Magic Items of Shakandara

Armor

    Armor of Heroes: This armor may be of any type, but always has a +1 enchantment value. Its true benefit lies in its ability to protect its wearer from all sorts of breath weapon attacks. Any time the wearer is subjected to a breath weapon attack, he gets a +2 luck bonus to his save. The wearer is also considered to have the Improved Evasion ability with regard to breath weapon attack, so that if the save is successful, he takes no damage. If the save fails, he suffers 1/2 damage from the attack. However, if the roll is a natural 1, the wearer takes full damage from the attack and the armor is destroyed by the attack. Sometimes even heroes have bad luck.
    Caster Level: 7th; Prerequisites: Craft Arms and Armor, cat's grace, divine favor, resist elements; Market Price: 11,000 gp + armor type; Cost to Create: 5,500 gp + armor cost + 440 XP.

    Armor of the Rhino: Made from the skin of some fell beast, this suit of leather armor derives its name from its slightly wrinkled appearance and gray coloration. While seemingly thick and bulky, it bends and creases in all the right spots. It is no more encumbering than normal leather armor to wear. It has an armor bonus of +5 (this includes the normal +2 armor bonus of leather armor), a maximum dexterity bonus of +6, no armor check penalty, and only a 10% spell failure chance. It is considered light armor. This armor is highly prized by thieves for its protection and flexibility. It can be found in a variety of sizes.
    Caster Level: 7th; Prerequisites: Craft Arms and Armor, cat's grace, barkskin; Market Price: 10,000 gp; Cost to Create: 5,000 gp + 400 XP.

    Camel Shield: This fine +1 large wooden shield is covered in coarse camel fur. It keeps the bearer protected from the effects of dehydration so long as it is carried somewhere on their person.
    Caster Level: 5th; Prerequisites: Craft Arms and Armor, create water; Market Price: 2,157 gp; Cost to Create: 1,157 gp + 80 XP.

    DarkStar Shield: This +3 duergarite large shield is crafted from rare midnight-black metal and possesses a glossy sheen. It grants a +2 bonus on all hide checks, and can be commanded to shed a blacklight upon itself up to 3 times per week.
    Caster Level: 9th; Prerequisites: Craft Arms and Armor, blacklight; Market Price: 15,520 gp; Cost to Create: 8,770 gp + 540 XP.

    Silver Shield of Stauors: Emblazoned with the thundercloud and lightning bolt symbol of Stauros, it is hard to mistake this +2 large silver shield as anything other than a holy item of the Stormlord. As a silver shield, it grants a natural resistance to electricity of 2. Upon command, the shield can cause the bearer to fly (as the spell) once per day. The shield can also generate a gust of wind (as per the spell) once per day upon command. Finally, once per week, the shield can surround the bearer in a crackling electrical field (as a fire shield, with the damage dealt to attackers being electricity and the bearer taking half damage from acid effects).
    Caster Level: 10th; Prerequisites: Craft Arms and Armor, Energy Substitution (electricity), fly, gust of wind, fire shield; Market Price: 20,020 gp; Cost to Create: 11,020 gp + 720 XP.

    Spellshield: Battered and scorched, this +2 large steel shield hardly appears to be anything special. However, when the bearer is within the area of a magical effect that grants a reflex save, the shield grants a +4 resistance bonus.
    Caster Level: 12th; Prerequisites: Craft Arms and Armor, resistance; Market Price: 14,870 gp; Cost to Create: 7,520 gp + 588 XP.

Weapons

    Bastard Sword, Bloodletter: Many claim that this crimson blade actually holds a trapped evil spirit imprisoned, but there is no real evidence of this being true. The +1 crimsonian bastard sword's ability to inflict grievous wounds tends to perpetuate such theories. Much like a sword of wounding, Bloodletter continues to cause damage after its initial strike. Each time the blade damages an opponent, in inflicts an additional 1d4 points of blood loss every round thereafter. Multiple wounds from Bloodletter result in cumulative bleeding damage. These wounds continue to bleed until they are staunched by a successful Heal check (DC 15) or the application of any cure spell or other healing magic.
    Caster Level: 15th; Prerequisites: Craft Arms and Armor, mordenkainen's sword; Market Price: 51,535 gp; Cost to Create: 26,535 gp + 2000 XP.

