Note: if I list something as 15,001 GP, that really just means "You can't buy it. You might find one however, or go for a crazy quest or something."
1. Geo Pyramids - Disgaea
Price: 15,001 GP
Appearance: A coloured, crystal-like d4, basically. About 1' tall.
Effect: Each pyramid grants a different effect, however it always extends to all creatures in a 30' radius of the pyramid (including itself). Multiple pyramids with a shared area grant all effects.
Red: Every round, all living creatures in the area take damage equal to their HD as blood seems to burst from their body towards the pyramid.
Blue: Dimensions and reality flicker around the pyramid, allowing everyone in the area to Dimension Door to anywhere else in the area as a free action once per round.
Green: Pulses of magical energy emanate forth, causing people to blink in and out of reality. All attacks, spells and effects have a 50% miss chance.
Yellow: Energy crackles, randomly enhancing the power of attacks. Any critical threat is automatically confirmed, for maximum damage.
2. Rocket Punch - FF7
This allows all unarmed/monk attacks to be made as ranged attacks, with 20' range increments.
Price: 10,000 GP
Price: 15,001 GP
Effect: If it is filled with water, and then heated for ten minutes, the contents are transformed into a thick, inky gunk. This may be hurled at an enemy within 20' as a ranged touch attack. If it hits, they must make a Fortitude save, with effects based on how well they roll:
40+ No Effect
37-39 Deafened for 1 minute
35-36 Unable to speak for 3 rounds
32-34 Blinded for 3 rounds
30-31 Fatigued until rested
27-29 Confused for 1 minute
25-26 Stunned for 3 rounds
22-24 Nauseated for 1 minute
20-21 Affected by Black Lotus Poison
<20 Afflicted with Devil Chills
Plenty of people wield wands. Those wands, however, look like sticks. In essence they ARE sticks, merely sticks that are filled with magic. Perhaps as a sick joke, someone created a new, special type of wand. With any luck it was made by a young girl, and not a grown man.
Price: 15,000 GP exactly
Effect:
There are several uses of this wand.
1. It can cast the Shadowspray spell at will, except spraying brightly coloured ribbons.
2. As a standard action at will, it can fire a stream of exploding pink hearts, functioning as a Scorching Ray (CL 11) spell. The target(s) must also, if hit, make a Will save (DC 10 + half the user's level + her Charisma modifier) or be Charmed for 1 minute.
3. It may cast Hypnotic Pattern once per hour.
5. Variable Blade - Shadow Hearts 3
This magical item is merely a sword handle. However, the true magic lies within what can be attached to it: a saw, a cactus, a swordfish or a street sign. Any will do, though they always transform slightly to properly fit, gaining magical properties.
Price: 15,000 GP
Cactus: This counts as a +1 Greatsword that deals bludgeoning and piercing damage. Additionally, any target struck takes 2d6 desiccation damage and must make a Fortitude save (DC = total damage taken) or be sickened for one minute (this doesn't stack up to nausea or anything). It can also be used to drain up to ten 5' cubes of water at a time, storing them indefinitely.
Swordfish: This counts as a +1 Dancing Rapier, and additionally, allows one free feint to be made per round as the swordfish squirms about. It adds 2d6 Sneak Attack damage.
Sign: Amusingly, this sign is changed to say "Warning: this sign has sharp edges that can cause painful lacerations." It counts as a +1 Wounding Scimitar, and can also be used to deal non-lethal bludgeoning damage without penalty. If the sign is clean, anyone struck must, on the following turn, make a Fortitude save (DC = damage taken) or take another 10 points of damage through blood loss. If it is not clean, then they must instead save against contracting Filth Fever.
6. Bio-Force Gauntlet (the BFG) - Doom
This is an enormous gauntlet that has to be strapped to the arm, weighing it down somewhat. It provides a -1 Armour Check Penalty and 5% ASF all on its own. This gauntlet has an enormous emerald at the end, above the hand, that pulses with power.
Price: 15,000 GP
This ring, when worn, seems to be fairly ordinary. It really comes into play when the wearer starts performing actions in combat, however.
Price: 3,000 GP, +3,000 GP for each +1 bonus applied
*BAB (the actual BAB, not just an attack bonus)
*Damage (all attacks, 1d6+1 damage per +1)
*Caster Level (all effects)
*Save DCs (all effects)
*Critical Threat Range (all attacks)
A DC 30 Abuse Magic Device check can fool the device into thinking it has 1 extra bonus point above what it actually has. Failure results in being caught out and punished by the ring, resulting in no bonuses for the round.
