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
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3
|
pull
one palm-sized thing toward you at slow speed this turn
|
glove,
wand, mitt, sack, magnet, bit of rock
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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
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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
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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
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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
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explodes
in melee burst and atomizes water in the area, making mist
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bomb,
flask, vial, potion, keg, stick bound with wires and relic
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15
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explodes
in melee burst, all in short range must Save v Devices or be
blinded for a turn
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bomb,
flask, vial, potion, keg, stick bound with wires and relic
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16
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explodes
in melee burst and forces Save v Stone or knocked down/crushed
flat/pinned
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bomb,
flask, vial, potion, keg, stick bound with wires and relic
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17
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explodes
in short range burst, Save v Breath Weapon to halve damage
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bomb,
flask, vial, potion, keg, stick bound with wires and relic
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18
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explodes
in melee burst; if target isn't alive after damage is applied,
their body is re-arranged in some novel way
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bomb,
flask, vial, potion, keg, stick bound with wires and relic
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19
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explodes
in melee burst and pushes anything in affected area out of the
area (Save v Stone)
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bomb,
flask, vial, potion, keg, stick bound with wires and relic
|
20
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two
turn effect: first turn, pulls everything in short range closer,
second turn explodes
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bomb,
flask, vial, potion, keg, stick bound with wires and relic
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21
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explodes
in melee burst, deals no damage but deafens all within short
range. Loud.
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bomb,
flask, vial, potion, keg, stick bound with wires and relic
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22
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explodes
in melee burst, dealing d4 damage and then spitting out smaller
explosions, effecting all those within melee of burst for another
d4
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bomb,
flask, vial, potion, keg, stick bound with wires and relic
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23
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burst
above single human-sized target and drops net, Save v Stone or be
snared
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bomb,
flask, vial, potion, keg, stick bound with wires and relic
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24
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temp
weapon enchant – next attack against living tissue +2 dam
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distilled
green slime, oil, whetstone, polishing cloth, herb bundle
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25
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see
twice as far for d4 turns
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glasses,
eyedrops, forehead salve
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26
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temp
object enchant – anything against which this is applied gets to
make a Save against fire damage to halve
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salamander
oil, polishing cloth
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27
|
creates
a translucent, penetrable, gelatinous wall that consumes flames
for d4+1 turns
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vial
of extracted and treated gelatinous cube
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28
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hold
portal for d6 turns
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helm,
nail, hammer, bundled herbs
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29
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temp
armor enchant- +2 AC until next struck this combat
|
oil,
polishing cloth, relic, holy writ
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30
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creates
an invisible wall roughly 10' by 10' and 6” thick, about as
tough as wood (for d8 turns) or iron (for 1 turn)
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belt
buckle, glass marble to be bit, solution to be gargled and spit
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31
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creates
an ablative shield, +1 AC until struck
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belt
buckle, ring, wax or candle
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32
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greases
a 20'x20' flat, solid surface for d4 turns
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flask,
vial of oil, ring
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33
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creates
a translucent, penetrable, gelatinous wall that causes d6 cold
damage to all that pass through it for d4 turns
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vial
of extracted and treated gelatinous cube
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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
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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
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36
|
a
short-sword-sized item is now considered one increment lighter for
the purposes of encumbrance
|
oil,
salve, crystal
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37
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temp
weapon enchant – next attack counts as magical fire
|
oil,
whetstone, polishing cloth, herb bundle
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38
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flies
to target and imbeds itself, is ruined, deals damage, may travel
up to long range
|
a
glass and brass flying insect
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39
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light
as torchlight for 6 turns
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wand,
burnt stick, vial, taper
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40
|
creates
a translucent, penetrable, gelatinous wall that causes d6 fire
damage to all that pass through it for d4 turns
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vial
of extracted and treated gelatinous cube
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41
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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
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42
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independent
familiar performs 1 task that takes no more than 1 turn
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whistle,
calling drum
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43
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creates
a tent that houses 4, with bedding. Denatures after a day.
