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Cthulhudrew11-13-06, 04:17 AM | In the vein of the long-running Monster Conversion and Creation Thread (http://boards1.wizards.com/showthread.php?t=459254), I thought I'd start one up on converting and creating magic items from Mystara for 3E rules. I've done several so far, and hope to continue to produce more, but I hope others will post their conversions and creations here as well! |
Cthulhudrew11-13-06, 04:27 AM | List of Sources and Abbreviations OD&D Sources Rules Cyclopedia: RC 3E Sources Dungeon Master's Guide, 3.5 edition: DMG Complete Adventurer: CAdv |
Cthulhudrew11-13-06, 04:29 AM | Crap- wish I could delete this post. I decided to actually just combine already converted magic items into one post, with sources listed, rather than do them all one by one. :P |
Cthulhudrew11-13-06, 05:00 AM | This is a list of magical items from OD&D sources that are converted or have equivalents in 3E already. Wondrous Items Name OD&D 3.5 3.5 Name Amulet of Protection from Crystal Balls and ESP RC 239 DMG 247 Amulet of Proof against Detection and Location Bag of Devouring RC 239 DMG 274 Bag of Holding RC 239 DMG 248 Boots of Levitation RC 239 DMG 250 Boots of Speed RC 239 DMG 250 Boots of Travelling and Leaping RC 239 DMG 250 Boots of Striding and Springing Bowl of Commanding Water Elementals RC 239 DMG 250 Brazier of Commanding Fire Elementals RC 239 DMG 250 Broom of Flying RC 239 DMG 250 Censor of Controlling Air Elementals RC 239 DMG 252 Crystal Ball RC 239 DMG 253 Crystal Ball with Clairaudience RC 239 DMG 253 Crystal Ball with ESP RC 239 DMG 253 Displacer Cloak RC 239 DMG 252 Cloak, Displacer Drums of Panic RC 239 DMG 255 Efreeti Bottle RC 239 DMG 255 Elven Cloak RC 239 DMG 253 Cloak of Elvenkind Elven Boots RC 239 DMG 250 Boots of Elvenkind Flying Carpet RC 239 DMG 252 Gauntlets of Ogre Power RC 240 DMG 257 Girdle of Giant Strength RC 240 DMG 248 Belt of Giant Strength Helm of Alignment Changing RC 240 DMG 275 Helm of Opposite Alignment Helm of Reading RC 240 DMG 259 Helm of Comprehend Languages and Read Magic Helm of Telepathy RC 240 DMG 259 Helm of Teleportation RC 240 DMG 259 Horn of Blasting RC 240 DMG 259 Medallion of ESP, 30 Range RC 240 DMG 262 Medallion of Thoughts Medallion of ESP, 60 Range RC 240 DMG 262 Medallion of Thoughts Mirror of Life Trapping RC 240 DMG 262 Rope of Climbing RC 241 DMG 266 Scarab of Protection RC 241 DMG 267 Rings Name OD&D 3.5 3.5 Name Animal Control RC 237 DMG 230 Ring of Animal Friendship Delusion RC 237 DMG 272 Delusion effect Djinni Summoning RC 238 DMG 230 Ring of Djinni Calling Fire Resistance RC 238 DMG 232 Ring of Energy Resistance, Fire- Minor, Major, or Greater) Invisibility RC 238 DMG 232 Protection RC 238 DMG 232 Regeneration RC 238 DMG 232 Spell Storing RC 238 DMG 233 Ring of Spell Storing: Minor, Standard, or Major Spell Turning RC 238 DMG 233 Survival RC 238 DMG 233 Ring of Sustenance Telekinesis RC 238 DMG 233 Water Walking RC 238 DMG 233 Wishes RC 239 DMG 233 Ring of Three Wishes X-Ray Vision RC 239 DMG 233 Potions Name OD&D 3.5 3.5 Name Agility RC 232 DMG 230 Potion of Cats Grace Climbing RC 232 DMG 230 Potion of Spider Climb Defense RC 232 DMG 230 Potion of Magic Vestment Diminution RC 232 DMG 230 Potion of Reduce Person Fire Resistance RC 233 DMG 230 Potion of Resist Energy, Fire Flying RC 233 DMG 230 Potion of Fly Fortitude RC 233 DMG 230 Potion of Bears Endurance Gaseous Form RC 233 DMG 230 Growth RC 233 DMG 230 Potion of Enlarge Person Healing RC 233 DMG 230 Potion of Cure Light Wounds Invisibility RC 233 DMG 230 Potion or oil of Invisibility Levitation RC 233 DMG 230 Potion or oil of Levitate Poison RC 233 DMG 276 Speech RC 233 DMG 230 Potion of Tongues Speed RC 233 DMG 230 Potion of Haste Strength RC 234 