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These goblets were retrieved from many Adalarz Pirate camps when rebellion took force. There function and reason for construction is of an odd origin but some people find many uses for them. Filling the goblet with one or two contents sometimes causes it to change to another after being left 5 hours. Some known combinations are, (Sand + Stones > Water), (Water > Silt), (Wood Shavings + One leaf > Earth), (Earth > Soft Tar), (Soft Tar > Mud + Wood Shavings), (Mixed vegetables + Warm Embers > Glass). Other combinations are sure to exists - just waiting to be found. This object can only be used once per day. Price: 650gp - User: Matrix |
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This small piece of kit was contrusted when the Adalarz were still of evil alignment. It is a small cross of pure crystal with an enchanted spell cast upon each prong of the cross. A whole in the centre piece makes the cross wearable as a necklase (1lb). At night, the prong that is closet to the direction of north will glow a faint orange. Sometimes the compasses are said to explode when touched by a neutral or good aligned being, usually they dont thou. 5% Chance of causing 1d4 hits when exploding everynight at sea. The compass adds a +2 to any navigational checks conducted at sea and a +1 overland or airborn.
Price: 1500gp - User: Matrix |
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This rod is only around one foot long but has a 2 inch pyramid shape at the base. The entire stick is painted a black colour while the base has a small circular carved pattern within it. Upon the stick being placed base downwards, the tip will produce a 'ping' and 2 turns later the rod becomes active. After becoming active the rod will produce an alarm (such as a audible 'alarm' spell) if anyone moves within 20 foot of it. This rod cannot be turned off and only has one charge. Price: 250gp - User: Matrix |
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This Amulet had been worn by the great powerful Hero Diamondus Nacnezar who slained the great red dragon of Astiron! Under the "Fire Giant Mountains". Special : +3 ; Natural armor ; Cone of cold 5/day ; Imunity to fear ; Imunity to death magic ; Resist fire 50% ; resist cold 70% Price: 2000gp - User: diamondus |
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This small piece of armour covers the first 2inches of skin above the wrist on one arm. It becomes activated when the device snaps shut. Some people can 'feel' the magic as it anaylses the blood within the body - saying it "feels like a tiny electronic shock". If a person becomes poisioned or is otherwise asked to make a alchemist foritude save, the device injects a high complexity compound into the arm. This adds a +4 bonus to your first save roll (+2 to second and +0 to all after). If the drug takes effect or not, after the injection takes place it removes d4 HP from the character due to magical sideffects and bad design. Some people say its worth the risk while others say all should be destroyed. (3lbs) Price: 35gp - User: Matrix |
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This Armor was found in the deepest layers of the one eyed brown dragon "Diecondrius". Killed by "Dade the Dragon Slayer" Many centuries later was used by an unknown Hero in the common language known as "The Horde Keeper" and protector of all good! Requierments : Str. 22 ; level : 18 Type : Full plate armor
Enchantment : +3 Armor bonus : +11 Special : earthquake 5/day ; Windblast unlimited (DC:18) ;
add : +2 Str.
