black mask with ribbon, usable once as per roll 60 on the table
These replace scroll, potion and, if you want, map results in the OD&D treasure tables. Like potions and scrolls, they're 1 use items. Rarely (about 1 in 10), they're reusable, at 1/session. Each uses up at least one of the 10-12 spaces a character has in their inventory and don't stack.
Not everything here is expressly magical. Weird chemistry or just the ingenuity of the locals could account for them as well.
Intending to use a variation of this with my Dark Souls D&D game.
100 (possibly) magical things | ||
roll | thing it does | what it could be |
1 | adhesive, +1 to climbing for d4 turns | gloves, clothing, claws, paper |
2 | use immediately after a failed Save v Poison to re-roll | potion, poultice, relic |
3 | pull one palm-sized thing toward you at slow speed this turn | glove, wand, mitt, sack, magnet, bit of rock |
4 | temp weapon enchant- an enemy struck by this weapon must save v stone or be knocked back, out of melee | oil, whetstone, polishing cloth, herb bundle |
5 | temp armor enchant- when wearer is struck, they teleport out of melee to a random area within short range | oil, polishing cloth, relic, holy writ |
6 | use immediately following infection with a disease and make a Save v Poison to fight off infection | crystal, vial of sacred water, potion, treated leech |
7 | heat vision for d6 turns | crystal, glasses, wand, potion, helm, headband |
8 | save v poison or fall into fevered dreams, sweat may be gathered and used as a Spell Component (Save at -4 penatly if you intended the effect) | potion, pill, mysterious wine |
9 | read languages for a turn | piercing to be pushed through skin, plug to be inserted into ear |
10 | temp armor enchant- when wearer is struck, they teleport out of melee to an area of choice within short range | oil, polishing cloth, relic, holy writ |
11 | can speak to* for d4 turns | vial, headband, crystal, helm, stone placed under tongue |
12 | temp weapon enchant – next attack adds momentum to your swing (when using momentum to attack, roll damage twice and pick higher) | oil, whetstone, polishing cloth, herb bundle |
13 | explodes in melee burst for d6 damage (when rolling damage: 1-2 is shrapnel, 3-4 is fire, 5 is heat drain and 6 is acid) | bomb, flask, vial, potion, keg, stick bound with wires and relic |
14 | explodes in melee burst and atomizes water in the area, making mist | bomb, flask, vial, potion, keg, stick bound with wires and relic |
15 | explodes in melee burst, all in short range must Save v Devices or be blinded for a turn | bomb, flask, vial, potion, keg, stick bound with wires and relic |
16 | explodes in melee burst and forces Save v Stone or knocked down/crushed flat/pinned | bomb, flask, vial, potion, keg, stick bound with wires and relic |
17 | explodes in short range burst, Save v Breath Weapon to halve damage | bomb, flask, vial, potion, keg, stick bound with wires and relic |
18 | explodes in melee burst; if target isn't alive after damage is applied, their body is re-arranged in some novel way | bomb, flask, vial, potion, keg, stick bound with wires and relic |
19 | explodes in melee burst and pushes anything in affected area out of the area (Save v Stone) | bomb, flask, vial, potion, keg, stick bound with wires and relic |
20 | two turn effect: first turn, pulls everything in short range closer, second turn explodes | bomb, flask, vial, potion, keg, stick bound with wires and relic |
21 | explodes in melee burst, deals no damage but deafens all within short range. Loud. | bomb, flask, vial, potion, keg, stick bound with wires and relic |
22 | explodes in melee burst, dealing d4 damage and then spitting out smaller explosions, effecting all those within melee of burst for another d4 | bomb, flask, vial, potion, keg, stick bound with wires and relic |
23 | burst above single human-sized target and drops net, Save v Stone or be snared | bomb, flask, vial, potion, keg, stick bound with wires and relic |
24 | temp weapon enchant – next attack against living tissue +2 dam | distilled green slime, oil, whetstone, polishing cloth, herb bundle |
25 | see twice as far for d4 turns | glasses, eyedrops, forehead salve |
26 | temp object enchant – anything against which this is applied gets to make a Save against fire damage to halve | salamander oil, polishing cloth |