DMG 230 Potion of Bulls Strength Super-Healing RC 234 DMG 230 Potion of Cure Serious Wounds Water Breathing RC 234 DMG 230 Wands Name OD&D 3.5 3.5 Name Cold RC 236 DMG 246 Wand of Ice Storm Enemy Detection RC 236 DMG 234 Rod of Enemy Detection Fear RC 236 DMG 246 Fireballs RC 236 DMG 246 Illusion RC 236 DMG 246 Wand of Major Image Lightning Bolts RC 236 DMG 246 Magic Detection RC 236 DMG 246 Wand of Detect Magic Metal Detection RC 236 DMG 236 Rod of Metal and Mineral Detection Negation RC 236 DMG 236 Rod of Negation Paralyzation RC 236 DMG 246 Wand of Hold Person Polymorphing RC 236 DMG 246 Wand of Polymorph Secret Door Detection RC 236 DMG 246 Wand of Detect Secret Doors |
Cthulhudrew11-13-06, 05:26 AM | Boat, Undersea Type: Wondrous Item Source: RC 239 An undersea boat looks identical to a riverboat (see below), and functions in all ways as one. If the command word is known, however, no crew is required- the boat will operate itself according to the commands of its owner. It can be commanded to start, stop, turn to port, turn to starboard or stop turning. Additionally, the boat can be commanded to submerge itself, level off, or surface, providing all passengers in contact with the boat with a continuous water breathing effect. Moderate transmutation and conjuration; CL 5th; Craft Wondrous Item, unseen servant, water breathing, creator must have 2 ranks in the Craft (Boatmaking) skill; Price 30,000 gp; Weight -. Riverboat statistics (uses the vehicle rules from Dragon #294 or 3.0 Arms and Equipment Guide) Huge vehicle; Profession (boater) +2; Spd oars 20 ft. (nautical good); Overall AC 3; Section hp 30 (hardness 5); Section AC 3; Atk (4d6, ram); Face 20 ft. by 10 ft.; Height 5 ft. (draft 2 1/2 ft.); Crew 8 (plus 2 sailors); Cargo 5 tons (Spd oars 15 ft. if 2 tons or more); cost 1,500 gp. |
Cthulhudrew11-13-06, 05:28 AM | Chime of Time Type: Wondrous Item Source: RC 239 This 3” stick is made of a silvery metal. On command, it will keep track of the time, chiming every hour on the hour. The chime can be heard by all within 60’, regardless of intervening obstacles. While functioning, the chime dampens the effect of any silence spells in its radius, though it can only be heard by those within 30’ during this time. A second command causes a gold color to spread from one end of the chime to the other, fully changing the color of the chime within the span of an hour. A third command will cause the chime to stop ringing or changing color. Faint abjuration; CL 3rd; Craft Wondrous Item, joyful noise (CAdv 154); Price, 1,500 gp; Weight 1 lb. Chime of Time Price: 1,500 gp Body Slot: -- (held) Caster Level: 3rd Aura: Faint (DC ?) abjuration Activation: Standard (command) Weight: 1 lb Simply drawing your fingers in the air near this finely crafted bow causes it to be strung with an arrow of glimmering energy. Hank's energy bow . . . <snip> . . . The penalty on attack rolls and bonus on damage rolls lasts until Hank's next turn. Prerequisites: Craft Wondrous Item, joyful noise (CAdv 154). Cost to Create: 7,500 gp, 375 XP, 2 days. |
havard11-13-06, 10:35 AM | Great thread idea 'drew! :cheer: I would love to see someone take on the Demihuman Relics and their associated magic items... Havard |
gawain_viii11-13-06, 12:12 PM | I would love to see someone take on the Demihuman Relics and their associated magic items... Working on that... I've got Vern (VGeisz) assigned to that portion of the M-d20 conversion... I'll call him tonight and see if he can't pause what he is doing for bit to get that done. One of us will post when we get it finalized. Roger |
