
Coyote Kachina Armour (by Jeffrey Bowers, A.K.A. Damein Rahl)
The Coyote Armour looks like a suit of plate mail, with spikes on the
knuckles of the hands. The suit is black except for the flared shoulders, the
shin-knee guards, the heavy metal boots, the forearms, and the helm. These
places are gold, and the shoulders appear blocky compared to the rest of the
armour. It gives and armour bonus of +12, with only the check penalty of chain
mail(-2). Upon command, the armour can generate a randomly determined gas out
of the right gauntlet. Role 1d4 to determine the effects:
1=Fear (as the spell)
2=Sleep (as the spell)
3=acidic gas
4=Hallucinogenic gas
Out of the same gauntlet, the armour can generate a sonic blast that can do 1d8 damage on the first round, then 1d6 after that for a maximum of 6 rounds. If the wearer is sneak attacked, the beam is automatically cut off. The left arm fires mega magic missile at rate of 5/day. The helm, fashioned to resemble a coyote, has red crystal covers over the eyes that give the wearer the gaze weapon of a vampire. The suit also allows the wearer to jump as per the spell, and to feather fall automatically upon decent. Should the bearer have a wisdom higher then 11, he gains the power to cast all the spells from the clerical domain of water, save for horrid wilting and elemental swarm once a day. In close combat, the armour can generate an electrical shock for 40 points of damage (with a reflex save for half). The wearer of the suit also gains the following enhancements: +5 to Strength, +8 to Dexterity, +5 to move silently, hearing, and search checks. Note that the person must have said skills.
The Fire Combat Armour (by Jeffrey Bowers, A.K.A. Damein Rahl)
The armour is a suit of banded mail +5, with a check penalty of only -3. The
only thing that distinguishes it from regular banded mail is that all parts
are either pitch black or steel gray and that the gloves and boots are armour
plated. The first enchantment is that it radiates an aura of heat in a 20'
radius. This aura won't burst every combustible thing around into flames, but
all creatures affected by heat suffer -1d4 to all attack, damage, and
fortitude rolls. The armour can, at a rate of once a day, summon 1d8
will-o-wisps that do the wearer's bidding. It can also cast the spell Shades as
by a 20th level mage 3/day. Another property of the armour is a varied version
of the sequester spell. The armour is eternally blocked from scrying, and can
vanish to all forms of vision save infravision. The armour can Haste the
wearer for 6 rounds before having to rest for 1 standard day. The armour
posses the ability for Shadow Evocation. It can "Shadow walk" as per the
spell at any time. The armour also, as a side effect, gives the wearer the bite
and claws of a fiendish creature. These are unconcealable. The wearer of this
armour is unaffected by slow spells of any kind. The suit is also immune to
all missiles, magical or otherwise. A strong enough spell can cause a DEX
check, however. When the command word "Pyro" is spoken, a Fire Shield inacts
itself. Whenever the wearer wishes, a blur is placed on the armour until told to
dissipate. As an added benefit, the wearer gains the sword Flip feat**.
The armour always generates an antimagic field. It also grants it's wielder
Bull's strength and Cat's Grace. The suit also grants the wearer
darkvision. The final attribute of this weapon is that any weapon (the
limitation of this armour is that the wearer can only wield a
mace, flail, Greatsword, or a warhammer) is bathed in a heat metal+fire-fiend
spell, giving the weapon the + 5 enchantment bonus and an extra 2d4+1d6
damage.
**The sword flip is a feat that must be done with a spike weapon of medium
size of greater. It allows a person to, on an attack role of at least 10, to
flip the person end over end behind the character. Normally, this requires a
strength of 15 and the power attack feat.
Mountain Cat's Armour (by Phil Williamson)
This is a +1 scale mail armour. It has a somewhat rusty brown colour. It grants the wearer +10 to jump and climb. When on a mountain of cliff face, the armour blends into the background giving a +10 to hide checks (does not stack with bonus granted by Cloak of Elvenkind [DMG]).
Once per day the wielder can emit a sonic roar, similar to that of a mountain cat's, multiplied several times, that deals 2d4 points of sonic damage (Fortitude DC 13 for half damage). The wearer of the armour also knows the location of any feline animals within 100 feet.
The armour also bestows an odd curse. Whenever the wearer sees a cat of any kind, he becomes very attracted to the animal (Will DC 15 negates) and suffers -2 on AC, and cannot attack. Every round the wearer can attempt another Will saving throw (-1 to the DC each round after the first) to cancel the effect.

Bag of Holding (by Edward Boning)
This 12" deep brown leather bag always seems empty. The character must reach
into the bag and think of any known item. The item magically forms inside the bag. The bag
can be classified as magic with a Detect Magic spell. The bag has 25 hp, and can be
destroyed. After the 10th time something is drawn from the bag, if a weapon is drawn it gets a
-1 on attack and damage rolls. If anything is put into the bag, then it is lost forever.
Garrett's Bottomless Bag of Dowels (by K.C. Garrett)
Availability: Very Rare--Unique
Description: A brown leather bag, about 15 inches deep, with belt loops at the top.
Powers: The user can put their hand in and withdraw a Dowel. This Dowel is just a normal Dowel--generic
wood, 1' foot long. As many Dowels as the user wishes can be withdrawn. Nothing else can be put into
the bag and if it is looked into, you will just see an empty leather bag. The bag always appear to be
empty from the outside and, if crushed or twisted or anything the bag appears to be empty.
Dowel: A cylindrical piece of wood, one foot long, has many uses:
firewood, to trigger a trap, as an improvised cudgel or club, to use for a spell, to carve into spikes or
daggers or anything you can make out of a piece of wood of same dimensions.

Bracelet of Sleep Protection (by Brian McBride)
This bracelet protects the wearer from any form of attack or violation of him or his items while he is sleeping. The bracelet protects the wearer from thieves as well as attacks while the character is at rest. The bracelet has several types of defence:
1) The ring will automatically awaken the character when any creature (larger than an insect) enters within a 20 foot radius of the character, except those creatures that were present when the character fell asleep.
2)The ring will automatically awaken the character when any creature moves within 2 feet of the character or his items.
3) The ring will automatically awaken the character when any form of attack is used within 5 feet of the character and items (this is not an AOO since the character was sleeping).
4) The ring will automatically protect the wearer from thieves removing items or assassins from killing the character. A shield forms in a 1 foot radius around the character and his items. The shield protects the wearer from all missile attacks and pick pockets (these powers remain in effect even when the character is awake). (the protections from m.p. is not allowed)
5) This bracelet also protects the wearer from any attempt made to teleport or retrieve items. The wearer is automatically made aware of any attempt to do so (awaken the character when necessary). Note that this power remains in effect even when the character is awake.

Black Magic Cloak
When it is put on a dead creature (human) it comes back to life but deformed (and maybe special powers.) It can used once per creature (human). The reincarnated creature (human) must wear it all the time or it will die when it is taken off, never to be resurrected again. When the resurrected creature (human) dies it can never be resurrected again. When the resurrected creature (human) does die the cloak can be used by another creature (human).
The Cloak of the Elements (by Jesse "Kop" Kopelman)
This cloak is capable of unleashing devastating, yet unpredictable attacks. To use it, the wearer has to face the target and open the cloak wide, using both hands, in a manner rather like a flashing pervert. A storm of furious elemental energy is released in the form of either ice wall,ice storm, cone of cold, firestorm, wall of fire, wall of stone, meteor swarm, fireball, gust of wind, a torrent of water, a torrent of mud, lightning, etc.... The GM decides what is unleashed, for the wearer of the cloak has no control over it. (the use of a chart may well be in order) The wearer is immune to the immediate attack, but will suffer on the next round just like anybody else caught in the lasting afteraffects, if there are any. It conferrs no other benefits, although some of these also act as a standard displacer cloak.
Cloak of Undead Detection (by David)
This is a finely woven grey cloak just like any cloak unless the a priest (cleric) is wearing the cloak, then when within 100 ft. of any undead the cloak will tug in the direction of the undead.
It can be worn by any class but for those not wearing armour it also gives +5 AC against undead only. If being worn by a priest wearing armour only the tugging is activated. If worn by any other class wearing armour then it is a normal cloak.
Crown of Kingly Power
This is a large jewel encrusted crown. Nobody can take the jewels out of the crown, if someone tries to pry out a jewel, they receive 2d6 points of electrical damage. The crown itself does not cause any damage so anyone can pick it up and wear it. The wearer of this crown receives 18 wisdom and 18 strength and an extra 12 hit dice for as long as he wears it. Once it is taken off then all the changed attributes return to normal. This crown can be destroyed by magical attacks of level 6 or higher, consider the crown to have 120HP.

Boccob's Tomb (by magfrump)
This item is the original tomb invented by Boccob that is the ultimate power in arcane spellcasting. The item is a major artifact (only one exists) that, if touched by a non-spellcaster immediately has the effect of a Finger of Death (DC-20). If touched by a divine spellcaster, other than 20th level druid or cleric, deals 4d6 damage, fortitude save DC20 for half damage. If touched by an arcane spellcaster, other than a wizard of 17th or higher level, they gain 25 experience points. If touched by a wizard he immediately gains 1000 experience points, and may read the tomb in 3 days of intense study. When read, the wizard gains the ability to cast 0 tenth level spells per day, plus bonus spells for high intelligence. The wizard also immediately adds, free of cost, these 3 spells to their spellbook: wish, limited wish, and divine presence.
20th level clerics and druids may use the tomb to gain 10th level spell capacity and divine presence as well.
Divine presence is a level 10 spell, casting time: 5 minutes. The spell's duration is 1 minute per caster level. It allows the caster to become "deity-like" and permanency may be used at the cost of 50000 experience points. Deity like status allows:
- all caster level checks gain +5 competence bonus
- all save DCs go up by 4
- intelligence and wisdom go up by 1d6 and 1d4+1, respectively
The tomb was used by Vecna and St. Cuthbert to achieve deity-hood, as well as strong connections with high level clerics and optimal timing and use of plane shift and gate spells.
