TEXT:  
  
  2
  Credits
  Credits
  Author: Owen K.C. Stephens
  Editing: Rogue Genius Games
  Illustration: Hans-Jürgen Krahl
  Project Management and Planning: Lj Stephens
  Graphic Design and Layout: Lj Stephens
  Bon Vivant and Planning: Stan!
  Contents Copyright 2020 Rogue Genius Games
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  Product Code: RGG5220Feb08
  Published Under the SRD, OGL, and d20 (v 3) 
  License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game 
  requires the Pathfinder Roleplaying Game from Paizo 
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  for more information on the Pathfinder Roleplaying 
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  DESIGNATION OF PRODUCT IDENTITY:
  The Rogue Genius Games (RGG) company name 
  and logo; the “52-in-52” and “Magic Mishap Items” 
  names and logos; all artwork, backgrounds, and 
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  DECLARATION OF OPEN CONTENT:
  All game mechanics, proper names of classes, 
  prestige classes, archetypes, feats, skills, spells, 
  magic items, monsters, rituals, artifacts AND OR 
  the names of abilities presented within this book are 
  Open Game Content as described in Section 1(d) of 
  the License.
   
  
  3
  N
  ot every magic or hybrid item is the pride and 
  joy of the artificer who crafted it. 
  Of course, some magic items aren’t made intentionally 
  to begin with. These are the weapons bathed in the 
  blood of star dragon’s last heartbeat, spell caches  in the 
  pocket of a technomancer as they perform the machine 
  ritual to attempt to achieve digital godhood, powered 
  armor that survives the explosion when a spaceship 
  crashes out of hyperspace to slam into a medieval 
  world’s greatest school of alchemy, or rings struck 
  by a bolt of pure chaos when the witchwarper breaks 
  the lich’s soulvault by shifting half of it to an alternate 
  reality. Often these accidental magic items take well-
  recognized and familiar forms—flaming laser pistols 
  and rings of resistance—but sometimes weirder items 
  result from such accidental imbuements.
  But even when a magic item (or hybrid item—
  everything we say about magic items applies 
  to hybrid items as well) is the end product of an 
  exacting and meticulously planned eldritch process, 
  sometimes you don’t get what was expected (or 
  desired). This is especially true of magic items 
  that are mass-produced by megacorporations with 
  arcane conveyor belts. You are, after all, dealing 
  with magic. There’s a word for a process that gives 
  you exactly the same result when you attempt 
  exactly the same procedure, but magic ain’t it.
  so What Makes 
  so What Makes 
  a Mishap?
  a Mishap?
  While a GM doesn’t have to use specific rules 
  defining when a mishap magic item happens—
  sometimes the background of a weird one-off 
  bit of loot isn’t something anyone can or should 
  duplicate—but it can be fun to offer players a 
  chance to be involved in the creation of the weird 
  and wondrous. Here are some common causes for 
  items-gone-wrong.
  Bad reCipe
  Bad reCipe
  It’s a well-known rule in cooking—if the recipe 
  is wrong, the result will be wrong. If magic times 
  are created by an ordered, recorded, duplicatable 
  process, that recipe is the key to avoiding mishaps. 
  By that same logic if the recipe is bad—be that 
  because the moldering old notes couldn’t be 
  perfectly copied out, or because they were written 
  in code that is incorrectly translated, or that a 
  previous artificer added an intentional mistake 
  they themselves knew to avoid just to serve as a 
  safeguard—anyone trying to follow the mistaken 
  instructions may get a result that’s just a bit off true.
  Failed saving throW
  Failed saving throW
  When an item is exposed to the rigors of 
  adventuring, sometimes either it or its wielder fail 
  a saving throw. Sometimes, they BADLY fail a 
  saving throw. If an item is too burned, too shocked, 
  or too close to a ray of defenestration, sometimes it 
  gets a bit wonky.
