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Kizor
2008-05-09, 10:57 PM
We've all seen threads for coming up with useless magic items. That's easy. Ring of Extra Ring Wearing. Ring of Invisibility (itself). Shield of Sparrow Deflection (http://www.giantitp.com/comics/Incentives.html). Helm of Reverse Telepathy. What I'd like to have us do is altogether more challenging: Invent magic items with some point to them - just not much.

Such an item can be statted or unstatted. It might have no immediately apparent use, or it might have an use outside the field of dungeon-braving monster-killing, which is, after all, small and highly specialized. (A comment behind the next link mentions the perfectly shaving razor.) Whatever the case, it should be a novelty that a PC could hang onto for reasons beyond blinding the next person to cast Detect Magic on her or OCD.

And yes, I suppose that "A bag... that you can pull animals out of" would count.

The inspiration and a few examples came from Shamus Young (http://www.shamusyoung.com/twentysidedtale/?p=692):


One of the things I loved to do in our campaigns was give out magical items which were interesting but mostly useless. We’ve been trained by movies that if you find some seemingly unimportant bauble, then the story will later create a situation where it will be the key to solving a problem in an unexpected way.

My favorite was a rope I gave them that untied itself the moment you let go of the knot. It was pointless, but enough of a novelty that they hung onto it. Another was a chalice that would purify any water you put into it. It was sort of a magical water filter which could turn a glass of swamp sludge into mineral water in about five minutes. Another was a magic staff which had only one property: It could be placed tip-down on the floor and it would keep itself balanced.

Once in a while they would haul out one of these magical booby prizes and actually put the thing to some unexpected use. I always loved when they did that.

And in you-know-where, Silverclawshift wrote:

We found one of our DMs notorious calling cards, the "Magic Item with no directly applicable use" that we wind up figuring out what to do with. In this case, it's a coin that, when flipped, will change the pattern engraved on it so that it always lands heads. Except that if it initially lands on tails, the pattern takes a good 5 second to change, and does so visibly and with a series of faint clicking noises. useful, right? I'm hanging onto it though. I'm a rogue, it's a magic coin. That's like, what I'm all about right?

(Possible suggestions for improving this post are also appreciated, as I can be infuriatingly unclear at times.)

Eurus
2008-05-09, 11:30 PM
Pretty Bauble: Does very little, but it's extremely shiny. It actually possesses a faint enchantment that causes anyone with an Int of under 10 to want it because, hey, shiny. On the one hand, can attract goblins. On the other hand, can be used to bribe said goblins to escort you through the mountain, or given to a gang of trolls to trick them into fighting over it while you make your escape.

Is that of dubious enough use? It really depends on how clever the party is. Ooh! Or how about:

Self-washing dishes. Exactly what the name implies, they're dishes that clean themselves after every meal. A staple in any noble household, obviously, but perhaps not the most useful for adventurers.

Or an Enchanted Teacup? Just add water, and it magically transforms it into steaming-hot tea! No, you can't re-sell it.

See, the average adventurer might have a substantially different perception of 'useful' than someone else. The teacup, for instance; unless the party has a monk or samurai who doesn't like lugging around bricks of tea, you probably won't get much use out of it. For your average tea-sipping merchant, though, it's quite handy, especially if tea happens to be a rare commodity in your world.

EDIT: Also, any magic item can be reduced in usefulness somewhat by rendering it intelligent without providing any extra powers. A Crystal Ball is nice and all, but what about one that gets mad at you if you insult it and stops functioning if it thinks it's being 'overworked'?

Lappy9000
2008-05-09, 11:35 PM
Although I really have nothing to add to the list currently, I do think that this is a great idea! It would be especially useful in magic-heavy campaigns like Eberron where people use mundane magic items all the time.

Pronounceable
2008-05-10, 02:00 AM
Hungry Armor: This plain looking cloak, when worn, polymorphs into a suit of armor its wearer would wear (plate, chain or leather). When removed, it turns back into a cloak. Armor grants its wearer 1d20 random bonuses and abilities (stat bonuses, HP increase, save bonuses, any spell as a spell like ability, class abilities like evasion, timeless body or smite evil, initiative bonus, etc). However, it has %2 chance of instantly devouring its wearer destroying and absorbing his soul every hour it's worn. The bonuses granted by it are taken from its previous owners (smite evil from a paladin, evasion from a rogue, spell like ability from a sorcerer's known spells, rage from a barbarian, etc). When it devours someone, it gains a new bonus depending on its victim (if victim has no abilities armor doesn't already have, it gains a HP or save increase). No victim of the armor can be brought back unless it is destroyed first.


