Man, it's been a long day of buses, planes, rental cars, and troubleshooting industrial glue-mixers, but I managed to scrape this together. I'm hoping you came from Part 7, but if you're new, feel free to comment below or share this with your favorite DM.
On to Part IX.
Jester's Tights 300
These skin-tight, bright-green tights let their wearer cast Minor Illusion 3/day and Silent Image 1/day.
Ki-Focused Gloves 4000
Ki-Focused gloves are made from dirtied and worn cotton cloth strips wrapped carefully around the hands or feet of martial artists. The wearer gains two Ki each day, and can spend one Ki to gain a +1 bonus to attack and damage with unarmored strikes until the end of their turn. Each additional point increases the attack and damage of those attacks by a consecutively increasing bonus. 2 points for a +3 bonus, 3 points for a +6 bonus, to a maximum of 4 points for a +10 bonus.
Kobold Staff 4000
Lashed to this large reptilian bone is a single kobold skull, its eye sockets stuffed with slowly burning incense. This staff grants a bonus spell slot of the highest level for kobolds and it lets its user cast the following spells using an equivalent or higher level spell slot: Grease, Cloud of Daggers, Fly, Wall of Fire. The wielder of the Kobold Staff may set traps at only 80% of their normal cost in materials and time, and those traps deal an additional damage per damage die.
Land Ship 50000
A large, steel-prowed, oak cog plows through the dirt like a ship in the water, blown forward by its large white sails. It has space for a prow mounted ballistae and an archer post on the rear. Its starboard and port sides have ports for rowers to stick its long metal oars into the earth below, to row as easily as through water. It passes through stone walls and hills as if they were waves, going over them if they are too large to push through.
Lavender and green Ioun Stone 40000
A Lavender and Green Ioun Stone absorbs spell levels of any spell cast on the wearer while it circles them, absorbing 50 spell levels before imploding in on itself with a *POP*.
Levitating Boots 9000
Levitating Boots are metal bottomed knee-high boots. On the right boot there is a red, blue, and white tri-color dial. Pulling this dial out engages a levitation effect. When the white dial, the default, is flipped up, the boots levitate at their current height, unable to fall below as if a plane of force extends flatly beneath the height at which the dial was pulled. Flipping the blue portion to face upwards causes that plane to drop slowly, at 10ft each round. The red face reverses this effect, raising the user up by 10ft each round. The boots can only hover up to 30 feet above a solid or liquid surface. Heights beyond this limit cause the boot’s dial to pull in, dropping the wearer. The dial can only be pulled up when the user stands still on a solid surface. Pressing the dial back in disengages the levitation effect. All of these button presses can be performed as a free action.
Living Rope 4500
Living rope is a twined mix of white silk and beige twine that spirals pleasingly together. The rope is 100 feet long and is magically animated with the intelligence and demeanor of a friendly and loyal, though water avoidant, cat. It is well trained and obeys its owner. It can spring itself up to attach to points 100 feet up or across, tie and untie itself, move or climb at 10 feet each round, and coil itself neatly. It weighs 5 pounds and purrs softly when coiled around its owner.
Luckstone 17000
This flat piece of basalt slightly larger than a coin grants a +1 bonus to all D20 rolls its holder makes. It need only be somewhere on ones person and if it would be accidentally dropped or purposefully stolen, it will fortuitously remain on its owner’s person until they willingly give it up. It can get quite odd in how it keeps showing up.
Mage's Hand 1000
A mummified hand of an uncautious former apprentice or robbed from the corpse of a dead spell-caster, the Mage’s Hand grants its wearer some minor magical abilities. It is worn on a thin chain around the neck. The wearer can cast prestidigitation at will as a free action, can lift/manipulate/move an object no heavier than 5 pounds at a distance of 30 ft, and can receive the benefits of an additional magic ring worn on one of its desiccated fingers.
Magic Tome, Lesser 4000
The Lesser Magic Tome is decorated with a silver relief depicting a frail old man searching through a large library. The leatherbound spellbook can store many written spells on its 150 pages. It is resistant to non-magical damage including such things as natural fire or acid. It has 20 hit points. Most importantly, folding a scroll into the back of the tome stores it for instant recall. Scrolls cast from this spellbook can be copied into the written portion of the tome after being cast instead of being completely consumed, vice-a-versa for being able to cast a scroll after copying it into ones this tome. Up to 10 levels of scrolls can be stored in the back pages of this spellbook.
