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  1. - Top - End - #1
    Ogre in the Playground
     
    MrEdwardNigma's Avatar

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    Default Interesting Magic Trinkets

    I'm running a game and my players have the opportunity to buy the belongings of a mysterious mage/magician/hypnotist, so I need a bunch of interesting magic trinkets. I dug up a list of trinkets I once made that an evil mage had collected, to give you an idea of the sort of stuff I need, only the idea with this mage would be that he made the items himself. Mostly as experimentation, but also for magic tricks and such.

    The list:
    Constrictor Rope
    Enchanted rope. It tries to constrict the most nearby living person and doesn’t let go. It acts somewhat like a snake. They are only meant for emergencies and stop working after two days.
    Hive Shell
    Magical conch. Can be used as a communications device. Basically it’s a system that works like walkie talkies, only the shells will wait to speak until you put your ear to them, and will pulse red until you do.
    Porcupine
    A small, gleaming metal porcupine figure that is extremely sharp and never goes blunt.
    Dragon
    A small metal dragon. If you press it’s tail, it spits a small blue flame.
    Eyesalve
    A jar of gooey salve with small eyeballs in it. It heals all wounds, but it doesn’t grow anything back.
    Dice
    A pair of black stone dice that always roll a one and a six.
    Predator Tooth
    A large tooth with a canal running through. There’s still enough of whatever venom the creature used to paralyse one person and make them appear dead, stopping their heartbeat and breathing. This effect lasts about an hour.
    Chest
    A tiny metal chest with a key. It’s padded on the inside, and enchanted so it can’t be opened in any other way than with the key.
    Jar of Ink
    It seems like perfectly normal ink, but when used, it takes a 12 hours to appear.
    Notebook
    A small notebook bound in black leather. Once the letters on a page are read, the page combusts.
    Origami Bird
    The bird is made of paper that can be folded infinitely (yet won’t get so thick as to reach the moon…)
    Whalebone Pipe
    Beautifully carved in the shape of a ship. It doesn’t come with tobacco, but should you smoke any in it near the waterfront, it can summon a sunken ship.
    Terracotta Flask
    A small earthen flask which fills itself each day with cow urine.
    Glass Eye
    When put in water, it points north.
    Purifying Ring
    A regularlooking copper ring that purifies any water that passes through it. Wearing this ring is a bad idea, since it’ll turn your blood into water.
    Strangler’s Amulet
    It looks pretty much like a regular metal amulet depicting a lion’s head, and it is, but the rope’s enchanted. As soon as someone puts this on, the rope will start shrinking uncontrollably, probably choking it’s victim. The actual amulet is just a piece of metal.
    Flute
    A roughly carved wooden birdwhistle that attracts any nearby birds.
    Alligator Egg
    Enchanted egg that preserves the baby alligator until heat is added. Unless the egg is broken first, of course.
    Box of Shadowdust
    A small black box with a tied down lid. Inside is a greyish powder that screams non-stop when it comes in contact with sunlight.
    Leatherish Stick
    This is a piece of wood wrapped in the skin of an exotic animal with fluorescent skin. If it’s absorbed sunlight it gives off a fair amount of light for a while. Of course, you can’t put it out like a torch, and it gives no warning before extinguishing. The end where you’re supposed to hold it isn’t wrapped in the skin.
    Silver Spoon
    An old, filthy silver spoon. This was once used to poison a king, the trick being that not the food, but the spoon was poisoned. It wasn’t washed since and hence still has, besides some of the king’s dried blood, also some deadly poison on it.
    Bell
    A small copper bell that seems to be in order, but doesn’t make any sound.
    Piece of Amber
    This is a huge, bizarre looking mosquito encased in amber. This particular mosquito has an effect on other mosquitos such as it scares them away.
    Mirror
    A small handmirror, framed with twisted wire. The mirror is part of a pair and shows what the other part sees, in this case the barren hold of a sunk ship and some algea.
    Pocketwatch
    A small and rusty pocketwatch, which is ridiculously hard to open. There’s no reward inside either, just an engraving saying “Time marches on” on one side, and a clock that’s standing still on the other side. Okay, so it’s not really standing still, it’s actually moving so slowly you can’t see it move, counting down… to something.
    Shrunken Head
    This item has no useful functions whatsoever. It’s just a collectable.

