999 Hilariously Cruel Cursed Items [Archive] - Wizards Community

Post/Author/DateTimePost
Aberlonian

01-31-07, 01:52 PM
1. Slumber Mask of Blinding Light and Booming Noise
This appears to be a fine quality silk night mask. After 1d4 hours of use, it has a 40% chance to emit a blinding light, a 40% chance to cause a deafening boom, or a 20% to do both at once.
illyrus

01-31-07, 02:11 PM
This was a game in which I was a player:

2. Fat rings

Each ring had 3 powers and was themed. As the PC wearer became more obese more powers were unlocked. The scale was something along the nature of x2 weight, x4 weight, x8 weight and gave major minuses to social skills, attack, and movement speed. Every character had one on, and they were artifact level magic and could not be removed except by plot point 123. One character removed his own finger and that didn't turn out well for him. That game didn't last long, though I do remember the conversation of:

Druid: So when I wildshape, is the magic still present?
DM: Uh... yes.
Druid: And the weight jumps up the same way correct?
DM: Yeah...
Druid: So when I'm standing on top of this evil temple here as a fat rhino, weighing 48,000 lbs, what happens to the poor saps underneath when the roof collapses and they have 24 tons on top of them?
DM: *stares* The rings don't affect wildshaped forms.
Druid: Yay, I'm staying in animal form for, oh let's say, forever then.
Raumz

01-31-07, 02:12 PM
3. Bag of rearrangment
This bag looks like a normal sack but once more than 1 item is put inside the items switch places every 5 turns. So if someone puts a peice of bread, a mirror, a key, some coins and a potion in in that order and htey reach in to get the potion expecting it to be on top they might find the mirror instead.
Thevail

01-31-07, 02:20 PM
I really like the bag of rearrangement..think i'll use that one. it's not gonna kill you and it is useful just not under pressure..excellent!
Thanks

3. here's one..the barbarian faux cuss

A small gem shaped like a V that will attach (or can be attached) to the back of a barbarian's armor. It's effect is that whenever the barbarian resorts to cursing a string of nonsense symbols (%^$#@@!) appears above their head and loud bleeping is all that is heard. It cannot be detached until the barbarian in question succeeds in not cussing for an entire week.
Aberlonian

01-31-07, 02:40 PM
4. Ring of Subpar Sustenance
Exactly as Ring of Sustenance, except the bearer also is nauseated and fatigued once it takes effect
Abulafia

01-31-07, 02:43 PM
5. Pants of self-befouling. They look like well-made magical breeches, but once you put them on, you are overcome by terrible diarrhea, and you can't take your pants off (or pull them down).
MasterRookie

01-31-07, 02:47 PM
Emo spell book: All spells copied into this book are replaced with depressing poems.
Thevail

01-31-07, 02:55 PM
7. The cloak of intelligent idiocy.

This cloak identifies as a cloak that grants the wearer +1 intelligence. What it does not tell you is that the person wearing the cloak has a 25% chance each time they use a skill like diplomacy, bluff, or anything that resembles a fast talk roll of blurting out something completely innappropriate.

Ex.

King's daughter, "you seem a company of brave and worthy souls," with a fluttering glance, " would that the kingdom had more such heroes...We need them so badly."

Wizard, "It must be lonely to be shut away so much, as the King's ward...you have really nice knockers!"
Archangel_James

01-31-07, 03:04 PM
9. Belt of Pancing
This otherwise normal belt unbuckles and shimmies down the wearer's legs, along with any pants attached to them, every time the wearer attempts to make a Charisma-based check.

10. Wand of Old Batteries
This is a regular wand (roll on random wand table) except that the magic power supply is a bit loose. The wand has a 50% chance of not working (and not expending a charge) when activated, unless the user spends a move action to jiggle the wand and tap it against her hand a few times first, in which case it works as normal.

11. Movable Rod
This seemingly Immovable Rod will remain in place despite gravity when a button on the end is pressed. It, however, fall to the ground if any force besides gravity is acted upon it, with a 30% chance of the button breaking off on impact, rendering it useless(er).

12. Bookcover of the Secret Word
After this bookcover is fitted on a book or spellbook, whenever the owner says the secret word--determined when the bookcover is created--the pages containing one random passage or one random spell will disintegrate, although the owner will likely not notice until she next tries to find that passage or prepare that spell. The bookcover can only be removed by discovering the secret word and writing it on the bookcover while screaming real loud.

13. Pot of Pot
Anything served from this seeminly ordinary black pot develops effects similar to those of "pipeweed." For example, if one were to eat a half-pound of lamb served from the Pot of Pot, he would experience effects as though he ate a half-pound of You-Know-What instead. It is never fatal, but it'll freak you out something fierce!

14. Foreign-Language Dictionary of Botched Diplomacy
This bilingual dictionary allows two creatures who speak different languages to communicate with each other, by looking up the intended words and speaking the supposed "translation." In reality, all "translations" are actually horribly vulgar and insulting phrases that would make a sailor blush. The insults are also tailored to the culture usually associated with the language (e.g. a dwarven insult usually disrespects his ancestors, while a gnome insult suggests that he is not at all funny). This usually causes the listener to become Hostile. The languages must the the specific languages mentioned in the book, so a Common-Dwarven/Dwarven-Common dictionary will not "assist" in helping anyone who speaks or is attempting to speak Elven. This item is non-magical.
Thevail

01-31-07, 03:35 PM
15. Cup of coffee

This item is similar to an ever full mug of ale in design although it contains instead a steaming brownish liquid that smells very inviting. Any character drinking the substance gains a temporary ( 1 hour ) +1 on initiative. The curse comes into play when the hour is up, at which time the character receives a –1 initiative modifier for 1 hour. This can be counteracted by drinking yet another cup of the liquid which brings the character back up to its normal initiative. Consuming yet another cup within the same half hour period again raises the characters initiative to +1 for 1 hour. Etc. DC 20 will saves for 12 hours to stop the cycle.

Side effects:
After the third cup of the liquid the character will inevitably have to go to the bathroom at the least convenient time –1 on all skill checks until the character spend one minute relieving themselves.

Also after 5 cups of coffee in any one day the character can’t sleep properly and has a cumulative 15% chance of suffering the effect of being fatigued the next day. (ie. 15% day 1, 30% day 2)

16. Gloves of dextrousnessicity

These lovely red gloves appear to be finely made gloves of dex +4 but when put on they meld into the wearer’s hands and become invisible (not the hands just the gloves). They give a +2 to any dex based skill but a –2 penalty to AC. Requires remove curse to take them off.

17. Helm of low wattage brilliance

This shiny important looking helm gives the wearer a +2 to will saves and for the purposes of spells and skills, but every time the character has to make a will save a large bright light bulb appears directly in front of the wearer’s face for one entire round. The character is effectively blinded and all cover due to anything less than a solid object is negated. It does, however, negate for one round the effects of any visually based spell for the wearer.
Thevail

01-31-07, 03:39 PM
18.Myrlund's spoonful of fiber.

This item acts as a myrlund's spoon with the added benefit of giving you double the level of reccomended fiber per day. EEK! roleplay at your own risk.
Jezmund

01-31-07, 03:45 PM
19: Wisecrack: This +1 Whip deals an additional 1d4 acid damage upon striking. However, it continusously insults the wielder as if he were at a roast.
Boraxe

01-31-07, 04:12 PM
Horseshoes of Speed
If your horse drops below a gallop it explodes.

Ring of Spell Storing
When activated a loud voice says "Storing. S-T-O-R-I-N-G. Storing"

Robe of Blending
When donned the wearer is blended into a fine liquid and served over ice.
darqmage1

01-31-07, 04:18 PM
23) Necklace of Reverse Speech

This necklace can only be taken of by The spell "Remove Curse". This gorgous looking necklace is covered in diamonds and is pure platinum. However, once put on, the necklace fuses to the wears neck and causes everything the person says to be in reverse. *like backmasking an album*
mcnoo

01-31-07, 04:21 PM
Top stuff boraxe.

24) Egomaniac's Helm of Telepathy
This helmet appears to be a normal helm of telepathy, but instead of hearing the thoughts of those around him, instead he constantly hears them thinking about how irresistibly attracted they are to him.
aotrscommander

01-31-07, 04:27 PM
Horseshoes of Speed
If your horse drops below a gallop it explodes.

Ring of Spell Storing
When activated a loud voice says "Storing. S-T-O-R-I-N-G. Storing"

Robe of Blending
When donned the wearer is blended into a fine liquid and served over ice.

Awesome! Especially the Horsehoses of Speed.

(I was going to suggest the Ring of Spell 'Turning' that was in the 2nd Ed encyclopedia magica!)



25) (Again out of magica) Arrow of Sleighing. This appears to be a normal arrow of slaying a type of creature (i.e a Bane arrow in 3.5 terminology) until it is fired, where upon the arrow transforms into a wooden bobsled1.



1(I actually used that one too!)
Grod_The_Giant

01-31-07, 04:29 PM
14. Foreign-Language Dictionary of Botched Diplomacy
This bilingual dictionary allows two creatures who speak different languages to communicate with each other, by looking up the intended words and speaking the supposed "translation." In reality, all "translations" are actually horribly vulgar and insulting phrases that would make a sailor blush. The insults are also tailored to the culture usually associated with the language (e.g. a dwarven insult usually disrespects his ancestors, while a gnome insult suggests that he is not at all funny). This usually causes the listener to become Hostile. The languages must the the specific languages mentioned in the book, so a Common-Dwarven/Dwarven-Common dictionary will not "assist" in helping anyone who speaks or is attempting to speak Elven. This item is non-magical.

or: "can you direct me to the bathroom" becomes "please fondle my ***** (http://orangecow.org/pythonet/sketches/hungry.htm#court)."

got to love monty python.
darqmage1

01-31-07, 04:39 PM
OOH OOH ANOTHER!

16.) Helm of Horror

*this helm works diffrently on each person* This helm can be removed without a spell, but only if it's on for more than 2 and a half mins. THis helm looks like a normal Mithiril plate helm. when put on however you can only see your worst fear.

Barbarian: hmm?! Is that a mithirl helm?!
party: come on! put that down!
*puts it on and see's a swarm of bee's*
BArb: AHHHHH!!!!
*starts swinging his axe and starts running away but whereve he goes they appear. He can only hear the bee's buzzing*
*3 mins later he hits a wall and the helm falls off*
whew... Where the hell am I. Hey guys did you see... those...