DM's note: do not introduce this to the party unless they are well associated with deities and have been at 20th level for a long time and are starting to get bored with the multiverse and they have roleplayed well, been true to their alignment, and you think they deserve it, having gods around is not a good idea and should be avoided as much as possible.
Curse of the 20's (by Nester)
More of a spell than an item, but the spell is normally found on cursed items. This curse makes it so the only way to actually hit your opponent is to roll a natural 20, regardless of the player's current critical stats. The player also needs a natural 20 to make saving throws and skill checks. The effect normally lasts for 1d12 rounds, or until curse is removed. Also the spell Bless of the 1's is the exact opposite. Player needs anything but a 1 to hit, save throws, and skill checks. This only lasts 1d6 rounds though.
The Eyes of the Beholder (by DM overkill)
These two eyes of the Beholder must be placed into the eyes of a PC. Doing this does causes 10 points of damage and he will now have an alignment of lawful evil. The PC receives a +10 to spot and he can cast death ray 3/day and this spell does 1d10 damage and the enemy must roll a fortitude save (DC of PC's level + damage dealt) or die.
Fire Ruby (by ClayQ)
A palm sized ruby that when held up to a light flickers reddish-orange, like a fire. When thrown at something or hit with significant force it explodes in a 3d6 fireball.
Avalibility: Hard to find
Cost/Sell value: 500gp
Gauntlets of Magical Drain Absorption (by Bill F.)
This set of magical gauntlets appears to be made of black leather. They are plain, and simple looking, but if a detect magic spell is used, they will glow with a very strong magic aura. These black gauntlets make their wearer immune to all forms of level drains, and they magically shield the wearer from ESP and Detect Lie and they also render the wearer immune to all effects of Khelben's Blackstaff (see below).
Illuminated Deck (by ganon)
A magical deck of thirty illuminated cards which, when a single card is thrown, turns into a magical homing fireball and causes 1d4 damage to any creature within a five foot radius.
Note: Can only be used by level 1-5 gnomes with the non-weapon proficiency; gambling.
Khelben's Blackstaff (by Bill F.)
This staff is easily identified as a magical weapon at first glance. It isn't ornamental in the least, but seems to glow with black light. It looks as if it were made of onyx, but is actually made of enchanted wood, as strong as steel. It has the following abilities:
1. Strikes as a +4 magical weapon to hit (no damage bonus)
2. Its touch automatically drains 1 HP (a Fortitude save is allowed to avoid having the loss of the HP permanent, it is unrecoverable except by a wish), along with 1-8 points of normal damage.
3. Its touch acts as a dispel magic (at 16th level ability) on all magical barriers, weapons, and effects AT ALL TIMES
4. Its touch causes mental damage (see table)
5. Its touch causes any spell caster to forget one memorized spell, or be unable to use one natural spell-like ability for two rounds (Will save to prevent forgetting the spell, determine spell randomly)
6. Its touch causes psionic creatures to be psionically "scrambled" for 1-4 rounds
7. This staff can be wielded only by one who can withstand the above abilities, or are somehow immune, or are wearing gauntlets of magical drain absorption.
Mental Damage (rolled on 1d100):
01-45: Target unaffected
46-65: Target confused (as 4th level wizard spell) for 1-4 rounds
66-75: Target stunned (as 9th level symbol spell) for 1-3 rounds
76-85: Target affected by fear (as 4th level wizard spell) for 1-2 rounds
86-95: Target affected by Repulsion
96-00: Target affected by feeblemind
The Love Magnet (unique) (by unknown author)
This small horseshoe magnet (size T, weight 1/2 pounds) attracts the love of all creatures that look upon it. The creature is only affected when the Love Magnet is seen in person, not through a scrying spell. However, The Love Magnet does NOT stop a creature from:
-fulfilling a basic need by using the bearer of the Love Magnet. For example, eating them, drinking their blood, copulating with them, etc.
-fulfilling a duty or defending themselves or their property. For example, a soldier's duty to defend his land or a watchman's to uphold law and order.
-from magically or otherwise improving the bearer or another facet of the bearer, if for some reason a subject feels it will be better for the bearer.
This item is mind-affecting and does not affect those without a mind. This item has otherwise identical effects to the wizard/sorcerer spell charm person.
Merlin's Hourglass (an artifact) (by GurySurya K Khalsa)
Merlin used this item to travel through time. Many other people used this item but have died of old age quickly after finding it.
Alignment: Chaotic neutral
Minor powers: Go back in time by 7 seconds 2/day
Stop time for 7 seconds 1/day
Look 7 seconds into the future 1/day
True seeing for 7 minutes 1/2 days
Major powers: Teleport into the past or future by 7 of any time distance eg. 7 hours, 7 decades
Memorize one 9th level spell 1/day (only one at a time)
The user ages 7 years if they do not touch it every hour The hourglass is destroyed by saying
Merlins 101 secret names (you can make them up yourself) the time glass is 6 inches tall and 1/4 of an inch wide at it's thinnest point and 3 at it's widest.