    Just for reference's sake, this campaign is D&D, but the items from the list are from a freeform game. Also, since they are buying the entire list of items the mage left behind when he moved, this could also include larger items like furniture.
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    Orc in the Playground
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    Default Re: Interesting Magic Trinkets

    These kind of items are my favourite! I have a couple from a game I ran, some more useful than others.

    Rusty dagger
    This rusted steel blade passes through living flesh as though it weren't there, but is doubly effective against the nonliving (both undead and constructs), and can strike ethereal undead.

    Pocket mirror
    This small round hand mirror has the ability to heal your wounds by applying them to your reflection. If your reflection has more damage than you have hit points, the mirror shatters, cursing you for seven years. The only way to heal your reflection is to take the wounds back on yourself.

    Kazoo of Wonder
    When played, this colorful instrument produces an array of unusual magical effects, rolled randomly on a table.

    I've since lost the table, but it had such effects as spewing fog from the mouth of the kazoo, summoning a swarm of insects, animating a rope, dispelling magic, or doing sonic damage.
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    Quote Originally Posted by Viscount Einstrauss View Post
    Player: Heh, that was easy.
    DM: You take 12 lethal damage.
    Player: Huh? From what?
    DM: Raw spite.
    Quote Originally Posted by NecroPaladin View Post
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    Barbarian in the Playground
     
    Kobold

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    Default Re: Interesting Magic Trinkets

    Some from my game:

    Decoy bracer pointing this bracer and uttering a command word causes an illusory duplicate of yourself to run to the location you pointed at up to 400ft away and stand there, the image cannot traverse any difficult terrain but will avoid any minor obstacles in the way.

    Lawman's badge when this badge is presented and the command word is uttered the badge projects a Hold person effect in a 60' cone.

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    Titan in the Playground
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    Default Re: Interesting Magic Trinkets

    Bag of Duplication: Put any object that can fit through a 1-foot diameter hole into this bag, and you can draw it back out, plus a duplicate. The duplicate has no value (magical items have no magic, weapons are pot-metal, coins are base metal, jewels are glass, food is non-nutritious, etc.) but they look perfect without a close inspection.

    Golden Helmet of Mambrino: This item looks like a shaving basin, but when placed on the head of a paladin, it acts as +2 plate armor. -2 to Charisma, though, since it still looks like a shaving basin.

    Bed of Alarm: This bed will instantly wake its occupant if any intruder enters the castle of the original owner. Note that since you don't know where that is, this means it wakes the occupant randomly, any time an animal walks across those ruins, thousands of miles away.

    Razor of Logic: At a command word, this razor will instantly and safely shave anybody within 60 feet, except the barber who owns of the razor. (This could be an extremely powerful item, if they learn to use it to shave, say, "the person in this room who betrayed the king".)

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    Default Re: Interesting Magic Trinkets

    Shouldn't it be called Occam's razor, after the wizard that created it?

    The Ivory Truffle Pig: This ivory statuette of a pig can be comanded to grow to full size and find the nearest source of food, fresh water, or truffles. It can only remain active for 2 hours a day, split up as the user desires.

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    Default Re: Interesting Magic Trinkets

    Here's one I just thought of:

    Boots of Multiple Steps These plain leather boots seem to have extra padding on the soles to seemingly reduce the niose of the wearer's footsteps. But any wearer will note that every step emits a cocophany of sound that echoes off surfaces that do not exist. In effect, it reduces Stealth (or whatever the games equivalent is), rolls by -10 but anyone hearing the steps have difficulty pinpointing where the sound comes from from the infinitly echoeing steps.