*the party was slashed by the barbarians wild axe swings*
rikimaru75

01-31-07, 04:52 PM
I gave this item to one of my PCs, and I made it up myself. Oh boy, were they ******...it was later sundered, but funny a little while.

Belt of Faerie Fire

Adorned in dazzling blue lights, this belt glows with a magical aura. A spellcraft check will tell you that the belt is magically enchanted with Faerie Fire. When someone casts an invisibility, blur, displacement or some similar effect, the belt encases the user in a line of faerie fire, making the subject more vulnerable; also during this, the belt magically locks itself onto the user until the invisibility, blue, displacement, or similar effect would have normally ended.

My PCs never saw it coming since I rarely give stuff like this to them.
Gawdzend

01-31-07, 05:04 PM
Sword of Wiggliness
The sword is a perfectly straight steel long sword, until it is pointed at a smallfolky type person (Gnome, Halfling, Dwarf, Goblin, Kobold, etc.) In which case it goes limper then a noodle and is useless, unless you find slapping a halfling with a rubber sword inviting.

Ring of the Undiplomatic
The person gains a +2 on Diplomacy checks for 1D6 hours, after the hours are complete, the person loses 3D6 from every diplomacy check for the next 1D4 days.

Pimp Cane
This invitingly cool cane gives you +2 charisma, however, you are hounded by the city watch for dealing in the trade of Vagoo's.
thaylok

01-31-07, 05:31 PM
Amulet of Attraction: Seemingly normal amulet of attraction (+2 Cha enhancement), however, it only works for Dogs (cats in heat, mosquitos, snakes), causing the affected creatures to follow or latch onto the PC in a most embarrasing way.

Sundial of the Depths: Only works when used in a body of water at least 400 ft deep. Must be placed on the bottom of the body of water to be effective.

Marshmellow Gun: Works best with a sling of graham cracker chucking +2

Rope of De-scent: Acts as a rope of climbing, except for it fills the air with the (de) scent of dead skunk musk filtered through catfish entrails whenever used.
Dei

01-31-07, 07:54 PM
35) Cloak of the Genial Gentleman: This cloak looks like an ordinary cloak of charisma +4 and will indeed act as such until such a time as the user attempts to refuse an offer or deal. At this point it will force the user to accept the deal so long as it would not pose any immediate harm to him. This can get inconvenient when trying to walk through a market where traders are calling their wares.
Zombayz1

01-31-07, 08:32 PM
36) Ring of Shrinkage: You know what I'm talking about
37) Mispacing Ring: This ring has the odd affect of moving any ring you wear to a area below the belt. This can make it extremely difficult to remove any ring, whethere male of female.
38) Nipple Ring: a +2 on bluff checks against anyone who sees it.
Adrian_Crane

01-31-07, 08:38 PM
Pimp Cane
This invitingly cool cane gives you +2 charisma, however, you are hounded by the city watch for dealing in the trade of Vagoo's.
LICD reference = pure win.

Armoire of Invincibility This suit of magically-enhanced fullplate grants DR 20/epic. Unfortunately, after preventing 100 HP of damage, it polymorphs into its true form, a massive cabinet weighing 200 pounds. The cabinet cannot be destroyed by any means, and attempting to get rid of it, dump it through a planar gate, or any similar effort simply results in it returning to the owner's grasp within 1d4 hours.

Yes, it's another reference >.>
Gawdzend

01-31-07, 09:40 PM
LICD reference = pure win.

Another one of those amazing online comics that makes any D&D session better.:D

Amulet of Hoogazawinkie
A mysterious sorcerer at best, this man could cast any spell he wanted as long as he did not say "Thank you" to anyone who sold him a ware, in which case, the amulet quadruples in size and becomes, animated. (tiny - large)
Otto the Bugbear

01-31-07, 09:57 PM
Got to include the

Robe of Useless Items

It appears to be a Robe of Useful items, but the patches that can be removed produce the following items:

1: a bag of 1000 lead pieces
2: a piece of rope, 1 inch long
3: one pair of high, hard boots... halfling size
4: a 25 ft wooden ladder with three rungs
5: half a pair of safety scissors
6: a string of electrical christmas lights
7: a rubber dagger and a glass shield
8: book of exalted deeds written in thieves' cant
9: pint of sovereign glue in a tightly stoppered unbreakable bottle
10: a treasure map with land marks like "the big rock" and "the oak tree" and "the woodcutter's shack"
11: a phased plasma rifle in the 50 watt range, batteries not included
12: a publisher's sweepstakes letter informing the character he may have won 20 million dollars
13: half a bucket of fresh orc beer

(Alright, I omited a couple items.)

Oh, and that Robe of Blending was originally presented as a 3-speed option and a fragment of some wording on it, like "Ost..." or "...isinart" and the settings mix, puree and blend. Later, it was revisited with more concrete mechanics...

A robe with a sliding switch with four settings.
Off: turns robe off
Chop: does 2d10 damage to wearer (per round)
Mix: does 4d12 damage to wearer (per round)
Liquefy: makes you sick just thinking about it
Tyler Do'Urden

01-31-07, 10:04 PM
42. The Pants of Drunken Nudity

Legends most humorous are told time and again about one of the most powerful cursed items in the world, the pants of drunken nudity.
Upon donning these ordinary-looking trousers (as well as once each hour while worn), the wearer must succeed at a DC 17 Fortitude save or instantly become intoxicated (-4 Dex and Wis, -2 Balance and Sleight of Hand, +2 Perform). While the intoxication effect lasts, the wearer must succeed at a DC 17 Will save once each minute or become compelled to do a sexy strip tease in a public area, such as the stage of a crowded pub or a town square. A successful save delays the compulsion effect for one minute, at which point the wearer must save again.
Once the pants are removed, the effect ends. The wearer has no memory of his actions while wearing the pants. Nine times out of ten, their first response is to pull their pants up.

Rumor has it that the pants are actually intelligent and think the whole thing is hilarious.
ZolDarklock

02-01-07, 12:07 AM
an actual realms items, called Skysplitter, a magical intelligent axe

the axe has a bad attitude, likes to insult people, an has a nasty habit of calling down bolts of lighting "call lightning" on people who insult it back, or talk badly about it, worst of all getting rid of it is damn near impossible, and dangerous to one's health
Chrono Nexus

02-01-07, 12:15 AM
43. Belt of Opposite Sex
Once donned, the wearer's body is transformed into a likeness of himself, only of the opposite gender. The effect is instantaneous, and once used the belt breaks and becomes nonfunctional.

44. Potion of Fireball
SageBahamut

02-01-07, 12:42 AM
45: Mirror of Life Trapping When you look into this mirror, your Charisma is reset to 10, you lose the benefit of Leadership, and all creatures you encounter are Indifferent to you for one week. After all, you have no life. :D
bhu

02-01-07, 12:46 AM
45) The Dead Squirrel: Any player picking this stuffed squirrel up is immediately convinced that it is the world most powerful weapon and nothing will convince him otherwise.

46) Wand of Self Lightning Bolt: Works as a regular Wand of Lightning Bolt but it only calls into being lightning bolts that strike the weilder who immediately forgets what the wand has just done to him.
graddlin

02-01-07, 01:04 AM
Mask of Polyphemus:
This harmless looking bone mask has only one eye-opening: the right eye-hole.
The mask radiates a faint divination aura.
Upon being put on, the mask causes the user's right eye to go completely blind.
A Remove Curse, Miracle, Lesser Wish, or Wish spell will remove the mask.
If the Mask of Polyphemus is removed, the wearer's left eye goes blind for 24 hours.
graddlin

02-01-07, 01:17 AM
Got to include the

Robe of Useless Items

It appears to be a Robe of Useful items, but the patches that can be removed produce the following items:

1: a bag of 1000 lead pieces
2: a piece of rope, 1 inch long
3: one pair of high, hard boots... halfling size
4: a 25 ft wooden ladder with three rungs
5: half a pair of safety scissors
6: a string of electrical christmas lights
7: a rubber dagger and a glass shield
8: book of exalted deeds written in thieves' cant
9: pint of sovereign glue in a tightly stoppered unbreakable bottle
10: a treasure map with land marks like "the big rock" and "the oak tree" and "the woodcutter's shack"
11: a phased plasma rifle in the 50 watt range, batteries not included
12: a publisher's sweepstakes letter informing the character he may have won 20 million dollars
13: half a bucket of fresh orc beer

(Alright, I omited a couple items.)

Oh, and that Robe of Blending was originally presented as a 3-speed option and a fragment of some wording on it, like "Ost..." or "...isinart" and the settings mix, puree and blend. Later, it was revisited with more concrete mechanics...

A robe with a sliding switch with four settings.
Off: turns robe off
Chop: does 2d10 damage to wearer (per round)
Mix: does 4d12 damage to wearer (per round)
Liquefy: makes you sick just thinking about it

NICE!! I love the Terminator reference!!
LOL!!!!
Geogoose

02-01-07, 08:21 AM
48. Elixer of Marriage

As elixer of love, but before you know it you wind up legally married.

48. Figurine of Wonderous Power, ______ (Owner's race/class)

This statuette appears to everyone as a miniture silver likeness of themselves. When placed on the ground and a command word spoken, the figurine summons you to the figurine's location. You may remain there for up to 8 hours a day, then you are transported back to your current location in a flash of smoke.

49. Necklace of Fireballs(tm)

When found this necklace has 2d4+1 Fireballs attached, still inside the wrapper.
Millennium

02-01-07, 09:18 AM
50. Condom of Devouring

Self-explanatory.
OmNefarious

02-01-07, 10:34 AM
51. Screaming Genital Potion

Ok here is the story behind that.
One of my players was a Half-Orc and made some comment about his rapier (dont ask why he was using one) and everyone in the room heard "Im a rapist". So as the group was going through town and making fun of the Half-Orc being a "rapist" until they found a crazy potion dealer who gave the Elf Sorc a potion that would make any half-breed's (half-elf, Daelkyr-Half Blood, Half-Orc, Half-giant, etc) genitals scream like a banshee whenever they were within 30 ft of a child. So needless to say insanity insued whenever the Half-Orc was near children. Especially when he went to the bath house for his monthly shower. Oh that was a fun day. He never got in on the joke until we ended for that day.
Thevail

02-01-07, 07:37 PM
Uncloaking Clasp
This beautiful cloak clasp shows as faintly magical (DMs choice what it does) once attached to any cloak it begins to shrink the cloak at a rate of 6 inches and one +1 modifier per day. Remove Curse to get rid of it before the cloak is going going gone.
ZombieDragon

02-01-07, 07:56 PM
53 Pencil of eye gouging and forgetfulness.

