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

Friday, 17 January 2025

1d50 Toys (belated holiday post!)

The goblin punch post on good faeries is one of my favs. In fact, there's a chance one of my groups could run into some ice faeries in the next session! Ice faeries have an unique spell, which I've written out in 5e format (blaspheme as I must). 

Tinder to Toys

Transmutation 1
Casting Time:1 action
Range:30 ft
Target:One area within range that fits within a 5 ft cube
Components: V S
Duration: Instantaneous
Description:All flammable items in the target area (potions, lantern oil, potions of fire breathing) turn into toys (all of the same type of toy). Roll on the toy table; there is a 25% chance that one of the toys is magical. If the objects are being worn or carried by a creature, that creature may make a saving throw, and on a success none of the objects they are wearing or carrying are affected by the spell. Unattended objects do not get a save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one 5-ft cube area for each slot level above 1st.

However, the spell references a "toys table" which isn't included in the original post! I've been waiting for Arnold K to post an update, but it's been a number of years now and I don't know if I can count on it emerging before game night next week. So without further ado, here's a list. Most entries include a mildly magical version, for others you can use your imagination (if you can't ad lib what magical itching powder might do, I'm sorry but I can't help you).

TOY TABLE 

  1. Zeddy owlbear (named after famous king Zhiador Van Rose)
  2. Blunt wood sword with "realistic blood effects"
  3. Doll that needs to be fed and changed periodically or it will cry loudly
  4. Toy soldier, when wound up and placed on the ground it will march up to the most threatening nearby creature and challenge it to combat. Can't deal damage to anything larger than a rat
  5. Ball of Infinite Bouncing 
  6. Slingshot that can use any roundish smallish object as accurate ammunition
  7. Floating nightlight shaped like a happy troll-gnome 
  8. Nice wooly socks. Kids may be disappointed, adults may be delighted. 
  9. Fizzing bottle. Makes any drink fizzy
  10. Fake cigarettes (realistic coughing effects!)
  11. Itching powder
  12. Sneezing powder
  13. Kid sized plague doctor mask
  14. Map that always shows nearby locations, but very crudely/abstractly drawn in crayon, and with added story elements (like a treehouse might be marked as "evil fortress" etc)
  15. Music box that cycles through songs each time it's played. Resets to first song each midnight
  16. Pocket gnomes--come in a storage case that doubles as a tiny fortress
  17. Stilts that can grow with one command word and retract on a second command. No matter how tall they get, it stays fairly easy to walk with them 
  18. Red potion bottle designed to look like its being drunk, liquid actually just goes into hidden compartment and refills the bottle when set upright
  19. Tiger mask that animates and amplifies voice to make fierce growls and roars. Kinda cute design, but still very fierce
  20. Seed that grows into a giant sunflower over the course of a week/day/hour/minute/round
  21. Paper airplane big enough for small characters to glide in
  22. Un-poppable red balloon 🎈 
  23. Fake mustache, fake nose and glasses 
  24. Set of 1d8 marbles, +1 to hit
  25. Paint set: Red, yellow, blue, ulfire, plus black and white
  26. 2d3 cherry bombs. Not for dealing damage, but good flash and bang. 
  27. Long silk ribbon that changes to whatever colour you say
  28. Whoopee cushion. No notes
  29. Toy train. Campaign setting doesn't have trains? Too bad.
  30. Snow globe with animated swirling snow and a castle with lights in the windows that turn on and off sometimes
  31. Book to help identify weird bugs, including notes on all the gross things that they do
  32. Zombie doll that turns other dolls into zombies. Probably not animate itself, fingers crossed!
  33. Replica Deck of Many Things. Maybe one of the cards (determined randomly?) is from the real deck 😉 
  34. Monster Manual colouring book
  35. Fishing rod with selection of toy "fish" to catch. Includes dragon turtle, kraken, aboleth
  36. Greasy crayon that can draw on anything
  37. The most beautiful hoop-and-stick, made of gracefully bent ash wood and adorned with little jingling rings.
  38. Whistle of Irritating Shrillness
  39. Drum of Delightful Rhythm
  40. A very sassy ouija board.
  41. Bow and a quiver of arrows which deal no damage but stick with magical suction cups to whatever surface they strike
  42. Shoes with backwards soles that make your footprints point in the opposite direction
  43. Beanie hat with propeller, can levitate you 5 ft off the ground until end of turn
  44. Daern's Instant Treehouse
  45. Monopoly. Drives whoever plays it into increasing states of frustration, rage, and/or despair. Probably the most dangerous item on this list, as if you play long enough even the deepest of friendships can be torn to shreds
  46. Chess set that moves to verbal directions. It doesn't know official chess terminology beyond the very basics, so you'll either have to teach it or describe the moves more colourfully
  47. Set of gloriously patterned juggling balls. Could give +2 to attempts to distract, fascinate, or entertain
  48. Miniature oven that magically produces tiny snacks out of ingredients like mud, twigs, etc. Not enough to feed an adult person for a day, and doesn't negate most poisons (but could maybe help disguise them?)
  49. Toy hammer, makes satisfying "bang bang" sound
  50. Pocket Knife of Bravery

