What are some of the most goofy / overpowered / broken / etc magic items you've allowed in your game because while they were goofy / etc they were kool?


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Shadow Lodge

Kool/funny/etc magic items you allowed because even though they were goofy/etc they werent game breaking and they were kool?

spoiler:
The 7 Dragon Drop Cloth

(Note : We came up with the 7 Dragon Drop Cloth after watching Big Trouble in Little China when Egg Shen shows off his 6 Demon bag. Since Rope Trick could hold 7 colossal dragons and be closed (rope being 8th creature) Item was loosely base off a combo of the Rope Trick spell and Heward's Handy Haversack)

A durable drop cloth similar to what workmen use while painting ceiling and walls, size 20' x 20' square.
On command it can fold itself into 5' x 20', 5' x 15', 10' x 20' or 15' x 20' rectangles. Also you can choose 10' x 10' or 5' x 5' squares.
Up to 7 any size objects or beings (and all they hold/carry) placed on the drop cloth can be placed in an extra-dimensional space similar to a rope trick spell.
The drop cloth is the portal to the extra-dimensional space.
The current configuration of the drop cloth does not affect the size of the object/being stored (a Colossal Creature can use a 5' x 5' square).
Works like Heward's Handy Haversack for retrieval of stored items i.e. command word and thinking of wanted item.

Works as a rope trick spell for purposes of it being temporarily dispelled or destroyed outright.
Follows rules for Heward's Handy haversack for rules concerning opening dimensional spaces into dimensional spaces.

To make the best use of the space inside the party had a 15' x 15' x 10' structure build. 3 of the 4 faces of the object/structure had a large chest, chest of drawers, wardrobe, and cabinet build into it for storage. The 4th face was a single large storage area with a door.
There was also a 16' x 16' x 20' wooden tower build onto the cloth at one point and stored.

Dont remember how much it cost, maybe 16000gp.

I'm sure I'm forgotten alot of other things that were do with this item.

Sovereign Court

Gold medal for longest title evar! Extra credit for spelling "kool" like the cigs.

spoiler:
A couple of PCs in my CC game got accidentally exposed to mummy skin dust. Since becoming addicted they have customized their wayfinders to hold a few hits or enough mummy skin for a pot o' tea.


I allowed a low-level Barbarian in a game to have a +1 Vicious Bastard sword, just so the player could say his weapon was a vicious bastard. I dunno, it was funnier in my head. The player really enjoyed it.


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A deck of many things

It was an appropriate item for the campaign: The PCs were servants of the church of Tymora, in the Forgotten Realms. (The one and only campaign I ran in Faerun.)

I actually had a physical "Deck of Many Things" deck that I'd won in a contest at my FLGS.

Unfortunately, using the deck actually ended the campaign then and there:

- The priestess of Tymora chose to draw twice. First she drew "The Gem," gaining a huge gem worth a lot of money. She then got "The Balance," becoming Lawful Evil, and losing her clerical abilities.
- The fighter drew "The Donjon," and was immediately subject to the effect of an imprisonment spell.
- The rogue drew "The Skull," and had to fight a dread wraith. Being a rogue, she lost a one-on-one fight against an incoporeal opponent and died.
- The wizard drew "The Void," and immediately fell unconscious as his soul was spirited away somewhere on another plane.
- The bard had chosen to draw twice. He drew "Ruin," losing all nonmagical treasure and wealth, and then drew "Talons," losing all magic items.

So, the only two PCs left standing were the priestess, who was now a mortal enemy of Tymora, and the bard, who no longer had any wealth or magic, or any way to try to rescue the other PCs.

We ended the campaign, and I vowed never to allow a deck of many things in my games again!


I love the Deck of Many Things! But yeah, so many campaigns ended shortly after drawing from the deck...

Liberty's Edge

Rod of Wonder for the win in my games.


I got a 'runestone' once that could cast, once a day each: Dancing Lights, Unseen Servant... and Prismatic Spray.

We were level four, and that game was awesome for a lot of reasons!


Deck of Many Things with its card selections replaced with entries from the 2E Wild Surge table.