Every time you try to scribe anything with this dastardly device it pokes you in the eyes and blinds for 1D4 rounds and makes you forget why you were blinded. Leaving you vulnerable to the next attack of lead pain.
Rotfl_and_Lol

02-02-07, 03:22 PM
54. Necklace of bad breath.
Self-explanatory, plus the character is sure that it doesn't work as it does.
55. Rod of Mind blank.
Instead of casting spell with this name, it reduces all mental scores of user to 0 for 1 hour (Will save DC 30).
56. Ring of enlarge head.
Enlarges head of the wearer to size of creature one category higher.
57. Arrow of "bane".
It is detected as normal magic arrow, but it does not harm any creature that is fired at. When target is struck it creates illusion of wound instead and disappears.
58. "Intelligent" weapon
This sentient weapon seems intelligent until someone picks it. Then it locks on users hand (remove curse needed, and weapon has will save to resist), and shows its true intelligence. It will activate its special powers in most inopportune moments, and will think it's funny. Will insult anyone who does anything wrong, or insults it. It has huge ego, but can't force wielder to do anything, that is not stupid. It never shuts up, and talks even when wielder is deaf. It invents boring jokes all the time. After a week wielder needs to make saving throw (DC 25) or will consider weapon's jokes funny, and will try to tell them to everyone around. After next week character needs to make new throw (same DC) or will consider intelligent weapon friend, and lose 1d6 of intelligence and wisdom. After third failed save characters alignment changes to chaotic neutral (actually chaotic stupid) and only wish/miracle can restore it to normal.
bhu

02-03-07, 03:30 AM
59) Barrel of Monkeys Grenade: When thrown summons 6 advanced fiendish Dire Baboons permanently subject to Frenzy. Each one facing a differnt way.
Endarire

02-03-07, 04:09 AM
60: Mirror of light tapping. This appears as a mirror of life trapping except that when the command word is uttered, the mirror makes a faint tapping noise as a phantom hand from inside sounds like it's about to escape.

-EE
BowenSilverclaw1986

02-03-07, 07:05 AM
Ok, here are some other thoughts:

61) The horrible Helm of Yodeling,
may result in angry groups of peasants with torches and/or pitchforks or
other seriously annoyed and angry creatures.

62) The dreaded Boots of Riverdancing,
these horrible boots activate randomly, often during combat or some
other serious situation, casting Otto's Irresistible Dance on the wearer
making him riverdance.
A preferred tactic of enemies familiar with these
items is to empty a bag of beads or marbles near the cursed wearer, the
result of which I don't think I have to explain :D

Just my :twocents:

Greetings, Bowen Silverclaw.
TalonofTiamat

02-03-07, 09:53 AM
Armoire of Invincibility This suit of magically-enhanced fullplate grants DR 20/epic. Unfortunately, after preventing 100 HP of damage, it polymorphs into its true form, a massive cabinet weighing 200 pounds. The cabinet cannot be destroyed by any means, and attempting to get rid of it, dump it through a planar gate, or any similar effort simply results in it returning to the owner's grasp within 1d4 hours.

Yes, it's another reference >.>

Oh the Armoire of Invincibility.:D
Bengal

02-04-07, 02:40 AM
63 Gem of somewhat true seeing

functions as a gem of true seeing, except as follows

each use has a 10% chance to to show the user a MAJOR IMAGE and ILLUSORY TERRAIN depicting a version of the situation that is much more appealing than the reality, and just true enough to be believable. Both effects are heightened to 10th level and as if produced by a 25th level sorcerer with Charisma 40.
ophanimx

02-04-07, 08:26 PM
Boots of No Escape: Players find a set of boots on the latest dungeon haul. When identified they register as Boots of Striding and Springing with an added feature; 1/day, these boots allow the wearer to retreat quickly as if Expeditious Retreat had been cast at a caster level of 20. This ability functions only when the character intends to retreat.

The boots will function perfectly fine until a player uses Expeditious Retreat to flee from a fight/trap. A random boot (coin toss) immediately chomps on a foot and swallows it whole. Alternatively, the boots could function as a Bag (Boots!) of Devouring.

Faulty Ring of Improved Invisibility: The Faulty Ring of Improved Invisibility functions exactly as a Ring of Improved Invisibility, except that on each activation of the ring the DM secretly rolls a d20 (or d8, d10, d100, etc). The result is the number of rounds the ring works before it fails. The ring will not function again for another 24 hours.
vader_rocks

02-04-07, 08:32 PM
14. Foreign-Language Dictionary of Botched Diplomacy
This bilingual dictionary allows two creatures who speak different languages to communicate with each other, by looking up the intended words and speaking the supposed "translation." In reality, all "translations" are actually horribly vulgar and insulting phrases that would make a sailor blush. The insults are also tailored to the culture usually associated with the language (e.g. a dwarven insult usually disrespects his ancestors, while a gnome insult suggests that he is not at all funny). This usually causes the listener to become Hostile. The languages must the the specific languages mentioned in the book, so a Common-Dwarven/Dwarven-Common dictionary will not "assist" in helping anyone who speaks or is attempting to speak Elven. This item is non-magical.

Hee, hee, hee...

"I will not buy this record, it is scratched."

I love Monty Python.
Mock26

02-04-07, 10:31 PM
60*. Armor of Invulberability. This armor is impervious to ALL types of damage, regardless of the type of damage and regardless of the situation. So, it cannot be hit by weapons of any type. No spell will affect it. It's really quite simple, the armor is immune to all types of damage.

However, the way that it protects itself is that the armor teleports out of harm's way, and once that imminent threat is gone, the armor teleports back. Only the armor teleports, not the person wearing it! So, in combat, just before an attack hits, the armor teleports to it's nice, warm, happy place, the attack does hit, causes damage, and the armor teleports back on the armor. Or, a split milisecond before the person wearing this armor is hit by a fireball, the armor teleports away and comes back. It doesn't matter whether or not the armor would or wouldn't have protected the wearer, in any situation where damage is caused to the wearer, the armor, for a split second, teleports away and then comes back. Once donned this armor cannot be be removed by normal means without the benefit of a powerful Remove Curse spell.



* I think that the number 3 was repeated twice, the count appears to have gone from 24 to 35, and the number 43 was repeated twice as were 45 and 48, so the count might be off.
Bengal

02-05-07, 01:23 AM
61 Boots of Springing a Leak

This item functions as boots of springing and striding except as noted below.

This pair of boots appears to have an additional function, an unlimited water walking effect usable at will.

If the wearer is more than 50 feet from land at any point during the use of this ability, the boots will continue to function for 1d4 rounds before ceasing to function for 24 hours.
Yokomohoyo

02-05-07, 01:41 AM
+5 Long Sword Of Lawfulness

This sword upoun managing a dc 15 apprise/spellcraft check appears as a +5 long sword of Flame Burst. Upoun striking it is just that. Now when the character tries to do a bluff or steal something the character must succeed another bluff check on the sword dc 30 or the sword yells (yes yells): Hey guards this guy is stealing!!!! Or starts saying: Your really not going to belive that bullsh!t are you? Depending on the action taken.

Also the sword is cursed and can not be lost, given, stolen or throne away.
JerBar

02-05-07, 01:48 AM
Boots of No Escape: Players find a set of boots on the latest dungeon haul. When identified they register as Boots of Striding and Springing with an added feature; 1/day, these boots allow the wearer to retreat quickly as if Expeditious Retreat had been cast at a caster level of 20. This ability functions only when the character intends to retreat.

The boots will function perfectly fine until a player uses Expeditious Retreat to flee from a fight/trap. A random boot (coin toss) immediately chomps on a foot and swallows it whole. Alternatively, the boots could function as a Bag (Boots!) of Devouring.



Love this item and I may have to use it against my party, only I will not be as mean as to have it remove a foot. Instead I will just have it lock down on the foot and glue itself to the ground as well. (And if I DID want to be mean, I'd have one boot glue itself down and the other try to get away ;) )

60*. Armor of Invulberability. This armor is impervious to ALL types of damage, regardless of the type of damage and regardless of the situation. So, it cannot be hit by weapons of any type. No spell will affect it. It's really quite simple, the armor is immune to all types of damage.

However, the way that it protects itself is that the armor teleports out of harm's way, and once that imminent threat is gone, the armor teleports back. Only the armor teleports, not the person wearing it! So, in combat, just before an attack hits, the armor teleports to it's nice, warm, happy place, the attack does hit, causes damage, and the armor teleports back on the armor. Or, a split milisecond before the person wearing this armor is hit by a fireball, the armor teleports away and comes back. It doesn't matter whether or not the armor would or wouldn't have protected the wearer, in any situation where damage is caused to the wearer, the armor, for a split second, teleports away and then comes back. Once donned this armor cannot be be removed by normal means without the benefit of a powerful Remove Curse spell.



Another winner of an item, great idea. But I'd give it a chance to teleport away as any lower level remove curse is cast, just to make the player think it's going to be there forever.
Johnny_Angel

02-05-07, 01:58 AM
62: Helm of "Duck On Your Head" (inspired by the Munckin card game)
- At first this appears to be a normal magical helm (DM's choice,) but, once donned, the helm morphs into a black duck which cannot be removed from the wearer's head. The duck prevents the effected character from wearing any other magical items which take up the head slot. There is also a 25% chance that the duck will quack or otherwise make noise to foil the PC's attempt at moving silently; even if the PC isn't attempting to move silently, there is still a 25% chance every time the PC moves that the duck will quack of otherwise make noise which could possibly attract unwanted attention. The duck can only be removed by a "remove curse" spell - at which point it merely flies away.

63: Bracers of Shenanigans
These bracers function normally as +2 Bracers of Armor; however, each day there is a second random effect which may also be bestowed. The DM rolls
1d12 once each day (24 hour period) to determine the secondary effect. This effect remains until the 24 hour period has passed and the 1d12 is again rolled to determine a new effect.