Did you mean something like this? Or...

Ring of the Con: This diamond ring shows no sign of magic. But it teleports back to its owner's finger when he concentrates for one round. The ring considers the last person who wears it for one full day to be its owner. The main use it sees is by travelling conmen who repeatedly sell it for the fraction of its value.

...this

Edivad
2008-05-10, 02:20 AM
Nice idea, some "trinkets"that add flavour or colour to a game but aren't usually too useful. Here are my humble suggestions - I hope they're not too powerful,
I'm mainly focusing on the "marginal but STILL useful"part, and also assuming you can take a "normal", non magical but useful item and make it slightly more useful with magic.
For example, might make items that mimic level 0 spells....Anyway:

Magical Fly Swatter: This magical fly swatter is surprisingly easy to wield when used against insects. It's a simple light weapon dealing 1d2 damage(crit 20/x2) which makes it pretty useless against most opponents. However, it has a +3 bonus to attack and damage when used against Fine and Diminutive Vermin. Pretty good for swatting these annoying flies and mosquitoes!

(alternative idea: small, "magical"can of bug spray that's basically useless against any Vermin you are actually going to fight, except for some minor Constitution damage if they fail a low DC Fort save. It shouldn't be TOO powerful, or it would be actually useful against swarms.)

Magical Compass: What makes it magical is that in most D&D there aren't compasses at all, I guess. Having the compass basically is the same thing as being able to use "know north"spell at will, with the small bonus it shouldn't be able to "go crazy"like a normal, real compass can in some situations(electromagnetic fields).


Colored Torch: Works just like a normal torch...except that its flame is a specific color, like blue or green. Could even be sold as a trinket and be used for illumination as parties - green flames look cool, don't they? Cost could be something like fifty times a normal torch(so 5 sp instead of 1 cp)

Lucky Coin: Once per day, the user can "ask the coin" if he should attempt or not a single specific skill-based action - such as, "Should I try to pick this lock?" or "Should I try to jump across this chasm?". He must then bet on whetever the coin will come up head or tails, and then throw it. If he wins, he gets +1 to the intended skill check if it's performed in the next 5 minutes.
(Notes: maybe losing the bet might imply a -1 penalty, but that might be too bad - the item is already very marginally useful, basically 50% chance of a +1 to a single skill check/day).

Lucky Die: A somewhat greater - if more risky - version of the lucky coin. Once per day, the user can concentrate on a skill-based action he is thinking about attempting, and then roll the die. Higher result means he gets a bonus, but a low result means he gets a penalty - effectively, this means he has a +1d6-3 modifier on his next skill check with the intended action if it's performed in the next 5 minutes.
(Notes: On average, this is a +0.5 bonus - pretty trivial, I say. this item might be nice for a gambler or some superstitious character )


Magical Pen: A magical pen(usually a quill) with unlimited ink, you never have to worry about it running out. In addition to this, what you write with it has an extremely faint magic area.
(Notes: An improved version could be able to write in several different colours!)

Sunglasses: Wearer gains a +2 bonus to saves against being blinded or dazzled by bright light(such as by a Flare spell)and a +1 bonus to Intimidate checks. However, he also has a -2 penalty to all Spot checks.
(Notes: a comical item, considering the intimidate bonus, but someone might like it)

Pie Guy
2008-05-10, 05:51 AM
Sheep Brains: Preserved sheep brains attract all zombies within a 2 mile radius(why not?)

Also sort of limited, but helps escape roaming armies of zombies.

Magic Fan: Cools down hot objects.

But keep it away from the fire! (Or fire elementals)

Merlon
2008-05-10, 06:26 AM
Magical Pen: A magical pen(usually a quill) with unlimited ink, you never have to worry about it running out. In addition to this, what you write with it has an extremely faint magic area.
(Notes: An improved version could be able to write in several different colours!)

