Magical items

Post magical items!
>Favorite concept
>Concept that seems worse/better than it is
>good/bad experiences with players using items in unexpected ways
>OC you want opinions on

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glass sword

steel and glass fused into an incredibly sharp blade
shatters on impact, destroying the blade and causing grievous injuries to the user
however this blade is impossibly sharp and usually causes fatal inujries to its target, often removing whole limbs

Assassin's ring

Point out a person and the little imp living in the ring will make some calculations and call up a few friends in the lower planes, then give you an approximate price money for the victim's head. The money is paid immediately upon killing - it just emerges into your purse.

How much you're paid for depends on many factors: alignment (good pays better), how much their death would tip the balance to evil, whether you were going to kill them anyway, and others.

Occasionally the little imp will speak to the wearer, pointing out passers-by and local rulers and trying to goad the wearer into killing them for money.

seems interesting but wouldn't most players just use this as a reason to murderhobo around

Noxbrand

A sword lodged in an incredibly ragged scabbard, when unsheathed, thick black smoke billlows forth and conceals a good 60 feet around the wielder.
The wielder can see and breathe through this smoke, but to anyone else it irritates the throat and causes the eyes to unfocus.
This mist is focused around the blade, and it can be directed at whatever the wielder points towards.

My party used it offensively rather than to escape, creating a smoke bubble around them and charging down an orc war party.

An animated model airship, about the size of your thumb.
Despite having no visible crew, it understands its owner's voice and will follow commands to the best of its ability.

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>Calibrand- A mighty sword that is capable of sundering anything it's user desires. It's greatest act was even sundering the borders of all kingdoms, removing any patriotic drive the population had, and allowing the wielder to swoop through with his own forces and turn the land into one kingdom under his own name.

>The Warble Sword- A sword crafted by the the Fair Folk. It resembles a simple steel sword, but it is not actually made of metal. It is enchanted with great Fair magic, so only a user accepted by the Fair Folk could wield it. He who wields the Warble Blade can do numerous things, from flitting about like a fairy, expose truths, hide lies, misdirect, cast small tricks, and a variety of other powers. If someone not chosen by the Fair Folk wields the sword, they will be met with grave misfortune.

>Jornell- A 'hammer' forged by a Giant to harness the power of storms. It appears to be a simple wooden handle, engraved with deep, ancient words. When wielded, a dark cloud will form above, and any swing of the handle will call down bolts of lighting, pounding down like a hammer of heaven.

They would, but think about how much the player's head will be worth after just a few sessions of lolmurder, both by mortal agencies and by Hell's Bureau Of Assassination And Trolling. Keep in mind, the imp in the ring is going off and blabbing all about the murder spree you're on. There's definitely records, and who's to say you've got the only Assassin's Ring.

>Hell's Bureau Of Assassination And Trolling

This is now a thing.

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Magic gear from Mechanus. Able to intuitively fix simple machines by applying the gear to it. Expending spell slots enables the fixing of more elaborate machines even crafting mechanical limbs if one has been lost.

An idea I had the other week while brainstorming.

Neat concept, limb shit would have to require a high level slot+ a check of some sort.

Yes, I agree. I haven't sat down and worked on the details yet.

Materials+ high level Slots +Checks, maybe over the course of weeks/2 months game time.

Or just start with a rudimentary arm (low gripping/motor skills/response) and slowly build it up or something.

Either way, glad we agree it would have to be balanced carefully.

I like your rudimentary arm idea. This is what i was thinking, it can probably be simplified further though.
Maybe...
>First week you have a weak facsimile of an arm. Can't make attacks or other ability checks with that limb.
>Second week the arm has strengthened and now is strong enough to be used but will have disadvantage on dex and str checks with that limb
>Third week the limb is pretty much complete. Only disadvantage on str checks with limb
>Fourth week the arm is complete and functions on the same level the original limb, nothing more unless modified later.

7th-level spell slot
Material: 10 lbs of whatever metal you want the arm to be made from(?)

Damn it.. I meant to say 'limb' instead of 'arm' in spots.

I'd make it a little more expensive than just any old material, just to make it so they actually try to protect the limb as if it were their own other than a minor inconveinience if they lost it again.

I'll go with several OC's.

