Showing posts with label Magic Items. Show all posts
Showing posts with label Magic Items. Show all posts

Friday, March 14, 2025

Magic Item - Mercilinda's Beautiful Boots

"Whoa, quit stomping in cow manure! You'll ruin your nice new boots!" Embuk looked perturbed as Mercilinda stomped in her third cow turd.

Mercilinda grinned and kicked a particularly juicy clod of shit in Embuk's direction. "Not to worry, these beautiful boots are magically protected from getting dirty."


These boots are made from the finest white leather, polished to a bright shine. With a permanent Prestidigitation cantrip of cleaning, these boots can be used in the filthiest of conditions and never get dirty.

Item Availability: Common. User: 1st level or higher. Cost: 50 to 100 gold pieces.



Friday, August 30, 2024

Magic Item - Dagger of Mourning

The blade sank deep into the goblin's chest and it dropped lifeless to the cavern floor. Without any obvious explanation Narmen dropped to his knees and began weeping and wailing about what he had done to the poor goblin. 

"Get it together , man. We're in a fight! What's wrong with you?!" Embuk stepped close to his grieving friend just in time to shove his rapier through the eye of a charging goblin.


Dagger of Mourning (cursed)

This ornately decorated Adamantine dagger +2 is an enemy of both goblins and golems, doing an extra 1d4 of damage on any strike against these foes, but it comes with a dangerous curse. The dagger influences the carrier to choose it over other melee weapons in a fight. (DC15 Wisdom saving throw to resist). If the dagger scores the killing blow against any opponent the wielder must succeed on a DC15 Wisdom saving throw or be instantly overcome with intense grief at the killing or destruction of the victim. The user will cease all activity and begin loudly crying and lamenting the enemy's death. The saving through may be repeated at the end of each turn.

Item Availability: Rare. User 5th level or higher. Cost 501 - 5,000 gold pieces.



Tuesday, August 20, 2024

Magic Item (Legendary) - Crown of Harrowing

One of many powerful tools available to Ghul and his minions, this is the original Crown of Harrowing created by Ghul himself. A number of Lesser versions exist.

Made of iron and set with dozens of bloodstones, this is a weapon of intimidation, domination, and murder.

The wearer has the following abilities:

Intimidation attempts receive the wearer's Proficiency Bonus. This may double the Proficiency Bonus for using this effect.

The Crown has 7 charges that may be spent for the following effects:

1 charge - Causes 4d8 Psychic damage to a single creature. For each additional charge it affects one additional creature, Creatures must make a DC17 Wisdom saving throw. Success results in half damage.

2 charges - Inflicts 1 level of exhaustion on a single creature. Targeted creatures must make a DC17 Constitution saving throw. Failure results in accumulating 1 level of exhaustion.

3 charges - Casts Charm Person on up to 8 creatures within 30 feet of each other. DC17 Wisdom saving throw. Success avoids the effect.

4 charges - Casts Dominate Person on a single creature with the effect lasting 8 hours. Targeted creature is entitled to make a DC17 Wisdom saving throw to avoid the effect.

Regains 1d6 charges each midnight. If all charges are used in a 24 hour period roll 1d20. On a result of 1 the crown rusts and crumbles losing all magical function.

Curse: The wearer begins to lose their hair in patches over the course of a month. All Charisma based skills such as Diplomacy, Persuasion, Perform, etc, with the exception of Intimidate which is enhanced, suffer disadvantage on the attempt. Remove Curse cast on Hallowed Ground is required to undo this permanent affliction.

Item Availability = Legendary. User 17th level or higher. Cost 50,001+ gold pieces. 



Friday, August 16, 2024

Magic Item - Lesser Crown of Harrowing

One of many powerful tools available to Ghul's minions.

Made of iron and set with dozens of bloodstones, this is a weapon of intimidation, domination, and murder.

The wearer has the following abilities:

Intimidation attempts receive the wearer's Proficiency Bonus. This may double the Proficiency Bonus for using this effect.

The Crown has 4 charges that may be spent for the following effects:

1 charge - Causes 2d8 Psychic damage to a single creature. For each additional charge it affects one additional creature, Creatures must make a DC14 Wisdom saving throw. Success results in half damage.

