The Most Magical of Items
Hello friends! I haven't posted on here in FOREVER, so here are 10 (kind of) useful magic items for your gaming pleasure! None of them have stats currently, however, if you want them to have any real ability you can tweak them. Also, they are not necessarily for combat (like the sock...), but some can be useful for adventurers; the others would be memorable items to see an NPC using. Enjoy!
1. The Gas Lamp of Prediction. This lamp is made to be placed by a door, encouraging use when leaving the dwelling. It is sentient, in that it speaks to whoever addresses it. The lamp can predict the weather, the wind speed, and the temperature of the day; however, it is usually uninclined to give these details. It will tell the asker what appropriate clothes might be for the day, and perhaps the wind speed in an unfamiliar measurement scale. If asked, its flame will also grow to reflect a human face akin to a mirror, and will advise one on their clothing choices and their hair's appearance.
2. Dragon-Tender. This adorable small stuffed pseudodragon is enchanted to be a bartender's best friend. It likes to live on the top of a bar, and can last for many years. When a specific person says the command word to the dragon, it will animate and take orders from the guests at the bar, giving the proper drinks to the proper people. However, it isn't always the most graceful of dragons... watch out for its tail. In time, it can be trained to not knock EVERYTHING over.
3. Wonder Water. The special properties of this crystalline water allow washing of anything. I mean, actually, anything. One can wash things in the water, or they can wash things with the water, or they can wash themselves with the water. Each causes the recipient to be cleaned. Of bloodstains, of scars, of oil, of bad thoughts (until it is dried). When imbibed, it can clear internal blockages and impurities. When used on the hair, it turns to a silvery, clear color. If you put your pet fish, small shark, an anenome, sea slug, or octopus in the water, it can regain HP (This does not work for larger animals).
4. Spell-Proof Earplugs. When wearing these earplugs, one cannot hear a single noise outside of their own blood pumping. This renders any spells with audible components useless against the wearer, but it also renders the wearer useless when trying to sneak or to detect an enemy presence. These earplugs, once donned, cannot be removed from the ears by any force of your own or anyone else's. They will pop (rather forcefully) out on their own in no less than an hour, but any time after that.
5. Bottle of Time. This small bottle is used as a living photograph of a past memory. By placing an object associated with a powerful memory into the bottle, and corking the bottle, the item within will be replaced with a reflection of that specific memory. When you hold the bottle, you can hear the memory, as well.
6. Darren's Dessicated Head. This skull from what looks to be a dead zombie has a secret power which should not be revealed to a player until after the item has been introduced. It retains a small, unusable amount of brain, which causes an eternal, putrid stench to emanate from the skull. The secret property is that it glows in the presence of undead, and attracts them to itself, where they will simply stare into the light.
7. Sock of Flying. This sock can take any shape, but I imagine it as a knee-high pink argyle type. It is inflated with a kind of magical gas, and when held in hand, or attached to the body by any other means (like holding a string, tying to one's head, putting under the arms), it will lift and carry the wielder 1 foot off the ground at their own regular walking speed. The sock CANNOT be worn regularly, as it will deflate when not sewn shut.
8. Seeing Fang. This mysteriously shaped tooth probably is found in a museum with a legend under it telling the story of the Temporal Leviathan. Supposedly, if one puts both hands firmly on it, closes their eyes, and falls asleep, they will see everything that has happend to the beast in the Sea of Time that day. They may even get to glimpse small amounts of possible futures that were wrapped up in the ships that were swallowed.
9. Enchanted Tarot Cards. These cards do not require a fortune teller to tell one of their future. Using the voice of the person wishing to have their fortune told, they require that the person touches the cards and tells them of their current concerns in life. Using these three parts of understanding, the cards then tell the person their fortune. The cards are continually moving and changing pictures, and these add to the specificity of each fortune-telling.
10. Potion of Color. This liquid is meant to be used on any plant. When a plant is watered with this magical water, it will slowly turn the opposite color (i.e., brown will turn blue, green will turn pink, blue will turn red). This is based off the modern color wheel to determine the color it will turn. If used on a plant material or any dead plant, the effect will remain the same (such as a basket or hemp clothing). However, it will only work on a plant material.
That's all for now! Happy magic-ing!
Regards,
Ivory Queen
1. The Gas Lamp of Prediction. This lamp is made to be placed by a door, encouraging use when leaving the dwelling. It is sentient, in that it speaks to whoever addresses it. The lamp can predict the weather, the wind speed, and the temperature of the day; however, it is usually uninclined to give these details. It will tell the asker what appropriate clothes might be for the day, and perhaps the wind speed in an unfamiliar measurement scale. If asked, its flame will also grow to reflect a human face akin to a mirror, and will advise one on their clothing choices and their hair's appearance.
2. Dragon-Tender. This adorable small stuffed pseudodragon is enchanted to be a bartender's best friend. It likes to live on the top of a bar, and can last for many years. When a specific person says the command word to the dragon, it will animate and take orders from the guests at the bar, giving the proper drinks to the proper people. However, it isn't always the most graceful of dragons... watch out for its tail. In time, it can be trained to not knock EVERYTHING over.
3. Wonder Water. The special properties of this crystalline water allow washing of anything. I mean, actually, anything. One can wash things in the water, or they can wash things with the water, or they can wash themselves with the water. Each causes the recipient to be cleaned. Of bloodstains, of scars, of oil, of bad thoughts (until it is dried). When imbibed, it can clear internal blockages and impurities. When used on the hair, it turns to a silvery, clear color. If you put your pet fish, small shark, an anenome, sea slug, or octopus in the water, it can regain HP (This does not work for larger animals).
4. Spell-Proof Earplugs. When wearing these earplugs, one cannot hear a single noise outside of their own blood pumping. This renders any spells with audible components useless against the wearer, but it also renders the wearer useless when trying to sneak or to detect an enemy presence. These earplugs, once donned, cannot be removed from the ears by any force of your own or anyone else's. They will pop (rather forcefully) out on their own in no less than an hour, but any time after that.
5. Bottle of Time. This small bottle is used as a living photograph of a past memory. By placing an object associated with a powerful memory into the bottle, and corking the bottle, the item within will be replaced with a reflection of that specific memory. When you hold the bottle, you can hear the memory, as well.
6. Darren's Dessicated Head. This skull from what looks to be a dead zombie has a secret power which should not be revealed to a player until after the item has been introduced. It retains a small, unusable amount of brain, which causes an eternal, putrid stench to emanate from the skull. The secret property is that it glows in the presence of undead, and attracts them to itself, where they will simply stare into the light.
7. Sock of Flying. This sock can take any shape, but I imagine it as a knee-high pink argyle type. It is inflated with a kind of magical gas, and when held in hand, or attached to the body by any other means (like holding a string, tying to one's head, putting under the arms), it will lift and carry the wielder 1 foot off the ground at their own regular walking speed. The sock CANNOT be worn regularly, as it will deflate when not sewn shut.
8. Seeing Fang. This mysteriously shaped tooth probably is found in a museum with a legend under it telling the story of the Temporal Leviathan. Supposedly, if one puts both hands firmly on it, closes their eyes, and falls asleep, they will see everything that has happend to the beast in the Sea of Time that day. They may even get to glimpse small amounts of possible futures that were wrapped up in the ships that were swallowed.
9. Enchanted Tarot Cards. These cards do not require a fortune teller to tell one of their future. Using the voice of the person wishing to have their fortune told, they require that the person touches the cards and tells them of their current concerns in life. Using these three parts of understanding, the cards then tell the person their fortune. The cards are continually moving and changing pictures, and these add to the specificity of each fortune-telling.
10. Potion of Color. This liquid is meant to be used on any plant. When a plant is watered with this magical water, it will slowly turn the opposite color (i.e., brown will turn blue, green will turn pink, blue will turn red). This is based off the modern color wheel to determine the color it will turn. If used on a plant material or any dead plant, the effect will remain the same (such as a basket or hemp clothing). However, it will only work on a plant material.
That's all for now! Happy magic-ing!
Regards,
Ivory Queen
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