Magical Items

Overview

Potions
Bestial Mutation
Permanency

Scrolls
An old scroll with a red wax seal

Rings
Ring of Magnetism

Rods
Rod of Whipping

Staves
Staves of the gods

Wands
Wand of the Whirlwinds

Miscellaneous Magic
Amulet of Luck Transfer
Bone Servant
Canine Masks
Cloak of the Spectre
Collar of Armouring
Gloves of Rending
Invisible Brand
Iron Wings
Masks of Morphing
Portable Ears
Portable Eyes
Smoke of Pipe Mephit Summoning

Armour
Armour of Cyberbiotics

Weapons
Sword of Answering

Potions

Bestial Mutatation: This potion changes the imbiber into a sort of man-beast that has the abilities of Bracers of the Brachiation and Boots of Striding and Springing. The beast also has strength of 18(76) and claws which do 1d6 (+str bonus) points of damage each. Though the effects usually last only 5d4 rounds, there is a slight (5%) chance that the effects will be permanent.

Permanency: This potion, when mixed with another potion, makes the effect of the other potion permanent.

Scrolls

An old scroll with a red wax seal: (This one isn't mine, but the idea is so ingenious I just had to list it. If this happens to be your idea e-mail me and I'll put your name beside it.) Have someone hand this to the players, maybe as reward for some service or as part of a deal, telling them "This scroll can save your lives. If you're in dire need, break the seal and say 'Bazul'". When the PCs ask question what will happen tell them that the only thing known is that some event will happen to save the user. This will summon the pit fiend Bazul, who'll save the PC's if possible, than taunt them and thank them for summoning him to this plane. The he'll teleport away to set his evil plans in motion (conquest etc.). He (and his agents) will make a nice recurring enemy. Of course, as an alternative the scroll might really work the way the characters are told - something will happen to save them, maybe a wildly improbable event. The exact circumstances of the PCs miraculous rescue should be adjusted as it happens.

Rings

Ring of Magnetism: This ring allows the wearer to bend, twist and lift metal objects in a 60' radius to a maximum of 2,000 pounds. When used to attack a creature made out of metal, it causes a maximum of 20 points of damage per round and acts as a slow spell.

Rods

Rod of Whipping This rod looks like a stick bound with leather, but if the right command words are spoken, it can sprout a magical whip. The magical whips are:

Fire Whip (6' long) does 1d3+12 points of damage (as burning hands)
Ice Whip (5' long) does 1d4 and drains one point of strength (as chill touch)
Electric Whip (4' long) does 1d8+12 points of damage (as shocking grasp)

Each use of a whip drains three charges. For each charge expended the whip lasts for 1d8+8 rounds. When found the rod will have 9-18 charges (3-6 for each type of whip). To replenish the rod's charges cast the respective spells at the rod.

Staves

Staves of the Gods These extremely rare devices are given to mortals by powerful entities of the outer planes in exchange for service. These staves will be given only for a specific task, and once the task is completed they will vanish from the wielder's grasp. The wands can duplicate all wizard and priest spells up to seventh and sixth levels. All one has to do is humbly request the deity for certain powers.

Wands

Wand Of Whirlwinds This wand causes a whirlwind that can be up to 10' across at it's base, 30' across at it's mouth, and 70' high (according to the desire of the wielder). It requires one full round to form the whirlwind and one round for it to dissolve. The whirlwind lasts one turn. Non-aerial creatures of less than two hit dice are swept away and killed while hardier beings take 2-12 points of damage.

Miscellaneous Magic

Bone Servant This magical spirit is tied to their bones which are located inside a casket. This spirit will serve like a genie and will have many of the same abilities. It can:

Fly at will
Become non-corporeal at will
Become invisible at will
Create delicious food, create water or wine for 2-12 persons 3/day
Create soft goods or wooden items (up to 16 cubic feet) 1/day
Create metal (up to 100 lbs, lasting 1-24 hours depending on hardness of metal) 1/day

A bone servant's attacks cause 2-5 points of damage and drain two points of strength from it's victims. Strength returns in 2-8 rounds. A bone servant will sometimes likes to kill his victims with their own weapons, causing damage that the weapon would normally cause. A bone servant can only be hit with a +3 weapon. To summon a bone servant one must be in possession of the spirit's skeleton and know the command words. There is a 25% chance they will kill a summoner of opposite alignment. It is turned as a special undead.

Canine Masks
These items, crafted by shamans of barbarian tribes, grant the wearer unique characteristics that are praised in the animal's whose fur the mask is made out of.

