Ytain’s Impenetrable Tunic Before a magically-delivered plague pathogen at last laid low the unpopular monarch, King Ytain of Pruun survived seventeen separate assassination attempts, several of which were carried out using poisoned daggers. Refusing to allow this perpetual peril to interfere with his zest for high society, Ytain commissioned a cabal of sorcerers to continually improve his personal protection while never sacrificing style or dignity. This fashionable garment, a long white tunic of shining spider silk secured at the waist by a tastefully bejeweled girdle, provides the wearer with total protection from penetration by edged or stabbing weapons and a +2 armor class bonus. Arrows and crossbow bolts do 1d2-1 damage and edged melee weapons do half damage. Bludgeoning (and other) attacks remain as normal.
Carved from the fingerbones of elven mages who suffered a violent death, these +1 darts can be imbued with additional magical power before use: by casting a touch spell (e.g. Shocking Grasp, Vampiric Touch) on such a dart and then throwing the dart at an enemy, the target will be affected as though the caster had touched them normally, suffering the effects of the spell in addition to the normal damage of the +1 dart.
Note that while this allows the magic-user to use touch spells whilst keeping safely out of melee combat, it still requires a ranged attack roll to succeed.
The wizard Betrus developed this bag and it's inhabitants after locking himself out of one too many doors in his own tower and forgetting how to cast a Knock spell. The bag, when opened releases 2d6 gremlins. The gremlins, when placed near a locked chest or door will then set to work at opening the locked object. 3d4 turns later the gremlins will open the chest/door. If the object is trapped the gremlins will set the trap off on purpose, even if it results in gremlin death.
Instructions to gremlin care, pertaining to feed times, bright lights and bathing not included.
When this flute is played, anyone within earshot will feel a surge of restless energy, driving them forward. Any kind of marching, jogging, rowing, pushing or carrying heavy objects, or any form of similar grunt work will become easier while the flute is played. Wounded soldiers will pick up their gear and feel a second wind, letting them keep up with their uninjured fellows.
The flute does not control the minds of those who hear its eerie music - it simply allows them to continue hard, onerous work to their breaking point and beyond. The affected workers or troops can ignore Constitution checks and similar rolls related to pain, exhaustion, thirst and hunger whilst the flute is being played. They are also immune to HP loss from overworking themselves. However, once the flutist stops, they'll feel the full cumulative effect of all their strenuous activity.
The magic item quotient for issue 11 is already being reached. So, keep 'em coming, but if you like to see your stuff get in sooner rather than later traps and monsters might be a quicker route to glory for Oct/Nov 2010. Either way, thanks - this stuff is awesome!
When these sleek, snazzy-looking garments are worn in the trouser region and the command word is spoken aloud ("Fruddemear!"), they transform the wearer's legs into the hind quarters of a sea mammal, granting a swim speed equal to the wearer's movement rate on land. The Leggings can be deactivated at will, and their magic will function for up to one hour per day (continual, or taken in portions). If the magic is activated daily for more than four days in a row, the wearer must save vs. enchantment or become afflicted by a magical compulsion (roll 1d12):
1-5: Wearer must hunt and feed on live fish. 6-9: Wearer is only able to communicate through squeals, yips and clapping their hands. 10-12: Wearer will invariably attempt to balance brightly-colored spherical objects on their nose (i.e. beholders), whenever such items are encountered.
A corset made from matte black leather with platinum buckles, seemingly mundane apart from the abacus that has been welded to the front of chest. When the Abacorset is worn and one of the nine beads on the abacus is moved, an illusion spell will envelop the bearer and transform their appearance; each bead corresponds to height, weight, age and one of the six base stats (Str, Int, Cha etc.), respectively. By moving the beads left or right, the wearer may change their illusory appearance to be either shorter or taller, thinner or fatter, younger or older - and so on.
Boots of the Reluctant Spelunker
When this pair of knee-high boots is first encountered, they will appear to be, for all intents and purposes and Identifying spells, a copy of some random type of beneficial magical footwear. However, in addition to their normal function, they are cursed with a curious drawback: whenever the person wearing the Boots climb up or down a set of stairs, they will (temporarily) gain or lose an experience level. The Boots cannot decrease a character to less than 1st level, nor raise their level any higher than their normal experience level. For example, if a 7th-level adventurer wearing the Boots saunter down 4 flights of stairs, they will effectively become a 3rd-level character; later, when a tower with 6 stories connected by a spiral staircase is discovered and ascended, that character would regain the abilities of a 7th-level character.
These headdresses are usually made of pink or mother-of-pearl-colored sequined velvet, and invariably shaped like a fish. When the Cap is donned, its eyes start rolling madly, staring down every corridor and ogling the furniture - occasionally, the Cap may speak in a burbling falsetto, using the only word it knows: "Map? Map map map! Maaaap." If a blank sheet of parchment or vellum is placed in the Cap's gaping mouth, the bearer's surroundings will be neatly mapped on the sheet. The ink that magically appears is water-proof, thanks to the aquatical nature of the Cap's spell, but the map is neither fire-, acid- or getting-stabbed-with-a-sharp-metal-object-proof, so the Cap's bearer will still need to exercise some modicum of caution with their maps.