Herein lies magic items of the experimentalists that start with the letter D. Items of deceptive craft, spells of mad origin, wonders better left hidden; to this the unhinged were drawn. This page is under the GNU Free Documentation License which allows reuse as long as reuse is allowed in turn.
 

Dagger of Message Seeking

This plus two throwing dagger is always quivering slightly. When its commmand word is spoken followed then a message of less than seven words, the dagger will be listening for that message. Whenever it is unsheathed and it hears the message spoken less than ten meters away, it will leap towards the speaker with an attack bonus of five. Afterwards it will no longer listen for messages, until its command word and a message is spoken again.

Caster level: Eleventh
Prerequisites: Craft Magic Arms and Armor, animate object
Market price: 18,302 gp
Mass: Five hundred grams
Material: Metal
 

Dart of Drinking

This plus one dart has a barbed head. When this dart pierces someone, it starts drinking the victims blood, if the victim has any. One way of ending the drinking is to remove the dart from the wound, which if done quickly inflicts as much damage as the dart originally did going in. Removing the dart carefully without inflicting further damage takes three rounds. The victim does not know exactly what kind of damage this blood drinking will inflict; but, he knows it will be severe.

This dart deals one one point of temporary constitution damage each round it drinks and two rounds after the dart has started to drink blood its thirst is slaked, for a total of two points of constitution loss. This temporary constitution damage lasts for an hour.

Caster level: Ninth
Prerequisites: Craft Magic Arms and Armor, poison
Market price: 32,300 gp
Mass: Two hundred grams
Material: Metal
 

Deck of All Trades

This deck has cards with pictures of different practioners. Each deck contains thirty five thin ivory plaques whose image animates slowly. When a card is chosen from this deck and placed in a pocket, the character becomes a practioner of the picture on the card. The character looks the part, with equipment mentioned as well as an appropriate set of clothing for the area the character is in at the time the card is drawn.

Should a rank or bonus be granted, her appropriate rank or bonus is raised to seven if it was lower. Should an attribute be granted, her attribute is raised to twenty four if it was lower, any spell is cast at twentieth level and any arcane school gives the ability to cast a spell of at most third level. Should an ability or spell casting be granted, she can use it up to seven times, any item with charges has seven charges. This change lasts until a day passes or she puts the card back in the deck, at which point the animation of the picture stops and the equipment disappears.


Tarot Card            Trade        Practice            Equipment
----------            -----        --------            ---------

Ace of Wands          Sage         Knowledge planes    Manual of the planes
Ace of Swords         Blacksmith   Weaponsmith         Anvil, hammer & tongs
Ace of Cups           Healer       Healing             Staff
Ace of Pentacles      Herbalist    Herbalism           Sickle

Prince of Wands       Conjurer     Conjuration         Whistle
Prince of Swords      Duelist      Base attack         Rapier
Prince of Cups        Protector    Shield other        Medium shield
Prince of Pentacles   Woodsman     Woodland stride     Machete

Princess of Wands     Enchanter    Enchantment         Pendant
Princess of Swords    Thrower      Base attack         Seven javelins
Princess of Cups      Doctor       Cure serious wounds Alcohol & flask
Princess of Pentacles Tracker      Pass without trace  Mocassins

King of Wands         Evoker       Evocation           Alchemist's fire & flask
King of Swords        Swordsman    Base attack         Full plate & greatsword
King of Cups          Necromancer  Necromancy          Skull
King of Pentacles     Skinwalker   Wildshape upto dire Wolfskin

Queen of Wands        Transformer  Transformation      Kaleidoscope
Queen of Swords       Archer       Base attack         Leather, bow, quiver & arrows
Queen of Cups         Nurse        Heal                Bar of soap
Queen of Pentacles    Elementalist Elemental Shape     Ring


Fool                  Jester       Juggling            Rod of wonder ( magic item )
Magician              Traveler     Teleport            Map of world & telescope
Lovers                Singer       Charisma            Carnation
Chariot               Speaker      Atone               Cup of water
Strength              Weightlifter Strength            Sash

Seeker                Visionary    Gather Information  History book
Justice               Investigator Sense Motive        Magnifying glass
Wheel of Fortune      Wanderer     Plane Shift         Dice
Hanged Man            Undertaker   Autopsy             Scalpel
Death                 Reaper       Vampiric Touch      Grey robe & scythe

