• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

212 Odd, Useless, Interesting, and other wise non-sensical magic items


log in or register to remove this ad

Upside Down Goblet
Try as you may, you cannot fill this goblet. Turning the Upside Down Goblet destroys it, and in its place is A Goblet.

A Goblet
You can fill this goblet.
 

Paper of Beatsroque
A sheet of expensive looking paper measuring approximately 12 inches by 20 inches. Any rock that is completely covered by the paper is disintegrated instantly; otherwise the paper is entirely normal and is cut, quite easily, by scissors. This paper is reusable and made of 100% pre-consumer fiber.

Robe of Disrobing
Looks like a once-sumptuous robe that is now ratty and threadbare. The Robe of Disrobing, when donned, causes any other items being worn or carried by the user to appear, neatly stacked, a few feet away. When the robe is removed, the other items must be put back on manually.

Sieve of Holding
Place any item or substance inside the sieve and speak the command word and it will be entirely and completely sealed inside until the command word is spoken again and the lever on the handle is depressed. The sieve can contain gases, flour, water, the wind, dust, small, angry faeries, seeds, moles, voles, ants, etc... One could place a red hot ember in the sieve and the heat would not emanate beyond the sieve (this works for radiation as well). Sieves of holding are commonly 7 inches tall with an opening about 6 inches wide.
CAUTION: Be sure to hold the Sieve upside-down as the release command is given and the lever depressed or the contained items/substance will be forcibly sifted through the fine mesh screen at the bottom of the device.
Recipe for ground faerie-meat sandwiches as follows...

Mantle of The Jackass
This cloak of donkey skin gives the wearer a +1 bonus to armor class, +5 bonus to Endurance checks and grants a +2 bonus to Strength solely for the purpose of pushing, dragging and carrying (but NOT lifting) loads. If someone who needs aid of any sort (carry me to Scarsdale, lift that rock, mend these shoes, fulfill me in a way my spouse never could...) comes within 10 feet of the wearer, they will feel compelled to ask, beg, or badger the wearer for help (Will save DC 10 to resist) whether they would normally be inclined to ask or not.
The wearer of the mantle, on the other hand, will feel compelled to deny any and all requests for help (Will save DC 15 to resist) whether he would normally be inclined to help or not.
If the two parties can put more than 10 feet between each other, the effect subsides; otherwise the wearer will continue to refuse to help until he makes his save and the person seeking help will continue asking until she makes her save (once the save is made they will behave as they would without the mantle's influence). If the wearer agrees to help with a task he must make a new save every 5 rounds if in combat or every 5 minutes if not. If the save is failed, the wearer of the mantle will once again refuse to help.
If the cloak is removed during the course of helping with a request, the affected people immediately come to their senses. The wearer will subconsciously try to keep the mantle on even if it is inconvenient (No ma'am, I like to keep my cloak on. Now help me with these trousers).
 
Last edited:

Gradhur of Zeliod
This item is from a far-off alternate plane somewhere in the multiverse. The creature who created this is incomprehensible by human standards. It has taken 3 sages working and pondering day and night for months to eventually determine this is a magical item, and give it an appropriate name. The thing is really too weird to determine what it could be used for, even less actually use it. Anyway, at times it radiates magic, at other times it doesn't. In the vicinity of the items strange sounds are occasionally heard, plus odd sensations with no noticeable effects.
 

Vloubardane +1
This item obviously looks like a magical sword +1. However it is not. It comes from an even more far-off parallel dimension where the laws of physics are strictly incomprehensible. As such, whenever one takes this sword and tries to use it in any way, he cannot (even though it does look like an actual sword in every aspect). Furthermore, all other people suffer a -2 to all their rolls when looking at the character wielding the Vloubardane, as they cannot fathom what the character is trying to do although he seems to be trying to do something obvious (like attacking someone). The Vloubardane is not a cursed item, and you can discard it whenever you want.
 



Arrow of Arrow Attraction: A novice wizard trying to enchant a shield accidentally enchanted an arrow instead. This arrow gives a -2 to its owner's AC against ranged weapons. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of its owner diverts from its original target and targets the arrow's owner instead. These penalties also applies to a target struck by the arrow, unless he spends a full round action removing the arrow from his person. If this arrow is placed in a quiver, removing any arrow from that quiver is a move-equivalent action, as they are all stuck together.

Brassiere of Masculinity (AKA "the bro"): When worn, this undergarment changes its wearer into a male. It does not meld into his new form, which could be awkward if he walks around shirtless. When removed, the wearer changes back into her normal self. This item has no effect on males (apart from potential embarrassment).

(I'll also point out that the DMG mentions a brassiere of elemental summoning in passing.)

Dread Gazebo: When a creature first sees this otherwise-normal gazebo, he is affected as though by the spell Phantasmal Killer. If the character succeeds at a Will save (DC 15), he sees just a normal gazebo. A character who fails, however, sees it as the most horrible beast imaginable. He must make a Fort save (DC 15) or die of fright. If he succeeds, he still takes 3d6 damage. Either way, he earns the derision of his peers.

Along a similar vane, but in a different direction,
Ring of Cervantes: A favorite of giants, this ring allows the wearer to polymorph himself into a windmill for 1 hour by speaking the command word. This makes him invulnerable to most attacks that would not affect a stone building (hardness 8), but if the windmill is damaged, he is injured proportionately upon changing back. The character is not aware of anything that happens while in windmill form, and he cannot change back before the duration is expired (unless someone else dispels the effect).

Eric Noah's Tome: Once per day, the person who reads this book is given a limited glimpse into the future, granting him a +4 insight bonus to AC for 2d6 hours.

Hand of Rudeness: This mummified human hand on a cord takes up the necklace magic item slot but allows a character to use an additional ring, like the Hand of Glory. However, this hand is mummified in a rude gesture, which imposes a -2 to Charisma. Any attempts to change the hand's gesture are doomed to failure. The wearer can also cast Rage and Expeditious Retreat once per day each, as an 8th-level Sorceror.

Ring of Reversing: This ring emits a loud beeping any time the wearer walks backwards. It has no other effect.

Dirty Shoes: Especially designed to annoy Mom, these shoes tap into the power of the elemental planes of water and earth. Although these shoes appear clean at all times, they always leave muddy footprints, reducing the DC to track you by 5 (which may not apply in certain terrain, such as mud or water).

Portable Mole (not the animal): When this is placed on a creature, it causes a mole to appear on the creature's face. This mole moves to a different, random location on the creature's face when nobody is looking. This is a permanent duration effect that can only be removed by a dispel magic or similar effect.
 

babomb said:
Hand of Rudeness: This mummified human hand on a cord takes up the necklace magic item slot but allows a character to use an additional ring, like the Hand of Glory. However, this hand is mummified in a rude gesture, which imposes a -2 to Charisma. Any attempts to change the hand's gesture are doomed to failure.
LOL!! :D

By the way, reading this thread I noticed several items that I would actually use in my next campaign, maybe somewhat tweaked. Aaah, keep the good work! Just another one:

Firebowl
This heavy bronze cup has got a Continual Flame spell cast on it. You can throw the bowl at a target (penalty of -4 as it is unwieldy) for 1d4 of blunt damage.
 

Busty Armor
This set of armor has a bust in it to suit females, however whenever ayone (man or woman) dons it, they become quite busty in the upper part of their chest!
 

Into the Woods

Remove ads

Top