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stewstew5
2017-07-05, 06:49 PM
In a 1e campaign i have a plan for the pc's to come across a vault filled with both magic and cursed (but mostly cursed) items and artifacts. I had a few good ideas, but now I've run dry. Anyone wanna help me with ideas good, bad and ugly?

stewstew5
2017-07-05, 06:50 PM
Both serious and ridiculous

Nifft
2017-07-05, 07:14 PM
Ring of Spell Swallowing - Cursed; cannot be removed. This ring can be activated to consume one spell effect currently active on the wearer. This satiates the ring for a number of days equal to the level of the spell consumed. After that time, the ring can be activated again. If the ring remains active and unfed for more than three days, it deals 1d6 Con damage to the wearer at the start of each day, until it is fed a spell and thereby satiated.

Mirror of Concordant Opposition - Most faces reflected in this mirror are shown sporting an evil-looking goatee. If the face normally has a goatee, then the face in the mirror appears to be clean-shaven instead.

Rod of Edge Detection - All bladed weapons within 120 ft. begin to glow brightly, as though targeted by a light spell, and remain glowing for 1 hour.

stewstew5
2017-07-05, 07:19 PM
Ring of Spell Swallowing - Cursed; cannot be removed. This ring can be activated to consume one spell effect currently active on the wearer. This satiates the ring for a number of days equal to the level of the spell consumed. After that time, the ring can be activated again. If the ring remains active and unfed for more than three days, it deals 1d6 Con damage to the wearer at the start of each day, until it is fed a spell and thereby satiated.

Mirror of Concordant Opposition - Most faces reflected in this mirror are shown sporting an evil-looking goatee. If the face normally has a goatee, then the face in the mirror appears to be clean-shaven instead.

Rod of Edge Detection - All bladed weapons within 120 ft. begin to glow brightly, as though targeted by a light spell, and remain glowing for 1 hour.

I love these. Especially the mirror.

DataNinja
2017-07-06, 12:53 AM
Both serious and ridiculous

Ridiculous, you say? *cue evil grin*

This thread (http://www.giantitp.com/forums/showthread.php?399328-List-of-Mostly-Useless-Magic-Items) has some great ones, most of which are edition-neutral (though, a few are 5e specific). I compiled the first 4 pages of the thread into a sorted manner here (http://www.giantitp.com/forums/showsinglepost.php?p=20132612&postcount=857).

There's still 32 more pages of the blasted things that I never got around to indexing, though. :smallamused:

Storm_Of_Snow
2017-07-06, 04:10 AM
Rod of Edge Detection - All bladed weapons within 120 ft. begin to glow brightly, as though targeted by a light spell, and remain glowing for 1 hour.
Also works on new internet browsers, retired professional wrestlers and the guitarist in U2. :smallbiggrin:

ericgrau
2017-07-06, 01:26 PM
The face palm: When this hand shape medallion is lifted from the neck and hung from the ears and the user suggests verbally, enacts or is in the miidle of a course of action, it will tell you if the DM thinks the action is incredibly stupid. The palm then reacts by pulling forward and snapping back, smacking the wearer's face. The medallion has no response if the action is a good idea or merely mildly stupid. Its powers may only be used once per round.

Ravens_cry
2017-07-06, 01:54 PM
Robe of Ayes. Shouts out a chorus of yes votes whenever a vote is called and, unless a save vs. spells is made, forces you to do the same.

Magnificent Tiny Mansion. Confers all the benefits of the Magnificent Mansion spell, but doll house sized and would be very cramped for a single halfling or gnome, let alone a human or elf.

TheYell
2017-07-06, 02:38 PM
Cilice: Worn on belt slot, does 1 point of CON damage and gives a +1 bonus to WIS.

Goggles of Risk: Gives darkvision 120 feet and keen eyesight for 1000 yards; -2 to save against enchantment and dazzle effects.

Urns of the Frogman: Worn across the shoulders, these coarse ceramic urns keep the bearer a steady 10 feet below the surface of water, neither rising nor sinking, and give a +4 bonus to a roll to hold breath.