    Energy Crossbow: This +2 duskwood light crossbow appears to be nothing more than a fine masterwork weapon until it is cocked. This crossbow cannot be used to fire normal or magical bolts of any sort, for at that moment, the bolt channel is filled by a brilliant beam of energy. When fired, this bolt acts exactly as a brilliant energy weapon. The crossbow can do this an unlimited number of times, and functions as fast as the wielder is able to use it.
    Caster Level: 16th; Prerequisites: Craft Arms and Armor, gaseous form, continual flame; Market Price: 86,535 gp; Cost to Create: 44,035 gp + 3400 XP.

    Short Sword, Champion: During the might of the elven reign at the beginning of time, the elves forged weapons of great power to protect themselves from their mortal enemies, the ogres. These blades were given to the bravest and most courageous of the elven warriors. These blades have been passed down from generation to generation, and many of them survive to this day. One such blade is the sword Champion, with its mithral blade and adamantine cross guard and wire-wrapped hilt. Its first owner was the ranger Dusk Fernwood, a defender of the elven lands. Much of the blade's powers and abilities are a reflection of her and her temperament. In the hands of anyone other than an elf, it is simply a +1 short sword. In the hands of an elf, it improves to a +2 short sword. When wielded by an elven ranger, Champion realizes its full potential and becomes a +3 holy short sword. The sword is completely incapable of harming any non-evil elf, regardless of their intent towards the wielder. This power is always in affect, regardless of race of the bearer.
    Caster Level: 9th; Prerequisites: Craft Arms and Armor, bestow curse, holy smite, creator must be good; Market Price: 28,630 gp; Cost to Create: 15,070 gp + 1,085 XP.

    Short Sword, Deceiver: This +1 bane shapechangers silver short sword is rumored to have belonged to the great rogue/assassin Deceiver. Upon command, it possesses the ability to transform its bearer's appearance as per alter self once per day.
    Caster Level: 8th; Prerequisites: Craft Arms and Armor, alter self, summon monster I; Market Price: 23,330 gp; Cost to Create: 12,170 gp + 893 XP.

    Swords of the Syth: This matched pair of +2 longswords is crafted from arandur and is rumored to have belonged to the brothers Darren and Derrick Syth, a fierce pair of elven warriors. In addition to their special material and magic enhancement bonus, each also has its own powers. The first blade, called Protector and said to be Darren's, bats aside incoming missile weapons as if the bearer had the Deflect Arrows feat. This power is active whenever the sword is drawn from its sheath and held. Further, once per week, the bearer can command the sword to become a +5 defending longsword for 1 minute. The second blade, named Avenger and purported to be Derrick's, acts as a +2 vampiric longsword. Once per week, the bearer can command it to become a +3 keen vampiric wounding longsword for 1 minute.
    Caster Level: 15th; Prerequisites: Craft Arms and Armor, Deflect Arrows feat, shield or shield of faith (Protector), Craft Arms and Armor, vampiric touch, keen edge, mordenkainen's sword (Avenger); Market Price: 51,015 gp each; Cost to Create: 26,015 gp + 2000 XP each.

Rings

    Ring of the Magi: This platinum band carries the enchantment of a +5 ring of protection. More importantly, for sorcerers and wizards, it can also produce the following effects, all cast at 18th level and with a save DC of 17+spell level (where applicable):     Caster Level: 18th; Prerequisites: Forge Ring, Maximized Spell, shield of faith, magic missile, detect thoughts, fireball, stoneskin, cone of cold, lightning bolt, greater dispelling; Market Price: 270,000 gp; Weight: -.

