AD&D- Overpowered Magic Items


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Staffan

Legend
Some of my old favorites are the Wand of Wonder, Robe of Eyes, The Rod of Lordly Might, and The Book of Infinite Spells. And my favorite "errr, what am I going to do with this?" item has to be Bracers of Brachiation.
Beat your chest, yodel, and swing from branch to branch of course.
And my own twisted variant: the Dwarven Thrower. When wielded by anyone or thrown by a non-Dwarf it behaves as a normal +2 throwable hammer. When thrown by a Dwarf, however, en route to the target the Thrower morphs into a mundane - and usually screaming - Dwarf that impacts the target* then morphs back into a hammer and returns to the thrower.

* - often with a 'splat!'; and it's a different Dwarf each time.
I think I've seen the variant that, when wielded by a dwarf, throws that dwarf at the opponent.

It's been said that PCs in older editions largely "level" by finding magic items, not through gaining class abilities. That's what these mostly rare magic items do. Not saying some aren't silly - I always liked the "Ivory Goats" figurines of wonderous power and the goat of Travail's ability to absolutely destroy things ... but I figure it's fair at a level when you start meeting things like demons that gate in their pals.
One of my least favorite things about 3e was how magic items got hyperfocused on just providing static bonuses ("Big Six"), with wands of cure light wounds and the occasional utiliy scroll thrown in for good measure. That's because the pricing system used made spellcasting items super expensive and thereby relegated to higher levels. Something as simple as a minor circlet of blasting (a 1/day searing light dealing 3d8 damage) cost over 6,000 gp, which would be almost the whole amount of the treasure found in an 11th level encounter. And spending one action at 11th level to deal 3d8 damage is... let's say suboptimal.

And when I say they got hyperfocused, I mean in actual play. The books were full of cool items, but the player would go "1/day searing light or improve my amulet of natural armor from +1 to +2... I think I'll take the +1 AC, thanks."
 

James Gasik

We don't talk about Pun-Pun
Why be chintzy with the charges? You get 'em all back tomorrow morning.
I'd assume I'd be getting into more than one fight where I'd want to use the Cube, plus, those charges can go fast if you're hit by the right attacks. But that's just my style, I tend to be really conservative with resources, and play as if no matter how rough things get, there's probably 2 more battles yet to come, lol.
 

Snarf Zagyg

Notorious Liquefactionist
Supporter
I did, but maybe I need to explain exactly how bonkers it is!
View attachment 368070
Ok, so you have 36 charges and you can choose your level of protection. "Keeps out non-living matter" protects you from most weapons you'll be attacked with, and "Keeps out living matter" will protect you from most creatures. Sure, some attacks are going to cost extra (I'd be annoyed spending 4 charges to ward myself from magic only to have to spend another 4 to stop a lousy lightning bolt), but there's still a lot of uses for this item! Not to mention that while the listed spells cannot be cast into or out of the cube, other spells can be, and this is the only time the Cube mentions that the barrier works both ways- though I'm sure most DM's will insist on that point the first time your party Wizard makes themselves unassailable and starts going nuts with cone of cold!

This brings up an interesting rules question!

Note that the specific rule states that "while the force screen is up{.}" Technically, this should mean that these spells are always an issue, regardless of the setting.

I think that the intent is that these specific spells affect the integrity of the shield. So even if you have it on setting ONE, you still cannot cast these spells into or out of the cube.

Moreover, if you do, or if someone is trying to knock it out, the charges drain automatically.

Which brings up the interesting question- obviously, if you have the cube of force, it's awesome. But if you have someone who knows the weakness, they can just sit back, and every round they can shoot flaming arrows (very hot normal fires) at it, and knock it out of commission.

Have I spent too long looking into the abyss of this specific rule? Yes, yes I have.
 


James Gasik

We don't talk about Pun-Pun
This brings up an interesting rules question!

Note that the specific rule states that "while the force screen is up{.}" Technically, this should mean that these spells are always an issue, regardless of the setting.

I think that the intent is that these specific spells affect the integrity of the shield. So even if you have it on setting ONE, you still cannot cast these spells into or out of the cube.

Moreover, if you do, or if someone is trying to knock it out, the charges drain automatically.

Which brings up the interesting question- obviously, if you have the cube of force, it's awesome. But if you have someone who knows the weakness, they can just sit back, and every round they can shoot flaming arrows (very hot normal fires) at it, and knock it out of commission.

Have I spent too long looking into the abyss of this specific rule? Yes, yes I have.
That seems to be the intent, which is kind of odd, but by the same token, lots of old school magic items have strange caveats and drawbacks to them, just to make sure those pesky player characters don't get away with nothin'!

Gotta make sure the Horn of Blasting can blow up in your face or drinking two potions within a turn of each other can cause you to die of no save poison! Put a bag of holding inside a portable hole? You fool!

But then you get the odd item that has a completely unintended function- I would have never thought of dropping an instant fortress on someone's head if Gary hadn't made sure to tell me how much damage it would do!
 

Snarf Zagyg

Notorious Liquefactionist
Supporter
That seems to be the intent, which is kind of odd, but by the same token, lots of old school magic items have strange caveats and drawbacks to them, just to make sure those pesky player characters don't get away with nothin'!

Gotta make sure the Horn of Blasting can blow up in your face or drinking two potions within a turn of each other can cause you to die of no save poison! Put a bag of holding inside a portable hole? You fool!

But then you get the odd item that has a completely unintended function- I would have never thought of dropping an instant fortress on someone's head if Gary hadn't made sure to tell me how much damage it would do!

Yep.

As I alluded to in the OP, the Helm of Brilliance is so insanely good and OP.


But there is that one .... small ... issue that might pop up. And if it does, you are so screwed. So very very screwed.


Not that it happened to me. It, uh, happened to a friend.
 

James Gasik

We don't talk about Pun-Pun
Yep.

As I alluded to in the OP, the Helm of Brilliance is so insanely good and OP.


But there is that one .... small ... issue that might pop up. And if it does, you are so screwed. So very very screwed.


Not that it happened to me. It, uh, happened to a friend.
Had a situation like that crop up in a 3.5 game, of all things, with the necklace of missiles fireballs, which had it's own update of the classic downside, ie "If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer."

My roommate forgot about this fact. The DM did not.
 



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