Viksa's Stock (d100)

Viksa's Stock of Slightly Magical Items

d100 Item Description

1

Trick Coins

Always land on the same side no matter how many times you flip them.  Don’t get caught using them to gamble.

2

Ghost Torch

The smoke from this torch makes ghosts visible.

3

Magical Dye

These pigments can recolor almost any object.

4

Pinecone in a box

Magical box that gives the overwhelming desire to want the thing that is in the box.

5

Cat Seeds

Magical seeds that if planted and cared for will grow into bulbs that will eventually bloom as kittens.  These kittens are like normal cats in most respects except that they don’t hunt and subsist on sunlight and water rather than food

6

Charming Cufflinks

Gives a small bonus to diplomacy with folk of the opposite gender.

7

Elven Earrings

When worn, they give the illusion that you have elf ears.

8

Fish Whistle

A whistle that drives fish mad and will cause them to literally leap into your boat or on shore.

9

Magic Chalk

Can write on any surface, even non-solid ones.  To erase, simply wipe it off with your hands.

10

Hate Spice

A seasoning which will cause the food to taste terrible to anyone who hates the cook.

11

Kinstone

 Vibrates when relatives draw near. Useful alarm system for in-laws.

12

Lying Lipstick

Gives the wearer a small bonus on Bluff checks.

13

A leaf from a Silveroak Tree that never wilts.

While you hold the leaf you can speak Sylvan.

14

A heart shaped locket

 allows you to mentally send up to thirteen words once per day to the person whose name is engraved in the locket. They can immediately respond back with thirteen words.

15

A brimmed hat

keeps you magically dry in any rain.

16

A pea sized crystal and a compass

compass always points toward the crystal.

17

A stone mug carved with images of feasting dwarves

Any water put in the mug turns into dwarven ale. If you drink the ale you must make a constitution save DC 13 or become drunk for the next 1d4 hours. While drunk you are poisoned and can speak Dwarven.

18

A water skin

that can hold a barrels worth of water (59 gallons).

19

A bell

that awakens anyone within 30 feet when rung.

20

A torch engraved with horses

allows you to march an extra hour a day without having to make an exhaustion check.

21

A pair of glasses

 gives you darkvision.

22

A wood cutters axe or adze/talso

(treat as a hand axe) that deals double damage to wooden objects.

23

A small raven carved out of stone

When activated the raven will count any humanoids it sees other than your allies. The raven can tell you if it has seen one, two, three, or many humanoids since it was activated.

24

Preserved and shrunken eye set in a ring

While worn the bearer has advantage on deception checks to mimic animal sounds.

25

A chamber pot

disintegrates any excrement put in it.

26

A comb made of bone

causes your hair to grow 1 inch for every minute you brush it. Your hair stops growing when it is as long as you are tall.

27

A pin with clear glass beads

 keeps natural smoke at least 1 foot away from you.

28

A set of seven glowing magical gems

can be set swirling around you.

29

A fish mask

lets you hold your breath twice as long as normal.

30

A petrified rat brain

lets you cast dominate monster once per long rest on a small or tiny rat or mouse.

31

A small red gem that is warm to the touch

When the gem is placed on inanimate flammable material the material catches on fire in 1d4 rounds.

32

A drawing of a snake

When attuned takes the form of a tattoo on one of your arms.. Once per day while the snake is a tattoo you may add 1d4 to a persuation check. You also have advantage on persuation checks with Lamia.

33

A holy symbol of a harvest god

 You can activate once per day to weed, water, and care for a field of crops no larger than half an acre. (Vajaa puoli hehtaaria (40 aaria) 50mx50m)

34

A holy symbol of a god of desert

makes you immune to the exhaustion effects from hot weather.

35

A whistle

can only be heard by your allies.

36

A cup

changes color when it comes in contact with poison.

37

A brass pitcher and a silver fly

As long as the fly is within 15 feet of the pitcher it whispers anything the pitcher hears.

38

A small doll

mimics your movements.

39

A halter

when placed on a cow, donkey, mule, horse, or camel gives you advantage on animal handling checks for that beast.

40

A set of sheep’s knucklebones

allow you to cast the ritual Augury in 1 minute if you can normally cast it as a ritual.

41

A almond shape gem

adheres to your forehead like a third eye. If you spend a Ki point your speed increases by 5 feet for that round.

42

An obsidian ring that

allows one individual you can see who can’t speak in Thieves’ Cant to understand you when you speak in Thieves’ Cant.

43

A stone ring

turns a wearer to stone until the ring is removed.

44

A nightcap

when worn, gives you pleasant dreams.

45

A glass orb filled with smoke

If you concentrate on it an image of the person you are thinking about appears.

46

A 15cm long crystal coffin

When empty if touched to a dead body the body is shrunken and placed inside the coffin. The body can be released from the coffin by opening it. While in the coffin the body is under the effects of a gentle repose spell

47

A brass key

burns you when you hold it (1hp per round) if you aren’t resistant to fire and allows you to speak Ignan

48

A statue of a cricket that chirps softly in the dark

The cricket stops chirping if an invisible or incorporeal creature comes within 10 feet.

49

A collar

 lets a dog or cat speak in common. It doesn’t change the animal’s intelligence.

50

A finger bone from an executed man in a small wooden box

You have +1 on death saving throws while it’s in your possession.

51

A book of very short stories

 Reading a story from the book (an action) acts like using a healer’s kit.

52

Sending stone

Sends messages in poems

53

Gloves

let you feel things from across the room. Doesn't let you MOVE anything, but you can tell what they feel like.

54

Stud, nose

A nose ring that gives advantage on perception rolls related to smell when worn.

55

Orphan's Top (toy)

Cannot be spun if there are any invisible undead nearby.

56-100

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