This one still needs some work...
Awakened SpellsAwakened Spells are an odd occurrence that happen in areas of Wild Magic at very rare moments. Sometimes in particularly volatile regions when an arcane caster casts a spell it gains a life of its own. This usually takes 1d6 weeks after the spell is cast, so the mage is unaware it has happened. An Awakened spell looks like its 'creator' but for its size (which is dependent on it's spell level) and minor changes in appearance depending on what the spell was (A Fireball might have flaming pupils for instance, or orange skin). To make an Awakened Spell you must choose a Base Creature, and a Base Spell. The Base Creature is the caster who cast the soon to be living spell, and the Base Spell is the spell that has come to life. When text refers to the level of the Base spell it is the spells level plus any increases due to Metamagic Feats. For example a Maximized Fireball is a 6th level spell.
Awakened Spell is an Inherited template that can be given to any creature that can cast arcane spells as a result of it's Class. It is considered Inherited since the template is being applied to the newly created spell as opposed to the caster.
Size and Type: Type becomes Aberration. Size depends on Spell Level of the Base Spell (0:Tiny, 1-4: Small, 5-9: Medium, Epic: Large).
Hit Dice: Hit Dice change to d8's and must be recalculated. Hit Dice total becomes 1 plus Base Spell Level (Epic Spells have 11 Hit Dice).
Speed: Unchanged from base creature.
Armor Class: The base creature loses any Natural Armor bonus, but gains a Deflection bonus to Armor Class equal to 1 plus the Base Spells level (Epic Spells get a +11 Bonus).
Base Attack/Grapple: Recalculate based on new Hit Dice total, Type change and size.
Attacks: Unchanged from base creature.
Special Attacks: The Awakened Spell keeps none of the Special Attacks of the Base Creature. Instead it gains the following:
Johnny One Spell (Sp): The Awakened Spell may cast the spell it used to be as a Spell Like Ability. In other words an Awakened Magic Missile may cast Magic Missile. If any Metamagic Feats were used while the spell that would eventually come to life was being cast their effects are included. In other words if our Awakened Spell were a Heightened Magic Missile, it would cast Heightened Magic Missiles. The Living Spell may cast this spell a certain number of times per day depending on the original spells level (0: At will, 1-3: 4 times per day, 4-6: 3 times per day, 7-9: Once per day, Epic: Once per week. If the original spell was cast with Metamagic Feats and used a higher level spell slot because of this, the spell is considered to be that spell. In other words if the spell was a 3rd level spell like Fireball and it was maximized with the Maximize Spell Feat, it is considered a 6th level spell.). Caster level is the Awakened Spells Effective Character Level. The Spells Level restricts when the Awakened Spell gains this ability: 0: 2 HD, 1st: 5 HD, 2nd: 9 HD, 3rd: 11 HD, 4th: 10 HD, 5th: 12 HD, 6th: 14 HD, 7th: 13 HD, 8th: 15 HD, 9th: 17 HD, Epic: 21+ HD.
Powerful Caster (Su):The Awakened Spells effective caster level for all Spells or Spell-Like Abilities it can cast is equal to its Effective Character Level (i.e. Racial Hit Dice + Character Levels + Level Adjustment).
Special Qualities: The Awakened Spell keeps none of the Special Qualities of the Base Creature and instead gains the following:
Spell Resistance: The Awakened Spell has Spell Resistance equal to 11 plus it's Effective Character Level.
Immunities (Ex): The Awakened Spell is Immune to poison, paralysis, disease, age/sleep/death effects, stunning, polymorph, fatigue, or exhaustion. Awakened Spells do not eat, sleep. or age.
Dark Vision: Range is 60 ft.
Arcane Body (Su): The Awakened Spell retains any Subtypes the Base spell had. For example Awakened spells with the Fire and Evil Descriptors gain the Fire and Evil Subtypes. Certain effects such as Dispel Magic or Antimagic Fields cause Awakened Spells problems. Dispel Magic effects the Awakened Spell in a manner similar to the Clerics Turn Undead ability. The Arcane Caster must do a Targeted Dispel Magic, and then rolls 1d20 plus his Charisma modifier to see how powerful an Awakened spell he can effect (use the Turning Undead table on page 159 of the Players Handbook). If the Awakened Spell is within the range of effect the caster then rolls 2d6 + caster level + Charisma modifier. If this equals or exceeds the Awakened Spells Hit Dice, it is affected in the exact same manner as Turn Undead effects the Undead. If the opponent casting Dispel Magic was the caster who originally cast the Base Spell that has become an Awakened Spell he/she gets a +4 Circumstance Bonus on both rolls. If an Awakened Spell enters an Antimagic Field it must make a Fortitude Save each round it is in it (DC:10 + 1/2 opponent casters level + opponent casters Charisma bonus) or take 1 point of Constitution damage each round it is in the Field. The Awakened Spell may also be modified depending on whether Metamagic feats were used when casting the Base spell (see Notes below). If Detect Magic is used on an Awakened Spell it radiates an aura like any normal spell of its type.
Sense Creator (Su): An Awakened Spell always knows exactly where the caster who created it is as long as they are both on the same Plane of existence. It also knows whether the caster is alive, dead, or undead.
Limited Repertoire: The Awakened Spells may only take class levels in the same spellcasting class as their creator and any Prestige Classes it allows them to qualify for (i.e. a spell that was cast by a Wizard becomes a Wizard).
Abilities: The Awakened Spells Int, Wis, and Cha are 10 + Base Spells Level. The Physical attributes are the same as the base Creature, modified for its possible new Size Class (see page 291 of the Monster Manual). If the base creatures racial ability modifiers are -2 Strength, +2 Dexterity, so does the Awakened Spell. The Awakened Spells primary casting stat gets another +2.
