Several new items and spells

originally posted by methvezem

color=DarkRed][FONT=Papyrus]Magic Weapon Special Abilities
Chitin-Rot [/color][/FONT]
Chitin-Rot:
A chitin-rot weapon always use sap from the Forest Ridge’s trees in its fabrication and always seems slick with humidity, even in the hottest environment. It causes the exoskeleton of creatures like insects and kreen to become dull and streaked with gray, effectively weakening it as if suffering from chitin-rot.
Any such creature succesfully hit must succeeds at a DC 16 Fortitude save or take a –2 cumulative penalty to its natural armor, down to a minimum of 0. The penalty for this effect decreases naturally at a rate of 1 point per day. Any effect that heals ability damage may also be used to reduce or eliminate the penalty by the same amount. Bows, crossbows, and slings so crafted bestow the chitin-rot upon their ammunition.
Moderate necromancy; CL 7th; Craft Magic Arms and Armor, contagion; Price +1 bonus.

[FONT=Papyrus][b]Penetration
[/FONT] Penetration:[/b] A penetration weapon is the bane of all kreen species and insects. It deals +2d6 points of bonus damage on a successful hit against all creatures possessing an exoskeleton. This enchantment is never found on slashing weapons. Bows, crossbows, and slings so crafted bestow the penetration effect upon their ammunition.
Moderate transmutation; CL 5th; Craft Magic Arms and Armor, keen edge; Price +2 bonus.

originally posted by methvezem

Here’s the item created from a collaboration between me and Pennarin for the request from BigBubba:

Tagelmoust of the Tormented
Tagelmoust of the Tormented:
This grayish turban is about 10 feet long when unwrapped and completely cover the face of its wearer while worn. It is fashioned from the garments worn by a water cleric turned krag after drowning in the Sea of Silt.
When worn it creates a cone of terror, as per the spell fear, that causes each living creatures in the 30 feet area to become panicked unless it succeeds at a DC 16 Will save (if cornered, a panicked creature begins cowering). If the Will save succeeds, the creature is shaken for 1 round.
Up to three times a day, the turban can be unwrapped to reveal the face of the krag from which the cloth originated, bestowing a terrible curse upon any onlooker. The gaze attack has a range of 30 feet and forces any living creature within its range to succeed at a DC 16 Will save or suffer from a dehydration curse. In effect, the victim must drink four times his ordinary amount of water each day, or suffer from the effects of thirst. This effect last for 2d4 days or until removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. After the round in which the curse power is used, the wearer’s face return to normal. Unwrapping the turban is a standard action that does not provoke an attack of opportunity
Moderate necromancy; CL 7th; Craft Wondrous Item, fear, bestow curse, Price: 89,500 Cp.

Thanks again for asking and if it pleases you or any other, give ideas for more items .

Veil of the Tormented

Worn by a water cleric as she turned into a Krag by being drowned by a Silt Horror, this veil creates an aura of fear. 3 times per day the veil can be lifted to reveal the face of the Krag that wore it. The appearance of this face acts as a Dehydration Curse on it’s victim.

Insert rules at your leisure.

Originally posted by Pennarin

Inquisitorial Chest
Inquisitorial Chest: Sometimes refered to as arcanopic chests, these elaborate chests weight in at around 500 pounds and are worth at least 2,000 Cp in materials and workmanship alone. Their make, and the scenes depicted on their surface varies from one city to another. In Urik for example, an arcanopic chest is composed of a checkered pattern of lead plates and polished white onyx slabs fitted together and held with iron wire. The removable lid is made of a single slab of white onyx with encrusted pieces of crystalline sulphur shaped to depict the face of the Lion-King. Handles beneath the chest retract and are meant to help two porters bear the chest on their shoulders when moving it.
Such chests are under constant guard in a templarate building, and only accessible by mid and high-level templars and servants of the monarchs. Characters with Secular Authority and seven or more ranks in Diplomacy can request the use of the chest, and those with eighteen or more ranks in Diplomacy can have it moved up to the limits of his sorcerer-monarch’s domain. Slaves oil and polish these templarate treasures daily.
Only characters with Secular Authority can activate this item. If a magic item is kept in the chest for an hour while the lid is kept shut, its magical properties are imparted unto the user as if identify had been cast. An object of up to Medium size can be fitted into the chest. Once per day, upon strong utterance of the name of the sorcerer-monarch worshiped by the user, a single item put into the chest can be affected by Mordenkainen’s disjunction (save DC 23).
Faint divination and strong abjuration; CL 17th; Craft Wondrous Item, identify, Mordenkainen’s disjunction, creator must have Secular Authority; Price 43,300 Cp.

