Showing posts with label Magic Items. Show all posts
Showing posts with label Magic Items. Show all posts

Sunday, December 4, 2022

30 Artifacts on a Space Station



Roll (d30):
  1. Spherical AI core. A violent and vengeful intelligence which was sealed away long ago. If awakened it will try to kill everyone and everything onboard the station.
  2. Slim case containing a virulent mutagen. Injecting this into any living creature will cause them to metamorphose into a random animal over the course of 1d4 hours.
  3. Neuromancer suite. A full set of tools for hacking and controlling electronic systems. 
  4. A vial of telomere-binding enzymes. If injected, extends the human lifespan by 1d20 years.
  5. Designer drugs. Gives the user the appearance of a human for 1d10 days.
  6. A canister of self-replicating nanobots. Once released they consume all organic matter, excreting a these nanobots will create a perfect copy of the original template within 1d4 days.
  7. A small glass orb filled with a swirling black liquid. The liquid is a powerful narcotic which grants the user 1d4 extra Actions on their next turn but permanently reduces their Agility by 1d4 points. 
  8. A bottle of pheromones. Makes the user intoxicated, adding +1 to attacks for 1d4 hours. They come down and suffer -1 to attacks for the next 1d4 hours.
  9. A data disk containing the plans for a new type of energy weapon. The weapon is highly unstable and has a 5% chance of exploding and doing 2d6 damage to anyone within 10 feet.
  10. A set of nano-fabricator blueprints. These allow for the creation of basic items using raw materials. 100mcr.
  11. A small box filled with a white powder. The powder is a powerful psychoactive drug which grants the user enhanced intelligence and creativity but permanently reduces STR by 1d4 points.
  12. A book containing the secrets of psionics. Allows the user to learn psionic abilities but requires them to make a WIS check every time they use a psionic ability. 
  13. AO-93 "Nova" thermal pistol. A powerful energy weapon which fires pulses of superheated plasma. Can punch through bulkheads and hulls. 
  14. Bottle of "The Blue. A powerful hallucinogen which causes extreme euphoria and disinhibition. 
  15. Monofilament wire. A razor-thin wire which can slice through flesh and metal alike. 
  16. Photograph of a planet with three suns. On the back is a single word: "hope".
  17. Bag of star-shaped crystals which when thrown into the air turn into a brightly glowing star-shaped airborne fireworks display. The light is so intense it deals 1d10 damage to anyone within 30 feet. 
  18. 3d10 vials of a strange purple liquid. Addictive. CON or become addicted. Withdrawal requires a save or die. Those that manage to quit suffer permanent damage to one attribute chosen by the referee.
  19. A small statuette of a four armed goddess. Occasionally whispering horrific nothings into the minds of those within 100 feet.
  20. A jar of wasps which when opened will sting anyone within 100 feet for 1d4 damage per round until they make a save. 
  21. A black handkerchief which when placed over someone's face will immediately suffocate them unless they make a save.
  22. A small silver bell which when rung will summon a random demon from the depths of space. The demon will serve the summoner for 24 hours after which it will attempt to kill them.
  23. A book with blank pages. when Pages are written in blood the text of the page will appear in the victim's blood written on their flesh in a language they cannot understand. 
  24. Job offer from a powerful mega-corp. The terms are very advantageous, but the employer is a fronts for a terrorist organization.
  25. Large metal crate, filled with fine sand. The sand is alive, and each grain is a tiny crab-like creature. The creatures will strip metal down to its component atoms if given the opportunity.
  26. A fist-sized sphere of metal, which is always cold to the touch. The sphere can absorb and store heat, and can release it at will.
  27. A box of fine dust, which glitters in all colors of the rainbow. The dust is alive, and each grain is a tiny creature. The creatures will consume any organic matter they come into contact with.
  28. Malignant tumor. If removed from a living creature and manually grown in a lab it will, within 1d4 days, turn into an identical copy of the original creature it was taken from. 
  29. Convergence engine design. Creates a temporary stable wormhole. Destroys anything caught within a 5' radius of the event. 
  30. Three dimensional printer which can fabricate anything given the appropriate blueprints and raw materials. Capable of fabricating working firearms and explosives.

Friday, July 15, 2022

10 Magical Orbs (Part I)


Available in large cities from shops, bazaars, street vendors, and discreet traders.

Roll (d10):

  1. Sphere of Transcribed Recollection
    Can store user’s memories outside the body. Users can project fifteen minutes’ worth of mental images and words, which can be replayed by anyone activating it. Crafted in spring green crysalite.