add : +4 melee imunity to critical hits. Price: 3000gp - User: diamondus |
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This +3 battleaxe gives its possessor great power over the wind. The possessor is uneffected by sever winds, including magical effects such as gust of wind spell. Furthermore, three times per day the wielder can cause a gust of wind by swinging the axe of the winds over his head as a standard action. Once per day, the wielder can create a wind wall in a similar manner. Both effects are as the spells from an 11th-level caster. Price: 65830gp - User: Nightfire |
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This simple looking bag appears to be nothing special until an object is plassed within it. As the object moves into the bag it begins to shrink and condense to a smaller version of its previous form. Oddly enough this only works for vegetation and food matter. So weapons and other equipment are not effected. When the object enters the bag it is halved in all dimensions and weighs only a 1/4 of its original weight. This bag cannot be placed within another bag to stack these effects. Used by many well known adventurers to carry food on long journeys. Price: 2500gp - User: Matrix |
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This black edge sword seems to absorb nearby light and wilt any nearby vegetation. The sword is the shape of an ordinary greatsword except for a silver crafted, chilled hilt. When a blade successfully hits a target it will do the normal damage of a greatsword. If the hit is by +4 or more, then the creatures becomes doomed. They must make a will save of DC14 or more of lose another 1d4 of hit points. This weapon can be used repeatidly but can only cause doom once per turn. This weapon does have a side effect - if an undead creature is doomed, they will gain 1d4 hit points without needing a saving throw. Price: 2600gp - User: Matrix |
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The Magic Tattoo of the Wolf was made by the shamans of the old lore to imbue the wielder of tattoo with greater abilites and with the prowless of these oh so mysterious beast. With special magics of old and with arcane rituals that still remain a mystery, the Shaman would spend 10 days and 10 nights ritually tattooing the subject with a unique special ink, and also uttering blessed prayers to their tribal gods to imbue the tattoo with the magic nessesary to become like the wolf itself. When the process was over, the Shaman would utter one last pray, and the tattoo itself would literally come alive upon the flesh in an amasing display that would never cease to boggle the mind, and if that occured, the Shaman would know that they have recieved their Gods divine blessing and that the process was complete. With that done, the wielder of the tattoo would come almost bestial, by gaining the traits that make the wolf what it is. There senses would be imbued with a primative sixth sense, in which they could sense approaching danger like almost a common beast would (Detect Thoughts 3x Per day), and they would also be able to hunt like the Wolf and track down even the most elusive enemy or pray in the hardest of circumstance(Gains the Track by Scent Feat). But Alas all this comes with a price, for the wielder of the tattoo would become so beastial in fact that they would become uncivilized and be over taken by the Wolf within. They would begin to act distant and primal, and think on an almost animalistic level that would involve three things: the hunt, the pack, and survival. While their devotion would be to the "Pack" (their tribe), they would in time eventually succuub to the Wolf and lose almost all control( Barbarian Rage 2x per day or +2 rages for Barbarians). In fact, in almost all instances, the wield of the tattoo would forsake everything to go live amongst the Wolf packs of the wild. While some see these abilities as the greatest of blessing, some would also argue it to be the worse of curses. For what is the point of power if one loses what makes them who they are? Alas, as always there is always a cost for power. As stated earlier, the magics that involve this tattoo require the magics of the old gods so they are extremely rare to come across, and even harder to convice a shaman of skill to preform the process. But alas, a shaman is only human and they can even be conviced to share these blessed divine secret transformations for a chairtable amount of coin... Price: 100000gp - User: Das Figueroa |
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The Bone Circlet of the dead is a grim looking item to behold, for it is made out of the dead remains of humans and demihumans alike to enhance the magic nessesary to make such an item. For not only does the item reak of dead, but it also seems to emmit a sort of aura about it that it seems to repeal the very things that creates and sustains life itself. While quite disturbing, the Bone Circlet of the Dead was made for a purpose, and that was to protect the user from Death itself... to be specific, undeath. When worn, the Bone Circlet of the Dead emmits so much negative energy around the wielder, that it seems to mask a person in it. In fact it does it so well, that it seems to make most common undead blind to the fact that the wielder holds any life inside of it. When masked in such an aura, the user is virtually invisible to mindless undead if the user does not do anything directly to harm or disturb the undead in any other way. While