Minor Magic Items, 3 (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

Slippers of the Stream: A pair of delicate slippers, bedecked with scintillating fish scales. The slippers allow the bearer to walk on calm water no more than three feet deep as if it were solid ground. The water’s current (If any) will carry the bearer along as if the ground were moving under their feet. Rushing torrents, rough seas and rapids are difficult and hazardous footing that will dump the bearer in the water if he is not careful. If the water is more than three feet deep, the slippers instantly cease to function until the bearer returns to the shallows.

2

Trick Manacles. A pair of ordinary looking, heavy steel manacles that are a light as a feather and don’t restrict movement in any way. The chain that connects the two wrist manacles is illusionary and will always be just long enough to connect the two halves. The chain will not pass through other objects and creates clanking and tinkling sounds appropriate to the chain’s movement. The bearer can cause the chain to appear or disappear at will with a single thought. Extremely perceptive PC’s who are actively paying attention, will notice that the bearer’s arms don’t seem to be affected by the weight of the manacles and chain and may suspect something. Knowledgeable PC’s will recognize this item as being very common with stage magicians and illusionists but have become more common with freedom fighters who infiltrate mines, plantations and chain gangs to start rebellions with these manacles in order to blend in without becoming trapped themselves.

3

Warlock’s Atlas: An obsidian sphere, decorated with intricate carvings that vaguely resembles a planetary globe. A thin seam runs along the equator of the sphere and turning the two halves of the sphere in opposite directions along the seam, causes it to shatter into dozens of pieces, revealing a small imp trapped inside. The demon will answer one geographical question posed by the creature who broke the globe. The imp will always answer truthfully (The imp is extremely well knowledgeable in the field of geography including the outer planes) but will make attempts to mislead the user by exploiting loopholes in the grammar of poorly crafted questions. After answering a question, the imp begins to gather the pieces and reassembles the sphere from the inside, trapping itself upon its completion. The sphere can be broken in this fashion only once per day.

4

Amulet of Spider Sense. A disturbing looking amulet in the shape of an arachnid, consisting mainly of chitin held together with webbing, while the cord is made of braided spider silk. While worn, the bearer is instinctively aware of the exact position of any spiders within 30 feet. The bearer also receives faint unnerving tinglings on the back of his neck that warn of imminent dangers, allowing him to instantly react, granting a +1 on initiative rolls.

5

Instrumental Amulet: A brass pendant cut from a cymbal in the shape of a musical note with its sharp edges bound in drum skin. The amulet is strung on a braided cord of lute strings, violin strings and piano wire. The pendant will only function for bearer it recognizes as true musicians and to utilize its magic, the bearer must be proficient in at least one instrument of any kind, from a slide whistle to an orchestral harp. If the bearer concentrates for a moment and focuses on the musical tones of a specific instrument, they can summon it into their waiting hands. The medallion can create any functional, standard looking, one or two handed instrument capable of being carried. The summoned creation has very little weight and physical substance (This does not affect how it plays or sounds) and disappears if it’s used as a weapon or tool, if it takes any damage, the bearer creates a second instrument or spends more than a single round not being held by the bearer. Once per week the bearer may mediate in silence and focus on the pendant for one hour in order to hear musical notes made by a Random Musical Instrument they’ve never heard before. After hearing the notes through meditation, the bearer can summon the instrument normally and begin learning to play it. Knowledgeable PC’s will have heard of these items being given to journeyman bards, gleemen, and traveling musicians to allow them to summon and practice with whatever instrument they feel like on their travels in order to broaden their skill set. Some treat it as a test of their profession that they are only allowed to leave their master’s tutelage when the medallion considers them proficient. —Note: A well traveled adult bearer such as most PCs will no doubt have heard songs played on dozens of different musical instruments. You can refer to the Random Musical Instruments table in order to get a large selection of objects the bearer could have heard and therefore summon.

6

Key of Hope: A strangely shaped steel key that fits in any lock but rarely turns the mechanism. There is a 10% chance that every time the key is placed in a lock it hasn’t already been placed in, it turns and unlocks the object. The key can never be used to lock objects.

7

Verin’s Secret: A thin bookmark consisting of a long leather strap with steel weights on the ends. Placing this bookmark in a closed book and twisting the loose ends together causes the book (And the bookmark) to turn completely invisible. The book is invisible to all creatures except for the one who connected the loose ends. The book becomes visible again if the ends are disconnected by any creature. The bookmark can be activated and deactivated as often as possible. These objects are prized by mages and spies to keep their spellbooks and cipher code books secret and secure.

8

A pair of thick horn rimmed spectacles that while worn, prevents the bearer from ever suffering from eye strain due to reading. The bearer can also spend a moment looking around in order to become aware of which creature within a 15 foot-radius of himself is the most intelligent (Has the highest intelligence score).

9

Bracers of Polarity. A pair of bracers that could not be more differing in their physical appearance. One is big and heavy, covered in raised patterns of hard angles and made of a rough black leather. The other is petite and nearly weightless, mostly featureless with the occasional delicate whorls that were pressed into the soft white leather. The bracer’s represent a magical balance of extremes and pass that concept on to a creature who wears both of them. Whenever the bearer makes a damage roll (Whether by a weapon,spell or other effect), treat any die roll result of half or less as a “1” and any result higher than half of the maximum as having rolled the maximum. Wearing only one bracer disrupts the balance and grants no special effect. Any magical or supernatural effects that allows the bearer to reroll damage rolls, disrupts the delicate magic and prevents the bracers from functioning., however mundane abilities gained from training or physical skill can still be used in conjunction with the bracers. —Note: An example of this effect: The bearer hits with a greatsword and rolls 2d6 for damage. He rolls a 3 and a 4, which the bracers balance into a final result of a 1 and a 6.

10

Holdout Ring, Dagger: A small, cheap, easily overlooked, iron ring with an etching of a dagger on the inside of the band. This ring functions as a seldom used, last line of defense for the desperate and unarmed or as an “Ace in the hole” for tricksters and roguish types who may call upon it regularly. The bearer can activate the ring with a single thought with causes the ring to instantly transform into a steel dagger which is automatically held in the hand the ring was on (It falls to the ground if the bearer is unable to hold the dagger for any reason). The transformation is instantaneous, allowing the bearer to activate the magic and attack with the weapon all in one fluid motion. The dagger will automatically revert back into its ring form after 24 hours passes. The ring is protected by minor shielding wards and when worn by a living creature it does not give off a magical aura and is not detectable as a magical object.

11

Incense of Open Thoughts: A small wooden box painted with symbols of intelligence, knowledge and communication which contains five blocks of incense. While a block of this sweet-scented incense burns, creatures inhaling its fumes become unusually receptive to the thoughts and ideas of others. In still air the smoke permeates a 20 foot cube and all creatures within the area can communicate telepathically with each other. Creatures communicating in this fashion don’t need to share a language but must be intelligent enough to speak a single language. A single block of incense burns for one hour and if extinguished the remaining incense loses effectiveness.

12

Floo Powder: A sealed glass vial filled with fine, emerald green powder. When sprinkled over a fire, a creature may step into the flames without being harmed and can teleport to another fire they are aware of within 100 feet. The fire must be large enough for the creature to reasonable pass through it, typically being as wide as the creature’s shoulders. There’s enough powder for 2d4+1 uses and only one creature can be transported per use.

13

Gasping Lace:A black lace choker necklace with a blood red garnet hanging from it. The lace fit tightly but comfortably around the neck, but noticeably constricts around the bearer’s throat while within the presence of seductive undead. When worn, the bearer has advantage on any and all rolls made to identifying or recognize vampires or vampiric creatures that they can see. If the choker is worn by a female creature, the garnet glows with a fiery red light as bright as a candle whenever the bearer is within five feet of a vampire. Knowledgeable PC’s will have heard stories of eastern mountain towns who had dozens of such objects commissioned, as the vampiric count of a nearby castle seduced and drained generations of their most beautiful young women. The poor girls didn’t realize that the pale but handsome nobleman who came courting was interested more in the blood in her veins than her hand in marriage.

