170+ Misc Magic Items

This is my master list of misc magic items, many my own, many stolen from various blogs, many are my take on classics from the 1st ed DMG.  There is one complete table detailing 1-100 items, and a second which currently has about 70 more.  

MISC. MAGIC (d100, plus alternates)

1. Bloody Bestiary; if the blood or ichor of a creature is dripped upon one of the tome’s 24 blank pages, a ‘monster manual’ style entry on the beast will write itself in the blood, incl any special abilities, weaknesses, etc.  These will not be in ‘game terms’; it may say, “Susceptible to fire”, NOT, “dbl damage from fire”, or “Thick scaly hide”, but not “AC 4”.  The first few pages may already contain entries, if you’re feeling generous

2. Ullfire Prism; otherworldly crystal transmutes Light Spell to mind-blowing Cone of radiance, 60’X30’, Effect as per HD; <6 HD unconscious 3d4r, 6-12 blind 2d4r, 12+HD stun 1-4r, 6+ HD get a Save, if made, reduce Blind to Unconscious, Stun to Blind, has 1d6 ch

3. Ogre Powder; Magic Dust which adds 1d4 to STR when inhaled, dur. 2d6+2 rnds, 2d4+2 doses/pouch, must rest for one full turn after effects wear off

4. Living Rope; a rope which can understand and obey simple verbal commands, be made to slither, climb, knot, secure, etc, is if alive, like a worm.  Moves far too slowly to be used to attack or ensnare.  Rope cannot defy gravity, but can climb a vertical wall, up to one half its length. 

5. Eye Glasses, Rose-colored, immune to Emotional influence (Fear, etc)

6. Deck of Bane & Benefit, bust out yer DM Guide or index cards…

7. Runik’s Cube; 4 inch stone, each face can project a Symbol; Discord, Fear, Insanity, Hopelessness, Pain, Sleep, once each, No Save if under 10 HD, effects last 1T

8. Cuneiform Codex; heavy slab of basalt with twisting, animated hieroglyphs engraved upon it, committing to read it for 12hrs, uninterrupted, followed by a full rest, grants reader the ability to Read & Write any one language.  Can be used # of times = to INT Bonus.  Learn 'Bullywug' in a Day!

9. The Green Cream; when applied to any living tissue, imparts a greenish tinge, permits photosynthetic healing, ea hr spent in sunshine Heals 6 HP, lasts 12hrs, 2d4 applications/crock

10. Quicksilver Capsule; appears to be a metallic jellybean, when swallowed, take 1d4 damage, and be overcome by fatigue and nausea for 1 turn, whereupon certain Spells already cast that day are restored as if they had not been expended.  The total # of Spell Levels regained is equal to XP Level.  One specific Spell of Player's choice may be regained, the remainder are determined randomly

11. Chalice of Endless Water; can only drink from, not pour from

12. Silver Whistle; summons a Ghostly Watchbeast, which must be fed some kind of reasonably edible meat, and will then stand watch, in one area, for up to 12 hrs.  Detects Invisible, and Concealed (by smell), cannot be Surprised (except possibly by Teleport or Phasic Travel), is incorporeal, cannot track or attack, but will warn of any approach or intrusion

13. Unguent of Suicidal Mini-Clones; causes 1d6 mini-clones to 'bud' wherever rubbed on the body, ea costs 1HP to produce.  Within 1 turn the fawning, grotesque 6" caricatures detach, and will follow simple commands until they shrivel and die after 24 hrs.  Only form of attack is to get really angry and hurl themselves onto a target and explode for 1d6 damage, which is, of course, a one-time-only kinda deal

14. Flask of Infinite Vacuum (Eversucking Bottle); sucks in gasses, smoke, etc

15. Stasis Chest/Box/Coffin; any objects inside are unaffected by time

16. Lothar’s Leash; if you can get it on them, renders most creatures relatively passive, must be held

17. Monster Grenade; #1d6, possibly mixed types, can be thrown up to 60’, contains random monster in Gaseous Form, 2d6HD, will fight nearest foe until killed or combat is over. Exact monster is unknown until used, but HD can be Identified

18. Talisman of the Traptripper: Magical gimcrack with these effects, when dealing with 'Traps' only, whether Magical, or Mechanical:
- if there is a Save to determine full/half damage, it is bettered to 'half/none'
- if there is No Save to avoid &/or lessen damage/effects (effect is Automatic), a Standard Save is granted, resultant effects as per DM
- all standard 'Saves vs Traps' are at Advantage
Bearer is affected with a specific delusion, and believes himself an expert at finding and disarming traps, and will insist on being the first to search for and attempt to deactivate any suspected traps, although in reality he is no better or worse at such endeavors than the average layman.  (1 in 6 chance to find/identify mechanical traps, and another 1 in 6 to deactivate/disarm, failure meaning the trap has been triggered.)

19. Book o’ Handy Spells; If a Spellcaster attempts to read this book, he enters a coma for 1d12 hrs, but if a non-spellcaster makes the attempt, he will be compelled to spend the next 12 hrs reading the entire tome, thereafter falling into a coma for 1d12 hrs.  When he awakes, he will have one use each of ALL of the 1st Level Magic Spells in his memory, and may use these, one time each, exactly as a 6th lvl Wizard. 

20. Thunderbolt Javelin; becomes 8d8+8 Lightning Bolt when thrown, #2d4

21. Hornet Darts; +2TH, if a hit is scored, dart(s) transform into a swarm of angry, fluorescent orange hornets, doing 1d4 damage/rnd for 3r, no Save, # found = 1d6

22. Eversmoking Bowl; gnarly Glassteel pipe which burns combustibles for double the normal time/effect

23. Gauntlets of Strength; melee/thrown AT as 18 STR, or 19 if already 18

24. Towel of Absorption; Terrycloth gimcrack that completely wipes a character clean in one rnd, leaving no trace of dreck on either the person or the towel itself.  Embroidered with the words ‘Don’t Panic’. 

25. Scoobies; compressed bars of mysterious material, the smell of which is irresistible to carnivorous (animal INT) monsters.  Found sealed in an air-tight, screw-top tin, Scoobies will attract such an encounter from the current table w/in 1turn, and dbl such encounter rates for as long as the tin remains open.  If tossed into the path of a ravenous beast, it will distract them for 1 round.  Come in fun shapes, like ‘bones’, ‘hearts’, ‘livers’

26. Spice o’ Life; when sprinkled upon any organic material, becomes spongy, edible and nutritious.  In no way affects flavor.   Large shaker, enough to last the Party for weeks           

27. Pit Pellet; instantly creates 10 cubic foot pit on impact w/ground, may be thrown up to 30’, # found = 1d4+2

28. Everfull Quiver; creates up to 20 arrows/day

29. Pincushion Arrow; ea arrow becomes 1d4 additional arrows in flight, roll TH for ea (#1d4+2 arrows)

30. Traveler’s Purse; creates up to 1d10 coins/day, = chance of CP, SP, or GP, will not create new coins until last batch has been spent

31. Gloves of Far Reach; creates ghostly ‘remote hands’, which mimic actions at up to 50’

32. Robe of the Gnarchmagi; Spellcasters gain Base AC as chain mail, always get some form of Save vs Magic, gain additional Spell slots as if one XP Level higher

33. Multi Potion Beaker; 1d4 doses each of 1d6 types, one pour/day (Player selects type dispensed)

34. Jug o’ Healing, Xtra Healing Potion, 3d8+3HP 1/day (optional 1d8 3x/day, no +3 bonus)

35. Recall Crystals (pair); crushing one Teleports everything w/in 10’ radius to the location of the other

36. Necklace of Vampire teeth; 2d12 fangs absorb 1 XP Lvl drain ea

37. Barrel o’ Monkeys; contains 12 one foot tall furry red monkeys, obey, and perform/mimic simple tasks for 1hr ea, then disappear in a puff of smoke, pull ‘em one at a time, or all at once!  (AC 5, HD ½) 

