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Re: 1001 Homebrew Magic Items
Ooooh, you've given me a good idea.
203.) Sapphire Pants of Skating(5e) (Requires Attunement)
This Medium-sized pair of pants can be worn beneath armor, but few would want to do so, since they appear to be made entirely out of scintillating, crystalline, dark blue sapphire (though it does bend just like fabric). In addition to looking totally fabulous, the wearer can, twice per long rest, activate the Pants to gain the Skate ability of a Sapphire Dragon.
For 10 minutes, the wearer treats all walking surfaces as frictionless, and can move along them more by thought than any physical impulse. They add 15ft to their speed. If moving uphill, they move only at normal speed, if moving downhill, they add 30ft to their speed instead. The wearer is not affected by terrain that is sticky or slippery, and has advantage on Dexterity(Acrobatics) checks. However, while Skating, the wearer has disadvantage on saves to avoid being knocked prone.
Mild Transmutation; CL 9; Craft Wondrous Item, Otto's Irresistible Dance, Creator must know at least one type of dance; Price: 1000gp
204.) Amethyst Jacket of Equilibrium(5e) (Requires Attunement)
This Medium-sized jacket can be worn beneath armor, but few would want to do so, since it appears to be made entirely out of scintillating, crystalline, dark purple amethyst (though it does bend just like fabric). In addition to looking totally fabulous, the wearer can, twice per long rest, activate the Jacket to gain the Body Equilibrium ability of an Amethyst Dragon.
For 10 minutes, the wearer can adjust their equilibrium in order to correspond to whatever surface they are in contact with. As such, they are able to walk on surfaces like water, quicksand, a spider's web, etc., without breaking through. The wearer is not affected by terrain that is rough or craggy, and has advantage on saves made in order to avoid being knocked prone. While under the effect, a creature is also resistant to falling damage.
Mild Transmutation; CL 9; Craft Wondrous Item, Feather Fall, Creator must know at least one type of dance; Price: 1000gp
If a creature is attuned to both Sapphire Pants of Skating, and an Amethyst Jacket of Equilibrium, they sparkle constantly, granting them +1 to AC against any creature using normal eyesight and advantage on Performance checks involving dancing. In addition, twice per long rest, if the wearer strikes a dramatic pose, they may create an effect identical to the spell Color Spray, except the only colors in the cone are white, blue, and purple, and it affects up to 10d10 hit points worth of creatures.
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Re: 1001 Homebrew Magic Items
205.) Validator (3.5e)
A validator is a device used to help facilitate the use of magic scrolls as high-denomination currency. This is a small gem in the shape of a long elongated bipyramid. It will glow when placed on a magic scroll. The brightness of the glow increases in intensity every round the validator is on the scroll, up to a maximum number of rounds equal to the level of the spell in the scroll plus one (ie. up to 1 minute for a scroll of a ninth level spell). The maximum intensity, and the time it takes the validator to reach this intensity, can thus be used to gague the potency of the scroll (and whether the validator glows at all can be used to determine if the scroll is real or counterfeit).
faint divination; CL 1; Craft Wondrous Item, Read Magic; Price ~100-250 gp???
206.) Whisperbox (3.5e)
This is a small copper box, similar in size and shape to an Altoids tin but with squared off corners and no rim on the lid. By whispering into the box the user can carry on a silent conversation with anyone within 110 feet as per the Message spell. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the effect. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear.
Faint Transmutation; CL 1; Prerequisites; 1000 gp?
Item set - "Instant reading" (items 207-208)
207.) Gloves of Osmotic Learning (3.5e)
Twice a day the user of these white cotton gloves may touch a book or other written material and absorb the knowledge contained within as if they had read it (as per the scholar's touch spell). This is equivalent to a thorough reading but not to deep study; the character does not gain perfect recall of the information, just whatever they would have gotten from reading it all the way through once. If you can’t read the language of the source, the magic has no effect. The gloves cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding).
Faint divination; CL 1; Craft Wondrous Item, Scholar's Touch; Price 800gp
208.) Spectacles of Speed-Reading (3.5e)
Three times per day the wearer of these glasses may instantly absorb the knowledge contained within a book or other written material as if they had read it (as per the scholar's touch spell) simply by glancing at it from within arm's reach. This is equivalent to a thorough reading but not to deep study; the character does not gain perfect recall of the information, just whatever they would have gotten from reading it all the way through once. If you can’t read the language of the source, the magic has no effect. The gloves cannot be used to prepare spells or to cast magical scrolls, nor does it have any effect when reading a magical book (such as a tome of understanding).
Faint divination; CL 1; Craft Wondrous Item, Scholar's Touch; Price 1200gp;
Collection Benefits:
A user wearing both the spectacles and the gloves may use both an unlimited number of times per day. Furthermore the limitation on the spectacles that the book must be within arm's reach away is removed and they may absorb the information from any book or other written material that they can read at least one word from (the title of a book, for instance, might be written large enough to read from across a room). This last effect is blocked by any ward that would make the book difficult to read normally or to detect with divinations as well as by any intervening material that blocks detect spells, even if the user has some ability to see through them.
A user with both the spectacles and the gloves may also read magic on amy item they are holding
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Re: 1001 Homebrew Magic Items
The giraffe quality
Plus 2 bonus
You now have a 12 foot neck. 6 foot legs, and are an herbivore. You don't gain the pattern of a giraffe but you think you are one
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Re: 1001 Homebrew Magic Items
209) Spellcharge Gloves
The palms of these soft, flexible leather gloves are embroidered with various symbols in a silvery thread. The symbols glow faintly when charged with spellpower.
A caster wearing spellcharge gloves may hold the charge of a touch spell in his hands. The spell discharges only through the caster's hand or forearm, rather than when any part of his body comes into contact with a creature or object. He may a his free hand to cast another spell with a somatic component without losing the held charge, and may even hold the charge of a second touch spell in his other hand.
Unlike most magical gloves, a creature with more than two arms may benefit from more than one pair of spellcharge gloves - up to one glove per hand. Such a creature may hold the charge of up to one spell in each gloved hand.
A touch spell's charge may be held indefinitely, but dissipates if the hand holding the charge is used to cast another spell with a somatic component or if the glove is removed. A spell discharges if the hand holding the charge comes into contact with a creature or object.
Faint transmutation; CL 1st; Craft Wondrous Item, spell flower; Price 4,000 gp (two gloves)
Cost to create: 2,000 GP, 160 XP, 4 days
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Re: 1001 Homebrew Magic Items
210.) Mordenkainen's Camera of Commentary
Recovered from the eleventh sub-basement of Castle Greyhawk, this (oldschool, film-based) movie camera automatically adds audio commentary in the voice of the legendary wizard Mordenkainen (Int 27, Wis 15, Cha 18, Bluff +11, Diplomacy +18, Know(Arcane) +38, Know(Planes) +23, Know(Religion) +23, Sense Motive +9, Dpellcraft +38) to anything filmed with it. The camera is not actually intelligent as such nor does it remain in contact with the real Mordenkainen, but it contains an echo of the great mage's personality powered by sympathetic magic which runs off of samples of Mordenkainen's hair which have been incorporated into the internal mechanisms.
Strong (Illusion??) Transmutation and Necromancy; CL 15th; Prerequisites Craft Wondrous Item, Ghost Sound, Simulacrum, Speak With Dead, requires a hair sample from the person doing the narration; Price ???; Weight ~15-25lbs???
141.) Painting Frame
When the user looks through this empty picture frame and says the command word a painted picture of whatever the user sees through the frame (at the time of the command word being spoken) appears inside the frame sometime in the next 1d4 rounds
Faint Conjuration; CL 3; Prerequisites Craft Wondrous Item, Detect Thoughts OR Clairvoyance OR Scrying OR amaunesis, Plus Fabricate OR Silent Image OR any Creation spell; Price 750 gp (based on 750gp sale price of mundane video camera in Castle Greyhawk); Weight ~1lb
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Re: 1001 Homebrew Magic Items
Here is more concept that stats, but maybe you could use it.
Mirror Shield
A magical shield that has the power of mirroring armor.
You can use an action to focus the mirror on a target. Your armor class becomes the same as your enemy, or you can force them to make a save and if they fail their armor class becomes yours.
Shadow Candle
Whenever this candle is lit it produces heat, but not light. Instead it creates magical darkness in a radius of a normal candle.