Skills: The Awakened Spell gets (2+Int modifer) skill points per level with 4 times that for the first level. Class skills are Concentration, Hide, Move Silently, Spellcraft, and Use Magic Device.
Feats: In addition to the Feats it would normally receive (i.e. one every 3 hit dice plus one at first level), the Living Spell receives any metamagic Feats used in the casting that created it as Bonus Feats.
Environment: Any
Organization: Solitary
Challenge Rating: CR now depends on the level of the Base Spell: 0-1st: +1, 2nd-4th: +2, 5th-7th: +3, 8th=9th: +4, Epic: +5. Increase CR ny +1 per 4 Hit Dice the creature has.
Alignment: Likely similar to the base creatures, but it could be anything.
Level Adjustment: Level Adjustment depends on the level of the Base Spell: 0-1st: +3, 2nd-3rd: +4, 4th-5th: +5, 6th-7th: +6, 8-9: +8, Epic: +9
Notes: Some Awakened spells can take certain species specific Feats depending on what Metamagic Feat was used in their creation.
CoerciveYou're quite the talker.
Prerequisites: Awakened Spell created with Coercive Spell Metamagic Feat, must be taken at creation
Benefits: You can always take 10 on Bluff and Diplomacy checks.
DeceptiveYou're a regular scamp.
Prerequisites: Awakened Spell created with Deceptive Spell Metamagic Feat, must be taken at creation
Benefits: You can always Take 10 on Hide and Sleight of Hand Checks.
DisruptionYou're an excellent counterspeller.
Prerequisites: Awakened Spell created with Disruptive Spell Metamagic Feat, must be taken at creation
Benefits: You don't need to Ready an Action tp Counterspell, you can do it as an Immediate Action.
Empowered SmiteTake that hooligans!!
Prerequisites: Awakened Spell created with Empowered Spell Metamagic Feat, must be taken at creation
Benefits: 3 times per day, when casting a spell, your Caster Level is considered 4 levels higher for purposes of Caster level checks to overcome Spell Resistance. This stacks with Feats like Spell Penetration.
Enhanced SpellYou're a better blaster.
Prerequisites: Awakened Spell created with Enhance Spell Metamagic Feat, must be taken at creation
Benefits: When determining how much damage your spells do, your caster level is considered to be 2 Levels higher.
Hulking SpellGreetings puny mortal
Prerequisites: Awakened Spell created with Enlarge Spell Metamagic Feat, must be taken at creation
Benefits 3 times per day the Awakened spell can become 1 Size class bigger for 3 rounds plus 1 round per point of Charisma Modifier. This works like the Enlarge Person Spell.
Personal SpellHow do you like my Mage Armor?
Prerequisites: Awakened Spell created with Extend Spell Metamagic Feat, must be taken at creation
Benefits Once per day you may cast any 1 spell with a Range of Personal, and it lasts for 24 hours.
ChonkersI'm not fat, I'm big boned.
Prerequisites: Awakened Spell created with Widen Spell Metamagic Feat, must be taken at creation
Benefits The Awakened Spell has the Powerful Build ability, and it's weight is one and a half times greater.
Fast SpellTake the spell component from my hand grasshopper.
Prerequisites: Awakened Spell created with Quicken Spell Metamagic Feat, must be taken at creation
Benefits The Awakened Spell gains a +4 Bonus to Initiative checks. This stacks with Improved Initiative and similar Feats.
Quiet SpellSneaky Sneakies...
Prerequisites: Awakened Spell created with Silent Spell Metamagic Feat, must be taken at creation
Benefits 3 times per day the Awakened Spell can take 10 on a Move Silently skill check.
Strong SpellYou are quite powerful.
Prerequisites: Awakened Spell created with Fortify Spell Metamagic Feat, must be taken at creation
Benefits: You gain a +1 Bonus on attack rolls.
Zombie LordYou're a bit cursed...
Prerequisites: Awakened Spell created with Fell Animate Metamagic Feat, must be taken at creation
Benefits: Any living being you kill that qualifies for the Zombie Template rises as one at the beginning of your next turn. It is
not a controlled zombie, however...
Example Living SpellBase Creature: Dwarf Sorcerer
Base Spell: Leomunds Tiny Hut
Note: Physical stats were all 10 plus racial bonuses, with an additional +1 to one score for reaching 4th Level.
Jabberer the HutSmall Aberration
Hit Dice: 4d8+4 (22 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 Deflection), touch 14, flat-footed 14
Base Attack/Grapple: +2/-2
Attack: By Weapon +2
Full Attack: By Weapon +2
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful Natural Caster
Special Qualities: Spell Resistance 19, Immunities, Dark Vision 60 ft., Arcane Body, Sense Creator
Saves: Fort +2, Ref +1, Will +5
Abilities: Str 10, Dex 10, Con 12, Int 15, Wis 13, Cha 13
Skills: Concentration +8, Hide +7, Listen +3, Move Silently +4, Spellcraft +9, Spot +3, Use Magic Device +8
Feats: Alertness, Endurance
Environment: Any
Organization: Unique
Challenge Rating: 3
Treasure: None currently
Alignment: Neutral
Advancement: Wizard Levels only
Level Adjustment: +4
Jabberer the Hut is an Awakened Leomund's Tiny Hut spell. He appears as a Dwarf with opaque eyes of force. Found wondering the mountains by Cohle, Jabberer was set up as a seller of magic items, specifically pranks and curses. You know, the popular stuff. It's uncertain what Cohle has in store for poor Jabberer, but he hasn't counted on Jabberer's immense popularity with the locals who adore the little guy. The Gawds know they shouldn't, as the wares his store supplies keeps long held feuds fresh and raging.
AWAKENED SPELLThere are areas of Wild Magic in the world, Chaotic and unpredictable, spells cast in their presence can behave erratically. Sometimes, on rare occasions, they can come to life. They have no memories of their creator, even though they can sense their maker. Some seek out their creator to find meaning in life, some ignore their creator and set out to forge their own destiny.