Cthulhudrew11-14-06, 06:51 AM | Egg of Wonder Type: Potion (alternate medium) Source: RC 239 An egg of wonder is a magical liquid contained within an eggshell. It is similar to a potion or oil in that it can be used only once, and can contain a spell of up to 3rd level that has a casting time of less than 1 minute. Eggs of wonder can contain only spells that have an effect, rather than spells that target one or more creatures (like potions or oils). Generally, eggs of wonder duplicate conjuration/summoning types of spells. In all other respects, eggs of wonder function just as normal potions and oils. Creation of an egg of wonder requires the Brew Potion feat, as well as the appropriate spell to be placed within the egg. Physical Description: An egg of wonder is the size and shape of a chickens egg, though they come in a variety of colors. Identifying Eggs of Wonder: Unlike potions or oils, the properties of an egg of wonder cannot be sampled without cracking the egg (and thus activating the spell). Eggs of wonder that carry similar spells tend to look alike, however, so experimentation can lead PCs to be able to discern the properties of a particular egg based on past experience. Activation: Eggs of wonder are activated by cracking open the egg, either by smashing it in ones hand, dropping it on the ground, or throwing it at another object. An egg of wonder can be thrown up to 60 with no range penalties. Cracking an egg of wonder is a standard action that provokes attacks of opportunity. Random Generation: To generate eggs of wonder randomly, roll on the list below. If an egg of wonder contains a summoning spell (such as summon natures ally), randomly determine the type of creature summoned from the lists in the appropriate section of the PHB when the egg is activated. Minor Medium Major Egg of wonder Market Price 01 10 Acid splash 25 gp 11 15 Create water 25 gp 16 25 Grease 50 gp 26 35 01 10 Mount 50 gp 36 45 11 20 Obscuring mist 50 gp 46 65 21 35 Summon natures ally I 50 gp 66 75 36 45 01 15 Fog cloud 300 gp 76 85 46 55 16 20 Glitterdust 300 gp 86 90 56 65 21 35 Summon natures ally II 300 gp 91 95 66 75 36 45 Summon swarm 300 gp 96 00 76 85 46 55 Web 300 gp 86 90 56 60 Create food and water 750 gp 91 00 61 70 Phantom steed 750 gp 71 85 Stinking cloud 750 gp 86 00 Summon natures ally III 750 gp |
Cthulhudrew11-14-06, 06:58 AM | I went back and forth on the Eggs of Wonder, but ultimately decided to go the route I did for a couple of reasons. 1) The bag of tricks already exists, and basically fulfills the function of the old eggs of wonder from OD&D (ie, summoning creatures randomly). Plus, they are permanent items, while the Egg of Wonder is a one-shot. Any redesign of the egg of wonder had to take those things into account, and make up for the single-use in its cost. 2) Since they are single-use items, I thought it might be better to make them an alternate form of potion since, since they seemed to fit that category better than wondrous items, and I figured the potion category could stand to be fleshed out a bit more (I am planning on doing a writeup for perfumes soon- alternate medium potions that are personal target only items). Thus, I decided on the take I presented above, where we now have some strange eggs of wonder- you get a smoke egg, acid egg, and- I know perhaps strangely, eggs that can create food and water? (I thought those might be useful, but they could also have humorous effects- pie in the face anyone?) I may still tweak the random table a bit, and see if there aren't other spells I could flesh it out with, but I think I'm mostly happy with it. (I did consider going with a wondrous item that was similar to a rod of wonder- ie, completely random effects pop out of each egg, but again, ultimately went this route). What do the rest of you think? |