2 charges - Inflicts 1 level of exhaustion on a single creature. Targeted creatures must make a DC14 Constitution saving throw. Failure results in accumulating 1 level of exhaustion.

3 charges - Casts Charm Person on up to 4 creatures within 30 feet of each other. DC14 Wisdom saving throw. Success avoids the effect.

Regains 1d3 charges each midnight. If all charges are used in a 24 hour period roll 1d20. On a result of 1 the crown rusts and crumbles losing all magical function.

Curse: The wearer begins to lose their hair in patches over the course of a month. All Charisma based skills such as Diplomacy, Persuasion, Perform, etc, with the exception of Intimidate which is enhanced, suffer disadvantage on the attempt. Remove Curse cast on Hallowed Ground is required to undo this permanent affliction.

Item Availability = Rare. User 5th level or higher. Cost 501 - 5,000 gold pieces. 


Friday, July 26, 2024

Magic Item - Gloves of the Seamstress

Rembaud cast his detect magic spell on the pile of accumulated treasure. One item stood out immediately. "There", pointing at a pair of gloves.

Embuk picked them up. "Pretty, a gift for you", he smiled and handed them to Mercilinda.

Mercilinda took the fine green silk gloves, admiring the gold silk embroidery as she put them on. As she looked around admiring them she noticed the dagger slice in Embuk's leather armor. "I see it! I see it!

Embuk looked puzzled as she reached over and let the gloves go to work. The hole mended at a touch.

"There, good as new."


Gloves of the Seamstress is a simple and elegant item. The wearer can look at any damaged or broken item and immediately see the pattern of how to put it back together allowing for repairs. After assembling the damaged item into the correct placement the gloves cast a Mending cantrip to begin the repair process.

Item Availability: Common. User 1st level or higher. Cost 50 - 100 gold pieces.



Tuesday, July 23, 2024

Magic Item - Named Morningstar (Creature)

Plurin spat a curse, raised Creature above his head and summoned a Dretch between himself and the interlopers. He commanded it to attack, then he spun on his heel and slipped away through the secret door.

Named Morningstar (Creature)

Creature is a cursed morningstar +1 (1d8+1 piercing damage) with the ability to summon a Dretch under the wielder's control, for 1 minute at the cost of reducing the wielder's maximum hit point total by 5 for 24 hours. Reductions can accumulate. After a short rest the weapon regains the ability to summon. Using the summon ability requires attunement.

Curse: Attunement to Creature prevents the wielder from using or attuning to any other weapon. The wielder must succeed on a DC13 Wisdom saving throw to resist the urge to engage in melee with enemies. The saving throw may be repeated at the end of the user's turn. Removing the curse requires the casting of a Remove Curse spell. 

Item Availability: Uncommon. User 1st level or higher. Cost 101 - 500 gold pieces.



Friday, April 19, 2024

Magic Item: Mirror of Dire Portent

Brahl screamed in terror and pain as he stared into the mirror. "It has me! It has me!" 

The mirror had shown him a possible future in which he would suffer a horrible outcome. In this instance an unseen creature, obscured by mists or smoke, lashed onto him with barbed tentacles and began squeezing the life from him. The image was just an image, but the pain was very real.

Stenodus had placed the mirror here on purpose, surmising that his enemies would be vain and conceited, pausing to gaze into the dire device. His own earlier perusal had warned him of the flames that would consume much of his flesh when their sorcerer attacked. 


Mirror of Portent

The tall mirror is framed in a polished brass stand and bears the word Prophesy embossed above the glass.  Looking into the mirror results in the viewer receiving a full sensory experience of a possible future event. The vision requires the viewer to make a DC14 Wisdom saving throw. Failure results in 2d6 psychic damage and when the possible future comes about, suffering the frightened condition for up to one minute, and making a DC14 Wisdom saving throw to recover from the frightened condition at the beginning of each turn after the first turn. Success on the initial saving throw results in 1d6 psychic damage and no fear condition being imposed during the encounter or event depicted. All depictions are vague and uncertain, though very real to the person gazing into the mirror.



