Shitty Magic Items (d100)

d100 Result

1

Amulet of Strife: Requires attunement. While attuned to this amulet, all creatures that see it become convinced it is cursed and must try to convince the bearer to relinquish it.

This item is cursed. Becoming attuned to this item extends the curse to you. While cursed in this way, you are unwilling to part with the item. In addition, you become convinced there is no way the item is cursed, making you resist any attempts to remove the curse.

2

Endless Book - This book is connected to a god of creation, containing within it a fictional epic that seems to go on forever. The book and epic have no ending, merely continuing on in perpetuity as long as the reader is willing to read. Unfortunately, the writing degrades a little every 1000 pages or so, turning an interesting premise into a meaningless cashgrab preying on sunk-cost fallacy, until eventually the reader must give up in disgust--without there ever being a true ending to the story.

3

Wand of the Phoenix: This wand contains one charge. As an action, you can expend the charge to cause a new Wand of the Phoenix to form elsewhere on the same plane of existence. When the last charge is expended, the wand crumbles to ash.

4

Stylish Hat - a hat that makes the user believe they look far better than they actually do and requires a DC 15 wisdom save to remove. On a fail, the user thinks about how much better they look in the hat and decides not to remove it. Additionally, they pronounce the word “hat” in a high squeaky voice and need to tell everyone where they got it and that they should get one. Without magical identification, the wearer is unaware of this hat’s effect.

5

Stone of Trap Detection: it alerts you one round after you trigger a trap.

6

Mug of Dwarven Fail: Any drink put into this mug instantly becomes non-alcoholic and tastes like cherry sprite.

7

Frying Carpet. saying the command word causes this carpet to become an adhesive surface and requiring a DC15 Strength check at disadvantage to free oneself. Carpet rapidly heats to a toasty 425 degrees F and will remain that way for thirty five minutes.

8

Defective Potion of Cure Baldness-Causes hair to grow at an extreme rate for 1d10 days, everywhere except the top of the head.

9

Hat of Water Breathing: This hat allows you to breathe underwater. Getting the hat wet ends the effect.

10

Gauntlets of Grounding: These gauntlets make you immune to non-magical lightning, as long as you are underground.

11

Wand of fireball: 4 charges, roll a d6, on a 1-4 it summons a fifth of cinnamon whiskey, on a 5-6 it casts fireball at third level.

12

Lesser Wand of Fireballs: This wand functions as a normal Wand of Fireballs, but has a range of 15 ft.

13

Identified Cube: whenever the Identify spell is cast within 100ft of this 1 inch brass cube, the spell returns this item's description instead of the target object's. The cube then becomes attuned to the caster and appears in their hand. The Identified Cube is so helpful that it will even return to you automatically (no matter the distance!) if you drop or lose it while attuned.

14

Amulet of Caterpillar Control: Allows the bearer to control the actions of 4d8 garden caterpillars.

15

Handkerchief of Obscurity: This monogrammed handkerchief has its letters changed to a seemingly random set of letters every time it is used.

16

Boots of Walking: This pair of boots will always find its way back to you.

17

Frying Carpet. Saying the command word causes this carpet to become an adhesive surface and requiring a Strength check at disadvantage to free oneself. Carpet rapidly heats to a toasty 425 degrees F and will remain that way for thirty five minutes.

18

Helm of Tongues. On putting on the helmet it feels like someone is sticking their tongue in the wearer's ear at random times.

19

Ring of Petty Greed. A dull looking silver ring that causes onlookers to covet it. The owner is magically aware of its worth, but all those interested in buying it will only ever offer 1/4 of its worth.

20

Teahot. A teapot that produces scalding hot healing tea. It’s magical fluid heals the imbiber for 1d4 hp, then immediately deals 1d4 fire damage.

21

Left Handed Spoon. A spoon that can only be properly used by left handed people.

22

Orb of Screaming. A baseball sized orb with a face on it. After a command word is spoken it screams in one of many voices for 2d6 seconds. The command word is something that is said in normal conversation.

