I make no bones about it. I’m fascinated with magical items in any setting. I like making up curses to place on magical items. Once a month, Ye Olde Shoppe of Magick is going to gather together ten of the best magic items we can find on the blogsphere and offer them to you.
From right here at the Database: The Infinity Rings – They sound good but were made by a wizard with a sense of humour.
Not really a magical item but useful none-the-less
From Inkwell Ideas: The Random Inventory Generator for your Magical Shop – just what it says.
There you go ten magical items. Ye Olde Shoppe of Magicks will gather together another ten in July.
Another article in my Order of the D30 series.
This list inspired by page 14. The honest to goodness “Barrel of Monkeys”, I list it here as number one. I have tried to balance the list out with good and bad items.
1. Barrel of Monkeys, when opened PC must save vs. spell or be turned into a white ape. Regardless of the save vs. roll on white per turn climbs out of the barrel until remove curse is applied to the barrel.
2. Ton of Bricks, single brick that can be carried by hand. However when used as a weapon and thrown, victim his hit by the apparent force of 2000lbs of bricks.
3. Ace Up Your Sleeve, an enchanted playing card that alters probability in the PCs favor. This card must be kept secure in the PCs sleeve for the affect to work.
4. An Apple a Day, an enchanted miniature tree that grows one apple every day. The PC who consumes the apple is immune to all disease, poison, and other physical ailments for 24 hours.
5. An Axe to Grind, this axe is always dull. Attempts to sharpen it do not work. However the PCs nemesis suffers 2d10 psychic damage when the axe is sharpened.
6. Sword Beaten into a Ploughshare, this seemingly innocuous ploughshare was actually once a warforged sword. When in the PC’s possession enemies will seek a peaceful solution to the problem if not attacked first.
7. Candle Burnt at Both Ends, a two wick’d candle. When lit from both ends the PC has a burst of energy and does not need rest. Effect lasts until the candle is gone.
8. Midnight Oil, special oil for your lamp that actually grants energy to the whole party when burned in one of the party’s lamps.
9. A Can of Worms, when opened the PC has unleashed the absolute worst the dungeon can throw at the party. There is no avoiding anything. They WILL find every monster or be found.
10. The Cat that Got Your Tougne, petting this cursed feline statue requires a save vs. spell, failure means you’ve lost your voice.
11. Cat Nap, petting this cursed feline statue requires a save vs. spell, failure and the pc falls asleep for 1d6 rounds. Upon awakening, however PC has regained the same number of HP.
12. Bag of Hammers, The PC is dumber than this bag (no matter how high the INT score). Ask this bag any question (only once) and you will get the correct answer. For fun the DM can chose to answer a really innocuous question to reveal its existence.
13. Dry Bone, throwing this bone at any body of water will cause the body of water to dry up long enough for the PC to get across.
14. The Silver Lining, the actual silver lining of a cloud. If kept the PC will have incredibly good luck, but lousy weather will follow the party. The weather will worsen to the point the PCs will WANT to return the silver lining. However, they’ll have to put it back into the cloud.
15. Eye and Tooth Amulet, this charmed amulet with an embossed eye and tooth will cause any wound given to the PC to appear on the attacker as well.
16. Fly by the Seat of Your Pants, enchanted knickers that will allow the PC to levitate.
17. Fly on the Wall, this enchanted statue will allow the PC to see through the eyes of any fly in any room of the dungeon the PC has already visited.
18. The Frog in My Throat, picking up this statue needs a save vs. spell. Failure causes one frog per round to emerge from the PCs mouth until someone cast remove curse.
19. The Glimmer of Hope, when all seems lost this amulet will cause a faint glow to appear around the clue the PC needs to solve the dilemma.
20. Glasses of 20/20 Hindsight, when wearing these glasses the solution to the problem will become clear after failing once.
21. Hit of the Book, when smacked upside the head with this tome, the Knowledge contained within is transferred to the PC. It only work if someone else smacks the PC with the book.
22. It’s in the Cards. This RARE magical item is a D&D deck of Gambling with NO black cards. Each member of the party pulls one card and then the deck vanishes.
23. It’s in the Cards 2. The other half of the deck. same rules.
24. Jack’s Toolbelt, you know Jack, he’s good at everything. Well there was a reason why he had this magical toolbelt that gave better chances at success on ANY project. He lost the belt and you’ve found it.