  2. Sphere of Auditory Espionage
    When activated, user can pinpoint any point they can see up to 1000 ft away, and hear whatever could ordinarily be heard at the spot for 10 minutes. Crafted in indigo zarbrina.

  3. Sphere of Diagrammatic Emulation
    Throw this sphere into a modest dungeon where it sojourns for 1 hour. When it returns, the user can cast a holographic image on the ground, drawing an accurate map which has been traced. The map does not show living creatures, secret doors, traps, or items in rooms. Crafted in deep ultramarine garnet.

  4. Sphere of Cognitive Assimilation
    This device assimilates the knowledge of one creature and grants it to the user. The target must make a save vs spells. If failed, they lose 1d2 x 1000 XP which are added to the user's total. Each time the sphere is used, there is a 25% chance it fails, draining the user of 1d2 x 1000 XP. Crafted in tangerine orange agate.

  5. Sphere of  Upward Elevation
    This device counteracts gravity, permitting the user to rise up to 300 ft vertically into the air. Ascension can be at up to 30 ft per round. The user can also pull up to 150lb of weight behind them. Crafted in sky blue nephrite.

  6. Sphere of Vanishing Verity
    Activate this sphere, and all deceit and hate will fade. Only truth and love will remain. Very expensive. Crafted in rich, royal blue lapis lazuli.

  7. Sphere of Rudimentary Renewal
    If a creature has been lifeless for less than 24 hours, this reconstructs a rudimentary semblance of life by reactivating its nervous system. The creature does not knowledge its former self. It is a mindless shell, executing basic duties. Complies with verbal commands of the user. The creature works for one hour before fainting and swiftly decay- ing into a stench. Crated in blue tanzanite.

  8. Sphere of Replicated Terrain
    Throw this sphere above your head, it will blasts 1000 ft into the air and hovers for 1 minute. When it descends, it can cast a hologram on the ground, drawing a highly detailed topographical map of 50 miles in each direction. Map does not show living creatures. Crafted in extra-planar polished mercury.

  9. Sphere of Dissipated Warmth
    Hold this sphere close to your mind. For one hour, you will be permitted to observe objects and creatures based on the heat they emanate. This may allow the user to see otherwise invisible creatures, or even certain objects if their temperatures are largely different. Carved in lime green moldavite.

  10. Sphere of Instant Commuting
    User and all associates within a short range are immediately transported 1d10 + 10 minutes into the future. For them, no time elapses. For all others, it’s as if they ceased to exist during the intermediary period. Crafted in rare white obsidian.


Art by Richard Hescox

Thursday, November 5, 2020

Arcana, Magic Items & Devices from Aquilus


An expanded version of this table is published in Aquilus issue #1.

Roll (d10):

    1. Jar of Life: A small jar formed of translucent material. Place organic matter or a severed limb inside, and it will remain alive forever until removed.
    2. Dust of Forgetfulness: When thrown at a living creature, the dust causes the victim to forget everything that happened to them during the last day. After one week, the lost memories will be restored.
    3. Essence Extractor: Extracts the consciousness of willing being. The consciousness can be stored in a vial and drunk by another being to absorb their soul.
    4. Ice Pipe: When smoking this pipe using a particular strain of tobacco, any smoke exhaled will be of sub-zero temperature. It will deal 1d4 points of damage to a living target. Target must be with a 3 ft range.
    5. Initiative Dust: Snorted through the nose, the dust creates paranoiac hyper-vigilance. It reduces sleep requirements, accelerates the aging process, creates constant perspiration, and adds +2 to initiative rolls. Lasts for 1 turn. 
    6. Protective Gloves: The user’s hands are sheathed in gloves made of solid sound for one hour. The user can touch or handle poisonous substances
    7. Purifying Incense: A stick of this incense will purify the air and allow a PC to smell emotions within 30 ft. It is 70% accurate and burns for about 20 minutes.
    8. Thought Amulet: A character who successfully activates this ability may send a brief mental message to the mind of any intelligent creature within 360 ft. This message cannot be more than one short sentence.
    9. Tobacco of Accelerated Healing: When smoking this strain of tobacco, the PC gains no additional benefit from magical healing, but instead, their natural healing rate is doubled for the next ­twenty-four hours. 
    10. Protoplasmic Gel: A jar of gel made by the Riverfolk. It can dissolve any material at the rate of 1 inch per round. It has two uses and lasts for 1 hour.