    The whole point is to put on the Full-Plated fighter and cleric, who will give away your position anyway, and make it work to their advantage. The enemies know your coming, but can't pinpoint where nor how many. Which still gives you an element of suprise you wouldn't have.
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    Default Re: Interesting Magic Trinkets

    Here's one I just thought of:

    Boots of Multiple Steps These plain leather boots seem to have extra padding on the soles to seemingly reduce the niose of the wearer's footsteps. But any wearer will note that every step emits a cocophany of sound that echoes off surfaces that do not exist. In effect, it reduces Stealth (or whatever the games equivalent is), rolls by -10 but anyone hearing the steps have difficulty pinpointing where the sound comes from from the infinitly echoeing steps.

    The whole point is to put on the Full-Plated fighter and cleric, who will give away your position anyway, and make it work to their advantage. The enemies know your coming, but can't pinpoint where nor how many. Which still gives you an element of suprise you wouldn't have.
    Awesome Avvy by Sizlord!

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    Spamalot in the Playground
     
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    Default Re: Interesting Magic Trinkets

    Hoard-Coin: A small metal coin that when flipped it will always land on its side. One per day the coin can be rolled on the floor, where it will roll toward the nearest source of significant precious metal or gems, as a "Locate Object" spell.
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    Titan in the Playground
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    Default Re: Interesting Magic Trinkets

    Quote Originally Posted by Randomguy View Post
    Quote Originally Posted by Jay R View Post
    Razor of Logic: At a command word, this razor will instantly and safely shave anybody within 60 feet, except the barber who owns of the razor. (This could be an extremely powerful item, if they learn to use it to shave, say, "the person in this room who betrayed the king".)
    Shouldn't it be called Occam's razor, after the wizard that created it?
    Different logical razor. If I had an item called Occam's razor, it would be used to determine the simplest explanation. I've thought about it, but haven't come up with a good mechanic for it.

    This one is based on a logic puzzle: In a given town, every man is shaved either by himself or by the barber, and no man is shaved by both. Who shaves the barber?

    The barber, of course, is a woman.

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    MesiDoomstalker's Avatar

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    Default Re: Interesting Magic Trinkets

    Quote Originally Posted by Jay R View Post
    Different logical razor. If I had an item called Occam's razor, it would be used to determine the simplest explanation. I've thought about it, but haven't come up with a good mechanic for it.

    This one is based on a logic puzzle: In a given town, every man is shaved either by himself or by the barber, and no man is shaved by both. Who shaves the barber?

    The barber, of course, is a woman.
    The barber's a woman.

    EDIT: Will you believe I figured it out without the Ninja-text?
    Last edited by MesiDoomstalker; 2012-02-21 at 10:16 AM.
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    Bugbear in the Playground
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    Default Re: Interesting Magic Trinkets

    I remember a couple of items from similar threads...

    A quarterstaff that is ordinary in all aspects, except that it will stay upright, balancing perfectly on one end, if left that way.

    A bucket that flips over a short (random?) while after you put it on the ground, regardless of contents.

    Edit: Found one of these old threads!

    Edit2: And here's another.
    Last edited by Swooper; 2012-02-21 at 11:04 AM.
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    Bugbear in the Playground
     
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    Default Re: Interesting Magic Trinkets

    The Child's Armour

    Basically it is a sauce plan that goes on your shoulder, to which other bits of cooking ware can be attached. It provides the protection of plate armour and is supernaturally strong, but the bindings holding them together aren't.