Is this spell abusable, in that PCs could use it to generate large numbers of sort-of magical items? Absolutely! However, if you have that many toys it's only good manners to start giving them away. Here are some other restrictions you could add: 
  • Usable only in cold weather (after all, what good is tinder when it's warm and dry outside),
  • have a magical toy-giving entity from which they all originate who views greed and hoarding as being definitely naughty, 
  • Make the transformation temporary: The toys are one use, fragile, or turn back into tinder or melt away as ice and snow (the fairies made a trade)
  • Keep the spell ice-fairy only, as originally intended
  • OR you could be really cool about it and let the spell be overused, with all the complications and hiccups that implies

I considered saving this post for next year when the holidays roll around again. Then I looked and saw I hadn't made a post since LAST February! So in the interest of getting something out there, here we go. My dream is to have another 1d50 for next year--or some other toy related post.

Friday, 2 February 2024

Three Tablets of Law

Long ago, the Wind Dukes of Aaqa codified many elements of the universe, what today would be known as physics or natural law. Some if these were inscribed on the very atoms of existence, or used to calculate the patterns of the celestial spheres and define on plane of existence from the next. Other, lesser laws were encoded into portable items, so they might aid the Vaati in their journeys and undertakings. The greatest weapon of this kind was the Rod of Law, known today as the Rod of Seven Parts, but many other tools were likewise created.


Today, many have been lost, or their use and meaning has been so obscured as to render them useless. But a few continue to carry a shard of their purpose, like a gear that keeps spinning after the machine itself breaks. One such set is a trio of items, called "tablets" for lack of a better understanding of their design. Each on its own is powerful, but working together they can be used to exert considerable influence over the threads of causality.

Tablet of Hours

Wonderous Item, Rare, Requires attunement


This brass disc is inscribed with concentric runes and geometric patterns. Fused mechanisms and gears protrude from the sides, broken off and covered in verdigris and calcified stone growing out of the cracks in the edges and face of the tablet.


The tablet has 4 charges. These charges replenish at dawn every day. The Tablet of Hours can share spell slots with the Tablet of Fate and the Tablet of Reflection, and the three tablets can all use the same attunement slot. You may only use the abilities of the tablet if you are holding it, or if you are carrying the tablet and holding one of the other two tablets.


Untethered Timeline. At the start of your turn you may expend a charge from the tablet and roll a d20 (no action required). On an 11-20, you slow down time, acting as if under the effect of a Haste spell until the beginning of your next turn. On a 1-10, you slow yourself down, acting as if under the effect of a Slow spell until the beginning of your next turn unless you succeed on a DC 13 Charisma saving throw.


Spells. You can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC: immovable object (2 charges), or temporal shunt (5 charges). You may also cast Mending as an action without expending any charges.

Tablet of Fate

Wonderous Item, Rare, Requires attunement


A bulky bronze cylinder with glyphs inscribed in a looping pattern on the drum. The top and bottom of the cylinder and open, and filled with intricately carved wooden circuits and wires, tangled like a broken nest.


