a note:
"Most Distinguished Sage of Perth,
My name is Hadit Su'Radir. Eye of Hor(u)s Re. I have recently travelled here from the far east and have found your shop by chance. I must say I am very impressed. As I am new here, it will take some time for me to peruse all of your wares. But from what I have already seen, I am sure I will be able to find use for many of these items. I am saddened to see that the shop has apparently been quiet for some time, and hope you return from lunch soon.

May the Sun and its blazing glory continue to illuminate all who choose to bask in its radiance.
Hadit Su'Radir, Eye of Hor(u)s Re" (Still wish I could correct that spelling in my SN)

When finished, he rolls the vellum and places the seal of a blazing sun upon it. With that he quietly leaves.

Long live 1384 and that which came before....!!!
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 08 Aug 2009 :  10:26:24  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
The Weave Staff
(Artifact)

This long wooden staff is made from weave enchanted Dark Wood. In moonlight the staff emanates a faint eerie glow. Random surges of weave energy flows through and over the staff allowing magical runes to become visible. These magical runes run the length of the staff granting the following enchantments. The staff has been magically strengthened giving it the hardness of obdurium, making it almost indestructible and giving it a +6 enchantment bonus. Over time the bearer will become more attuned with the staff and the weave, unlocking the following abilities.

After a year of possession, the Ar’N Irylthir activates the following abilities passively: Feather Fall, Shield, and Shocking Grasp. 1d8+20. All these abilities are invisible. These abilities can be turned off be the wielder at will.

After another 2 years of possession the Ar’N Irylthir unleashes its full power upon the bearer. It changes appearance and resembles now a staff made, not from wood, but of pure, raw weave energy. Silverwhite, with arcs of green and purple lightning. Now the staff grants the following abilities: The ability of a Ring of Wizardry I through IX, it grants its bearer the ability to counter spells at a + 4 bonus and now the bearer has an uncanny sense of the weave and his magical surroundings, giving him an inside bonus to caster level + 10, and giving him Greater Spell Focus in all schools. The staff, now in its true form, also gives the bearer the ability to cast the following spells at the wielders caster level:

Draining 1 charge: Eldritch Ball, Eldritch Bolt.
Draining 2 charges: Greater dispel, Globe of Invulnerability, Spell Reflection.
Draining 5 charges: Eldritch Storm.

The staff has a maximum of 50 charges, but will recharge itself 1 charge per day.
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Hvergelmir
Acolyte

1 Posts

Posted - 09 Aug 2009 :  18:08:38  Show Profile  Visit Hvergelmir's Homepage Send Hvergelmir a Private Message  Reply with Quote
Pelt of the Frozen Wastes

This snow-white bearskin is the skin of a legendary polar bear patriach, acquired decades ago by the leader of a barbarian tribe travelling through the Great Glacier, after a savage battle that cost him his left eye and ear. The pride of the animal lives on inside it, not allowing anyone unworthy to lay hands on it.

Requirements: Fighter, Barbarian, Frenzied Berserker, Runescarred Berserker or Bear Warrior.

Powers: Permanent Haste

Special: Anyone who wears or keeps the pelt without having killed the previous owner in combat, or been given it willingly, suffers a horrible death of being skinned alive one hour after the aquisition of the pelt. It then materialises back on the rightful owner's shoulders.

Edited by - Hvergelmir on 09 Aug 2009 18:18:56
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LordXenophon
Learned Scribe

USA
147 Posts

Posted - 09 Aug 2009 :  21:27:38  Show Profile Send LordXenophon a Private Message  Reply with Quote
Here's a few more weak items you can throw into random hoards:

Scroll of Literacy: This scroll does nothing when read normally, even if read aloud. Most people able to read it will think it total gibberish. A wizard has a flat 25% chance of realizing the scroll's true purpose. When any illiterate person attemps to read the scroll, they will find that they can clearly read a note congratulating them on learning to read. For the next hour, they will be able to read absolutely any written material, in any language, with 100% chance of success. Note that although this means that they could read things which would normally require Read Magic to decipher, that does not mean that they can actually use the spells in a spellbook or cast spells from scrolls - they are only able to read the words. Any literacy-based trap (such as Explosive Runes or a cursed scroll) is automatically triggered.