Ebberon has it. It is called a Scribes Pen. Does not run out of ink, change ink color at will and work almost everywhere.

But how about mundane lighter? No need for flint and steel again. Keep in mind to refill it though. Or juice it up with some magic and light torches, campfires or whatever flammable item as free action. (Like flamecloth gloves from Full Metal Alchemist). Got yourself an nice accessory. Empower it, and light even wet logs in emergency. If too powerful, state out that glove only works when dry. Dont give it a reach, though. Then it will become a little too handy weapon.

Some rule-wise reader could stat out couple versions of it :)

Krimm_Blackleaf
2008-05-10, 06:28 AM
Here's one I came up with way back when for another thread, but I think it still applies here.

The devil/angel rod: This six-inch long rod appears to be made half of ivory and half of mahogony wood. The ivory half appears to depict a small winged angel, whilst the other is a mischevious devil. When a character is having an issue of morals two small illusory creatures will appear on opposite shoulders that only the ownder of the rod will see, one is a devil, the other an angel. Each will attempt to convince you of it's moral path. This has no mechanical effect on the character, he may listen to whatever each tiny illusion will tell it, although what the illusory outsiders say usually comes from the good and evil sides of the owners own soul. The illusions commonly make themselves appear as angelic or devilish versions of the rods bearer.

Variant: The Slaadi/Modron rod.

Edivad
2008-05-10, 07:02 AM
Ebberon has it. It is called a Scribes Pen. Does not run out of ink, change ink color at will and work almost everywhere.

Meh, I kinda suspected there was already something like that....


Anyway, the devil/angel rod is quite nice and funny.

As for new items, I'm taking inspiration from checking the spell/power lists of level 0 and 1 spells, seeing if there are very weak magical effects that items could be imbued with. Here's something inspired by Shocking Grasp(and the "Joy buzzer"toy...). Could see a gnome trickster having fun with it!

Shocker Ring: This ring has the picture of a small lightning bolt on it. When the wearer shakes hands with someone, he can choose to activate the ring's magic. If he does, the ring gives the other person a weak but noticeable electric shock, dealing 1d3 nonlethal electrical damage. The ring can be used thrice per day.


And something inspired by the "flavour"use of the Prestidigation spell:

Plate of Good Eating: This good quality plate has a minor enchantment on it. Anything eaten from it tastes just a bit better. It won't allow people to eat things that are really disgusting from it, but it could be useful to make something like gruel palatable.
Note that the food looses its enchanted flavour 2 minutes after leaving the plate, so you can't abuse this is to make tons of food good-tasting - you have to directly eat from it.
(For those who want a in-game effect: When used to serve food made with a Profession(Cook)skill check, the food feels like the chef's skill check was 3 points higher. Magical restaurants could use this to attract more clients.)

Cup of Good Drinking: As the plate, except this is a cup and improves the taste of all kind of drinks. Even simple water feels more "refreshing"when drunk from it.

Lappy9000
2008-05-10, 07:55 AM
...but it could be useful to make something like gruel palatable.

Hey, gruel's awesome with a hint of cinnamon and sugar.

Rod of Preservation: Any foodstuffs touched by a Rod of Preservation will decay at one fourth of it's normal rate. Commonly used by travellers to help conserve food, it keeps canned preserves in cellars lasting much longer. Additionally, a deceased body may be preserved as well, but deteoriates at one half of its normal rate.

Cracklepowder: Once exposed to water (just a drop will do), this light gray powder begins to emit small, crackling sparks that blind all enemies within a 30-foot radius who fail a DC 12 Will save.

Horn of Summoning: This mundane-looknig horn is quite heavy, and has a small switch on the top that can be pushed into one of two directions. One side makes the horn hearable to a certain species (usually a humanoid subtype), while the other allows it to be heard by all creatures that hear.

Powerpole: This 1-foot long wooden pole has a small button on the top end that, when pushed, causes the pole to extend until the button is pressed again. However, the range of the pole's extension is 10-feet.

jagadaishio
2008-05-10, 03:14 PM
A little dove carved of wood which will follow the verbal commands of whomsoever has their name carved on its underside. It doesn't have any attacks which deal damage, it has a base land speed of 10ft and a flight speed of 20ft (poor). I would have some phenomenally low strength score, such as 2. It would mostly be useful for fetching trinkets and for children to play with. It would remain inactive until a command word is given.

