Showing posts with label magic items. Show all posts
Showing posts with label magic items. Show all posts

Sunday, February 25, 2024

CCC Charms 1

Some simple, one-use magic items for an upcoming weird west, 5e-ish campaign.

A wizard can study these charms as if they were scrolls for purposes of expanding their spellbook and add a normal version of the spell to it, but doing so consumes their magic as if they had been cast.


This pig-leather poke of 99 clinking discs of fool's gold can be used to cast friends once. The target of the spell will believe the discs to be gold coins for the duration, as well.

A pair of knucklebone dice, each wrapped in the end of a rawhide tether. If hung from the handle or wrapped around the body of a walking stick or staff, they can be used to cast shillelagh on it. When you do, the dice clatter against each other - roll 2d6. On anything less than a 7, they crumble.

An iron rail spike that looks like it just came out of the foundry, glowing with a soft red light, but strangely casting no warmth. Striking it with a hammer loudly ignites it to the brightness of a candle for a minute. Striking it again while it glows this way causes it to flare up to red-tinged light spell for an hour, after which it becomes an ordinary rail spike.

This snuff pouch is made of waxy reeds woven tightly together. Filled with herbs, it can be used to cast druidcraft once, but the effect always manifests accompanied by a sneeze.

In full, bright sunlight, this burnished tin hand mirror can be used to cast fire bolt with a 300' range, and then melt.

A handful of jagged, magnetized scrap-iron needles. Toss them into the air to cast wrathful smite, and they will hover around you. When you hit and trigger the spell, the needles fly out and pierce the target, giving them disadvantage on any save to end the frightened condition imposed by the spell.

A bent and reforged cavalry saber handle forms the grip of this oak walking stick. It can be used once to invoke the soldier's memories that infuse it, casting longstrider on the bearer and allowing them to use the stick as a saber for the duration.

This delicate yew dowsing wand trembles in the presence of blood, granting advantage on checks to follow a trail to the wounded, but casts healing word on its quarry and becomes nonmagical as soon as it comes within 60 feet.

Anyone proficient with a playing card set can use this deck of gold-gilt playing cards as if the spell was on their class list. These decks are becoming more common, everyone involved in a game where one is introduced can make an Arcana check to recognize it. As part of play, the owner of the deck can command one other player to lose the game (giving disadvantage on any checks for the game), or, sometimes more sinisterly, to win the game (giving advantage). At the end of the game, the gilt has worn off on the players' fingers, and the deck becomes a regular, non-magical deck of cards.

Several tiny glass vials of patent veterinary medicine. The labels make it unclear which are appropriate for which animals, but the smells are unmistakably alluring. When used to cast animal friendship, also roll a d6: On a 1, the target animal attacks immediately; On a 6, the effect is permanent.

A mycelium-riddled railway map points the way towards routes not yet established, and ones long since rotted. It can be used to cast pass without trace once, and fungus and slimes will eat the footsteps of those who follow its dampened paths. If cast in the desert it simply desicates.

Deep in this cheaply printed religious pamphlet for One Eyed Jack, a misalignment (?) of characters is actually a prayer of spider climb.

A finger ring of white salt, that doesn't melt despite humidity or sweat. You can eat it as a ration, or eat it to cast mirror image. If you're somewhere salty, attacks against the images have disadvantage.

This wallet of reeking cigars can be use to cast locate animals or plants - the smoke that drifts from them indicates the direction. Adding a bit of the quarry to the cigar will double the range.

Poems of loss and fidelity grace this embroidered linen hanky. It can be used to cast wind wall if fluttered as if in farewell, at which point the embroidery unravels and falls out.

A clockwork toy donkey that can happily stomp around and bray when wound up. Wound in a certain unintuitive combination, though, it brays... backwards? somehow? in a dissonance that replicates dispel magic. After this it continues its playful aspects, somehow looking more pleased with itself.

This pair of wooden hare statuettes is carefully (and demurely) interlocked. When teased apart, they crumble, and a stinking cloud effect of boisterous charging bunnies, dust, musk, and... scents erupts.

An old leather dog collar scratched with the name "Bo". It can be used to cast polymorph once, changing the subject into an shambly hound dog for the duration. Since only one form is available by using the item, the target has disadvantage on their saving throw.

A finely printed religious pamphlet for Factumus that can be used to cast staggering smite. If all the dice come up the same, the book is not expended in the casting.

An old, dry cardboard box tied with a faded black ribbon. Inside is a dried grave wreath. It can be used to cast seeming, but only to create the appearance of a funerary party with out-of-date fashions, with a duration of 24 hours, at which point a ghost appears and reacts as if it had observed its own funeral again.

Wednesday, September 20, 2023

Some Magical Items

Potion of Shirt-On-Backwards

The imbiber of this cursed potion cannot put their shirt on the right way. Normally this is just embarrassing and can be hidden under a cloak or shawl. Unfortunately the effect extends to armor, and affected's armor class is always treated as a class lower. Also may mess with some high-necked sorcerer robes.

Teleportato

Eat this whole tuber raw and you'll be warped back to where it was grown. The crops are a little weaker and meandering each year. Cooked into a meal it invokes strong yearning for that place instead and grants everyone who partakes advantage on checks to navigate there for a month.

Knobgoblin

A leering, verdigrised codpiece that bestows all the advantages of a ring of protection if worn proudly and obviously. Its facial expression shifts slightly to match the wearer's subconscious when not observed. Once per week it can be used to cast magic missile with a suitably obscene set of somatic gestures.

Pom de Terror

Planted in a garden, this root will flourish with almost no care. In fact, it will grow luxuriously when other plants near it flounder, and produce far too many offshoots. Within a year, it becomes the basis of farming within the hex it was planted in. And then it withdraws its nourishment -- the roots become bitter and underwhelming, providing just enough to keep people and livestock moving but not nourished. Soon they advance to their neighbor's farms, sickles sharpened, hungry grins waiting. The Pom de Terror is upon them.

Glaive of Mutilation

On a critical hit, this outlandish polearm deals an outlandish amount of extra damage (6d, maximum x 3, +3, whatever comes up to the borders of the system without being vorpal).

You Tuber

A wriggling 5-pronged root. Cut yourself, dribble some blood on it while you whisper, and plant it somewhere dank. Come back in a year, and unearth a simulacrum fascinated with your whispers and gaining approval, though not necessarily yours. It's a crappy copy of you with expertise in one of your skills, no loyalty, and an intense desire for fame. Good luck.

The Book of Making Ready the Way

This spellbook would look at home on any academic's shelf. A leather-bound, tastefully-gilt vellum volume. The internals are fairly common observations on the night sky and weather patterns, with a lot of internal references. Like, a lot. Holding certain pages that reference each other forces one's fingers into the correct patterns, and there lie the book's spells of abjuration and, with practice, hidden names.

If the Book of Making Ready the Way is used as a material component in any ritual that requires tracing a geometry, that ritual is a level more effective due to the precise placement of angles and points the book engenders.

Bolus Bolas

Rank and stinking bolas with a wet mass bound on each end. They deal escalating acid damage to a creature bound up in them for a few rounds until they burn themselves out.

Given a pair of rations, they can recover or even reproduce themselves.

Trickledown

This magical saber is forged of pure reaganite. On a hit, compare the wielder's lifestyle to the target's (luxury > wealthy > modest > poor > squalid): Trickledown deals additional damage for each step the wielder is above the target (a d6, or a +1, or bump the weapon die, depending on the system).

Additionally, the wielder has advantage on any Deception-style checks to convince someone a plan is in their best interest, or to stoke fears of a nebulous "they", so long as the notion is mostly lacking in details.

Trickledown is a mildly intelligent weapon with a weak and mumbly ego wrapped around a blistering Neutral Evil core dedicated to the golden rule: He who has the gold makes the rules. It will nudge its bearer to acquire wealth at any cost, but preferably at someone else's cost.

The saber's goat-skin scabbard, Throat, is also mildly enchanted. Once per month, it can be used to cast commune, but it can just say no. It's said that on lonely nights, some adventurers have put the scabbard to unusual uses with remarkable success, but this is likely merely a rumor.




Sunday, January 16, 2022

d666 Quirky 5e Magic Items

Expanding on this post of magic item features and quirks by using each as inspiration to tweak six randomly chosen 5e magic items.

Note some of the scrolls are replaced with other physical objects - they should still work like single-use magic items who learned casters can study and pry secrets from.

