- A milky glass circlet with sweeping, needling pinnacles. Shadows or dim light near the wearer are filled a bright but eerie light. This sad, actinic light does not spread beyond the shade it supplants.
- This outsize obsidian dagger is flecked with white mineral starbursts. A wielder gets a bonus on any attack targets that are not bleeding, but could be.
- Blug-thug. Blug-thug. This pulsing yellow tumor the size of a fist enclosed is in leathery skin. It permanently adheres to any exposed flesh, slightly reducing maximum health. After a month, it falls off and gooily hatches a cadaverous homunculus in service of its bearer, at which point the health may be healed normally.
- A thin cloak well-tufted with broad gray feathers. In addition to being a normal cloak, in full sunlight, the feathers glimmer and turn translucent, granting the wearer a slight bonus to armor.
- Once per day this raggedy scarf can be wrung out to produce a flask’s worth of lantern oil.
- A hailstone pendant hung from braided grass cord never melts. Once per day it conjures a mist or a wind around the wearer.
- This tapering ash sapling taller than a man creaks and sprouts tiny leaves. As long as the root ball survives, this regrows its entire 2-inch wide, 10-foot long body each day.
- A small dead bird. It does not decay and is always ever-so-slightly warm to the touch. Poor thing. It will always be the heaviest item in a pair of scales.
- This glazed clay mug is studded with semi-precious green and purple gems. It violently explodes if any poison is placed within it.
- A pitted steel belt buckle shaped like a toothy maw, flocked with mothy furs. If the buckle is fed a day’s rations it protects the belt’s wearer from exposure to the elements that day.
- Rubbing this pungent salve into your muscles increases the damage die of your melee weapon or unarmed attacks by one size. However, whenever you roll maximum damage on one of these dice, you also take a small amount of damage from the strain.
- These light sandals can be partially unraveled to yield 50 feet of linen cord as strong as stout rope. Each such use has a 1-in-6 chance of causing them to fully unravel.
- A small gilt frame. Placed around a landscape painting, the scene comes to gentle life. Clouds gather and disperse, the sun rises and sets, the seasons are reflected. If the painting is of a real place, the changes will mirror it in nearly real time, though never with enough detail to make out individual people or words.
- Any ink stored in this stone inkwell becomes poisonous. A single letter written from it will have no effect, but handling frequent correspondence over a month or two gradually turns the victim’s blood to ink.
- This cowl is lined with mangy feathers and has a definite rancid whiff to it. At the center of the hood hangs a beak-like charm of bone and sinew. The foul owl cowl allows the wearer to understand the speech of owls, and once per night use a breath weapon - a stream of tiny bones, feathers, teeth, and fur, which causes a small amount of damage and may sicken or disease those struck.
- An iron needle with a delicate, vine-like filigree. When floated atop a tea brewed from a single herb, root, leaf, or berry, it points in the direction of the nearest growing plant of the same type. No indication as to actual distance is given, however.
- A dour lead bell with no clapper carved with a worm motif. When “rung”, it interferes with creatures who rely on vibrations to sense their surroundings or prey.
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These knucklebones are carved with dice pips. If they are tossed into a large pot or cauldron of boiling water along with a five day’s worth of rations, roll 2d6 - the rations are transformed into stew sufficient to feed that many people for a day. The knucklebones rest at the bottom and can be retrieved for use another day.
If you roll a 12, the stew is particularly delicious and nourishing, and could provide a morale or resting bonus. On a roll of 2, the knucklebones cause the food to visibly spoil and curdle, then split and become useless. - This heavy leather bag can capture a wind. Only one wind can be held at a time, even a magical one if the holder is prepared to catch it. When opened, any wind inside it quickly issues forth.
- A birch-bark scroll with runic letters excised from it. The air in the spaces shimmers as in a breeze, or a great heat. Those who can read the ancient words aloud can summon a nature spirit, at which point the scroll crumbles.
- This deck of cards is tattered and mismatched. Some cards are missing, and some are from unknown suites - the eight of spiders or the three of witches, for example. If scattered in the air, undead feel a powerful compulsion to gather the deck back together.
- This fragrant dried tea functions as a healing potion when brewed and drunk hot. It is less convenient than a traditional potion, but is also immune to spilling or freezing, or the corrupting presence of some unholy creatures.(Really any potion could be found in tea form.)
- An unassuming reed flute which can be used to teach songs to patches of living reeds or rushes.
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Mud, gravel, or silt piled by this shovel forms itself into a dwelling. In an hour a strong wielder can have a simple hut with a doorway and a couple open windows. In a day they can heap up a small tower with two or three floors and a parapet on the roof, all connected by ladders.
The buildings lack any furnishings or moving doors, though the shovel can change shape via a command word to serve as a thin iron door for one passage. It attaches and hinges itself, and returns to its normal form at a command word.
Buildings made with the shovel are noticeably crumbly, but sturdy. They collapse back into muck in a week without maintenance. - This signet ring transmutes sand or clay into small, simple items such as mugs, plates, coffers, or figurines when pressed against them. The created items are of fair craftsmanship and always bear the ring’s seal - if it is somehow removed, they crumble or shatter immediately.
- A small bronze lanthorn whose plates of horn are shaved from an unknown beast. The lanthorn burns oil normally, but it can also burn secrets. Whispering one into it causes it to burn for minutes to hours, depending on the depth of the secret. Each can only be used once - the lanthorn remembers all the secrets it has ever burned.
- This tiny harness offers some magical protection to a familiar or favorite pet. In addition, it has two hidden extra-dimensional spaces among its straps and buckles, each large enough to hold a potion, dagger, scroll, coin purse, or similar small item.
- A pair of garnet dice which always show the same face up, no matter the distance between them. They always roll doubles.
- When cracked, this hollow-sounding egg hatches an entire flock of vigorous songbirds in moments.
- This stout hunting bow is set with moonstones and has a white leather grip. If drawn without an arrow nocked, it draws upon nearby light to form one, temporarily dimming its surroundings. These arrows are considered magical, and illuminate their flight. Their damage and brightness depend on the strength of the light they were formed from.
- Pungent vinegar sloshes in this rope-wrapped, glass gallon jar. Anything placed inside is preserved, perfectly pickled in moments.
- Filled with oil and herbs or leaves, this silver censer produces smoke repellent to insects. If the herbs are specially gathered for such a purpose, the censer increases their potency, but anything even vaguely scented will work. Giant or magically controlled insects have a chance of withstanding the smoke.
- Five fleas in a little tin box. Anyone who welcomes these five fleas onto their body will only ever have these five fleas, as they will bravely hunt down and destroy any invaders to their home, including lice, ticks, mites, or other such nuisances. But they will always have these five fleas.
Sunday, January 11, 2015
33 Magic Items
No particular system or numbers assigned, though I did have a resource-scarce hexcrawl in mind while writing them. I got inspired by this list at Goblin Punch.
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Foul owl cowl. Heh. Nice list. You should keep going.
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