Several new items and spells

originally posted by Pennarin

Magic Item Descriptions
This new wondrous item supplements the magic items found in Chapter 7 of the Dungeon Master’s Guide.

Palm Bracelets
An old and enduring fashion amongst noblewoman is the wearing of hand or “slave” bracelets. This piece of jewelry, whose position on the body is over the back of the hand, is made of thin cords―either leather, metal wire or small metal chain links―that link from the wrist to one or more fingers forming a web design. Usually hand bracelets are beaded and laced, forming intricate designs.
Unbeknownst to the nobility, practitionners not of etiquette but of sorcery also wear a very similar item: a palm or “master” bracelet whose position is over the palm instead of the back of the hand. While woman’s hand bracelets are often both delicate and intricate, sorcerers’ palm bracelets are rather simple and sturdy. Central to these palm bracelets is a plaque―often of polished ivory or metal―fitted with a gem that enhances the power of certain spells cast.

Palm Bracelet: A plaque resting in the craddle of the palm and attached to the wrist and fingers, a palm bracelet has a hole in its middle in which a gem can be mounted. A wizard with a palm bracelet and casting a spell might enhance the spell if it is of the descriptor or school that the currently mounted gem is set to enhance. Swating a mounted gem for a different one takes 1 minute. Only one gem may be fitted to a palm bracelet at a time. Although a bracelet can be worned on each hand only one can be used on each spell. Palm bracelets are considered gloves when determining how many magic items a character can wear.
Moderate transmutation; CL 7th; Craft Wondrous Item, creator must be 7th level; Price 16,000 Cp.

Gems and Palm Bracelets

Any of the following gems can be added to a palm bracelet. See page 175 of Magic of Faerûn to get examples of what gems can do and what prices they come at.
Tear of Badna: Blue sapphires said to be the cobbings from the Star of Badna’s gemcutting, they come from the mines of Raam and can be bought in that city.
Mounting such a gem in a palm bracelet causes any spell with the mind-affecting descriptor cast by the wearer to have the save DC against it increased by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect.
Material Cost: 1,000 Cp.
Corpse Stone: The bladder or kidney stones from such creatures as faels and dune runners, these smooth accretions albeit mundane in appearance are said to hold some of the power of the dead.
Mounting such a gem in a palm bracelet causes any necromancy spell cast by the wearer to have the save DC against it increased by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect.
Material Cost: 1,000 Cp.

To see what a noblewoman’s hand bracelet looks like, go see this site: Hand Bracelets
Also, James Ryman’s Dark Sun pic on the cover of Dungeon Magazine portrays a character with a palm bracelet: Palm Bracelet

originally posted by Methvezem

I find the concept of palm bracelet quite interresting. Here are some more type of stones unique to Athas that can be fitted into a bracelet or used as precious stones for the next noble or high-ranking templar your players stumbles into:

Lifestone: The opaque, smooth blue-green gem is said to have been formed by the immense pressure of the ancient oceans that covered part of the world in the past. Most have been found in bare stone area of the Sea of Silt where the wind has striped down the dust from the bedrock.
Mounting such a gem in a palm bracelet causes any transmutation spell cast by the wearer to have the save DC against it increased by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect.
Material Cost: 1,000 Cp.
Slave Crystal: Also called Drakestones, these pearly, colorless gems are found in small groups near area devastated by the passage of the Dragon. When looked into, one seems to see small, vapor-like swirls eddying into the depths of the stone. Folklore believes that these are the imprisoned spirits of the slaves taken away by the Dragon, waiting for their total dissolution.
Mounting such a gem in a palm bracelet causes any spell with the fear descriptor cast by the wearer to have the save DC against it increased by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect.
Material Cost: 1,000 Cp.
Dream Citrine: This rare orange amethyst is only found on the slopes near the Lake of Golden Dreams. Urikites believes that each of the gems is the crystalization of the dreams and nightmares of the people who once lived in city at the bottom of the lake.
Mounting such a gem in a palm bracelet causes any illusion spell cast by the wearer to have the save DC against it increased by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect.
Material Cost: 2,000 Cp.
Fire Vermilion: Veins of this scarlet cinnabar are found in rocks surrounding the Lava Gorge. The translucent stone continues to generate heat for years after being mined and some ssuran tribes bury one, called in their language ‘sasslassir’, near their egg clutches believing that the nest will be blessed by brighter than usual offsprings.
Mounting such a gem in a palm bracelet causes any spell with the fire descriptor cast by the wearer to have the save DC against it increased by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect.
Material Cost: 500 Cp.