11 - Command Jewel. The item has a corresponding piece of jewelry of similar make which must be worn for it to function.
  1. Potion of Healing. Inert until touched by someone wearing a bloody iron crown. Favored by marauders and tyrants to help ensure loyalty, and prevent succor from being seized by their enemies or victims.
  2. Wand of Web. Has an attendant wand which must be used to shape the strands as the spell is being cast, like a conductor's wand. Takes a hand, but could be wielded by someone else.
  3. Spell Scroll, 2nd Level (Magic Weapon). Can only be cast from the scroll by being wrapped around a mace head, but this effect does not require concentration.
  4. Figurine of Wondrous Power, Bronze Griffon. Can be activated by anyone, but the summoned gryphon only obeys the one wearing the matching electrum ring shaped like an odd bridle.
  5. Cloak of the Bat. Can only be used to fly while wearing a pair of matching (non-magical) bone rings with egregious, extended prongs to support the wings.
  6. Goggles of Night. Attached to a small cage worn atop the head, these only function while a night-going animal is imprisoned within.
12 - Crawling. At a command word, the item will sprout dozens of tiny legs and begin moving at speed 5 towards the speaker. It can climb walls easily.
  1. Dagger of Venom. Shaped like an outlandish insect. Can creep to deliver its venom to a sleeping or helpless target (Speed 10, climb 10, Stealth +5).
  2. Potion of Climbing. Actually a tiny gray ooze in a thick glass bottle with containment runes around the lip. Drinking it is """safe""", but breaking the bottle releases the ooze.
  3. Spell Scroll, 1st Level (Longstrider). Constantly inch-worming about. Must be carefully contained and will actively try to pull away while being cast.
  4. +1 Shield. Thick insectoid carapace. Loves being thrown. It will skitter back to its owner on a hundred tiny legs at a frisky pace afterward.
  5. Wand of Polymorph. Any shape imposed by this petrified stick insect has numerous extra antenna, twitching vestigial legs, and/or pedipalps.
  6. Headband of Intellect. Preserved giant centipede wound into a tiara. The wearer's head is crawling with ideas. Pick them out and send them crawling to someone else, like message but moves 5' a round.
13 - Dormant. This item isn't sentient, but roll on the sentient magic items "special purpose" table. Its powers won't awaken until some action towards that purpose is taken.
  1. Potion of Youth. This floral liquor won't even register as magic until it's quaffed by a dying gnome, at which point it's also a potion of extra healing.
  2. Staff of the Python. Won't convert to a snake until you've subjugated someone above your station.
  3. Spell Scroll, 1st Level (Fog Cloud). Made of fluffy knitted wool, a bit like a small blanket. Will reform and be reusable if someone falls asleep within its vapors.
  4. Staff of Swarming Insects. Has extra charges, but its giant insects don't obey you and its insect cloud doesn't move with you. Impressing a hivemother might help.
  5. Ring of Jumping. Made of soapstone. Does nothing until you leap into the middle of a charged political situation.
  6. +1 Maul. Gnarled and ceramic. It is originally nonmagical but gains a +1 enhancement (up to +3) every time it deals the killing blow to an elven wizard.
14 - Dousing. Use an action to know the direction to the nearest source of drinkable water within 1,000 feet.
  1. Spell Scroll, Cantrip (Fire Bolt). When cast from this scroll, all water sources in 100' of the target briefly seethe and steam.
  2. Potion of Storm Giant Strength. Cloud in a bottle that must be inhaled rather than drunk. Its effects also center all clouds within miles on you for the next day.
  3. +1 Crossbow Bolts (20). These iron bolts veer towards water. Advantage on attacks against water elementals.
  4. Potion of Healing. A thick and pungent sap. It inflicts the drinker with a terrible thirst.
  5. Gauntlets of Ogre Power. Riveted steel with large shovel-like protrusions or claws. Can also be used to dig wells mightily.
  6. Rod of Rulership. Imposes disadvantage on saves against its effects against any being which had drunk, in the past day, from a water source you control.
15 - Eye. A single milky eye glares prominently out of the item. It flicks about, focusing on subjects seemingly at random.
  1. Potion of Healing. A rubbery, juicy yellow eye that pops in the mouth.
  2. Horn of Valhalla (bronze). Studded with milky agates. The berserker spirits it summons are blinded with cataracts, and cagey as a dozen battlefield-led lives.
  3. Cloak Of Arachnida. The clasp bears eight iridescent black-green stones. They tremble and flex slightly at all times.
  4. Spell Scroll, 4th Level (Locate Creature). Conjures a hovering eye which glares in the direction of the spell's subject.
  5. +2 Arrows (20). Fletched with gently shuddering eyelashes.
  6. Sentinel Shield. Its otherwise abstract emblazonment focuses into an eye when a threat is detected.
16 - Fading. The magic of this item was not sealed properly, and it will only last for another 2d12 months.
  1. Spell Scroll, 1st Level (Compelled Duel). Will only last for 6 more months. It is written with a specific romantic target in mind and won't work past their wedding day.
  2. Wand of Secrets. Shimmering blue gas in a glass tube. It has 7 charges but cannot recharge or be recharged - the gas slowly fades until the last charge is used, when it goes dark.
  3. Gauntlets of Ogre Power. They're made from real ogre skin. They'll die with the ogre that supplied it. Who'll only live another couple months without their hands.
  4. Potion of Resistance (Psychic). Pallid amniotic fluid with an embryonic brain floating in it. It'll only be good for 9 months, and then the mind within will awaken.
  5. +1 Blowgun Needles (50). Gain their magic from being harvested from a great living vine. They'll dry out and curl to worthlessness in a year.
  6. Giant Slayer (Battleaxe). Hewn of solid ice, it will melt by next summer solstice.
21 - Fire Starter. Use an action to produce a tiny flame suitable for lighting a torch or candle.
  1. Spell Scroll, 8th Level (Mind Blank). If rolled up and smoked like a cigar will allow the smoker to burn away a single memory.
  2. Ring of Jumping. You leave a trail of sparks over wherever you jump using this bloodstone ring. They will ignite anything very flammable like leaves or paper.
  3. Ioun Stone of Leadership. Trails faint sparks when active. With an action, light the torch or lantern of anyone who has sworn fealty to you, out to a mile radius.
  4. Potion of Superior Healing. One drop burns like a pint of oil in a lantern, but each drop spent decreases the potion's healing done by 1.
  5. +2 Rod of the Pact Keeper. Can also use an action to create a huge but harmless flame visible from up to a mile away in which can be seen a visage of your patron.
  6. Wand of Web. The webs it creates automatically catch fire at the end of the caster's next turn. Small natural spider webs in a 10' radius singe away as the bearer travels.
22 - Folding. Use an action to fold this item to a tenth of its normal size and weight, or to unfold it.
  1. Spell Scroll, Cantrip (Shillelagh). Can be rolled up impossibly small, would fit inside a hollow walking stick easily, and can be cast from the scroll while in such storage.
  2. Eversmoking Bottle. Folds inside-out into a puff of smoke that can be gently guided along or kept in a bag.
  3. Ring of Jumping. Copper and steel wire ring that folds up into a tiny animatronic cricket that can chirp just like the real thing.
  4. +3 Wand of the War Mage. Can also be folded another way such that its small end extends into the border ethereal. In this shape its bonus drops to +1 but it can target ghosts and other beings on the border ethereal you can see.
  5. Goggles of Night. Fold into a discrete pair of spectacles.
  6. Potion of Healing. Dried fruit that has to be gently stewed to reconstitute and activate its healing effects.
23 - Holy Symbol. The item is, or heavily incorporates imagery of, a holy symbol, and can be used as such an implement.
  1. Stone of Good Luck. Probably the symbol of a god of luck or fortune. People will have a hard time refusing a wager where this is offered as your stake.
  2. Potion of Climbing. If smashed against a hard surface, this potion will scrawl itself into a holy image that lasts 10 minutes.
  3. Ioun Stone, Leadership. Also an orbiting holy symbol. Doesn't take up a hand.
  4. Spell Scroll, 2nd Level (Alter Self). If cast from the scroll, the form granted by this spell lean one towards the appearance of the dedicated deity's popular image.
  5. Spell Scroll, 2nd Level (Enthrall). If the targets of the spell are of the symbol's faith, they automatically fail their saving throw.
  6. Potion of Invulnerability. If the imbiber dies in the service of the deity while under this potions effects, its liquid will leak from their body. It can be gathered and used again.
24 - Hovering. When released in midair, the item will hover in place, gently wobbling, for a minute before sinking slowly to the floor.
  1. Spell Scroll, 1st Level (Chromatic Orb). A glass bead which cycles through a rainbow of colors. This lesser ioun stone must be orbiting to be cast from.
  2. Dimensional Shackles. These oily metal shackles wat to be about 3 feet off the ground, and so also resist mundane flight. Anything wearing them must make a DC 14 strength check each round of flight or have its flying speed halved.
  3. Ring of Mind Shielding. Release to float like an ioun stone, with the same vulnerabilities. This tin ring cannot become invisible while doing so, but you gain resistance to psychic damage.
  4. Potion of Healing. Can shatter the vial to create a 10' radius hazy pink mist that will heal 1 HP to each creature in it for 2d4 rounds.
  5. Potion of Healing. Can be poured out into a floating red orb. Anyone passing through it (not just touching it) will trigger the potion's full effect.
  6. Potion of Diminution. Potion bottle sporadically grows insect wings and tries to lazily bumble off. Anyone under its effects grows little wings and gains a slow, droning fly speed.
25 - Illustration. Appears to have been drawn rather than crafted.