An enchanted silver needle which, when provided with thread, will mend any clothes on which it is placed.

A magic pen that has two command words: draw and write. When pointed tip-first at something and given the draw command word, it will draw in as perfect detail as possible the scene that was before it at the time of the command word being given. When told to write, it will balance itself tip-first on a piece of paper or parchment and keep a running record of everything that was said or done within 60ft of it until such time as the command word is given again, at which point it becomes inert.

A carved wooden box the size of a brick which cannot be balanced upon, whether trying to balance yourself or an object. A foot will slide off of it, other boxes will fall or slide off, and so on. If a person is only putting part of their weight on the brick, they are entitled to a balance check to keep from falling prone, but if they are putting their full weight upon it, they automatically fall off.

A ring which is always perfectly sized for what it is placed on (presumeably a finger, but a resizing ring could be very useful in all sorts of tools).

Fish hooks which only let go of something that they're hooked onto when given a command word, pulling just does damage without tearing it free. It can be cut out by removing the flesh that it's actually touching if the command word isn't known.

Self-warming gloves.

A little metal rod which erases ink. Keep away from brightly coloured clothes.

A never-ending reel of twine or paper or something.

A ring which, when worn, will keep you permanently looking freshly cleaned.

A kettle which can heat or cool any liquid placed inside of it to any temperature. Has no effect on any solids.

A sheet of fabric which will do its best to display any pattern or picture which you describe to it. Perfect for emulating flags or fake paintings.

A metal plate which tells the current date, time, weather, stage of the moon, and any important holidays on it. Does not tell anything about previous or future days.

Jayngfet
2008-05-10, 03:20 PM
do these count? (http://www.giantitp.com/forums/showthread.php?t=80187)

aside from the bubble one you're better off wanding the right spells, unless you're planning an assassination and need something nondescript!

arkanis
2008-05-10, 03:22 PM
Wand of Communication (Cell Phone)
This small flat wand (resembling a woman's powder box more than a wand) has a series of numbers and symbols on one side and on the back.

When using the wand, the correct sequence of symbols must be pressed in order to open up a channel with another wand of communication. When this is done, the targeted wand will make an alarming noise as if by the alarm spell for 1d4+1 rounds or until it is picked up and wielded. Once a channel is opened up between two wands, the two wielders can talk to each other via a constant sending spell except it never functions across planes and the range is 100 miles, but it has no word limit or duration limit.

Greater versions of the wand allow communication across planes at any distance and even allow an image of the opposite wand-user to appear to the wander users as if by silent image except the image mimics the opposite wielder precisely.

Staff of Blasting (Rifle)
This strange-looking staff is thicker than normal and hollowed out on one end with a handle and trigger on the other end. Pulling the trigger unleashes a terrible explosive burst from the opposite end requiring a ranged attack roll. The explosive burst deals 1d12 piercing damage and 1d12 sonic damage to anything hit. Exotic Weapon Proficiency (firearms) is required to wield this staff.

Self-moving Carriage (Car)
This enchanted carriage needs no horse to move. Whenever a driver enters the carriage they need only speak the command words and hold on to the wheel in order for it to propel itself as if being led by a team of horses. The carriage is capable of moving anywhere between 0 and 50 miles per hour safely. A Ride check DC15 + (1/5 MPH) is necessary to control the carriage once activated. It can be deactivated with the same command word that activated it, but only by the current driver.

Book of Many Pages (Blog)
This enchanted book weighs only about 3 pounds, but contains over 10,000 blank pages. To find a page, a character need only speak a command work then speak keywords and the book will automatically name every page in its confines which possess the keywords on it. The wielder can also speak an alternate command word and then a page number and the book will automatically flip to that page. These books can be used to store spells, private information, secrets, etc. and are the envy of any wizard or loremaster.

