Monday, July 10, 2017

170+ Misc Magic Items - Originals, Stolen, Classics



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170+ Misc Magic Items

This is my master list of misc magic items, many my own, many stolen from various blogs (maybe yours!), 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.

Thursday, June 15, 2017

1d6 Magic Boxes




1. Nested boxes, the outer, largest box is a weathered but sturdy traveler's chest, locked with an ordinary padlock.  The inner boxes are finely crafted, each different, and of more expensive material and craftsmanship (2d4x100 GP value ea) as they become smaller, each has a magical ward, none are locked.  Innermost box contains one Potion of the Big Heal, which restores all but 1d4 HP of damage.
   Ebony, silver accents, Glyph of Paralysis
   Crimson bloodroot, purple garnets, Fire Trap, 1d4+12 damage
   Copper and Bronze, Glyph, Electricity
   Fitted ivory, gold tracery, onyx inlay, Curse, Fear Spell
   Jade, deep green, reliefs of vines, citrine flowers, Glyph, Blindness
   Gold, mirrored lid, tiny pearls, Magic Mouth, screams bloody murder until shut, resists with STR of 19

2. Talking, Mimic-like adamantium plated metal box will only relinquish some fabulous Magic Item, which it will happily describe at length, if 'fed' two Magic Items it deems acceptable

3. Box of Faith; nondescript chest 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 the beacon become non-magical.  The sandwich satisfies all hunger, and all Saves are rolled with Advantage.  The location beacon is a crystal sphere which will shine as a Light Spell in a 10’ radius, or ‘strobe’ with the same intensity.  The sword is +1, and Vorpal.  The helm adds +4AC.  The Potion is Healing for 3d8+3, or three doses of 1d8 ea

4. Six Pack; leather satchel, padded compartments hold six Potions, each corresponds to an Ability Score, will raise this stat to 18 for one day

5. 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.

6. Puzzle Box; various exotic woods, layers of fitted panels slide and shift, the exact combination must be performed to open, roll vs INT, ten successive successes (one roll/rnd) reveal the Magic Ring rattling around in there.





Monday, May 29, 2017

d12 Assortment of Magic Items




1. 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
2. Bone of Contention; fossilized bone that makes all who see it Save vs WIS, or argue over its possession for 1d4 rnds, then begin fighting for it
3. Traveler’s Map; always depicts 100 mile (outdoor) radius, and shows local weather for next day
4. 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
5. Living Staff; can be commanded to ‘root’, grows into 60’ tree at a rate of 1’/r, 1/day, then a new ‘cutting’ can be taken
6. 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
7. Rusty Rebar; corroded bar of iron, 2’, rusts metal on contact, 1d20 charges, magic items Save vs Disintegration
8. War Paint; req. 1T to apply, raises Fighting Lvl by 1d4, lasts up to 24 hrs, or until washed/wiped off
9. 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
10. Facepalm Glove; Magic Mouth on palm issues one Suggestion or Command, 1/day
11. Polymorphing Cloak; can reform into any set of clothing desired
12. Finglonger Ring; index finger can grow up to 30', knuckle every 3", returns to normal if severed

Thursday, February 9, 2017

Beholders - from Tadpoles to Tyrants

Thought it might be cool if Beholders grew in HD and number of eye-stalks as they age; a 1HD Beholder tadpole would be a have one stalk, a 10HD adult would max out at ten stalks.

I've always played Beholders as having Telekinetic powers, not emanating from a single eye-stalk, but as a full-time Special Ability... having no limbs, this only makes sense, to me.  But since a Beholder just wouldn't seem 'right' without ten eye-stalks, I changed the former Telekinesis stalk to be the Random Stalk, and had a table something like this, making an already terrifying Monster even scarier, with the addition of an unknown ability:

1. Magic Missiles (one per 2HD?)                     6. 'Burning Eye' (Burning Hands)
2. Cone o' Cold                                                   7. Lightning Bolt
3. Blinding Flash                                                8. Ray of Enfeeblement
4. Feeblemind                                                     9. Paralysis
5. Withering/Aging                                            10. Polymorph

So, I'm thinking Beholders start out as Groeningesque single-stalked 'tadpoles', and a new stalk is randomly rolled for each additional HD, from the classic Monster Manual description.  To introduce the 'Random Stalk' element, there is a 1 in 10 chance, cumulative, that the newest stalk is instead the Random (10% at 1HD, 20% at 2HD, etc).