Scroll of Protection From Hostile Runes: The header on this scroll, which may be safely read aloud without triggering this cursed scroll, simply states that the spell below the illuminated bar will protect the reader from any and all hostile runes and written curses. Anyone who reads even one word below the illuminated bar is blinded for one hour, with no save allowed. While blinded, they are completely protected from all magical runes, glyphs, scrolls and other hostile writings, even if they would not normally need to be read or gazed upon in order to be triggered. Cure Blindness can restore vision, but the protection will also be cancelled.

Spitfire Scroll: This scroll contains no words, but rather a diagram describing how to use the scroll. An INT check determines whether the reader can understand the diagram. This should be really easy to do, such as a DC 5 or so. To use the scroll, you roll it up into a tube and spit through it. This creates a Fireball (as the wizard spell) which causes only 3d6 damage but has all other values as if hurled by a level 5 caster. The scroll burns to ash when used.

Scroll of Shade: If this scroll is placed flat against any glass or crystal window (not parchment or hide windows), it expands to cover and darken the entire window. No light-based magic of any kind can pass through the window or affect the scroll. For example, one could not attack through a Scroll of Shade with a Prismatic Spray or Rary's Ruby Ray of Reversal. This does not stop spells from being cast through other openings, and the scroll is quite vulnerable to any sort of fire magic. If the scroll is peeled from the window, it reverts to its original size and may be used again.

Portable Window: This scroll bears a picture of a plate glass window, with curtains. If it is spread out on any wall or similar surface, an actual window is created, including fully functional curtains. The window only penetrates to a depth of 8 inches, so if placed on a wall any thicker than this, it offers a view of the inside of the wall. The window lasts 10 hours, then vanishes. There is no way to revert the window into a scroll. It can be removed early only by dispelling the magic by means of another spell. For purpose of resistance to Dispel Magic and similar spells, consider it to have been created by a level 8 wizard.

Buldung's Fake ID: This magical document can be commanded to transform into any sort of identification you wish, and represent you as whatever you need to be. However, it actually LOOKS fake to anyone but the owner and gives you a -5 penalty on any bluff checks when you present the ID. The document can only transform once, but Buldung the Unscrupulous sold these in envelopes of 20. When these are found randomly, roll 1d20 to determine how many are still in the envelope.

Parchment of Pogom: This scroll is initially blank. It is used by fixing it to a door. Any door at all will do, but nothing will happen until it has hung on that door for 24 full hours. As soon as 24 hours have passed, a list appears on the scroll, detailing every person who has passed through the door during that time. It lists their full name, titles, religeon, sect, and approximate level of devotion (daily mass, priesthood, weekly attendance, sacrificed his first born, seldom seen, owns his own personal shrine, etc.) The scroll may be used only once. The magic may be spoiled by simply removing the scroll from the door, in which case the scroll is ruined. In places where people place a mezuzah on the front doors of their homes, these are often hidden inside by the local priests as a way of detecting heretics. They have also been found hidden behind door knockers, nailed to the edge of the door, and even covered up by a larger, more legitimate page. Unused Scrolls of Pogom are usually found in large reams, sometimes hundreds at a time, because certain temples try to accumulate them over many years in case there should ever be a need to search an entire city for heretics.

Disintegration is in the eye of the Beholder.

Edited by - LordXenophon on 17 Oct 2010 01:06:03
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Nevits
Acolyte

1 Posts

Posted - 12 Aug 2009 :  00:11:11  Show Profile Send Nevits a Private Message  Reply with Quote
*The door creaks open and a human wearing simple clothing and of average build enters carrying a travelers pack. He looks up in surprise at all the unique and wonderful wares decorating the shop. Though it seems the shop has been neglected for a while.*
"It has been many years since I have graced Candlekeep, and there have been some changes to the place while I have been away in the service of Torm. It's good to be back to the place of my youth. I have heard tale of this mystical place and have decided to donate some objects I have acquired through my trials and travels."
*Nevits pulls off the pack and pulls out two scrolls*

I have lurked for too long and read through all pages of this topic. Please bear with me for my ignorance. I would like any feedback if possible. Thank you for this great site. My group and I have appreciated this whole site. I will try to add some more if they are wanted and my mind can come up with something creative.


"These scrolls were taken off a mage who was interested in producing enchantments and enhancements for a rogue militant group looking to usurp military control out of Amn. Our group ran afoul of these criminals and eventually got involved to help defeat their ambition. Though he seemed to be brilliant and creative; he was apprehended and sentenced along with the remaining followers of that group. I believe he was hanged."

