Magic Item

Suggested Rewards Per Party / Dungeon Level 1 500gp, 5% 2 magic items 2 1,500gp, 15% 2 magic items 3 2,500gp, 25% 3 magic items 4 5,000gp, 40% 3 magic items 5 9,000gp, 50% 4 magic items 6 20,000gp, 50% 6 magic items

A unified magic item chart from several books I own, including:

ACKS Core Pars Fortuna Hack & Slash Compendium II White Box Omnibus OSRIC Wonder & Wickedness List of 600 Ioun Stones http://www.dragonsfoot.org/php4/archive.php?sectioninit=FE&fileid=341&watchfile=0 Minor Magic items from Goblin Punch and Games With Others http://gameswithothers.blogspot.com/2014/03/100-minor-magic-items-for-d-from.html http://goblinpunch.blogspot.com/2015/01/d100-minor-magical-items.html

Many entries are generic items you can find in basically any fantasy corebook (swords +1, healing potions, etc.).

Magic sword and armor descriptions by Courtney Campbell: http://hackslashmaster.blogspot.com/2011/05/on-magic-weapon-table-part-i.html

Does not include cursed items.

5 Random Items[magic item] [magic item] [magic item] [magic item] [magic item] Potion [potions]  Ring [rings]  Scroll [scrolls]  Wand [Rods, Staffs, and Wands]  Misc Magic [Miscellaneous Magic]  Sword [swords]: [Magic Sword.main]  Misc Weapon [Magic Weapon.main]  Armor [armor]: [Magic Armor.armor desc]  Ioun Stone [Ioun Stone.ioun]  Minor Magic Item [minor item]

20,Potion of [Potions] 5,Ring of [Rings] 20,Scroll of [Scrolls] 5,[Rods, Staffs, and Wands] 5,[Miscellaneous Magic] 10,[Swords]: [Magic Sword.description] 5,[Magic Weapon.main] 5,[Armor]: [armor desc] 5,Ioun Stone: [Ioun Stone.ioun]
 * magic item

1,Animal Control 1,Clairaudience 1,Clairvoyance 1,Climbing 1,Diminution 1,Dragon Control 1,ESP 1,Extra-Healing 1,Fire Resistance 1,Flying 1,Gaseous Form 1,Giant Control 1,Giant Strength 1,Growth 1,Healing 1,Heroism 1,Human Control 1,Invisibility 1,Invulnerability 1,Levitation 1,Longevity 1,Oil of Sharpness 1,Oil of Slipperiness 1,Philter of Love 1,Plant Control 1,Poison 1,Polymorph 1,Speed 1,Super-Heroism 1,Sweet Water 1,Treasure Finding 1,Undead Control 1,Darksight (White Box Omnibus) 1,Dragon Fire (White Box Omnibus) 1,Regeneration (White Box Omnibus) 1,Lycanthropy (White Box Omnibus) 1,Magic Resistance (White Box Omnibus) 1,Vampirism (White Box Omnibus)
 * Potions

1,Command, Animal 1,Command Human 1,Command Plant 1,Djinni Calling 1,Fire Resistance 1,Invisibility 1,Protection 1,Regeneration 1,Spell Storing 1,Spell Turning 1,Telekinesis 1,Water Walking 1,Weakness 1,Wishes 1,X-Ray Vision 1,Faleu’s Ring (Pars Fortuna) 1,Silver Skull (Pars Fortuna) 1,Onyx Candelabra (Pars Fortuna) 1,Torque of Kings (Pars Fortuna) 1,Spirit‐Wracker (Pars Fortuna) 1,Belt of Speed (Pars Fortuna) 1,Korum (Pars Fortuna) 1,The Fire Stealer (Pars Fortuna) 1,Ring of Nine Dooms (Pars Fortuna) 1,Twin Lockets (Pars Fortuna) 1,Bango’s Pipe (Pars Fortuna) 1,Gorytar’s Spectacular Spectacles (Pars Fortuna) 1,Archery (White Box Omnibus) 1,Darksight (White Box Omnibus) 1,Languages (White Box Omnibus) 1,Cold Resistance (White Box Omnibus) 1,Lightning Reflexes (White Box Omnibus) 1,Plenty (White Box Omnibus) 1,Timelessness (White Box Omnibus) 1,Swordsmanship (White Box Omnibus) 1,Truth (White Box Omnibus) 1,Vitality (White Box Omnibus) 1,Water Breathing (White Box Omnibus) 1,Weapon Mastery (White Box Omnibus)
 * Rings