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canvas
square, vial
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44
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bonus
of two on next Int test (declare before roll)
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vial,
crystal, headband, helm
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45
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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
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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
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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
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50
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thrown
object that deals d6+1 damage
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crystal,
vial or glass drop
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51
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can
bend or twist a palm-sized iron object held in hand
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gloves,
herbs, tincture
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52
|
protection
from iron for 1 turn
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chalk,
sprig of hemlock, leaf from an elf's home
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53
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“records”
thirty seconds of information, which can then be played back once
|
glasses
|
54
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touch
a target and you and the target must Save v Device or be paralyzed
for 1 turn or stunned for 2
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gloves,
glass marble crushed between teeth
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55
|
renders
a cubic foot of metal brittle
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oil,
polishing cloth, salve
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56
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a
brittle filament held between two hands that may slice through
roughly 6” of non-magical substance, lasts a turn
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garotte,
spool of thread
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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
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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
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59
|
pops
you into a ghostly form for 1 turn (immunities and mobility as
ghost, but likely to attract things not desired)
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censer,
pill of powdered femur
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60
|
Turn
2 cubic feet ghostly for 1 turn
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small
flensing knife, tiny hammer
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61
|
Save
v Poison or become addled by emotion (cannot communicate without
weirding everyone out) for d4 turns
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vial,
needle, weapon oil
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62
|
Save
v Poison or take a die of damage from internal hemorrhaging
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vial,
needle, weapon oil
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63
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Save
v Poison or be effected as charm for d4+2 turns
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vial,
needle, weapon oil
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64
|
Save
v Poison or stare into space, thoughtless for 1 turn
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vial,
needle, weapon oil
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65
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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
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66
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long
range beam of either necrotizing or holy fire that lasts 1 turn
and deals d6 damage, split between all hit
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wand,
scepter, crystal, skull, ring
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67
|
long
range beam of cold that deals d6 damage split over all targets
|
wand,
scepter, crystal, skull, ring
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68
|
long
range beam of lightening that deals d6 damage split over all
targets
|
wand,
scepter, crystal, skull, ring
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69
|
door-sized
space spiked with this halve the speed of any ghostly egress
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piton-looking
spike, paper charm hanging from end
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70
|
minor
healing (re-roll HD and take the higher of current or re-rolled
result)
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bright
red potion, pill, herbs
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71
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healing
(re-roll HD +2 die and take the higher of current or re-rolled
result)
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bright
red potion in large bottle, pill, herbs
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72
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see
what someone else is seeing for 1 turn
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pairs
of: glasses, crystals, monocles, headbands
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73
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in
lieu of healing, spend a full rest repairing broken gear
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portable
anvil, bellows, hammer, etc
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74
|
temp
armor enchant- whenever struck this turn (OR next turn) deal 1
lightening damage to all characters in melee range of you
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oil,
polishing cloth, relic, holy writ
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75
|
creates
a shell that grants a temporary d4 HP this turn
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belt
buckle, glass marble to be bit, wand
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76
|
temp
weapon enchant – next attack counts as magical lightning
|
oil,
whetstone, polishing cloth, herb bundle
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77
|
deal
a die of lightning damage
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wand,
scepter
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78
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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
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you
and another target within melee range are affected by sleep
|
gloves,
packet of powders
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80
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no
sound within melee burst may be heard
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ear
trumpet, candle of ear wax, black stone
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81
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no
sound within a stationary cubic foot of space can be heard
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ear
trumpet, candle of ear wax, black stone
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82
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reduce
range penalties by one step
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telescoping
lens, monocle
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83
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bonus
of one to next Initiative roll
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potion
|
84
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bonus
of one to next save
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charm,
incense
|
85
|
bonus
of two to next save
|
charm,
incense
|
86
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bonus
of two to next Str test
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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
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spike
to be driven into skull
|
89
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transport
one palm-sized thing across a melee range area
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ring,
wand
|
90
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transport
one palm-sized thing across a short-range area
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ring,
wand, bowstring
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91
|
a
message from someone who came before, scrawled in incandescent
blood
|
paper,
on the environment
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92
|
temp
armor enchant- +1 AC until end of combat as your image warps and
refracts
|
blood
of a displacer beast, seasoned
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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
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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
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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
|