this Circlet is very useful in evading undeath, the Bone Circlet of the Dead suffers a serious setback in which it emminates so much negative energy in that it begins to poison any living thing that wears it with undeath itself. After an hour of use, the Bone Circlet of the Dead begins to bestow a Consititution penality of -1 for every hour of use until the user loses all of their health completely. When this occurs, the User of the Bone Circlet of the Dead immediatly becomes poisoned with so much negative energy that they drop over into a comatose state and die. Once this occurs, the body becomes so infused with negative energy that they turn into a mindless atomoton of undeath, a zombie. When this unfortunate incident occurs, only a true ressurection, wish or divine intervention can return the user's life force. Fortunatly for the wielder, the negative energy loss can be restored at a rate of one Constitution point an hour as long as the Bone Circlet of the Dead is not used. While extremely dangerous, the Bone Circlet of the Dead is a must have for almost all Necromancers and Individuals that wish to dwell amongst the world of the dead. Price: 20000gp - User: Das Figueroa |
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Damage : 2d6+4
Enchantment : +4
Type : Great Sword
Special : 30% chance to cause pain, 20% fear, 10% cause death Price: 250gp - User: diamondus |
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A cloak that radiates the power of good and the honerable intentiones that follow. Price: 15600gp - User: lacroix |
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(Aka, stick of mist, mist wand, mobile cloud) This wand is a nicily crafted 1' ornate piece of hard wood. At each end is a small white gem set in a recess at the end. When both white gems are pushed with sufficient force on both ends - they will slide into the wand about 1/2". At this point mist will begin to seep out of each end and produce a cloud around the wand bearer. This cloud is stationary but winds an effect it. The mist obscures all sight (even darkvision) beyond 5 feet. A creature within 5 feet has half concealment (20% to miss) and beyond this a creature has total concealment (50% to miss and cant use sight to target). Any flame in contact with the mist will cause it to dispurse and it doesnt function under water. This wand will automatically reset after 1 day in normaly condition, 2 days under very dry conditions or 4 days in a sealed container (all due to water content in the air). The bearer doesnt need any magical background or abilites. Price: 200gp - User: Matrix |
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The evil blade known as the Deathdealer is one of ancient powers. The blade was first created in the depths of the Ice Vale necropolis, made for their army of meatshields. This greatsword is filled with dark energy that affects both the user and the target in a deadly manner. Once the blade makes contact by force with a target, it's user must attempt to avoid being killed from the evil energy within the blade whilst the blade kills the enemy. As well, the evil energy within the blade is hard for those not wicked of heart to hold for long.
Properties: On hit, any opponent of Large or smaller size is instantly slain, however the player must makea DC 30 Fort save to avoid death; Any non evil player must make a DC 20 Will save each round to hold the weapon; The weapon lasts for 5 such strikes before it needs to be recharged, afterwards acting as a normal greatsword; Any hit against a giant or bigger sized creature will result in a normal greatsword attack roll.
The selling of this weapon is forbidden, and so it's use, by law.
Hence forth the weapon will not be sold or used by anyone, except the daring. Price: 0gp - User: Anaxim |
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These weapons are believed to have been created by the sorcerer Largon many centuries ago, when his services where used by many communities to increase weapon stocks. Most communities were dwarven mining settlements so more often than not, the detonation pick is found. The pick resembles a normal 'heavy pick' although the blade is somewhat thicker and will glow a distinct purple colour at night. The weapon has the same statistics as a normal heavy pick until a critical chance is rolled (if the critical chance is failed it doesnt matter). At this point the weapon sences a weakness in the creature, becomes a critical mass and the tip detonates within the enemy. After rolling for normal damage and critical damage - the tip causes the weapon to do another 2d6 worth of fire damage. After detonation the weapon becomes a normal heavy pick and cannot detonate a second time. (Detonation pick of Largon weighs 10lbs and shares the rest of the stats with a heavy pick) Price: 42gp - User: Matrix |
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This piece of equipment is now being batch produced for a variety of nearby homes, villas and palaces by Ebotter Devices. It is a so copper and wooden box construction, measurements of approximatly 6" by 4" by 2" and weighing just under 4 lb (3.5lb). It has a small slot in the top panel which is the place where a key is inserted and turned. The original key is placed on a chain and given to the customer when the device is bought. When turned 180°, the box will produce a tiny screach (audible for 20 foot). After a few seconds this noise will fade to nothing. After this point, the device is armed.