Heavy Boots
These boots appear to be boots of flying, but are quite the opposite. while wearing them, you are unable to fly magically, you fall twice as fast, and take double the normal fall damage. they are cursed, and can't be removed while attuned to you. you can't end attunement until the curse is removed.
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Re: 1001 Homebrew Magic Items
215)Chalice of Fire
A small elegent chalice that when wine is drunk from it allows the creature to, within 3 rounds, use an action to exhale fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. A flammable object hit by this spell ignites if it isn’t being worn or carried. The Chalice of Fire holds enough wine to be used 6 times before having to be refilled.
After this attack is made roll a d20 on a 10 or lower nothing happens, 11 or higher the fire summons 1d2 Magmins in the area of effect.
216)Sheath of Transmutation
This leather sheath magically grows and shrinks to accommodate the blades inside of it. After a blade has entered it you may speak the command word and the weapon becomes a flying sword. Only one sword can be affected this way at a time. If the sword was magical it also gains its bonuses while animated. Ex. a +1 giant slayer sword were to be animated the sword would keep the +1 and its magical effect.
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Re: 1001 Homebrew Magic Items
Quote:
Originally Posted by
D&D_Fan
Heavy Boots
These boots appear to be boots of flying, but are quite the opposite. while wearing them, you are unable to fly magically, you fall twice as fast, and take double the normal fall damage. they are cursed, and can't be removed while attuned to you. you can't end attunement until the curse is removed.
Proposed amendment: these boots are a mixed blessing. They give you stability, making you immune from effects that would knock or lift you off your feet such as being knock-back, levitation, and even lifted physically off your feet against your will. Which is great until you fall or try to fly.
Quote:
Originally Posted by
thisdude9001
215)Chalice of Fire...
The Chalice of Fire holds enough wine to be used 6 times before having to be refilled.
Proposed amendment: each time beyond the first that you use the chalice within a one hour span, make Fort (or Con) a saving throw to aim properly. The DC is 4 + the number of drinks taken from the chalice within the hour. Prior intoxication adds to the DC, but drinks from the chalice add to intoxication for other purposes only according to the actual quantity consumed.
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Re: 1001 Homebrew Magic Items
Quote:
Originally Posted by
jqavins
Proposed amendment: each time beyond the first that you use the chalice within a one hour span, make Fort (or Con) a saving throw to aim properly. The DC is 4 + the number of drinks taken from the chalice within the hour. Prior intoxication adds to the DC, but drinks from the chalice add to intoxication for other purposes only according to the actual quantity consumed.
Okay love the idea but, what would failing the DC cause? would it just reduce damage?
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Re: 1001 Homebrew Magic Items
217) Sorcerer's Sharpening Stone
Nothing about this item seems to indicate that it is anything other than an ordinary whetstone.
If the owner of a sorcerer's sharpening stone spends at least five minutes using it to hone a piercing or slashing weapon, that weapon gains a +1 enhancement bonus for 1 hour. This ability functions once per day.
Faint transmutation; CL 1st; Craft Wondrous Item, magic weapon; Price 800 gp; Weight 1 lb.
Cost to create: 400 gp, 32 xp, 1 day
218) Warmage's Whetstone
The surface of this sharpening stone is emblazoned with arcane markings.
If the owner of a warmage's whetstone spends at least five minutes using it to hone a piercing or slashing weapon, that weapon gains a +3 enhancement bonus and the keen weapon property for 12 hours. This ability functions once per day.
Moderate transmutation; CL 12th; Craft Wondrous Item, greater magic weapon, keen edge; Price 28,800 gp; Weight 1 lb.
Cost to create: 14,400 gp, 1,152 xp, 29 days
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Re: 1001 Homebrew Magic Items
Quote:
Originally Posted by
thisdude9001
Okay love the idea but, what would failing the DC cause? would it just reduce damage?
I was thinking it would be a miss, handled like a miss with any missile weapon, e.g. an arrow of a rock.
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Re: 1001 Homebrew Magic Items
(219)Thief's Knuckle Dusters
Uncommon Item, requires attunement, candle
"These knuckle dusters once belonged to a creative thief. Huh."
This pair of brass knuckle dusters have a hollow cylinder attached to the index finger rings. When a lit candle is inserted into this cylinder, the attuned user can deal an extra 1d8 fire damage when using a melee attack.
