Minor Magic Items, 2 (d100)

Also known as not-quite-wondrous items, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts, these objects are essentially cantrips and weak magic spells in physical form. Useful for more than just combat, these items create light, entertain, clean, play music, flavor food, heat, cool, warn, inform and generally raise the quality of life for their bearers. They can act as unique world building items, magic shop filler objects, barter and trade goods as well as ingredients to create or upgrade stronger magic items or enchantments.

d100 Result

1

Kinstone: A smooth pendant of polished bloodstone strung on a silver chain. When held, the stone gives off a sense of familiarity, warmness and belonging. When worn, the gemstone will vibrate if a blood relative is within 100 feet of the bearer. —Note: For the item’s purposes, “blood relative” extents as far as great-grandparents, great-grandchildren and second cousins but not more distant relations. This is of course up to the DM’s discretion.

2

Grinning Amulet: A thin beaten brass amulet depicting a caricature of a humanoid face twisted into an open-mouthed smile. The too-wide rictus grin makes the face appear more manic than happy, as if it was unable to control its expression. Whenever a creature within 15 feet of the bearer (Including the bearer) begins to laugh (Even just a snicker), that creature continues to laugh uncontrollably for the next six seconds. This forced laughter does not necessarily carry the same emotional significance as the original laugh and can begin to sound hysteric as the creature realizes that they are unable to stop. Although creatures can resist the effect simply by not chuckling to begin with, or exerting by their willpower to remain calm after being subjected to the amulet’s effects, laughter can be insidiously contagious and hearing others giggle uncontrollably can set off even the most stoic of folk. A laughing creature suffers any logical penalties to speaking or casting spells with verbal components but can breathe regularly during the cackling fit. The amulet must be worn for it to function and all effects cease the moment that it is removed.

3

Barometer of the Hedge Mage: A stunning crystal pendant on a silver chain that can predict the weather a day in advance. If precipitation will fall 24 hours from the present time, the clear crystal will change to match the type of weather, becoming a dark and murky grey color for rain, opaque white for snowstorms, black with streaks of yellow for thunderstorms, solid grey for heavy fog, etc.

4

Infinite Paint Tin, Black: A battered tin can, covered in multiple irregular layers of black paint. The can holds one pint of liquid and refills itself each dawn with a new pint of fresh black paint. Any old paint remaining in the can at dawn is replaced with the new paint.

5

Infinite Paint Tin, White: A battered tin can, covered in multiple irregular layers of white paint. The can holds one pint of liquid and refills itself each dawn with a new pint of fresh white paint. Any old paint remaining in the can at dawn is replaced with the new paint.

6

Infinite Paint Tin, Random: A battered tin can, covered in multiple irregular layers of different colored paint. The can holds one pint of liquid and refills itself each dawn with a new pint of fresh Randomly Colored paint. Any old paint remaining in the can at dawn is replaced with the new paint.

7

Insect Hunter: A palm sized steel wasp, the sight of which scares away mundane insects. The wasp can be animated with a command word which causes it to fly around its owner and starting hunting and slaughtering any normal insects that are within 30 feet of its activator. The wasp is incapable of hurting anything other than the insects it is hunting. It prioritizes targets with venom, stingers and those capable of flight. Between the wasp’s steel mandibles, pin sized stinger, fear aura and tireless rampage, the general area around the user is kept clear of pests. When the command word is spoken again, the wasp returns to the activator and becomes dormant.

8

A steel fishing lure that twitches and glows slightly when near or in a body of water where fish are plentiful. The twitching movement and slight glow grant the bearer advantage on any fishing checks made with the lure.

9

Socks of Absorption: A thick comfy pair of knit socks decorated with a simple homey pattern. When worn they will each automatically absorb up to two liters of liquid per day that they come into direct contact with. The liquid completely disappears and is for all intents and purposes, destroyed. These items are highly prized by adventures who know there is nothing better than dry socks.

10

Falconer’s Hatchery: A painted ceramic bird’s nest, that always feels warm to the touch. When empty, the object is large enough to accommodate a single falcon’s egg and changes in changes in shape and size to accommodate any egg smaller than one foot in diameter. The nest will perfectly incubate any egg (Avian, reptile, amphibian, fish, insect etc.) that is placed within it, providing the optimal conditions for the development of the fetus regardless of outside the temperature or conditions. If the egg has been incubated by the nest for the majority of its development, it has a 99% chance of hatching into a perfectly healthy specimen of its species, which will then imprint on the first creature it sees. The imprinted creature gains a permanent advantage on any checks made to train or handle the animal. The nest does not reduce incubation time and can only effect one egg at a time.

11

Bag of Infinite Manure: A heavily soiled burlap sack that smells faintly of farmyard excrement. Each day the sack can produce up to ten pounds of fragrant animal droppings. The dung contains no disease, parasites or pathogens and can serve as a rich fertilizer. The dried manure will easily serve as fuel for campfires if one can stand the smell.

12

Elixir of the Broken Heart: A sealed glass vial filled with a pale grey liquid in which floats a small cracked heart. If consumed, the creature experiences a deep heartbreaking sorrow which smothers any existing feelings (Magical and mundane) of infatuation, lust and romantic love. Drinking this antidote will instantly dispel the magical effects of any love potion, glamor, bewitchment or magic spell that has enchanted or charmed the imbiber. The resulting melancholy grants the creature advantage on saves against those same types of spells and effects, but imposes disadvantage on persuasion, seduction or diplomacy checks made against all creatures the imbiber would normally be romantically or sexually attracted to. All the liquid’s effects fade after one hour and the creature’s emotions return to normal.

13

Elixir of Fear: A sealed glass vial filled with a grey liquid that emits a sickly sweet metallic odor when uncorked. If consumed, the drinker becomes terrified of the first living creature they see immediately thereafter. The mere thought of that creature will cause panic attacks and a terrible blunt headache. The imbiber will make all efforts to escape or hide from the creature they fear. The drinker becomes too filled with dread to attack the creature unless they are attacked first, at which point they may defend themselves until an opportunity to escape presents itself. All the effects fade after 24 hours and never cause the drinker to violate any of their strongly held ethics or morals.

14

Trick Cards: An ornate leather case containing a deck of masterfully carved, thin wooden playing cards which have been expertly painted and lacquered. The cards are animated and can be ordered to perform a number of tricks on command, such as shuffling, dealing itself out, or displaying a certain card. The cards can also be ordered to remain in place in the air, allowing each playing to have their hand hover in front of them, float over to another player or drift down to a discard pile. A player could also order a card to draw itself and float over to him or discard a card by issuing verbal commands such as “Draw” or “Discard the far-left card”. The deck is perfect for small children who cannot yet hold cards properly, adults who’s hands or occupied with food or drink or areas where there are no clean flat surfaces. The deck can be taught up to five tricks or routines (It already knows a basic rifle shuffle and how to deal out cards neither of which count against the five tricks) such as shuffling in a distinctive pattern, shuffling and leaving a certain card as the top card, playing a game against itself, arranging itself in a distinctive order or even to float around a creature creating a rotating halo or bracelet of cards. Any creature can teach the deck a new trick by describing the action to the deck and choosing which other trick must be forgotten. The activation of these tricks can be linked to any command word or sentence chosen when the trick is taught to the deck. If an individual card strays more than ten feet from the majority of the deck it will attempt to float back to the others.

15

Mechanical Candlebearer: A hand sized mechanical spider made of shiny reflective steel that can be fit with one small candle. Fitted overtop of one of the arachnid’s eight legs is a plain steel ring. If the ring is removed and donned by a creature, the bearer can telepathically control the spider up to a distance of 30 feet. The candlebearing mechanism can move at a rate of one foot per second and can use it’s sharp metal legs to crawl up most vertical surfaces.