When armed, if the box is moved more than an inch in any direction, a loud audible alarm will ring. Similar to that of the alarm spell. Anyone within 60 foot can easily hear the alarm, reducing this by 10 feet for every closed door and 20 feet for every solid wall. This will ring for approximatly 30 seconds. Price: 120gp - User: Matrix |
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With a command word, this common looking mug fills with 12 ounces of water, cheap ale, or watery wine (user's choice. it functions three times per day maximum). It is impossible to tell this mugs magic properties from its design alone. Price: 800gp - User: Ikelae |
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This small 3" circle is only 1" deep and is made of a black coated metal. It has a small 1/2" stricker sticking out of the top with a small eye for a pin to be placed through. When the pin is removed the stricker slides quickly into the disk and the disk explodes into a large burning inferno. Actually this device is a mixture of illusional effects. After the stricker slides in they begin. 1st: The disk appears to explode although stays complete. 2nd: A large figment (vision) of a inferno (producing a 5x5x5 foot mass of fire) appears to ignite. 3rd: A glamar (change of sensory effect) occurs making the fire smell, produce heat and light the area. 4th: A figment causes nearby objects to become charred, burnt and dried out (although no objects change physical shape or disppear). 5th: It burns for approximatly 2hrs before going out. This disk doesnt damage anyone as it doesnt produce any fire or heat (although a person believes they feel heat when they get closer). This illusionary device can be reset daily by using pliers or a similar device to pull the stricker back up. Price: 1250gp - User: Matrix |
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This wand of a ornate design - with images of forest fires and burning embers etched into the sides. Around the centre of the wand is an image of flames emerging from the centre carving, this is where the wand will snap. When pressure is applied to both ends of the wand it can easily be snapped in half, after snapping in half the stick will begin to increase in temperature until it causes itself to combust. These wands or 'fire sticks' are a very good, safe and reliable way of creating camp fires and starting torches burning. They shed the same light as a normal wax candle, burn for 2 rounds and weigh 1/2lb. Price: 4gp - User: Matrix |
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(Aka, flashbang ball, strobe orb, lightning shower crystal) This device looks just like a 2" crystal ball, prefectly smooth and a dark deep blue colour. When hit quickly on a hard surfice, the colour turns into a pale white colour and this signals that you have about 5 seconds before it will detonate. It can be thrown in your turn and will detonate after the next initiative roll. Throwing this orb is like throwing a grenadelike weapon. Anyone within 25' of this exploding device must pass a DC15 fortitude save or take full effects similar to that of the Blindness/Deafness spell (suffers both blinedness and deafness). The duration of this condition lasts for d4 rounds. (1.5lbs, 15' Range Increments) Price: 60gp - User: Matrix |
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If u have ever been caught flat footed or got tired of holding a torch in one hand while carrying ur heavy sword in another - this could be the solution to ur problems.
During the Kanói wars between the Elves and Dwarf - the Elfs knew they were going to be seriously out numbered in their final stand of Krinit Forest, so handfuls of wizards - sorcerers and paladins all set forth to ther emperess castle. They were being summonder in an attempt to change the tides of the battle - to find a way to cause the Dwarfs to retreat untill the Elf's could train an evasion army of their own. After many meetings and waisted talks - one wizard came forward. He wasnt from nearby forests or cities and remaind anonamous for all of the talks. With him he brought a blade of simple design - he then continued to show how when u turn the hilt throu 180°. The blade expelled light as strong as that of a regular torch from the entire blade.
The blade was created in mass production - in an attemp to show the evasion armies of the Dwarf's that the Elf's were still more powerful.
The final stand of over 460,000 Elfs managed to caused the entire Dwarven attacking army to retreat - with only a loss of approximatlye 18,000 Elfs.
Some people said that the armies light they emmited lit up the horizon and could be seen for hundreds of miles away. If this was the reason the Dwarf retreated no-one knows for sure, but the Elfs respect the blade for the chance that it might be.
This weapon can only be used for anyone of good or neutral alignment. Strangely enough - this weapon was never created to not work in Dwarven hands, so anyone can use this weapon.