Arcane Archive (Computer)
This strange mirror has a series of symbols carved in the table which it is attached to. When a proper series of symbols are touched in order, the mirror reacts to this as a command. There are near-infinite commands that can be programmed into the mirror. The mirror can function as a greater wand of communication or book of many pages through these commands and can even send copies of its pages to other arcane archives through its communications. Instead of writing things into its pages, things are "typed" using the symbols.

lord of kobolds
2008-05-10, 05:51 PM
Cat-a-pult.
Works as a crossbow, except it shoots cats instead of bolts. the cats do 1d4 points of bludgeoning damage, and the cat is automatically counted as graplling it's opponent, with a +10 bonus on all grapple checks until it loses a check.
Note: wielder must supply oown cats.


Tube of transmogrification.
This is a metal tube 3 feet long and one foot in radius, with a flap at either end. User may place a tiny or smaller vermin or animal into the tube, close the flaps, and say the command word, and the creature will be permanently turned into a completely obedient chihuahua which can understand common.

Cirigan
2008-05-10, 06:04 PM
Magicians hat- when reached into you can pull out a solid illusion(not the actual thing), that disappears in 4 minutes, of one of the following:
rabbit, flowers, various colored silks, and other mundane objects
also, when placed on the head of a snowman, creates a construct of snow, who will dance around and sing for a while, but inevitably melts

telepathic earwig: a small stone carving of an earwig, just large enough to comfortably sit in your ear, allows telepathic communication between those that own them within 120 ft, (downside being you may not know who is listening in on your conversation)

BRC
2008-05-10, 06:30 PM
Stewmakers Pot.
This Pot has two intresting features, first of all, when a command word is spoken the interior of the pot heats up, secondly, it can mix and swirl liquids inside it as if they were being mixed with a spoon.

Blanket of Drowsyness: A must-have for insomniacs, anybody who says a command word while using this blanket becomes very sleepy and will soon nod off into a deep sleep.

Cirigan
2008-05-10, 06:49 PM
Tube of transmogrification.
This is a metal tube 3 feet long and one foot in radius, with a flap at either end. User may place a tiny or smaller vermin or animal into the tube, close the flaps, and say the command word, and the creature will be permanently turned into a completely obedient chihuahua which can understand common.

i don't know this could end up with a vast army of chihuahuas under the command of the all mighty king larry of the chihuahuas :smallbiggrin:

Danu
2008-05-10, 07:33 PM
Scouring Fluid
When this small vial of fluid is poured into at least 3 gallons of water it forms a unique magical cleansing formula. Any object placed withing the fluid is immediately scoured clean of dirt, rust, particles of food, or anything else unsanitary. The fluid is incapable of harming objects or creatures larger than microscopic.

Rod of Spices
Appearing as a foot-long piece of mahogany, the rod of spices is carved in a cunning manner. On one end of the rod are several small to large size holes, whilst the other appears to be formed into a simple crank. When used, the owner may state the name of the desired spice, begin turning the crank, and from the other end the desire spice will begin to pour. The rod can create any spice from salt, pepper, ginger, or even powdered cheddar for when it's owner has the munchies. Any spice created by the rod only lasts an hour before it loses its flavor.

ikrase
2008-05-11, 12:23 PM
Crowbar of Breaking and Entering: Crowbar with a +12 strength modifyer.

Rod of Bacteria Summoning: Can infect people with a long incubation period disease, decompose corpses, ect.

Ring of Apparent Richness: Glamers your clothing so it looks like you have tons of jewelry

Comb of No Bad Hair Days: WHenever you use this you gain an attractive +1 to charisma, but only if someone can see your hair and is in a diplomacy or similar check.

Pronounceable
2008-05-11, 01:04 PM
Backward Mirror: This magic handheld mirror has a front and a back. When flipped to its back side, it shows its holder from behind.

Magic Carpet: This carpet cleans itself of any stain and repairs any holes or frays.

Rope of the Sailor: This rope can be commanded to knot itself into 21 different kinds of knots.

The Almighty Almanack: This small book contains information about foreign parts complete with rains of fish and quakes and fires and a host of other natural disasters. It is made of many soft pages. If any number of its pages are torn, they regenerate 1 per hour. And it can be even read to pass time.

