Herein lies magic items of the experimentalists that start with the letter H. 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.
 

Hammer of Healing

This small hammer is a carpenter's best friend as it passes through flesh with little resistance, doing no damage no matter how hard it hits. Also the first time in a day that it hits the nose of a living creature it heals that creature of d8 + 5 points of damage. The first time in a week that it hits the forehead of a living creature it casts a heal spell upon them.

Caster level: Eleventh
Prerequisites: Craft Wondrous Item, etherealness, heal
Market price: 22,000 gp
Mass: One kilogram
Material: Mithral
 

Harp of Harmony

This ivory harp gives a plus two circumstance bonus to perform checks and when played soothes all who can hear in a fifty meter radius. Once a day this harp is played, the player can choose to try to calm everyone, should her perform check be at least twenty five, people who fail a will save at a difficulty of twenty can only attack in immediate self defense. Should her perform check be at least thirty five, people who fail their will save can not attack at all and can only parry, dodge, run or take other purely defensive measures. This harp can be played without invoking the magical calming.

Caster level: Ninth
Prerequisites: Craft Wondrous Item, emotion
Market price: 11,000 gp
Mass: Three kilograms
Material: Ivory
 

Harp of Missile Motivation

This masterworked ivory harp gives a plus two circumstance bonus to perform checks and when played motivates all the missiles on the ground within a fifty meter radius that can hear the harp. The better the performance of the player, the greater the missiles that this harp motivates. The missiles affected by this harp fly towards the target that the player desires with the base attack bonus of the player.

With a performance check of fifteen, a dart or throwing dagger or similarly sized missile will head towards the target doing d4 points of damage plus its own magic or special effects if any. With a performance check of twenty, an arrow or spear or similarly sized missile will also head towards the target doing d8 points of damage plus its own magic or special effects if any. With a performance check of twenty five, a ballista bolt or lance or similarly sized missile will also head towards the target doing 3d6 points of damage plus its own magic or special effects if any. With a performance check of thirty, a rock or heavy object or similarly sized missile will also head towards the target doing 5d6 points of damage plus its own magic or special effects if any.

Given a choice of objects that could fly towards the target the one that would do the most damage, either because of magic or poison or other effect will head towards the victim. There is no range increment to the missile attacks from this instrument, as long as the missile and target are within fifty meters of the player, the missile will fly towards the target, if there are no missiles of the size catagory that would be motivated within range then there are no effects for that size category. The heavy objects that can be motivated with this missle have a mass of between ten and thirty kilograms. The player can certainly bring a supply of suitable missiles and toss them on the ground before battle. This harp can be played without invoking the magical motivation.

Caster level: Fourteenth
Prerequisites: Craft Wondrous Item, telekinesis
Market price: 37,000 gp
Mass: Three kilograms
Material: Ivory
 

Hat of Forgetfulness

This black hat is always slightly askew. People looking at the wearer of this hat see someone who does not quite belong as if the wearer was from a dream rather than reality. When creatures interact superficially with the wearer, such as if the wearer asks them a question then walks away, should they fail a will save at a difficulty of twenty four they forget about the encounter completely. The deeper the interaction, the more likely they'll remember the encounter, a minute of conversation gives them a plus two bonus to their save, ten minutes of conversation gives them a plus four bonus, an hour of conversation gives them a plus six bonus and they'll automatically remember combat or heavy interrogation.

Once a day, the wearer can choose try to modify the memory of someone that she is talking to, as long as they are not being distracted, by for instance the threat of combat. The victim has to make a will save at a difficulty of sixteen or the wearer of the black hat can make them forget an event, change the details of five minutes of memory or implant a false five minute memory. Should the memory be too nonsensical for the victim, he will simply think it was a dream or nightmare. Alternately, the wearer can use this once a day ability to allow a willing subject to recall five minutes of an event with perfect clarity.

Caster level: Eleventh
Prerequisites: Craft Wondrous Item, modify memory
Market price: 7,000 gp
Mass: Two hundred grams
Material: Silk
 

Hat of Madness

This black hat is always slightly askew. People looking at the wearer of this hat see someone who does not quite belong as if the wearer was from a dream rather than reality. This felt hat has one hundred buttons around it. gives wearer selectable insanity; rage, megalomania, hallucinations, catatonia.. to be continued...

