Friday, July 27, 2018

Failed Magic Items: Dungeon Master's Guide Part 9 (I-L)

Sure, it looks cool now. But wait until freezes you solid for touching it.

Greetings! Will here again with more Failed Magic Items. There's not a whole lot of items in the "I", "J", and "L" categories so I've combined the three for this week's article.



Immaculate Rod
Rod, legendary

This pristine flat iron rod has a mirror-polished finish and appears to glisten in sunlight. Staring at it for extended periods of time invites thoughts of inadequacy and dread that you may never see something so pure or beautiful again. Indeed any task you are currently undertaking seems to become trivial upon gazing at the unfathomable wonder that this rod evokes.

It has no other effects.

I.O.U. Stone
"Wondrous" item, rare

This hand-sized stone has the letters "I.O.U." scrawled into its surface. Under these letters is a signature that reads "Ioun", a god of knowledge and prophecy who is revered on some worlds.

Every day at dawn roll 1d100. On the result of a 100, an Emissary of Ioun appears to you. The emissary, who is seemingly out of breath, apologies for the delay and gives you an Ioun Stone (the DM determines the type and rarity). The emissary then takes the I.O.U Stone from you and disappears without further explanation. Otherwise this stone has no additional properties and is surprisingly heavy for its size.

Iron Bands of Blinding
"Wondrous" item, rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word, but before you have the chance to get rid of it the sphere bursts into a tangle of metal bands that instantly wrap around your head. The bands effectively blind you for 10 minutes before falling off and becoming useless. A DC 25 Strength saving throw is needed to wrest the bands off before their duration has ended.

Ironic Flask
"Wondrous" item, uncommon

Apart from some beautiful engravings, this appears as a normal flask used for storing liquid. After speaking the command word, you can summon any drinkable liquid to fill the flask. However, the liquid that is actually produced is always somehow the opposite of what you requested and you discover this only after taking an action to identify the liquid (i.e. drinking some, pouring some out, etc.). The DM decides what "opposite" means for every liquid you request.

Once used, it cannot be used again until the next dawn.

Javelin of Lighting
Weapon (javelin), uncommon

This otherwise unremarkable Javelin perpetually sheds bright light in a 30 foot radius and dim light for an additional 30 feet. It's actually quite blinding to look at and it imposes disadvantage on attack rolls made with this weapon.

Revealing Lantern
"Wondrous" item, uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature caught in the lantern's light appears completely naked to everyone but themselves. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Misfortune Blade
Weapon (any sword), very rare (instantly attunement) 

You gain a -1 penalty to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a -1 penalty to saving throws.  Additionally, every attack roll or saving throw you attempt critically fails on a d20 roll of 5 or less, regardless of any additional bonuses.

Curse. While attuned to this blade, you are unable to remove it from your person and any attack made with a different weapon is rolled with disadvantage. A Remove Curse spell can break this curse, in which case the blade becomes a non-magical version of itself.


Another one in the books, goodbye for now and thanks for reading!

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