14

Allfather’s Wisdom: A black eyepatch trimmed in gold with the symbol of a pair of white ravens stitched on it. While worn the bearer loses all sense of depth perception suffering disadvantage on all sight based perception checks and all ranged attacks. After nine days of constant wear, the bearer is flooded with visions of sacred runes and is imparted with a fraction of godly wisdom and gains advantage on all wisdom based skill checks (Other than perception). After gaining the wisdom, the bearer can remove the eyepatch for up to one minute per day which negates both the penalties and the benefits. If the eyepatch is removed for more than one minute, it must be worn for another nine days to regain the benefits.

15

Dead Man’s Gaze: A black leather eyepatch with a solid white circle in its center. Once per day, the bearer may speak the command word while touching a dead body which opens one of the corpse’s eyes to reveal a glistening pure white marble. If the body lacked an eyeball before, it is now created (As long as the corpse has an eye socket) and if there was one, it’s transmuted into marble. When the bearer who created the marble opens his eye under the eyepatch, he is able to see from the marble’s current point of view. Speaking the command word again causes the marble to crumble to dust, no matter how far away the bearer is. The eyepatch can only create and be linked to one marble at once, creating a new marble causes the old one to crumble into dust. Marbles will crumble to dust if removed from the corpse, or if they suffer a single point of damage. Perceptive creatures who examine the corpse can determine that the marble is not in fact an eyeball.

16

Hammer Boots: A pair of heavy boots that feel almost weightless when worn. They are composed of tough oiled leather with half inch thick steel soles and fine silk cords that crisscross the entire boot giving them a better grip around the foot. The boots channel the momentum and energy of the bearer’s kicks into single focused points. While worn, the bearer becomes proficient with kick attacks and they may kick instead of making a regular weapon attack which deals half as much damage as a club. The boots are also treated as portable battering rams for the purposes of kicking down doors or damaging objects, which grants the bearer advantage on relevant strength checks.

17

Symbol of Lies: A tarnished holy symbol of the God of lies and deceit on a frayed leather cord. The bearer of the amulet can whisper into it while looking at a creature within 60 feet, who hears a comprehensible but distorted version of the words. The target hears the words as if they were whispered into his ear even over loud ambient sounds such as large crowds but has no way of knowing where the whispers are coming from and suffers disadvantage on checks made to recognize the voice due to the magical distortion. If the bearer attempts to make a true statement or has good intentions in mind for the target, the symbol doesn’t function and the bearer takes one psychic damage from the magic backlash. Knowledgeable PC’s have heard of these items being used by cultists and sadists who have followed their victims around for hours a day for weeks or months on end. The bearers fill the victims ears with evil intentions, threats of violence, insane ramblings and paranoia. Those plagued by the distorted auditory hallucinations eventually go mad under the pressure and lash out typically killing a few of their friends or family before taking their own life.

18

Chronicle of the Raven Queen: A thick tome whose icy blue binding is marked only by the sigil of a raven in flight on the front cover. The tome is heavier than it appears and always feels as cold as the grave to the touch. Knowledgeable PC’s will recognize the symbol as the emblem of the Raven Queen, the Goddess of Fate, Winter and The Dead. The book is imbued with the smallest fraction of the Raven Queen’s power and the bearer can use to to communicate with the recently dead. To use the tome, the bearer must place a corpse’s hand or similar appendage on the tome and ask one question aloud. After one minute, the answer appears written in blood in the book. The answer is provided by the dead creature’s spirit to the best of its knowledge and is translated into a language of the bearer’s choice. This ability must be used within five minutes of the creature’s death, and a given creature can only be asked one question in this manner. The dead creature must have had a soul and spoken at least one language for the tome to function. The tome can be used once per day in this manner and each use causes any old answers to fade away.

19

Vision of the Thrice Removed: A burlap bag containing a strange harness, a steel helmet and a rectangular hand mirror which shows the back of the bearer’s head from five feet upwards. Knowledgeable PC’s can combine the three objects into a single helmet with a face harness that suspends the mirror in front of the bearer’s eyes. After a minute or two of adjustment and refocus (Experienced creatures do not require this time) the bearer can move around and interact with objects, other creatures and even attack normally while viewing themselves from a third person perspective. The bearer can see in ten foot radius around themselves which can be adjusted to 20 feet in a semicircle if the user cranes his neck in the right direction. This allows the bearer to see creatures behind him and easily see around corners and overtop of low barricades. Past the limits of the new sight however the bearer is effectively blind. The bearer can still examine objects up close by holding them in hand and glancing down under the mirror. The mirror can be replaced or removed from the harness (This requires two free hands and one full round) should the bearer wish to switch perspectives.

20

Incense of Corporeality: A small wooden box painted with symbols of protection against ghosts and unquiet spirits which contains five sticks of bitter-smelling incense. In still air, the smoke permeates a 20 foot cube. Within that area, incorporeal creatures take on a measure of substance and can no longer pass through objects and take full damage from all physical attacks. Incorporeal creatures still lack weight and retain the ability to fly. They can pick up and manipulate physical objects weighing less than 20 pounds but can also be grappled or tied with ropes and netting. Incorporeal creatures who enter the area are instantly aware of the smoke’s effect on them and intelligent enemies may simply choose to leave the area if possible. A single stick of incense burns for one hour and if extinguished the remaining incense loses effectiveness.

21

A small, highly polished bronze amulet in the shape of a brazier. The object is enchanted with an illusionary fire, the size and brightness of a candle flame. The fire gives of a cool feeling when a hand it passed through it and does not burn or spread. The amulet comes with a small topper, allowing the light to be temporarily covered should the bearer desire darkness.

22

Chain of Grace: A delicate chain of thin, clear glass links that look too fragile to ever be used for any purpose other than decoration. When worn as a necklace or belt, the chain subtly increases coordination, poise and grace in the bearer’s every action. Simple repetitive tasks, such as cutting food, pushing back stray hair or scratching an itch become agile maneuvers and the bearer’s normal walking gait becomes smooth catlike strides. The bearer seems to glide and sweep airily through any situation with even savage weapons strikes becoming as elegant as a ballerina’s steps. Knowledgeable PC’s will recognize these items as popular among nobles and courtiers who wish to impress to impress other with their physical poise without ever needing to practice or have any natural talent. They are especially prized among ambassadors to elven courts as a way of better fitting in among the naturally graceful beings. Actions that were smooth to begin with such as expert juggling, sleight of hand, card tricks or pickpocketing seem to be made with unearthly grace. It doesn’t make any such movements less noticeable, in fact some actions such as pickpocketing or attempting to pass through a crowd undetected may draw even more attention as the bearer’s supernaturally precise movements tend to draw wayward eyes. The bearer is granted advantage on checks made to garner attention to himself, sleight of hand tricks made for performances, dancing for an audience, appearing conspicuous and other such situations. Any creature’s viewing the bearer’s flowing movements have advantage on any perception based checks made against him in situations regarding his attempts to blend in to a crowd, hide from sight, appear inconspicuous or unimportant and any sleight of hand or pickpocketing checks made to steal. The chain must be worn for 24 hours before its magic attunes to the bearer and seeps into his body. The chain struggles with any display of gross incompetence and if the bearer is tripped, subjected to unwanted forced movement or critically fails a task that the chain effects, there is a 5% chance it will shatter.

23

Forester’s Compass: An oak handled, steel headed woodsman’s axe that imparts its wielder with the direction of the nearest living tree that is at least three times as tall as him.

