Magical Stuff!

 Magical stuff for Fede Gomez!


Other great sources of magical item ideas are in the d1000 Random Treasure tables by Zak Sabbath. These come with Cube World supplements that are located here. 

https://dndwithpornstars.blogspot.com/2020/04/the-store.html?zx=c55443d28f37391b

Old school AD&D also had a series of books that collected magical items present in Dragon magazine and all their books, and these are a great source of ideas as well. They are called Encyclopedia Magica, and there are four. They are really good because if you like a particular item, it tells you what it is from, whether that is a particular module, a Dragon magazine #, or some sourcebook like Oriental Adventures. The covers are blue, green, red and grey-black.

 

Warhammer Fantasy Roleplay also has many excellent magical items, and are robustly designed to be very straightforward and of limited number, so as to balance them. (Cover has dwarf and orc with mohawks)


For other LOtFP magic things, the section about magical objects in the Referees guide for LOtFP is excellent, and has a whole long list of great objects to start from. Cover is four armed topless naga lady in snow.


I have a couple caverns on this blog that contain random item tables. They are Cavern #67, #65, #35, #29, and #14 respectively.


Anyways, here is a D100 treasure table with brief rules/descriptions!

Have fun!

 

  MAGICAL OBJECTS D100



  1. Mitten Of Crushing

    Can crush anything smaller than wearer's fist. 

     

  2. Pointed Chain Bracelet of Stargazing

    Points towards a star, can be used for direction at night. usable anywhere, even underground.

     

  3. Sealing Wax of Evil Protection

    When used to seal a scroll (Magic-user or Cleric) The resulting seal cannot be broken by Chaotic beings. 


  4. Prismatic Helmet Projects Light

     Casts light from even the smallest source, and changes it's color.


  5. Empty Mirror, When filled with water Reflects Future Self

    See above!

     

  6. Ancient Burial Statue Protects Sleepers

    When buried at least 6 feet, in a 50' radius anyone sleeping is warned of danger before it happens, and awakens.

     

  7. Monster’s Egg

    Hatches into a baby monster in 1d20 weeks if kept safe/warm, or however the creature's species might dictate.

     

  8. Sarcophagi of Limited Teleportation

    If you start your action enclosed in this sarcophagi, you may appear anywhere in a 30' radius you have seen as your action. Is Oversized and fragile.

     

  9. Cursed Coffin

    Once found, will hop around and follow the first person to lay eyes on it, like a puppy.

     

  10. Trap Destroyer Tool

    +1 tinker for disarming traps. 

     

  11. Crackling Electric Pocketknife

    Normal pocketknife, feels like small tazer if it contacts blood.

     

  12. Ring-Stones of Growth

    If placed around a plant, these 12 small stones will speed up the growth of a plant by 300%.

     

  13. King Tedium’s Mundane Snare

    Small paperback book, has instructions on how to build basic snares. (+1 bushcraft for making snares if read before making a snare.)

     

  14. King Memorabilia’s Extraordinary Oil

    Small golden bottle contains 1d4 doses, the dose makes any object applied to appear magical in nature.

     

  15. Goat Dolls Protect Children

    When carried by a child grants them +3 AC.

     

  16. Holy Symbol of Resurrection

    If held aloft as an action, and you die before your next action, you are ressurected when your next turn would start, with full hit points.

     

  17. Holy Golden Snake

    Animates in gardens, and searches for common pests and eats them. Otherwise is a small golden snake necklace.

     

  18. Skeletal Retainer in urn

    Must be fed but does not actually eat, the food falls through the ribs. Acts as a Laborer three days of the week.

     

  19. Lunar Tome (+ A Spell, Related To Moon Now)

    When read the reader gains a first level spell, and that spell is returned every full moon, not every day.

