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Erk
2007-10-26, 12:29 AM
This is cross-posted from this thread at Wizards (http://forums.gleemax.com/showthread.php?p=14172905#post14172905).

A truly useless item is no fun, but many GMs have need of a few semi-useless items that can be handed out to PCs for the fun of identifying a magic item, without granting tons of wealth or power. Some could potentially be very very useful with a bit of creativity, which is a lot of the point.

Note that most of these are not meant to be harmful items, just items that an adventurer probably wouldn't need. Ideally they should be usable to someone, else why would they have been made? Of course, some might just be some apprentice mage's experiment. Please post your own, but try to stay away from stuff like "stone that casts darkness and light at the same time so that they cancel out".

My contributions so far:
Pronto's Kitchen: Pronto was a famous mage-chef many years ago. So impressive was the work of his kitchen that two kingdoms fought a war over who would have the right to employ him as their head chef. Though Pronto is long dead, he kept detailed recipe books and records of how to recreate his tools and successes. Nevertheless, no one has ever again achieved quite his level of expertise.
Pronto's Powdered Water
This small leather pouch contains 10 teaspoons of dry, odorless powder that becomes clean drinking water when placed in a suitable vessel. A teaspoon of powder will fill a drinking glass. The bag can be recharged by filling it with powdered glass and holding it in a river for an hour.
Pronto's Stone Spoon
An ordinary looking soupsoon that can dip into ordinary stone as if it were thin liquid. The spoonful of stone can be eaten like soup or mixed into foods; it is edible even to non-lithovorous creatures. Different stones have distinct and different flavours. Rumour has it Pronto favoured granite as a seasoning in his soups.
Pronto's Finger Friend
This knife is always razor sharp when cutting nonliving, nonanimated organic materials; it is blunt and soft against any inorganic, animated, or living matter. (adapted from a few ideas around here)
Pronto's Platter
A rather nice looking dinner tray. Any food slopped onto it will organise itself into an elegant, attractive presentation as much as possible with the food supplied. Capable of generating its own parsley as needed. Even as food is removed from the platter, the food left reorganises to remain appealing.
Pronto's Polish
Any vessel rubbed with Pronto's Polish will behave like a Pronto's Platter for one meal. Besides the obvious, many hosts even polish their flatware with it: the food remains lovely even while on a guest's spoon.
Pronto's Pretender
This small ebony wand remembers any flavour or seasoning it has been "taught" by touching it to that seasoning and saying its name. When touched to one seasoning it already knows, and told the name of another it knows, it will alter the touched seasoning's flavour to match. Flavours revert after 2 days.
Pronto's Unwatched Pot
The moment the lid to this pot is closed, it becomes invisible except for the handles. Any nonmagical liquid in this pot boils as soon as it disappears. The pot itself never becomes hot, nor does anything inorganic inside it. Because the pot stays cool, nothing sticks to it.
Pronto's Convenient Reader (Thanks, icuall)
A 6" brass statue of a humanoid reading a book out loud. When placed on a closed book, it reads that book out loud in a pleasant, conversational tone (the ones made by Pronto speak in his voice and are highly coveted). Anybody in 30' radius is able to hear it, though the volume can be decreased. It only knows one language, and understands simple commands (read slower, wait a moment, read the recipe for tuna casserole). If there is even a trace of magic on the book, the reader will refuse vocally to read it - even Pronto didn't want anyone sneaking through his spellbook's defenses.
Pronto's Sanitary
This simple square of plain white cloth appears to be a Cloth of Cleaning (posted earlier by stargate525) and behaves as one. However, on a command word, it flies into the air and floats just out of the activator's way. On a second command word, it whisks down and scrubs the activator's hands clean, then flies back out of the way. More expensive versions can also be commanded to clean specific objects or surfaces.

