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
  For more information about
  Rogue Genius Games, follow us on Facebook:
  www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
  All logos are the trademark of Rogue Genius Games, all rights reserved
  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 
  Publishing, Inc. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, Inc. does not guarantee 
  compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo 
  Publishing, Inc., and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo 
  Publishing, Inc., and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.
  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 
  logos; all trade dress, and graphic design elements.
  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 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 elder dragon’s last heartbeat, 
  staves held by mad wizards when they perform 
  the ritual to attempt to achieve godhood, cloaks 
  caught in the explosion when a crashing spaceship 
  hits a medieval school of alchemy, or rings struck 
  by a bolt of pure chaos when the wildmage breaks 
  the lich’s soulvault. Often these accidental magic 
  items take well-recognized and familiar forms—
  swords of dragonslaying and staves of might—
  but sometimes weirder items result from such 
  accidental imbuements.
  But even when a magic item is the end product 
  of an exacting and meticulously planned eldritch 
  process, sometimes you don’t get what was expected 
  (or desired). 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 a chimera’s fiery 
  breath, and my cloak 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 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 as 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 magic gauntlets 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 gauntlets.”). But you probably don’t want to 
  mess with a player’s hard-earned and beloved holy 
  sword 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 
  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, but a difficult skill check is required to 
  MagiC Mishap iteMs
  MagiC Mishap iteMs
   
  
  4
  Magic Mishap iteMs
  Magic Mishap iteMs
  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 
  sword of flaming is first drawn from its sheath.
  saBotage
  saBotage
  If there are artificers and alchemists 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, rewriting a recipe, placing a 
  stone from a zone of chaos magic in the basement 
  of the magic sword 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 construction.
  Zone oF Chaos MagiC
  Zone oF Chaos MagiC
  Sometimes there are just places in the world 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 mountain where an interstellar 
  spaceship crashed and it’s hyperdrive began playing 
  havoc with 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 cloak of elvenkind 
  is a cloak of bad advice that only speaks elven, 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 pickup 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 mule that 
  won’t go unless you sing it a song, or a bootstrap 
  that you have to tie because the buckle is too lose. 
  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 
  Major Mishap 
  MagiCs
  MagiCs
  While most Magic Mishap 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.
  ConsuMaBle Mishap iteMs
  ConsuMaBle Mishap iteMs
  One of the best ways to introduce Magic Mishap 
  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 freer to 
  carry them around “just in case” they might be 
  useful. Two examples of mishap consumables are 
  presented below.
  ARROWS OF HEALING
  Aura faint conjuration; CL 1st
  Slot none; Price 20 gp; Weight 1/20th lb.
  Description
  The steel-tipped shaft slams into its target, puncturing 
  deeply... and then begins to glow. A golden aura 
  surrounds the shaft and the arrow 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. Arrows of healing fall in this category. 
  When a target is short by such an arrow they receive 
   
  
  5
  Pathfinder 1e
  Pathfinder 1e
  TABLE 1: MISHAP MODIFIER TABLE (1D20)
  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 1d100 cp 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 +4 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 -2 
  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 underwater). 
  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 affect on any footwear you have, or leaving footprints, and 
  normally has no effect on gameplay. However, it is more difficult for 
  people to perform Healing checks on issues that exclusively deal with 
  your feet, imposing a -5 penalty to such checks. 
  09. Heavy.
  The item is just heavier than it should be. It has 50% more weight, to a 
  minimum of weighing 1 lb. This has no effect on its effectiveness, it just 
  makes it somewhat awkward.
   
  
  6
  Magic Mishap iteMs
  Magic Mishap iteMs
  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 +2 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
  Pathfinder 1e
  Pathfinder 1e
  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 -5 penalty 
  to attack rolls against the other, and gain a +5 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.
  magic healing... which isn’t necessarily a greater 
  amount than the damage done by the arrow. Worse, 
  to ensure the arrows don’t discharge their healing 
  magic accidentally while being jostled in transport 
  or sitting in a quiver, their mystic potential isn’t 
  activated until they are actually fired from a bow 
  (or crossbow—bolts of healing can use exactly the 
  same rules) and damage a target.
  When you shoot a target with an arrow of 
  healing, you initially do damage normally (and it 
  is, at least, considered a magic weapon for purposes 
  of penetrating DR). Then, you roll exactly the same 
  dice + modifiers you sued to determine damage to 
  see how much healing is done. Obviously if the 
  damage is greater than the healing, the net effect 
  is to harm the target, while if the healing is greater, 
  the net effect is to heal them. However, the target 
  suffers all the effects of the damage before they are 
  healed (so if you kill someone with the damage, for 
  example, the healing is useless).
  This healing is NOT a positive energy effect, so it 
  does not damage undead. In fact, it heals them, and 
  even objects, normally.
  The net healing provided by an arrow of healing 
  cannot exceed 9 hp. Any healing value more than 
  the damage done in excess of 9 hp is lost.
  Construction
  Requirements* Craft Magic Arms and Armor, 
  cure light wounds, magic missile; Cost 10 gp
  *A GM may choose to not allow Magic Mishap 
  Items to be created intentionally, in which case the 
  only requirement would be having the right kind of 
  magical mishap.
  POTION OF WONDERS
  Aura moderate evocation; CL 10th
  Slot none; Price 350 gp; Weight 1 lb.
  Description
  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 rod of wonders being dropped 
  in a barrel of pickling brine, 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 clergy 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 potion or 
   
  
  8
  Magic Mishap iteMs
  Magic Mishap iteMs
  elixir 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.
  Construction
  Requirements* Brew Potion, Craft Wondrous 
  Items, confusion; Cost 175 gp
  *A GM may choose to not allow Magic Mishap 
  Items to be created intentionally, in which case the 
  only requirement would be having the right kind of 
  magical mishap.
  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 
  01-05
  Next creature damaged by the imbiber 
  within 1 round affected by slow for 10 
  rounds (Will DC 15 negates).
  06–10
  Faerie fire surrounds the next creature 
  damaged by the imbiber within 1 round.
  11–15
  Deludes the imbiber for 1 round into 
  believing the potion functioned as 
  indicated by a second die roll (no save).
  16–20
  Gust of wind entered on imbiber, but at 
  windstorm force (Fortitude DC 14 negates).
  21–25
  Imbiber learns the surface thoughts of 
  the next creature the imbiber damaged 
  within 1 round (as with detect thoughts) 
  for 1d4 rounds (no save).
  26–30
  Stinking cloud appears centered on the 
  imbiber (Fortitude DC 15 negates), but 
  the imbiber is immune.
  31–33
  Heavy rain falls for 1 round in 60-foot 
  radius centered on the imbiber.
  34–36
  Any time in the next 1d4 rounds, as a 
  move action, the imbiber can summon 
  one creature. It is a rhino (01–25 on d%), 
  elephant (26–50), or mouse (51–100).
  37–46
  Any time in the next 1d4 rounds, as a 
  move action, the imbiber can cast a single 
  lightning bolt (70 foot long, 5 foot wide), 
  6d6 points of damage (Reflex DC 15 half).
  47–49
  A stream of 600 large butterflies pours 
  forth from the imbiber’s mouth and 
  flutters around for 2 rounds, blinding 
  everyone within 60 ft. cone foot (Reflex 
  DC 14 negates).
  50–53
  Imbiber is affected by enlarge person 
  (Fortitude DC 13 negates).
  54–58
  Darkness, 30-foot-diameter hemisphere, 
  centered in the imbiber.
  59–62
  Imbiber is healed for 2 hp/level or HD.
  63–65
  Imbiber ignores all conditions for 1 round.
  66–69
  Imbiber reduced two size categories (no 
  save) for 1 day.
  70–79
  Any time in the next 1d4 rounds, as a 
  move action, the imbiber can cast a 
  single fireball for 6d6 points of damage 
  (Reflex DC 15 half).
  80–84
  Imbiber becomes invisible, as greater 
  invisibility, for 2d12 rounds. GM rolls 
  the duration in secret.
  85–87
  Leaves grow from the imbiber. These 
  last 24 hours.
  88–90
  5d4 gems, value 1 gp each, fall on the 
  imbiber. Each gem deals 1 point of damage.
  91–95
  Shimmering colors dance and play over 
  a 40-footby- 30-foot area entered on the 
  imbiber. Creatures therein are blinded for 
  1d6 rounds (Fortitude DC 15 negates).
  96–97
  All then imbiber’s gear (50% chance) or the 
  imbiber’s hair and eyes (50% chance) turn 
  permanently blue, green, or purple (no save).
  98–99
  Imbiber is immune for 1d4 hours to the last 
  spell or supernatural effect to affect them.
  100
  Imbiber is immune for 1d4 hours to the next 
  spell or supernatural effect to affect them.
   
  
  9
  Pathfinder 1e
  Pathfinder 1e
  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
  Aura moderate evocation; CL 10th
  Slot shoulders; Price 1,000 gp; Weight 1 lb.
  Description
  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 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. 
  Some cloaks of bad advice are also cloaks of 
  resistance. They cost 1,000 gp more than a standard 
  cloak of resistance of the same bonus.
  Construction
  Requirements* Craft Wondrous Items, confusion, 
  glibness, guidance; Cost 500 gp
  *A GM may choose to not allow Magic Mishap 
  Items to be created intentionally, in which case the 
  only requirement would be having the right kind of 
  magical mishap.
  SWORD OF FLAMING/SWORD OF FROST
  Aura moderate evocation; CL 6th
  Slot none; Price +1 bonus; Weight varies
  Description
  You draw the golden blade from its sheath, and 
  immediately warm flicking flames cover your body! 
  The sword, however, remains mundane.
  T
  his magic effect can be added to any weapon 
  (but not ammunition) as a +1 magic bonus, 
  but is more often (75%) found on swords. These 
  weapons were clearly designed to enwrap the blade 
  of the weapons in elemental energies, and keep 
   
  
  10
  10
  Magic Mishap iteMs
  Magic Mishap iteMs
  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 
  blade is untouched by them.
  Most sages suspect the elemental magic was written 
  in the Imperial system, and the defensive magic was 
  written in the M’trik system, resulting in a disconnected 
  between how the two imbuements work together.
  Regardless of the mishap that created them, these 
  weapons 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 or natural attack, they take 1d6 fire 
  damage (or cold damage, for the frost version of 
  these weapons).
  Construction
  Requirements* Craft Magic Arms and Armor, fire 
  shield; Cost +1 bonus
  *A GM may choose to not allow Magic Mishap 
  Items to be created intentionally, in which case the 
  only requirement would be having the right kind of 
  magical mishap.
   
  
  11
  11
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of 
  the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed 
  Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may 
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
  publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic 
  and includes the methods, procedures, processes and routines to the extent such content does not embody 
  the Product Identity and is an enhancement over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. (e) 
  “Product Identity” means product and product line names, logos and identifying marks including trade 
  dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or 
  graphic designs; and any other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to 
  identify itself or its products or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee 
  in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game 
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as 
  to compatibility, except as expressly licensed in another, independent Agreement with the owner of 
  each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions 
  of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game 
  Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make it enforceable.
  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, 
  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.
  Daemon, Derghodaemon 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, 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.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author: 
  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.
  Skulk 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 Simon Muth.
  Spriggan 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 Roger Moore and Gary Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene and Patrick Lawinger.
  Magic Mishap Items, PF1 © 2020, Owen K.C. Stephens; Author: Owen K.C. Stephens. Project 
  manager and Planning: Lj Stephens. Bon Vivant: Stan!
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rogue Genius Games (RGG)/RGG - 52in52 - 08 Magic Mishap Items PF1.pdf