MAGICAL CLONESAwakened spells are a semi-perfect clone of the individual who originally cast them, whom they refer to as their creator. Their size is the main difference. The less powerful the spell, the shorter the Awakened spell is. The more powerful it is, the taller the Awakened spell is. There will also be some physical feature that hints at what spell it was originally. For example, a Fireball might have fiery hair or eyes.
BLANK SLATESAwakened spells effectively have no society. There aren't really enough of them to even form a subculture in most places. They tend to adopt whichever culture first treats them with respect, bonding to the locals. They are equally likely to become heroes or villains, largely depending on how they're treated, and who finds them first.
Awakened Spells are tireless defenders of whatever community they adopt, and are loyal without fail. This sometimes leads to their collapse if that community somehow betrays them. They can become so eaten by anger that they effectively become all devouring forces of nature, leading many to want them to simply move along if they know of past incidents where a Spell has been betrayed. It is for this reason that some communities reject them out of hand, fearful that someday, someone will upset them. On the plus side, fewer villains want to adopt them for this reason to, and often get wiped out by the Spell when the inevitable back stabbing happens.
AWAKENED SPELL NAMESAwakened Spells borrow names from whatever culture they adopt, leading them to be quite variable.
AWAKENED SPELL TRAITSAbility Score Increase. Increase the ability score your creator used for casting by +2 (i.e. +2 Int for a Wizard, +2 Cha for a Sorcerer, etc.), and any other ability score by +1.
Age. Awakened Spells are born fully adult, and are effectively immortal. They do not age.
Type. You are an Aberration.
Size. You are Medium or Small, depending on what kind of spell you are. Cantrips, or spells of 4th Level or less are Small. 5th Level or higher are Medium.
Speed. Your walking speed is 30 feet.
Johnny One Spell. You can cast the spell you began life as with this trait, using the ability score you took a +2 in at character creation as your spellcasting ability for it. Once you cast this spell, you can't cast it again with this trait until you finish a short or long rest. You may cast it without using a spell slot or using material components, but you cannot cast it until you reach a Level where you would normally have access to it. For example, Fireball is a 3rd Level spell, which becomes available to certain casting classes at 5th Level. So an Awakened Fireball would gain the ability to cast Fireball via this trait once it reaches 5th Level in any combination of classes. It is up to the DM of the table to decide how high a spell you can play (keep in mind the higher the Level of spell you choose to be, the longer you will have to wait to have access to it). If you are allowed to become an Awakened Wish, you cannot lose access to the spell via this trait only. If you take a spellcasting class, you may use spell slots to cast this spell as well.
Arcane Body. Certain spells affect you differently:
Antimagic Field: Every round that an Awakened Spell spends in an Antimagic Field it must make a Constitution Save (Save DC is the spell save DC of whoever created the Antimagic Field). If the Awakened Spell fails, it suffers 2d8 Force damage, and it must make another Save start of each turn it's in the field.
Detect Magic: Detect Magic reveals you as clearly magical, as well as the school of magic the spell you used to be came from.
Dispel Magic: If you were originally a spell of any Level that would be affected by a Dispel Magic targeted on your person, you must make a Wisdom Saving Throw against the casters spell save DC. If you fail, you are turned as if you had been affected by Turn Undead (See Cleric in the PHB).
Globe of Invulnerability: If you were originally a spell of any Level blocked by the Globe of Invulnerability, you cannot enter it's area of effect.
Magic Resistance: You have advantage on saving throws against spells.
Powerful Caster. You always have Advantage on Constitution Saving Throws meant to maintain concentration on spells, and cannot gain Disadvantage.
Vestiges Of Your Creator. Awakened Spells gain a small ability based on the type of caster that cast them. They gain one of the following at 3rd Level:
Arcane Trickster: At 3rd Level you can cast Mage Hand as a cantrip once per short or long rest with the same abilities as Mage Hand Legerdemain listed under Aracane Trickster. If you take Levels in Arcane Trickster, in addition to the usual abilities they gain with Mage Hand it has a range of 60 feet.
Artificer: At 3rd Level you learn any one Artificer Infusion that an Artificer could take at 2nd Level. If you take Artificer Levels, you can learn one more Infusion than normal.
Bard: At 3rd Level you can use a Bardic Inspiration Die once per long rest. If you take Bard Levels, you can use your Inspiration Die one extra time per day.
Cleric: At 3rd Level choose two Cleric Cantrips. You can cast them once per short or long rest. You use Wisdom as the casting modifier for this spell. If you take Levels in Cleric, you know two additional Cantrips.
Druid: At 3rd Level choose two Druid Cantrips. You can cast them once per short or long rest. You use Wisdom as the casting modifier for this spell. If you take Levels in Druid, you know two additional Cantrips.
Eldritch Knight: At 3rd Level you gain the Weapon Bond feature of the Eldritch Knight. If you take Levels as an Eldritch Knight you may bond with three weapons.
Monk: If your creator was an appropriate Monk subclass (Way of the Four Elements, Way of Shadow, Way of the Sun Soul), you gain 2 Ki Points and Step of the Wind at 3rd Level. If you take Monk Levels, you have two extra Ki Points.
Paladin: At 3rd Level choose two Paladin Cantrips. You can cast them once per short or long rest. You use Charisma as the casting modifier for this spell. If you take Levels in Paladin, you know two additional Cantrips.
Ranger: At 3rd Level choose two Ranger Cantrips. You can cast them once per short or long rest. You use Wisdom as the casting modifier for this spell. If you take Levels in Ranger, you know two additional Cantrips.
Sorcerer: At 3rd Level you gain 2 Sorcery Points, and one Metamagic option. If you take Levels in Sorcerer, you effectively have one additional Metamagic option than normal.
