Interesting Magic Items

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1,Armadillo Cloak: This cloak may be thrown around the wearer to wrap them in a protective shell. They cannot move or act while inside the shell other than returning the cloak to its normal form, but while protected they are unable to be hurt in any way. 1,Aardvark Brooch: Wearer develops a craving to eat ants. 1,All-Seasons Scabbard: As long as a sword is kept in this scabbard the wearer suffers no ill effects from extreme weather. 1,Angel Dart: If a target is whispered to the dart it may be thrown into the air, where it will fly to the target and hit it without error, regardless of distance or obstacles. The tiny dart causes no damage itself. 1,Aqua Grease: This pale grease can be rubbed over any equipment to completely protect it against damage from water exposure. 1,Amulet of Silence: Nothing within a foot of the holder of this amulet can cause any sound at all. 1,Broken Dagger: This incredibly ornate dagger is snapped in half partway down the blade and is not able to be repaired by any means at all. 1,Bell of the Crier: As long as the holder is ringing this hand-bell their voice will carry across great distances and be audible by all within a mile. 1,Boat of Murder: If a corpse is placed in this small rowboat it will drift out on the water and return an hour later, empty. There will be no trace of the corpse anywhere and no evidence left in the boat. 1,Bat Sword: If this sword is tapped against something hard it rings out a tone. This allows the wielder to see in the dark or smoke as well as they can in daylight. 1,Crystal Ship: This miniature ship is beautifuly crafted and valuable, but if it is ever taken on board a ship that ship will sink before its voyage is completed. 1,Coin Beetle: A normal looking coin. However, at night it comes to life and eats one other coin it can find, before disguising itself as a coin once again. 1,Chalice of Moods: Anyone drinking from this cup must roll. On 1-3 they remember something sad from their past and their mood drops. On 4-6 they feel a new vigor for life and start to smile. 1,Candle Beans: If one of these beans is bitten or pinched firmly it will glow for a few seconds before igniting in a low flame, much like a candle. It will burn for around ten seconds before going out and leaving a faint trail of smoke. 1,Digging Spoon: This tiny spoon can dig through any substance with a forceful push. 1,Death Drum: Anyone that bangs this drum thirteen times or more will die. 1,Dogpack Tooth: If this tooth is pressed into someone's gums it will take root and allow the owner to speak with dogs and wolves. 1,Diving Pearl: If a target is named and the pearl dropped into a body of water it will sink and move towards the target and latch onto it, returning it to the pearl's owner. The pearl cannot move objects larger than a person. 1,Dustbane Broom: This broom not only brushes away dust, twigs and other leavings, but removes them from existance. This cannot be used to destroy other unwanted items, only things that would normally be swept up. 1,Elephant Bread: This grey bread tastes faintly meaty and is incredibly filling. 1,Eternal Chessboard: Anyone playing chess with this set cannot win or lose a match. It simply goes on and on no matter how many moves the players take. 1,Ether Flute: Playing this flute causes any ghosts or spirits to freeze, mesmerised. 1,Engraving Quill: This quill can engrave messages onto any substance. 1,Fisherman's Blanket: This blanket will become dry with a quick shake, regardless of how wet it is, and is always faintly warm. 1,Frog Box: If this box is left open near to a frog it will be compelled to hop in and sit there happily. The frog will stay in the box without needing food, air or water, until instruted to hop out. 1,Firey Ring: If a container of food or liquid is held in the hand bearing this ring it will slowly heat up. Within a minute it will be boiling, but the container will still be safe to hold. 1,Frost Thread: If this thread is dangled into a body of water it will freeze at the rate of around one pint per minute. Once the thread is removed it will start to thaw. 1,Fingerless Gloves: Anyone that puts on these gloves feels a faint tingling in their fingers. An hour later it will be uncomfortable cramps. A further hour later, intense pain. At this point, if the gloves are removed their fingers will magically disappear. 1,Grey Paste: This pot of watery paste can be eaten, acting as both food and water, but tastes a little like ash. The pot magically refills with grey paste every night. 1,Golden Mule: A tiny golden statue of a mule. Anyone carrying this may carry twice as much weight as normal. 1,Howling Horn: This horn makes a very convincing howling noise, like that of a wolf. 1,Happiness Beads: Anyone wearing these beads feels a little happier than when they're not wearing them. 1,Hidden Sword: If this sword is tucked behind a robe or cloak it will not be found by anyone searching for it other than the person that hid it there. 1,Inspection Lens: Peering through this small lens reveals the true value of any jewels, gems or other art items. 1,Ice Diamond: This diamond is found sumberged in crushed ice in a specially sealed box. If it is removed from the ice it will gradually change over the next minute until it resembles a grey pebble. If submerged in crushed ice again it will quickly return to its diamond appearance. 1,Juggler's Balls: If thrown these balls will always make their way back to the thrower's hand before hitting the ground. 1,Jump Rope: When told to jump, this rope coils like a spring and bounces upwards twenty feet, carrying up to one passenger with it. 1,Jinxed Axe: This handaxe functions normally in melee but if thrown it will hit an ally if you miss your target. 1,Kindred Bracelets: When two people are wearing one of these bracelets each they are always aware of when the other is in life-threatening danger. 