Talk:List of /tg/'s magic items
items to be added[edit]
i will list items to be added here ready to be sorted into alphabetical order and formated to the setup of the page
this is a long list serisuly dont expand it unless you want to read it
i just realised i dont need to sort the whole thing i can just plug things into the right spot as i go
>Arrow of Euarere: A silver arrow, suspended on a string. It always points to the person holding the string. Attentive Guardsman's Pike: these ornate and deadly-looking ceremonial pikes are reach weapons and appear to weigh at least 20 lbs, and that's not counting the weight of the fluttering banners that can be unfurled for parade use. Constructed of shadowstuff, they weigh one pound, and inflict only a single point of damage on an attack, being almost entirely for show, although they also have the unique property of remaining in place, when set (although unable to support more than 20 lbs), allowing a 'resting his eyes' guardsman to prop it up and leave it standing under its own power, while his hand sags off of it. >Attentive Guardsman's Tabard: A dozen of these tabards were fashioned for palace guardsmen in the Empire of Sard, 250 miles from the nearest enemy. The bearer is placed under a glamor that causes him to appear alert and awake, even if his eyes are closed and he is snoring lightly. Axe of Big Numbers: This axe shouts "Big numbers baby, come on!" whenever it is swung, but always deals 1 damage or less. >Axe of Empathy +5: Every time you hit something with this +5 greataxe, you get dealt an equal amount of damage. Both you and the thing you hit are then healed the amount of damage dealt by the axe, even if either are dead. The Axe hopes you have learned your lesson. Axe of Pain: The axe is always moaning and groaning with pain. >Baby Oil: An aphrodisiac made from the finest mashed babies. Strangely unpopular in the upper planes. Bunch of judgemental prudes. Bag of Faerie Gold: This sack appears to be full of gold coins and jewels. When one attempts to spend them, however, the glamer on them soon vanishes, revealing them to be nothing but leaves and pebbles. Obviously, most shopkeepers will not be happy about this, and no amount of 'we didn't know, I swear!' will change their mind. >Bag of Holding: This item functions as a normal backpack, however when attempting to retrieve an item, a calm female voice tells them there is a wait time of 4d10 minutes before they can retrieve their item (actual time is stated time plus 6d6 additional minutes). During this wait, the bag plays either annoying music or advertisements for the bag's creator's other products/services. Upon attempting to retrieve an item, there is a chance that the wrong item is retrieved, or that the intended item is simply missing. Obtaining the original item requires an additional 4d10+6d6 minutes and has only a 5% chance of success. An ugly hat that when commented on negatively adheres itself to the speaker's head and loudly declares them to be a raging fish fucker until it is removed by someone with the ability to deal with cursed objects or the wearer dies. >Bag of Holding: This sack needs a hug! Bag of Trick: This bag operates like a Bag of Tricks, except it only works once a week and produces a rat each time it is used. >Banana Walkie-Talkies: There exists two, and only two, of these items in the world. One of which is possessed by a cranky, lonely half-orc. It appears to be an innocuous wooden banana with a coat of faded yellow paint. When an end (doesn't matter which one) is placed against your ear, you can hear a ringing followed by a *click* and a half-orc yelling at you for waking him up at this ungodly hour. If you drop the banana or "hang up," the call ends. If you stay and listen, the half-orc will yell at you, call out obscenities, and start going on about his daily problems and mishaps in his love life. Every so often (2% chance/day), the banana will ring while you are sleeping and the half-orc will want to talk to you about his problems. Barrel of Holding: This large wooden barrel measuring (square root of [three divided by pi]) feet in diameter and 5 feet in height can hold up to 15 cubic feet of matter. >Belt of Pants: This belt creates illusory pants on the wearer. The wearer can suppress the illusion at will >Boogie Skeleton: This pile of bones is small, such as one that might be obtained from a bird or a toad, though it can look as though it came from any creature. When a song is sung or played in the vicinity of the skeleton, it begins to dance appropriately. As soon as the music stops, it collapses into the pile of bones again. The skeleton, when dancing, can be no larger than Diminutive. Book of Canon: A book that automatically transforms into a copy of the holy book of any religion, translated into the language the user is most familiar with. >Book of Confusion: The letters in this book always appear to be upside down, even if viewed from different directions at the same time. The book is a bad novel about zombies. Book of Curses: When opened, the book verbally berates anyone in the immediate vicinity, calling into question their combat ability, intellect, personal