  This is a perfectly reasonable backstory for 
  any item (“Well, we were bathed in the aura of 
  an evil solar fey, and my ring of protection just 
  hasn’t been the same ever since. So I am willing 
  to part with it for just a bit less than I’d normally 
  charge...”), but a GM should be cautious when 
  using it on items in a player’s possession. It’s 
  a fair call if the effect in question is a custom 
  creation designed to produce such results (“The 
  scrambling field of the magebreaker constructs 
  has been known to mangle more than just spells.”), 
  or if presented as an alternative to an item being 
  destroyed. A GM could even let a player choose to 
  put an item at risk as an alternative to facing death 
  or unconsciousness (“Although you failed your 
  save against petrification, you got hit right on the 
  hands—if you’d like for your armor’s magic seal of 
  brilliance to take the brunt of that attack you can 
  avoid the effect yourself, though you don’t know 
  what that’ll do to the seal.”). But you probably 
  don’t want to mess with a player’s hard-earned and 
  beloved holy plasma canon just because they failed 
  a saving throw against ghoul paralysis—that’s not 
  fun for a lot of players.
  rushed or inCoMplete 
  rushed or inCoMplete 
  proCedures
  proCedures
  This is largely the same as a bad recipe, except you 
  can offer it as an intentional short cut. If a player 
  MagiC Mishap iteMs
  MagiC Mishap iteMs
   
  
  4
  Magic Mishap iteMs
  Magic Mishap iteMs
  doesn’t have the wealth, prerequisites, time, or 
  proper conditions to make a magic item, a GM can 
  always offer a chance for a player to try to take a 
  short cut, with the warning that it’s not 100% likely 
  to succeed. You can allow an item to be crafted at 
  75% of the normal cost, or in 75% of the normal 
  time, or both, or even allow a players to attempt 
  to create an item with an item level higher than 
  their ranks in the appropriate skill, but a difficult 
  skill check is required to do so successfully. And 
  that check is made in secret by the GM. The GM 
  might warn the player that failure could result in 
  a mishap, or could have that be a complication the 
  player discovers only after a chainsword of flaming 
  is first drawn from its sheath.
  saBotage
  saBotage
  If there are artificers and mystic factories making 
  magic items, there’s always the possibility of 
  someone going out of their way to make those 
  effort go awry. Whether that’s just intentionally 
  recreating one of the other circumstances we suggest 
  (swapping out ingredients secretly, reprogramming 
  the arcanamatomaton, placing a stone from a zone 
  of chaos magic in the basement of the fusion seal 
  factory) or coming up with some new, specific way 
  to throw a monkey wrench in the magicworks (a 
  mishap curse could be placed on an artificer’s tools, 
  or an imp released into the workshop to imbue 
  fiendish evil into each item halfway through its 
  creation), there’s no reason making magic items 
  wouldn’t be at least as subject to sabotage as 
  military planning or technological construction.
  Zone oF Chaos MagiC
  Zone oF Chaos MagiC
  Sometimes there are just places in the galaxy where 
  magic goes horribly wrong. Perhaps it’s the ruined 
  wreck of a magewar, the land above a trickster god’s 
  tomb, or the one dungeon mountain sucked into 
  hyperspace by a rogue hyperdrive that’s stretching 
  the eldritch fabric of spacetime.
  Whatever the reason, it’s a zone of chaos magic now.
  An item taken into such a zone might temporarily 
  become a mishap magic item (the dreamsilk cloak 
  is a cloak of bad advice that only speaks in dream-
  interpretation metaphor, until you leave the area), 
  allowing GM and players both to enjoy these 
  quirkier qualities as a temporary addition to a 
  campaign. Or magic items damaged within the zone 
  might pick up a mishap modifier until repaired, or 
  even permanently. And, of course, if anyone is so 
  foolish (or brilliantly madcap) as to intentionally 
  make a magic item with a zone of chaos magic, 
  they’re practically asking to get a mishap.
  Mishap ModiFiers
  Mishap ModiFiers
  Most mishaps are primarily functional magic 
  items, that just have an odd quirk that is clearly not 
  intended (unlike the few complete a cacophonies of 
  chaos presented later in this book). These are items 
  that serve well enough, but slightly inconvenience 
  their owner from time to time, like a lightcycle that 
  won’t go unless you hit the engine hard, or a laser-
  gun where you have to tape the battery in to keep 
  it from popping out. They can be considered very-
  minorly-cursed items, functional but with little 
  mishap about them that only comes up from time to 
  time, under just the right circumstances.
  As a GM you can select a specific mishap magic 
  to go with an item, or roll 1d20 to assign a mishap 
  modifier at random. In general items with mishap 
  modifiers should be treated as having the same 
  value as non-mishap items, at least in terms of loot 
  in the PCs’ hands, though they might require just 
  the right customer (or collector!) to ever sell or 
  trade away if their quirk is known.