Stars                 Painter      Commune             Black robe with stars
Moon                  Witch        Analyze Dweomer     Grey cloak
Sun                   Seer         Legend Lore         White robe
Judgement             Judge        True Seeing         Grey robe & wig
Universe              Hermit       Reincarnation       Robe front white and back black

Caster level: Twentieth
Prerequisites: Craft Wondrous Item, alter self, wish
Market price: 140,000 gp
Mass: Three hundred grams
Material: Ivory
 

Deck of Housing

This deck has fifty two ebony cards, each of which has a common command word and an illustration of a house or a keep. Should these cards be assembled to make a house of cards, when the command word is spoken within ten meters, the structure will enlarge and solidify in a minute becoming a wooden building. Whenever a ceiling is overhanging a place without a card, a wall will form there to enclose that room. A door will form between each room, each room will have an outside window and each room will have an outside door. Ladders or stairways leading to the ground will form next to outside doors on floors higher than the ground floor. One of the roof panels will have a ladder leading to a trap door in the roof.

Assuming two cards leaning on each other are needed to make an A frame wall and one card is needed for a ceiling, then this deck can make ten single rooms or fourteen rooms in a five story house or fifteen rooms in a row. The rooms so formed will have walls four meters high, four meters wide and three meters deep. The rooms can be combined as the designer wishes to make fewer, larger rooms. The walls and ceilings have a hardness of five and fifteen hit points each.

Assembling the house on the ground requires a carpentry check. This house of cards is fragile and a strength check greater than the assembly carpentry check causes the whole structure to collapse in a round then revert to its deck form. Should the command word be spoken from inside the building, over a minute the structure will collapse. In the first two rounds the house will start to shake as if in an earthquake, in the next three rounds the extra walls that formed to enclose rooms will dissappear, in the next two rounds anything in the house will be thrown out by the increasing force of the shaking and in the last three rounds the walls and ceiling themselves will tumble then revert to deck form as they lie on the ground.

Caster level: Eleventh
Prerequisites: Craft Wondrous Item, fabricate, shrink item
Market price: 5,000 gp
Mass: Three hundred grams
Material: Ebony
 

Die of Air

This large, cubical ivory die alters the speed of the wind in a three kilometer radius the first time in a day that it is rolled. The number that this six sided die rolls determines the ratio of the wind speed compared to its original speed before the die is rolled. A one corresponds to one quarter, a two to one third, a three to half, a four to double, a five to triple and a six to quadruple. So, for example if the original wind speed is twelve meters per second and a six, then a five, then a two is rolled, the wind speed will be forty eight meters per second, then thirty six meters per second, then four meters per second.

Should the die be placed on a surface, the magic won't be triggered, only when the die is rolled in a random fashion will the magic activate. The wind will continue at its altered speed for ten minutes after the die is rolled.

Caster level: Eleventh
Prerequisites: Craft Wondrous Item, control weather, control winds
Market price: 9,000 gp
Mass: Twenty grams
Material: Ivory
 

Die of Truth

This large, cubical ivory die is sensitive to the truth of statements uttered nearby. When rolled just after the truth has been spoken, the game master should take the higher of two die rolls for the result of the this die. When rolled just after a lie has been spoken, the lower of two die rolls should be picked for the result of the this die.

This die rolls depending on whether the statement itself is true, not whether the person speaking it thinks it is true. This die is in effect a form of divination rather than a form of thought reading. Should a similar statement be spoken again in the presence of this die, the die will roll whatever it rolled the first time.

Caster level: Seventh
Prerequisites: Craft Wondrous Item, divination
Market price: 18,000 gp
Mass: Twenty grams
Material: Ivory
 

Die of Wizardry

This large, cubical ivory die gives the gambler an arcane spell of between first and sixth level the first time in a day that it is rolled. The gambler can choose to cast that spell immediately or hold it for up to three rounds while doing nothing else not even walking, otherwise the spell dissipates. The spell is cast at the eleventh level and any save against the spell is at a difficulty of ten plus the spell level.

Any arcane spell of between the first and sixth level that has no experience point cost and no significant material cost can be cast into the die, it will overwrite whatever spell of that level is already there. When a randomly generated die is found, treat each face as a scroll with a spell of the number of dots on the face to determine what spells are stored in it. Should the die be placed on a surface, the magic won't be triggered, only when the die is rolled in a random fashion will the magic activate.