hygiene, lineage and profession of their mothers, and other delightful insults. Once closed the book continues shouting (although it is muffled) until placed inside a bag or some other similar container for 1d4+1 minutes and ignored. Replying to the book in any other way causes the insults to get louder and more childish the more time you spend replying to it. >Potion of cure hangover. Gloves of Awkward Arousal- These white leather gloves cause you to appear sexually desirable to straight members of your sex and homosexuals of the opposite sex. In case of hermaphrodite everything wants to fuck you. >Book of Exalted Deeds: Contains a listing of some of the finest houses ever sold and the specifics of the titles to the properties. Boots of levitation: These boots levitate a few inches off the ground when not worn. >Boots of Stylishness: Knee high black boots that are always clean and shiny. They never take in water, thus feet are always dry. Boots of Walking: The wearer of the boots cannot run, nor can he take a double move action, and takes a -5 to Tumble checks. These boots are made for walkin', and that's just what they'll do. >Bottle of Air: It's a bottle. Full of air. Congratulations. Bottomless Beer Mug: Any liquid poured into this mug treats the bottom as incorporeal, but solid objects don't >Box of Mild Interest: If this box is held in two hands and shaken, taking a standard action, it may generate an effect (all spell effects are CL 3). Roll 1d20. >1: Hold Person on the user >2: Hold Person on the closest non-using creature >3: Dancing Lights as desired by the holder >4: Sleep on the holder >5: Sleep on a creature of the holder’s choice >6: Holder takes 1 force damage, no save >7-20: No effect ""Masterwork"" Katana: This weapon is highly unbalanced, poorly sharpened, and poorly constructed, when wielded, the wielder becomes convinced the sword is of masterwork quality, and becomes convinced that he is a highly skilled warrior with this weapon. Wielding this weapon does NOT increase physical fitness, swordwielding ability, or weapon quality, usually resulting in injury or death due to misuse of a potentially lethal weapon in a potentially dangerous situation.
A glowing staff: This staff is made of oaken wood, and appears to be glowing at the top of it, this glowing is visible so long as the bearer of it is visible to any extent, despite its clear glowing, it does not project any significant amount of light, failing in allowing any increased vision. Not recommended for stealth missions... >Bowl of Comfortable Warmth: Any liquid in the bowl will feel comfortably warm, so icy cold water will feel like it's a bit over room temperature. Do note, however, that it's still icy cold water, it just feels warmer. Bracers of Clicking: When these bracers are put on, they make an audible click. They have no further effect. >Breastplate of Secret Detection: If the wearer of this breastplate gains a piece of information that is somehow connected to the concealment of a hidden conspiracy or plot, a live and still wet red herring forms on the inside of the armor. Bunyan’s Belt: When worn, causes an enormous, bushy black beard to appear on the wearer’s face. >Cape of Resistance: When this item is placed on any living thing it somehow manages to fall off, untie itself, slip past the owner’s neck entirely, or otherwise avoid being worn. Case of the Litigator: Translates any document placed in the case into legal jargon; non-reversible. Does not confer the ability to understand legal jargon. >Cat of Schrodinger: When this cat is not being observed in any way it is both dead and alive. When something observes it, it suddenly becomes either dead or alive with a 50% chance of either. >Chair of Steadiness: This chair can be moved but cannot be tipped over by anything less than a DC 35 Strength check. Charles: This small, unremarkable figurine of a gnome refuses to be called anything but Charles. No other name will leave the lips of the speaker. It has no other powers. >Chime of Interruption: This instrument can be struck once every round, which takes a standard action. On any round the chime is activated the user may ready one action without spending an action to do so. Chime of Opening: Commonly affixed to or near doors, when pressed it emits a sound on the interior of the owner’s home to let them know guests have arrived. Chime of Opening: When struck against a solid surface, this chime emits a loud click, and opens along its length, to reveal a tiny compartment adequate to conceal a single 'smoke' worth of pipeweed or a blowgun needle. When the compartment is closed, it is seamless and can be detected only with a DC 20 Search check. If hit with an instrument such as a small mallet, it chimes. >Cloak of Billowing: This black and silver cloak will always billow dramatically behind the wearer, it has no other effects. Cloak of Displacement, Minor: This item appears to be a normal cloak, but when worn by a character its magical properties distort and warp reality. When any attack is made against the wearer the cloak has a 20% chance of falling off, no matter how it is secured. The Thousand-Wound Vengeance.
According to myth this simple cleaver once belonged to a cook of great skill. His food was tasted and enjoyed by heroes, kings and emperors the world over, and he was married to a beautiful and loving wife. One day a boisterous prince came to eat at the cooks restaurant, but was quickly kicked out. In an act of vengeance the prince captured the cooks wife and violated her for 10 days and 10 nights, until he ultimately murdered her. The cook was heartbroken and angry, and swore he would get his revenge on the prince. He sought out a demon, and traded his remaining time in this life for revenge.
The demon enchanted the cooks cleaver and casted a spell of invisibility on him. The chef waited until the princes day of coronation to strike. As he was about to be crowned the cook leaped from the shadows and began hacking at the prince with the enchanted blade. It is said that every cut the cook inflicted healed into swelling masses of flesh which caused great pain. When the prince breathed his last, so did the cook. The murder weapon was sent to the court wizard to inspect, but soon went missing before he even got it. Some say the demon took the blade, and passes it on to those who seek vengeance. But those who use it are cursed to meet the fate of the cook. >Armbands of Ultimate Destrucity
Become empowered by the spirit of the mighty Warrior, filling you with fantastic strength, fortitude, and combat prowess. He will ultimately test your skill in a mental battleground for your very soul. Fail his tests and lose yourself forever as your vessel becomes a rampaging beast bent on destruction. Win and be blessed with even more power, as well as earning the respect of the Warrior's spirit who then serves as a sort of guide in times of need.
Also, you get a rad magical face tattoo. A classic: bagpipes of invisibility. A sword which has many powerful but random effects that the user can use on will. It will however not work if the user has: Swear Murdered a innocent Stolen Broke a Oath Not taken a bath in a week And last but not hasn't Prayed before every meal and every time they sleep >Pantomimist's Persona This black and white, porcelain mask becomes one with the wearer's face when donned (it can be removed easily though) and the wearer loses their voice.
In exchange, they gain the ability to form telekinetic constructs from their imagination, such as invisible walls, phantom tempests, and other such implements. Sexcalibur: Anyone who sees you swing this sword becomes aroused, even the person you hit with it.Sexcalibur: Anyone who sees you swing this sword becomes aroused, even the person you hit with it. "Club of Clubs"
Black tri-lobed +1 club
Enemies and objects brought to zero HP are permanently polymorphed into another instance of "Club of Clubs". >Mug O' Dissatisfaction A mug that always produces a steaming hot cup of coffee or tea when tapped on the bottom. It conjures the opposite of what the tapper prefers, so if you like tea you get coffee and vice versa. Handing the full mug to another person will make the drink in it transform to the opposite of that persons preferences.
>Ace of Spades An ace of spades from a standard card deck. No matter where you store it on your body, you will always be able to find it in your right sleeve afterwards.
>Gloves of Tinkering Wearing the gloves will make you able to almost repair any broken item. However, you will always end up with pieces from the item that doesn't seem to fit anywhere.
>Greater Staff of Random Summoning Summons a random creature at a random place. You could be summoning a giant Ogre on the other side of the globe for all you know.
>Bag of Unholding Quite a large backpack but even the smallest item doesn't fit.
>Sword of Parrying Parries every attack, swinging it yourself will force it to "parry" your opponents weapon/attack even though he/she/it is defenceless.
>Enchanted Book of Collected Stories Opening this will cause miniature creatures/people to pour out and preform a chapter from the book much like a theatre.
>Dagger of Untold Secrets A simple looking dagger. If used to backstab someone to death, it will whisper the most embarrassing secret of that person to you. >Dagger of Told Secrets A simple-looking dagger. If used to backstab someone to death, it will whisper your most embarrassing secret to that person.
>Sack of Hive Eggs Crushing one of the numerous tiny eggs will cause the thoughts of everybody in the proximity to merge. Everybody can hear what you think and you can hear everybody.