Other stuff
Glasses of Read Nonsense
When worn, these will "translate" anything the wearer cannot read but believes to be writing. The writing will seem greatly valuable to the wearer, but as soon as the glasses are removed the meaning fades as if in a dream. Anyone attempting to identify the glasses must make a dc20 will check or believe that they do, in fact, work as translation glasses.
Loupe of Appraisal
This rune-engraved jeweler's loupe makes the wearer believe that any item she expects to be valuable in fact is valuable. Just as the glasses of read nonsense, identifiers must make a dc20 will check or believe the item gives true appraisals.
Xero's Incredible Top
When spun, this top spins normally for 1d4 rounds. It appears ordinary but cannot be stopped from spinning by any force, until its duration expires. Standing on it will cause the stander to spin rapidly and become nauseated for 1 round.
Patterned bag of tricks
These bags are available in the same colours/types as ordinary bags of tricks, but patterned with hearts and stars and other whimsical ornaments. The animals drawn out are plush.
Pillow of Clear Dreams
The sleeper's dreams can be seen in their eyes. They still sleep with their eyes closed unless something opens their eyes without them waking up.
Wand of Hair
Any surface touched with this wand sprouts hair. The thickness of the hairs can be determined by the wielder, from silk-fine to quill-thick. The hairs grow 1d6+2 inches long at a rate of 1 inch per round, then fall out.
Disc of Liquidity
This 3" diameter metallic disc turns to liquid on command, and reforms again on command. The liquid has a hardness of 10, just like metal: it does not splash or drip or fall apart, it remains a single fused piece. If broken by force, it hardens to metal and loses all magic. The disc will not reform if anything is in its way (eg. it is in a cramped space).
-a 3' long "rod of liquidity" and 10' long "pole of liquidity" also exist.
Flenser
This 2-foot long rod becomes soft, stretchy, and flexible at a command word. Repeating the command word hardens it back to metal, and a second command word causes it to reform as a rod.
Copytongue stone
Placing this smooth, oblong stone on top of your tongue and speaking causes it to remember your voice. Placing it under your tongue and speaking changes your voice to the one stored in the copytongue stone. The stone resists sliding any further down your throat, and does not impare speech.
Cup of Light
Light that shines into this cup becomes a clear, shimmering liquid and slowly fills the cup (and will keep spilling out if the cup is left in the light). If the cup is carried into darkness, the liquid inside it begins to evapourate: it produces the same light as a torch for about the same amount of time. Spilling the liquid doubles the light radius for 10 minutes; then the light all evapourates and is gone.
Floating hand
This glove must be worn on one hand, then a command word spoken. The command word causes the glove to become momentarily intangible and drift a few inches away from the hand it is on. It will then hang in the air and mimic the movements of the hand that was wearing it when it was worn. It can be picked up and placed in a specific location (it cannot be thrown; as soon as it's not being manipulated it continues to hang in the air), where it will continue to hang. The gloves have a STR of 3. The effects last 1 hour or until the command word is spoken again.
Tension String
When anchored (even very loosely) at two points and the command word spoken, this string becomes as taught as a bowstring, without putting any tension on the anchor points.
Pen of Parrying
This odd-looking metal quill can be used normally, but if tied to the arm it behaves in every respect like a buckler. Enchanted versions are possible.
Cinching Belt (this one is actually pretty useful if you're creative)
The buckle of this belt automatically loops itself and closes as soon as it is wrapped around something, and releases at a command word. It closes to comfortable tightness initially but will tighten on command; it cannot get tight enough to cause damage.
Ropole
This 10' length of rope straightens into a 10' pole (of rope) on command, provided there is space.
Transparency Paste
Rubbing this paste on a hard surface will make it transparent for 2 hours. The surface cannot be more than an inch thick.

Erk
2007-10-26, 02:17 AM
Uncoiling Helix
This appears to be an attractive, but inornate, helix-shaped wood carving (some are made of other materials, like glass or metal). It will uncoil as soon as it is touched, and attempt to squirm away. It has a touch AC of 20. As soon as the chaser leaves it alone, it will revert to its original shape. Loved by kittens everywhere.
Backwards Windmill
A small model windmill. The blades will turn slowly as long as the air around them is perfectly still; even the slightest breeze will halt the movement.
Dancing Beans
There are 2d10+10 colourful bean-shaped beads in this small, decorative leather pouch. On command they will leap out of the bag and perform an amusing dance, clattering and bouncing around all available surfaces, then gather up and hop back into their pouch.

-edit- still more
Lucky Ol' Toby
This smooth, silver-flecked skipping stone always returns to the wielder when skipped over water, arcing back like a boomerang. Lucky Ol' Toby's often come in pouches of 10 or 25 and are great gifts for young hobbi... halflings. When not skipped over water they are no different from any other stone.
Gruffcomb
Popular among a certain sorts of elven males, this comb makes silken blond hair look dark, thick, and a little tangled until washed. This is a coating, not an illusion; however, it always looks a little fake and is no use as a disguise, and has no effect on non-elven users.
Toothputty
Toothputty looks, to a modern Earth viewer, like chewing gum. When chewed, it drifts towards places in the gums where teeth are missing and fills them, rapidly hardening into a new tooth. The new tooth is distinctly different in colour from all the others around it, even if they are all made with toothputty, but it serves its purpose as a chewer.

