Definitely, create magic items that still work when you Wild Shape, such as necklaces that remain around the animal-forms neck or hide armor or gloves or boots or a cloak that merge with the skin of the animal form, but remain usable!

 

This would be a special enchantment to create a necklace that didn't change forms with you or a suit of magical Hide armor that conferred its magical armor pluses to the hide of your Wild Shape, as the armor seeps into that hide. The armor itself would be subsumed, so you wouldn't get the +4 Armor from the Hide, but if the armor was +2, you would retain the magical enhancement bonus to your own animal hide.

 

I imagine this would be a +1 enhancement and only work on Leather or Hide armors (which are basically already skin anyway and could be 'assimilated' into your flesh easier). Other leather or hide items, such as belts, cloaks, gloves, caps, boots or bracers could also be so enchanted, at an increase in cost over the standard item.

 

On the other hand, a necklace or amulet designed to resist the change and remain on your neck regardless of your form (and change its size to fit your neck regardless of size, like any magical clothing or jewelry) would be better to be of forged iron or glass or other 'artificial' materials that would 'resist' incorporation into your Wild Shape.

 

This also would be a seperate magical feature, so a Torc of Protection +3 that didn't change when you Wild Shaped would cost more than a normal +3 Ring of Protection.

 

PLAYERS HANDBOOK

 

Consider a set of Bear-Hide Armor +2 that magically remains useful if you change form (I'd rule only leather or hide armors could be enchanted this way, as they are essentially already skin).  The Hide armor bonus would be lost, but the magical +2 enchantment would remain in the 'hide' of your new form.  This would be a +1 armor enhancement, IMO, as per Shapeshifting armor in Oriental Adventures (p 122-123).

 

A Quarterstaff of Shillelagh would be interesting.  Particularly in the hands of a Ranger whom the DM has permitted to use his two-weapon abilities with this one double weapon.

 

Gloves of Magic Fang or Greater Magic Fang may not be a big deal to you (of they might if you can use them in animal form!), but I bet a Monk would love them.

 

Goodberries.  Lots of Permanant ones in a pouch.  Or perhaps a magic pouch that casts the spell once / day creating a handful of them?

 

Wands of Cure Light Wounds.  750 gp.  Run, don't walk, while supplies last, some restrictions apply.  A Druidic version might appear as a small living sapling with leaves or pine-needles still alive and thriving, so long as a single charge remains within the wand.  It might slowly wither and dry up as it is used, the Druid 'stealing' the life energy that could have grown in this mighty tree to mend his much shorter-lived allies.  A stationary 'wand' that is an ACTUAL tree would also be an interesting variant.  The Druid enchants a living pine tree in his glade so that he can touch it at any time and tap its living energy to enact a Cure Light Wounds spell upon anyone he is also touching (or himself), weakening the great tree in the process, so that when 'out of charges' it is drained or life and it groans, splinters down its length and falls with a crash lifeless to the forest floor...

 

Dust of Faerie Fire, a dozen or so doses as a cheapy Wondrous Item.  Maybe maybe make a higher level one that acts like Alchemists Fire at the same time!

 

Dozens of other spells work well on the 'dusts' model and can be cheap and disposable, including Dust of Pass Without Trace to obscure your trail, Dusts of Entangle or Plant Growth (super-fertilizer!), Dust of Spike Growth or Spike Stones (instant caltrops!), Chill Metal or Heat Metal, etc.  In addition to the one-use Dust sprinkles, you could create a special magic pouch that creates 1 to 3 doses of said magic dust / day as a permanant item.  If you are feeling adventurous, it could be the same pouch, able to create a dozen dusts / day, of all different sorts, sort of an 'Alchemists Pouch.'  Imagine a Druid with some similarity to Alpha Flights 'Shaman' character, with his  pouch full of many magical things.

 

Summon Nature's Ally makes for a nice Bag of Tricks and you can whip up an item of critter summoning (or one use 'animal' charms on a bracelet or necklace where you hurl the carved bone or wood figurines down and they become an animal for a time as if you cast the appropriate Summon Natures Ally).  Carved bone figurines seem particularly appropriate, although little dolls of animal fur and such also work with the theme.

 

Barkskin on a defensive item, this item won't stack with Wild Shape, since it is natural armor, and most forms you choose will have some anyway.  Make it a ring of harder bark (like oak) or a belt woven of more pliable bark (like birch) or something.  An Oil of Barkskin also makes for a nice one-shot item, or a seed that one swallows.

