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The 100 magic items challenge

To help improve my creative writing and design skills, I have challenged myself to write 100 magic items for 5e, one per day. At the end I will compile the items in to a book!

Each item is inspired by two randomly generated words. The first word is generated from a list of all the words in the 5e SRD, weighted by frequency. I'm calling this the theme word. The second word is from a randomly selected from an 8,000 word dictionary. I'm calling this the wildcard word.

I go in to more detail about how this works in the generator's github repo.

I will be following these self-imposed rules:

  • I can't see the words until I'm ready to start work on the item.

  • I can re-roll of the suggestion is potentially offensive; or has no content e.g. such either; or is substantially similar to a previous roll e.g. magic stone and magical pebble. I will included discard rolls in the description if I can.

  • I can prepare only up to 5 days ahead. This ensures I'll always have an item ready to post even if something comes up, while removing the temptation to do everything at once.

The first item, [[trowel-of-plant-repulsion]] is already up!


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Trowel of Plant Repulsion

Wondrous Item, rare (requires attunement)

This small trowel has a carved wooden handle, adorned with copper filigree. The tip is engraved with symbols of a long-forgotten deity of nature.

The trowel has 5 charges, and regains 1d4 charges each dawn.

As an action, you can hold the trowel aloft and spend a charge. Each plant creature within 30 feet that can see the trowel must make a Wisdom saving throw, DC 14. If the creature fails its saving throw, it gains the frightened condition and must spend its next turn trying to move as far away from you as it can.

The creature can repeat the saving throw at the end of each of its turns to end the frightened condition, or the effect ends after 1 minute.

Creation Notes

Inspiration words: turn and plant.

My first pair of words seemed quite straightforward. I'm sure there's a Plants vs. Zombies reference I could have used, but I never played it!


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Vintage Veneficium

Potion, rare

These three bottles of wine are finely crafted, with ornate labels and stoppers sealed with corks. Each bottle contains a different type of wine: a red, a white, and a rosé.

When consumed separately, each bottle of wine is just a normal fine vintage. However, if all three bottles are mixed together, the resulting concoction is a deadly poison. When drunk, the poison deals 8d6 poison damage and the victim must make a DC 17 Constitution saving throw or be poisoned for 5 days. If the damage reduces the victim to 0 hit points, they die instantly.

Once the poison is brewed, it remains potent for up to 24 hours. After that, the wine loses its potency and becomes regular wine again.

Creation Notes

Inspiration words: three and wine.

Really good words. This one came together easily.


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Aces of Sorcery

Wondrous Item, rare

These four cards, an ace of each suit, appear to be ordinary playing cards from a deck. When torn (as a free environmental action), they release a surge of magical energy that can replenish a sorcerer's power. Once torn, a card becomes non-magical.

When a sorcerer tears the Ace of Clubs, they regain 1 sorcery point. When they tear the Ace of Diamonds, they regain 2 sorcery points. When they tear the Ace of Hearts, they regain 3 sorcery points. When they tear the Ace of Spades, they regain 4 sorcery points.

If all four cards are torn within a 24-hour period, the sorcerer regains an additional 1d6 sorcery points.

If a non-sorcerer attempts to tear one of the cards, they take 2d6 psychic damage from the magical backlash.

GMs Note: The suits should be adjusted for your setting. For example, in the Forgotten Realms setting, the suits are flames, stones, waves, and winds.

Creation Notes

Inspiration words: points and rocket.

I really didn't want to do a literal rocket. (A salad also wasn't appealing.) Instead I was inspired by pocket rockets: a poker phrase for being dealt two aces.


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Challenge Box

Wondrous Item, rare

This ornate wooden box is intricately carved with images of adventurers. When you touch the box, it issues a challenge in a booming voice that echoes around you. The nature of the challenge varies depending on the contents of the box, but it is always an achievable task that requires some degree of skill or ingenuity.

Once the challenge has been issued, you have until the end of the day to complete it. If you succeed, a glowing mark appears on the box. If you fail, nothing happens. If you don't attempt the challenge at all, a mark disappears from the box. Casting a knock spell will also add a mark.

When there are three marks on the box, it opens to reveal its contents. Once it has opened, it loses it's magic and becomes a normal box.

The box can be damaged as normal, but if opened this way it's contents turns to dust. The box is impossible to open by other means.

GMs should theme the challenges to the reward.

Example Box

Reward: +1 Longsword

Challenges

  • Defeat a foe in single combat.

  • Deal 20 damage in a single turn.

  • Knock 4 creatures prone.

  • Land a hit on a foe over 50 feet away, with a melee weapon.

  • Take damage equal to your total hit points from foes.

  • Land the finishing blow on 4 foes.

Creation Notes

Inspiration words: challenge and count.

These words were tough. The problem with “count” is it's always annoying when rules make you keep extra counts. 3 marks is about as far as you'd want to go.


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Ring of Shared Memory

Ring, very rare

This silver ring is adorned with a small blue gemstone that glows softly when in use. The wearer of the ring can use it to share a specific memory with another willing creature that is intelligent enough to understand a language. To do so, the wearer must focus on the memory they wish to share for one hour while holding hands with the other creature. Once the hour is up, the memory is shared between the two creatures.

Once used, this feature can't be used again until the next dawn.

Use with caution. The experience of sharing a memory in this way is intimate, and the participants may feel a strong emotional connection to each other afterwards.