Yfrenechur, the Hat. Smithed and sewed from one hundred of demons, it is hexteel-leather golem with animalistic mind, knowledge of all those demons. Golem has form of a big hat with wide metal belt resembling a crown with an eye. When golem goes alive, spikes lenghten and sharpen, becoming legs. Inside the hat lies pocket dimension which is slightly bigger than 1x1 km. Considering origins, it still feasts on flesh, but also likes lead, oil, potatoes and bird meat. It is said to conserve not only memories of demons, but also their abilities. Almost unintellegent, highly agressive, communicates through screeching. Do not touch.

Scraawnyr's tongues:
Mass-produced bolts for ballistic weapons. They are actually parasitic shrooms of great hardness. When one of those hits the blood vessels of species which use hemoglobin in it's blood cells, spores release into the bloodflow. Slowly, they settle in muscles and bones, causing slow and painful death. There are strain which turns subjects into fungal zombies, Scraawnyr wasn't called Engineer of deviant harm for nothing.

Shoes of accuracy.

Only works when thrown.

Spongehammer

This two handle warhammer is hewn from a single piece of White stone and weighs entirely too little for it size, barely clearing two pounds. This makes it fairly ineffective as a traditional weapon.
However, any body of water that makes contact with the hammer is quickly and greedily absorbed at a rate of one 5x5x5 cube a round. The hammer grows denser and dearling accordingly, becoming a more devestating weapon but Also more difficult to wield. Taking in too much water may necessitate abandoning the weapon too heavy to lift.
A command word spoken while gripping the hammer can cause it to release the entire store of water the next time it strikes the ground, creating a torrential burst in all directions.
Can be useful for clearing obstacles, transporting drinking water, draining a resevoir or just smashing skulls.

Thank you for this because I was just thinking about making some Evolving Magic Items for some of my players and I had absolutely no clue to give our Alchemist, but the Potion Blade is a perfect choice.

More of a cursed item unless the player is extremely clever and words his wishes intelligently:

Monkey's paw - upon contact with bare skin, the paw crumbles and transforms the unlucky adventurer's own limb into a monkey's paw. Functions exactly like a regular arm, although it is hideous and grows more dangerous the longer it is worn. The player must make five wishes before the paw will leave him, although each wish will be fulfilled contrary to what the character wants.

I was thinking the paw might also grant extra strength/dex when worn, but be seen as blasphemous to religious types and strike fear into superstitious peasants.

Is there already an item like this or does my idea sound decent. What else could make the paw spookier and more horrible?

Yeah, I just threw it out there. Maybe a diamond or some other gemstone would be better.

>Lucky Bow
Once a day, you can shift the direction of one of your arrows in mid-air. This means you can fire around corners, or potentially try to hit a target you just missed. You can choose not to change the arrow's direction. If this arrow hits, the target takes a small amount of extra "light" damage (e.g. 1d4, radiant)

Ring of Insane Polymorph

A cursed ring that polymorphed a character into a random creature on a d100 chart. It was all fun and games when characters were getting polymorphed into cats and gully dwarves, but then someone rolled the adult red dragon and things went south.

Adorable as fuck

Some kind of magic armor that crosses the line between Golem and MechSuit.

ADORABLE

That's not a magical item, that's a Spanish racial trait.

*cough cough Nightsblood *cough cough

Hell's BOAAT

I love it

Don't have a name for it, but a concept I thought of a while ago.

A single fur/leather bracer with a magic sigil carved into the leather. It can be used to project a weightless magic shield using the sigil on it's wrist.

I feel like there should be some sort of cost for projecting it, any ideas?

1 point of con. per 2 turns to be paid at the start of the turns not the end, when your con drops to 0 you pass out.

>>permanent use of the mechanical limbs requires a sacrifice of the spell slot
>>desire for cybernetic perfection increases, magic items worked into the cybernetic
>>the mage becomes a thing In a body of twisting metal and magic
>>the cybernetic construct will eventually painfully detach itself from the mage after years of symbiosis, and leave the mage physically weak stripped of his magic

Sabre of the Winds
The winds were stitched to this sword upon its making, with strong will a wielder may bade the winds to call, creating gusts of wind or even flight, though those with weak wills while find themselves cast to the sky or ground with no control & more than likely die

maybe projecting it costs gold? it lasts for 4 minutes, 40 turns, and consumes 5 gold per turn for a maximum of 200 gold per cast. you could even add some lore reason for why it consumes gold.

Vanbrace of the Shieldbrother
Just make in a Concentration check & a bonus action every round & attunement.

You..I like you.