1st scroll

Critical Mass
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Targets: One weapon or 50 projectiles, all of which must be in contact with each other at the time of casting.
Duration: 15 minutes/ level
Saves: Will negates (harmless object)
Spell Resistance: Yes (harmless object)

This spell makes a weapon magically heavier (Sm.: +1lb., Med.: +2lbs., Lrg.: +3lbs. Weight gained on arrows or bolts are too minuscule to bear any difference.) improving its ability to deal critically damaging blows. This transmutation ups the critical number times by one. (Ex. Short sword critical goes from x2 to x3)This transmutation will not stack with it's self. If cast on arrows or crossbow bolts, the critical mass on a particular projectile ends after one use, whether or not the missile strikes its intended target.


2nd scroll
This is an ability for weapons

Critical Mass: This ability makes a weapon magically heavier (Sm.: +1lb., Med.: +2lbs., Lrg.: +3lbs.) increasing its critical number times by one(Ex. x3 would go to x4)and stacks along with the "bursts" multipliers when a weapons critical number goes up the burst does more damage. This ability cannot be stacked on the same weapon.

Moderate transmutation; CL 10th; Craft Magical Arms and Armor, critical mass; Price +2 bonus
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Aerik DeVallo
Seeker

USA
87 Posts

Posted - 02 Sep 2009 :  13:46:08  Show Profile Send Aerik DeVallo a Private Message  Reply with Quote
This is an item I created for Rashemi with the Ethran feat. Though I made it for them, I suppose any class would be able to use it, since it is a wonderous item. I have countless of these little trinkets, and this particular item has three different variations, all at different degree's of power and types of creatures they call.

Lesser Spirit Fetish
- Summons one medium earth, air, fire, or water elemental for 1 minute, 2/day.

Spirit Fetish
- Summons two medium earth, air, fire, or water elementals for 3 minutes, 3/day.
- Summons one large earth, air, fire, or water elemental for 1 minute, 1/day.

Grand Spirit Fetish
- Summons 4 medium earth, air, fire, or water elementals for 5 minutes, 3/day.
- Summons 2 large earth, air, fire, or water elementals for 3 minutes, 2/day.
- Summons 1 huge earth, air, fire, or water elemental for 1 minute, 1/day.

The elementals will not attack the posessor of the fetish, and the idea was to quickly put hardy allies at a weaker characters side in an emergency.

Edited by - Aerik DeVallo on 02 Sep 2009 13:52:15
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Hellkeepa
Seeker

Norway
61 Posts

Posted - 03 Oct 2009 :  06:34:36  Show Profile  Visit Hellkeepa's Homepage Send Hellkeepa a Private Message  Reply with Quote
HELLo!

Just posting a couple of smallish items, for DMs and players alike to have some fun with.


Eólanna's Leaping Coin
Prerequisites: CL 1, Craft Wondrous Item, Mage Hand
Cost: 200 gp, 50 xp
Special: This coin will leap (2 feet) away from anyone trying to grab it, unless the proper command word is spoken first. No two coins have the same command word.
Aura: Faint Transmutation

Created by the rather unique and hyper elven wizard, to have some fun with thieves and other people chasing her money. Has provided quite a few giggles, at least for her. She's also known to leave it lying in some obvious location, ripe for any long-fingered rogue to (try to) pluck it, just to retire to her room for a little scrying seession.

Beer Tankard for the Picky and Whiny dwarf
Prerequisites: CL 1, Craft Wonderous Item, Prestidigitation, Ray of Frost
Cost: 2000 gp, 500 xp
Special: This tankard will keep the beer perfectly cold for 2 hours, as well as preventing it from tasting flat. In essense, giving the perfect beer every time. If any other liquid is poured into it it'll stay just as cold, but it'll taste of beer.
Aura: Faint evocation and universal.

After meeting a dwarfen fighter, who liked to drink (a lot) and complain (a lot), Eólanna decided to make this mug to make sure he kept quiet. A resounding success, except for the loud drunken snoring which soon followed.
Though... Nothing a bit of silence and permanency couldn't fix.


Hopefully I'll add the final version of her rings to this shop, before long, as well. In the meantime: Enjoy!

Happy playin'!

Dealing with 3.5 only. Refusing the reality of 4.0, and substituting it for my own.