1,Karma Vase: Filling this Vase with expensive drink will cause it to drain away, but cure any ailments or damage affecting the pourer. Breaking the vase will kill the breaker. 1,Kingsblood Weed: Boiling this weed produces tea that will taste delicious to anyone of royal blood but foul to anyone that isn't. 1,Life Eating Sapphire: Whenever anyone holding this sapphire in one hand kills another being of above animal-level intelligence it glows and swells, increasing its value by 5%. 1,Leech Dust: Scattering this dust over a wound will clean it and drain any poison from it. 1,Longstride Breeches: Anyone wearing these red breeches will never become tired from walking. 1,Lion Gauntlet: This awkward steel gauntlet has a lion's head at the end in place of fingers. When the jaw hinge is moved from inside it makes a convincing lion's roar. The hand inside the gauntlet can't be used for anything else. 1,Madman's Blanket: Anyone sleeping under this blanket will have horrible, maddening nightmares. 1,Moon Rock: This rock has a strange feeling and is a weird yellow-grey colour. Any inspection suggests magical properties but infact it's completely mundane. 1,Marble Man: This statue comes to life when touched, functioning much as a normal servant would. It is only as strong as a normal human and can carry out any basic function it is taught the word for. It cannot speak, run or fight and if struck with a blow will fall to the ground and shatter into pieces. 1,Master's Ring: This ring causes a faint tingling sensation whenever one of the wearer's employees, servants or hirelings is planning to betray them in some way. 1,Map of the Head: The holder of this map may look over it when trying to remember something they witnessed while carrying the map. Within a minute of looking at it they will remember, even to the smallest detail. 1,Money Belt: Any amount of money may be pressed into a small slot on the front of this belt. The money can be retrieved by tapping it three times and announcing how much is required. This will even cause larger coins to be converted into change for specific amounts. 1,Halberd of Stealth: An otherwise normal halberd (it does normal damage, and does not grant a bonus to hit) it allows it’s wielder to move silently and stealthily… provided they can manage the huge pole arm. 1,Blindfolds of Stealth: Makes the user impossible to detect. Provided they don't walk right into their opponents. 1,Compass of Harlot Detection: Points to the nearest wandering harlot. 1,Tiny Everburning Candle: a tiny candle that can never be extinguished. Can never be stowed away as its flame could light up a standard backpack. Also great for birthday cakes when playing tricks. 1,Amulet of Rain Detection: This amulet allows it’s wearer to detect when it’s raining, not before, only during. It only works outdoors. 1,Ring of Ant Control: Allows the wearer to control a single normal ant. 1,Shield of Bullet Attraction: This shield performs as a normal shield in all respects, except when the person using it is fired upon by someone armed with a sling, in which case the attacker with the sling receives a +3 bonus to hit the wearer of the shield. 1,Scroll of Burning: As soon as it’s opened and someone begins reading it, it bursts into flames, very briefly, and then disappears (just like flash paper). 1,Teapot of Tea Time: A teapot that will, every day at 4 o’clock, whistle loudly and make piping hot tea… regardless of where it is (backpack, for instance). There is no way to prevent this. It’s good tea though. 1,Sword of Yodeling: This sword appears to be a potent weapon at first glance. It glows, and when Detect Magic is cast upon it will radiate magic. The sword is intelligent, but cannot communicate in any way with its wielder. The sword does not confer any bonus to hit, or damage. However, any time the sword is brought to a hilly or mountainous area with a good view, the sword will start to yodel… very loudly! So loud that any wandering monsters within a 3 mile radius will be attracted to the sound of it. 1,Bag of Folding: A cumbersome suitcase of normal proportions, any clothing left inside this suitcase will come out freshly ironed, pressed and folded. 1,Rod of Absolute Length: On pronouncement of a command word, the rod changes from a length of 1 foot to a length of 12 inches. 1,Ring of Earth Walking: Allows the wearer to walk on solid ground as though it were solid ground. 1,Magic Amulet of Magic Item Detection: Detects the single nearest magic item (including itself). 1,Trolltop Desk: No matter how many kids carve "Harley Davidson 4 EVER" or "Sandy <3 Johnny" onto this desk, it will return to it's original smoothness. Vulnerable to fire and acid damage. 1,+1 Longsword: This cursed (or possibly just self-important) blade will magically appear in your hand whenever you engage in combat or try to draw a weapon other than itself. You can sheathe it again just fine, but it will leap back to your hand the next time its magic is triggered. It has no other bonuses or drawbacks. 1,Montys Marvelous Mouseorgan: a large musical device filled with mice, each of which squeaks at a pefect pitch when struck by Montys Magnificent Mallet. The mice are immortal so long as they stay in the Mouseorgan. 1,Shield of Invisibility: This shield makes you invisible, provided you put it on the ground and stand on it. Anyone standing on top of the person standing on it is also invisible. 1,Staff of Walking & Distance Measuring: A walking staff that measures exactly how far you’ve walked. 1,Figurine of Cat Summoning: A cat shaped figurine that summons 1d6 normal house cats. It does not allow any sort of control over the animals. They will do what cats normally do… determine if you have any food to offer them, and if not, they’ll all bugger off. 1,Thilvertongue Broach: An attempt at creating a Silvertongue Broach gone wrong, this causes the wearer to speak with a heavy lisp. The item cannot be removed without Remove Curse or Wish. 1,Talisman of Ultimate Destruction: When invoked, this amulet will utterly destroy the entire universe... in 15 billion years. There is no way to speed up this process. 