Sorry for the delay, but here is the next score of miscellaneous magical items. I’ve almost got my draft done for my second hex over at Tenkar’s Landing, so I’ll be posting that up soon.
Part IX is here.
Planar Gates, Minor 38000
Iron banded, silver rings open to about 5 feet in diameter and can be collapsed to as small as a 6 inch diameter ring. When a small ring is slide into place, this pair of Planar Gates are connected. Gazing through the faintly milky film, one can see through the other portal. Anything that passes through this film is teleported to the other gate, as if the two were seamlessly connected. The portals only function when on the same plane as one another. The portals conserve any movement of the object through the portal, using the control rune as a reference point.
Planar Gates 60000
Large etherium plated, steel rings, can be opened up to a maximum of a 10 feet diameter function as portals between one another or collapsed down to as little as a 1 foot diameter. When both rings are activated by twisting a runed band inward, they are separated by a thin film of water-like energy. Anything passed through one portal appears out the other, as if the two were separated by only the thin film, no matter their physical distance apart. The portals cannot be deactivated while anything is inside. Planar Gates can even function across from one plane into a bordering plane such as the material plane into the astral plane or the astral plane into the plane of fire.
Planar Gates, Greater 90000
The fully etherium ring of a Greater Planar Gate can be opened up to a staggering 20 foot diameter or as small as a 1 foot diameter ring. The rings are activated by turning the control rune inward, and this serves as the reference point for objects moved between the two portals. The gates function across any distance or number of intermediary planar boundaries.
Portable Hole 4200
Black circular piece of tarp four feet in diameter. Placed on a surface, it creates a hole four feet deep. If this is enough to reach to the other side, it does. If not, it creates a portal to a four foot deep, four foot diameter extradimensional space. This extradimensional space is affected by the gravity of the material plane while it is place, take care placing this on walls and ceilings.
Prayer Beads, Lesser 10000
The finely polished, mixed wood beads on this plain leather strap can be embraced with a prayer to perform minor miracles. The Lesser Prayer Beads allows it wearer to request the aid of their deity once between each short rest to perform an effect a 4th level or lower spell could accomplish, with the chance of such an event equal to twice the number of remaining beads. This can be done as a free action. Even if the miracle does not occur, the next short rest must include some prayer or offering to the user’s deity. For more immediate effects, a bead can be removed and grasped tightly to create a powerful healing effect. This healing generates 5d8+15 hit points to be spread around to any number of creatures within 60 feet. Those creature’s graver injuries are also healed as if they had received professional care and bed rest for a number of days equal to the healing points they receive. Points of healing can be alternatively spent in 10 point increments to create Lesser Restoration or Remove Curse effects on one of those creatures. A Lesser Prayer Beads has 20 beads when it is created.
Prayer Beads 20000
These ten, well varnished wooden beads hang from a silver thread. As a free action, they can be used to request aid from one’s deity to perform an effect a 6th level or lower spell could accomplish. As a free action, this can be done once between each short rest. The percent chance of intervention is equal to four times the number of remaining beads. The beads can be removed and crushed in hand to prduce a healing effect. This generates 10d8+30 hit points which can be spread in whatever manner the user chooses across any number of creatures within 60 feet. Alternatively, the healer can spend 10 points apiece to create a Lesser Restoration or Remove Curse. They may also spend 50 of those healing points to cast Revive. Creatures healed by this effect also have their graver injuries healed as if they had healed under the guidance of a skilled healer for a number of days equal to the hit points healed.
Prayer Beads, Greater 40000
The Greater Prayer Beads are a necklace of ten wooden beads on a ghostly, almost invisible string. Grasping the beads, the wearer can attempt to call a divine favor once between each short rest to create any effect an 8th level or lower spell could create. The percentage chance of this favor occurring is equal to five times the number of remaining beads. Like it’s lesser cousins, the beads may also be removed and crushed to create a healing effect. The beads from the greater version generate 20d8+60 hit points and can be spent in the same way as the Prayer Beads. In addition, the wearer may spend 120 healing points to cast True Resurrection. Creatures healed this way also heal up long term injuries as if they had been tended by a healer for as many days as hit points healed. Creatures healed in this way gain resistance to all damage for one minute.
Prophet’s Crystal Ball 90000
A Prophet’s Crystal Ball is an unwieldy, 3 foot sphere of clouded glass. When it is used as the focus in any divination ritual, the ritual is cast in half the time and with advantage on any rolls made for it. During the full moon, peering deep into the swirling misty glass allows one a vague knowledge of their possible future, allowing them some leverage in manipulating it. The player gives the Dungeon Master a short phrase that will be incorporated into their near future. It is said to reveal the cause of one’s death when the light of a blood moon shines upon it. The death seen here is unavoidable, even if the actual realization of this death comes from an unexpected angle.