5,Ward against Elementals 5,Ward against Lycanthropes 5,Ward against Magic 5,Ward against Undead 4,Treasure Map (to 1d4x1000gp) 3,Treasure Map (to 5d6x1000gp) 2,Treasure Map (to 6d6x1000gp) 1,Treasure Map (to 5d6x1000gp, 5d6 gems) 1,Treasure Map (to 1d6 gems, 2d10 jewelry) 1,Treasure Map (to 1 magic item) 1,Treasure Map (to 2 magic items) 1,Treasure Map (to 3 magic items, no weapons) 1,Treasure Map (to 3 magic items, 1 potion) 1,Treasure Map (to 3 mag. it., 1 potion, 1 scroll) 1,Treasure Map (to 5d6x1000gp, 1 magic item) 1,Treasure Map (to 5d6 gems, 2 magic items) 15,Spells (1) 10,Spells (2) 3,Spells (3) 3,Spells (4) 2,Spells (5) 1,Spells (6) 1,Spells (7)
 * Scrolls

6,Rod of Cancellation 2,Rod of Resurrection 2,Staff of Commanding [D] 10,Staff of Healing [D] 2,Staff of Power [A] 4,Staff of Striking [D] 2,Staff of Withering [D] 1,Staff of Wizardry [A] 7,Staff of the Serpent [D] 4,Wand of Cold 5,Wand of Detecting Enemies 5,Wand of Detecting Magic 4,Wand of Detecting Metals 5,Wand of Detecting Secret Doors 4,Wand of Detecting Traps 4,Wand of Device Negation 5,Wand of Fear 5,Wand of Fire Balls 5,Wand of Illusion 5,Wand of Lightning Bolts 5,Wand of Magic Missiles 2,Wand of Paralyzation 4,Wand of Polymorphing
 * Rods, Staffs, and Wands

40,Weapon, [Sword +1] 5,Sword +1, +2 versus lycanthropes 5,Sword +1, +2 versus spell casters 4,Sword +1, +3 versus undead 4,Sword +1, +3 versus dragons 5,Sword +1, +3 versus regenerating monsters 5,Sword +1, +3 versus summoned creatures 8,Sword +1, light 30' radius 5,Sword +1, Flame Tongue 1,Sword +1, Life Drinker 3,Sword +1, locate objects 1,Sword +1, Luck Blade 4,Sword +2 2,Sword +2, charm person 4,Sword +3 1,Sword +3, Frost Brand 1,Sword +3, Vorpal 1,Intelligent Sword: [Magic Sword.Intelligent Sword]
 * Swords

1,Blackthumb (Hack & Slash Compendium II) 1,Fearflame (Hack & Slash Compendium II) 1,Alchemist's Friend (Hack & Slash Compendium II) 1,Cat's Claw (Hack & Slash Compendium II) 1,Stinkshaft (Hack & Slash Compendium II) 1,Temper's Edge (Hack & Slash Compendium II) 1,Studded Stunner (Hack & Slash Compendium II) 1,Sword of White Wind (Hack & Slash Compendium II) 1,The Blacker Hand (Hack & Slash Compendium II) 1,The Mountain Sledge (Hack & Slash Compendium II) 1,The Fountain of Infinite Gore (Hack & Slash Compendium II) 1,God's Tongue (Hack & Slash Compendium II) 1,The Cup of Flesh (Hack & Slash Compendium II) 1,Cloudstuff (Hack & Slash Compendium II) 1,Warhammer of the Jotun (White Box Omnibus) 1,Holy Avenger (White Box Omnibus) 1,Bennai, the Leper’s Blade (Pars Fortuna) 1,Entme the Hoarder (Pars Fortuna) 1,Brigir, Scimitar of the Ice Lords (Pars Fortuna) 1,Samartin of the Silver Tongue (Pars Fortuna) 1,Govan the Defender (Pars Fortuna) 1,Bloody Zymbe (Pars Fortuna) 1,Janne, Heaven’s Fire (Pars Fortuna) 1,Yeerink the Black (Pars Fortuna) 1,Dashing Malain (Pars Fortuna) 1,Sybba Who Walks Between Worlds (Pars Fortuna) 1,Logos (Pars Fortuna) 1,Xzaratina, the Magian Sword (Pars Fortuna)
 * Sword +1