Warlock: At 3rd Level you gain the use of any one Invocation a Warlock could use at 3rd Level or less. If you take Levels in Warlock you have one more Invocation than usual.
Wizard: At 3rd Level choose two Wizard Cantrips. You can cast them once per short or long rest. You use Intelligence as the casting modifier for this spell. If you take Levels in Wizard, you know two additional Cantrips.
Sense Creator. An Awakened Spell always knows exactly where the caster who 'created' it is, as long as they are both on the same Plane of existence. It also knows whether the caster is alive, dead, or undead.
Languages. You speak, read and write any one language your creator spoke, plus any one other language your DM considers appropriate.
Awakened Spells"Jabberer the Hut's? Thats an odd name, even for a magic shop."
A Reputation For Emotional Problems"Are we sure tracking down the cohorts of this Cohle guy without the authorities is wise?""He isn't going to let go of this since we torpedoed one of his factories and alerted the right people to what was going on. Better we find him, before he finds us.
"Welcum to Jabberer's! Wut kin ah do ya fer?""An Awakened spell! My goodness that explains the name. It's been a while since I've seen one of you."
"Those really exist?""Yessir we do. Y'all want pranks, or something a little more cursified?""We're looking for a man named Cohle."
"Cursified?""Well, Cohle owns the place, but I hain't seen 'im in furever. I can ask around ta the boys if'n you care to peruse the merchandise. Don't touch nuthin' without askin' first. Like I said, cursified."They Come With No Filter or Pre-Conceived Notions"A place for buying curses? I should come to the Great White North more often."
"Don't we have enough trouble right now?"*Word came down Cohle is away on bidness. He owns a lotta propities. He talked to old Fred down the way afore leavin', you might ask him.*"And what, pray tell, does Fred do?"
"He's an armorer.""A lot of specialized magic shops in this part of the country..."Bag of Candy Price (Item Level): 2500 GP
Body Slot: - (Carried)
Caster Level: 9th
Aura: Moderate; (DC:20) Conjuration
Activation: - (Use Activated)
Weight: 15 lbs.
This appears to be a Bag of Holding Type 1, and detects as such. However anytime something is put in it, it is transformed into candy as soon as the bag is closed. Living objects may not be put into the bag, which is sometimes a dead give away something might not be right. Well that and usually whenever these are found there's some residual candy in them. So as long as your PC's aren't diabetic they have a snack source.
Prerequisites: Create Wondrous Item, Bestow Curse, Leomunds Secret Chest
Cost to Create: 1250 GP, 2 days, 100 XP
Bag of CandyWondrous item, uncommonThis appears to be a Bag of Holding. However, anytime something is put in it, it is transformed into candy as soon as the bag is closed. Living objects may not be put into the bag.
Bag of Dirty Tricks Price (Item Level): 182,000 GP
Body Slot: - (Carried)
Caster Level: 13th
Aura: Strong; (DC:22) Conjuration
Activation: -
Weight: -
This appears to be a regular Tan Bag of Tricks, but instead of it's normal effects, it summons horrifying out of control monsters. As usual when a ball is removed from the Bag and tossed up to 20 ft. away it summons a creature for 10 minutes. However the creature is in a berserk fury, and attempts to kill everything in sight beginning with the first thing it sees, which will probably be you. Roll on the following table to see what you get:
01-10: Huge Fiendish Monstrous Scorpion
11-20: Fiendish Girallon
21-30: Invisible Stalker
31-40: Huge Elemental (any)
41-50: Babau
51-60: Red Slaad
61-70: Bone Devil
71-80: Djinni
81-90: Fiendish Megaraptor
91-00: 1d3 Chaos Beasts
Prerequisites: Create Wondrous Item, Bestow Curse, Summon Monster VII
Cost to Create: 91,000 GP, 91 days, 7000 XP
Bag of Dirty TricksWondrous item, rareThis appears to be a regular Tan Bag of Tricks, but instead of it's normal effects, it summons horrifying out of control monsters. As usual when a fuzzy object is removed from the Bag and tossed up to 20 ft. away it summons a creature for 10 minutes. However the creature is in a berserk fury, and attempts to kill everything in sight beginning with the first thing it sees, which will probably be you. Roll on the following table to see what you get:
1: Tlincalli
2: Barlgura
3: Catoblepas
4: Elemental (any)
4: Mezzoloth
5: Red Slaad
6: Barbed Devil
7: Night Hag
8: Giant Crocodile
Bastard Sword Price (Item Level):18335 GP
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: -
Weight: 6 lbs,
This appears to be a +3 Bastard Sword, which it is. However it is cursed and anyone picking it up immediately becomes Neutral Evil. If the wielder is already neutral evil, the sword functions as a plain non-magical sword. Either way, he cannot get rid of the sword until someone casts Remove Curse on him. There are rumors of Artifact level versions of this that are far more powerful, and also cause their owner to become compulsively evil, unable to perform any act that isn't unethical.
Prerequisites: Craft Magic Arms and Armor, Bestow Curse, creator must be Neutral Evil
Cost to Create: 9,168 GP, 10 days, 733 XP
Bastard SwordWeapon (longsword), rareThis item appears to be a normal +1 Longsword. Which it is.
Curse. Whoever touches this sword must make a DC 15 Charisma Save, or become Neutral Evil until it receives an attunement spell.
The Black Russian Price (Item Level): 56,000 GP
Body Slot: Waist
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: -
Weight: -
This laughably big, accursed codpiece makes the wearer believe he is far more powerful, interesting, charismatic, etc than he really is. Onlookers find him foolish and disturbing. Mostly because he keeps referring to his codpiece. It can of course, only be removed by Remove Curse, Miracle, Wish, etc. While wearing it the victim has a -4 circumstance penalty to all Charisma based skill checks, except Intimidate, because people find him creepy.