>Hoarder's Wand Does nothing but for some reason you think it might be important later in your quest. >Bag of Trading You can take one thing out of the bag for each object you put in the bag. However, you apparently have no control over what you get, and there are no trade-backs. Past research seems to imply there's some sort of logic to what gets you what, but it's extremely convoluted and far from understood. Supposedly a mad mage once understood it enough to consistently trade for enough food and water to live off of, but he was too crazy to explain. Oh, and don't trade it something you don't own.
>The Mattress of Poverty no matter how you fluff this gorgeous, thick, mattress, you will always sleep on the thin part of it.
>Belt of Tightening Every time you put this belt on, all of your clothes shrink a fraction of a millimetre. The effect compounds on itself.
>Diadem of Brothaurity When wearing this headpiece, you are as elegant and well-spoken as a famous diplomat or regent, but you can't stop calling everyone bro.
>Wineskin of the Eternal Primary This wineskin never runs out of water, but even the tiniest sip makes you have to go, like, super bad. Right now.
>Bagpipe of Stealth Grants the user invisibility as long as it is being played.
>Anti-Matches A box of matches. Striking one will make it begin to drip water from the tip while the match shrivels away. The amount of water a match releases is about enough to fill a tablespoon.
>Ring of First Impression Wearing the ring will make you able to perform a perfect handshake with the hand wearing it.
>Belt of Unbathed Breath When worn around the waist, allows the user to breathe underwater. Does not function when wet. >Indestructible Notebook of Memories This otherwise normal notepad of normal notepad size cannot be damaged or destroyed, and anything written in it cannot be obscured or defaced. It also has unlimited pages despite its finite size. However, the data it holds only lasts as long as the writer independently remembers it, and decays in exact proportion to the relevant memories. Remember who and when, but not where? Then the words describing the location in that particular entry are the only ones gone.
>Hood Of Worrisome Facades This hood will change your identity in the eyes of others, however the identity used will be random. >Hood of Offensive Facades This hood will change your identity in the eyes of others to the appearance of the person they most personally dislike.
>Lunchbox of Delicious Unfulfillment This lunchbox will hold whatever food you desire. However you will never get full and the food will deliver no nourishment.
>Decanter of Endless Sorrow A pewter flask that produces limitless alcohol when held to their lips by someone who is troubled. It gets them drunk but they never feel any better.
>Beam Sword of Severed Nerves A beam sword. It cannot cut anything but nerve strings. Will pass through any other material leaving no harm. >Shoes of the restless traveller Thoses shoes allow their user to run for miles without feeling fatigue, but if they try to do anything else with it (walk, sit down, jump), they will instantly trip
>The Artist's Bludgeon Inanimate objects hit with this bludgeon will receive no damage; they will however change colour.
>Needle Of Learned Compromise This needle will create beautiful tattoos of any design, however they hurt a tiny bit more. When used to sew it is entirely normal.
>Bullying Gloves At random intervals, these gloves instil the wearer with a near-irresistible urge to hit themselves.
>Ball of Eyes A snowglobe filled with miniature eyeballs. When shaken, it grants the user a blurry, jittery vision of some future event.
>Intransigent Rod When the button on this artifact is pressed in, the holder's opinions solidify and they become impossible to convince.
>Focusing Ring The digit on which this ring is worn can be viewed in extremely high definition from a great distance.
>Portable Dark Tavern Corner Consisting of two wooden boards connected by a hinge, this artifact draws those nearby into assuming it is a perfect spot to conduct seedy business.
>Fade to Black Belt The wearer of this belt will be unable to remember any sexual encounter begun while they were wearing the belt.
>Cymbal of Symbols This musical instrument enables the user to comprehend dead languages, but only while they are deafened by noise. >Vorpal Grindstone It can "sharpen" any object to become vorpal. Any object.
>Compacting hammer The force imparted by it is multiplied, but is spread around the surface of a struck object facing inward.
>Murder Dagger All damage it would deal is instead replaced by the target being harassed by crows for that many hours.
>The Water Hat A small red hat, when worn, causes water to pour from the wearer's fingers at the speed and pressure of a kitchen faucet at half power. The PC who kept it would always scream when he put it on because of how weird it was.
