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- Wand of Misplaced Objects: This wand emits a multitude of golden orbs that rush toward a target creature. The orbs surround the victim and swirl around him wildly for 1 round. During this time the victim is confused and can take no action.
- At the end of the round, the orbs vanish and the victim is free to act. He discovers, however, that all objects on his person have been moved. Some items are inconveniently located, while others are nowhere to be seen. A warrior might find his magical ring on one of his toes, his sword in his pants, his gold pieces in the sheath of his sword, and his breastplate on his head. The more possessions a victim owns, the more confused the situation becomes. The DM is encouraged to be devious.
- Because of the chaotic placement of items, the victim suffers several penalties. Movement is reduced by half. Armor class of characters wearing armor is reduced by 2, since pieces are not worn properly. Attack rolls made by the victim are made at a -2 penalty. These penalties are eliminated if the victim devotes 2-5 rounds (1d4+1) to rearranging his gear.
- A character requiring an item carried in a backpack, pouch, pocket, or other container must spend 2-12 (2d6) rounds searching for the item. This penalty is canceled if 3 turns are spent unpacking and repacking all gear.
- The DM must define the locations of objects any time a character reaches for them or if they impair motion or sight. When deciding locations of objects, the DM should state the obvious effects of impaired sight and movement immediately, such as boots worn on hands or a cloak over the face.
- Items held within a bag of holding, Heward's handy haversack, or other magical containers are unaffected. However, the containers themselves are subject to relocation.
- (2nd Edition Tome of Magic)
- Tunic of Duo-Dimension: This silver cloth tunic allows the wearer to appear to have only two dimensions, height and width. As long as the tunic is worn, the wearer seemingly has no depth and when he turns sideways appears invisible and can only be detected by the use of true seeing (or similar magic). This also allows the wearer to sqeeze through spaces as thin as 1 inch providing the wearer's height dos not interfere with entering the opening.
- While the tunic is worn, the wearer takes double damage from weapon attacks to his front or rear, but is effectively invisible when turned sideways to an opponent. Note the wearer can attack an opponent in a round, and turn sideways as a free action.
- (Gary Gygax's Necropolis)
- Mitra's Favor: A lion headed, gold ring with topaz eyes. It radiates a continuous protection from evil spell.
- Joined with this ring is the spirit of a Lion of Mitra named George, Prince of the High Peaks and Champion of the Faith. He tends to be jovial and is often given to singing benign tavern ditties. He was a paladin, and died heroically two centuries previously at the hands of the dervishes, whom he still has a disliking for. (Combines with other Mitraic artifacts).
- (Dark Tower by Judges Guild)
- The buff colored cat can breathe a two dice fireball once per day, though this might take some cajoling and bribery.
- (Thieves of Fortress Badabaskor)
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