Tuesday, April 14, 2026

d20 Yet More Magic Items

 See previous magic item posts.

d20 Magic Items

  1. Mandrake, an infant plant like a weeping buddha. Bury and water her, and in a weed a small forest will have grown, ever your friend.
  2. The Arrows of Kis. heads mostly-opaque, hafts chalky and dark. When fired, the tracer trail condenses into a solid 1/2" crystal, solid as balsa.
  3. Lens of Silus. Obsidian rim, polished with the unguents of the Shrine Factors. Shows every footstep that has fallen within the past day in after-image purples..
  4. Automatic Scribe of the Elds. A metal torso, spindly mechanical arms, and half-lidded eyes. Scrapes parchments clean. Any magic scrolls given to it are scraped and rewritten-- the DM rerolls their contents.
  5. The Ice Axe. +1 one-handed warhammer whose haft is a wand of Hoarfrost (2d6 charges, as Grease but cold). The weapon loses its bonus once the spell depletes but can regain it if a new wand replaces the haft.
  6. Brick of Promethean Clay. Pungent and herby, color the tone of a shaved cat's flesh. Rest your head on it as you sleep to impart your memories and goals. Shape it with your bare hand into any shape of creature. It will have 1 HP and obey your instructions. 
  7. Black Hood. Stiff and crusty. Take minimum damage when running at full speed and swinging an axe.
  8. Golden Wind-Up Bird. Stately in bearing, with a trademark hop-hop-takeoff. Said to be of a set of twelve once owned by the twelve worst criminals in the world. Delivers letters with the tenacity and ingenuity of a veteran courier. 1-in-20 chance of being lost or destroyed each time.
  9. Cape of Night and Day. decorated with counter-impaled yellow-on-purple-on-yellow circles. Reverses gravity for the wearer.
  10. Jeweled Scabbard. Once-fine leather singed and warped. Shoots lightning from its octohedronal sapphire 1/week.
  11. Bubble Bauble. Like a pink marble. When thrown onto a hard surface, breaks to summon a bigger, pinker bubble, a sort of translucent Rope Trick.
  12. Devil Star. +3 shuriken that throws sparks when thrown. Sick as shit.
  13. Dog's Blindfold. Fuzzy on one side, slick on the other. Allows the wearer to sniff like a bloodhound.
  14. Music Box of Missiles. Takes a full minute to wind up, playing a circus melody all the time. At the final note, fires a magic missile. Can be pre-wound ahead of intended use.
  15. Plate Gun That Shoots Glass Vials. Oversized cylinder that holds up to five. Empty vials explode into shrapnel upon hitting, dealing 1d6 damage. Full vials also presumably discharge their contents. (idea by Semiurge.)
  16. Staff of Heel. Every breakfast, you can feed the Staff some scraps of your meal to empower it with a charge-- maximum three charges. Brandishing the Staff and reciting its summons conjures a loyal hunting dog for three hours. As you summon it, you may give it one single-sentence command it understands perfectly, but thereafter must rely on its best guesses of what you want it to do.
  17. Candle of Calm. Heather purple with a lurid violet flame, anything within the 10' radius candlelight is magically calmed, though its intentions are the same. Runners slow to a cautious speed, negotiators take a reasonable tack, hungry beasts gently devour you. Lasts 4 hours, but can be extinguished and relit as needed.
  18. Dancing Pipe. Polished mahogany stem with a patinated bronze bowl, decorated with simple sculpture of jigging fairies. When smoked with tobacco worth at least 10 gold coins, the smoke swirls into a simulacrum who performs a single action of your choice-- opening a door, pulling a lever, and so in.
  19. Powderer's Glue. Stinks like earwax, looks like earwax. One dab requires a successful Open Door roll to pull apart. Quick-setting, dissolved by blood. Typically comes in three-dab tubs.
  20. Ivory Snail. An alchemical tonguey sponge set into an immaculate ivory shell. When uncapped, exhudes slime, slippery yet tacky. One Snail typically dispenses a bath tub's worth of slime in about an hour before needing to be refilled.

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