Spoons of Sharpness
This is a matched set of spoons (the set varies in number). When wielded as weapons, they are +1 magical weapons with a base damage of 1d2 16-20x3 S. They ignore any non-magical armor or shield bonuses. Multiple spoons may be held in each hand- plus one per hand per the character's Dexterity bonus.
In the hands of a Bard, however, they can be used as percussion instruments, played by slapping them on the body.
Doing so, however, can cause injury. Unless the Bard makes his perform roll by 5 or more, he is cut by them as if he wielded them as weapons. If this happens, the spoons' pitch change, going "sharp" for the next 24 hours.
Magical Donkey Tail
This is a mummified Donkey tail. When pinned on any being, that being suffers a -4 to any morale rolls, but each being within a 10' radius gains a +2 to any morale rolls.
Boots of Seed
These hobnailed boots appear as normal for their kind. However, with every step, each of the nails drives a seed into any hole they make. These magical seeds will grow into holly bushes at their normal rate of growth. Because of the density of the planting, these will function as 5' Walls of Thorns. The boots never run out of seed.
If the wearer is a Druid, this growth will occur overnight.
Rapier of Sharpness
This Rapier, when worn, gives its wearer a +4 bonus to Charisma, and all of the person's other clothes are magically mended. The girls are gonna go crazy...