Friday, March 7, 2014

100 Minor Magic Items for D&D (from Numenera)



black mask with ribbon, usable once as per roll 60 on the table

Here are the 100 cyphers from page 281 of the core Numenera book, re-cast for older D&D. 

These replace scroll, potion and, if you want, map results in the OD&D treasure tables. Like potions and scrolls, they're 1 use items. Rarely (about 1 in 10), they're reusable, at 1/session. Each uses up at least one of the 10-12 spaces a character has in their inventory and don't stack.

Not everything here is expressly magical. Weird chemistry or just the ingenuity of the locals could account for them as well.

Intending to use a variation of this with my Dark Souls D&D game.

100 (possibly) magical things
roll
thing it does
what it could be
1
adhesive, +1 to climbing for d4 turns
gloves, clothing, claws, paper
2
use immediately after a failed Save v Poison to re-roll
potion, poultice, relic
3
pull one palm-sized thing toward you at slow speed this turn
glove, wand, mitt, sack, magnet, bit of rock
4
temp weapon enchant- an enemy struck by this weapon must save v stone or be knocked back, out of melee
oil, whetstone, polishing cloth, herb bundle
5
temp armor enchant- when wearer is struck, they teleport out of melee to a random area within short range
oil, polishing cloth, relic, holy writ
6
use immediately following infection with a disease and make a Save v Poison to fight off infection
crystal, vial of sacred water, potion, treated leech
7
heat vision for d6 turns
crystal, glasses, wand, potion, helm, headband
8
save v poison or fall into fevered dreams, sweat may be gathered and used as a Spell Component (Save at -4 penatly if you intended the effect)
potion, pill, mysterious wine
9
read languages for a turn
piercing to be pushed through skin, plug to be inserted into ear
10
temp armor enchant- when wearer is struck, they teleport out of melee to an area of choice within short range
oil, polishing cloth, relic, holy writ
11
can speak to* for d4 turns
vial, headband, crystal, helm, stone placed under tongue
12
temp weapon enchant – next attack adds momentum to your swing (when using momentum to attack, roll damage twice and pick higher)
oil, whetstone, polishing cloth, herb bundle
13
explodes in melee burst for d6 damage (when rolling damage: 1-2 is shrapnel, 3-4 is fire, 5 is heat drain and 6 is acid)
bomb, flask, vial, potion, keg, stick bound with wires and relic
14
explodes in melee burst and atomizes water in the area, making mist
bomb, flask, vial, potion, keg, stick bound with wires and relic
15
explodes in melee burst, all in short range must Save v Devices or be blinded for a turn
bomb, flask, vial, potion, keg, stick bound with wires and relic
16
explodes in melee burst and forces Save v Stone or knocked down/crushed flat/pinned
bomb, flask, vial, potion, keg, stick bound with wires and relic
17
explodes in short range burst, Save v Breath Weapon to halve damage
bomb, flask, vial, potion, keg, stick bound with wires and relic
18
explodes in melee burst; if target isn't alive after damage is applied, their body is re-arranged in some novel way
bomb, flask, vial, potion, keg, stick bound with wires and relic
19
explodes in melee burst and pushes anything in affected area out of the area (Save v Stone)
bomb, flask, vial, potion, keg, stick bound with wires and relic
20
two turn effect: first turn, pulls everything in short range closer, second turn explodes
bomb, flask, vial, potion, keg, stick bound with wires and relic
21
explodes in melee burst, deals no damage but deafens all within short range. Loud.
bomb, flask, vial, potion, keg, stick bound with wires and relic
22
explodes in melee burst, dealing d4 damage and then spitting out smaller explosions, effecting all those within melee of burst for another d4
bomb, flask, vial, potion, keg, stick bound with wires and relic
23
burst above single human-sized target and drops net, Save v Stone or be snared
bomb, flask, vial, potion, keg, stick bound with wires and relic
24
temp weapon enchant – next attack against living tissue +2 dam
distilled green slime, oil, whetstone, polishing cloth, herb bundle
25
see twice as far for d4 turns