16

Cheater’s Coin: A plain looking gold coin with each side stamped with marking common to the local region. When flipped, the coin’s faces will change to whatever results the creature who flipped it mentally dictates. This is not limited to heads or tails and will also show specific kings, dragons, treasuries, pilgrims, saints, Gods, animals, etc. The coin physically changes it’s faces during the flip and therefore does not register as illusionary magic but rather transformative. The coin’s faces can be interacted with and stand up to close scrutiny and remain how they are until the coin is flipped again. When the coin is flipped, the creature who tossed it can also dictate which side lands face up.

17

Prayers of Sealing: A bamboo scrollcase containing 2d4+2 large pieces of parchment covered in highly stylized arcane markings. Each sheet of paper is a religious prayer to the living spirits known as kami that manifest themselves in every physical object but are hidden from the world. The sheets are formal prayers made specifically to doors, locks and portals, and humbly request that those kami remain shut for as long as possible. The seals are activated by placing one of the sheets on a door, sliding wall, gate, hatch or other form of entry or exit and closing one’s eyes for a moment out of respect. The parchment magically adheres itself to the door and the writing begins to glow softly. The portal instantly closes and locks itself if that was not already the case. While the seal prayer is in place, all creatures attempting to break down the door or pick the lock suffer disadvantage on all related checks to do so as the spirits of the door itself lend to its material strength. While the seal is active, a proper key only has a 25% chance of working correctly as the locking mechanism shifts and warps in place. All of these effects continues until the parchment is destroyed or removed (It is as durable as mundane parchment) or until the door is opened. Once used, the prayer can never be used again.

18

The Edge of Decay: A large chef’s knife whose blade is spotted with rust that can never be smoothed away. A creature holding the knife feels vaguely nauseous but not quite enough to be actually sick. When the blade is used to slice any foodstuff, the edible material magically transmutes itself to a state of being just about to go bad. Bread becomes slightly stale, cheese is a touch moldy, vegetable are limp, and meat tastes slightly off. This is the case no matter if the ingredient was fresh or if it’s the desiccated husk of moldy remains years old. The sliced food is relatively safe to eat, but never tasty. There is a 5% chance that any creature who eats the transmuted food is stricken with indigestion and the food does not provide any nutritional value to the creature who ate it. As a safety precaution, the knife’s enchantment has no effect on living beings.

19

Warming Sphere: A small red glass sphere could easily be mistaken for a toy marble. It continually radiates a small, aura of body temperature warmth as long as it’s owner is nearby. These simple magical items are popular for keeping food, travelers, sleeping bags and nearby mounts warm. The sphere radiates an aura of warmth that extends outwards in a one foot radius of itself. The sphere warms all objects and creatures within it’s aura one degree per 30 seconds up to a peak temperature of one degree above standard human body heat. The sphere has a built in fail-safe and ceases to function if it’s not within ten feet of living humanoid. —Note: A human’s average body temperature is 37° Celsius or 98.6° Fahrenheit.

20

Cooling Sphere: A small blue glass sphere could easily be mistaken for a toy marble. It continually radiates a small, aura of body temperature coolness as long as it’s owner is nearby. These simple magical items are popular for keeping food, travelers, sleeping bags and nearby mounts cool. The sphere radiates a chilly aura that extends outwards in a one foot radius of itself. The sphere cools all objects and creatures within it’s aura one degree per 30 seconds up to a peak temperature of one degree below standard human body heat. The sphere has a built in fail-safe and ceases to function if it’s not within ten feet of living humanoid. —Note: A human’s average body temperature is 37° Celsius or 98.6° Fahrenheit.

21

Proving Crown: A set of five different Randomly Colored, thumb-sized gemstones. A creature holding all five gems may release them, whereupon they take up a circling orbit around their head. Once in orbit, the gems will glow, sparkle and hum while within five feet of beings with royal blood.

22

Thunderous Pendant: A pendant in the shape of a lighting bolt carved from a piece of fulgurite (Sand turned to glass by lighting) that occasionally crackles with harmless sparks. When worn, the volume of all of the bearer’s speech is multiplied by a factor of five. While this can greatly beneficial to a battlefield commander or drill sergeant, it is a curse for a town gossip or court dandy, as the effect cannot be temporarily suppressed and makes whispering nearly impossible. The pendant must be worn for one hour before the magic takes effect and it continues for 30 minutes after being removed.

23

Bookmark of Narration. A rectangular piece of gold trimmed elk horn, shaved so thin that it is practically transparent. When placed on a page of text, the bookmark reads it aloud in the language it’s written in. The object can only read text that have proper verbal languages and cannot read magical text of any kind.

24

Ring of the Spectrum: A metal ring whose coloring is constantly shifting through a full range of colors, hues and intensities. Once per day when the ring is first put on, all of the bearer’s skin changes to a Random Colour and remains that shade for 24 hours. Removing the ring does not end this effect. The coloring can be covered by any kind of disguise spell, clothing or mundane makeup.

25

Robber’s Wick: A black wax candle in a cheap glass lantern. Only the creature that lit the candle can see it’s illumination, all others simply see an unlit candle. The candle will burn for a total of one hour and can be doused and relit as much as desired. Dousing the candle reduces its remaining duration by 30 seconds.

26

Candle of Company: A black and white striped wax candle in a cheap glass lantern. Only creatures within the illumination (A ten-foot radius) of the candle can see it’s light, all others simply see an unlit candle. The candle lasts for a total of one hour and can be doused and relit as much as desired. Dousing the candle reduces its remaining duration by 30 seconds.

27

Revealing Candle: A small candle made of clear wax in the shape of an eye with the wick extending from the center of the pupil. All invisible creatures and objects within the illumination (A ten-foot radius) will be revealed. Invisibility is not dispelled by being revealed, it is simply non-functional within the candle’s light. Invisible creatures are aware that they have become visible and may choose to leave the revealing light in order to regain their invisibility. The candle lasts for a total of ten minutes and can be doused and relit as much as desired. Dousing the candle reduces its remaining duration by 30 seconds.

28

Firefly Taper: A globular candle made up of a rainbow of different colored wax. Once lit the flame instantly engulfs the entire object, transforming it into a collection of dozens of brightly multicolored motes of dancing light. The myriad of colored lights are collectively as bright as a torch and will follow the creature who lit the candle for one hour before fading away. The lights can be extinguished before their time is up if the creature who lit the candle wills it, otherwise they must be magically dispelled as they consume no oxygen and produce no heat.

29

Candle of Warning: A thick candle covered in easily identifiable symbols and runes denoting a specific creature, idea or motif. The candle’s light serves as promise that there is nothing in the nearby area that matches the theme of the candle’s symbols. When the candle is lit and within 50 feet of a creature that matches its theme, it immediately extinguishes itself. If it is lit while already within 50 feet of a creature that matches its theme, it burns for a moment before extinguishing itself. The candle lasts for a total of one hour and can be doused and relit as much as desired. When the candle is extinguished (By its bearer or itself), it reduces its remaining duration by 30 seconds. —Note: The theme is the DM’s choice. It’s suggested that the theme should be something that is a fairly common enemy or one relevant to the local area or a blank candle on which a skill check could be made to inscribe the runes to create the theme of the PC’s choice. The DM could also choose or roll here for suggestions: 1, Wolfs. 2, Goblins. 3, Fairies and fey creatures. 4, Elementals. 5, Animated objects, constructs and golems. 6, Undead. 7, Demons. 8, Creatures capable of casting magical spells. 9, Dragons. 10, Were-creatures and lycanthropes.

30

Candle of Approaching Darkness: A solid black wax candle with an equally dark wick in a cheap glass lantern. When lit by another source of fire, that source of flame is completely extinguished if it’s smaller than a fist. The flame on the candle is hard to see as it absorbs light instead of emitting it, reducing the overall illumination. The reduction of light is equal to that of what a regular candle would illuminate. The flame of the candle moves like regular fire, but is pure black in color and gives off no heat. The candle lasts for a total of one hour and can be doused and relit as much as desired. Dousing the candle reduces its remaining duration by 30 seconds.

31

Torch of the Approaching Darkness: A pure black torch that refuses to even shine or reflect light. It’s wooden stock is made of ebony and its head is made of black silk and pitch. When lit by another source of fire, that source of flame is completely extinguished if it’s smaller than a campfire. The flame on the torch is hard to make out as it absorbs light instead of emitting it, reducing the overall illumination. The reduction of light is equal to that of what a regular torch would illuminate. The flame of the torch moves like regular fire, but is pure black in color and gives off no heat. The torch lasts for a total of one hour and can be doused and relit as much as desired. Dousing the torch reduces its remaining duration by one minute.

32

Portable Appraiser: An asymmetrical set of jeweler’s scales which balance when empty, despite one side’s plate being much larger than the other. For ease of use, the creator of this item thought ahead and there are a set of instructions on the front plaque of the object. If a gem, jewel or precious stone is placed on the smaller dish, it causes that side to lower and the other to rise. When an amount of gold currency is placed on the other side’s dish the scales will begin to balance. The scales will fully balance when an amount of gold is placed on the larger dish that matches the objective cost of the gem in the smaller dish. If more gold than the gem is worth is placed on the larger scale it will tip lower on the gold side. The gem is appraised based on its type (Diamond, emerald, ruby etc), clarity, cut, weight and color. The scales cannot detect magical enchantments of any sort, nor does it factor the sentimental or historical value (If any) for the jewels. The scales are as talented and qualified as a master jeweler at appraising gems and precious stones.

33

A small white canvas bag closed by a drawstring. The bag contains five-pounds of white chalk dust that magically refills itself each dawn.

34

Mugs of the Drunkard’s Companion: A pair of identical, stone mugs that a careful observer may notice were expertly carved from the same large rock. If the ornate mugs are within 100 feet of each other and both held by living creatures, any liquid placed into a single mug will disappear and reappear in its twin. This effect stops if the twin becomes full, at which point the mug that has liquid being poured into it will begin to fill. This effect does not function if either mug is completely submerged in liquid, but will function if one mug is being filled and the other is being drank from.

35

Death’s Purity: A choker type necklace made of copper wire and rat bones arranged in decorative (If macabre) patterns. It emanates a weak but constant aura of necromantic energy the extends in a one-foot radius around the bearer. This aura is so faint it can only kill insects and bacteria. The aura provides next to no protection against large hostile swarms of insects but does kill fleas, ticks, lice and other insects and parasites on the bearer’s skin and clothes. The aura does not extend inward as a protective measure and will not affect ongoing illnesses or internal parasites. The choker will also sterilize up to one liter of water per hour that has stayed within the aura for at least thirty consecutive minutes. This process cleans the water as if it had been brought to an active boil for thirty minutes.

36

Explorer’s Waterskin: A durable crescent shaped waterskin made of brown leather with a comfortable shoulder strap. It can hold up to three liters of liquid when full, but refuses to be filled with anything but water. The waterskin sterilizes its contents after thirty uninterrupted minutes of being closed, which cleans the water as if it had been brought to an active boil for thirty minutes. Liquid in the waterskin doesn’t add to its weight and it always feels as if it was empty.

37

Traveler’s Sheath: A lightweight sheath weighting made of a myriad number of adjustable metal and leather straps. It can be dismantled and reassembled in order to fit any one or two-handed weapon. The sheath completely negates the weight of any weapon stored inside it, allowing the bearer to travel long distances without suffering from the burden of their heavy weapons.

38

Ring of Not Complete Catastrophe: A cheap looking pewter ring that when worn, causes the bearer to feel as though they just avoided a terrible fate. Once per day when the bearer rolls a natural 1 (Or whatever passes for a critical failure) they may change the resulting roll to a natural 2. This change allows the bearer to avoid any additional penalties or consequences that may result from the critical failure. —Note: If you are using a non d20 system, simply change the result of a the player’s roll to just above what would be considered a critical failure or leave the result in place and negate any special penalties for the critical failure.

39

Frostbitten Boots: A pair of fine winter boots fringed with white fur, that smell like a sharp artic breeze. They are covered in a fine layer of frost that never melts and sport a number of sharp cleats fashioned from pure unmelting ice. While worn, the bearer can walk atop unpacked snow without sinking into it or leaving tracks in the powder. Furthermore, the bearer gains advantage on any checks to maintain their balance while on snow or ice. However, the boots offer the bearer no actual thermal protection or insulation of any kind. It is recommended that they be worn in tandem with extremely warm socks.

40

Socks of Warmth: A pair of heavy grey wool socks that are soft and warm to the touch. The material magically eliminates sweat and bodily odor on the area of the body it covers. No matter what the environmental temperature is, the clothing is always five degrees warmer than the standard body temperature of the species currently wearing them. —Note: A human’s average body temperature is 37° Celsius or 98.6° Fahrenheit

41

Shirt of Cooling: A loose white cotton shirt that when donned, shrinks down to become skintight and loosens again when the bearer wishes to remove it. The material magically eliminates sweat and bodily odor on the area of the body it covers. No matter what the environmental temperature is, the clothing is always five degrees cooler than the standard body temperature of the species currently wearing them. —Note: A human’s average body temperature is 37° Celsius or 98.6° Fahrenheit

42

Keffiyeh of Cooling: A large square shaped scarf made of cotton, bearing a black and white checkerboard pattern. The fabric can be easily wrapped around the bearer’s head and neck in a number of different methods and styles. The scarf coloring absorbs harsh sunlight and keeps blown sand out of the bearer’s face. The bearer can easily breath through the cotton if it’s used to cover the mouth, allowing the bearer to inhale freshly chilled air. The material magically eliminates sweat and bodily odor on the area of the body it covers. No matter what the environmental temperature is, the clothing is always five degrees cooler than the standard body temperature of the species currently wearing them. —Note: A human’s average body temperature is 37° Celsius or 98.6° Fahrenheit

43

Balaclava of Warmth: A close fitting winter garment made of black wool that covers the whole head and neck except for the eyes. The wool insulates the bearer’s skin and provides a barrier against the frigid arctic winds. The bearer can easily breath through the wool when it covers the mouth, allowing the bearer to inhale freshly warmed air and prevents ice buildup from breath perspiration. The material magically eliminates sweat, and bodily odor on the area of the body it covers. No matter what the environmental temperature is, the clothing is always five degrees warmer than the standard body temperature of the species currently wearing them. —Note: A human’s average body temperature is 37° Celsius or 98.6° Fahrenheit

44

Long Johns of Warmth: A two piece set of white knit cotton long underwear that are soft and warm to the touch. The material magically eliminates sweat, and bodily odor on the area of the body it covers. No matter what the environmental temperature is, the clothing is always five degrees warmer than the standard body temperature of the species currently wearing them. —Note: A human’s average body temperature is 37° Celsius or 98.6° Fahrenheit

45

Miser’s Flute: A cheaply made pinewood flute that looks like its creator put just enough effort into carving it so that it would function. The flute is rough and uneven, still covered in bark and knots. A creature holding the flute wishes to hoard gold and other precious currency and feels the urge to spend as little as possible in all situations. When the flute is played by a proficient creature, all unsecured metal coins will leap up and begin to roll after the musician. They will follow the flute player at the pace of a running human as long as the music continues. The coins only method of movement is rolling and as such can travel uphill but may not be able to traverse difficult terrain such as mud, snow, heavy carpeting or stairs. The musician can choose to cease playing at any time, at which point the coins fall over.

