I don't generate items and equipment as quickly as I can come up with spells and occupations, but here are some suggestions to add variety to your campaign.
This rather peculiar item is a favorite with those who don't want to worry about ammunition. It appears to be a dense ball of metal, a little lighter than a lead ball of the same size, about 4" across. Both ends of a braided cord, about 2' long and made of a mysterious silvery material, merge seamlessly into opposite sides of the ball. The item is held by the middle of the cord and spun in the manner of a leather sling. When the command word is spoken (these items are or were mass-produced and the number of command words is small), the momentum of the ball is divorced from its mass; the actual ball stops dead, while the force of the swing goes hurtling off in the direction it was swinging like a sling stone.
In simple terms, this item counts as a sling +1 that needs no ammunition and can strike incorporeal creatures normally (it does not have the ghost touch power and cannot be used by incorporeal creatures).
A knot of power is a metamagic effect tied into a piece of cord with a mystical knot. The knot typically also contains threads of silk, gold wire or other rare materials which are consumed when the knot is used and account for the gold cost of creating the knot. The main cord is not consumed or destroyed, and can have more than one knot tied into it if it is long enough; each knot requires 6" of cord per level of the knot. The level of a knot is equal to the number of spell levels by which the metamagic feat tied into the knot would increase the required slot to cast a modified spell.
To use a knot, you untie it while casting a spell; the spell is enhanced by the metamagic feat that was tied into the knot. This works even if the spell was previously prepared, and the spell does not require a higher-level slot as the magic in the knot powers the enhancement. Untying a knot as part of a spellcasting is not a separate action and more than one knot can be untied as part of the same spell. If a knot is used on a spell which was already prepared with the same feat, the knot has no effect.
Because you must adjust your spell to account for the knot effects, the casting time is increased to a full-round action, or by one round if it is already a round or longer. (Quicken Spell, Heighten Spell and Still Spell cannot be tied into a knot of power.)
A randomly discovered cord with knots of power will have 1-8 levels of knots in it; one level for a Silent Spell, three levels for a Maximize Spell, etc. You can roll on this list to choose knots randomly; the list is arranged so that if you roll a feat for which the cord doesn't have enough levels, you can skip to the line under it and try again.
d12 | Feat | Knot Level |
---|---|---|
1 | Maximize Spell | 3 |
2-3 | Empower Spell | 2 |
4-5 | Enlarge Spell | 1 |
6-7 | Silent Spell | 1 |
8 | Persistent Spell | 4 |
9 | Twin Spell | 4 |
10 | Delay Spell | 3 |
11-12 | Extend Spell | 1 |
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