(thanks for the help Methvezem!)

originally posted by methvezem

This item was originally posted for the Master of All Cacti: Lord Doomspike

Circlet of Resolve
Circlet of Resolve:
Often used by nobles and those fearing that their actions will be influenced by psionic adversaries, this circlet allows the wearer to be more determined in its actions. This circlet of whitish-green olivine grants a +5 bonus on all Will saves.
Moderate telepathy; ML 7th; Craft Universal Item, empty mind; Price 50,000 Cp.
(edit: changed the form of the item and added a description)

originally posted by methvezem

Magic weapon special abilities
Bane, Athasian:
A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, 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. To randomly determine a weapon’s designated foe, roll on the following table.
d% Designated Foe

01–09 Aberrations

10–15 Animals

16–19 Constructs

20 Dragon

21–28 Elementals (air)

29–36 Elementals (earth)

37–44 Elementals (fire)

45–52 Elementals (water)

53–57 Giants

58–60 Humanoids, dwarf

61–63 Humanoids, elf

64–65 Humanoids, gith

66 Humanoids, halfling

67–69 Humanoids, human

70-72 Humanoids, reptilian

73–75 Humanoids, tari

76–80 Magical beasts

81–85 Monstrous humanoids

86 Oozes

87-89 Outsiders

90-93 Undead, free-willed

94-95 Undead, walking dead

96-100 Vermin

Moderate conjuration; CL 8th; Craft Magic Arms and Armor, summon monster I; Price +1 bonus.
Doom: Doom weapons were used during the Preserver Jihad and the Cleansing Wars to bring down powerful opponents on both sides.
A doom weapon is keyed to a particuliar individual. During the crafting of this weapon, something valuable to the individual to be exterminated must be incorporated into the crafting process of the weapon.
Against the particular creature it was crafted to slain, the effective enhancement bonus of the weapon is +2 better than its normal enhancement bonus. On a critical hit the target must make a DC 23 Fortitude save or die instantly. This ability is a death effect. On a successful save the target is nevertheless dealt an extra 3d6+17 points of damage. Only melee weapons can be so enchanted.
Strong necromancy; CL 17th; Craft Magic Arms and Armor, heightened finger of death; Price +5 bonus.
Expiation: An expiation weapon is a device created to purge the land of those who will continue to help it toward desolation and eventual destruction. The majority of these weapons were created at the end of the Preserver Jihad and the beginning of the Cleansing Wars, but many were lost during the battles, their powers forgotten by all but the most erudite. Some parts of these weapons are always crafted to resemble natural creatures or plants.
Against defilers the effective enhancement bonus of the weapon is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against these foes. Also, upon a succesfull hit, the defender must succeeds at a DC 17 Will save or be unable to gather energy for 2d4 rounds. Expiation effects are only found on melee weapons.
Moderate divination; CL 9th; Craft Magic Arms and Armor, defiler scent; Price +2 bonus.
Rumbling: Upon command, a rumbling weapon creates a continuous rumble like a coming storm. A rumbling weapon deals an extra 1d8 points of sonic damage on a successful hit. The sonic energy does not harm the wielder. The effect remains until another command is given. In addition to that damage, a rumbling weapon deals an extra 1d8 points of sonic damage on a successful critical hit and the target must make a DC 19 Fortitude save or be stunned for 1 round. Bows, crossbows, and slings so crafted bestow this enchantment upon their ammunition.
Strong evocation; CL 11th; Craft Magic Arms and Armor, heightened sound burst; Price +3 bonus.

originally posted by Pennarin

Magic weapon special ability
Cleansing Flame:
Cleansing flame weapons were used during the Preserver Jihad to quickly destroy the defiler minions of Rajaat’s armies.
A cleansing flame weapon functions as a flaming weapon that also can cause defilers to erupt with a fire-like force that consumes life energy. A defiler hit must make a DC 23 Fortitude save or be instantly killed by white-green flames erupting from within. These white-green flames are not fire but a force that consumes their life energy, therefore not subject to resistance to fire or protection from energy (fire) and similar magic (creatures immune to death effects are not affected by this force). Defilers killed by the cleansing flames turn to ash and cannot be brought back to life as their life energy has been irrevocably destroyed. Defilers that succeed on their save, or that are immune to death effects, instead take 3d6+17 points of damage plus fire damage as normal. A defiler attempting to wield the weapon becomes affected by the force.
Moderate evocation and necromancy; CL 17th; Craft Magic Arms and Armor, defiler scent, flameblade, heightened slay living; Price +5 bonus.

