1001 Almost worth it magical items [Archive] - Wizards Community

Post/Author/DateTimePost
tarkin

04-26-07, 01:59 PM
1. A flaming weapon that does not protect the wielder from it's own heat and whose handle is as hot as the blade.

2. A Robe of Usefull items that weighs 200 lbs.

3. A Sovereign Glue flask where the owner forgot to coat the inside with the ounce of salve of slipperiness (i.e. the glue won't come out)

4. Amulet of UnNatural Armor. This Amulet thickens your skin. You receive a +2 ehancement to your Natural Armor bonus due to the thickened skin, but you also receive a -4 penalty to your Dex for the same reason.

...
CryoSilver

04-26-07, 03:07 PM
5. An eversmoking bottle with no cork.
Hapycamper

04-26-07, 03:59 PM
A bag of holding that is smaller on the inside.

An eversharp/keen knife without a protective, magic scabbard/holder.

A charm person amulet that only affects unconcious people.

A wand of burning hands that fires out both ends at the same time...

A dowsing rod with the ability: "Locate Air". (Note, it doesn't work if it gets wet.)

A wand of summon lightning. Range: Personal
Xan_Kriegor

04-26-07, 07:49 PM
(12) An Everfull Purse that replaces your 1 gp with 100 cp :P
amatulic

04-26-07, 08:08 PM
Some of my favorites:

Darklight Jewel: On command, this 1-inch diameter gem would illuminate a 60-foot radius like the light spell, except at the same time it creates a 2-inch sphere of magical darkness around itself.

Bag of Losing: Like the Bag of Holding, but no amount of reaching around inside will ever let you pull out the item you're looking for. You have to empty the bag of all its contents to find the desired item. This is the opposite effect to Hewards Handy Haversack in which any item you seek is always magically on top.

Drunken Ioun Stone: An ioun stone normally orbits around your head and bestows a benefit. This stone orbits drunkenly, grazing or bumping into your head repeatedly. For non-magic characters, it bestows a benefit, such as +1 to an ability like Charisma, +1 to a save, or +2 to a random skill check, but never what is really needed at the moment. Around the head of a spellcaster, the stone gains a focus, increasing the save DC of all spells by +1, but the drunken orbits and head-banging get worse with spellcaster power, so the caster must overcome the distraction by succeeding on a Concentration check DC of 10+Caster level to cast any spell.

Cuthbert the Cowardly Sword (Inspired by a book called A Difficulty With Dwarves by Craig Shaw Gardner): This exquisitely-crafted +2 Screaming Longsword (1d6+2d4 good-aligned sonic damage) glows with illumination equivalent to a torch. Cuthbert is an intelligent artifact that can talk, and can hear the goings-on in its surroundings while scabbarded. Cuthbert fears violence or fighting, and detests becoming fouled with blood or ichor. When Cuthbert suspects iminent combat, it will lock itself into its scabbard and refuse to come out unless convinced through a successful Diplomacy check that the battle is worthwhile. The Diplomacy check must succeed in shifting the sword's attitude two categories, from Indifferent to Helpful (the sword has an oppose check bonus of 10). In non-combat situations, Cuthbert is otherwise Friendly and willing to be wielded, and especially enjoys social settings. If not kept clean, or if kept out of its scabbard, or if yanked out of its scabbard by surprise, the sword stops glowing, becomes sulky, offers no enhancement to the wielder, and might even beg the wielder's enemies for liberation.

-A
elgamor

04-27-07, 12:43 AM
A bag of holding that is smaller on the inside.

An eversharp/keen knife without a protective, magic scabbard/holder.

A charm person amulet that only affects unconcious people.

A wand of burning hands that fires out both ends at the same time...

A dowsing rod with the ability: "Locate Air". (Note, it doesn't work if it gets wet.)