Wednesday, December 7, 2022

Magic Item - Black Fire (5e)

The Longbow Black Fire is a +1 weapon.

Additionally, once per long rest, when the command word Blackfire is spoken, an arrow may be fired that delivers a 20' radius damaging effect surrounding the resting place of the arrow. If the arrow is moved during the duration of the effect, so does the area of the effect.

Black Fire: Black flames leap and cavort out to a distance of 20' from the central point. Any creature entering the area or starting their turn within the area must make a DC13 Constitution saving throw, taking 2d4 fire damage and 1d4 necrotic damage on a failed save or half of the fire damage and none of the necrotic damage on a success.

The effect lasts up to one minute or until concentration ends.

The arrow can be fired at a creature and do damage as a normal arrow as well as the Black Fire effect.

The bow is made of bone, etched with patterns appearing to be black flames.





Wednesday, November 30, 2022

Magic Item: Shoes of Swagger (OSR and 5E friendly)

Belknapp strode confidently, almost arrogantly into the courtroom. "Honorable Magistrate Hornbrow, Polliver Binbottom is innocent of the charges against him." Belknapp had polished his magic shoes to a mirror shine before entering the room and now he had the judge's undivided attention. He rolled off a litany of alibis and reasons that his client could not have been the one that stole the missing heirloom, each one more absurd and profoundly preposterous than the last. "It is prudent that you declare him not guilty and release him forthwith." Over the loud objections from the flummoxed prosecutor, Judge Hornbrow set Polliver free. "Nice shoes!" the magistrate remarked with a broad smile as he gaveled the trial to a close.

Later, in private the two split the take from fencing the valuable brooch. "Best investment we ever made," said Polliver, buffing a blemish from the toe of one shoe.


Magic Item: Shoes of Swagger

OSR version:

After polishing the shoes they can be used once a day to influence a reaction roll. The result will be two places further in the wearer's favor.

Once a week the shoes can cast Charm Person giving the target creature -5 to their saving throw.

 

5e version:

The shoes have 3 charges. The shoes regain 1 charge each day at midnight. If all charges are used, roll a d20. On a 1 the shoes crumble into tattered leather and lose all magical power.

Persuasion rolls gain advantage. 1 charge required.

Charm Person, target saves at disadvantage. 2 charges required. Useable once per week.

Rarity: Rare. Character Level: 5 and above. Cost: 501 - 5,000 gold pieces.



Wednesday, November 9, 2022

New Magic Item/Monster - Strangler's Belt (OSR and 5E friendly)

Embuk stared at the third consecutive murder victim in as many days. All had been strangled to death, all with the pattern of a belt, but a different one in each instance. They were each missing their belt. "Odd," he thought. "Why would the murderer take their belts?"


Magic Item/Monster: Strangler's Belt

The magic item is sentient. Its only desire is to strangle it's owner and move on to find a new one. It is detectable as evil. After every third killing the murdering belt goes dormant during which time it is likely to have traveled some distance before needing to slay again.

Immediately after strangling its owner in their sleep, the belt slithers away, finding another belt wearer, absorbing their belt and taking its appearance.


DM's can treat this as an animated magic item, a golem, or anything in between to determine its stats should characters discover and try to destroy it. The belt will always fight back.

Give it advantage or magic resistance on saves against magic to make it tougher for higher level characters.

Experienced earned should be appropriate to the CR or monster level chosen, along with a bonus for figuring out the mystery.


















""

Thursday, October 13, 2022

Thursday Knights

Eberron.

The party entered the ethereal stairway to ascend into the lobby of the library tower, accompanied by one of the nothic librarians. It was a good thing because the giantess curator was about to rain ruin upon our heads for violating the prohibition against entering the observatories without permission. The librarian explained that we had saved the library from a demon infestation, cleared the advanced research lab and closed the portal to the home world of the demons. This won her grudging acceptance.

Entering the next ethereal stair they returned to the entry chamber of the large pyramid and from there exited into the desert. They then prepaired to camp and Ennark gathered and fed the mules. We had spent a couple of days within the library and the animals were starving and parched.

