All things Weird & Wonderful

Dannyalcatraz

Schmoderator
Staff member
Supporter
It has been a while side we had a thread on unusual magic items, in the tradition of ones like these:

http://www.enworld.org/forum/showthread.php?320523-Lets-Make-Some-Silly-Magic-Items!
http://www.enworld.org/forum/showthread.php?328686-Magic-item-ideas

So let's go!

Morel Compass: when the command word "Find" is spoken (in Elvish or Druidic), the North side of this blue-spotted brown mushroom glows faintly purple. Any light greater than torchlight obscures this glow.

A typical Morel Compass is found with 5d20 charges. Using it to determine direction uses one charge. When all charges are expended, the mushroom crumbles to dust. However, as long as it has at least one charge, it may be eaten. If eaten, it is an utterly lethal poison, killing within 24 hours unless magically treated, after which the victim's body sprouts a "fairy circle" of 2d12 new mushrooms...
 
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Samloyal23

Adventurer
I think this thread may be a sign of morel decay...

...But to add a riff of your mushroom idea, it makes sense for a fairy ring of mushrooms to be enchanted as permanent ward that either protects against pseudonatural monsters or works as a portal to Fairyland. Maybe sleeping in some fairy rings puts you in a state of hibernation so you need no food or water and do not age, but you have to be woken up or you just sleep forever.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Bard-axe: favored by troubadours of all kinds (but most highly prized by Dwarven minstrels, Orsish blood-singers, Northern skalds, and otherworldly rogues), these stringed instruments produce a marvelous sound, magically enhancing any performance. However, when a "power-chord" is struck, the player/wielder can use it as if it were a mighty 2-handed weapon- typically that of an axe- for a number of successful blows (in a single combat) equal to the wielder's bardic level.
 

Samloyal23

Adventurer
A new weapon quality: Floral

Floral weapons do damage by turning pieces of the target into flowers that then fall of the body of the target. You are basically polymorphing bits and pieces of the enemy with each hit.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Wasp's Nest Orb: this item resembles a wasp's nest in a glass orb. When held in one hand and commanded to do so, the orb releases a magical wasp of force which attacks one target of the wielder's choice within 30' for 1 HP damage per round. The wielder can create 1 additional wasp per round, all must attack the same target. While the wasps cannot be damaged, any effect that dispels magic or force effects will dispel them. In addition, if the wielder fails to concentrate on the attack, all wasps so far created dissipate.

If the wasp's target dies or disappear the wasps all dissipate.
 
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Samloyal23

Adventurer
Sweet Preserves: anyone slain by this magic sword is polymorphed into a puddle of jam. Roll 1d6 for type:

1 grape jelly
2 strawberry jam
3 orange marmalade
4 lemon marmalade
5 gooseberry jam
6 roll again, ignore a result of 6, blend with peanut butter
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Helm of True Seeing: anyone steering a ship equipped with this magical steering apparatus can see clearly for twice his normal range, regardless of conditions. This clear sight is not obscured by illusions, fogs, or even magical darkness. Furthermore, the helmsman cannot be blinded- even a helmsman with no eyes will be able to see as a normal human helmsman while using this powerful device.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Hell's Toupee: this enchanted judge's wig makes the wearer an expert on all kinds of legal matters dealt with in secular courts or religious courts, with a base 75% chance to correctly answer any question of a legal nature. However, the wearer cannot be impartial, and will seek to bend the rules in favor of one side. Worse, the wearer will be twice as likely to accept a bribe to influence a case one way or another.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Hot Rod: when commanded, this 7" metal rod heats up. It will either simply heat up until it maxes out (800 F) and then "Hold", "Cool" or will reach any temperature the holder commands it to up to its max.
 

Samloyal23

Adventurer
Dancing Slippers: These enchanted silken slippers make a wearer both graceful and slippery. Anyone wearing them gains +5 bonus on Perform(dance) skill checks and a +5 dodge bonus to AC. But whenever the wearer is asked a personal question he must make a Will check or be forced to "dance around the subject" by verbally avoiding a direct answer.
 

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