Here are new spells, powers, and items for 3rd edition. I hope you enjoy the following awesome stuff.
A powerful matematical spell, Tobian's ultimate circle erects an invisible bubble around an area. When made, the circle is designated as reflective in or reflective out. If reflected in, then no objects or spells from within the sphere may leave, and are reflected back within. If reflected out, then no objects or spells can affect the space within the bubble. Once something has penetrated the bubble from its vulnerable side, however, it collapses. It is also immobile. Still, this spell is a very potent effect once erected.
Sometimes, it trully is the smarter you are, the worse off you are. A refinement of the power ultrablast, this attack damages the being of its victims severely. Damage equals target's Intelligence + PPPs, if any, in hit point loss. Yes, the smarter and/or more powerful the target is the worse it hurts them.
Words are power, and words represent thoughts, so thoughts are power. As psions are the masters of power through thoughts, in my campaigns they may choose the psionic equivalents of Power Word spells. They will stand at the same level, but I'm not sure of the discipline yet, though they will probably be Psychokinesis, as they are sound-based.
Armor Variant
After playing Star Wars d20, I thought I might try something. In D&D, they have have armor add to your AC, which I don't understand. Full plate doesn't make you harder to hit, and in fact it slows you down, it just makes getting hit hurt less. In Star Wars, they have it right; armor grants Damage Reduction, and only the Dexterity bonus it permits affects your Defense score. I might try this with D&D sometime.
Tensaega
The Sword of Life. This sword, while of the greatest craftsmanship, cannot be used in combat, at least not in the normal sense. Anything struck by the sword is affected as if by a heal spell. Also, the sword can cast resurrection at will.
Tokijin
The Sword of Rage. This straight sword is often surrounded in a nimbus of red energy. It can possess its wielder.
The Triforce
Click here for details
Dragon's Breath Lance
Whether used by warriors actually battling dragons, riders fighting from on the back's of dragons, or even by someone just using them for an everyday weapon, these lances are quite powerful. Dragon's Breath Lances look like dragon heads with the handle sticking out of the back. Its mouth is slightly ajar, and the shaft of the lance projects from within the maw, like a tongue. They are colored the hue of the dragon whose power they emulate. These lances can produce the dragon breath spell 5 times per day, with the breath duplicating the breath weapon of the dragon whose color it shares. Also the weapon has the special attribute that makes sense with its color, hence a red dragon's breath lance is also a flaming lance, while a blue dragon's breath lance is also a shocking lance, and a white dragon's breath lance is also a icy burst lance.
Caster Level: 16th, Prerequisites: Must be quenched in the blood of a dragon of the color that the lance is to be, dragon breath; Market Price: lots; Weight: --
Battle-Staff
Wizards learn to cast spells, and that takes a lot of time. Thus they often lack time to learn to fight with weapons, even if they do carry some, yet many get into situations where martial combat is required. An enterprising mage with a desire to make a quick gold piece invented this magic item, and it has sold rather well. A battle-staff is effectively a dancing defending guarding(attacker suffers a -2 deflection penalty) quarterstaff. With this, the wizard can loose the staff to intercept attackers and allow the wizard to focus on casting spells
Caster Level: 8th, Prerequisites: Craft Staff, animate objects, shield other; Market Price: 20,000 gp
Potion of Dragon Control
Dragons are very powerful, and they can be very useful to control, but the same power that makes them so useful makes them very independant, and convincing them to do anything can be trully difficult. This potion allows the imbiber to focus on a dragon of the corresponding type and control it as the dominate monster spell. The crafter determines what type it is designed to affect, and his level determines its duration.
Caster Level: 17th, Prerequisites: Creator must be a Master Alchemist with the Brew Potion (9th) special ability, control monster; Market Price: 7,650 gp; Weight: --
Potion of Eternal Youth
As old people get older, they often seek ways to get around the inevitable death on their doorsteps. While to some the path of undeath stands open, many either cannot afford to, or refuse to lower themselves to take that path. Mighty wizards, like Elminster, have lived for ages and are not undead, so how? Potions of eternal youth is how. These peach-colored potions, like the spell they are made from, regress aging by five years, and multiple uses are cumulative.
Caster Level: 16th, Prerequisites: Creator must be a Master Alchemist with the Brew Potion (8th) special ability, eternal youth; Market Price: 6,400 gp; Weight: --
Potion of Inner Strength
Psionic characters imbibing this potion have their current PPPs increased by 35%, allowing the PPPs to be increased above their normal maximum. Additional PPPs remain until they are used, but are always used first, and only one application of this potion is effective at a time. Only psions and psychic warriors can benefit from this potion.