 

Flaming Spheres on a necklace could be a poor mans version of the Necklace of Fireballs idea.  One-shot 'flaming spheres' could also be saved in the ubiquitous pouch as tiny reddish globes of perpetually warm charcoal, to explode into full power when hurled to the ground.

 

Produce Flame on a Torch could be interesting.  You slash the torch at someone like a whip and the flame could shoot off to strike them up to 1 / round.  Alternately a glove could do the same thing.

 

Resist Elements Rings obviously.  Ring of Warmth, Fire Resistance, etc.

 

Summon Swarm in a little block of amber that you throw down would be cute.  It could be a single-use item for cheap, or a re-usable one (you have to go retrieve the amber in that case, which remains where it landed).

 

A Rope with a permanent Snare spell on it that you can leave around as a trap before going to bed and then pick up in the morning could be handy.

 

Water Breathing stuff obviously (potions, a semi-translucent mask of carved shell, etc).

 

Dust of Animal Growth.  Definitely good to combine with those Summon Natures Ally spells, potions, talismans, wands, pouches or other items!

 

A bracelet of charms that appear as various insects, each one usable once only as an Insect Plague, could be neat.

 

Fire Seeds, either one-use in a pouch, or on a necklace or bracelet to be detached and thrown.  Don't confuse them with the one-use 'permanant' Goodberries in the other pouch, they are spicy...

 

Ironwood, another lovely spell to make permanent.  Imagine crafting a spiffy set of Full Plate from Darkwood for yourself and then enchanting it with this spell, decent AC and much better stats than 'normal' metal armor (just as a Darkwood Shield has better stats than a Large Metal one).  A nice steel-hard Darkwood Greatsword might draw notice.  Note that you'll need the Martial / Exotic Weaponry and / or Heavy Armor Feats to take full advantage of this stuff.  I would say a permanent Ironwood suit of armor would add a +1 bonus to the armor costs.  For comparison sake, a Large Steel Shield is -2 Armor Checks, 15% Arcane Failure and 15 lbs, while a Darkwood Shield has no Armor Check Penalty, no Arcane Failure chance and only weights 5 lbs.  So Darkwood Full Plate would *at mininum* be 2 better for Armor Check Penalty, 15% less likely to cause Arcane Spell Failure and weigh 1/3rd as much, putting at less weight than all Medium armors and well into the Light category (I'd count it as Medium anyway, just to account for the bulkiness)!!

 

A Staff that can Changestaff into a Treant for 13 rounds / day could be interesting.

 

A one-use insect medallion of Creeping Doom would look nice as a centerpiece on that necklace of Insect Plague charms...

 

A 'potion' of Obscuring Mist.  When you open it, fog roils out of the bottle and spreads over the area.

 

 

DEFENDERS OF THE FAITH

 

Brambles or Spikes added to a Shillelagh would be quite nasty.  Even just the ability for the Shillelagh-staff to cast Spikes 1 / day, or use the effects for 6 rounds / day would be handy.

 

A potion of Sweet Water.

 

A little ball of thorns that when you throw it to the ground expands into a Briar Web.  Also one-use.

 

Gloves of Beast Claws.  Not particularly cool, but hey, its an idea.

 

The Falconmasters Gauntlet.  When you hold it aloft 1 / day and speak the command word, it summons a Harrier which serves normally for 5 rounds.

 

 

MAGIC OF FAERUN

 

Gloves of Ram's Might.  Crappy, but cheap.

 

Camouflage seems like the perfect spell to cast on a Cloak of Elvenkind.

 

Claws of the Beast.  Cheaper version of the DotF version.

 

Handfire also would make spiffy gloves, although it would most likely have to be limited in some way (alternately, a set of Greater Magic Weapon Gloves of permanant Handfire would sell quite well to a Monk!).

 

A 'potion' of Scent.  You unstopper the vial and inhale the pungeunt gaseous contents.

 

Gauntlets of Quillfire or Snakebite are possible, with limited uses / day (say 1).

 

A figurine of a Wolf (or several?) that turns into a Jaws of the Wolf creature(s) as a figurine of Wondrous Power.

 

Master Air would be a suitable variant for Wings of Flying, or it could make a weaker version of that item, only able to fly in short bursts (perhaps 3 rounds at a time, 3 times / day?).