originally posted by Methvezem

During my travels across the wasteland that is my home, one thing I found that fascinated all the peoples I encountered was the beauty that seems to lie inside each gem one see. Given the rarity of precious metals, precious stones are often used as currency but lately have came aware of a more subtle use for them: to enhance one’s spell casting. After many fruitless (and dangerous) inquiries, a Veiled friend of minefinally told me of the power possessed by some beautiful stones coming from the four corners of Athas.

Tralis Ruby: Once in a while, slaves quarrying obsidian on the Mountain of the Black Crown fall upon a deposit of deep, transluscent blood-red stone, the raw form of tralis ruby. Inevitably, it reaches the expert hands of the Enameser clan in Makla, a dwarven family specializing in gem-cutting since Tralis Enameser, seven generation ago, who turn uncut gems into flawless masterpieces before selling them to the higgest bidder.
Mounting such a gem in a palm bracelet causes any evocation spell cast by the wearer to have the save DC against it increased by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect.
Material Cost: 1,000 Cp.
Desert Varnish, Athasian: Desert varnish areas, which are frequently discovered in the rocky badlands on the eastern side of the Ringing Mountains, are said to be the fossilized remnants of an organic taint that befell the ancients before the ancients and that begun to drink away the water from our world. While thought to be cursed and that few ever want to touch one of these rock surfaces, once a piece is polished, one get a smooth, oval stone of brown with speckled dark orange coloring.
Mounting such a gem in a palm bracelet causes any spell with the death descriptor cast by the wearer to have the save DC against it increased by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect.
Material Cost: 1,000 Cp.
Girasol: This gem seems to have a patch of floating light inside, like a miniature yellow sun. They are more common in Balic because they are often found near the marble quarries from the Silt Side Mountains, near the dwarven village of Ledo.
Mounting such a gem in a palm bracelet causes any abjuration spell cast by the wearer to have the save DC against it increased by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect.
Material Cost: 2,000 Cp.
Silk of Guthay: Contrarly to what some believe, the silk of Guthay is not an expensive fabric weared by Draji women but a grayish white pearly stone with a vague pale green shimmer just beneath the surface. It’s believed to have fallen on Athas when silk wyrms hatches on the moon Guthay, in reference to the old elven legend of Uncle Tontor.
Mounting such a gem in a palm bracelet causes any spell with the teleportation or electricity descriptor cast by the wearer to have the save DC against it increased by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect.
Material Cost: 500 Cp.

Note : I wonder if the use of gems in a palm bracelet could be used to gain the free use of a metamagic feat like the lesser and greater metamagic rod from the accesory Tome & Blood or if a new item is more appropriate.

originally posted by Pennarin

Dexter Stone: Not really a gem but a rare white stone-like porous material, this stone is exclusively found on the sea bed when storms lift the silt from the ground. These stones are found attached to the sea floor, as if they had grown there long ago.
Mounting such a gem in a palm bracelet causes any spell from the path dexter (see page 31 of the DS3 core document) cast by the wearer to have the save DC against it increased by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect.
Material Cost: 2,000 Cp.
Sinister Stone: This jagged piece of obsidian is of the highest quality and bears faint unseen resonances when shown to practitionners of the Way. Sages believe they are fragments of larger psionic items that have shattered.
Mounting such a gem in a palm bracelet causes any spell from the path sinister (see page 31 of the DS3 core document) cast by the wearer to have the save DC against it increased by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect.
Material Cost: 2,000 Cp.