1,Timepiece of Death Prediction: This timepiece will give you the exact 1,time of your death....6 seconds before it happens. 1,Gas Spore Balloons: Scare any potential enemies away with your own Gas Spores! Warning : 1 in 50 Gas Spore Balloons may turn into an actual beholder! 1,Arrow of Returning - Forget about those quivers of arrows! With this item, you only need one! However, you might want to watch yourself on its return trip. 1,Helm of Gravity Nullification: Gives you the ability to fly higher than any other creature. The manufacturer however claims no responsibility whatsoever should the helm and its wearer leave orbit! 1,Armor of Indestructibility: This fine leather armor is completely indestructible and nothing can damage it. It does not confer this ability on it's wearer and doesn't offer and additional protection. 1,The Edge of Decay: Despite the awesome name, this is really just an enchanted kitchen knife with a six-inch blade. When used to slice any food item, the food magically transmutes itself to a state of being just about to go bad. Bread becomes slightly stale, cheese is a touch moldy, vegetable are limp, and meat tastes slightly off. This is the case no matter if the ingredient was fresh or if it's the desiccated husk of moldy remains years old. The sliced food is always safe to eat, but never tasty. As a safety precaution, the knife's enchantment has no effect on living beings. (Though it can be handy for confounding forensics in murder investigations.) 1,Ever-full Bag of Gold: This stout sack is always full to the brim with gold coins. It is impossible to remove coins from the bag by any means. 1,Helm of True Fleeing: Upon donning this helmet, the wearer instantly becomes aware of the direction of the nearest grave threat to their life, and is also instantly seized with the irresistible urge to run like hell away from it. 1,Scabbard of Readiness: When the wearer is surprised by foes, this scabbard teleports into its wearer's hand. Any weapon inside the scabbard remains where it was. 1,Pitcher of Dorian Grey: Any alcoholic liquid placed in this elegant crystaleware jug ages at twice the normal rate. The owner of the Jug (Designated as the last to pour an alcoholic liquid inside) ceases aging so long as the pitcher remains within five feet of them. If the delicate crystal is shattered, all the extra years accumulated within the pitcher immediately reapply themselves to the owner. 1,Bag of Holding: This is a normal bag, with a capacity equal to a non-magical bag of its kind. If however an item is pressed against its outside, its latches coil around it and hold it (effective strength score 20). If it is not holding any item, the bag might latch onto anything 'holdable' within reach, like a chair or table leg. The item itself has no compulsion to release a held object, so it has to be pried loose. 1,The Fifty-Foot Rope: This coil of hempen rope is fifty feet long. At every foot of its length, it has attached a life-sized woven replica of a human foot (alternating left and right). If laid out on the ground and commanded, the feet begin to march until told to stop. They are capable of pulling whatever the rope is attached to with the force of twenty-five adult humans. Apart from replacing pack animals, it's very handy for cheating at tug-of-war, though rather obvious when you do so. There also exists the Fifty-Foot Rope Trick which is identical, except that the feet march straight up, somehow finding solid footholds in empty air, and cannot be commanded to move along the ground instead. 1,Door Spikes: These appear to be ordinary metal spikes. When pounded into a solid surface, a door will spring into being beside the spike, leading through the surface, however thick it may be. The spike then loses its magical properties, but is still spiked into the jamb of the door, preventing it from being opened until the spike is removed. 1,Potion of Cat's Strength. 1,Potion of Bull's Grace. 1,Toematoes: The toes of the wearer double in size, making it impossible to wear most footwear. 1,Warming Spoon: Any food scooped up by this spoon will be warmed to the ideal temperature for consumption. 1,Armor of Anti-Rust Monster - A full set of plate armor that is unaffected by a rust monsters effects. However the effect is passed on to the wearer who will turn to rust in 1d6 turns. On a successful save vs. useless items, the wearer gets to live for 1d6 years instead. 1,Unassuming Pouch of the Kender: This pouch is not detectable as magical and appears to be a normal leather pouch. But every 2d4 hours, one item in a radius of 20' of it magically ends up inside the pouch. Any item that appears in the pouch this way does not add to the current weight of the pouch. Thus, most owners of this pouch are unaware that other people's property might currently be in their possession. To date, the majority of owners of this pouch have either been sent to prison or been killed outright, usually to protestations of their innocence. However, should the owner of the pouch know of its properties, the magical key line "Oh, I found this. You must have dropped it." will psychically allay any suspicions of the pouch owner. 1,The Emperor's Invisible Clothes: These clothes are indestructible and very comfortable, but completely invisible. Despite rumors to the contrary, even people who are qualified for their jobs cannot see these clothes. 1,Paper Towels of Absorption: These paper towels are ten times more absorbant than the best paper towels you see in commercials. 1,Armor of Detecting Whether Someone Can Shapeshift Into a Halfling: Perfect for forcing doppelgangers to reveal their natures. This is human-sized plate armor. When it is donned, it locks itself in place and begins to shrink to halfling size. Wearers who cannot shapeshift to something halfling-sized will suffer 3d6 damage per round. 