592) RPG of the RPG: An RPG-7 that fires only role-playing game books. Books do not explode
Printable View
592) RPG of the RPG: An RPG-7 that fires only role-playing game books. Books do not explode
That's useful as a non-lethal weapon, since the book hurts, but is unlikely to kill you.
#593. Ring of Unicorn Wishes. This ring grants a Limited Wish up to three times per week, but may only be used by Chaotic Good Unicorns.
#594. Handy Hand Helmet. The wearer of this helm may control the hand attached to this helm with their mind. The hand is not attached to any kind of arm or anything, it's just an eerily mannequin-esque metal hand on your head.
#594. Wings of the Waters. These puffy armbands put the wearer under a constant Overland Flight spell, but only if they are at least partially submerged in water.
#595. Decanter of Endless Water Bottles. Functions as a Decanter of Endless Water, but all the water that comes out of it is replaced by however many pint glass bottles with corks on them it would take to contain the amount of water one tried to remove.
#596. Rainbow Fire Sword. This blade of prismatic fire functions as a +3 Bastard Sword, but whenever it strikes the target, instead of striking as a weapon would and dealing boring ol' weapon damage, one or more licks of kaleidoscopic fire strike the target and paint it a different color. Before the first attack made with the Rainbow Fire Sword each round, roll 1d20 to determine its Caster Level for that round. Its Caster Level remains that until another roll is made to determine its Caster Level. If an attack roll does not succeed in striking the intended target, the Rainbow Fire Sword will hit the one who wields it instead.
Each color of flame has it's own effect. Any creature hit by the Rainbow Fire Sword is randomly struck by one or more licks, which have additional effects.
1d8 Color of Lick Effect 1 Red 20 points fire damage (Reflex half), is painted red for 1d4 days. 2 Orange 40 points acid damage (Reflex half), is painted orange for 1d4 days. 3 Yellow 80 points electricity damage (Reflex half), is painted yellow for 1d4 days. 4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead), is painted green for 1d4 days. 5 Blue Turned to stone (Fortitude negates), is painted Blue for 1d4 days. 6 Indigo Insane, as insanity spell (Will negates), is painted indigo for 1d4 days. 7 Violet Sent to another plane (Will negates), is painted violet for 1d4 days. 8 Octarine/Struck by two licks Roll twice more, ignoring any “8” results.
597.) Scroll of Sole Extraction - When read, causes the soles of the target's boots to tear off. Your target is now inflicted with the curse "In Desperate Need of a Cobbler", which can only be removed by a sufficiently trained cobbler.
598) Sole Sword - This longsword does double damage against boots and shoes.
599. Wand of illusion. This wand can appear as any other kind of wand the wielder chooses. The transformation is merely an illusion, however. No extra powers are gained.
600. Ring of Life Detection. When worn, the ring mentally tells the wearer whether or not they are alive.
601) Amulet of Questioning: When worn, the amulet asks the wearer embarrassing personal questions he must answer honestly... or never take it off. Amulet also slowly constricts the wearer
602. Inappropriate Wand. Casts Evans Spiked Tentacles of Forced Intrusion on a random creature within 60 feet. It is possible for the caster themselves to be the target.
603) Wand of Heartburn: When fired, caster gets heartburn
604. Goggles of minute seeing: these will protect the users eyes but take about 60 seconds to completely fog up.
605) Habanero Hammer: A large, hammer shaped habanero, that's it
606. Jose habanero hammer on a stick:
As the Habanero Hammer, but intelligent and animated. You're not sure why, but it strikes you as vaguely racist. Also it won't shut up about its stick. Or shut up in general.
607. Daniel the Rad Cliff:
This piece of real estate is interesting, as it lies on an intelligent cliff. The cliff wears sunglasses and talks about things being "radical" a lot. Fireworks and other explosions seem to happen nearby, as do spontaneous gatherings of individuals on skateboards doing "sick kickflips" and "360 boardgrabs." Pretty much every home built on this property gradually morphs into a skatepark or stunt course.
608) Blanket of Mummy Calling: After using it once, whenever you are scared or angry, you will be compelled to immediately turn in the direction of your mother and shout "mummy", no will save. This occurs regardless of distance (if your mother is dead but left an intact corpse, you will face that, otherwise you will face her place of death. If she is otherwise not on your current (demi)plane, you will face her point of exit/your point of entry, delete as appropriate). User must then make a will save to avoid assuming this position.
Any attempt to discard or destroy the item will result in it teleporting into your hand, whereupon the effect will activate.
609) The Boots of Cat-Like Aloofness
This grants the wearer the famed social skills of the common housecat. For example, when they want something from another character, they'll sit in the corner and stare at that character until they give in. If that doesn't work, they'll move on to repeated loud and annoying noises, and then finally lightly head-butting the character.
Similar magic items include the Gauntlets of Giant Wisdom, the Helm of Orcish Brilliance and the Amulet of Pixie Strength.
Xzibit would be proud
610) Shirt of the Senpai: wearer will attract high school anime girls to them. Wearer will automatically succeed any diplomacy checks against them and act as if charm was permanently cast on them. While it may seem great, it gets 4d6 percent creepier every hour. If you are over 18, Lawful authorities, town guards, paladins, good-aligned Clerics, and Lawful and Good dieties will be standing by.
612 wand of light: has the same effect as one of the other wands in this list at random, but weighs only half as much.
613.) Wand of Procrastination - When activated, this wand will refuse to be activated when you ask, and will instead activate later, when it gets around to it.
614. Amulet of the Planes. When activated, this amulet creates two tiny illusory biplanes that then proceed to chase each other around the wearer's head.
616) Wand of Pain: When activated, makes you take a bit of pain to your body. Nothing else happens.
617) Wand of Pane: A wand that can create any window, panel, or other similar object. The method of creation is to smash the wand clear through an existing one, at which point an exact duplicate of the broken one is made, and the broken pieces completely dematerialize.
618) Rod of Might. A rod that summons Rod, who can be ordered to do something. There's a 50% chance he attempts to.
619) The golden snitch. A small golden sphere. If ever lost, it finds its way to the nearest hostile authority and reports on all activities it witnessed that you don't want them to know about.
620) Wand of shocking grasp. While carrying this wand, everyone is surprised when you are able to successfully hold things.
The 574 count isn't to be trusted. We jumped from 259 to 300 earlier in the thread, and that's just one example of it getting off count.