Recent Chat Activity (Main Lobby)
Join Chat

Loading Chat Log...

Prefer not to see ads? Become a Community Supporter.
Results 1 to 3 of 3

Thread: Homebrew Magic Items

  1. #1
    Join Date
    Sep 2007
    Location
    Vancouver
    Posts
    337
    Downloads
    0
    Uploads
    0

    Homebrew Magic Items

    Prefer not to see ads?
    Become a Community Supporter.
    I was wondering if anyone here had any homebrew magic items that they've added to their campaigns as a DM, or perhaps have encountered as a player. Any edition (Basic, 1st Ed, 2nd Ed, 3.X Ed, 4th Ed, or Pathfinder) is welcome. They can be beneficial items or cursed. Or even items you've thought up but haven't utilized yet. Here are some of mine.

    Manual Of Stealth

    Similar to The Manual Of Quickness Of Action, or
    The Manual Of Lurve. This enchanted tome is a boon to all rogues. Like all similar enchanted tomes, this book must be studied for 8 hours a day over the course of 6 days in order to gain the listed benefits. First, it grants the reader a +2 bonus to their DEX score. They also gain the feats Stealthy & Deft Hands for free (assuming they don't already have them). And finally, the reader gains one level of rogue, regardless of their initial character class. They will have enough XP to be mid way between their new character level and the next level. If the reader is already a rogue, not only do they gain an additional level of rogue, but they also gain DOUBLE the base number of Skill Points for their new level.

    I'm thinking of possibly introducing a Greater version, which grants a +4 DEX bonus, and also two Skill Focus feats, to be devoted to either Disable Device, Sleight Of Hand, Stealth, or Escape Artist (player's choice), in addition to Stealthy & Deft Hands and the extra level of Rogue.


    Sword Of The Succubus



    This is a sentient Sword Of Life Stealing. Every time
    the sword drains an opponent of their life energy
    and feeds it to its wielder, the wielder is subtly
    changed bit by bit into a succubus/incubus. What's
    more, the sword will attempt to get its wielder to
    bond with it, promising him/her power, wealth,
    glory, whatever they want. If the wielder agrees,
    they will be able to use certain spell like abilities
    while they're wielding the sword. The more they use
    these powers, the faster they become
    succubi/incubi. The rate of change is 1 point every
    20 hit points drained (or the equivalent in powers
    used). Using one power is the equivalent of draining
    5 hit points. The changes are as follows.

    Charisma: The character's CHA increases by +1 until it reaches a total of 30.
    Appearance: If this alternative ability score is being used, it will begin improving after the CHA maxes out at 30. The maximum it will reach is also 30.
    Armor Class: The character's base AC will increase by +1 until it reaches AC 20.
    Spell Like Powers: Once the character's base AC reaches 20, they start developing spell like abilities. These are the same as the ones granted by bonding with the sword, but they don't require the character to be holding the sword and can be cast at will. They are, in order of appearance, Suggestion, Charm
    Monster, Dominate Monster, Know Thoughts, Energy Drain, Greater Teleportation.
    Alignment: After the character develops the ability to Teleport, his/her alignment begins to change. Law becomes Neutrality, Neutrality becomes Chaos. Good becomes Neutrality, Neutrality becomes Evil. Once their alignment becomes CE (assuming it wasn't to begin with), the character becomes a succubus/incubus and is now an NPC under the DM's control (unless of course the DM is running an all evil campaign and doesn't mind players running demons as PC's, but that's their call).

  2. #2
    Join Date
    Jul 2008
    Location
    Phoenix
    Posts
    783
    Blog Entries
    1
    Downloads
    8
    Uploads
    0
    I'm currently working with a pretty fantastic object called the Trans-Longitudinal Farporter (TLF). It's a ball made of several gold-alloy rings that spin freely in a gyroscopic way. Each ring has countless engravings on it, written in an ancient script, that describe an axis of the "globe," whatever that is. Each ring also has an embedded earth-gem in it - onyx, diamond, emerald, amber-opal, and some more rare gems. In the center is a glass ball that warps the movement of each ring, which seems to continue even when the rings are at rest.

    The TLF transports objects and/or itself between two points in space. Unfortunately, it is based on arcane lore unknown to its creators - so its full potential has not yet been realized. But when it does transport something, it's usually a creature of some sort, and that creature appears in a small crater, as though the TLF were trading soil for life.

    I don't know how you'd use this object, but as a GM, I'm using it for drop-in players and random encounters
    Powered by: Modos RPG, version 1.21
    http://www.enworld.org/forum/rpgdown...ownloadid=1087

  3. #3
    Join Date
    Mar 2007
    Location
    West Jordan
    Posts
    5,218
    Blog Entries
    43
    Downloads
    2
    Uploads
    0
    yes.


    the mirror sword: creates an illusionary duplicate of itself in your opposite hand, can teleport-swap seamlessly between hands, illusory blade deals subdual.

    the fangs of nature: a number of artifact vorpal boomerangs, each one has a different elemental effect which grows the longer it is being affected by telekinesis. subjecting one of the fangs to telekinetic effects for too long will result in a potentially cataclysmic release of elemental energy. can only be caught by someone wearing special gloves; without the gloves the appendage being used to attempt to catch it is automatically lost, vorpal style. only the islanders remember how to craft the gloves, using ancient secret rituals that differ per glove, and only one glove per fang can exist at a time.

    the seamless silver dagger: an odd nonmagical dagger seemingly made of a single solid chunk of metal, without tool mark, crease, or fold. exceedingly sharp, apparently immune to damage.

    mnemonic eye crystals: a variant of mnemonic crystals which make short, re-playable, visual records of whatever they see, instead of recording pages of text.

    deathspitter crossbow: a dual repeating deathwand crossbow with a pair of non-dimensonal storage for bolts, each crossbow is part of a conjoined pair of homunculi who will attack the same thing their owner attacks by holding their turns until after the owner has shot at something and then using a full attack. this results in anywhere from two to eight extra attacks in addition to the owners attacks, all in the same round, and depending on how powerful the enchantment is. the homunculi have some odd habits and restrictions, and will occasionally make known some unusual requirements in order for them to continue functioning for the owner.

    the PBR: a folding boat (which when cross referencing the DMG, Stormwrack, and the SBG, the pinnace form turns out to equal a single stronghold space) enchanted as a mobile stronghold, with numerous magical features, most noticeable among which are the multiple permanently linked non-dimensional spaces for storage, the paired permanently linked extra-dimensional magnificent mansions for additional living and storage space, the hull being made out of living wood, the various magical protections - some of which carry over into rowboat form, the ability to steer itself, predict the weather, and sense nearby vessels. the name stands for "powered by R", which is an in-group joking reference to our munchkin... who sometimes builds characters so optimized and powerful, even he won't play them. when he builds a character for us (since he IS very good at it), we refer to the character as having been "powered by R", which even though he didn't design the ship or it's enhancements, seemed an appropriate way to pay tribute to his contributions to our group.

    vial of fungal darkness: a vial which when shattered releases a darkness effect, but also unleashes a special fungus which proliferates spores rapidly in the dark. breathing in the spores risks contracting a lung sickness, but the main use is to fill a sphere of darkness with so many spores that magical means of seeing in the dark, and even true seeing, are defeated momentarily... long enough for a quick getaway.



    there are more, but that should do for now. ^^
    nijineko the gm: AG16, CoS. nijineko the player: AtG, RttToH; . The Journal of Tala'elowar Kiyiik! .
    CrystalBallLite: the best dice roller on the planet! . nijineko the archivist: the 3.x archive

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •