Miscellaneous Magic (DMG)

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As the name implies, this category is a catch-all for many sorts of magical items. Some are powerful, others weak; some are highly desirable, others are deadly to the finder. The number of miscellaneous items is great enough that duplication of items in a campaign can kept to a minimum.
Reveal information about items with care. Initially, describe an item only in the most general of terms: wood, metal, cloth, leather, etc. Allow players to ask questions about the look, feel, and smell of an item. Likewise, do not simply blurt out the properties and powers of an item. Items must be held, or worn, or manipulated before revealing their secrets. Bards, sages, identify spells, and so on may be the best (and easiest) determiners of magical qualities, but experimentation and experience are useful and make for good role-playing.
Items are listed alphabetically. Unless a description specifically restricts item use, or a letter representing a particular class follows a listing, items are usable by any class. Class letters are (C) clerics, (F) fighters, etc., and each listing includes appropriate sub-classes.
==Categories of Magical Items==
Most of the item descriptions below are complete in and of themselves. A few categories of magical items require some general comments, however:
Artifacts and Relics: These are not listed here. They are the DM's province. Advice on the creation and use of artifacts and relics can be found beginning in Chapter 10 .
Books: All magical books, librams, manuals, tomes, etc. appear to be "normal" works of arcane lore. Each is indistinguishable from all others by visual examination of the outer parts or by detection for magic aura.
A wish spell can identify or classify a magical work. Other spells, notably commune, contact higher planes, limited wish, and true seeing are useless. A wish reveals the general contents of a book, telling what classes or characteristics are most affected (not necessarily benefitted) by the work. A second wish is required to determine the book's exact contents.
After being perused by a character, most magical works vanish forever, but one which is nonbeneficial to the reader may be attached to the character, and he will be unable to rid himself of it. If the work benefits another character alignment, the possessor is geased to conceal and guard it. As DM you should use your judgment and imagination as to exactly how these items will be treated, using the rules in this section as parameters.
Boots: All magical boots expand or shrink to fit the wearer, from halfling to giant size.
Eyes: Mixing eye types is certain to cause immediate insanity for 2d4 turns. Once this time has passed the character can (and should) remove one of the magical lenses!
Ropes: Any magical rope which is broken or severed immediately loses its special properties.
Note that though the miscellaneous magical items are broken into categories on the tables for the purpose of random selection, all items are alphabetized together in the following descriptions. (not the case on this wiki)
==List of Magical Items==
* List of Magical Items: Books, Librams, Manuals, Tomes (DMG)
* List of Magical Items: Jewels, Jewelry, Phylacteries (DMG)
* List of Magical Items: Cloaks and Robes (DMG)
* List of Magical Items: Boots, Bracers, Gloves (DMG)
* List of Magical Items: Girdles, Hats, Helms (DMG)
* List of Magical Items: Bags, Bottles, Pouches, Containers (DMG)
* List of Magical Items: Candles, Dusts, Ointments, Incense, and Stones (DMG)
* List of Magical Items: Household Items and Tools (DMG)
* List of Magical Items: Musical Instruments (DMG)
* List of Magical Items: The Weird Stuff (DMG)