Helm of Entrapment

This helm employs an illusion to trick the wearer into putting it on backward, so the eye holes face backward. This effectively blinds the character, and since the item is cursed, the wearer cannot willingly remove it. A remove curse spell will allow the wearer to doff the entrapping helm.

Moderate transmutation; CL 7th; Craft Wondrous Item, bestow curse; Price 1,300 gp.


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Helm of Hiding

This helm (really a leather cap) improves the wearer’s chance of hiding. It provides a +5 competence adjustment on all Hide checks while worn.

Faint transmutation; CL 5th; Craft Wondrous Item, darkness; Price 2,500 gp;Weight 1 lb.


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Activity Spike

This magic item is activated whenever the activity in the room grows too active, at the DM’s discretion, of course. The spike then enlongates from 3 inches to 3 feet and deals 2d6 on a successful hit from the sharp end. Unfortunately, since the large spike is unwieldy, unless the wielder has an exotic weapon feat, he or she will suffer a -2 penalty to hit.

The spike can also be used as a club, and deals damage as a, you guessed it, club.

This item could also be used creatively to many humorous (and deadly) ends. Think about it.

This item radiates a minute amount of magic.

Price: 1,500gp


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Winged Helm

This helmet, fittingly adorned by giant wings, allow the wearer to fly at various speeds, depending on the size of the adorning wings. Activating the item takes a standard action, as the wearer must rub the feathers with saliva not unlike the way a cat preens itself.

The helm in the picture is the minor version of the helm, which allows the wearer to float a foot off the ground with very limited mobility, essentially hovering and moving at half speed.

The normal version (with 18″ wings) provides fly at the wearer’s normal move and the greater version (with 6′ wings) provides flight up to 100′ per round.

Originally researched and developed by Djander, mage counsel to the King of Vandor in the waning days of his kingdom. When the king passed, the land split into the Ten Princedoms, and the Winged Helms allow the Princes to travel quickly across the sea to convene meetings to continue to rule the land. As such, there are ten Winged Helms, one each in possession of the princes.

Price: 25,000gp
Price, minor: 12,500gp
Price, major: 50,000gp


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Axe of Dismemberment

In addition to being a +1 axe, this deadly weapon deals critical hits, removing limbs like a vorpal sword. It does not sever heads, merely other body parts, such as limbs and digits. Still, it’s pretty nasty. It’s been known to render warriors useless in battle, their arms sundered from their corporal beings.

This nasty item and the magic that powers it was developed by orc mages in the Northern Reaches, but has been strongly adopted by all the demi-human races in the Fjordlands.

On a successful critical hit, roll a d6. On a one, the DM chooses a limb that is severed.

Due to the tainted nature of the item, this axe cannot work for a day after a restoration or repair spell is cast upon it. In these cases it acts as a normal axe. It also needs to taste blood before the special dismembering power is activated.

Oh, and you don’t want to fumble wielding this item — critical failures mean you roll 1d6 on yourself. On a one, you lose something!

This weapon has left many a knighly warrior shouting, “Come back and fight — I’ll bite your legs!” and other sad taunts.

Moderate necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, wither limb, keen edge; Price +4 bonus: 32,000 gp.


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Magic Item: Paddle of Punishment

(note: the image is but an artist’s rendition, or rending an artist’s butt…)

This paddle has been used to render punishment for past shall we say improprieties. Often kept behind the counter by more benevolent shopkeepers to deal with meddling kids, this paddle does 1d2 damage to those who receive the business end in the behind. In addition, upon a succesful hit, if the creature hit has less HD than the attacker, it deals a round of stun followed by a round of confusion, then 1d10 rounds of guilt. This is usually enough to teach ’em a lesson! For those with equal HD, only 1 round of confusion is dealt. For those targets with more HD, the result is usually anger.

Optional addition: 1-3 spikes can be added for real puinshment (1 spike adds +1 damage, so all three makes the paddle 1d2+3)

The price of the paddle is never spoken of outside merchant’s circles, so it’s up to the DM to scale the price based on appropriate “market forces.”


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Magic Item: Heart of Black Tenacity


The heart of black tenacity, carried through many evil endeavors by Yob the Malafalent, was crafted from the iron heart of an eldar earth elemental and enchanted by his companion to heal the weilder. If held aloft and the words “dark powers of night, give me strength to fight!” are spoken in the goblin tounge, the heart glows with black light and cures the weilder of 1d8+1 points of damage. The heart can be used thrice a day in this fashion.

Faint Conjuration; CL 1st; Craft Wonderous Item, cure light wounds, price 1080 gp.


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Magic Item: Goggles of Paranoia

Originally crafted by the reclusive wizard Zalahazan Kramnezzar, these goggles would fetch a fine price as edgy adornment. Various high quality knock-offs exist, as well as a few low-quality ones. Regardless of the quality, others are likely to pay a hefty sum for such copies, since the goggles are rather trendy. These goggles travel from wearer to wearer, and usually stay within the rogue community — usually stolen from a previous recluse by a greedy thief.

When worn, these goggles make the wearer paranoid. Despite this paranoia, the wearers usually insist on wearing them, as they feel that they are well liked when wearing them, and that they are more aware of what’s going on around them. In fact, wearers suffer a -3 Charisma penalty but the user can use a standard action to activate True Seeing (Clr4). Over time, the wearer tends to become a recluse, like dear old Zalahazan himself, who never intended the consequence of his failed enchantment. They are rarely but occasionally (and arguably mistakingly) refered to by their intended name — Goggles of True Seeing.

Since they are rarely for sale, they don’t really have an accurate street price.


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Magic Item: Edgewise Dagger

This dagger allows a wearer to slip in a word edgewise. The effect is similar to daze and requires a DC 12 Will save to resist. The downside is that in order to work, the dagger must be removed from a hit or belt and pointed at the target. This usually has the effect of starting a fight… It is otherwise non-magical.

Faint evocation; CL 1st; Craft Wondrous Item, daze; 1,000 gp


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Magic Item: Brooch of Tangents

The wearer of this brooch has the power to hijack a conversation through the careful use of tangents, with the effect that it’s difficult (DC 20, modified by intimidate, bluff, diplomacy, or charisma) for others to get in a word edgewise.

These brooches double in intensity (and DC) if two are worn. As a pair, they are worth 4x the value of just one.

Moderate Enchantment; CL 1st; Craft Wonderous Item, hypnotism; Value: 8,000 gp


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