I have lots of art. I'll post some

I use reddit.com/r/ImaginaryArtifacts/ a lot

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I suppose I'll stop for now

>Is there already an item like this or does my idea sound decent
Other than, y'know, the regular monkey paw (d20pfsrd.com/magic-items/artifacts/minor-artifacts/monkey-s-paw/) I dont thinkt here is anything akin.
I like how you did a Suruga though

What are some super shitty magical items that'd you'd find in a thrift shop?

I love giving out magic items that encourage players to explore and mess around a bit by giving out small rewards over time. This game it's Ledd Femur's bunny box.

Ledd is an old crotchety halfling on a medium-sized island nation, and also a rabbit catcher who takes his job way too seriously. At one point in the story the party encountered a rabbit that had been transformed into a monstrosity by a sea hag's wedding ring that had fallen upon it's ear. After defeating it, they gave the rabbit catcher some of its ichor to study.

This led Ledd to the discovery of the dark science known as Lagomorphology. He gave the party a special cage to trap bunnies the party encounters out in the world. (I have a little system worked out for being vewwy quiet and hunting wabbits.) The cage teleports the rabbits to Ledd, who can transform them for a limited time into little helper bunnies, low level fighting companions, or mounts.

My party has become pretty committed to spending their down time trying to hunt for rare hares, stuffing them in the box, and helping Ledd come up with new ways to transmogrify bunnies. The rabbit box is one of their favorite magic items.

The only downside is that it's an extra page or two of houserules to keep open when we play, but it's worked out pretty well as a way to get people to dick around when they come to a new island.

The concept that I thought would work better but didn't pan out was some beads I gave my party's cleric as his personal item. They have the power to save a life, but only after taking a life. In order not to make them too powerful, I required a percentile roll to activate the "take a life" side, and it can only work once per year, and it takes a bonus action. The only trouble is that I didn't know the action economy very well when I made it and it turns out the cleric has better things to be doing with his bonus action most of the time. He barely uses it.

Melon Baller of Ooze Bane. Made by a mad chef that used living oozes in his madness-inspiring dishes, this implement is entirely unsuited as a weapon unless one professes proficiency with cooking implements and the gumption to stick one's hand that close to a black pudding.

My favorite magic item was probably a greatsword the party reforged after collecting the pieces over the course of a three-year long campaign. The act of reassembling it alone killed the smith. Once the barbarian picked it up, he wasn't quite the same. We learned about its original as we traveled, with our not-barbarian occasionally having flashes of insight at certain locations or upon performing certain acts.

It was called The Last Oath; a weapon of supreme power, forged by the Sworn Men to destroy the last of the gods. Anything it kills is utterly annihilated; not only does it die physically, it dies conceptually. The victim's name becomes a blur when written, and indecipherable mutterings when spoken. Depictions of them become headache-inducing masses of color, and their corpse can't even be perceived as them. The current wielder of the blade is immune to this antimemetic effect, leaving them the sole witness to the forgotten dead.

Of course, such a purposed weapon takes a heavy toll on the wielder. It slowly eats away at their personality, replacing it with that of its first wielder. Eventually, their old ego is annihilated, leaving no trace of who they once were. The antimemetic power of the weapon causes others to view such an individual as Lord (or Lady) Damioch, likely alienating those they once knew.

Of course, anyone who knows these things about The Last Oath will also be aware that the wielder isn't who they seem, but will still be incapable of perceiving their old identity. If enough people wild it in a short enough span of time, this becomes particularly obvious; when there are multiple Lord and Lady Damiochs running around, people start realizing that something is fishy.

The weapon was sought by assassins; so long as it is used sparingly, one can avoid the identity-changing effect while depriving investigators of any link to the identity of the victim, making it almost impossible to discern the motive (and therefore identity) of the killer.

Very cool, but/and
>assassins with a greatsword

You know, it's really not that hard to assassinate someone with a greatsword. The problem is getting out afterwords, which really isn't much of a problem if nobody can remember who it is you just killed.
>Apprehend that man! He just stabbed, uh, who are we guarding again?

A health potion. You drink it and greatly enhances and speeds up the bodies natural regeneration and recovery rate for a few seconds. Minor wounds and fresh injuries are healed, heavy wounds are stabilized somewhat. Grievous bodily harm will likely still require you to get to a doctor ASAP, but this is almost guaranteed to get you walking for a while.

Also, it's a health potion not a cure potion. It doesn't do much for diseases and illnesses. It only heals trauma, it doesn't always remove the source of that trauma.

Finally, it's very important that I mention it has diminishing returns and if you take too much within a few hours it wi

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A health potion. You drink it and greatly enhances the body's natural regeneration and recovery rate for a few seconds. Minor wounds and fresh injuries are mend in moments. Heavy wounds are stabilized. Grievous bodily harm will still require the aid of a doctor, but this is almost guaranteed to get you back on your feet for a while. The health potion is designed to be taken orally, but in some cases it may be better to apply the solution directly to the wound, as in the case of severed fingers and the like. Under extreme circumstances it can be injected directly into the bloodstream, but this makes for a thoroughly unpleasant experience and risks rapid overdose.

Also, it's a health potion not a cure potion. It may only provide temporary relief from disease and illness. The potion only heals trauma, it doesn't always remove the source of that trauma, be it an external object or an internal malady.

Finally, it's very important that I mention it has diminishing returns and if you take too much within a few hours it wi

Pretty.

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GMing a regular fantasy game. Someone in the party got gifted a God-Item in the shape of a [perfectly normal pocket watch]. When sustaining heavy damage, the watch breaks, releasing a torrent of temporal distortion that takes everyone in its effective radius 48 hours into the past, retaining equipment and memories but taking the place of their 48-hours-ago selves (because it'd be a little pointless if you were dead).

Once broken the watch can be repaired only by a clockwork master.

Opinions?

The only con is that you'd have to know for definite where they were 48 hours previously. it doesnt sound like much, but if the past couple sessions have taken place in a massive dungeon crawl, you might make the entire session up to that point moot

>liquid smoke
>when unplugged and upturned, a torrent inky blackness will be released, spreading across the floor and causing everyone within a 20ft radius to lose their sight and hearing

not to mention you'll have to keep track of items, gold, exp, levels, spell slots, etc etc etc

The Shoes of Memri?

>Tankard of triple liquid
>Any non magical liquid/potion (water,ale,poison) poured into the tankard triples in volume when poured out. 1 liter in, 3 liters out.

>Boxford and Son's Magnificent lockbox (tm).
>small decorated jewelry box with permanent arcane lock spell enchantment. Magically will always contain a flyer to Boxford and Son's Box Empourium of Boxs.

It will what? IT WILL WHAT!?

user is dead, I guess you got your answer.

Mevrunn, the allflask.
Heavy flask made of metal, it has sockets all over the place. Any liquid poured in will go somwhere else, but if liquid will be poured into any socket, flask will be able to replicate it endlessly. Moreso, if liquid will be alchemically solidified into stone fitting the socket, flask will replicate stone's liquid form.

Armor of the Inevitable: This chest piece is adorned with the crest of a man suffering in pain. When donned by a living creature, a portion of one's spirit is transferred to the armor causing it to glow a vibrant blue. When the wearer is injured by an outside source of damage, up to half of the damage can be reduced, transferred to the suit of armor. The suit of armor gains charges equal to the amount of damage reduced, calculated after resistances. After 24 hours, or by the use of the command word, damage is inflicted to the wearer equal to the number of charges the Armor of Inevitability possesses. This damage is typeless and cannot be reduced, resisted, or transferred to another. If the damage is enough to cause the creature to die, the creature's body disappears; the crest on the suit of armor then transforms to the pained face of its former wearer. The armor can be worn and removed safely when there are no charges held, but the Armor of the Inevitable cannot be removed when it has one or more charges. Forcibly removing or destroying the armor triggers the damaging effect instantly.

Maw of the Madman/Muzzle of Madness: A terrifying row of sharp fangs adorn the visage of this mask. When worn, the user is unable to speak normally. When the wearer attempts to speak, the jaw on the front of the mask animates into a gaping maw that releases blood curdling screams in place of intelligent speech.

The wearer of Maw of the Madman is unable to perform any actions that normally rely on normal speech, such as casting spells or using command words. The wearer is able to communicate with unintelligent beasts and the insane regardless of languages known, and is immune to insanity and fear effects. The wearer is unable to understand it's own speech, but intuitively knows what it asks, or what responses were given. The wearer understands any language it already knows while under the effects of the Maw of the Madman.
The Maw of the Madman grants a biting attack, and once per day can cause bleeding on a successful bite. The Maw of the Madman can once a week descend into mad ramblings that cause all within earshot to be instilled with fear, and once a month drive one target into an angry frenzy. If worn consecutively for a year, the Maw of the Madman gains the ability to drive one target permanently insane when making prolonged eye contact.
To remove the Maw of the Madman alone is impossible. The Maw of the Madman attempts biting attacks against any that would try to remove it, including its own wearer, and attempts to pry the mask off only damages it's wearer. To remove the Maw of the Madman, the wearer must place both hands on the jaw to hold it closed as another pair of hands gently pulls the mask off. Because the Maw of the Madman prevents the wearer from making intelligible speech, this is difficult to communicate.