>Sunglasses of Charisma Found on an airship captain, I described them as something you'd see on Elton John. They're big, gaudy, gold and gem encrusted and probably heavy. They gave bonuses to Charisma and Diplomacy. The PC's, who up to this point were all good, immediately put the game on hold to plan a way to steal these and/or kill the owner in the attempt.
>Box of Infinite Wolf Spiders A small wood box, when opened, would spawn wolf spiders the size of your hand at a rate of 5 per second. They weren't hostile but they were spiders and did spider things. This also caused a lot of IC screaming when they opened it the first time and each subsequent opening. It was originally used against them in an attempt at sabotaging a tavern they were opening by a rival barkeep. > A quill that produces writing that disappears after an hour > A box whose contents are invisible, but it's only a 1-foot cube > A torch that sheds the illusion of light > A saddle that makes a horse or riding dog literate. > A cloak that makes the wearer invisible, but only when nobody is looking
And, stolen from DM of the Rings, a rope that unties itself as soon as you let go of the knot and a staff that balances itself when placed tip-down on the ground. A pipe that's always full. Smoke rings from it will float towards magical items, while if you're really good at it, smoke ships will guide you to where you're trying to go. >The Sword of Hammersoft It is a sword that on command can turn into a soft hammer. Urn of Gales:
A sky-blue urn with two handles, each with a small button on the inside. When each handle is held, one of two symbols on the sides of the urn faces up; either the image of a gust of wind, or the image of a tornado. If both buttons are pressed while the gust is facing up, the urn will emit a powerful blast of wind for fifteen seconds. If both buttons are pressed while the tornado is facing up, the opening will become a powerful vacuum for fifteen seconds.
Lexicus Magia:
A curious tome imbued with great and terrible knowledge about spellcasting. The reader decides how many pages they wish to read. Then, for each page, the reader rolls a d20. At the end, they gain spell slots as if they were a wizard whose level is equal to the highest result rolled. If a 1 is rolled, however, they permanently lose all spellcasting abilities and take 2d6 points of ability drain in each mental ability score. >The False God's Blade: Works as a conduit from souls. Sword has artificial soul that believes/wants to convince the world that it is a god. Once attached to a person, it is able to use their voice for a 'Ghost Sound' effect with near infinite castings. It's a mischievous prick Truly immovable rod. locks in place regardless of intra-planar motion. knock down mountains and set forests on fire when it instantly achieves escape velocity. A ghost touch weapon that can ONLY touch souls. It passes right through undead and constructs, and if it's ever sheathed or set down, it falls through the earth never to be seen again. You have to sleep with it resting on you. I once gave my players a magic sword that, everytime they used it's power, it would build up an electric charge, until it electrocutes them and disintegrates. I also gave them a ring that made them invisible but also prevented light from reaching the wearer's eyes so they were blind. I was also gonna throw some other cursed item at them but we just stopped once we had better things to play. >Mirror of Self-Interest Small mirror roughly the same size as a steel mirror, doesn't reflect anything but the face of the person holding it. However, this image of the person is perfect, devoid of any flaws or incongruities with the holder's appearance as though they were the most attractive person in the province. This image is also only visible to the holder.
>Dagger of Sneaking Suspicions This dagger, when wielded by someone with a sneak attack ability, deals an extra 2d6 sneak attack damage. This dagger also sheds bright light in a 5ft circle, effectively spotlighting anyone holding it. This effect gives anyone subject to a sneak attack with this dagger a free perception check to see the attack coming, even if the weapon was drawn the turn it is used to attack. >Buckler of Agonizing Sympathy Any time the wielder of this item is damaged by a living, undead, or construct, the attacker is affected as though they had taken the damage, though no actual damage is dealt to them. In addition, any pain or fear effects are also transferred to the attacker, though at a much lower save (DC 10). This also applies to ability damage, though not to ability drain or negative levels.
>Helm of Brilliance Every time the wearer of this helm gets an idea, the helm will blink rapidly to reflect this. This applies to any idea, so long as it is one that required at least minimal effort to come up with. The light shed from this helm is equivalent to a Daylight spell, CL 12.