As a weapon it is the same as any shortsword - altough it still emmits light like a torch when a move equivalent action is taken to turn the hilt.
(The hilt can be turned -180° again, to turn the light off again) Price: 300gp - User: Matrix |
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A huge Katana made of pure adamantine. It holds many powerful made to enhance the warrior who uses it. Once equipped, Heldariar will attach itself to the user in a telepathical bond, being an intellgent weapon.
Heldariar is an epic weapon.
Intellegent Weapon Stats:
Ability Scores:
INT 19
WIS 16
CHA 16
AL:
Shifts between Lawful Good and Lawful Evil, according to user. Will not belong to any none extreme aligned char.
Communication:
Telepathy.
Primary Abilities:
No need to breathe.
No need to sleep.
Extrodinary Abilities:
Fly (As spell) for an unlimited amount of time with no damage at full speed at will.
Detect Thoughts at will.
Awesome Abilities:
Summon Pit Fiend/Summon Solar Angel 4/day.
Shift User Alignment (Lawful Good to Lawful Evil and vice versa.)
No need to eat.
Purpose:
At will of the user gain bane against a race.
Special Purpose Power:
True Ressurect 3 times.
Ego Points:
Irrelevent.
Damage: 2d20
Critical: 15-20/x3
Length: 7 ft.
Price: 10pp - User: Anaxim |
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This weapon is a heavy mace that has a lightning spell charged into it. Everytime it is swung it picks up charges from nearby objects, making it above a certain level of electricity. When the head of the mace makes contact with a creature it will electricute them with a further +2 points of damage. If the target is wearing or carrying large pieces of metal equipment (chainmail etc) then the damage is increased to +4. This weapon will only work with targets that contain water (not fire elements, undead, stone giants etc), otherwise it will be classed as a normal mace. Price: 250gp - User: Matrix |
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This 5 foot staff is relativily plain in design. The top foot of the staff has a spiral dragon carving round the staff while a green gem set in the top glows steadily. This staff has one charge of 'Mage Hand' cast upon it and will regenerate this charge every other day.
Price: 350gp - User: Matrix |
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These pendents were created in 'far off' lands myths report, the truth lies hidden in twisted stories and facts. The pendents looks like small black metallic disks with a glowing white crystal in the centre. Close up you can see its very different, the black metal is actually a dark purple see-through solid similar to crystal. The white centre is actually a small ball of pure light, held in place with no known force or spell. The disc absorbs d6 of electrical damage as it passes through the body. If a weapon does 6dmg and carries another 2dmg from electrical damage - this pendent can only negate a maximum of 2dmg from the wearer. This pendent does have severe side effects - in contact with water (be it rain, sea water or a punters thrown beverege) the pendent reacts by exploding the outer disk. This causes 4d4 of damage to the wearer and 2d4 to anyone adjacent, after exploding the pendent is useless. (The light centre is not sufficient to light the way) Price: 500gp - User: Matrix |
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This off cut of crystal has been charged with a frictionless substance. Upon contact with a hard surfice the crystal will shatter and quickly turn to liquid. Any time after this the 10 foot square area should be considered as if a 'grease' spell has been casted upon it. Price: 100gp - User: Matrix |
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This small gold ring was once created for sacrificing souls of bodies to that of an unknown god. It was created by half-elfs and only has magical properties if worn by either a human, elf or half elf.
This ring, when worn, will donate your health to that of any individual touch across the forehead. It will reduce your hit points by one for every minute spent touching another - their hit points will also rise as yours fall. Their hit points cannot go above their original maximum, while yours cannot drop below a quarter of your maximum (rounding up).