When inserted into the Thief's Knuckle Dusters, the candles' light radius is halved.
Without the candle, they deal 1d4+2 Bludgeoning damage.
(Inspired by this guy's invention)
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Re: 1001 Homebrew Magic Items
220) Girdle of Gut Feelings
The wearer of this girdle gains increased intuition in the form of a "gut feeling" that alerts him when someone is untrustworthy, granting him a +5 competence bonus to sense motive checks. In addition, the wearer also gains heightened awareness of when something bad is about to happen in the form of the same "gut feeling." He gains a +2 bonus to reflex saves against traps, a +2 dodge bonus against traps, and a +2 dodge bonus on attacks made against him during a surprise round in combat.
Crafting requirements to be determined, estimated cost ~10,000 gp
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Re: 1001 Homebrew Magic Items
221) Aquarus Maximus
Is a long, segmented golden fishing pole that is covered in Aquan runes. The fishing line emits from a hole in the handle. There is a crank on the side. Pushing a button on the bottom turns the pole into a sword handle sized cylinder with the hook and crank sticking out. Pushing the button again turns it back. It grants +5 to luck, strength, and insight while fishing.
Whenever the line is cast, the caster must roll on a d100 chart for a random effect (all of which are water themed). On a 1 specifically, it summons a six legged colossal mega fish from the elemental plane of water which is bent on devouring the caster whole. Rolling a 100 gives the caster the Neptune's champion armor. It only does this once. If 100 is rolled again, nothing happens.
222) The Neptune's Champion Armor
This is full plate armor made of ice. It doesn't require you to have 15 STR to wear, doesn't cause stealth disadvantage, and allows the wearer to cast any water related cantrip at will. It also allows the wearer to cast water related spells as if they were a spellcaster (component requirements still apply, class requirements do not). The wearer has spell slots equal to a wizard of the same level.
Considering that 1 is certain death, and others have a good chance of killing you, and since you cannot get it twice, I'd say that's fair.
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Re: 1001 Homebrew Magic Items
(222) Calendar of Foretelling
Rare item, requires attunement
"A plain-looking calendar on a piece of old parchment."
One time per long rest, an attuned user can write one event on the Calendar of Foretelling. Doing so will deal 1d6+4 psychic damage, but a small prediction about the event will appear below the user's writing.
The event will occur on the date it was entered under on the Calendar of Foretelling.
You can only add any single event to the Calendar once.
Once the Calendar has been filled with events, it loses its magic and becomes simple parchment.
Calendar size: one month (changes depending on calendar system of game) +11 days. (Example: 30 days +11)
(223) Bottle of Unbreaking
Uncommon item
"No matter how hard you try to break this bottle, it remains intact."
This 1 pint bottle is supernaturally durable, able to withstand any damage dealt to it.
Any item that can fit through a hole 1 inch in diameter can be inserted into the Bottle of Unbreaking, at which point it, too, becomes unbreakable. This effect only lasts while the item is inside of the bottle.
(224) Pants of Stupidity (Glimmering Pants)
Cursed Item
"This glimmering leg armor seems to have an aura of royalty to it."
The wearer loses all WIS, INT, and CON bonuses. The pants cannot be removed except by a WIS saving throw, with a base DC of 15 and a disadvantage of -2.
The Pants give no AC, but appear to be highly valuable. A Detect Magic spell with a DC of 15 will reveal the curse.
Unless the player passes the check, they should be unaware of the properties of the Pants of Stupidity until they attempt to roll a check or save using their Wis, Int, or Con stats.
(225) Egg of Excessiveness
"This egg is very extra."
Throwing the egg straight up in the air will cause it to multiply itself by 1d100. Once all the eggs have impacted, the Egg will reappear in the pouch after a long rest.
Each egg does 1d4 bludgeoning damage, and the eggs will land in a 15 foot radius around the thrower.
(Credit for the latter two belongs to my brother, but he gave me permission to post them here :smallsmile:)
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Re: 1001 Homebrew Magic Items
(226) Salve of Prestidigitation
Common
"2 times the cleaning power of other salves!"