38. Jar o’ the Swarm; mundane-looking glass jar, metal lid pierced with air holes, filled with creepy black insects.  If opened, stinging bug swarm does 1d10HP/rnd w/in 10’ rad for 1d4+2r, then dissolves into a lingering mist.  (one use) 

40. Everburning Torch; lights/extinguishes on command

41. Floating Disc; one foot diam metal plate may grow up to 3’ diam, can support up to 1,000 lbs, hovers at 3’, follows owner, items stacked do not topple

42. Alcohol Jug; one liter liquor, two of wine, 3 of beer, 1/day

43. Taper of Peaceful Rest, candle burns for eight hrs, 0% chance of Random Encounter

44. Jack-O Beans; each grows a 100' long, 1' thick vine in 1 trn, 3d4 beans, inverted scale bark for easy climbing

45. Glyphic Scribe, inscribes Glyph of Warding on any surface, each use erases previous use, 2d10 ch

46. Electrum Skullcap; confers INT 18, or 19 if already 18

47. Living Staff; can be commanded to ‘root’, grows into 60’ tree at a rate of 1’/r, 1/day, then a ‘cutting’ can be taken, which itself will grow into a staff if not already that size

48. Magician’s Top Hat; Madhatter chapeau can produce live rabbit 1/wk, it looks normal, but that rabbit is dynamite! (AC as Chain, HD 10, HP 100, AT 1/r for 1d8+2, Vorpal effect on Nat 20), disappears in puff of smoke after 1T

49. Dart of Deadlacy:  only misses on TH of 1, damage is doubled, #2d6

50. Personalized Envelope, addressed to a PC by name! (Whomever touches it first)  Contains scroll of a random Clerical or MU Spell, which they can use regardless of Class...  "Dear Tremaine, this may come in handy one day..." 

51. Sage Skull; talking skull which can be consulted for information, check vs Difficulty Factor.  When owner dies, all factual knowledge of this person is gained, so as he is passed on, he becomes increasingly knowledgeable. 

52. Pudding Cup; sealed container holds 3oz of living Black Pudding in stasis

53. Elder Sign; Stone medallion/disc, shifting silver pentacle and runes, Immune to all Mental effects/influence/damage (Psi attacks, Confusion, Insanity, Fear…), acts as Protection from Evil vs Elder Species

54. Crystal of Affixing; tap any item, and it can be permanently affixed/joined/bonded to another, as if somehow "glued".  Figure a Bend Bars roll or something similar might break this bond.  A second tap negates a previous bonding, 1 charge/tap, inorganic only, 20+1d10 charges
55. Horn of (Blank) Summoning; creature appears and obeys

56. Enchiridion of Enlightenment; massive, oversized tome req 20+1d10days to read, raises XP lvl by one
57. Dust o’ Sneezing: 2d4 uses, uncontrollable fit in one target for 1 trn, Save vs poison 

58. Girdle of Dexterity; confers DEX 18, or 19 if already 18

59. Suture Spider; arachnid brooch animates, injects numbing venom and sutures open wound with webbing 1/day, healing 1d8+1 HP, this wound heals fully in one day

60. Eavesbug; scarab animates, scouts ahead, relays aural info as Clairaudience at up to 30’, for up to 3T

61. Idol of Gom; allows substitution of d30 for any one d20 roll, 1/day, small but bulky, requires sacrifice of minor gem, jewelry, or other treasure to recharge; kinda PHB cover statue looking

62. GGPC; when filled with liquids or potions, the Great Golden Pimp Cup negates poisons and contaminants, improves flavor, adds +1HP/die to Healing Potions, and extends Potion durations by 1d6r

