The creation of intelligent magical weapons is not an exact science and there are occasional failures, as such think of causing a little more stress to your players by 'rewarding' them with an insane magical weapon



eg:

Agrophobic, refuses to come out of the scabbard without a strength check to draw it.



Haemaphobic: afraid of blood, fight at a penalty against any blooded creatures but really good against undead, elementals etc



Schizophrenic, not just one mind in your sword, lets have half a dozen minds in there, all different and bound to cause confusion



the possibilities are endless
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Ideas - Items
August 23, 2004
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A wand that can be used once a day to stop Time for thirty seconds.Enough time to take a weapon or a wizard's staff, dodge a fireball,get a head start whilst running away,ect.
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Ideas - Items
August 12, 2004
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The Red Lipstick - almost blood dark, this lipstick changes to become the perfect shade of red for the woman, and only woman, wearing it. She will attract positive attention from men, and will be the subject of female envy, for who else has such perfectly red lips?
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Ideas - Items
August 7, 2004
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A Magical Hat that has only enough magic to stay on its wearers head, in spite of wind, falling, or even being turned upside down. The owner, never having to pick up his hat gains an extra swagger to his step, and a small boost to charisma.
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Ideas - Items
August 7, 2004
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A pair of ladies lace gloves, that once donned, give the wearer a quick, and very tidy manicure. Nails are properly trimmed, sanded, and come out with either 'French' (insert game name) style nails, or their nails colored in the manner desired by the wearer. Useful for removing hangnails, and other cosmetic problems
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Ideas - Items
August 7, 2004
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Tarot Cards are used by Magic folks to predict the future (cartomancy). Since the present becomes the future through the interplay of elementally alligned forces, the tumble of cards can give clues to the way the pattern of elements will be in the future.



This means a wizard will have a deck of cards with them. Since cards were used to train wizards in legerdemain, Since they have cards with them, they frequently know how to use them. Guild magic users often have a knack for fancy shuffles, palming cards, and a variety of card tricks and games.
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Ideas - Items
July 18, 2004
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Mages/ wizards and such use cards (playing cards or tarot cards) as training tools. The patterns created by certain layouts of cards are mnemonic devices to teach key elemental associations and paths. With such interesting names as the Tree of Life, Phoenix's tail, Rythm of Heart, and Balance of the sphere, there pattern represent the matrices used by magic users to focus and present power. Spell processes can be represented by a sequence of cards.



So mages will often be seen handing around hands of cards.



Wizards will have a deck of cards with them. Since cards were used to train wizards in legerdemain, Since they have cards with them, they frequently know how to use them. Guild magic users often have a knack for fancy shuffles, palming cards, and a variety of card tricks and games.
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Ideas - Items
July 18, 2004
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A simple flag, faded by time and sun, tattered and worn by untold years flying from the pole of a bannerman, passing hands from officer to officer, from one generation to another. It is a humble symbol of great importance, and greater inspiration to those who see it. Soldiers become heros filled with espirit de corps, enemies loose their nerve and fire. It is not an enchanted item, but a powerful item still...
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Ideas - Items
July 18, 2004
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Expansion from the Horse Brass item: Specific Armor charms.



Cooling Touch Charm: protects horse against extreme heat, and fire, magical and mundane



Jove's Favor: tin charm shaped by a lightning bolt that protects a horse primarily from natural lightning, but also potentially from lightning based attacks. In real life, lightning kills quite a few horses and cattle a year.



Hermes' Blessing: gold charm that grants the horse magic resistance, and perhaps immunity to cantrip level magics.



Vulcan's Steed: This large iron charm in epic fashion renders the steed invulnerable to iron weapons. Such things clatter off of the animal's hide like twigs.
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Ideas - Items
June 7, 2004
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Small identical wooden or metal discs with a strange pattern engraved upon them (do not appear to be coinage). The discs can be found all over the continent; a farmer typically overturns several dozen when ploughing a field. Though they are unnaturally hard to break, they have no known use and are widely used as good-luck charms: almost all households would have them on the doors and on mantle pieces; many people carry one or more on them, bound on to a belt, necklace or sewn on to their clothes.
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Ideas - Items
May 28, 2004
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by Goto Author View Single
What if some crazy wizard created an artifact that empowered rodents that touched it with one random supernatural power? Preferly right out of the pages of your favorite four-color. (But only one power!) This item does not convey any sort of intelligence boost.
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Ideas - Items
April 16, 2004
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by Goto Author View Single
Somewhere along the line, someone very powerful lost their marbles. Literally. Possessing a marble allows incredible clarity of thought about a particular related subject.
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Ideas - Items
February 29, 2004
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by Goto Author View Single
The characters are given the task of transporting a flask of highly volatile liquid a long distance. The flask cannot be shaken too much or it will explode. The adventure involves stormy sea-voyages, bumpy cart rides through densely populated towns and horseback combat. In short there are many opportunities for it to break and explode.
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Ideas - Items
February 10, 2004
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Poison can only ever be the tool of a murderer - as such, alchemists are tightly regulated by the Crown, and anyone found in posession of an unknown substance is forced to taste it themselves.
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Ideas - Items
December 27, 2003
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Real World: some Indians in the Amazon treat their eyes with a traditional potion applied with palm leaves. Brutally painful, the drug alters vision, giving the jungle's dense green walls greater texture and dimension. You could adapt this to desert or swamps, or other hard to navigate regions.
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Ideas - Items
September 22, 2003
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To purify the water from a certain river the monks have carved a section of the river that goes over a stone bed. Through holy carvings of gods, godesses, and holy symbols and then the river flowing over them, it purifies the water making it safe for drinking and/or makes it holy water. For rivers that do not have natural rock bottoms, large smooth stones can be carved and added to the water to fully cover the bottom.
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Ideas - Items
June 29, 2003
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Ten powerful magic rings created by an Archmage have scattered to ten random people (suggest only one is PC). This happened when he died in battle. Whoever gets all ten rings inherites all the power the Archmage invested to them over his 200 year life.
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Ideas - Items
June 4, 2003
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You find a book in the library, then when you start to read it, seems to change from pages of words to pages of images that seem to live and move. If you touch the page after the images appear, you travel into the story and now live in that world.



There is a book on that world, that leads back to this one.
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Ideas - Items
April 3, 2003
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Faerie foods with unusual effects. Like faerie sausages that turn the eaters into wiener dogs, faerie wines that make the drinker whiny, etc. There's a table in Palladium Fantasy RPG which has a table of ideas.
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Ideas - Items
February 26, 2003
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Other improvisational weapons/tools:

Icicles are useful as daggers,

Bag Of Holding filled with copper pieces used by chucking the contents at foes, (by strolen)

sleeves make useful garrotes. Ya can't cut anyone's neck, but you sure can choke 'em!

Flaming Logs make great clubs, (any Barbarians out there?)

and Bee hives are very effective when thrown at a mob of enemies. :-)
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Ideas - Items
December 15, 2002
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