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Magical items are among the most exciting rewards of the d20 experience. Although the core rules cover a broad spectrum of magic equipment, there are areas needing additional material. Numerous sourcebooks have done a great job of expanding the magic repertoire. The following items were created for my own d20 campaign. I hope you find them as useful as we have.
RingsSee Invisibility: This thin electrum ring is studded with garnets. Activating the ring gives the wearer the ability to see invisibility, as the spell. Weapon Special AbilitiesPenetrating, Heavy: A heavy penetrating weapon overcomes 100% of fortification, such as that granted by light, medium, or heavy fortification armor qualities. Any fortified target has a 100% less chance of normal damage when struck by a heavy penetrating weapon. This effect does not stack with any other effect that reduces fortification effectiveness. Bows, crossbows, and slings so crafted bestow this quality upon their ammunition. Penetrating, Light: A light penetrating weapon overcomes 25% of fortification, such as that granted by light, medium, or heavy fortification armor qualities. Any fortified target has a 25% less chance of normal damage when struck by a light penetrating weapon. This effect does not stack with any other effect that reduces fortification effectiveness. Bows, crossbows, and slings so crafted bestow this quality upon their ammunition. Penetrating, Medium: A medium penetrating weapon overcomes 75% of fortification, such as that granted by light, medium, or heavy fortification armor qualities. Any fortified target has a 75% less chance of normal damage when struck by a medium penetrating weapon. This effect does not stack with any other effect that reduces fortification effectiveness. Bows, crossbows, and slings so crafted bestow this quality upon their ammunition. Severing: This fearsome ability allows the weapon to sever a limb off of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs one of the opponent's limbs (if it has any) from its body, if the opponent is of equal or smaller size than the weapon wielder. A severed arm or tentacle removes the ability to make an attack or take an action using that appendage. A severed leg reduces speed by half and causes the victim to fall prone (although it may stand and hobble about on following rounds). Balance checks suffer a -10 penalty for bipeds and -5 penalty for quadropeds with severed legs. The anatomy of some creatures prevents this ability from taking effect (such as oozes). A foe immune to critical hits may still suffer a severing attack, although the damage is not tripled for the critical. For example, an undead creature may lose an arm but not suffer the critical hit damage. In this situation, confirm the critical threat normally, but do not apply the extra damage. A living victim of a severing attack suffers 2 hit points of damage every round thereafter due to loss of blood or other vitae. The damage continues until a cure spell of any level is applied, or the victim receives a successful application of a DC 20 Heal check. A creature normally immune to critical hits does not suffer this additional damage.
Wondrous ItemsBelt of Spell Warding: This broad leather belt is finely tooled and stitched with gold thread tracing arcane symbols. The wearer gains an enhancement bonus to Spell Resistance (this stacks with normal Spell Resistance, but not with other items granting an enhancement bonus). Bracelet of Deflection: This bracelet offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC. Bracers of Unerring Precision: These finely wrought silver bracers are etched with depictions of war and battle. The magic within guides the hands of the wearer to make him a more accomplished warrior, in both melee and ranged combat. The wearer gains a competence bonus to his base attack bonus (maximum BAB +20), possibly granting extra attacks while using the full attack action. If the bracers would raise the wearer's base attack bonus to 21 or more, he receives a +2 competence bonus on attack rolls, but gains no benefit for having a base attack bonus higher than +20. The creator of bracers of unerring precision must have a caster level at least equal to three times the competence bonus granted by the item. Cape, Barkskin: This cape is crafted of light, flexible tree bark and toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the cape. Elixir of Healing: A character drinking this glowing blue liquid benefits from a heal spell, immediatly ending any and all of the following adverse conditions affecting the imbiber: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 110 hit points of damage. Glitterglobe: This fist-sized glittering golden orb can be hurled as a grenade-like weapon up to 70 feet. When it arrives at the end of its trajectory, it detonates as a glitterdust spell (DC 13 Will negates blinding) in a 10-foot-radius spread for a 3 round duration. Glitterglobe, Extended: This fist-sized glittering golden orb can be hurled as a grenade-like weapon up to 70 feet. When it arrives at the end of its