Manifester Level: 10th, Prerequisites: Craft Universal Item, Inner Strength; Market Price: 3,000 gp; Weight: --
Ring of Epic Psionics:
This special crystal ring comes in a variety of types useful only to psionic characters (characters who have power points per day). The wearer's total power points per day are increased, depending on the ring. The points granted are not bonus points--while the ring is worn, it actually increases the wearer's power points per day, but a night's rest is required before gaining access to the increased power point per day total. (Power points are not actually stored within the ring, as would be the case with a crystal capacitor. Instead, the ring grants power points by magnifying the manifester's own power.) A ring of epic psionics V increases the wearer's daily power points by 43 points, A ring of epic psionics VI increases the wearer's daily power points by 63 points, A ring of epic psionics VII increases the wearer's daily power points by 87 points, A ring of epic psionics VIII increases the wearer's daily power points by 115 points, and A ring of epic psionics V increases the wearer's daily power points by 147 points. Bonus PPPs from high ability scores, are added afterward.
Manifester Level: 23rd (epic psionics V), 26th (epic psionics VI), 29th (epic psionics VII), 32nd (epic psionics VIII), 35th (epic psionics IX);
Prerequisites: Craft Universal Item, Craft Epic Universal Item, great emulation; Market Price: 250,000 gp (epic psionics V), 360,000 (epic psionics VI), 490,000
(epic psionics VII), 640,000 (epic psionics VIII), 810,000 (epic psionics IX); Cost to Create: 125,000 gp + 1,000 XP (epic psionics V), 180,000
gp + 1,440 XP (epic psionics VI), 245,000 gp + 1,960 XP (wizardry VII), 320,000 gp + 2,560 XP (epic psionics VIII), 405,000 gp +
3,240 XP (epic psionics IX);
Ring of Epic Wizardry: Like the ring of wizardry, this special ring comes in a variety of types, all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one particular spell level. A ring of wizardry V doubles 5th-level spells, a ring of wizardry VI doubles 6th-level spells, a ring of wizardry VII doubles 7th-level spells, a ring of wizardry VIII doubles 8th-level spells, and a ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or epic levels are not doubled. Caster Level: 23rd (wizardry V), 26th (wizardry VI), 29th (wizardry VII), 32nd (wizardry VIII), 35th (wizardry IX); Prerequisites: Forge Ring, Forge Epic Ring, wish; Market Price: 250,000 gp (wizardry V), 360,000 (wizardry VI), 490,000 (wizardry VII), 640,000 (wizardry VIII), 810,000 (wizardry IX); Cost to Create: 125,000 gp + 1,000 XP (wizardry V), 180,000 gp + 1,440 XP (wizardry VI), 245,000 gp + 1,960 XP (wizardry VII), 320,000 gp + 2,560 XP (wizardry VIII), 405,000 gp + 3,240 XP (wizardry IX);
The Golden Armor of Sagittarius
The origins of this artifact armor are lost to history, though it is believed by some to have been forged by beings in, or at least from, Mechanus. This armor is a wonder to behold. It appears to be made out of solid gold and other precious metals. Gears can be seen in several of the joints. The most significant thing about this suit of armor, however, is that it has additional gears and plating extending from the lower back of the armor, forming an equine-like hind end and back legs. When worn, the wearer appears to be a construct centaur, which, in many ways, he is. This suit of armor is armed with a built-in longbow that fires regular arrows, but can also be made to fire magic arrows (effectively a magic missile that does 1d8 damage, rather than 1d4). It also allows the wearer to move at the speed of a centaur at full gallop. Grants the wearer the Construct special quality.
Caster Level: 18th, Weight: 400 lbs.
Elven Moonbow (minor artifact)
Magic Items From Gargoyles
The Grimorum Arcanorum
The Eye of Odin
The Phoenix Gate
Those farmiliar with elven lore might probably have heard of the legendary elven moonblades; twelve or so powerful magical swords handed down through noble elven families that each possess a wide array of differing powers. What many don't know is that the moonblades are not the only example of their type of item. Those who forged the great blades also created three bows of similar power. Just as a moonblade gains various powers as it progresses through its family, so too does a moonbow. I am not going to type out all of the stuff, because I copy enough D&D stuff as it is. Ideas can be found though in FRCS campaign suppliment Magic of Faerun, p. 170. The moonblows are forged of mithral, enchanted to be flexible as bows. They are all longbows of between +1 to +5 enchantment. As it gains a new owner, a new rune appears on the bow, and it gains a new power. As said, there are only three elven moonbows believed to exist. One of them is in the possession of Tharivol Holimion, while the other two are believed to rest upon Evermeet Isle, their owners in stasis wth the Dragons of Evermeet.
Caster Level: 15th, Weight: varies.
These three items are found in the Gargoyles cartoons. Each is a potent magical relic in its own right, but together, they can grant nigh-invincibility to their bearer. They are presented here, however, as items to be found in D&D, without Gargoyles reference.