    Bookspeak- Only in moonlight. Charm Person- Only In Moonlight. Comprehend Languages- Only in Moonlight. Detect Magic If magic is present the magical thing glows with moonlight for that turn. Enlarge- Only in Moonlight. Faerie Fire- Outline is Moonlight. Feather Fall- Only In Moonlight. Floating Disc- Only in Moonlight. Hold Portal- User must howl like wolf while holding the portal. Identify- Only in moonlight. Light- Is Moonlight. Magic Aura- Only in Moonlight. Magic Missile- they give off moonlight now. Mending- Only In Moonlight. Message- Only in Moonlight Shield- Only In Moonlight. Sleep- Only In Moonlight. Spider Climb- Only In Moonlight. Summon- Only In Moonlight. Unseen Servant- Only in Moonlight.

    Remember, moonlight changes WEREWOLVES.

     

  20. Winged Hammer Grants Flight

    As Fly once per day.

     

  21. Encyclopedia Collection (One Is A Camouflaged Grimoire)

    Self Explanatory.

     

  22. Suspended Planet In Crescent Moon Topped Staff

    Looks really cool.

     

  23. Priceless Vase of Bad Advice ( Endless Paper Slips)

    Self explanatory. VERY FRAGILE. FROM THE FEY.

     

  24. Secret Passage Chalk

    From Pan's Labyrinth. Thanks Guillermo!

     

  25. Harp that Mends Clothes when Played

     Self explanatory.


  26. Glimmering Angel Wings of Silver

    Attach to clothes, change alignment to lawful when worn.

     

  27. Two Tube Transfer

    Two small copper tubes about a foot in length, hollow. What is poured in one comes out the other.

     

  28. Magical Top Hat (Prestidigitation)

    +1 to sleight of hand when you wear this EXTREMELY flamboyant hat. (Draws unwanted attention)

     

  29. Balloon Shaped Urn of Meat Oil ( Oil Attracts Animals)

     

  30. Scythe of Level Drain

    Oversized weapon, drains a level on successful hit.No damage though.

     

  31. Synthesized heal Major Wounds in red Syrup in bottle

    Can heal up to 40 damage, so about 40 drops at a hp a drop.

     

  32. Evil Animated Painting

    Appears to be a ugly old person, but when no-one looks it crawls out of frame and does bad stuff.

     

  33. Cycle Armor, On Death Reincarnates In Armor x1

    Like an extra life. Armor is as leather.

     

  34. Ancient Fortress Ballista Auto-Aims

    Must be mounted to stone of at least 3 feet thick or the blowback will throw the user. Pierces 15 AC automatically, aims as action and will hit if the target does not move at least 10 feet as their next action.

     

  35. Magnetic Tiara

    Attracts anything smaller then the tiara and made of metal towards the wearers head. Make attack rolls to avoid bonkage/stabbage.

     

  36. Fey Blood In Vial + kit to make homnunculus

    Self explanatory.

     

  37. Mirage Projecting Sphere

     Looks like water on the ground, shimmering and shining.up close it is a crystal sphere. used to ambush in desert.

     

  38. A bag that Contains all of your starting equipment

    Self explanatory.

     

  39. Devil-Skull Chain and Mace

    Oversized weapon, if you kill someone with this weapon, you may make another action that turn.

     

  40. Fishing Pole of Lure Undead

    The lure on this bone fishing poles sinew string lures undead towards it, and all they concentrate is getting the lure in their mouths.

     

  41. Weakening Shield

    The weider of this shield slowly loses a con every morning, but the bonus AC of this shield is 4 and 6 for melee and ranged respectively. The con returns one point a morning if the shield was unused the previous day.

     

  42. Basket of Snakes

    Every morning a snake appears.

     

  43. Ancient Arequebus of Midas Death

     See gun rules in LOtFP, essentially when this -10 to hit weapon fires, if it connects, the target is turned into gold.

     

  44. Jar Full of Spirits

    Contains 1d6 alcohol-Ghosts. HD 1 HP 6 Speed 120’ Flying-Can go through walls Armor 18 Morale 12 Attack Hit intoxicates target.(Con checks at start of turn, failure indicates a -1 to rolls, and is cumulative.)

