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Command Item (by Kurtis Swekla)
This is any type of magical item that requires a command word and the funny thing is that the command words are: "Command Word." Just don't tell your players what the command word is and make 'em sweat it out, and then get a good laugh when they figure out what it is.

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 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.