 

'Dust' of Infestation of Maggots would be sick.  You'd toss a handful of apparently dead and shrivelled maggots and they would swell and multiply as they touched their target.  Definitely don't mistake those for the Goodberries...  Yuk!

 

A fur cloak of Blindsight.  The hairs on the cloak feel the movement of air around it, and convey that awareness to the wearer.

 

Boots of Wind at Back.  A cheap version of Boots of Striding, they only allow double overland movement / day, not speed in combat.

 

A permanent Echo Skull would make a good guardian to set up in a particular area.

 

 

RELICS AND RITUALS 1

 

A Club enchanted with Shockwave and Shockwave Strike. Shockwave is a cantrip that allows you to strike the ground and the force of the blow travels through the earth to a target in Close range and knocks him off his feet (if he fails a Reflex save). Shockwave Strike is the same thing, but is first level and actually transmits the damage of a weapon strike, so if you smack the ground with a Shillelagh staff, the target (in Close range) takes 1d10 damage and has to make a Reflex save or be knocked over from the bucking earth. The Shockwave Strike function might be 1 to 3 times / day and the lesser Shockwave function could be usable from 3 / day to at will.

 

Chameleon Skin is another version of Camouflage, +10 to Hide. Another Cloak of Elvenkind maker.

 

Rabbit Feet gives +2 / level to Move Silently and at 5th level can make Boots of Elvenkind.

 

Sethis' Potency increases the save DC of any poison it is cast upon, making it more virulent. A Dust that you could sprinkle on a toxin, or perhaps on a toxic creature, to make its next strike that much deadlier would be neat.

 

Animal Infusion allows you to take on any one special ability or skill of an animal from the Trip or Sprint ability of a Cheetah to its +8 Move Silently skill. This create an endless plethora of potential items, as many as their are special animal abilities...

 

Samples;

Boots of Lion-hide that allow the use of a Lions Pounce? (MM p 198)

 

A Rope of Constriction fashioned from Anaconda skin? (MM p 200)

 

A Quarterstaff tipped with Wolf fangs that has its Trip ability? (on a hit, the fangs seem to dig into the targets flesh or his clothing and pull him over!) (MM p 204)

 

A Potion made from the hearts blood of a Boar that allows Ferocity? (MM p 194)

 

Boots of Cheetah Fur that allow the use of Sprint for 1 round / hour? (MM p 195)

 

A Badger or Wolverine-hide cap that allows the user to Rage? (MM p 193 or 204) Very dangerous, as this Rage is far less controllable than that of a Barbarian...

 

A necklace of clattering Bats bones that allow Blindsight? (MM p 193-194)

 

Bear in mind that the skills (but not Feats or movement abilities) of the creatures in question could also be emulated, so that a set of Lizardskin Boots could give that creatures +8 to Balance (they cling to the ground!) or a Lionskin cloak could give that creatures +4 to Hide checks (+12 in tall grass or heavy undergrowth!).

 

Flame/Frost Weapon is the ideal choice for a Flaming or Freezing Weapon enchantment.

 

Sethtels Stick Servant turns a pile of sticks into an unseen servant like helper. An enchanted version might be a small bundle of sticks that are thrown to the ground and rise up and set to work as a Figurine of Wondrous power variant (usable 1 / day for an hour?) or as a single-use item.

 

Swift Water enhances the speed of watergoing craft by making the water seem to push them along frictionlessly, which would be a monstrously expensive enchantment to put on a ship or boat, but some seagoing nations might be willing to pay it for a small messenger craft that can get there faster and ahead of pirates or hostile sea powers.

 

Beast Soul is the upgrade to Animal Infusion and actually *takes* the skills from a willing animal and gives them all to the caster for the duration. As an enchanted version, it would mean that the animal was both willing, and is now dead to make such an item, which means they will be extremely rare, being crafted only from animal companions of long-standing who are dying of old age and willing to leave behind their skills and abilities to their Druid friend. So, a Lion-hide cloak with the animals head as a helmet might contain ALL of a Lions skills and as the levels of the spellcaster increase, he can also gain access to the animals Feats and Extraordinary abilities! Animals generally don't have any Feats more interesting than Weapon Finesse (claws, bite), but that can be handy to a Wild Shaping Druid...

 

Yarals Totemic Transformation acts similarly, allowing one to use the abilities of his 'totem animal,' but could be a Potion called 'Courage of the Lion' that you drink and gain access to the skills and some stat benefits relevant to the Lion (+1d8 hp, a bite for 1d8+Str, 2 claws at -2 to hit for 1d4+Str, immune to Fear, +5 to Jump, Listen and Spot).