Fox: Grants permanent pass without trace
Wolf: Grants Strength
Hyena: Tasha's Uncontrollable Hideous Laughter 1/hour
Jackal: Grants 50% chance to hide in shadows and move silently, also grants a x2 to backstab. If

character is already a theif, it adds to present abilities to a maximum of 95% in thief abilities
and a maximum of x5 to backstab.
Coyote: Grants both Jackal and Fox abilities

Cloak of the Specter This magical cloak allows the character to mimic ghosts and other spooks. It's Abilities are:

Fog Cloud once/day
Invisibility once/day
Ghost walk once/week

When the wearer of the cloak "ghost walks" the individual becomes noncorporal. This allows the character to walk through walls and floors, and makes him immune to all weapons except magical ones. He cannot be turned by a cleric. Unfortunately, the character is unable to fight, cast spells or speak during this time as well. The effect lasts for 10 rounds, or shorter if the wearer wishes.

Collar of Armouring This powerful artifact, when attached gives the wearer the properties similar to that of an iron golem. The wearer of the collar becomes a creature of solid metal that never needs to eat or drink, never becomes tired, and has an AC of 0. The weight of the wearer increases to 5 times his original weight. The collars are designed for:

1d20 roll
1-10  Horses 
11-16 Dogs 
17-18 Griffons
 19   Mount Dragons
 20   Humans

Gloves of Rending These magical gloves strengthen the wearer's hands to 19 strength (though not the rest of his body) and is adorned with sharp claws that do 3-12 points of damage each.

Invisible Brand This magical branding iron is used to create an invisible symbol. The mark can only be seen by those that the brander wants to see the mark. This brand is mostly used by various shady organizations to help identify each other. Thus the symbol, or image is often branded on the forehead or palm of the hand. It can also be used to mark the doorways of hideouts as well.

Iron Wings These metal wings cover a 20' wingspan which allow a character to travel at a movement rate of 60' at maneuverability class A. Once per week the wings can cause a blade storm in which the wings shoot some of their feathers to cause 8d4 points of damage to all within 40' of the wearer. Using this ability more than once a week permanently ruins the wings, as the wings need time to create more iron feathers. The wings collapse to form a pack which weighs four hundred pounds.

Masks of Morphing These masks enable the wearer to change the features of his head and face at will.

Symbiote (Venom from the Spider-man comics)
These appear to be a thick viscous fluid which can be confused with any oil or potion in a vial, or a perhaps a jelly or pudding when found slithering around. However, when it joins with a human being it is found to be an intelligent entity with many special abilities. They include: 19 strength, spider climb, 1/4 of web/per
round, AC 0, and 75% chance to hide in shadows and move silently.
However, they also pose the same problems that intelligent weapons
do. (See the intelligent weapons section of the DMG).

Pipe of Smoke Mephit Summoning

Using this pipe for 3 turns summons a smoke mephit from the para-elemental plane of smoke. The smoke mephit is summoned for 12 hours +1d12 hours, with the first 12 hours of guaranteed loyal service to the summoner. After the first 12 hours are up however, the summoner must make a 1d20 roll against his level, if rolled the roll is less than the user's level the mephit remains obidient, but if the roll is higher then the mephit becomes free willed. Mephits under control or the summoner cannot gate in other mephits, but those who have broken free can (and immediately will). The mephit (and summoned followers) vanishes at the end of set time, free willed or not. It is impossible to get rid of a mephit before that unless it is killed or banished. If attacked by summoner or companions, smoke mephit becomes free-willed and will immediately gate in 1-2 other mephits.

Portable Ears These are small magical items that pick up a sounds and transmit them up kilometer away to a magic mouth attuned to this device. These devices are usually used for spying.

Portable Eyes These are similar to portable ears except they allow people to record images and send them up to a kilometer away to a scrying object (usually a mirror or crystal ball) attuned to this device.

Armour

Armour of Cyberbiotics: This armour allows humans or humanoid creatures to have added strength and power. These suits of armour are fashioned from the parts of a slain iron or mechanical golem. It gives the wearer a strength of 20, but it slows the movement rate to 6, because of the cumbersomeness of the armour. In addition to the strength each suit has one of the following powers:

1d20 roll
1-4   Claw attacks 1d4/1d4 +6 
5-7   Fly at will 
8-10  Magic Missiles (cast at 9th level) at will
11    Breath Weapon (cone 20' long with a 5' foot base) or (cloud
20' long, 15' wide and 10' high) once every three rounds 12-13 Burning Hands at will 14-16 Infravision at will 17 Iron Tentacles at will 18-19 Any Two 20 Any Three

Weapons

Sword of Answering: This is a longsword with a hilt set with an aquamarine. It has a chaotic good alignment and intelligence of 15. It's powers are:

Detect good and evil at will
Detect invisible objects at will
Weakness on opponent 1/day

When acting to protect the Celtic country in which it was made from invaders or marauding monsters, the sword acts as a sword of wounding except it causes 3 points of damage per round for each wound.