46

Decoy Amulet: A large amulet made from numerous different materials all seamlessly fused together. The face of the amulet is entirely taken up by a series of dials nested within one another. The amulet can project a small custom-tailored aura of magical energy based on the selection of the dials, and can be used as a cheap decoy or distraction to those capable of detecting magic. The aura causes the amulet to detect as a magical item that matches the dial selections to any forms of divination or locating magic. However, the aura is not perfect and is easily revealed as false upon close inspection. Creatures attempting to detect or identify the amulet’s magic while within five feet of it recognize the fake, illusionary aura as well as the nature of the item and are not fooled by either. The largest outermost dial represents the magical theme, spell school or enchantment type, (Abjuration / Conjuration / Divination / Necromancy / Transmutation / None/ etc.*) followed by a secondary dial indicates the moral alignment (Good / Evil / Lawful / Chaotic / Neutral) of the aura. The smallest dial marks the intensity of the aura, (Faint / Moderate / Strong) which encircles a simple switch at the very center labeled “On / Off”. —Note: * Depending on the nature of your game, this dial could have a huge amount of selections or very few to account for the types of magic in your campaign. Other selections of this dial could include: Fey, Fel, Elemental, Primal, Divine, Arcane, Psychic, Mystical, Extraplanar, Celestial, Demonic, Witchcraft, etc. If your campaign features enough types of magic that a single dial could not feasibly display all of them, the dial could be blank and the bearer simply speaks or thinks of the theme and it is displayed.

47

Lambent Light: A beautiful, hand sized work of blown glass, in the shape of a candle’s flame. The glass is crystal clear and free of nicks or scratches. When the command word is spoken, the glass will hover in place and shine pure white light with the intensity of a candle. The glass will continue to shine and hover until the command word is spoken again. More than five pounds of pressure will shift the glass but it will continue to hover in place wherever it’s moved to.

48

Bell of the Dormitory: A brass hand bell whose wooden handle has been smoothed by decades of daily use. When held in hand and rung, all creatures within 50 feet of the wielder immediately awaken from any mundane sleep. The bell has no effect on creatures rendered unconscious by mortal wounds, poison or ongoing magical effects. The bell provides no form of continuing magical stimulation and creatures woken by it are free to go back to sleep. However, they will be woken again if the bell continues to toll.

49

Ring of Holding: A simple looking brass ring that is magically linked to a small pocket dimension. Favored by smugglers, couriers and the immensely paranoid, this plain brass band easily passes cursory inspection from suspicious guards. When the ring is removed and the command word is uttered, the metal stretches to become a larger hoop, six inches in diameter that allows access to the magical pocket. The same command word shrinks the enlarged hoop returning it to a ring. The private dimension can hold up to six cubic inches (Or 100 milliliters) or up to five pounds of material. The walls of the pocket dimension are malleable and made of solid force and thus can hold sharp edges objects or even be filled with liquid if desired.

50

Sun God’s Symbol: A small pendant fashion from burnished brass in a sunburst design. Knowledgeable PC’s will recognize it as the holy symbol of the sun God. The pendant is highly polished and is so reflective it seems to glow even in the faintest light and always feels warm to the touch. When in areas of otherwise absolute darkness, the holy symbol bursts into warm firelight as bright as a torch if the bearer has spend at least one minute in earnest prayer to the sun God in the past 24 hours.

51

Medallion of the Great Old One: A black medallion of meteoric metal that depicts an eldritch abomination with long, claw tipped limbs, huge bat like wings, and a bald domed head with a maw of probing tentacles and wicked fangs. The creature’s eyes are made from deep green emeralds and seem to glimmer with alien intelligence. When a creature first touches the medallion, its eyes glow green and an unsettling energy trickles into the creature from item. Over the next week (If the medallion remains in the creature’s possession) the bearer will see occasional movement in the corners of his eyes and become more suspicious of other creatures and his general surroundings. After a full week in the bearer’s possession he will require one less hour of sleep per day in order to gain full rested benefits. During that extra hour of wakefulness the bearer’s thoughts always drift to the figure on the medallion and its alien shape. During this time the bearer can stand watch, move around, perform light reading or menial tasks etc. but can not perform any task that require meaningful concentration. For each additional week that the medallion stays in the bearer’s possession he will require one less hour of sleep per week to a maximum of only needing half of his normal amount of sleep per day. Once the maximum has been reached the bearer’s obsession also reaches a maximum. The bearer will begin to hear whispers from the medallion and experience delusions that he can bring the figure into the world through prayer or sacrifice. He becomes loath to part with the medallion for any reason and will always have it touching his skin or on his person. He begins to unconsciously speak aloud to the medallion or to himself about his plans to summon the eldritch being, regardless of who’s around to witness this behavior. If the medallion and bearer are separated by at least five feet for a period of at least 24 hours all of the effects instantly fade. This leaves the former bearer lethargic but clear headed.

52

Cursed Ring of Slight Monsterism, Zombie: A wrought-iron ring that is pitted and stained as if by acid.The band is formed by two large thorns with a crude lump of silver as an insignia which suggests the image of a skull against a black field. When placed on a finger, the bearer instantly takes on an undead appearance. The bearer’s skin resembles that of a zombie (open wounds, rotting, maggot infested, gangrenous, etc.) and only closest of inspection reveals this to be an illusion. This does not alter the user’s clothing or equipment. While wearing the ring, unintelligent undead will accept the user as one of their own and will not attack him unless provoked. This effect is continuous as long as the ring remains worn. The band is not easily removed and embeds itself into the corpse-like skin. It can only be taken off by twisting and pulling on the rough metal which rips off the fused skin, which deals one hit point of damage per character level to the bearer or 10% of the bearer’s maximum health or other equivalent amount. The resulting ring shaped wound heals with a faint black scar and the ring’s magic will never again function on that specific finger.

53

Robe of Illusionary Immolation: An ivory-coloured robe of fine wool which is capable of bursting into illusory flames once a day for up to one minute. The bearer can mentally control the flames brightness from a dull glow to as bright as a campfire and in any color he wishes. The command word, “Fladarro”, is stitched in red thread on the left sleeve.

54

Reliquary of the Holy Roller: A glossy leather dice cup with the holy symbol of the god of luck and gamblers stamped in gold on it’s side. Inside is a set of six bone dice. In place of normal black pips each die has miniature holy symbols of the god of luck inlaid with gold. Knowledgeable creatures will realize that the dice are the knuckle-bones of a powerful cleric who died in the service of the god of luck and gamblers and that the the cup is a reliquary of sorts. Three times per day a creature may utter a brief prayer to the god of luck while shaking the dice cup. If the dice are rolled immediately after, there is a 50/50 chance that the result will be the absolute best or worst that the creature could roll. The god of luck is fickle and her blessings are never guaranteed. If a prayer is not uttered, the dice roll normally and are perfectly balanced.

55

Cup of the Fair Handed: A plain looking wooden dice cup with the symbol of a set of balanced scales with a die on each side (One showing six pips, the other showing only one.) engraved into it’s bottom. Any dice rolled out of this cup have an equal chance of landing on any of their sides. Loaded dice will roll fairly (As if they were not loaded) and the dice rolled out of the cup cannot be affected by outside magic or influence that changes the result of the roll. For example a die that was modified or influenced to always come up as a 6 will not have an equal chance of rolling 1 to 6. This also affects dice that are simply poorly made and unbalanced rather than being purposely loaded.

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The Sound of Death’s Reminder: A gruesome looking flute made of bleached white bone. When the flute is played by a sentient living creature (No matter that creature’s level of skill) the flute lets out a low dirge that unnerves living creatures. The flute’s sound is the call of the grave and the release of death causing some undead to remain calm and lethargic rather than attack, and reminding the living of their mortality. While the flute is playing, unintelligent undead within 50 feet will not attack or take hostile actions unless deliberately provoked, at which point they act normally. However, the call of the grave is enraging to the undead who’ve already defeated it once before and have retained their mind and will. Intelligent undead within 100 feet, feel compelled to seek out the source of the flute to kill the musician and anyone surrounding him then destroy the flute. The flute’s dreadful melody takes a toll on the musician and whenever he begins playing and after every minute of constant use, he suffers one hit point’s worth of unpreventable psychic damage as his mind is assaulted with the call of death.

57

Pendant of the Master Race: A bleached bone pendant in the shape of a humanoid that pulses slightly (Matching the bearer’s heartbeat) when worn and feels warm and comforting against the skin. An hour after being worn the bearer begins to believe that the pendant will help protect them against others who wish him harm and will not part with the object without good reason. Creatures who wear the pendant become increasingly irate towards all other humanoids who are not the same species as themselves. The effect builds slowly over several weeks making the creature more and more racist and xenophobic. After one week of wear, the bearer suffers disadvantage on all checks involving diplomacy, negotiation, persuasion or otherwise friendly or civil interactions with a humanoid of a different species. After a month of constant wear, the bearer will actively hate those not of his species and seeks to harm them, automatically failing any checks involving diplomacy, negotiation, persuasion or otherwise friendly or civil interactions with a humanoid of a different species. If the pendant is removed for more than 24 hours, the effect largely dissipates but may leave the bearer with lingering resentments and racist undertones. —Note: If there is only one dominant humanoid species (Only humans for example.) feel free to substitute race or ethnicity in place of species. This is considered a negative effect and may qualify as a cursed item (Subject to DM’s whims) in regards to spells and abilities that interact with cursed items.

58

Schrodinger’s Key: A skeleton key made from the intricately carved bone of a feline. Once per day the key can be activated by placing it in a lock and uttering the command word (Cat). Upon activation there is a 50% chance that the key will turn unlocking the object and a 50% chance that the key does not turn and instead deals two hit points of damage per character level (Or 20% of the creature’s maximum health or other equivalent amount) to the creature that activated it.

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The Neverburning Torch: A jet black torch, with an inscription in gold upon its side that reads “Only in your hour of darkest need will I light.”. All attempts (Magical or otherwise) to light the torch will fail, however if ever the bearer is on the brink of death (Making death saving throws, bleeding out or otherwise dying), the Neverburning Torch will flare to life blinding all creatures in a 60 ft radius for one round. Flaring to life completely consumes the torch, leaving only a trace of ash.

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Broken Stone: A fist sized piece of obsidian that has been split in two equal halves. Each half of the stone has a smooth handle of sorts apart from the razor sharp jagged edges where the other half was broken off. If a creature cuts themselves with one of the stone halves (Which deals one hit point of damage), their spilled blood soaks into the stone which begins to glow red. For thirty seconds the creature who bled knows the direction of the other half of the stone, after which it ceases to glow. Perceptive PC’s will notice the stones have no bloodstains anywhere on them, the blood is completely absorbed without a trace.

61

Ruby Slippers: A pair of heeled slippers covered in sparkling ruby sequins that give the bearer vague feelings of homesickness and that they are actually dreaming. The bearer can click the heels of the slippers together three times while saying “There’s no place like home” thrice aloud. The bearer is then imparted with the direction to the place of their birth.

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Collar of Love: A heavy golden torc and a plain gold wedding ring, both of which have a horizontal figure eight design (The symbol for infinity) on the inside of their bands. Both objects are outwards plain with the exception of a heart design at the front of the torc where it clips together at the base of the neck. To activate these paired objects, a creature must be wearing the wedding band while affixing the torc around the neck of another creature, then the two creatures must kiss. Immediately afterward, the creature wearing the torc becomes completely infatuated with the one wearing the ring and instantly falls in love with them. The torc wearing creature retains their own personality and morals but will make every effort to please the other creature and will obey reasonable requests (“Never take off the collar unless I tell you to.” Is usually the first request given). The torc wearing creature will seek to protect the other from harm to the point of sacrificing themselves so the other can live if no other option is available. The creature wearing the ring experiences weakened but similar effects and will instantly develop a mild fondness for the one wearing the collar, and will not cause harm to that creature unless absolutely necessary. This effect ends if one of the two creatures dies, the torc is removed for more than one hour, the wedding ring is removed for more than one day or the creature wearing the ring causes deliberate and unnecessary harm to the torc wearing creature. A knowledgeable creature will discover that both of the items were created from a stock of hundreds of weddings rings taken from couples that had married young, grew old together and died while still in love. A small fleck from each ring was set apart and melted down in a group to create the wedding band, while the rest of the gold rings were melted down to form the torc. This object instills a forced, twisted version of the love those rings represented.

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Smoke Sphere: A clear glass sphere one-foot in diameter filled with swirling dark smoke, which fits securely into a simple wooden base. It is often used by student wizards for settling disputes involving power and might in a nonviolent manner but can also be used by generals and tacticians to display maps and troop movements, by bards to add visuals to their storytelling or by architects and engineers to form prototypes and display prospective models to clients. Some mage halls, guilds and academies have larger versions up to six feet in diameter in order to better facilitate challenges and duels between their members as well provide entertainment as a type of quasi sporting event. To use the Sphere a creature must make physical contact with the glass and concentrate on a visual image which causes the smoke to coalesce into that shape. The user must maintain concentration (They may speak if they choose) in order to keep the smoke in one form or change it to another shape. This allows the user to add or subtract features from the shape or create a moving picture or story line. The sphere’s magic is physically draining and each minute concentrating on the sphere tires the user as if it was a minute of heavy manual labor. Mages and other intellectuals can use this device for battles of will. For this purpose each user selects a form beforehand (sphere, cube, star, sword etc) and concentrate on forming their smoke-form while simultaneously preventing the other users from creating their smoke forms. All users must roll an initial ability or skill check (GM’s choice, typically intelligence, arcana, will or charisma) and an additional one at the end of each minute that goes by. Record the results separately and add them to any previous rolls to create a running tally for each user. In order to win, the running tally of one of the user’s must be at least double the total running tally of all other user’s combined. As the use of the sphere is physically demanding, the winner can also be the sole remaining user with the others having had their concentration broken due to exhaustion.

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Fiddling Amateur: An elegant violin with a body made of bearclaw spruce with a fingerboard of solid ebony finished with a rich oil varnish and a matching bow. The violin is fully functional and an experienced musician can make use of this instrument in the normal manner which produces beautiful melodies. The violin’s true nature is revealed when held by a creature who is not proficient in any form of musical instrument whatsoever. In such cases the violin imparts the creature the ability to play it with the skill of a true master, granting proficiency and advantage to performance checks to use it.

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Ventriloquist’s Gloves: A pair of white velvet gloves with a face decorating the thumb and forefinger of each hand. When the gloved digits come together to form a mouth, the bearer can choose to have his voice speak through the face of that hand. The bearer does not need to move his mouth or lips at all while speaking through one of his hands. Knowledgeable PC’s will reasonable assume that this item was most likely a crutch for terrible ventriloquists, puppeteers and stage magicians.

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Symbol of Balance: A flat, circular medallion made of black obsidian and white marble divided by an S-shaped line into a dark and a light segment, each containing a ‘seed’ of the other. The stones are seamlessly fused together and cannot be separated. The symbol depicts the balance of good and evil, light and dark, good luck and bad as well as every other equal and opposite force in the universe. The medallion is a physical manifestation of this balance distilled into an object which subtly alters the bearer’s reality, forcing a balance where there should have been anomalies. Whenever the bearer rolls a result that would be considered “critical”, (Whether it is a critical success or critical fumble, such as a natural 1 or a 20) they instead reroll the result until a non-critical roll is obtained. The bearer has no control over this ability and cannot suppress it. During each occurrence the bearer feels a pulse from the medallion and senses that the situation could have gone better or worse. If the bearer has an increased critical range due to feats, powers or other items this ability extends to them as well. The medallion must be worn for 24 continuous hours before it’s magic takes effect and will continue to affect the bearer for one hour after it is removed.