1,Infinite Potion: This flask contains five doses of a strange liquid. The doses replenish at the rate of one per five minutes. This potion doesn't do anything, but it radiates magic. Great for regenerating creatures who want to pretend they're drinking Potions of Healing. 1,The Fat Lute: This is a very large stringed instrument, heavy enough that it can be lugged around, but just barely. Its deep, mellow tone is pleasing and resonant. If actively played the entire time from when you meet a foe to when you have defeated him, then you will discover that his body was carrying far more treasure than you suspected, and similarly if played from when you enter an area to when you discover any treasure it might contain, that too will be miraculously multiplied several times over. It has no disadvantages, other than those which come with trying to convince a talented musician to keep playing a barely-portable instrument in the middle of a raging battle. 1,Cursing Armor: Very different from Cursed Armor, this is actually fine magical armor, of excellent craftsmanship and with magical bonuses to protection. Its name comes from the curse emblazoned across the chest in runes of glowing magical flame that shine through any covering. They are in the pure celestial tongue, and can be understood by all sentient beings. What they say is completely beyond the pale and utterly unacceptable in civilized society. Anyone seeing them will be shocked by their transcendental rudeness. 1,The Vile Vial: This glass container radiates magic, and appears to contain a potion. Upon sampling, it turns out to be odorless, but taste so disgusting the character tasting it must make a saving throw to avoid vomiting. The liquid turns out to be ordinary water, affected by the magic of the container. Any liquid placed within will instantly and irrevocably develop the most foul and disgusting flavor imaginable, and be completely undrinkable. It smells normal, and cannot be distinguished by another means that its horrific taste. 1,Dragonhelm of Fearsome Brilliance: This a terribly impressive-looking helmet, shaped like a dragon's head with the jaw wide open, in the process of devouring the wearer. The effects are minor, but thematic. If the wearer growls or shouts, he or she is backlighted in a lurid red light that can be easily seen across the battlefield. This can serve as a beacon for rallies, and gives some minor bonuses to intimidate. 1,Of course, there's a downside. The crafter neglected to cast any lightening enchantments. That ornately-decorate dragon's head? It's all steel. Thick, heavy steel. Anyone who wears the helm regularly is guaranteed to get neck strain and reucurrent lower back problems. And a really solid hit on the helmet has a tendency to snap the wearer's neck. 1,A small sculpture of a wren, made of brass, silver, and glass. When the command is given, the wren begins to sing, in the voice of a long-dead (but very popular in her day) performer. Its secondary function is to allow anyone who had the scrying crystal linked to it, and who knew the proper words of command, to see through the wren's eyes. 1,Arrow of Flying: This arrow grants a +1 to hit and, if it matters by the time it actually does hit, a +1 to damage. If a successful attack is made while firing this arrow it will fly away into the sky, zooming around this way and that, for 1d12 turns at the end of which time it will finally strike its target. If fired indoors, or in a dungeon the arrow will fly to the nearest exit, and take the fastest route outside so it can fly! If there are no exits it will buzz around like an angry hornet for however many turns are rolled and then make a bee-line straight back to the person who fired it and strike them as if they were the original target. 1,Arrow of Flinging: When a successful attack is made with this arrow, instead of the arrow launching at the intended target, the archer is flung through the air as if they had been fired from a giant sized bow. These and arrows of flying are usually found together. 1,Hasters Bottomless Bag Of Roasted Peanuts. 1,Halaster the Master Caster's Blaster of Faster Disaster: This device takes the form of a small firearm, resembling a very short arquebuss or a handgun with a widely flared mouth. It has no visible means of loading ammunition. When the trigger is pulled, it fires a major calamity from the end. This can take the form of planet-killer meteors, volcanic supercalderas, fatal airborne cross-species plagues, interdimensional invasions by relentless unstoppable killing machines, and other fun ways to wreck your planet and possibly end civilization or life as you know it. (The DM may roll on Appendix 22-C.4, the Random Catastrophe Table, or pick as appropriate.) Anyone firing it, and anyone within several dozen miles, is guaranteed swift, certain death immediately upon use. It's only been fired once, causing the Spellplague, which is about as mild it gets. 1,Boxers of Holding: This is a pair of very well crafted and comfortable Male "undergarments" which besides their obvious quality appear unremarkable until donned. Once worn they act as a standard bag of holding as long as the item to be stored can fit between the "stretched waistband" and the wearer's flesh. DM's are encourged to apply a appropriate Charisma negative to anyone who interacts with the wearer after witnessing the owner of these Boxers retrieve or store something from within. Sewed into the liner of abovementioned boxers is the name G. Threepwood. 1,Daern's Instant Privy: On command it unfolds to ... a small 5' x 5' 'outhouse'. Inside is a water closet, bidet, bath and shower, with hot and cold running water. It is made of adamantine, though, and although only eight feet high, the privy door is lockable and has a small crescent shaped hole in it to peer out through. Despite it's silliness, it is actually quite useful. 