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d100: Minor Magical Items

Roll Result Roll Result


Wooden Spoon. Carved with rune for "food". When Sleeping Draught. Sleep TWICE AS HARD for four
tapped on an inert organic or semi-organic material 11 hours. You get a full night's rest, but cannot be woken
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(wood, dirt) it turns that stuff into edible foodstuffs, up. Unwilling targets get a save.
although it will be mushy and unpalatable.
12 Love Potion.
Amulet of Hope. Shines as bright as a candle, but only
when there are no other light sources. Light points Exploserous Carnelian. When activated, begins to glow
2 13 hotter and hotter. Explodes like a stick of dynamite
back towards dungeon entrance, vaguely. Hums
after 1d2+2 rounds.
reassuringly when clutched, and warms your hand.
Mighty Acorn. When thrown on the ground,
Orphan's Top. Cannot be spun if there are any invisible 14
3 immediately grows into a 20' oak.
undead nearby.
Mechanical Torchbearer. Follows the associated
Ring of the Adventurous Limb. If worn on a hand, the
amulet, or whoever is wearing it. Can hold 6 torches,
entire arm will vanish. It will return after 24 hours have 15
and relight a new one as the old one burns out. Looks
elapsed. Roll a d10: 1 - tattoo on arm, 2 - arm injured,
4 like a mechanical spider, 5' in diameter.
3 - gained a ring, probably a wedding ring, 4 - ring
missing, 5-10 - nothing special. It will have a similar Penguin tokens (1d6). Summons an 80 lb emperor
effect on legs. penguin. On land, cannot do anything except waddle
16 to where you direct. In water, can attack as a 1 HD
Dust of De-Appearance. Can make things invisible, but
wears off if the object moves, is moved, or even creature. Is destroyed/killed if it takes any damage.
5 Reverts to a small (1") wooden token after 1 minute.
wiggles a bit. Best used on inanimate objects or
people who can hold really, really, still. Saint's Bones. About the size of a cigar box. Contains
17 mandible + some carpals. Will rattle ominously when a
Paired Scrolls. Whatever is written on one appears on
lie is uttered nearby.
6 the other. Give players a 3"x5" card to write on, to
limit how much they can write. Amber Comb. Any lightning attack within 10' is
diverted to the comb instead. If the comb takes 6 or
Statuette of Baal. Can be "fed" gold to grow larger, 18
more damage (it is not immune to lightning), it
adding to its. Starts out the size of a gold coin.
shatters.
Becomes more complex as it grows larger, adds
features and companions. If grown to the size of Chewed Bone. When chewed, it fills the air with the
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100,000 gp, golden tablet reveals great secret. (Does 19 smell of delicious fresh meat. This is strong enough to
not create or destroy gold, just absorbs it.) If grown to mask other odors.
1,000,000 gp, it will come alive and try to take over
the world. Bottle of Light. When swung overhead (a small chain
is attached for this purpose) the bottle absorbs
8 Book of Epic Boredom. When reading, save vs sleep. ambient light. Later, the bottle can be unstoppered to
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allow the light back out again. Can hold up to 5 rounds
Black Cigarette. When smoked, it creates a huge cloud
of light. Special properties of light are preserved:
of smoke and allows the smoker to see through
9 moonlight can induce lycanthropy, for example.
smoke and fog. Can be smoked for 5 minutes (or 5
one-minute segments).
Colorthief's Brush. This paintbrush has a needle on the
back. If you prick something, you steal all the color
from it, but can later paint with those same brilliant
10 colors (stored in the brush, controlled by imagination).
If a book is pricked, it will steal the words. The book
can then be reconstructed, but it takes a few days of
writing for it to be recovered.