A wand of summon lightning. Range: Personal

ITEM: A wand of burning hands that fires out both ends at the same time...
USE: hold it in the middle. :D and spin :devil:
ITEM: A charm person amulet that only affects unconcious people.
USE: it is safer to use than a normal one, if you fail your target wont even know you tried. ;)
ITEM:A wand of summon lightning. Range: Personal
USE: great wizard prank.:rofl:
navar100

04-27-07, 02:14 AM
Deck of Many Games

A 52 card deck that can be used to pass the time by various rules for card manipulations as the users decree. Some decks have 2 extra cards called "jokers".

Vial of Potions

This small vial can be used to hold any potion the owner creates or decides to pour the contents of another potion into it.

Hat of Discussion
An ornate head gear when worn provides a 50% chance that some passerby will notice enough to comment on it.
Dotac

04-27-07, 04:24 AM
9 ft pole
Hapycamper

04-29-07, 12:18 AM
9 ft pole

Ah, but how is it Magic? Or is it magical and has a cool undetectible aura?

-----------

Any mundane item that has a hidden magical aura cast on it. (Whatever that spell is that makes things not look like they're magical....)
So its only magical property is that it doesn't give off a magical aura.
SpoonyBard

04-29-07, 11:15 AM
Metamagic Rod of Still Spell (To use this rod, you must wave it about.)

Potion of Thirst Quenching (When drinking this potion, you become not thirsty)

And the magic item I created a long time ago...

Fiery Cape. This cape does 5d6 fire damage to any creature touching it (with natural weapons, unarmed strikes, etc) or 20d6 fire damage per round to any creature in contact with it for a full round (grappling the wearer, or just wearing it)
Zuractai

04-29-07, 11:51 AM
Ring of Falling: As per a normal ring of featherfall, but has a 10% chance each time it is used to instead increase the speed of falling, doing 1d10/10ft fallen up to 20d6 at 200ft.

A belt of Giant strength: It increases both your strength and size. It does not increase the size of any items you are wearing.

A wand of magic missiles: It fires magic missiles that always hit someone...

Dust of Dryness: That only works when at least 10ft under water.
SpoonyBard

04-29-07, 11:55 AM
A wand of magic missiles: It fires magic missiles that always hit someone...


And... what's the problem with that...?
Hapycamper

04-29-07, 12:14 PM
And... what's the problem with that...?

Donno, maybe what if no one else is around? (He didn't say it didn't ever NOT fire missiles.... :) )
Zuractai

04-29-07, 12:37 PM
They do not alway hit the someone you want them to.
User5127

04-29-07, 12:45 PM
They do not alway hit the someone you want them to.


In a two wizard dual:
ME: I target.. MYSELF!
him: Wha-AHH IT BURNS!!!

:D
BobVosh

04-29-07, 01:02 PM
Wand of mass shrink: Targets the closest 20 people.
Recharging wand of magic missles: Starts empty, and gains 3/4 a charge an hour. *think rounding rules*
Eldritch_Lord

04-29-07, 01:21 PM
--Ring that casts silence on the wearer at will, but outside the area of silence yells, "Hey! Somebody's trying to sneak by you! Pay attention!"

--Ring of greater invisibility that makes everyone invisible to the wielder, but leaves the wielder visible to everyone else.

--Ring of invisibility that creates a 5ft wide glowing arrow pointing at the wearer at all times.

--Wand of magic missiles whose command word changes once per minute into random common words like "the" or "two."

--Staff that allows unlimited teleportation, but only teleports the staff and its wielder's inanimate possessions.

--Boots of jumping and climbing that continually affect their wearer with a reverse gravity spell.

--Ioun stone of suggestion: Its only function is to give the wielder the suggestion to watch the stone at all times, then spins until the wielder passes out.
Evil DM Mk3

04-29-07, 01:38 PM
An everempty mug: This mug can not be filled, all liquid poured into it vanishes without a trace.

A calling coin: This coin will come down the side you call 50% of the time.