  1. Potion of Healing. An abstract figure drawn on vellum. Staring at it causes some of your wounds to fade and appear on it instead. The image remains once the magic is used.
  2. Scimitar of Speed. The blade vanishes when swung, replaced by slicing speed line arcs. Much of the scimitar's efficacy comes from the wielder barely needing to move their hand to slash rapidly.
  3. +2 Shield. Lines and shadows appear in the air around the bearer suggesting a 5'x5' crenelated stone tower.
  4. Eyes of Charming. Gives you big ol' anime eyes.
  5. Wand of Enemy Detection. The direction to the detected enemy is indicated by a large, red floating arrow. The ashes left when this wand runs out of charges are useful in crafting inks for detection scrolls.
  6. Censer of Controlling Air Elementals. Swirled with a stylized roseate and cerulean sunset. The lambent elemental it summons appears the same.
26 - Insect-Repelling. Nonmagical, normal-sized insects will not approach the bearer.
  1. Ring of Water Elemental Command. Small, non-magical fish, crabs, and such will not approach you while underwater.
  2. Potion of Climbing. Catch a climbing insect and drown it in this potion. When you drink it, the effect is extended by 1dX minutes, where X is the number of legs it had.
  3. Helm of Telepathy. Shaped like a wrought-iron spider, the legs burrow into your neck and temples when worn. It is traumatic to remove. Its detect thoughts and suggestion effects can affect spiders. Other vermin are too afraid to approach.
  4. Spell Scroll, Cantrip (Sacred Flame). Can be burned like a torch, and repels small, non-magical insects while alight. Vermin have disadvantage on saving throws against the spell cast from this scroll.
  5. Belt of Hill Giant Strength. Small, non-magical insects will not approach this belt woven from dozens of antennae. Double how far you can move or throw a grappled vermin.
  6. Brooch of Shielding. Any small, nonmagical insects that approach you wear this copper spiral are zzzapped.
31 - Instrument. Despite its appearance, this item can be played like a specific instrument. Strumming, blowing, or beating in the general shape is sufficient.
  1. Cloak of Elvenkind. Floats and flows around a dancing wearer, accompanying them and granting advantage on their performance check.
  2. Spell Scroll, 4th Level (Freedom of Movement). Can be rolled up and played like a flute, allowing a large company easy movement through difficult terrain for a day. Doing so consumes the scroll.
  3. Figurine of Wondrous Power, Ivory Goats. While none of the goats have any charges, their horns can be linked up into a shawm. It can be played, once per such linking, to force a creature to caper (as irresistible dance).
  4. Potion of Growth. Can be poured into or smeared over a musical instrument to increase the volume of its music a hundred-fold.
  5. Spell Scroll, 1st Level (Thunderous Smite). Plaster this onto a gong or a shield and the target of the smite has disadvantage on its saving throw.
  6. Potion of Flying. Pluck strings of floating resin from this flask for a one-time, unforgettable performance.
32 - Journal. The item can hold a page's worth a day of writing, and can flip back and forth between previous entries. Use your finger or a twig to write.
  1. Brooch of Shielding. Automatically records the source of any damage the bearer takes. The pin is the pen.
  2. Boots of Striding and Springing. Remember every surface they've walked over, and can tactilely replay the journey in real time.
  3. Ioun Stone, Strength. Blue runes trail the name of each creature you've bested in a wresting or grappling match.
  4. Scroll of Protection. Blank when discovered. Write the name of something that's recently wronged you to activate it.
  5. Slippers of Spider Climbing. Hold your feet out in front of you, and a web weaving the day's events will slowly form. From the perspective of the feet. Flick to older days with a bloody finger.
  6. Spell Scroll, Cantrip (Minor Illusion). Write a description of something you've seen or heard today on this scroll, and observers have disadvantage on saving throws to disbelieve it.
33 - Lascivious. The item enhances feelings of desire or lust in its bearer.
  1. Potion of Healing. Fizzes and jostles in its bottle. If drunk while the imbiber is already at full HP, they become substantially more virile for the next month.
  2. +3 Trident. Each prong is activated for a day by having a sexy encounter with as many participants.
  3. Dancing Sword. As an action, changes to a 10' pole or back. Another action can be used to anchor the pole vertically on any horizontal surface, where it can bear up to 500 pounds or a DC 12 Strength check. (It's a pole dancing sword, shut up.)
  4. Potion of Climbing. Stored in a long test tube. If you're using this to get to an object of lust, double your speed.
  5. Ring of the Ram. 4 charges, but every time you use the last, your ram horns grow a bit more. Also lady sheep love you.
  6. Medallion of Thoughts. Oh. Oh ho ho ho. Hee hee.
34 - Lens. Some portion of or gap in the item magnifies small details when peered through, granting advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
  1. Wand of Paralysis. Peering through the forked lens in this wand grants advantage on medicine checks on creatures paralyzed by it.
  2. Restorative Ointment. Once all the ointment has been used, peering through the convex bottom of the empty jar grants advantage on medicine checks made to diagnose disease or poison.
  3. Staff of the Woodlands. Holds a large drop of water suspended in its boughs. Looking through it grants advantage on checks to identify insects, molds, and other such small things.
  4. Oil of Sharpness. In addition to its regular use, may be smeared on glasses or a lens to let the viewer see really small things.
  5. Rod of Alertness. A small crystal orb is mounted among the flanges. You have to lean in and look through it for any of the rod's spell effects to work.
  6. Crystal Ball of Telepathy. Can zoom in on tiny details of those scryed, but the user gets more and more motion sick while doing so.
35 - Liquid. Use an action to turn the item into a liquid of the same volume or back. The liquid is mercury-like and will not separate easily.
  1. Spell Scroll, 5th Level (Cloudkill). A gray egg oozing a perilous stench. Breaking it casts the spell. If it's studied and copied into a spellbook, the book becomes forever vile, but can also be used to cast stinking cloud once a day without spending a spell slot.
  2. Elemental Gem (air). Becomes an emerald (water elemental gem) when wet, and turns back into a sapphire (air elemental gem) when dry.
  3. Wind Fan. While this fan is liquid, it casts blur instead of gust of wind.
  4. Potion of Healing. Use an action to turn this syrup into a striated putty or back. The putty can be molded into a small appendage such as a finger or ear and pressed to a scar to replace one missing.
  5. Ioun Stone, Agility. While liquid, this stone leaves red streaks in the air around your head and its AC and DC of Dexterity checks against it increase by 2.
  6. Figurine of Wondrous Power, Golden Lions. These only work when submerged in salt water, and transform into sea lions.
36 - Melancholy. Enhances the bearer's urges to brood, stare out the window, pose dramatically in the rain, and write bad poetry.
  1. Sovereign Glue. Each bonded item becomes psionically heavier as well, harder to move telekinetically and dolorous.
  2. +1 Shield. Dented, pitted, and scratched. Sobs when struck.
  3. Dust of Dryness. Everything it affects is reduced to eye crusties.
  4. Figurine of Wondrous Power, Onyx Dog. Summons instead a morose hound. Better tracker, worse combatant. Bays pitiably.
  5. Spell Scroll, 4th Level (Divination). Even if beneficial, the answer is given in a long, Byronic poem.
  6. Potion of Healing. Wounds healed by this potion will ache for a lifetime.
41 - Mirror. All or some part of this item is reflective enough to be used as a mirror.
  1. Figurine of Wondrous Power, Serpentine Owl. While transformed, this owl reflects moonlight with a beautiful pearly glow, and can't hide in the night.
  2. Eyes of Charming. If you see your own reflection while wearing these shiny lenses, you must pass a DC 13 Wisdom save or be stunned by your own beauty for an hour, until you lose sight of your reflection, or you take any damage.
  3. Circlet of Blasting. An ostentatious flashing tiara. Instead of casting scorching ray, it automatically reflects the first casting of that spell that targets you each day.
  4. Ring of Jumping. While airborne from the effects of this diamond-studded electrum ring, your sparkling body counts as a mirror.
  5. +1 Sling Stones (20). Little disco balls.
  6. Iron Flask. Lacquered to a sheen. Won't reflect an image of anything similar to what's captured in it.
42 - Mouldering. Always cold and slightly damp. Smells of niter and dirt. Any cloth or leather components are tattered; metal is varnished.
  1. Dagger of Venom. Rusty iron. Victims of its poison also suffer lockjaw, and cannot speak while affected.
  2. Spell Scroll, Cantrip (Mage Hand). Scroll barely holding together, conjured hand is half strength.
  3. Dust of Disappearance. Magic mold spores. Attempts to track or locate the affected creatures by scent have advantage due to the musty, earthy odor they exude.
  4. +1 Scale Mail Armor. Piteously rusted. Doesn't look like it should provide any protection at all, but does somehow. Immune to magical rusting effects.
  5. Figurine of Wondrous Power, Bronze Griffon. The statue is pocked and verdigrised. The griffon that appears is in dire need of veterinary care, with half HP and a level of exhaustion. It can be treated but will be sickly when summoned again.
  6. Potion of Resistance (Thunder). Feels and smells like aural static. The first time someone affected by this potion takes thunder damage, the rotting resistance applies to everyone in 10 feet and then collapses.
43 - Nip. One type of beast finds the object irresistible, and will seek to nuzzle, gnaw, or roll on it while not threatened.
  1. Universal Solvent. Frogs can sense this sludge from miles away. Smaller ones will start to croak and swarm. Larger ones will become increasingly aggressive.
  2. Dagger of Venom. Really more like a pincer. The victim of its poison will be preferentially attacked by crabs until the poison is passed.
