The Magic Shoppe: Dream-Based Items

The room around you seems to flicker and shift. Objects will disappear and then reappear on tables and shelves. Valcav, however, remains as solid and unchanging as ever. “They say anything is possible in a dream.” Valcav picks up a book off a nearby table only for the book to disintegrate into a puff of smoke before your eyes. “The problem is, limitless potential means objects don’t tend to hold their form very well.” He gestures behind you to a large chest you didn’t notice until just now. “What you really want are items that are powered by dreams rather than made from them.”

Glove of the Nightmare Killer

These wearable weapons were originally created by the vengeful spirit of a murderer killed by an angry mob. The spirit is notoriously difficult to lay to rest and has gone on to share his design with others.

This dark leather glove has several dark stains. Four razor sharp blades cap each of the fingertips.

Pathfinder:

Aura strong conjuration & necromancy Price 62,200 gp; Slot hands; CL 17th; Weight 1lb.;

BENEFITS

A glove of the nightmare killer is a special ghost touch gory cestus. Rather than dealing bludgeoning or piercing damage, the fingertip blade only allows the weapon to deal slashing damage. The blades are long and sharp and prevent the wearer from holding or grasping anything with the hand wearing the glove.

The wearer gains an innate understanding of fear which grants them a +2 insight bonus on Intimidate checks. If the wearer of the glove casts spell nightmare they are considered to be familiar with their target and to have a body part.

The glove also allows it’s wearer to walk beyond the mortal world. By focusing on the glove as a standard action the wearer may become ethereal (as the ethereal jaunt spell). They can remain ethereal for up to 5 rounds per day. This duration need not be continuous, but it must be used in 1 round increments.

CONSTRUCTION REQUIREMENTS

Feats Craft Magic Arms and Armor; Spells bleed, ethereal jaunt, nightmare; Cost 31,100 gp

5e:

Wondrous item, very rare (requires attunement)

This dark leather glove sports a blade on every finger except the thumb. The blades are quite sharp and prevent you from utilizing the hand wearing the glove for any other tasks. You can attack with the glove treating it as a weapon with finesse weapon property and deal 1d4 points of slashing damage. The glove is magical and allows you to deal full damage against targets resistant to nonmagical attacks.

The glove makes you appear more fearsome. While wearing it you have advantage on Charisma (Intimidation) checks. The glove also allows you to slip into the Ethereal Plane as per the spell etherealness you can remain ethereal for up to 5 rounds each day. If you run out of rounds while still on The Ethereal Plane you are immediately shunted back to the previous plan you were on.


Dreamwalker’s Totem

Liars and conmen of all sorts find this item particularly useful. It allows them to cloud the minds of intended victims while keeping their own sharp and clear.

This small metal spinning top has a single rune etched along its side that dances and blurs as the top spins.

Pathfinder:

Aura moderate abjuration and illusion Price 57,000 gp; Slot none; CL 10th; Weight —;

BENEFITS

This magical top has the power to both draw creatures into fantasies or to break free from them. Once per day the user can spin the top clockwise. It continues to rotate on its own for 1 minute unless disturbed. If a creature under the effects of a charm or mind-affecting spell watches the spinning top for the full minute they receive a new saving throw to overcome the charm or mind-affect. If the top is knocked over or the creature fails to watch it for the full time they do not receive the additional saving throw.

Once per day the user can also spin the top counterclockwise. This allows them to alter the terrain within a 100-foot radius of the spinning top as per the mirage arcana spell. This illusion lasts for 10 minutes or until the top is disturbed. Once the initial illusion is created the user of the top cannot change it. The illusion is stationary in its initial area and does not move with the top.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells break enchantment, mirage arcana; Cost 28,500 gp

5e:

Wondrous item, rare

With this small metal spinning top, you can both create and destroy illusions. Once per day you can spin the top clockwise and it will continue to rotate for 1 minute. If a Charmed creature is forced to watch the top for the full minute they can make a new saving throw to free themselves from the charmed condition. The use is wasted if the top is knocked over or if the intended target is distracted.

Once per day you can also spin the top counterclockwise. For up to 10 minutes the top will exude a powerful illusion within 100 feet of itself. This illusion is identical to the mirage arcane spell and the exact details are chosen by you as you start the top spinning. Once the illusion is set, you cannot alter it. It remains in place until the time is up or the top is stopped.


Lesser Helm of the Dreamlord

This helm is made in imitation of one owned by a mighty ruler of dreams. The true version of the helm is an artifact and a symbol of their status and power.

This full face helm has two dark glass eye covers. Protruding from where the mouth should be is the twisted spine of some unknown creature.

Pathfinder:

Aura Strong abjuration and conjuration Price 160,000 gp; Slot head; CL 19th; Weight 3 lbs.;

BENEFITS

A lesser helm of the dreamlord takes up the head, headband and eye slots on a character. The wearer is under the constant effect both the mind blank and true seeing spells. Additionally, the helm itself filters the nearby air rendering the wearer immune to inhaled gasses or poisons.

Sleeping while wearing the helm is particularly rejuvenating. The wearer treats a full night’s sleep of 8 hours as if it were complete bedrest, allowing them to recover double their normal hit points

The wearer can spend ten minutes in deep meditation to reach out to other minds as per the dream spell. Once per day they can instead spend one hour meditating to reach out with the dream voyage spell instead.

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells dream, mind blank, true seeing ; Cost 80,000 gp

5e:

Wondrous item, legendary (requires attunement)

This dark metal full face full face helm prevents you from wearing any other magic item on your head or face. While wearing it you are under the continuous effect of both true seeing and mind blank. The helm also filters your air rendering you immune to gas or poison that must be inhaled.
While wearing the helm you are able to rest or nap more deeply. For the purposes of recovering hit points, you treat a short rest as if it were a long one. By spending 10 minutes focusing with the helm on you can reach out with the dream spell to contact other creatures.



About Michael Vail-Steele

Michael has been playing RPGs regularly since 2012. In addition to RPGs he's also a fan of puns and bad movies. He hopes you will enjoy these trips through his imagination, and asks you to please wipe your feet.

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