Caster level: Eleventh
Prerequisites: Craft Wondrous Item, emotion
Market price: 7,000 gp
Mass: Two hundred grams
Material: Silk
 

Hat of Pyramidal Power

This hat has a wide circular brim and a pyramid shaped top. When someone wears this hat, they gain the ability to cast a spell similar to the their primary skill. Their primary skill is considered to be the one in which they have their highest rank. Should that highest rank be shared by more than one skill, their primary skill is considered to be that skill among their highest which they use the most often.

This spell will be cast as if they were a thirteenth level caster. After a creature wearing the hat casts a spell, the hat will not enable anyone to cast a spell for a time dependent on the power of the spell cast. For a spell of power one the time is an hour, for power two the time is four hours, for power three the time is twelve hours, for power four the time is a day, for power five the time is three days and for power six the time is a week. The power of the spell is usually the spell level, it is higher when the spell requires an expensive material component. On the chart below when the power of the spell is different than the original level, the original level is in brackets. A list of some triples of skill, spell and power follows:


Skill                 Spell                     Power
-----                 -----                     -----

Animal Empathy        Charm Person or Animal    2
Appraise              Identify                  4 ( 1 )
Balance               Cat's Grace               2
Climb                 Spider Climb              1
Concentration         Stoneskin                 6 ( 4 )
Craft                 Fabricate                 5
Decipher Script       Comprehend Languages      1
Diplomacy             Enthrall                  2
Disguise              Change Self               1
Escape Artist         Gaseous Form              3
Gather Information    Detect Thoughts           2
Handle Animal         Animal Friendship         1
Heal                  Remove Disease            3
Hide                  Invisibility              2
Innuendo              Message                   1
Intuit Direction      Locate Object             3
Jump                  Jump                      1
Knowledge             Legend Lore               6
Listen                Clairaudience             3
Move Silently         Silence                   2
Open Lock             Knock                     2
Pick Pocket           Unseen Servant            1
Scry                  Scry                      3
Search                Clairvoyance              3
Sense Motive          Discern Lies              4
Speak Language        Tongues                   3
Spellcraft            Analyze Dweomer           6
Tumble                Feather Fall              1
Use Rope              Animate Rope              1
Wilderness Lore       Create Food and Water     3

For those skills that are not listed, if the game master can find an appropriate equivalent spell, that should be used, otherwise the next best skill that the person has should be used to obtain the appropriate spell.

Caster level: Thirteenth
Prerequisites: Craft Wondrous Item, limited wish
Market price: 36,000 gp
Mass: Two hundred grams
Material: Silk
 

Hat of the Giant

This sturdy hat has a strap to attach it securely to the wearer's head. When this strap is tightened, the hat will stay on the wearer even in combat and it will take a partial action to remove it. When this strap is loose, there is a one in two chance per round of combat that the hat will fall off.

The first time in a day that this hat is removed from the head of a humanoid for whatever reason, as it falls off it will enlarge its former wearer and all equipment worn or carried by fifty percent for five rounds. This will increase the mass of the wearer by a factor of three and three eights, add a plus five enlargement bonus to her strength and wake her up if she is sleeping. When this hat is on a wearer's head she can not be knocked out by a sap or similar instrument.

Caster level: Third
Prerequisites: Craft Wondrous Item, enlarge
Market price: 8,000 gp
Mass: Two hundred grams
Material: Silk
 

Hat of Twinned Wands

This hat has a wide circular brim and a hollow cylinder on each side pointing towards the front. Each hollow cyclinder is slighty shorter than the average wand and a wand will snugly fit inside. When a wand is inserted into the cyclinder and the command word of the wand is spoken, the hat links to that wand. When both cylinders have a linked wand inside, the wearer can try to activate both wands at once by brushing the right side of the hat with her finger. When this is done there is a one in two chance that round that the hat will activate, triggering both wands to fire at the same target at the same time.

Should the effect of one or both wands not be able to reach the target, the shorter range wand or wands will be aimed as close to the target as possible. Should a wand only affect the wielder, than the wielder of the hat will be affected by that magic. Charges are used up on the wand as normal for activation, the triggering effect of the hat itself does not have charges. If the wand has different effects triggered by different command words, the hat will trigger the effect of whatever command word was spoken when the wand is inserted into the hat.