  Major Mishap MagiCs
  Major Mishap MagiCs
  While most mishap magic items have fairly minor 
  mishap modifiers, sometimes an item is such a major 
  mishap that it’s hard to say what happened. These 
  are the things of legend, or at least comedy sketches, 
  but they are also much closer to being real cursed 
  item. Add them to a game mindfully, or as entirely 
  temporary or optional things for players to pick up.
  A GM may choose to not allow mishap magic 
  items to be created intentionally, in which case the 
  only requirement to creating one would be having 
  the right kind of magical mishap.
  ConsuMaBle Mishap iteMs
  ConsuMaBle Mishap iteMs
  One of the best ways to introduce mishap magic 
  items is with a few eccentric consumables. There’s 
  always the risk players just won’t ever use them, 
  but they also don’t take up as much treasure value 
  and important gear space, so players are more free 
  to carry them around “just in case” they might be 
  useful. Two examples of mishap consumables are 
  presented below.
   
  
  5
  Starfinder
  Starfinder
  TABLE 1: MISHAP MODIFIER TABLE (1D10)
  01. Bigger.
  If you have the item on your person for 8 hours or more, you become 
  10% taller and 30% heavier for 24 hours. Your clothes and armor grow 
  with you, but not quite enough not to give you a slightly lanky, too-big-
  for-your-britches look. This has no effect on your size, reach, footprint, 
  or any other game statistic.
  02. Catseye.
  When the item is in your possession, and for 24 hours afterwards, your 
  eyes change radically. A common version of this is for you to have 
  vertically slit cat’s eyes, but other versions include your eyes turning 
  red, or entirely flat black, or even having bits of smoke curl up from 
  their pupils. Other than making you fairly distinctive this is basically 
  harmless. Some edgier adventurers even enjoy the effect.
  03. Costly.
  Somehow, you lose 1d10 credits each day the item is in your possession. 
  It may fall through a hole in your pocket, be taken as fees from a 
  transaction, or just end up left behind when you wake up and dress 
  from a rented room. No matter what precautions you take, even if your 
  money is not with you, some amount of it disappears to the mishap 
  curse each day.
  04. Dazed and Confused.
  When the item is on your person when an effect would normally daze 
  you, you are instead confused for the same duration. When an effect 
  would normally confuse you, you are instead dazed for the same 
  duration. In both cases, you see amazing and colorful hallucinations 
  during the time in question.
  05. Dimension Flap.
  The item occasionally and randomly teleports you a short distance. 
  When you roll a natural 13 on an attack roll or saving throw (the d20 
  shows a “13”), you are teleported 5 feet in a random direction. You are 
  never teleported into a space with an environment more dangerous than 
  the one you are in—for example you would not be teleported off the 
  edge of a cliff or into a fire (if you weren’t already in a fire), but might be 
  teleported within reach of a monster. You can never trigger this ability 
  intentionally.
  06. Dragonfriend.
  The item loves dragons. That has an upside—you can speak Draconic 
  while the item is on your person, and gain a +2 bonus to Diplomacy 
  checks with creatures of the dragon type. But it also has a downside, 
  the item makes it hard to harm dragons—any dragons, and you take a -1 
  penalty to attack rolls against dragons while the item is on your person.
  07. Flutterby.
  The item attracts butterflies, even in places you wouldn’t expect to find 
  them (though not in environments hostile to butterflies, like in space... 
  unless there are space butterflies nearby). As long as you are on the move 
  this doesn’t have any significant effect—the occasional extra butterfly 
  normally goes without notice. But if you stay in one place for an hour 
  or more, the number of butterflies nearby increases significantly. This 
  is mostly only an issue if you are trying to be hidden while camping, 
  and your foe knows that a bush covered in butterflies is a sure sign you 
  are nearby.
  08. Footloose.
  Your feet become invisible for as long as the item is on your person. 
  This has no effect on any footwear you have, or leaving footprints, and 
  normally has no effect on gameplay. However, it is more difficult for 
  people to perform Medicine checks on issues that exclusively deal with 
  your feet, imposing a -2 penalty to such checks. 
   
  
  6
  Magic Mishap iteMs
  Magic Mishap iteMs
  09. Heavy.
  The item is just heavier than it should be. It has 50% more bulk, to a 
  minimum of 1 bulk. This has no effect on its effectiveness, it just makes 
  it somewhat awkward.