Edited by - Hellkeepa on 03 Oct 2009 06:39:12
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wintermute27
Learned Scribe

USA
179 Posts

Posted - 31 Dec 2009 :  03:59:29  Show Profile  Visit wintermute27's Homepage Send wintermute27 a Private Message  Reply with Quote
Here are a couple of tasty little items I used as focal points in a recent campaign I ran.


The Shadowbringer


This blade appears to be a lightweight dagger with the hilt and slightly curved blade ornately crafted from a glossy, gray metal and functions as a +1 dagger when used in a well lit area. In shadowy illumination or darkness, however, the blade becomes a cloud of swirling darkness and the holy symbol of Shar appears on the hilt. It acts as a +4 speed brilliant energy dagger with the following properties:
  • Unlike most brilliant energy weapons, The Shadowbringer’s blade is fashioned from pure shadow, drawing the light from the surrounding area granting the wielder a +10 circumstance bonus to all stealth rolls to hide in shadows while holding the dagger.
  • Twice a day, the wielder of The Shadowbringer can use the darkness spell as a 10th level caster. The wielder of The Shadowbringer can see in this area of darkness normally. This spell functions as though the Widen Spell and Extend Spell feats were applied. (40’ radius, lasts 20 minutes)
  • The Shadowbringer grants the wielder Darkvision 60’. This ability also allows the wielder to see through The Shadowbringer’s own darkness spell effect.
  • The wielder can use the Dimension Door spell as a 10th level caster once a day and can only disappear or reappear in areas of shadowy illumination or darkness. Unlike the dimension door spell, this version uses the Demiplane of Shadow to transport the user and has a chance (18 Will save to negate) of taking the user to the Shadow Plane reflection of the desired destination instead. A user of the Shadow Weave ignores this effect. (Range 800’, self only)
  • Since this item uses the Shadow Weave, anyone attempting to use it suffers 1d4 point of temporary Wisdom damage each day at dusk unless they have the Shadow Weave Magic feat.

Strong Transmutation; CL 16th; Craft Magic Arms and Armor, Shadow Weave Magic, haste, gaseous form, greater shadow evocation, darkness, darkvision, dimension door, shadow walk; Price 320,800; Cost 160,400


The Rabbit King's Ring


The Rabbit King’s Ring is an ancient, thick, silver band carved with a depiction of a rabbit with a crown sitting on a throne. The ring is apparently of Elven craftsmanship, but its true origin has been lost to time. Some believe it even dates all the way back to the Elven Crown Wars, some 13,000 years ago.

The ring primarily functions as a simple Ring of Jumping (+5 bonus to Acrobatics checks to make high or long jumps), but it also holds a benevolent intelligence inside. The ring uses strong emotions and urges to communicate its wishes with its wearer. These mainly are directed at the protection and defense of woodlands and woodland creatures. When the wearer of The Rabbit King’s Ring is acting in the defense of a woodland creature or a forested area the following powers have been know to manifest:
  • (3/day) – Speak With Animals, Dominate Animal
  • (at will) – Summon Nature’s Ally VI (Dire Bear only)

The Rabbit King’s Ring can see and hear out to a distance of 120 feet. The Ring is neutral good and as such can be used safely by any individual of good alignment.

NG Ring; Ego 11
Int 12 Wis 14 Cha 16
Senses 120’; Empathy
Special Purpose: Defend woodland creatures.
Price 207,900 gp

My Current Campaign: The Adventures of the Stonelanders
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LordXenophon
Learned Scribe

USA
147 Posts

Posted - 06 Jan 2010 :  05:30:27  Show Profile Send LordXenophon a Private Message  Reply with Quote
It's been a while since I added any itmes to the shop, so here's a few items you might find in an oriental temple:

Training Bokken of the Iharu Temple: There are 12 of these wooden weapons known, all different in form. Despite the term "bokken" in the name, none of these weapons is shaped like any sort of sword. Each takes the form of a different martial arts weapon which requires an Exotic Weapon feat to use. Anyone at all may pick up and use any of these Training Bokken as though they were a level 2 warrior with the appropriate abilities and feat (even if you would normally have a better chance to hit, you still attack as a level 2 warrior). After each day during which the Training Bokken was used for at least 10 rounds in combat or with a formal trainer, or 30 rounds with informal training (playfighting with your sister, for example), there is a 5% cumulative chance of learning the Exotic Weapon feat for that weapon, with a maximum chance of 75%. Further training will continue to give another 75% chance per day, and if you miss a day's practice, you start over at 5%. If you have a spell, ability or other item which gives a bonus to succeed, you still may not raise your chance above 75%, but you may use your bonuses to reach that cap sooner.