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    Orc in the Playground
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    Default Re: Interesting Magic Trinkets

    Cursed Amulet of Immortality
    This gold amulet is inscribed with the seal of whatever your local god of Death is, and when put on cannot be removed. A person wearing the amulet cannot be killed by any means; old age, disease, wounds, even magical death effects cannot slay the wearer. The wearer still suffers any negative effects of these conditions, up to but not including death. Further, the wearer cannot be healed by magical means.
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    Quote Originally Posted by Viscount Einstrauss View Post
    Player: Heh, that was easy.
    DM: You take 12 lethal damage.
    Player: Huh? From what?
    DM: Raw spite.
    Quote Originally Posted by NecroPaladin View Post
    'FEAR MY CUBESHOES! RAAAAAR!'

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    Pixie in the Playground
     
    BardGuy

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    Default Re: Interesting Magic Trinkets

    Robe of Useless Items: Can really take the form of any clothing that contains pockets (Belt, perhaps a Bag), but that's not important. This Robe has pockets from which it's wearer can pull nearly any mundane item, though the item extracted is guarenteed to be completely useless (or at the very least, the most unhelpful) for the current situation.

    Examples: Person is on fire, robe produces an unlit torch.
    Person is under water, robe produces a bucket.
    Person is falling to their death, robe produces Caltrops.

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    Default Re: Interesting Magic Trinkets

    Quote Originally Posted by Roak Star View Post
    Robe of Useless Items: Can really take the form of any clothing that contains pockets (Belt, perhaps a Bag), but that's not important. This Robe has pockets from which it's wearer can pull nearly any mundane item, though the item extracted is guarenteed to be completely useless (or at the very least, the most unhelpful) for the current situation.

    Examples: Person is on fire, robe produces an unlit torch.
    Person is under water, robe produces a bucket.
    Person is falling to their death, robe produces Caltrops.
    I like this one.

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    Barbarian in the Playground
     
    BarbarianGuy

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    Default Re: Interesting Magic Trinkets

    There were some books called Encyclopedia Magica (I think) All the magic items published, from books, modules, dragon and dungeon magazines(upto #200 for dragon anyways) There was some good ones in it.

    I remember a teddy bear that helps you sleep when you hold it.

    There was a campaign played a long time ago. The DM made up this sleeping bag sort of thing. It would fully heal you when you sleep in it, but you would sleep for 8 hours and nothing wold wake you up until the 8 hours had past. So the party would have to protect the sleeper.

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    Default Re: Interesting Magic Trinkets

    Johnson's Eversmoking Cigar
    Gives a +2 bonus to all intimidate checks, +4 if you are wearing a uniform. Any person with the cigar in their mouth has an additional +2 to saving throws, +4 against explosions, fire, and melee. Once per day you can disguise your alignment as a Lawful alignment.
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    Default Re: Interesting Magic Trinkets

    Knife of Unfortunate Accidents
    A knife enchanted so that the dull edge appears sharp and vis versa.

    Bag of Holdings
    Once every 1d10 days, the owner of this bag can reach inside and pull out a deed to a one-acre piece of land somewhere on their current plane (legally notarized by relevant authorities). The land must be at least 20 miles from the owner's current location, but may be anywhere else on the plane. Any one owner can hold no more than 100 such deeds.

    Ring of the Forest's Eyes
    This wooden ring bears rough wooden carvings of two animals and a pair of closed eyes. When worn, the eyes on the ring open, and the wearers eyes are removed and transformed into the animals depicted on the ring. These animals are perfectly normal in every way, save that the wearer of the ring can see through their eyes. Remove Curse or similar magic allows the wearer to remove the ring, whereupon their eyes resume their natural form. If the two animals are within 10 feet of the wearer, the eyes also replace themselves in the wearer's head.

    Cannon of Canon
    If a book is loaded into this cannon and fired at a church, temple or other religious building, its contents are immediately included in the religious canon of the religious organization occupying that building. If it is fired at the main or head temple of a religion, this effect applies to the entire religion. Adherents of the affected organization or religion are not magically compelled to obey the text, nor are they prevented from removing it from their religious canon. Realizing that the inserted text was not always there requires a DC 25 Will save.