15,[armortype] +1 10,[armortype] +1 and Shield +1 2,[armortype] +1 and Shield +2 1,[armortype] +1 and Shield +3 5,[armortype] +2 2,[armortype] +2 and Shield +1 2,[armortype] +2 and Shield +2 1,[armortype] +2 and Shield +3 1,[armortype] +3 1,[armortype] +3 and Shield +1 1,[armortype] +3 and Shield +2 1,[armortype] +3 and Shield +3 20,Shield +1 10,Shield +2 5,Shield +3 1,Bear-Skin (White Box Omnibus) 1,Bone Mail (White Box Omnibus) 1,Carapace Plate (White Box Omnibus) 1,Dragon-Scale Mail (White Box Omnibus) 1,Dwarf-forged Plate (White Box Omnibus) 1,Elven Chain Mail (White Box Omnibus) 1,Flesh-Stitched Leather (White Box Omnibus) 1,Holy Armor (White Box Omnibus) 1,Ice Mail (White Box Omnibus) 1,Leaf Walker Armor (White Box Omnibus) 1,Shadow Leather (White Box Omnibus) 1,Shield of Medusa (White Box Omnibus) 1,Throwing Shield (White Box Omnibus) 1,Arcane Band (Hack & Slash Compendium II) 1,Hypnosis Shield (Hack & Slash Compendium II) 1,Shield of Terror (Hack & Slash Compendium II) 1,Shield of Towers (Hack & Slash Compendium II) 1,Shield of Unity (Hack & Slash Compendium II)
 * Armor

