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Stuff that Holds Stuff "You can't have everything. Where would you put it?" --Steven Wright The bag of holding is perhaps the most utilitarian magic item in the game. It has no real purpose except to let your character tote around more stuff than he'd normally be able to carry, whether that be scrolls, coins, or piles of gems. In any event, the stuff inside the bag is usually far more interesting than the bag itself. Below you'll find a number of new magic items that fill a similar niche: They may not look like much, but they'll help you get your stuff from one place to another. In some cases, they may even make your stuff more interesting.
Everfull Component Pouch: This plain leather belt pouch always contains any spell component or focus (maximum value 1 gp) required by its owner. What's more, the component or focus instantly appears in hand whenever the wearer begins casting a spell. Though this is of little use in most situations, it proves very useful if the caster is grappling or pinned, since he doesn't have to reach the components himself. Any component or focus not used to cast a spell within one round disappears back into the pouch (and thus can't be sold or traded by the owner). If the owner stores his other components or foci in the pouch, it delivers them in the same manner. Caster Level: 3rd; Prerequisites: Craft Wondrous Item, locate object; Market Price: 2,000 gp; Weight: --.
Handy Scroll Tube: This adamantine tube will hold up to 100 scrolls or similar items (anything of the size and flexibility of a sheet of parchment). When the owner reaches into it for a scroll, that scroll is always the first one he finds. Thus, no searching through the pages is ever necessary. Drawing a scroll from the tube is a move-equivalent action that does not provoke attacks of opportunity. In addition, the caster level of any spell cast from a scroll taken from this tube is increased by +1 for all purposes. This increase only applies if the owner begins casting the spell on the same turn he pulled the scroll from the tube (even if the casting time is longer than one standard action, as long as the casting begins on the same turn, the effect applies). If a scroll has more than one spell, it must be put back into the tube before the caster level increase will apply again. The tube has a hardness of 20 and 20 hp, making it an excellent safeguard for its contents as well. If the tube's power is suppressed or dispelled, the scrolls remain within, but cannot be accessed until the item functions once again. Caster Level: 6th; Prerequisites: Craft Wondrous Item, read magic; Market Price: 8,000 gp; Weight: 1 lb.
Handy Wand Case: Like the handy scroll tube, this six-pocket cloth sheath is a boon to spellcasters. Each pocket of the case can hold a single magic wand. With the merest thought (a free action), the wearer can summon any wand from the case into his hand. At the end of the round--or when the caster finishes activating the wand, for spells with a longer casting time--the wand magically disappears back into the case. If the case's power is suppressed or dispelled, the wands remain within, but cannot be accessed until the item functions once again. Caster Level: 4th; Prerequisites: Craft Wondrous Item, unseen servant; Market Price: 2,000 gp; Weight: --.
Bottomless Money Pouch: This leather belt pouch can hold an infinite quantity of coins (copper, silver, gold, or platinum only). If any other item is placed within, the pouch spits it out one round later. The pouch is also enhanced to resist thievery; any Pick Pockets attempt made to steal it from its wearer suffers a -10 penalty. If the pouch's power is suppressed or dispelled, the coins remain within, but cannot be accessed until the item functions once again. Caster Level: 9th; Prerequisites: Craft Wondrous Item, secret chest; Market Price: 2,200 gp; Weight: --.
Quiver of Arrow Creation: This simple quiver appears to hold 20 masterwork arrows within it. However, each arrow exists in a state of flux within the quiver, its physical properties not yet fully determined. When the wearer draws an arrow (a free action, as normal), he mentally chooses the material from which the arrowhead is forged (adamantine, alchemical silver, or cold iron, as described in the DMG). Once drawn, the arrow exists for only one minute, but for that minute functions exactly as a masterwork arrow of the chosen material and of an appropriate size for the user. Once all 20 arrows have been drawn, the quiver loses its power. Additional arrows cannot be added to the quiver. Caster Level: 9th; Prerequisites: Craft Wondrous Item, fabricate; Market Price: 1,500 gp; Weight: 1 lb.
Quiver of Endless Arrows: This quiver is a boon to the expert archer, for it magically creates an endless supply of masterwork arrows (of an appropriate size for the wearer). Each arrow exists for only a single round after it is drawn. The arrows don't exist until they are drawn, so they can't receive magical enhancements while still "in the quiver," even by such means as greater magic weapon (though such effects can be added after the arrow is drawn). Caster Level: 7th; Prerequisites: Craft Wondrous Item, minor creation; Market Price: 900 gp; Weight: 3 lb.
Vest of Storing: This soft leather vest has four distinct "emblems" sewn into it. When the wearer touches an item to an emblem (a move-equivalent action), the item disappears into an extradimensional space. If the wearer later touches the emblem (another move-equivalent action), the item appears in that hand. Only one item can be "stored" in each emblem, and each item must weigh no more than 20 pounds and be able to be held in one hand. If the vest's power is suppressed or dispelled, the items appear and fall to the floor. Neither storing nor retrieving an item provokes attacks of opportunity, making it an ideal storage space for otherwise hard-to-retrieve items such as scrolls or musical instruments. Caster Level: 6th; Prerequisites: Craft Wondrous Item, shrink item; Market Price: 4,000 gp; Weight: --.
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All material copyright Andy Collins 2001-2007. |