Since you said we could submit previously submitted ideas, here are mine from quite awhile ago. I deleted a few that are OBE or already on the list. <br /><br />Ultra-Rares:<br /><br />1. Amulet of All-Seeing Eye: Allows user to have Detect Magic light for 30 seconds in each room, must be worn through entire room. Usable by Druid & Wizard.<br />2. Cloak of Levitation: Allows user to levitate straight up, cannot carry additional person. <br />3. Wand of Immobility: 3 charges, successful hit immobilizes monster for 1-3 turns<br />4. Girdle of Invulnerability: Adds 2 to Armor Class Note: This is very powerful, but it is following the tradition of the Girdle of Giant Strength for the Belt/Girdle Ultra-Rare Slot to be extra powerful. <br />5. Ring of Invisibility: Makes wearer invisible, +10 to AC. 1 HP damage per round when activated. <br />6. Lg. Shield of Missile Deflection: +2 AC, +8 AC vs. missile weapon attacks<br />8. Scabbard of sharpening: Gives +2 damage to sword sheathed in scabbard for first hit per combat. Bonus limited to one sword per adventure. Can specify type – for instance maybe this year would be a Longsword Scabbard of Sharpening. Adds new slot, which many players like. <br />9. Endless +1 Quiver: Gives endless supply of +1 damage magical arrows, new arrow appears after previous arrow was fired.<br />10. Magical Thieves Tools: Allows one retry per trap<br />12. Holy Amulet: Allows one retry per room for a healing spell. Must be worn throughout dungeon.<br />13. Bracers of Accuracy: +1 to Hit on all attacks<br />14. Boots of Haste/Speed: Allows one reslide in combat per room.<br />15. Bottomless Jug of Hill Giant Ale: Per Drink, heals 2 points and AC is dropped 2 for the adventure.<br />16. Amulet of Access, or Gloves of Finding: Thieves only, detects any secret doors when searching for them. Must be worn in entire room to work. <br />17. Longsword of Opposition: +3 to hit, +3 Damage, 75% chance per round each monster will attack wielder of Longsword of Opposition. <br />18. Helm of Night: +1 AC, Wearer has Dark Vision (extra light source) or some sort of magical vision (Detect magic?). Picture could be ornate helm, the face under it would be in shadow except for glowing red eyes. <br />19. Small Shield of Animation: +1 AC, both hands are free, usable by all classes that can use a Small Shield. Limit one per character, takes up shield slot. <br />20. Great Sword of Ghost Touch, can damage incorporeal monsters, and can be wielded by a character who is a Ghost. Usable by all classes that can wield a Great Sword. Someone who is a ghost gets no additional damage or “to hit” bonuses. Sword is corporeal or incorporeal; whichever is more beneficial to the wearer. Note: This is a way for dead characters with the party as ghosts to still interact with the group – it could be the first of a series of Ghost Touch weapons for different classes (maybe one per year per rarity, making sure each year every class has something it can use. Commons would be expendable). <br />21. Monk’s Belt of Iron Skin: +1 AC, and +1 To Hit and +1 damage for unarmed damage, usable by Monk<br />22. +2 Longbow / +2 Flaming Longbow / +1 Flaming Longbow<br />23. +2 Flaming Heavy Repeating Crossbow, usable by Fighter and Barbarian <br />24. +2 Bastard Sword, Usable by Fighter/Barbarian<br />25. +2 Mace of Undead Warding: +2 Damage, +2 to Hit, Adds 2 damage to turning attempts against Undead. <br />26. +2 Scythe<br />27. Staff of Destruction: +1 to Hit, 2-7 Damage, adds +1 damage to offensive spells cast from memory. Wizards and Druids only. <br />29. Bracers of Ambidexterity: Allows Ranger to use two Longswords instead of a Longsword and a Shortsword. <br />30. Amulet of Reducing: Can eliminate one option from a set of choices in a room. (For instance, if there are three possible exits, using a charge can identify one exit that shouldn’t be taken). Limit one use per room. Must be worn throughout dungeon. <br />32. Longsword, +1 Damage and +3 to Hit, or +3 Damage and +1 to Hit. Could replace +2 Longsword.<br />33. Plate Mail of Resistance: +8 AC, adds +1 or +2 to Savings Throws. Could replace +1 Plate Mail <br />38. Ring of Protection +2<br />40. Amulet of Might Fists, +2/+2 to unarmed combat<br />41. Greater Bracers of Archery, +3/+3 on missile attacks<br />42. Brooch of Shielding (or Ioun Stone of Shielding), prevents 50% damage from missile spells<br />43. Hand of the Mage: This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand once per room. <br />44. Harp of Charming: This instrument is a golden, intricately carved harp. When played, it enables the performer to work one suggestion (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if he can succeed on a DC 14 Perform (string instruments) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours. <br />45. Ioun Stone Deep Red Sphere, +2 to DX<br />46. Ioun Stone Pale Blue Rhomboid, adds +2 to ST<br />47. Ioun Stone Pearly White Spindle, heals 1 pt. per room at end of room. <br />48. Ioun Stone Dark Blue Rhomboid, can’t be surprised<br />49. Ioun Stone Dusty Rose Prism, +1 AC<br />50. Maul of the Titan, +6 Dam, -4 to Hit, Barbarian<br />51. Scabbard of Keen Edges: Equivalent to casting Keen Edge on weapon in each room. <br /><br /><br />