A few items my Sunday Broken Kingdoms group have just come across, for their reference.
Wand of Lesser Transfer WoundsThis slim wand is made of a pale wood carved to resemble a forearm ending in an outstretched hand.
Wand of Touch of DisruptionThis slim wand is made of a dark wood carved to resemble a forearm ending in a clenched hand with one finger extended.
Leather Coat of SneakingThis magical leather coat was removed from the burnt corpse of the undead named Esolith. It is filthy (with chunks of his flesh still adhering in places) and will need a /very/ good clean and minor repair before it is again fit for use by the living.
(Leather Coat +1, +5 to Sneak skill)
Ring of Ramming (modified
Ring of the Ram)
This heavy iron ring is carved with the head of one of the massive mountain sheep the hill tribes use as livestock and mounts.
"The wearer can command the ring to give forth a ramlike force, manifested as a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 3 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance. The ring has 5 charges per day.
The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring-wearer. (The ram has Strength 25 and is Large.) The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.
In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29."
Boots of Stomping (from the Magic Item Compendium)
"When you stomp your feet and activate boots of stomping, you generate a 15-foot-long cone-shaped burst of psychokinetic force that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the area. Creatures that fail a DC 13 Reflex save are thrown to the ground, prone, and take 1d4 points of nonlethal damage.
Boots of stomping function three times per day."
About 200 pairs of these boots were originally commissioned by an Old Kingdom Duke for the front rank of his army. The range and vigour of the effect is said to be increased for each adjacent pair being activated. Unfortunately many were lost or destroyed when in the midst of a major battle the vibrations caused by their use attracted a terrible worm-like beast from deep underground which proceeded to crush or consume the bulk of the forces present.
A number of prototypes and attempts-at-duplication are known to exist - the effect of these may include but are not limited to
- affecting also (or
only) the wearer.
- creating their effect in a random direction relative to the wearer
- Creating a
Muddy Ground spell effect centred on the wearer
- One particularly powerful pair known as "The Boots of Earthquakes" generated a strong enough force to demolish small buildings nearby and could be felt for some distance ... these were lost when a crack in the earth opened beneath the user and closed over again moments later.
Viper boltsThese 10 +1 crossbow bolts came carefully wrapped in soft leather and are fashioned in an extremely fine likeness of a tiny snake from the tail at the point to the head at the butt. On a hit they transform into a tiny viper which makes one attack on the target struck before falling to the ground and wriggling off (100% non-recoverable).
Tiny Viper +5 To Hit, 1 point of damage, Poison DC 10 1d6 CON Primary, 1d6 CON Secondary.
On the event of a natural 1 being rolled to hit the bolt animates before it is fired and attacks the wielder of the crossbow instead.