The librarians had granted each of us information on a topic of our choosing before we departed. Visions had been displayed for all of us to see. Ennark's knowledge request showed him the nearby area which included the ruins atop hills half a day away that may hold the prison of one of the many defeated demon lords of ancient times. He very much wanted to seek relics from the site to bring back to the church. The next morning the party set out for the ruins.

On the night before setting out, some flickering lights were noticed amid the distant ruins. Ennark took this as indicating the location of the prison, protected by a silver flame, When daylight came they could no longer see the lights.

After half a day of travel into the hills they reached their objective. The ruins were comprised of low lying rubble that may be the foundations of buildings. Nearby was a huge cave mouth, 30' tall by 25' wide. Speculation about the cave being a dragons lair was quickly put aside. The mules were behaving normally and there were no indications of anything residing at the site.

Entering the cave they were greeted by the sight of 6 stone sarcophagi on large stone plinths, three to each side of a wide aisle leading to a pair of enormous doors. One of the graves had been slightly disturbed, having its lid ajar. After casting light into the sarcophagus they were able to see an accumulation of dust, likely the long decayed remains of the buried individual, accompanied by a spear, a bow, a helmet, and suit of scale mail armor of ancient design, all in excellent condition. They noticed also, a broken set of manacles, and scratches in the stone that seemed to indicate a live burial of an unwilling person.

Collecting the grave goods, the group moved to the next grave, forcing open the seal. Inside was a similar scene and items, except this one showed no signs of struggle to escape. It was then that the doors at the far end opened and two 20' tall undead giants bearing huge morning-stars emerged.

The battle was joined with each party member seeking the best position from which to fight. A'lan posted himself forward to engage the creatures as they came at the group. Cotton sought a hiding place from which he could attack by surprise. Anton fell back to a place of cover from which he would employ his hand crossbow with which he was deadly. Eldrid stood atop a plinth and drew her longbow, and Ennark placed himself in the middle from which he could employ most of his spells effectively.

Proving themselves to be very effective against foes when coordinating their capabilities. Ennark displayed his latest divinely granted power, unleashing a ball of silver fire that engulfed the giant abominations. The others assaulted first one and then the other giant. The fight went well, with only A'lan suffering injury before the undead were destroyed. 

Finishing the job of looting the 6 stone coffins presented them with 6 magic spears, 6 magic bows, and 6 sets of ancient non-magical armor which Anton collected into the bag of holding he carried. They then proceeded into the chamber beyond the doors. There they found an incredible sight. Centered in the cathedral-like chamber was a 30' long stone sepulcher.

All around the room were painted scenes of what they assumed to be the interred giant. A search revealed the giant's name, and a hidden compartment within which Cotton identified to be a magical trap. He was hesitant to attempt disarming it until with a prayer of divine guidance, he succeeded. 

The monumental task of moving the tomb's lid fell to their combined might and with a struggle it eventually moved aside enough for them to get inside. Within was a large pile of dust, several rings the size of bracelets, a crown large enough to encircle two people with room to spare, and a great mask the size of a dining room table which weighed 600lbs.

Recovering the items from the coffin proved difficult, but eventually it was achieved. The rings joined the previous items in the bag of holding and the spears were withdrawn to build a litter for the mules to pull, to move the crown and mask.




Thursday, October 6, 2022

Thursday Knights

Nothic librarians, thank you gifts, astral observations, githyanki

This will be a brief set of notes.

The party returned to the library where thy were met by 8 nothics dressed in yellow robes (the librarians the giantess told us about. They thanked the part for ridding the library, lab,  and observatories of demons. Then they gave us choices of magic items as gifts.

One nothic went with us when we went into the Astral Observatory and aided us when we messed with things in an ill-advised manner, nearly getting possessed or trapped on other planes.

Then a Githyanki spelljammer ship arrived and the nothic bolted. All of us followed suit (if it ran, then maybe we should too). A'lan stayed behind to try communicating with them, but they attacked, so he eventually followed the rest of the party.

Sorry for not giving this the detailed treatment it deserves. Been busy, and also lacked motivation to put in proper effort.



