Category: Weird Item Wednesday

May 11th, 2016 by Corbett

Mace of the Holy Pretender
Mace of the Holy Pretender
This finely crafted mace resembles any other mace that would be common to any clerical order. It does have a faint yellow glow when in use and can be detected as a magical item, but combat benefits outside of an average mace. What makes this mace so special is giving the user the ability to be perceived, both outwardly and through detection spells, as a lawful good cleric. Any magical items that require an alignment of lawful good can be used while the mace is being wielded. No matter the user’s clothing or appearance, they will appear as any local clerical order based on the lawful good alignment. Thus a user may appear as a different order in a different area, but they will always be perceived as lawful good.

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Boots of Humankind
April 27th, 2016 by Corbett

Boots of Humankind
Boots of Humankind
These large heavy leather boots are imbued with special magic that allows them to be only worn by non-humans. Anyone wearing the boots are instantly spotted by anyone they are trying to sneak past, with no saving throw or spot check. Any thieving skills that would allow them to be undetected will automatically fail. Even if the character is invisible, or otherwise unable to be seen, the boots will alert everyone within earshot of their wearers presence. Once the character is forced to interact, they will receive no social, racial, charisma penalties they would normally incur. In fact, they will receive a temporary +2 bonus to charisma while wearing the boots, specifically when dealing with another race. As long as a character is wearing the boots they will be treated as if they were human in every respect.

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zoomcape
March 1st, 2016 by Corbett

zoomcape

Zoom Cape

A lovely green cape made of a breezy silk fabric and magically imbued with the speed of the gods. Inside the collar is embroidered letters “ZOOM”. Anyone wearing the cape and holding out their arms directly from their chest and reciting the magic word “ZOOM” will give them three times normal movement speed. The user will be unable to use any weapons or devices that require the use of their arms while using the capes ability. While under the effects of the cape the user gains a +3 bonus to all saving throws and to armor class.

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litle red wagon
February 24th, 2016 by Corbett

litle red wagon

Little Red Wagon

A miniature version of a normal wooden wagon, that has been painted red, but this wagon is magically enchanted to carry any weight that can fit on it. The wagon is impervious to any damage that would be caused by anything over weight. The wagon can still be damaged by normal attacks, fire, and attempts at breaking it. The wagon is able to hold any amount sized load that can be placed on it. Any oversized load can still be imbalanced and every turn that any character is dragging the cart they should roll a d20. On a roll of a 20, subtract one for every foot over the operator’s head, the pile will lose a loose piece. If the pile should be below the user’s head then no roll should be necessary, unless the DM deems it so.

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Bear of Protection
February 10th, 2016 by Corbett

Bear of Protection
Fuzzy Bear of Protection
There is nothing more comfortable than a fuzzy bear and more so with this particular bear. The Bear of Protection is made of a soft fuzzy material made from triple treated wool and stuffed with goose down. Once per day, when the user hugs the bear and says, “I love you, !”, the bear will project an impenetrable bubble around the user for one minute. The bubble is unbreakable and invulnerable to everything but light and air. It will negate all physical damage during the minute, but will also prevent the user to damage others. The bubble is completely moveable and anyone inside can roll the ball in most directions, barring any complicated terrain. The bubble is buoyant and will float on water.

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Mittens
January 27th, 2016 by Corbett

Mittens

Mittens of Counterfeiting

These magically enchanted red velvet mittens are the perfect accessory for the thief who has it all. Aside from keeping the wearers hands warm on cold winter days, it allows the user to duplicate anything that was written while wearing them. So they can sign any signature to exacting detail as long as the signature was signed by someone wearing them previously. The mittens can also recreate any map or drawing made by a previous wearer of the mittens. Virtually anything that can drawn, written, or illustrated the mittens will allow the user to duplicate to perfect detail.
The mittens make a small copy of a wearer’s psyche and keeps it for later use, so when an image or writing is copied that small part will come forward. The user of the mittens will need to make a save versus spell or they will think they are the person that was copied by the mittens. This will last until the mittens are removed or a successful save is made.

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punching spear
December 30th, 2015 by Corbett

punching spear
Punching Spear
This a six-foot long, heavy, wooden fighting staff is modified with a special magical boxing glove that will deliver a serious knockout to your opponents.. The spear counts as a magical weapon with a bonus +1 to hit all opponents but will only deal nonlethal damage. The normal spear damage of 1d6 is multiplied by two (1d6x2=total non-lethal damage). When a character is out of hit points equal to their non-lethal damage, plus any other damage type, they will fall unconscious. Non-lethal damage is recovered at the end of combat or one per round, at one hit point the character will become conscious again. The spear can be thrown as a normal spear and has the same effects.

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double-barreled wand
November 11th, 2015 by Corbett

double-barreled wand

Double-barreled Wand

The double-barreled wand isn’t a wand at all, merely a magical set of metallic tubes that allow a user to wield two wands against the same target. Any want can fit into the double-barreled holder. Once a wand is placed into the holder it will act and operated as expected, though all variations of how this device works is left to the DM to cast any final judgments. For example, a wand that produces cute kittens, paired with a wand of flame, could produce flaming kittens, kittens that breathe fire, kittens made of fire. If two wands of the same effects are placed together, then double the effect or length of the effect.

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Phlegming Sword
October 28th, 2015 by Corbett

Phlegming Sword

Phlegming Sword

One of the grossest magic items ever created, all three feet of slime covered steel do not make up for the sense of humiliation wielding it. Anyone using this sword suffers from a -2 penalty to their Charisma, because it is just super gross. The blade is covered in a slimy, sticky goop that is difficult to remove once touched. Any successful attack will require a successful strength check to remove the gooey sword from the victim, before any other attacks can be made with the weapon. The thick covered blade makes it wider to hit with and to slide into an opponent, all attacks are made at +2 to hit with this weapon. The slimy covering protects the metal from all special attacks (i.e. a rust monster, acid, etc.). There is a 25% chance that anyone struck with this weapon will contract a cold and start exhibiting symptoms in 1d6 hours.

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Belly Armor
September 30th, 2015 by Corbett

Belly Armor

Belly Armor of the Shining Sun
Carbur was a jolly fellow who carried his weight quite proudly and with a gleaming smile for all to see. His mere presence could make a room excited and and make the most prideful of enemies cower. He eventually had a special piece of armor made to highlight his most prominent features. Carbur’s Belly Armor has been passed along through the years, but it has never lost its shine. Anyone wearing the belly armor will gain a +1 bonus to Charisma and the ability to turn the undead as a level 3 cleric once per day. Carbur’s Stare was known to stop enemies in their tracks. The wearer must call out “Carbur’s Stare!”, to activate the ability. The belly armor will emit a radiant light (30’ ahead) and any person or creature will react as if they were in a Hold Person/Monster spell (as if cast by a 4th level cleric).

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