1,The Magic Hat of Tisamenos the Vainglorious: Perhaps this odd accessory was the famed sorcerer's idea of a joke upon would-be thieves. Perhaps it was some archaic prototype of the infamous Deck of Many Things. Perhaps it was simply a stylish portable hole wherein the sorcerer stored all his old junk, now taken on a mind of its own. In any event, one reaching into the hat may draw forth a duck, or perhaps a magical sabre, or a magical sabre-toothed duck. There's only one way to find out. 1,Carpet of Infinite Delay: As a standard Carpet of flying, but may or may not fly upon command. It may also not take off when requested, or toss users off at random to allow for other passengers. It may take off hours after it was asked to. 1,Dwarven Identification Device: This is a small iron box inset with a viewing hole and a single button. By peering through the hole at a target and pressing the button, a small pointer attached to the machinery on the inside of the device will move to indicate whether or not the targeted creature or object is a Dwarf. The device provides no additional information beyond that, though it does pierce illusions, polymorph, invisibility, and similar effects in determining the Dwarf/Non-Dwarf status of the target. 1,Tower Shield of the Mighty Wall: When the wearer speaks the command word inscribed on this tower shield, the shield will change into a concrete wall of variable dimensions. The wall is two feet thick and will expand to block off the passage or room, growing at most to 10 foot x 10 foot. While this wall is deployed, the wearer remains stuck in place with his/her arm submerged in the wall. If the wearer is dislodged from the wall, it morphs back into a tower shield. The wearer can otherwise revert it by speaking the command word again. 1,Phantom Armor: This appears to be a full suit of armor with a misty, ethereal, almost insubstantial appearance. The armor makes no noise, and when carried, seems to weigh nothing. When worn, the armor offers no protection at all against most threats. Instead, the armor provides its full protection against attacks from insubstantial undead that normally bypass armor. 1,Drunken Javelin: This magical javelin never fails to strike its target when thrown. Unfortunately, the javelin chooses a random target within throwing range after it leaves the thrower's hand. It can even curve back around to strike the thrower. 1,Salve of Drying: After a few moments, this salve rapidly dries out anything to which it is applied. Lower-potency versions are common as novelty items, though high-potency versions can be harmful to living creatures. Wear gloves when applying. 1,Chilling Sphere: This small glass sphere could easily be mistaken for a toy marble. It continually radiates a small, chilly aura. Prolonged contact or proximity is not generally harmful, though it is uncomfortable. These simple magical items are popular for keeping beverages cold. 1,Cloak of Lava: This appears to be a thick cloak of fairly simple construction. When the command word is spoken, the cloak turns into an equal volume patch of fiery hot molten lava. The transformation is one way only, so each cloak of this kind functions only once. Caution, do not speak command word while wearing cloak. 1,Spiny Coppers: These appear to be ordinary coins of various denominations. When the command word is spoken, the coins sprout a multitude of blades and spikes, often injuring the holder and destroying containers. The coins can function as caltrops when activated. 1,Thunderous Pendant: When worn as part of a necklace, the volume of the wearer's voice is greatly amplified. Only by removing the necklace will the wearer's voice cease to be booming and thunderous. 1,Bloodfang Buckler: This item takes the form of a copper buckler decorated with a monstrous if ornate face in the center. The shield's rim is always irresponsibly sharp and self-injury is common. Any blood shed onto the shield is magically pulled across the shield's face, into the mouth at the center, and disappears, apparently, inside the shield. The blood is actually stored inside a dimensional pocket. The shield is able to store a couple of gallons of the stuff before it is full. When a command word is spoken, the shield's mouth can spray out all of its stored up blood in a cone up to 10 feet long. Being sprayed with blood is not usually harmful, though it is really unsettling. 1,Ghostly Shawl: When worn, this garment causes the wearer to take on a faded, apparition or ghost-like appearance. It bestows no other powers. Real undead will see though the illusion after a short while, and some meddling, mystery-solving kids and their dog will probably expose you as a fraud at the end of the episode. 1,Buoyant Shoes: These magical shoes float in water, a pair able to support the average adventurer. Being sized and shaped as typical shoes, they are very difficult to balance on properly while traversing water. 1,Flask of Snakes: When uncapped, several wild snakes of various species will swarm out from the opening of this flask. The snakes are magically conjured, though for all other purposes these are ordinary snakes. They vanish after a few minutes. Bites caused by these snakes are real and do not disappear with the snakes, but any wounds delivered are not envenomed, even if the species is normally poisonous. The flask's ability is repeatable, though it cannot produce any additional snakes until the already existing ones have disappeared. 1,Ointment of Become Dwarf: This magical salve causes patches of thick hair to sprout wherever it is applied on a living creature. This hair continues to grow normally. The hair will not return if it is shaved away. 1,Assassin's Bolts: These appear to be normal crossbow bolts. When fired, any bolts that miss dissappear just before impact. They make no sound in doing so, though they can be spotted while traveling by an alert watcher. 