23

Wand of Locate Object. It is limited in only locating Wands of Locate Object.

24

Ring of Detect Fire

Range: touch

When the wearer touches a source of fire the ring provides them with the knowledge that it is indeed fire and the general knowledge of the fire's temperature.

25

Philosopher’s Assistant Stone - this stone will answer any question put to it. (Not necessarily correctly)

26

Amulet of Reverse Telepathy - When worn, this allows anyone within a 60 foot range hear your thoughts. You cannot hear theirs in return.

27

Solar Powered Ring of Darkvision-This ring grants darkvision with a range of 60 feet. Only works in direct sunlight.

28

Inverted Bag of Holding-This bag is smaller on the inside.

29

Mask of Transparency-This mask can make you appear transparent, but not invisible, and grants disadvantage on Deception checks.

30

Hammer of Mending-You can use this hammer to cast the mending spell by hitting the target repeatedly.

31

Pen of Invisible Writings-Anything written with this pen vanishes as soon as the writer is not looking at it.

32

Pendant of Perception: this iridescent pendant allows the user to change their appearance at will, however, they are the only one able to perceive the change.

33

Cinder Cloak: this flame-colored cloak engulfs the wearer in flames, over which they have full control, but does not offer any protection from said flames.

34

Endless Ladder: a ladder that can be folded to fit into any bag, and unfolded to span any distance. However, anyone climbing the ladder will not reach their destination, but will be climbing the ladder endlessly.

35

A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance for marking.

36

Bag of Scolding: Normal bag that berates the users for their poor organizational skills.

37

Deck of Many Kings: A deck of cards that seems normal upon inspection, but always has a king on top when someone draws from it. If more than four cards are drawn at once, the deck makes up increasingly bizarre suits.

38

A spell scroll which creates another spell scroll with the same spell.

39

A life drain ring which grants 1 hp to the user for each 1 hp drained from the user by the ring.

40

Ring of Magnetism, The ring can attract any metal object up to 5ft away. Once the ring makes contact with the metal object it is impossible to remove.

41

Helm of Mind Reading, allows you to read the thoughts of everyone around you, however they are translated to a language you do not know.

42

Gloves of Handedness - changes the wearers dominant hand, right to left, left to right, and if the wearer is ambidextrous, makes them incredibly clumsy.

43

Bag of Folding: can hold many objects, but they come out bent and unusable.

44

Necklace of Double Heads: causes the wearer to grow a second head. Each head has its own Intelligence and Wisdom scores, equal to half of the wearer's original score.

45

Elven Goggles of Night: gives the wearer darkvision, only usable by Elves.

46

Stick of Slapping

While holding this rod, you can make a melee attack with it. On hit, the target takes 1 bludgeoning damage and must succeed on a DC 10 Charisma saving throw or be visibly offended.

47

Schrodinger's Box: A box that turns items inside invisible as long as the lid is closed.

48

Mouthpiece of the Infinite - A small statuette that disturbingly casts two shadows, and seems as though it might have an extra angle or two, though you can never quite tell. It speaks incredibly detailed information about the universe, cosmos, and life itself... in an almost-audible whisper. No matter how anyone attempts to listen to it, they can never quite make out what it's saying.

49

Death Rock - This crudely shaped skull is carved out of a piece of black stone, and is strung on a string as an amulet. When it is placed around someone's neck, it grows warm. If the creature wearing the amulet dies, the skull emits a PING! noise and then loudly states, in common, "You Died."

50

Knife of Potential Sharpness - This knife can be sharpened as normal, but it becomes exceedingly dull after 1 minute.

51

Map of the Journey - This magical map shows a symbolic representation of an area within 100 miles of where it is first opened, with one location marked with a garish red X. If the map is deciphered and you follow the directions to the X, the X fades away and the map resets, showing another area within 100 miles. The X doesn't mark anything in particular, it's the journey, not the destination.