The tablet has 4 charges. These charges replenish at dawn every day. The Tablet of Fate can share spell slots with the Tablet of Hours and the Tablet of reflection, and the three tablets can all use the same attunement slot. You may only use the abilities of the tablet if you are holding it, or if you are carrying the tablet and holding one of the other two tablets.


Rewrite Probability. When you roll a d20, you may spend a charge from the tablet to magically alter probability. When you do so, reroll that d20 and take the new result.


Spells. You can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC: augury (2 charges), or Geas (5 charges). You may also cast Guidance as an action without expending any charges.

Tablet of Reflection

Wonderous Item, Rare, Requires attunement


The face of this oblong plaque was once polished black obsidian, but now is scuffed and discoloured by scratches and stains. Rimmed with tarnished and peeling copper hammered into coiling and leaf-like motifs. A shallow half-broken black knob protrudes from the back, where once a ring or handle or other attachment may have been set.

The tablet has 4 charges. These charges replenish at dawn every day. The Tablet of Reflection can share spell slots with the Tablet of Fate and the Tablet of Hours, and the three tablets can all use the same attunement slot. You may only use the abilities of the tablet if you are holding it, or if you are carrying the tablet and holding one of the other two tablets.


Mirrored Destiny. When you succeed at a saving throw against a spell or other magic that affects only you, you may spend a charge from the tablet as a reaction and can choose a new creature within 60 feet to be the target of that magic. 


Spells. You can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC: mirror image (2 charges), or Mislead (5 charges). You may also cast minor illusion as an action without expending any charges.

Monday, 26 December 2022

1d20 Bargain Bin items

For boxing day, here are 1d20 magic items you might want to return to the store, or maybe you could find in the discount pile at the Goblin Market.


1: -1 sword. This sword is magic, overcomes relevant damage reduction as magic... But the magic isn't that good, and interferes with wielding. Either that or the materials are very suboptimal and the magic just can't quite make up for it, like a paper sword enchanted to be *almost* but not quite as hard as steel

2: Mysterious Cloak. Does this cloak give the wearer an air of strangeness? Do people who interact with the wearer find themselves unable to describe the wearer except in the vaguest terms or via questions? Is it clear they know more than they can say, but "there just isn't time!"? Could it be... Even the wearer becomes ensnared thusly, speaking in such a way at all times? To dwell on such thoughts will do us no good!

3: Clouded marble. When you hold it or have in on your person, you feel like you've forgotten something important, buy you can't remember what.

4: Moveable rod. Like an immovable rod, but can be moved with a bit of effort by anyone with even an average strength score, and will only hold about 15 lbs of weight.

5: Growing Pole. Starts at one foot long, at the command word grows out to 10 ft, with a couple small leaves

6: Hat of Names. When you reach inside you can pull out a slip of paper with a random name written on it. The names of the people present has no bearing on the names drawn, and adding more names to the hat just causes the extra slips of paper to vanish while a random slip is drawn

7: Wand of Dave Detection. Works similar to Detect Magic, but only detects people named Dave. Glows ominously as it works.

8: Star Map. A map that shows the night sky, stars and planets, and updates as the sky shifts overhead. However, it is hundreds of years out of date, and many of the stars have moved somewhat.

9: Amulet of Cat Indifference. When worn, housecats will not really care about you one way or the other. Since this is the default state of most housecats, this might be hard to spot. Doesn't work with lions, tigers etc (except possibly for very domesticated ones).

10: Bullseye Darts. This is a set of three magic darts. Each dart has advantage in attacks made against a bullseye, whether constructed, painted on, etc

11: Towel of Convenience. Always dry and fluffy, just have to shake it out and drop it off

12: Pills of Delay Hangover. The hangover still hits just as hard, just 1d6 hours later

13: Indescribable Item. A small wooden box--inside is an item that is totally indescribable by anyone who views it. The best they can do is describe what it's definitely not: for example, it's definitely small enough to fit inside the box, but it may or may not be red. The item cannot be removed from the box.