1,Dancing Mechanism of Heat: This appears to be a simple mechanical device constructed of iron. It consists of a square base 3 inches to a side with a small gear and an actuator arm sticking up out of the top of the base. It is normally seen with a small nail or similar object jammed into the gear's teeth, for the reasons that follow. Unless jammed, held in place, or similarly obstructed, the gear will begin rotating, the actuator arm bobbing, all under its own volition. It starts out very slow, but grows faster the longer it is allowed to go on. At the same time, the device warms by about 1° Celsius each minute, starting from the ambient temperature. Actual time varies, but usually after about 24 hours of continuous activity the device becomes hot enough that its components begin to melt, and the device destroys itself. If stopped before that point, the device will begin to cool down normally. 1,Webbed Pipes: These enlarged brass musical pipes seem to be perpetually infested with all manner of spiders and their nests. The pipes always seem to be in poor condition and are unsuitable for playing. If blown with enough force, the pipes will project a mass of sticky webbing as per the Web spell over a short distance. This is always a winding and tiring endeavor. Blowing into the pipes also causes the inhabitants to panic. The user risks being bitten about the hands, face, and mouth by the spiders. They are not usually poisonous, though they can be. 1,Krakenskin Robe: This ugly, mottled robe, while eternally moist and slimy, is also completely tear- and puncture-proof. Slashing and piercing attacks are only somewhat blunted since the robe does little to reduce the force of any such attacks. Blunt attacks pass though completely unimpeded. The robe can be damaged normally by all other means, so it can be disintegrated, burned, and so forth. 1,Marvelous Unseen Warhammer: This is a completely ordinary warhammer except for the fact that it is fully invisible. It cannot be seen by any creature and not by any enchantment. Splashing the weapon with paint and similar ploys to reveal it are likewise fruitless, as the paint too would become invisible. You could still make a mold of the warhammer in mud or clay, though until separated from the weapon the mold too becomes invisible. Being invisible, even to the wielder, the weapon is extremely difficult to use effectively. 1,Shield of Force: When the command word is spoken, this shield can emit a momentary blast of force at a target up to 20 feet away. If the target fails to hold his/her ground, he/she is sent flying up to full 20-foot range of the shield. If the target does hold his/her ground, the shield's user is sent flying backwards 20 feet instead. In such a case, the user does not get a chance to resist the effect. 1,Sentry Orb of True Form: This is a carved stone orb about 2 feet in diameter and etched with elaborate runes. The orb radiates a magical aura 30 feet out in all directions. Anything that passes into this area is replaced by an illusion of that things true, natural form. Disguised and polymorphed creatures are depicted as they truly are. Illusory and other "fake" creatures/objects disappear entirely. Invisible creatures are made visible. All are naked. The projected illusion lacks any and all equipment, clothing, and other worn objects. Everyone within the orb's radius still has all their clothing/equipment and still has the capabilities/restrictions and size/dimensions of their current form, these things are just not shown. For example, a man that has been polymorphed into a chair is shown by the orb as naked, sitting on the ground, completely motionless. 1,Bountiful Scythe: This appears to be an ordinary, though worn farmer's scythe. Anything, plant, animal, living, nonliving, that is severed from its larger whole by this scythe becomes a similar volume of freshly cut wheat stalks. This wheat must still be processed as normal, but it is quite edible. Whether eating wheat that used to be arms, legs, and other body parts counts as cannibalism is still hotly debated. 1,Lover's Binding Blade: Upon even the most detailed inspection, this sword looks as though is has never seen use. The blade is never scuffed or marred. When the sword's command word is spoken while parrying an opponent's weapon, the two weapons will instantly become stuck together in the position in which they contacted one another. Either party can pull the bound pair of weapons from the grasp of the other. The pair of weapons is still usable, though often impractically awkward. While the conflict continues, neither weapon can be dislodged from the other. Only after the full conclusion of the conflict will the two weapons separate again. Some such weapons remain bound for decades or even centuries while a great war smolders to its end. 1,Hold of Bagging: This item is, in fact, a stone fortress of moderate size, and thus completely non-portable. Anyone attempting to exit the fortress while carrying a load of loose items, either in their arms or in a wagon or other transport, will find that the items have been bundled up and placed in bags made of a thin but surprisingly tough white substance that weighs next to nothing. While handy when looting the keep, sometimes, it does a good job of bagging things up, and other times it places the gold bullion on top of the glass potion bottles. The hold itself appears to have the ruins of an ancient marketplace within its courtyard. 1,Nonportable Hole: This items is a hole in the ground. It radiates magic. Successfully disbelieving in it will allow you to walk over it as if it did not exist. 1,Wand of Winder: A thin metal rod about a foot in length, it has a pair of large, flat, butterfly-like loops at one end, and the other end of the rod has a slot cut across it. If touched to any mechanical device, you can power the device by turning the wand around its axis. 1,Rod of Lordly Fright: This is the most terrifying stick you've ever seen. You can barely stand to look at it. Even thinking about it sitting in your backpack gives you a case of the heebie-jeebies. If you can get over it, you might be able to find a use for tactical deployment of the willies. 