Considered by many to be the most powerful book of spells ever penned, this tome is the ultimate prize for any wizard. This book contains every spell in the PHB, as well as those of any sources the DM sees fit to include. With it, the possessor can prepare any spells that he wishes. Also, as a full-round action, the possessor of the Grimorum can read a spell out of it, as if he were using a scroll of that spell, with the added benefits that it doesn't cost the wizard any spell slots and that it doesn't disappear from the book. The book's possessor can also use the book as a shield of spell-turning, deflecting an incoming spell back at its caster.
Caster Level: 20th, Weight: 6 lbs.
Exactly what effects the Eye will have on the user are different for each user. It can transform its bearer into a lycanthrope, swell the powers of the being, or some other stuff. The best way to explain it is to say that it takes what trait most exemplifies you, and amplifies it in excess of all others. If you are a paladin, for example, you might become a powerful warrior with incredible magical powers, but your alignment will be so lawful good that others will be unwilling to want to deal with you, and you would be incapable of allowing anything that differs with your alignment views to remain. If you are a neutral evil wizard, you will become a powerful archmage, but your magic will take hold of your life. Your neutral alignment will become absolute; nothing will matter other than your magic, and nothing will stand in your way, for good or ill. In the end, though, someone will probably steal it from you, or someone you care about will get through to you and convince you to remove it. Its true purpose is to gain wisdom, and so it teaches you that your beliefs or actions may not always be right.
Caster Level: 20th, Weight: N/A
Made by a chronomancer in the distant past, or was it the distant future... This large metal cloak clasp allows its wearer to do some incredible stuff. The wearer can cast teleport without error, plane shift, haste or slow at will, and can also cast time stop 3/day. It is believed that the wielder of the Phoenix Gate can also travel through time, just as they can through space, to any point in the past or future, but the incantation needed to activate this power has been lost to time...
Caster Level: 20th, Weight: 1 lbs.
The Mindscraper
The illithids and their enemies have created many powerful weapons over the centuries. One such artifact is the Annulus, which is a terrifying artifact that can reduce psionic beings to ashes (see the Psionics Handbook, page 137). Another artifact is the Mindscraper, which is a horrible device that threatens psionic and nonpsionic beings alike. Many of these weapons have been lost to the flow of centuries, as the illithids retreated into the far reaches of the Underdark and their former slave races -- the githyanki and githzerai (see the Psionics Handbook, pages 147-149) -- dispersed through Limbo and the Astral Plane. Should one of these weapons resurface, however, an event of interplanar significance could take place. Old hatred and ancient wars could take form, new legends might be written, and the foundations of reality could shake as every powerful psionic being and race scrambled to make the ancient weapon their own.
Illithids first forged the Mindscraper before the hero Gith overthrew their empire, before mortals called them "mind flayers", and before they took up residence in the Underdark. It is made of an unknown blue metal that bears some resemblance to ferroplasm (see the Psionics Handbook, page 138). When the Mindscraper is not held by a being with psionic powers, it dissolves into a puddle of silver goo and loses all its abilities. Only when grasped by a psionic being does it reshape itself into its true form: a small knife of the sort that might be used to scrape animal hide in preparation for tanning and curing. The Mindscraper serves a similar purpose: It "cleans" a mortal being of his or her identity so he or she will be a useful tool for the wielder of the weapon.
Activation of the Mindscraper's powers requires that the wielder hold it like a melee weapon. The Mindscraper floods the mind of its wielder with its powers when grasped this way for the first time. In combat, the Mindscraper functions as a +5 dagger of body feeding (see the Psionics Handbook, page 126).
The wielder of the Mindscraper can manifest the psychic vampire power at will as if a 20th-level psion. This power allows the wielder to drain up to 40 power points from a victim with a successful touch attack. The wielder, however, can never gain more power points than he or she would normally get in a day with a single attack. Against nonpsionic beings or psionic beings who have no power points left, this attack deals 1 point of temporary Intelligence, Wisdom, or Charisma damage. The wielder gains 1 power point from such an attack. The illithid who created it always kept many slaves nearby to serve as an easy source of psionic energy to tap into if he ever needed it.
The wielder can also manifest the following powers up to 3 times/day each as a 20th-level psion: domination, forced mindlink, and mindwipe.
Once a week, the wielder of the Mindscraper can manifest thrall. The illithid who created this artifact maintained his stable of slaves through frequent use of this power.
Finally, the wielder of the Mindscraper can manifest the power mind store with the Mindscraper substituting for the storage crystal. If the wielder chooses to do this, the wielder's soul is transferred into the Mindscraper at the point of his or her physical death. The Mindscraper uses the wielder's psionic energy to maintain its shape and does not revert to a pile of goo while it holds the wielder's soul -- even if wielded by a being without psionic powers. So long as the wielder's soul is embedded in the Mindscraper, the artifact will not manifest any of its other powers. The wielder has 30 days to grow a new physical body as per the mind store power before his or her living essence dissipates forever. Nobody knows whether the illithid who created this artifact attempted to invoke this power, but he was almost certainly unsuccessful if he did.