Master Rope (by Kurtis Swekla)
This is standard rope in terms of quality and is 20 feet long. It appears like normal rope but if a PC uses detect magic it is seen to be magical. If this rope is tied in any way it cannot be untied by any means except by the person who tied it, furthermore, the rope cannot be cut, burnt, or ripped apart when it is either tied or untied.
Pipe of the Pixy (by James Roth)
This pipe looks as if it were an ordinary pipe and there is a small impish figure holding the bag that contains the tobacco that is used for the pipe. It obviously isn't what it seems after closer inspection. When the command word is spoken the figure that is on the pedestal jumps up and runs up the holder's arm and stuffs the pipe in their mouth and lodes the bowl and then takes a deep breath and exhales a small flame and forces the smoke from the pipe into the unlucky character's lungs, and causes them to save vs. Oxygen deprivation or pass out for 48hrs. The contents of the bag are close to exotic herds that cause hallucination and you figure out the rest.
Time Travelling Ring and Necklace
These need to both be worn in order to travel in time. The character with them on thinks of either himself alone or himself and others in his nearby vicinity as travelling through a tunnel of blue light. The character cannot go to a particular time that he wants to, rather he goes to a random time but in the same physical space.

The Amulet of Lothar (by Jesse "Kop" Kopelman)
This amulet radiates a field of DEFECT MAGIC at all times. Any spell cast within 30' of the thing will be flawed, with often bizarre effects. Many strange spells have been created by it's use, as well as a few very strange magic items. Although using it can be extremely dangerous, it is often quite amusing to hide one on a wizard's person and watch the fun. The amulet has no magical aura, and cannot be identified by any normal methods. WALL OF FROGS, LIME OF OPENING, FEATHER BALL, TRANSMUTE ROCK TO BLOOD, and others are some known results. The Amulet only corrupts Wizard spells, including those cast from nearby items. (unless the nearby item is an artifact) Clerical spells are unaffected.
The Eye Of Gruumsh (by Jeffrey Bowers, A.K.A. Damein Rahl)
The Eye is a discolored, yellow-green looking gem artifact that is set into fine gold chain that hangs about the wearer's neck. When worn, it
grant's a +6 to STR and a +8 to Constitution.
This amulet allows the wearer to fly into a rage that is twice that of the Barbarian's, giving him +8 to STR, +6 to Con, and +3
to Will, he does, unfortunately, carry double the AC penalty (-4). As like with a regular rage, the character cannot use any skill or feat that requires his
concentration. Unlike with a normal rage, the bearer can do it all the time, even in response to another's actions. The wearer is also granted the following abilities:
Fortification: A glowing magical shield envelopes the wearer at all times. Whenever a critical hit or a sneak attack is scored, it negates it and transforms it into subdual
damage.
Invulnerability: Grants the bearer damage reduction of 5/+1
Silent Moves: Blurs the wearer whenever he tries to hide, granting him a +10 circumstance bonus to hide checks.
Bane: Grants the wearer +1 to hitting Elves and an extra 2d6 points of damages against elves.
Wounding: Any time a blow is struck by the wearer, it acts as a weapon of wounding and the wound continues to bleed for 3 points of damage per round until healed by a 5th level cleric.
There are, however, a few side effects to this magical item. The user suffers a slight alignment change over time, eventually reaching Chaotic Evil in Alignment. He also loses Charisma until he loses a maximum of 5 points (not below 3). Finally, he begins to take on orcish characteristics (the pigmentation, the muscle size, and all the modifiers for an orc, in the Monster Manual).
In the hands of one of Half-Orc or Orc blood, the character can compel the orcish peoples in the area to help him. The man also, at this point, gains great chieftain rank among the orc peoples. If he's orcan, Gruumsh may choose to aid him, but if not, he wants his eye back….
History of the Eye of Gruumsh
The Face Necklace (by Kurtis Swekla)
The wearer of this necklace can produce any illusion they desire by simply thinking about something. The illusion looks and sounds the same, but is it just an illusion so it isn't tangible. The illusion only exists as long as the wearer concentrates on the producing the illusion. As well the illusion can't move life-like, it can only move if the wearer stops thinking about the present illusion and then quickly thinks of the same illusion in a slightly different position, therefore, this will cause the illusion to appear to be blinking as it moves from one position to another.
The created illusion cannot, however, be disbelieved by any spell or saving throw, anybody who sees the illusion, unless told that it is in fact an illusion, will believe that it is real.
Heart necklace (by Kurtis Swekla)
This necklace is made out of silver and has a heart pendant on it. It can fit any character's neck size because when first put on, it adjusts to a comfortable size for the character. When put on it heals the character to full hit points (this uses one charge), and every time thereafter that the character's hit points go down to 5 or lower (not below 0) the necklace uses up one charge and heals the character to full health, the necklace can't be controlled by the character, it just causes an effect by itself. After every use, one charge comes off and the necklace gets tighter around the character's neck and after ten uses the necklace gets so tight that it slices off the character's head. Of course you should tell the player how much tighter it is getting as it is used. Once this necklace is put on it cannot be taken off without a dispell magic spell or a similar sort of magic negating spell.