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Pouch Of Fertility: A small snakeskin pouch on a leather strap which can be worn as a necklace, charm bracelet or worn attached to clothing. The pouch contains dried bull testicles, mistletoe, dried cow placenta, an acorn and a pomegranate seed, all of which come together with the aid of magic to vastly improve the bearer’s chances to procreate healthy young. The bearer chances to become pregnant or to impregnate (based on the sex of the bearer) are doubled and reduces the chances of birth defects, miscarriages, stillbirths, and other complications related to pregnancy by half. The pouch can be worn by males or females and a breeding couple may both benefit from using separate Pouches of Fertility as the benefits compound. Before befitting from the magic, the pouch must attuned to a new bearer by placing a drop of the creature’s blood inside the pouch and maintaining direct skin contact with the pouch for 24 hours. The pouch must remain in close contact with the bearer and make direct contact with the user’s skin for at least eight non consecutive hours per 24 hour period to remain attuned. Females who attune the pouch while already pregnant gain the benefits immediately after attunement. The pouch is not limited to human use, and is often used by animal breeders to ensure successful pregnancies and healthy young. These breeders do not advertise that they make use of the pouches, as it’s regarded as cheating and their stock may be called into question.

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Ring Of Infertility: A plain ring made of mule bone that causes infertility when worn. The ring is 99% effective, can be worn by males or females and a couple may both benefit from using separate rings as the benefits compound. Before befitting from the magic, the ring must be attuned by coating the ring with the new bearer’s blood and maintaining directly skin contact with the ring for 24 hours. The ring must remain in direct skin contact with the bearer, and ceases being attuned if removed for more than eight non-consecutive hours per 24 hour period. The ring is not limited to human use and is occasionally used by animal breeders to prevent unwanted litters. There are version of the ring that will terminate a pregnancy after the attunement process is completed by a pregnant bearer but it’s very rare for a mage to create one, as the practice is not well thought of and can be extremely harmful to the bearer.

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Earrings Of Echolocation: A pair earrings made from a pair of bat skulls held on by silver studs. The skulls have been enchanted with necromantic magics which bind the intense natural hearing of the flying mammals into their very bones. The bearer can tap into the bat’s senses by closing his eyes and spending one minute concentrating. The bearer then gains the echolocation abilities of a bat and has advantage on all hearing based perception checks and is able to “see” all physical objects, creatures and phenomena within a 40 foot radius by sound rather than sight. The bearer must keep his eyes closed during the time he is making use of the item (Most creature wear a blindfold while actively using the earrings) as the combination of the two types of vision is more than a the mind can bear. If while using the earrings the bearer opens their eyes, he takes one hit point of psychic damage per round due to the sensory overload until his eyes are closed and he is unable to benefit from the sight granted by the echolocation. Extremely loud noises can temporarily blind the bearer in the same way extremely bright lights could blind their ocular vision. Static background noise such as the crackling of a bonfire, a waterfall, battle or a tavern full of conversations inhibit the bearer from “seeing” properly akin to trying to see in a dense fog. If the bearer wishes to end the earring’s effect he must concentrate for one minute allowing his mind to readjust to the change in sensory input. If the earrings are removed while they are in active use, the bearer must still spend a minute with his eyes closed readjusting to the change in senses or suffer the penalties.

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Cloak of the Roaring Bear: A hooded fur cloak made out of a grizzly bear pelt, with the head of the animal incorporated as the hood. While wearing the the cloak, the bearer can let loose a roar that is a perfect imitation of a grizzly bear. The bearer can also choose the cause their body to appear as though it was covered in a thick dense fur. Both of these are illusion effects and cause no actual physical change.

71

Cloak of the Howling Wolf: A hooded fur cloak made out of a wolf pelt, with the head of the animal incorporated as the hood. While wearing the the cloak, the bearer can let loose a howl that is a perfect imitation of a wolf. The bearer can also choose to cause their eyes to look like yellow wolf eyes at will. Both of these are illusion effects and cause no actual physical change.

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Cloak of the Roaring Lion: A hooded fur cloak made out of a lion pelt, with the head of the animal incorporated as the hood. While wearing the the cloak, the bearer can let loose a roar that is a perfect imitation of a lion. The bearer can also choose the cause their eyes to look like yellow lion’s eyes at will. Both of these are illusion effects and cause no actual physical change.

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Belt of the Hissing Viper: A snakeskin belt with a buckle made from the snake’s skull and fangs. While wearing the belt, the user can hiss in a perfect imitation of a snake. The wearer can also choose the cause their tongue to look forked and their eyes to look like yellow viper’s eyes at will. All of these are illusion effects and cause no actual physical change.

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Buzzing Bone: A tiny malleus bone of a mammal suspended in a small wicker cage. The bone is constantly vibrating, emitting a high pitched whine, which is audible to humans and relatively irritating but can be ignored as background noise after prolonged exposure. The buzzing is more audible to dogs and other creatures with a larger auditory range than humans causing them discomfort but no physical pain. Such creatures will seek to leave the area if possible and may attack creatures who prevent them from doing so. To insects and vermin this noise is overpowering and causes them to escape the area of effect as quickly and efficiently as possible. The sound provides next to no protection against large hostile swarms of creatures but does ward off fleas, ticks, lice, rats, squirrels and other vermin within a 15 foot radius. The bone is a blessing to those who work in sewers, travel long distances or live in hot and humid areas where vermin and biting insects are found in abundance. The wicker cage is stored within a thick wooden case packed in dense wool which muffles the sound when not in use.

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Jetstream Bracers: A pair of hawk-skin bracers with symbols of gusts of wind scored into the leather. The bracers disturb the air around them creating faint breezes and small random wind currents. Each round the bearer use one or both bracers to shoot a blast of air in a straight line that strikes with five pounds of force with an effective range of 30 feet. These strikes are not forceful enough to deal damage themselves or to break anything but the most fragile of objects directly. If both bracers are aimed at the same target in one round treat the target as being struck twice (Two strikes in two seconds) with five pounds of force each rather than one strike of ten pounds. There is five pounds worth of kickback with each blast, making the bracers unfeasible to use in conjunction with thrown or ranged weapons. These bracers only work in areas with air and do not function underwater or in a vacuum. —Note: If necessary for mechanical reasons, treat these strikes as ranged weapon attacks, ranged touch attacks, dexterity checks, or other similar roll based on the nature of your game.

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Fork of the Bard: A two pronged steel tuning fork that vibrates and hums when it’s within 50 feet of sonic or music based magic or supernatural effects.

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Catskin Boots: A pair of leather boots that were made from a single very fat orange tabby cat. These boots are fur lined on the inside and purr if scratched in the right places. The boots will always land on their soles from a fall of any height, however this only occurs when they are not being worn at the time. The boots do help the bearer find their footing during landings and the bearer treats all falling damage as if he had fallen ten feet less than the actual fall.

