Magic items have always been an important part of the game for me. Some people prefer to have more of the action rest on the character’s abilities than what he or she is dragging around through the dungeon, but I like bestowing powerful abilities through items. Items can come and go, so it’s easier to control what level the PCs can play at, and I think the dependency on magic weapons and other objects serves as a good reminder as to the vulnerability of the characters when they’re in the dungeon. Similarly, I feel more comfortable throwing (or being thrown into) a more risky encounter when the PCs are backed up with powerful magic.
That being said, there have been times when certain items have unbalanced the game or had other kinds of distorting effects on how the campaign went. Sometimes that’s a good things, sometimes it’s a bad thing. Even if it’s not the best thing in the world it can turn a session into a memorable experience and help develop character motivation. Here are some examples from over the years. All of them are weapons of one kind or another.
The Glyptar sword: Technically this isn’t actually a magic item. You won’t find it in the DMG or similar guides. It’s actually from the second edition Monster Manual, and is a variant on one of the monsters, the Maedar. The Maedar is the male companion to the medusa, and instead of being able to turn things to stone they can pass through stone as if it were nothing. On top of that, these critters can occasionally find themselves trapped in swords. When that happens they bestow the ability to cut through stone to the sword, effectively turning the weapon into a handy way to get around a dungeon or to break into (or out of) a stronghold or other structure. This can be a more toned down version of the Rod of Passage. Our group received one after defeating a medusa and her maedar mate. Hilarity ensured as he broke people out of jail, cut our way through catacombs, and struck fear into the hearts of golems everywhere.
Acidic Dagger: I think this was a variation on the Dagger of Venom, although instead of injecting a deadly poison it instead produced an acidic substance that would eat through pretty much anything. The DM eventually got fed up with the weapon’s ability to get the party thief out of any situation he could throw at him, a problem which he tried to solve by having the weapon lose its magic through a disenchanter or something like that. However, rather than accepting this and moving on, the player of the character who had the item became obsessed with re-enchanting the item, and dragged everyone on a wild-goose chase to find the means of making it work again. That eventually happened, although it was much more toned down in its new form. Having a player-originated motivation for the campaign was interesting, but I think of all of the items mentioned here, this one was by far the most disruptive to the game.
Breaker of the Ninth Chain: This is a near-artifact level Holy Avenger scimitar from the Ruined Kingdom’s module for Al-Qadim. It’s like a regular Holy Avenger but its damage bonus is against Lawful Evil, it has two or three detection abilities, and it deals double damage against the Geomancers and their allies. The author of the module tried to balance it a bit by making it a bit of a pest, but it was still really, really powerful in our group. We had some trouble with the “end boss” of the module, but having the weapon was really the only thing that made it possible in the first place. Being able to cut down her bearded devils bodyguards in a single hit was just crazy, and as I recall it only took a round of combat or two for the paladin to make puree out of her once he got past her defenses. Even against non-geomancer foes it was still really powerful. I think having the damage bonus against Lawful Evil is a lot stronger than Chaotic Evil. That way you can cut up things like githyanki, beholders, and red dragons like there’s no tomorrow. The sword was eventually lost to THE TALONS card from a deck of many things (in the story recounted in the post before this one), which was both sad but a sign of relief for everyone.
Cliff’s Harpoon: This item doesn’t have a real name, so I’ll just call it by the character’s name. This was actually an item that one of my characters (Cliff Ahab) possessed for many a year. Cliff was a whaler-turned adventurer, so his weapon of choice was a harpoon. He joined an ongoing campaign at level one, so the DM thought he could balance things out with a magic item. The item? A +5 returning harpoon. I will tell you now that the DM rued the day he let that happen. Cliff quickly level up to the point where he could fight well, and with his magical harpoon he was a terror in both melee and ranged combat. Also, he fought with a harpoon, which is just badass. The weapon was eventually destroyed when Cliff was tossed into a pit of molten lava by a lich. He has yet to find a second magical harpoon. I’ve considered retiring him many a time just because it’s no fun playing Cliff without a magic harpoon.
Twilight Doom: This is another powerful weapon that Cliff had hauled around for some time. It came from a second edition Forgotten Realms module, although I forget which one. Cliff was able to pry it from the hands of a Death Knight, but not before the creature took one of his hands with the blade. Twilight Doom is, in addition to other things, a sword of sharpness. It’s also a +4 two handed sword that bestows fire giant strength, at least two detection abilities, the ability to heal the wielder once per day, and the ability to disintegrate Lawful Good opponents. Yes, the sword is evil. It eventually corrupted Cliff, but not half as much as it did one of his followers, who, at the sword’s suggestion, lead Cliff into a trap where he could be killed and all of his items taken. That follower now wields the blade, and is a major villain of the campaign.