     

  45. Acid Cloak

    Negates acid damage. Limited surface area.

     

  46. Flame Belt

    Ignites wood with a touch.

     

  47. Slimy Shoulderpads of Waterbreathing

    + 3 minutes of breath holding.

     

  48. Lizardman’s legendary Cleaver

    Anything alive cleaved off with this will regrow the following morning. Anything severed becomes poisonous on being eaten.

     

  49. Runeword ( Salamander )

    Activatable once per day.

     

  50. Essence of Clarity

     

  51. Directional Crown

    The wearer's head cannot turn from the direction they faced when they put it on.

     

  52. Will of Who Owns It

    Becomes the will as soon as held in hands, fades once the will has been executed.

     

  53. Puzzle of Lessons

    Requires 15 successful tinker rolls in a row, grants +1 tinker if solved.

     

  54. People Paper

    Smells like people to animals when burned. 1d6 sheets.

     

  55. Animated Needles and Incredibly Strong Thread

    They'll sew for you.

     

  56. Corrupted Blade

    Glitches on odd attack rolls. +1 on even rolls. this +1 does not trigger glitches. Glitches are rolled on the following table, with a d10.

    1 Hits the attacker instead.

    2 Roll twice more.

    3 Makes a cracking sound, triggers random encounter.

    4 The attacker freezes and cannot move or be affected until their next turn.

    5 Glitches inside the target of the attack. does 1d20 damage and is hard to remove.

    6 Hits the attacker instead.

    7 Hits someone nearby the target.

    8 Blade teleports somewhere in a 50' range around the wielder.

    9 Go backwards three turns. Reverse all things that happened.

    10 + 5 damage if successful.

     

  57. The Idea of Surrender (Book)

    If read by a Dwarf, an Elf, or a Fighter (takes a week of consistent reading) then in addition to press charge parry and defensive fighting they gain Surrender. This allows the user to surrender as an action, and be taken as a prisoner in lieu of being killed.

     

  58. Metal Tube Of Hazy memories

    Sealed copper tube of gas, when opened the gas makes everyone in 30 feet have hazy memories of something.

     

  59. Angelic Halo

    Floats above head.

     

  60. Supplies from Space

    Vacuum packed and freeze-dried food, Solar flashlight, maybe some other tools. (So advanced as to appear magical.)

     

  61. Veil of Shining Fears

    If the wearer is scared of something, they can create a Shining light form of it that can hold it off as long as they concentrate. This is limited to one.

     

  62. Crown of the Commoner

    Just a hardhat.

     

  63. Burned Corpse Warpaint

    On application the painted person appears undead until they next sleep. 1d4 Doses.

     

  64. Spell Shield 

    The first spell cast upon this shield's user becomes imprinted, and that spell fizzles if used on the holder of that shield.

     

  65. Coffin Cloak

    Wearer grows fangs, likes the taste of blood, and can hang from their feet on things without tiring.

     

  66. Raven in Agate

     If dipped in milk turns into a raven. Reverts to stone on taking damage.


  67. Fossil Ghost Mace

     Large stone mace. Ovesized. Covered in hollow spaces shaped like ghosts. Terrifies ghosts.


  68. Serpent Scepter

    Can be turned into a serpent at will. Vice versa. Is a wooden scepter.

     

  69. Pickaxe of Flying Birds

    Normal pickaxe, small engraving of bird, squeaks and squawks if dangerous gas is present.

     

  70. Obfeasance 

    I am going to let you figure this one out.

      

  71. Door Of Dark Rooms

    If mounted on door hinges, the connecting rooms had the spell Darkness continually cast within them. (reverse of light)

     

  72. Frost-Breaking Roots

    Gnarled woody root. Cracks ice on contact.

     

  73. Question In Silk

    Silken knot puzzle. Teaches four useful knots once solved. 7 successful tinker rolls in a row. 