Post magical items and others try to make magic items around them.

The Teardrop of Umi: This magical amulet bears a round blue gemstone. When exposed to light it gleams as if the ocean waves rippled from within. The bearer of the Teardrop of Umi can breath underwater and speak with sea life. A single aquatic creature can be stored within the gemstone indefinitely, and can be seen happily swimming within. The creature will age normally but gets all nourishment required while stored within the Teardrop of Umi.
Cat's Eye Amulet/Monocle: This amulet grants the ability to see in the darkness as a cat would.
Alchemist's Heart: A contraption made of gold glass and brass, this artifact proves invaluable to an alchemist. The Alchemist's Heart has a reservoir that can be filled with a small amount of liquid, be it poison or potion. The Alchemist's Heart will slowly siphon samples away and project an image of what ingredients constitute the mixture as well as measure the dosages, allowing for the perfect replication of the liquid's formula makeup. Legends say the artifact is a genius alchemist's own heart, while others say a madman created the artifact before dying while operating on himself.

Multiplane Map and Compass: When traversing across the different dimensions, it's easy to lose your way. The needle is attuned to one plane of existence and will without fail point to it regardless of any extra-dimensional shenanigans you may be up to!

Magical Item: MY PENIS

>It grows when stared
>Count as ranged weapon if grown up
>Gurls fall in love with it, instant-crit

What could be better?

Ok

>What could be better?
It could be real.

(ignore text... or not)

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SPYDER/spEYEder: A carving of a spider made of jade, popular for spying and scouting. This tiny construct can be animated by drawing a rune in the image of an eye in one's own blood. Upon activation, the SPYDER can be controlled through continued concentration by the one who drew the blood rune, and can see as if through the eyes of the SPYDER when closing their eyes.
Complimentary Condiments: The spirit of a complete dick has been bound to a kitchen table by a wizard with too much time on his hands. This Spirit is compelled to assist the wizard in his cooking endeavors.

Oo, it's this game again!

Let's see...
>Entropy Capsule
A small capsule filled with the concentrated essence of entropy. Built by an ambitious alchemist in a misguided attempt at eliminating entropy, the only thing he managed to do was prolong his life by about twenty years by removing entropy from himself. The process to craft these capsules has been lost to time, although rumors abound that no alchemist guild has ever had a change of leadership after these capsules were crafted. It can be thrown at a given target to erode said target as if it aged several years in a second.

>Eden Grendel's Hololuminous Chart

A curoius artefact built by a legendary explorer Eden Grendel from assorted ancient technological bits and bytes. Travelling with it in your possession will result in the device recording an accurate 3D map of it's surroundings, but only where the carrier has travelled. It comes preloaded with old, outdated maps of ancient cities long lost to the ravages of time. The sight of one of these maps being rewritten as the ruins of a great city is reportedly heartwrenching.

>Crystal Lantern

A tailor-made lantern used mostly by modernized shamans and witchwomen on their trips to various realms beyond. The enchanted light from the crystal, while harmful to anyone not attuned to the spirits around them, wards off most of the more unsavory individuals of a given spiritual realm, and hitting a spirit with the lantern will eradicate the poor soul from existence, barrign a few special cases. The lantern's light does have a small effect on anything hostile, and anyone who survives looking straight into the lantern's light for a full ten seconds is granted all the powers of a native spirit, including being able to see, hear, touch and talk with spirits. As such, some covens use these lanterns in initiation rites.

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Ocean Essence: A drop of water swirls around this diminutive vial, capped on both sides with copper stoppers engraved with runes. Uttering the magic word while pulling both stoppers causes the glass vial to shatter, releasing its contents. The liquid vaporizes and attracts sources of water to it. Rain clouds may gather and rain fiercely upon the area, or rivers will divert to flow through. Groundwater may gather to forms wells and geysers. Mildew gathers around plantlife. Mist blankets the area when it's cold, or it is extremely humid where it is warm. The Ocean Essence does not create water, but attracts it from the areas nearby. If both ends of the Ocean Essence's copper stoppers are touched to the bodies of water that have formed, the Ocean essence is attracted to the point between them. When the Ocean Essence is contained once more, the gathering of moisture ends.