Blessed Shingle: Oriental priests sometimes write blessings on stone tablets, then stack them up into large constructs. Occasionally, they even use these tablets to shingle the roof of a temple. On occasion, the priest inscribes a blessing with such conviction that the tablet gains a minor protective effect. A roof with such a shingle gains 1% more structural durability for each such shingle on the roof. If you can find a protective shingle and move it to another building, the bonus moves with it. It doesn't even have to be on the roof - just being in or on a building confers the bonus to the building. A temple with hundreds of such shingles can take quite a beating, which is why so many ancient temples are still standing in harsh and remote areas where other buildings have crumbled over the ages. Only oriental priests can create such a shingle, but they do so with a simple Bless spell, an appropriate slab of stone and paint made from a secret recipe.

Coolie of Invisibility: This hat doesn't really make you invisible, but it does make it impossible for anyone to recognize you, even if they stare you right in the face. If you behave appropriately, you can pass without notice, so long as nobody is specifically looking for strangers. More importantly, you can use this hat to conduct secret business with complete anonymity.

Soul Candle: These candles are very common in oriental settings, but almost unheard of elsewhere. An oriental priest can Bless the candle, naming a specific dead person as he does so. Should the ghost of that person come within 50 feet, the candle ignites. This is most commonly used to ensure that an ancestor shrine is not dark if the ancestor's ghost pays a visit, but it could also be used to identify or protect against a known ghost. Each candle may be Blessed only once and will remain forever attuned to the ghost named, so if you want to use them to guess the identity of a ghost, you might need quite a few of them.

Zori of Water Walking: Unlike normal Shoes of Water Walking, these sandals also allow you to walk on ice, mud, snow or other watery terrain without any chance to slip, slide or sink in. They otherwise function as any other Shoes of Water Walking. They are almost unheard of in most places, but in any place where they are found at all, they are relatively common (and probably not for sale). This is because the secret of making them is long lost, along with the name of their creator, but it is believed that their creator was a monk who gave them away freely to anyone who came to his muddy temple. The location of this rumored temple is also lost, but it may contain more of these sandals, and possibly also the secret of making them. The only clue to the location is the rumored reason why the sandals were given away - the monk feared that his visitors would slip on the mud as they left, slide off of the treacherous trail and fall from the mountain.

Gong of Infinite Warning: Despite the name, this gong actually has a range of only 5 miles. Within that area, everyone can hear the gong as well as if they were standing next to it. Beyond that range, the sound falls off normally, so someone 5 miles and 50 feet away would hear it as though they were standing 50 feet from it. Several of these were made, all placed in temples on small islands, where they would be sounded should a tsunami be spotted. Several have been missing for centuries. One showed up in a small mountain fortress, where the local warlord intended to sound it to cause an avalanche, but the clergy reclaimed it shortly after that warlord's death.

Gi of Speed: This enchanted garment gives a +1 bonus to initiative. It has no other effect. It can be comfortably worn under most types of armor, but will not give the initiative bonus if worn under magical armor. It can be worn by any class without penalty.

Ring of the Mystical Wedgie: This ring may be used by anyone with the Martial Arts feat. If a wedgie attack is declared and a bare-handed attack successfully made, the wearer forgoes all damage and instead moves his opponent one square/hex in any direction. Somehow, the wedgie attack works no matter what the opponent is wearing, even if nude or bolted into a suit of plate armor. Using this ring in a Sumo match will earn you a lifetime ban from the sport, even though wedgies are legal in sumo (magic rings are not legal in sumo).

The Mysterious Hong-Bao of Jintao: Decorated red envelopes of money are given to children as part of the new year celebration. Once per new year, someone will discover this magical envelope, but not remember who gave it to them. It always contains exactly 88,888,888 yuan in notes so old that they can no longer be spent (and this envelope has appeared so many times that these notes have no collector's value). The moment it is no longer being looked at, the Hong-Bao vanishes, only to reappear the next year. It never appears for the same person twice, but it almost always appears within sight of the temple where Jintao created it. Legend says that the envelope returns to this temple to hide while it awaits the new year, but nobody has ever found it within the temple.