30,Light armor 35,Medium armor 35,Heavy armor
 * armortype

1,Amulet versus Crystal Balls and ESP 1,Apparatus of the Crab 1,Bag of Devouring 1,Bag of Holding 1,Boat, Folding 1,Boots of Levitation 1,Boots of Speed 1,Boots of Traveling and Springing 1,Bowl of Commanding Water Elementals 1,Bracers of Armor 1,Brazier of Commanding Fire Elementals 1,Brooch of Shielding 1,Broom of Flying 1,Censer of Controlling Air Elementals 1,Chime of Opening 1,Cloak of Protection 1,Crystal Ball 1,Crystal Ball with Clairaudience 1,Crystal Ball with ESP 1,Cube of Force 1,Cube of Frost Resistance 1,Decanter of Endless Water 1,Displacer Cloak 1,Drums of Panic 1,Dust of Appearance 1,Dust of Disappearance 1,Efreeti Bottle 1,Elven Cloak 1,Elven Boots 1,Eyes of Charming 1,Eyes of the Eagle 1,Eyes of Petrification 1,Flying Carpet 1,Gauntlets of Ogre Power 1,Girdle of Giant Strength 1,Helm of Alignment Changing 1,Helm of Comprehending Languages 1,Helm of Telepathy 1,Helm of Teleportation 1,Horn of Blasting 1,Medallion of ESP 1,Medallion of ESP (90') 1,Mirror of Life Trapping 1,Mirror of Opposition 1,Necklace of Adaptation 1,Rope of Climbing 1,Scarab of Protection 1,Stone of Controlling Earth Elementals 1,Auricorn (Pars Fortuna) 1,Light of Reason (Pars Fortuna) 1,Cissonian Parasol (Pars Fortuna) 1,Silver Mask (Pars Fortuna) 1,Blue Bottle (Pars Fortuna) 1,Bazier of Bal‐Nak‐Ban (Pars Fortuna) 1,Eye of Tolban (Pars Fortuna) 1,Copper Cane of Kambak‐Tu (Pars Fortuna) 1,Survan’s Shroud (Pars Fortuna) 1,Fazumard’s Fork (Pars Fortuna) 1,Black Bongos (Pars Fortuna) 1,Telcat’s Mechanical Marvel (Pars Fortuna) 1,Armor of Grograxus (Wonder & Wickedness) 1,Bangle of Earth (Wonder & Wickedness) 1,Blade of Seeing (Wonder & Wickedness) 1,Bracers of Amalgamation (Wonder & Wickedness) 1,Bridging Arrows (Wonder & Wickedness) 1,Chaos Bow (Wonder & Wickedness) 1,Coins of Bewitching (Wonder & Wickedness) 1,Crown of Extinction (Wonder & Wickedness) 1,Cymbal of Names (Wonder & Wickedness) 1,Dagger of Divergent Precipitation (Wonder & Wickedness) 1,Demon Cloak of Gal-Bratar (Wonder & Wickedness) 1,Dimensional Cache (Wonder & Wickedness) 1,Dunoder's Hat (Wonder & Wickedness) 1,Ephebian Mask (Wonder & Wickedness) 1,Escutcheton of Dream Weaving (Wonder & Wickedness) 1,Essence Lantern (Wonder & Wickedness) 1,Fascinating Cat (Wonder & Wickedness) 1,Feylight Lantern (Wonder & Wickedness) 1,Goblin-birthing Knife (Wonder & Wickedness) 1,Hat of Trapping (Wonder & Wickedness) 1,Kerfiel's Ring (Wonder & Wickedness) 1,Kergosar's Automaton (Wonder & Wickedness) 1,Lantern of Concealment (Wonder & Wickedness) 1,Lich Hood (Wonder & Wickedness) 1,Mergolder's Panoply (Wonder & Wickedness) 1,Meteor Lure (Wonder & Wickedness) 1,Mizuthian Battle-Shroud (Wonder & Wickedness) 1,Naberithum's Crown (Wonder & Wickedness) 1,Orc Mace (Wonder & Wickedness) 1,Pole-flail of Demonic Chastisement (Wonder & Wickedness) 1,Ring of Summoning (Wonder & Wickedness) 1,Root Crown (Wonder & Wickedness) 1,Scarves of Binding (Wonder & Wickedness) 1,Sebron's Trophy (Wonder & Wickedness) 1,Seed of the Sanctuary Flower (Wonder & Wickedness) 1,Semik-Jualt's Cauldron (Wonder & Wickedness) 1,Serpent Lens (Wonder & Wickedness) 1,Shadow Loom (Wonder & Wickedness) 1,Shadow-lord Armor of Lost Urrax (Wonder & Wickedness) 1,Skull Cap (Wonder & Wickedness) 1,Tablet of Opening (Wonder & Wickedness) 1,Talisman of Oceans (Wonder & Wickedness) 1,The Gossamer Mantle of Irapoden (Wonder & Wickedness) 1,Time Net of the Time God (Wonder & Wickedness) 1,Transmogrifying Cage (Wonder & Wickedness) 1,Vulfin's Mace (Wonder & Wickedness) 1,Wand of Arboreal Duplicity (Wonder & Wickedness) 1,Witchfinder's Candle (Wonder & Wickedness) 1,Zephyrian Sphere (Wonder & Wickedness)
 * Miscellaneous Magic