>Sharp Stick This is a sharp stick. Anyone who picks this item up has a 5% chance of accidentally poking their eye with the pointy end. If user's DEX modifier is less than +2, this chance increases to 25%. Threat to eye-poking is per-round. >Heartseeker An unusual compass created in Vathis. Points to whatever the wielder desires.
Normally a device like this one would point towards the north in order to guide wayward adventurers, but this one is even more useful. How it works is unknown, but its nature suggests a darker art.
>Winter's Pebble Unassuming in its appearance, this small pebble is extremely cold to the touch, instantly freezing any liquid that comes in contact with it.
Legends tell of a great castle built upon a massive mountain, its walls enchanted to freeze any offenders that dare attack it. This pebble might just be a remnant of those walls.
>Hiltless Sword A strange sword forged in Arineau. The blade seems strangely wet to the touch.
The blade itself is of the finest quality; however, it is unique in that it has no hilt to protect the wielder. As a result, it is extremely difficult to handle, and can injure its wielder easily.
not strictly magical, but it's just a cool piece of loot IMO
>Fist of Might Single brass gauntlet from the machine city of Vathis. Remarkably heavy, but grants the wearer great strength and limited telekinetic powers.
Some foreigners eye creations from Vathis with suspicion, thinking them the product of heathen magics. They are partly correct.
>Waning Shield A tower shield wielded by the Moon Knight of Jaliad. It is emblazoned with an image of a full moon.
This shield was forged along with its counterpart, which belonged to the Sun Knight. It is remarkably sturdy, providing great defenses in combat, and could be used to channel spells as the Moon Knight did.
>Lucky Axe An axe said to have been owned by a famous huntress known as Eleanor. An ordinary hand axe by all appearances, but its wielder will be blessed with a windfall of treasure.
They say that whoever bears this axe will be watched over by Olak, God of Chance and Whim, and that a terrible fate will befall its bearer one day. But they say many things. >Dagger of Told Secrets >A simple-looking dagger. If used to backstab someone to death, it will whisper your most embarrassing secret to that person. That's like the ultimate way to fuck with they person you're killing. Just to humiliate them. They're dying, they're not gonna tell anyone. "Pssst. You've just been murderkilled by a dude who's written 38GB worth of My Little Pony Erotica. Enjoy that last living thought."
>glaive of animal-friend
This glaive, when activated, allows all animals to speak as if intelligent. They say anything on their minds, and often complain, berate, or beg for favors. Everyone in the vicinity can hear the animals speak.
>corclet
Cowbell of summoning: A cowbell that, when struck, summons another cowbell with same properties. >The Welcome Mat A holy enchanted mat sewn from the hairs of saints. Any outsider who steps on the mat is trapped forever, or at least until someone pulls the mat out from under them.
>Trail Rations A small silver canister that is enchanted with the power to swallow up any one object, no matter what the size is, and the holder can choose what to expel out, whether its the whole object or just a piece of it
>Spear of Wormwood A long, gnarled piece of wood that corrupts everything it touches
>Black Satin A sheet of pure black satin, it possesses the ability to completely block out magic
>The Hero Dorland's Emerald Set The emerald armor, spear and shield of the hero Dorland, anyone who wears the full set will be bestowed the will and power of the legendary hero >Unnecessary Thread A magical thread that magically fuses two pieces of the same material which are sewn together with it. You see no cutting lines, no damage to the material, it just looks as if you put the thread there for decorative purposes. It just looks unnecessary. It's also barely enough to mend a sock.
on the change of articale name[edit]
it was a good idea to change the articale name i was origionaly thinking of calling it just /tg/'s magic items but list of works better for now untill it gets big enough to be reorginised man i have a big day ahead of me sorting those items tomorow
Merge?[edit]
Should we merge this page with this one?
oh i did not know we had that i would sugest that we do merge it all together probly keep this ones name also use this ones formating as having full headers just makes an unnesecarily long contents page Tuypo1 (talk) 09:57, 18 October 2014 (UTC)
also that page has only ever had one edit so its really just a source of items
removing cleanup template[edit]
i would say that now that some anons who are better formaters then i have cleaned it up the cleanup template can be removed Tuypo1 (talk) 10:04, 18 October 2014 (UTC)