Pu-Ping's Portable Pagoda: This four-story tower normally exists as a scale model, about a foot tall and weighing 12 pounds. When commanded by an oriental priest or monk, it expands to full size. Other than an altar on the top floor, no furnishings are provided. However, anything non-living and non-magical may be stored within it, along with magical items usable only by priests. If anything living or any magic usable by non-priests is still within, the pagoda will not return to miniature size. The priests who own the pagoda have had it on public display in miniature size for many years, so if anyone steals it and expands it, they should expect to find a lot of spoiled food within.

Lantern of the Four Winds: This lantern looks perfectly ordinary and radiates only the faintest of magic (it takes at least a level 10 caster to detect it). However, if it is lit and hung from the highest window of a tower at night, a dragon may come to investigate. The "four winds" its name refers to are four specific silver dragons who will answer the lantern if they see it hung properly. If they are being summoned in vain, or by someone who is not a priest of the temple, they might not react favorably. These four dragons are sworn to protect the nation's temples, but they do so by free will, not by magical compulsion. Any oriental dragon can see this lantern from great distances (that's all the magic really does), so be warned - there is no guarantee who will come sniffing around when you hang the lantern. In fact, it works in this manner whenever it is lit at all, but the "Four Winds" will answer only if the lantern is hung properly.

The Tao-De-Dung: This magical book appears to be a Tao-De-Jing, and is carefully crafted to maintain the deception. Only a Legend Lore spell can reveal the Tao-De-Dung for the deception it truly is. If it is used in the casting of any sort of divination spell for which a Tao-De-Jing or I Ching could be used as the material component, the results are invariably false. The DM must make up some BS result which seems perfectly reasonable, but is in fact completely untrue. At least three of these cursed books have been found and all are locked away in the deepest vaults of remote temples, where it is hoped nobody will ever read them. Unfortunately, nobody has ever found a way to destroy them.

Disintegration is in the eye of the Beholder.
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braunusvald
Acolyte

USA
13 Posts

Posted - 09 Mar 2010 :  05:16:01  Show Profile  Visit braunusvald's Homepage Send braunusvald a Private Message  Reply with Quote
"A haggard merchant has found his way to this lonely empty shop" Maybe someone might be interested in a small trinket from the lands of Lantan, a nobles toy perhaps
Whistle cane "Cat"
Description; An ebony wood cane 4' long, with a cast iron sleeping cat for the head. A small pipe stem is at the tail (this is a fluted whistle allowing simple songs to be played).
Powers; summon a cat once a day (only one cat may be summoned at a time).
· Will follow bearer with the normal behavior of a pet cat.
· Cast fear effect Vs rodents (Su) on playing. Cone 15 ft. DC15 Will
Cat Cane summon: CR 1/4; Tiny Animal ; HD 1/2d8 (Animal) ; hp 4; Init +2; Spd 30; AC:14 (Flatfooted:12 Touch:14); Atk -2 base melee, +4 base ranged; -2/-7 (1d2-4, 2 Claw; 1d3-4, Bite); SQ: Low-light Vision (Ex), Scent (Ex); AL N; SV Fort +2, Ref +4, Will +1; STR 3, DEX 15, CON 10, INT 2, WIS 12, CHA 7.
Skills: Balance +10, Climb +6, Hide +14, Jump +10, Move Silently +6.

Description: The statistics presented here describe a common housecat.
Although the cat can be summoned (and it is friendly to the bearer) no control of the cat is provided.

(I don't know the rules well for cost creation This is an old item from a home version of the Realms

Could a Kercpa swing a Rod of lordly Might? All hail the mighty rodent!
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Elfinblade
Senior Scribe

Norway
377 Posts

Posted - 29 Apr 2010 :  21:35:30  Show Profile Send Elfinblade a Private Message  Reply with Quote
Scribes.

I could really use your input on an item i intend on creating.

I want to craft a staff with spellstoring. I've searched my books but i can't really find any detailed information on how to proceed on this. What i want is a staff, i'd prefer some sort of durable easily-enchanted wood as material, that could have 2 or 3 'slots' that one could cast a spell into for storage. I'm thinking of using some sort of conduit set into the wood for the spellstoring itself, like a gem or the like. And when one has unleashed said spell, the slot would remain empty until a new spell had been cast into the conduit.
To be honest, i've never before created many items with my wizard, and only items that was described in DMG.
I would love some ideas on what would be needed to craft this staff. GP cost, XP cost, materials, time etc.
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Aerik DeVallo
Seeker

USA
87 Posts

Posted - 17 May 2010 :  12:29:24  Show Profile Send Aerik DeVallo a Private Message  Reply with Quote
quote:
Originally posted by Elfinblade

Scribes.