1) Wearer of the bracers changes gender
2) Everyone within a 20ft radius -but not the wearer- changes gender
3) For 24 hours, the wearer switches their STR score with their INT score
4) For 24 hours, the wearer switches their DEX score with their WIS score
5) For 24 hours, the wearer switches their CON score with their CHA score
6) no effect
7) Wearer grows a hideous unibrow; -2 penalty on Charisma; -4 for females
8) Wearer developes an impressive bust; +4 CHA for females; -2 for males
9) no effect
10) Wearer forgets how to speak Common and instead speaks Goblin
11) roll twice more; ignore rolls of 11 or 12
12) roll twice more; don't ignore rolls of 11 or 12
ShadowDragon8685

02-05-07, 02:15 AM
Sword of Wiggliness
The sword is a perfectly straight steel long sword, until it is pointed at a smallfolky type person (Gnome, Halfling, Dwarf, Goblin, Kobold, etc.) In which case it goes limper then a noodle and is useless, unless you find slapping a halfling with a rubber sword inviting.[/quote'[

Yes. I do.


[quote]+5 Long Sword Of Lawfulness

This sword upoun managing a dc 15 apprise/spellcraft check appears as a +5 long sword of Flame Burst. Upoun striking it is just that. Now when the character tries to do a bluff or steal something the character must succeed another bluff check on the sword dc 30 or the sword yells (yes yells): Hey guards this guy is stealing!!!! Or starts saying: Your really not going to belive that bullsh!t are you? Depending on the action taken.

Exactly how is this a drawback for a Paladin? :)

63. Potion of Mate Attraction

If you drink this potion, a perfect mate will find you. He, she, or it, is of exactly the species, gender, age, and build combination you truely want. He, she, or it is willing and able to engage in any lovemaking you desire, from the most rough sex to the most gentle, soothing cuddling. He, she, or it, has perfect skills to compliment your own - if you're a singer, he, she, or it is also a singer, one that will take a perfect subordinate or dominative role, depending on your preferances, if you're a thief they're a perfect acomplice, etcetera. He, she, or it, is also of course your very definition of beauty.

The problem is that the rest of your party can't stand him, her, or it. They see him, her, or it as stealing you from them, as breaking up the group, the posse, of trying to keep you all to themselves. Indeed, he, she, or it will try to monopolize your time, and if you get short in trying to spend time with your friends, will pout and cry and generally make you feel awful, and leave with two choices: Your friends, or your perfect mate.
ZombieDragon

02-05-07, 02:35 AM
64. Troublemaker
Intelligent +3 Dart of wounding, can cast greater teleport once a day CL 15

The dart will tell its wielder anything in an attempt to become the dearest of friends. It will lie about knowledge of the wielders desires.
In combat this menace will aim itself at fellow party members. Upon impact the dart will start explaining how its wielder intentionally aimed for and threw it with great force at their buttocks. It will try to disrupt casters in the act of casting. In social situations it likes to start bar fights by muttering derogatory statements toward short fused races.
If the dart is ever discarded or left it will teleport back to the wielder as long is it deems torturing the wielder is fun.
Yokomohoyo

02-05-07, 03:10 AM
Exactly how is this a drawback for a Paladin? :)

Its not ment for paladin hands. Its ment for greedy rouges that will want it as soon as they see it hehehehe.
Bengal

02-05-07, 03:51 AM
rouge isn't a class, it's makeup.

65 Rouge's Best Friend

Initially appearing to be a multipurpose tool that can be of great benefit to any Rogue, this cursed item will dress the user like a courtesan after every use, and very convincingly so.
Evil DM Mk3

02-05-07, 10:47 AM
66 Boots of escaping.

These stirdy boots seem to be some type of benefitial footwear. However whenever a person tries to put them on they seem to take a step away, attempring to escape. They cannot be constrained or restrained as they are in fact using a dimention door spell and a minour illusion to move.

67 Die of rolling.

This die, polyhederal or otherwise, is perfectly normal untill used. At this point they roll away from the user, and never stop rolling at a slow and steady pace. They posses no magical movment besides this and as a consiquence most can now be found incased in lava in volcanoes or in a crack on the ocean floor. In some extrem cases they have been known to wear holes in walls and in once case even drill a hole through a mountain.

68 Vampire teeth.

These flase overlay teeth look like vampire fangs and are coated with on the back with special soverign glue that only glues to teeth. Whilst worn they grant the wearer all of the special weaknesses of a vamprie.
TwistedPuppy

02-05-07, 12:31 PM
69. Faulty Hat of Disguise

Hat functions as a normal Hat of Disguise as long as the temperature is below freezing. Otherwise, the hat is delusional - the wearer thinks it is working perfectly.
ZombieDragon

02-05-07, 12:49 PM
70. The Plot Hook
An Intelligent grappling hook +1 and 100 ft of rope that can cast greater teleport person at will and greater teleport 3/day. Has the tongues and mimicry ability. (Greater teleport person : works like greater teleport but it can be cast another person, touch spell.)

As a Pc climbs the rope the Hook can teleport them to where the DM wants them. It can then mimic the Pcs voice telling the rest of the party all is well and to follow. After all the Pcs have been properly railroaded to their new location the hook and rope follow along.
DreadArchon

02-05-07, 01:16 PM
70. The Plot Hook
An Intelligent grappling hook +1 and 100 ft of rope that can cast greater teleport person at will and greater teleport 3/day. Has the tongues and mimicry ability. (Greater teleport person : works like greater teleport but it can be cast another person, touch spell.)

As a Pc climbs the rope the Hook can teleport them to where the DM wants them. It can then mimic the Pcs voice telling the rest of the party all is well and to follow. After all the Pcs have been properly railroaded to their new location the hook and rope follow along.

I might have to introduce a lesser version of that. :D
Yokomohoyo

02-06-07, 12:42 AM
Funny boots of escapping

Benifit:
Theese boots have 3/day of expediouse retreat (spell check lol) caster level 20.

Flaw:
To activate the whole party must scream at the top of their lungs: "Run Forest Run!!!"
JerBar

02-06-07, 03:06 AM
72. (To continue the boots trend)

Boots of escaping, at the wrong time.

These boots can usually be used as above, able to cast expedious retreat 3/day. But after they have been used once they will automatically cast this spell after one round of combat during every encounter. Once the spell is cast the boots will attempt to run at full speed directly away from the closest enemy ignoring all other enemies and obsticals.

A second part of the curse will activate if the whole party is attempting to flee a battle. As soon as the character wearing the boots wants to flee from a battle the boots become coated in sovern glue, both inside and out. The glue disolves as soon as the character makes an attack against an enemy and the following round activates the first part of the curse.
Geogoose

02-06-07, 03:08 AM
73. Mask of the Mooninite

This mask is identified as granting +4 CHR. However, a curse on the mask makes the wearer target of undue aggression. The DM must roll for encounters at +2 of normal EL as long as the mask is worn.

74. Ring of Emboldening

It is identified as a Ring of Protection +2. When in the heat of battle or if worn while using any of Bluff, Diplomacy, or Intimidate skills the curse takes effect. Once the curse is set your enemies receive a +2 morale bonus to attack and damage rolls. In addition anyone making an opposed skill or ability check against you does so with a +2 morale bonus.

75. Ears of the Elf

These cloth and rubber prosthetic ears are identified as granting the Alertness feat. Instead the wearer hears random sounds heard by elves around the world. These sounds are distracting and provide the wearer of Ears of the Elf with a -4 circumstance to Listen and Concentration checks as well as a 10% chance to miscast a spell and loose it without effect.
Yokomohoyo

02-06-07, 04:05 AM
Rusty Long Sword of Invisibility

This magical long sword grants a +2 invisibility with a 10% chance of failure at witch point the player must succeed a dc15 will save or belive that he is invisible.
Mock26

02-06-07, 04:17 PM
Armor of Terror. This is a suit of platemail with a fearsome looking demonic-type face on it. Just looking at the face causes creatures to make a will save or be unnerved by it (-4 to all actions towards the wearer of the armor). However, the true nature of the armor isn't that it instills terror on others, it is that the armor is terrified of getting hurt! If the wearer of the armor is attacked, the armor flees in terror, taking the wearer with it. There is no way to control the armor once it panics and the wearer has no choice but to be carried along. The armor will flee for a minimum of three rounds and at that point will start to look for a place to hide. If there is no place to hide the armor will continue to flee until whatever it was that attacked it is no longer visible. Once it has hidden or can no longer see the threat it will shake in fear for 10 minutes. At the end of 10 minutes the armor forgets that it was terrified, forgets what terrified it, and the wearer of the armor can no "control" the armor as if it were just a suit of armor.
Bengal

02-08-07, 04:45 AM
76. Cloak of Fire Retardation

This cloak identifies as a cloak giving resistance to fire 10, and operates as such until it has been worn for six consecutive hours. At this point, it deals 8 points of intelligence damage (will DC 25 for half) and bursts into flame, dealing 1d4 fire damage per round to the wearer for as long as it continues to be worn.
Far_Traveler

02-08-07, 11:13 AM
Diaper of Complusions

This diaper has a few compulsions sewn into it:

1. Covet: Merely holding the diaper causes a DC 16 will save or else be forced to wear it as per suggestion.

2. Change: The wearer can use the spell suggestion at will, DC 18, but only to make someone be compelled to change the diaper. The diaper is a cursed form of an eternal diaper, which duplicates itself and provides sanitary items.

I've actually found this item in a campaign. Ah well, I was recently hit with an incontinence curse anyway.

D&D playing cheerleaders are hard to come by (I was the mascot), but the DM was kind of wierd...
RobbyPants

02-08-07, 12:31 PM
Flaming (handle) Sword: When drawn in battle, the handle of this +1 Flaming Longsword bursts into flames, dealing 1d6 fire damage to the user, and anyone attacked with the sword. The user is unable to drop or sheath the sword until he receives a Remove Curse spell.

Girdle of Strangulation: This magical girdle resembles a Girdle of Giant Strength in every way until put on. Once donned, the user takes one point of Str, Dex, and Con damage every round. The wearer is unable to remove the girdle until he receives a Remove Curse spell.