Scrolls

    Scroll of Mapping: On first examination, this scroll will normally appear to be a plain 8"x 14" sheet of unremarkable parchment. The only noticeably odd property is that it seems to be impossible to write on; any ink put to the page will simply run off. However, when the command word is spoken, the map instantly begins to map the owner's surroundings, and the owner sees them. Further, if the owner is deceived by an illusion or cleverly concealed feature, then the scroll only records what the owner believes he sees. Thus, if opened within a 10' by 10' room with a door and an unspotted secret door, the scroll would draw only the room with a single door. The more the owner sees, the more the map will scribed, including keeping a legend complete with a compass, scale and symbol key. It will automatically resize its scale as necessary to accommodate larger areas, as well as readjust its orientation should the area being mapped fit better a different way.
    Caster Level: 5th; Prerequisites: Scribe Scroll, Craft Wondrous Item, create water, prestidigitation, clairaudience/clairvoyance; Market Price: 2,000 gp; Weight: -.

Wondrous

    Amulet of Elemental Essence, Air: Each of these amulets contains a small bit of material from the elemental plane of air. This material acts as a focus for an air elemental savant's power, granting the feats of Empower Spell and Spell Penetration with respect to all spells with the Electricity descriptor cast while the amulet is worn. If the savant already has Spell Penetration, the caster receives the benefit of Greater Spell Penetration. If the savant already has Greater Spell Penetration, he receives no further bonus on caster level checks to defeat spell resistance. The empowered spells granted by the amulet do not take up spell slots of higher level; the magic of the elemental essence empowers them to greater effect. In addition, the amulet also confers a +2 bonus on all saving throws against spells and effects with the Electricity descriptor, including any spells cast creatures of the Air subtype. This is an unnamed bonus and stacks with all other saving throw bonuses.
    Caster Level: 15th; Prerequisites: Craft Wondrous Item, Empower Spell, Spell Penetration, plane shift, endure elements; Market Price: 38,000 gp; Weight: -.

    Amulet of Elemental Essence, Earth: Each of these amulets contains a small bit of material from the elemental plane of earth. This material acts as a focus for an earth elemental savant's power, granting the feats of Empower Spell and Spell Penetration with respect to all spells with the Acid descriptor cast while the amulet is worn. If the savant already has Spell Penetration, the caster receives the benefit of Greater Spell Penetration. If the savant already has Greater Spell Penetration, he receives no further bonus on caster level checks to defeat spell resistance. The empowered spells granted by the amulet do not take up spell slots of higher level; the magic of the elemental essence empowers them to greater effect. In addition, the amulet also confers a +2 bonus on all saving throws against spells and effects with the Acid descriptor, including any spells cast creatures of the Earth subtype. This is an unnamed bonus and stacks with all other saving throw bonuses.
    Caster Level: 15th; Prerequisites: Craft Wondrous Item, Empower Spell, Spell Penetration, plane shift, endure elements; Market Price: 38,000 gp; Weight: -.

    Amulet of Elemental Essence, Fire: Each of these amulets contains a small bit of material from the elemental plane of fire. This material acts as a focus for a fire elemental savant's power, granting the feats of Empower Spell and Spell Penetration with respect to all spells with the Fire descriptor cast while the amulet is worn. If the savant already has Spell Penetration, the caster receives the benefit of Greater Spell Penetration. If the savant already has Greater Spell Penetration, he receives no further bonus on caster level checks to defeat spell resistance. The empowered spells granted by the amulet do not take up spell slots of higher level; the magic of the elemental essence empowers them to greater effect. In addition, the amulet also confers a +2 bonus on all saving throws against spells and effects with the Fire descriptor, including any spells cast creatures of the Fire subtype. This is an unnamed bonus and stacks with all other saving throw bonuses.
    Caster Level: 15th; Prerequisites: Craft Wondrous Item, Empower Spell, Spell Penetration, plane shift, endure elements; Market Price: 38,000 gp; Weight: -.

    Amulet of Elemental Essence, Water: Each of these amulets contains a small bit of material from the elemental plane of water. This material acts as a focus for a water elemental savant's power, granting the feats of Empower Spell and Spell Penetration with respect to all spells with the Cold descriptor cast while the amulet is worn. If the savant already has Spell Penetration, the caster receives the benefit of Greater Spell Penetration. If the savant already has Greater Spell Penetration, he receives no further bonus on caster level checks to defeat spell resistance. The empowered spells granted by the amulet do not take up spell slots of higher level; the magic of the elemental essence empowers them to greater effect. In addition, the amulet also confers a +2 bonus on all saving throws against spells and effects with the Cold descriptor, including any spells cast creatures of the Water or Cold subtypes. This is an unnamed bonus and stacks with all other saving throw bonuses.
    Caster Level: 15th; Prerequisites: Craft Wondrous Item, Empower Spell, Spell Penetration, plane shift, endure elements; Market Price: 38,000 gp; Weight: -.