1,A scroll covered in elaborate script. All attempts at translating will fail, but leaves translator sure they are close to cracking it. Has an air of great worth, will always appraise high. Catches on fire if within 3' of an open flame, burns bright, but is never consumed or otherwise damaged by flame. (It is actually a gag ever-burning torch.) 1,The Rings of Theremin: A pair of magical rings which function exactly as a theremin (one hand controlled volume, the other pitch). 1,A chair that is able to levitate. You control its levitation height with a lever on the side of the chair. The wizard that made it screwed up - it was supposed to be able to raise itself a few feet so that the sitter could adjust its height to match a variety of tables, but he misplaced a decimal point. 1,A luck stone that is actually a phylactery that acts like an amulet of inescapable location. So a party may be unwittingly guarding a lich, who knows where they are all the time. 1,A ring that brings back to life things that had been killed around them. They die again when the ring moves out of range. 1,A hat that makes a person strong where he or she is weak and vice-versa. 1,1 rung of a magical ladder. The ladder worked in such a way that you could place a rung in the air and it would stay there. With 2 you could make a fairly effective ladder. 1,An axe that, upon a successful attack, loudly calls out random numbers in a very feminine voice. The numbers it calls out are in fact the amount of damage the axe has done on that hit, but the PCs have no idea what the numbers mean. Think LOST. 1,Gnomish Notably Omniscient Monocole of Accurate Scrying and Identification of Transmutations and Enchantments (GNOMASITE): A monocle which can identify magic items. Three times per day its wearer can to make a Spellcraft check, DC 15 + Item Level. If they pass, they learn the properties of the item and how to activate it, as though they've used an Identify spell on it. If they fail, or if the item is non-magical, it makes up a random (incorrect) magical property and tells them how to (correctly) activate the item. 1,Beeping Box: When first held by an un-gloved hand, the device seeks out the first thing described by the one who held it. When held it beeps when pointed at the closest source of what it iss detecting, beeping louder and faster as it gets closer. It can be reset by dipping it into water. 1,Beard Ring of Khordalin: Grants its wearer the daily power to randomly conjure beards on random strangers, enemies, or party members. 1,Helmet of Sound Sight: The wearer of this helmet can see sound waves visibly. 1,A pair of boots that cause any sound effects to be treated as solid objects for one round after they kick in, and generally treat sound as somewhat solid. Made for fun acrobatic tricks and 3D movement from what would have otherwise been attack powers. 1,Movable Rod: It's like an Immovable Rod, except that it can only just support its own weight, i.e. like an IR it can be fixed in place/mid air, but can be freely moved with any application of force. So technically it's not even useful as a coat hanger. 1,The Map of the Lost Patrol: An ancient order of brave rangers once patrolled the land, protecting villages and warning kings and queens of encroaching danger. They’re long gone, now, but their legacy remains. This map, when marked with the blood of a group of people, will always show their location—so long as they remain within the bounds of the map. 1,Timunn’s Armor: A stealthy suit of armor, it appears as many things to many people and blends in with appropriate apparel. The wearer always seems the height of fashion to any who gaze upon him. 1,The Blood Bow: This bow was originally crafted for an ancient, unknown vampire lord, whose unlife was cut short by a travelling band of adventurers. While the bow does not use ammunition, it draws on the blood of its bearer to create it's arrows. 1,Will-O-Wisp Lantern: This plain brass lantern has a large open face and a stub of candle within. Engraved on the worn handle is a single word in dwarven flanked by unusual runes. When held aloft and the word is spoken, the lamp alights giving off a bright light equivalent to several torches. The candle within the lantern does not ‘burn’ nor give off heat. The ghostly, white-blue light can only be extinguished if the engraved word is spoken again. What is particularly amazing about the lantern is that once lit by the command word it will hover in place when released. If the speaker moves, the lantern will follow at a leisurely pace, hovering and always remaining within 10 feet. If a weight greater than a single coin is placed on the hovering lamp it will descend and rest on the ground, still giving off light. Attempts to tie a rope or use the lantern as a means of levitation will fail. If another person touches the lantern, aside from the person that spoke the command word, it will immediately extinguish itself and crash to the ground, awaiting to be lit again by the magical word inscribed on it. 1,Death's Emerald Marble: These small perfectly formed emerald marbles are crafted from the Spirit Seekers who make their homes in the Isles of Wind and Fog. Often given as gifts to heroes who partake in world protecting quests, more than one has been lost to the wilds. It is said that if one is to look deep within the marble, you can speak to the spirits of the dead. Such practices are highly discouraged, since the eyes are the window to one's soul, and the spirits may latch onto you. The marbles more notable ability is to steal a recently lost soul from Death's icy grip and draw it back into a body. If the left eye is plucked from a still warm corpse, and replaced with the marble, it is said they will return from Death's embrace. 