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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.