The bullet of returning: This sling bullet returns to it's pouch as soon as it is two feet from it.
CryoSilver

04-29-07, 07:35 PM
An everempty mug: This mug can not be filled, all liquid poured into it vanishes without a trace.


I could build an adventure around this.

The villain makes a couple hundred of them and starts tossing them in wells and lakes. :)
Hapycamper

04-29-07, 08:24 PM
--Staff that allows unlimited teleportation, but only teleports the staff and its wielder's inanimate possessions.

--Ioun stone of suggestion: Its only function is to give the wielder the suggestion to watch the stone at all times, then spins until the wielder passes out.

Some good stuff.... I'd use the staff with a handy exploding rune or other type of bomb... ;)

The stone of suggestion is perfect for putting out in front of simple bad guys with a "pick me up" sign attached...
navar100

04-29-07, 11:07 PM
Hammer Of Dwarven Throwing

In the hands of anyone but a dwarf, it acts as a +1 heavy warhammer. When wielded by a dwarf who attempts to throw it, the dwarf instead is thrown towards his target. The hammer remains at the dwarf's previous position.

Book Of Uninteresting Boredom
<Insert your own Title of a book>

Ring Of 9 Lives
Works just like any other ring of 9 lives, except this ring is made out of a bone from a cat. Unknown to its wielder, it counts the life of the cat that was taken to make this ring as the first life.

Sword of Life Stealing
Anyone wielding this sword must make a fortitude saving throw else die. Those who make the save instead gain a negative level for as long as they wield it.

Luck Stone
This stone is very lucky. Lots of good events happen to it regardless of who wields it, if anyone.
pmurray@bigpond.com

04-30-07, 01:30 AM
1. A flaming weapon that does not protect the wielder from it's own heat and whose handle is as hot as the blade.


Very, very handy if you are playing a tiefling. Energy Resistance 5 + a dagger that does 3 points of fire damage per round = fun times and nice roleplaying colour.
Evil DM Mk3

04-30-07, 02:35 AM
Very, very handy if you are playing a tiefling. Energy Resistance 5 + a dagger that does 3 points of fire damage per round = fun times and nice roleplaying colour.

Um, flaiming is d6, so you would take 1 damadge every 36 seconds.
Drachasor

04-30-07, 03:15 AM
Censure of Controlling Air Elementals -- this appears to be a Censer of Controlling Air Elementals. It functions identically, except any Air Elemental summoned has Dominate Monster as a spell-like ability usable at will. It's also hostile to the one who summoned it.

Brassiere of Commanding Fire Elementals -- you don't want to know.

Ring of Jeanie Calling -- made by a wizard who specialized in making man-servant golems for the wealthy, this ring connects you to his customer service center. This is always a woman 'named' Jeanie, though not always the same woman. (The ring loudly broadcasts her responses to you, anyone within 100' can hear them). Unfortunately Jeanie is incredibly unhelpful, even on matters regarding the aforementioned business.

Immovable Rod (broken) -- this rod works like a normal immovable rod, but you can't turn it off (the button doesn't work anymore).

Platemail of Reflecting +5 (cursed) -- This appears to be a normal magical armor with the properties mentioned. When the reflecting property is called on, however, the wearer is automatically dazed for 1 minute while he is forced to ponder the many ways he could of avoided his current situation.

Animated Shield (cursed) -- these cursed shield come in many types, but they all appear to be regular animated shields. When this property is used, however, the shield disappears and is replaced by a Silent Image of a shield. This image moves around as if protecting the user, but it provides no benefit. The shield returns to its original position when deactivated.