24

Thief’s Candlelit Dinner: A large, inexpertly cut, glowing quartz mounted on a small cheap looking brass candlestick. When placed on a table it will summon a meal and cutlery from another table currently set up so somewhere in the world. It may be a peasants half eaten soup, a parties catering, or a prisoners’ last meal. After one hour or if the candle is removed from the table, any uneaten food and objects from the original summoning return to whence they came. It is usable up to three times per day and will always steal from a table that is smaller than the one the candlestick is placed on. Using this item is considered a crime as there is no way of paying back the original food owner. Constant use of this object on large banquet or feasting tables is sure to attract attention from the wealthy individuals enraged over the theft of their food. —Note: This item may seem strong but remember that most traveling PC’s will not have a table on hand and even then it is highly unlikely that a small folding table would be bigger than a meal worth stealing. For simplicity’s sake if your PC’s use this a lot, I recommend having a separate table on hand of possible meals that appear or rolling a 1d4 and describing the meal as; 1, poor quality, barely edible or outright spoiled food. 2, Typical healthy and filling but bland peasant food. 3, A reasonably well seasoned meal made from quality ingredients made by someone who knew what they were doing. 4, A masterfully presented dining experience of rare ingredients that create a symphony of flavors on the tongue.

25

Youthful Hourglass: A small, lightweight hourglass with thin, crystal clear glass and a pristine wooden frame that seems hardly (If ever) used. The hourglass contains pure white sand that when flipped, passes extraordinarily quickly from top to bottom seemingly without care of how precious each single grain of sand can be. A creature holding the timepiece feels youthful, as if the weight of all the responsibilities, regrets and consequences in the bearer’s life has been lifted away. The bearer is imparted with the direction of the youngest humanoid creature within 100 feet.

26

Scout’s Spyglass: A collapsible spyglass entirely covered in a camouflage pattern that slowly changes color to match its surroundings and bears three numbered buttons along the exterior. While extended, the bearer can look through the lens and press one of the buttons to save the image of whatever the spyglass is viewing. When the spyglass is collapsed, the user can press one of the buttons to project a 1x1 foot illusionary picture of the image saved to that button. Saving a new image to a button erases the old saved picture.

27

Mummified Guardian: A mummified house cat that’s been dried, filled with sand, and bound in linen wrappings and necromantic enchantments. Far more than a mere pet, the mummified guardian protects and preserves the corpse it is interred with and acts as a sentinel against grave robbers and looters, potentially driving such trespassers toward more dangerous defenders or traps. When placed inside a sarcophagus, coffin or grave of some sort alongside a dead body and activated, a mummified guardian infuses the corpse with positive energy, preventing the body from being turned into an undead creature. Furthermore, if the corpse is touched, moved or otherwise disturbed by a living creature, the guardian animates and attacks the defilers. The guardian is five times as strong as a normal cat and is highly resistant to most damage and can only be properly destroyed by holy energy, fire. If the guardian survives the fight, it returns to rest next to the corpse it was protecting. The guardian is activated by placing a small piece of the corpse that it’s meant to guard in its mouth and leaving it touching the body. —Note:If your game doesn’t have pregenerated statistics for a cat, simply use the same statistics of a zombie, skeleton or wolf as a substitute.

28

Phylactery of Faithfulness: A tiny box containing religious scripture, affixed to a leather cord that is meant to be tied around the forehead so that the box sits upon the brow. When worn, the bearer can pray to their God while considering an action, item or situation that could adversely affect his alignment and his standing with the deity, including magical effects, unknown circumstances or long term consequences. Should the bearer reflect for a minute on his faith and beliefs, his deity sends a small sign (Which varies and takes a form appropriate to the personality of the God) of what to do or not to do, should there be serious moral implications to the act. The bearer may receive no sign should the object be used compulsively or if the God doesn’t care either way about the outcome of the situation. The item and associated vision in no way force the bearer to follow the action, it simply provides them direction and the opportunity to exercise their free will. —Note: An example of this would be for a righteous and moral paladin using the phylactery to seek guidance on whether or not to kill a captured prisoner who is a murderous bandit. After praying, the paladin may open his eyes to see a dove or a raven suddenly burst into flight from a nearby tree, a message to either spare or take the criminal’s life. This object is designed for characters who need to follow a strict moral code or must retain their alignment for one reason or another.

29

Ring of Rat Fangs: A bone ring in the shape of an elongated rat biting its own tail. While worn, the bearer’s teeth become sharper and more prominent like those of a rat and after a week of constant wear the bearer gains a bite attack that deals half as much damage as a dagger. The bearer’s teeth become more durable and he is able to gnaw through, softwood, rope or leather. The bearer’s teeth return to normal if the ring is not worn for more than eight hours.

30

Amulet of the Selfish Lover: A heart shaped golden locket that opens to reveal a tarnished lead center. The bearer can make eye contact with another intelligent creature within ten feet and activate the amulet with a mental command. Upon activation, the bearer feels extraordinarily good and immediately orgasms. The amulet must be worn for 24 hours before the effect can be used and can function three times per day.

31

A pair of lead wristbands wrapped in leather that serve as training weights and when worn regularly, build strength and endurance. A bearer who concentrates on them for a moment, becomes aware of which creature within a 15 foot-radius of himself is the strongest (Has the highest strength score).

32

Brawler’s Rings: A matching pair of ornate, yet battered and nicked rings forged of a hard iron with the head of a ram as it’s devices. Whenever the bearer takes damage or senses that he’s in danger, his hands are instantly covered in an invisible, flexible field of skintight magical force which protects and strengthens them. The bearer’s punches are treated and deal damage as if they were wearing steel gauntlets and the hands are protected from any damage normally associated from punching solid objects without protection. The bearer can dismiss the magical field with a single thought at any time.

33

Kinstone Compass: 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 imparts the bearer with the direction of their nearest living blood relative. —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.

34

Digger: A nice sturdy, magically animated, oaken shovel with a finely sharpened steel head that never dulls. If given verbal commands, it will dig up a described area, either setting the dirt in designated piles or completely outside the area. The shovel can be commanded to dig a specific hole of whatever dimensions such as a trench, grave, cellar or even an entire mine, but only digs as fast and as well as a regular human that never pauses, takes breaks or tires. Knowledgeable PC’s will know that wealthier prospectors and wealthy mercenary armies will often have these items in order to increase their productivity without having to split profits with another person. Other than being animated, it is a regular (If well made) shovel and can’t apply more than 15 pounds of pressure to objects or piles of debris.

35

Ring of the Enhanced Eye: A brushed steel ring with the image of an open eye etched into the outer band. While worn the bearer no longer has the need to blink and is granted the ability to perfectly wink with either eye. Furthermore, the bearer can blink ten times quicker than they normally would (Also producing an equivalent amount of tears) granting advantage on any checks made to resist and recover from temporary blindness caused by irritation (Such as glass, spores or sand) or bright lights.

36

Pacifist’s Dart Set: A small wooden case containing a dozen white war darts. The darts are blunted and deal no damage of any kind (Not even stun or nonlethal) when thrown and instead magically affix themselves to whatever they hit. The darts stick as if covered in a strong glue, requiring five pounds of force to remove a landed dart from its target. They never leave any visible marks when removed and never damage the surfaces that they land on.

37

Brick of Returning. An ordinary red building brick that was magically enchanted for some baffling reason. When the brick lands after being thrown (Regardless of whether it hit the intended target or not), it flies through the air back to the creature that threw it. It returns to the thrower at the start of the creature’s next turn (And is therefore ready to use again in that turn) and the wielder must have a free hand to catch it or it lands at their feet. The brick counts as an improvised weapon (Granting disadvantage on attack rolls) as it is meant for construction rather than ammunition and is not aerodynamically sound in the slightest. To its credit, the masonry does hit hard and deals as much damage as a club if it actually strikes the target.

38

Quicksilver Rope: A ten foot long hemp rope that looks faintly metallic under close observation. A creature holding the rope may utter the command word, causing the rope to instantly become solid steel. The unmalleable steel returns to its rope form if the creature who uttered the command word releases it from his grasp or when five minutes pass. The rope can turn into metal once per day.

39

Firefighter’s Whistle. A large whistle made of tin that was taken from dozens of different buckets that carried water used to put out house fires. A creature that blows the whistle can extinguish a fire they can see that’s no bigger than a bonfire (Roughly a five foot cube) that’s within 60 feet. Any objects that were on fire becomes soaking wet, and cannot easily be set on fire again. The whistle’s magic can only be used once per hour, however a creature can use the whistle normally to emit shrill notes alerting those nearby of dangerous fires.