Destro_Yersul
2007-10-26, 03:02 AM
Like this?

The Fantastic Clock
A large grandfather clock. The face is set with four smaller faces. No matter where it is the clock displays the local time accurately, with three smaller faces giving such details as which season it is, what phase of the moon it is and what day it is. The fourth small face tells what time it is on the material plane, should the clock be on a different one.

Hecore
2007-10-26, 04:05 AM
Mynak's Magical Mirror

At first glance this appears to be a dull, flattened metal disk about the size of an adult human palm. However, when the command word is spoken one side of the disk becomes perfectly reflective. This ability can be used three times a day, and lasts for 2d10 minutes per invocation.

Krelon
2007-10-26, 04:33 AM
You do realize that identifying costs 100 gold pieces and the items you are talking become truly useless on higher levels where players have tons of money while on lower levels it can be rather painful to spend money for that?

I hope you keep it to 1 in ten useful items.

anyway, trying to be constructive:

a wand of 'something useful'
With a spell like water breathing/invisibility/see invisibility/spider climb with 1 or few charges left. Allows the heroes (on lower levels) to pull a cool stunt that they would not be able to until higher levels, but only once!

dragon lily
A magical plant that now and then grows tiny bubble shaped fruit. If you pick the fruit and chew it makes you release a roar/smell/sulfurous foggy breath/lets the walls vibrate (could even shatter unattended glass) as if a huge dragon just roared.

Erk
2007-10-26, 06:32 PM
You do realize that identifying costs 100 gold pieces and the items you are talking become truly useless on higher levels where players have tons of money while on lower levels it can be rather painful to spend money for that?

I hope you keep it to 1 in ten useful items.

:thog:People actually enforce the 100gp-to-identify requirement? I generally let players identify for free or cheap if they can cast the spell themselves, I find it a very artificial money sink otherwise. I also let bardic lore checks work to identify well-known items, like items in pronto's kitchen (that one would synergise with craft:cook). Since useful magic items are rarer in my worlds, that money "gain" helps balance the lack of potent equipment I guess.

For DMs who like it RAW, I recommend introducing most of these items in ways that their usage is going to be fairly clear. Thanks for the observation Krelon :) and the cool items. They're going on my master list, with credit o' course.

Alex12
2007-10-26, 08:38 PM
Questfinder bead
This bead, when activated, generates a thin, easily visible stream of light to the nearest person who requires help (or believes they do) that the user is capable of providing. This in no way forces the user to help, nor does it make the person in need of help reward the helper. The stream of light does not require direct line-of-sight, but cannot go through any area that a medium-sized creature cannot pass. This effect has unlimited range, but only affects the single nearest creature needing help. The effect can be turned on and off as a swift action.

It could use some clarification, I think, but this is as good as I can do right now.

BisectedBrioche
2007-10-26, 08:52 PM
Indestructable Boxes and Bags
These are boxes and bags which come in many sizes. They are completly indestructable. If anyone attempts to use them for offensive or defensive purposes they cease working (exception: if they are used as part of a barricade).

Mewtarthio
2007-10-26, 10:26 PM
Cup of Light
Light that shines into this cup becomes a clear, shimmering liquid and slowly fills the cup (and will keep spilling out if the cup is left in the light). If the cup is carried into darkness, the liquid inside it begins to evapourate: it produces the same light as a torch for about the same amount of time. Spilling the liquid doubles the light radius for 10 minutes; then the light all evapourates and is gone.

This actually makes for a brilliant MacGuffin (pardon the pun). It converts light into liquid. That's epic stuff: This thing's probably artifact-level power, and yet it's utterly usless as a practical tool. You can send the PCs off on a "recover the magnificient artifact" quest with no fear that they'll use the artifact to unbalance the world (they can't even sell it: It's like stealing the Mona Lisa, and they'll likely get a sufficient reward from their employers). Alternatively, you could stick this in the greatest and holiest temple to the god of light, giving them a truly fantastic holy item (I picture pilgrims lining up outside the temple to drink from the cup) without tempting the PCs to steal it.