52

Orb of the Second Opinion - This orb has a slot in one side, into which a gold coin can be inserted. The coin will disappear, and for the next minute, it will answer any medical questions posed to it. If the question is too specialized, the orb will always default back to recommending a Heal spell from a high level cleric, and spend the rest of the minute trying to convince the asker to go to a specific healing god's temple.

53

Messenger Raven-You may send a 140-character message to any target, but the message must be completely irrelevant to the current situation.

54

The Dreaded Ring of Uncertainty: This plain-looking ring is diabolical in nature, making its wearer second-guess every choice they make.

55

Whetstone of Mediocrity: This whetstone can be used to sharpen a blade to an almost notable edge, at which point the stone will no longer sharpen a blade.

56

Scalpel of Bluntness: This scalpel is sharp until it comes into contact with skin of any form, at which point it blunts itself. The blade is restored to sharpness after 5 minutes away from any form of skin.

57

Blanket of frost. This blanket’s temperature can never rise above 0 degrees Celsius.

58

Boots of Teleportation: Once per day as a bonus action you may speak a command word to make these boots teleport to any space within 60ft. You do not move with them.

59

Bagpipes of Invisibility: Once per day you may blow this set of bagpipes to become invisible. You must continue blowing the bagpipes to remain invisible. It can be heard within a 500ft radius.

60

Hat of Disguise Self: Once per day this hat can cast disguise self. The hat chooses when and what it changes to.

61

Ring of Beast Turning: Once per day you may speak a command word to turn a single beast. It will slowly rotate on the spot until it is facing 180 degrees in the opposite direction.

62

Scroll of Mass Confusion: This magical scroll appears to be very powerful. It requires a DC50 Intelligence check to decipher.

63

Salty Spoon - when placed in an empty bowl, it fills with a nourishing porridge that is, unfortunately, noticeably oversalted but not to the point of being inedible. A bowl fulfills one's need for food for an entire day, but the eater feels disgruntled until their next long rest.

64

Band of Balding- ring that prevents any additional hair growth while worn.

65

Jar of False Value- a small transparent ceramic jar that when any coins are placed inside, transforms them into platinum coins, and rocks into various gems. However, once items are removed from the jar, they return to normal.

66

Ring of Lava Walking- allows wearer to walk on lava. Dose Not protect from heat of lava.

67

False Ring of Water Walking- The ring will float in water. The wearer, however, will not.

68

Jar of explosion- A jar that explodes when broken or opened. Does no damage but leaves behind explosive residue. Jar reforms moments later.

69

Copper Cat: A statue of a cat, small enough to be held in one hand. When dropped it always lands on its paws.

70

Mask of Attraction: this full-face mask makes the wearer irresistible to the opposite gender, as long as they don't take it off.

71

Hood of Offensive Facades - This hood will change your identity in the eyes of others to the appearance of the person they most personally dislike.

72

Ace of Spades - An ace of spades from a standard card deck. No matter where you store it on your body, you will always be able to find it in your right sleeve afterwards.

73

Amulet of Unbreaking Bones - Con-man says you can't break any bones. Really, he means other's bones. -100% damage against skeletons.

74

Anti-Matches - A box of matches. Striking one will make it begin to drip water from the tip while the match shrivels away. The amount of water a match releases is about enough to fill a tablespoon.

75

Arrow of Creature Slaying-This magical arrow is capable of killing a creature.

76

Axe of Empathy - Every time you hit something with this +5 greataxe, you get dealt an equal amount of damage. Both you and the thing you hit are then healed the amount of damage dealt by the axe, even if either are dead. The Axe hopes you have learned your lesson.

77

Bottomless Beer Mug - Any liquid poured into this mug treats the bottom as incorporeal, but solid objects don't.

78

Bag of Hold-This item functions as a normal backpack, however when attempting to retrieve an item, a calm female voice tells them there is a wait time of 4d10 minutes before they can retrieve their item (actual time is stated time plus 6d6 additional minutes). During this wait, the bag plays either annoying muzak or advertisements for the bag's creator's other products/services. Upon attempting to retrieve an item, there is a chance that the wrong item is retrieved, or that the intended item is simply missing. Obtaining the original item requires an additional 4d10+6d6 minutes and has only a 5% chance of success.