Creation Notes

Inspiration words: memory and intimate.

Great words.


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Bottle of Wind

Wondrous Item, very rare

This bottle seems to contain a tiny swirling tempest behind it's green glass. A label on the outside reads “Bottle of Wind,” and there is a symbol etched into the glass that indicates the direction of the wind.

When you uncork the Bottle of Wind, the miniature weather system inside creates localized wind around the bottle. For the next 12 hours, any outdoor area within 60 feet of the bottle will have a steady wind blowing in the specified direction at a constant speed of 20 miles per hour.

The Bottle of Wind has a limited number of uses, determined by the GM when the item is found. (Typically 1+1d4 uses.) Once all the uses have been expended, the bottle loses its magic and becomes an ordinary glass container.

Roll on the table to determine which kind of wind is trapped in the bottle:

Bottle of Wind Type

1d4 Bottle Type
1 Bottle of North Wind
2 Bottle of East Wind
3 Bottle of South Wind
4 Bottle of West Wind

Creation Notes

Inspiration words: specified and cruise.

This is such a classic concept, I was sure that it must already appear in an official source, but it doesn't seem like it. Either way, I definitely didn't get here first.


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Emblem of Magic School Loyalty

Wondrous Item, rare (requires attunement by a wizard)

This circular brooch is made of gold with and bears the emblem of a magic school. When you attune to the emblem, you must choose one of the eight magic schools (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation) to be your “loyalty” school. The emblem changes to match your choice.

While wearing the emblem, you gain the following benefits:

  • Once per day, you can use the emblem to cast a prepared spell of your chosen school that requires a level-1 spell slot, without expending a slot. You must still use the normal components and actions required to cast the spell.

  • Additionally, you gain a +1 bonus to your spell attack rolls and spell save DCs for spells of your chosen school.

However, if you cast a spell that is not of your chosen school, you instantly lose your attunement to the emblem until you finish a long rest and re-attune to it.

Creation Notes

Inspiration words: school and power.

Magic schools was the obvious choice here. I like idea of the tough choices this item could cause.


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The Placodermi

Huge vehicle (30ft. by 10ft.)

Armor Class 17

Hit Points 100 (damage threshold 10)

Speed 30 ft.

Capacity 4 crew, and either 2 passengers or 2 tons cargo.

Actions

  • Move A spellcaster attuned to the helm can move The Placodermi up to it's speed in any direction while submerged.

  • Harpoon Ranged Weapon Attack: +6 to hit, range 120/480 ft. Hit: 22 (4d10) piercing damage. Load: 2 actions. Aim: 1 action. Fire: 1 action.

The Placodermi is a small underwater vessel that is shaped like a sleek fish with shimmering scales. It measures 10 feet in width and 30 feet in length, and can comfortably house 4 sailors. The hull is made of magically reinforced materials that make it almost as strong as steel, while remaining lightweight maneuverable.

Sailors can enter the vessel via a round air-tight hatch located on the top, which is held firmly closed by water pressure when submerged. The interior of the vessel is fitted with sturdy wooden fixtures and rope hammocks, providing a place for the crew to work and rest during journeys.

The vessel is controlled by a mysterious magical chair known as “the helm”. The design and construction of the helm do not match the rest of the ship, and it appears as if it was not originally created for The Placodermi. A spellcaster attuned to the helm can control the ship's direction, depth, and speed. Additionally, while active, the helm magically lights the interior with an orange glow.

In front of the helm, in the position of the fish's eyes, are two thick glass windows providing a wide view of the outside world.

After 3 hours, the air inside the ship becomes foul and any creature that breaths it becomes poisoned until they can find fresh air. After 6 hours, the crew begin to suffocate. The air can be refreshed by surfacing and opening the hatch, or by deploying the bellows-powered air tube which can reach the surface up to 150 feet away.

The vessel is also equipped with a harpoon gun, which the crew can use to defend themselves against underwater threats.

A brave (or foolhardy) crew could theoretically dive many hundreds of feet safely. At 4,000 feet under the window glass begins to crack. If that problem is solved, at 8,000 feet the hull starts to buckle.

Creation Notes

Inspiration words: fish and captain.

This is probably stretching the definition of “magic item.” The real magic item is the helm, which is not original. But with these words, who could resist!

I was inspired by Professor Calculus' shark submarine from Tintin and the Going-under-the-water-safely Device from Discworld.


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Lightning in a Bottle

Wondrous Item, very rare

This clear glass bottle glows and crackles from the energy held within, and a faint smell of ozone lingers around it. The bottle's capacity to hold a lightning bolt is made possible by the use of magical sands in its creation.

Once uncorked, the bottle releases a burst of lightning towards a target of your choice within 100 feet. Three bolts then leap from that target to up to three more targets within 30 feet of the first target. Targets must make a DC 16 Dexterity saving throw. Taking 10d8 lightning damage on a failed save, or half as much on a success.

Once the lighting has escaped the bottle it must be refilled before it can be used again. To catch lightning in the bottle you must hold it aloft while standing in the middle of a thunderstorm, then perform a DC 15 Slight of Hand check. If you fail, the bottle shatters and you are targeted by the lightning effect described above.

Creation Notes

Inspiration words: skies and low.

Another weather themed bottle. Maybe I'll do a third and make a set. Again I expect people have homebrewed this before. But hopefully the refill mechanic is unique.


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