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Anonymous asked:

a table of odd magic items that may or may not be useful

“…the GM will only tell you something interesting—it’s on you to make it useful.” — Dungeon World

1d20 Magical Items of Mild Utility

  1. A doorknob that can be easily affixed to any door by simply holding it on for about thirty seconds. Once affixed, it permanently transforms into an ordinary doorknob and lock, to which you have the key.
  2. The Shaker of Infinite Salt
  3. A pencil that significantly improves the user’s penmanship when writing with it.
  4. An orb containing a very small pocket dimension, into which one can transfer their familiar so that it may safely rest.
  5. A palm-sized stone figurine of a shark, which will bite any fingers that come near its mouth.
  6. Self-Fluffing Pillow
  7. Watch that shows you what time it was the last time you looked at the watch, instead of what time it is now.
  8. Piece of string that, when tied around your finger, actually helps you remember to do that thing.
  9. Temporary Scissors: They can only cut the normal things you’d expect from a pair of scissors, but if you hold the cut pieces together tightly they will magically re-form into a whole, as though they’d never been cut.
  10. Robes that make the wearer an inch or so taller.
  11. Magic Eraser (erases pencil, ink and crayon!)
  12. Hand-sized stone that, when thrown, always lands 5 feet in front of your intended target—whether your aim is perfect or abysmal.
  13. A bucket that transforms any liquid poured into it into seawater.
  14. A bar of soap that temporarily changes the color of anything washed with it. The color is random, and changes each time the bar is used (1d6: 1: Red, 2: Orange, 3: Yellow, 4: Green, 5: Blue, 6: Purple). The color lasts one day.
  15. Goggles of Shrimp-Color Vision
  16. A ring with a single very round stone. When you say the magic word the stone pops out and transforms into a bowling ball. It turns back into a small stone after 2d4 hours and must be manually returned to the ring before it can be used again.
  17. Boots that produce an animal sound of your choice when you jump up and do a jaunty little bell-kick while wearing them.
  18. A small glass bottle that, when filled with water, appears instead to be full of a swirling, shimmering potion.
  19. A quiet trumpet.
  20. A knife that can only cut sandwiches. It is up to the GM’s discretion what does and does not count as a sandwich for this enchantment, but the rules are consistent.
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