Duck of Doom (stolen from Munchkin): This duck resembles an ordinary (live) duck. When picked up, the duck bestows two negative levels onto the person who lifted it. The DC to remove each negative level is 24.
"You should know better than to pick up a duck in a dungeon" - Munchkin

Sunglasses of Blindness: These super-awesome looking sunglasses blind the wearer (Fort DC 20 negates) once put on. The blindness remains, even after the sunglasses are removed.
Jenkins007

02-08-07, 03:22 PM
Armor of the black knight - Detect magic reveals this black suit of full plate to be a magical suit that grants +1 deflection(DM's descretion). But all attacks dealt with a slashing weapon gain the vorporal(sp?) ablility

Long live Monty Python.
LostMage

02-08-07, 06:29 PM
I'll be honest: I don't think I have the time to read all the above posts right now, so if this idea is up there, well, just let me know.

A vorpal, keen, spoon of true striking. The curse being that such an enchanted item happens to be incapable of causing damage...
NecroticBanana

02-08-07, 06:45 PM
Cursed Belt of Sweet Troll Luvin'

This otherwise well made leather belt detects as a belt of giant strength, until donned, then it becomes a set of silky stockings and panties, that gives the wearer a +20 charisma bonus only to trolls of the same sex, who feeled compeled to woo said wearier with whatever a troll consideres "wooing"
khyron1144

02-08-07, 06:51 PM
Breastplate, Mithril, Cursed a.k.a.Chainmail Bikini
This appears as an ordinary Mithril Breastplate or other desirable armor item, however when it is donned by a female character, it instantly transforms into an impractical Larry Elmore-esque chainmail bikini.
Grognor

02-08-07, 06:59 PM
The Hand-and-a-half sword.

This bastard sword registers as a +1 Bastard Sword of Dexterity, but, when wielded, it causes the PC to grow two extra fingers off of each hand gripping it. These grant a +1 each to dexterity, but impose a -3 each penalty to all Charisma actions, such as Bluff, Perform, etc. The extra appendages, and attributes attributed to them, last for a period of 24 hours after the sword is sheathed, whereupon they fall off of the hands like overripe fruit.
DM_Creed

02-08-07, 07:46 PM
DM's Room of Annoyance:

It's a room with 100 buttons each one dealing exactly one damage when pressed. >=)
Endarire

02-08-07, 07:57 PM
87 Staff of blown clone: This functions as a staff that casts the clone spell but instead grows a creature of the DM's choice in place of the target. This clone looks in every way like the beneficiary of clone since the replacement creature is the clone. On the death of the target of clone, he is unable to return to his apparent clone and the replacement creature emerges appearing as the cloned creature but is instead a typical creature of that type. (A blown clone without wings can't fly, though a replacement creature normally lacking wings gains the victim's fly speed and maneuverability. The replacement creature likewise gains other movement speeds appropriate to its form.) Since this blown clone effect is not a true clone, a regular clone spell will function normally and not interfere with blown clone.

For example, if the DM chose a balor to replace a human wizard, the balor would be unable to fly, but it would have a continuous true seeing and could summon its flaming sword and whip of an appropriate size to its new form.

-EE
Pakiti

02-08-07, 09:36 PM
88. Makita
This unusually shaped peice of scrap metal (perhaps from the handle of a shield), vaguely resembles a lizard. Upon picking up of this item, the "weilder" refuses to part with it. Makita, after 1d4 hours begins to talk to the weilder, speaking of unthinkable acts and slowly changing his alignment (over a period of weeks) to chaotic evil. Makita tells the weilder that even though he looks like a lizard, he prefers to be colored silver, not green.
Makita will also routinely injure the owner, just to make sure he's in control. every 1d4 days makita deals 1d4 pericing damage as it's weilder pricks himself on a small barb sticking out of what would be the back left leg. This barb also attacks anyone who would try to take Makita from it's weilder.
If Makita is managed to be taken away, he begins to do the same thing above to it's new weilder.

He can also cast Teleport without error at will (only on himself)
Rising_Storm

02-08-07, 11:36 PM
89. Box of Chocolates

This appears to be a normal box of chocolates except there is a magical aura around them if someone casts detect magic. If someone were to eat a chocolate, time would pass by them for 1d10 years, while the eater of the chocolate does not age at all.
At the bottom of the box there is a message:
"Life is a box full of chocolates."

90. Stone of ALARM

This appears to be a regular Stone of Alarm until a bad guy sets it off. Whoever sets it off is notified of the location of the owner.

91. Face paint of the mime

Once this ordinary looking face paint is applied, the user is unable to speak. Every 5 minutes there is a 1d20 chance that the user is trapped inside an invisible box for 1d8 rounds.

92. Sceptre of the False Prophet

While holding the sceptre, commoners start worshiping you... Be careful of the wrath of their old gods...

93. Meow Mix
This looks like normal cereal or oats until it is consumed by a PC. The PC starts meowing constantly, in tune to a certain song...
Bengal

02-09-07, 02:38 AM
94. Bracers of the Hulking Hurler

These bracers function as bracers of Ogre's Strength with one additional power. Once per day, as a full round action, they can be activated to cast Giant Size on the wearer as a spell with CL 20. However, there is a 75% chance that the sudden shift in perspective is too much for the character, causing the character to be sickened for the duration of the effect. A DC 25 fortitude save means the character is only nauseated for the duration of the effect.

95. Circlet of Basting

This item functions as a Circlet of Blasting except as follows
creatures with an intelligence of three or lower, and aberrations, will find the subject to smell absolutely delicious, and must make a DC 30 will save, or be forced to do everything in their power to devour the Character wearing the circlet and will recieve a +8 circumstance bonus to track and/or scry upon the character. This save can be voluntarily failed.
Tyler Do'Urden

02-09-07, 09:41 AM
100. Boots of Stability

These deceptively easy to carry pieces of footwear dramatically increase in weight when worn. Whenever a character dons both boots of stability, their straps and laces tighten, their hardness becomes 50, and their weight skyrockets from 5 pounds to 5 tons. This reduces all of the wearer's movement modes to 0 ft., makes him flatfooted, and affords him a +20 bonus on checks made to resist bull rush, trip, and any attacks that require lifting or moving him. Additionally, even if an attack or effect successfully knocks him prone, the wearer can stand up as a free action without provoking attacks of opportunity.
A featherfall spell cast directly on the boots permits the wearer to move 5 feet as a full-round action, at which point the spell burns out. A fly spell functions the same but lasts 1 round per caster level. A remove curse, break enchantment, wish, or miracle causes the boots to revert to their actual weight and allows them to be removed and/or sundered.
Dragao_das_Serras

02-09-07, 10:07 AM
97 (?)

Incredibly powerful weapon, but its full power can only be used if the wielder has maximum ranks in apparently unrelated skill.

For example:
+5 Vorpal Dancing Great sword, requires max ranks in craft (underwater basket weaving) to be used as such. Otherwise, functions as a nonmagical great sword, though detect magic or similar spell indicates very strong magical aura.
asbrand

02-10-07, 03:16 AM
Reminds me of some rather amusing "joke" spells posted in an April issue of Dragon Magazine some years ago:

Bigby's Interposing Eye (Astigmatic)
Duration: 2 round/level
Level: 2 Casting Time: 5 rounds
Range: 2 Area of Effect: Special
Components: V,S,M Saving Throw: None

Casting this spell causes a disembodied and sightless human eye, of normal size, to interpose itself between the spell-caster and any attacking creature. This eye is as effective as any normal eyeball in impending onrushing and enraged monsters, although it might deter the more squeamish dungeon denizens. The material components for this spell is a human eye, and the magic-user better have one handy before casting the spell; the ability of this dweomer to "improvise'' can be attested by Mooncalf the Monocular, among others.


Drawmij's Instant Death (Extermination)
Level: 8 Components: V
Range: Infinite CT: 8 segments
Duration: Instant. ST: None
AE: Special

Explanation/Description: When this spell is cast, Drawmij, wherever he is and whoever he is, dies. He dies immediately, without even a saving throw. As this spell has been around for some time, it is safe to assume that Drawmij is getting pretty sick and tired of it.


Feign Invisibility (Delusion)
Level: 1 Components: V,S,M
Range: 0 CT: 1 round
Duration: Special ST: Neg.
AE: Personal

Explanation/Description: Casting this spell enables the magic-user to put on a really good act of being invisible. Monsters that see the spell-caster must save vs. spells; those who fail their saves are convinced that the spell-caster is in fact invisible - but that they, for some reason, are now able to see invisible creatures. The effect lasts as long as the magic-user concentrates - usually only for a short while, after which the magic-user becomes apparent again. The material component for this spell is an ostrich feather.

:D :cool:
RK)13

02-10-07, 04:07 AM
101?

(Another Goodie from the Encyclopedia Magica)
+3 Dwarf Thrower
This Warhammer appears to all tests as a +3 Dwarven Thrower. However, once thrown by a dwarf during combat, the hammer hurls said dwarf through the air. The hammer uses the attackers attack bonus, and, if the dwarf hits, manages to do 1d10 points of damage to the creature struck. The dwarf takes 1d10 points of damage regardless of whether or not he hit a creature. The markings on the hammer are from the finest elven smiths.

102? Ring of Teleportation

Once this ring is put on, the ring, and only the ring, teleports away.

103? Socks of Warmth

These items appear to cast endure elements on the wearer. When out on, they make your feet nice and toasty warm, while the rest of you is unaffected.

104? Boots of Chill

These boots appear to be Boots of the north. When put on, however, they make the wearer's feet very cold, as if they had been walking barefoot over a hardwood floor in winter. if the boots are combined with the socks of warmth, they have the combined effect to make your feet soaking wet.
ophanimx

02-10-07, 03:44 PM
105. Belt of (Being) Dwarven Kind: The Belt of (Being) Dwarven Kind is identified as a normal Belt of Dwarven Kind. However, anytime a non-Dwarf attempts to wear it he must make a Fort Save DC 23 or be turned into a Dwarf (same sex) as if he'd willingly accepted a Polymorph Any Object to transform him into a stubby. Note that this will usually result in the character permanently being a dwarf. :D

106. Premature Elixir of Fire Breath: A Premature Elixir of Fire Breath is best used when sold to the party by an annoyed Wizard in any Magic Item Shop. It works exactly like a normal Elixir of Fire Breath except that on every round following the one where the player drank the elixir, there is a 5% chance the Elixir goes off prematurely (and probably hits another player or three).