  10. Heraldic.
  Having the item on your person for 8 hours or more causes your 
  clothing, armor, and shield to be marked with symbols that indicate your 
  true loyalties, titles, offices, and religion, as appropriate. You can still 
  disguise yourself by putting on a different set of clothing, but any such 
  costume has an 8-hour maximum duration unless you keep changing, or 
  work such symbols into your costume.
  11. It’s an item that says so.
  Literally, it occasionally utters the word “so,” generally in common though some 
  have specific other languages and accents. The item prevents you from taking 10 
  on Stealth checks (even if you can normally do so when distracted or in danger). 
  On the other hand, you can make any claim you want, and if someone challenges 
  you on it, you can honestly reply you “have an item that says so.”
  You can have similar effect for items that randomly giggle, burp, 
  sneeze, or yell “Hey stinkhead” in orcish.
  12. Older.
  If you have the item on your person for 8 hours or more, you look much 
  older than your true age for 24 hours. This doesn’t change what level 
  of maturity you look compared to the standards of your society – an 
  infant looks like an older infant, a child looks like an older child, a 
  mature adult looks like a much older mature adult, and so on. You still 
  recognizably look like yourself, just in good age-increasing makeup.
  13. Pale.
  If you have the item on your person for 8 hours or more, you and all your 
  clothing and equipment becomes extremely pale for 24 hours. Colors 
  fade, highlights become pastel, shine dulls, and so on. The effect is not 
  enough to alter any abilities or die rolls, just to make you notably pale. 
  You still recognizably look like yourself, just in a sun-faded coloration.
  14. Saturated.
  If you have the item on your person for 8 hours or more, you and all 
  your clothing and equipment becomes extremely bright and chromatic. 
  Colors intensify, highlights brighten, shine sparkles, and so on. The 
  effect is not enough to alter any abilities or die rolls, just to make 
  you notably colorful. You still recognizably look like yourself, just in 
  particularly bright colors and contrasts.
  15. Shocking.
  The item draws electricity and lighting toward it. There’s a downside 
  to that—you take a -2 penalty to saving throws against electricity, and 
  electricity attacks gain a +1 bonus to hit you. However, it also means if 
  a creature adjacent to you takes electricity damage, you may (without 
  taking an action) decide to take half that damage, saving the target from 
  taking an equal amount of damage.
  16. Smaller.
  If you have the item on your person for 8 hours or more, you become 
  10% shorter and 30% lighter for 24 hours. Your clothes and armor 
  shrink with you, but not quite enough not to give you a slightly loose, 
  wearing-an-older-sibling’s-gear look. This has no effect on your size, 
  reach, footprint, or any other game statistic.
  17. Stinky.
  The item has a foul odor about it, though only when in use. If you pack 
  it away at the bottom of a backpack, you’re fine, but once it’s worn or 
  in hand, the range at which creatures with scent can track or locate you 
  is doubled. On the other hand, while it’s easy to track you by scent, 
  creatures doing so must succeed at a Fortitude save (DC 15 +1/2 your 
  HD) or have their sense of smell blinded by the stench for 1d4 hours.
   
  
  7
  Starfinder
  Starfinder
  BULLETS OF HEALING
  Level: 3 Price: 50 credits Bulk: As standard 
  ammunition (“–“ for a single bullet)
  The titanium-tipped slug slams into its target, 
  punching deeply into it. The wound bleeds for a 
  moment, and then begins to glow. A golden aura 
  surrounds the injury and the bullet works itself back 
  out of the wound it just caused, leaving behind a 
  pink mark in the flesh it just ravaged.
  S
  ome magic items just weren’t carefully thought 
  out. Bullets of healing fall in this category. They 
  can be found in multiple forms (arrows, darts, 
  flechettes, scattergun shells, or rounds of any kind)), 
  but can serve as any of those forms of ammunition 
  (magically resizing and reshaping as needed when 
  loaded into a weapon). When a target is short by 
  such a bullet, they receive magic healing... which 
  isn’t necessarily a greater amount than the damage 
  done by the bullet. Worse, to ensure the bullets don’t 
  discharge their healing magic accidentally while 
  being jostled in transport or loaded into a magazine, 
  their mystic potential isn’t activated until they are 
  actually fired from weapon and damage a target.
  A bullet of healing does the normal damage dice 
  of the weapon they are fired from, with no bonuses 
  from class features, feat (including Weapon 
  Specialization) or other modifier. Then, after that 
  damage is applied and before any other action can 
  occur, the magic of the bullet heals the target for an 
  amount determined by rolling exactly the same dice 
  as were used to determine damage.
  POTION OF WONDERS
  Level: 10 Price: 500 credits Bulk: L
  The vial of clearly magical fluid trembles slightly, 
  as if so full of potential that it can’t lay still. 
  Through the frosted glass, a kaleidoscope of colors 
  and shapes is constantly churned and glowing, and 
  occasionally a feint giggle escapes the stopper.
  T
  here are significant disagreements about where 
  potions of wonder come from. One school of 
  thought believes they are obviously the result of 
  attempting to blend three or more different kinds of 
  magic elixir in the hopes of creating a draught that can 
  provide multiple benefits while only taking the time 
  to quaff a single fluid. A second theory suggests they 
  are the result of a grenades of wonders being dropped 
  in a particularly potent potable, and the essential 
  chaotic magic being leached out to form its own form 
  of potion. But the most commonly held belief is that 
  some mischievous force (faeries are often suggested, 
  but so are priesthoods of various trickster gods) made 
  these on purpose, just to mess with people.
  It’s certainly true that the effect of a potion of 
  wonders is more potent than a typical spell ampule 
  or serum of the same cost. Unfortunately, it’s also 
  entirely random. You might receive potent healing... 
  or greatly enhanced senses. Stories of a potion of 
  wonders giving a desperate adventurer exactly 
  what they need when they needed it are common, 
  but one presumes the cases where the badly injured 
  adventurer died when the chaotic magic simply 
  aren’t talked about as much.
  18. Telepathetic.
  The item randomly causes you to exchange surface thoughts with one 
  creature attacking you, and the exchange causes you to both have too 
  much sympathy for the other to do your best to kill one another. The 
  first time in each combat a creature attacking you rolls a natural 11 (the 
  d20 shows an 11), you and it exchange surface thoughts as if each had 
  affected the other with detect thoughts. You have a deeply-felt sympathy 
  for one another for the remainder of the fight, and each take a -2 penalty 
  to attack rolls against the other, and gain a +2 bonus to saving throws 
  against effects the other creates.
  19. Toast au Fromage.
  While the item is on your person, you have the skill to make the most 
  amazing cheese toast. You gain a special Profession (cheese toast 
  maker) check equal to your character level plus your Wisdom bonus +5.
  20. Younger.
  If you have the item on your person for 8 hours or more, you look much 
  younger than your true age for 24 hours. This doesn’t change what level 
  of maturity you look compared to the standards of your society – an 
  infant looks like a younger infant, a child looks like a younger child, a 
  mature adult looks like a much younger mature adult, and so on. You still 
  recognizably look like yourself, just in good age-decreasing makeup.
   
  
  8
  Magic Mishap iteMs
  Magic Mishap iteMs
  1–5
  Imbiber switches positions with a randomly determined foe within 60 feet (no save). No 
  creature is placed in an area that is immediately hazardous to it (instead appearing in the 
  closest safe space).
  6–10
  Unlocked airlocks, appliance doors, doors, gates, lids, and windows within 60 feet open. Locks 
  unlock if they are average or worse or controlled by a computer of tier 3 or lower. Magical 
  locks that would open from a knock spell with a caster level check result of 25 or lower also 
  unlock. After the effect unlocks a lock, whatever the lock was sealing opens. A creature can 
  negate this effect on all objects it holds or wears with a successful Will saving throw.
  11–15
  The imbiber acts as if in an area of zero gravity for 4d4 minutes.
  16–20
  Any time in the next 1d4 rounds, as a move action, the imbiber can cast a single explosive blast 
  spell, using their character level as the caster level.
  21–25
  The imbiber and their gear become extremely slick to everyone but themselves for 1d4 x 10 
  minutes, gaining a +5 circumstance bonus to Acrobatics checks to escape a grapple and a +2 
  circumstance bonus to its AC against grapple combat maneuvers.
  26–30
  The imbiber must succeed at a DC 20 Fortitude saving throw or its powered technological 
  items cease to function for 1 round. If this effect occurs, the imbiber’s caster level doubles 
  for that same round.
  31–35
  The imbiber is affected as if by the ethereal jaunt spell for 1d4 rounds (no save).
  36–40
  The imbiber is affected as if by the invisibility spell for 4d4 rounds (no save).
  41–45
  Thousands of UPBs fall on the imbiber, dealing 3d6 bludgeoning damage to them. All but 
  1d4 × 10 UPBs disappear.
  46–50
  Imbiber sprouts 2 additional, functional armlike appendages. They lack anatomy consistent 
  with the host. These limbs remain for 4d6 hours.
  51–55
  Imbiber heals 2 SP per level and 2 HP per level.
  56–60
  Imbiber grows a second brain in their chest, and is aware of it. They are immune to confusion and 
  the flat-footed and off-target conditions for 4d6 hours.
  61–65
  Imbiber grows very tough hide and joints. They are +1 to AC, but take a -4 penalty to all 
  Dexterity-based ability checks and skill checks. The effect ends after 4d4 hours.
  66–70
  About 5,000 harmless, beautiful flying insects appears centered on the imbiber. This swarm 
  functions like a fog cloud spell that disperses after 4d4 rounds.
  71–75
  The imbiber becomes a gravitational anomaly for an instant. Creatures within 60 feet must 
  succeed at a DC 20 Fortitude save or be dragged 1d4 squares toward to the nearest space 
  adjacent to the imbiber. Any creature that collides with terrain that blocks line of effect or 
  with another creature takes 2d6 bludgeoning damage, stops, and falls prone.
  76–80
  The imbiber is targeted by a greater remove condition with a caster level of 20.
  81–85
  About a thousand adorable, harmless Diminutive animals appear in a 30-foot blast radius 
  centered on the imbiber, covering the ground. This horde makes the blast radius difficult 
  terrain, and at the end of every round, that area expands by 5 feet. Any item dropped or thrown 
  into the area is knocked 1d4 squares in a random direction by the scrambling creatures, and 
  knocked again when the area expands. The horde expands enough to disperse after 5 rounds.
  86–90
  For 4d4 rounds, a 30-foot radius centered on the imbiber fills with a windstorm (see 
  Environment in the Starfinder Core Rulebook).
  91–95
  All the imbiber’s gear (505), or the imbiber’s eyes, hair, fur, spikes, and horns (if any) 
  changes color to a random neon hue (no save). Roll 1d6: 1 red, 2 orange, 3 yellow, 4 green, 
  5 blue, or 6 violet. This effect is permanent but can be ended with a successful casting of 
  remove affliction (DC 20), but if the spell fails, the colors change again.
  96–100
  The imbiber’s next attack within 1d4 rounds is a critical hit if it hits.
   
  
  9
  Starfinder
  Starfinder
  Major Mishap iteMs
  Major Mishap iteMs
  A major mishap item is one that has more than just 
  a mishap modifier, and is a permanent magic item 
  that fulfills the same kind of function and position 
  as a standard magic item. There’s a narrow line 
  between being a major mishap item and just being 
  a quirky cursed magic item. In general, a major 
  mishap item must be genuinely useful in some 
  regard, and importantly be more useful than it is 
  hindering. But at the same time, it must clearly 
  work in a way that no one would have attempted to 
  create intentionally.
  You can do some major mishap items with just a 
  disconnected between form and function—think of 
  magic pants that give you better vision, or a magic 
  storage container that doesn’t hold more than usual 
  but does allow you to teleport. Certainly some 
  classic magic items from myths and legend fall 
  into this category if considered logically—there’s 
  nothing about either a broom or a carpet that makes 
  them a logical choice to grant the power of flight for 
  example. Major mishap items like this are easy to 
  create by taking a standard magic item, and given it 
  an unusual form without changing any other rules.
  The other common category of major mishap 
  items is those that do something that initially seems 
  useless, but actually as a beneficial side effect. 
  These take a good deal more careful planning and 
  consideration, but can also be more fun in the long 
  run. Two examples of that kind of major mishap 
  item are presented below.
  CLOAK OF BAD ADVICE
  Level: 5 Price: 3,000 credits Bulk: L
  The impressively tall and ornate collar of the cloak 
  shivers, and then the mouths on its two golden 
  clasps begin making improbable suggestions on 
  ways to scale a cliff using catapults, elephants, and 
  a series of interlocked spiked chains.
  N
  o one is sure exactly what the creator of the 
  first cloak of bad advice was trying to create. 
  Little can be gleaned from the cloak’s appearance. 
  The cloak itself is a bright crimson cloth, normally 
  fine linen, but less often of silk or satin. It is lined in 
  samite with ornate stitched patterns, and has a stiff, 
  ornate collar that sticks up higher than a typical 
  wearer’s head on the back and sides. It is held in 
  place by two heavy golden clasps, each with a pair 
  of full, sculpted lips upon them, and a gold chain 
  that connects the clasps.
  The intended design of the cloak was almost 
  certainly an effort to have some kind of advisor or 
  social enchantment placed in a cape or robe... which 
  is already an odd choice. In fact, some artificers call 
  out the cloak as proof that there’s a reason no one 
  normally tries to make boots of eloquence or pants 
  of charming (though that last does occasionally 
  show up as custom requests from stage performers).
  Regardless of the intent, the end result is both 
  much worse than could have possibly been intended, 
  and strangely useful. Because at apparently random 
  moments, which failure is almost certain, the cloak 
  offers up advice.
  Spectacularly bad advice.
  The cloak activates only when you attempt an 
  ability check or skill check, and the die result is a 
  natural 5 (the d20 shows a “5”). When that happens, 
  the two golden mouth-clasps both begin making 
  suggestions on how to overcome the task you were 
  attempting with the ability or skill check.
  And all the suggestions are bad. Not just a little 
  bad, but tremendously, spectacularly bad. Ideas-
  that-will-get-you-killed-or-kicked-out-of-church 
  bad. And obviously so. If you attempt to follow the 
  advice, you not only automatically fail the check, 
  you suffer the worst possible failure (for example if 
  a check has a more severe penalty for failing by 5 or 
  more, or if a system of critical fumbles is in place, 
  you suffer those worst possible results).
  But for all their terrible details, the horrific 
  recommendations of the cloak also spark creative 
  thoughts in the wearer. As long as you do not follow 
  the cloak’s advice, you can change tactics at the last 
  second and possible succeed where you would have 
  failed. As a reaction, you can immediately reroll 
  the ability or skill check that triggered the cloak’s 
  ability. You must use the second roll, but if the d20 
  result on the second roll is a 01-05, add +10 to the 
  final result. 
  SEAL OF FLAMING/SEAL OF FROST
  5th Level Weapon Fusion
  You activate the plasma sword, and immediately 
  warm flicking flames cover your body! The plasma 
  beam, however, remains entirely typical.
  T
  hese fusions were clearly designed to enwrap 
  the striking surface of a melee weapon in 
  elemental energies, and keep those energies from 
  damaging the wielder. By a quirk of artifice, that’s 
  not what they do. Instead the wielder is encased in 
  elemental energies, while the weapon is untouched 
  by them.
   
  
  10
  10
  Magic Mishap iteMs
  Magic Mishap iteMs
  Most sages suspect the elemental magic was written 
  in the Imperial system, and the defensive magic was 
  written in the Metric system, resulting in a disconnected 
  between how the two imbuements work together.
  Regardless of the mishap that created them, 
  weapon with these fusions still serve as useful 
  magic items, if not quite in the way their creators 
  originally intended. While the wielder of the 
  weapon is not protected from the fire or frost 
  covering them (though their gear and anything 
  carried is), and their attacks don’t transfer the 
  energy (the same magic that prevents the weapon 
  from being covered in elemental energy prevents 
  it from adding to the damage done by an unarmed 
  attack or a secondary weapon), the energy does 
  impact a creature if it attacks the wielder with an 
  unarmed attack or a natural attack such as a claw 
  or bite. (Even the most delicate weapons used to 
  attack the wielder are unaffected—you can use an 
  oil-soaked torch to hit someone holding a sword 
  of flaming with no risk of it getting lit. The magic 
  protecting weapons from the elemental energies is 
  extremely efficient, if seriously misplaced.)
  When a creature attacks the wielder with an 
  unarmed, inherent, integral, or natural melee attack, 
  they take 1d6 fire damage (or cold damage, for the 
  frost version of these weapons), +1 point of damage 
  per item level of the weapon.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, 
  Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Anger of Angels, © 2003, Sean K Reynolds.
  Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, Robert J. Schwalb.
  Monte Cook’s Arcana Unearthed, © 2003, Monte J. Cook.
  Path of the Magi, © 2002, Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason 
  Peck, Jeff Quick, and Sean K Reynolds.
  Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Advanced Class Guide, © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Inc.; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue, © 2016, Paizo Inc.; Authors: Jesse Benner, 
  John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, 
  Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, 
  Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Adventurer’s Guide © 2017, Paizo Inc.; Authors: Benjamin 
  Bruck, John Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, 
  Jessica Price, David Schwartz, and Josh Vogt.
  Skreyn’s Register: The Bonds of Magic, © 2002, Sean K Reynolds.