Magic Tome 9000
Like it’s lesser cousin, the Magic Tome can store many spells and scrolls inside. It has 200 pages magically sized to fit inside this handheld tome and can store up to 30 levels of scrolls accessible instantly. The gold engravings set in this thick, leather-bound book depict a robed man reading atop a stack of books and papers while zombies climb up this sides of the stacks. In addition to its greater capacity, it has a 2 in 6 chance of copying any scroll that is stored to allow it to be cast a second time before being consumed. A Magic Tome is immune to non-magical damage and resistance to magical damage, and has 40 hit points. Each scroll used with this tome can be both cast and learned before it is consumed.
Magic Tome, Greater 20000
This book is nigh immune to damage, only epic creatures, artifacts, and spells of 9th level or higher can damage this tome, and it still has resistance to such damage and 100 health. The Greater Magic Tome has an infinite number of pages for writing on. In addition, it can store up to 100 levels worth of scrolls for instant access, with a 3 in 6 chance of allowing a stored scroll to be cast twice. The cover is an elaborate, platinum leaf inlay depicting a wizard, bag stuffed with parchments and scrolls, deflecting a roaring silvery dragon-blast and shimmering balor’s sword strike with one dismissive hand while the other hand rummages through his papers at his waist.
Magician's Wand 200
A Magician’s Wand is a knobby-wooden wand that allows its wielder access to one additional cantrip of each spellcasting class list that they have access to.
Magma Saucer 20000
An endless supply of hot lava can be poured forth or ladled from this obsidian saucière. The handle is insulated from the heat, but the container itself is extraordinarily hot, dealing 2d6 fire damage on a touch to unprotected handlers. The poured lava deals 1d6 fire damage each round, cumulatively building for each round it continues to be poured, to a maximum of 6d6. The lava cools quickly, decreasing by 1d6 worth of damage after a number of minutes has passed equal to the number of dice it is currently dealing. (6d6 drops down to 5d6 after six minutes, then drops again after 5 minutes, then after 4 further minutes, etc). Water of sufficient size cools the lava almost instantly, decreasing its damage over rounds instead of minutes.
Medusa's Gazing Lens 100000
These goggles are made from the petrified eyeballs of a Medusa, with a master jeweler cutting their irises razor thin to glass-like transparency. This ‘glass’ is suspended in a tightly fitting leather head wrapping, holding the lenses just over the wearer’s own eyes. The wearer gains darkvision and is immune to gaze attacks. In addition, while worn, the goggles perform the gaze attack of a Medusa, forcing creatures, within a 60 ft cone in the direction the wearer is facing, to make a Constitution save (DC 13) at the beginning of their turn or become paralyzed for 1d6 rounds. Such paralyzed creatures must make a second Constitution save at the beginning of their next turn or turn to stone permanently. The wearer is not immune to their own gaze returned on highly reflective surfaces such as mirrors, well polished steel, or a still pool of water. If the wearer shuts their eyes, the Medusa effect ends temporarily. It takes 2 full rounds to don or remove these goggles.
Messenger Cap 200
Putting a written note in this hat, which can be of any type or make, teleports it to the inside of another, known Messenger Cap chosen by the sender. Magical scrolls and notes containing more than 13 words cannot be transferred. Messages take a full minute to arrive (or return, indicating the chosen recipient’s hat no longer exists) and new messages cannot be sent until this occurs.
Metamagic Rods:
Metamagic rods all look very similar, each having small magical markings indicating the metamagic enhancing effect that they can induce. The rods effect is decided when they are enchanted. The number preceding the metamagic effect is its price multiplier, with weaker effects costing less and stronger ones costing more.
(x1.0) Empower: This improves any variable, numeric effects by 50%.
(x0.75) Enlarge: The area of effect of this spell is doubled.
(x0.75) Extend: The duration of this spell is doubled.
(x1.5) Maximize: All variable, numeric effects are at their maximum possible.
(x1.0) Reach: The spell’s range increases by one step: personal, touch, close, medium, and far.
(x0.75) Silence: The spell is cast without any verbal components.
(x0.75) Still: The spell is cast without an somatic component.
(x1.0) Substitution: Change the damage type of the spell to another damage type, including nonlethal damage.
(x2.0) Quicken: The spell is cast as a free action. Only one quickened spell can be cast each round.
Metamagic Rod, Lesser 8000
This small silver rod allows its wielder to cast three, 4th level and below spells under the influence of its associated metamagic effect each day.
Metamagic Rod, Minor 3000
A Minor Metamagic Rod is a small copper cylinder allows its wielder to cast three, 2nd level and below spells under the influence of its metamagic each day.
Metamagic Rod 18000
A small gold rod, the Metamagic Rod allows its wielder to cast three, 6th level and below spells under the influence of its associated metamagic each day.
Metamagic Rod, Greater 50000
The Greater Metamagic Rod is a small, but somehow imposing bar of platinum. It allows its wielder to cast three, 8th level and below spells under the influence of its metamagic each day.On to Part IX.
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