d100: Minor Magical Items from /r/d100


1
Roll Result Roll Result
Silver silk handkerchief. 3' on a side. On the command Ring of Petrification. Putting this ring on will turn a
21 word, it becomes as hard as thick steel. A second 31 person to stone, except for the ring. Someone else
command word reverts. can remove the ring, and thereby return them to flesh.
22 Silver silk rope. As above, except a rope. 25'. Party Book. This book creates audible illusions
imitating a party. The state of the party depends on
Goggles of the Clown. When worn, everything looks the page the book is opened to. If the book is turned
like a clown, and speaks in a mocking, clowning voice.
32 to page 1, you'll hear a couple people setting up
It is very difficult to tell people apart. You can barely silverware. Middle of the book, raucous carousing.
tell a knight apart from his horse (which appears as a Near the end, mostly snores and a few people taking
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four-legged clown). In combat, you must make a
shots.
Wisdom check every round or lose track of which
clown is which. On the upside, you are immune to the Quiet Bell. This 2" tall silver bell prevents all sound
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beauty of nymphs and the ugliness of catoblepas. within 1'.
Vial of Nightshade. When drunk, it puts the body into Palette of All Colors. Contains 7 mundane palettes
a deep coma and ejects the spirit. You can now roam (ROYGBIV) and 1 color that is invisible to humans. If
around, incorporeal, until you return to your body. the invisible color is painted on a wall, it allows people
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There is a 1-in-6 chance each hour that some mishap to see through it. Can paint up to a 3' diameter spot,
befalls you (body possessed by outsider, soul lost or 10 3" peepholes. Penetrates no more than 6".
forever, etc). Coma lasts for 1d3 days. Getting it on someone's face blinds them.
Grinning Amulet. Anyone who laughs--even a snicker-- Slimming Cone. When touched to a creature, it
near this amulet must make a save or laugh 35 instantly and harmless sucks out all the excess fat
25 uncontrollably for the next minute. Careful, it's from them, ejecting it onto the floor in a big mass.
contagious--if a player laughs during this, so does their
character. Grass Whistle. When blown, roll for a random
encounter. If the location has no encounter table
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Trollwax. Tacky and unpalatable. Anything that tastes it (some cities, maybe), the PCs will meet someone
must succeed on a check, or be so disgusted that it interesting who wants something.
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cannot taste it again. (Takes a week to fully leave the
tongue.) Naiad-hair Ring. 50% cursed. When worn, PC treats all
37 water as if it had the consistency of a gas. (Don't fall
Cheater's Coin. When flipped, it will give whatever off a boat.) Water is still unbreathable.
result the owner wishes. This is not limited to
27 Ring of Swimming. Wearer treats air as if it had the
heads/tails--it can also give results of king, dragon,
consistency of water. You can "fly" by swimming
treasury, pilgrims, etc. 38
through the air, but the air is too thick to breath.
Boots of Independence. When you remove these Other water penalties also apply.
boots and fail to restrain them (put them in a pack,
etc) they will walk back the way they came, all the way Belt of Cat Imprisonment. When laid on the ground,
39 felines are compelled to sit in the center of it. As
28 back to where you first put them on, with more-or-less
the same cadence and sounds. If you walked in a loop charm.
somewhere along the line, the boots will get stuck in Endless Boots. Cannot stop walking. Will never tire
the loop and repeat. 40
from walking. Cannot run. Walk walk walk.
Tiny tree. Produces three fat apples every day (enough
to feed 1 person). Must be watered with 1 cup of
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blood each day, or it will die. If dead, can be revived
with water. Probably found dead/in a chest.
Skeleton gourd. This gourd has a peephole. Anyone
holding the gourd up to their face and looking into the
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peephole will be paralyzed while their brain is filled
with visions of dancing skeletons.