  3. Restorative Ointment. Anyone treated by this silky ointment is irresistible to cats for a week.
  4. Shield of Missile Attraction. You can talk to missiles that have struck you for up to a minute afterward. They love you.
  5. Manual of Gainful Exercise. The exercises in this tome are decidedly serpentine in nature; you realize this while studying. On completion of studying, you gain a reptilian musk that gives you advantage on Charisma checks versus bestial reptiles, and disadvantage on such checks against birds and their like. Mindful serpentine creatures are slightly inclined towards your stench, but not enough to affect a skill check.
  6. Spell Scroll, 5th Level (Reincarnate). Anyone revived by this gnawed scroll also contracts lycanthropy in their new form, becoming a wererat.
44 - Photonic. The item requires light to work and will not function in darkness.
  1. Horn of Valhalla, Iron. Can only be blown at daybreak, but summons the maximum number of warriors, who arrive out of the dawn.
  2. Spell Scroll, 3rd Level (Gaseous Form). A small plaque of stained glass. The target transforms into shimmering light instead of mist. This variant can pass through liquid, but not darkness.
  3. Spell Scroll, 4th Level (Staggering Smite). This scroll is cast by letting bright light pass through incisions in the vellum to lie upon the weapon that will deliver the smite. It requires a free hand and a light source, but no verbal component.
  4. Spell Scroll, 4th Level (Aura of Purity). A collection of dozens of glass prisms that hover at the perimeter of the aura. Darkness suppresses but does not dispel their effect.
  5. Spell Scroll, Cantrip (Blade Ward). The glowing sigil created by this variant protects against cold, force, and necrotic damage. It requires bright ambient light to fuel it, however.
  6. Ioun Stone, Regeneration. If orbiting outdoors for a full reasonably sunny day, also nourishes its owner with absorbed light, feeding them for the day.
45 - Projector. Use an action to have the item create a specific, pre-established illusion effect in a 5-foot cube.
  1. Portable Hole. While folded up, use an action to project a 3D snapshot of the hole's current contents.
  2. Spell Scroll, 1st Level (Silent Image). This scroll is folded into a small shadowbox. Peering inside shows a miniature stone-walled room, with simple furnishings: a wooden table, a wicker chair, a plank door, a wool rug, an unlit lantern, and a small footlocker. Use an action to make an image of any piece of the room's furnishings appear for a minute. Casting the scroll consumes it and creates an illusion of the entire room.
  3. Spell Scroll, 5th Level (Reincarnate). A creature reincarnated by this scroll gains the ability to project an illusion of their old body around their new one at will.
  4. Spell Scroll, Cantrip (Sacred Flame). You can choose to have the spell's radiance deal no damage, merely illuminate the targeted creature briefly.
  5. Tome of Leadership and Influence. The reader of this tome also gains the ability to cast silent image once a day, but only to robe themselves in finery.
  6. Medallion of Thoughts. Can create the illusion of a hovering, dripping brain at will.
46 - Psychic Anchor. Cannot be moved via mage hand, telekinesis, or similar magic, and appears solid and fully colored in the ethereal plane.
  1. Spell Scroll, 1st Level (Entangle). The plants conjured by this scroll are wispy and ethereal. Their restraint requires a Charisma saving throw to resist, and has no effect on constructs.
  2. +2 Net. Woven from phase spider silk. Creatures with resistance to psychic damage have disadvantage on checks to escape from this net.
  3. Figurine of Wondrous Power, Ivory Goats. These statues are carved from unknown ivory. The eyeless, bluish goats they conjure , in addition to the normal effects, are resistant to psychic damage and have blindsight 60'. They are at ease on the ethereal plane.
  4. Potion of Climbing. Movement up and down on the ethereal plane doesn't cost extra while under the influence of this potion. Looks like liquid lead and is as heavy as such to psychic effects.
  5. Potion of Healing. For as many rounds as HP regained by this thick, indigo potion, you gain advantage on any strength checks made to grapple while on the ethereal plane.
  6. Rod of Absorption. Even when depleted, this warm lead rod can always absorb the telekinesis spell.
51 - Purring. Empathically communicates its want to be cradled and stroked. Emits a comforting sound when it is.
  1. Marvelous Pigments. Anything painted from these pots will, despite any intent of the artist, contain a sweet little kitten. It's completely real and alive.
  2. Lantern of Revealing. Wants to be hooded, and held close to the bearer's chest. Will jostle and wriggle when called to its task - actions to disarm the bearer of the wiggling lantern have advantage.
  3. Potion of Invulnerability. Swirls and clambers in its bottle. Wants to be drunk. Feels amazing going down.
  4. Staff of the Magi. Topped with a figure of a slumbering bear. When you sleep with the staff nearby, you know it's hungry for spells. Absorbing a spell grants temporary HP equal to the charges gained. This staff can't cast any overtly damaging spells, but can cast sleep (2 charges).
  5. Spell Scroll, Cantrip (Druidcraft). This is just a very clever squirrel who can cast druidcraft once a week and understands a few words of Druidic.
  6. Gloves of Missile Snaring. Once donned, create a pleasant, fuzzy sensation in the wearer when rubbed together. This quickly becomes a mild compulsion and the wearer tends to wring their hands when stressed.
52 - Shedding. Constantly dropping bits of fur, rust, scales, dust, or bark. Leaves a messy campsite.
  1. Belt of Stone Giant Strength. If you left it alone for a week, it'd produce about a stoneweight of fine gravel. While worn, you at least have functionally infinite sling ammunition.
  2. Lantern of Revealing. Works by throwing into sharp contrast the ephemera of the creatures in its light: footprints, breath, skin flecks, shed tears.
  3. Rope of Climbing. Leaves an incredibly obvious trail of hemp fibers when used.
  4. Medallion of Thoughts. You shed stray thoughts. The medallion works as normal, but you have disadvantage on saves against detect thoughts. Psychic creatures probably find you somewhat pathetic.
  5. Instrument of the Bards, Canaith Mandolin. Drops stray notes everywhere. At the end of a rest, you can gather them up and cast a cure wounds (1st level) spell, but any musically inclined creature will have an easy time tracking you.
  6. Sphere of Annihilation. Sheds tiny motes of nothingness. Doesn't increase its radius significantly, but looks menacing. Anyone who controls the sphere with an action can use a bonus action to make a ranged spell attack (range 10 x Int mod, d10 force damage).
53 - Smuggler's. A hidden interdimensional space the size of a belt pouch is accessible via a command word.
  1. Crystal Ball of Mind Reading. The mundane-looking wooden hoop this ball rests on can be reached into to access a small extra-dimensional space.
  2. Instrument of the Bards, Cli Lyre. Any of the walls produced by this instrument's magic have a single fist-sized opening visible and passable only by the caster.
  3. Elixir of Health. You can dissolve a small item in this potion. If someone drinks it, the next time they're afflicted by any disease or poison they were suffering when the potion cured them, they'll immediately cough up the item.
  4. Goggles of Night. Each eyepiece reaches into a separate extradimensional space, each about the size of a fist. They have separate command words, and can't be looked through while open. They will, however, open while worn, regardless of who speaks the word.
  5. +1 Shield. There's a cabinet door on the inside of this wooden shield that opens to a small, shallow, shelved cabinet. It would hold a dozen potions or small jars easily, or a buckler if you wanted to rip the shelves out and keep a shield in a shield.
  6. Belt of Cloud Giant Strength. This belt expands or contracts to fit its wearer by keeping 50' of leather in an extradimensional space in the buckle. It can be pulled out for various purposes as needed, and retracts like a tape measure, but not while being worn.
54 - Starry. Glints and glimmers. Its shadows and contours seem too deep, with hints of twinkling light within.
  1. Spell Scroll, 1st Level (Bane). Cast from this scroll, the spell causes a dire constellation to appear briefly above the targets.
  2. Spell Scroll, Cantrip (Druidcraft). This is a mote of starlight that hovers around the owner and can be doused to cast the druidcraft spell. It sheds dim light in a 1' diameter.
  3. Helm of Comprehending Languages. While under the effects of this helm's spell, your eyes resemble black, starry pools, and your voice gains a cold timbre.
  4. Potion of Climbing. This inky potion twinkles with shimmering specks. It lets you grab onto stars and climb through a clear night sky, but only while you hold your breath.
  5. Chime of Opening. Made of a pale, opalescent metal which emits glimmering motes when struck. Its effects are not blocked by sound, but do require uninterrupted dim light to reach and affect their target.
  6. Scimitar of Speed. Leaves really cool swaths of sparkling stars and dark sky behind its swings, like it's slicing the night into the world.
55 - Suspendable. Use an action to speak a command word which turns off all the item's abilities. This lasts for a minute, during which time the item does not radiate magic.
  1. Figurine of Wondrous Power, Silver Raven. Suspending the figurine's magic also happens to turn it into an ordinary looking dead raven.
  2. Spell Scroll, 3rd Level (Lightning Bolt). This scroll is a work of art in lapis lazuli pigments and gold leaf depicting a raging storm worth ten times its normal price. While suspended, the golden lightning fades and the scene calms.
  3. Ring of Animal Influence. While this woven grass ring's magic is suspended, you have disadvantage on Charisma checks with animals. Its absence sucks your animal magnetism away.
  4. Gem of Seeing. You can end the effect this gem's magic as a reaction. Which might be important, depending on what you accidentally just looked at.
  5. Potion of Storm Giant Strength. Suspend this gelid potion's magic while it's active and you'll turn into an ice statue. You're effectively petrified, but require a DC 19 Strength (Athletics) check to move.
  6. +1 Hide Armor. While the magic granting this armor's protection is suspended, so too is the magic preventing it from rotting. You'll water eyes an leave an unmissable scent trail for the duration.
56 - Tattoo. Use an action to transform the item into a life-sized tattoo representing it, or back into a real item.
  1. Spell Scroll, 2nd Level (Alter Self). You can cast this scroll as a bonus action while it's in its tattoo form, but it's bound to one of the three options.
  2. Cloak of Arachnida. While in a spider tattoo form, it will creep around your body trying to avoid detection. It'll try to hide from detect magic under your eyelid.
  3. Figurine of Wondrous Power, Serpentine Owl. Rather than a tattoo, it becomes a great green strigine eye embedded in the forehead.
  4. Horn of Valhalla, Bronze. Once per week, when this becomes an item after being a tattoo, a fatted goat comes with it. It's sleepy and blinking for a round then goes wild.
  5. Bag of Tricks. Won't function until it's been etched on you. When you draw a ball out, it looks like a slack, boneless version of your head. The "animals" it summons are amalgams of your body parts.
  6. Spell Scroll, Cantrip (Light). Vellum. Wraps itself around a tiny, held creature that can't resist. It glows like a torch until it dies. If you eat the scribed creature you'll puke up a fresh version of the scroll in a day or two.
61 - Thieves' Tools. Various odd protrusions are quickly realized to be functional thieves' tools.
  1. Ioun Stone, Awareness. A tiny constellation of whirring blue threads and lenses. They can't be used as thieves' tools while in orbit. They give you advantage on saves against any traps triggered while using them as such, though.
  2. Spell Scroll, Cantrip (True Strike). This ratty scroll is wrapped around an ordinary set of thieves' tools. If you pick a lock with them, you can cast the scroll (once) as a bonus action against the last person who locked the lock.
  3. Boots of Levitation. While you're floating, you can spend an action to tease the laces out of these boots to act as squiggly thieves' tools. Putting them back in takes an action, too. Moving with unlaced boots reduces your speed by 10.
  4. Spell Scroll, 8th Level (Mind Blank). Etched on the inside of a roll of fine thieves' tools. While the scroll is unused, anyone passing a trap or lock bypassed by the tools must pass a DC 15 Charisma saving throw to notice they've been sprung.
  5. Staff of Fire. This flanged staff can also spend 1 charge to attempt to melt a lock. Make a spell attack roll against the DC thieves' tools would be required to pick it. On a success, the lock is bypassed, but very obviously ruined and cannot be relocked.
  6. Rod of Absorption. The shaft of this rod is hollow and holds a set of thieves' tools. You can expend up to 5 levels of the rod's energy to get the same bonus to a check with those tools.
62 - Toothed. Rimmed with teeth of various species. Grates and grinds. If left alone with rations they always seem somewhat gnawed later.
  1. Amulet of the Planes. A circle of teeth, whose center suggests a vague peristaltic pulse. If this portal would send you to a random plane, it instead sends you to The Gullet.
  2. Oil of Slipperiness. Rattles when shaken. If a creature under the effects of freedom of movement from this oil escapes a grapple, the grappler takes d6 piercing damage. Same to anything that falls in the oil spilled by it.
  3. Alchemy Jug. A eyeless skull with 10. Orifices. Uncomfortably round. Every quart of fluid it creates has a tooth in it.
  4. Potion of Climbing. Rather than a potion, a tiny, grinning money skull full of spiders. That you eat.
  5. Frost Brand. Carved from the jaw of a frost dragon, the extra damage it deals is piercing rather than frost. Also extremely evident it's a dragon jaw.
  6. Boots of Levitation. Just a pair of flayed beholder larvae you're wearing like sandals.
63 - Trophy. Was crafted as a reward for a great competition. Bears the winner's name and the event's dates.
  1. Spell Scroll, 3rd Level (Major Image). A law so momentous was passed that it embedded a memory of itself onto the court scribe's scroll. The spell can be cast from this scroll once per day without expending it to create a vision of that specific event. However it is cast, Intelligence checks to examine it have disadvantage, so long as the spell is recreating that court at that moment.
  2. Helm of Brilliance. This looks new, but seems to have come from a land only referenced in children's' stories. The light it casts is tinged with green and gold, and the dedication is to a well-known folk hero. The opals cast sending instead of daylight, and their messages arrive as a nursery rhyme.
  3. Crystal Ball of True Seeing. The final prize in a centuries-long trial between diviners to write the most perfect future. Similar to the philosopher's stone, it finally came into the possession only of the one who no longer needed it. It was etched with their name all along.
  4. Spell Scroll, 7th Level (Conjure Celestial). A stone tablet etched with runes filled with gold. It dates back millennia, if anyone can even understand the archaic figures and ancient calendars referenced. The contest was for "the heart of the sun". This was granted to one of the judges.
  5. Ioun Stone, Intellect. Only a decade or so old, this was awarded to a researcher who invented a new form of siege weapon. It wishes the bearer "future brilliance".
  6. Spell Scroll, 1st Level (Bane). This certificate was a dummy prize, awarded to the last-place of a long-vanished village's seasonal games centuries past. Their shame and humiliation still soaks the parchment.
64 - Tuning. Use an action to strike the item and produce a single, specific note that can be heard clearly for 100 feet. The note continues for a minute or until another action is used to silence it.
  1. Ring of Fire Elemental Command. This ring has a mote of sloshing magma set into a groove. While the ring's low note sounds, the magma orbits the ring at a slow pace, and small, nonmagical fires within 100' stream towards the wearer.
  2. Mirror of Life Trapping. Each of the mirror's 12 cells corresponds to a note on a dissonant scale. The cell can be activated by playing that note. The creatures within the cells can also trigger the note, having it sound in any other cell, allowing a crude form of communication within the mirror.
  3. Carpet of Flying. Fringed with tiny tinkling bells instead of tassels. It can't fly silently, but while its note is ringing the bells align, and the carpet glide on a wave of sound, increasing its speed by 10.
  4. Wand of Lightning Bolts. The forked branch of a lightning-struck oak. Within the radius of its rumbling note, hair stands on end, dogs whine, and doorknobs and cutlery spark to the touch.
  5. Potion of Hill Giant Strength. Ting the empty bottle of this potion with your fingernail to make any hill giant who can hear its piercing chime very, very angry.
  6. Well of Many Worlds. Sensitive to the planar tuning forks older versions of the plane shift spell used. You can make a Charisma (Performance) check with the appropriate instrument to force the gate to open to the tuned plane.
65 - Twinned. Has a duplicate. Its bearer can use an action to learn the direction (but not the distance) to the twin.
  1. Potion of Greater Healing. The twinning works on both the bearer of the potion and anyone who has been healed by in the past week. Also a powerful aphrodisiacal if both parties have imbibed.
  2. Spell Scroll, 2nd Level (Flaming Sphere). One scroll summons a miniature sun. Its twin summons a miniature moon. The lunar version deals cold damage, and only sheds dim light in a 10-foot radius, but otherwise behaves the same.
  3. +1 Arrows (20). Any of these arrows that retain their magic can be spun to point the way to the nearest of its set, even if the target's magic has been expended.
  4. Potion of Healing. Drinking either causes the other to start to vibrate, regardless of the distance. If not consumed within a round after the vibrations start, it will explode for 2d4+2 piercing damage to all within 5 feet (DC 13 Dexterity saving throw for half).
  5. Dwarven Thrower. Long ago owned by a pair of quarrelsome dwarven siblings. They are slightly intelligent magic items sworn to defeat giants, who will drive their bearers to greater and greater feats of one-upmanship to that end.
  6. Spell Scroll, 7th Level (Divine Word). Each of these scrolls holds part of a divine chord. Effective by themselves, but if cast together (one caster triggers to the other) the hit point caps for all effects are doubled, and creatures that would be forced out of the plane have disadvantage on their saving throws.
66 - Verdant. Small living leaves sprout from the item, patches are woven of moss, or any wood is damp and sap-filled.
  1. Animated Shield. A wooden shield. When activated it sprouts roots and branches to animate itself. It is fixed in place and will protect you or return to your hand only while you remain adjacent to it.
  2. Figurine of Wondrous Power, Marble Elephant. Carved from ivory wood rather than a tusk. The elephant it becomes is a hollow wooden construct instead of a beast, with a hatch in its belly. Up to six medium creatures can fit inside, and the mouth slit lets one see outside with three-quarters cover. The elephant is vulnerable to fire damage.
  3. Deck of Illusions. Printed on slips of bark. Any illusion summoned by one of the cards appears in a vegetable form, woven of vines instead of flesh, sprouting leaves instead of hair, bark instead of scales, and so on.
  4. Spell Scroll, 1st Level (Hellish Rebuke). This spell is encoded in the the needle patterns of a prickly, potted cactus.
  5. Robe of the Archmagi. Smells like generations of tobacco and soup. Loose bits of parchment poking out the sleeves and collar at all times. At the end of a long rest pull a random wizard scroll out. D6: 1-3, cantrip; 4-5, level 1; 6, level 2.
  6. Spell Scroll, 2nd Level (Blur). A sash of rustling, varicolored autumn oak leaves with a bronze squirrel clasp.