Caster level: Seventh
Prerequisites: Craft Wondrous Item, imbue with spell ability
Market price: 23,000 gp
Mass: One kilogram
Material: Leather
 

Headband of the Saint

This headband is circled by a golden ring that can be raised ten centimeters above the wearer's head. The first time in a day that this ring is raised it glows softly yellow for seven minutes and casts a protection from evil and a sanctuary upon the wearer. The protection from evil lasts for seven minutes and the sanctuary lasts for seven rounds. The will save against the sanctuary is at a difficulty of fourteen.

Once a day The wearer of this headband can cast the following spells as a seventh level caster once a day: bless, cure light wounds, light and purify food and drink.

Caster level: Seventh
Prerequisites: Craft Wondrous Item, imbue with spell ability, protection from evil, sanctuary
Market price: 23,000 gp
Mass: Fifty grams
Material: Metal
 

Heel of Grievous Fate

This five centimeter tall metal spiked heel can be easily attached to any footwear that is meant to have a high heel. It will normally be found already in a high heel shoe and when made part of a shoe, that shoe becomes a plus one piercing weapon. When someone wearing this kicks a creature successfuly with a melee attack that does damage, the victim must make a will save at a difficulty of thirteen or become cursed with reversal metamagic. When so cursed, any beneficial spell cast upon that target from the target or someone else has a one in two chance of being reversed, doing the opposite of its intended effect. For example, a reversed cure wounds spell would be a cause wounds spell, a reversed heal spell would be a harm spell, a reversed haste would be a slow, a spell to raise an attribute would lower it, an enlarge spell would reduce the subject, an expeditious retreat would halve the target's speed and jumping distance, etc.. Sometimes spells don't have an exact reversal; but, the game master should try to choose a reasonable hindrance. Should a spell not have any reasonable reversal, the target is hit by a cause wounds spell of the same level, assuming that hurt them, should they be some kind of creature that is helped by a cause wounds spell, like undead for instance, then they are hit by a cure wounds spell of the same level. Should the target choose to forgo their save against a spell, they automatically forgo their save against that spell even if it is reversed by this curse.

This curse can not be dispelled; but, it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Because of the nature of this curse, any spell to remove a curse on the victim has a one in two chance of being reversed itself. Should the removal spell be reversed, it acts like a bestow curse spell, giving the victim an additional random curse. Three suggestions follow; but, the game master is welcome to choose other curses of a similar power. The first suggestion is a minus six effective decrease to a randomly chosen ability score to a minimum of one. The second suggestion is a minus four enhancement penalty on attack rolls, saving throws, ability checks and skill checks. The third suggestion is that each turn the victim has a one in two chance to act normally, otherwise he takes no action.

Caster level: Seventh
Prerequisites: Craft Wondrous Item, bestow curse
Market price: 29,000 gp
Mass: Twenty grams
Material: Metal
 

Hellish Hay

This hay is blood red and smells like sulphur. Any horse who eats this becomes a nightmare for a day. Any other animal who eats it acquires the fiendish template for a day. This hay when created is in a sixty kilogram bundle enough for sixty hit dice worth of animals. The transformation requires a kilogram of hay per hit dice of animal, once the animal has transformed it will not eat any more hellish hay until it reverts to its original state. This hay will normally only be eaten by herbivores, a carnivore will only partake if it is somehow compelled to.

Caster level: Thirteenth
Prerequisites: Craft Wondrous Item, nightmare, polymorph other, limited wish
Market price: 12,000 gp
Mass: Sixty kilograms
Material: Paper
 

Helm of Sculpted Thought

This helmet has a thirty centimeter tall statue on top, the default one is that of the Thinker by Rodin. When the wearer concentrates on a single image, the statue morphs into that, after a minute its color matches as well.

Should a person be wearing this unwillingly, they can make a will save at a difficulty of twelve to avoid thinking of a certain image, purposely concentrating on something else. An interrogator can add their charisma bonus to the difficulty of the will save. Should the victim succeed their will save when asked a question, they no longer need to make additional will saves no matter how many times that question is asked.

Caster level: Ninth
Prerequisites: Craft Wondrous Item, detect thoughts, major creation
Market price: 20,000 gp
Mass: Two kilograms
Material: Metal
 

Helm of the Stag

This padded helm has a pair of antlers on top. The helm gives the wearer almost complete head protection, giving the head damage reduction of 5 / + 1. A random hit has a one in six chance of hitting the head, whereupon the damage reduction applies. An intelligent opponent can take a minus one to hit penalty to avoid the unusually well armored head.