Magnetic Necklace (by Kurtis Swekla, with inspiration from Jeff Neeser)
This cursed magnetic necklace appears normal and radiates magic, but it has something special on it (up to you) that entices the characters to put it on, such as a picture of them, but nothing too valuable or else they will sell the necklace instead of wearing it. If a character puts this necklace they will not notice any differences until magnetic objects are within 5 feet of the character, at which point the objects will gravitate/fly towards the character's neck. In battle, with all the swords and daggers being used, you can have a lot of fun with this, with the weapons flying at the character's neck, and have them chase him wherever he goes. And there could be a good possibility that the weapons would sever the character's head off.

Potion of Dragon Breath (by Kurtis Swekla)
This potion allows the imbiber to use any dragon's breath weapon up to 10 times or until 1 week is up per potion drank, whichever comes first. The imbiber shoots the breath weapon out of its mouth and the damage and size of the breath weapon is set at a Very Young Dragon.
I might restrict some of the choices of breath weapons that can used in case you want to keep a particular breath weapon a secret from the players.
Skeleton Potion (by Kurtis Swekla)
When this potion is drank, it causes the imbiber to turn into a skeleton, his skin, tissue, and organs, all fall of/out of him. He retains all memories and intelligence he had before drinking the potion. The character retains complete control over himself and can control all undead within 100 feet of him, who are lower levels than him, monster levels figured out by its CR (e.g., a 4th level character could control huge and smaller skeletons or zombies, but not gargantuan or colossal skeletons or zombies, nor could he control a wraith or spectre).
This effect is permanent unless dispelled by a level 15 or higher magic-user, or by a magical item, Wish, and similar spells.
Potion of Uncontrolled Levitation (by ed)
This potion works as would a Potion of Levitation except that the player has no control over where or when he levitates. The effects start out normally but soon the player loses control over his flight and the DM takes over (wicked grin), DM's have fun! The effects last 1d4 turns.

Magic Ring (by Kurtis Swekla)
Is a ring which causes a +2 to attack bonus and damage to all weapons used while wearing it.
The Primus Ring Extra Class (by Jeffrey Bowers, A.K.A. Damein Rahl)
This elvish ring made of gold that is specific to elvin blood. Etched into
it are the symbols for the God of Elves and the mark of the thief. When the
command word "Attalicus" is spoken, the wearer is bathed in a black
non-light that renders him almost undetectable in shadows. He can only be
found if a wizard of level 10+ casts detect magic. The black coating acts as
both a Fire Shield spell and a Shadow Walk upon command spell. When another
command word (Corellon) is said, the wearer is granted the powers of a cleric of equal
level to himself. He can, however, only cast spells associated with the deity (Corellon or WeeJas). Note:if the
character is evil, the command word is "WeeJas."
Ring of Climbing (by Saberus Terras)
This is an unusual ring consisting of three bands braided together. When
it is placed on the tip of a finger it scrolls to the base with a prefect
fit. If it is placed at the end of a finger width object it will also
scroll. If it is grasped while it is scrolling, it will carry up to 1600 lb.
of matter. If the command word is said when it is thrown at an enemy, one
charge is expended and the target is entangled, unless it saves vs. wand.
After entangled, it has one round to make a bb/lg roll or it is stuck until
the user states the command word again or the target dies. An entangled
target automatically loses all a/c bonuses for dex. The ring has 100 charges
start and can only be recharged by a limited wish or better.
Ring of Falling (by Saberus Terras)
This cursed ring functions much like the Ring of Climbing (see above for the Ring of Climbing) until 2-12 charges are expended. Thereafter, it's Ring of Climbing functions continue to work with the following exceptions:
1. It can only lift 300 pounds of matter
2. It causes the wearer to take maximum falling damage for the given height
3. -2 to saves vs. falling
4. -50% to a thieves climbing skill (to a minimum of 5%)
To rid oneself of the ring after the curse activates, use the following spells in this order: Remove Curse, Featherfall, Permanency, and Wish . Otherwise the ring will find and resecure itself on its victim.
Ring of Forms (by Gilbert)
This ring has the power to transform the wearer into anything it has already defeated (works at the wearer's will).
Cost: To Buy: can't buy only one can exist
Ring of Lightning (by Kurtis Swekla)
When this ring is worn any projectiles travel with golden lightning surrounding them. When this lightning projectile hits someone, it causes the projectile damage plus 3d6 for the lightning.
Ring of Shelter (by Mattn Fasullo)
When the command words "shelter me" are said, this magical ring duplicates the effects of a Lemund's Secure Shelter spell. No material components are required. The shelter appears ten feet in front of the wearer. If the shelter would appear inside an object, eg. a rock face, the shelter does not appear and a charge is wasted. When newly created the ring has 25 charges. When found the ring has 1d20+5 charges.
Caster level 6 Prerequisite: Lemund's Secure Shelter
Cost to create: 200gp + 50 gold pieces worth of material components.

