Author Topic: Magic Items  (Read 1722 times)

Offline Stratovarius

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Magic Items
« on: March 16, 2014, 11:52:39 AM »
Magic Items

Circumscribing Solution: One of many small items designed to help those engaged in ritual magic, this paint is used to mark the area of a sacrifice, helping to ease the transition of a soul into an energy form. It grants a +5 bonus on spellcraft checks required for a ritual. At the end of the ritual for which it is used, it is consumed.
Faint necromancy; CL 5th; Craft Wondrous Item; Price 50 gp.

Goggles of Unbound Sight: These crystal lenses fit over the user’s eyes, enabling him to see the general health and status of all creatures visible to him, as well as giving specific knowledge of any conditions affecting a creature (all this as per the Status spell). Once per day, the goggles may grant a flash of insight into the exact weaknesses of a single creature, allowing the wearer's next attack to strike with perfect clarity, gaining a +20 bonus on the attack roll.
Moderate divination; CL 11th; Craft Wondrous Item, true seeing, status, true strike; Price 25,000 gp.

Luminary's Jewel: A brilliant pure white diamond set into a metal enclosure, when activated by a command word it glows with a  steady and strong light, revealing all incorporeal creatures, and stripping away the disguise on any undead creature attempting to appear living. Living creatures in the aura of the light gain the effect of a single martyr ritual of up to third level, created by the wielder of the jewel.
Strong evocation; CL 16th; Craft Wondrous Item, sunburst; Price 50,000 gp.

Ring of Rituals: This special ring comes in three kinds (ring of rituals I, ring of rituals II, ring of rituals III), all of them useful only to ritual users. The wearer gains knowledge of a single ritual of 1st level (I), 3rd level (II), or 5th level (III).
Strong (no school); CL 14th (I), 17th (II), 20th (II); Forge Ring, limited wish; Price 40,000 gp (I), 70,000 gp (II), 100,000 gp (II).

Ritual Bane: A ritual bane weapon excels at attacking those who use ritual magic. Against any creatures who are wielders of ritual magic or have the ritual subtype, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition.
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, summon monster I; Price +1 bonus. 

Robe of the Murderer: This robe is made of pure black spun silk, and never rips, tears, or is stained. Made as a cabalist's robe, and often worn by ritualists to show their domination of life and death, it also allows the sharing of sacrificial magic. Whenever a beneficial ritual from the ritualist or ritual warrior list is used within 60', the wearer of the robe is granted the effect as well.
Moderate necromancy; CL 11th; Craft Wondrous Item, character must be at least 11th level; Price 120,000 gp;Weight 1 lb.

Sanguineous Scroll: These scrolls divulge the inner workings, habits and weaknesses of a single creature type, such as an orc or an aboleth. Those who read the scroll in its entirety gain the benefits of a 15th level ranger's favoured enemy ability against that creature type. This ability lasts for one day each time it is read, and cannot be used to meet any requirements. The scroll can only be read once per week.
Strong divination; CL 15th; Craft Wondrous Item, legend lore; Price 20,500 gp;Weight 1 lb.

Torc of Life Eternal: This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. Worn by those who wish to enhance their ability to wield ritual magic, especially those who give up so much to use it. If worn during the creation of a ritual, the wearer heals 2 hit points per level of the ritual created, up to the maximum of 14.
Moderate conjuration; CL 5th; Craft Wondrous Item, cure light wounds; Price 3,000 gp.

Blindfold of Belief: A plain white cloth, worn over the user’s eyes, the blindfold renders the wearer sightless, and he is blinded while wearing the wrap. While under the effect of a martyr ritual, the wearer's vision is replaced by a gift from the martyr, channelled through the blindfold. The wearer gains blindsight of 5 feet per hit dice of the largest martyr ritual affecting him.
Moderate divination; CL 12th; Craft Wondrous Item, blindness/deafness, true seeing; Price 36,000 gp.

Light of Purity: This crystal appears to be a long, rough prism, carved with symbols representing the martyr's gifts of sacrifice and devotion. Upon utterance of a command word, the crystal emits bright light that functions as per the daylight spell. This light lasts for one hour, and can be activated once per day. While this light is active, all martyr rituals within the area of the daylight act as if they had 1 higher hit dice invested in them.
Faint evocation; CL 6th; Craft Wondrous Item, daylight; Price 13,000 gp.

Marker of Aid: This stone is brightly coloured and dangles on a gold chain. The wearer of this periapt can see the status of up to five allies by calling out their name and holding up the stone. The colour changes from a healthy blue to a poorly red to a dead black to indicate their status. Allies may be designated once per week, and must be touched with the stone at that time. If the creature leaves the current plane, the link is broken. By performing a level 5 ritual, the wearer of the marker may teleport to the location of the creature.
Moderate divination; CL 10th; Craft Wondrous Item, status; Price 15,000 gp.