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Bone Saw: A medical implement made of the femur of a some large animal that has been filed into dozens of sharp points resembling a wood saw. Useless for cutting through wood, stone or metal, this tool effortlessly glides through bone and living tissue like a hot knife through butter. This instrument is prized by doctors and surgeons despite its gruesome appearance as most patients are either in too much pain or too sedated to care about the look of the saw. Users must be careful to wear chain gloves or heavily treated leather gloves in order to not cut themselves accidentally. This saw is usually reserved for amputations but can also be used for incisions and delicate surgical work in the hands of a skilled professional. The saw grants advantage to medicine checks involving amputation or surgery as long as the user has any sort of medical training, skill or expertise. If the user lacks medical training it simply reduces the time required for amputations to seconds. This item is rarely used as a weapon since any form of real armor or even heavy clothing will block the Bone Saw from cutting into flesh and the bone itself is fairly fragile. If used as a weapon (Use longsword statistics dealing twice as much damage but treat it as an improvised weapon) whenever the wielder rolls a natural 1-5 on a hit with the saw, they must roll an additional 1d2. If the roll is another natural 1, roll damage as normal and the weapon shatters, dealing half of the damage to the wielder as well as the target.

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Flamboyant Sheath: An ordinary looking sheath with a number of adjustable leather straps that allow it to fit most weapons. Whenever a weapon is drawn from the sheath, the wielder may mentally command the weapon to be create light and sound. The wielder must make the choice when the weapon is drawn and cannot alter the ongoing effect but may suppress it at any time. The wielder can choose to cause the weapon to shine up to or as bright as a torch in any color they choose and can choose to cause the weapon to create any noise they can imagine, which can be up to as loud as one grown man yelling. Both effects are illusionary and last for up to one minute. A weapon must be sheathed for at least one hour to charge before it can be used in this way and the sheath can only have one weapon at any time. Knowledgeable PC’s will know that these items are often used by highwayman, charlatans and bards to fake an actual magic weapon or bluff an enemy into believing they have a specific type of weapon enchantment. For example, a “Holy” weapon can be faked with a pure high pitched tone and a bright white light, while an “Evil” enchantment would be the sound of a deep horn, dirge or pained wail accompanied by dark reds, vibrant purples, or sickly green colors. Occasionally lesser nobles or knights will use these and display their main house colors and bellow the cries of their house animal. The sheath is rarely used by those with the money to afford better as the magic is obviously illusory and not long lasting.

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Druid’s Pot: A ceramic plant pot decorated with images of forest scenes and various plant life. A seed or seedling planted into this pot will grow at a greatly accelerated rate and will experience one year of healthy growth for each full month it is in the pot. The pot ceases to have a magical effect on a plant that has experienced more than five years of growth, whether it is normal or magically assisted growth. A potted plant may be removed at any time without damaging the plant and only one plant may be grown in the pot at once. Flowers and other annual plants may be planted in the pot, but they are doomed to an extremely short life. This pot requires at least one gallon of water per day to function as well as adequate lighting conditions. The pot must contain some type of soil, sand, water (in the case of aquatic plants) gravel or dirt to function that would be similar to the ideal conditions of the planted seed.

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Gloves of Sacrifice: A pair soft leather gloves that are pure white on the outside and blood red on the inside. The bearer can lay both hands on another creature and sacrifice three hit of his own hit points (Health sacrificed this way is considered unpreventable damage and can be healed normally) in order to restore a single hit point to the other creature. The bearer can heal a target any number of hit points this way so long as he sacrifices three times that amount. If the bearer’s own health is critically low, this process may render him unconscious or even dead. Knowledgeable PC’s are aware that there is a substantial loss of life energy from one creature to the other whenever the gloves are used, however they are not able to determine where the remaining energy goes. Whether this specific pair gloves are poorly made, a good god is taking a tithe, a devil is leeching from the bearer as part of some unknown deal or if the design of the gloves is simply inefficient it would take a considerable amount of study to determine the final destination of the other two thirds of all that life energy.

82

Cowhide Collar: A thick leather collar decorated with a black and white cow print design. The bearer gains the ability to consume and digest grass for sustenance without any physical penalty. This item does not make the grass taste any better, nor does it ward off any strange looks the bearer will no doubt receive as he mows down mouthfuls of grass. If the collar is removed within eight hours of having consumed grass, the bearer instantly becomes severely nauseous as the vegetation still in his system becomes no longer digestible. The nausea persists until the grass passes through the former bearer’s digestive system or the collar is replaced.

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Bearskin Blindfold: A thick furry blindfold made of bear hide that feels warm and fuzzy on the skin. When worn the bearer can utter a verbal command word (Sleep) and a length of time, to instantly fall into a deep restful sleep. Loud noises, inclement weather conditions and light touching will not wake the bearer, who can only be awakened when the command word (Wake up) is spoken within earshot, the bearer suffers hit point damage or the blindfold is removed. The bearer regains instantly regains consciousness at the time specified before falling asleep if not otherwise awoken. The blindfold can operate for no more than 12 hours every 24 hour period.

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Crystal Ball of Branching Fate: A transparent crystal sphere brimming with raw divination magic that seems to reflect light at odd and unpredictable angles. The crystal ball is mainly used by creatures who feel as though they are out of options and who wish to brainstorm for alternate solutions. When a creature or set of creatures focuses their gaze into refracting sphere and concentrate on a future event, problem, situation or set or circumstance for one uninterrupted hour, they are rewarded with three visions of possible ways the event could come to pass and be concluded. None of the visions are fated to occur in any sense, nor are they even likely to occur. The visions are simply three different situations that could plausibly occur. These visions are not always resolved to the benefit of the users and the visions are usually divided into a “safe” option that is unlikely end fatally for the users but may not actually succeed, a second vision with moderate risk and moderate successful conditions and a high risk vision that ends with the accomplished goals but considerable losses. Despite the lack of magically guaranteed outcome the three visions are invaluable for those who who have no ideas of their own, as the object rarely provides a course of action that the user has already considered. Therefore the ball may not function properly if the user have already voiced or considered a large number of solutions and may only show one or two vision or even none at all. The crystal ball may be used once per week and may be used by up to five creatures at once. —Note: This object is meant for the DM to provide options of alternate plans for their players who may be stuck in game and unaware how to solve a plot point, how to advance the story or get past an obstacle. It’s recommended to give players vague hints on what they could do rather than tell them exactly what they should do. If the solution is how to get into a barricaded wooden fort in order to rescue a captured princess the three visions could be described as: 1, “You gather a number of ranged weapons, ammunition and supplies and lay siege to the fort. Months pass while you remain bored yet unharmed, they eventually negotiate with you but in the meantime the princess becomes quite ill due to malnutrition and is barely alive when she is finally turned over to you” 2, “You find a blind spot on the fort’s wall and sneak over in it in the dead of night. You locate the princess and are discovered by several guards, subduing or killing many of them while taking many blows yourself before securing the princess.” 3, “You find a hard to reach area in the back of the wooden fort and drench it in oil and set it ablaze during the night. While the guards are distracted you scale a wall and kill several in a bucket line. You secure the princess but you both suffer serious injuries between the combat and the raging fires.” Alternatively you can present three options of badly ending visions that you know as a DM will not succeed perhaps ruling out some of the party’s poorer options.