-Drachasor
Shatteredtower

04-30-07, 12:27 PM
A ring of jumping +10 with the properties of a stone of weight.
Zuractai

04-30-07, 04:02 PM
A firebead, proximity: This bead is like the one formed by a Delayed blast fireball, but doesn't have a duration limit. Instead if it comes within 5 feat of any living being, it detonates. (Useful with that 9ft rod)
Nathreet

04-30-07, 04:32 PM
(12) An Everfull Purse that replaces your 1 gp with 100 cp :P

I believe that would be called a Change Purse. Feel free to groan.
Yusari

04-30-07, 06:00 PM
A pot of Holy Sustenance: Created by an paladin of ages past, to feed those who feard Sin. Fill this pot with holy water (at least one half gallon), and place over an open fire. It produces an endless quantity of boiling stew that smells delicious, until removed from the fire. Upon serving, it is discovered that to prevent gluttony, none of the meat or vegetables can be taken from the pot. Any attempt to eat the stock with even bread immediately turns it back into (regular) water.

(Newton's) Force Bead: Throw this small black bead at your opponent, and remember the law. You and your opponent ar both subject to a bull rush attempt by a force, away from each other. Treat the force as having a strength of 25 for the strength checks.

Dwarven Horn of Plenty: Dating back to the age before iron and steel, looking like a drinking horn and smelling like it contains the finest dwarven ale, this horn produces an endless stream of liquid bronze that remains at room temperature.
Myree

05-01-07, 01:31 AM
OK, Yusari, so you want to play THAT way, huh? <lol, btw>. Try this one...

Schrodinger's Bag Of Tricks -- Upon opening the bag, roll a percentile dice to see whether the cat inside is alive or dead. BUT, then make a wisdom check to decide whether it was really alive or not before you decided to open the bag, and another on whether your decision really killed/saved it or not. Then, if the cat happens to be alive and is drawn out, but then killed, is it the same cat that you pull next time, or a different one?
Evil DM Mk3

05-01-07, 07:30 AM
The everful potion: This potion grants a +10 competance bonus on all abilites and all dice rolls for 10 years. It is kept in an indestructable bottle and cannot be removed by any means.
Yusari

05-01-07, 08:30 AM
Student's Window Shades: Often the first thing created by students at a magical university, these blinds act as a screen of magical darkness on your windows, allowing you to sleep later. Can only be used at night.

Garden Gnomes: Small statues of gnomes, these lawn ornaments radiate a continual Plant Growth spell in a 100 foot radius. Placed on any lawn, or in any hedge garden, they have the effect of an enrichment variant of the spell. However, as soon as a plant which might bear edible fruits for a human is planted within that radius, the effect becomes an Overgrowth variant.

Schrodinger's Bag Of Tricks -- Upon opening the bag, roll a percentile dice to see whether the cat inside is alive or dead. BUT, then make a wisdom check to decide whether it was really alive or not before you decided to open the bag, and another on whether your decision really killed/saved it or not. Then, if the cat happens to be alive and is drawn out, but then killed, is it the same cat that you pull next time, or a different one?

I wonder, if I give one of those to the BBEG in my game, will the PCs finally get the hint that he is not the nice guy he pretends to be around them?
Thelonius Bith

05-01-07, 10:55 AM
Well of Many Parallel Worlds

- Allows Plane Shift as a Well of Many Worlds, Excecpt that the destination is a n-dimensional hypervolume, where n = 2d6-1 spacial dimensions. Characters who travel to a dimension with dimensions different than their original plane must make a Fortitude save as they are translated into a new coordinate system. Users who are immune to polymorphing are exempt from this save.
Samurai_Zero

05-01-07, 09:50 PM
A Vorpal Rapier that turns into a non-magical spork when unsheathed

Gloves of Disintigration: Enables user to use disintigrate infinite times per day. 50% chance of backfire, and if it doesnt backfire it has another 50% chance of hitting correct target.

Anti-Hook Grappling Hook: The grappling hook that always grapples but never hooks. (when someone tries to climb it it will slip and the person will fall)

Unreachable Long Spear: The long spear that always seems to never reach its target, ever.
abyssalmole

05-02-07, 01:15 AM
Solar powered Everburning Torch- This functions as the light spell, but only in full daylight, or an area under the effects of a daylight spell.

Apparatus of kwalish (with a screen door)- More than one of the levers are labeled "sink."