I could really use your input on an item i intend on creating.

I want to craft a staff with spellstoring. I've searched my books but i can't really find any detailed information on how to proceed on this. What i want is a staff, i'd prefer some sort of durable easily-enchanted wood as material, that could have 2 or 3 'slots' that one could cast a spell into for storage. I'm thinking of using some sort of conduit set into the wood for the spellstoring itself, like a gem or the like. And when one has unleashed said spell, the slot would remain empty until a new spell had been cast into the conduit.
To be honest, i've never before created many items with my wizard, and only items that was described in DMG.
I would love some ideas on what would be needed to craft this staff. GP cost, XP cost, materials, time etc.



Here's how I would imagine such an item:
A six foot stave of ash wood entwined in Mithral and silver fluted bands, studded with three thumb sized diamonds in it's length - each of which glitters with inner eldritch light.

This +2/+2 Quarterstaff is capable of storing three separate spells of up to ninth level. Once discharged, new spells can be stored within.

Cost to create: 8,650 GP, 950 XP

(Please note that this calculation was derived from the table in the 3.5 Edition DMG, and may not be all together correct, but it's a rough estimate. Hope it helps )
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Wooly Rupert
Master of Mischief
Moderator

USA
36779 Posts

Posted - 18 May 2010 :  00:43:11  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Elfinblade

Scribes.

I could really use your input on an item i intend on creating.

I want to craft a staff with spellstoring. I've searched my books but i can't really find any detailed information on how to proceed on this. What i want is a staff, i'd prefer some sort of durable easily-enchanted wood as material, that could have 2 or 3 'slots' that one could cast a spell into for storage. I'm thinking of using some sort of conduit set into the wood for the spellstoring itself, like a gem or the like. And when one has unleashed said spell, the slot would remain empty until a new spell had been cast into the conduit.
To be honest, i've never before created many items with my wizard, and only items that was described in DMG.
I would love some ideas on what would be needed to craft this staff. GP cost, XP cost, materials, time etc.



Check out Volo's Guide to All Things Magical (formerly a suppressed work , now available as a freebie from the Wizards downloads page). The lore is 2E, but the flavor, I think, makes it worth consulting.

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

I am the Giant Space Hamster of Ill Omen!
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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 18 May 2010 :  02:04:04  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Elfinblade

Scribes.

I could really use your input on an item i intend on creating.

I want to craft a staff with spellstoring. I've searched my books but i can't really find any detailed information on how to proceed on this. What i want is a staff, i'd prefer some sort of durable easily-enchanted wood as material, that could have 2 or 3 'slots' that one could cast a spell into for storage. I'm thinking of using some sort of conduit set into the wood for the spellstoring itself, like a gem or the like. And when one has unleashed said spell, the slot would remain empty until a new spell had been cast into the conduit.
To be honest, i've never before created many items with my wizard, and only items that was described in DMG.
I would love some ideas on what would be needed to craft this staff. GP cost, XP cost, materials, time etc.



Check out Volo's Guide to All Things Magical (formerly a suppressed work , now available as a freebie from the Wizards downloads page). The lore is 2E, but the flavor, I think, makes it worth consulting.

Any of the 2e FR magic books would be useful, really. Especially those dealing with specific magical items, like Pages from the Mages and Prayers from the Faithful.

Candlekeep Forums Moderator

Candlekeep - The Library of Forgotten Realms Lore
http://www.candlekeep.com
-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

"So Saith Ed" -- the collected Candlekeep replies of Ed Greenwood

Zhoth'ilam Folio -- The Electronic Misadventures of a Rambling Sage
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rjfras
Learned Scribe

261 Posts

Posted - 18 May 2010 :  20:19:06  Show Profile  Visit rjfras's Homepage Send rjfras a Private Message  Reply with Quote
quote:
Originally posted by Aerik DeVallo

quote:
Originally posted by Elfinblade

Scribes.

I could really use your input on an item i intend on creating.