1,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. 1,Amulet of Hope. Shines as bright as a candle, but only when there are no other light sources. Light points back towards dungeon entrance, vaguely. Hums reassuringly when clutched, and warms your hand. 1,Orphan's Top. Cannot be spun if there are any invisible undead nearby. 1,Ring of the Adventurous Limb. If worn on a hand, the entire arm will vanish. It will return after 24 hours have elapsed. Roll a d10: 1 - tattoo on arm, 2 - arm injured, 3 - gained a ring, probably a wedding ring, 4 - ring missing, 5-10 - nothing special. It will have a similar effect on legs. 1,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. 1,Paired Scrolls. Whatever is written on one appears on the other. Give players a 3"x5" card to write on, to limit how much they can write. 1,Statuette of Baal. Can be "fed" gold to grow larger, adding to its. Starts out the size of a gold coin. Becomes more complex as it grows larger, adds features and companions. If grown to the size of 100,000 gp, golden tablet reveals great secret. (Does not create or destroy gold, just absorbs it.) If grown to 1,000,000 gp, it will come alive and try to take over the world. 1,Book of Epic Boredom. When reading, save vs sleep. 1,Black Cigarette. When smoked, it creates a huge cloud of smoke and allows the smoker to see through smoke and fog. Can be smoked for 5 minutes (or 5 one-minute segments). 1,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 of writing for it to be recovered. 1,Sleeping Draught. Sleep TWICE AS HARD for four hours. You get a full night's rest, but cannot be woken up. Unwilling targets get a save. 1,Love Potion. 1,Exploserous Carnelian. When activated, begins to glow hotter and hotter. Explodes like a stick of dynamite after 1d2+2 rounds. 1,Mighty Acorn. When thrown on the ground, immediately grows into a 20' oak. 1,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 spider, 5' in diameter. 1,Penguin tokens (1d6). Summons an 80 lb emperor penguin. On land, cannot do anything except waddle to where you direct. In water, can attack as a 1 HD creature. Is destroyed/killed if it takes any damage. Reverts to a small (1") wooden token after 1 minute. 1,Saint's Bones. About the size of a cigar box.  Contains mandible + some carpals.  Will rattle ominously when a lie is uttered nearby. 1,Amber Comb.  Any lightning attack within 10' is diverted to the comb instead.  If the comb takes 6 or more damage (it is not immune to lightning), it shatters. 1,Chewed Bone.  When chewed, it fills the air with the smell of delicious fresh meat.  This is strong enough to mask other odors. 1,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, for example. 1,Silver silk handkerchief.  3' on a side.  On the command word, it becomes as hard as thick steel. A second command word reverts. 1,Silver silk rope. As above, except a rope. 25'. 1,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 Wisdom check every round or lose track of which clown is which. On the upside, you are immune to the beauty of nymphs and the ugliness of catoblepas. 1,Vial of Nightshade. When drunk, it puts the body into a deep coma and ejects the spirit. You can now roam around, incorporeal, until you return to your body. There is a 1-in-6 chance each hour that some mishap befalls you (body possessed by outsider, soul lost forever, etc). Coma lasts for 1d3 days. 1,Grinning Amulet. Anyone who laughs--even a snicker--near this amulet must make a save or laugh uncontrollably for the next minute. Careful, it's contagious--if a player laughs during this, so does their character. 1,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.) 1,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. 1,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 sounds. If you walked in a loop somewhere along the line, the boots will get stuck in the loop and repeat. 1,Tiny 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. Probably found dead/in a chest. 1,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. 1,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. 1,Party Book. This book creates audible illusions imitating a party. The state of the party depends on the page the book is opened to. If the book is turned to page 1, you'll hear a couple people setting up silverware. Middle of the book, raucous carousing. Near the end, mostly snores and a few people taking shots. 1,Quiet Bell. This 2" tall silver bell prevents all sound within 1'. 1,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. 1,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. 1,Grass Whistle.  When blown, roll for a random encounter.  If the location has no encounter table (some cities, maybe), the PCs will meet someone interesting who wants something. 1,Naiad-hair Ring.  50% cursed.  When worn, PC treats all water as if it had the consistency of a gas.  (Don't fall off a boat.)  Water is still unbreathable. 1,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. 1,Belt of Cat Imprisonment.  When laid on the ground, felines are compelled to sit in the center of it.  