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    Bugbear in the Playground
     
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    Default Re: Interesting Magic Trinkets

    Fairy in a jar
    She looks really angry. Add magical power to taste. Also available in plot hook flavour.

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    Quote Originally Posted by Excession View Post
    Fairy in a jar
    She looks really angry. Add magical power to taste. Also available in plot hook flavour.
    Alternative: Opening the jar will make her happy and thank you for her release by healing you. Crescendoing fanfare optional but preferred.
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    Dwarf in the Playground
     
    RangerGuy

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    Default Re: Interesting Magic Trinkets

    Gloves of Boxing
    Gloves that when worn cause a cardboard box of appropriate size to spontaneously form around any object that the wearer punches.
    (Punch self for instant hiding place)

    Duct of tape
    a 3ft by 4ft by 6ft stainless steel air duct open on both 3x4 ends. Contains unlimited supply of adhesive tape.

    Book of Cannon

    a book that looks indistinguishable from the holy book of the chief religion of whatever nation you are currently in but when open reveals the muzzle of an 8 pounder field gun, the gun then fires. It is loaded with an 8 pound round shot, and reloads when the book is closed.

    Book of Canon

    A book that automaticly transforms into a copy of the holy book of the any religion, translated into the language the user is most familiar with.

    Book of Cannons

    A book containing Matinence instructions, operation instructions, and appropriate balistics tables for every type of cannon ever made. If placed in contact with a cannon it will automaticly open to the appropriate page.

    Hand Cannon

    A cannon loaded hands. They grab onto/attempt to strangle anything they hit

    Door of Revolvers

    A revolving door that shoots anyone who goes through it with a colt navy revolver


    Potable Hole

    a hole that renders any water placed inside it safe to drink.

    Coin of needing to be tossed again
    a coin, with a clearly marked heads and tails, that when tossed will always land in such a way that it is not clear if heads or tails won.

    Soveriegn Goo
    The king of all things gelatinous

    Eleven Foot Pole
    The world's tallest Polish guy

    Ship in a bottle
    looks like an ordinary ship in a bottle but when smashed a rubber dingy appears.

    Pocket of Picking
    A pocket that when placed in contact with an article of clothing automaticly replaces an already existing pocket. It can be unswitched at will but brings with it anything that was placed inside.

    Paper of Rock and Scissors

    a sheet of paper with a picture of a rock and a pair of scissors. both pictures can be transformed into actual items by saying "shoot" while folding one's hand into the appropriate position.
    Warning!! This poster makes frequent use of Sarcasm, Jokes, and Exaggeration. He intends no offense.

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    Barbarian in the Playground
     
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    Default Re: Interesting Magic Trinkets

    Ring of Immolation

    Sets you on fire.

    Decanter of Endless Vodka

    Just... just no. When combined with a dwarf in the party.

    Staff of Thunder

    "Hold on tight."
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    Really though, how effin scary would the beach be if an octopus could launch itself outta the water at a 200' move speed every 6 seconds. I'd never go to the beach again... I thought flying sharks were scary...

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    HalfOrcPirate

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    Default Re: Interesting Magic Trinkets

    The following ones aren't my idea, but I forgot the source:

    Flaming Dagger
    The grip of this dagger is wrapped in red leather, and the blade shows fire-like ornaments. When drawn, it starts to insult the nearest neutral or hostile person using its wielder's voice (if there is one within earshot).

    Potion of Flies
    A flask with ornaments that look somewhat like leaves. The word "Fly" is written on it. Whoever drinks it won't be able to fly, but any winged insects within a few miles will find him irresistible.

    Ring of Gaseous Form
    Works just like the potion, but once you put it on, you can't find your finger...

    Bag of Misplacement
    A faulty Bag of Holding. Looks like a regular one, and works like one, too. With one exception: At random intervals (from a few hours to several weeks), it will switch its content with another such bag (which may be in a completely different place or even plane...).
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    Want a generic roleplaying system but find GURPS too complicated? Try GMS.

