Menagerie of Minor Magic 1 Licensing BareBones™, BareBones Fantasy™ and Keranak Credits Kingdoms™ are copyright 2012, and are trademarks of DwD Studios. These trademarks are used under the Author Arnold Kemp Creative Commons Attribution‐Noncommercial‐ Layout Bill Logan ShareAlike 3.0 Unported License; (CC BY‐NC‐SA 3.0); Cover Sade Some Rights Reserved. To view a copy of this license, Artwork Eric Quigley visit: Jeff Freels* http://creativecommons.org/licenses/by‐nc‐sa/3.0 * © 2008 Jeff Freels, Or send a letter to: Creative Commons, 444 Castro used with permission Street, Suite 900, Mountain View, CA 94041, USA. For specific details, appropriate credits, and updates to this license, please see: http://dwdstudios.com/barebones/license About the Author Arnold Kemp is a blogger and really cool guy. Follow his musings over at goblinpunch.blogspot.com and make sure to thank him in G+, where he goes by “Arnold K.” and posts about whatever his creative mind spits up. About BareBones FantasyTM This game takes advantage of the d00Lite™ system, a fast and simple set of game mechanics created by DwD Studios. To find out more visit http://dwdstudios.com/barebones About Keranak KingdomsTM The Keranak Kingdoms is a fantasy setting designed for but usable without the BareBones Fantasy roleplaying game. It is a broad brush‐stroke fantasy game world designed for you – the GM – to tell a story that involves the player’s characters. It gives you tools to build your tale, not frames to box in your imagination. Check out the Keranak Kingdoms setting book for sale where you purchased this product, or read the brief summary of the setting within the pages of the BareBones Fantasy game book. 1 Menagerie of Minor Magic Introduction Everyone knows the enchanter can create some amazing works of magic. But not everything turns out the way the creator wants. And sometimes, people want some really dumb things. At least by other people’s standards. Adventurers are happy when they find a powerful sword, a shield that makes them legends, or a staff that shakes the foundation of the world. But not all magic items are so magnificent. Since permanent enchantments can outlast the purposes of their creators, it’s reasonable to assume the fantasy world is riddled with unusual magic items of a much less impressive nature. A duke’s castle, for instance, might have an elevator powered by a magical winch that raises and lowers a wooden room when commanded which level is desired. The spindles used by the duchess might need not be pedaled to operate. A doll given to a princess to gain favor with the royal family might walk and hug her when she is sad. In a world where magic exists alongside gold, the rich will surely have paid for luxuries the rest of the world would find silly. As you’re planning the treasure hordes of the lairs of your adventures, keep in mind that someone paid a great price for the magic item you place there, either in gold or time or even by sacrificing their STR. It must have had a purpose for someone. The magic item should make sense (unless its creation was a mistake). Every magic item should have a history and purpose. The world isn’t filled with unnamed swords giving +5 to hit. That’s a silly waste of an enchanter’s time. But there may be a magical forge that makes them, containing an imprisoned fire elemental who moans loudly and in great sorrow as he fuels the forge’s flames. What follows is a list of 100 minor magic items. Feel free to roll D100 or peruse the list to pick-and-choose what you like. Use it for inspiration or use directly in your games. The list originally appeared on the author’s blog at goblinpunch.blogspot.com, and was edited for use in BareBones Fantasy by the staff at DwD Studios. We hope you enjoy it! 2 00. Rover-rope. Animate 50’ rope with the personality of a loyal dog. Can be taught knots and tricks like a dog. 01. Wooden Spoon. Carved with rune for "food". When tapped on an inert organic or semi-organic material (wood, dirt) it turns that stuff into edible foodstuffs, although it will be mushy and unpalatable. 02. Amulet of Hope. Shines as bright as a candle, but only when there are no other light sources. Light points back towards a dungeon’s entrance, vaguely. Hums reassuringly when clutched, and warms your hand. 03. Orphan's Top. Cannot be spun if there are any invisible undead nearby. 04. Ring of the Adventurous Limb. If worn on a hand, the entire arm will vanish. It will return after 24 hours has elapsed. When it re-appears, roll a 1D: 1 - tattoos on arm 2 – arm has deep scars from burns 3 – gained a second ring worth 1Dx10 gold 4 – returns without the Ring of the Adventurous Limb 5 – returns with someone else’s hand wearing same ring 6-10 – nothing special 05. Dust of De-Appearance. Can make things invisible, but wears off if the object moves, is moved, or even wiggles a bit. Best used on inanimate objects or people who can hold really, really still. 