40

A single, finely honed, steel throwing knife that is perfectly balances for juggling, throwing and general sleight of hand or performance tricks. A wielder who concentrates on it for a moment, becomes aware of which creature within a 15 foot-radius of himself is the most dexterous (Has the highest dexterity score).

41

Symbol of the Skyborn Soul: A feathered holy symbol of the God of the air and sky that was blessed with the God’s divine favor. The bearer can grasp the symbol and concentrate for a round on a mental image of an endless expanse of the open sky which causing them to levitate up to one foot above the ground. As long as the bearer retains their concentration they can continue to hover in the air and float horizontally at a walking pace in any direction. The bearer can speak during this time and is aware of their surroundings but any serious mental effort or sudden shock (Such as ability, skill or initiative checks, attacking or taking damage) ends the effect, causing the bearer to fall to the ground. If the bearer is ever higher than one foot off of the ground or releases the symbol, it ceases to function. Knowledgeable PC’s know that the levitating state is meant to bring the faithful closer to the God and prove his power during their daily prayers.

42

Compass of the Swampwalker: A small rose shaped amulet made of white marble and covered in damp moss. If the moss is ever removed, it reappears at the next dawn. The amulet imparts the bearer with the knowledge of the safest path (Which is not necessarily the quickest) out of swampy, muddy or boggy terrain, allowing the bearer to avoid dangerous natural hazards and wild animals.

43

Ring of Subjective Invisibility. A sturdy ring made of clear glass. After donning the ring, the bearer and all of his worn and carried equipment becomes invisible to himself. This effect continues for as long as the ring is worn and ends the moment it is removed. All other creatures can see the bearer normally and are unaware of this effect. PC’s knowledgeable in arcane matters will recognize that this ring seems to be a purposely faulty version of a ring of invisibility. Extremely knowledgeable PC’s will have heard of items like this being coveted among thieves guilds and wilderness rangers for various reasons. It allows rogues to hide in plain sight as blind beggars with heavy bandages around their eyes and if taken hostage, they are unaffected by the black-bag-over-head-treatment. In a similar vein, rangers are able to hide in the wild simply by fully covering themselves in an appropriately colored cloak while still being able to see out perfectly. Few people choose to wear it for long amounts of time, as most people find the concept of seeing through their own eyelids disconcerting. Because the bearer cannot shield his eyes with his eyelids, hands or equipment, he suffers disadvantage on rolls made to resist any negative effects that requires the bearer to avert their eyes such as a Medusa’s gaze or blinding lights.

44

Lock-It: A locked, golden heart-shaped locket with a keyhole dead-center. A creature who places the jewelry over their heart can feel an immediate sense of apathy and coldness towards people or things that they once loved or truly cared for. This feeling fades as soon as the unopenable locket is removed from overtop of the bearer’s heart. When the jewelry is held up to any locking mechanism, the object locks as if the proper key was used.

45

Holdout Ring, Bullet: A small, cheap, easily overlooked, aged ring of bronze and steel, with an etching of a sling on the inside of the band. The ring has an empty setting meant for a tiny gemstone looks as though it should have a gem set in it. This ring functions as a seldom used, ranged weapon or distraction for the desperate and unarmed or as an “Ace in the hole” for tricksters and roguish types who may call upon it regularly in conjunction with a well aimed punch, as a way of instigating a brawl or to cut down a wounded foe who is getting away. The bearer can place a single nonmagical sling bullet on top of the empty setting, which causes the ammunition to shrink and merge seamlessly into the ring. While the ring is “loaded” in this way, the bearer can fire the bullet with a single thought. After being launched from the ring the bullet instantly expands back to normal size and the attack and damage is treated as though the bearer had launched it with a sling he was proficient with. Once the bullet has been fired from the ring, a new bullet can’t be placed inside for 24 hours. The ring is protected by minor shielding wards and when worn by a living creature it does not give off a magical aura and is not detectable as a magical object. —Note: The bullet is meant to be fired using only a thought thus making it a “free action” in most game terms. This allows a creature to fire it at the same moment they land a punch, essentially granting a second attack that automatically hits (Since logically the bullet cannot miss at point blank, punching range) once per day. Otherwise it allows a melee character to still make a single ranged attack. The DM can adjust the usefulness of this item by ruling that the damage does OR does not include the normal ability score bonus (Strength or dexterity) that a sling weapon would deal, or that the bearer does OR does not suffer disadvantage on the attack roll if they have already attacked, or are wielding an object in their ring hand.

46

Hourglass of Quick Revision: A tiny hourglass with brass decorations, filled with white sand and strung on a thin chain to be worn as a necklace. Turning the hourglass over will cause the bearer to instantly relive the last one minute of their life and experience it again with a fresh set of eyes. The bearer cannot change the past and is simply re-experiencing their own memory without having to make any kind of decisions or physical actions leaving them free to focus on details. The bearer gains advantage to any checks involving perception, or memory that they may have missed the first time around but could have potentially seen or heard. For example, a spying bearer may activate the hourglass after missing a key word in an eavesdropped conversation and seeing if they can make it out better the second time, while a card player might activate it discreetly to quickly double check if his opponent was actually displaying a tell or if it was just an unrelated twitch. The hourglass can be activated three times per day but requires ten minutes between each use as the white sands of time trickle back down to the bottom to be upturned again. The bearer must wear the necklace for 24 consecutive hours before it can be activated. —Note: A DM should treat this as a magical mulligan, if the PC could have or did miss something this is their chance to find out what it was. They can’t change the past but they may gain insight into the present thus moving the plot along.

47

Farseeing Spyglass: A three-segmented bronze spyglass that the viewer to see into the past at the same place the spyglass points. Twisting the segments into different positions allow the viewer to view different time zones. The first segment allows the viewer to see an hour into the past, the second one day into the past and the third a week into the past. The spyglass does have some practical physical limitations and will show only darkness if its viewpoint would have been inside something else at that point in time. Similarly, viewers may not be able to see in areas of poor visibility caused by smoke, darkness or the crowding of creature or objects. The viewer can physically move around while using the spyglass to attempt to gain a better view of the past situation. The spyglass functions for a total of five minutes per day and can only be used in one minute increments.

48

Bracelet of Stolen Thoughts: A simple copper chain bracelet that sounds an alarm if a creature within 30 feet of a bearer thinks about stealing any of the bearer’s belongings. The bearer decides when the bracelet is first put on if the alarm will be mental or audible in nature and the bearer can simply remove and don the jewelry again to reset their choice. A mental alarm alerts only the bearer and will awaken him from normal sleep but does not otherwise disrupt concentration. An audible alarm produces the sound of a hand bell and anyone within 30 feet can hear it clearly. The alarm continues until no creature within 30 feet is thinking about stealing the bearer’s belongings, the bearer mentally silences the alarm or the bracelet is removed.

49

Slate of the Lazy Pupil: A rectangular chalk slate that displays the correct answer to nearly any mathematical problem written upon it. The slate can instantly answer any equation written on it that a mathematics professor with 30 years of experience could reasonably solve within one hour. The object will only display the final solution and will not show any of its work.

50

Friend-Maker: A child’s wooden doll dressed in faded clothes that have seen better days. Its head and limbs have a small range of movement, however the head moves completely independently of the body or the creature holding it. No matter what is done to it, the doll’s head will swivel in a certain direction, although very rarely the head will swivel in a new direction seemingly at random. The bearer of the doll is imparted the feeling that they should travel in that direction to find sleep and companionship. Knowledgeable PC’s capable of identifying magical properties, those capable of speaking to the dead or detecting undead will realize that the doll is possessed with the spirit of a young girl. The girl was bound to her doll after dying alone, orphaned and friendless in a haunted graveyard. Her ghost remained and made new companions from the spirits who haunted the crypts. After a time, her doll was happened upon by an adventurer and removed from the graveyard along with her spirit who remains bound to it. The doll’s head is always pointing towards the nearest area which is inhabited by, ghosts, specters, shadows or other incorporeal undead. Any incorporeal undead within 100 feet of the doll becomes aware of the bearer’s presence and feels a mild urge to seek out the doll and kill the bearer. The girl wishes to lead her new potential friends (Living adventures and hapless commoners) to her old friends (The ghostly living dead) and help the weary travelers finally find a place to rest. The girl’s name is Ami and if communicated with; PC’s find her to be childlike and very happy with her unlife and does not wish to pass on to the light, to be cleansed or to fulfill her unfinished business so she can move on. She just wants to make more ghost friends and never seems to understand why living creatures would fear dying and becoming a ghost.