Caster level: Eleventh
Prerequisites: Craft Wondrous Item, imbue with spell ability
Market price: 20,000 gp
Mass: Twenty grams
Material: Ivory
 

Diffraction Limited Spyglass

This collapsible mastercrafted spyglass has a primary lens thirty centimeters in diameter. When extended for viewing its length is one meter and when collapsed its length is twenty centimeters. Although heavy for a spyglass, when held it is as stable as if it was on a mount.

A viewer looking through this spyglass has the visual acuity of an avoral guardian, able to resolve a gold piece ten kilometers away and able to discern the color of a creature's eyes at two hundred meters. The spyglass has adaptive optics letting the viewer see though heat waves as if they were not there; however, it does not give the viewer an ability to see through fog, smoke or obstacles. Overall for a creature with average eyesight, with this they can see as if they were a hundred times closer. Another way of looking at this is that it eliminates up to a fifteen ranks of spot check penalties due to distance. For example is the distance penalty is normally minus twenty, with this spyglass it would be minus five.

Caster level: Fifth
Prerequisites: Craft Wondrous Item, clairaudience / clairvoyance
Market price: 5,000 gp
Mass: Three kilograms
Material: Metal
 

Disk of Burden

This masterworked mithral disk is thirty centimeters in diameter and aerodynamically shaped giving it a throwing range increment of ten meters. It is too light and rounded to do damage; but, meant to be easily thrown by anyone and is treated like a masterworked ranged weapon, giving it a plus one bonus to hit.

The first time in a day that this disk hits a target, it becomes a slightly concave circular plane of force one meter in diameter right beneath the target. It will then carry the target, as long as it weighs less than two hundred kilograms, as the thrower intended. It can follow simple instructions, like follow another creature at a set distance or go in a given direction or go to a certain location. Should the target not want to be carried by this disk, he has to succeed a reflex save at a difficulty of eleven. He can keep trying to escape each round, once he succeeds the force disk will give up trying to carry him and will revert into its original form.

The disk of force can move at up to three meters per second, the speed of a hustling medium sized humanoid. The disk will stay in its force form for five hours or until whatever it is carrying has been removed or until dispelled against a caster level of five. In its material form it has two hit points and a hardness of fifteen.

Caster level: Fifth
Prerequisites: Craft Wondrous Item, Tenser's floating disk
Market price: 5,000 gp
Mass: Two hundred grams
Material: Mithral
 

Display Dome

This two centimeter thick, one meter wide glassteel display dome is so slippery that nothing can adhere to it and fluids run off without leaving drops behind. This dome is meant to display and protect valuable objects, while not accidentally damaging other possibly valuable objects nearby. The glassteel of this dome is a transparent ceramic as hard as iron. The dome has thirty hit points and a hardness of ten. When placed on flat surface, the next word that is uttered within three meters becomes a password which is henceforth necessary to lift the dome off the surface which it melds into.

Should this dome be broken or even cracked, which because of its hardness takes an attack doing at least eleven points of damage, it casts a finger of death at whoever attacked it. This spell slays the creature unless it makes a save at a difficulty of seventeen, in which case it only takes 3d6 + 13 points of damage. The dome also casts a cloudkill spell centered on itself, creating a ten meter diameter hemisphere of ghastly fog which slays any living creature with three or fewer hit dice. Creatures with between four and six hit dice must make a fortitude save at a difficulty of fifteen or die. Should they succeed their saving throw, they along with any creatures with more than six hit dice take d10 points of poison damage each round. After two rounds, should any creature be alive within twenty meters of this dome, it will fire five magic missiles, concentrating on those closest to the dome; but, also willing to reach out and punish anyone who is up to seventy meters away should there be no one conscious at short range.

Assuming it was not destroyed, after the dome has cast its spells intended to kill living creatures; but, spare valuable objects, it requires an hour to recharge. After recharging it will be ready to cast spells again and any damage to its surface will be repaired.

Caster level: Thirteenth
Prerequisites: Craft Wondrous Item, cloudkill, finger of death, magic missile
Market price: 40,000 gp
Mass: Ninety kilograms
Material: Glassteel
 

Door of Springiness

This door is two meters high, eighty centimeters wide and ten centimeters deep. When opened without the key, it will allow the opener to enter partway into the doorway, then it will spring shut repeatedly. This is considered to be a plus ten melee attack each round which inflicts 3d6 points of bludgeoning damage. Even if the door is unlocked and somone opens it, because it was not opened with the key it will still be activated.