Rod of Death (by Kurtis Swekla)
This obsidian rod causes death to anyone who is "hit" by it, the holder does not die. When this is found and picked up it will not cause death to that character, but anyone that character touches with this rod will die unless successfully saves vs. death magic. This rod contains only ten charges and can be recharged, however it can only be recharged by a wizard of level 20 or higher. If this rod is attempted to be charged by a lower level wizard then he dies.
Rod of Identification (by Kurtis Swekla)
This rod has one end that is tapered to a soft point, the other end is not tapered. When the holder touches the tapered end to a magical item, the entire rod glows a bright red and the holder hears in his mind what the magical item's most basic characteristic is (similar to the Identify spell). This rod has 20 charges and must be recharged by casting Identify into it.
Rod of Use (by wasp)
Rods of Use usually come in sets of two. They appear to be short sticks with a bent end. They can fire up to 12 shots per round not exceeding 12 per day. Each shot dose 1d4+1 points of damage and are by all accounts magic missiles. Rods of use are really cool for lower level characters but they are not that effective against stronger opponents.

The Accursed Blade (by Stephen)
The Accursed Blade was forged by a powerful race of sorcerers long ago, during an ongoing war between his people and their ancient enemy. These sorcerers had magic so powerful it made them seem like gods to ordinary races. To save themselves the actual battle they gave these blades to the lesser races.
These blades appear to be crudely forged daggers. Detect magic will find a powerful magic that is beyond the player's ability to figure out what it is. They vibrate slightly and are intelligent.
In combat the blade will assess the situation and alter reality to it's own advantage. First of all the blade blocks the enemy's ability to sense danger if the user is planning a surprise attack. Secondly it blocks the enemy's ability to use magic. It cannot block magic completely but can take care of magic below level 5 spells. Thirdly it analyses the enemy's strengths and weaknesses and employs the minimum required force. This can have interesting results.
One example is that a young elf was play fighting with his brother, the blade took this as actual combat and saw that the opponent had a dagger. It therefore changed into a longsword to win. This action ran the other brother through. The butler, believing this was murder in order to be the sole heir, set it up to look like marauding parties had done it.
A second example is that an assassin was fighting a mark who had a longsword. The blade therefore became a bigger sword. This sword, however was too big to hold so the blade had the assassin gain another set of arms. The assassin died from the shock of finding that he had four arms. It can also check the memories of the enemy and use them against them. For example if the enemy is afraid of something it may turn into that.
The blade can also turn into a creature if the situation warrants it. An example is that when fighting a large immensely powerful dragon it transformed into a duplicate of that dragon.
If the blade encounters one of the ancient enemy it will be relentless in killing it. It will attack without provocation, even if it is helping the user of the blade (for the sake of this the ancient enemy can be anything you want it to be).
Once the blade has a user, it is hard to get rid of unless the blade deems that changing owners will facilitate it's hunt for the ancient enemy. It has been known to take the place of one of the user's possessions, such as a pipe.
The blade is extremely difficult to destroy, for reasons that should be obvious. Feel free to however. Good Luck. Maybe a large group of powerful sorcerers could dispel the magic, but first you would have to incapacitate it.
Incase you were wondering I got the idea for this from the 6th book in the death gate cycle: Into the Labyrinth by Margret Weis and Tracy Hickman.
Boomerang Shurikens (by Kurtis Swekla)
These magical shurikens cause 1 point of damage (just like regular shurikens) but when they hit their intended target, they automatically return to the thrower. However, if they miss their intended target and hit something else (another creature, wall, etc.) then they simply cause their damage and fall to the ground or remain stuck in the target.
Chain Lightning Sword (by Kurtis Swekla)
This broad sword does not appear unusual or magical in any way. It will be detected as magical with a detect magic spell however. When a character uses this sword it causes normal broad sword damage plus 1d8 lightning bolts that cause 1d6 damage each which appear to spring forth from the blade, where the blade meets the handle and hit the enemy.
Darkflame (by Paul)
The Darkflame is constructed of obsidian and radiates magic. It is a +2 magical weapon and does normal long sword damage. However, upon contact with an enemy, the sword also casts Burning Hands as a 10th level wizard. The creature struck can save against the spell; one with magic resistance may even ignore it.
Death's Edge (by Tim The Red)
A sword with a black blade created by the Demon
Memphose, able to speak inside the wielder's mind
it was dismissed by Memphose because it's
alignment was Good. It gives the wielder a +10
bonus to hide and move silently it will return
to the owner if it wills it to do so. The sword is = D12 18-20/x3 5lbs medium sized sla
Death Summoning Sword (by Kurtis Swekla)
This black bladed broad sword emits a very high level of magic. When the wielder
attacks someone, and hits with the attack, he causes normal broad sword damage and a black cloud comes out of the end of the blade and surrounds the blade. The next time the character hits with the sword, it causes its normal broad sword damage and it kills the enemy unless a fortitude save is successful with a DC of 35, if the saving throw is successful, then the enemy only takes the regular broad sword damage and the enemy could still die if the damage sustained is enough to kill him.