107. Mirrored Eyes of Petrification: Mirrored Eyes of Petrification appear to be a pair of mirrored lenses that prevent anyone from seeing a character's eyes (much like the mirrored shades of any State Trooper). When identified, the players will think they're a normal set of Eyes of Petrification. However, they will affect the WEARER of the lenses when used. Highly anticlimactic.

108. Bracelet of the Wrong Friends: Bracelet of the Wrong Friends is perfect for the party with too many NPC friends. Anytime a character attempts to use a Bracelet of the Wrong Friends, pick a random monster of the appropriate CR. The Bracelet summons that monster as if he were the friend the character had requested. (For added humor, pick an intelligent monster and have him appear to be very confused about what's going on. "..um. Hi?")

I'm glad people liked my Boots of No Escape. :cool:
Grod_The_Giant

02-12-07, 03:37 PM
+3 Dwarf Thrower
This Warhammer appears to all tests as a +3 Dwarven Thrower. However, once thrown by a dwarf during combat, the hammer hurls said dwarf through the air. The hammer uses the attackers attack bonus, and, if the dwarf hits, manages to do 1d10 points of damage to the creature struck. The dwarf takes 1d10 points of damage regardless of whether or not he hit a creature. The markings on the hammer are from the finest elven smiths.


alternatly:

109. +3 Dwarf Thrower
This Heavy Mace is shaped somewhat like a dwarf, and appears to all tests as a +3 Throwing Heavy Mave. However, once thrown, it permadently transforms into a live 10th level Dwarf fighter named Bob, fully equiped with Plate Mail, a Tower Shield and a +3 Heavy Mace. The dwarf is very annoyed, even for a dwarf.
Lelldorianx

02-12-07, 05:04 PM
110. Trail Bar of Taunting- This trail bar looks as a normal trail bar would, (or rations, your choice), and when the player grows hungry and attempts to eat one...It taunts them. The trail bar floats out of the grasp everytime they try to grasp or bite it; until struck with a weapon.

111. Trail Bar of Elactisity- This Trail bar, upon insertion of a mouth, expands to in the back everytime a bite is taken out of it. The bar will not be removed until you eat all 10 feet of its expanding mass.

112. McDonalds Craving- When this (insert mcdonalds product here) is consumed, it makes the user crave another.
Bengal

02-13-07, 12:38 AM
113. Hat of Disguise Others

When this hat is worn, all creatures within 10 feet of the wearer have their appearance altered as if under a disguise self effect that only the wearer of the hat can percieve.
Bengal

02-14-07, 02:51 AM
A brand new cursed item category! Cursed augment stones!

114. Rhinestone of Style

This augment stone is amazingly appealing to all who behold it, has a strong transmutation aura, and resists all attempt to cast the identify spell upon it. Other spells that provide a similar effect still function normally and tell the true effect.

It provides a +1 circumstance bonus on charisma based checks, while imposing a -2 penalty on spot and search checks, as well as hide checks. The stone compels the owner to make use of it, and only a DC 35 will save will prevent the compulsion effect (renewed each time the stone is viewed).
Rising_Storm

02-16-07, 08:47 PM
115. Bumping Tops

These semi intelligent bumping tops are attracted to old objects and start bumping them.

116. Banana of slipperiness

This appears to be a normal Banana until eaten and thrown away. It somehow finds itself attached to the bottom of the eater's foot at the most inappropriate moment, causing the eater to fall.

118. Epic BOP

Everyone has heard of Epic items... People all though out the lands tell tales of weapons so powerful that they radiated purple magic... Well one day a player runs across one... It is a purple glowing tiny figurine of a bird. When a player picks it up, it transforms into a:
http://www.da-planet.com/images/products/cards/magic/8ED/Birds_of_Paradise.jpg

And the player cannot get rid of it!
BeefotronX

02-17-07, 01:58 AM
119: The Rod of Jeopardy

Whoever holds this rod cannot get rid of it without a remove curse spell. This rod has a button on it similar to an immovable rod. When pressed, it emits a loud buzz that alerts everyone within 100 feet. Whenever a riddle is spoken within earshot of the wielder of this rod, he may press the button as an immediate action, and whoever gave the riddle must make a DC 25 Will save or treat the wielder of the rod as if he were the intended recipient of the riddle. Any unintelligent magical riddle devices automatically fail this save.

The wielder must answer not only correctly, but also in the form of a question. If he does this, the giver of the riddle is compelled to first consider the wielder to have won the riddle, and second reward the wielder 10 gp x the Knowledge or Int check DC of the riddle, in gold if possible, or something else of equivalent value. This second effect only affects intelligent creatures.

If the wielder fails to answer correctly and in the form of a question, he immediately takes 2d6 points of Int damage, and the giver of the riddle is compelled to consider the wielder to have lost the riddle, and may turn attention to other contestants.
Nani?

02-17-07, 07:48 AM
Sword of Dragon Laying +4: This sword behaves as a normal +4 sword unless the wielder runs into a dragon/type creature upon that occurance the will cast charm on both its wielder and the dragon DC50 to resist and bypasses 50% of magic resistance either party may posess. The goal of this is to convince both parties that they want to have sexual relations.
In addition there are several other spells /effects that may be triggered to further this interaction.

1 if the dragon and the swords wielder are sexually compatable that is all that happens. (IE one is male, and the other female) unless sex would kill one or the other (IE dragon is male and colossal sized but doesn't have reduce/shrink/polymorph or similar and the same with wielder)

2 If the wielder and dragon are not sexually compatable (IE both females) the sword transforms into a false pen1s however it CAN attach to both dragons, and demi human type females with the normal effects of that item)

3 IF both parties are male the sword will cast reverse gender on its wielder with a duration of 1d10 months longer than a pregnancy would take to come to term (if the wielder concieves a child with the dragon)

4 The sword will cast Geas on the "female" party, that IF she becomes pregnant bearing the child is the most important thing she can possibly do for the duration of the pregnancy (meaning she WILL resist all measures to get an abortion or polymorphed back into male form if a transformed male)

This sword was the result of an "accidental" collaberation of the wizard Belgar who was an artifacer who was the ONLY person in the area that the WYRM Red Dragon Gerzobul respected/feared. Gerzobul managed to catch Belgar while he was distracted and crafting the sword. The sword was INTENDED to be a dragonslayer to kill Gerzobul who had been terrorizing the region. Gerzobul cast a enhanced reverse gender immediately followed by a sequenced charm and lust spells on Belgar. Additional spells cast were the Geas and other spells that ended up causing the effects noted on the sword. History does not relate what ended up happening after that encounter altho apparantly Belgar had many half dragon children later.

The really special Cloak and Boots of Elven Kind: These items work just like the normal versions. However, if you had the misfortune to not be born of elven blood, these items fix that "defect". Each day make, a Will save DC 15 and a Fortitude roll DC 15 (DC 25 if both items are owned). A failed Fortitude roll means you change into an elf. Failed Will save means you prefer it that way. Each day afterwords, the character must make a simular will save or shift alignment one torward a given alignment, usually CG. They may be removed when the victim is one alignment away.
They of course may be removed with a remove curse spell or after the magic has run it's course. Changes brought by these items are permanent unless a wish/miricle is used.
The victim also must make a will save DC 20 whenever he is asked to side against his new race (defined by a given item, some for elves in general other for particular groups). If failed he "defects".
Most elves are aware of the existance of such items and willingly intergrate such converts into thier communities. In fact, they sometimes offer them as "gifts" to "worthy" subjects.

Bluffstone: is kept on a person, either as a part of a piece of jewelry or in hand. When grasped, the owner gets a +20 on all non combat bluff checks.

However, each time they use it they must make a Will save equal to the DC of the original bluff. The DC is increased by 5 each time the same bluff is repeated each day.
If they fail, they lie so well they believe thier bluff themselves and act and behave as if the bluff were true as long as they are in the pressence of those they bluffed plus 2d12 hours afterward, provided they do not reencounter those person(s). An additional d12 is added for each week they are under the influence of the bluffstone. Once free, the owner of the item must make sense motive check DC 20 -1 per week under the influence of the bluffstone to realise the source of thier affiction.
If a character gains an experience level while under the influence of the bluffstone, they must make a Will save equal to the original bluff role. If they succeed, they are free of the effects (but that doesn't mean they can't get fall under the effects again). If they fail, they've permanantly "bought into" the bluff and only remove curse or a wish will remove the effects. The owner is also under a suggestion to give away the Bluffstone.

For example, Jane plans to sneak into the castle and break into the treasury during a fair. Unfortunately, when she tell the guard "I'm just a peasant girl here for the fair". She fails her will save, roles a 10 on 2d12. She has a wonderful time at the fair, waking up the next day remembering her forgotten mission. Unfortunately, she fails her sense motive check as well.

Jane decides to break into a Priory, stealing th valuble donations to the church. She disguises herself as a novice and breaks in.. and fails her bluff in front of the Prioress, saying "My dearest wish has always been to join the order and live a holy life."
Fortuately, she recovers her senses 5 hours latter in her cell, and realises that the stone effected her so. She ditches the stone and completes her mission.
However, if she instead rolled a 20 for her hours, well, she encounters the Pioress at morning prayers and at every meal. She never has a chance to recover. Within a year "Sister Jane" is a model nun who has given away all her worldly possesions, including that lucky stone she always carried around.

I wonder what happened to that nice Paladin she gave the stone to, you know, the one who was going to inflitrate the thieves guild.

All the Best,

Nani?
Type2Demon

02-17-07, 09:53 AM
Boots of Watery Walking : These boots act as boots of Water walking but when they are not on water, they create their own water. The boots flood with 1 gallon per step and make loud squishy noises (-10 to move silent checks).

Helm of Underwater Action/Adventure: This Helm Identifies and funtions as a Helm of Underwater Action but when donned it teleports the wearer to the nearest large body of water at a depth of 20ft. It also summons 3 fiendish sharks to attack him. At the DM's option, these can be fiendish stingrays.

Rod of Lightning When activated outdoors, thunder rips through the sky and lightning arcs down (6D6 damage) to strike the weilder once every 3 rounds that he is outside. This item is usually found in the grip of a slightly scorched skeleton.