When I redo the wild mage, I plan on using the Baldur's Gate wild surge table. It's a bit easier to adapt to Pathfinder... plus, I remember the first time I killed an illithid by dropping a cow on it.

There were also ray guns and pulse rifles, but those were effectively minor artifacts. Ignored magic, couldn't be enchanted, very limited ammo. It was part of a world-hopping campaign. At one point, they even had the original Enterprise for awhile. Well, up until the lack of maintenance caused the warp drive to lose containment...


Do you have a link for those tables MJ?


Yeah.

The 2E table can be found here.

Note it's a PDF file.

The Baldur's Gate table can be found here:

GameFAQs guide

You have to scroll down a long ways to get to the table (or use the Find function to search for it), but you can find all kinds of interesting effects.

Shadow Lodge

I guess not alot funny cool character made items out there.


One of the most interesting items I ever introduced to a game was in a setting which was essentially a fantasy world built on the ruins of a planet that had once had a race with really high technology (effectively another kind of magic).

The item was a pair of cubes which were in a constant state of Quantum Entanglement. The faces on the cubes could be used to manipulate the state of the entanglement.

Here's a short list of the things the cubes could do:

1) Moving one cube would move the other, like they were connected by an intangible rod. The distance between them could be changed and then fixed when this mode was activated.

2) One cube could be set to orbit the other. You could hold one cube in your hand, throw the other, and it would circle around until it slowly ran out of momentum. By turning the center cube, you could change the angle of the ellipse of the orbiting cube.

3) Each cube worked like an immovable rod, allowing them to hang in space indefinitely.

4) The cubes could be used to attract or repel the other.

5) The properties of each cube could be manipulated remotely by the other cube.

In the hands of a creative player, these cubes became incredibly useful.


Another fun game had a Wild Mage Fatespinner with a Rod of Wonder. He had a number of abilities that allowed him to manipulate the rolls for the results of the Rod, so that item got used in pretty much every situation.


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When my brother was GMing he gave me some interesting items.

The Storage Hat: Which was similar to that first item in that it could hold objects or people in stasis by placing the hat onto them no size restrictions and it could store 100 items. It was kind of a pain to get your items back out however as when you wanted something out of the hat you held the hat out and activated it and then roll d100 to see which item you got out. I stored some wild things in the hat from an old dragon I couldn't defeat to a fully prepared set of gourmet meals, a giant stone statue, and even a guard tower. It was a truly eventful day when that dragon came back up randomly. And he was really really angry.

The Ring of Limitless Spells: This item could cast any spell with a standard action at will. You don't get to pick the spell however it was selected at random from all spells in the game. This of course means you have no idea if you are about to blast that Ogre with a fireball or a heal spell.

Memory Metal: Could be forged into a metal object of any sort. When placed into contact with a magic item it copied it's powers... This made for really crazy magic weapons which typically ended up having the same properties as your opponents magic armor.

Lantern Lodge

Being a relatively new GM at the time. I had a party of 3 people who were all physically oriented characters. So the only way that they had to heal up after a tough fight was to sit and rest for however long it took for them to get their hp back.

One of the characters picked up every weapon he came across so I placed a long sword that was enchanted to heal damage rather than deal damage.

The trade off was that you took the equal amount of damage healed as non lethal damage.

So it was pretty funny as after a while the three of them would finish a fight then take turns stabbing each other with the sword.


Jacob Saltband wrote:
I guess not alot funny cool character made items out there.

It's tough to get a "funny/cool" item made past most DM's, out of fear of unforeseen brokenness down the road. Every DM I've ever played under has always been super-leery about letting a player make any item that isn't specifically outlined under item creation rules.

I'm not saying I like it, it's just what I've seen in my years. Mant DM's are scared of something seemingly innocent being used inappropriately and breaking the game.


Shinma the Lost wrote:

Being a relatively new GM at the time. I had a party of 3 people who were all physically oriented characters. So the only way that they had to heal up after a tough fight was to sit and rest for however long it took for them to get their hp back.

One of the characters picked up every weapon he came across so I placed a long sword that was enchanted to heal damage rather than deal damage.

The trade off was that you took the equal amount of damage healed as non lethal damage.

So it was pretty funny as after a while the three of them would finish a fight then take turns stabbing each other with the sword.