63. Crystal Dagger; +2, tip breaks off in wound, doing additional 1HP/day until Remove Curse

64. Dungeoneer’s Compass; can indicate direction of nearest exit, or access to next level, up or down, only works underground

65. Ecto-Spex; polished crystal visor peers into subspace, detects out-of-phase creatures

66. Wineskin of Inexplicable Upgrading; turns water into wine, wine into brandy, brandy into spirits

67. Shrunken Head; 1/day this horrid thing… (d6) 1 Emits deafening scream (1hr), 2 Emits Stun Ray from eyes (1d4r), 3 Spews Sleep gas from mouth (affects 3HD or less, one target, 1d6T), 4 Floats, psychically relaying sensory data (1hr), 5  Injects Venom via bite (HD1, D1d4+Paralysis for 1T), 6 ?

68. Slapple; waxy crimson fruit does not rot, Un-aging Sleep for d% years if ingested, Save vs poison

69. Holocaust Cloak; bright red, Fire Protection, immolates 1/day for 1T, doing 1d6 dam/r, 5’ radius

70. Most Useful Keyring; holds up to 20 assorted ‘blank’ keys.  When a lock is encountered, roll d20.  If roll is under the number of blank keys, one key permanently shapes itself to fit the lock, if roll is over, no key will fit this particular lock

71. Immovable Rod; 5’ steel rod, may be commanded to remain wherever set, even midair

72. Fireball Necklace; detachable globes, throw up to (STRx3) feet, 30’ diam blast, one 12d6, two 9d6, four 6d6

73. Spell Book; roll 2d4 times on Scroll tbl

74. Portable Hole, unfolds into 10’ diam, 10’ deep cylindrical pit

75. Polybdenum Rod; ‘liquid metal’, appears as shiny chrome, of extreme durability, which shapes itself according to the bearer’s mental commands, becoming any weapon (+1) or tool, but not an item with moving parts

76. Helm(s) of Brain Switching; Freaky Friday action available as long as both are worn, 1000’ range

77. Juju Juice; distilled sap will raise any creature killed within last hour as unintelligent, mummified 1HD Zombie servitor, if fed to corpse

78. Dr Flimflam’s Miracle Cream; Common powers found in humans after the use of the cream are:
1.  Super strength (+4), 2.  Lickity speed (Haste), 3.  Nigh-Invulnerability (reduce damage taken by half), 4.  Ability to command the loyalty of sea creatures.  Roll a d4 to see which power you get, it's more fun that way.  Duration as per DM, 1d4+2 applicatons/tube

79. Ice 9.1; a crystal of an ice from another dimension, suspended in a jar of clear fluid, it will instantly freeze solid up to 10,000 cubic feet of water

80. The Necrognarnicon; evil tome bound in human flesh and inked in blood… prophecies, funerary incantations, and demon resurrection passages

81. Nonagonal Singularity; anyone attempting to view this incomprehensible one-sided impossibility is placed in psychic rapport with an extra-dimensional entity, is transfixed for a full rnd as their knowledge and memory is scanned, and then must roll vs their CHR on a d20, either receiving a Gift (d4; Permanent +1d4 HP, +1 Base Save, +1 to Random Ability Score, +10% of current XP), or being stricken with a Random Curse which cannot be removed until the PC advances to the next XP Lvl

82. Holy Hand Grenade; gold-plated Chambord bottle, explodes in a blinding flash to the sound of an angelic choir, 30’ radius, auto destroys any mindless Undead, other Undead gain Save, if made, take 1d10 +10 dmg

83. Magnetic Buckler; inset neodymium disk causes iron, steel weapons to become stuck, both combatants must roll d20 +STR bonus, if attacker scores higher, weapon is pulled free, if shield bearer scores higher, weapon is pulled from attacker’s grasp (roll on weapon/armor bonus tbl?)

