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!
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.
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!

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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