Helm of the Flaming Telepath: Thsi works as a Helm of Telepaty, but whenever its power is used, the user Catches on fire .
icuall

03-14-07, 01:18 PM
Ring of Charisma: (Anti-Charisma), ring is identified as a +3 to PC's Charisma ability. However, the PC develops very bad body ordor, bad breath, AND bad personal hygiene (lavatory activities); the overall effect is -6 to all charisma skill checks, and the PC is unaware of the negative aspects. :confused:

PC explains away why people avoid him or avoid eye contact, etc. PC explains it always in a positive light.

i.e. PC "people avoid me because they are impressed with my new clothes and want a better vantage view to see me" :embarrass
icuall

03-18-08, 07:42 PM
Bump.....

Next number is 127.
pmurray@bigpond.com

03-18-08, 10:22 PM
I only read half the thread and found two Monty Python references - the Dirty Vicar and the Inflamatory Hungarian Phrasebook. How about something completely different?
12Shark

03-18-08, 10:53 PM
Figurine of Wondrous Power: Silver Rabbit
This tiny figurine is carved of pure silver, and is usually found sitting innocuously on top of one or more skulls.

When the figurine is tossed down and the command word spoken, the figurine becomes an apparently perfectly ordinary fluffy white rabbit. The rabbit follows any not obviously suicidal or combatative commands for 1 minute after activation, after which it becomes hostile to all living creatures (including the owner) and attacks until either it or everyone within 100' are dead.

The rabbit is a Barbarian 10/Frenzied Berserker 10 and its teeth are considered +5 Vorpal weapons. It enters a frenzy when initiating combat and attacks without regard to its safety. The Rabbit has a move speed of 50'.

If killed or it has slaughtered everybody within 100' of its activation upon its activation, it reverts to a simple silver rabbit figurine again.

---

Headband of Insanity
This headband appears just like a Headband of Intellect, and functions as a +2 version of said Headband. When worn, it fuses to the user's head, resisting any attempts to remove it (without removing wearer's head) unless a remove curse is cast upon it.

For 10 minutes, there appears to be no further ill effects, after which a soft elevator music track begins playing in the background, easily drowned out by anything noisy. The wearer must roll against a DC 15 will save every minute after (Take 10 is not permitted), or notice the Elevator Music.

A further hour after noticing the Elevator music, the wearer must then make a will save against DC 25 or go permanently insane. The check must be repeated every hour if saved until the headband is removed.
Mr_Seth

03-19-08, 12:06 AM
129. Redeemer the Stout: Redeemer looks at first like a nasty, spiked, gore-dripping shield bearing a demonic visage. It radiates an aura of evil, and tests as strongly necromatic; it can only be approached and wielded by an evil character.

When donned, however, the dark facade melts away, and it becomes a radiant alabaster disk. Redeemer the Stout is a +4 Heavy Shield. It is intelligent, neutral-good, and once per turn as a swift action can drag its user up to 120 feet to protect an "innocent" (in theory, anyone of good or neutral allignment; in practice, anyone but the wielder or anyone attacking the wielder) from harm. It speaks all known languages, and can communicate verbally or telepathically. As it IS a shield, it has no problems treating its user as one. It can be removed for social functions, bathing, et al, but always teleports back to its wielder's arm on its own. It will only leave its wielder if his alignment is changed from evil to good. Or if he dies, whichever.


130. Gore-masher the Destroyer: A shining mythril and ivory warhammer, gleaming with radiant light. Can only be approached by the pure of heart, emits overpowering positive energy. When grasped, the light fades away, and it becomes a dripping, gore-festooned adamantium hammer covered in spines and nasty bits. Gore-masher is an intelligent +4 vicious warhammer of wrecking that can force its wielder into rage as a 5th level barbarian (or a barbarian of 5 levels higher) once per encounter. In addition, once per day, outside of combat, Gore-masher can drag its wielder up to 80 feet and force him to make an attack on a target of its choice. Gore-masher cannot be put down without its consent, and always teleports into its wielder's hands when combat looms. It only leaves its owner when he has been utterly corrupted.
Cowjuicer

03-20-08, 12:56 AM
:bump:
RPJesus

03-20-08, 11:07 AM
Amulet of Suck.
Can't be removed except by wish and the like.
Looks like an ordinary pendant.
Anybody wearing an amulet of suck gets -2 to all abilities and treats any die roll as though it were with the next smallest die instead.
i.e.
If they would roll a d20 they instead roll a d12
d12-d10
d10-d8
d8-d6
d6-d4
d4-d2
d2-0
VulcanStormwrath

03-23-08, 05:20 PM
Sword of Flame Strike
This beautiful Steel and Red Gold Rapier is immune to fire, detects as a +1 Keen Flaming Burst weapon and functions as such normally.
On a successful critical hit, the weapon initiates a Flamestrike effect as the spell (CL15) centered on the sword.
Aaarrrgh

03-24-08, 10:01 AM
133: The Last Ring You'll Ever Wear

This item looks like an ordinary gold ring, and has a strong magic aura. When someone puts the ring on his/her finger, the finger does not emerge on the other side as you would expect, but instead seems to vanish into thin air. The ring cannot be removed, and the wearer feels a strange pain in the missing finger.

The reason all of this happens is because the ring is actually a small, one-way portal to the Negative Energy Plane, and the wearer will now be drained of his/her life force. The drain is slower than when in full-body contact with the plain, but a quick Wish or Miracle will still be necessary.
Inry

03-24-08, 12:33 PM
134. Collar of limited obedience.

Created by evil gnome, emits faint aura of transmutation.

This magic collar could be worn on any non-magical animal and make it completly obedient. When someone use it, he becomes the collar's owner. It could non be stolen/dropped/given/sold. If somebody takes an animal to distance greather than 100ft, the collar start to choke it.

The catch is that when the collar is REMOVED (which is very easy), it change animal into a human with fake memory of being abducted and polymorphed by the collar's owner. The change lasts 24 hours. Usually, owner does not live thal long.

It could be used to remove effects of baleful polymorph too. In this case, effect is permanent.
Aaarrrgh

03-27-08, 05:30 PM
135: Ring of Inaccurate Teleport

This ring allows you to use the Teleport spell once/day. However, you always appear ten feet above your intended destination. Prepare for bruises!
Evil DM Mk3

03-27-08, 07:05 PM
136: Infinite bottle of bottling. This bottle of ale is never empty. You can drink forever. However anyone who takes even a sip from the bottle fails all saves against fear for the next 24 hours. Even if they are normally immune to fear.
Mock26

03-27-08, 07:13 PM
137. The Everfull Mug of Ale. This is a simple pewter mug that is full of of ale. The problem is that there is no way to drain it. Hold it upside down and the ale stays in the mug. Try to drink it and the ale stays in the mug. Additionally, nothing can be put into the mug. Try to push a lit candle into the ale and it is stopped as soon as it hits the ale. This cursed item was created by a mischievous elf as a joke to be played upon his dwarven companion.
Nessarose

03-28-08, 12:00 AM
138: A Shrubbery

This small shrub is sold to the party as a magical means of defense for when they rest and identifies as that. After activation it will awake the resting group until the perimeter is broken. When this happens it screams "Ni!" until reactivated. However, when this happens the shrubbery will teleport to happen areas around the group shouting "Ni!" It doesn't cease until night fall.
icuall

04-10-08, 01:38 PM
:bump:
tehboss

04-10-08, 09:24 PM
149. (I just read the entire thread and this is the right number)
Vest of Resistance
This vest appears as a Vest of Resistance +5 until the wearer attempts to do anything that it really wants to (DM's discretion as to how **** the vest is). The Vest 'resists' doing anything it doesn't want to. It uses an opposing check with the wearer's bonuses +5 to make the wearer not do whatever he wanted to do. In combat situations, the users action is used up in the attempt if the Vest succeeds in resisting the wearer.

For example, Fumbles the Rogue tries to pick a lock. He has a +15 bonus, but the Vest doesn't wish him to. After the rogue makes his roll, that becomes the DC for the Vest to resist doing the action. The DM rolls for the vest using the Rogue's +15 and adds an additional +5 to defeat the Rogue's action.

Can be removed in the normal fashion for cursed items.
TwiddleStootch

04-17-08, 01:29 PM
150) Hat of Violent Allergies
This item appears as and functions as a Hat of Disguise in all way determinable by a character. However, its cursed effect does not come into effect until it is used. Each time the character uses the hat to change his appearance, the DM rolls to randomly pick 1 of the features the character changes. The DM should then record what the feature was and what it was changed to. As soon as the character changes that feature back to normal, he becomes violently allergic to anyone with the feature he imitated.
For example, if a character changes his hair to black, and this is the feature chosen, he becomes allergic to anyone with black hair.
Anytime the cursed character comes within 5 feet of someone he has become allergic to, he must make a DC 15 fortitude save or spend the round sneezing violently (not flat-footed, but unable to take actions). Continue to makes saves each round for as long as they are within 5 feet. The character does not know the allergy was caused by the hat; it comes out of no where.
A Break Enchantment spell removes the allergies, but the character can gain more later.
Manic Man

05-18-08, 11:40 AM
161) Badge of the Elite
This regal looking item would not look out of place on an emperor. When worn, the character looks extremely competent, powerful and regal.

This powerful aura grants +20 competence bonus to diplomacy, bluff and intimidate. However this item also generates a powerful aura of elitism that generates an intense dislike of the wearer. The creates a -20 unnamed penalty to diplomacy, bluff and intimidate

Additionally any creature in a position of power (defined as being in a position to command at least 1 other creature) is moved 1 step towards hostility in attitude per 10 creatures or fraction thereof that he may command. This hostility takes effect on the round the character wearing the badge speaks, including intra-party discussions or even cries of pain.

Creatures that turn hostile due to this effect do not need to concentrate their attacks on the badge wearer and may well hide their hostility if circumstances do not give them a definitive advantage (such as a tavern owner).

Note that parents with young children are also considered to be in command of their children
Kallionastiryne

05-18-08, 03:20 PM
The Vorpal +10, Flaming Burst Masterwork Greatsword:
If you roll a 1-10, you hit yourself with the sword by mistake automatically. If you roll a 20, you have a 50% chance of cutting of your own head by mistake.

Ring of the Bull
When you put this ring on, a herd of bulls tramples you.

Wand of Prismatic Ray
There are 50 charges. The wand has a 75% chance of casting Prismatic on the person who's casting it, and a 20% chance of not casting. There is a 5% chance that it will work correctly.