I want to craft a staff with spellstoring. I've searched my books but i can't really find any detailed information on how to proceed on this. What i want is a staff, i'd prefer some sort of durable easily-enchanted wood as material, that could have 2 or 3 'slots' that one could cast a spell into for storage. I'm thinking of using some sort of conduit set into the wood for the spellstoring itself, like a gem or the like. And when one has unleashed said spell, the slot would remain empty until a new spell had been cast into the conduit.
To be honest, i've never before created many items with my wizard, and only items that was described in DMG.
I would love some ideas on what would be needed to craft this staff. GP cost, XP cost, materials, time etc.



Here's how I would imagine such an item:
A six foot stave of ash wood entwined in Mithral and silver fluted bands, studded with three thumb sized diamonds in it's length - each of which glitters with inner eldritch light.

This +2/+2 Quarterstaff is capable of storing three separate spells of up to ninth level. Once discharged, new spells can be stored within.

Cost to create: 8,650 GP, 950 XP

(Please note that this calculation was derived from the table in the 3.5 Edition DMG, and may not be all together correct, but it's a rough estimate. Hope it helps )


8650gp would be about the cost for just a regular +2 quarterstaff. If you wanted the quarterstaff to be +2/+2 so each end is magical, you are talking about 17k just for the weapon without any other abilities. Your basically wanting to put Rings of Spell Storing (imbue with spell ability spell) onto the staff. A minor ring (three levels of spells) costs 18k, a regular (5 levels of spells) 50k and a major ring (10 levels of spells) costs 200k.

To make a +2/+2 quaterstaff which could store up to 10 levels of spells (so you could put a two third level and one fourth level or five 2nd levels spells for example)would be +600gp for the double headed masterwork quarterstaff, +8000gp for each head to be +2 and then adding in the spell storing ability would be [4 (spell level) x 17 (caster level) x 2000 (continuous spell effect)] x .5 (duration greater then 24 hours) + 50% (multiple different abilities) for an estimated price of 118600gp.


There is also a weapon ability called Spell Storing (from the DMG) that allows one single targeted spell of up to 3rd level to be cast into, which is the equivalent of a +1 weapon bonus. So a +1 quarterstaff which could store three such spells would be equivalent of a +4 weapon which would be roughly 32600gp for the staff. Keep in mind that that is just up to third level spells and only spells that would affect a single target when you hit them and could release the spell to affect them.
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Elfinblade
Senior Scribe

Norway
377 Posts

Posted - 19 May 2010 :  09:06:26  Show Profile Send Elfinblade a Private Message  Reply with Quote
Thank you all for the good advice! Wooly, i tried opening those freebies from the wizards site, but what do i need to view it? Adobe, word etc? My computarr knowledge is limited to the ON button on this damnable contraption.

Rjfras: That sounds good indeed. I had pictured a not too powerful staff to be honest. Spellstoring up to spell lvl 3 is just what i need.

quote:
There is also a weapon ability called Spell Storing (from the DMG) that allows one single targeted spell of up to 3rd level to be cast into, which is the equivalent of a +1 weapon bonus. So a +1 quarterstaff which could store three such spells would be equivalent of a +4 weapon which would be roughly 32600gp for the staff. Keep in mind that that is just up to third level spells and only spells that would affect a single target when you hit them and could release the spell to affect them.


So no Fireballs then But i reckon self beneficient spells would be fine, like Invisibility or the like?
Also i would be interested in your take on a Durability enchantment on the staff. To make it more resistant to, you know.. breaking
Thanks again all.
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Elfinblade
Senior Scribe

Norway
377 Posts

Posted - 19 May 2010 :  09:07:50  Show Profile Send Elfinblade a Private Message  Reply with Quote
Also, as i guess you surmised already judging from the stats you posted rjfras, i'm playing 3E.
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Wooly Rupert
Master of Mischief
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USA
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Posted - 19 May 2010 :  11:47:21  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Elfinblade

Thank you all for the good advice! Wooly, i tried opening those freebies from the wizards site, but what do i need to view it? Adobe, word etc? My computarr knowledge is limited to the ON button on this damnable contraption.


They are zipped pdfs. It works better if you download them before opening them. Recent flavors of Windows don't need a third-party utility to unzip them; XP and later systems can open a zip file directly. Once you've got the file unzipped, Adobe will open them.

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Elfinblade
Senior Scribe

Norway
377 Posts

Posted - 19 May 2010 :  12:55:56  Show Profile Send Elfinblade a Private Message  Reply with Quote
Thanks Wooly.
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