Anyway, a few items:

Headband of Dream Recall
When a sleeping creature wears this headband, its dreams are recorded and stored within a gem set in its front. Any creature can later don the headband and speak the command word to go into a trance and quickly re-experience the dreams stored within. It takes only a minute in the trance to experience an hour's worth of dreams. Unlike regular dreams, dreams drawn out of the gem are recalled with perfect clarity (or, at least, as clearly as the dreamer pictured them originally). The headband must be worn throughout the entire sleep period to function. The gem can be any fine-sized gem worth at least 1 gp and stores up to twenty-four hours of dreams.

Faint Divination; CL 4th; Craft Wondrous Item; detect thoughts; 100 gp
OR
Faint Telepathy; ML 4th; Craft Universal Item; read thougts; 100 gp

Headband of Lucid Dreaming
When a sleeping creature wears this headband, its dreams are completely lucid. It is aware of itself in the dream and knows it is dreaming. This exercize is purely academic, as the creature is still simply dreaming (so, it cannot die in the dream, nor can it plane shift out of the dream and bring back items). A creature dreaming lucidly still benefits from sleep, though a spellcaster doing anything strenuous in the dream does not refresh spells.
Occasionally, this item is cursed due to shoddy manufacturing. In that case, every dream the subject has is lucid until the curse is removed (note: It is not necessary to describe every dream; except for spellcasters, this is purely flavorful). Cursed headbands of lucid dreaming are often indistinguishable from headbands of intellect.

Moderate Transmutation; CL 6th; Craft Wondrous Item; fox's cunning; 150 gp

Rope of Irrigation
This rope perpetually feels wet. When the command word is spoken, fresh water seeps out of the rope at a steady rate. This may not be enough to satisfy all but the thirstiest of humans, but when buried underground the rope provides sufficient water to allow wheat (or any plant that requires less water) to grow directly overhead.

Faint Conjuration; CL 1st; Craft Wondrous Item; create water; 500gp

Erk
2007-10-27, 12:30 AM
Heh, you're right: put that way, the Cup of Light would be a pretty sweet macguffin. I really like your headband of lucid dreaming: while not a "useful" item, it could be vastly handy for the DM, who could use lucid dreams as a big story development pathway.

Edit: should think up a few more of my own.

Manyflavour <ingredient>
This ingredient - a tea leaf, coffee bean, or similar item that has the flavour boiled out of it in regular use - can be used thousands of times before its flavour dulls. A single Manyflavour Tea Leaf can be used to turn an entire lake of water into tea, given enough heating and steeping. Eating, burning, or otherwise consuming the Manyflavour will destroy its reusability. Manyflavour is not an enchanted item; rather it is produced by rare supernatural subspecies of plants; eg, a Half-Celestial Coffee Plant.

Living Paint
A painting made with Living Paint will animate on its own. Characters in the painting have a rudimentary intelligence based on how well they are drawn (equal to the Craft(Paint) check result - 20, minimum 1) and appear to interact with each other, but are unaware of the outside world. Truly exceptional Living Paintings will become self-contained worlds where characters die and reproduce and live lives.

Bottomless Scroll
This is a high-quality piece of parchment with a roller at each end; the parchment can roll up or down and can be opened up to about 20". Though not exceptionally large, a Bottomless Scroll actually contains about 5 miles of writable surface. The enchantments necessary to contain this parchment in a normal-sized package make the paper unsuitable for recording magical writings of any kind.

Key Quill
Key Quills come in sets of two or more. A message written and sealed with one Key Quill can only be opened by the bearer of a matching Key Quill. Attempting to open the message by force will set off a CL3 Burning Hands trap. This can be circumvented; nevertheless Key Quills are a relatively affordable way to send secure messages. Their resale value is rather low: no one knows where any others of the set might be, compromising the set's safety.

Pronto's Oven
This oven will cook anything inside it as a normal oven, but as soon as it is open becomes completely cool: hands stuck into the oven are quite safe until the door is shut. Further, dishes inside the oven become very hot, but never quite hot enough to burn.

Lysander
2007-10-27, 12:58 AM
Figment Flowers

This simple blue vase creates an illusory image of assorted flowers. As they are a hologram they never become old or need replacing.

Moon pen

This pen produces an ink only visible by moonlight.