Thursday, September 2, 2021

20 Magic Beards

Method of Application

  1. Hooks around the ears. Removable. Usually.
  2. Pill or potion that grows the beard overnight.
  3. Salve or oil that is rubbed into an existing beard, granting the effects immediately.
  4. Enchanted mirror - gazing within reflects you with a magnificent beard, then shatters.
  5. Attached to a mask that slightly limits perception.
  6. Manual that prescribes esoteric diet and exercise. Growing the beard takes a month, but you know what you're getting into.

The Beards

  1. Axed Beard - Long and oily, creeping up the face. Smells like yelling. Spend an action staring, screaming, and flexing, and a full on battle axe comes flying out like you'd thrown it wildly with two hands. After ricocheting around a bit it can be picked up and used like a normal battle axe but dissolves after an hour into fingernails, snail slime, and moans.
  2. Beer Beard - Wispy about the mouth but long and full under the chin. Smells like hops. Once per day can be wrung out into d4 nourishing and highly intoxicating rations, which the wearer is as immune to as they'd like.
  3. Bear Beard - Short and full and moustached. Smells like pine. The bearer of the bear beard is blessed in bouts of bare-knuckle brawling.
  4. Deer Beard - Dozens of short antlers and prongs growing down from the chin and face. Smells like velvet. The wearer gets a short-sword like unarmed melee attack. Ungulates and many forest deities will see them as a threat to their virility.
  5. Drear Beard - Insubstantial but heavy, climbs the face, and pulls the head down in idle moments. Smells like old wood. The wearer's personality becomes more dour, and they have advantage on saving throws to be frightened or charmed. They also have to pass a saving throw to enter states of heightened emotion like rage or heroism
  6. Eerie Beard - Thin, wispy, and moves on its own - affects the eyebrows. Smells like your grandmother's shed. While the wearer holds their breath and shoves the beard into their mouth with both hands, they can see invisible and ethereal things.
  7. Feared Beard - So black it's blue. Smells like cannon smoke. The wearer can become terribly present and intimidating in these scenarios, but they must do so in each before they can in another again: an intimate conversation; a battlefield; a council.
  8. Geared Beard - Wires, sauter, steel wool, gears, and cogs - atwitch and clicking. Smells like machine oil. Works as a tinkerer's kit and can hold several small items within its coils. 
  9. Missile Bristles - Literally a beard made of arrows and bolts, with arrowheads forming the moustache. Smells like flint. Bearer finds it hard to run out of ammunition. Once per day, shake them bristles to make an arrow attack against everything in swinging distance.
  10. Queered Beard - Looks like whatever the bearer chooses each day. Smells like stardrops. The bearer is assured of who they are and has advantage on saving throws to be charmed or dominated.
  11. Rubble Stubble - Rock climbs the bearer's face. Smells like dust. In addition to supplying nigh-infinite sling stones, this beard lets the bearer ruminate rocks as rations.
  12. Seared Beard - Cinders and chars, extends to the head and body. Smells like burnt hair and flesh. The bearer cannot catch on fire but can easily choose to cause any held combustible to catch. Wild carnivores are more likely to follow their scent.
  13. Sheared Beard (cursed) - SMOOTH. Smells like baby powder. This replaces any existing magic beards and prevents the bearer from either bearing a new one or growing a natural one. Some may not view this as a curse. It can only be removed by an experienced hirstutiomancer.
  14. Smeared Beard - ?? Is that?? Are you? Smell? The face of the bearer (who?) becomes rough and forgettable in the minds of everyone who.. who... what?
  15. Sphered Beard - Mathematically precise orb that follows the bearer's face on a short delay. Smells like pie. Once per day the bearer can turn the effect of a spell they cast into a sphere. Doing so destroys the beard, but it regrows while they sleep.
  16. THE BEARD OF WORMS (cursed)  - Worms. Smells like worms. Is worms. This rare curse can only be bestowed by the Albatross Golem. Earthworms grow from the victim's face - they must be fed and tended like real earthworms, which usually means keeping your face buried in a bowl of dirt most of the day. If any die, they start to rot and stink and spread such infections to their host. Plucking them out is as about as pleasant as plucking out a fingernail, and they grow back much faster.
  17. Thistle Bristles - A gnarl of weeds and thorns that clambers over the shoulders. Smells like late summer. The bearer is unappetizing and certainly unpleasant to grapple. They have extreme difficulty donning pullovers, however.
  18. Weird Beard - Asymmetrical, but only after you've looked for a moment. Smells like apple leaf mold and leather and eggs. The bearer begins to favor outcasts and such more. Once per day, they may use an action while glaring at a target within close range and stroking the beard poignantly with one hand to (roll a d6):
    1. Conjure a placebo flamingo into the target's space. This is an angry pink bird that will bluster around trying to fly away. If, however, it's caught and rubbed against someone who can by whatever means be convinced they're drinking a healing potion rather than being assaulted by an ornery bird, it will heal as a healing potion.
    2. A fuzzy kitten appears in the target's space. They can't move past it, but they can move around it.
    3. A sparrow of slaying builds a nest in the beard. If you don't shave or wash much for a month, it will lay an egg. Smear that egg over a missile weapon to make it a slaying weapon versus the stared creature's type. Or raise it up and see what happens!
    4. The hairs of the beard weave themselves into 3 mawths. Each has the stats of a raven with moth wings and a rough, hairy approximation of the targeted creature's face and voice and a huge mouth. They hate you but they hate the targeted creature slightly more.
    5. The hairs of the beard weave themselves into a convincing mask of the observed. It's permanent until you shave.
    6. All the target's gold becomes hairy and heavy and woven together and awkward. It'll burn off in a fire, but it's basically impossible to pickpocket them.
  19. Whistle Bristles - Like a bamboo wind chime dangling from your chin. Smells fresh and green. The bearer can accompany themselves on wind instruments, and always has a moment's worth of fresh air stored within their singing beard. They can spend their turn to make a saving throw to turn wind magic back on its caster. None of this works if they're prone or underwater.
  20. Zyrd's Beard - A slab of dark wood carved in the shape of a luxurious beard. Smells like citrus and grain alcohol. Last remnant of a dwarven wizard gourmand, this inflexible beard readily floats to obscure any workings of the jaw (including speech). At will it will produce a small, sharply scented napkin from its mouth which can be used to clean the hands, lips, or whatever, to great efficacy.   

 

Monday, January 20, 2020

d66 Magic Item Features

11 - Command Jewel. The item has a corresponding piece of jewelry of similar make which must be worn for it to function.

12 - Crawling. At a command word, the item will sprout dozens of tiny legs and begin moving at speed 5 towards the speaker. It can climb walls easily

13 - Dormant. This item isn't sentient, but roll on the sentient magic items "special purpose" table. Its powers won't awaken until some action towards that purpose is taken.

14 - Dousing. Use an action to know the direction to the nearest source of drinkable water within 1,000 feet.

15 - Eye. A single milky eye glares prominently out of the item. It flicks about, focusing on subjects seemingly at random.

16 - Fading. The magic of this item was not sealed properly, and it will only last for another 2d12 months.

21 - Fire Starter. Use an action to produce a tiny flame suitable for lighting a torch or candle.

22 - Folding. Use an action to fold this item to a tenth of its normal size and weight, or to unfold it.

23 - Holy Symbol. The item is, or heavily incorporates imagery of, a holy symbol, and can be used as such an implement.

24 - Hovering. When released in midair, the item will hover in place, gently wobbling, for a minute before sinking slowly to the floor.

25 - Illustration. Appears to have been drawn rather than crafted.

26 - Insect-Repelling. Nonmagical, normal-sized insects will not approach the bearer.

31 - Instrument. Despite its appearance, this item can be played like a specific instrument. Strumming, blowing, or beating in the general shape is sufficient.

32 - Journal. The item can hold a page's worth a day of writing, and can flip back and forth between previous entries. Use your finger or a twig to write.

33 - Lascivious. The item enhances feelings of desire or lust in its bearer.

34 - Lens. Some portion of or gap in the item magnifies small details when peered through, granting advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

35 - Liquid. Use an action to turn the item into a liquid of the same volume or back. The liquid is mercury-like and will not separate easily.

36 - Melancholy. Enhances the bearer's urges to brood, stare out the window, pose dramatically in the rain, and write bad poetry.

41 - Mirror. All or some part of this item is reflective enough to be used as a mirror.

42 - Mouldering. Always cold and slightly damp. Smells of niter and dirt. Any cloth or leather components are tattered; metal is varnished.

43 - Nip. One type of beast finds the object irresistible, and will seek to nuzzle, gnaw, or roll on it while not threatened.

44 - Photonic. The item requires light to work and will not function in darkness.

45 - Projector. Use an action to have the item create a specific, pre-established illusion effect in a 5-foot cube.

46 - Psychic Anchor. Cannot be moved via mage hand, telekinesis, or similar magic, and appears solid and fully colored in the ethereal plane.

51 - Purring. Empathically communicates its want to be cradled and stroked. Emits a comforting sound when it is.

52 - Shedding. Constantly dropping bits of fur, rust, scales, dust, or bark. Leaves a messy campsite.

53 - Smuggler's. A hidden interdimensional space the size of a belt pouch is accessible via a command word.

54 - Starry. Glints and glimmers. Its shadows and contours seem too deep, with hints of twinkling light within.

55 - Suspendable. Use an action to speak a command word which turns off all the item's abilities. This lasts for a minute, during which time the item does not radiate magic.

56 - Tattoo. Use an action to transform the item into a life-sized tattoo representing it, or back into a real item.

61 - Thieves' Tools. Various odd protrusions are quickly realized to be functional thieves' tools.

62 - Toothed. Rimmed with teeth of various species. Grates and grinds. If left alone with rations they always seem somewhat gnawed later.

63 - Trophy. Was crafted as a reward for a great competition. Bears the winner's name and the event's dates.

64 - Tuning. Use an action to strike the item and produce a single, specific note that can be heard clearly for 100 feet. The note continues for a minute or until another action is used to silence it.

65 - Twinned. Has a duplicate. Its bearer can use an action to learn the direction (but not the distance) to the twin.

66 - Verdant. Small living leaves sprout from the item, patches are woven of moss, or any wood is damp and sap-filled.

Sunday, February 3, 2019

Ration Replacements I

Final Infinity

Despite the intimidating name, this is a muted gray scarf whose ends have been connected. Worn by generations of wizards studying for finals, it always has enough small, stale, miscellaneous crumbs caught in its weave to count as a half ration.

Ruminant Choker

This (somewhat distastefully) leather choker lets the wearer eat tough grasses. It takes about 8 hours to make a full meal. The small, dangling bell can be muffled without impacting the choker's effects.

Visceral Pigments

These small jars of reeking oils run the gamut of gore: red, brown, unsettling green, TOO red.

If used while casting a summoning spell, a steaming heap of entrails appears instead of any creature. The organs persist where the spell would expire, and rot or nourish as natural.

Each use of the pigments calls enough carrion to feed 2d6 humans. If both dice come up 1, the pigments are exhausted.

Weghul's Pouch

A small belt-pouch of warty leather. Every hour or so it produces a fluffy wad of sweet and salty nougat. It's enough to sustain a person indefinitely provided they don't care about vitamins and don't mind having vaguely fuzzy teeth.

Anyone who eats nothing but Weghul's nougat for a day is prone to becoming addicted to it. If they don't eat some kind of regenerating food each day, it's like they ate nothing.

Abrakebabra

It might be easy to overlook this wand of magic missiles as a simple barbeque skewer of fine work. Anyone struck by one of its darts is also filled with a meal's worth of anything on the wand.

