The Land of Lost Toys

This is where magic items go to die.

Herein are listed any magic items that were rendered superfluous by later releases⁠—​items that have later and/or better versions, items that fill functions no longer needed, that sort of thing. For now, there isn’t any particular order to it other than maybe alphabetical.

Armor of Transport {HB 129}: A +2 mithral breastplate that allows dimension door once daily seems useful⁠—​until one looks at the market price and realizes that a better solution exists for just a bit more: an aporter mithral breastplate +2. This would run 4,200 gp for the breastplate, 4,000 gp for the +2 enhancement bonus, and 20,000 gp for the aporter property, for a total of 28,200 gp. This is just 2,900 gp more and you get two uses of dimension door daily instead of just one, and the upgrade path for the armor is clearer since it is based entirely on properties rather than being a specific item.

Bullet of Sound: If this +1 sling bullet strikes a foe, it blasts an area with a tremendous cacophony. Every creature within a 10-foot radius takes 1d8 points of sonic damage and must succeed on a DC 13 Fortitude saving throw to avoid being stunned for 1 round.

This item has been superseded by the stunning property, which is more versatile.

Crossbow of Reloading {MH 41}: An elegantly designed weapon, this +1 light crossbow is decorated with ancient symbols of wind and energy along its handle. Reloading this weapon is a free action instead of a move action.

This item has been superseded by the quick loading property, which can be applied to any type of crossbow (although for repeating crossbows, it would be redundant).

Weapon of Transmutation {MH 42}: This plain-looking +1 longsword has been designed to deal with foes of any origin. After its wielder successfully hits a creature that has damage reduction (with the normal effects), over the next round the weapon transforms itself, taking on the properties required to overcome that creature’s damage reduction…

This item has been superseded by the transmuting property, which can be applied to more types of weapons.

Belt of Magnificence {MH 42}: This sparkling metal belt projects power and authority. The belt adds a +2, +4 or +6 enhancement bonus to the wearer’s Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma scores.

Oddly enough, this item was left out of the list of wondrous items imported from the Minitures Handbook to the Magic Item Compendium. Perhaps this is for the best, as it doesn’t conform to the rules in the latter for adding enhancement bonuses to existing magical items (see Adding Common Item Effects to Existing Items.)

Collar of Command {MH 43}: When this collar is put on an animal, the animal is subject to the control of the collar’s owner as if it is under a dominate animal effect. The animal obeys the owner’s silent mental commands. Usually, the collar is placed on an animal that has been rendered unconscious, staggered by means of nonlethal damage, or grappled and pinned.

When using the skirmish or mass battle rules, this collar removes the animal’s Difficult special ability.

This item is probably salvagable, but it references rules that are likely superseded by those in Heroes of Battle. The item might be moved out of here once it is compared to those rules for compatibility.

Horn of Volume {MH 43}: This horn lets the user be heard up to twice as far as she normally would be when speaking, singing, or using an ability that affects creatures that can hear the user.

When using the skirmish or mass battle rules, the bearer can command creatures not in line of sight up to 12 squares away, instead of the normal 6. This benefit does not increase the range of Commander Effects.

Like the collar of command above, this item is probably salvagable, but it references rules that are likely superseded by those in Heroes of Battle. The item might be moved out of here once it is compared to those rules for compatibility.

Scepter of Obedience: This scepter grants a +5 competence bonus on the bearer’s Charisma checks and Charisma-based skill checks.

When using the skirmish or mass battle rules, this benefit increases the Commander rating of the bearer by 1.

Like the collar of command above, this item is probably salvagable, but it references rules that are likely superseded by those in Heroes of Battle. The item might be moved out of here once it is compared to those rules for compatibility. If so, it would be classified as a rod, not a wondrous item, since it requires the Craft Rod feat.

Collar of Obedience {MH 44}: This plain band of iron can be worn as a bracelet or necklace. The item imposes a –⁠2 penalty on the wearer’s Will saving throws.

When using the skirmish or mass battle rules, this effect makes a creature easier to command, reducing its Difficult rating by 2.

Like the collar of command above, this cursed item is probably salvagable, but it references rules that are likely superseded by those in Heroes of Battle. The item might be moved out of here once it is compared to those rules for compatibility.

Collar of Slavery {MH 44}: This black collar can be worn as a bracelet or necklace. The item imposes a –⁠10 penalty on the wearer’s saving throws against fear effects. It also imposes a –⁠10 penalty on level checks to oppose Intimidate checks.

When using the skirmish or mass battle rules, a creature or unit using this item is considered to belong to any faction.

Like the collar of command above, this cursed item is probably salvagable, but it references rules that are likely superseded by those in Heroes of Battle. The item might be moved out of here once it is compared to those rules for compatibility.

Source: Varies. See the {source tags} in each entry.