51

Amulet of the Distant Companion: A heart shaped golden locket that opens to reveal a perfect picture of the creature the bearer loves the most in the world. The bearer can focus on the amulet for one minute summoning their feelings of love, affection, appreciation, devotion and tenderness towards the creature in the picture and send it to them. The creature in the picture, no matter how far they may be from the bearer, receives those feelings and experiences them in full over the course of the minute. The amulet must be worn for 24 hours before the effect can be used and its magic only works once per 24 hour period.

52

Band of the Bluffing Blade: An unassuming brown leather wristband with a small symbol of a dagger pressed into the inside of the band that can project a perfectly lifelike illusionary weapon. With a single thought, the bearer can summon the image of any one or two handed weapon which instantly appears in the hand the wristband is worn on. The weapon is standard for its type and the bearer cannot change the shape or appearance of it. The illusionary weapon can be dismissed at will and cannot leave the hand that bears the wristband.

53

Scholar’s Pipe: An ornate smoking pipe with a larger than average bowl that allows the smoker to burn and inhale the shredded remains of papers or parchment and gain the knowledge of the contents, as if the creature had read the undamaged paper himself. The magic of the pipe will automatically arrange the torn shreds of paper into their original arrangement allowing the user to “read” a piece of paper that was shredded years ago but whose pieces were kept together. The smoker will be able to flawlessly recall any smoked contents for one week after which the memory decays normally. This process functions perfectly on paper that contained, drawings, maps, letters, etc., but it will not activate magical runes, glyphs or symbols. The pipe can be used as much as desired and it takes approximately one minute to smoke one page’s worth of paper.

54

An incredibly uncomfortable vest made of goat and horse hair, sackcloth, loose metal wires and twigs commonly known as a hairshirt. When worn as an undershirt directly against the skin, the bearer can concentrate on it for a moment to become aware of which creature within a 15 foot-radius of himself is the most resilient (Has the highest constitution score).

55

Memories of the Fallen: A ring made of iron dross that grants the bearer visions when they touch the corpse of a creature whose death they witnessed. During this time, they view a random treasured memory that the creature had and experience it in perfect detail. The memory is fleeting, around six seconds to a minute in length (The bearer experiences it instantly) and afterwards the ring will never show any bearer a memory from that specific creature. The ring pulls this memory straight from the creature’s soul, which lingers around its former vessel for up to five minutes after death. If the ring is used during that five minute period, the soul itself can choose any specific memory of a minute or less to pass onto the bearer. —Note: Should the PC’s use this ring often on nonessential creatures and you get sick of making up memories and start to regret handing this ring out, roll a d8 instead and say that “As you touch the corpse you experience first hand the being’s powerful memory of…” 1,The earliest memory the creature could ever recall, of a soothing lullaby and a parent’s reassuring scent. 2, The first time the creature killed another creature, whether it be crushing a bug for fun, beheading a chicken for dinner or cold blooded murder for gold. 3, The first time the creature saw the love of its life and the sheer rush of emotions that caused it to fully understand love at first sight. 4, The creature fondly playing with a loyal pet. 5, A serious test of moral character, the results of which cemented the creature on a path of light or darkness. 6, It’s first sexual experience and the nervous excitement behind it. 7, The first time the creature heard its favorite song and the rush of emotions that the music caused it to feel. 8, The creature’s first combat experience whether it was a schoolyard fistfight, drunken brawl, duel of honor or outright war.

56

A sailor’s compass that reeks of alcohol and only ever points in the direction the nearest bottle of rum that is at least partially filled.

57

The Peasant’s Feast: A plain clay cup and bowl that are chipped and scratched in numerous places and look like they have seen much better days. An specific form of illusionary enchantment has placed been on them that causes whatever food or drink placed in them to acquire the exact taste and texture of what the closest creature most wants to eat and drink.

58

Skyglass: A brass rimmed monocle that allows a creature who looks at the sky through it, to clearly see the stars and constellations, even during the daytime or cloudy weather. The creature looking through the lens is also able to stare at the sun without penalty. This allows a bearer who is able to navigate by the stars the ability to do so regardless of the time of day or the local weather. Knowledgeable PC’s will correctly deduce that items like this are highly prized by sailors, navigators and explorers.

59

Restless Famine: A ring made of the yellowed bone of an intelligent creature who died of starvation while fully conscious. The bearer gradually becomes filled with a manic energy as if they had taken moderate stimulants. Unless the ring is removed that bearer never comes down or loses the energetic feeling, but does find that they always seem to hunger and thirst and require far more to sustain themselves. The bearer of the ring only needs to sleep or rest half as much as normal, but needs to eat and drink three times as much as usual. The ring must be consistently worn for 72 hours before the effects begin and they persist for 24 hours after the ring is removed.

60

Tear of the Fallen: A thumb sized crystal pendant, exquisitely cut in a teardrop design. Suspended in the heart of the jewel is a drop of magically preserved blood. While worn, the pendant imparts its bearer with the direction of the nearest creature dying of mortal wounds.

61

The Silent Enforcer: A portable battering ram consisting of a hollow steel tube, a number of ergonomically angled handles and a steel pad at the impact end which absorbs the blow. The tool is lightweight, designed to be easily carried by guardsmen, thieves or traveling adventures and grants advantage on strength checks made with it to break down objects. The ram has been magically enchanted to absorb all sounds caused by it the object that it strikes and makes no sound whatsoever (Even absorbing the wielder’s grunting strain of force) when used to breach or break down doors.

62

The Ring of Bad Decisions: A beautiful and obviously expensive ring made of individual bands of silver, platinum and gold that have been braided together into a single piece. Its beauty hides the ugliness within, as the band is cursed and it embeds itself into the bearer’s skin the moment it’s put on. Each time the bearer attempts to do something and fails (Such as a skill check, save throw or attack), they hear a voice in their head which mocks them for their choices and failures. The ring is intelligent enough to routinely invent new and creatively insulting comments for its bearer’s misfortunes, but doesn’t seem to have its own personality, goals, wants or desires and will not carry on a conversation. The ring can be removed by twisting and tearing on the deeply embedded metal which rips off the fused skin and the deep tissue underneath. This process causes three points of hit point damage per character level (Or 30% of their maximum health or other equivalent amount) to the bearer. The bearer first hears the ring’s voice the moment the ring is donned, as the cursed band brutally mocks the bearer for putting it on without checking it for curses. —Note: This is considered a cursed item for the purposes of any detection magic or curse breaking powers.

63

Ring of Canine Buoyancy: A lacquered oaken band with a small teardrop-shaped sapphire embedded in it. This ring is considered man’s best friend to those whose parents never threw them in the deep end of the pond for their own good and thus never learned to swim. The bearer of this ring automatically becomes proficient in the dog paddle swim style if they were previously unable to do so. This grants them a swim speed of five feet per round in calm water and in more turbulent currents they are able to keep their head above water long enough to be rescued by a better swimmer.

64

Midwife’s Compass: A white gold disc on a silver chain. If held dangling in the air, it spins rapidly, glows and imparts the user with the direction of the nearest pregnant humanoid.