Wednesday, August 31, 2022

New Magic Item - Nurfank's Eggs (OSR and 5e friendly)

Missy Nurfank loved birds of all kinds; From the time she could walk Missy would try to play with birds. She learned that they were wary of people, and over time by feeding them she could gain their trust. She gradually befriended entire families of birds.

Missy also loved her crazy Uncle Ribblin. 

Ribblin had no formal training as an alchemist, but his spare time was spent experimenting with all sorts of mixtures and half-baked rituals. He also doted on his niece and showed her how to make fun combinations, some that spewed colorful smoke, made different smells, or shot sparks into the air, and some that tasted good to drink or eat.

Missy soon caught the alchemy bug just like Uncle Ribblin. She began trying her own mixes using gifts brought to her by her bird companions. She showed such an aptitude that Ribblin begged the local Chemist Guild to admit her as an apprentice. 

Here then are several of her inventions which she used to earn high honors upon graduation from training.

Nurfank's Eggs

These colorful eggs vary in size from Hummingbird to Ostrich and each has a beneficial effect beyond the delightful visual and olfactory presentations when used.

Hummingbird - This tiny egg packs a powerful punch. When cracked into a cup of warm tea the mixture begins to bubble, then bright scarlet steam rises before eventually giving off a scent of maple syrup. When consumed it cures diseases including the difficult to escape effects of Mummy Rot. (Rare)

Song Sparrow - Performers would pay handsomely for these eggs. Dashing the egg to the ground, breaking it produces a bright pink flash accompanied by white smoke, which clears quickly, and a subtle honeysuckle odor. For up to one hour the beneficiary may roll twice on an attempt to influence (not intimidate) persons within 30', taking the better roll. Once the attempt is complete the effect wears off. (Uncommon)

Crow - Cleverness is a trait that would be helpful to everyone. Upon cracking, user is greeted with a calming smell of Lavender and a wisp of dark green smoke. This egg enhances the focus of the user for 1 minute granting an intelligence bonus of +1 to all related checks and saving throws. (Common)

Chicken (rotten) - The purpose of this egg is to dissuade pursuit. Thrown near those intending harm, it shatters to release flashing sparks and a disgusting odor of rotten eggs and rotting fish. All creatures within a 20' radius must save or suffer blindness and debilitating bouts of vomiting for up to 1 minute. (5E blind and poisoned conditions, DC 15 constitution save). (Common)

Ostrich - For those needing to perform feats of strength this is the egg for you. Cracking this huge egg over your head results in being engulfed in a roiling cloud of blue smoke and the scent of cooking meat. Strength of the beneficiary is increased to maximum for 1 minute. (OSR 18(00) or equivalent, 5E 20) (uncommon)




Friday, July 15, 2022

Magic Item - Dauerzustand (5e)

Dauerzustand is a long sword of Law with a special purpose to slay shape changers/shifters. Forged long ago by unknown forces of Law it excels at its preferred task.

At its most basic Dauerzustand is +1 to attack and damage rolls. When wielded against creatures able to change shape, such as were-creatures, doppelgangers, vampires, mimics, etc, it performs beyond the bounds of any mortal conceived weapon, at +4 to attack and damage rolls.

In the hands of an attuned wielder of 5th level, the sword may use Thunderous Smite once per short rest.

When the bonded user attains 8th level the sword's intelligence awakens and it begins to influence the wielder. Dauerzustand has the following stats: Intelligence 12 (+1), Wisdom 14 (+2), Charisma 16 (+3). For a Charisma conflict challenge its DC is 15. The sword has normal senses out to 60 feet. It communicates to the user through telepathy.

Upon the user reaching 9th level Dauerzustand grants the casting of Dispel Magic as if cast from a 5th level spell slot once per long rest.

At 12th level Dauerzustand gains the ability to try to turn shape shifting/changing creatures to stone (as a Medusa) on a critical hit (Constitution save DC of 11 plus the proficiency bonus of the wielder). It also grants the user Advantage on saving throws to avoid being shape changed.

From level 17, the sword becomes able to cast Hold Monster as if cast from a 9th level spell slot with a Wisdom saving throw DC of 11 plus the wielder's proficiency bonus. Maximum of 5 creatures.