Only one person can be healed per day with this ring - while it can only be used by a wearer once per day also. Price: 1500gp - User: Matrix |
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Forged for wood elf rangers these silver rings have intricate electrum knotwork with a beautiful verdent green emeral mounted centrally. When worn by a non elf it functions as if it was a +1 Ring of Protection. Its true power is only available to elves and half elves
* +2 Defelection Bonus to Armour Class
* +2 Luck bonus to Reflex Saves
* +4 to hide and move silently skills when in wooded terrain
* Ability to Pass Without Trace (as per spell - CL 7) 2/day
Caster Level 12: Prerequisites; Forge Ring; Shield of Faith, Pass without Trace. Market Price 23,840 Price: 23840gp - User: Barrok |
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Gives you a boost of +10 in your intelligence skill for a day. Price: 800gp - User: sirhc_1000 |
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This key is made of fine gold and mixed silver. The key itself is only a matter of inches long, usually seen between 1-3". When inserted into any lock it begins to disolve into the locks material and the surrounding door. After three turns it has fully completed its casting spell and the door has 'Hold Portal' cast upon it. The key is of wizard level 15 for the duration of the spell. Price: 120gp - User: Matrix |
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The staff immediately adds a +3 bonus to the players intelligence and also gives the PC without the use of activation the detect thoughts spell and know alignment spell. Price: 100pp - User: DIRebus |
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This is the special sword used by my character, riser. It's the same as a longsword +4 (Beleave it or not, I didn't make this myself, and was in fact, made by a pro.) The special part is that it was the same magic abilitys as a Wand of Lightning, thus the abilitys go as follows: Shock slash 3 times a day, Thunderbolt once a day. Price: 900gp - User: Commondragon |
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The recipe for this potion was found by accident and no alchemist has attempted to improve its taste. A person can only drink one potion per day otherwise full severilly ill with stomach cramps. When this potion is consumed, it takes ~5 seconds to take effect (next turn). When effected, a person can travel over mud, water, snow and dirt (etc) without leaving trace disturbance. This means that no footprints are left, no dirt picked up on shoes and no mud splatted while moving. Tracking becomes impossible and the subject also is deprived of a scent. The entire potion must be consumed and will only last for 8 turns. (The person does not become invisible, harder to visually see or to become 'soundless') Price: 60gp - User: Matrix |
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This rare and exotic piece of jewelry was created by a tribe of jungle dwellers. Their tribe was constantly under attack by a basilisk. Many of the tribesmen were turned to stone from the maleficent gaze. Several months went by and still the basilisk wrought havoc to their tribe. It would take almost a year for the tribesmen to slay the basilisk loosing many to the stone gaze. They sent one of their novice sorcerors deep into the jungle to retrieve enough of their sacred plant to turn stone to flesh, hoping to cure their stone brethern. Eventually the young sorceror returned, battered and nearly beaten to death from the rigors of the trail. The tribesmen were restored and the basilisk was dismembered and used for various things. This tribal necklace was made from the bones of the basilisk.
This necklace grants the wearer a 50% chance to resist any hold, stone, or paralysis type spells. Use a d100 to determine success. 1-50 fail though 51-100 succeeds. Price: 7500gp - User: RaianGenesil |
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This thread is half magic and half chemistry. This fine wooven thread is covered with a strange and lost recipe - making it as see throu as the best clean glass around. It still remains ductile and has the same property as normal thin string. This thread is 1 foot in length. Price: 20gp - User: Matrix |
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These arrows / bolts have a growth spell cast upon the tip. This spell keeps a poison active for many months without it dieing or evaporating. The object hits as normal but then automatically hits for poison. After this there is a DC15 save against the poison. Failing to do so with cause the victim to suffer 'Blue whinnis' poison until cured or 2d6 days of unconsciousness have occured. (See pages 80 of DM's book for details on 'Blue Whinnis') Price: 30gp - User: Matrix |
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This acid is rubbed onto the blade of any slashing weapon and gives the user a +2 to hit bonus for 4 rounds. After the 4 round period the acid begins to wear the blade away and adds a -1 penalty to the weapons damage every turn there after. After 4 further rounds of the acid damaging the blade, it becomes to brittle and the blade snaps rendering the weapon useless. This acid does no damage to skin, armour or other substances. One vial will cover one blade. Price: 500gp - User: Matrix |