 

A handful of Thorns could be enchanted with a one-use Thorn Throw (Close range Cone, 1d6 / Druid level minus the targets AC or you could just use the rules for Knife Spray, a Cleric spell in DotF, for a lower level version).

 

Live Wood grants Fast Healing to a wooden object, which could be cast on Ironwood armor to keep it self-repairing, or on a boat or building to protect it from wear or even seige damage!

 

Tattoo Item turns an item into a tattoo on your body. As an enchantment on an item, you could use it like a Glove of Storing effect, summoning your staff to hand on command and returning it to a small design on your skin when you aren't using it.

 

Touch of the Eel acts like a longer term Shocking Grasp, damaging anyone that touches you.  A Potion/Oil of same would be 'Liquid Lightning' and when poured over your skin and clothing would flow like crackling lightning over you for a time.  Eelskin gloves might also have the ability to cast this spell once / day, or evoke the effect for 10 rounds / day.

 

Grove of Serenity makes a secluded glade magically restful, curing and providing ample food and rest to all within it, you could make an enchantment version of this that would remain in place and last so long as the grove stands.

 

There's even a Necromancy spell called Dark Water that imbues a shady patch of water with energy from the Negative Material Plane, making it drain the life from anything it touches.  A flask of this could be thrown like Holy Water or Acid, causing a Chill Touch like effect when it hit.

 

 

MASTERS OF THE WILD

 

Adrenaline Surge could exist in several forms, as a charm bracelet with one charge / charm, or as a powder or liquid single-shot use to be sprinkled out when used (like a bottled potion of obscuring mist, unstoppered to release the enchantment).

 

Oil of Blight could be tossed onto a single creature, or spilled on the ground where the user stands to activate its effect.

 

The Hound's Skull Helm would be crafted from the skull of a Dire Wolf and allow the abilities of the Bloodhound spell on the wearer.  A simple potion of same could be created as a 'smelling salt' flask usable once by the person who inhales the acrid magical fumes from the tiny flask.

 

An oil of Body of the Sun could be spread over the user, or the Body of the Sun enchantment could be placed onto a suit of armor, allowing it to immolate 3 times / day as that spell.

 

A bottled Smoke Horse, either usable once only, like a potion, or perhaps for one hour / day (or for 12 hours / week?) as a Figurine of Wondrous Power.

 

There's Camouflage again.  Same usefulness as before, making Cloaks of Elvenkind or similar clothing or items with it.  Enchanted onto a larger 'net' of natural vegetation (vines and leaves and such), it could be thrown over an area or larger item (such as a wagon, or an entire party, or a small building) to conceal it...

 

A Cloak of the Sea would be extremely powerful as an actual Cloak usable at will, although more limited 'charged' versions might exist.

 

Boots with the Cloudwalkers spell would also be fairly potent.  Perhaps they would be limited to one hour / day, or 12 hours / week or something similar.

 

An icicle or ice-coated branch or antler that acts as a Wand of Creeping Cold with 50 charges.  So long as it has even one charge remaining, the ice will not melt.

 

Tiny seeds that when thrown to the ground or cracked between the fingers unleash a Dawn cantrip, awakening all in the area.  One-shot only.

 

Decomposition would make a *nasty* necromantic enchantment to be placed on a battlefield or death temple or unhallowed site.  It also would be a logical effect to place on a weapon of Wounding during the enchantment process.

 

Embrace the Wild, like Animal Infusion, could be used to create literally dozens of items, from Badger-hide skull-caps, to Wolf-headed cloaks to Lionskin mantles, each conferring the appropriate skills and abilities.  Potions brewed from the appropriate animal could also grant more temporary versions of these skills and abilities.

 

Hawkeye has a lot of potential.  A spell trigger Bow of Hawkeye, similar to the Bow of Mighty Arrows for True Strike, is one option, but a hawk-headed helmet, or disturbed 'eagle-eyed' cusps worn over the eyes that present the appearance of a hawks unblinking eyes, are also options.  A Bow that has Hawkeye 'always on' would be interesting, particularly if limited to when an arrow is drawn and the area viewed is sighted down the shaft (which would limit the uses as a Spot tool, since there are many times you can't very well sight someone with a bow and arrow to 'scope them out').