originally posted by Pennarin

Ashbound Scarab
Ashbound Scarab: This device appears to be a copper medallion in the shape of an agony beetle, with verdigris encrusting forming the transverse lines of the beetle’s shell.
The penalties suffered to attacks, saves and skill checks for being caught in the scarab’s possessor’s defiling radius increase by one. This effect stacks with Agonizing Radius and the painful radius class ability. Plant creatures also suffer an additional 2 points of damage per spell level. This effect stacks with Exterminating Raze. If donned by a character with the life-draining radius class ability, living beings caught in the defiling radius suffer an additional 1 point of damage per level of the spell being cast.
Moderate necromancy and transmutation; CL 9th; Craft Wondrous Item, blight, symbol of pain, vampiric touch; Price 20,000 Cp.
Report Comment

originally posted by methvezem

Ring of the Land’s Desolation
Ring of the Land’s Desolation: The first of these rings was created by Ashaam the Black, a lieutenant to the Champion Uyness of Waverly during the Cleansing Wars. Is addiction for the life energy gathered while defiling was legendary and knew no bound. This lead ring topped by a small, perfectly smooth sphere of obsidian grants the wearer the ability to gather even greater life energy from the soil and plants surrounding him. Plant creatures within the defiling radius of the ring’s possessor suffer an additional 2 hp damage per spell slot level expanded (A 0-level spell inflicts 2 hp damage). This effect stack with the Exterminating Raze feat, bringing the damage to 6 hp per spell slot level expanded (A 0-level spell inflicts 4 hp damage).
Moderate necromancy; CL 7th; Forge Ring, raze*; Price 15,000 Cp.

  • forthcoming spell, conversion of the 4th level raze spell in The Age of Heroes .

PS: Take a look at the cover of Dungeon magazine 110, the sorcerer-queen possess one of your palm bracelet1 :smiley: but with a new kind of stone that will have to be described :wink: (Edit: sorry Pennarin, didnt remember that you already told the folks about this pic)

PPS: Pennarin, this thread is beginning to look like an addendum to the DMG magic items section for the DS setting.

originally posted by methvezem

Raze : Converted from The Age of Heroes
Necromancy
Level: Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell causes a circular area of vegetation to give up its potential for magical energies and turn to defiler’s ash. The life-draining effect causes plant creatures to suffer 2 hp of damage per level of the caster and creatures except the caster caught within the area of effect at casting time experience pain and suffer a -1 penalty to attack rolls, skill checks and saves, lasting one round. The area of effect is a burst 5 ft plus 5 ft per caster level in radius for a defiler and 5 ft plus 5 ft per 3 caster level for a preserver. A preserver casting this spell must make a Will Save as if he had cast a spell by defiling or become a defiler.

Material Component: A handful of ash from a previous raze spell or normal defiler magic and a pinch of salt…

And two new items for the wizard who fear for is self-being (justly so :wink: ) and try to not get caught casting:

Necklace of Secretiveness
Necklace of Secretivness: This necklace is composed of a red rectangular piece of cinnabar upon which are drawn some mystic signs attached to a few string of giant’s hair. The magic of the necklace enable the caster to use thrice per day the Silent Spell feat on any spell of 6th level or lower he can cast. The spell being silenced uses its normal spell slot and can be further augmented by other metamagic feats provided the caster uses the required spell slot.
Moderate (no school); CL 17th; Craft Wondrous Item, Silent Spell; Price 21,600 Cp.

