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!