14: Gloves of Knock. When worn these allow the wearer to knock very loudly (particularly on doors, but also potentially works on other sturdy objects). This knock does not do any extra damage to the door and it is not loud enough to deafen anyone, although creatures very close by may have their hearing overwhelmed while the knocking continues and for a few moments afterwards.

15: Book of Blankness. Whatever anyone writes in this book is erased when the book is closed. The pages are restored to a pristine creamy white. Minor rips and tears and mended, but large chunks or missing pages stay damaged.

16: Book of Copying. If this magic tome is touching another book for 30 seconds, it will become a copy of the second book. The copy includes pictures (if any), although some detail may be lost. The Book of Copying has 500 pages--any excess pages are left blank.

16: Paper of Concealing. This 5x3 ft. sheet of brown paper blocks divination magic in the same manner as a sheet of gold or lead.

17: Lenses of Bird Identification. these horn-rimmed spectacles magically allow the wearer to determine whether or not something is a bird with 100% accuracy.

18: Wand of Illusory Frogs. This wand lets the wielder cast Silent Image 3 times per day. The only thing that they can create in this manner are types of frogs.

19: Compass of Self. this magic compass always points towards the person who is attuned to it.

20: Personal Raincloud. It's a raincloud that follows you around! Hovers 5-10 ft above your head, rain varies from drizzle to pouring (sometimes based on your mood--little lightning bolts might zap you or others if you get really mad!)



Saturday, 18 January 2020

Unique Treasures

For use when you have to roll up one of those pesky 'Art Items' in a treasure hoard. Treasure is part of the adventure, so it's always a pet peeve of mine when a published book says 'gold earrings' or something for treasure. Even a boring description would be better than nothing!

Prices are given in SP, but use whatever increment equals 1 experience point in your game. Or don't, because honestly keeping the difference is a pretty good way to split high-power from more gritty-feeling games.

I really should be crediting the artist on some of these, but I've been working on this post so long and in such a piecemeal fashion that I've totally lost track. If you know any of them, tell me!



1. Angular Raven Mask - 1,000 sp 
Carved of Pure Obsidian, magicked to be as strong as steel. Can be used as a regular helm, and the beak can be used to attack in a grapple (or very close combat- knife vs. knife for example) for 1d6 damage (no bonus for Str or Dex, as this is not exactly an optimized weapon)

2. Armillary Ring - 100-250 sp 
Marked with xodiac symbols, as well as planets. With it, one can calculate astronomical events- for example, knowing which day of the year it is, one could determine when the sun or moon would rise and set, what stars might hold sway, and so on. This being a small device, it should not be so relied upon as a proper full sized instrument. Intricate, magical versions of this, where the rings fold out and out again to form a impossibly-large sphere, could be worth up to ten times as much (depending on the DM's needs when you roll this)


3. Opalsidian Blade- 500 sp
Surprisingly sharp and durable. Hits vs. ghosts and spirits, but also breaks on a natural 1.



4. Nine-barreled Gun - 500 sp
Extraordinarily impractical in most situations but, like, SO dope. With it, attack rolls can be made against up to nine targets in a 15-ft square area, however all attacks are made with disadvantage. When fired, the wielder must make a DC 15 Con saving throw or break their shoulder from the recoil. As stated, rather impractical, but worth a considerable amount to a collector.




5. Tea Party Weapons - 1,000 sp
Created by a warrior culture deeply invested in ritual and ceremony. Even meals must be accompanied by a weapon, therefore these ceremonial weapons provide recourse without impinging the honour of either warrior or guest. We'll say the thing that coincidentally looks like a grenade is a potion or a very large tea pot...



6. Nymph Earrings - 100 sp
These tiny elementals chew through rock, secreting minerals like gold and silver, along with precious stones, to make their shells. In earring form, the insect is still alive, tricked into clamping down on an adamantium loop which it cannot bite through. It tenaciously hangs on, while accompanying it's host through interminable dinner parties, dungeon crawls, etc.



5. Moss Agate Garden - 200 sp
this naturally-occurring slice of rock seems to contain a miniature painted scene. Magical versions might be portals to tiny pocket dimensions, which are worth up to ten times as much. Because this is not a crafted magic item, the stone provides no natural way to access the inner world, but a simple teleport or dimension door spell will suffice.