84. Missile Crystals; act as Magic Missiles when thrown, # 3d6, distance = (STRx3) feet

85. Arrow of Seeking; +1, may be fired normally at any targets w/in range, even those not in line of sight, circumventing cover, turning corners, etc. #2d6

86. Deep Pocket; golden hoop expands/contracts to 3’ or bracelet size, bigger on inside, holds 10 items

87. Rusty Rebar; corroded bar of iron one foot in length, ‘rusts’ any metal on contact, 1d20 charges, magic items Save vs Disintegration

88. Deep Glass; hand-held magnifier, can be thought of as a weak x-ray machine; it only allows one to see through organic substances like wood, clay, or flesh, not stone, walls, or metal

89. Dungeon Custard; jar contains living, edible, nutritious, and tasty gray goo, if fed organic material, dissolves and consumes it, creating more goo
90. Sovereign Ointment; heals (up to) 20HP, 1d6+2 apply, detoxifies poisons

91. Locked chest has Magic Mirror on inside of lid, contains another Misc Magic Item; Roll Again
92. Roddenberries, dried; each heals 1 HP, 1-100 berries per pouch

93. Homunculus Jar; unbreakable crystal jar contains a Homunculus, which can survive outside its stinky brine for up to 12 hrs, if it returns for a like period

94. Thief’s Hand; Mummified member will crawl and disarm mechanical traps or pick locks, +10, 1/day

95. Circlet of Wisdom; rests on brow, raises WIS to 18, or to 19 if already 18
96. Chicken Wand; fires live chicken 100’ at high velocity, explodes into gore and feathers on impact, unless it Saves on a 15, then it runs around randomly for one turn before expiring.  1d8+2 dam, 3d30ch

97. Rewriting Scroll; changes to a random Scroll Spell each game session, until cast

98. Sneaky Boots; allow silent, untraceable movement

99. Extending Ladder; wooden ‘toy’ ladder, size of a ruler, grows to full size, up to 20’ long on command

100. Python Staff; becomes living snake 1/day, for up to 1hr


101. War Paint; 1T to apply, raises Fighting Lvl by 1d4, lasts up to 24 hrs, #1d4+2

102. Keys of Permanence; keyring with two elaborate keys, when inserted into any lock, one will fuse the lock permanently open, the other will fuse the lock permanently closed.  There is no way to distinguish between the two keys, each works only once.

103. Bawdy Book; Magic Mouth tells bad jokes

104. Books of the Messengers; what is written in one appears in both copies

105. Web of Dreams; spider web causes vivid and crazy dreams, if worn as mask while asleep

106 (1d6) Triffid plant seeds

107 Magical Tail - bonds to rump, detachable, usually donkey but lizard, monkey… 1 in 6 prehensile

108 Lover’s Ball - Mini Crystal Ball, can be attuned to just one person, if willing

109 Gender Change Girdle; unlimited use, 1 in 6 Cursed to work only once/user

110 Dark Desires Goblet - anyone drinking from this becomes aroused if fail a Save vs WIS

111 Ethereal Armor; roll on Armor Tbl for type and bonus.  This armor can turn Ethereal and back on command, so the “wearer’ can call it into existence at any time, instantly becoming fully armored.  Any bulky clothing being worn when armor materializes is rent asunder.

112 Ointment of youth – CHA+3, look 1d4+2 years younger for 24 hours, 4d6 uses

113 Zombie Rat, trained but smelly

114 Jewel carved with name of Greater Demon or an Elder God, may Summon Something

115 Voodoo Doll Fetish – forego any one Save, doll commits seppuku, receives effect
116 Magical tiara shoots a ray that can cook food

117 Spade of Digging - digs by self, up to one grave’s worth/day

118 Coin of flipping - always lands on flippers choice

119 Suicide Ring; once only, injects deadly poison by free choice, painlessly reduce self to 0 HP on command

120 Traveler’s Map; always depicts 100 mile radius, and shows local weather for next day

121 Polymorphing Cloak; can reform into any set of clothing desired

122 Sleep powder in packet, eat or blow in face, 2d4 human-sized doses

123 Fishing rod and reel, collapsible, catches a fish from any body of water, regardless of size, or presence of fish, when baited

