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212 Odd, Useless, Interesting, and other wise non-sensical magic items
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<blockquote data-quote="babomb" data-source="post: 2321692" data-attributes="member: 1316"><p>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.</p><p></p><p>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).</p><p></p><p>(I'll also point out that the DMG mentions a <em>brassiere of elemental summoning</em> in passing.)</p><p></p><p>Dread Gazebo: When a creature first sees this otherwise-normal gazebo, he is affected as though by the spell <em>Phantasmal Killer</em>. 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.</p><p></p><p>Along a similar vane, but in a different direction,</p><p>Ring of Cervantes: A favorite of giants, this ring allows the wearer to <em>polymorph</em> 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 <em>dispels</em> the effect).</p><p></p><p>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.</p><p></p><p>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 <em>Hand of Glory</em>. 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 <em>Rage</em> and <em>Expeditious Retreat</em> once per day each, as an 8th-level Sorceror.</p><p></p><p>Ring of Reversing: This ring emits a loud beeping any time the wearer walks backwards. It has no other effect.</p><p></p><p>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).</p><p></p><p>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 <em>dispel magic</em> or similar effect.</p></blockquote><p></p>
[QUOTE="babomb, post: 2321692, member: 1316"] 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 [i]brassiere of elemental summoning[/i] in passing.) Dread Gazebo: When a creature first sees this otherwise-normal gazebo, he is affected as though by the spell [i]Phantasmal Killer[/i]. 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 [i]polymorph[/i] 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 [i]dispels[/i] 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 [i]Hand of Glory[/i]. 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 [i]Rage[/i] and [i]Expeditious Retreat[/i] 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 [i]dispel magic[/i] or similar effect. [/QUOTE]
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