Eating sticks- These mundane looking sticks are worthless to anyone not proficient with a dimunitive quarter staff. Anyone who is proficient, however, gains a +2 to charisma based checks in an oriental setting while eating.
Myree

05-03-07, 01:19 AM
Boots of Strided and Sprung -- functions much like Boots of Striding and Springing, but due to a flaw in manufacturing, they offer no protection from the ground, under normal conditions leaving the wearers feet as if they were barefooted, and lack of tread means a dexterity check on any mildly slippery surface. When the "striding" function is working, it leaves the feet blistered and sore, effectively reducing dexterity by 1 and leaving the wearer exhausted. And when "springing" function is working, any landing has a 50% chance of catching a stray pebble or similar problem, so a dexterity check to land on your feet, and a miss means treat as crossing 10' of caltrops (which BTW REALLY need to be avoided in these!) or twisting an ankle.
Zuractai

05-05-07, 06:22 PM
A ring of regeneration that only works while you are unconcious.
Fiddlypoppin

05-05-07, 09:36 PM
Circlet of Making Friends and Influencing People -- adds a bonus on all Charisma checks and Charisma based skill checks equal to your Charisma modifier (does not stack with your Charisma modifier).

Rope of Strong Climbing -- allows the user to add his Strength modifier to Climb checks, rather than any other ability modifier he might otherwise use

Daern's Instant Treehouse -- upon speaking the command word, creates a shoddily constructed 10 ft. x 10 ft. wooden tree house with walls 1 inch thick (hardness 5, 10 hp, break DC 20) complete with rope ladder and "No Girls Allowed" sign (or "No Boys Allowed" at the user's option). Tree not included. May only be used with parents' permission. Capable of supporting the weight of 4 10-year-olds when in a tree. At the user's option, a secret password may be set to prevent any smelly girls (or stinky boys) from getting in.
Asilomar

05-06-07, 03:23 AM
Boots of "But I never studied Law!"

These boots allow you to defy gravity, as long as you are unaware that you are doing so.

Quantum Boots of the Law Breaker

These boots are activated by the Heisenberg uncertainty principle. By speaking that name a quantum shift occurs in the boots resulting in a random occurance.

01: Left boot violates the First Law and ceases to exist without any release of energy.
02-20: Both boots exude a liquid that acts as an oil of slipperyness, becoming a frictionless surface
21-30: You become immune to the Law of Gravity
31-40: Everything within 50 feet of you becomes nice and ordered. Water crystalizes, broken items mend themselves, your boots tie themselves, leaves pile themselves up, etc.
41-50: A demon who introduces himself as Maxwell shows up with a tiny tennis racket and starts smacking anyone who moves. If they are moving less then 10 ft per round he hits them in one direction, if they are moving faster, he hits them in the opposite direction.
51-60: A Solar appears and produces a pin. He then gates in a multitude of Planitars, all dressed in Tuxedos and tap shoes and dares you to guess a number.
61-70: All of a sudden you move from where you are to anywhere you want to be. You don't teleport, you actually move, avoiding all obsticles.
71-80: The world stops pushing back on you as hard as you are pushing on it.
81-90: Cause and effect reverse. A fire lights, you then strike a rock with flint. It is odd.
91-95: A new pair of boots appears in front of you. They are similar to those you wear, but are non-magical.
96-99: A new pair of boots appears in front of you. They are similar to those you wear, and they are magical.
100: The right boot dissapears with no release of energy.
navar100

05-06-07, 04:18 AM
Rod of Normalcy

It's a thin cylindrical piece of wood, nicely polished.

Incredible Cape

This cape allows the user to fly as the spell Overland Flight. As the long cape flaps in the winds generated, it tends to get snagged by any nearby object. This can result in strangling the user, getting ripped from the user who then falls, or user is sucked into some orifice that snagged the cape.