You could add a certain number of charges in the sword if you think it is too powerful of a weapon.
Dwarf Slayer Great Axe (by Smylie)
This powerful weapon is a +3 Brilliant energy (ignores all unnatural & magical AC, dex mod still apply) Great axe. This item has intelligence and speaks. It is neutral evil in alignment, and contains scores of 26 int, 17 wis, and 21 cha. It's purpose: to slay good aligned Dwarven races. The item's ego is a 30. Anyone wielding the weapon attempting to do anything against the weapon's alignment or purpose must make a save versus the item's ego (30) or be compelled to do what the weapon wishes.
This weapon also has the following abilities:
1/day cast Haste as 18th level wizard
1/day cure light wounds 1d8+5
1/day Feather Fall
wielder has free use of improved initiative
The weapon may find traps at will, detect magic at will, and the user may cast Cat's grace as an 18th level wizard 1/day. Furthermore any dwarf being hit by this weapon must make a will save at DC 16 or die instantly. The blade is also lit up permanently as the spell Continual Flame.
Be very careful introducing this weapon in one of your campaigns it is a very powerful artifact and should not be introduced below 15th level. In my campaign the one who wields it now is an 18th level neutral evil ogre fighter.
Fire Bow (by Kurtis Swekla)
This bow is elaborately carved with shapes that look like flames leaping around on the wooden handle and it is the colour of and orange flame. Whenever someone shoots an arrow from this bow the arrow is lit with fire as it flies towards its target. Upon impact the target is lit on fire and takes the arrow's impact damage (usually 1d6) plus 2d6/round for fire damage. The fire will burn up to 10 rounds or until it is put out, which ever comes first. The fire can be put out by magical means only (special water, or a dispel magic spell). If the arrow that is shot has magical attributes (such as poison) the arrow will also have these effects on the target. But something like natural poison will be burnt off by the magical fire and will not have any effect on the target.
Greatsword of the Dragon (by Nick)
This blade is so strong only a half dragon can wield it. It does 4D12 damage plus the damage of the chromatic dragons; Fire(Red dragon), Acid (black dragon), lighting (blue dragon), Acid mist (green dragon), and Cold (white dragon). All are at greatwyrm power. Look in Monster Manual for dragon damage. Physical Description: The handle's tip is extended into to short points, the handle resembles a dragons tail, the top if the handle is a red-gold hand guard that looks like a dragons head, the blade is long and resembles a greatsword.
Insulting Rapier (by Kurtis Swekla)
This ordinary looking rapier, causes normal damage, but any time the character attacks, the rapier makes insults at the character like, "you hit like a woman," whether the character hit or missed with his attack. This idea was given to me by someone on a message board, but I don't remember his name, you know who you are probably, and thank you for this idea, I had great fun with it.
Leo's Blackfire Katana (by Alan Hall)
This sword is of 42 inches in length it is two handed though light enough and perfectly balanced to use one handed. The sword itself was a normal katana until it was specially blessed and enchanted by seven different wizards, two of those were believed to be Elminster and greyhawk themselves. It allows its wielder to strike for 1d20 damage and 2d20 vs. vampires. The Blackfire Katana is believed to be able to cut through any known armour to exist except for mithril.
Malorn MageBlade (by Buck Atkin)
There were only a hundred of these swords forged by the Omecron nation of Morno at the behest of the resident God Ashrim before the Fourth and last burning. These blades are shaped like thick bastard swords, but in reality are very different from what they appear. Each blade looks forged of cold iron with silver melded into the edges. Runes and Arcane marks run along both sides of the blade's surface, with two large stones set into the handle. One of these stones is one of the rare Sisstapt stones. The other is a large ruby that actually rotates within its housing. The crossguards are thick cold forged steel and are carved with arcane marks that glow dimly in darkness.
The Blades were originally created for the Charred Legion (Spellsword Prestige Class) these blades have been scattered far and wide after their utter defeat during the Fourth and last burning. After 300 years they tend to be spread out across Omecron rather well. Most often sought by Morno Wizards on ancient battlefields, expect to receive twice the listed price in Morno.
During most battles the warriors wielding these fell blades prefer to let the normal magic of the blades win the day (consider them Keen +2). However, when sorely pressed or simply for sheer joy, the warrior may rotate the ruby a quarter turn. At this time the iron and silver blade is converted into a pure magical force blade that crackles like contained lightning. This magical energy effect lasts for 78 seconds of pure carnage, (13 regular combat rounds).
This blade is quite powerful and many a rampaging creature has felt the bite of it as whole wedges are carved out of the body. Due to consumption of local magical fields, the blade only works once per day.