This small vial of strong-smelling gel behaves like a 1st-level Prestidigitation spell when applied to the user's hands. It can also be used to remove ink or paint from smooth surfaces, such as marble or metal.
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Re: 1001 Homebrew Magic Items
Shatterbone Spear
Weapon, martial
Properties: Thrown, versatile
Damage: 2d4 piercing, and you gain a +1 bonus to attack and damage rolls made with this magic weapon
This spear looks to have been carved from the bone of an ancient creature, and is engraved with swirling runes. When you attack with the spear, its tip shatters into a dozen shards that pierce the target in several places. The Shatterbone Spear reforms in your hand after it is thrown.
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Re: 1001 Homebrew Magic Items
228.) Ring of Great Safety
This ring grants its wearer a resistance bonus to armor class and to all saves.
Moderate Abjuration; CL 6th; Forge Ring, Resistance, Mage Armor or Shield of Faith, caster must be of a level at least three times greater than the bonus of the ring ; Price 3250gp (Ring +1); 13000 (Ring +2); 30250 (Ring +3); 52000 (Ring +4); 81250 (Ring+5)
229.) Murlynd's Folding Cannon
this device is essentially a small portable hole the width and depth of a cannon barrel. The hole can thus be filled with gunpowder and used as a cannon. The normal fabric of phase spider silk is reinforced with mithril wire to prevent the hole from fraying as it fires.
Aura Moderate Conjuration; CL 12; Craft Wondrous Item, Planeshift, Shrink Item; Price ~5000-20000
230.) Flaming Trousers of Truth
These cursed pants cannot be removed and autoignite any time the wearer tells a direct lie
Faint Evocation ; CL 3rd; Prerequisites Craft Wondrous Item, any fire spell plus Zone of Truth or Discern Lies; Price 12000??? (lv2xcl3x2000); Weight ~1lb???? whatever is normal for long pants
231.) Comb of Unentanglement
Designed by a wizard who worried that cast off strands of his hair might be used against him magically, this comb nullifies the connection between castoff body parta and the indivudual they came from
Aura Abjuration; CL ?; Prerequisites Craft Wondrous Item, Dispel Magic; Price: no bloody idea
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Re: 1001 Homebrew Magic Items
232: Deck of Many Exploding Things
A normal deck of 52 cards filled with elaborate designs. As an action, one may activate a card and throw it to the ground. If struck by any spell that does damage, the card explodes and does 1d8 damage per damaging spell level to every creature within a 20 feat radius. After use, the cards are destroyed. Only one card may be used every 24 hours.
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Re: 1001 Homebrew Magic Items
#233 - The Booster Pack of Things
This shiny plastic package comes with 5 Cards inside of it.
(Represent the cards with MTG Land Cards (Plains, Island, Swamp, Mountain, Forest)
Each card does something special:
W: Using this card, you gain a +3 Shield.
U: This card bestows a spell scroll of Polymorph.
B: This card summons 5 skeletons, all of which are loyal to you for 1 day.
R: This card bestows a spell scroll of Lightning Bolt
G: This spell Summons a Treant that is loyal to you for 1 day.
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Re: 1001 Homebrew Magic Items
guys what is it?!
such a wonderful fantasy you have
but honestly I would like to use some of these tools:smallsmile:
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Re: 1001 Homebrew Magic Items
#234: Holofoil Card of Thing
This magic card can be found mixed in with a deck of many things, or stand alone. The card comes with 1d6-1 charges. Whoever holds the card can expend one charge to cast Wish. Once the card is out of charges, it becomes a normal trading card.
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Re: 1001 Homebrew Magic Items
Quote:
Originally Posted by
Kevin
These cursed boots appear to be Boots Of Speed or Jumping, and will function as such until combat begins, at which time they will adhere to the floor or ground, negate the wearer's Dexterity bonus to AC, any Dodge Bonus from any source, and prevent any attempts at Evasion. The first time this occurs the wearer will also be subject to Attacks Of Opportunity from all foes who can reach the victim.
Boots of Stumbling? Boots of Glue? You should name the item.
It would also be #235/1001.