I had something like this, cause I once ran a campaign that included Fred Saberhagen's Twelve Swords of Power. Woundhealer was one of the first the PCs got their hands on; sticking it in the Knight's back at the beginning of combat was a pretty common tactic.

I think the closest things I have to this thread's request were those swords and a couple of alchemical concoctions that repeatedly appear in my campaigns.

The elixir of improbability functions like a rod of wonder on steroids. Literally anything can happen. Results have included animating a pile of rocks as an earth elemental, causing an assassin vine to grow out of a brick, creating a pit (before the create pit spell existed), summoning a tornado, and turning an owlbear into a giant tree.

The elixir of fell fortune, also known as Murphy's elixir, simply causes something bad to happen. A roll is immediately turned to a 1 or otherwise caused to fail, a sudden mishap or accident occurs, or a coincidental misfortune happens.

Only one character has been stupid enough to mix the two, which in that case resulting in summoning an epic monster which flew off to cause devastation elsewhere.

No one's been stupid enough to drink either of them.

ALL THAT SAID, I as GM invented or introduced these items, so I'm not sure they count for what the thread is requesting.

Shadow Lodge

Non-standard magic items allowed in the game. I think your posted items would fall into the thread.


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Pitcher of Kool-Aid Drinking

Stolen from the HQ of a cult the group dispatched. Upon drinking any liquid poured from the pitcher the drinker would automatically believe the next thing spoken to him by the pitcher's owner. No matter how outrageous


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During Christmas my payers found a fatman in red dead in a cell during there escape. One of the players instantly started looking for his bag of holding, so I gave them a Bag of Infinite Holding - unlimited storage space, spawns 1d4 random children's toys each time it is used.


A giant flying bird's nest.
The whole party just sit in this huge bird nest and flies about.
Forgot what eventually happened to it.


Aranna wrote:
The Ring of Limitless Spells: This item could cast any spell with a standard action at will. You don't get to pick the spell however it was selected at random from all spells in the game. This of course means you have no idea if you are about to blast that Ogre with a fireball or a heal spell.

Reminds me of a ring I gave out. It was set with 10 identical gems, each could store a spell. No limit on the spell power but the only way to get the spell out was to cast another into it. The catch was that when you slept (or removed it) it would randomly rotate--you had no way of knowing which slot would come up.

Liberty's Edge

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Back in 2nd Edition days, the gm had equiped a giant or ogre with a magic shield a few sessions back. The shield burst into flames on the front facing when the leather cover was removed. Ignored this item until the party got stuck in a cave due to a snowfall in a huge, cold mountain range. So we used the shield to melt an escape tunnel. Later, we got bored. We removed the leather cover and used this big shield as a supersled to get down from the mountains. Alot of fun with a magic item the DM though was completely useless.

Silver Crusade

Ok I got my first greyhawk character out circa 1E.

Azhrarn The Dark One, 19th level human necromancer.

Magic items,

Bracers AC 1

Talisman and Sphere of Annihilation

Crystal Black: a crystal ball with clairaudience, clairvoyance and telepathy. in addition it can cause fear to good aligned creatures, protection from from good 10'radius and finger of death good save at -4, nuetral at -2, evil at 0

Periapt of proof vs poison +3

Amulet of Shield(permanent)

Blackstaff: On a natural roll of 18-20 does 2d6+6 against good also wielder is always protected from good.

0 charges: Command, Cause Fear 3/day by touch

1 charge: Acid Vortex 10' radius up to 60' away(8D4), cause critical wounds(3D8+3) up to 30 feet away, Fireball(8d6)

2 charges: Death touch(save vs death magic at -2 or die, wielder receives 1d4 hp per hd drained if save is made victim takes 3d8+3 hp

Manual of the golems: Clay, Iron And Stone

Book Of the Meta-Golems

Boots of Speed 24" move

Cube Of Force

Deck of many things(all bad cards)

Crown of Blackmoor: Reanimates a dead magic user of at least 18th level as a lich.

Ring +4/+4

Scarab of protection

Ring of wizardry: Doubles 1-5th level spells

Wand of negation.

There's more but i tire of typing


The only really overpowered magic item I've seen on the tabletop (as a player, not as a GM) was a flint knife of slaying.