124 Gold pendulum swings in direction of gold

125 Haunted Chess Set; play invisible opponent anytime, ghost pieces appear when opened

126 Box of toy warriors fight to death then rise next day

127 Rainbow Candies (2d6) grant up to one hour Bless if kept lit

128 Golden Egg; ethereal archaeopteryx hatches, stays on shoulder, adds +1 to all Saves

129 Bag of Skeleton Teeth; #4d6, grow into Skeletons in 1r, if planted in soil, and fed blood

130 Dowsing Stick; points toward nearest water source

131 Bone of Contention; fossilized bone that makes all who see it fight for it, if fail WIS save

132 Spell Book; roll 2d4 times on Scroll tbl

133 Facepalm Gloves; pair, ea has Magic Mouth on palm, one issues a “Stop” Command, the other a Suggestion, both 1/day

134 Hypervision Goggles; eye glasses act as binoculars/magnifiers

135 Lasso of Truth; bound creatures cannot lie, must answer

136 Pillbug Cloak; chitin scale ‘cloak’ allows wearer to curl into an armored ball for up to 1 Turn, can hear but not perform any actions, is immune to normal damage, except vs a Nat 20, all Saves at Advantage,  1/day

137 Storage Cube; 4” stone cube disintegrates 10 cubic feet of matter, and ‘stores’ it for later reassembly, does not affect living beings, can only ‘store’ a single 10’ cube at any time

138 Hand of Glory; mummified hand stores five Spells, ea useable only once; 1. Sleep, 2. Detect Magic, 3. Invisibility, 4. Darkness, 5. Knock

139 Linked Rings; 2’diam golden hoops are found interlocked, command word separates, anything passing through one emerges from the other, wherever it is, if one is pulled through the other, they interlock

140 Amber Medallion; large lump with many insect inclusions, no insects will approach willingly

141 Horn of the Dead; reanimates and allows control of (up to) 1d4+1 corpses (Zombies).  Max use 1/day

142 Poison Leech; mostly dormant slug creature will filter all poisons/contaminants from blood, then Saves or dies, with a loud and prolonged Whoopie Cushion noise, 1d4/jar

143 Invisibility Paint; small pot could cover maybe 10 sq ft (one way window!)

144 Edran’s Efficiency Apartment; extradimensional slumming in a tiny flat with no exits, a kitchenette and half bath, and a futon.  Access via d4+2 keys printed with ‘Do Not Duplicate’ which create a ‘doorway’ in any wall.  Locked chest ‘protects’ items from being stolen by Phase Looters while owners are out, other items left lying around are fair game.  Once the door is shut, it disappears from normal space.

145 Baton of Whacky Damage; unassuming metal club, damage 1d4, 10+1d10 charges, if a hit is scored, spend one to cause +1d20 damage, does double damage to Golems for no known reason

146 The Answer; sealed scroll has the solution to any one dilemma, self-immolates upon reading

147 Fireball Earrings; pair of golden globes, if tossed up to 60’, explode in mini-Fireball, 3d6 dam, 10’ rad

148  Pencil Box; fine quality writing set, exquisitely enameled porcelain, contains quills, rare inks, 40 sheets of vellum parchment.  There's a random Scroll inserted somewhere in the stack, and there is just enough extra-special magical ink to allow on memorized Spell to be transcribed into Scroll form in only 1 Turn/Spell Level, and the copied Spell is not expended doing so.  Only the writer can use the Scroll.             Automatic Quill; magically takes dictation

149 ‘Party Best’ Six Pack; leather satchel, padded compartments hold six Potions, each corresponds to an Ability Score, will raise this stat to 18 for one day

150 Box of Faith; contains a sandwich, a location beacon, a short sword, a helmet, and a potion.  If any item is used, all others must be used during a one-time 24 hr window, thereafter all but one random item become non-magical.  The sandwich satisfies all hunger, and all Saves are rolled with Advantage.  The location beacon is a crystal sphere which will ‘strobe’ as a Light Spell in a 5’ radius, granting Protection from Evil for 1T.  The sword is +1, and Vorpal.  The helm adds +2AC.  The Potion is Healing for 3d8+3, or three doses of 1d8 ea.

