Magic Items with problems

Boots of Spiderclimbing that are "sticky", and always covered in dirt, dead leaves, etc.

An item that gives off a glow... Those exposed to it for a time become not only invisible and inaudible, but also insubstantial. They cannot be harmed by weapons (although energy can still affect them), but leave behind all equipment, including Foci, Holy Symbols, and Material Components.

Boots of Water-walking that are always wet (Squish! Squish! Squish!), subtracting from Move Silently, decreasing the difficulty in being tracked, and turning dusty roads muddy (not to mention wetting your backpack when you store them)!

A Wand of Fireballs that affects metal objects within the area of effect as though they had been subjected to Heat Metal.

A Staff of Stoneburning (usable only by a Druid, or high level Bards and Rangers). Allows stone to be set aflame for 20 rounds (two minutes). Cool, but not too terribly useful, as it requires touch... Can do 1D6/round against Stone Golems and the like, however...

Spetum of Disarming - This +3 polearm disarms an opponent on a succesful touch attack.

Necklace of Magical Mundanity - Once/round, a PC may reach into this small, purse-sized necklace pouch, and withdraw some relatively small, mundane item. The item will be whatever will be most useful to him or her that round... Items must be able to fit within the pouch, cannot be magical, and cannot cost more than 2 GP.

Orb of Ossification - Anything touching it must make a Fortitude save or become ossified (turned to stone). DC:20, or so. Can be used as a missile weapon (if you're willing to pick it up!), or you can touch someone with it.

Harp of Howling - Can only be played at a loud, howling volume. No tender love songs, here! Also allows long-distance communication, via howling. Might also attract wolves, or something! :D

Scepter of Scintillations - A minor glammer from this rod-like device makes the wielder (while the scepter is in hand) and all they wear and carry, appear brighter, and shinier, possibly giving a Charisma Circumstance Bonus of +2, in some cases where appearance is important.

Ultrasonic Pest Repeller - This small item of jewellery (medallion, anklet, necklace, diadem, bracelet, etc.) repels all vermin (including the giant varieties), but also drives cats and dogs 30' away (with yowling), and chases off mice, rabbits, rats, squirrels, and other rodents with squeaking. This includes some familiars and animal companions.

Trident of Mighty Tossing - A +1 polearm that allows water-walking, and increases the wielder's strength, ONLY when lifting and tossing a target struck by the tines. Falls do damage normally.
 
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A sword that makes the wielder hungrier and hungrier as the sword racks up more and more kills. (That could make a clever player paranoid.)

Magical arrows that, when fired, leave behind a trail of feather particles.

A Wand of Fireballs that only works if the user is within 10' of a fire source; a Wand of Lightning Bolts that only works outside, on a cloudy day; a Wand of Cure Light Wounds that can't be used on the user, but creates powerful feelings of togetherness on the two people involved in its use.

Potions that always make the imbiber burb after consuming them.

Potions that only work during the day, only at night, only on a full moon, only on Tuesday, only if you're wearing red sandals, only if you've eaten bacon recently, etc., etc.

Gauntlets that don't do anything themselves, but allow the wearer to wear two rings on each hand. The drawback is that the user has a -4 on all attacks and on all skill checks that require use of the hands because the magical energies interferes with the hands.

Dave
 



Typical bracers of armor, except they surround the user in a shimmering field of energy while active. They provide a penalty to checks to avoid being noticed. Depending on how quirky you want them, they can stop you from eating or drinking anything while active, provide penalties to observation, and possibly even anything regarding friction (balance, climb, swim). They would also give a bonus to escape artist checks in the final case.
 

That idea of magical arrows leaving behind a trail of feathers reminds me of a really cool idea from a book I read once. Ever read The Mirror of Merlin? There were these 'ghouls' who could shoot "arrows that pierce the day", as in they leave behind a trail of pure shadow, which rapidly corrupted the flesh of all who touched that shadow. Very useful in night ambushes and large-scale battles, but they are quite risky to use.
 
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A ring of invisibility that slowly turns you into wraith, slave to a dark lord...or has that been done already?

I have to admit to once having used exactly that without even realizing I was stealing LotR!

For purposes of tormenting players, I prefer talking items, such as the everburning torch of description, which audibly describes everything it illuminates in inexorable detail. Or the sword of antagonism +1, which verbally assaults its wielder.

Physical side effects are always good. Warts. Moles. Teeth falling out. Hair falling out or growing in. Things changing color, changing size, shape, texture. Body odor, bad breath, incontinence, flatulance, irritable bowel syndrome.

Not everything has to be all bad. Frog toes on your hands and feet might look ugly, but it might also give you +2 to Climb. An eight-inch nose might be inconvenient, but it might give you the Scent ability.
 

dontpunkme said:
my personal favorite is one that I gave a character in my world one time - it's magical bonus was the square root of 4. In other words it could be either plus or minus 2 depending on a coin flip. Can be your best friend one round and an unwelcome member in the rectum the next round. Priceless

That is genius. I might have to borrow that idea if you don't mind.


One of my bests was a cursed cloak that the evil villians (Drow) planted in the PC's party. It was a cloak of elvinkind that had the reverse effect when in total darkness (ie the Underdark) and also served as a missle attraction. The PC who used it only ever knew about the good side and kept whining about getting hit by enemy missile fire while he was trying to hide.
 
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amulet of shadows

Amulet of shadows:

Shadow Jump: 2x per day the user can dimension door only between shadows

Summon Shadow: 1x per week can summon 1d3 shadows

Each time the shadow jump power is used, the user perceives himself passing through through a tunnel on the plane of shadow. Each time, a photonegative of the user approaches as if in a mirror and then passes through the user and continues on behind. It mirrors the user in every way. After a fixed or random number of uses (whatever you think is appropriate), the shadow creature materializes in the spot the jumper just used. The shadow is a double of the user in every way but is evil and seeks to attack him or her immediately, believing it is the "real" person and the other is an imitation.
 

Well, if I may continue the "ring of invisibility" example:

It makes everything but itself invisible when worn.
It makes flesh and itself invisible, but not worn or carried objects.
It makes people invisible, but their shadows remain.
It makes people invisible, but they appear in reflections.
As suggested previously by another poster, it works only when the user's eyes are closed.
It works on most adults, but children and exceptionally wise or attentive individuals are immune.
 

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