It’s been a few days since I’ve posted any magic items, but here are another twenty magical toys. The previous twenty are in Part XIII.
Also, I only have one more set of twenty items before I complete the series! Let me know in the comments below what you’d like to see next. A disposable magic items series? More encounters/hexes? Me actually working on my DM Toolbelt program? More reviews? More miniatures/crafting? More philosophy?
Sword-maiden’s Pommel 150
Affixing this flat whetstone on a chain to the handle of any weapon allows that weapon to be resharpened and maintained as a free action, twice each day. This removes any weapon notching and all minor damage.
Tectonic Staff 7500
An earth based staff made from a broken stalagmite. When walking on unworked stone, it ‘sticks’ slightly on the stone and if left alone it stands freely, blending in. Grants a bonus spell slot of the second highest spell slot the wielder can cast while they are underground. Wielder can cast the following spells using an equivalent or higher spell: Shield, Spider Climb, Meld Into Stone, and Stone Shape. Additionally, the wearer is extremely stable and cannot be knocked down. They may cast spells while prone with no penalty.
Telelocuters Boots 70000
Fuzzy, furred slippers increase the range of any teleportation effect the wearer uses but are designed for puttering about ones home. Telelocuter’s Boots allow the wearer to teleport as Dimension Door as a free action, teleporting up to half their base land speed. The wearer cannot dash or run in these boots. For one round following a teleportation effect, the wearer phases in an out of reality, granting a 20% miss chance against any effect that would not work on an incorporeal creature.
The Censure 6500
Smoking incense inside this hollow metal ball hanging from a thin chain puts out thick, choking fumes from its pursed-mouth shaped holes. All spellcasting done within 100 feet of the burning smoke of The Censure requires a spellcasting check, otherwise the spell is lost. Casting spells inside this smokey radius is akin to casting spells standing in tar.
Thief’s Bell 3000
Thief’s Bells adorn small leather cat-collars that are worn on the wrist. Striking the bell casts Knock as the spell. Instead, if the wearer taps the bell against an unlocked door or opening, it casts Hold Portal as the spell. No matter which effect, the Thief’s Bell can only be used at total of three times a day. Pets and domesticated animals are initially one step friendlier towards the wearer.
Thief’s Ring of Tools 1200
This ring has, nested inside, all the tools a thief needs for picking locks and working with other small, mechanical devices. Such skill checks are made with a +2 tool bonus. While closed, it is indistinguishable from a normal ring except for a minor magical aura. Twisting the ring in a certain manner opens it.
Thieves Compass 7500
This compass, instead of pointing to the north or any geographic orientation, aims towards the location of what the user wants to find most. The more familiar they are with what they hope to find, the more accurate the Thieves Compass is, as the Locate Object spell.
Third Eye 7000
A thin, steel chain, worn about the head, holds a hemisphere of pearl bearing a flat onyx gem to the middle of the forehead. It transforms to appear as another eye of its attuned wearer. The Third Eye grants its wearer advantage on sight-based skill checks and a +2 bonus on skill checks where improved sight is helpful. Additionally, the wearer of the Third Eye may astral project as an action, taking on an invisible, ethereal spirit form while leaving a helpless body behind, for up to 10 rounds each day. After using up all this time, the wearer is instantly returned to their body and the Third Eye closes, offering none of its benefits for the rest of the day. The user dies if either their body or their spirit is killed.
Tinkerer’s Staff 4000
This staff made of bronze gears, tin pipes, and steel wire stands almost 4 feet tall, topped by a panoply of adjustable magnifying glasses. A Tinkerer’s Staff resonates with objects its wearer has made, granting a bonus spell slot of the second highest available to the wielder if they are wearing or wielding at least 4000 SP worth of items they have personally crafted. A spellcaster may also use this staff to cast the following spells using an equivalent level or higher spell: Mending,Tenser’s Floating Orb, or Shatter. Finally, the wielder of this staff is granted many insights into the reuse of scraps and can reuse 5% of the cost of crafting as material for another project.
Titan’s Maul 25000
This massive stone maul is a large sized, +2 Maul, and cannot even be lifted by creatures with 18 or less Strength. A Titan’s Maul, upon striking unworked earth or stone allows its wielder to cast Move Earth or Stoneshape at will. Additionally, smashing the maul into a structure forces it to make a save (DC 20+STR) or crumble. Structures receive a bonus to this save for how large they are: bonus of +2 times the square root of the building’s volume in ten foot cubes. It also receives a bonus or penalty depending on the materials, its current state of damage, and its craftsmanship, per the DM. Each day, the Titan’s Maul can keep destroying structures until a structure succeeds on this saving throw. Even if the structure is successful on this save, it still takes triple damage from the maul’s blows. The wielder can choose to smash a single part of a large, complex structure separately.
Tome of the Stilled Tongue 8000
A dead, red tongue is nailed to the cover of this hide-bound tome. This spellbook can hold up to 200 pages of spells, with each spell taking up pages equal to its spell level. If a dead creatures tongue is removed and used to replace the tongue on the front cover, some of that creature’s magical knowledge is transferred onto empty pages. One random spell of each level from that creature’s pool of un-cast spells is copied into empty pages of the book, from the highest down to the lowest level, stopping if there are no remaining pages. These spells are written in the creature’s blood and can be copied and studied or cast as a scroll. Once a spell has been used, it is gone forever. The tongue stops writhing once all its spells have been used.