151 Fan of Second Wind; folding papyrus fan, waving it increases HP of all allies w/in 60’ by 1d4, 2d6 ch

152 Shot of Courage; leather hip pouch and steel tumblers, high octane magical liquor, 1 oz adds bonus 1d4 HP, all actions +1, effects last one turn, flask contains six shots, will evaporate 24 hrs after opening, shots ‘stack’, but each successive shots require Saves vs Poison at -1/shot, or pass out for 1d6 hrs

153 Dungeon Spectacles; grant Infravision, 60’

154 Haunted Helm

155 Helm of Salvation

156 Murder Hands; mummified appendages of a convicted killer, stumps connected by a 2’ silvered chain, if hurled at intended victim, human-sized or smaller, a successful hit will cause automatic strangling damage of 1d6/r until overpowered, STR 18

157 Staff of the Gnarchmagi; allows bonus Spell storage, one extra slot per Spell Lvl attained, and these Spells are cast at +1/die (of damage, healing, etc),  -1 Save

158 ‘Memberberries; ingested, cause amiable nostalgia, Disadvantage vs Mental Influence/Effect

159 Sandals of Water Walking

160 Dungeon Dust; harmful to ‘cleanup crew’ monsters (jams, jellies, molds, compotes, etc), 2d6 dam/pinch, will not cross line of dust, 3d6 uses

162 Dungeon Hoodie; attempts to Sneak, Hide, Snatch are considered one less degree of difficulty

163 Peasant Ointment; efficacious only 1/day, Heals 1HP, 1d10+10 applications

164 Mimic Crystal; will transmute into a copy of any nonmagical item it is in contact with for 24 hrs. #1d4

165 Dehydrated Henchman; packet of Essential Saltes, when reconstituted with 12+ gallons of water, becomes fully functioning Henchman within 1T

166 Automap; sealed scroll, a map of 1d4x100’ rad appears, does not reveal details, or Secret Doors, etc

167 Psychometric Spectacles; view 1-100 years of an item’s history in rapid slideshow

168 Mulgar’s Shiny Knob; brass door knob creates Passwall in any wall, 1d6ch

169 Black Dog; fist-sized onyx statuette becomes actual armored war dog, Fetch, Guard, Attack, etc, has Infravision 60”, cannot animate in sunlight, if killed or exposed to sun, returns to stone for 1d6 days (AC 16, HD 2, HP 18, D 1-8+1)

170 Taper of Obfuscation; pillar candle, when lit, creates Perception Filter with a 15’ rad, causing those within to be completely ignored, only creatures with exceptional INT get a Save, burns up to 6 hrs

171 Gnarnorian Stone; prized variegated lithic cyst sometimes (10%) found within the carcass of a Spawn of Shog Gnargoroth, if placed in contact with a body dead no more than 24 hrs, and subject to a Blass Spell, will fully Raise Dead, with no lasting ill effects, once only

172 The (Weapon) Perilous; random weapon which, if grasped, animates and attacks that person as if they were attacking themselves; same TH, STR Bonus, etc, for 1T

173 Walking Bomb; black metal sphere 6” in diameter, with two stumpy legs and a key protruding.  The device is armed when the key is depressed and turned, each turn of the key imparts enough energy for the bomb to advance 10’ in one round, for up to 100’, whereupon it explodes in a deadly blossom of concussive force and shrapnel, doing 10d10 damage (Save for half) to all w/in a 10’ radius.  Any successful attack on an activated bomb will trigger it.

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