06. Statuette of Baal. Can be "fed" gold to grow larger, adding to its mass (does not create or destroy gold, just absorbs it). Starts out the size of a gold coin. It becomes more complex as it grows larger, adding realism and features to its statuary. At 10,000 gold it is as large as a real person. If grown to the size of 100,000 gold, it sits on a mighty steed and gains a solid slab foundation with a plaque that reveals some great secret. If grown to 1,000,000 gold, it will come alive and try to take over the world. 07. Black Stone Pipe. When smoked, it creates a huge cloud of smoke that obscures vision and allows the smoker to see 3 through that smoke. Can be smoked for 5 minutes and it will create enough smoke to fill a large house. 08. 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 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 to reproduce. 09. Love Potion. Take a sip, and fall in pining love with the next person who sips from it, who will feel the same way. The love is thorough and absolute and knows no bounds. The love will dissipate in 1D days unless real love blossoms from it to replace the love gained by the potion. Created to give a love affair a jump start. Just don’t let your mom drink from it after you. Ew. 10. Exploserous Carnelian. When activated, begins to glow hotter and hotter. Explodes like a stick of dynamite after 1d2+2 rounds. 11. Mighty Acorn. When thrown on the ground, immediately grows into a 20' oak. 12. Mechanical Torchbearer. Follows the associated amulet, or whoever is wearing it. Can hold 6 torches, and relight a new one as the old one burns out. Looks like a mechanical clockwork spider, 5' in diameter. 13. Penguin tokens (1d10). Summons an 80 lb emperor penguin. On land, cannot do anything except waddle to where you direct. In water, can attack as a rank 1 creature. Is destroyed/killed if it takes any damage. Reverts to a small (1") wooden token after 1 minute. 14. Sleeping Draught. Sleep TWICE AS HARD for four hours immediately after drinking from it. You get a full night's rest, but cannot be woken up. Unwilling targets get a WIL resistance check. 15. Saint's Bones. About the size of a cigar box. Contains a mandible and 4 some carpals. Will rattle ominously when a lie is uttered within 5 spaces. 16. Amber Comb. Any lightning attack within 10' is diverted to the comb instead. If the comb takes 10 or more damage (it is not immune to lightning), it shatters. 17. Paired Scrolls. Whatever is written on one appears on the other. Ink bleeds horribly and makes it hard to draw or write well. Give players a 3"x5" card to write on along with the largest sharpie you can find, to limit how much they can write. 18. Library Box. When a non-magical book is placed inside it, along with a block of wood, another of the same type will be found there the next day (the block of wood is gone). Does not work if watched. 19. Chewed Bone. When chewed, it fills the air with the smell of delicious fresh meat. This is strong enough to mask other odors. Dogs (and many barbarians) cannot resist gnawing on it for hours per day. 20. Bottle of Light. When swung overhead (a small chain is attached for this purpose) the bottle absorbs ambient light. Later, the bottle can be unstoppered to allow the light back out again. Can hold up to 5 rounds of light. Special properties of light are preserved: moonlight can induce lycanthropy, sunlight can burn vampires, etc. 21. Silver silk handkerchief. 3' on a side. It has a command word embroidered on it. When looked at from one side, the command word appears backwards due to the stitching going through the silk. When the command word is spoken normally, the silk handkerchief comes to the speaker’s hand as soft silk but fast (moving in a straight line 20 spaces per turn). When the command word is spoken in reverse, the silk becomes as hard as steel. With practice, it can be hurled while saying the command word in reverse to slice through things or cut into them and recalled by speaking the word in reverse, effectively causing 3D damage to someone within 20 spaces. 5 22. Silver silk rope. Made by the same rogue enchanter as above, except this is a 25’ rope. Has a 5-syllable command word. Speaking the first syllable of it makes one fifth of the silver silk rope become hard as steel. Speaking two syllables makes two fifths of the rope (10’) become steel. The entire silk rope turns silk again by speaking the entire command word in reverse. 23. Book of Epic Boredom. When reading, make 3 WIL checks or fall asleep for 8 hours. If you ever get through the book, it was an okay story but it dragged a little. 