25. The Unturned Stone, this looks like a normal smooth skipping stone with the exception of a mystical rune carved on one side. Turning this stone over will reveal any treasure (unless concealed by a wizard of a higher level than the PC) in the current room.
26. The Pot from the Land of Milk and Honey, this pot always contains just enough sustenance to ward off starvation.
27. Elephant Memory Charm, this amulet with an inscribed pachyderm will allow the PC to remember (even if the player doesn’t) any clue dropped by the DM. The DM should remind the PC of the clue when needed but tell how the clue solves the puzzle.
28. The Bad Apple. picking up this peice of cursed fruit spoils ALL foodstuffs in the party’s stores.
29. One Man’s Garbage, this seeming pile of trash is really on closer examination a pile of treasure.
30. The Needle in The Haystack, finding this needle in the haystack is an accomplishment. The runes inscribed on this needle grant the PC the increased ability to find secret doors.
Night at the Museum 2: Battle for the Smithsonian as reviewed by the family:
The Night at the Museum movies are set in our modern world. There aren’t any superpowered beings. Larry, the night watchman, is a normal guy who happens, according to his son, have the coolest job in the world. The whole kernel of inspiration in both movies is an extended dungeon crawl. The one unique thing from this film series is the tablet of Ahkmenrah.
The tablet of Ahkmenrah, however, is a pretty powerful artifact. Based on the events of the movies, the table brings to life mummified remains, skeletal remains, stuffed remains, sculpted representations of living organisms, paintings and sculptures. The tablet also turns photographs into portals to the period being photographed. Properly used it can open other portals as well.
Having statues come to life is nothing new to D&D. This concept has been used by more than one DM, I’m sure. However you could send your PCs out on a quest to recover the tablet. Some evil wizard may want it for his own nefarious purposes. Or a Lawful/Good wizard may want to safeguard this powerful artifact. Whatever you as a DM decide, make SURE that the PCs enter the dungeon housing the artifact after the sun goes down.
Tablet of Ahkmenrah: A Magical Artifact
After sundown the Tablet of Ahkmenrah is capable of bring to life the remains of any living creature. Skeletons will become animated. Stuffed and mummified remains will regain their full undecomposed bodies. Manufactured, carved, or constructed representations of life, will be given a sentient personality.
All creatures/humanoids revert to their “unliving” state when the sun rises. The life cycle is similar to our wake/sleep cycle, for all intents and purposes, daylight is when they sleep. Constructed representations of specific entities retain the knowledge of the entity they represent as well as the knowledge of what they actually are. It is unknown whether a representation of a superhero or a monster would have the abilities as the original.
Artistic representations become animated and interactive.
Photographs (if they exist in your setting) become portals to the era/place/time being photographed. Residents of the photographed period are not aware of the portal but can and will interact with the PCs once they have entered. It is unknown what happens to the PCs if they do not return through the portal before sun-up.
An Infinity Ring gives it’s wearer it’s infinite ability as long as the ring is worn. The Infinity Rings are listed below. These rings were forged by a wizard with a strange sense of humor, a very strange sense of humor. The rings have impressive sounding names but don’t usually provide any help to the wearer. The rings are magnetically repulsive to each other and as such a wearer is only allowed to wear one at any time. In fact if the PC is wearing one of the Infinity Rings any of the others will be pushed out of reach. The rings are made out of solid gold and the distinctive infinity symbol adorns each ring. There have been many forgeries made throughout the years. If you find one for sale, it’s probably a forgery, probably. Some of the forgeries have even been enchanted in order to fool lower lever magic users.
Roll on the table for which Ring the PC found. The PC should NOT be aware of which ring they have found.
The Ring of Infinite:
1. Trivia Knowledge – i.e. The PC knows that the artifact was forged by an armorer whose middle name is Warren, but the knowledge doesn’t actually help the party.
2. Appeal – Animals love you, all animals.
3. Spectrum – Every day your skin is a new color.
4. Pockets – Every day something random appears in one of your pockets, always the same pocket. If the item is not removed it vanishes (Item is at GM discretion and must physically fit in the pocket).
5. Stupidity – No matter how intelligent the player’s suggestion is, the other PCs will believe it to be a stupid idea. The smarter and more intelligent the idea, the dumber everyone will believe it to be. Highly intelligent PCs will eventually figure out the correlation.
6. Sidekicks – A young squire feels compelled to follow the PC at the beginning of the quest. He is destined to die horribly before the quest is over. There is nothing the PC can do to save him. A new one will follow after the squire dies.
