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Imagination! |
I’ve long been a fan of Seventh Sanctum, and tonight I decided to play around with the magic item generator. You get names for items that don’t always make sense, but often have in them something you can use … with a little imagination!
So, here’s a scad of magic items in thumbnail sketch form, plus a couple with names I loved that even I wasn’t sure how to flesh out with actual gamable abilities.
+1 Banded Mail of Heat Resistance: Stay comfortable in hot weather (summons cold air from elemental air plane), -1 damage per dice of fire damage
Amazon’s Pill: As heroism spell, females only
Barrel of Monkeys: Can summon 3d4 monkeys, once per week
Beggar’s Sandals: Feel no hunger or thirst if one eats/drinks once per week
Celestial Cube: When subjected to magic light, produces a prismatic/rainbow spell of the same or lower level
Coat of Sludge Repulsion: Cannot be engulfed by oozes
Coat of Slyness: Better pick pocketing, hides stolen goods
Earrings of Dancer’s Grace: +1 to AC, +1 to saves involving movement, gain ability to dance (fascinate as bard) once per day
Elemental Gauntlet: Gauntlet can on command turn into one of the following – an elemental earth gauntlet that smashes stone and +1 save vs. acid; a white hot gauntlet of metal that deals +1d6 fire damage and +1 save vs. fire; a gauntlet of ice that deals +1d6 cold damage and +1 save vs. cold; a sphere of swirling air that grants +2 AC vs. missile attacks and +1 save vs. electricity
Elixir of Blood Control: One can cause their own wounds or others to stop bleeding with a glance
Ethereal Brew: When poured out, it causes a whirlwind on the ethereal plane
Evil Drum: Bonus to hit for goblinoids
Flute of Ooze Alteration: Forces oozes to save vs. dancing; bards can cause them to move as they wish within sound
Fork of Time: When banged against metal, it forces all time displaced creatures within 100 ft. to shift into the present; against adamantine or mithral, it shifts the adventurers ahead 1 hour (do not move in space)
Hand Axe of Wind Shield: Can be swung around to create a wall of wind, when thrown, accompanied by a gust of wind
Hauberk of Revealing: Light reflected from this mail dispels illusions and reveals hidden and secret things
Haunted Tower Shield: Once per day can become a portal into the negative zone, releasing a single incorporeal spirit (HD no higher than users) to attack a foe
Helm of Ritual Fish Seduction: Hmmm … next!
Infernal Sitar: Playing causes people’s shoes to heat up (as heat metal)
Jar of Thought Absorption: One can hold a thought in the jar by putting against the ear and thinking; the thought cannot be accessed by mind reading – mage’s can do this with spells; can put thought back into head in same way – others can try, but may take Int damage
Massive Helm: A large, spherical helm – silly looking, but +3 to AC
Mechanism of Amazon Slaying: I have no idea, but what a great weird name
Pendant of Magma: Allows one to walk across magma and lava with no damage or sinking
Rainstick of Calming: Berserkers and barbarians cannot go nuts in its presence
Ring of Knocking: As knock spell, 3/day
Ruby Draft of Abjuration: Drink liquid to gain abjuration spell – water (1st), wine (2nd), other potion (3rd, and gain abilities of that potion); usable 1/day, spell remains in memory for 1 hour
Salve of Gold: Like fool’s gold spell, enough for ten tiny items
Sapphire Net: Becomes a large web of blue energy that can entrap air elementals and gaseous creatures
Sphere of Ursus: Metal sphere with a copper, silver and gold bear; copper bear summons a black bear, silver brown and gold polar; 1 bear per week, from a ray that fires from the sphere up to 30 feet away; destroying the orb summons a cave bear
Staff of Slime Absorption: Can absorb up to 6 HD of oozes or slimes (1 HD = 5 square feet); when broken or released, they all appear adjacent to staff; can also be ejected as a 30’ cone of acid (damage dice equal to HD absorbed)
Titan’s Wand: Can cast one third level magic-user spell per day, but requires two magic-users to swoosh it
Traveler’s Stick: +5 ft. per round to walking speed, walk twice as long without being fatigued
White Javelin: When it strikes undead, it absorbs their negative energy, up to 6 HD, turning the javelin black – the black javelin then absorbs levels/HD of living creatures until it negates the negative energy, so don’t touch it without a mithral gauntlet
Okay – one more, inspired by watching MST3K’s take on Cave Dwellers …
Helm of the Black Swan: Once per day, a roll of “1” can be turned into a “20”, or a roll of “20” can be turned into a “1” within sight of the wearer.