Monday 6 July 2009

100 Interesting Magic Items: The first half.

Here's the first half of a nice handy d100 table for what I think to be interesting magic items. I'll describe the effects for each but leave out anything system specific for you to fill in yourself.

Hope you enjoy!

  1. Aardvark Cloak: This cloak may be thrown around the wearer to wrap them in a protective shell. They cannot move or act while inside the shell other than returning the cloak to its normal form, but while protected they are unable to be hurt in any way.
  2. All-Seasons Scabbard: As long as a sword is kept in this scabbard the wearer suffers no ill effects from extreme weather.
  3. Angel Dart: If a target is whispered to the dart it may be thrown into the air, where it will fly to the target and hit it without error, regardless of distance or obstacles. The tiny dart causes no damage itself.
  4. Aqua Grease: This pale grease can be rubbed over any equipment to completely protect it against damage from water exposure.
  5. Amulet of Silence: Nothing within a foot of the holder of this amulet can cause any sound at all.
  6. Broken Dagger: This incredibly ornate dagger is snapped in half partway down the blade and is not able to be repaired by any means at all.
  7. Bell of the Crier: As long as the holder is ringing this hand-bell their voice will carry across great distances and be audible by all within a mile.
  8. Boat of Murder: If a corpse is placed in this small rowboat it will drift out on the water and return an hour later, empty. There will be no trace of the corpse anywhere and no evidence left in the boat.
  9. Bat Sword: If this sword is tapped against something hard it rings out a tone. This allows the wielder to see in the dark or smoke as well as they can in daylight.
  10. Crystal Ship: This miniature ship is beautifuly crafted and valuable, but if it is ever taken on board a ship that ship will sink before its voyage is completed.
  11. Coin Beetle: A normal looking coin. However, at night it comes to life and eats one other coin it can find, before disguising itself as a coin once again.
  12. Chalice of Moods: Anyone drinking from this cup must roll. On 1-3 they remember something sad from their past and their mood drops. On 4-6 they feel a new vigor for life and start to smile.
  13. Candle Beans: If one of these beans is bitten or pinched firmly it will glow for a few seconds before igniting in a low flame, much like a candle. It will burn for around ten seconds before going out and leaving a faint trail of smoke.
  14. Digging Spoon: This tiny spoon can dig through any substance with a forceful push.
  15. Death Drum: Anyone that bangs this drum thirteen times or more will die.
  16. Dogpack Tooth: If this tooth is pressed into someone's gums it will take root and allow the owner to speak with dogs and wolves.
  17. Diving Pearl: If a target is named and the pearl dropped into a body of water it will sink and move towards the target and latch onto it, returning it to the pearl's owner. The pearl cannot move objects larger than a person.
  18. Dustbane Broom: This broom not only brushes away dust, twigs and other leavings, but removes them from existance. This cannot be used to destroy other unwanted items, only things that would normally be swept up.
  19. Elephant Bread: This grey bread tastes faintly meaty and is incredibly filling.
  20. Eternal Chessboard: Anyone playing chess with this set cannot win or lose a match. It simply goes on and on no matter how many moves the players take.
  21. Ether Flute: Playing this flute causes any ghosts or spirits to freeze, mesmerised.
  22. Engraving Quill: This quill can engrave messages onto any substance.
  23. Fisherman's Blanket: This blanket will become dry with a quick shake, regardless of how wet it is, and is always faintly warm.
  24. Frog Box: If this box is left open near to a frog it will be compelled to hop in and sit there happily. The frog will stay in the box without needing food, air or water, until instruted to hop out.
  25. Firey Ring: If a container of food or liquid is held in the hand bearing this ring it will slowly heat up. Within a minute it will be boiling, but the container will still be safe to hold.
  26. Frost Thread: If this thread is dangled into a body of water it will freeze at the rate of around one pint per minute. Once the thread is removed it will start to thaw.
  27. Fingerless Gloves: Anyone that puts on these gloves feels a faint tingling in their fingers. An hour later it will be uncomfortable cramps. A further hour later, intense pain. At this point, if the gloves are removed their fingers will magically disappear.
  28. Grey Paste: This pot of watery paste can be eaten, acting as both food and water, but tastes a little like ash. The pot magically refills with grey paste every night.
  29. Golden Mule: A tiny golden statue of a mule. Anyone carrying this may carry twice as much weight as normal.
  30. Howling Horn: This horn makes a very convincing howling noise, like that of a wolf.
  31. Happiness Beads: Anyone wearing these beads feels a little happier than when they're not wearing them.
  32. Hidden Sword: If this sword is tucked behind a robe or cloak it will not be found by anyone searching for it other than the person that hid it there.
  33. Inspection Lens: Peering through this small lens reveals the true value of any jewels, gems or other art items.
  34. Ice Diamond: This diamond is found sumberged in crushed ice in a specially sealed box. If it is removed from the ice it will gradually change over the next minute until it resembles a grey pebble. If submerged in crushed ice again it will quickly return to its diamond appearance.
  35. Juggler's Balls: If thrown these balls will always make their way back to the thrower's hand before hitting the ground.
  36. Jump Rope: When told to jump, this rope coils like a spring and bounces upwards twenty feet, carrying up to one passenger with it.
  37. Jinxed Axe: This handaxe functions normally in melee but if thrown it will hit an ally if you miss your target.
  38. Kindred Bracelets: When two people are wearing one of these bracelets each they are always aware of when the other is in life-threatening danger.
  39. Karma Vase: Filling this Vase with expensive drink will cause it to drain away, but cure any ailments or damage affecting the pourer. Breaking the vase will kill the breaker.
  40. Kingsblood Weed: Boiling this weed produces tea that will taste delicious to anyone of royal blood but foul to anyone that isn't.
  41. Life Eating Sapphire: Whenever anyone holding this sapphire in one hand kills another being of above animal-level intelligence it glows and swells, increasing its value by 5%.
  42. Leech Dust: Scattering this dust over a wound will clean it and drain any poison from it.
  43. Longstride Breeches: Anyone wearing these red breeches will never become tired from walking.
  44. Lion Gauntlet: This awkward steel gauntlet has a lion's head at the end in place of fingers. When the jaw hinge is moved from inside it makes a convincing lion's roar. The hand inside the gauntlet can't be used for anything else.
  45. Madman's Blanket: Anyone sleeping under this blanket will have horrible, maddening nightmares.
  46. Moon Rock: This rock has a strange feeling and is a weird yellow-grey colour. Any inspection suggests magical properties but infact it's completely mundane.
  47. Marble Man: This statue comes to life when touched, functioning much as a normal servant would. It is only as strong as a normal human and can carry out any basic function it is taught the word for. It cannot speak, run or fight and if struck with a blow will fall to the ground and shatter into pieces.
  48. Master's Ring: This ring causes a faint tingling sensation whenever one of the wearer's employees, servants or hirelings is planning to betray them in some way.
  49. Map of the Head: The holder of this map may look over it when trying to remember something they witnessed while carrying the map. Within a minute of looking at it they will remember, even to the smallest detail.
  50. Money Belt: Any amount of money may be pressed into a small slot on the front of this belt. The money can be retrieved by tapping it three times and announcing how much is required. This will even cause larger coins to be converted into change for specific amounts.

