Major Magic Items

Major magic items are devices with magical properties of great power that may be constructed by magicians upon reaching a certain level. Magic items may only be made With powers appropriate to the field of magic practiced by the builder. Time to construct is a minimum of 3 months but may require upwards of several years to complete. This skill enables the magic user to empower the device to tap a particular band of magical power in order achieve its magical effects. Major magic items are typically not offensive in nature. The following is a listing of some standard minor magic items. It is to be used as a guide toward helping the players devise additional major magic items.

Magic Item Value

01 Bag Of Disappearance 15,000 gp

02 Bag Of Holding 25,000 gp

03 Boat Of Folding 40,000 gp

04 Broom or Carpet Of Flying 10,000 gp

05 Gauntlets Of Dexterity 10,000 gp

06 Gem Of Illusory Image 10,000 gp

07 Girdle Of Strength 4,000+ gp

09 Portable Portal 35,000 gp

10 Quiver Of Holding 15,000 gp

11 Rope Of Climbing 10,000 gp

12 Rope Of Entanglement 12,000 gp

Bag Of Disappearance: This item appears to be a normal large cloth sack, however objects placed inside will disappear within 10d6 minutes. They are sent to another plane of existence and are gone forever, never to be recovered.

Bag Of Holding: This item appears to be a normal large cloth sack, however up to 10 cubic feet of materials may be placed inside the bag without it becoming larger or weighing more than 10 pounds.

Boat of Folding: This item appears to be a small wooden chest. When placed on the ground however, it can be unfolded to form a medium sized boat capable of holding 3-4 people, complete with oars. Objects that fit in the bottom of the boat can be folded up inside and when unfolded will be unharmed.

Broom Of Flying or Carpet Of Flying: A broom of flying may be up to 10 feet long and can carry passengers through the air at the speed of a horse. Up to 500 pounds may be lifted. A medium flying carpet has similar speed and weight capabilities. They fly and maneuver at the will of their driver.

Gauntlets of Dexterity: Anyone wearing these gauntlets will have their dexterity if originally below 2 raised to two, and if their original dexterity was 2 or higher, their dexterity will be raised by one. Armor classes, chances to hit, and all other dexterity bonuses are raised.

Gem of Illusory Image: This gem worn on a necklace allows the wearer to assume an illusory form or image of any humanoid, creature, monster, or object of approximately the same size as the wearer. to any outside observer the illusory image will appear to be real in shape, sound, smell, and even touch. Removing the gem breaks the spell. Shape may be altered three times per day. Player characters or monsters of lower than eighth level cannot detect that this is an illusion naturally or magically. Players or monsters of eighth level or higher can detect the illusion only if the wearer fails a saving throw versus spells or magical devices. The spell does not bestow any of the abilities of the portrayed object or creature, as it is only an illusion.

Girdle of Strength: This item increases the strength of the character by 1. Cost of the item is 4,000 gp for each point of bonus strength.

Portable Portal: This item appears to be a round piece of cloth 5 feet in diameter. When placed upon a wall or floor it creates a hole through which the character and others can pass. It will make a hole through 4 feet of wood, two feet of stone, or 6 inches of metal. If it can not reach the entire way through it will do nothing. It can be grasp by the edge and folded for storage and carrying.

Quiver of Holding: A quiver of holding is similar to a bag of holding. It will hold up to 1000 arrows and bolts in a quiver of normal proportions, and the total will weigh only two pounds. When reaching into the quiver, the arrow or bolt desired will immediately come to hand.

Rope of Entanglement: This magic rope is 60 feet long. It may reach out to entangle up to 8 man sized creatures (less for larger ones- more for smaller ones). The command time is one segment (6 seconds), strike is one segment, entangle is one segment. movement is 20 feet per segment, 200 feet per round. this movement is completely silent in most cases. Any creature within an area 20 feet long by 5 feet wide, not necessarily in a straight line, can be entangled by a single strike. If the rope is seen or noticed the creature has a chance to jump out of the way without becoming entangled 1-2 on a d6. If a single creature is being attacked he has only a 1 in six chance to escape the initial strike. A creature or group surprised by the attack will automatically be entangled. Strength plays no role in attempts to escape as the rope is much stronger than any creature and cannot be broken by strength alone. When entangled the creature will typically be unable to use his arms, hands, etc. to cut himself free.

Rope of Climbing: This appears to be a normal 5/8 inch rope, 60 feet in length. However when commanded by its owner the rope will stretch upward unsupported or across a gap, and become rigid to allow for climbing. The rope is strong and is able to support 5,000 pounds of weight. It has an armor class of 10 if struck and will take 20 points of damage before being cut. Once cut the rope loses any magical abilities.

 

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