trajectory, it detonates as a glitterdust spell (DC 13 Will negates blinding) in a 10-foot-radius spread for a 10 round duration. Gloves of Deft Casting, Greater: The wearer of these fine black gloves gains the benefit of the Greater Spell Penetration feat. A wearer who already possesses this feat gains no additional benefit; however, a wearer who possesses Spell Penetration does gain the extra benefit provided by Greater Spell Penetration. Gloves of Deft Casting, Lesser: The wearer of these fine black gloves gains the benefit of the Spell Penetration feat. A wearer who already possesses this feat gains no additional benefit. Goggles of Accuracy: These finely crafted crystal lenses fit snuggly on the face of the wearer. The magic within allows the wearer to pinpoint weaknesses in an opponent's armor and defenses. Once per round, the wearer may make one of his normal attacks (melee or ranged) with a +5 insight bonus to the attack roll. Activating the goggles takes no action and does not provoke an attack of opportunity. The wearer must choose whether to activate the goggles before rolling the attack. Goggles of accuracy have 20 charges when first created, and each use drains a single charge. Once depleted, the goggles have no further magical effect and lose their magical aura. Mask, Fiend: This steel mask takes the shape of a demon, devil or other fiend's face and grants the wearer a profane bonus to Armor Class from +1 to +5, depending on the mask. Wearing the mask gives no bonuses to a good or neutral-aligned creatures and gives a negative level as long as a good-aligned creature wears the mask. Pommel Gem: A pommel gem is a valuable jewel enhanced with magical power which can be set into the hilt, haft, grip or pommel of a weapon. A pommel gem cannot be set into ammunition of any type, helms, shields, or armor (including weapon-types such as spikes or razors), nor can it be set on natural weapons or used with unarmed strikes, even with those who possess the Hands as Weapons feat. A pommel gem grants an enhancement bonus to the weapons attack and damage rolls. Although a pommel gem can be placed on mundane and magical weapons, its bonuses overlap (do not stack) with enhancement bonuses the weapon may already have (from masterwork quality or magic enhancement, for example). It takes a full-round action to remove or install a pommel gem. To remove a pommel gem, the weapon receives a Will save (DC 10 + the pommel gem's enhancement bonus) using its own saving throw (not the wielder's). If it makes the save, the gem comes free and may be reused on any other weapon. If the weapon fails its Will save, the pommel gem melds and will not come free and becomes a permanent part of the weapon. Using magic or brute force to separate a melded pommel gem destroys both the pommel gem and the weapon. To create a pommel gem, the caster's level must be at least three times the pommel gem's enhancement bonus. Skeleton Key, Greater: This small magical device, commonly fashioned in the shape of a key, allows you to speak a command and activate a greater teleport effect like the spell. The key can be used twice per day. Because it takes effect as a 13th-level caster, the greater teleport has no range limit, cannot arrive off target, and can transport four additional Medium size (or equivalent) willing creatures. Visually, the key usually appears to slide into an unseen lock and click. A flickering doorway appears for but a moment, whisking away the user and those he desires to bring along. Skeleton Key, Lesser: This small magical device, commonly fashioned in the shape of a key, allows you to speak a command and activate a teleport effect like the spell. The key can be used twice per day. Because it takes effect as a 9th-level caster, the teleport has a 900 mile range, is subject to familiarity accuracy, and can transport three additional Medium size (or equivalent) willing creatures. Visually, the key usually appears to slide into an unseen lock and click. A flickering doorway appears for but a moment, whisking away the user and those he desires to bring along. Skeleton Key, Universal: This small magical device, commonly fashioned in the shape of a key, allows you to speak a command and activate a greater teleport effect like the spell. The key can be used twice per day. Because it takes effect as an 18th-level caster, the greater teleport has no range limit, cannot arrive off target, and can transport six additional Medium size (or equivalent) willing creatures. Visually, the key usually appears to slide into an unseen lock and click. A flickering doorway appears for but a moment, whisking away the user and those he desires to bring along. Visor, Celestial: This steel mask takes the shape of an archon, angel or other celestial's face and grants the wearer a sacred bonus to Armor Class from +1 to +5, depending on the visor. Wearing the visor gives no bonuses to an evil or neutral-aligned creatures and gives a negative level as long as an evil-aligned creature wears the visor. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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