It's been a weird last meal for a lot of vampires.

Holding a full barbecue can recharge the wand.

Quftz

A tiny pack of pale seeds
Grows d6 "melons" each day
 The vines shun the light
  The soil smells of poison
But the men are fed and strong.

Zabeth's Tea Setting

Tiny, perfect porcelain and silver place settings for 12. Given d3 hours and a child in the leading seat, will feed everyone present, though only on tea, biscuits, and jam.

The GM might allow someone of sufficiently childlike ways to lead the tea ritual.

Soup Stone

Not much more than a pebble, this bowl-shaped rock extends a cauldron of rations to feed four times what it's been boiled in. Its magic only words if feeding a group of twelve or more.

Santhem's Funnel

A wrapping of fine glass tubes, a sad little bag, and a mouthpiece made of what looks to be a strange crab. Whenever the wearer would fall asleep, roll a d4. They add that roll to any roll next turn, then fall asleep for 1 round. On a 4 the funnel shatters.

Wednesday, May 16, 2018

Dog Weapons

Retrieving bolts
    Golden-tufted crossbow bolts. Feel kind of stupid in the hand.
    Drag struck creatures backwards.

Dirt knife
    Jumpy dagger with itchy, stocky, wire-wrapped handle.
    Vermin bane.

Flushing spear
    Long spear with a bifurcated, wavy head.
    Strains towards nearest hiding creature, granting holder advantage to find them.

Pit cestus
    Stinky, tooth-studded bandages with a thick metal ring around the middle knuckles.
    Advantage to maintain (not enter or escape) a grapple.

Barrel-down greatsword
    Huge blade is perpetually cold and damp. Banded, barrel-like wooden handle.
    Once per day, dispenses medicinal brandy from handle (as healing potion, plus tipsy).

Hounding blade
    Baying is heard in the distance when this short sword is drawn.
    Checks to track anyone hurt by this blade have advantage until the wound is healed.

Puppy shot
    Wiggly and soft arrows, bolts, or stones.
    For each damage that would be dealt, instead a healthy puppy drops to the ground. If reared to adulthood, might have hints of struck creature.


Thursday, April 6, 2017

More Magic Bottles

A continuation of this post for some reason.

Fusspot

An unremarkable brown clay pot. Anyone viewing it for more than a few moments is in danger of becoming infatuated with it, and anyone possessing it is compelled to display it proudly and prominently.

Decadent deca-ant decanter

Fancy stoppered bottle gives a crawling sensation when held. It contains 10 ants which will grow to giant size within one round when removed from the bottle - no special control over these vermin is granted by the bottle, however.

Essence Flacon

A delicate rose-glass bottle with a detachable gold-and-silk atomizer. When a coin-sized amount of any substance is placed within and the atomizer squeezed, the sample is dispersed as a cloud of scent. Anything can be thus processed, and the smell will be recognizable even for things normally without scent. A mist of diamond will smell like diamond.

Alchemist's Paraphernalia

Each of these oddly shaped flasks and tubes holds a different minor enchantment. When filled with water, they will cause the following purely cosmetic effects for a day. Just the thing no self-respecting alchemist can be without upon their shelves.

A … liquid with... That are... and...
1 red stripes clear sediment
2 orange abscesses pearly filaments
3 yellow whorls glowing specks
4 green rushes twitching bubbles
5 blue frescoes hissing froth
6 purple blooms vacancies yine

Thrential's Infuser

The sage Thrential was, according to himself, an "explorer of the spirit", and according to his associates, a drunk. He commissioned the creation of this lens-like bottle to allow the extraction of interesting flavors into pure grain alcohol.

In addition to its mundane functions (which it performs superbly), if the center chamber is filled with a potion and the device is left to work for a week, there is a 1-in-6 chance the resulting liquor can function as two doses of the potion. Though the original potion is never ruined, any potion resulting from this process has a 6-in-6 chance of getting the imbiber ruinously drunk.

Trollskin Wineskin

Any liquid stored in this warty green leather pouch will remain fresh and unspoiled indefinitely.

Bottle Rocket

A clear glass bottle full of violently darting, glowing motes. Functions as a wand of magic missiles, but also sheds light as a torch until the last charge is spent.

Monday, August 29, 2016

Magic Bottles

Mason Jar

When dashed upon the ground, this jar shatters into 33 identical, though non-magical, jars.

Wine-Scry-Bottle-Mine

Fill this glass pint bottle with wine or spirits and pass it around telling stories of a place or person, toasting each with "Wine scry, bottle mine". Whoever finishes the bottle can look through the mouth and see the subject of the tales through the bottom, like a terrible telescope. They're likely drunk by this point.

Witch Bottle

You must fill this bottle with three things: something of you (blood, or pee, or tears); something that binds (soil, or sand, or wine); and something sharp (nails, or pins, or evergreens).

The next time you would fail a saving throw against magic, the witch bottle instead fails for you, trapping the spell within it. It has a 1-in-6 chance of becoming a potion relevant to the spell it captured.

Killing Jar

Any creature closed in this quart-sized jar must pass a saving throw each round or die.

Moss-Glass Flask

Milky glass heavily flecked with furzy, dark-green spots makes the walls of this elaborate flask. Its stopper is carved from the pit of some unknown fruit.

This functions as an iron flask, but instead imprisons fey, and is significantly more breakable.

Jugged Hare

A gallon clay jug holds a long-dead rabbit in aspic and stringent herbs under a thin layer of the creature's own fat. If the jug is shattered, the creature lies still a round, before commencing to slowly crawl about, gasping and fluttering its hind legs. This pathetic minor undead cannot take commands or even defend itself, serving perhaps only as incriminating evidence or a minor diversion before expiring in a turn.

Alternatively, a tasty ration for two!

Hoard Gourd

This narrow-necked dry squash can hold any number of coin-sized items, but they must be placed into it one at a time. Each takes a round to poke down, or a round to shake out, and order of retrieval is not assured.

When discovered, choose a coin type appropriate to the situation (copper for goblins, gold for dragons, as the saying goes). Roll as many d6 as seem appropriate, but each explodes on a 5 or better. Add rings or gems on doubles.

A general sense of the number of items the gourd holds can be had by shaking it, from a dull rattling for a single coin to a distant sloshing and sliding for thousands of coins. Breaking it open reveals only a dry, pithy interior and a many tiny seeds. They're actually sufficient to serve as a ration.

However, if the seeds are sown over an acre or so of fair soil, and cared for as a crop over the course of a year, roll 2d6 here, modified as appropriate by the skill of the farmer:
  • 3 or less: This harvest appears healthy, but anyone eating of it instead suffers as if they have starved a day. Anyone who dies of this starvation rises as a zombie the next day. (Use your favorite plant-zombie.)
  • 7-4: A healthy crop of gourds, particularly well-suited to preservation.
  • 8-9: As above, plus 1d4 empty hoard gourds, if the farmer is clever enough to recognize them.
  • 10 or more: As above, plus one hoard gourd has drawn something precious into it as it grew.

Fiasco

A round glass bottle whose bottom half is wrapped in straw, some of which is hitched upward to connect with the neck, forming a handle. It is a void of good luck and proper decision making - when opened, such things within a large range are sucked into it and devoured.

No critical hits or critical successes are possible within this area. Spells that grant bonuses to attacks, checks, or saving throws are suppressed. Fumbles, failures, and penalties all operate normally.

Monday, May 9, 2016

Fun With Some Blunderbusses

Some magical blunderbusses (blunderbi?) because why not. Assuming 5e but you're adaptable.

Wonderbuss

When you roll a natural 1 on an attack roll with this weapon, roll on the Wand of Wonder effects table.

Thunderbuss

Attacks with this gun deal an extra d6 thunder damage. When it rolls a natural 1 on an attack roll, all creatures in 10 feet of you (including yourself) must pass a DC 15 Fortitude save or take d6 thunder damage and be deafened for a minute.

Blunderpus

Advanced artillery now available in convenient liquid form. Poured from its bottle, this thick, milky liquid permanently forms into a serviceable large bore shotgun in a round. If you drink it (and why wouldn't you) you can spit shot for a minute (assuming you have shot).

Chunderbuss

You can use rations as ammunition for this weapon. If you do it deals an extra d6 acid damage and is terrible.

Plunderbuss

Muzzle acts as a bag of holding, but fires a random item from its store on an attack roll of 1.

Numberbuss

If you roll doubles on your damage dice on attacks with this weapon, roll them again.

Günterbuss

This weapon is named Günter. He has Intelligence 10, Wisdom 11, and Charisma 9. He can speak, read, and understand common (but he can't speak on a turn he's used to attack, because his mouth is firing shot, of course). Hearing and normal vision out to 120 feet. Neutral alignment and seeks his creator.

Günter can chew up pretty much anything for use as ammunition, but he prefers wine casks and coal.

Sunday, February 7, 2016

All Manner of Devilry

These items were created by devils for use against their own kind. They might be granted as boons to mortals who assist a fiend in the removal of some threat or rival, or be stolen and turned to more noble purpose.

Lysis Blade

Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of wan, gray-green light to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the lysis blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals acid damage instead of slashing damage. When you hit a fiend with it, that target takes an extra 1d8 acid damage.

The sword’s dolorous blade emits dim light in a 20-foot radius. Within that woeful light, even if suppressed by darkness, the Devil's Sight ability is suppressed.

Winding Cloth

Wondrous item, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear these tattered rags as a cloak.

You can spend a hit die to cast Speak with Dead as a ritual. Roll that hit die to determine how many questions the corpse answers.