Armband of Quiescence
Armband of Quiescence: This bronze armband is composed of a single strand of rounded wire coiled into a double spiral of figure of eight design, each spiral tightly wrapped around itself. The magic of the armband enable the caster to use thrice per day the Still Spell feat on any spell of 6th level or lower he can cast. The spell being stilled uses its normal spell slot and can be further augmented by other metamagic feats provided the caster uses the required spell slot. The armband of quiescence take up the bracers or bracelets spot on a character
Moderate (no school); CL 17th; Craft Wondrous Item, Still Spell; Price 21,600 Cp.

About the pricing of the stones, I’d put the price for the palm bracelet to 16,000 Cp (spell enhancer 4th level squared x 1,000Cp) and keep their material cost as it is since, lets not forget, without the palm bracelet, these are just gems and possess no magical power by themselves, only the potential.

originally posted by Pennarin

Swarm Form Amulet
Swarm Form Amulet: These flat iron amulets are shaped in the form of dozens of intermingled animals, usually birds, snakes or vermins. The wearer can take the form of any swarm at will, as with the swarm form† spell. (Wearers with the undead type take the form of undead swarms exclusively.)
† This spell can be found on page 42 of Dragon Magazine #280.
Moderate transmutation; CL 9th; Craft Wondrous Item, swarm form; Price 23,000 Cp.

originally posted by methvezem

Originally Posted by Pennarin
Spell enhancer is no longer a part of the creation process.

Sorry Pennarin, I was just giving the reason why I’d put the price for the palm bracelet higher. It’s the equivalent of a 16,000 Cp item and without any gem attached to it, you won’t get any bonuses. The reverse is also true, the gem without the bracelet are only worth their ordinary value since no one will be able to tap their mystic energies.

Oracle, if Pennarin continue to be such a font of inspiration for me, I will do my best to bring under the light of the Dark Sun new items of power. And everyone out there, please let us know if you have created magic items from or for Athas. Thanks.

[SIZE=5]Brazier of the Gray Calling [/SIZE]
Brazier of the Gray Calling: This basalt brazier consist of a clawed tripod connected by a vertebral column-like support to a bowl surrounded by four equidistant skulls with green peridot gems for eyes. When burning coal and the skull of a dead intelligent creature are put into the bowl, the user can speak with dead with this creature, if it can speak and understand the language known by the creature while alive. The spirit will answer up to five questions and no matter the alignment of the user, it’s not allowed a Will save to resist the spell. The skull must be intact for the contact to be made with the spirit of the dead. The same creature cannot be spoken to more than once a week and the fire burning inside the brazier does not destroy the skull used. (An image of the brazier of Gray calling can be found on the cover of Dungeon magazine no110)
Moderate necromancy; CL 10th; Craft Wondrous Item, speak with dead; Price 25,000 Cp.

[SIZE=5]Figurine of Wondrous Power: Obsidian Beetle [/SIZE]
Obsidian Beetle: This magical figurine functions identically to those detailed on page 256 of the DMG. When animated, an obsidian beetle transforms into a giant stag beetle under the command of its possessor. If slain the beetle cannot return for one full week. Other than that, the owner can call upon the beetle twice a week for no more than 6 hours per use. It enlarge and shrink upon speaking the command word. (An image of this figurine can be found on page 36 of the Dragon Kings hardcover)
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 10,000 Cp.

originally posted by Pennarin

Heheh! Wanna trade pics of our mutual computer environments?!

Necklace of Secretiveness & Armband of Quiescence: You increased the price range to account for passing from 1/day to 3/day (shouldn’t you triple it instead of double it?), but the Magic of Faerûn ones have a CL of 17th, while yours have 7th.

Btw the metamagic rods are now in the DMG.


The following item appears in another thread but I’ve updated it:

Orb of Storms, Athasian
This orb is an athasian variant upon the standard orb of storms found in the Dungeon Master’s Guide.

