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Nealok's New Item Listing
#1

Periapt of Planar Grounding- According to the Planescape rules, your magical items lose effectiveness depending on their planar distance away from their plane of origin; the periapt negates any penalties the wearer's weapons incur while he is away from the plane in which the weapon was made. The necklace has an attractive gold threadwork and ends in a platinum medallion about the size of a U.S. quarter; the medallion is engraved with an image of a shining torus. The necklace alone is worth about 5, 000 gp. This is a very difficult necklace to make, and generally only wizards who have spent time in every outer/inner plane can even try to make the periapt. Even then, the chance of succeeding is only 50% (+5% for every level past 16/ Int point past  15).

Stoneskin Wallet- This container looks like a normal wallet, except the leather has a granite-like, grainy quality to it. Every day, the bearer of the wallet can utter a command word and get 1d4 stoneskins.

Solar/Nocturnal Ring (Wizard, Priest)- The priest or wizard can only remove this item with a limited wish (or wish) not cast by the wearer. A priest's physical stats go up by 50% (round up) during the day or night (depending on the ring), and the same occurs for a wizard's mental stats. During the time appropriate for the wearer, the user can teleport without error (3/day), and can memorize double the number of spells from 1-4 for wizards and from 1-3 for priests. Either class goes up a class heading in combat stats (priest to warrior, wizard to rogue) for their equivalent levels, and a user of either class casts spells as if he were three levels higher than he actually is. During the ring's opposite period, the wearer suffers a 50% penalty (round down) to all stats, loses all magical casting ability, and cannot speak. The ring's name is a bit misleading; the ring functions from sun-up to sun-down or the reverse, i.e. the solar ring is not solar-powered but based on time of day.

Gloves of Forced Stealthiness (Warrior)- When wearing these gloves, a warrior gains thieving abilities as outlined in Table 19(?) in the DMG for his equivalent level, as well as a +3 bonus to Dexterity. Unfortunately, he loses 6 points of Str. in the bargain (e.g. a character with 18/56 Str would sink to a 12.). On the plus side, the gloves will not enable penalties to THAC0 or damage, so even if a character ends up with an effective Strength of 3 (i.e. the lowest possible number for a warrior wearing these gloves), he would hit at his normal THAC0 and damage, although all the other Str penalties related to a Str of 3 would be in place.

Ring of Companionship (Wizard)- When a wizard wears this ring and casts the Find Familiar spell, use the following table to discover what turns up. When the ring is removed, the hold on the creature is broken, the caster suffers as usual, and the familiar is none-too-pleased. If the spell is cast again, the same familiar will come to the caster (no save). If the caster desires, he may make a roll vs. his level to attempt to get a specific type of applicable (i.e. on the list) creature. If he fails, then the ring disintegrates, and the creature eventually appears; there is an 85% chance that the creature is very hostile. With some creatues, they may not start out hostile, but when they see the humanoid, they will promptly become hostile. The list came out of my @$$, so fill it in however you like, but you get the idea. Friggin' dragon familiars, baby.

01-20 Basilisk, greater
21-30 Chimera
31-40 Gorgon
41-60 Displacer Beast
61-70 Manticore
71-80 Hydra, 10 heads
81-90 Nymph (heh, heh.)
91-97 Umber hulk
97-00 Dragon with same alignment

Cloak of Mogrod (Wizard)- If you stick with my page, you will know lots about these later; they originated in Scrite. First off, they obviously need to be campaign pieces. They are devastating magical items that take the balance and tell it to shove it. Unless a PC totally disembowels the world he lives in, he should never see obtain one of these. First of all, the cloak of Mogrod can only be removed with a wish. Period. Most people never see the cloak because unless it is being used, it is invisible and intangible. A wish can only be used to remove it when the caster is in the ethereal plane. If the cloak is ever removed by or from the wearer, then the wearer dies, and dies hard. No resurrection, no nothing. Even his soul is disintegrated into its consituent components.

Cloak abilities

  • The cloak grants a +20 AC bonus to the wearer
  • The wearer is effectively 18th level for all purposes, unless his level is higher, in which case, the higher amounts are used.
  • The wearer's memorization capacity at any given time is 250% of its normal amount (round down), and spell memorization times are all 5 minutes.
  • When wearing the cloak of Mogrod, there is no limit to the number of times per day a spell can be cast, only to the number of spells that can be in the caster's head at any one time.
  • Casting times up to turn amounts are all within the same initiative round, and for casting times past turns, all casting times are taken down to a turn.
  • For alignment changing or stupifying  spells or items, though, the wearer saves at 95% (only a 1 on a d20.). All aging effects are halted for wearers of the cloak, although they still have to eat, drink, and breathe
  • The wearer can modify any one, non-damage effect of any spell as much as he desires, including duration for non-instantaneous spells (We don't need no stinkin' permanency.).
  • The wearer of the cloak has true seeing.
  • The cloak will resurrect its wearer 24hrs after its wearer dies, in the exact same spot where the moment of death occured.
  • The cloak will enable its wearer to appear to be wearing anything the wearer chooses. The illusion even works for touch, although the wearer cannot actually remove his clothes.

Cloak Restrictions or Penalties

  • If the wearer loses any intelligence or wisdom, or if he changes alignment, the cloak ceases all its magical functioning and for applicable circumstances, its severe unwieldiness should give a -1 on many actions (not magically related) and negate Dex based bonuses (this cloak is BIG).
  • A wearer of the cloak must be a mage (a NON-specialist wizard) of at least 12th level, and must have an 18 intelligence and wisdom.
  • He must be either lawful (any) or true neutral.
  • He takes double damage from all attacks (AFTER MODIFIERS >:-) ).

Have fun.

-N