In the hands of a champion these blades are quite deadly indeed…
Magical Long Sword (extra thick blade):
(I Version) Keen Longsword, +2 to attack, 1d8+2 damage, 18-20/ x2 Critical, 7 lbs, slashing
(II Version) Magical (force) Longsword, +3 to attack, 4d6+3 damage, 19-20/ x2 Critical, 2 lbs, slashing
(Force) Effect: Can hit Ethereal and Incorporeal Creatures, Duration of 13 combat turns
Caster Level 13th
Prerequisuites Craft Magic Arms and Armour, Mordenkainen's Sword, Keen Edge, Greater
Magic Weapon
Market Price 68,250gp
Rift Dagger (by Voodoo)
This dagger is a +4 gold hilted dagger encrusted with rubies on the hilt. The blade has an eerie green glow about it. A detect magic and successful spellcraft check (dc 15) reveals that the dagger is enchanted with chronomancy magic.
Upon speaking a command word and making a circle with the blade, a rift to another time is opened for 1d2 rounds. Anyone foolish enough to enter this rift is instantly put in a grave situation (example: a character steps through and a boulder falls on top of them). DM's choice as to what happens but usually a reflex save (dc of 20) gets the character out of deaths way. If used to strike a foe it does normal dagger damage, if the command word was spoken with a successful strike the creature makes a will save or what ever was struck is disintegrated (body part only, not the whole creature), consider the hit a critical hit.
Short Sword of Curing (by Robert Ingebrigtsen)
This short sword was made by a peaceful but self-conscious bard. He hated violence, but loved epic stories. Thus he created this blade to be able to enter fray and not kill an innocent creature. He then was able to fight like a hero!
The sword functions as a normal short sword, dealing normal damage. It casts a Cure Light Wounds on a successful hit. This heals 1d8+1 hit points. Also, feel free to add more, minor effects (peaceful ones, though) to spice up the sword.
Note: It might be a bad idea hitting yourself to receive healing- the original player did so, rolled a natural 20, and cut his own leg off...hilarious for the rest of us, but maybe not for him.
Skeleton Red Sword of Life (by Kurtis Swekla)
This sword is usually found wielded by a skeleton. However if a living character tries to use this sword, they turn into a skeleton. That is, they only are a skeleton in terms of physical characteristics (the character is only composed of bones). The character still has control of his body and can think on his own, he can talk and all his senses, abilities, and skills remain unchanged. The character retains his hit points, etc. and the only thing the character can't do is change his body shape into something else (by way of a spell, power, or magical item).
If the character puts down the sword he remains a skeleton, the only way to change back into himself is to have a dispell magic spell cast on him, against a level 18 wizard. The sword itself is a bastard sword with a damage of 1d10 + 15 special damage. This special damage is caused by its magical effects, it seems to suck life out of creatures when it hits them (this is the extra 15 damage) and the creature feels a cold wind go through them when and where the sword hits.
Songblade (by KC)
This item looks like a broadsword, with about 50 gems set along the blade and in the hilt. It doesn't do damage, having no edge, however, unless you count the 1d2 bludgeoning damage you can get from anything when you hit someone with it. One holds the song blade like a guitar, the hilt in the off-hand, and the blade in the other. By running your fingers over the correct gems you produce beautiful music sounding as if it comes from dozens of different instruments. With the Songblade selected as an instrument of choice under perform, you get a bonus of +10 to your perform skill.
Item cost: 2000 gp.
Sword of Health (by Kurtis Swekla)
This sword looks like a normal long sword except that it as a red gem (possibly a ruby) on the pommel. This gem glows bright red when a character stabs or slashes an enemy. However, contrary to what one would think, this long sword does not cause any damage to the enemy, it in fact heals the enemy by 1d8. However, whenever this sword does contact an enemy, it does make an illusion that it causes damage. When it slashes, stabs, etc. into an enemy it produces illusion of a wound that looks life-like in every way, except that no blood pours out of the wound (this could be one of the indications to the character that this sword is not causing any damage).
When a detect magic spell is cast upon this sword it is highly magical.
Thor's Hammer (by Phil Williamson)
This is an extremely large weapon and requires the Gauntlets of Ogre Strength and both hands to simply wield it. To throw it you must also own the Belt of Giant Strength +4 or higher.
Treat this hammer as a 1d12 warhammer that, if it can be thrown, has a range of 50 feet, and returns to the wielder's hands on command. Any non-barbarian who even touches the hammer takes 1d8 fire damage and another 1d8 for every round held thereafter. The hammer will do 1d8 fire damage if used to attack another barbarian though.
Twice a week, the wielder can call upon the power of Thor. This grants all the abilities of a barbarian rage for an hour, minus the penalties (no AC change, not winded afterwards).
Although, if you wish to gain the ability to call upon Thor, you must prove your allegiance to him, and burn his holy symbol (which is on both hammer heads, it resembles an upside down T or warhammer) onto your body (DC 18 fortitude, if failed you pull it away and do not gain abilities).
Vampire Sword (by Jeff Neeser and Kurtis Swekla)
This sword is a long sword which has a crimson rain drop mark on both sides of the blade. When a character hit an enemy with this sword, he causes 1d8 damage, but the character instantly gains those wounds caused to the enemy, as if he was healed by spell. The sword can not "store" wounds to give to the wielder, that is, if the character has taken no damage (has full HP) and hits an enemy, he will not gain HP's above his maximum, nor will he then gain those wounds after he as taken damage.