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Symbol of Prophecy: A silver holy symbol of the God of Roll on "Good Domains" brimming with divine prophetic energy, that imparts an adherent the ability to see the future through their God’s eyes. The symbol is mainly used by creatures who feel as though they are out of options and who wish to call upon their God in search of answers. It is also used by believers who have ventured out on their own and who wish to be able to consult their god as to the appropriate course of action based on the tenets of their faith. When a creature or set of creatures earnestly pray over the sacred object for one uninterrupted hour while concentrating on a future event, problem, situation or set or circumstances, they are rewarded with two visions of possible ways the event could come to pass and be concluded. Neither of the visions are fated to occur in any sense, nor are they even likely to occur. The visions are simply two different situations that could plausibly occur. These visions are not always resolved to the benefit of the users and the visions are usually divided into a course of action that upholds and makes use of the God’s domains and tenets ending in a positive outcome and a second vision that goes completely against the beliefs of the God’s domain, ending in a negative outcome. It is not unheard of however to receive visions of two different positive outcomes upholding the faith or two different negative outcomes betraying the tenets of the God’s domain. Despite the lack of divinely guaranteed outcome, the two visions are invaluable for those who who have no ideas of their own, as the symbol rarely provides a course of action that the user has already considered. Therefore the symbol may not function properly if the user have already voiced or considered a large number of solutions and may simply grant visions of solutions he has already contemplated. Should the situation be far removed from the God’s domain and experience it is possible that the vision offer so solid solution or one that includes leaving the situation entirely. A God of Nature would have little to offer on how to resolve complex political maneuverings between three rival countries and may offer visions of animal fighting to establish territory or marking said territory through urination or claw markings. The holy symbol may be used once per day and may be used by up to five creatures at once. —Note: This object is meant for the DM to provide options of alternate plans for their players who may be stuck in game and unaware how to solve a plot point, how to advance the story or get past an obstacle. It’s recommended to give players vague hints on what they could do rather than tell them exactly what they should do. Gods of Knowledgeable might grants visions instructing the users to gather more information on the problem and make a more informed decision, while Gods of Slaughter would advocate killing the problem and everything that stands in the way of killing the problem.

86

Tabard of the Proud: A sleeveless loose vest that can be worn over clothing and armor, that appears to be made out of brown burlap and seems worse for wear. When donned by a creature the material and pattern instantly changes to match their personal insignia, coat of arms, family crest, personal design, clan, etc. If the creature lacks any of these, the Tabard will form into a mix of colors, emblems or designs that represent who that person is.

87

Replenishing Aquarium Ball: A clear, 1-inch-thick glass orb the size of a large melon, hanging from a thick chain, with a cap at the top that can be unscrewed for access. The aquarium ball can hold up to two gallons of fresh or saltwater, allowing it to house small aquatic creatures such as fish, frogs, plants, shrimp or crabs. The ball continually refreshes itself with clean fresh air and water, provides the life forms within with the appropriate food for their survival and has been magically strengthened so that the glass is as hard as steel.

88

Ioun Candle: A small crystalline stone that seems mostly burned out, but holds a tiny spark of light in it’s center. To activate the object, it must be pressed against the forehead and released, whereupon it takes up a circling orbit 1d3 feet around the creature’s head, and shines with the brightness of a candle. Thereafter, the stone must be grasped or netted to separate it from its bearer. The bearer may voluntarily seize and stow the stone (To keep it safe while he is sleeping, for example), but its light immediately fades.

89

Stubborn Nail: A six inch iron piton with a wide flat head inscribed with an arcane rune meaning “Hold”. A creature may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there, although the creature who put it there can remove it effortlessly. Once removed, the nail leaves no hole or other sign of its presence. The nail can support up to 500 pounds.

90

War Paint of the Terrible Visage: A thimble-sized clay container of thick, moist face paint that contains enough material to paint streaks and whorls of any color on one creature’s face. Once applied, the bearer can cause the paint rearrange itself at will into a ghastly melange of colors, making his appearance disturbing and hideous, granting advantage on checks made to intimidate or frighten. The bearer can halt or resume the shifting colors at will as long as the magic lasts. The war paint’s magic fails after eight hours and can be scrubbed off earlier with a few minutes of soap and water.

91

Traveler’s Any-Tool: An implement that at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes but can be folded, twisted, hinged, and bent, to form almost any known tool. It can be rearranged to form anything from a hammer, shovel, block and tackle (without rope) or even a hand cranked drill is possible. It can duplicate any small tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a large handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. It is an ineffective weapon, always counting as an improvised weapon.

92

Bracers of the Alcoholist: A pair of thick pewter bracers resembling large steins with dwarven runes, complete with handles, that have had the bottoms cut out in order to fit over wrists. When worn, the bracers double any penalties provided by alcohol in the wearer’s system and if the bearer chooses, he can maintain the concentration of alcohol in their system for up to 24 hours. Additionally, three times a day, the bearer can turn a held drink into any high quality (Non-magical) alcoholic version of that drink they can imagine, however the drink turns instantly turns back to normal if it leaves the bearer’s hands.

93

Torque of the Pale Child: A choker of metal leeches that appear as though they are sucking the bearer’s neck dry. The bearer can activate the item by touching one of the leeches, which then animates and bites the bearer draining his blood and causing one hit point of damage per character level (Or 10% of his maximum health or other equivalent amount) as the leech feeds. For the next ten minutes, the bearer’s vocal cords are altered to sound like the voice of a small child of their race. This is a physical effect rather than an illusory one.

94

Isaac’s Binding: A tattered and torn length of green fabric with two spots stained with blood that never dries. When worn, the two moist spots of blood constantly leak a small trickle of blood, as if the person wearing it was crying blood. When worn wrapped around the head so that the bloody spots cover the bearer’s eyes, his vision is reduced to 30 feet. However within that 30 feet the bearer are able to see perfectly through smoke, fog, darkness (including magical darkness), blinding light and are immune to any sight based attacks or blinding effects. Taking off the binding leaves the bearer completely blind for twice the amount of time it was worn, cumulatively (If worn for one hour then taken off and worn for one second the user is blinded for a total of two hours and two seconds). Time spent unconscious does not reduce the amount of time the character remains blind. The user must already have a sense of sight for the binding’s magic to function, unless they are currently blind as a result of wearing the item in which case it will add to the bearer’s blind debt. There binding can be worn indefinitely and provides its magical sight until removed.

95

Sky-Viewer: A thick glass bracelet that changes color and brightness to match what the weather will be one hour in the future. The bracelet has a small chevron denoting north and when held to the sky and lined up with the proper compass point the creature holding the item can view a 360 degree view of what the sky will be in one hour.

96

Ter'angreal: A foxhead medallion made of silver strung on a leather cord. When worn against the skin it grows noticeably ice cold (Not enough to cause damage) whenever the bearer is targeted by magic or magical effects. The amulet does not offer protection against most forms magic but does alert the bearer towards any attempts (Including failed attempts) of directly affecting him with magic. The amulet provides advantage all all attempts to resist subtle magical influences that are broken if the bearer would be aware of them, such as suggestion or charm effects as well as targeted illusionary magic. The amulet’s frosty metal will awake the bearer out of a deep sleep.

97

Sleepweaver: A ring made of grey stone flecked with specks of red and green. Rather than having two distinct sides, the ring has a half twist design giving it the shape of a Moebius strip. It is too large to actually be worn on a finger and is usually worn on a chain around the bearer’s neck. The ring must be making direct skin contact with the bearer when he loses consciousness for the magic to take hold. It allows bearer to lucid dream, giving him complete control over his dreams and the ability remember his dreams in great detail when he awake. Manipulating one’s own dreams is a skill and it takes time before a bearer has a great degree of conscious control over his own subconscious. The dream time passes at an equal rate as normal and eight hours sleeping equals eight hours of lucid dreaming.

98

Amulet of Willful Tears: A thumb sized sapphire, cut into the shape of a teardrop and strung on a silver chain, that allows it’s bearer to cry on command.

99

Rod of Euthanasia: A laurel rod with two entwined snakes carved along its length and capped with a pair of brass wings. If wielder touches the rod to a mortally ill or dying creature, that creature’s soul can choose whether to stay in it’s body and continue to fight for life or to painlessly pass on to the afterlife. The creature’s soul can make the choice with a clear mind even if it’s body is unconscious, drugged, poisoned, brain damaged, in a coma or other similar state where the creature would normally be unable to make decision.

100

Lucky Horseshoe: A worn iron horseshoe that was thrown from the back left hoof of a mare, strung on a steel chain. The first time per day that the bearer critically fails a roll (Such as a weapon attack, skill check or saving throw) they must roll again and take the new result. The bearer or PC cannot choose to suppress or delay or save this effect. The amulet must be worn for 24 hours before the effect can benefit the bearer.