Living ENWorld:Magic Items
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Acrobat's Rod (Wondrous Item)
This rod is an iron bar with a small button on each end. When one button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. When the second button is pushed (also a move action), the rod extends in each direction, to form a 10 foot pole. These two functionalities can be used seperately or together in any order. A 'placed' acrobat's rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against the center of the rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round. An extended, placed rod can be turned up to a one quarter rotation in one round with a DC 25 strength check applied against one end.
Moderate transmutation; CL 10th; Craft Rod, levitate, shrink item; Price 7,000 gp.
-Created by Kahuna Burger
Goruksblain (Minor Artifact)
+2 Cold Iron Undead Bane Warhammer
NG, Int 10, Wis 17, Cha 17 with 120' Darkvision and Hearing
Can Use Detect Magic at Will
Can Use Faerie Fire 3/day
Can use Cure Moderate Wounds on Wielder 3/day
Special Purpose: Destroy Liches
Special Purpose Power: Item Can Cast Freedom of Movement on wielder
Ego: 16
Goruksblain is good aligned for purposes of overcoming damage reduction.
Goruksblain can recognize a Lich's phylactery on sight.
Aproximate value before cursed properties: 93,200 gp
Cursed Properties
Owner is unable to get rid of item except with the item's consent, which it will normally only grant if it is given to a more powerful warrior of the correct alignment.
Owner recieves a -5 luck penalty on melee weapon attack rolls when Goruksblain is not in use. For the purpose of this penalty, neither unarmed attacks nor spells count as weapons.
Owner recieves a -3 circumstance penalty on charisma based skill checks.
Undead within 90' can sense the hammer, but can't tell it's precise location. This effect cannot be masked by magic such as Hide from Undead, and works across dimensional boundaries so etherealness or sticking it inside a portable hole won't help either.
Item requires "magical fuel" -- If at least 5 levels worth of spells are not cast into the item each day, it "feeds" off of the owner's life force instead. This effect imposes a -5 penalty on all saving throws, skill checks, and attack rolls on the owner until the warhammer is properly "fed." Any spell or spell like ability can be used to feed the item, 0th level spells counting as 1/2 a spell level. For each level of spell fed to the item, the item is repaired 5 hp if it was damaged.
Fluctuating power -- Goruksblain tends to occasionally "sleep." When sleeping, it's game statistics become those of +2 Cold Iron Warhammer, cursed so as to be impossible to get rid of. All other properties become dormant. Any DM may decide whether or not the hammer is awake or asleep during his module. (Though I would sort of hope it would at least wake up if the wielder was confronting a lich! By the time that becomes a likely encounter, though, the warhammer will not be quite as obnoxiously outside the wealth guidelines.)
The current wielder of Goruksblain is Charlarn of Phyrah.
-Created by Patlin
The Wanderlust Inn (Minor Artifact)
The Wanderlust Inn appears as a simple gypsy's wagon, always painted brightly in a rainbow of clashing colors. Two large draft horses are always tethered to the outside of the wagon, cropping whatever vegetation happens to be nearby, though the actual yokes of the wagon are forever empty. A small stove pipe on the wagon's roof is always trailing a thin wisp of smoke. Above the door at the rear of the wagon hangs a sign depicting the silhouettes of a young girl and a dog walking into the welcoming arms of a large, pot-bellied man.
Inside the wagon, however, is an entire homey inn. A large tap room never has a lack of seating, no matter how many patrons enter, and immense quantities of food and droink are always on hand. The guest rooms are exceedingly comfortable and cozy without being lavish, and there are always vacancies regardless of the number of guests staying the night.
In the entryway, next to the cloakroom (which always has enough hangers for everyone's cloak, cape, jacket or hat), there are two large notice boards. One is a public board made available to anyone who wishes to solicit adventurers for empoyment or employees, and the second always carries a list of the Inn's itinerary of destinations.
On occasion, the Inn will change its location. When it does so, it is never seen to move, it simply vanishes with the evening mists, reappearing elsewhere with the morning dew. Where the Inn is, it seems to have there as long as anyone can remember, and where ever it had been, it seems to have never been there at all.
Strong conjuration; CL 20th.
-Created by Pbartender