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    Quote Originally Posted by Autolykos View Post
    Bag of Misplacement
    A faulty Bag of Holding. Looks like a regular one, and works like one, too. With one exception: At random intervals (from a few hours to several weeks), it will switch its content with another such bag (which may be in a completely different place or even plane...).
    This inspires me to create one myself. (Which... turns out to be a cursed item. Yay?)

    Cloak of Misplacement
    This cloak appears to be a cloak of minor displacement; however, it is cursed. It is not obvious that it does not provide a miss chance until the wearer is attacked in earnest. Additionally, all Survival checks you or anyone within 30 feet of you make to avoid getting lost have a +5 penalty to the DC, due to the pervasive blurring of the surroundings. You must make a Survival check every hour at this increased DC, and if you fail you are separated from your party (if any), and lose your way.
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    Orc in the Playground
     
    BarbarianGuy

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    Default Re: Interesting Magic Trinkets

    Here are some I came up with for a similar thread on another forum.

    Solar-Powered Torch.
    As Everburning Torch, but only functions above ground during the day, or within the area of a Daylight spell.

    The Meretricious Box
    A small box made of fine wood, lined with velvet, and suitable for holding jewelery. When closed it immediately casts "Open" on itself.

    Hairbrush of Prestidigitation
    When passed over a subjects head, the subject's hair assumes any style he desires.

    Vampyre's Vanity
    An ornate hand mirror of polished silver. The reflections of ethereal creatures can be seen in this mirror, but creatures on the Material Plane do not reflect.

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    Pixie in the Playground
     
    RedWizardGuy

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    Default Re: Interesting Magic Trinkets

    A few from an older campaign

    Goggles of Mapping

    A character wearing the Goggles of Mapping an focus on a location, either known to the wearer or completely unknown, and the goggles will overlay text giving directions on how to get to the location by safest, shortest route.

    There are a few catches: You cannot focus on a 'general' area like 'nearest castle' or 'nearby piles of gold pieces'. You need a location, such as 'King Plothook's Castle' or 'Central City Vault'.

    'Safest and shortest' doesn't mean the trip will be short, or even safe. It just means that you'll pass through the hunting area of a pack of dire Wolves instead of a Dragon's Nest.

    If the location is unknown, there is a 10% chance of a 'mishap' occurring. Roll 1d100 and consult the chart (which I don't have on me, but contained stuff like following paths through abandoned towns that serve as a bandit camp, taking a wrong turn and ending up far away from your destination a la Teleporting mishaps)

    Fencing Sword

    When he command word is spoken, this +2 rapier turns into a length of picket fencing 50ft in length, 8ft in height, with the Fencing Sword visibly hanging from the middle Picket. Removing the Fencing Sword from the fence causes the fence to disappear instantly

    Stop Watch

    This expensive looking gold Pocket Watch hangs from a sender gold chain. Opening the watch reveals a regular Pocket Watch, which keeps accurate time regardless of what plane you are on (but relative to the Material Plane). Inscribed on the inside of the watch cover is a command word, written in Draconic. By speaking the command word (in Draconic, or by making a DC 30 Bluff check), a Time stop effect occurs, for as long as the watch remains open. Regular rules for Time Stop apply, except the duration is essentially endless until the watch closes, and only for the person holding the watch and who has spoken the command word (they still age and need to sleep though, so be careful). Once the watch is closed time resumes as normal. Speaking the command word with the watch closed does nothing

    Silver Thread
    A small spool of thread, seemingly made of Silver, that never runs out. Any clothing made with the thread shines on mental command, and confers a +1 luck bonus to saves (cannot be applied to armor). Any wounds stitched closed with the thread act as if a Cure Light Wounds had been cast on the recipient. this effect can occur only 3 times per day per person, and takes 1d4 minutes to apply. Can be used on undead to damage them, if you can get one to sit still.