27 | creates a translucent, penetrable, gelatinous wall that consumes flames for d4+1 turns | vial of extracted and treated gelatinous cube |
28 | hold portal for d6 turns | helm, nail, hammer, bundled herbs |
29 | temp armor enchant- +2 AC until next struck this combat | oil, polishing cloth, relic, holy writ |
30 | creates an invisible wall roughly 10' by 10' and 6” thick, about as tough as wood (for d8 turns) or iron (for 1 turn) | belt buckle, glass marble to be bit, solution to be gargled and spit |
31 | creates an ablative shield, +1 AC until struck | belt buckle, ring, wax or candle |
32 | greases a 20'x20' flat, solid surface for d4 turns | flask, vial of oil, ring |
33 | creates a translucent, penetrable, gelatinous wall that causes d6 cold damage to all that pass through it for d4 turns | vial of extracted and treated gelatinous cube |
34 | explodes in short range burst, granting cover to any within range (1 in 6 chance of causing temporary neurological damage, affecting area as sleep) | flask of pixie wings |
35 | user floats 6 inches above solid ground, and skims the top of liquids for d4 turns | feathers of a magical creatures, powdered or rendered drinkable |
36 | a short-sword-sized item is now considered one increment lighter for the purposes of encumbrance | oil, salve, crystal |
37 | temp weapon enchant – next attack counts as magical fire | oil, whetstone, polishing cloth, herb bundle |
38 | flies to target and imbeds itself, is ruined, deals damage, may travel up to long range | a glass and brass flying insect |
39 | light as torchlight for 6 turns | wand, burnt stick, vial, taper |
40 | creates a translucent, penetrable, gelatinous wall that causes d6 fire damage to all that pass through it for d4 turns | vial of extracted and treated gelatinous cube |
41 | crawls up to 20' away, fast, records a bug-level picture, looking up at 45 deg. Angle and returns the following turn to report to user | a glass and iron beetle |
42 | independent familiar performs 1 task that takes no more than 1 turn | whistle, calling drum |
43 | creates a tent that houses 4, with bedding. Denatures after a day. | canvas square, vial |
44 | bonus of two on next Int test (declare before roll) | vial, crystal, headband, helm |
45 | temp armor enchant- renders armor invisible until struck | oil, polishing cloth, relic, holy writ |
46 | get to make a check to see if you know something about the matter at hand | pill, potion, wand, crystal, helm |
47 | creates a translucent, penetrable, gelatinous wall that causes 2d6 lightning damage every other turn (wall flashes when dangerous) for d4 turns | vial of extracted and treated gelatinous cube |
48 | a light green slime that devours 1 cubic foot of material in a turn and then is rendered inert (chance to re-invigorate on a random encounter) | vial or flask of treated pudding |
49 | can speak to objects made by humanoids for d6 turns (speaking to an object made by a Mind-Flayer requires a Save v Sanity) | vial, headband, crystal, helm, stone placed under tongue |
50 | thrown object that deals d6+1 damage | crystal, vial or glass drop |
51 | can bend or twist a palm-sized iron object held in hand | gloves, herbs, tincture |
52 | protection from iron for 1 turn | chalk, sprig of hemlock, leaf from an elf's home |
53 | “records” thirty seconds of information, which can then be played back once | glasses |
54 | touch a target and you and the target must Save v Device or be paralyzed for 1 turn or stunned for 2 | gloves, glass marble crushed between teeth |
55 | renders a cubic foot of metal brittle | oil, polishing cloth, salve |
56 | a brittle filament held between two hands that may slice through roughly 6” of non-magical substance, lasts a turn | garotte, spool of thread |
57 | embed this small, fleshy egg sac in the back of your head and it will burst when it feels threatened (ie, when you're about to get surprised from behind) | palm-sized egg-sac |
58 | minimizes the effect of one environmental threat (reduces the source of most damage by one die size, gives an extra turn to hold breath, etc) | hood, maniple, incense |
59 | pops you into a ghostly form for 1 turn (immunities and mobility as ghost, but likely to attract things not desired) | censer, pill of powdered femur |
60 | Turn 2 cubic feet ghostly for 1 turn | small flensing knife, tiny hammer |