Let me explain: this was a knife that killed anything on a natural 20. No save, no hope, unless you were big enough that the knife wouldn't reach your throat. Otherwise, if you were undead, a construct, or anything else, natural 20? *SLICE* You're dead. The downside of this knife was that if you rolled two consecutive 1s, you died without a saving throw.

Basically, it was a 1 in 40 chance that you would die whenever you used it. Not even remotely balanced.

The party's rogue (played by my younger brother) got the knife after being nearly killed by it several times. Nobody argued at the time, but we didn't know that he'd become one lucky motherf**king bastard with that thing.

In no particular order, that rogue killed, with that knife:

-a troll king and some of his minions
-a stone golem carved like a lion
-an adult black dragon
-Count Strahd von Zarovich (I REALLY wish I was joking here.)

We were about 4th-6th level when he got the damn thing. The campaign he got it in ended at around 7th level.

Needless to say, when I GMed a different campaign, my first rule was that the knife was not allowed anywhere near my campaign. Even the GM admitted he never should have given him that knife.


This falls into the "goofy" category, I believe. I once gave out a "fish whistle" to the party jester (this was 2e and he was using the Jester kit from "The Complete Thief".

To use the fish whistle, the character had to submerge his head into the water and blow through the mouthpiece. This would summon 1d100 small (pan sized) fish to the whistler, which he could then easily pick up and toss ashore or put into a basket.


Dragoncat wrote:

The only really overpowered magic item I've seen on the tabletop (as a player, not as a GM) was a flint knife of slaying.

Let me explain: this was a knife that killed anything on a natural 20. No save, no hope, unless you were big enough that the knife wouldn't reach your throat. Otherwise, if you were undead, a construct, or anything else, natural 20? *SLICE* You're dead. The downside of this knife was that if you rolled two consecutive 1s, you died without a saving throw.

Basically, it was a 1 in 40 chance that you would die whenever you used it. Not even remotely balanced.

Zero check.

1 in 400.


Loren Pechtel wrote:
Dragoncat wrote:

The only really overpowered magic item I've seen on the tabletop (as a player, not as a GM) was a flint knife of slaying.

Let me explain: this was a knife that killed anything on a natural 20. No save, no hope, unless you were big enough that the knife wouldn't reach your throat. Otherwise, if you were undead, a construct, or anything else, natural 20? *SLICE* You're dead. The downside of this knife was that if you rolled two consecutive 1s, you died without a saving throw.

Basically, it was a 1 in 40 chance that you would die whenever you used it. Not even remotely balanced.

Zero check.

1 in 400.

Ah, thank you.


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Deck of Many Things. Never give your players a Deck of Many Things. Ever. Just don't.

Also, a friend of mine let one of the PCs in his game have the Wabbajack from the Elder Scrolls games.


David M Mallon wrote:

Deck of Many Things. Never give your players a Deck of Many Things. Ever. Just don't.

Also, a friend of mine let one of the PCs in his game have the Wabbajack from the Elder Scrolls games.

I love the Deck! I've seen it used at least 5 or so times. Hilarity ensues.

Scarab Sages

I had a DM who once allowed my character to have an animated book as a familiar. It was entirely the DM's idea. The book had legs so it could ambulate on its own, although it was Tiny and didn't walk very quickly. It could also be used as a substitute for a 'message' spell, displaying a written message on its pages instead of speaking, with no limit to the number of uses per day. The book was in communication with the wizard who had created it, and the wizard often used it to give essential information to the party. The DM used it as a way to impart backstory to the players.


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Sounds like someone crossed a pokedex with The Luggage.

Silver Crusade

For me it was the Claw of Klein.

Attached to the wizard (cause he saw a weird golden vambrace and was like 'cool! on it goes!')

It allowed for free usage of certain metamagic spells without using a higher slot. Instead it drained away constitution (So a quickened spell would gulp down 4 con). The item was sentient and started out with creepy statements about the 'red river that flows through the veins of the living.' They eventually decorrupted the item (although it still drained blood for metamagic).

Although the thing was a minor artifact and a plot coupon for that campaign so I'm not sure if it counts.

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