Ring of Life's Wealth: Designed to aid martyrs in the creation of their rituals, and recognizing that sometimes it is incumbent upon the martyr to stay alive so that he may continue to serve, this ring adds +1 hit dice of the sacrifice to the wearer's martyr rituals. The martyr must still pay all base hit dice for the ritual himself.
Moderate conjuration; CL 7th; Forge Ring, cure critical wounds; Price 25,000 gp.

Robe of the Blessed Host: A robe formed from clean spun cloth, magical symbols, stitched in a slight shade of off-white adorn the robe, granting to those who wear it a +2 enhancement bonus to their effective martyr level, allowing them to sacrifice more of themselves. All rituals created while wearing this robe last for 1 day longer than usual.
Moderate divination; CL 11th; Craft Wondrous Item, character must be at least 11th level; Price 120,000 gp;Weight 1 lb.

Sacrificial Chalice: This golden cup holds the knowledge to perform a single ritual from the martyr list up to level 3. During the creation of the ritual, the chalice must be filled with holy water for the ritual to be successful.
Moderate conjuration; CL 8th; Craft Wondrous Item, character must be at least 9th level; Price 15,000 gp.

Supplicant Shield: This +3 heavy shield has been imbued with the magic of the martyrs. When wielding this shield, a martyr may sacrifice hit points to gain damage resistance of X/adamantium, where X is equal to one half of the hit points sacrificed. This benefit lasts for one minute.
Moderate abjuration; CL 8th; Craft Magic Arms and Armour, shield of faith; Price 64,000 gp; Cost 32,000 gp + 1,280 XP.

Bloodmist Cloak:  Made with a strong affinity towards fogs and cloud spells and rituals, the bloodmist cloak is often a tool of the stalking ritual-wielder. Whenever inside a fog or cloud, magically created or not, the wearer may gain the benefits of the gaseous form spell as a swift action at caster level 9.
Moderate transmutation; CL 9th; Craft Wondrous Item, gaseous form; Price 7,200 gp;Weight 1 lb.

Hunter's Focus: These crystal lenses fit over the user’s eyes,  enabling him to see the weak and vulnerable points in a foe's defences. While under the effect of a ritual from the ritual warrior or ritual-wielder list, the wearer gains a bonus on his chance to confirm criticals equal to one half the ritual with the single highest hit dice total. Thus, a ritual warrior with two hit dice 3 rituals and one hit dice 4 ritual would gain a +2 bonus to confirm criticals.
Faint necromancy; CL 3rd; Craft Wondrous Item, deathwatch; Price 2,500 gp.

Siphoning: This property can only be placed on a melee weapon. A weapon of siphoning adds 1 minute, 3 minutes, or 5 minutes duration to any ritual created with the Finishing Strike class feature.
Moderate necromancy; CL 8th; Craft Magic Arms and Armor, Extend Spell, vampiric touch; Price +1 bonus (lesser), +2 bonus (normal), +3 bonus (greater).

Spirit Conduit: This property can only be placed on a melee weapon. A spirit conduit weapon allows the wielder to use a ritual with a range of melee touch as part of a full attack action. He must designate this before he knows the result of any rolls. Uses of the ritual are deducted as normal.
Moderate necromancy; CL 9th; Craft Magic Arms and Armor, bestow curse; Price +2 bonus.

Bloodplate: An armour treated with this ability appears to have veins running through its surface, and whenever struck, the armour bleeds slightly. Once per day, the wearer can cover all creatures within 20' with blood, as per the blood rain ritual. This spray of blood lasts for five rounds.
Moderate necromancy; CL 9th; Craft Magic Arms and Armour, creator must be at least 13th level; Price +1 bonus.

Chains of the Unyielding: These chains are used to bind a creature for sacrifice. Cruelly hooked and barbed, whenever the bound creature is struck for damage, the chains act to increase the damage dealt, raising the critical modifier by x1.They also sap the life energy of the bound creature, causing it to take a -10 penalty on any checks made to break free of the chains.
Moderate necromancy; CL 10th; Craft Wondrous Item, harm; Price 15,000 gp.

Phial of Soul Transference: A small blackened jar that pulses dully when filled, the phial allows the soul of a sacrifice to be stored for later usage. The phial must be held to the lips of a creature as it dies and for one minute thereafter in order to fill the container. Once filled, simply perform a ritual as normal, and as the final act open the phial, rather than using a sacrificial creature. Souls will only remain bound within the phial for one week, after which they dissipate. A lesser phial can hold a creature of up to five hit dice, with the more expensive versions increasing that limit to fifteen hit dice and, finally, unlimited hit dice for the greater phial.
Moderate necromancy; CL 11th; Craft Wondrous Item, magic jar; Price 4,000 gp (lesser), 16,000 gp (normal), 36,000 gp (greater).

