Time in a Bottle
This item appears to be a normal glass bottle with an hourglass printed on the cork. When opened on the Prime Material Plane, it allows the character to take one full round action. This can be repeated once every minute (hence, once every 10 rounds). The side effect is that the wielder ages a day per use.
If the bottle breaks, the wielder falls unconscious for a day. This is the tactic that those who know of this item use against the wielders. For this reason, Time in a Bottle is sometimes found in areas where there is much broken glass. But often they are found in very secret locations known only by powerful mages.
It is unknown how Time in s Bottle reacts on other planes.
Major transmutation; CL 19th; Craft Wondrous Item, phase self; Price 37,500 gp; Weight 1 lb.
Posted in Magic Item and tagged container, time by Stephen Hilderbrand with no comments yet.
Belt of Singing
Origin of the term “belt it out!” this belt can be adjusted around the waist of the wearer to improve their pitch and vocal range. The belt gives the wearer a +3 competence bonus on Perform checks and vocal skill checks. Worn by bards, it improves such rolls to perform acts by +5.
Minor divination; CL 6th; Craft Wondrous Item, creator must be a bard with Perform (voice) at least 5; Price 2,500 gp; Weight 1 lb.
Posted in Magic Item and tagged accessory, belt, song by Stephen Hilderbrand with no comments yet.
Wild Boots
These brightly-colored leather boots provide benefits to the wearer. First, he receives a +5 Insight Bonus to knowledge checks in the wild. Spellcasters that wear the boots also add 1 additional spell of level 3 or below to their daily spell allotment. For games using mana, add 3 mana to the wearer’s mana pool.
Faint abjuration and transmutation; CL 7th; Craft Wondrous Item, imbue with spell ability; Price 4,500 gp; Weight 1 lb.
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Soup Stone
Dropped into a cauldron or pot filled with water, this knobby stone will leak the taste of onions, carrots, potatoes, and other root vegetables into the mix, proving a nutritious and tasty meal. The stone shrinks by a negligible margin with each use; a new soup stone lasts up to a year.
This meal will not cover all the nutritional needs of an adventurer, but will provide more than half, making soup stones a valuable, if not expensive item. Multiple soup stones add to the nutritious value of the meal, and make the meal tastier.
Unfortunately, if soup stones get wet (by rain or accidental dunking in a river), they wear away much quicker.
To make a soup stone, the caster must be able to create food through magical means and must be able to enchant objects. Price: 750 gp.
Drawing by Ben Dare.
Posted in Magic Item and tagged food and drink, proppian by Stephen Hilderbrand with no comments yet.
Sending Stones
Sending Stones allow messages to be transmitted between themselves over large distances on a single plane. The stones must be keyed to one another; two randomly-selected sending stones will likely not be compatible, though with the careful application of a sending spell cal be keyed to the same frequency. When two stones are synced in this manner, they lose their connections to their previously-connected stones.
Unfortunately, these stones tend to be found by themselves, as they are rarely kept together (this would undermine their usefulness). However, a locate object spell can help locate the destination stone.
Price: 5,000 gp. Create Wondrous Item; sending.
Posted in Magic Item and tagged sending, stone by Stephen Hilderbrand with 2 comments.
Whisk o’Way
This ornate whisk appears as a typical kitchen implement, unless carefully studied by an onlooker. When properly used, this item imbues the resulting food with natural wayfinding abilities, improving travel for those who consume it.
For 8 hours after consuming a meal prepared with a whisk o’way, creatures receive a +5 on all tracking and direction-finding checks. They are also compelled to travel, which assists in all Will saves along the journey within the same 8 hour duration.
Price: 300gp; CL3, Create Wondrous Item, direction sense.
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Tablas of Persuasion
These portable drums appear normal until played by someone who succeeds at a DC 15 Perform (drums/percussion) check. At this point the rhythm of the drums causes all who are within earshot (typically 60′) to make a DC 15 Will save or be at a -10 on all Will saves while the drums are played. This makes them more susceptible to persuasion, charm, and command effects originating from the player or those aligned with her.
Faint enchantment; CL 8th; Craft Wondrous Item, creator must have the bardic music class feature, charm person; Price: 15,000gp; Weight 5 lb.
Posted in Magic Item and tagged drums, enchantment, instrument by Stephen Hilderbrand with no comments yet.
Sitar of Confusion
While the sitar of confusion is played, all within earshot must make a (DC 10 + the Perform (music) skill of the player) Will save or find themselves under the effect of a confusion spell. The player must make a DC 10 check or be affected.
Those under a silence spell or similar effect are immune to the effect of the sitar.
Posted in Magic Item and tagged instrument by Stephen Hilderbrand with no comments yet.
Feather of Falling
This feather is plucked from a flying creature’s wing, and is enchanted with a featherfall spell. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Faint enchantment; CL 1st; feather of a flying creature; featherfall; Price 1,800 gp.
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Silken Scarf
These come in many varieties, colors, and textures. Most are smooth, and of a solid color or a basic pattern. The more exotic the scarf, the more powerful the incantation. In order to activate the magic contained in the scarves, the wearer must place them over their mouth, usually accomplished by wrapping them around the neck and slinging them over the mouth. When not activated, they serve a decorative purpose.
Common silken scarves include:
* Black – invisibility
* White – protection from evil
* Green – sustenance
* Blue – water breathing
* Red – fire resistance +5
* Gold – diplomacy +5
* Silver – bull’s strength
Of course, these common options are supplemented by various variations upon themes, for as varieties of silken threads are woven together in different patterns, different wondrous results arise, not unlike the variations found in alchemy and potion-making.
The price of silken scarves varies, based on the nature of the enchantments upon them. In general, the more complex the pattern, the more enchantments, and thus the more expensive the silken scarf. To craft a silken scarf, one must start with enchanted silken threads, and have Craft Wondrous Item and a weaving skill of at least 5.
Posted in Magic Item and tagged scarf by Stephen Hilderbrand with no comments yet.