When activated the constant slamming of the door only lets one person pass per round, anyone trying to push their way past it must succeed a strength check at a difficulty of twenty or succeed a reflex save at a difficulty of twenty. Everyone who passes through without either dodging or pushing the door temporarily out of the way takes the slamming damage each round, those who made it past the door avoid the damage as well. Should a person open the door unaware of its nature, they are assumed to try to make an instinctive reflex save at a difficulty of twenty to get past it.

Because the door is built out of ironwood, an unusually dense wood, it has a hardness of seven and thirty hit points. The lock is a very simple one, giving a difficulty of twenty to an open locks skill check. However, if the lock is not actually opened with the correct key, even the though the door is unlocked, the door still treats the opener as if he did not open it with the key. A search or detect traps won't notice this, a detect magic will notice a moderately strong aura of transmutation magic on the door. As a trap this door is considered to have a challenge rating of two.

Caster level: Eleventh
Prerequisites: Craft Wondrous Item, animate object
Market price: 1,500 gp
Mass: Two hundred and fifty kilograms
Material: Wood
 

Donut of Dodecaplication

This twelve centimeter diameter donut is carved from twelve species of wood joined together. The first time in a day that this donut is placed in a empty container with a capacity of at least two liters, the container will fill with twelve large donuts, each one different; but all equally sweet. The donuts can feed one medium sized humanoid for a day.

Caster level: Eleventh
Prerequisites: Craft Wondrous Item, minor creation
Market price: 3,600 gp
Mass: One hundred grams
Material: Wood
 

Dream Catcher

This wicker web is made in a the shape of a swirling funnel. Whenever a sleeper posseses this item and someone tries to enter their dream for whatever reason, if the interloper fails a will save at a difficulty of seventeen, they are trapped in the web and are now in the dream of the sleeper.

The sleeper will notice them entering her dream and if she makes a will save at a difficulty of thirteen she can choose to dream lucidly, changing the dream at will at her desire. Should she fail the will save, the dreamworld continues unguided on its own. The sleeper and interloper role play this world until either one of them is defeated in the dream world or the sleeper wakes up. Subjective time in the dream world can flow faster or slower than in the real world, it is the complexity of events that determines how long they last; but, on average it flows at the same rate. A battle that takes a dream minute could take an hour of time in the real world, while an uneventful boat journey that takes a dream year could take only a few minutes of time in the real world. One way to model this is to say that role playing time equals the real world time. So if the sleeper is to be awakened in an hour, the sleeper and interloper role play for up to an hour in the dream of the sleeper.

No matter what happens to the sleeper in the dream world, she eventually wakes up with an unusually vivid dream or nightmare; but, no damage. On the other hand, a limited amount of damage that befalls the interloper in this dream is suffered by his body. The body of the interloper suffers hit points of damage that the interloper takes in the dream, until the interloper reaches one hit point, at which point he is expelled from the dream. Should the interloper die or suffer an injury which can only be undone with a restoration or regenerate type of spell, the interloper is expelled. While the interloper is trapped in the dream, his body goes into a deep slumber, should he be awakened from that state, he is expelled from the dream. Should the interloper be expelled, he is fatigued and unable to regain arcane spells for the next twenty four hours. So overall, even after experiencing the mother of all nightmares, the interloper will at worst be at one hit point, unable to regain arcane spells; but at least, undrained and without broken bones or torn ligaments.

Caster level: Thirteenth
Prerequisites: Craft Wondrous Item, false vision, nightmare
Market price: 50,000 gp
Mass: Two hundred grams
Material: Wicker
 

Dress of Flame

This red silk dress has orange and yellow flames drawn into it. The dress gives the wearer the protection afforded by a warm fire shield, the wearer takes only half damage from cold based attacks and if that attack allows a reflex save for half damage, the wearer takes no damage on a successful save.

Once a day with a spoken command the dress will be wreathe the wearer in violet flame illuminating a three meter radius, the wearer will take no damage from this; but, anyone who succesfully attacks her with a melee weapon without exceptional reach will take d6 + 9 points of fire damage. This fire shield lasts for nine rounds.

Caster level: Ninth
Prerequisites: Craft Wondrous Item, fire shield
Market price: 22,000 gp
Mass: Fifty grams
Material: Silk
 

 

Feedback   Free Electronic Nation Home   Game   GNU Free Documentation License