glasses, eyedrops, forehead salve
26
temp object enchant – anything against which this is applied gets to make a Save against fire damage to halve
salamander oil, polishing cloth
27
creates a translucent, penetrable, gelatinous wall that consumes flames for d4+1 turns
vial of extracted and treated gelatinous cube
28
hold portal for d6 turns
helm, nail, hammer, bundled herbs
29
temp armor enchant- +2 AC until next struck this combat
oil, polishing cloth, relic, holy writ
30
creates an invisible wall roughly 10' by 10' and 6” thick, about as tough as wood (for d8 turns) or iron (for 1 turn)
belt buckle, glass marble to be bit, solution to be gargled and spit
31
creates an ablative shield, +1 AC until struck
belt buckle, ring, wax or candle
32
greases a 20'x20' flat, solid surface for d4 turns
flask, vial of oil, ring
33
creates a translucent, penetrable, gelatinous wall that causes d6 cold damage to all that pass through it for d4 turns
vial of extracted and treated gelatinous cube
34
explodes in short range burst, granting cover to any within range (1 in 6 chance of causing temporary neurological damage, affecting area as sleep)
flask of pixie wings
35
user floats 6 inches above solid ground, and skims the top of liquids for d4 turns
feathers of a magical creatures, powdered or rendered drinkable
36
a short-sword-sized item is now considered one increment lighter for the purposes of encumbrance
oil, salve, crystal
37
temp weapon enchant – next attack counts as magical fire
oil, whetstone, polishing cloth, herb bundle
38
flies to target and imbeds itself, is ruined, deals damage, may travel up to long range
a glass and brass flying insect
39
light as torchlight for 6 turns
wand, burnt stick, vial, taper
40
creates a translucent, penetrable, gelatinous wall that causes d6 fire damage to all that pass through it for d4 turns
vial of extracted and treated gelatinous cube
41
crawls up to 20' away, fast, records a bug-level picture, looking up at 45 deg. Angle and returns the following turn to report to user
a glass and iron beetle
42
independent familiar performs 1 task that takes no more than 1 turn
whistle, calling drum
43
creates a tent that houses 4, with bedding. Denatures after a day.
canvas square, vial
44
bonus of two on next Int test (declare before roll)
vial, crystal, headband, helm
45
temp armor enchant- renders armor invisible until struck
oil, polishing cloth, relic, holy writ
46
get to make a check to see if you know something about the matter at hand
pill, potion, wand, crystal, helm
47
creates a translucent, penetrable, gelatinous wall that causes 2d6 lightning damage every other turn (wall flashes when dangerous) for d4 turns
vial of extracted and treated gelatinous cube
48
a light green slime that devours 1 cubic foot of material in a turn and then is rendered inert (chance to re-invigorate on a random encounter)
vial or flask of treated pudding
49
can speak to objects made by humanoids for d6 turns (speaking to an object made by a Mind-Flayer requires a Save v Sanity)
vial, headband, crystal, helm, stone placed under tongue
50
thrown object that deals d6+1 damage
crystal, vial or glass drop
51
can bend or twist a palm-sized iron object held in hand
gloves, herbs, tincture
52
protection from iron for 1 turn
chalk, sprig of hemlock, leaf from an elf's home
53
records” thirty seconds of information, which can then be played back once
glasses
54
touch a target and you and the target must Save v Device or be paralyzed for 1 turn or stunned for 2
gloves, glass marble crushed between teeth
55
renders a cubic foot of metal brittle
oil, polishing cloth, salve
56
a brittle filament held between two hands that may slice through roughly 6” of non-magical substance, lasts a turn
garotte, spool of thread
57
embed this small, fleshy egg sac in the back of your head and it will burst when it feels threatened (ie, when you're about to get surprised from behind)
palm-sized egg-sac
58
minimizes the effect of one environmental threat (reduces the source of most damage by one die size, gives an extra turn to hold breath, etc)
hood, maniple, incense
59
pops you into a ghostly form for 1 turn (immunities and mobility as ghost, but likely to attract things not desired)