Neverending Soap: This bar of soap constantly regenerates itself.

cha0s4a11
2008-05-12, 11:48 PM
Smudged Monocle of True Sight:

Enchanted eyewear that allows the wearer to see people/things that are invisible that could be detected with True Sight with the following caveats:

1) The wearer cannot determine how far away any detected people/things are from him with any accuracy other than that they are within his/her sight range. (No depth perception)

2) The wearer cannot identify what the revealed people/things are, just that something that is normally invisible is in a given direction from their position. (Smudges kill resolution)

3) There is a 10% chance for a false positive and a false negative reading. (Some invisible things look like smudges and some smudges look like invisible things)

Magic-Soaking Edge Coin:

A coin that has an x% chance of landing on its edge, where x depends on how long it has been since the last spell that was cast within a 30m radius of the coin was cast.

If the most recent spell cast within a 30m radius of the coin toss was cast:

< 1 Minute Ago: x = 100
1-10 Minutes Ago: x = 90
10-30 Minutes Ago: x = 75
30-60 Minutes Ago: x = 60
1 - 2 Hours Ago: x = 50
2 - 4 Hours Ago: x = 40
4 - 8 Hours Ago: x = 30
8 - 16 Hours Ago: x = 20
16 - 24 Hours Ago: x = 10
1 - 2 Days Ago: x = 5
2 Days - 1 Week Ago: x = 2
> 1 Week Ago: x = 1

If the coin does not land on its edge, it has a 50/50 chance on landing on heads/tails.

Raging Gene Ray
2008-05-12, 11:58 PM
Magic-Soaking Edge Coin:

A coin that has an x% chance of landing on its edge, where x depends on how long it has been since the last spell that was cast within a 30m radius of the coin was cast.

If the most recent spell cast within a 30m radius of the coin toss was cast:

< 1 Minute Ago: x = 100
1-10 Minutes Ago: x = 90
10-30 Minutes Ago: x = 75
30-60 Minutes Ago: x = 60
1 - 2 Hours Ago: x = 50
2 - 4 Hours Ago: x = 40
4 - 8 Hours Ago: x = 30
8 - 16 Hours Ago: x = 20
16 - 24 Hours Ago: x = 10
1 - 2 Days Ago: x = 5
2 Days - 1 Week Ago: x = 2
> 1 Week Ago: x = 1

If the coin does not land on its edge, it has a 50/50 chance on landing on heads/tails.

It might be more than marginally useful, considering that as long as the coin stays on its edge, the owner will be able to cast Detect Thoughts at will. (http://en.wikipedia.org/wiki/A_Penny_for_Your_Thoughts)

Icewalker
2008-05-13, 12:35 AM
Ring of the Knife: as a full-round action, the wearer of this ring can summon a non-magical non-masterwork knife into his hand. This knife disappears as soon as it leaves the hand of the ring-wearer.

The Necroswanso
2008-05-13, 01:29 AM
The Almighty Almanack: This small book contains information about foreign parts complete with rains of fish and quakes and fires and a host of other natural disasters. It is made of many soft pages. If any number of its pages are torn, they regenerate 1 per hour. And it can be even read to pass time.


Rangers; Having trouble with those pesky Knowledge (local) and Knowledge (georgraphy) checks? No matter how many ranks you put in, you're still only able to roll a 1?
Well fret no more, with the Almighty Almanac you'll never have to roll again! Just open, flip to the corresponding page, and you'll know everythign forever!
Yours for three easy payments of 11.95.


That would actually be a VERY useful item, not just marginally.... I may have to inquire with my DM about such an item.

lord of kobolds
2008-05-13, 12:43 PM
boots of sparkling.
These otherwise ordinary boots are very sparkly, and leave glitter in their wake. While this makes anyone attempting to track you get a plus five bonus on their check, as well as giving you a -5 penalty on hide checks, you get a +5 bonus on all perform checks. Also, any square which you occupy or move through has a faerie fire effect on it for ten rounds thereafter, applied to any occupants. any unarmed strikes you make also have a daze effect to the target, and they must make a DC15 reflex save or be blinded for 5 rounds from getting sparkles in their eyes. creatures without eyes are immune to all of these effects.

Trobby
2008-05-13, 03:16 PM
Spiffy Hat

This hat makes those around you view you more favorably. It provides a +1 Circumstance bonus to Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive checks.

Monocle of Recognition

When worn, this monocle will record the faces of every humanoid the wearer sees, and when they see that person again, they will be able to recognize them, even if they only saw them at a glance. The usual rules for spotting a disguise still apply.