Krelon
2007-10-27, 04:51 AM
:thog:People actually enforce the 100gp-to-identify requirement? I generally let players identify for free or cheap if they can cast the spell themselves, I find it a very artificial money sink otherwise. I also let bardic lore checks work to identify well-known items, like items in pronto's kitchen (that one would synergise with craft:cook). Since useful magic items are rarer in my worlds, that money "gain" helps balance the lack of potent equipment I guess.


In most games it's 100g cash or use at your own risk (you never get to know the bonus, the DM handles it secretly, so at some point you just pay the ID to be done with it). In one game I'm in spellcraft and knowledge arcana checks help with most items (but to be sure they are not cursed you still have to powder a pearl worth 100). I like your idea to allow bardic lore checks to identify well-know items without paying. It increases the usefulness of the character and bards really need that.

I'm proud I just made up one more item :smallbiggrin:

jar of pickled eyes

You see a glass jar filled with eyeballs floating in vinegar. The jar can be opened easily and the - seemingly human - eyes can be taken out. They are warm to the touch, although the vinegar itself has room temperature.

The glass contains 2d4 (or an other sensible number of) human eyeballs.

Any creature with eyes (doesn't matter if it can actually see through those eyes) can use them by taking out a pickled eye then pressing it to it's own eye.

This results in 1 point of acid damage and loss of eyesight for the touched eye for 1d4 (or any of DMs choice) hours. This is also the maximum time the pickled eye works. In exchange, as a free action (blinking) you can switch your sight between your other working eye(s) (if any) and the pickled eye. The pickled eye can be placed anywhere (it does not move). You can use your hide or sleight of hand skill (both with a bonus of +8 versus spot checks and non-related search checks, like search for traps) to hide it somewhere, someone searching for spying familiars or peepholes gets a +2 bonus on his search check. The eye goes bad after the time is up. It can be destroyed easily before that time but this doesn't change when you can see normally again.

Altharis
2007-10-27, 08:18 AM
Oh sweet! A thread wherein I can create near useless things as an expression of creativity!

Glove of Handmorph
This velvet glove changes its colour, texture and density at the whim of its bearer.

Glove of Handshake Imprinting
As a move action, you may "store" a short sentence or phrase of no more than 20 characters in the glove. When you shake somebody's hand, that phrase is then clearly visible on their hand as an indentation that goes away after one minute.

Beads of Magnetism
These coloured beads are often sold in pairs as tracking devices. With a command word, it is pulled by magnetic forces towards the other bead/s. With another, it is repelled by magnetic forces to go as far away as it can from the other bead/s.

Beads of the Elements
Sold as a necklace of 4 beads, one fiery red, one watery blue, one earthy green and one sunny yellow; it is used by planar rangers for direction purposes. The beads swap places on the string often, with the bead in front symbolising that the closet portal to an elemental plane is a portal to its plane.

Like 'em?
Altharis

Maldraugedhen
2007-10-27, 08:41 AM
The Cup of Light is your best friend for desert travel.

The Malleaboots
A pair of tall, dark brown leather boots that shift sizes to fit the foot of the wearer, and have 2" thick soles. The soles can morph to fit to any surface, however, they are not made of a sturdy enough material to brace the wearer very effectively. Pinching the toe on the left boot causes the boots to retain their current sole imprint, while pinching the toe on the right boot restores their shifting ability.

The Dazzling Lantern
This lantern is ball-shaped, with a latched port for pouring oil into. As soon as oil or any other combustible material is placed into the lantern, the lantern begins to shine--brightly, illuminating 30 feet brightly and out to sixty dimly. However, no character (including those with dark- or dimvision) can make out the natural color of any object the lantern illuminates--the lantern rapidly shifts and skips through the visible spectrums of light for all of its observers, making distinguishing natural color impossible--even with other illumination acting on the same surfaces. The Dazzling Lantern cannot be put out or emptied--its contents must burn through before the light sputters out and stops. Destroying the lantern does not solve the problem in an immediate sense, either, as the fuel inside the lantern spills out onto the ground, illuminating 60 feet brightly out to 120 feet with the same dazzling effect, and causing creatures that look directly at it to make a Reflex save at DC 15 or be blinded for 1D4 rounds. The fuel continues to 'burn', although cool to the touch, until its normal usage period is depleted. Any enchanted effects caused by burning specific substances continue while in the Dazzling Lantern and while out of the Dazzling Lantern before their burn times expire. When a regenerating substance is placed in the Dazzling Lantern, when it burns through one of its periods, it seeps out of the bottom of the sphere, seemingly passing through the metal base.