censer, pill of powdered femur
60
Turn 2 cubic feet ghostly for 1 turn
small flensing knife, tiny hammer
61
Save v Poison or become addled by emotion (cannot communicate without weirding everyone out) for d4 turns
vial, needle, weapon oil
62
Save v Poison or take a die of damage from internal hemorrhaging
vial, needle, weapon oil
63
Save v Poison or be effected as charm for d4+2 turns
vial, needle, weapon oil
64
Save v Poison or stare into space, thoughtless for 1 turn
vial, needle, weapon oil
65
whisper into this device no more than five words that are transmitted to the first person that puts the device to their ear
bottle, jar
66
long range beam of either necrotizing or holy fire that lasts 1 turn and deals d6 damage, split between all hit
wand, scepter, crystal, skull, ring
67
long range beam of cold that deals d6 damage split over all targets
wand, scepter, crystal, skull, ring
68
long range beam of lightening that deals d6 damage split over all targets
wand, scepter, crystal, skull, ring
69
door-sized space spiked with this halve the speed of any ghostly egress
piton-looking spike, paper charm hanging from end
70
minor healing (re-roll HD and take the higher of current or re-rolled result)
bright red potion, pill, herbs
71
healing (re-roll HD +2 die and take the higher of current or re-rolled result)
bright red potion in large bottle, pill, herbs
72
see what someone else is seeing for 1 turn
pairs of: glasses, crystals, monocles, headbands
73
in lieu of healing, spend a full rest repairing broken gear
portable anvil, bellows, hammer, etc
74
temp armor enchant- whenever struck this turn (OR next turn) deal 1 lightening damage to all characters in melee range of you
oil, polishing cloth, relic, holy writ
75
creates a shell that grants a temporary d4 HP this turn
belt buckle, glass marble to be bit, wand
76
temp weapon enchant – next attack counts as magical lightning
oil, whetstone, polishing cloth, herb bundle
77
deal a die of lightning damage
wand, scepter
78
bonus of two on next Dex or Int test to see if your character can accomplish some feat of nimbleness or acuity (declare before roll)
girdle, bracer, bandolier
79
you and another target within melee range are affected by sleep
gloves, packet of powders
80
no sound within melee burst may be heard
ear trumpet, candle of ear wax, black stone
81
no sound within a stationary cubic foot of space can be heard
ear trumpet, candle of ear wax, black stone
82
reduce range penalties by one step
telescoping lens, monocle
83
bonus of one to next Initiative roll
potion
84
bonus of one to next save
charm, incense
85
bonus of two to next save
charm, incense
86
bonus of two to next Str test
potion
87
creates a translucent, penetrable, gelatinous wall lasting d4 turns. Anyone passing through the wall must Save v Magic or be stunned.
vial of extracted and treated gelatinous cube
88
permits communication with... something else
spike to be driven into skull
89
transport one palm-sized thing across a melee range area
ring, wand
90
transport one palm-sized thing across a short-range area
ring, wand, bowstring
91
a message from someone who came before, scrawled in incandescent blood
paper, on the environment
92
temp armor enchant- +1 AC until end of combat as your image warps and refracts
blood of a displacer beast, seasoned
93
temp weapon enchant – this combat, +1 attacks until you miss
weapon oil from displacer beast urine
94
place on a willing subject. For the next d8 hours, you know in which direction they are
glass mosquito
95
bonus of two to a Cha test
mask, fake beard, feather to be placed in cap
96
give another +2 AC versus one target until struck
mirror, telescoping lens, crystal, smokey glass
97
the next thing you said is comprehensible to a single target, regardless of differences in language (target must fail Save v Device)
collar, book of letters, tonic
98
get to make a Save v cold damage to halve
charcoal, censer, blanket
99
use to get another turn of held breath
vial, empty bladder/drinking skin
00
can see through up to two feet of a single non-metal substance this turn
lens placed against subject
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