Prerequisites: Create Wondrous Item, Bestow Curse
Cost to Create: 28,000 GP, 28 days, 2240 XP
The Black RussianWondrous item, rare (requires attunement)This item appears to be a magical codpiece if Identify is cast.
Curse. Once attuned, this laughably big, accursed codpiece makes the wearer believe he is far more powerful, interesting, charismatic, etc than he really is. Onlookers find him foolish and disturbing. Mostly because he keeps referring to his codpiece. It can of course, only be removed by Remove Curse, etc. While wearing it the victim has a -4 Disadvantage all Charisma based skill checks, except Intimidate, because people find him creepy.
Boom Ammunition Price (Item Level): 1400 GP
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: -
Weight: varies (as ammo)
This can be arrows or bolts or any form of ammo. It appears to be +2 ammo for all intents and purposes (if that can be checked somehow). But when fired it explodes in the users face doing damage as a Fireball cast by a 7th level caster (the user does not get a Saving throw for half damage though). Some mages just don't like archers, because failing that Concentration Check when you take an arrow in the backside is soooo inconvenient. But they aren't petty. No no, they made these for...reasons?
Prerequisites: Create Magic Arms and Armor, Bestow Curse, Fireball
Cost to Create: 700 GP, 1 day, 56 XP
Boom AmmunitionWeapon (any ammunition), rareThis item appears to be a piece of normal magical ammo, but upon being used in combat the first time it explodes doing 8d6 Fire damage. Any creature within 20 feet of the shooter must make a DC 15 Dexterity Saving Throw or take the fire damage as well (half damage on a successful Save). This destroys the weapon.
Booming Weapon Price (Item Level): 1400 GP
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: -
Weight: -
This cursed ability can be applied to any melee weapon. Upon it's first successful hit, the weapon explodes doing damage as a Fireball cast by a 7th level wizard (the user does not get a Save for half damage). It appears to be a +2 weapon. Some mages don't like melee fighters either, and think it's fun to mess with the 'stupid brutes' every so often. And as long as said 'brute' doesn't find them in their sleep that's okay.
Prerequisites: Create Magic Arms and Armor, Bestow Curse, Fireball
Cost to Create: 700 GP, 1 day, 56 XP
Booming WeaponWeapon (any melee weapon), rareThis item appears to be a normal magical weapon, but upon being used in melee combat the first time it explodes doing 8d6 Fire damage. Any creature within 20 feet of the wielder must make a DC 15 Dexterity Saving Throw or take the fire damage as well (half damage on a successful Save). This destroys the weapon.
Burping Pills Price (Item Level): 4500 GP
Body Slot: - (Carried)
Caster Level: 3rd
Aura: Faint; (DC:17) Evocation
Activation: - (10 rounds after Ingestion)
Weight: -
These pills dissolve instantly in water or alcohol; and are colorless, odorless, and tasteless. After eating a meal or finishing a glass of whatever beverage has been laced with one, the victim must make a DC 13 Fortitude Save every 10 minutes (+1 cumulative to DC with each successful Save, as it's only a matter of time) or unleash the most hellish belch the world has ever seen. The effect is the same as a Gust of Wind spell cast by a 3rd level Wizard lasting for 1 round. This is a bottle of 50 pills.
Prerequisites: Craft Wondrous Item, Gust of Wind, Craft (alchemy) 4 ranks
Cost to Create: 2,250 GP, 3 days, 180 XP
Burping PillsWondrous item, uncommonThese pills dissolve instantly in water or alcohol; and are colorless, odorless, and tasteless. After eating a meal or finishing a glass of whatever beverage has been laced with one, the victim must make a DC 15 Constitution Save every 10 minutes (+1 cumulative to DC with each successful Save, as it's only a matter of time) or unleash the most hellish belch the world has ever seen. The effect is the same as a Gust of Wind spell lasting for 1 round. This is a bottle of 50 pills.
Cherry Bombs Price (Item Level): 82,500 GP
Body Slot: - (Carried)
Caster Level: 11th
Aura: Moderate; (DC:21) Conjuration
Activation: -
Weight: -
These items look like perfectly normal cherries. Having been magically altered they explode roughly 5 minutes after being eaten doing 1d8+11 points of fire damage per cherry eaten (target gets no save, you may enchant 8 cherries at a time). Their chief creators are not so nice Druids who decide to get revenge on all the civilized people killing animals and pooping in the forest. Grow your own food and leave the Druids crops alone is the apparent theme here I guess.
Prerequisites: Create Wondrous Item, Bestow Curse, Fire Seeds
Cost to Create: 61,225 GP, 62 days, 3300 XP
Cherry BombsWondrous item, very rareThese items look like perfectly normal cherries. Having been magically altered they explode roughly 5 minutes after being eaten doing 2d8+4 points of fire damage per cherry eaten (target gets no save, cherries generally come in groups of 8).
Cowardly Armor Price (Item Level): 1400 GP
Body Slot: Body
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: -
Weight: varies (as armor)
This cursed ability can be applied to any heavy armor. When struck in combat for the first time it disintegrates, providing no protection. It otherwise appears to be +3 Armor. You have to be a real jerk to sell this to people. Assassins love it. They throw a shuriken to make the armor explode, and follow up with the heavy artillery. It's also a great prank for jousting day.
Prerequisites: Create Magic Arms and Armor, Bestow Curse
Cost to Create: 700 GP, 1 day, 56 XP
Cowardly ArmorArmor(any heavy armor), rareThis item appears to be normal +2 Armor if Identify is cast.
Curse. When struck in combat for the first time it disintegrates, providing no protection.