This antlers on this helm act as a plus two light lance inflicting d6 + 2 ( for magic ) + strength bonus points of piercing damage. These antlers do triple damage on a critical hit. This attack does double damage if the wearer is on the back of a charging mount or personally charging.

Caster level: Thirteenth
Prerequisites: Craft Magic Arms and Armor, stoneskin, limited wish
Market price: 36,200 gp
Mass: Two kilograms
Material: Metal
 

Hide Armor of the Porcupine

This plus three hide armor is covered in porcupine quills. This armor permits the wearer to make attacks with the armor, which acts like a plus three spiked gauntlet for damage determination. Once a day, with a command word the quills will elongate quickly becoming two meters long, transforming the armor into a giant ball of tough glassy quills inflicting a plus three spiked gauntlet attack to everyone within two meters of the wearer.

In this porcupine form, the wearer has no dexterity bonus to armor class or reflex saves and can not attack; but, has nine tenths cover, which gives him a plus ten bonus to armor class and a plus four bonus to reflex saves. In porcupine the wearer will only suffer half falling damage, is immune to any abrasion damage and can move at half his regular move by rolling on the ground. Porcupine form lasts for ten minutes or until the wearer commands the armor to revert.

Caster level: Seventh
Prerequisites: Craft Magic Arms and Armor, spike growth
Market price: 25,165 gp
Mass: Ten kilograms
Material: Hide
 

Hive of the Seeker

This rowan hexagonal hive is twenty centimeters high and twenty centimeters wide. The first time in a day that someone pours sugar and water into this hive while holding the hive aloft and clearly visualizing a creature or object, the bees inside feast for a minute then surge out in all directions to search. The bees travel at the speed of a running unarmored humanoid, six meters per second. The one hundred and forty four bees go out to a radius of at most a kilometer, which takes them roughly three minutes to cover. The bees can pass through openings that are at least one centimeter wide, so they can not enter tightly sealed rooms. All the bees return once the seeker puts down the hive or after ten minutes pass.

Once they have found what was visualized, they will go back and forth between the hive and the target. Should there be more than one accessible instance of the target, they will find only the closest one. Should the target not be found inside the search radius, the bees will continue searching until ten minutes pass or the seeker puts down the hive. Each of the bees has one hit point and an armor class of fourteen because of its size. Should twelve or more bees be killed, the bees return to the hive and stop searching. Should more than half the bees be killed the hive will die, otherwise the next day all dead bees will be reincarnated.

Caster level: Sixth
Prerequisites: Craft Wondrous Item, animal messenger, summon nature's ally III
Market price: 6,000 gp
Mass: Six hundred grams
Material: Wood
 

Holed Apple

These wooden apples are part of a set of four and are each ten centimeters tall with three wormholes five millimeters in diameter. The wormholes link the set of four apples wherever they are. The wormhole links can be viewed as a tetrahedron, with each node being an apple. Anything going through the wormhole exits at an equivalent node at the apple at the end of that link.

Once a day with a spoken command to one of the apples in the network, in one minute all the unconstrained apples will enlarge until they are twenty meters tall with the holes then being one meter in diameter. Should an apple be prevented from enlarging, the link at that end will still be only five millimeters in diameter, stopping most creatures from getting through. The distance through the any of the wormholes is twenty meters.

Caster level: Seventeenth
Prerequisites: Craft Wondrous Item, enlarge, gate
Market price: 80,000 gp
Mass: Two hundred and fifty hundred grams each ( one kilogram for a set of four )
Material: Wood
 

Horn of the Herd

This horn has several bison engraved upon it. The first, second and third rounds that it is blown d4 + 1 bison will arrive. The fourth, fifth and sixth rounds that it is blown d4 + 1 quasi real shadow bison, which are one fifth as strong as real bison, will appear. Once the summoner stops blowing the horn it will be a week before the magic can be activated again and blowing the horn for more than six rounds has no further effect.

The bison summoned will attack anyone that attacks the horn blower and she can command them with gestures to attack particular creatures. Should she have a way of speaking with animals she can give them specific commands. Should her enemies be apart from her allies, the bison will trample those enemies en masse. Bison summoned by this horn remain for ten minutes rounds after the first arrive.