    Figurine of Wondrous Power, Aquamarine Shark: This figurine is a banana-sized chunk of aquamarine fashioned into an intricately carved shark, going so far as to even show the detail of the gills and teeth. When the command word is uttered, which must be done in or over water, the figurine disappears. One round later a tiger shark of the largest size (treat as a Shark, Large) will appear in the water. It can be called forth once per day for up to an hour each time. If slain in combat, it cannot be brought back for one full week. When deactivated, either by command or by death, the figurine reappears in the owner's possession.
    Caster Level: 11th; Prerequisites: Craft Wondrous Item, animate objects; Market Price: 10,000 gp; Weight: -.

    Figurine of Wondrous Power, Jet Gorilla: This figurine looks more like a child's play-toy that a magical item. It is roughly carved and poorly shaped. It only vaguely resembles a gorilla; for its shape, it could be any primate-like animal. It only detects as being faintly magical. However, when the command word is spoken, the figurine grows into a full-sized adult male ape. The gorilla is very intelligent (Int 8), and with patience, the owner can learn to communicate with it through hand signals and sign language. The ape can be called forth up to 3 times per week for a maximum of 4 hours each use. When the 4 hours have expired or the command word is spoken, the ape returns to figurine form.
    Caster Level: 11th; Prerequisites: Craft Wondrous Item, animate objects; Market Price: 12,000 gp; Weight: -.

    Figurine of Wondrous Power, Malachite Falcon: This figurine actually appears to be more of a lapel pin than a statuette. The pin can be worn on clothing but must be removed to be activated. When tossed into the air and the command word spoken, the statue disappears and is replaced by a hunting falcon of tremendous size (use stats for an eagle). The falcon can communicate what it sees with its owner by telepathic means. The falcon can be used up to twice per week for 12 hours each use. When the 12 hours expire or the command word is spoken, the falcon reverts to pin form in the owner's hand.
    Caster Level: 11th; Prerequisites: Craft Wondrous Item, animate objects; Market Price: 8,000 gp; Weight: -.

    Figurine of Wondrous Power, Ruby Pseudodragon: Cut from a fist-sized ruby, this statuette appears to be a stylized dragon, curled up around itself. When the command word is spoken, it transforms into a full-sized pseudodragon. While able to perform just as any other of its kind when active, wizards and sorcerers greatly prize them as they can be bonded as a familiar. Each ruby pseudodragon has a unique and distinct personality, and they will only bond with a wizard or sorcerer that they like. When bonded, they gain all the benefits of any other familiar, including increased hit dice, attack bonus, shared saves and spells, etc. Likewise, the wizard or sorcerer to whom it is bonded gains the benefits of a familiar while it is active. The pseudodragon can be used for up to 8 hours each day, and this time need not be in a continuous block. When the 8 hours expire or the command word is spoken, the pseudodragon reverts to figurine form.
    Caster Level: 11th; Prerequisites: Craft Wondrous Item, animate objects; Market Price: 50,000 gp; Weight: -.

    Gauntlets of Impact: These finely crafted heavy leather gloves are imbued with a special enchantment that allow them to inflict greater damage when used in combination with a blunt weapon (including hurled blunt weapons and punching attacks). They grant a +2, +4, or +6 enhancement bonus to Strength, but only for the purposes of damage (not for attacks). The gauntlets can only be used by monks and priests.
    Caster Level: 6th; Prerequisites: Craft Wondrous Item, bull's strength; Market Price: 1,000 gp (+2), 4,000 gp (+4), or 9,000 gp (+6); Weight: -.

