479. The Older Scroll: was created about 2 days before an Elder Scroll.
480. Wand of Calling: it'll go wherever you will go.
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481. Explosive Dunes - You probalby don't want to go in that desert.
483. Boots of Desert Walking: you can only walk in these boots if you are in the desert
485. Moccasins of desert walking: gradually fill with hot sand, regardless of terrain. (could be useful in the tundra I guess!)
...ew.
Water Moccasins: two poisonous snakes transmuted into boots of water walking. The enchantment is designed to end on contact with water.
489. Recanter of Endless Water: A full sized statue of a crying man, guarding an ancient temple. When someone passes nearby, it will scream that only a limited quantity of water is available to Material Plane, and renounce the heresy of Watorno.
490. Cup of Doubt: a common cup. If someone is woefully drunk near the cup in the absence of the owner, the owner will find the cup filled with a light yellow liquid when he comes back. It could be chamomile tea from the night before, but are you really sure?
491. Cup de Grace: Whoever drinks from this cup will dance like an angel (+5 DEX, 1 turn) and die forthwith (no save).
492. Fork of Horripilation: it gives you goosebumps!
493. Leather Moccasins: Like Water Moccasins, but turn into snakes digesting your feet when worn. Everything in the moccasins' mouth (and beyond) turns into leather, to revert to normality when you pull it out.
494. Trumpet of the Call to Arms: whenever the Trumpet is played, everyone grab each other's arms!
495. Blindfold of Acute Sight: While wearing the Blindfold, your eyes could see twice the normal distance, if they weren't obstructed by it.
496: Ring of Concrete Thinking: whoever wears this Ring will find himself thinking of nothing but cement.
497: Radial Armour: an Armour which turns the wearer into a two dimensional circle.
498: Ring of Thugs: whenever you wear this Ring, they show up and beat you.
499. Drug Ring: these will also try to knife you.
500. Ring of Acuity: whenever you wear this ring, reality warps around you. For a range of 2 m, all obtuse angles become acute.
501. Ring of Purity: Only one with a pure body, mind, and spirit may wear the ring, it grants no powers
502. Necklace of Necks: turns your neck into the likeness of a neck of another animal, neck stays the same length
503. Bracelet of Love: Causes everyone to love you and publicly express it. Sounds great, but do you really want the most evil people to say that they love what you do?
504. Bracelet of Hate: causes everyone to hate you
505. Cap of the Judge: turns wearer into a hypercritical, offensive jerk, but to be fair, he is right
506. Deep Purple Cape: the cape is actually indigo, but it constantly hums Smoke on the Water solos with a falsetto voice.
507. Lycanthropic Shield: The shield grows a fur on full moon. It also drools a lot.
508) Garb of Anakin Skywalker: Garb will make you talk about how much you hate sand and how this is podracing
510. Antilife Shell: A mortar shell that kills people when it explodes.
511. Shield of Faith. The shield believes in all the gods. It also sings praises to them. Loudly. All the time.
But it's worthlessly magic!
512. Bull's Eye: This magical lantern allows a blind bull to see what the carrier is doing.
513. Grappling Snook: A large dried up fish, occasionally used as a ceiling decoration in harbour taverns. It somehow grapples everything in its reach, in spite of its lack of hands.
Ikeya's vital component: enchanted to act as a key, bradawl, screwdriver or grommet. Unfortunately the enchantment also acts as aforgetfulness spell on contact, I'm sure I had one here a moment ago...
515. Extra Part: always seems to arrive with magic item construction kits, and doesn't seem to be required. Secondary power: replacing a part needed to complete the item.
Grappling Book: You won't be able to put it down!
517. Rod of lordly might: gives a +2 bonus to skill checks when detecting or making double entendres ( +5 in mixed company). It is made of mahogany, so its possessor always has wood. I'll get my coat.
518 Boo meringue; it adds +2 to intimidate checks when worn on the head. Bonus is in addition to the natural -4 penalty to intimidate checks of having a meringue on your head.
519) Rod of Lordly Might, other: It's magical name will never let you say it with a straight face
520: Rod of Rod: it belongs to Rod. It also changes length, based on what Rod's thinking.
521. Head Bang of Intellect. Causes all of your headbanging to look like you are sagely nodding.
522. Hat Bank of Intellect: A magical door knob opening a pathway to a building where you can store all of your Intelligence affecting items which are worn in the head slot, and nothing else. Cannot be used to escape from danger.
Rod of Rhodes: Colossal rod. Causes wonder in the viewers.
524: Rod of Cod: a normal rod made put of codfish, if eaten it won't even satiate you
525: Rod of Mass Acceleration: You move twice as fast. Unfortunately, so does everything else.
526. Wand of Wonder. It has lots of questions.
537. Wand of Wander. Causes the possessor to walk around randomly.