Skeleton Key

When identified, it appears to be a magical key capable of performing the Knock Spell. It will do so three times a day. It is also a Tiny Undead that will attack any one but its creator, who died a long time ago.

Holy Mackeral

This fished-shaped pin has divine markings on it. Anyone who wears the pin will automatically be surprised in any encounter.

Quaal's Subway Token

A small dull bronzed colored coin, its purpose has confounded wizards for ages. It doesn't appear to have any intrinsic value, though for some strange reason it has been accepted as currency, in suitable amounts, by the Mercane and in Eberron.
Llathos

07-27-07, 01:21 PM
Get the paddles......CLEAR!

I'm resurrecting this thread. It's funny. I want more. Entertain me forumers, entertain me!
Llathos

07-27-07, 01:43 PM
In addition to entertaining me, I'd also like some clarification ;-)

How do items like these get detected? Would a simple identify spell reveal all there is to know?

I reviewed the cursed magic items list in the SRD and some of them are straight up ridiculous.

Necklace of Strangulation has got to be one of the most lethal things in D&D. If you find this and put it on, yo'ure dead. The only way to survive is if you HAPPEN to have a 13th level wizard who HAPPENS to have limited wish memorized. No save. No reflex. Nothing. You're dead.

Cloak of Poisonousness. Put it on, Fort save DC 28 vs death. What other poison in D&D kills you outright?! Save DC 28 is higher than any listed poison I've seen...

I'm looking for some interesting, funny, and potentially hazardous cursed items and many of the SRD items look either too deadly or too silly to use.
Hapycamper

07-30-07, 01:34 AM
Tasty Bit and Bridle - This bit and bridle appear normal but are found to be quite tasty to the average horse - the bit has been magically enchanted to taste good.

To make: Craft Wondrous Item, Prestidigitation (for flavor), Ride: 5 ranks

-----------

Oil of Wolf Pee - when rubbed all over one's body, this oil will give a +4 smelly modifier on handle animal checks to get herbivores to go away. The recipient also gains a -4 modifier to any diplomacy checks involving humaniods.

------------

Spiffy Scarecrow - When posted in an area, gives a +2 circumstance modifier to get birds to vacate an area. (Note, this stacks with Oil of Wolf Pee if you want herbivore birds to leave an area...)
Loren Pechtel

07-30-07, 03:11 PM
A dowsing rod with the ability: "Locate Air". (Note, it doesn't work if it gets wet.)

Useful in a spelljammer scenario.
Loren Pechtel

07-30-07, 03:14 PM
An everempty mug: This mug can not be filled, all liquid poured into it vanishes without a trace.

I fasten it to the sewer pipe.
Loren Pechtel

07-30-07, 03:17 PM
Gloves of Disintigration: Enables user to use disintigrate infinite times per day. 50% chance of backfire, and if it doesnt backfire it has another 50% chance of hitting correct target.

Very useful in the hands of a loner immune to disintegration.
RodinGates

07-30-07, 03:48 PM
Invisibility Cloak- This simple cloak becomes invisible when worn. The wearer and all of their items are not obscured by this in any way.

Ring of Teleportation - This ring allows the wearer to cast teleport with a personal range. The spell does not, however, effect any clothing or items the wearer has on them- including the ring itself.

Mantle of Invisibility - Wearing this simple mantle renders you completely invisible when no one is looking at you.

Bottle of No-Air - This bottle contains absolutely no air.

Decanter of Thirst - This item functions as a Decanter of Endless Water except that drinking the water from within does not quench thirst whatsoever. Otherwise the water generated possesses all the regular characteristics of water.

Decanter of Ice - This item functions as a Decanter of Endless Water except that the water generated is frozen.
wadledo

07-30-07, 04:40 PM
Bobbleheads of Beat Alls: These odd constructs have an 80% chance of casting Confusion on every human, half elf, elf, and dwarf in a 40' radius, no save every, 2 mins. Grants a +2 bonus of everything on any bard holding one. These effects stack. No actions aside from movement can be taken while touching the bobbleheads.
Kesthol

07-30-07, 10:02 PM
Tinder-twig: This appears to be a normal tindertwig in all respects, but snaps in half every time you attempt to strike it.