Cursed Halloween Mask Price (Item Level): 56,000 GP
Body Slot: Face
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: -
Weight: -
This appears to be a normal Halloween mask, but once you put it on you cant get it off or speak until the usual spells (Remove Curse, Miracle, Wish, etc) are cast. You appear to be whatever monster the mask is made to represent to anyone seeing you. Any attempt to speak comes out as a roar or shriek, and you seem to be threatening whoever you encounter. Welcome to what we'll call 'interesting times'.
Prerequisites: Create Wondrous Item, Bestow Curse, Major Image
Cost to Create: 28,000 GP, 28 days, 2240 XP
Cursed Halloween MaskWondrous item, rareThis appears to be a magical face mask resembling a monster if Identify is cast.
Curse. Once you put it on you cant get it off or speak until Remove Curse is cast. You appear to be whatever monster the mask is made to represent to anyone seeing you. Any attempt to speak comes out as a roar or shriek, and you seem to be threatening whoever you encounter.
Cursed Javelin of Lightning Price (Item Level): 1400 GP
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: - (Use Activated)
Weight: 2 lbs.
These appear to be normal Javelins of Lightning. However when thrown, the wielder is struck by the 5d6 Lightning Bolt instead (no Save). Rumor has it that Har the God of Lightning made these one day as a bit of a joke, or perhaps a punishment for people who do bad things in his name. Unfortunately his subordinates cranked them out, and now they seem to be quite popular as 'pranks'.
Prerequisites: Create Magic Arms and Armor, Bestow Curse, Lightning Bolt
Cost to Create: 700 GP, 1 day, 56 XP
Cursed Javelin of LightningWeapon (javelin), uncommonThis item appears to be a normal Javelin of Lightning, but the moment someone tries to throw it, it explodes in their hand taking 4d6 lightning damage. Any creature within 10 feet of the wielder must make a DC 13 Dexterity Saving Throw or take 4d6 Lightning damage as well (half damage on a successful Save). This destroys the javelin.
Cursed Mace of Terror Price (Item Level): 56,000 GP
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: - (Use Activated)
Weight: 8 lbs.
These appear to be normal Maces of Terror (i.e. a +2 Heavy Mace). However when picked up the wielder himself is affected as if by a Fear spell (no save), at which point he runs from anything ambulatory and/or sentient until the effect wears off 7 rounds later. After that once per day, usually when he draws the Mace or actually hits with it, he must Save versus the Fear effect again. On the plus side he can't drop the Mace, and the usual spells (Remove Curse/Miracle/Wish/etc) are needed to get rid of it.
Prerequisites: Create Magic Arms and Armor, Bestow Curse, Fear
Cost to Create: 28,000 GP, 28 days, 2240 XP
Cursed Mace of TerrorWeapon (mace), rareThis item appears to be a normal, albeit magical, mace.
Curse. As soon as this mace is touched, the toucher must make a DC 15 Wisdom Save, or be Frightened for 1 Minute. The toucher cannot rid himself of the mace until he gets the benefits of a Remove Curse or similar spell. As long as the toucher is cursed, it cannot wield any weapon but the mace, and must Save to avoid being Frightened when ever he draws the weapon again.
Cursed Ring of Elephant Summoning Price (Item Level): 23,760 GP
Body Slot: Ring
Caster Level: 11th
Aura:Moderate; (DC:21) Conjuration
Activation: - (Use Activated) or Swift (Command)
Weight: -
When put on this ring magically informs the wearer that it can summon a War Elephant to do battle once per day. And it does. Unfortunately the elephant falls from the sky, aimed directly at the wearer doing 11d6 damage (DC 20 Reflex Save for half damage), after which the stunned elephant wanders off.. After the first time, the ring does it at random times just to screw with it's wearer. It rarely kills him/her, because that would end the pain...
Prerequisites: Forge Ring, Bestow Curse, Magic Mouth, Summon Nature's Ally VI
Cost to Create: 11,880 GP, 12 days, 940 XP
Cursed Ring of Elephant SummoningRing, rare (requires attunementWhen put on this ring magically informs the wearer that it can summon a War Elephant to do battle once per long rest.
Curse. And it does, just as soon as the wearer attunes to it.. Unfortunately the elephant falls from the sky, aimed directly at the wearer doing 10d6 Bludgeoning damage (DC 15 Dexterity Save for half damage), after which the stunned elephant wanders off. After the first time, the ring does it at random times of the day just to screw with it's wearer. It rarely kills him/her, because that would end the pain...Remove Curse or similar magics will allow the wearer to remove the ring.
Dingle Ball Price (Item Level): 240,000 GP
Body Slot: - (Carried)
Caster Level: 15th
Aura: Strong; (DC:23) Enchantment
Activation: - (Thrown)
Weight: -
The Dingle Ball appears to be a small, rubbery ball that makes jingling noises when thrown or bounced. Any creature within 60 ft. that can hear or see the Dingle Ball (except the thrower) must make a DC 22 Willpower Save or be compelled to spend the next 1d10 minutes playing with the Dingle Ball. This compulsion is automatically dispelled if the creature is attacked. After the effect wears off the Dingle Ball may be thrown again. If the creature makes it's save it is immune to the effects of this Dingle ball for 24 hours. This is a Mind-Affecting Compulsion.
Prerequisites: Craft Wondrous Item, Sympathy
Cost to Create: 120,000 GP, 120 days, 9600 XP
Dingle BallWondrous item, very rareThe Dingle Ball appears to be a small, rubbery ball that makes jingling noises when thrown or bounced. Any creature within 60 ft. that can hear or see the Dingle Ball (except the thrower) must make a DC 18 Wisdom Save or be compelled to spend the next 1d10 minutes playing with the Dingle Ball. This effect is automatically dispelled if the creature is attacked. After the effect wears off the Dingle Ball may be thrown again. If the creature makes it's save it is immune to the effects of this Dingle ball for 24 hours
Dunce Cap Price (Item Level): 90,000 GP
Body Slot: Head
Caster Level: 9th
Aura: Moderate; (DC:20) Enchantment
Activation: -
Weight: -
Anyone wearing this accursed conical cap is immediately subjected to a Feeblemind spell until someone casts Remove Curse (or Wish/Miracle) to take the hat off. Until then the hat cannot be moved either by Strength Check, or high winds, or even small nuclear detonations (unless of course you are vulnerable to death by said detonations).