Skull of Ululation: This mithral skull on a silver chain is swung by both hands as a full round action. The skull does 1d6 sonic damage to all living creatures within 60 feet and each must make a DC 15 Fortitude check against being stunned. Flying creatures who fail their stun check fall prone. The skull has no effect on constructs or the undead. Oozes take double damage from the skull as rippling waves form across their bodies in sync with the skull's screams.

Gong of Effect: When struck this gong magically activates all traps within 15 feet of the bearer. It does not notify the bearer of any traps except by activating them.

Mastikator
2017-07-06, 03:28 PM
Returning Beehive exactly what it sounds like, you toss it at the enemy and then it magically returns to you.

Jerrykhor
2017-07-07, 01:14 AM
Bag of Colding - Like Bag of Holding, but at freezing temperatures.

stewstew5
2017-07-07, 10:17 PM
Bag of Colding - Like Bag of Holding, but at freezing temperatures.

I thought of this one but it either A. Subjects inserted items to extreme cold or B. Items that are withdrawn are coated in a light layer of frost

DuctTapeKatar
2017-07-08, 12:35 AM
Axe of Being on Fire: Whenever someone says the keyword to this axe, the person holding it is set on fire for as long as it is in their hand. Great for parties.

Ring of Ringing Rings: Whenever this ring is near another magical ring that rings, it rings. Loudly. Perfect for the sneaky rogue.

The Confusing Glove: This glove will turn any hand that wears it into the opposite hand (left hands will become right hands, and vice-versa). The hand works as normal, but is the opposite.

Poisonous Anti-toxins: These magical potions are able to eliminate all poisons, toxins, and otherwise nasty stuff inside one's body. And they just expired one week ago too...

Catskin of Transmutation: When wearing this enchanted pelt, it transforms the wearer into a ordinary house cat. Unfortunately, it is unable to be worn all over the body, so it mostly just changes most of the body into a cat, leaving arms and legs unchanged.

Bag of New York Times Bestsellers. Like, all of them: Whenever one reaches into the bowls of this gaudy bag, they are able to take out a book that is deemed by the New York Times magazine to be a "bestseller." Every now and then, the books are actually good, and deserve praise, but most are bargain-bin trash. At least you will not be running out of kindling...

Taco-shell of Holding: This magic taco-shell is able to store twice the amount of cheese, beef, beans, and other Mexican goodness than any other. The spell is destroyed when the taco-shell is completely devoured.

Ring of the Four Horse-men: This ring is designed to look similar to the Ring of the Four Horsemen of the Apocalypse, which is able to summon terror and despair upon one's enemies, raise the dead, and bring forth Ragnarok. This one summons a Centaur who is constantly that he is unsure of how his spine works, a man with a Horse's head who constantly says "I love it!" while giving a thumbs up, a horse with a rather handsome human head who is able to captivate any woman in the vicinity, and a horse whose lower half is that of a man, and refuses to wear pants.

Nifft
2017-07-08, 01:02 AM
The Confusing Glove: This glove will turn any hand that wears it into the opposite hand (left hands will become right hands, and vice-versa). The hand works as normal, but is the opposite.

Useful for Rakshasa in disguise.


== == ==

Mirror of Earnest Announcement - The first time each day that a person stands in front of this mirror, and within 15 ft. of the surface, the mirror announces that person's name in a booming voice -- but pronounces it slightly wrong.

Quaal's Feather Token: Shrubbery - When thrown at the ground, a shrub grows.

Memory Rope - When unobserved, this 50 ft. silk rope will unknot and untangle itself, coil itself into a loop, and then twist one of its ends into a noose.

Jay R
2017-07-10, 09:59 PM
Three identical pairs of gloves. An identify spell will identify them all as gloves of strangulation.

One pair will give +3 to any grappling attempt, and +6 to strangling.
One pair will give +4 strength, +6 for attempts at strangulation.
One pair will start strangling the wearer as soon as combat begins.

No magic will identify which is which.