    Book of Curses
    When opened, the book verbally berates anyone in the immediate vicinity, calling into question they're combat ability, intellect, personal hygiene, lineage and profession of their mothers, and other delightful insults. Once closed the book continues shouting (although it is muffled) until placed inside a bag or some other similar container for 1d4+1 minutes and ignored. Replying to the book in any other way causes the insults to get louder and more childish the more time you spend replying to it.

    Oddly enough, if a Troll eats a page from the book it gains the benefits of Divine Power as if it cast it on itself as a level 20 Cleric

    Shoes of Sliding

    Anyone wearing these shoes may slide along any flat surface instead of walk. You are treated as if you had 5 ranks of Balance when it would be beneficial (moving in an area affected by Grease for example.). Any smooth and/or lubricated surface doubles your move rate (wet floors, perfectly smooth sheet of cave floor)

    Retainer Wall

    This small token, with a <-> shape, can be placed on any flat horizontal or near-horizontal surface, and once a command word is spoken, a Sentient Wall that is Helpful towards you will appear, stretching between the 2 nearest vertical surfaces in the direction the arrows point, with a height between 2 and 15 ft. The wall cannot move, but it can communicate with you telepathically over any distance (even over planes), and speak Common and one other language you know to anyone within 15 ft. As it is sentient (I don't have it's mental stats unfortunately) it is capable of making social skill checks, and interacting with anyone who approaches. If the wall is damaged it summons 2 Gargoyles to defend itself. The wall can be told to recognize allies and enemies specifically. Spells can be cast on the wall, which can later be cast by the wall, using your stats as caster at the time of Casting. Spells dissipate in 1 week/Caster level

  27. - Top - End - #27
    Barbarian in the Playground
     
    Flumph

    Join Date
    Feb 2008
    Location
    New Hampshire, USA
    Gender
    Male

    Default Re: Interesting Magic Trinkets

    large jar with head in amber liquid (seems to be aware): head is one Ewar
    Farrar (LN), an apprentice Necromancer who cheesed off his mentor, he has
    been in the jar for 78 years (43 of them in his masters den). Outside of
    the jar he will quickly die.

    dagger w/ curved black blade (gives you an uneasy feeling): magically
    poisoned and of evil alignment.

    a case of labeled Oils of Firey Burning (12).

    rune covered arrow: Arrow of Were- Slaying.

    conch shell: has four hours of music recorded on it, popular symphonies.

    opened face helm: Helm of Underwater Action.

    medallion w/ 17 moonstones: a magic compass, always knows North and can
    'tag' an object for tracking.

    16 matching arrows: +2 to hit, explode for 3d6 (five foot radius) magical
    fire damage.

    23 matching bolts: +1 Bolts of Distance, triple range, can be re-used.

    onyx wolf figurine: functions as Onyx Dog except as follows- form of black
    Dire Wolf, max HP, Int 10, communicates telepathically with owner, can be
    used for a maximum of twenty four hours continuously per tenday.

    silver ring w/ garnet: Ring of Infravision.

    blade (24" long, 3" wide, 1/4" thick, straight with D-style guard and
    beautiful wood grips): blade will cut wood and plants without effort,
    leaves the plant unharmed, will not cut any other substance.

    27 sheets of vellum in leather scroll tube: pages can accept 'images' from
    a mage using them, will record anything the mage is looking at when command
    word is used ( Flash!).

    lidded medallion on chain: 'pocket' clock, tells time (hour, minute,
    seconds), date, has chime (hourly, every ten minutes or every minute) and
    has hologram of dancing girl (seven veils strip).

    gold nightengale (life sized): automaton, functions like real bird, has
    switch and will come when called.

    pheonix feather quill: has endless supply of mundane ink.



    ivory cube (1" x 1" x 1"): 'icecube', will cool up to a gallon of liquid
    down to any temp. short of freezing in one minute, can be used for one hour
    per day.