Fetching Glove

By opening the palm of your hand and extending it out towards a desired object, the wearer of this glove can cause it to immediately fly into their hand, as per the spell "Mage Hand".

onasuma
2008-05-13, 03:37 PM
Ring of time: This ring is a simple gold loop with no ingravery. When commanded, once a day the ring will tell the wearer if they are wasting their time on a specific action, being carried out by the party in general. The answer will either be no, or a very sarcastic reply with the result of yes.

Flannel of moderate moistness: This small cloth is always a bit damn, no matter the situation. In a day it can be wrung out enough to produce a pint of water, which comes from the bath water of a random person taking a bath at the time wrung. In desperate situations, a character may suck on the Flannel of moderate moistness and be able to sustain their need for water for a day, as long as they do not enter into any form of physical activerty, bar that of a steady walk.

Amulet of Tentacle protection: A favourite among japanese school girls, this amulet will wither and rot any form of ithilid that comes within 5ft of it. This deals 10d8 damage a round to the tentacles, which may be avoided on a suceccful DC12 Fort save.

Jangoose
2008-05-13, 05:13 PM
swiss army wand:
on command emits a small stream of flame that can cut through objects, start fires, or fuse metal objects together (when used during craft checks involving metal recieve a +3 bonus).

Jangoose
2008-05-13, 05:30 PM
one way material.
this type of material can only be felt from one side. for instance, a door could function as an entrance but not an exit. a barrier could block projectiles with one side, but allow projectiles from the other.

Icewalker
2008-05-13, 05:53 PM
One way material has issues. Primarily, what if you walk halfway through then get pushed back?

jagadaishio
2008-05-13, 06:49 PM
One way material has issues. Primarily, what if you walk halfway through then get pushed back?

Half of you gets partially squished while the other stays completely still?

Brockpaine
2008-05-13, 07:18 PM
The Circlet of Getting Punched in the Face
This circlet causes one in ten people you meet to try to punch you in the face, but provides a +10 circumstance bonus to dodge being punched in the face.

Rod of Painting Things Black (Actually used in my current campaign)
This rod is black, and twelve inches long. When shaken and pointed at an object, the object turns black. Infinite charges.

Diaper of Holding
...self-explanatory.

Inyssius Tor
2008-05-13, 07:56 PM
Troll heart, a fist-sized lump of grey-green meat. If some of it is eaten (it tastes like warm two-day-old ham porridge), it gives a +1 enhancement bonus to strength and a -2 to intelligence for one hour.

The troll heart is initially large enough for two doses, and weighs one pound. However, it will grow much larger--more than doubling in size--each day. If left unchecked for around 5 days, a layer of meat will slough off the now 10-foot-tall meat boulder and a fully grown and hostile troll (http://www.d20srd.org/srd/monsters/troll.htm) will emerge.

EDIT: One of these can be made in twenty minutes from an unconscious troll with a long knife and a DC 25 Survival or Knowledge check, by the way. But, um, eew.

Kizor
2008-05-14, 02:54 AM
One party that I heard of had something of that kind as rations. You open the can, wait until a satisfactory large amount of troll has grown outside the can, cut off the extra and close the can.

Anoter party had a member who ate troll and later re-enacted the scene from Alien. Your mileage may vary.

More importantly, though, damn you, for your comment is what caused me to see an underwater statue made of coral in the game EcoQuest and think:

"A statue made of a living thing - that's awesome! How could that work on the ground? Flowers? No, no, far too generic - wait! I'VE GOT IT! MEAT STATUE!"

Jangoose
2008-05-17, 02:16 PM
it doesent close up until you step all the way through

Jolly Steve
2008-05-17, 02:45 PM
Self-washing dishes. Exactly what the name implies, they're dishes that clean themselves after every meal. A staple in any noble household, obviously, but perhaps not the most useful for adventurers.

Or maybe nobles would be the only people who don't use them, because it implies that you can't afford servants.