Soultheft Armour: An armour cursed to suck the life from the wearer, it is often handed as a gift to foolish creatures. Those who don the armour must succeed at a DC 20 Fortitude save or die, and have their soul held within a phial of soul transference. The phial is concealed in a slot in the armour designed especially for this purpose. It requires a DC30 spot check to notice the hinging for the phial. The armour will magically resize itself to fit the creature to which it is given. This armour detects as if it had the invulnerability enhancement, rather than the soultheft enhancement.
Moderate necromancy; CL 9th; Craft Magic Arms and Armour, magic jar; Price +1 bonus.

Rod of the Ritualist: A magical rod, the Rod of the Ritualist is a metallic, presumably silver, shaft about three feet in length, and topped with what can only be the design of a hip joint. Further examination reveals that the whole item is in fact moulded to look like a thigh bone, although given the length of the object, it has a strangely distended quality about it, one that is vaguely unsettling to the touch. The holder of the rod gains the ability to determine the health of all creatures within 60 feet that he can see as per the deathwatch and status spells. In addition, any time a creature fails a Grasp the Lifeblood save against a ritualist holding this rod, they are brain-locked, instead of any lesser effect. This does not apply to undead creatures.
Moderate necromancy; CL 7th, Deathwatch, Status; Craft Rod; Cost: 3,000gp.
« Last Edit: November 18, 2015, 07:28:45 PM by Stratovarius »

Offline Skyrock

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Re: Magic Items
« Reply #1 on: October 26, 2022, 09:48:56 AM »
Sanguineous Scroll: These scrolls divulge the inner workings, habits and weaknesses of a single creature type, such as an orc or an aboleth. Those who read the scroll in its entirety gain the benefits of a 15th level ranger's favoured enemy ability against that creature type. This ability lasts for one day each time it is read, and cannot be used to meet any requirements. The scroll can only be read once per week.
Strong divination; CL 15th; Craft Wondrous Item, legend lore; Price 20,500 gp;Weight 1 lb.
It's weird that this item is so all-or-nothing - you either get the +8 FE bonus of a high-level ranger, or you get nothing.
I think it would be more useable if it were graded. Following the usual bonus² scheme of magic item pricing, I arrive at a muliplier of 312.5gp. Working off that:
+2 -  1,250gp - CL  3rd - sense weakness
+4 -  5,000gp - CL  5th - sense weakness
+6 - 11,250gp - CL 10th - legend lore
+8 - 20,000gp - CL 15th - legend lore

Offline Skyrock

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Re: Magic Items
« Reply #2 on: November 11, 2022, 07:46:46 PM »
Ritual Warriors have a hard time to actually use their features, especially at low levels. Unless they are surrounded by even lower level mooks that can be dispatched in one shot, a situation where the empowerment from rituals isn't even needed. The following item adresses this, by giving RWs means to use their features without the need to successfully land a killing strike in the first place.

Coup Stick: This light stick is used by ritual warriors to show bravery in battle, by demonstrating they could have killed their target without actually killing it.
Using the stick takes a full-round action while you are in melee range to a hostile target creature, as if you were attempting a coup de grace. (Improvements to the coup de grace action such as through the Expert Executioner feat apply.) Unlike with coup de grace the target doesn't need to be helpless, but when it isn't helpless, you need to succeed at a melee attack.
The effect depends on your effective Ritual Warrior level for performing rituals:
  • Ritual Warrior 0: No effect.
  • Ritual Warrior 1-2: You may activate Finishing Strike as if you had killed the target, but at half the usual hit dice (minimum of 1).
  • Ritual Warrior 3-5: As above, but you may activate Rituals of Combat instead.
  • Ritual Warrior 6-10: As above, but you use the full hit dice as if you had actually killed the target.
  • Ritual Warrior 11-15: As above, but additionally the target must succeed at a Will save (DC 10 + your intelligence + 1/2 your effective Ritual Warrior level) or become frightened for 1 round.
  • Ritual Warrior 16+: As above, but on a failed Will save the target instead becomes panicked for 1d4 rounds.
A creature that has been successfully hit with a coup stick cannot be affected again by any coup stick used by the same ritual warrior for 24 hours.
Faint universal; CL 3rd; Craft Wondrous Item, arcane mark; Price 450 gp
« Last Edit: November 11, 2022, 08:21:23 PM by Skyrock »