     

  74. Book Guillotine

    Sized for books, chops them in half. 

     

  75. Ankle Chain and Ball Of Haste

    Double action as Haste spell, 1/4th speed of movement.

     

  76. Mesmerizing Scroll

    Cannot be looked away from unless forced by someone else.

     

  77. Jet Pendant

    Jet black stone. Reflects one attack upon the bear to the attacker per day. Choose before damage is rolled.

     

  78. Crystal Rod of Refraction

     When held the user appears to be three people.


  79. Frost Eagle Armor

    As chain, if attacked, the attackers must save vs breath or be chilled, losing 10 ft of movement speed next turn.

     

  80. Mummy Wrapping Torches

    Triple light strength, automatically lights undead on fire. 1d4 of em'.

     

  81. Miniature Ship

    Has miniature crew. They take whispered commands.

     

  82. Mechanical Sovereign Soldier

     Runs on high proof alcohol. acts as mercenary infantryman, acts last every combat. Unaffected by mind altering magic, fire, disease, and a whole host of other things one hour per pint of alcohol.


  83. Manna Grenade

    Explodes a round after pin pulled, explodes in 50' radius, and hits with those affected as if their highest spell level is their AC. If damaged, they lose 1d6 spells. No damage otherwise.

     

  84. Seeing Stone Goggles

     Naturally occurring holes in stone from water movement. Allows sight of invisible or disguised Fey.


  85. Wormsculpted Staff of God-Bone

    Contains a charge of Command, Summon, Flay, Inducing Ray, Doubt Transfer, and Faith, and user takes 15 damage. Once used they are unusable until all spells are used. The 15 damage is one of the spells.

     

  86. Gravity Spear

    Anyone hit by this spear, if thrown, collapses and is over-encumbered until the spear is removed.

     

  87. Book of Recovery

    Restores 1 hit point a day if read before bed.

     

  88. Primary Paints of Aspecting

    1d6 small pots of paint. Red Blue Yellow Green Purple and Orange. if applied like body paint, they grant a +1 to a stat as follows Cha-Blue, Con-Red, Dex-Orange, Int-Yellow, Str-Green, Wis-Purple.

     

  89. Energy Sphere 

    Powers certain constructs. If this is given to the party, include a construct somewhere at some point that can be powered by this sphere. 

     

  90. Miraculous Hook

     Catches at least one fish if used, somewhere in the first 1d20 casts.


  91. Battering Ram of Surefooted Soldiers

    If at least ten hold this tree-trunk battering ram, they cannot fall over.

     

  92. Book Of Secrets

     Each hit point of blood poured on this book forms into writing, writing that conveys a SECRET.

     

  93. Rod Of Dark Stars

     Contains 1d10 charges of Dark Star. This spell creates a small black sphere in line of sight of the caster. This sphere can be considered the caster's center of gravity at will. The sphere cannot be moved. 

     

  94. Puppet Beads

    These beads can be put on a finger like a finger puppet and change the user's voice. 1d20 little heads on the bracelet.

     

  95. Sacrifice Wax

    Is 1d20 Hit Points that can be used instead of the user's Hit Points for Damage. Must be chosen to use before damage is rolled/announced. If the wax takes more damage than it has Hit Points left, the bearer of the wax passes out.

     

  96. Staunching Shield

    The bearer of this normal shield does not take damage over time from bleeding type wounds.

     

  97. Mitchkin Dagger

    Pierces the first target if thrown and can hit another behind them. Otherwise is a normal small weapon.

     

  98. Teal Robes of Calming

    The player who is using this clothing on their character takes their combat actions separate from everyone else. When it goes to their turn, everyone but the referee and them should leave the room. Any action apart from attacking is an automatic success.

     

  99. Thermos, Helmet, and Dagger

    Self Explanatory.

     

  100. Dead Duke’s Saber

    Can be tossed to another player, and caught, as a free action.

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