65

Dhampir’s Collar: A neck choker made of human sinew that when worn, cause a pair of built in vampire fangs to become embedded into the side of the bearer’s neck, where vampires are known to bite. The needle sharp fangs are hollow and easily pierce the skin, causing the bearer’s blood to well up to the base of them, always threatening to spill over but never actually doing so. The blood is continually fresh and ripples in beat to the bearer’s pulse. The choker acts as a sort of filter for blood causing the bearer to take on some of the qualities of a vampire, however this process is taxing on the bearer and cripples their ability to heal and be healed. The main influence of the choker on the bearer’s system are mild cravings for blood and short term euphoric highs when blood is consumed. Long term use of the item can leave former bearers addicted to drinking blood even long after the choker is removed. While worn, the bearer’s gains only half as much hit points (Rounded down) from all sources of mundane and magical healing Simply wearing the choker causes the bearer to age at half his normal rate, even if no blood is consumed. If the bearer has drank at least one cup (236 milliliters) of fresh humanoid blood in the past 24 hours he doesn’t need to eat or drink other substances to live in addition to the slowed aging. If the bearer has drank two cups (472 milliliters / 1 pint) of fresh humanoid blood in the past 24 hours he doesn’t need to sleep in addition to all the other effects. The choker must be worn for at least 24 hours before gaining the benefits of the item but during that time and for one hour after the choker is removed, the bearer suffers from the reduced healing. —Note: For PC’s who think they can abuse the item by feeding on party members or hired NPC’s, two cups (Or one pint) of blood is equivalent to a modern day blood donation. Adult humans have about 10.5 pint of blood in their body and it takes about four to six weeks to replenish a single pint of blood. Repeated feedings on fellow party members or hired “cattle” servants would result in their death.

66

Territorial Compass: A single canine tooth of a long dead beast strung on a braided sinew cord. Creatures wearing the pendant feel an almost animalistic drive to defend their home and personal space, although they are never forced to act on these urges. The yellowed tooth drips blood while within 100 feet of a predatory animal that could be considered a serious threat to its bearer.

67

A silver necklace on which is strung an ivory medallion carved into the shape of an owl that projects a sense of natural intuition, mental acuity and insight based on personal experience A bearer who concentrates on their inner self in regards to their surroundings becomes aware of which creature within a 15 foot-radius of himself is the wisest (Has the highest wisdom score).

68

Compass of The Source: An iron compass with a large spike in its center rather than a normal face. The heavy object is covered with layers of dried blood of various ages and colors that stain every surface except for the spike itself which is noticeably free of blood and rust. The compass only functions when the spike is coated in the fresh blood (Shed for less than five minutes) of a still living creature, which is then completely absorbed into the iron and attunes the compass to the creature. Once attuned, the bearer can hold the compass and focus on it to be imparted with the direction of the attuned creature. The compass will remain attuned for one month’s time, the attuned creature dies or the compass is attuned to a new creature. The compass can be attuned to a new creature at any time by the same process but can only ever be attuned to a single creature at a time.

69

Thief’s Compass: A broken piece of white picket fence that imparts the bearer with the direction of the nearest creature who purposely buys and sells stolen goods for a living.

70

Amulet of Shaitan: A dark iron amulet displaying the snarling face of a horned devil. The bearer of this amulet is the adversary of all who witness him and projects a nearly palpable aura of hostility, distrust and antagonism perceivable by all intelligent creatures. The bearer has advantage to all checks to convince creatures he is their enemy, that he is an evil person, a significant threat to their lives and any sort of general intimidation. However he receives disadvantage on all checks to convince other creatures that he is their friend, comes in peace, means them no harm, is a good person or even just that he’s telling them the truth. The bearer must wear the amulet for 24 hours before its effects begin and the effects last for one hour after the amulet is removed. Allies of the bearer also typically fall under the same suspicion and are usually grouped as co-conspirators of the bearer. Creatures who spend large amounts of time around the bearer or who knew him well while not under the effects of the amulet can ignore most of the threatening magic, but are never truly comfortable around the bearer.

71

Necromancer’s Compass: A collection of bleached human finger bones and copper wire bound together to create a macabre dosing rod. When held, the rod imparts the bearer with the direction of the nearest humanoid corpse or skeleton that is suitable to be raised as an undead by necromantic means.

72

Phylactery of the Prodigal Son: A tiny box containing religious scripture, affixed to a leather cord that is meant to be tied around the forehead so that the box sits upon the brow. When worn, the headband imparts its bearer with the direction to the nearest physical place of worship of their religion (Such as a temple, shrine, grove church or cathedral) or the nearest location where ten of more adherents of the bearer’s faith are gathered together for worship, whichever is closer. If the bearer is a member of multiple religions or faith the headband only imparts the nearest location that meets these requirements. Knowledgeable PC’s will know that items like these are sometimes given to adherents of churches that venture on long journeys away from other members of their faith. It allows the bearer to always return home to a temple or to those of the faith who would lend them aid.

73

Eternal Smile: A used set of ivory dentures that vibrate and chatter together if ignored for long periods of time. When held, the false teeth impart the bearer with the direction of the nearest happily smiling humanoid.

74

Chain of Fair-Weather Faith: A long silver chain on which are strung a myriad of charms, insignia, prayer beads, holy symbols and emblems of nearly every conceivable God, superstitious belief or minor deity. The chain can either be worn as a necklace of varying lengths or wrapped several times around the wrist creating a thick charm bracelet. Both styles are usually worn quite prominently in order to fully utilize the chain’s magic. While worn, all creatures other than the bearer that look at the chain only see the charms or holy symbols associated with the gods, or beliefs they personally worship or hold in high regard. This object is often used as a way to gain favour or seek shelter with religious family homes and temples wherever the bearer goes. Wearing the chain occasionally backfires if other creatures compare notes about what symbols they see on the chain, however a quick witted bearer can easily steer the conversation away from religion while still mentioning that he wears his faith in plain view for allies of his beliefs to openly take notice of. The chain is best used by having it covered most of the time, only using it as an “ace in the hole” while attempt to positively influence (Persuasion, bluff and diplomacy type rolls) other creatures. Knowledgeable PC’s will have heard a tale of a politician who wore a chain similar to this one while campaigning for election in a large city known for its many opposing religions. There was a strong cultural tradition at the time of never speaking of politics and religion at the same time out of respect for both and because of this each religion thought that the politician was one of them and thus had his support. He was nearly unanimously elected until he managed to get caught in his lies and was violently executed by his former supporters for his blasphemous ways. Because of the reluctance to attract any attention to the item from actual deities who would no doubt take offense to its function, the chain is almost never used as a holy focus (Although functions perfectly as one) for spells or channeling divinity. If actively used as a divine focus, there is a 5% chance that the chain attracts the attention of a displeased God and violently shatters, dealing 1d4 points of damage to the bearer.

75

A clear marble that when placed on a flat surface, slowly rolls toward the nearest source of fresh running water.

76

The Bell of Charn: A small magical bell, hanging from a little golden arch, mounted on top of a small, marble plaque. There is a small, golden hammer, which lays beside it, for creatures to strike the bell with. On the plaque there is an inscription etched into the marble that reads: “Make your choice, adventurous Stranger; Strike the bell and bide the danger, or wonder, till it drives you mad, what would have followed if you had.” Creatures who read the inscription may become obsessed with decision over ringing or not ringing the bell. This phenomenon is a placebo effect and there is no actual magic that compels creatures to ring the bell or even to think about it at all. When the bell is rung by using the small golden hammer, the resulting sounds dispels any magical spells or enchantments on all creatures within 100 feet who are voluntarily under petrification, paralyzation, dormancy, immobilization, stasis or other similar conditions and those who had cast those sorts of spells (Intentional or not) on themselves.

77

Lava Lamp: A type of novelty lamp that was popular among some social circles a few decades ago. It consists of a Randomly Coloured wax mixture inside a conical glass vessel, the remainder of which contains a translucent liquid of a complimenting colour. The vessel rests on a polished steel frame containing a candle whose heat and light are channeled into the bottom of the glass where the wax rests. The warmed wax rises through the surrounding liquid, cools, loses its buoyancy, and falls back to the bottom of the vessel. The cycle is visually suggestive of lava and fairly entertaining to watch while intoxicated. This lamp has been magically enchanted and any creature who touches the lamp can change the colour of the liquid or the wax to any colour they choose at will. Furthermore a creature can light or extinguish the lamp at will by touch and the candle contained in the lamp never burns itself out and will continue to produce heat and light as long as it’s contained inside of the frame.