Phantom Oil and Regenerating Flask
The flask of average size you see before you is made of some un-placeable material--it is translucent but malleable, although it can be slashed open, and is sealed with a stopper. It contains an oil inside of it. The instant the last of the oil is removed from the flask and placed into another container, the flask dissolves. This oil, when burnt in a lantern, generates illusions. The illusions are of creatures of various species the viewer would recognize, with attitudes towards the viewer that the viewer would expect of those creatures (assuming the race as a whole tends toward the same opinion, otherwise, generate randomly or default to apathy as usual for meeting new random NPCs). The illusions cannot (and do not seem to attempt to) speak, and are unique to each viewer. The oil 'burns out' after 1D4 hours, and, when extinguished, still fill the lantern until the lantern is inverted or otherwise emptied onto the ground. Whenever the liquid for a Regenerating Flask, such as the Phantom Oil here, is uncontained, the Flask regenerates around the liquid, collecting it into the appropriate size and shape for the Flask's interior, then seemingly secreting from the fluid.

DracoDei
2007-10-30, 02:45 PM
The Cup of Light is your best friend for desert travel.
I don't think you can drink it... it is just a light source...

DracoDei
2007-10-30, 02:50 PM
Pronto's Stone Spoon
An ordinary looking soupsoon that can dip into ordinary stone as if it were thin liquid. The spoonful of stone can be eaten like soup or mixed into foods; it is edible even to non-lithovorous creatures. Different stones have distinct and different flavours. Rumour has it Pronto favoured granite as a seasoning in his soups.
You need to include rules for the tunneling rate that can be achieved using this... because you KNOW someone is going to make the Sleight of Hand roll keep this when they are thrown in the clink... and then make their escape over the next X years... (ranks in Profession[Accountant] used to get on the jailers' good side by helping him make his kickback schemes more effective and harder to trace and hiding the tunnel behind an oil painting of an attractive member of the opposite gender that your status allows you to keep in your cell are purely optional...) :smallbiggrin:



Uncoiling Helix
This appears to be an attractive, but inornate, helix-shaped wood carving (some are made of other materials, like glass or metal). It will uncoil as soon as it is touched, and attempt to squirm away. It has a touch AC of 20. As soon as the chaser leaves it alone, it will revert to its original shape. Loved by kittens everywhere.
The perfect donation for the cat-person orphanage! (and thanks to peoples' wanton use of physics there are a disproportionate number of humanoid-kitten orphans).

Krelon
2007-10-30, 03:04 PM
scroll of self restraining

You hold this scroll in both hands and read it aloud, it transforms into a rope or chain or steel manacles (material and color at your choice) and ties your hands together! With a command word (which you must specify as part of this spell and of course memorize!) the shackles crumble to dust and you are free.
Anyone seeing the transformed scroll with detect magic must succeed at a spot check DC 15 to notice that magical aura, the only other way to find out that it is magical is to cast identify (which reveals the command word). An antimagic field removes all magic, you are left with mundane rope/chain that restrains you normally.

Kvenulf
2007-10-30, 03:18 PM
A couple of Magic Items I have handed out over the years:

Ring of Potential Friendship
When worn, this ring becomes warm when the wearer is in the presence of someone of the same alignment. As the wearer draws closer, the ring becomes warmer, although it never becomes hot. Functions automatically.

Dagger of Orc Detecting
This dagger dtects orcs at up to 500'. When orcs are detected, the dagger begins bleating like a sheep. As the orcs come closer, the bleating becomes louder, until one has to shout over it in melee range. Functions automatically.

Shield of Wolf Summoning
This shield is a large, wooden round shield with a heraldic wolf painted on it. It functions as a +1 magic shield. However, when that +1 is enough to prevent the character from being hit, the shield will summon a pack of ordinary wolves the next night. These wolves attack; they will favor the shield-bearer over other targets. If the shield protects multiple times over the course of a single day, it will summon wolves that number of times over the night, one hour apart for each summoning.

Beer Goggles
When worn, these goggles make the wearer see other people of the gender he/she is attracted to appear to have an +8Chr. It requires a DC15 Will save to remove the goggles.