Ring of Retribution

Ring, rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dusk. When you take damage, you may expend a charge and use your reaction to cast a cantrip you know.

Vuch-Cuch

Weapon (mace), legendary (requires attunement)

This three-pronged mace was once the scepter of a recently slain devil lord. Wrought of iron and fiend-leather, it desires a return to its former stature, viewing hellish ranks as challenges and mortals as vessels.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can use a bonus action to make an attack against a fiendish or undead creature with it.

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 thunder damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be charmed until you take a short or long rest. On a successful save, the creature becomes stunned until the end of your next turn.

While you hold this weapon, no light can shine brighter than dim in a 40-foot radius.

Tines of Power: At any time, Vuch-Cuch can maintain up to three shards of itself. These manifest as iron daggers, with +1 to hit and damage. The wielders of these knives have disadvantage on saving throws against spells cast by Vuch-Cuch or its wielder, but advantage on all saving throws against spells. If Vuch-Cuch is destroyed, it will regrow from one of these knives in three days.

Rebuke the Petulant: When you score a critical hit with Vuch-Cuch, you may use a bonus action to cast magic circle targeting fiends and undead centered on yourself. This effect lasts for 1 minute as Vuch-Cuch shrieks and mutters true names.

Sentience: Vuch-Cuch is a sentient lawful evil weapon with an Intelligence of 13, a Wisdom of 12, and a Charisma of 14. It has hearing and normal vision out to 120 feet.

The weapon communicates empathically with its wielder, desiring decisions which lead to leverage and power.

Sunday, April 19, 2015

Workings of The Fey of the North Woods

They wear tall bodies made of detritus - seven or ten feet of stone and snapped branches and bones, studded with ice, cloaked in dust and delicate fibers. Their cities are their own enormous, abandoned husks, wrought of earth and roots twisted into hollow, organic shapes.

They do not fear death, their bodies are costumes. They are inviolate blue-white stars which flit into the sky should their vessel fail. Other things die and their passage is viewed as some act, some jest, the conceding of a delightful game.

Here are some things they make to pass the time.

Elf-Light

Elf-light springs from pinpoints into rays which hurt to look at directly. It illuminates its immediate space with harsh, actinic brightness, but casts no shadows or gentle wash of radiance.
Elf-light loves illusion. In its Cherenkov rays glamors are enhanced.
Chrenkov effect reactor
Like this, but trees.

Elf-light loves to have the eye drawn to it. It's easy to hide in the non-shadows it casts into the places it isn't.


Elf-light loves supplicants. Plants which grow in it flourish in pulpy profusion, lolling with fat, pithy fruits. Deprived of it or exposed to sunlight they quickly curl and wither.

Organs

Fey of the north woods craft their physical bodies from available natural materials, but sometimes incorporate items of their own delicate workings into the vessel.

In the hands of other races these contrivances can usually be exploited to some benefit. With sufficiently powerful magic or surgical acumen members of the fleshy races may take full advantage of these strange items by grafting them into their own bodies. The items make no accordance for implantation or substitution on their own.

Sometimes the elves have been known to grant a graft as a gift. The recipient has not always been willing.
  1. A wand composed of a single ray of elf-light. It can trace patterns and signs in the air which linger as cold light for hours. Against incorporeal beings, the wand slashes as a blade, and the lines it leaves are impassable.
  2. Wooden antlers which branch into fine points across a yard or more. Stroking the branches auguries the past or future, but the user experiences time in between now and the subject. For every 10 years queried into the past or future, the user ages 1d10 years. Anyone killed by the aging rises as a wight.
    Grafting the antlers to your skull reduces the aging to 1d10 years per 100 years and allows you to gore opponents with them. Those such injured quickly turn to stone.
  3. You are difficult to frighten while you clutch this black-brown hedron from which jut matte grey crystals. The crystals breach painlessly through your skin, emerging from your knuckles. Both hands gain incredible grip and it becomes extremely easy to hold someone still with one while you beat them senseless with the matte grey crystals protruding out of the other.
  4. This fragment of armor, a gauntlet, a greave, a faceplate, is made of seamless and pallid stone. The wearer is incapable of spectacular failures on their attempted actions, but likewise, spectacular successes.
  5. A strange flute of rubbery blue fibers, pocked with five holes. Played as an instrument it can, occasionally, replicate a lesser fey spell.
  6. White-rinded fruits with purple juices which remind flesh it must quit, cursing those who consume them.
  7. A fist-sized orb of polished fine-flecked gray and white stone . It may be set in a rod or a necklace. When the bearer takes magical damage, the gray flecks grow and the white flecks shink. Vice-versa for physical damage. In either case, the damage taken is significantly reduced, but if the orb ever becomes all white or all grey, it shatters.
  8. A wooden idol with gently twitching roots, seemingly formed from a single stump. If planted in the soil, miles around it soon become abundantly fertile as long as it remains planted. All who feed regularly on its bounty are susceptible to the influence of the fey.
    If the idol is uprooted, roll d6:
    1. All those made susceptible to fey influence through its nourishment die. They rise as zombies under the new moon and seek to destroy first anything living, then each other. Over the course of a month they will slowly twist and harden into new root-idols.
    2. Under starlight, the uprooter's skin irreparably becomes hard and knotted. Within minutes, unprotected, they become a new root-idol.
    3. The idol shrieks as it dies, rupturing glass and ears.
    4. Sowbugs and centipedes boil out of the idol's hole as it writes and dies.
    5. The idol silently falls to damp, rotten chunks.
    6. A treasure of silver ore and unworked gems is unearthed below the idol.
  9. Hard and tapering seed which collapses a huge area into itself shortly after being planted, then splits into dry and worthless pith.
  10. An anti-wind, a void, which sucks and howls and devours light and sound. Normally tiny and dormant, one with sufficient will can rouse it to service and direct its attention. It feeds on confusion and nightblindness.
  11. A chunk of cold, cold white crystal which spews coils of dense vapor. Carried on a staff or wand, it can be commanded to shroud a large area in mist, though doing so risks depleting the crystal.
    Embedded as an organ, the bearer constantly trails vapor from their mouth and can easily exhale a huge mass of obscuring mist. 
  12. A pale, matte-green crystal which forms a seemingly natural dodecahedron. It may be mounted in a piece of jewelry or breastplate. When the bearer is accused of any wrongdoing, the blame is evenly spread between them and the four nearest possible culprits.
  13. A spindled, skeletal hand of spun glass, jointed with silver wires. Worn as medallion or carried atop a rod or staff the bearer can perform minor feats of prestidigitation.
    Should a hand's structure be replaced with these glass bones, the wielder can easily manipulate objects from afar, and project beams of punishing light from their fingertips.
  14. A fibrous staff whose rich-red base tapers and fades to a fine white point. Anyone struck with it or exposed to a blast of its miasma quickly undergo a metamorphosis as a similar stalk burst from their neck, scalp, or face, growing to several feet in length, curving up. Those such decorated are compelled to follow the commands of the staff-bearer until the growth is destroyed.
  15. This mask, woven from fine, woody vines, radiates gray elf-light. It is difficult to see through, but you cannot be blinded or subjected to creature's gazes while wearing it. With sufficient concentration, you can coalesce the mask's glow into a ray of blinding light.
  16. A delicate chain of glass links. Worn as a necklace or belt, it projects an idealized story of your movement - you seem to glide and sweep airily through any situation. The chain struggles with any display of gross incompetence, however. If you trip or are moved against your will, there is a chance it will shatter.
  17. A clear and languid draught in a shallow stone bowl which forgets for its imbiber, casting memories as stakes in a game of lots with the stars. The stars are very good gamblers, but if the imbiber wins they get some new memories, and likely the enmity of the stars.
  18. This elf-light is a sheen of harsh, yellow light breaking over a dark verizon, a pillar of dawn, regardless of the angle from which it is viewed. Anything held in its glare disintegrates in a heatless flame, scattering to colorless ash in moments. The terrible light cannot be moved or handled directly but it slowly glides into the nearest space which is darkest.
  19. A pitted stone dart which, when released, assassinates up to five nearby fires, one-by-one.
  20. A diadem of light and shining metal. It ignores a shock or afront for you. Until later. Much, much later, when you're alone, and the reverberations can literally shatter you.
  21. This mace of drab green rock specked bone white and brown hardens and deals grievous wounds in the presence of betrayers.
  22. A cloak of floating dust motes which quiets weight, allowing one to drift and bound under a night sky, but also risking being drawn up into that great silence above.
  23. Striated gray mineral cube which seems to squeeze out and absorb deep crimson nodes. Pressed into a wall, it reshapes it into a door or passage you were promised would be there.
  24. This fine dust glows pale blue-white with the brightness of a candle. It settles slowly when cast about or blown, and tends to stick to anything warm or damp. A simple enchantment, but useful to the imaginative.


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.
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Once per day this raggedy scarf can be wrung out to produce a flask’s worth of lantern oil.
  6. A hailstone pendant hung from braided grass cord never melts. Once per day it conjures a mist or a wind around the wearer.
  7. 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.
  8. 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.
  9. This glazed clay mug is studded with semi-precious green and purple gems. It violently explodes if any poison is placed within it.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.)
  23. An unassuming reed flute which can be used to teach songs to patches of living reeds or rushes.
  24. 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.
  25. 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.
  26. 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.
  27. 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.
  28. A pair of garnet dice which always show the same face up, no matter the distance between them. They always roll doubles.
  29. When cracked, this hollow-sounding egg hatches an entire flock of vigorous songbirds in moments.
  30. 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.
  31. Pungent vinegar sloshes in this rope-wrapped, glass gallon jar. Anything placed inside is preserved, perfectly pickled in moments.
  32. 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.
  33. 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.