To be continued...


  1. Very neat list! Copied and pasted for my own use. One question, did you mean "Armadillo Cloak" for the first one? With an "Aardvark Cloak," I see the user developing a craving for ants. ;)

  2. Ah! Just consider that an extra quirk of the item...

  3. Now this is some good stuff. I was looking for something like this. Good work!
    Cant wait for the second part ^^

  4. i want part 2 now

  5. 9 years later, still no part 2 seemingly

  6. JarvisBobblehead10 October 2018 at 22:34

    50. All in Coin: The holder of this coin must flip it into the air and Call heads or Tails (after having chosen an action to take), if guessed correctly they will either critically fail or have a critical success (1d20: 1-10 crit fail, 11-20 crit success).

    51. Coin of Certainty: This coin will always land on heads. The user must roll a higher sleight of hand check than the passive perception of the person being deceived for it to be effective.

    52. Coin of ends: Same as Coin of Certainty but with tails.

    53. Ring of tracking: Once attuned, the wearer will always know the location of the ring, regardless of where it is or if it is being worn by another person.

    54. Scholars Monacle: Whilst wearing this inside a library, the wearer gains advantage on intelligence checks to find books or information.

    55. Proteus: This magic item of +1 is lawful good in spirit. It can morph into any normal item but cannot be used for purposes it does not regard as lawful good or approved by it.

    56. Cape of Billowing: This cape will Billow Heroically behind the wearer when prompted to do so. It adds a +1 to charisma checks whilst billowing.

    57. The Shared Shards: These fragments of a mirror will allow two people to communicate face to face through the mirror with one another, regardless of distance.

    58. Groot: This baby Ent will feed on any liquid, providing it with personality; Water = grows in size slowly as normal Ent. Blood = Grows in rage and becomes angry. Oil = emits a sticky sap-like fluid. Etc.

    59. Nail of Fastening: This ugly square nail made of blackened iron, when hammered, will remain in place until a word is spoken. The word is engraved on the nails head, however it is blurred. worn and scratched out from so many hits.

    60. Wonderous Orb: This orb, when held by a creature, will cause it to be paralyzed. Whilst it is paralyzed, the soul of the creature can freely roam 60ft from its body, trespassing through walls and able to identify the nature (Good, Neutral, Evil) of any creature within its radius. If the user holds on to the orb for longer than 1 minute it will take 1 dmg, 2 minutes will take another 1 dmg + 2 dmg, 3 minutes will take 1+2+3 dmg, and so on.