Maldraugedhen
2007-10-30, 04:20 PM
Cup of Light
Light that shines into this cup becomes a clear, shimmering liquid and slowly fills the cup (and will keep spilling out if the cup is left in the light). If the cup is carried into darkness, the liquid inside it begins to evapourate: it produces the same light as a torch for about the same amount of time. Spilling the liquid doubles the light radius for 10 minutes; then the light all evapourates and is gone.


Emphasis mine.

If it's a liquid, you could drink it. In a desert, during the day, it would continually overflow.

...Actually... maybe a little cross-thread pollination is in order.

The Vertigo Box
This is a box, roughly two feet by two feet by two feet in size. It is made of wood, and has a bronze-hinged lid with a latch. The box is similar to a Bag of Holding, in that it acts as a mobile portal to another plane, however, the Vertigo Box links to the Elemental Plane of Air. The portals on the other end of the box are always roughly 300 feet 'above' (facing) a large landmass. Any character who sees the inside of the box must instantly take a Fortitude save at DC 20, or lose their balance and fall prone (regardless of whether they've seen it before). Creatures small enough to fit inside the box, if holding the lid up, will fall through the portal and onto the Elemental Plane of Air. However, once on the Elemental Plane of Air, they cannot change their personal gravity as normal, nor can creatures ordinarily capable of flight do so (even if they fly by nature of their own buoyancy, as in the case of Air Elementals and other such creatures). Instead, they fall towards the landmass the portal was pointing at, at a rate of 100 feet per round. Just before hitting the landmass, however, they are teleported back to whatever plane the box was in, and come shooting out of the box upward (assuming the box was oriented upward) at 10 feet per round, falling back down to the ground. If the box was oriented perpendicular to the direction of gravity, they come shooting out of the box at 30 feet per round, and, if downward, 10 feet per round, taking 1d6 fall damage. Flight-capable creatures, if shot upward, may react quickly enough to regain control, although they will still be disoriented after the teleportation. Inanimate objects thrown into the Vertigo Box react the same way. The latch automatically unlatches if it is latched when something is coming from the other side.

DracoDei
2007-10-30, 11:06 PM
If it's a liquid, <Snip>
So is motor oil, rubbing alcohol, or benzene...
Just my take on it...

BisectedBrioche
2007-10-30, 11:20 PM
The Box of Bags
A nondescript wooden crate which produces sacks of whatever size and (mundane) material anyone who opens it needs.

The Bag of Boxes
A nondescript sack which produces wooden crates of whatever size anyone who opens it needs.

Maldraugedhen
2007-10-31, 09:50 AM
Bah, that'd never stop the party barbarian. Then, with the party cleric standing nearby, you can find out exactly what it does.

Alex12
2007-10-31, 02:51 PM
Sword of Ancient Smiting
This sword functions in almost all situations as a +1 sword. However, when it hits any creature over 4,000 years old, or any object that has been in existence for that long, it instantly destroys that creature or object. This is totally ineffective against gods of Divine Rank 1 or higher, artifacts, and relics.

Altair_the_Vexed
2007-10-31, 02:59 PM
Sword of Ancient Smiting
This sword functions in almost all situations as a +1 sword. However, when it hits any creature over 4,000 years old, or any object that has been in existence for that long, it instantly destroys that creature or object. This is totally ineffective against gods of Divine Rank 1 or higher, artifacts, and relics.

That would be awesomely powerful - plenty of liches, contructs... the game world...
Or is the game world an artifact? :smallwink:

Alex12
2007-10-31, 03:03 PM
That would be awesomely powerful - plenty of liches, contructs... the game world...
Or is the game world an artifact? :smallwink:

I think the gods might have something to say about you destroying the world. And by "something to say" I mean lighting bolts, rocks, and insta-youdie attacks. And yes, liches could be killed easily with this, provided that you can actually hit them with it.

Kaelaroth
2007-10-31, 03:25 PM
The Heart of Shimra:
This fist-sized pulsating deep-red stone provides shadowy illumination every other round. Also, when asked to in Celestial it reveals to you your one true love, by bleeding sap into the air, which coalesces into an image. It can never be used more than once by one person.

Lunia's Rod:
This thin silver rod has a cresecent moon head, and is wrapped in strands of vines (which never wither). When activated by a command word, the rod always levitates and points to where the moon is. This never works if there is not room for it to levitate, and does not work when immersed in water.