d100: Minor Magical Items from /r/d100


2
Roll Result Roll Result
Spike of Woodland Suicides. Sort of like a hunter's A small silver figurine that, when given away, will
trap. When left in the woods, wild animals will come return to your pocket after 1d6 minutes. The only way
41 and impale themselves on it. A verdant forest yield to permanently get rid of it is for the recipient to
1d10 rations worth per day, but must be moved daily. 51 similarly give it away before the 1d6 minutes expire.
Fey will fucking hate you, though. (Alternatively, the original owner could die.) Yes, this
is great for scamming people. Apparent value: 1d100
Salt Block. Any food you carry will never spoil. Doesn't
silver.
42 have to be on your person. Applies to a captain and his
ship's cargo, for example. A rock that, when thrown, always hits its target.
52 Always. Cannot do anything that you couldn't
Log of Alarum. This 300 lb log protects those who
conceivably do with a really lucky throw.
sleep with their heads against it. If they would be
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attacked in their sleep, the log has a 90% chance of A saddle that turns any animal into a horse when it is
waking them up (by making bird song). strapped on. The horse cannot remove the saddle on
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its own. Currently owned by a bounty hunter who is
Demonic Muffin. When eaten, reverses your gravity for
44 fond of riding his bounties back to town.
1d6 minutes.
A key that can unlock any door, but cannot be
45 Everice. Never melts.
54 removed from the mechanism until the door is
Chest of the Mundane. Anything placed inside it is relocked.
covered with an illusion that makes it look worthless
46 A mug that points the way to the nearest tavern when
and boring. Currently holding 3 peridots worth 10gp 55
it is balanced on its edge.
each.
An egg cup that can hatch any egg that is placed atop
Boots of Devouring. Cursed. As soon as you put one 56
it.
on your foot it starts fucking eating you like a garbage
47 disposal. Feeding it lots of booze causes it to vomit A ring that gives the wearer a magnificent
out everything in its stomache (which may include mustache/beard, depending on which finger it is worn
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some treasure). on. The left ring finger, for example, always yields a
Van Dyke.
Fox-in-a-Bag. Sleeps all the time. As soon as it touches
the ground, it will run around like crazy. Dex 18, AC as A ring that makes your eyeball pop out. This is not a
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plate because of high Dexterity + foxy nature. If you problem, and you can continue to see through the eye
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pick it up (good luck) it will fall back asleep. just fine, like a spy-eye. Reversible if the ring is
removed.
Feather of Bravado. When placed in a hat, it points in
the direction of the nearest deadly foe capable of A ring that makes you invisible, but not your
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killing the PCs. When placed in the bottom of one's equipment or clothing.
shoe, allows them to run slightly faster.
An umbrella that allows you float downwards at
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Gossip Cookies. Each one contains either a random 60'/round when open, negating fall damage.
rumor from the most relevant rumor table or "You will
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be killed by [random monster from most relevant
random encounter table]". 50% chance of each.

d100: Minor Magical Items from /r/d100


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Roll Result Roll Result
Chicken Arrows (1d6). On a hit, target must save vs Hungry coin. Cursed. Will attempt to eat other coins
fear (first arrow only). If sat upon like an egg, quickly 71 that it comes into contact with. Eats 100 coins an
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turns into an adult chicken. Fletched with white hour.
feathers.
Armor of Glamour. Looks like a fancy dinner suit. Is
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62 Bag of Infinite Manure. Useful for campfires. actually a suit of plate mail.
Wand of Necromantic Cooking. Can enchant a corpse Ring of Good Omen. The first time you fail a save
or cut of meat to cut, prepare, marinate, and cook 73 against a curse or other magic, the ring breaks and you
63 itself. A slaughtered pig will seek out gravy to roll instead make your save.
around in. Sausages will jump into the saucepan, and
Prayer of the Seal. When this sheet of paper is
then seek out your plate when cooked.
74 attached to a door or portal, it become locked (until
Omnidress. Can turn into any type of dress (can even the paper is removed or destroyed.)
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imitate leather armor, but not metal).
Boots of the Aristocrat. When you click them
Indelible Pen. Can write on anything. Writing is 75 together, your clothes become clean, your skin
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permanent. Works 1d6 times. becomes perfumed, and your hair is styled.
Ring that makes the wearer appear to be dead and Cursed matches (1d6). When lit, the match does not
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rotten. ignite. Instead, whatever the PC is looking at catches
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fire. (Tiny match-sized fire. Does no damage unless
Scones (1d6). When broken in half, it erupts into
allowed to progress.)
67 1d100 scones (10 scones = food for a day).
Alternatively, it can be eaten to restore 1d6 HP. Preservative jar. Anything placed in this jar enters
77 stasis. Cannot hold anything bigger than a toad.
Wooden hand. 1/day, can turn into a living-but-
Currently holds a toad.
disembodied hand for 1 hour. Will obey your
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commands for the duration. Str 1, can climb most Library Box. When a non-magical book is placed inside
walls. Int 6, can see normally, but cannot speak. 78 it, another of the same type will be found there the
next day.
Locket. Woman's face inside the amulet always looks
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towards Meltheria. Monocle of Entropy. If you stare at something long
enough, it will fall over. 1 round for a candlestick, 1
Box of paired snails. When one snail dies, so does its
79 hour for a sleeping cow, 1 day for a small tree, 1 year
mate. Normally used to send very crude, binary
70 for a cottage or large tree, 100 years for a castle. Must
messages. There are 1d6 pairs of snails. Feed them
be within 100'.
leaves.
Girdle of Masculinity/Femininity. Non-cursed because
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that's way more fun.