    Heart of the Dead: This human heart-shaped piece of basalt is mounted in a platinum setting that resembles a rib cage. It is designed such that it can be worn as a pendant or amulet. The Heart has several powers; they can only be accessed after the owner has been in possession of it for at least one month. It grants a +2 competence bonus to the following Knowledge skills: anatomy, undead, and necrology. In the hands of a wizard specialized in necromancy, it also grants the ability to detect undead on sight. A Necromancer can further recall one spell already cast (as if using a pearl of power) from the necromantic school of up to 4th level, once per day. Finally, the Heart can raise the Necromancer's effective level by 1d4 for 1 minute once per week. This level increase does not grant additional spells, nor does it effect spells already cast by the Necromancer who's duration has not expired, but does increase the effectiveness of all spells cast by the necromancer during the duration.
    Caster Level: 15th; Prerequisites: Craft Wondrous Item, Heighten Spell, detect undead, creator must be a necromancy specialist wizard; Market Price: 40,000 gp; Weight: 1 lb.

    Helm of Aura-sight: Originally made by the clergy of Tielar for their Justicars, these heavy gilded helms have began appearing among the adventuring populous as well. The helm grants its wearer the ability to see alignments as colored auras within line of sight to a limit of 60'. It detects Lawful alignments as golden auras, Good alignments as white auras, Chaotic alignments as red auras, and Evil alignments as black auras. Neutral alignments shed no colored aura, nor do those protected by undetectable alignment or similar spells or items. The wearer cannot tell the strength of such auras with the helm's power. This power can be invoked three times per day. The helm wearer can also command the helm to discern lies once per day. Finally, the helm conceals the wearer's alignment as per an undetectable alignment. The helms are prized by paladins and holy warriors of many deities, and will generally fetch an above average price from them.
    Caster Level: 7th; Prerequisites: Craft Arms and Armor, detect law/chaos/good/evil, discern lies, undetectable alignment, ; Market Price: 21,180 gp; Weight: 3 lb.

    Mistboat: This powerful magic item only works on water; carved from whalebone, it is a miniature of a scrimshaw sailing vessel that displays fine craftsmanship. More than just a carving, it can be commanded to transform into a full-sized ship made entirely of mist. Despite its appearance, the mist is as solid as any real ship, and can carry crew and cargo as a sailing ship. However, the owner of the figurine can control the movement of the ship without need of a crew, as long as she concentrates on sailing it. The ship comes completely equipped with four ballistae, one light catapult, and one heavy catapult. Each weapon is equipped with 10 rounds of munitions. The mistboat is impervious to non-magical fire and cold, and to crushing attacks, excluding ramming and constriction. A fog cloud repairs 1d6 points of damage per caster level (to a max of 5d6) to the ship; solid fog repairs 1d8 points of damage per caster level (to a max of 10d8). If the ship sustains more than 150 points of damage, the mist fades and the scrimshaw miniature crumbles to dust. A mistboat can be used up to three times a week, for a maximum of 24 hours each time.
    Caster Level: 9th; Prerequisites: Craft Wondrous Item, 5 ranks of Craft (shipwright), fog cloud, solid fog, fabricate; Market Price: 45,000 gp; Weight: -.

    Necklace of Warding: On first examination, this protective item appears to be a simple but finely wrought silver chain. When donned, it can be commanded to alter form into one of three different protective devices; that of a pair of bracers of armor +4, a suit of non-magical mithral chainmail, or a non-magical adamantine breastplate. Maximum Dexterity bonus, armor check penalty, and spell failure chance are all calculated as normal when the necklace is in armor form. The wearer can command the necklace to change the form of the armor as often as she desires. Each shift between forms takes a full round. During that time of transition, the necklace provides no protection whatsoever. Originally crafted by high elven magic of old, the secrets for producing these items have been recently rediscovered.
    Caster Level: 12th; Prerequisites: Craft Wondrous Item, Craft Arms and Armor, 5 ranks of Craft (armorsmith), mage armor, fabricate; Market Price: 34,000 gp; Weight: -.

    Stone Cloak: Made of heavy gray wool fabric, this otherwise unadorned cloak is imbued with a powerful defensive magic. Whenever the wearer is struck by a physical blow, the cloak hardens to the consistency of stone and absorbs the brunt of the attack. In doing so, it grants a +3 deflection bonus to AC.
    Caster Level: 9th; Prerequisites: Craft Wondrous Item, shield of faith; Market Price: 18,000 gp; Weight: 2 lb.

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