Suggestions for unique magic items to hand out?

After seeing Iron Monkey (where the bad guy uses his long silk sleeves to deliver devastating strikes), I've always wanted to have a magical monk robe that allowed a monk to use his unarmed strikes at a reach of 15 feet. You might also give it the ability to billow out and provide a 20% miss chance due to concealment for a certain number of rounds per day.

Another cool item might be a little too low level, but could be modified for any level. In an old Rolemaster supplement, I saw the Ogre Bag. It was a bag from which you could magically dump out two ogres, who would serve you until you commanded them back in the bag. Once placed back in the bag, the ogres would heal completely (even if they had been killed and stuffed back into the bag). What was cool was that the two ogres were the same ones each time and you had to be nice to them to get them to do what you wanted.

Another cheap item would basically be potions of summon monster. Throw them as a grenade like weapon, and when they land, they cast the relevant summon monster spell. The same could be done with summon swarm (imagine throwing a potion at someone and have it break open into a swarm of spiders!).
 

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Oryan77 said:
Minortaur Fighter (prefers 2 handed swords)

Amulet of the Bull - Grants Improved Bullrush to the wearer, only if (s)he is a minotaur.

Oryan77 said:
Dwarf Monk

Gauntlets of Stone - Grants greater damage to unarmed attacks by Dwarves, and speed (equal to that of a Human), as well as a certain number of Stone-related spells, once/day, depending upon the wearer's level... Stone to Flesh, Stonetell, Stoneskin, Flesh to Stone, etc.

Oryan77 said:
Human Cleric (prefers mace & shield)

X's Mace of Shielding - Replace "X" with the Cleric's deity of choice. This +1 Mace always has a Shield spell up on the wielder, as long as it is held in hand (not hung at the waist, etc.) At some point (sixth level, perhaps), a Cleric of the appropriate deity gets once/day use of a spell related to the deity, or unlimited use of some very minor spell (such as Speak With Animals). Other deity-related powers may eventually reveal themselves, as levels rise.

Oryan77 said:
Half-Elf Sorcerer

Headband of Elven Sorcery - Acts as a Headband of Intellect, for most, but when worn by an Elven Sorcerer, it increases their number of spells/day to equal those of a Wizard, and also grants access to certain GM-chosen "Elven" spells, such as Awaken. In addition, it grants the Scribe Scroll Feat at first level, and an additional Metamagic Feat at every fifth level, as usable by the Sorcerer.
 


I had a similar situation a while back, the party had all participated in a tournament, and since they couldn't loot the bodies, I made prizes to be handed out to the victors.

Some were standard magical items, but most were items that could cast a medium level spell once a day. For instance a monk got a ring that would cast poison once a day, a fighter type got a vest that would cast stoneskin once a day, etc...

In summary, you can work out what level of spell would be appropriate (in my case it was lvl 2 or 3) and go through your books looking for a spell that the character would like to be able to cast. (the balancing on this can be tricky though, in addition to the suggested increase in price due to the normal spell duration being short, I'm considering doubling the cost of an item that grants a spell effect that is range:personal)
 

I didn't read all the great ideas so this may be a repeat, but . . .
How about a magic item that adds a skill bonus (they are cheap, and only a couple are listed in the DMG.) This might be good for the monk (tumble) or the Cleric (know Rel) but even the fighter (intimitate) could be good. Just a thought.
 

Minotaur: A magic club (+3 - +5) that generates eartquakes, shatters buildings, busts up constructs and undead...but doesn't harm living things...


Monk: A glowing green quarterstaff (+2 - +4) that shrinks down to be able to be hidden in a sleeve, can be hurled like a javelin, extends as a vaulting pole...

Cleric: A magic shield (+2 - +4) with a crest depicting a griffin on the front; the shield can create a wall of force effect, mage armor, shield spell, protection from evil, etc

Sorcerer: A magic hat that produces spell effects, summon creatures or items appropriate to the character's level; it takes a Will save (DC15) to make it function correctly (that is, to get a useful, if not desired) result, +2 Save DC per spell levell of effect above that which the character can use -- if the save is failed, treat the result as if the sorc had fired off a rod of wonder.

Wait, wait, where are you going?!?


I have more...




So lonely... :(
 

Oryan77 said:
Which of these items that people posted here are items from actual books? Or are they all made up?
The items I posted aren't from books. The weightless sword was something my DM made up. Back in 2nd ed, it's game effect was having a +0 weapon speed. But it turned out to just be a "neat" and "cool" item.

The entombing ability comes from Libris Mortis.

I may have read about the clerical callout/respond ability somewhere, but I don't remember where.
 

One of the most successful items I've ever given out has been an item that gives no bonuses, doesn't let you do anything you couldn't already do, and generally isn't useful in the slightest. It is a beer stein infused with intelligence that can on request fill itself with any type of alchohol that it has ever "tasted." It was created by dwarves, and has a figure of a dwarf carved into the side that can speak. You'd be amazed how often one PC will talk another out of the stein in order to get it into their own hands for a little drink, even when in dangerous territory.

It can only make alchohol. It can't make milk or water or fruit punch. In fact these requests will confuse the dwarf and he will wonder why he as never heard of these alchoholic products. When PCs in a bar insist that their magic stein can talk and make beer, sometimes he will remain quiet and not create any just to laugh at them later and give them some "good stuff." He's a good guy, though, and as mad as they can get at him, they're addicted. ;)
 

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