Orb of Storms, Athasian: This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day she can call upon the orb to use control weather or control wind. Once per week she can use either glass storm or sirocco. Once per month she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect and a limited eye of the storm effect that protects only the possessor.
Strong varied; CL 18th; Craft Wondrous Item, control weather, control wind, endure elements, eye of the storm, glass storm, sirocco, storm of vengeance; Price 65,000 Cp. Weight 6 lb.

originally posted by methvezem

Necklace of Secretiveness & Armband of Quiescence: You increased the price range to account for passing from 1/day to 3/day (shouldn’t you triple it instead of double it?), but the Magic of Faerûn ones have a CL of 17th, while yours have 7th.

Let me see:
Necklace of Secretiveness: CL 7th; 6th lvl-, 3/day, Silent Spell any spell; 12,000 Cp.
Armband of Quiescence: CL 7th; 6th lvl-, 3/day, Still Spell any spell; 12,000 Cp.
Armband of maximized healing: CL 17th; 1/day 6th lvl-, Maximize Spell conjuration (healing); 7200 gp
Aquamarine of spell extending: CL 17th; 1/day 6th lvl-, Extend Spell any spell, 7200 gp
Metamagic feat rod of silence; CL 17th; 3/day 6th lvl-, Silent Spell any spell, Strong (no school); 11,000 gp (normal)

I guess I ‘ve seen CL 7th while it should have been CL 11th (see below). I will keep moderate (no school) but I think that 12,000 Cp is about in the same range as 11,000 gp for the metamagic rod of silence (same number of uses per day for the same spell level). I will lower it back to 11,000Cp to keep them in line with the rod. Btw, I remember now why CL 7th: it’s the minimum level before you can get Craft Wondrous Item but CL 11th is more fitting because it is the level a wizard is able to cast 6th level spells (as opposed to 17th level wizard for 9th level spells, as a greater metamagic rod is capable of enhancing)

You’re constructive criticism and questionning is always welcome is I try to keep the items I create balanced and logical vs those already existing. I also see that you’ve changed the price for the palm bracelet to 16,000 Cp, glad to be of any help

Cassock of Ordinance
Cassock of Ordinance: This brocade templar’s cassock is sewn with the symbol of the sorcerer-monarch’s templarate. Any person found in possession of such a cassock without being a member of the templarate will be hunted down and given an exemplary punishment, often in public, therefore adding to the fear of those normally wearing these cassocks. The magic of the cassock give the wearer a +10 competence bonus to Intimidation checks, and the use of doom at will, hold person three time per day, and greater command once per day, all of these as cast by a 10th level templar. The cassock of ordinance take up the robe spot on a character
Moderate enchantment; CL 10th; Craft Wondrous Item, scare, doom, hold person, greater command; Price 42,000 Cp.

[FONT=Papyrus]Jug of Clear Water [/FONT]
Jug of Clear Water: This ordinary looking sandstone water jug causes any liquid put into it to be cleared of any poison and impurities, making it safe for consumption.
Moderate transmutation; CL 7th; Craft Wondrous Item, purify food and drink; Price 2,000 Cp; Weight: 5 lb.

originally posted by methvezem

Here is my latest version for the caster level and pricing of the necklace of secretivness and the armband of quiescence (the post containing the information on both item is already edited).

necklace of secretivness CL 17th; 21,600 Cp
armband of quiescence CL 17th; 21,600 Cp

Caster Level is more on par with the one of comparable items while 21,600 Cp is for 3 uses per day, if you can get one for 7,200 Cp.