8. Technique Manuscript - Pokemon
These are a collection of secret writings containing ancient techniques... well, some aren't that ancient, actually. But they're still useful, and that's what's important. Due to the magical way these are written, it takes about a day of proper reading and practice to master the teachings, at which point magic causes the technique to bind to you. Thus, these are single-use items that grant a permanent ability.
Even if multiple abilities could be taught, any one person can only benefit from a given TM number once.
Price: varies
-Gain a bonus [Combat] feat.
-Price: 15,001 GP
TM 2: Skilful Reserves
-Gain a bonus [Skill] feat.
-Price: 15,001 GP
TM 3: Arcane Manipulation
-Gain a bonus [Meta-magic] feat.
-Price: 15,001 GP
TM 4: Odour Sleuth
-Gain the Track ability
-Price: 7,500 GP
TM 5: Body Slam
-All of your unarmed/natural attacks deal +1d6 damage
-Targets must also make a Fort save at the end of your turn if struck
-The DC is 10 + 1/2 your level + your Str
-Failure results in paralysis for 2 turns
-Price: 15,001 GP
TM 6: Grass Knot
-You may cast Entangle as a Spell-like ability at will
-You may also cast Wall of Thorns as a Spell-like ability once per minute
-Price: 6,000 GP
TM 7: Draco Meteor
-Special: Only available to Dragons (the type) or Dragon-blooded (the subtype)
-Once per hour you may charge up a Draconic meteor storm.
-You must spend one full round building up power, becoming flat-footed.
-If you do not use the ability on your next turn, you lose the charge.
-When used, it casts a Twin Meteor Storm, Twin Comet and Iceburg.
-Afterwards, you become Exhausted
-Price: 15,001 GP
TM 8: Flame Thrower
-You gain a 1/d4+1 rounds breath weapon. It is a 30' cone of Fire.
-The DC is Con-based, and it deals 1d6 Fire damage per level (Ref half)
-Failure causes the target to catch fire, suffering 2d6 damage per round
-Price: 12,000 GP
TM 9: Sucker Punch
-You gain +3d6 Sneak Attack.
-This stacks if you already possess any.
-Price: 15,001 GP
TM 10: Sing
-You can use the Bardsong ability 1/day as a level 1 Bard
-If you have bard levels, you gain 2 extra uses of your Bardsong
-Price: 15,001 GP
TM 11: Rage
-You can Rage as a level 2 Barbarian, but lose any fast healing when Raging
-If you have Barbarian levels, merely add +2d6 Rage dice
-Price: 15,001 GP
TM 12: Mega Punch
-You gain 1 Fighting Style, like a Monk
-If you are a Monk, it upgrades to a Master Fighting Style
-Price: 15,001 GP
TM 13: Return
-This ability requires you to have a morale bonus of some kind
-Pick the highest one you have (attacks, saves vs Fear, whatever)
-1/hour, you can apply this ability to one attack or damaging effect.
-You apply the morale bonus to the attack roll/saving throw DC
-It also deals extra damage equal to 2d6 per point of bonus
-Price: 10,000 GP
9. Psypher Weapons - Odin Sphere
Weapons get made out of all kinds of crazy shit. Some people make them out of steel, whereas others think that isn't enough and use adamantine, or mithral, or Baatorian green steel. Some like killing werewolves and devils enough to make them out of a soft metal like silver. Yet more decide the only good material is diamond, "the second-hardest metal" or Dragonforce, "the hardest metal".
But if you get someone clever and good at making things, as well as good at stealing from the lands of the dead, you get soul-crystals that get forged into Psypher blades. Maybe they're not that sharp, but they will steal your soul.
Game effect:
A Psypher weapon (must be bladed or piercing) is always at least a +3 weapon, straight out of the forge. You can cast GMW to increase this, you can improve it even, but they're never less. Every time it delivers a killing blow to a creature with a soul inhabiting its body (enjoy arguing with your DM), the soul is absorbed by the blade. This causes it to glow slightly. It can hold up to 20 souls at once, the glow becoming brighter each time.
While a soul is held inside it, they cannot be raised or resurrected. If the soul is consumed for an ability, it would take a Miracle to ever find the soul again.