Ilphutaar's Salve:
When applied to the eyes, this thick and creamy ointment allows the applier to see diseases and poisons in effect.

DracoDei
2007-10-31, 05:27 PM
Ilphutaar's Salve:
When applied to the eyes, this thick and creamy ointment allows the applier to see diseases and poisons in effect.
Needs duration and other details. Should perhaps require Heal checks to identify the exact poison/disease (see the Detect Poison Spell).

BRC
2007-10-31, 05:31 PM
The Game Ring
This ring provides you with a +1 attack bonus provided you don't think about it.

Maldraugedhen
2007-10-31, 06:03 PM
Sword of Ancient Smiting
This sword functions in almost all situations as a +1 sword. However, when it hits any creature over 4,000 years old, or any object that has been in existence for that long, it instantly destroys that creature or object. This is totally ineffective against gods of Divine Rank 1 or higher, artifacts, and relics.

So when it hits, what, the ground?

jindra34
2007-10-31, 06:08 PM
The Game Ring
This ring provides you with a +1 attack bonus provided you don't think about it.

Shouldn't that be the catch-22 ring?

BRC
2007-10-31, 06:20 PM
Shouldn't that be the catch-22 ring?
No thats
Yossarian's Blade of Pacifism
A +6 vorpal longsword that can, once a day, gain an automatical cricital hit. If weilded by anyone other than a pacifist, it becomes completally mundane.

RandomNPC
2007-10-31, 08:38 PM
no no no.

the game ring is a nod to "The Game"

if someone could provide linky, i don't know it myself, but here's the rules as i know them.

1: knowing of the game means you are playing the game. (from this point on untill end of forever, or if you forget.)
2: actively thinking about the game means you lose the game.
3: when you lose the game you must anounce it (i just lost the game.)

see, you lose the +1 bonus when you think about it. also i just lost again.

Lord Iames Osari
2007-10-31, 08:41 PM
Curse you RandomNPC! :smallfurious: For this your family will pay a terrible price as ill-fated hirelings on my next adventure!


:smallwink:

Maldraugedhen
2007-11-01, 12:03 AM
Solution: write a note to the DM that you are wielding the Sword of the Game, and that he should add 1 to your attack when appropriate.

Forget about it. That +1 isn't your problem anymore.

Merlon
2007-11-18, 09:10 PM
That Cup of Light from previous posts....

If i didn't misunderstood the concept, then it is a chalice what converts sunlight into liquid. And stores it for some amount of time. Can be spilled. But does it stick on surfaces, if splashed?

If it does, then you could use the contents of this cup to carbonize any creature that is either vulnerable or can be damaged directly by sunlight (Vampires, etc.).

It could probably be used for getting a suntan as well. :smallcool:

Edit:

I dreamt that it is a big, powerful sunlight converter, *sighs* that would store and give off warmth as well. Unless the light is collected somewhere in arctic regions, of course.

levi
2007-11-18, 10:03 PM
I have two items that fit this theme nicely. They where both originally concived by a NPC of mine named Vinter. Vinter has an interest in cards. Playing cards, divining cards, decks of illusion, decks of many things, etc. Over the course of his (tragically short) life, he created several sorts of magical decks of cards. Only two, nearly useless, varieties are presented here. I apologize for not giving full formal stats, I have them stashed away somewhere, but I'm too lazy to go find them.

Vinter's Self Shuffling Playing Cards
This deck of playing cards appears to be quite ordinary. However, they actually have a handy magical animation placed on them. When someone addresses the deck and speaks the name of a card game they know, the deck assembles itself into a neat stack and awaits further commands. Then the user can give additional commands to the deck, such as "shuffle", "deal", etc. and the magic will perform the appropriate actions.

Vinter's Deck of Illusionary Things
This deck appears in all respects to be a deck of many things, however, all effects grated by drawing cards from the deck are illusionary. The afflicted character belives the effects are real untill proven otherwise. Characters who belive themselves to be killed fall to the ground and sit there helplessly.

So, what do you think of those?

BisectedBrioche
2007-11-19, 03:21 AM
Vinter's Deck of Illusionary Things
This deck appears in all respects to be a deck of many things, however, all effects grated by drawing cards from the deck are illusionary. The afflicted character belives the effects are real untill proven otherwise. Characters who belive themselves to be killed fall to the ground and sit there helplessly.

IIRC some of the effects of a deck of many things are to make the results illusional. How does that work?