Scroll of Explosive Runes (that you did not cast): ... Hey, you read it.

Dancing Sword: When the command word is spoken, the character weilding begins to dance (as under the effects of Otto's Irresistable Dance.

Boomerang of Throwing: Once thrown, it does not come back.

Elixer of Tooth: One of the drinker's teeth is restored to perfect condition. If the drinker has no teeth, it grow one.

Scrying Glass: A random being of great power (ECL = yours + 10) scries on you continuously, and you are under the effects of an Amulet of Inescapable Location.

Spy Glass: This glass appears to be stone, wood, or some other solid building material when viewed from the inside; from the outside, it is transparent as normal glass.

Looking Glass: Creepy eyes stare at everyone from this pane of glass.

Magic ____: This item (it may be any non-living item) radiates an aura of strong magic of any school(s) (DM's choice), but has no other magical properties. Nothing short of Limited Wish, Wish, or Miracle may reveal its true nature.

Bag of Holding: Any being touching this bag is under the effect of a Hold ___ spell, as appropriate to the being's type. The effect persists until the being is slain or dies of natural causes (usually hunger or thirst)

Daern's Instant Doghouse: Useable only by male characters. Creates an open-doored dwelling just large enough to fit the user. The user is the target of the complete and total wrath of a female of his species, preferrably his mate.

Deck of Many Springs: The Deck appears to be a normal Deck of Many Things or a Deck of Illusions (50% chance for either). It is composed of 10d6 cards. When a card is drawn, roll 1d8. The card is destroyed after its effect occurs
1) The card becomes a metal spring of base length 1d10 inches, and can be stretched to that number of feet. It cannot support more than 10 pounds of weight before it becomes sprung.
2) The card summons a spring of water, 10 feet accross. The depth is at least 100 feet.
3) The season changes to "Spring" within a 1 mile radius of the card, until the time that the next normal "Summer" (or season following spring) would normally occur.
4) The drawer is thrown 1d4 * 10' in a random direction.
5) The nearest trap is sprung.
6) 1d10 rigid metal springs, each 1d3 inches long, burst forth from the ground, doing damage equal to 1/2 the number of springs to the drawer.
7) The nearest prisoner is instantly transported outside of its bonds, cage, or cell.
8) The drawer jumps about when attempting to walk or run for the next 1d4 hours.

Bag of Trix (type I): If this bag is opened and upended over a bowl or container, fruity, sugary cereal pours out and fills the container. Milk then pours out onto the cereal, followed by a spoon.

Bag of Trix (type II): When a furry ball is drawn from this bag, it becomes a medium sized anthromorphic rabbit. Roll d4 to determine class and levels
1) Commoner 1
2) Rogue 2
3) Barbarian 2
4) Barbarian 4/Rogue 4
The rabbit immediately attacks the drawer, and is only placated if it is given fruity, sugary cereal with milk.



I think that's enough for now. :D
Llathos

07-31-07, 10:08 AM
How do items like these get detected? Would a simple identify spell reveal all there is to know?

quoted for visibility
Rinian2

08-07-07, 10:26 AM
Potion of Vampire Control that can only be used on a vampire that has it teeth in you.

Rod of Immovability with no command word to unstick it.

Ring of Immovability with no command word to unstick it that takes effect when you put it on.

The Fireplace Mantle is a mantle that allows you to create a nice and toasty fire between your legs while wearing it.

Sword of Papercuts.

...

What would happen if the Everempty Mug was thrown into the Elemental Plane of Water?

I think that is could be very, very bad.
Sledgerosaur

08-07-07, 10:57 AM
Ring of ultimate power: this ring give you a +35 luck bonus to your AC and skill checks. Only works on ettercaps.