Psionic Paper 3000
Psionic Paper alters itself to suit it’s master’s wishes. Once one gains attunement with the paper, they can alter it at will. If copying a known paper, book, scroll, or document, better memory and knowledge of the original improves the copy. If creating or falsifying a document, creativity and attention to detail determine how convincing the fake is. The Psionic Paper cannot mimic magical properties.
Pugilist’s Bands 23000
These two brass knuckles fit comfortably in the hand. Once worn, the wearer feels a strong aversion to covering their torso where unnecessary, wielding weapons, and to cowardice. The bands induce chest hair growth and keep the wearer comfortable even in abnormal temperatures. While worn, Pugilist’s Bands return the wearer to their peak physical condition, restoring any age losses, and improving their physique greatly, with a +4 bonus to strength, constitution, and dexterity. The wearer’s mind is filled with knowledge of the fighting style of pugilists, where one trades blows with a single opponent. The wearer may make a single, unarmed melee attack with their fists with a bonus to attack and damage. This attack deals +3d6 damage and gets a +3 bonus to attack, but no other attacks can be made before or after this attack. Against the last creature the wearer attacked, they gain +3 to AC and saves.
Puresight Lantern 31000
Casting the green light of this lantern reveals any illusions, invisibility, blinking, blurring, or any other effect that would be revealed by True Sight. The range of this lantern’s light is a 60 ft cone. The lantern does not provide illumination, but allows everything in its ‘light’ to be seen regardless of light levels or magical obscuring.
Quickstep Drums 5000
Cheetah skin, spotted yellow and black, is stretched over an acacia wood drum. Playing the Quickstep Drums as a free action confers a +10 foot movement speed bonus, a +2 bonus to initiative (changing the current initiative order), and providing a +1 bonus to attack and damage for each 10 feet moved in that round, to a maximum of +4. These bonuses apply to all allies within 60ft that can hear the beating drum. The effects last for one round after the player stops hitting the drum for each point of charisma modifier the drum-player has.
Repelling Stones 50
Repelling Stones are small grey stones that fit in the palm of the hand. The pair is lashed together by three inches of twine string. They push apart with a Strength score of 16, less twice the distance between them in inches, to a minimum strength score of zero.
Ring Blade 1500
This innocuous iron ring is able to alter its appearance and size to match any style or shape of ring on any finger, toe, ear, or other piercing. Whispering its command word extends a blade of force out from the ring, usable as if it were a +1 dagger. Repeating the command word ends the effect. Code phrases vary depending on their clandestine use, but might include, “Unsheath”, “Shhh”, or even “There are daggers in men’s smiles”.
Ring of Backstabbing 9000
This black leather ring fits on easily, but chokes down tightly one the worn finger. When attacking with advantage, the Ring of Backstabbing gives +1 to attack and +1d6 damage. When attacking an unaware foe or one that has not yet acted in combat, it grants a +1 to attack and a +1d6 to damage.
Ring of Climbing 1000
The Ring of Climbing provides advantage on climbing checks and on any rope use roll related to climbing. It also reduces fall height by 10ft for purposes of taking damage.
Ring of Counterspells 3000
A Ring of Counterspells is a tri-colored band of ceramics swirls with reds, blues, and yellows. One spell can be cast into the ring to permanently key the ring to counterspell that spell. This effect also functions against any natural counterspells, such as a Light spell against a Darkness spell. In addition, when counterspelling, this ring treats the spell used to counter as one level higher.
Ring of Elemental Absorption 75000
Like the ring of elemental resistance, the Ring of Elemental Absorption is keyed to one element. When struck by its type, the ring converts any damage of that type into half as much healing instead. It is an intricate ring, with a gold band and spiraling gold swirls extending up the whole finger, moving with the wearer.
Ring of Elemental Command 100000
This platinum ring is set with many gems and is built in a fashion to appear as interlocking platinum plates, almost a plate mail but for the finger it is worn on. The largest gem at the base of the finger flashes occasionally. Each of these rings is tied to a particular element, represented by the color of its gems. This ring makes its wearer immune to the effects of its chosen element and automatically make their saves against any elemental effect of that type, unless they choose to lower this immunity in any particular case. In addition, the ring can perform a number of element related abilities. As an action it can shoot blasts of elemental energy of its type at will for 4d6+4 unavoidable damage of its type, as Magic Missile. Also, the ring wearer may, as an action, shape, alter, extinguish, and control the area of effect of any ongoing effect of the corresponding element: moving it up to 30 feet each round, modifying its total area of effect down to 0 or up to twice its maximum size, or extinguish the effect as Dispel Magic case as a 6th level spell. Each element type has an associated group of spells that it can cast from three times each day. Acid: Cold: Electricity: Fire: Force: Necrotic: Radiant: Sonic:
Ring of Elemental Resistance 8000
Keyed to one particular element upon its creation, this ring grants resistance to its elemental damage type and advantage on saves against that elemental type. Its gem, seated in a silver band, corresponds to its element: ruby gem for fire resistance, diamond for radiant damage, etc.
Part XI is now up!