Talk:Magic items (5E)

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Wheel of welcome (d20 version)

“Yondalla’s Wagon Wheel”, p. 138, Arms and Equipment Guide (2003)

Dupuis, Brian (15 January 2012) Eclipse Gaming: “Adanhym”

Created by halfling adepts, one of these small round metal amulets, looks like a symbolic representation of a round door or a wagon wheel.

Dropping (or tossing) the amulet while thinking a command word, causes the amulet wheel to grow rapidly into a small enclosed vehicular form typical for the region—most commonly a covered wagon. If activated in an aquatic environment, it typically takes the form of a small covered boat without sails; on train tracks, it would take the form of a small passenger car. No matter the form taken, the vehicle is always made of wood, nondescript in appearance, and completely immobile—requires an appropriate external power source, such as dray animals, to move. It can remain in this form indefinitely, or convert back to amulet form at will with a similar command thought. However, the transformative magic fails to function if living creatures are within the interior. (Constructs count as objects, provided they lack the living subtype.)

Inside the vehicle is a continuous secure shelter effect (complete with alarms and an unseen servant), which blends in with whatever form the vehicle takes—the windows of the secure shelter line up with the wagon’s windows, for instance—even though this makes the inside of the vehicle larger than the outside. It is not possible to tell that the spell is in effect without stepping inside. The interior is buffered somewhat from external forces, ensuring a comfortable working and sleeping environment during mundane travel. While in amulet form, the contents of the secure shelter are treated as if in an extradimensional space with no entrance.

The shelter has a larder capable of producing food as per a bag of bounty once per day. If instead of being dropped or tossed, it is held against a wall when activated, the amulet grows into a door, with the secure shelter on the other side; merging seamlessly with the building (or dungeon) wall design.

price
92,880
aura
moderate conjuration
cl
9th
weight
1
cost
?
req
Craft Wondrous Item, secure shelter, major creation, reduce person
price
92,880
aura
strong (DC 22) metacreativity/conjuration
cl
12th
weight
0.5
cost
?
req
Craft Wondrous Item, secure shelter, minor creation, mark of hospitality
activation
Standard (mental)

Houserope

Seven Civilizations (2004, AG-3230, pp. 26–27)

A 'houserope provides a traveler with a safe and secure shelter from weather, beasts, and banditry. A houserope is a 10-foot length of silk cord. It can produce the effect of rope trick once per day, providing an extradimensional shelter for up to eight people. The dimensional pocket lasts for up to 10 hours, but the owner can end the effect by removing the rope or by using a second command word. When the effect expires, any objects or creatures in the extradimensional space fall to the ground.

A houserope can be placed within another extradimensional space without danger, but it cannot be activated in such an area.

Faint transmutation; CL 5th; Craft Wondrous Item, Extend Spell, rope trick; Price 5,400 gp; Weight 2 lb.

Manor Wagon

Seven Civilizations (2004, AG-3230, pp. 27–28)

Manor wagons are a cornerstone of the society of modern Takalas. Each wagon is a mobile community, a thorp on wheels. From the outside, a manor wagon seems like a simple coach. Spring and Summer gnomes favor bright, painted exteriors, while Fall and Winter wagons are unremarkable. Inside the mundane-appearing coach, there is a door on the back wall that has no matching door on the outside. When this door is opened, a hazy translucent portal is revealed. Each wagon has an associated key, and only those who have received an invitation from the bearer of the key can pass through the portal. The invitation remains in effect until it is formally revoked. The restriction on travel through the portal is strictly one way, and anyone who has gained entrance to the manor can always leave it. A knock spell opens the portal for 1 minute, but the keybearer automatically senses the disruption.

The manor on the other side of the portal is vast and luxurious. It is fully furnished, warm, and well lit. A manor wagon has a total area of 9,000 cubic feet, designed when the wagon is created. A typical wagon includes a bathhouse, a dining hall, a library, a small auditorium, accommodations for 45 people, workshops for alchemy, artificing, and other crafts, and a number of storerooms. As the wagon is designed for gnomes, the ceilings are only 5 feet high throughout most of the manor, but the typical manor has a larger foyer with two rooms designed with Medium guests in mind. Up to 30 spectral servants appear as required, and these translucent gnomes will follow the instructions of anyone who has received an invitation from the keybearer. The kitchen can produce a sumptuous meal for up to 180 people per day. This can be split into multiple meals, so a wagon with a population of 45 gnomes can eat up to four meals a day before they need to resort to normal supplies.

Destroying the wagon will not destroy the manor, but the portal will become immobile. In the long term, it is possible to build a new wagon around the portal, which takes half as much time, XP, and gold as building an entirely new manor wagon. If the key is destroyed, the manor unravels, expelling all creatures and objects inside into the Material Plane.

If another extradimensional space — a bag of holding or portable hole, for example — is brought into a manor wagon, the smaller item is destroyed with no impact on the manor. Gloves of storing and houseropes are not destroyed, but cannot be used within the wagon. Rope trick and secret chest cannot be used while inside a manor wagon.

Strong conjuration; CL 15th; Craft Wondrous Item, magnificent mansion; Price 96,000 gp; Weight 1,000 lbs.