Caster level: Eleventh
Prerequisites: Craft , summon monster V, shadow conjuration
Market price: 40,000 gp
Mass: One kilogram
Material: Ivory
 

Horseshoes of Leaping

These horseshoes come in sets of four like ordinary horseshoes. These horseshoes give the mount and rider immunity to vertigo and indeed fear or worry of any kind. These horseshoes double the speed of the mount.

Also, a mount with these horseshoes can jump two thousand times as far as they could without them. The record long jump with a horse is eight meters, with these horseshoes that jump would of been sixteen kilometers, barely enough to jump the Grand Canyon at Grand Canyon Village.

Caster level: Ninth
Prerequisites: Craft Wondrous Item, emotion, expeditious retreat, jump, levitate, telekinesis
Market price: 24,000 gp
Mass: Four kilograms ( for a set of four )
Material: Metal
 

Horseshoes of Reversing

These horseshoes come in sets of four like ordinary horseshoes. Three times a day with a spoken command, these horseshoes will reverse the direction and momentum of the mount and rider relative to the ground. This permits a ride by charge attack to be made once per round instead of once every two rounds.

Mounts get startled by this effect and should the first time the rider use this be while she is riding at full speed, she has to make a ride check at a difficulty of fifteen or the horse will fall. After a day of practice reversing with her mount, the difficulty of her ride check will be ten. The magic of these horseshoes only works when at least one of the horseshoes is within one meter of the ground.

Caster level: Fifth
Prerequisites: Craft Wondrous Item, jump
Market price: 4,000 gp
Mass: Four kilograms ( for a set of four )
Material: Metal
 

Hourglass of Snoozing

This hourglass has a quartz body, fiery yellow corundum sand and an exterior of worked gold, mithral and adamantium. This hourglass keeps extremely accurate time, every time is is turned over when the top vessel is empty, it takes one hour to the second for the corundum to fill vessel that is now on the bottom.

Once a day when this hourglass is thrown at the ground, it seems to make time cease to flow for everyone but the thrower. Actually it speeds up the thrower so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. Normal and magical fire, cold, gas, and the like can still harm the thrower. This quickness lasts for an hour and while it is in effect, other creatures are invulnerable to the thrower's attacks and the thrower can not create spell effects until the quickness ends.

The thrower can only move or affect items held, carried, or worn by her at the moment the quickness began. Since she had to throw the hourglass to start the quickness, this can not include the hourglass. The character can not enter an area protected by an antimagic field, or by protection from chaos, evil, good, law or by a magic circle spell, while under the effects of this quickness. Should the character go farther than three hundred meters from where she threw the hourglass of snoozing, the quickness ends. Overall she can perform fewer types of actions than while affected by a time stop spell; but, this effect lasts for an hour instead of the few rounds that a time stop spell lasts.

Caster level: Eighteenth
Prerequisites: Craft Wondrous Item, time stop
Market price: 90,000 gp
Mass: One kilogram
Material: Metal
 

Humming Pad

This ivory humming pad is ten centimeters across and has a pair of wings flapping continuously so quickly they are blurred. This pad can carry one kilogram and can hear commands from a distance of up to one hundred meters. All it can do is fly and hover; but, it has an intelligence and wisdom of ten and can carry out tasks of indefinite duration.

Caster level: Eleventh
Prerequisites: Craft Wondrous Item, animate object
Market price: 1,000 gp
Mass: One kilogram
Material: Ivory
 

Hypnotic Carriage Wheel

This mithral rimmed carriage wheel is sized for an average wagon and has alternating spokes of ebony, ironwood and mahogany. When this wheel turns, the rim moving as fast or faster than the walking speed of a medium sized humanoid; the spokes shimmer and twinkle, fascinating thirteen hit dice of creatures within ten meters who can see the wheel. Creatures with the fewest hit dice are affected first, among creatures of equal hit dice, those closest to the wheel are affected first. Affected creatures gaze dazedly at the lights, hypnotized and heedless of danger, the first suggestion they hear while in this state will be treated as if it were from an ally.

Caster level: Seventh
Prerequisites: Craft Wondrous Item, hypnotic pattern
Market price: 7,000 gp
Mass: Fifteen kilograms
Material: Wood
 

 

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