Prerequisites: Create Wondrous Item, Bestow Curse, Feeblemind
Cost to Create: 45,000 GP, 45 days, 3600 XP
Dunce CapWondrous item, very rareThis appears to be a magical hat if Identify is cast.
Curse. Anyone wearing this accursed conical cap is immediately subjected to a Feeblemind spell (if it fails a DC 18 Intelligence Saving Throw) until someone casts Remove Curse to take the hat off. Until then the hat cannot be moved either by Strength Check, or high winds, or even small nuclear detonations (unless of course you are vulnerable to death by said detonations).
Dwarven Beer Stein Price (Item Level): 56,000 GP
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: - (Use Activated)
Weight: 1 lb.
This magical beer stein is always full of some form of alcohol. Not always a good thing... Once someone picks it up the stein is always full of his favorite form of alcohol, and never spills. However if he drinks from it he must make a DC 16 Willpower Save if he is angered within the next hour or go into Frenzy (identical to the ability listed on page 34 of the Complete Warrior). The Save DC increases by 1 for each day that the drinker avoids Frenzy, and resets when he has lost control. If someone attempts to take the Stein from him, he must make the save or also go into Frenzy, and the Stein will automatically teleport back to him within 1d4 rounds if taken from him. Only a Remove Curse/Miracle/Wish etc will convince him to give up the stein and prevent it from going back to him. So long as a person 'owns' the stein he is required to drink from it at every meal (he gets no save to avoid this). Dwarves only seem to make these to be given to non dwarves, particularly elves...Dwarven revenge is a dish best served hoppy apparently.
Prerequisites: Create Wondrous Item, Bestow Curse, Create Food and Water, Rage
Cost to Create: 28,000 GP, 28 days, 2240 XP
Dwarven Beer SteinWondrous item, rareThis appears to be a magical stein that always fills with alcohol when someone grasps the handle.
Curse. Anyone drinking from it must make a DC 15 Constitution Save, or gain the following abilities for 1 Minute:
Berserk: On each of its turns while berserk, the drinker attacks the nearest creature it can see. If no creature is near enough to move to and attack, the drinker attacks an object, with preference for an object smaller than itself. Once the drinker goes berserk, it continues to do so until it is destroyed or the Minute passes.
Reckless: The drinker gains advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Once someone drinks from the stein, they will only drink from the stein, and cannot be rid of it until Remove Curse is cast.
Helm of Shrieking Price (Item Level): 56,000 GP
Body Slot: Head
Caster Level: 7th
Aura:Moderate; (DC:19) Necromancy
Activation: - (Use Activated)
Weight: -
Once donned this cursed Helm announces your presence by letting loose an unearthly shriek whenever you enter a room or tunnel or cave, etc. This scream is generally tailored to be attention getting or offensive, ensuring all eyes will be on you. Typical sayings include insults or vulgarities that are beyond the pale. Basically, something
guaranteed to get you physically attacked.
It can only be removed by Remove Curse/Wish/Miracle etc. Anything within 200 ft. can make a DC 10 Listen check to hear the shriek and immediately know your position.
Prerequisites: Create Magic Arms and Armor, Bestow Curse, Magic Mouth
Cost to Create: 28,000 GP, 28 days, 2240 XP
Helm of ShriekingWondrous item, rareThis appears to be a magical helmet if Identify is cast.
Curse. Once donned this cursed Helm announces your presence by letting loose an unearthly shriek whenever you enter a room or tunnel or cave, etc. This scream is generally tailored to be attention getting or offensive, ensuring all eyes will be on you. Typical sayings include insults or vulgarities that are beyond the pale. Basically, something
guaranteed to get you physically attacked. It can only be removed by Remove Curse or similar magic. Anything within 200 ft. can make a DC 10 Wisdom (Perception) check to hear the shriek and immediately know your position.
Meddling Box Price (Item Level): 30,000 GP
Body Slot: - (Held)
Caster Level: 5th
Aura: Faint; (DC:20) Abjuration
Activation: - (Use Activated)
Weight: 2 lbs.
This weird puzzle box composed of gears, levers, and god alone knows what else, is usually a mystery to most people. All of them are individually crafted and give a +2 Untyped Bonus to a random type of Check or roll if activated. The trouble is figuring out what kind of Check, and how to activate the damn thing. A successful DC 20 Intelligence Check is required to figure out how to work it, and each attempt in which this Check Fails gives the owner a -2 on a specific type of Skill or Ability Check for 24 hours (these are cumulative, the type of check is decided upon when the Box is created and cannot be changed). Once successfully activated the owner may then activate the Box as a Standard Action and gain the chosen Bonus for 24 hours (bonuses are not cumulative). Rumor has it the Gnomes made these purely to screw with people.
Prerequisites: Craft Wondrous Item, Random is My Ally, Craft (Puzzleboxes 4 ranks)
Cost to Create: 15,000 GP, 15 days, 1200 XP
Meddling BoxWondrous item, very rare (requires attunement)This weird puzzle box composed of gears, levers, and god alone knows what else, is usually a mystery to most people. All of them are individually crafted and give a +2 Bonus to a random type of Check or roll if activated. The trouble is figuring out what kind of Check, and how to activate the damn thing. A successful DC 20 Intelligence Check is required to figure out how to work it, and each attempt in which this Check Fails gives the owner a -2 on a specific type of Check or roll for 24 hours (these are cumulative, the type of check is decided upon when the Box is created and cannot be changed). Once successfully activated the owner may then activate the Box as anAction and gain the chosen Bonus for 24 hours (bonuses are not cumulative).