Parching Weapon
Melee weapon special ability: Parching: When a parching weapon strikes an opponent, it drains the water from its body. The opponent is dealt +1d6 points of subdual damage and is considered fatigued as if he was suffering from thirst. He must drink the necessary amount of water or make a Fortitude save each following hour (DC10, +1 for each previous check) or sustain 1d6 points of subdual damage. Further hit to the same opponent deal the subdual damage and increase the DC of the Fortitude check by +2.
Moderate evocation; CL 7th; Craft Magic Arms and Armors, sunstroke; Price +1 bonus.

originally posted by methvezem

Here’s another weapon ability very useful on Athas

[FONT=Papyrus][SIZE=5]Shattering Weapon [/SIZE] [/FONT]
Melee weapon special ability: Shattering: This enchantment is only found on slashing or bludgeonning metal weapons. A shattering weapon works only against weapons made of bone, stone and wood. When the wielder attempt to sunder an opponent’s weapon, he is considered to possess the Improved Sunder feat. The wielder and the defender make opposed rolls as normal but if the attacker succeeds, the defender’s weapon is automatically destroyed and rendered useless.
Moderate evocation; CL 8th; Craft Magic Arms and Armors, shatter; Price +1 bonus.

originally posted by Pennarin

Warding Necklace
The defiler of the Black Sand Raiders tribe, Fevil, possesses an exemplar of this item that he has been using to pay regular visits to the creature that dwells in the ruins under the camp, the raaig known as Er’Thork.

Warding Necklace: This necklace is made out of a series of small parallel bones tied together with dried sinew, with a black ivory medaillon shaped into a screaming skull. Upon command the magic of the necklace renders the wearer immune to incorporeal and semi-corporeal touch attacks and their effects for 24 hours. Once activated it needs 24 hours of inactivity before reactivation.
Moderate abjuration and faint necromancy; CL 13th; Craft Wondrous Item, Persistent Spell, ectoplasmic armor†, halt undead; Price 20,000 Cp.
† This spell can be found in Chapter 4 of Libris Mortis.

originally posted by methvezem

The Black Portal
The Black Portal: Few of these items are known to exist, most often found in the possession of reclusive shadow wizards. They appear to be deep blue-black cube 3 inches to the side and inscribed with mystical sigil. The cube is carved from the fused bones of at least two shadow giant and drenched at creation in the blood of a Black-infused creature. When the Black Portal is used, cold, black fumes flow out from the sides.
The Black Portal use the spell trigger activation method and possess 50 charges when created. It has an AC of 9, 30 hit points, a hardness of 6 and a break DC of 24. The cube allows the use of the following spells:
[INDENT]Animate shadow (1 charge)
Armor of darkness (1 charge)
Claws of darkness (1 charge)
Shade’s sight (1 charge)
Shadow shield (1 charge)
Curtain of darkness (2 charges)
Shadow storm (2 charges)
Shadow walk (2 charges, holder move into the Black)[/INDENT]

While the portal has charges left and the possessor hold it in his hand, he is immune to cold and can use change the size of existing shadow from 1/10 to 10 times its normal size as distort shadow at will. The Black Portal is surrounded at all times by an unnatural aura like the one surrounding a Black-touched creature. Both wild and domesticated animals can sense the unnatural presence of the portal at a distance of 10 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within range.
Strong varied; CL 15th; Craft Wondrous Item, animate shadow*, armor of darkness† , claws of darkness† , curtain of darkness*, distort shadow*, protection from energy, shade’s sight*, shadow shield#, shadow storm*, shadow walk; Price 148,000 Cp; Weight 3 lbs.
† These spells can be found in Chapter 2 of Forgotten Realm Campaign Setting; * These spells can be found in Relics & Rituals; # This spell can be found in Dragon #322 page 67.

originally posted by methvezem

Here’s a psionic item for those who are often embroiled and engage in the city-states power games:

Sycophant Vestment
Sycophant Vestment: This fine attire is woven from the highest quality cloth most often used by the rich and powerful of the city where it was created. It is worn primarly by nobles and templars who often engage in intrigue with their political opponents. While worn it adjust the attitude of everyone encountering by the wearer by one step in a positive direction and gives a +10 competence to Diplomacy and Gather Information checks. The wearer can also make a psionic suggestion once per day with the subject being entitled to a Will save DC 15.
Faint telepathy; ML 3rd; Craft Universal Item, psionic suggestion, telempathic projection; Price 14,000 Cp.

originally posted by Pennarin

I suggest making the robe a psionic item instead, so using it, creating it and paying for it is less of a crime/heresy.