78

Decadent deca-ant decanter: A fancily stoppered, ornate crystal bottle meant for aerating alcohol that makes a creature holding it feel as though insects were crawling over their skin. It contains ten ants which will grow to the size of a large dog within one round when removed from the bottle. The bearer is granted no special control over the ants or the ability to communicate with them in any way. The ants are not automatically friendly towards the bearer and will react the same as a wild animal might in whatever situation they are released into. The insects will defend themselves if attacked and otherwise will seek out large sources of sugar and a nearby colony of their regular sized sistren. New ants can be added to the bottle at any time but the bottle must remain sealed for one month before a maximum of ten of the ants inside it become enchanted to grow in size. The beautiful decanter serves as a magical stasis chamber and up to ten ants within the glass do not age or die and do not need to eat or drink. —Note: If your game system doesn’t have statistics for magically enlarged ants, you can use wolf or dog statistics as a substitute.

79

Eye of the Beholder: A petrified beholder eye suspended in a large orb of unbreakable glass. The pupil constantly gazes in the direction of what the bearer finds most beautiful in the world. An elf might be pointed to a glade in their homeland, an artist to a muse or a husband might be drawn towards his wife. For those too tainted to find anything beautiful, the pupil looks directly into the bearer’s mind and telepathically imparts to them the most beautiful thing the eye has ever seen.

80

Heir Pin: A long, gilted hair pin with a detailed carving of a hare running down it. When used to prick a humanoid creature it will draw a drop of their blood, turning the pin red. For the next hour that humanoid will have increased fertility and a 50% higher chance of conceiving a child. Any children produced as a result of the enchanted union will have always have brown eyes and a small patch of birthmarks across the ridge of their nose, much like the markings on a hare’s fur.

81

Essence Flacon: A delicate rose-glass bottle with a detachable gold-and-silk atomizer. When a coin-sized amount of any substance is placed within and the atomizer squeezed, the sample is dispersed as a cloud of scent. Anything can be processed in this fashion and the smell will be recognizable even for things normally without scent; a mist of diamond will smell like diamond. The bottle can be used while filled with poisons, acids or other toxic substances, however the resulting mist is never harmful to creatures in any way due to the protective enchantment on it. Creatures smelling the mist gain advantage on checks made to identify the substance by scent.

82

Thrential’s Infuser: A large metal flask, with the symbol of two shot glasses etched on it’s side and the words “Property of Thrential” on the bottom. If the flask is filled with three ounces of pure grain alcohol (Or other liquid with an ethyl alcohol content of 70% or above)and a magical potion and left sealed for a week, there is a 50% chance that the resulting liquor can function as two doses of the potion. Though the original potion is never ruined and works perfectly fine, any elixir resulting from this process has a strong chance of getting the imbiber ruinously drunk. Knowledgeable PC’s will know that the sage Thrential was, according to himself, an “explorer of the spirit”, and according to his associates, a complete drunk. —Note: It is up to the DM to decide what the consequences are of consuming a significant amount of alcohol in a single go. This is about the equivalent of about four bar shots of whiskey consumed in a single six second round.

83

A brass medallion depicting a universal symbol of theater, the opposing twin masks of comedy and tragedy. A creature who wears it often, will occasionally finds themselves peppering in touches of dramatic flair, exaggerated physical expressions and general showmanship into their everyday activities as if they were performing for the benefit of an audience. A bearer who concentrates for a moment on their aura of personal magnetism and how they present themselves, becomes aware of which creature within a 15 foot-radius of himself is the most charismatic (Has the highest charisma score).

84

Ring of the True King: A plain golden ring stamped with the symbol of a crown along the outer band. When worn by the rightful ruler of an area, it creates the illusion of their crown (Or equivalently proper headgear) which sits atop the bearer’s head. The ring displays no special headgear when worn by impostors, fakes, charlatans, doppelgangers or usurpers. It’s unsure how the ring recognizes the “rightful” ruler and if the definition is a legal, spiritual or divinely appointed one. The ring cannot be fooled, and although its decisions regarding who should rule are often ignored, that is the nature of politics. Knowledgeable PC’s will know that items like these have varied uses from being able to travel inconspicuously and still being able to prove nobility or for rooting out the next in line for the throne when there are questions of infidelity or older bastards involved.

85

Witch Bottle, Sacrificing: A clear glass wine bottle covered with various arcane runes, this object can act as a form of protection for witches (Or any creature capable of casting spells) against hostile magics. A mage must fill this bottle with three things: something of themselves (blood, hair, tears, etc); something volatile (lamp oil, explosive chemicals, grain alcohol, etc); and something sharp (nails, pins, razors, etc). Afterwards the mage must attune to the bottle by placing a small portion of their life essence within the bottle. This ritual takes one hour and reduces the mage’s maximum hit points by 1 point until the bottle is used, destroyed or is more than one mile away from the attuned creature. Once attuned, the next time the mage would fail a saving throw against magic, the Witch Bottle instead fails for them, trapping the spell within it and violently explodes in a shower of glass and sharp objects, dealing damage equivalent to a dagger to everything in a five foot radius of itself. The bottle must be within 30 feet of the attuned creature in order for this to function. The mage cannot suppress or delay this effect and should he fail a saving throw for a magical effect, the bottle must explode. Typically the bottle is buried underground or placed in a strategic location (Where enemies are likely to stand) so the mage is not harmed by the blast. Knowledgeable PC’s know that commoners sometimes see witches completely shrug off spells cast against them and believe the witches to be extremely resilient, when in fact they are utilizing a bottle such as this.

86

Fiasco: A rounded, green glass wine bottle whose bottom half is wrapped in straw, some of which is hitched upward to connect with the neck, forming a handle. A thick cord is entwined into the straw and is firmly attached to the solid cork stopper. The mundane looking object is in actuality a black hole of good luck, happy accidents and proper decision making and when opened, all such things within 40 feet are sucked into it and devoured. No critical hits, critical successes or natural 20’s of any form are possible within this area and whenever a creature rolls a critical success (for example: attacks rolls, skill checks or saving throws) they must roll again and take the new result. The bearer is particularly effected by Fiasco’s unfortunate metaphysical pull and whenever the wielder rolls a critical success, he is instead treated as if he’d rolled a critical failure. Fiasco can only be uncorked when held by a living humanoid (Taking an action that consumes all of the wielder’s movement for the turn and requires a free hand). The bottle is then magically glued to the wielder’s hand and cannot be released or dropped until the wielder seals it on his turn (Taking the same action as uncorking it).

87

Beggar’s Anguish. A gold coin with a tiny symbol of a begging bowl etched somewhere on it. The coin will reappear on the owner’s person after ten minutes if willfully given or traded away. To truly lose possession of the coin, it must be stolen from the owner without their knowledge. The thief then becomes the coin’s new owner until it is stolen again. If the owner dies, the next creature to pick up the coin is considered the owner.

88

Sundial of Relative Location: A small sundial attached to a leather wristband, that shows the correct time when any sort of light is shown on it. This ability functions in bad weather, candlelight or even underground.

89

Ring of the Hidden Psyche: A platinum ring adorned with a large diamond that glows with the intensity of a candle when possessed. The bearer’s soul instantly enters the ring upon the bearer’s death, even if his body is utterly destroyed. The ring then then becomes a possessed object, however the possessing soul cannot animate the ring and must instead wait for someone to don it. The soul can then telepathically communicate with the new bearer, although it does not have any true influence over the bearer’s mind and cannot possess or take control of the bearer. The soul remains in the diamond for a year and a day after which the spirit is released to its appropriate afterlife. While in the ring, the soul knows when a creature has put on the ring and can sense the world as the bearer can (Hearing, sight, smell, etc.). The soul cannot otherwise sense the area around it or take actions other than communicating with the bearer. If the bearer dies while the ring is filled, the year and a day timer is reset for the trapped soul and the bearer’s soul is released into the appropriate afterlife. As a result, many such rings contains souls of long dead creatures who constantly encourage their bearers towards acts of danger or certain death. The bearer does not have any control over the soul but may attempt to bargain with it for information. —Note: A DM can choose to have the ring filled with a soul already with X number of days left on it (Or the soul of an enemy they just killed giving them an angry guide) or have the ring simply be empty. While bargaining, the trapped souls typically only want three things: 1, To be brought back to life somehow. 2, To have their unfinished business completed so they feel ready to move on to the afterlife. 3, To live forever in the ring by having other creatures die while wearing it.

