Flim Flam

The Flim Flam Enchantment is an enchantment added by. This enchantment is applied to any armor piece (and weapons ) up to level IV. It will bring bad luck to other players while the enchanted armor is equipped. Players with access to cheat commands can also target a player with the enchantment's effects with the /flimflam  command, and change a player's luck with /luck [amount].

The calculations for applying a negative effect is as follows. First, the difference between the attacker's and defender's FlimFlam level is calculated with the attacker's weapon and each piece of the defender's armor contributing its levels. The victim is the entity with the lower FlimFlam level. For each level difference of FlimFlam, a 1/20 roll is made. If this roll succeeds, the victim's luck is reduced by 1. After all rolls are made, an effect is caused based victim's luck.

Effects
Bad luck can cause these effects:
 * Add on random items.
 * Spawn (with 0 blast radius).
 * Cause negative potion effects such as Blindness and Nausea. It can also give Jump Boost and Speed. These effects have extremely short duration, but very high potency (around level 50).
 * Encase the attacker in when they put down es.
 * Shuffle their inventory.
 * Make about 30% mobs in a 20x20x20 centered around the attacker invisible.
 * Cause them to drop their items.
 * Add some random lore to their items' tooltips.
 * Make them mount nearby mobs (except and Creepers).
 * Rename mobs in a 20x20x20 area around them.
 * Change the color of sheep in a 20x20x20 area around them.
 * If they are surrounded by air on all sides, creates an platform 100 blocks above the ground and teleports them there.
 * Throw s in a random direction.
 * Play random sounds.
 * Spawn a Squid with a custom name and make it your hat.
 * Teleport them randomly by throwing an as if it were thrown by them.
 * Spawn in 0-durability items with random enchants (possible exploit with the, the  , and  ).

The effects have different weights, meaning some are more common than others, which is inversely proportional to the severity of the effect. As effects are applied to a player, their bad luck will gradually decrease. Presumably, a player's luck worsens with a higher-tiered enchantment and the more armor pieces it is applied to.