D&D Third Edition did a fine job of converting magic items from earlier editions over to the new system. But they chose to omit a number -- for space reasons? Just didn't like them? Dunno. But I got no space constraints here on the Internets -- just keep scrolling! So I am offering 12 fun items I'd like to see back in the game. These would be fine in either a Third Edition or Pathfinder game.
Scrolls and Potions
Scrolls of Protection from Dragon Breath, Poison, and Elementals. Each original old-school scroll functions as a CL10 Protection from Energy spell, but wards the subject from hit point damage inflicted by all Dragon Breaths, from all Poisons, and from Energy Damage as well as purely physical damage inflicted by pure elementals, respectively.
Aura: moderate abjuration; CL: 10; Slot none; Weight -- ; Cost: 7,000 gp each.
Requirements Craft Wondrous Item, Protection from Energy; Cost 3,500 gp.
Keoghtom's Ointment. This glass jar, 3 inches in diameter, contains four doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As a standard action, one dose of the ointment can be applied to oneself or a friend. The creature that receives it regains 2d4 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Aura: faint conjuration (curing); CL: 7; Slot none; Weight 0.5 lb.; Cost: 2,000 gp.
Requirements Craft Wondrous Item, Cure Light Wounds, Neutralize Poison, Remove Disease; Cost 1,000 gp.
Elixir of Youth. When completely swallowed, this potion reduces the age of the imbiber. The potion makes the drinker younger by 2 to 5 years.
Aura: strong transmutation; CL: 15; Slot none; Weight -- ; Cost: 5,000 gp.
Requirements Craft Wondrous Item, Greater Restoration, Regeneration; Cost 2,500 gp.
Ring of Clumsiness. The wearer of this antique ring rolls each round to see if any carried or held object is dropped. Roll 25% for each item to see if it is dropped. Requires Remove Curse to take off.
Aura: moderate necromancy; CL: 6; Slot ring; Weight -- ; Cost: 20,000 gp.
Requirements Craft Wondrous Item, Bestow Curse; Cost 10,000 gp.
Ring of Cleanliness. This item keeps you and your gear clean and nice-smelling at all times. The wearer gains a +2 competence bonus to save against effects that inflict the nauseated or sickened conditions; the wearer is also immune to effects that would cause them to stink, such as Ghoul Touch That spell, for example, might still paralyze the wearer of a Ring of Cleanliness, but the stench generation would be blocked.
Aura: weak transmutation; CL: 4; Slot ring; Weight -- ; Cost: 4,000 gp.
Requirements Craft Wondrous Item, Unseen Servant, Prestidigitation; Cost 2,000 gp.
Ring of Human Influence. This ring from another day has the effect of raising the wearer's Charisma to 18 for the purposes of making Diplomacy, Bluff, and Intimidate checks when interacting with humans and those with human blood. If your Charisma is already 18 or higher, the ring has no effect.
Aura: moderate transmutation; CL: 9; Slot ring; Weight -- ; Cost: 10,000 gp.
Requirements Craft Wondrous Item, Eagle's Splendor, Dominate Person; Cost 5,000 gp.
A Rod, a Staff, and a Wand
Rod of Smiting. Usable only by a character with levels in a full caster class, such as wizard, sorcerer, bard, druid, or cleric, this rod can be used as a +2 light mace. Moreover, when used against golems, fey, and outsiders, the weapon's enhancement bonus is increased by the wielder's Charisma bonus, and the damage done is increased by the wielder's caster level.
Aura: moderate transmutation; CL: 12; Slot none; Weight 5 lbs ; Cost: 20,000 gp.
Requirements Craft Wondrous Item, Holy Smite; Cost 10,000 gp.
Staff of Withering. This +1/+1 magical weapon has 10 charges which can be used for extra effect when the weapon hits. As part of the attack action, the wielder must declare how many charges (1-3) will be used before rolling, but these charges are not expended on a miss. A hit with one charge spent adds 1d8+1 points of negative energy damage. If two charges are expended when a hit is scored, the creature struck takes this damage and also ages by one age category, its abilities and lifespan are adjusted for the resulting age increase. If three charges are expended when a hit is made, then in addition to the damage and the aging, one of the opponent creature's limbs (chosen randomly) will shrivel and become useless. These extra powers are negated with a successful Fort save vs 10 plus half the wielder's hit dice / levels plus the wielder's wisdom. The feats Spell Focus and Greater Spell Focus (Necromancy) also increase this DC. Undead, fey, outsiders, dragons, and certain other immortal creatures are immune to the extra effects of the staff. The staff can be recharged by one charge with a casting of Vampiric Touch or Enervation, or by two charges with Energy Drain.
Aura: strong necromancy; CL: 16; Slot none; Weight 5 lbs ; Cost: 50,000 gp.
Requirements Craft Wondrous Item, Harm, Destruction; Cost 25,000 gp.
Wand of Wonder. This ancient version of a Rod of Wonder is a CL8 50-charge item that produces a random spell effect from level 1 to level 4 each time it is activated. It is usable by anybody with an appendage that can hold and point it. Beneficial effects are directed at the wielder; baleful ones, towards the targeted enemy.
Aura: faint universal; CL: 8; Slot none; Weight 1 lb ; Cost: 10,000 gp.
Requirements Craft Wondrous Item, creator must be chaotic; Cost 5,000 gp.
Bracers of Brachiation. These antique bracers grant the wearer a climb speed of 30, but only in trees, vines, and other outdoor natural environments.
Aura: moderate abjuration; CL: 10; Slot wrists; Weight 1 lb ; Cost: 10,000 gp each.
Requirements Craft Wondrous Item, Spider Climb; Cost 5,000 gp.
Girdle of Femininity/Masculinity. Usable only by a cleric, monk, or fighter, this belt, when donned, permanently changes the gender of the wielder. No saving throw or spell resistance is allowed against this instantaneous effect, but the wearer must be willing or helpless. After activation, it can affect the same creature only after a year has passed.
Aura: moderate transmutation; CL: 8; Slot none; Weight -- ; Cost: 6,000 gp each.
Requirements Craft Wondrous Item, Polymorph; Cost 3,000 gp.
Manual of Puissant Skill at Arms. This treatise contains expert advice and instruction in the arts of combat. Any barbarian, fighter, monk, paladin, or ranger who spends one week studying the manual gains a +1 inherent bonus to Strength and experience points sufficient to advance him or her by half of a level of experience. (If the reader has levels in more than one of the classes listed, he or she must choose one of the classes to be affected.) A character without any levels in one of the classes listed gains no bonus from the work, but if an arcane spellcaster without levels in one of the classes listed scans even a single word he or she will lose 2d4x1,000 XP and must make a Will save (DC 20) or have 1 point of Intelligence permanently drained. Except as indicated above, the writing in a manual of puissant skill at arms can't be distinguished from any other book, libram, tome, or so on until perused. Once read, the book vanishes, never to be seen again, nor can the same character ever benefit from reading a similar tome a second time.
Aura: strong transmutation; CL: 20; Slot none; Weight 10 lbs ; Cost: 100,000 gp each.
Requirements Craft Wondrous Item, Wish; Cost 50,000 gp.
Art credit, with thanks: Giant in the Playground OOTS #9.