New Magic Items

View previous topic View next topic Go down

New Magic Items

Post  Maltavious on Fri Mar 23, 2012 5:22 pm

This thread will be used for newly created magic items that will be specific to this campaign.
avatar
Maltavious
Admin

Posts : 54
Join date : 2011-11-21
Age : 31
Location : Jefferson GA

View user profile http://malt.forumotion.com

Back to top Go down

Merchant Items

Post  Maltavious on Sun Mar 25, 2012 12:05 am

In an attempt to make Ptolus feel more magical I'm creating some very minor magical items that mostly have to do with trade or handling mundane logistical details.

Coin Purse: This nondescript coin pouch appears as a normal coin pouch. It however acts as a Bag of Holding with the condition that the extra dimensional space can only hold coins. All other items place in the bag take up real space. A Coin Purse that is over filled with non-coin items tears the bag, and ends the magical effect spilling the coins out just bellow the purse. Even if non-coin items are placed in the bag anyone who reaches in the bag immediately knows quantity and type of coins in the bag. Cost: Small (500 coins) 75 gp, Medium (2,500 coins) 350 gp, Large (10,000 coins) 1,350 gp

Seal of Goods: This signet forms a magical seal with any container it leaves it's mark on. Anyone that touches this seal immediately knows the contents of the container, and the quantity of items inside. If for any reason the contents are removed after this seal is made the seal breaks, and anyone that touches the broken seal knows the original contents and what has been removed but not when, or where the items were taken. Cost 500 gp.
avatar
Maltavious
Admin

Posts : 54
Join date : 2011-11-21
Age : 31
Location : Jefferson GA

View user profile http://malt.forumotion.com

Back to top Go down

Weapon Qualities

Post  Maltavious on Thu Apr 05, 2012 2:32 pm

I will be adding several new weapon qualities. They will appear as I balance them in my head. First up:

Lesser Bane: As Bane except the weapons enhancement is considered to be only +1 enhancement higher, and there are no extra dice added to damage. This quality can only be added to a weapon once.
Moderate Conjuration; CL 6th; Craft Magic Arms and Armor, summon monster 1; Price 500 gp

Greater Bane: As Bane except the weapons enhancement is considered to be +3 higher, and It deals and addition 3D6 damage instead of 2D6.
Moderate Conjuration; CL 10th; Craft Magic Arms and Armor, summon monster 3; Price +3 bonus


As many of you know an energy type may be added to a weapon. In the Players handbook three are listed Flaming, Frost, and Shock. In this game I am adding all other energy types as well as posative energy, and negative energy.

Acidic: As Flaming except 1D6 Acid instead of Fire.
Dark: As Flaming except 1D6 Negative Energy instead of Fire. (This will heal undead instead of harm them)
Flaming: As players handbook description.
Frost: As Flaming except 1D6 Ice instead of Fire.
Light: As Flaming except 1D6 Positive Energy instead of Fire. (To all living creatures this is counted as Non-Lethal Damage, Undead count it as lethal damage)
Shock: As Flaming except 1D6 Electric instead of Fire.
Sonic: As Flaming except 1D6 Sonic instead of Fire.

avatar
Maltavious
Admin

Posts : 54
Join date : 2011-11-21
Age : 31
Location : Jefferson GA

View user profile http://malt.forumotion.com

Back to top Go down

Re: New Magic Items

Post  Sponsored content


Sponsored content


Back to top Go down

View previous topic View next topic Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum