Magical Items (CBH)

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As is the nature of bards, they meddle in everything, including magical items created by the great wizards of past and present. Below you will find a list of new magical items, old magical items, and new ways to use old magical items.
==New Magical Items==
===Case of Compression===
Case of Compression: When empty, this musical instrument case appears as any other such case. However, when touched to any instrument normally carried in a case, it transforms so that it perfectly fits the instrument. When the case is closed with the instrument inside, it shrinks until it easily fits in the palm of the hand. The reduced case weighs only a pound. When the case is opened, it returns itself and its instrument to full size.
About 10% of these cases are cursed; such cases devour the instrument 25% of the time.
===Gourd of Travel===
Gourd of Travel: By shaking this gourd and saying the command word, the bard is able to teleport himself and one other to any known place. A gourd of travel does not allow for travel between planes.
A gourd of travel has 1d10 seeds within it, which produce the rattling sound that causes the gourd to function. Every time the gourd is used, one of these seeds vanishes. When the last seed vanishes, the gourd becomes a nonmagical item.
===Harp of Healing===
Harp of Healing: When this magical harp is played within 10 feet of wounded creatures, it heals each creature by one point per hour of playing. However, once the music stops or a new player takes over, further playing is useless unless new wounds are received.
After eight hours of continuous playing, a bard must begin to make successful Constitution rolls once an hour or he misplays the harp and healing ends.
===Horn of Amplification===
Horn of Amplification: This horn is not hollow as one would expect. Rather, it is solid and resembles the horn of a rhinoceros. It is used by touching its base to the forehead. It magically attaches and conveys its special power. At this time, the one wearing the horn has his voice amplified from two to ten times in volume. The exact increase is up to the character using the horn. The horn has no other function. It can be removed by anyone who lightly pulls on it.
This horn increases the range of all songs, jokes, rhymes, and other forms of verbal communication proportionately (e.g., an amplification of five increases the range by five times the normal distance).
The character can also yell. A yell causes 2d10 points of damage to everyone except the user within a range of 5 feet times the amplification (e.g., setting 2 has a 10-foot range, setting 5 has a 25-foot range, etc.). A successful saving throw vs. petrification reduces damage by half. Only one yell per encounter can be attempted.
Each time the horn is used, there is a 1% chance that it permanently affixes to the user's forehead and loses all magical ability. It can then be used as a weapon for head butts, causing 1d3 points of damage. However, the oddity of having a horn growing from the character's head results in a -2 Charisma penalty. A wish must be used to remove the horn.
===Horn of Baubles===
Horn of Baubles: When this instrument is blown, one 5'x5'x5' cube of useless baubles spews out of it per level of the blower. Although this is usually rather comical, it can be dangerous in a limited space.
The instrument can be safely blown once every hour. If blown more frequently, there is a 10% cumulative chance that the horn backfires, sucking the blower into it and spewing him out as a collection of useless baubles. It is impossible to resurrect or reincarnate a creature in this state, although a wish can be used to recover the victim.
===Lyre of Wounding===
Lyre of Wounding: This cursed item appears normal in every way until it is first played. When the musician's fingers strike its strings, they sever the tips of his fingers. Roll 1d6 for the number of fingers that the musician loses: 1-4 the number of lost fingers, 5 all fingers and the thumb, and 6 escaped unscathed. Each finger lost causes 1d2 points of damage, but the musician should not be lowered below 1 hit point due to lost fingers.
Each lost finger causes the musician's proficiency at playing musical instruments to suffer a penalty of -2. Other proficiencies and activities requiring manual dexterity are likewise reduced, at the DM's discretion. Lost digits can be regenerated magically.
As with cursed swords, whenever the musician decides to play, the lyre leaps into his hands; magically altering the form of the instrument does not abate its curse.
===Periapt of Proof Against Sound===
Periapt of Proof Against Sound: This small periapt is indistinguishable from other gems. The character who has this periapt gains extra resistance to any sound-based attack or influence. If a saving throw is normally allowed, the periapt provides an extra bonus to the saving throw. The level of the bonus depends upon the quality of the periapt, as follows:
D100 	Save Bonus
01-40	+1
41-60	+2
61-75	+3
76-90	+4
91-95	+5
96-00	+1, 5' radius
If no saving throw is usually allowed, the periapt provides a normal saving throw vs. spell against the sound. A periapt of proof against sound affects all hostile sounds, including harpy singing, sirens, screams or shrieks that cause damage or fear, all musical influences (including bard abilities), spells that rely upon verbal communication to affect their victims (e.g., command, suggestion, etc.), and so on. However, the periapt has no effect upon communication, such as, "Kill that stupid bard!," verbal components for spells, magical item command words, or any other sound that does not directly affect the individual who has the periapt.
==Pick of Strumming==
Pick of Strumming: This magical pick enables the user to play any stringed instrument that is normally plucked with fingers or a pick. This includes harps, lutes, mandolins, etc. The person grasping the pick can play any song he has ever heard. The pick's magic is so great that all functions of the instrument are instantly mastered. Thus, the bard automatically knows the proper grips to use on the lute, how to hold the harp, how to adjust the strings of the mandolin, etc. His skill level rivals that of a master musician proficient in the instrument's use.
Also, a bard who uses this pick to play the lyre of wounding does not suffer any severed fingers.
==Recorder of Recording==
Recorder of Recording: This recorder has two magical functions. If, after a song is played on it, the bard says, "Play it again when X happens," the recorder will magically play the entire song over again any time condition X occurs (e.g., "When Tarnak comes within 20 feet.").
The other magical function is activated by speaking the word, "record," before playing a song. At any later time, the bard can say, "play back," and the recorder produces all sounds that it recorded within 30 feet during the song. Furthermore, these sounds are played back as if the recorder hadn't been making any noise at the time.
The recorder does not reproduce special sound-based attacks of any sort.
==Zither of Speed==
Zither of Speed: This zither appears to be a normal musical instrument. However, if it is played in a rapid tempo and the musician says, "Adagietto," all allies within 30 feet are affected as if under the influence of a haste spell.
If the zither is played slowly and "Adagissimo" is spoken, all foes within 30 feet are affected as if under a slow spell (no saving throw). The effects last as long as the bard concentrates upon the music or until he plays the zither at a moderate tempo and says, "Andante." If he moves, defends himself, suffers damage, rolls for a saving throw, or performs any other action, his concentration is broken.
A zither of speed functions only once per day. Furthermore, for every successive day in a row that its magic is used, there is a 10% cumulative chance that one of its strings breaks, rendering the item useless unless it can be repaired.
==Old Magical Items==
The following magical items are all located in the Dungeon Master's Guide; they are particularly suited to or favored by bards. Italicized entries are cursed or are items that bards find particularly distasteful.
===Potions===
* Philter of Glibness
* Philter of Stammering and Stuttering
* Potion of Ventriloquism
===Rods===
* Beguiling
* Rulership
* Splendor
===Miscellaneous Magic (Noninstrumental)===
* Boots of Dancing
* Helm of Comprehending Languages and Reading Magic
* Sheet of Smallness
* Tome of Leadership and Influence
===Miscellaneous Magic (Musical Instruments)===
* Chime of Hunger 
* Chime of Interruption
* Chime of Opening
* Drums of Deafening 
* Drums of Panic
* Harp of Charming
* Harp of Discord 
* Horn of Blasting
* Horn of Bubbles
* Horn of Collapsing
* Horn of Fog
* Horn of Goodness (Evil)
* Horn of Valhalla
* Lyre of Building
* Pipes of Haunting
* Pipes of Pain
* Pipes of Sounding
* Pipes of the Sewers
===Weapons and Armor===
* Armor of Command
* Elven Chain Mail
* Sword of Dancing
==New Twists on Old Items==
(Optional Rules)
This optional section contains suggested special effects that occur when various bard kits use the instruments and other magical items listed above. All of these suggestions are optional, but will make for a lot of added flavor and fun in your campaign.
Because bards are so musically inclined, their understanding of all musical instruments, including magical items, is such that they gain certain special benefits. This is also true of several other magical items that are specially related to bards.
Elven Minstrels: Because these special demi-bards understand the union of magic and music better than anyone, they gain a special benefit. Any time a hazardous magical effect based on music occurs, an elven Minstrel gains a +2 bonus to the saving throw. Success indicates that the hazardous effect is avoided. If no saving throw is allowed, this allows one at the normal chance for success.
Philter of Glibness: If a Charlatan imbibes this potion, even detect lie will have only a 5% chance to note any "stretching of the truth."
Philter of Stammering and Stuttering: This potion functions as a philter of glibness or persuasiveness when imbibed by a Jester and has no ill effects.
Boots of Dancing: These boots have no effect upon a Jester.
Helm of Comprehending Languages and Reading Magic: When worn by a bard, this helm grants the ability to understand 95% of strange writings and 90% of magical writings. If the bard is 10th level or higher, the chance to understand magical writings rises to 95%.
Tome of Leadership and Influence: When this is read by a bard, the character increases by one level. His experience points become equal to the minimum required to attain the new level.
Unless stated otherwise, the following notes apply only to bard kits that have Musical Instrument listed as a bonus proficiency. Those kits that have Musical Instrument listed as a suggested proficiency are also affected, but only if the bard in question is proficient with the particular instrument.
Chime of Hunger: When struck by a bard, this chime's cursed powers radiate out 60 feet + 10 feet per level of the bard.
Chime of Interruption: When this is used by a bard, affected spellcasters must roll their saving throws with a  -1  penalty per three levels of the bard. Elven Minstrels disrupt any spell that they can themselves cast.
Chime of Opening: Bards can attempt to destroy locks, lids, doors, valves, and portals with this chime (in addition to its normal functions). The chance to destroy is equal to 5% per level of the bard. Thus a 6th-level bard would have a 30% chance to destroy such an item. The maximum chance is 95%. Of course, if the bard doesn't want to destroy the item, he can use the chime normally.
Drums of Deafening: These drums are a pair of kettle drums, but bards can invoke the magic in each drum separately. If the left drum is struck, it causes those within 10 feet to be stunned for 2d4 rounds. If the right drum is struck, it causes all within 70 feet to be permanently deafened (a heal spell or similar magic is needed to regain hearing). Dwarven Chanters can double all areas of effect.
Drums of Panic: If these drums are struck by a bard, the radius of the inner "safe zone" can be reduced to any desired measurement. Affected creatures suffer a saving throw penalty of -1  penalty per three levels of the bard.
Harp of Charming: Once per turn a bard is able to cause the harp to cast a command spell as a caster equal to the bard's level.
Harp of Discord: Unfortunately for bards, their greater musical talents cause the effects of this instrument to last for 2d4+2 rounds after the music stops. Jesters cause the effect to last for 2d4 turns.
Horn of Blasting: Bards are better able to play this instrument, so that there is only a 5% cumulative chance per day that the horn will explode. Furthermore, the listed "2% cumulative chance of the instrument self-destructing" is reduced to 1%.
Horn of Bubbles: Bards are actually able to use this cursed magical item to their advantage (once they determine what the horn is). When properly blown by a bard, the horn emits a cone of bubbles 30 feet long with a 30-foot diameter end. Anyone caught in the bubbles is effectively blinded for 2d10 rounds unless he rolls a successful saving throw vs. breath weapon. However, there is a 5% chance that the horn backfires and sucks the bard through it, emitting him as a mass of bubbles. Once all of the bubbles pop (taking 2d10 rounds), the bard is irrevocably dead. Jesters have only a 1% chance of being turned to bubbles.
Horn of Collapsing: Bards have only a 5% chance of sounding the horn improperly. Dwarven Chanters never use this instrument improperly once they know the command word.
Horn of Fog: When this horn is blown, bards are able to create the typical fog, or they can create a region of magical rain. Rain can be very useful as a source of water, to put out fires, or to fill the bottom of a room with water. The rain will accumulate 1 inch of water per round in a 10-foot square.
Horn of Goodness (Evil): Unfortunately for many bards, sounding this instrument might produce an alignment change. There is a 50% chance that the bard becomes neutral evil, otherwise he becomes neutral good. If the bard is already one of these two alignments, the horn functions normally.
Horn of the Tritons: Bards are able to sound this horn even though it isn't normally usable by rogues. Meistersingers and halfling Whistlers are able to use this magical horn twice per day.
Horn of Valhalla: At 5th level bards can sound the brass horn, at 10th level the bronze horn, and at 15th level the iron horn. Skalds can play any of these horns without penalty.
Lyre of Building: A bard can negate the effects of a horn of blasting, a disintegrate spell, or the effect of up to three rounds of attack from a ram or similar siege item. This works once per day for every three levels of the bard. When the lyre is used to perform work, a bard is able to achieve the work of 100 men + 10 men per level of the bard. If a bard should happen to fail the false chord check, a saving throw vs. paralyzation is also allowed. Success indicates that the bard recovered from his mistake without mishap.
Pipes of Haunting: When these powerful pipes are blown by a bard, those who fail their saving throws vs. spell are affected as if subject to a fear spell. Those who succeed on the roll still suffer the -2 penalty to morale checks and a -1 penalty to surprise rolls. The bard can choose to use the pipes normally.
Pipes of Pain: Because of the musical skills of bards, all within 60 feet are subject to the magic of these pipes when played by a bard. Saving throws are rolled with a -1 penalty per three levels of the bard.
Pipes of Sounding: Bards are able to generate any sound with these pipes, up to and including the volume of eight yelling men. The only limit is that the sound can't imitate any form of understandable verbal communication. Charlatans, however, can generate understandable communication.
Pipes of the Sewers: When played by bards, these pipes actually teleport the rats from some unknown location. Thus, a bard can summon rats even if he is in an area completely devoid of rats. Meistersingers can select whether giant or normal rats arrive, and have a +10% bonus to any control rolls.
Armor of Command: Bards wearing this armor are able to speak one command a day with the effects of the first level priest spell, command.
Sword of Dancing: Bards can release a sword of dancing on any round in which its plus isn't a 1 (e.g., round 2,3,4,6,7,8, etc.). Blades of 5th level or higher can release the weapon after the first round; it will fight on its own for a number of rounds equal to the Blade's level before returning for one round.