New Magic Items

    • Level 2+
    • Crumbling Ash Weapon
    • This deteriorating, dusty object looks hardly well cared for enough to be called a weapon. However, it is nonetheless capable of flowing past defenses with the persistence of a burning sandstorm.
    • Lvl 2 +1 520 gp
    • Lvl 17 +4 65,000 gp
    • Lvl 7 +2 2,600 gp
    • Lvl 22 +5 325,000 gp
    • Lvl 12 +3 13,000 gp
    • Lvl 27 +6 1,625,000 gp
    • Weapon: any Melee
    • Enhancement: Attack rolls and damage rolls
    • Critical: +1d8 damage per plus
    • Power (Encounter): Minor action. Use this power before you make an attack against AC with this weapon. You take damage equal to double this weapon’s enhancement bonus. That attack targets Reflex defense instead.
    • Created with DungeonMastering.com’s DM Tools
    • Level 5+
    • Black Glass Weapon
    • This cruel weapon formed of jagged material harvested from the Sea of Glass leaves behind fragments of it’s edge in your enemies’ body.
    • Lvl 5 +1 1,000 gp
    • Lvl 20 +4 125,000 gp
    • Lvl 10 +2 5,000 gp
    • Lvl 25 +5 625,000 gp
    • Lvl 15 +3 25,000 gp
    • Lvl 30 +6 3,125,000 gp
    • Weapon: Heavy Blade, Light Blade, Axe, Ranged
    • Enhancement: Attack rolls and damage rolls
    • Critical: +1d4 necrotic damage per plus, and the target takes ongoing damage equal to weapon’s enh. bonus +1 (Save Ends)
    • Power (Daily ♦ Necrotic): Free action. Use this power when you score a hit with this weapon on a natural attack roll of 19. That attack becomes a critical hit.

      Level 15-20: natural attack roll of 18 or 19.

      Level 25-30: natural attack roll of 17, 18, or 19.
    • Created with DungeonMastering.com’s DM Tools
    • Level 2+
    • Druidic Weapon
    • Flowing runic lines are inscribed in the haft of this weapon, which hums with spiritual power.
    • Lvl 2 +1 520 gp
    • Lvl 17 +4 65,000 gp
    • Lvl 7 +2 2,600 gp
    • Lvl 27 +5 325,000 gp
    • Lvl 12 +3 13,000 gp
    • Lvl 27 +6 1,625,000 gp
    • Weapon: Any melee
    • Enhancement: Attack rolls and damage rolls
    • Critical: +1d8 damage per plus
    • Property: This weapon functions as a Druid implement, adding its enhancement bonus to attack rolls and damage rolls for Druid powers that use implements. You do not gain your weapon proficiency bonus to the attack roll when using a Druidic weapon as an implement.
    • Power (Encounter): Free action. While in Beast form, you may make a Melee weapon attack with this weapon using a non-beast form attack power.
    • Created with DungeonMastering.com’s DM Tools
    • Level 2+
    • Shamanic Weapon
    • A multitude of charms, rare herbs, and animal furs are wrapped around this weapon’s pommel. Restorative power seems to reside within.
    • Lvl 2 +1 520 gp
    • Lvl 17 +4 65,000 gp
    • Lvl 7 +2 2,600 gp
    • Lvl 22 +5 325,000 gp
    • Lvl 12 +3 13,000 gp
    • Lvl 27 +6 1,625,000 gp
    • Weapon: Any melee
    • Enhancement: Attack rolls and damage rolls
    • Critical: +1d6 damage per plus, and allies within 5 of you gain temporary hit points equal to enh. bonus
    • Property: This weapon functions as a Shaman implement, adding its enhancement bonus to attack rolls and damage rolls for Shaman powers that use implements. You do not gain your weapon proficiency bonus to the attack roll when using a Shamanic weapon as an implement.
    • Power (Encounter): Free action. One target that you hit with a melee power that is adjacent to your spirit companion takes additional damage equal to the weapon’s enhancement bonus, and you regain an equal number of hit points.
    • Created with DungeonMastering.com’s DM Tools
    • Level 3+
    • Staff of Flaying Glass
    • This transparent, twisting staff is just as cruel and vindictive as the region of it’s origin.
    • Lvl 3 +1 680 gp
    • Lvl 18 +4 85,000 gp
    • Lvl 8 +2 3,400 gp
    • Lvl 23 +5 425,000 gp
    • Lvl 13 +3 17,000 gp
    • Lvl 28 +6 2,125,000 gp
    • Enhancement: Implement (Staff)
    • Critical: +1d8 force damage per plus
    • Property: Gain a +1 item bonus to damage rolls when you use this staff to attack with an Arcane power that has the force keyword. Level 13 or 18: +2 item bonus. Level 23 or 28: +3 item bonus.
    • Power (Daily ♦ Arcane, Force): Immediate Interrupt. Use this power when an enemy hits you with a melee attack. You are surrounded by a whirlwind of glass shards. The triggering attack deals half damage, and until the end of your next turn any enemy who attacks you in melee takes Force damage equal to double this staff’s enhancement bonus.
    • Created with DungeonMastering.com’s DM Tools
    • Level 9+
    • Tome of Ash
    • Inscribed on the pages of this ragged, perpetually dusty book are the dearly-bought secrets of the blinding sun and the burning sand.
    • Lvl 9 +2 4,200 gp
    • Lvl 24 +5 525,000 gp
    • Lvl 14 +3 21,000 gp
    • Lvl 19 +4 105,000 gp
    • Lvl 29 +6 2,625,000 gp
    • Enhancement: Implement (Tome)
    • Critical: +1d4 Fire damage per plus, and the target is blinded until the end of it’s next turn.
    • Property: When you use this implement to hit a target with a Wizard power that deals Fire damage, the target also takes a -1 penalty to attack rolls until the end of it’s next turn.
    • Power (Daily ♦ Arcane, Fire, Zone): Minor action. Use this power when you make an attack with a Wizard Area Burst power with the Fire keyword. The area of the power’s burst becomes a zone of burning sand until the end of the encounter. Any enemy that ends it’s turn in the region takes Fire damage equal to your Constitution modifier. As a move action, you may slide a single creature in the zone up to 2 squares.
    • Created with DungeonMastering.com’s DM Tools
    • Level 2+
    • Tome of Glass
    • These pages are made of thin sheaves of acid-etched glass bound together with steel rings. Shards of flesh-seeking glass swarm those who oppose the owner of this tome.
    • Lvl 2 +1 520 gp
    • Lvl 17 +4 64,000 gp
    • Lvl 7 +2 2,600 gp
    • Lvl 22 +5 325,000 gp
    • Lvl 12 +3 13,000 gp
    • Lvl 27 +6 1,625,000 gp
    • Enhancement: Implement (Tome)
    • Critical: Ongoing 5 force damage (save ends). Lvl 12-22: 10 force damage. Lvl 27: 20 force damage.
    • Property: This tome contains two wizard daily or utility Force powers. Both powers must be of a level equal to or lower than that of the tome. Choose these powers when you acquire the tome; they cannot be changed later. You can add these powers to your spell book.
    • Power (Daily ♦ Arcane, Force, Implement): Free action. Choose a power contained in this tome and expend an unused wizard Daily attack or Utility power of an equal or higher level and the same power type. You gain the use of the chosen power during this encounter. The power is lost if you do not use it before the end of the encounter. If the tome’s spell is a Utility power and is an encounter power, you must expend an encounter Utility power. If it is a Daily power, you must expend a Daily utility power.
    • Created with DungeonMastering.com’s DM Tools

New Magic Items

The Age of Ash Dark_Matter