61 | Save v Poison or become addled by emotion (cannot communicate without weirding everyone out) for d4 turns | vial, needle, weapon oil |
62 | Save v Poison or take a die of damage from internal hemorrhaging | vial, needle, weapon oil |
63 | Save v Poison or be effected as charm for d4+2 turns | vial, needle, weapon oil |
64 | Save v Poison or stare into space, thoughtless for 1 turn | vial, needle, weapon oil |
65 | whisper into this device no more than five words that are transmitted to the first person that puts the device to their ear | bottle, jar |
66 | long range beam of either necrotizing or holy fire that lasts 1 turn and deals d6 damage, split between all hit | wand, scepter, crystal, skull, ring |
67 | long range beam of cold that deals d6 damage split over all targets | wand, scepter, crystal, skull, ring |
68 | long range beam of lightening that deals d6 damage split over all targets | wand, scepter, crystal, skull, ring |
69 | door-sized space spiked with this halve the speed of any ghostly egress | piton-looking spike, paper charm hanging from end |
70 | minor healing (re-roll HD and take the higher of current or re-rolled result) | bright red potion, pill, herbs |
71 | healing (re-roll HD +2 die and take the higher of current or re-rolled result) | bright red potion in large bottle, pill, herbs |
72 | see what someone else is seeing for 1 turn | pairs of: glasses, crystals, monocles, headbands |
73 | in lieu of healing, spend a full rest repairing broken gear | portable anvil, bellows, hammer, etc |
74 | temp armor enchant- whenever struck this turn (OR next turn) deal 1 lightening damage to all characters in melee range of you | oil, polishing cloth, relic, holy writ |
75 | creates a shell that grants a temporary d4 HP this turn | belt buckle, glass marble to be bit, wand |
76 | temp weapon enchant – next attack counts as magical lightning | oil, whetstone, polishing cloth, herb bundle |
77 | deal a die of lightning damage | wand, scepter |
78 | bonus of two on next Dex or Int test to see if your character can accomplish some feat of nimbleness or acuity (declare before roll) | girdle, bracer, bandolier |
79 | you and another target within melee range are affected by sleep | gloves, packet of powders |
80 | no sound within melee burst may be heard | ear trumpet, candle of ear wax, black stone |
81 | no sound within a stationary cubic foot of space can be heard | ear trumpet, candle of ear wax, black stone |
82 | reduce range penalties by one step | telescoping lens, monocle |
83 | bonus of one to next Initiative roll | potion |
84 | bonus of one to next save | charm, incense |
85 | bonus of two to next save | charm, incense |
86 | bonus of two to next Str test | potion |
87 | creates a translucent, penetrable, gelatinous wall lasting d4 turns. Anyone passing through the wall must Save v Magic or be stunned. | vial of extracted and treated gelatinous cube |
88 | permits communication with... something else | spike to be driven into skull |
89 | transport one palm-sized thing across a melee range area | ring, wand |
90 | transport one palm-sized thing across a short-range area | ring, wand, bowstring |
91 | a message from someone who came before, scrawled in incandescent blood | paper, on the environment |
92 | temp armor enchant- +1 AC until end of combat as your image warps and refracts | blood of a displacer beast, seasoned |
93 | temp weapon enchant – this combat, +1 attacks until you miss | weapon oil from displacer beast urine |
94 | place on a willing subject. For the next d8 hours, you know in which direction they are | glass mosquito |
95 | bonus of two to a Cha test | mask, fake beard, feather to be placed in cap |
96 | give another +2 AC versus one target until struck | mirror, telescoping lens, crystal, smokey glass |
97 | the next thing you said is comprehensible to a single target, regardless of differences in language (target must fail Save v Device) | collar, book of letters, tonic |
98 | get to make a Save v cold damage to halve | charcoal, censer, blanket |
99 | use to get another turn of held breath | vial, empty bladder/drinking skin |
00 | can see through up to two feet of a single non-metal substance this turn | lens placed against subject |


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