Tongue Tie 700
A Tongue Tie is a long wicker tube, about the size of two fingers side-by-side. Placed around a helpless creature’s tongue, that creature loses its ability to speak. It can only be removed with a password chosen when it is placed, removing the tongue, or by carefully destroying the Tongue Tie with a Dexterity check (DC 18). Failure on that check results in injury to the tongue and the tie, while critical failure harms the tongue without damaging the tie.
Torturer’s Pipes 10500
Formed from the bones of children that died painful deaths, the short white panflute, Torturer’s Pipes, bring pain and fear to all that hear them played. When played as a move action, every other creature within 90 feet of the player takes 1d6 nonlethal damage each round and a -1 pain penalty to all rolls. The music itself is silent, but creatures can hear it in their bones, where it feels as if children are scraping out from the inside with their nails. The effect lasts as long as the player continues to play and for a number of rounds after equal to their Charisma modifier. The drums can be played twice each day plus one more time for each point of Charisma modifier the player has.
Traveler’s Staff 3000
A Traveler’s Staff is a sturdy walking stick of exotic wood, well worn with use and oiled to a fine sheen from countless hands holding it. A spellcaster gains an additional spell slot of the second highest level they can cast if they are in a kingdom or region in which they do not have their permanent residence. A spellcaster may expend a spell of equivalent or higher level to cast the following spells: Guidance, Longstrider, and Cure Wounds. The wielder of the Traveler’s Staff is more comfortable in a camp, +1 comfort, and can hustle and march for twice as long between Constitution checks.
Trickster’s Last Resort 14000
A single, cast-iron lock hangs open on a thick metal chain. Once snapped shut, the Trickster’s Last Resort will reincarnate its wearer upon their next death. If the wearer does not die within the next 3 rounds, the Trickster’s Last Resort kills them instantly, no save. Following their death, they are reincarnated in a random tavern with the same race and stats, but with a completely different look. Additionally, their items are teleported to this new body while leaving behind false copies of their possessions with fake magical auras where necessary. The new body has the Trickster’s Last Resort locked firmly around its heart inside its body. It cannot be retrieved without killing its host, but can be reused once retrieved.
Trickster’s Vest 4000
The multi-pocketed travel-vest has, distributed among a few of its pockets many pockets, 5 small metal cubes. Thrown forth from the Trickster’s Vest as an action, the blank cubes create illusory effects desired by the wearer. Cubes can create an effect along the lines of what a Minor Illusion, Disguise Self, or Silent Image spell could. When these effects end a cube reappears in its pocket in the vest. Illusion effects are laced with subtle charms. When the actions of one creature would cause the instant disbelief of another creature in the wearer’s illusions, instead that second creature only gets a save against the illusion with advantage.
True Seeing Gem 80000
Staring through the flat, diamond prism roughly the size of a fist, a True Seeing Gem reveals the true nature of all it sees. It acts as a continuous True Seeing effect when looked through. Affixed to a helm, the effect is continuous for its wearer. Placed in a lit lantern, it reveals all illusions and makes visible all creatures within its light.
Turtle Cloak 9500
A Turtle Cloak is a thick, green cloak patterned with golden thread in a hollow hexagon pattern. When the cloak is drawn up around its wearer and up to one creature of the same size, it becomes a large, watertight turtle shell protecting them from harm and granting total cover. It just large enough to fit its wearer comfortably or two creatures of the wearer’s size by squeezing. The shell can absorb 100 hit points of damage before failing, and it regenerates 50 hit points each day. The cloak can be pulled up and drawn down as an action. While the Turtle Cloak has any hit points remaining, its wearer is protected by a +2 bonus to AC against attacks made with advantage.
Underworld Compass 500
This sphere of rusty iron is made from three notched and marked perpendicular circles. The Underworld Compass floats its internal pointer completely level relative to the center of the world, and allows its user to calculate their position and direction in three dimensions.
Underworld Tunneler 100000
An Underworld Tunneler is a giant metal crab the size of a small barn that tunnels through earth and stone. Standing over 10 feet tall, its disc-like body can comfortably fit up to a dozen medium sized creatures in its three rooms. A room at the front houses its controls and view-port. It’s large central room has controls on either side for tool and grasping arms and interlocked ports for retrieving grabbed objects. The small entry room is sectioned off from the central room by a steel door and the outside by a steel trap door, with a small wheeled gear that can be turned to extend a ladder down up to 20 feet. The tunneler digs with its giant claws, giving it a burrowing speed of 40 feet. It’s normal movement speed is 60 feet forwards or backwards but 100 feet sideways. It is airtight and can withstand great pressures and heat, including molten stone, although this may heat up the interior to dangerous levels. The tunneler has an AC of 16, 300 HP, is considered a Gargantuan creature, and has a reach of 20 feet. It can be used to attack with its claws twice at +6 for 3d8+8 half slashing half bludgeoning damage. It has grasping arms, used as free actions, on either side that can also be fitted with any tool a humanoid could wield. Underworld Tunnel is controlled at its front room’s panel; it can only perform one action, one move action, and one free action each round.
Part XV will be the final post in this series, completing all the items I had brainstormed.