7. Pancakes – All you can eat pancakes whenever the PC stops at a tavern.
8. Awareness – PC is no longer able to be surprised.
9. Contact – The PC runs into the same NPC everywhere.
10. Awkwardness – The PC is no longer able to articulate themselves around members of the opposite sex.
11. Smoothness – The PC is able to charm the opposite sex with a bonus to any applicable roll.
12. Surprise – Something strange and wonderful happens to the PC each session.
13. Explosions – At least once per session something explodes due to the PC’s efforts.
14. Beer – One of the PCs canteens is now a bottomless fount of beer.
15. Backfire – Magic users standing next to the PC have their spells go harmlessly wonky.
16. Death – The PC dies horribly at the end of each session. However at the start of the next of the next session the PC is back all XP and inventory intact.
17. Weather – The PC is now able to accurately predict the weather but only if the PC is being sarcastic about the forecast. If the PC states it’s probably raining in the dungeon, it is.
18. Pets – The PC gains one new swarming pet each session.
19. Healing – PC can no longer be taken to complete death, at least one hit point will remain. At the point of 1 hit point the pC falls into a coma until 10% of full HP is recovered.
20. Negative Misunderstanding – NPCs will constantly misunderstand the PC with negative results.
21. Positive Misunderstanding – NPCs will constantly misunderstand the PC with positive results.
22. Invisibility – At will the PC can become invisible, only the PC. Clothing and weapons are still visible
23. Light – Rings casts of small glow in the dark as long as PC is awake. Does not dispel magical darkness.
24. Fire – PC is able to light campfires or torches but not much else.
25. Status – PC is perceived as royalty by peasants and as high-ranking nobility by royalty but the perception is equated to the alignment of the royalty of the land. Unless the PC is Royalty than they are perceived as lowly status
26. Lookout – PC now has a sixth sense about any attack. Just enough of a warning to duck.
27. Geckos – Every encounter ends with a talking Gecko attempting to sell the PC insurance.
28. Impact – At least once per session the PC rolls percentiles. Beating the DM high something good hits the PC on the head. Missing low, something bad like an anvil falls. (Thanks to Dr. Checkmate for the name for this one).
29. Goat Witness – No matter where you are or what you are doing, when you look over your left shoulder a goat is watching you. (Thanks to Bob Schafer for this one)
30. Forgery – I never said there were 30 rings did I. The ring is mildly enchanted to grant the PC some minor magical ability but it isn’t a Ring of Infinity.
My thanks to Quest for the Staff of Genesis players for some of these ideas.
Vulcan Stev’s Database is proud to announce our first contest. I’m looking for magical items. Any magical item, fully described and statted out in the system of your choice or systemless. Items will be judged on creativity, coolness, and “Wow” factor. The winner will receive a copy of Open Game Table at my expense.
All submissions will be collected together and posted as part of the RPGBN Shared World Project with full credit going to the original author of each item.
Deadline for Submission is May 22. Winner will be announced June 1.
My invitations are bearing fruit. Shent Lodge over at the World of Alidor has graciously donated use of his wandering city Cork. This introduces the next open invitation. Do you have a cool city that you’d like to see used? An awesome dungeon that’s gathering dust somewhere? Let me know the link and I’ll get it added to to the page for Ayuhwa
This invitation is open to all readers of the network.
Why am I doing this? because there is all sorts of creativity across the readership of the network, and not everyone signed up for the world build.
Is having a blog a requirement? No I am extending this invitation to all readers.
Please note that this invitation applies to the land of Ayuhwa only and is covered under the Creative Commons License. You retain all copyrights to your creation.
This first invitation is for unique Magical items to be sold in Ye Olde Shoppe of Magicks, a retail chain store found in all major Ayuhwa cities and border posts. Ye Olde Shoppe of Magicks sends it’s buyers across the width and breadth of Blogeria (I’m really liking this name more and more) searching for unique items of magic. Are you the Lord of a Kingdom of Blogeria and wanting your unique magical items for sale through a reputable retailer? Are you a wandering Wizard seeking to supplement your income by providing your goods to someone willing to buy in large quantities? Submit your items of magic for our review and one of our buyers will contact you shortly.
OK that’s the in character pitch. Here’s what I’m looking for. Do you have a unique magical item you’ve written and posted at your site? provide the link and I’ll include it fully credited in the write up for the land of Ayuhwa. If you are one of the world builders I’ll include the ‘fact’ that it comes from your land. Again leave the link in a comment.