Aquillion
2008-05-17, 03:05 PM
Watch of Absolute Time

This ornate gold fob-watch looks like an ordinary timepiece, albeit a valuable one. It is normally unnaturally accurate, and will continue to display the correct time underwater, in an anti-magic field, in areas of extreme heat and cold, etc. However, it is actually designed to be extremely easily influenced by one specific sort of magic: If any magic that greatly influences speed or time is used near it, it will be affected as well, and this will be reflected in the time it shows. Specifically, any use of Time Stop, Time Regression (the detection of which is not reversed by its effect), Temporal Acceleration, and similar spells or abilities within 300 feet will cause the watch to lose or gain time as appropriate, letting the owner determine what has happened by consulting it. The clock is designed to make the changes caused by these spells 'obvious', so that only a simple glance is needed to determine that someone is playing with time.

Demented
2008-05-17, 11:00 PM
Or maybe nobles would be the only people who don't use them, because it implies that you can't afford servants.

And what? You don't already have servants serving food on the unservantly dishes?

Plate of the Gourmand
This unremarkable porcelain dinner plate rejects any food it deems as plain or unsavory, hurling the food back at whoever dared to place it on the plate. For food to be found suitable by the plate, the food must meet high standards in four criteria: Freshness, deliciousness, extravagance and novelty.

Statue of the Philistine
This marble statue in the shape of a young boy carries an unusual expression on its face. When an object is placed in front of it and nobody is looking, the boy's face will change to display all manner of irreverent and derogatory facial expressions towards whatever object is there.

Sneezing Pepper
This is a bright red and surprisingly flexible pepper about as long a man's thumb. When stored in a pocket or other tightly enclosed space it will emit a loud sneeze every 1d4 minutes.

Saohc
2008-05-24, 01:15 AM
The reversed weapon. It only applies enchantment bonuses to the other end. For example the reversed +1 short spear only applies the +1 bonus to the blunt end. Very evil with the reversed great sword. :smallamused:

Lady Tialait
2008-05-24, 02:27 AM
Bag of Duck: This bag may produce one duck per hour. If one of the ducks from the bag is still alive when a new duck is produced, it vanishes.


Cane of Infinite Light: This cane can be taped on any surface to produce the same effect as a 'light' spell CL 5.

jcsw
2008-05-24, 04:24 AM
Frictionless Surface: A silk cloth which is frictionless on one side, allowing for numerous fun but pointless uses.

ikrase
2008-05-25, 03:09 PM
Wand of Cleaning: Cleans houses, removes any kind of dirt or other stuff. 50 charges. Spell trigger.

Box of Extreme Coolness: Anyone who gets this Diminutive box must make a DC20 will save to avoid bragging about it. If it is in plain sight, but they do not brag, they get a +1 attractive bonus to Charisma. A new save is required for each new person they meet.

Scroll of Summon Monster 0: Summons any of the following: 1d4 Fine or smaller vermin with no supernatural abilities, 1 celestial mouse, 1 Diminutive frog, or 2d8+2 noncreature plants, 5d12 million nonpathogenic bacteria

ikrase
2008-05-25, 03:15 PM
Wand of Cleaning: Cleans houses, removes any kind of dirt or other stuff. 50 charges. Spell trigger.

Box of Extreme Coolness: Anyone who gets this Diminutive box must make a DC20 will save to avoid bragging about it. If it is in plain sight, but they do not brag, they get a +1 attractive bonus to Charisma. A new save is required for each new person they meet.

Scroll of Summon Monster 0: Summons any of the following: 1d4 Fine or smaller vermin with no supernatural abilities, 1 celestial mouse, 1 Diminutive frog, or 2d8+2 noncreature plants, 5d12 million nonpathogenic bacteria

DracoDei
2008-05-25, 11:26 PM
Scroll of Summon Monster 0: Summons any of the following: 1d4 Fine or smaller vermin with no supernatural abilities, 1 celestial mouse, 1 Diminutive frog, or 2d8+2 noncreature plants, 5d12 million nonpathogenic bacteria

A favorite of makers of bread (is yeast a bacteria?), cheese, and alcoholic beverages everywhere.

lord of kobolds
2008-05-28, 07:29 AM
The reversed weapon. It only applies enchantment bonuses to the other end. For example the reversed +1 short spear only applies the +1 bonus to the blunt end. Very evil with the reversed great sword. :smallamused:

Reversed quarterstaf please!!!!

And no, yeast is not a bacteria, it is a fungus.