Might also be fun if they also advance in Intelligence as well, only attaining 'Exceptional' Intelligence - or greater(?) - at higher HD.  Imagine encountering a 1HD Beholder on the first level of the dungeon!  It says it has a Death Ray...


            

Sunday, November 27, 2016

‘Deck of Many Things’/Weird Effects Generator, d6 Version








My attempt at a relatively quick and easy table, based on the classic Deck, using only a d6.
Also makes a handy table to consult for ‘Dungeon Tricks’, like magic statues and forgotten shrines, pulling that rusty lever, etc…
Roll d6 for ea Draw (or use, exposure, etc); 1-2 Gain, 3-4 Loss, 5-6 Fate
Most effects are immediate. All draws Blink back into the Deck!
Option: Prior to drawing, PC must commit to 1d6 draws.

Gain/Loss
1. +/- 1-3 to Ability Score(s); equal chance of:
            1. Highest/Lowest, 50/50 Chance
            2. Any one Random
            3. Distribute among any Abilities, by choice
2. One Experience Level
3. Gain 1d6 items of cool jewelry worth some cash/Lose all gems/jewels/coins
4. Experiences of Momentous Consequence
            1. Get Lucky/Crotch-Blocked (first opportunity)
            2. Messenger avian delivers Treasure Map/Footwear spontaneously combusts
            3. Every Roll during Next Encounter at Advantage/Disadvantage
            4. Automatically Make/Fail next 1d6 Saves
            5. Inherit haunted keep – if you spend a night within…/Random Nipple Migration
            6. Kickass Superhero appears from Nowhere to Help Out/Beat you near to death
5. Gain loyal Henchman from Nowhere/Soon-Fulfilled Prophecy of Doom for current Henchman
6. Gain One Class-Appropriate Magic Item/1d6 Items of choice are ‘safe’, all others automatically lost

Fate (Fulfil task, or 50/50 Chance of Good/Bad)
1. ‘Defeat’ Opponent, solo, for a roll on Gain tbl
1. Avatar of Death (Max possible AC, 100 HP, Immune to all Magic, Automatic hit at end of every rnd for 10 HP damage)
            2. Random Party member
            3. Goateed Duplicate of Self (Play continues, bearded or not, after this fight to the death)
2. Granted 1d6 Random Spells, regardless of Class/1d6 Random Spell cast upon you, possibly others in Area as well
3. Misc Change, equal chance of: Gender swap, Re-roll HP, Pick a new Class (same XP)
4. Favor/Disfavor of Higher/Lower Power; 1d6 instances of relatively minor favors (cast minor Spell on behalf of PC, heal one injury…), or moderately dickish problem causing (ambush, ill fortune…)
5. Grants one Wish/Removal from play (No Save!):
            1. Forlorn Encystment, entombed in eternal stasis, far below the surface of the planet
            2. Immediate Death by Heart Attack (-11 HP)
            3. Swarm of Valkyries haul PC to Valhalla to be Odin’s foot washer for a year and a day
            4. Body Functions, Soul/Mind Trapped Elsewhere
            5. Total Bodily Disintegration, possessions clatter into a shiny pile
            6. Complete Erasure from History (“Who??”)
6. DM determines Special Magical Ability, such as a Spell usable 1/day, or creates fiendish Curse, effective at start of next session.  A particular McGuffin must be sought and obtained to activate/deactivate this effect.


UPDATE: Check this out too, it's pretty cool