Cthulhudrew11-14-06, 06:59 AM | Lamp, Hurricane Type: Wondrous Item, Cursed Source: RC 240 This item appears to be a lamp of long burning, but is always closed when found. When its shutters are opened, violent gusts of wind and rain emerge from the lamp. All creatures within a 30 radius must make a Fortitude save (DC 17) or suffer the effects of a windstorm based on their size (DMG, p. 95). The hurricane lasts for 3 rounds, after which time it functions as a lamp of long burning for the next 24 hours. It resets its hurricane effect after this time, and the effects must be endured again before it can be used as a lamp of long burning. Moderate Evocation; CL 9th; Craft Wondrous Item, control winds, light; Price 8,000 gp; Weight 2 lb. |
Cthulhudrew11-14-06, 07:00 AM | Lamp of Long Burning Type: Wondrous Item Source: RC 240 This item appears to be a standard hooded lantern (PHB, p. 126). When filled with oil and lighted, it will burn continuously without need of further oil. If the flame is ever doused with water, the lamp becomes non-magical. Faint evocation; CL 1st; Craft Wondrous Item, light; price 800 gp; Weight 2 lb. |
Cthulhudrew11-14-06, 07:02 AM | Probably going to tweak this one still, as I'm not completely happy with it. Wasn't even sure if it was worth doing, actually. For one thing, it's basically cheaper for a PC to cast continual flame on the inside of a hooded lantern, and it doesn't have the downside of becoming non-magical when doused with water. (Which is the reason I went with light rather than continual flame as a prerequisite- since it can be doused and relit, and the potential for being put out permanently, it seemed kind of lame to use the higher level spell for it.) Anyone have any thoughts or suggestions? |
Traianus Decius Aureus11-14-06, 09:24 AM | First off, this is a great thread idea, and your first entries are top notch. Are you planning on doing items from alll of the OD&D material? I really like the Eggs of Wonder as you have done them. Personally I would not have any direct damage causing effects like acid splash since you can already get alchemical grenade-like items. As for the Lamp of Long Burning, I like how you have done it. Your version makes it useful and accessible for low-level adventurers, and if it gets ruined, the cost to replace it is minimal. Too much magic seems to be geared to higher levels- this is cheap and effective, something many low-levelers will appreciate. |
Cthulhudrew11-15-06, 03:18 PM | First off, this is a great thread idea, and your first entries are top notch. Are you planning on doing items from alll of the OD&D material? I'm going to work my way through the Cyclopedia first and then see. I was just perusing the Book of Marvelous Magic the other night, and I'm not sure if I'm going to do many (or any) of those items, as they are mostly a bit too silly, I think- in name, but also in function. There are some good ones, and even a couple of them that already have analogues in 3E, so I may change my mind. I really like the Eggs of Wonder as you have done them. Personally I would not have any direct damage causing effects like acid splash since you can already get alchemical grenade-like items. That's true. That might also make for a decent modification- effect or area spells, but no direct damage. I'll come back and revisit them a little later this week probably. As for the Lamp of Long Burning, I like how you have done it. Your version makes it useful and accessible for low-level adventurers, and if it gets ruined, the cost to replace it is minimal. Too much magic seems to be geared to higher levels- this is cheap and effective, something many low-levelers will appreciate. Yeah- I'm still not sure if the cost may be too high, even for that (again, given the continual flame spell) although that was technically always an issue, so I may lower it slightly, but I think it otherwise works a bit. |