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Re: 1001 Homebrew Magic Items
236.) Sacred Spout
This small piece of silver piping converts all water that passes through it into holy water
Aura: Faint Transmutation; CL 1? (3?); Prerequisites: Craft Wondrous Itwm, Bless Water; Price 3250? (7250?); Weight 5lb
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Re: 1001 Homebrew Magic Items
237) Lead Idol of Scylla (sea monster offspring of Poseidon - Scylla is a maiden with a dragon/snake tail and dog heads sprouting from her body)
- size 6 inches long
- 2 times per week you may do one of the following - avoid an attack of opportunity _or_ sneak attack a creature that is immune to sneak attacks
In addition at anytime you may smash the idol (thus destroying it) and you will gain a an action point with 3 dice (see Eberron action points p.45) which you may immediately use.
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Re: 1001 Homebrew Magic Items
238.) Macro Javelin
This javelin turns grows four size categories when thrown (for a medium javelin it becomes colossal and therefore deals 4d6 damage). It is thereafter the new larger size and non-magical.
Moderate Transmutation; CL 5; Prerequisites Craft Wondrous Item or Craft Magic Arms and Armor, Shrink Item; Price ~451gp (~151-751); Weight 2lb (medium size)
239.) Macro weapon
This thrown weapon or piece of ammuniti0n turns grows four size categories when thrown or fired, dealing increas3d damage accordingly. It is thereafter the new larger size and loses this property.
Moderate Transmutation; CL 5; Prerequisites Craft Wondrous Item or Craft Magic Arms and Armor, Shrink Item; Price ~+450gp (~+150-750); Weight 2lb (medium size)
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Re: 1001 Homebrew Magic Items
240a. Salamander Gloves, Lesser
The backs of these white cloth gloves are embroidered with a geometric design in fine red thread. When worn by a skilled pyromancer, the embroidery seems to glimmer slightly.
These gloves are fueled by their wearer's spellpower. The gloves may only be activated when their wearer has a fire spell of 2nd level or higher available to cast. As a standard action the wearer of the gloves may snap her fingers and create a 5-foot radius burst of fire within 30 feet. The burst of fire deals 1d6 points of damage per level of the wearer's highest level fire spell, up to a maximum of 3d6.
Faint evocation; CL 5th; Craft Wondrous Item, Fiery Burst; Price 13,500 gp; Weight 1 lb.
Cost to create: 6,750 gp, 540 xp, 14 days
240b. Salamander Gloves
These gloves appear and function as Lesser Salamander Gloves, except that the maximum damage dealt by the burst of fire is increased to 6d6.
Moderate evocation; CL 11th; Craft Wondrous Item, Fiery Burst; Price 54,000 gp; Weight 1 lb.
Cost to create: 27,000 gp, 2160 xp, 54 days
240c. Salamander Gloves, Greater
These gloves appear and function as Lesser Salamander Gloves, except that the maximum damage dealt by the burst of fire is increased to 9d6.
Strong evocation; CL 17th; Craft Wondrous Item, Fiery Burst; Price 121,500 gp; Weight 1 lb.
Cost to create: 60,750 gp, 4860 xp, 122 days
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Re: 1001 Homebrew Magic Items
241: Wand of Hideous Laughter. This wand has a maximum of 7 charges and regains 1d6+1 charge every dawn. As an action the user may expend a charge and say the command word to cast Hideous Laughter. The command word must be a joke that the target is able to understand.
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Re: 1001 Homebrew Magic Items
242.) Quill of Ny
Once per day this quill pen can be used to scribe a symbol of sleep
Moderate Enchantment; CL 9; Craft Wondrous Item, Symbol of Sleep; Price 18000 gp;
243.) Inflatible Ram
When this hollowed out ram's horn is blown into, the rest of the ram regrows from it and follows the user's orders. If the ram is knocked unconscious, or gets tired and falls asleep, it deflates back into the horn and cannot be used again for a day. If the ram is killed, it pops and the item must be repaired (although it does not need to be reenchanted)
Aura; CL 1; Prerequisites Craft Wondrous Item, Summon Nature's Ally 1 or Clone or Regenerate; Price 4800 gp; Weight ?
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Re: 1001 Homebrew Magic Items
Quote:
Originally Posted by
Bohandas
242.) Quill of Ny
Once per day this quill pen can be used to scribe a symbol of sleep
I'd use that on myself at bed time. Ditch the tossing and turning, then remain in normal sleep when the duration is up.