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fucked up lol
Lamp of Lightlessness/Tenebrous Torch: An ornate metal sphere of silver and steel surrounds a black pearl at its core the size of an apple. When the core is exposed, sources of light are extinguished, generating an aura of darkness around it.

I feel like this art matches it.

A rusty old wrench that, other than some strange runes barely visible through the years of dirt and grease and grime, is completely normal looking.
Upon holding it, however, the user can look at any mechanical structure and intuitively understand how to destroy it. Whether it be jamming certain gears, turning dials in a specific order, or pulling the correct wires, the user immediately knows how to prevent the machine from fulfilling its function, using whatever materials and tools are present.

Stolen blatantly from Mace Windu's Shatterpoint sense in Star Wars.

Don't have a good picture for this, but a big jar full of thick, green, glowing goo. The user can pour an amount into a pile of debris, and small creatures form out of the trash and rubble. They are usually around 6 inches tall. They can follow basic instructions and work on basic tasks that rely on manual labor, but have trouble with anything more complex than "dig this hole" or "move these boxes". They act like precocious toddlers, and will do their best with whatever you task them to do. After a few hours, they get tired and collapse back into rubble.

I just have this mental image of an old witch who brews up a batch of the stuff whenever she needs help around the house.

Time for some potions then, I guess.

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Somewhat related, I've always thought the idea of a paladin using a censer as a flail or meteor hammer would be insanely cool.

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reminds me of this:
youtube.com/watch?v=adi9Ijhvn1Y

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Hammer of Hathi: A warlord from another plane, Hathi was as proud as he was powerful. The being had the head of an elephant and a body made of stone. After a long streak of victories Hathi rose to Head Military Commander. When he defied the orders of his King to retreat from a battle, the King had him executed. His head was mounted to an Ivory shaft wrapped in velvet to create an incredibly heavy stone maul. Through the hammer Hathi still serves his King in battle, and acts as a reminder to others not to get AHEAD of themselves.

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I came up with a item called thieves pocket, it is a hat that when you put an item in it you can say the command word to turn it into a ribbon. Using the command word again you can turn it back into a hat, with the item kept inside

Interesting. Is there a reason why it's a hat and not just a bag?

Echo of the Desert: A magical weapon that acts as a bane to all plant life. This weapon was created during a ritual by capturing a Dryad or similar plant creature alive. Using fire and sand, the creature is burned and charred until it petrifies into a coal like substance. It's very spine acts and skull are carved into the shape of a blade.
Echo of the Desert has the ability to absorb moisture away from the things that it cuts, dealing heat damage and weakening the victim. Bonus to damage against plants and plant-like creatures.
From pathfinder it sounds like the combination of a hat of disguise and concealing pocket.
The disassembly wrench?

I was thinking the Monkey Wrench

I'd add the addendum that just because you know HOW to sabotage the device, doesn't mean you will always be capable of it. Otherwise players would just use it on literally everything nonfucking stop and ruin the game.

It should let the user know how to destroy it, but it might be possible that they don't have the materials, strength or dexterity to accomplish the task.

This really just looks like a bomb. On top is a fuse. Although the notch in the center and the two square holes resembling windows made me think of something super stupid.
The Building Bomb: A large sphere three feet round, the Building Bomb was made by a wizard with an ironic sense of humor. When placed on the ground in an open space, lighting the fuse causes an entire building to erupt from the ground already constructed. Costly to make, an instant permanent fortification has it's uses. The shell of the bomb will take a facsimile of the building's appearance, be it made of stone, wood, or iron.

Beggared Blade: Hilt of a sword that has a noticeably large, clear crystal set in the center on one side. The part of the hilt where the blade would come out is completely flat. No indentation or any markings that would leave someone to believe a blade, say, just fell out of the hilt somehow.

Pressing the jewel while holding the hilt up to a material causes the jewel to flood with the color/texture of that material. A second press causes a blade of that material to sprout from the hilt, lasting for x attacks. After using it for however many attacks, the blade breaks and that material cannot be used again until the next day, when the user can recall the material to mind while holding the hilt and click the jewel to summon it again.

Thinking of having it (obviously) take on different properties and bonuses depending on the type of material the player decides to copy.

Something like the soul-crystal of a fire elemental would cause it to adopt properties like Firebrand. Something like a Sphere of Annihilation would... Well it would be interesting.

Thoughts? Ideas? What types of materials should merit +1/+2/+3?