  The Book of Experimental Might, © 2008, Monte J. Cook; All rights reserved.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris 
  Pramas, and Robert J. Schwalb.
  The Book of Hallowed Might, © 2002, Monte J. Cook.
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Angel, Monadic Deva from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete, © 2011, Necromancer Games, 
   
  
  11
  11
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Brownie from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
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  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete, © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Neville White.
  Dragon Horse from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Flumph from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian 
  McDowell and Douglas Naismith.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Giant, Wood from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors: Scott Greene, based on original material 
  by Wizards of the Coast.
  Hippocampus from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based 
  on original material by Gary Gygax.
  Huecuva from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by 
  Underworld Oracle.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Philip Masters.
  Kech from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Muckdweller from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: 
  Scott Greene, based on original material by Simon Tillbrook.
  Quickling from the Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Roger Musson.
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  Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author: Scott 
  Greene, based on original material by Neville White.
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  distributed by Frog God Games; Author: Scott Greene, based on original material by Simon 
  Muth.
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  and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original 
  material by Roger Moore and Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene and Patrick Lawinger.
  Starfinder Core Rulebook © 2017, Paizo Inc.; Authors: Logan Bonner, Jason Bulmahn, 
  Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Mark 
  Seifter, Owen K.C. Stephens, and James L. Sutter, with Alexander Augunas, Judy Bauer, John 
  Compton, Adam Daigle, Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona, Mark 
  Moreland, Jessica Price, F. Wesley Schneider, Amber E. Scott, and Josh Vogt.
  Starfinder Alien Archive © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, Crystal 
  Frasier, Amanda Hamon Kunz, Jason Keeley, Jon Keith, Steve Kenson, Isabelle Lee, Lyz Liddell, 
  Robert G. McCreary, Mark Moreland, Joe Pasini, F. Wesley Schneider, Owen K.C. Stephens, 
  James L. Sutter, and Josh Vogt.
  Starfinder Alien Archive 2 © 2018, Paizo Inc.; Authors: Alexander Augunas, Kate Baker, John 
  Compton, Adam Daigle, Brian Duckwitz, Eleanor Ferron, Amanda Hamon Kunz, James Jacobs, 
  Mikko Kallio, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Mark Moreland, 
  Matt Morris, Adrian Ng, Joe Pasini, Lacy Pellazar, David N. Ross, Stephen Rowe, Chris Sims, 
  Owen K.C. Stephens, James L. Sutter, and Russ Taylor.
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  Adam Daigle, Katina Davis, Eleanor Ferron, Crystal Frasier, Leo Glass, Sasha Lindley Hall, 
  Amanda Hamon, Thurston Hillman, James Jacobs, Jenny Jarzabski, Virginia Jordan, Jason 
  Keeley, Natalie Kertzner, Luis Loza, Lyz Liddell, Ron Lundeen, Crystal Malarsky, Robert G. 
  McCreary, Hilary Moon Murphy, Adrian Ng, Joe Pasini, Lacy Pellazar, Samantha Phelan, Jessica 
  Redekop, Simone D. Sallé, Michael Sayre, Owen K.C. Stephens, James L. Sutter, Jason Tondro, 
  Diego Valdez, and Linda Zayas-Palmer.
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  Kate Baker, Simone Dietzler, Jennifer Dworschack-Kinter, Leo Glass, Sasha Lindley Hall, 
  Amanda Hamon, Vanessa Hoskins, Jenny Jarzabski, Jason Keeley, Lyz Liddell, Luis Loza, 
  Ron Lundeen, Crystal Malarsky, Robert G. McCreary, Conor J. Owens, Joe Pasini, Owen K.C. 
  Stephens, Jason Tondro, and Landon Winkler.
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  Brookes, Jason Bulmahn, John Compton, Amanda Hamon Kunz, Thurston Hillman, Mikko 
  Kallio, Jason Keeley, Jonathan Keith, Steve Kenson, Lyz Liddell, Ron Lundeen, Robert G. 
  McCreary, David N. Ross, Owen K.C. Stephens, James L. Sutter, and Russ Taylor.
  Mongrelman from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original material 
  by Gary Gygax.
  Mishap Magic Items, SF © 2020, Owen K.C. Stephens; Author: Owen K.C. Stephens. Project 
  manager and Planning: Lj Stephens. Bon Vivant: Stan!
   
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Rogue Genius Games (RGG)/RGG - 52in52 - 08 Magic Mishap Items SF.pdf