The sword views all shape change as a breach of the law of form. Even someone voluntarily using Alter Self or Polymorph will attract Dauerzustand's ire. It does not react this way to illusions, only to actual physical morphing.




Friday, July 1, 2022

Magic Item - Cheval (5e)

Cheval is a long sword created by elves working with the Seelie Court of the Fey. The purpose being to provide an agent of the Court the ability to stand against agents of the Unseelie Court in battle when necessary. 

Over time, in the hands of a a bonded (attuned) user it will reveal more capabilities.

At its most basic, Cheval is +2 to attack rolls and damage rolls. On a critical hit the weapon inflicts additional radiant energy damage to the target. (user levels 1 to 4 = +1d6; user levels 5 to 9 = +2d6; user levels 10 to 14 = +3d6; user levels 15 to 19 = +4d6; user level 20 = +5d6)

When a user reaches 5th level the sword will glow as the light cantrip at will and when on Elven sacred ground. It also gains the ability once per long rest to dispel magical darkness in a 30' radius.

Upon reaching 11th level the attuned user gains an additional use of Second Wind, or one use if the user does not already possess that ability.

A bonded user of 17th level may use Cheval to cast Sunburst once per long rest.



Wednesday, April 27, 2022

A Bit Ptoo Much Ptolus for your Ptaste? Well Ptough!

Forgive me or not, but I am focused quite heavily on my current campaign set in Monte Cook's Ptolus: City By The Spire. Obsessed you might say. I am taking the opportunity to include on the blog plenty of ideas for other Ptolus DMs as repayment and paying it forward for the many cool ideas they have made available for others like myself to use. 

Fear not, there will be other non-Ptolus posts appearing here as well. 

There will be some posts coming up about miniatures, reviews of books that can be useful for your game, old school spells, magic items both old school and for 5e, monsters both old school and new, journals from other campaigns, props and terrain pieces, and sometimes some non-d&d related subjects.

I considered putting a to-do list up showing planned posts, but things change far too frequently for that to remain on target. There are however a growing stack of gaming books on my desk that need reading and those will certainly get a mention when completed.

So there we have it. There will be plenty of variety to look forward to. 

This post is not a Ptroll.

Wednesday, April 20, 2022

Magic Item: Wand of Frost Barrier - updated to 5e

 Wand of Frost Barrier


This wand creates a 5 foot wide by 15 foot long barrier of deadly cold that lasts for 1 minute. Creatures standing within or passing through the area suffer 3d6 cold damage. The wand has a range of 60 feet. The wand has 4 charges and regains 1 charge at dawn each day. If all charges are used roll 1d20 and on a natural 1 it shatters into ice and is destroyed. Rarity: uncommon, character level 1st or higher, value 101 to 500 gold pieces.

Example of wand.

Monday, February 25, 2019

Magic Item: Gong of the Herald

Gong of the Herald

Struck to announce the arrival of a person of importance, this enchanted gong works to pacify potentially hostile audiences. The gong can be heard to a distance of 200 feet when struck, and causes non-elves and creatures above intelligence 5 to be charmed into peacefulness for 1 round on a failed save vs magic item. Attacking a charmed subject immediately breaks the effect.

The user and allies are unaffected by use of the gong.



Saturday, February 23, 2019

Magic Item: Jeffry's Sock of Filtering

Jeffry's Sock of Filtering

This unique item is the long lost sock belonging to the halfling, Jeffry. It has become imbued with the ability to filter harmful toxins from anything poured through it such as making coffee through it. Any poisons of significance will be removed by the sock.

Drawback: All liquids filtered through the dirty sock smell like sweaty feet.

Jeffry doesn't miss the sock, he has more, and  continues making coffee with them when travelling on adventures.

Sunday, February 3, 2019

Magic Item: Wand of Frost Barrier

Wand of Frost Barrier

This wand creates a 5 foot wide by 15 foot long barrier of deadly cold. Creatures standing within or passing through the area suffer 2d4 damage. The wand has a range of 60 feet. When found the wand will have 2d4 charges remaining.

(See The Halls of Mugg the Mad in previous posts)
Example of wand.