Destruction: The Mindscraper can be destroyed only while a soul is embedded in it through its mind store power. While thus inhabited by a living soul, the Mindscraper must be brought to the lich-queen of the githyanki, who alone among non-illithids knows the secret psionic geometries that will undo this artifact. The lich-queen must be shown that this is in her best interest, however, or she may try to take possession of the Mindscraper for herself. Of course, the illithids also know of this secret, but they generally prefer to keep the Mindscraper in existence.
Introducing the Mindscraper to Your Campaign
A wizard with an interest in psionic creatures and artifacts has discovered an ancient tome that tells the history of the mind flayers. In this tome, the wizard has read of an ancient artifact that was used to enslave entire races of beings. He wishes to know whether such a thing could still exist and enlists the PCs to go looking for traces of it, starting with an old illithid settlement that is mentioned in the tome. This settlement is deep in the Underdark, and illithids may still inhabit it.
Illithid have been sighted in parts of the Underdark far closer to the surface than normal, accompanied by numerous servant creatures. They seem to be searching for something. In fact, the illithids and their servants are looking for traces of ancient artifacts near several early mind flayer settlements. They are close to discovering several important clues to the location of the Mindscraper and may even find the artifact if the PCs do not act to prevent them.
Magic Items of Dragonlance
Elven Sun Rings
Anti-Magic Manacles
For Krynnish magical items, I found this site to be good.
History: Before the Fall, the Elves of Cormanthyr, among others, found
themselves hunted, persecuted, and imprisoned by the Archmages of Netheril.
As the elves, who made excellent research "subjects", found themselves
constantly ambushed by Netherese mages, the elves looked for any way to
even the odds. A group of Bladesingers, led by Wythission Nightbloom (CG
EM F/M-20/20), developed the Sun Rings, made from the rare Sun Stones (see
Elves of Evermeet), that gave them a small, yet strategic weapon to use
against the Archmages. Specifically these rings amplified small, minute,
excess magical energies all mages possess (commonly utilized in "cantrip
spells"), into additional bolts of energy that could be fired at an enemy.
These bolts were able to be used in addition to other spells used, and if
properly timed, could disrupt a enemy's spell casting.
Nowadays, the only people capable of producing these rings are wizards
within Evermeet, Everska, and a few in the Chondalwood. In addition
Wythission knows the secret of their creation, but he is currently a
Baelnorn imprisoned beneath Myth Drannor by a Nalfeshee named C'Rankson.
Most of these rings were worn by Bladesingers, and despite their rarity,
many have fallen into other hands. Mages, Humanoids, Graver...err
Adventurers, have all stumbled upon these rings. Most Elven High Magi have
at least one.
Appearance: These rings appear to be made of a bright orange-yellow
stone, and constantly glow with a power equal to a large candle.
Powers: The rings have several powers, most of which only benefit wizards.
1. The ring constantly glows with a light bright enough to read by, this
can be covered by gloves, although no other powers will function.
2. For terms of Level, the rings are considered to be 9+1d12 levels.
3. For every 5 full Levels of the ring, and every 5 full levels of the
wizard wearer, one Magic Missile (1d4+1) can be called forth from the ring.
These missiles are in addition to any other memorized by the wizard.
These missiles may be fired in addition to any other actions (spell
casting, melee, etc), the mage takes that round, but only one each round.
The Missiles follow all the rules of that spell, and can disrupt spell
casting.
4. The ring has a speed factor of 1.
5. The ring can be worn, and not effect, any other ring that deal directly
with wizardly magic. e.g. Rings of Spell Storing, Spell Turning, etc.
5. While a Sun Ring is worn the mage is not capable of casting any
Cantrips, as the Sun Ring stores and enhances that energy into the Missiles.
Wizards are a powerful lot, without question, and everyone knows that wizards who fight for Good can devastate armies, destroy cities, and kill even the greatest leaders, but so can those who serve Evil. So, what is to be done with those wizards who break a law, and feel their power justifies it? Are they to be killed on the spot? Can any jail hold them? Could their powers unfairly sway judges, juries, and kings? The answer to this quandary is the anti-magic manacle. This item comes in three forms, a bracelet, a pair of manacles, and a collar, though all do the same thing, they suppress a wizard's power (any caster, actually). So long as they wear it, a caster is treated as if they are in an antimagic field, except that the spell affects only 5' emanation, rather than 10'.
Caster Level: 18th, Prerequisites: Craft Wondrous Item, antimagic field; Market Price: 200,000 gp (estimate); Weight: 2 lbs.
Site Links
Back to D&D
Master More Powers of the Mind: Further Powers for Your Psionic Character