24. Goggles of the Clown. When worn, everything looks like a clown, and speaks in a mocking, clowning voice. It is very difficult to tell people apart. You can barely tell a knight apart from his horse (which appears as a four-legged clown). In combat, you must make a WIL check every round or lose track of which clown is which. On the upside, you are immune to the beauty of nymphs and any gaze attack of any creature, and can look Medusa dead in the eyes. 25. Vial of Nightshade. When drunk, it puts the body into a deep coma and ejects the spirit (unwilling drinkers may resist with a WIL check). You can now roam around, incorporeal, until you return to your body. There is a 1-in- 10 chance each hour that some mishap befalls you (body possessed by outsider, soul lost forever, etc). Coma lasts for 1D/2 days. 26. Trollwax. Tacky and unpalatable. Anything that tastes it must succeed on a check, or be so disgusted that it cannot taste it again. (Takes a week to fully leave the tongue.) 27. Cheater's Coin. When flipped, it will give whatever result the owner wishes. This is not limited to heads/tails--it can also give results of king, dragon, treasury, pilgrims, etc. 28. Boots of Independence. When you remove these boots and fail to restrain them (put them in a pack, etc.) they will walk back the way they came, all the way back to where you first put them on, with more-or-less the same cadence and 6 sounds. If you walked in a loop somewhere along the line, the boots will get stuck in the loop and repeat. You can even watch your fancy footwork where you fought those goblins (or whatever). 29. Bloodapple tree. Produces three fat apples every day (enough to feed 1 person). Must be watered with 1 cup of blood each day, or it will die. If dead, can be revived with water but that takes a few days of watering. Probably found dead. 30. Skeleton gourd. This gourd has a peephole. Anyone holding the gourd up to their face and looking into the peephole will be paralyzed while their brain is filled with visions of dancing skeletons. 31. Ring of Petrification. Putting this ring on will turn a person to stone, except for the ring. Someone else can remove the ring, and thereby return them to flesh. 32. Quiet Bell. This 2" tall silver bell prevents all sound within 1'. Was made to wear around the neck on a necklace chain to mask the horrible snoring of its wearer. 33. Palette of All Colors. Contains 7 mundane palettes (ROYGBIV) and 1 color that is invisible to humans. If the invisible color is painted on a wall, it allows people to see through it. Can paint up to a 3' diameter spot, or 10 3" peepholes. Penetrates no more than 6". Getting it on someone's face blinds them. 34. Grinning Amulet. Anyone who laughs--even a snicker--near this amulet must make a WIL resistance check or laugh uncontrollably for the next minute. Careful, it's contagious--if a player laughs during this, so does their character. No exceptions. 35. Slimming Cone. When touched to a creature, it instantly and harmless sucks out all the excess fat from them, ejecting it onto the floor in a big mass. The creature touched immediately becomes ravenously hungry. 36. Grass Whistle. When blown, roll for a random encounter. If the location has no encounter table (some 7 cities, maybe), the PCs will meet someone interesting who wants something. Each time you blow the grass whistle, it has a 1 in 10 chance of making grass grow from the user’s head, displacing his hair. It will wither away over the next few days (or can be cut/pulled) leaving him bald. Hair will grow back. 37. Ring of Swimming. Wearer treats air as if it had the consistency of water. You can "fly" by swimming through the air, but the air is too thick to breath. Other water penalties also apply. 38. Belt of Cat Imprisonment. When laid on the ground, felines are compelled to sit in the center of it. 39. Endless Boots. Wearer cannot stop walking. Will never tire from walking. Cannot run; walk, walk, walk. Taking boots off while walking is nearly impossible (requires DEX-40 check, and you get only one try until your DEX changes). 40. Spike of Woodland Suicides. Sort of like a hunter's trap. When left in the woods, wild animals and small fey creatures will come and impale themselves on it. A verdant forest yields 1d10 rations worth per day, but must be moved daily. Fey will hate you, though. 41. Salt Block. Any food you carry will never spoil. Doesn't have to be on your person. Applies to a captain and his ship's cargo, for example. 42. Log of Alarum. This 300 lb log protects those who sleep with their heads against it. If they would be attacked in their sleep, the log has a 90% chance of waking them up (by making bird song). 43. Naiad-hair Helmet. 50% cursed. When worn, PC moves through all water as if it had the consistency of a gas (don't fall off a boat in deep waters). Water is still unbreathable. 44. Demonic Muffin. When eaten, reverses your gravity for 1-10 minutes. 8
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