1,Ring of Ice: A ring crafted from unmelting, but decidedly cold, ice. You cannot perform any task requiring fine finger dexterity with the hand it's worn on as the cold spreads from your finger, over your hand, up your arm, and can soon enough even be felt in your heart, though only your hand goes numb and shivering. While wearing it, however, you face no danger from extreme temperatures - in fact, you don't even feel them; only the chill of the ring. It gives you the ability to encase a creature or object you stare at in ice. 1,Stigma: A long and wicked iron nail. When you drive it through your hand, though the wound sears and throbs in pain and drips blood steadily, it causes no actual harm and is healed as soon as the nail is withdrawn. In addition, the shed blood burns like oil in the light of the moon. While the nail is buried in your flesh you are immune to mind-affecting enchantments and can see through illusions and glamours. 1,A ring which the salesman says will make your finger disappear, except it doesn't just disappear but is actually a tiny portal to another dimension, the fey kingdom. Imagine sending tiny letters into it, or throwing it into a lake and causing flooding and loss of mermaids' habitat. 1,A cursed ring that couldn't be removed once you put it on. It made all edible food look repulsive and required a will save to eat. Some things that are completely inedible (like acid from an acid pit) are incredibly tempting and require a will save to not stuff it in your face. 1,Lampshade of Furnishing: When this lampshade is placed on the head of a being who is not moving, it acts as a polymorph spell, transforming them into a random piece of furniture, usually one that is out of place. Useful for hiding. 1,The Illithid Dagger: Inserting the blade into the brain of a host, living or dead, imparts the wielder with all knowledge obtained by the victim in his or her entire lifetime. 1,Mask of the Bell Tower: Upon donning this leather mask, the wearer's visage changes to the likes of which only ever uttered in tales of horror. The wearer's charisma score is immediately reduced to 3 (this does not count as damage, the new stat simply replaces the old), however the wearer is now immune to charisma based stat damage. In addition the wearer gains a +10 circumstance bonus to Intimidate Checks. The Mask suffers a terrible curse however, as it can only be removed once the wearer has received a kiss. Once removed, the wearer's Charisma stat returns to normal. 1,Ruby Bracer: If you pantomime preparing an arrow, the Bracer will draw blood from whichever forearm it is worn upon. Doing this costs some amount of HP (let's say 10). The arrow crystallizes and is fired as a normal arrow is. On hit it heals you for 15 HP (The original cost + 50%). The damage of the Blood Arrows would be higher than that of a regular Bow, the only problem being it slowly kills you if you miss. 1,Ring of THUD: When jumping/falling from a high place, transfers your falling damage to the target of your choice. 20% chance of failing to transfer damage. 1,Boots of Thunder And Lightning: Can only be worn by a rogue, throws a thunderbolt for 4d6 lightning damage to target once per day. However, on a failed sneak check the boots flash and thunder on every step for 1 turn, expending it's charge for the day. Once a failed check happens, boots are cursed and cannot be removed normally. 1,Ring of Speak to Insects: A ring that, once a day, can be used to command a single insect -- whichever happens to be closest -- to perform a specific action. You must be careful with your commands, though, because insects aren't very bright and resent being bossed around. 1,Diminutive Golem of Trap Finding: This tiny little kobold-shaped golem, when placed on the ground, acts like a wind-up toy: it moves straight ahead until it hits a wall or other obstacle, then stops. However, if there is a trap between its starting point and the wall, it will studiously avoid it. It won't react to traps triggered by something other than walking by them (such as opening a door). 1,Enchanted Luggage: An autonimously mobile, indestructable chest of effectively infinite capacity, which will obey simple instructions, often poorly. For example, if you forget to tell it to stop walking it may walk right into a river or off a cliff. 1,Bag of Infinite Muffins. Exactly what it says on the tin: there's always exactly one muffin inside the bag, no matter how many you pull out. A variety of flavors, though it is a bit biased towards banana nut. 1,Bag of Useless Duplication: Put any object in it, and you will get back an identical copy that is useless - magic items with no magic, weapons that don't cut, unpalatable food with no nourishment, etc. 1,The Decanter of Endless Water. 1,The Treeform Cloak: Allows the wearer to, once per day, turn into a tree on command. 1,The Coin of Darkness: Any time the coin is not in a bag, pocket, or closed fist it produces a 20ft sphere of darkness. 1,Ring of Fire Identification: A ring which, if touched to anything will then say aloud "Fire" or "Not Fire."" It provides no benefit to protect from said fire. It was the creation of a rather novice apprentice enchanter, but has a 100% identification rate, and can even detect perfect illusions as Not Fire. 1,Spoon of Flavor: Enchant anything eaten with it to taste like a delicious beef stew or chicken soup. 1,Rubber Duckie of Protection: Its owner will float without effort on water and water born predators will ignore them as long as they do not try to attack them. 1,A rusted iron crown which, when placed on someone's head, levitates a few inches and ignites into a brilliant halo of flame. The flames are illusory, and produce no heat, but have highly convincing visual, auditory, and olfactory components.
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Note: Some items are more useful than others. Sources include, but are not limited to:, ,.