    8" pot w/ attached lid: lid attached by short chain, will self heat (up to
    1000 degrees), must rest for equal time period used, maximum of twenty four
    hours use at one time.

    flask of blood: vampire blood, one pint.

    bronze bracers: function as Cloak of Arachnida.

    glass sphere (15" diameter) with small blue demon inside (appears unhappy
    and aware of it's surroundings): entrapped minor demon, sphere has had
    Glassteel cast on it, opening the sphere will release the demon, demons
    name is Takoupla and is LE.

    invisible ring: gold ring which is invisible.

  28. - Top - End - #28
    Orc in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2007
    Location
    In Denial
    Gender
    Male

    Default Re: Interesting Magic Trinkets

    Cup of Joe: created by the minor mage Joseph the Ever-Alert, this ceramic mug will, up to 3 times per day upon command, fill with hot coffee, the drinking of which automatically removes the conditions of Confused, Dazed, Exhausted or Shaken; However, drinking all three cups in a single day results in the user being unable to sleep the following night, which is problematic for spellcasters.
    Current D&D characters: None
    Currently GMing: "The Last War of Outremer", Pathfinder/D&D 3.5
    The Crown and the Ring: Blog where I ramble and muse about elements of gaming culture, game mechanics, the philosophy of Dungeon Mastery (at least as it applies to me), and chronicle, step by step, the creation of a campaign world.

  29. - Top - End - #29
    Bugbear in the Playground
     
    SilverLeaf167's Avatar

    Join Date
    Jun 2010
    Location
    Helsinki, Finland
    Gender
    Male

    Default Re: Interesting Magic Trinkets

    Once in a lazy DMing mood I literally parachute-dropped a crate of random stuff on the party. I can't remember even nearly all of them, but here are some of those I remember.

    Miniature Golem: A really small golem, similar in appearance to an action figure. It would perform any single-word command to its best ability (which, frankly, isn't very well).
    Orb of Discovered Talents: A small glass orb with swirling, colored smoke on the inside. Every day, it would grant its carrier a +2 bonus to a random ability and change color.
    Hand Cannon: A bulky metal gauntlet that could cast Fireball a couple times per day at minimum range (so that the edge of the affected area was right in front of the caster) with a powerful recoil that sent the user back a couple dozen feet.
    "Chameleon Hat": Nickname given by the players. A pointy witch's hat, which grows the wearer's tongue to a length of 10 feet (can be rolled up). It was given to the party Cleric, who used his tongue to channel touch spells and confuse the common people.
    Woodchuck's Chuckable Chucker: A typical hatchet, which on command would fly around and start hacking on the closest wooden item.

    Argh, I think there were a couple good ones but I can't remember those.

    Also, I once gave the players limited Bags of Holding that would only carry normal money, to fix the usual logistics problems that arise with huge amounts of cash.
    Last edited by SilverLeaf167; 2012-02-25 at 12:03 PM.
    Saga of the Slavs – Paradox Megacampaign AAR (continued at last!)

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  30. - Top - End - #30
    Bugbear in the Playground
     
    Crafty Cultist's Avatar

    Join Date
    Jun 2009
    Location
    In the shadows Waiting...
    Gender
    Male

    Default Re: Interesting Magic Trinkets

    Onyx lock: when touched to a lock, increases the DC to unlock by five. Only three locks can be affected at any given time.

    Onyx key: when touched to a lock, the DC to open the lock decreases by five. Works three times per day.

    Combined, the lock and key can produce a arcane lock or knock spell once per day.


    Lucky coin: When thrown, this coin cast bless or bane on the user depending on which side it lands on.
    Avatar By Elagune

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    Quote Originally Posted by Ms.Malbolge View Post
    Listen to the Crafy one. He speaks the truth, except when he doesn't which may still be the truth hidden behind a veil of crafty craftiness.

    Or something.

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