For every 5 souls contained within, the bonus improves by +1 and it deals an additional d6 damage on a successful hit.
5 souls may be consumed by the blade, depleting its reserves, to do one of the following:
*Grant Fast Healing equal to your Hit Dice for 1 hour
*Cast Ethereal Jaunt with a caster level equal to your hit dice
*Planeshift the wielder to any plane they choose
*Grant a Haste effect for one hour
*Create a burst of light, dealing 2d6 bullshit damage per level of the wielder to all (except the wielder and individuals chosen by them) within 15' feet. A Reflex save (the DC is Charisma-based) halves this.
10. Chaos Emeralds - Sonic the Hedgehog
Chaos Emeralds are, first and foremost, emeralds. They are never smaller than the fist of a halfling, and never larger than the rest of a halfling. They sparkle with incredible green light that shows the power contained within.
Another noteworthy feature is that they are, as the name suggests, Chaotic. They are created in Limbo or similar planes, and made from Raw Chaos. These actually utilise powers, however.
Price: 15,001 GP or Raw Chaos and the assistance of a Green Slaad.
*Immortality: the holder never ages, and does not need to eat, sleep, drink or breathe to survive. They also gain Damage Reduction 10/- and Fast Healing 10.
*Invisibility: the holder is naturally invisible from this point on, and can see invisible creatures as well. Just to be tricky, they can activate a Mirror Image effect once per hour, with a caster level equal to their hit dice. The images are not invisible, so actually draw attention towards you, but if someone can see naturally invisible things, it means they might not hit you.
*The Power of Life: The emerald works as a phylactery, allowing the owner to be restored to life as close to it as possible 2d12 hours after being killed, unless it is stolen. They may also cast True Resurrection, Awaken Animal, Awaken Plant and Awaken Construct each once per day. These effects are permanent.
*Time: the holder has a permanent Haste effect, and can cast Slow as a supernatural ability at will. They are immune to ageing effects and any other time-based powers (such as Slow, Timestop or Phane powers, even the "blasts of raw time").
If one person gathers all four emeralds and sacrifices at least 50,000 GP worth of magical rings (of any individual value - they can totally use 25 free wishes for 25 rings of Protection +1), they become "all-powerful".
The ritual takes one hour to perform, and for the next 24 hours (during which time it cannot be performed again) they are immune to all forms of damage, including nonlethal damage, instant death, ability damage/drain or level drain. This cannot in any way be extended past the 24 hour duration. Furthermore, they gain a 250' fly speed (Clumsy) and their land speed is tripled. Their very touch deals 10d6 Fire damage, and they glow with golden light as their footsteps leave glowing magma and a whirl of chaotic energies. If even a single Chaos Emerald is stolen from them during this time, the effect ends and they are instantly slain, imploding as their soul transforms into a new lower level of Limbo (how low can you go?) or random-encounter-filled corridor in Pandemonium.
11. True Runes (spellcasting items) - Suikoden
There are various "True Runes" floating around - legendary glass orbs containing magical sigils of power. Usually they are very well-guarded. There are three in particular that we will cover, because I haven't played much of Suikoden V and haven't played I, III or IV.
Price: 15,001 GP
At Will - Cure Serious Wounds, Mass Cure Light Wounds, Daylight
1/hour - Telekinetic Sphere, Mass Rage, Mass Cure Moderate Wounds
1/day - Heal, Forcecage, Sunbeam
Dark Sword Rune: This pulses with dark light, stinging the flesh of the wielder but granting a permanent Sadism effect. Additionally, there are several spells it can cast:
At Will - Inflict Serious Wounds, Mass Inflict Light Wounds, Bull's Strength
1/hour - Finger of Death, Harm, Masochism
1/day - Wail of the Banshee, Chained Disintegrate, Black Blade of Disaster
Blue Moon Rune: This rune has a faint blue glow, but there is nothing tranquil or faint about its effect. It binds to the owner if touched, and after that only removing the body part or a Wish can separate them. If it binds to someone, they immediately become a vampire, with all the benefits and drawbacks. If it is removed, they must make a DC 30 Fortitude save (using their old Constitution score, hit dice etc.) or die. If they survive, they return to normal.
12. Painkillers - Odin Sphere
Painkillers are good. These ones are excellent. Little magical pills filled with secret ingredients (rumour has it carrots and wolfbane are involved) and treated with magic, they can help dull the pain - and damage - of future injuries.
Price: 5,000 GP