Psionic weapon special ability
Cranial Burst:
This potent and feared ability allows the weapon to cause the cranium of those it strikes to burst. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon explodes the opponent’s head (if it has one). Some creatures, such as many aberrations and all oozes, have no head. Others, such as golems and undead creatures other than intelligent undead, are not affected by the loss of their heads. Most other creatures, however, die when their heads burst. The DM may have to make judgment calls about this weapon’s effect. A cranial burst weapon must be a piercing ranged weapon. Bows and crossbows so crafted bestow the cranial burst ability upon their ammunition.
Strong psychokinesis; ML 18th; Craft Psionic Arms and Armors, telekinetic force; Price +5 bonus.

originally posted by methvezem

Thanks Fabrício, and you put your finger right on our goal… and here’s another item for those wishing some privacy:

Beaded Curtain of Vigilance
Beaded Curtain of Vigilance:
This normal-looking beaded curtain made of colored ceramic beads is about 4 feet wide and 7 feet high. When commanded to guard a doorway, it animates and attempts to grab, then grapple any Medium or smaller creature that comes within 5 feet. The owner can set a password to allow creatures to pass through without causing the curtain to attack, and can command the curtain from up to 30 feet away (though the owner needs not be present for the curtain to attack). The curtain can attack one creature at a time; unless it is destroyed, it continues to attempt to grapple or hold its target until commanded to release.
Moderate transmutation and evocation; CL 11th; Craft Wondrous Item, animate objects, grasping hand; Price 30,000 Cp.
Animated Beaded Curtain of Vigilance: CR 3; Medium Construct; HD 4d10+20; hp 42; Init +3;Spd 0 ft.; AC 15, touch 13, flat-footed 12; Base Atk +3; Grp +14; Atk +10 melee touch (no damage, grab); Full Atk +10 melee touch (no damage, grab); Space/Reach 5 ft./5 ft.; SA improved grab; SQ construct traits; AL N; SV Fort +1, Ref +4, Will +1; Str 25, Dex 16, Con ―, Int ―, Wis 11, Cha 1.

originally posted by methvezem

Here’s an armor ability that will be used in the Martial Regalia of the Lion King of Guistenal (coming soon):

Magic armor special ability
Life-shielding:
This suit of armor protects the wearer from the effects of being caught in the defiling radius of a spellcasting defiler. The wearer is immune to all penalties associated with the defiling radius, even when augmented with Raze feats or magical items.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, allegiance of the land ;Price +2 bonus.

originally posted by zombiegleemax

Here’s one from my 2nd edition campaign.

Kosveret’s Disguise
Kosveret’s Disguise: This item feels cool to the touch, eventually reducing need for water consumption by ½. It is quite sun bleached, its gold coloring having faded to a bronze. Its base is tattered, and there are a few holes in it from wear, or possibly fighting. There is a yellow sun emblazoned on the back. The cloak is human sized, but barely, as if made for someone slightly smaller than average. Its effects are not immediately noticeable, but over time the character will consume less water. They just aren’t as thirsty anymore. In extreme heat conditions, the robe wearer may feel a little hot, but otherwise good, while those around them suffer. There is an unreadable inscription around the edges of the Sun, in a circular pattern. The language is long dead and the likelihood of any sage knowing it is only 1%. It says “We live and die together” and is a relic of the Cleansing Wars.
These cloaks were one of many devices employed by the Mind Lords of the Last Sea to protect their lizardman friends when Keltis came to exterminate them. Created by the elf Kosveret during days when he was more lucid, it made the wearers look human, in addition to giving them extended ability to stay away from water. The former ability seems to only function for with reptilian blood, however the latter seems to be general.
Some Ssuran traders have discovered these cloaks, and use them during more difficult transactions. Would a lizardman see one of these items, it would be recognized instantly and its return would be demanded. If brought to Kurn, this cloak would also be recognized by Orionis as originating from the Last Sea. He would ask how it was obtained, since he thinks this region no longer exists. A few still exist inside the Mind Lords domain.
It functions as a cloak of protection +3 in combat, giving a bonus of +3 to armor class and saving throws.