I need some useless Magic Items.


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Claymore of the Sun

This weapon resembles a Brilliant Energy sword, but its blade is pure sunlignt. As such, it can be used to illuminate an area (equivalent to a torch). As a weapon, though, it is virtually useless. Its blade, being sunlight, simply illuminates things it is swung towards.

However, against undead, it does 4d6 19-20x2 damage per blow, doubled if the particular undead creature is vulnerable to sunlight.
 

The Scourge of Healing

This weapon is a +2 Flail with 5 small, spiked heads as opposed to one single head. (The weapon's damage is unchanged from a typical +2 Flail, so its damage is: 1d8 +2 x2 B.)

However, when a command word is spoken and it is used to strike someone, it does damage as an un-magical Flail (1d8 x2 B) AND grants the person struck the benefits of a Cure Light Wounds as cast by a 5th level caster: 1d8+5. There is no limit to the number of times this power can be used.

Thus, over time, the Scourge will fully heal someone struck repeatedly using its special power...but it will be a long and painful process.
 

Everburning candle - as per everburning torch, but light as per a candle

Boots of slipperiness - Like wearing ice skates on dry land. Requires a balance check every round.

Portable sundial - a mini sundial contained within a glass bauble which is always facing the right way to tell the time. Doesn't function if the sun cannot be seen.

Gloves of itching (cursed) - while wearing the gloves the character is incredibly itchy, and cannot help scratching constantly (all over). Cannot be removed by the character that is wearing them. The itch lasts for 5 rounds after removal.

Music Rock - an odd shaped rock which can be shaken or hit to produce the noise of the last musical instrument that it 'heard'.

Baby djinni bottle - Looks like a normal djinni bottle, but produces a baby djinn. He can only produce very small wishes. 1gp for example. On the positive side, most of the wishes come out as intended, not twisted like adult djinns do.

Bag of Preservation - small bag which stops food going moldy.

Milkmaid's gloves - prevents cramp while milking a cow or goat. Also stops you spilling any of the milk.

Everlasting bottle of whine - Unstop the bottle and it will constantly complain. The only way to shut it up is to shove the cork back in.

Box of snowflakes - a wooden box about the size of a cereal packet, when shaken snowflakes fall out. Produces about a cubic foot of snow but only once per week.

Deck of many pings - each card makes a different 'ping' sound.

Tiara of the princess (cursed) - whoever wears the tiara becomes snooty, useless and impossible to please. If forced to run, the character will almost immediately twist an ankle.

Hat of the accountant - Oddly shaped green hat, makes the character good with numbers.
 

Tiara of the princess (cursed) - whoever wears the tiara becomes snooty, useless and impossible to please. If forced to run, the character will almost immediately twist an ankle.

This is one of my favorites so far!

Dnumoel's Tiny Hat

When worn, this normal sized tricorner hat becomes the size of a doll's hat. It does not constrict- it merely sits perched atop the wearer's head, and cannot be dislodged unless the wearer wills it.

Bubba Yaga's Hut

This hut looks like a camouflaged deer blind (+10 to Hide checks). Upon the owner's command, it raises up on gigantic turkey legs which can propel the hut at Spd 60' for 1 hour. Upon another command, the turkey legs detach and become instantly fried. Each giant and tasty leg can feed 20 people. After they are eaten, though, the hut cannot produce the legs (for any reason) for 1 week.
 

Bag of Other People's Items Simply, when you pull out of this bag will be something that belongs to someone else. Often, you'll get money, but sometimes you'll get other things, like the crown to one of the area's king, queen, and so forth. But more likely, you'll get the King's Royal Toupee.
 

The Deck of Manly Things - draw a card, and get a Manly Thing: a kick*** greatsword, a random tool, nose hair clippers, an issue of Hot Rod magazine (for all your metamagical pimpin' needs!), a golf club, and the like.

The Deck of Skinny Things -
draw a card and get a skinny thing: a quarterstaff, a skeletal servant, a leafy branch, a toothpick, a ladder, a runway model, a coil of rope, a wand of fireballs, a famine curse, and the like.
 

The Hand Towel of Vecna

A spotty, worn, old rag that radiates a faint magical aura, the mighty Hand Towel of Vecna can return that 'like new' shine to anything that it is used to clean (including lich hands).
 

a stone ball (presumably for well-to-do folks' gardens) that attracts birds to its vicinity.

weedbane sickle (doesn't harm crops)
moss-repellent stone
garden gnome golem

Hat of Shade
This wide brimmed hat makes it's wearer immune to sunburn.

Ever Watered Pot. Plants planted within this simple clay pot need not be watered, the pot administering the correct amount of moisture each day.

Sundial of Weather Detection. Turns wet when it is raining, and white when it is snowing - time can be read even on cloudy days.

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.

Animated Water Bottle - roams around watering things

Portable sundial - a mini sundial contained within a glass bauble which is always facing the right way to tell the time. Doesn't function if the sun cannot be seen.

I see a Magical Gardening Shop in the future. And if these are the accessories, imagine the plants for sale :)
 

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