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