 

A Mask with the ability of Kiss of Death 1 to 3 times / day would be interesting.  A more disturbing version might have three charges, and be rechargeable by placing it on the face of a creature at 0 or less hit points and leaving the mask on them as they perish, allowing the mask to 'feed' on the persons final moments, in a macabre imitation of Death Knell.

 

I'm not real clear on how Languor is supposed to work, but a Wand or one-shot 'Dust' of same sounds like it would make for an effective weapon.

 

Lookingglass permanantly enchanted into a clear pool in the Druids grove sounds like a natural, and it would certainly explain why the Druid might react negatively to anything that might divert or pollute the source of his water...

 

A Mandragora root enchanted and saved for later use sounds like an interesting one-shot item.  It affects both friend and foe, so it might not be the best choice for all occasions.  (I'm not keen on their variant, I'd make a Mandragora root that is magically activated in this manner instead act as a Wail of the Banshee or Circle of Doom spell on everyone in the area.)

 

Might of the Oak would be a suitable one-use 'charm' for a charm bracelet (in the form of a tiny carved wooden tree) or even a vest of bark that acts similar to light leather armor and has the effect 'always-on.'

 

Nature's Favor could result in an assortment of woven fur and bark collars, +1 to +5 in effect, that simulate some of the advantages of magical weaponry for animals, giving them the appropriate plus to hit and damage.  A Dire Badger with an additional +3 to attacks and damage from his magical collar would be nothing to sneeze at.  Alternately, 'treats' could be prepared that appear as tiny handfuls of dried meat or dried fruit or whatever the animal in question would eat, acting similarly to a potion of this spell on the animal consuming the 'treat.'

 

Persistance of the Waves would appear as a potion for temporary effect, or a clattering coat of seashells, worn like a jacket or overshirt, for a more permanant effect.

 

Regenerate Light and Regenerate Moderate Wounds are both suitable for use as potions.

 

A dose of prepared sand could be tossed at any time as a one use Sandblast spell, or a pouch of such sand could be created similar to a Wand, with 50 'charges' of the magical sand within it.  An actual Wand formation could be created from the jagged 'tube' of black fused glass created when a lightning strikes a sandy surface, with the 'wand' seeming to shorten with each use, as if the fused sand that composes it is being worn away.

 

Speed of the Wind would appear as a tiny empty glass flask.  When unstoppered a barely visible mist wafts free and the person who inhales it is affected as if he drank a liquid potion.  A more permanant version would be a gauzy translucent ultra-sheer fabric worn about the shoulders, like a mantle or short cape.

 

Standing Wave could be cast on a pair of boots that can be activated either at will, for 1 hour / day or for 12 hours / week to act as if this spell had been cast on the wearer, even to the point of keeping him mostly dry if he starts just on the waters edge.

 

A permanant Wood Wose would be a useful servant, and alternative versions might exist as tiny Figurines of Wondrous Power usable for 4 hours / day or tiny charms that can be used once only, but last 8 hours each.  Basically as Sethtel's Stick Servant above.

 

 

DIVINE AND THE DEFEATED

 

Arms of the Mother would be an intriguing spell to see as a permanant enchantment in an area of a Druids Grove, or as a spell usable once only, or 1 / week from a collection of small stones carried by a Druid.  He plants them around his sleeping party, activates the spell trigger and goes to sleep in the center, enacting the spell for the night.  If this were usable 1 / day, or at will, it could be quite potent.

 

Feat of Worms would be usable as a 'one-shot' spell.  A handful of tiny worms or grubs would be enchanted with this spell and retained in a pouch, to be drawn forth and tossed at an enemy later, swelling and transforming into Lard Worms as they fly through the air towards the foe.

 

Fleshhammer would be a fairly traditional enchantment for large bludgeoning weapons by some Titanspawn races.

 

On the other side, an Oakenblade would make an ideal weapon for a Divine Race Druid or Ranger.  Starting with a masterwork scimitar carved of oak that is then enchanted with Ironwood, the final blade would ignore metal armor and shields and have a +2 sacred bonus to strike undead, as well as inflicting an extra +1d6 or +2d6 damage to them, as a Bane vs Undead weapon.  Any additional pluses to hit or damage would have to be enchanted seperately.

 

 

 

The potential to make Druid items is almost limitless. I'd need a dozen pouches, clearly labelled, and I'd probably still end up eating my Fire Seeds and throwing my Goodberries!