Belt of Ogre Power
You gain the int, dex, wis and cha of an Ogre.
Vorteld

05-18-08, 04:13 PM
Rod of negation: The wielder of this rod becomes more suspicious and gains a +4 enhancement bonus on Sense Motive checks. However, whenever he recieves a request/offer, he must make a DC 22 Will save or recieve a suggestion which makes hime unable to accept the request/offer in any way.
Manic Man

05-19-08, 04:25 AM
167) Censure of Summoning Maidens in Distress
When lit, this censure summons a maiden in distress 1/day. A beautiful maiden prone on the floor with a single hand blocking her face. The beautiful maiden will plead endlessly for help for at least 6 seconds of real time, on her turn but take no other action. This maiden is considered helpless and does not block movement, provide flanking or any other effect.

168) Bowl of Summoning Hungry Hungry Hippos
This item summons 1-4 Garguntaun 20 Hit Dice Hippos 1/day if sufficient space exists, otherwise the summoning fails. They exist for 1-4 rounds and will communicate telepathically to all creatures within 300 feet that they require food and will listen to who feeds them or they will attack.

This food must be organic in nature and may include corporeal undead, plant creatures and such. If fed from 2 opposing sources, the hungry hippos will take no action. If not, it will obey the party that feeds it. If they are not fed, they will attack the summoner and anyone who hinders them from attacking him.

169) Stone Controlling Incompetent Earth Elementals
This power item works as the stone of earth elemental control except that only 1 tiny sized earth elemental is summoned.

The earth elemental does not know what abilities he has though all his abilities function. He forgets anything he's been told 1 round ago and also has very low dex (1-2) and very poor vision (2 ft). Any movement that requires passing through a square that has a solid object of at least small size, requires a dexterity check DC 15 or he will knock into the object.
Degausser

05-19-08, 08:37 AM
Elven Chain Mail: This item appears to be a normal scroll (Protection from cold) but when activated, it puts the user under a Geas, and generates 5 copies of itself. The geas states that the user must give the five copies away to other people without revealing what it truly is.

Elven Chain Male: This +1 Elven Chain Mail functions perfectly and normally for all men. However, when worn by a woman, it has the additional effect similar to a girdle of Masculinity.

Dark Wood Shield: This magical buckler appears to be a +1 Darkwood buckler, but in actuality is charcol, which disintegrates then reforms after every hit. This shield offers NO protection, but you cannot wear it with another shield, or use a two-handed weapon with it.

Slick Armor: this suit of Black Leather functions like +1 Slick leather armor until it has been worn for 2 hrs. After that, the character becomes extreamly egotistical, believing them to be god's gift to the opposite (or same, depending on your preferance) sex. They suffer a -6 penalty to all social rolls until it is removed with the 'remove curse' spell.

Reflecting Armor: This armor looks like standard +1 breastplate, but whenever the character is in a protracted conversation (more than 1 min.) he must make a will save DC 20 or start recounting his life, and reflecting on all the choices he's made. Requires a remove curse spell to get rid of, and a gag to stop them from being all emo.
M-bark

05-19-08, 08:53 AM
175.) Chocobo Flute
Blowing on this flute will summon the two ton Fat Chocobo, exactly 60 ft. above you.
jarisfein

05-19-08, 12:17 PM
176. BELT OF FLATULENCE: It appears to be a belt which grants anyone who wears it a +10 to Move Silent checks. However, when a Move Silent check is made, the PC immediately releases a very loud and disgusting fart. Opposed listen checks are made at +10 and creatures with scent can pinpoint the individual accurately within 60 ft.
El_Pollo_Del_Mar

05-28-08, 06:10 PM
177. Potion/wand/scroll of Cure Light Wounds - This item identifies as such. However, the potion/wand/scroll only cures damage done by spells with the descriptor (light).
sblaxman

05-28-08, 07:48 PM
178: X-ray lantern. Identifies as a lantern of revealing. When used, all clothing/armor worn by those within 25' of lantern becomes translucent.

179: Lantern of Exposure: Identifies as a lantern of revealing. When used, behaves as identified, but also causes user to appear naked to everyone except themselves.

180: Summoning Wand: Identifies as "wand of summon monster II". When used, it functions as apears. However, there is a 1 in 10 chance per day that the owner will be summoned when any other caster on the same plane casts summon monster II or greater. If summoned, user must obey the commands of the summoner (as per spell).
Gealen

09-02-08, 02:06 PM
Can opener of despair:

This can opener operates as a normal item of its type, however, after 1D4 days of use, it has a 50 percent chance of only opening half the can, and a 35 percent chance of only opening the can in one place. User must make a saving throw versus Willpower or be despaired for 1D12 rounds that he/she may starve to death because he/she cannot open the can.
Mario81

09-19-08, 05:56 PM
On item # 13 Pot of Pot. Its not a good idea to hand off this item to players. They will soon start hustling funny food in the streets and become very rich.......
Loren Pechtel

09-20-08, 06:03 PM
Ring of Greater Invisibility:

Thing ring functions as a ring of greater invisibility with no duration limit. What is not so apparent is that the effect only works properly on those within short range (consider the wearer's caster level, not the ring's!), for anyone beyond that range it only makes all of their equipment invisible so the character appears to be walking around stark naked.
Badapple

09-21-08, 06:40 AM
183 Shrink Wrap

Any medium size weapon or smaller covered in this permanently shrinks one size category.

184 Bubble Wrap

Popping one bubble causes a DC 25 will save. Failure means the player spends the next 1d6 hours popping more bubbles.

185 Director's Clapboard

A small board that contains written infomation pertaining to what is currently happening in the current adventure (ex. "Keep on the Shadowfell, Battle of Irontooth"). On the top is a hinged stick and if anyone "claps" this, the game session immediately ends and everyone has to go home.
PrinceNicy

09-21-08, 12:19 PM
Ring of Annoying Gnomes

Once the ring is put on, a gnome appears. His sole purpose in life is to annoy to 24/7. And that is what he'll do. He can never die, never be farther than 15 feet away from the person who originally put on the ring. He requires no food, water, sleep, air, or anything else required to live, thus letting him annoy you 24/7. The gnome goes away only by getting him eaten by a dragon. Yeah.
themaster408

09-22-08, 11:45 PM
Book of Fate's Word – Daily Item – Open the book to reveal a single word. This word is fate controlled and is usually helpful or informative, but you may not know why. It is almost never a password unless the user doesn’t realize they should say it. It may simply be “up” to give them a hint to go to higher ground or rewards or to avoid danger in the lower levels. It can be a warning, but if it said something like “up” that would be rewards / not as bad as “down”. A warning of “up” would be to look up at that giant spider that you didn’t notice. It could be a yes or a no. You cannot ask the book a question, the book assumes it’s referring to a current situation or a very near future situation.
Loren Pechtel

09-23-08, 06:32 PM
Book of Fate's Word – Daily Item – Open the book to reveal a single word. This word is fate controlled and is usually helpful or informative, but you may not know why. It is almost never a password unless the user doesn’t realize they should say it. It may simply be “up” to give them a hint to go to higher ground or rewards or to avoid danger in the lower levels. It can be a warning, but if it said something like “up” that would be rewards / not as bad as “down”. A warning of “up” would be to look up at that giant spider that you didn’t notice. It could be a yes or a no. You cannot ask the book a question, the book assumes it’s referring to a current situation or a very near future situation.

Where is the curse???
MrCustomer

09-23-08, 10:10 PM
188) Earing of The Butler.

This simple earing when worn gives the user control of an Unseen Servant which does simple chores and tasks as it is commanded to verbally by the wearer. It is always active so at any time the wearer wishes he simply has to speak.

At first it works exactly as described, but after a couple of weeks strange things begin to happen, such as minor items going missing, noises heard at night like something is sneaking up on the group. A PC sleeping an night overhears others in the party talking about him behind his back, missing personal items appear hidden in another PC's bag. This sort of things slowly gets worse and worse and the poltergeist attracts other spirits and ghosts to further plague them. Eventually the party will be completely plagued with hauntings that make their lives a misserable hell.

If they stay at an inn, then strange things will happen to others in the house as well. Freaking out the patrons.

is that the earring is not really an unseen servant, but a poltereist, who from here on in haunts the PC and whoever is unfortunate enough to be in the vacinity. During all this time the earring will work normally to all appearances and always do exactly as commanded to, giving no clues as to being connected to the other events.

Only until they figure out that the earing is what's causing this haunting will it stop working for the PC and start ignoring his wishes. Of course while the earing can be removed, it cannot leave the PC's possession once worn, and while the Unseen Servant doesn't work while the earing is off, the poltergeist still haunts them. The owner can lend or give the earing to other party members and it will work for them, and they can keep it so long as they remain with the party, otherwise it will return to it's orriginal wearer. Once it becomes known that the earing is the cause of the haunting, it will return to the orriginal wearer and stay on his ear and not be able to be removed.
TrissJ

09-24-08, 12:41 PM
189) Disguise Kit of Elfface

This seemingly normal Disguise Kit comes with various make ups and hairpieces, prosthetic ears, horns, etc., all of them expertly made. However, whenever a character uses the Disguise Kit, it makes them look like a caricature of whatever race they are trying to pass as, thereby giving them minuses to Diplomacy against that race.

190) Vorpal Sap. Just what it sounds like. I kid you not, I rolled this up as "treasure" in a 3.5 game and now my friends fear any sap I throw at them.
MrCustomer

09-25-08, 07:05 PM
190: Skanderberg's Familiar

They find an ancient artifact that contains a familiar that serves whoever releases it via the typical ritual to summon a familiar, although this can be granted to any who does the ritual.

The familiar appears as a very cute and cuddly rodent-like creature (like a chinchilla) To all effects the PC who does the ritual now has a familiar.

however.....

Whenever ther e is a full moon, or if the chinchilla gets wet, or something threatens of frightens it, and just randomly for no particular reason. The creature changes into a large viscious beast trying to destroy everything in sight. When this occurs the party has to put the creature down. Once it is killed off it disapears and the cute familiar reapears.

The familiar cannot be killed or otherwise dismissed if placed in a container or imprisoned it will automatically reapear with the PC. In case they try using to fight other creatures, the monster it turns into will almost always attack the party as well as anything else.