Random is My Ally 3rd Level Abjuration
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The recipient of this spell gains a +2 Untyped Bonus to a single random roll. At the beginning of each of the recipients turns roll 1d4 to figure out what the Bonus applies to:
1: Saving Throw
2: Skill Check
3: Ability Check
4: Attack roll
War Club Price (Item Level): 56,000 GP
Body Slot: - (Carried)
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: - (Use Activated)
Weight: 6 lbs.
This appears to be a normal +1 club with perhaps some nifty adornment. Anyone struck by it must make a DC 14 Willpower Save, or go into Frenzy as per the Frenzied Berserker Class ability on page 34 of the Complete Warrior. It's a neat way to start riots, or reduce family gatherings to open brawls.
Prerequisites: Create Magic Arms and Armor, Bestow Curse, Rage
Cost to Create: 28,000 GP, 28 days, 2240 XP
War ClubWeapon (club), rareThis appears to be a normal +1 club with perhaps some nifty adornment.
Curse. Anyone struck by it must make a DC 15 Wisdom Save, or go berserk for 1 Minute. During that minute it gains the following:
Berserk: On each of its turns while berserk, the target attacks the nearest creature it can see. If no creature is near enough to move to and attack, the target attacks an object, with preference for an object smaller than itself. Once the target goes berserk, it continues to do so until it is destroyed or the Minute passes.
Reckless: The target gains advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Weasel Shorts Price (Item Level): 56,000 GP
Body Slot: Waist
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: - (Use Activated)
Weight: 1 lb.
When these cursed pants are put on they summon 1d4 weasels, which appear inside them and immediately begin attacking the wearer in a very uncomfortable way. Once again, Druids who want to keep people out of the forest are blamed for making these, but honestly what goober puts on pants he finds lying about randomly in the forest? The pants are removable, but this does not dissuade the weasel attack.
Prerequisites: Craft Wondrous Items, Bestow Curse, Summon Swarm
Cost to Create: 28,000 GP, 28 days, 2240 XP
Weasel ShortsWondrous item, uncommonWhen these cursed pants are put on they summon 1d4 weasels, which appear inside them and immediately begin attacking the wearer in a very uncomfortable way. The pants are removable, but this does not dissuade the weasel attack.
Yard Gnome of Mockery Price (Item Level): 132,000 GP
Body Slot: - (Carried)
Caster Level: 11th
Aura: Moderate; (DC:21) Divination/Transmutation
Activation: Continuous
Weight: 5 lbs.
This appears to be a normal yard gnome. But when people come near it, there is an obvious difference. This Gnome can talk. It can also read minds as per the Probe Thoughts spell. When anything approaches within 100 ft. of the Gnome it uses Probe Thoughts to read their mind for dirty and embarrassing secrets, and then loudly begins to expose them for all the world to hear. Or it just insults people. It has the stats of a Tiny Animated Object. There are rumors of extra powerful versions of this Gnome which teleport it back to the yard once it's set down if it's removed, and who are invulnerable to most damage. Or just bigger. Bigger is bad enough.
Prerequisites: Create Wondrous Item, Animate Objects, Magic Mouth, Probe Thoughts
Cost to Create: 66,000 GP, 66 days, 5820 XP
Yard Gnome of MockeryWondrous item, rareThis appears to be a normal yard gnome. But when people come near it, there is an obvious difference. This Gnome can talk. It can also read minds as per the Detect Thoughts spell, which it can cast at will without using spell slots or material components. When anything approaches within 100 ft. of the Gnome it uses Detect Thoughts to read their mind for dirty and embarrassing secrets, and then loudly begins to expose them for all the world to hear. Or it just insults people. It has the stats of a Tiny Animated Object, with the following exceptions: all mental ability scores are a 10.
Your Own Personal Theme Music Price (Item Level): 56,000 GP
Body Slot: Throat
Caster Level: 7th
Aura: Moderate; (DC:19) Necromancy
Activation: -
Weight: -
This appears to be a lapel pin or brooch of some sort. It creates and plays your own personal theme music once you put it on....which it never stops playing. Ever. Until some kind cleric decides to cast Remove Curse (allowing you to remove it), or the party puts you out of it's misery. While wearing it you always fail Hide and Move Silently checks. Since the music makes it obvious what your doing (i.e changes with your actions), your opponent may be able to predict what your up to. If he can make a Sense Motive Check (DC 15), he gets a +1 bonus to 1 roll he makes in the next round as long as the roll affects you. On the good side you get a +2 Profane bonus to all Intimidation checks, and for whatever reason you can sleep through the music quite soundly. Assuming your companions, who are not immune, do not attempt to kill you while you're unconscious.
Prerequisites: Craft Wondrous Item, Bestow Curse, Magic Mouth
Cost to Create: 28,000 GP, 28 days, 2240 XP
Your Own Personal Theme MusicWondrous item, uncommon (requires attunement)This appears to be a lapel pin or brooch of some sort. It creates and plays your own personal theme music once you put it on and attune to it...
Curse. which it never stops playing. Ever. Until some kind cleric decides to cast Remove Curse (allowing you to remove it), or the party puts you out of it's misery. While wearing it you always fail Dexterity (Stealth) checks. Since the music makes it obvious what your doing (i.e changes with your actions), your opponent may be able to predict what your up to. If he can make an Insight Check (DC 15), he gets Advantage to 1 roll he makes in the next round as long as the roll affects you. On the good side you get Advantage to all Charisma (Intimidation) checks, and for whatever reason you can sleep through the music quite soundly. Assuming your companions, who are not immune, do not attempt to kill you while you're unconscious.