6. Scarab Teacup & Saucer - 150 sp (1,500 for the whole set!)
Used traditionally for the 'last supper' for noble prisoners before they were executed, these designs took on a macabre popularity among the dwellers of the ancient city (insert ruined civilization as appropriate). Players should be awarded only when these fragile items are safely escorted out of the dungeon.


Thursday, 4 July 2019

+1 item replacements

Some items, designed to be generally but not strictly more powerful than my 'd40 Misc Magic Items' table. Where as those were aimed to be 'odd and probably useful if you're creative' with a few more straightforward items mixed in, these are mostly weapons, in the vein of the 'replacements for +1 swords' posts of yesteryear

1- Mirrorblade
Once per combat you may, instead of rolling a d20, use the value of a d20 one of your opponents just rolled. You must declare this when they make the roll you want to mirror, and it must be used to do approximately the same action (attack for an attack roll, trip if they tried to trip someone, etc)

2- Chainsword

3d8, doubles deal double damage, triples deal triple. If you hit with this, you can't make any more attacks this turn.

3- Tent-Spear
1d10 piercing and force damage. When thrust into the ground (can be done as a reaction), creates a bubble of force. It has 20 hp and all attacks against it hit. If the hit points are reduced to zero, the spear is nonmagic for the purposes of attacking until the next dawn.

4- Kinetic Armour
Absorbs 5 damage from an attack, up to 25 damage total. The stored energy can be released as extra damage on a melee attack, or all 25 damage points can be released in a 10-ft nova around you Dex save for half).

5- the Pendulum
Metal sphere on a long cord. Changes weight, size, & length to maximize impact of it's swing. Targets within 10 ft take 1d10 damage, within 20 ft take 2d10, and within 30 ft (max range) take 3d10, but at a -2 to hit because they have more time to dodge.

6- Conceptual Sword
Looks like the minecraft sword, or what you picture in your mind when you think of a sword. Deals 1d8 psychic damage in addition to regular sword damage. Can be 'stored' in the wielders mind, in which case it appears as a tiny sword-cross-like tattoo on the temple. If it leaves your hand you can re-summon by imagining, so it can be thrown but not perfectly (it's a conceptual sword, not a conceptual throwing axe or whatever), so attack at -2.  Needless to say it can deal damage to ghosts, demons, faeries, illusions, etc- anything that's 'conceptual' or 'imaginary' in nature.

7- Mathematical Blade

Angular blade covered in numbers, squiggly formulas. Looks a bit like a very long right-angle triangle, complete with trigonometry markings. Could be found as a anything from a dagger to a greatsword. As you fight (has to be an actual fight), collect numbers rolled in combat (from damage or low d20s) until you have a full set (1-4 for a dagger, 1-12 for a greatsword, etc). A full set can be turned in for an auto hit with the blade (declare before you roll), or to turn a hit with the blade into max damage (can be used on critical hits for truly stupendous results.)

8- Ancestor Sword
Forged in a fire kindled from the bones of a revered ancestor, or a bear or something strong and awesome if an appropriate ancestor is unavailable. You have advantage to Strength checks and saves, and on Wisdom saves, while the sword is in your hand. The sword also deals damage to ghosts and spirits- it's actually two swords, one real and one ghostly, so enemies who can be struck by both (like many demons/devils, liches, slaad, etc) take both damages.

9- Mace of Many Metals
Studded with adamantine, silver, cold iron, oak, etc etc. Deals 1d8+str damage, and probably bypasses any and all damage resistance or immunity based on physical materials. Enchantments woven into the mace mean that it even deals 1d4+str damage to

10- Inevitable Sword
Every time you miss with this sword, you get a stacking +1 to your next attack with it, and +1d6 damage on your next hit. If you switch opponents, start over at 0- very similar opponents might count as the 'same' for these purposes.

1d50 Toys (belated holiday post!)

The goblin punch post on good faeries is one of my favs. In fact, there's a chance one of my groups could run into some ice faeries in ...