79

Bag of Trading - You can take one thing out of the bag for each object you put in the bag. However, you have no control over what you get, and there are no trade-backs. Past research seems to imply there's some sort of correlation to what gets you what, but it's extremely convoluted and far from understood.

80

Banana Walkie-Talkies - There exist two, and only two, of these items in the world. One of which is possessed by a cranky and lonely half-orc. It appears to be an innocuous wooden banana with a coat of faded yellow paint. When an end (doesn't matter which one) is placed against your ear, you can hear a ringing followed by a click and a half-orc yelling at you for waking him up at this ungodly hour. If you drop the banana or "hang up," the call ends. If you stay and listen, the half-orc will yell at you, call out obscenities, and start going on about his daily problems and mishaps in his love life. Every so often (5% chance/day), the banana will ring while you are sleeping and the half-orc will want to talk to you about his problems.

81

Belt of Tightening - Every time you put this belt on, all of your clothes permanently shrink a fraction of a millimeter. The effect is compound.

82

Cape of Resistance - When this item is placed on any living thing it somehow manages to fall off, untie itself, slip past the owner’s neck entirely, or otherwise avoid being worn.

83

Case of the Litigator - Translates any document placed in the case into legal jargon; non-reversible. Does not confer the ability to understand legal jargon.

84

Focusing Ring - The digit on which this ring is worn can be viewed in extremely high definition from a great distance.

85

Helm of Awareness-The wearer is acutely aware of the fact that they are wearing this helmet and that it has a magical effect. - All you need to do to make this work as a DM is frequently remind the player that the helm is magical while they are wearing it but be evasive about exactly what it does.

86

Hoarder's Wand - Does nothing but for some reason you think it might be important later in your quest.

87

Hood Of Worrisome Facades - This hood will change your identity in the eyes of others, however the identity used will be random.

88

Indestructible Notebook of Memories - This otherwise normal notepad of normal notepad size cannot be damaged or destroyed, and anything written in it cannot be obscured or defaced. It also has unlimited pages despite its finite size. However, the data it holds only lasts as long as the writer independently remembers it, and decays in exact proportion to the relevant memories. Remember who and when, but not where? Then the words describing the location in that particular entry are the only ones gone.

89

Mask of Concealment - Hides the wearer’s face and conceals everything from them by blocking their eyes. Requires a DC13 Strength check to remove.

90

Lunch Box of Delicious Unfulfillment-This lunch box will hold whatever food you desire. However you will never get full and the food will deliver no nourishment.

91

Mug O' Dissatisfaction - A mug that always produces a steaming hot cup of coffee or tea when tapped on the bottom. It conjures the opposite of what the tapper prefers, so if you like tea you get coffee and vice versa. Handing the full mug to another person will make the drink in it transform to the opposite of that person's preferences.

92

Murder Dagger - All damage it would deal is instead replaced by the target being harassed by crows for that many hours.

93

Ring of Stoneskin - Turns your skin, muscles, and organs into stone! Character is now a stationary statue. Can't be reversed until someone takes the ring off.

94

Rope of Entanglement - Becomes entangled when left in a pack.

95

Ring of air breathing- allows wearer to breathe air.

96

Crystal of reading - when holding this clear crystal close to your eye you can read any text that is write in common, this doesnt see through codes or spells.

97

The Infinitely Feathered Cap: A feathered cap in which an infinite number of feathers can be pulled but it takes an hour for a new one to form.

98

The bottle of endless water - No matter what, the bottle is always full of water... because the water magically refuses to leave the bottle.

99

The Salt Shaker of Transmogrification: Turns any spice shook out of it into hsrmless sand.

100

Compass of Perspective-Anyone who consults this compass firmly believes in its accuracy. The compass always indicates that the direction the user is facing towards is north, even if it isn't.