90

Shrunken Head: A shriveled, distorted human head whose eyes and mouth are stitched shut with coarse thread. The head’s soul is bound to the grisly trophy and has been warped into little more than an angry spirit. A creature can make peace with the spirit by spending one uninterrupted hour of peaceful meditation while pressing their lips to the head as if participating in an overly long, macabre kiss. The appeased spirit will then offer the creature its protection and the next time the bearer fails a saving throw on a mind-affecting spell or effect, the head absorbs it on the bearer’s behalf. The head must be worn openly on the bearer person (Typically as a necklace) in order to function. Absorbing such a spell protects only the wielder, not any other targets. After absorbing the spell, the head’s eyes open and burn with pale green fire for one minute. Absorbing a spell in this manner causes the spirit to become unreasonably angry for one week, after which the bearer can make peace with it again.

91

Talisman of Arrow Protection: A silver talisman which bears the insignia and name of a martyred saint of a war God, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time per day the bearer is dealt damage by a nonmagical arrow, the damage is completely prevented as long as the amount of damage would not have resulted in the bearer’s death. The bearer or PC cannot choose to suppress or delay this effect. The talisman must be worn around the neck for 48 hours before the effect can be triggered and its magic only works once per 24 hour period.

92

Talisman of Friendly Winds: A talisman made of hollow bird bones inscribed with the secret names of the four winds, trimmed with feathers and strung on a silk cord. The protective magic bends strong winds around the bearer and braces them against long falls. The bearer treats all falls resulting in damage as if he had falling ten feet less than the actual fall (Possibly reducing or negating the damage). The talisman must be worn around the neck for 24 hours before its effect can be used.

93

The Replacement: A dried and withered hand that ends in a jagged stump. When it is touched against the wrist stump of a humanoid who has lost a hand, the object instantly bonds and returns to a lifelike appearance. It shrinks or grows to match the size and skin colour of its new owner, and transforms itself to match the missing appendage, becoming either a right or left hand. The creature instantly gains full control over the new hand is as dexterous with it (If not more) as he was with the missing hand. After merging, an uneven scar remains along the creature’s wrist but will fade in time as most scars do.

94

Amulet of the Giving Lover: A heart shaped golden locket that opens to reveal a brilliant ruby center. The bearer can make eye contact with another intelligent creature within ten feet and activate the amulet with a mental command. Upon activation, the other creature feels extraordinarily good and immediately orgasms. The amulet must be worn for 24 hours before the effect can be used and can function three times per day.

95

Amulet of the Archenemy: A skull shaped black iron locket that opens to reveal a distorted picture of the creature the bearer hates the most in the world. The bearer can focus on the amulet for one minute summoning their feelings of hate, resentment, animosity, antagonism and sheer loathing towards the creature in the picture and send it to them. The creature in the picture, no matter how far they may be from the bearer, receives those feelings and experiences them in full over the course of the minute. The amulet must be worn for 24 hours before the effect can be used and its magic only works once per 24 hour period.

96

Medallion of Dragon’s Breath: A palm sized dragon’s head made of burnished brass with two ruby eyes that glow with crimson light, strung on an iron chain. The dragon’s open mouth constantly leaks a thin coil of smoke which trails downward. While worn, the bearer exhales clouds of harmless, acrid, black smoke from their nose and mouth. If the bearer takes a deep breath they can exhale a sizable cloud of smoke roughly two feet in diameter at any target or area within 30 feet. The bearer can launch one cloud per round and the smoke dissipates after one round and can do nothing worse than irritate eyes. The cloud can be exhaled in combat which uses an action equivalent to making an attack or casting a spell OR consumes all of the wielder’s movement for the round (Wielder’s choice) but the harmless smoke can do nothing but serve as a signal or a mild distraction.

97

Venerable Hourglass: A large, heavy hourglass with a worn and weathered wooden frame and thick scratched glass, obviously well used for rough travel and adventuring. The hourglass contains dark, sun aged sand that when flipped, passes painfully slow from top to bottom, grudgingly giving up every single grain as if it’s aware how precious time is. A creature holding the timepiece feels old, and the burdens of all the responsibilities, regrets and consequences in the bearer’s life weighs heavy on their mind. The bearer is imparted with the direction of the oldest humanoid creature within 100 feet.

98

Sliver of the Amalgam Mind: A velvet pouch containing 1d4+1 tiny, splinters that were part of the brain of a powerfully psychic creature whose brain was crystallized after death. These slivers are needle sharp and easily pierce the flesh. Should a crystal be inserted into the scalp of an intelligent creature, that being gains the power to telepathically communicate with any other intelligent creature within ten feet who is also pierced by a shard. A pierced bearer has complete control over this telepathy and only broadcasts what they wish to say (To single or multiple other creatures) and can effortlessly block out telepathic contact from other pierced bearers. The shard can be removed over the course of a minute as one might remove a large wood splinter. It retains its properties when removed and can be immediately inserted into a new creature.

99

Figurine of the Concealed Companion: A fist-sized hunk of distinctly coloured clay. A being who possess a deep or special connection with another creature (Such as animal companions, pets, mage’s familiars, beloved mounts, etc.) can mold the clay over the course of five minutes and press it to that creature. The companion vanishes and the clay transforms into a lifelike, fist sized ceramic figurine that weighs only a pound. While in this unbreakable ceramic form, the companion does not age, perceive the passage of time, or need to breathe, eat, or drink, and can be kept in this form indefinitely. The creature who bound the companion into statis can hold the figurine and concentrate on positive memories of the animal for five minutes to return it to normal. The ceramic then returns to its clay form and can be used again at any time. If the creature who bound a companion to a figurine is killed, the companion is immediately released and the clay returns to its unshaped form allowing it to be bonded to a different creature.

100

The Smile of Nightmares: An amulet in the shape of an open mouthed skull, lined with small tentacles instead of teeth. Knowledgeable PC’s will recognize that the amulet is made from a single large tooth carved from an aberrant creature from a plane of chaos and disorder. If the amulet is worn consistently over the course of a week, the bearer’s teeth become three inch long, enamel capped, tentacles that look more like smaller, white tipped tongues than anything else. This process occurs slowly over the course of the week as the bearers gums gain muscle and push the teeth upwards into small stubs. Over time, the teeth themselves flatten to fit over the appendages, with incisors and canines retaining their sharpness and molars retaining their ridging. The tentacles are able to crush food in a similar manner to normal teeth although the new chewing process is horrifying for spectators, should the bearer chew with their mouth open. When the process is fully complete the creature gains and becomes proficient with a bite attack, as their newly lengthened and prehensile teeth are able to find and rend flesh with a much greater degree of ease. The bite attack deals as much damage as a dagger and should the creature already have a bite attack, they may treat their new maw as a +1 weapon. The initial transformation process is mildly uncomfortable and the bearer’s mouth may be more sensitive while eating or when drinking hot or cold liquids but it is not painful in and of itself. If the bearer does not wear the amulet for more than a day, the process begins to reverse itself and a fully transformed creature will have normal teeth again a week and a day after the amulet is removed. The reversal process is excruciatingly painful and often requires medicine or magic to alleviate the creature’s suffering. The reversal process including the associated pain, stops the moment the amulet is put back on. It goes without saying that these tentacles are extremely noticeable and may cause the bearer to speak differently and that most creatures the bearer will come into contact with will no doubt react with shock and horror rather than curiosity and open arms.