About the urikite silk: you’re better off making it raamin silk from the queen’s silk worms. Plus, the vizier class wears silk clothing, so…

Denier’s Pipe
Denier’s Pipe: This small ivory blowpipe is delicately carved in the form of a gasping figure with hands at its throat, its angled mouth serving as the blowpipe’s mouth.
When defiler’s ash is inserted in the tube it becomes a powerful sorcerous poison. If blown on a wizard it causes the loss of the ability to gather or access energy, no matter the source, for 1 hour. A wizard is entitled to a DC 19 Will save to negate the effect. When attempting to blow the ash on a target, treat the blowpipe as a blowgun with half the range. Filling a blowpipe is a move action that provokes attacks of opportunity.
Strong abjuration; CL 11th; Craft Wondrous Item, antimagic field; Price 100,000 Cp; Weight 2 lb.

originally posted by methvezem

An item found in The Obsidian Oracle, used by Tithian and his balikite pawns:

King’s Eye
King’s Eye:
This large flatten cone of solid glass is used by putting the broad end of the cone in front of one’s eyes. It is used by officiers of the balikite silt fleet to see through the silt haze on windy days across the Sea of Silt but also by land travelling caravan masters who get caught in a sandstorm and want to get an unobscured view of their surrounding. The user of the king’s eye gain normal and low-light vision regardless of the atmospheric condition prevailing around him.
Moderate divination; CL 11th; Craft Wondrous Item, true seeing; Price 6,000Cp; Weight: 1 lb.

I will also try to come up with a psionic version of the shipfloater dome from the same book.

originally posted by Pennarin

This is the metal thingny I was talking about. Thanks Methvezem!

King’s Boon
King’s Boon: The crafting secrets of this item are known only to templars and royal defilers who use it to better infiltrate the Veiled Alliance.
This smooth, palm-sized bronze disk has a bulge at the center of one side, about an inch in width. To activate its magic one must put the disk on a flat surface, bulge-side up, place a rolled-up magic scroll upright on it and light it afire; the scroll burns unnaturally fast and hard, quickly becoming ashes. Removing the ashes reveals the bulge to be red-hot and boasting a mystic rune. If the bulge is applied on a creature within 5 rounds of the scroll’s burning it brands the creature’s flesh with the rune. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can be so branded.
The creature gains the use of the scroll that was burnt on the disk as if it were using an actual scroll, by touching the brand; after activation the brand dissapears. Treat activating the brand as activating a scroll (the requirements for activating a scroll still apply).
Moderate evocation; CL 7th; Craft Wondrous Item, imbue with spell ability; Price 56,000 Cp; Weight: 2 lb.

originally posted by methvezem

An item for kreen-hating elves everywhere…

[FONT=Papyrus]De’utko Armor [/FONT]
De’utko armor: This elven suit of armor, which name means sleepless in their tongue, is fashioned from the chitinuous shells of slain thri-kreen by the tribe’s best artisan. It is etched with marking symbolizing the glory of the hunt and slaying of the hated insect-men. Only kreen slayers done this armor to hunt and protect their tribes for long periods of time, without fear of letting their guards down in face of the sleepless mantis warrior.
This +2 improved silent moves chitin armor free the wearer of all spells and effects that restricts his movement and gives the benefit of sleep immunity (as the thri-kreen ability) for 7 days + Constitution modifier in days after which 8 hour of sleep is needed before beginning anew. A spellcasting or manifesting wearer must rest as usual each time he want to prepare new spells or regain spent power points.
Strong abjuration; CL 17th; Craft Magic Arms and Armor, creator must be an elf, freedom, silence, wakefulness ; Price 68,250 Cp; Weight: 25 lb.