d100: Minor Magical Items from /r/d100


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Roll Result Roll Result
81 Stick of the Titan. Hits for 2d8, then breaks. 91 Universal Solvent.
Singing frog. Knows 1d6 songs. Good for a free round Goblin cloak. Invisible while in shadowy areas, but
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of drinks in pretty much any bar you walk in to, with stinks like a mound of goblin shit.
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only a 20% chance that someone will try to steal it
Miser's Flute. When played, all unsecured coins in 20'
from you at the end of the night.
will leap up and roll after you. They will follow you as
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Perpetual motion machine. Utterly unremarkable in a long as you play, and as fast as normal running speed.
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world filled with magic, but still cool. Uphill is fine, stairs are not.
Seed of Moon Ice. If dropped in a body of water, will Donkey Legs. These wooden donkey legs can be
"freeze" an area up to 20' diameter. If swallowed, you attached to anything (but are not strong enough to
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die. If touched, save or die. Leaves awesomely frozen carry literally anything). Once attached, the thing will
corpses that are not cold to the touch and never thaw. 94 follow you around like a loyal donkey. For example,
you can attach them to a heavy statue and then have
Small broom. When activated, will attempt to clean it walk itself out of the dungeon. Donkey legs are as
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the dirtiest thing nearby.
strong as two donkeys!
Black cat, winged. When you tap it on the nose, it
Giant's Ochre. Anything painted with this pigment
86 enters stasis. (This is why you found it in a treasure
will double in size. Washes off easily with water or
chest.) 95
sweat. (If you paint yourself, it'll wash off after 1d6
Blindfold of the Spirits. When worn, you can attack rounds of sweaty combat).
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incorporeal things as if they weren't. Also, you're blind.
Mask of the Jester. Anyone seeing it for the first time
Night's Black Windchimes. 25% chance of alerting 96 must save vs charm or be compelled to attack the
you when you would be attacked during the night. If wearer.
88 one of the 1d6+1 chimes is broken in half, a
Eye of Zin. If this jewel is pressed into the forehead,
refreshing (but also quite cold) breeze blows through
the wearer's eyes turn jet black, they gain darkvision,
the area. 97
and they are blinded by even small amounts of light (a
Dust of Vermicide. When thrown, does 1 damage to nearby torch will blind them, for example).
89 everything in a 5' diameter area. Alternatively, does
2d6 damage against a swarm. Metal Eye Mask. Wearing this mask obscures you
normal vision, but allows you to see from above, sort
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90 Sovereign Glue. of like an orbital satellite's view. At sea level, you can
see an area 200' in diameter, centered on the mask.
Pink Bead. When smashed on the ground,
immediately turns into a huge mountain of fluffy
bubbles, similar in consistency to a mass of fused
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marshmallows. Can cushion a fall or block a hallway or
something. 10' in diameter, can be cut through with
6 slashing attacks, lasts 1d6 minutes.
Animate rope with the personality of a loyal dog. 50'.
100 Must be taught knots the way a dog must be taught
tricks.

d100: Minor Magical Items from /r/d100


5
List All
The
Things
This list was sourced from the /r/d100
community who is now over 10,000 subscribers
strong. This was an early days post originally
sourced from the Goblin Punch blog.

Art Credits:
ianllanas
BryanSyme
000Fesbra000

WWW.GMBINDER.COM

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