As charm. 1,Endless Boots.  Cannot stop walking. Will never tire from walking. Cannot run. Walk walk walk. 1,Spike of Woodland Suicides. Sort of like a hunter's trap. When left in the woods, wild animals will come and impale themselves on it. A verdant forest yield 1d10 rations worth per day, but must be moved daily. Fey will fucking hate you, though. 1,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. 1,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). 1,Demonic Muffin. When eaten, reverses your gravity for 1d6 minutes. 1,Everice. Never melts. 1,Chest of the Mundane. Anything placed inside it is covered with an illusion that makes it look worthless and boring. Currently holding 3 peridots worth 10gp each. 1,Boots of Devouring. Cursed. As soon as you put one on your foot it starts fucking eating you like a garbage disposal. Feeding it lots of booze causes it to vomit out everything in its stomache (which may include some treasure). 1,Fox-in-a-Bag. Sleeps all the time. As soon as it touches the ground, it will run around like crazy. Dex 18, AC as plate because of high Dexterity + foxy nature. If you pick it up (good luck) it will fall back asleep. 1,Feather of Bravado. When placed in a hat, it points in the direction of the nearest deadly foe capable of killing the PCs. When placed in the bottom of one's shoe, allows them to run slightly faster. 1,Gossip Cookies. Each one contains either a random rumor from the most relevant rumor table or "You will be killed by [random monster from most relevant random encounter table]". 50% chance of each. 1,A small silver figurine that, when given away, will return to your pocket after 1d6 minutes. The only way to permanently get rid of it is for the recipient to similarly give it away before the 1d6 minutes expire. (Alternatively, the original owner could die.) Yes, this is great for scamming people. Apparent value: 1d100 silver. 1,A rock that, when thrown, always hits its target. Always. Cannot do anything that you couldn't conceivably do with a really lucky throw. 1,A saddle that turns any animal into a horse when it is strapped on. The horse cannot remove the saddle on its own. Currently owned by a bounty hunter who is fond of riding his bounties back to town. 1,A key that can unlock any door, but cannot be removed from the mechanism until the door is relocked. 1,A mug that points the way to the nearest tavern when it is balanced on its edge. 1,An egg cup that can hatch any egg that is placed atop it. 1,A ring that gives the wearer a magnificent mustache/beard, depending on which finger it is worn on. The left ring finger, for example, always yields a Van Dyke. 1,A ring that makes your eyeball pop out. This is not a problem, and you can continue to see through the eye just fine, like a spy-eye. Reversible if the ring is removed. 1,A ring that makes you invisible, but not your equipment or clothing. 1,An umbrella that allows you float downwards at 60'/round when open, negating fall damage. 1,Chicken Arrows (1d6). On a hit, target must save vs fear (first arrow only). If sat upon like an egg, quickly turns into an adult chicken. Fletched with white feathers. 1,Bag of Infinite Manure. Useful for campfires. 1,Wand of Necromantic Cooking. Can enchant a corpse or cut of meat to cut, prepare, marinate, and cook itself. A slaughtered pig will seek out gravy to roll around in. Sausages will jump into the saucepan, and then seek out your plate when cooked. 1,Omnidress. Can turn into any type of dress (can even imitate leather armor, but not metal). 1,Indelible Pen. Can write on anything. Writing is permanent. Works 1d6 times. 1,Ring that makes the wearer appear to be dead and rotten. 1,Scones (1d6). When broken in half, it erupts into 1d100 scones (10 scones = food for a day). Alternatively, it can be eaten to restore 1d6 HP. 1,Wooden hand. 1/day, can turn into a living-but-disembodied hand for 1 hour. Will obey your commands for the duration. Str 1, can climb most walls. Int 6, can see normally, but cannot speak. 1,Locket. Woman's face inside the amulet always looks towards Meltheria. 1,Box of paired snails. When one snail dies, so does its mate. Normally used to send very crude, binary messages. There are 1d6 pairs of snails. Feed them leaves. 1,Hungry coin. Cursed. Will attempt to eat other coins that it comes into contact with. Eats 100 coins an hour. 1,Armor of Glamour. Looks like a fancy dinner suit. Is actually a suit of plate mail. 1,Ring of Good Omen. The first time you fail a save against a curse or other magic, the ring breaks and you instead make your save. 1,Prayer of the Seal. When this sheet of paper is attached to a door or portal, it become locked (until the paper is removed or destroyed.) 1,Boots of the Aristocrat. When you click them together, your clothes become clean, your skin becomes perfumed, and your hair is styled. 1,Cursed matches (1d6). When lit, the match does not ignite. Instead, whatever the PC is looking at catches fire. (Tiny match-sized fire. Does no damage unless allowed to progress.) 1,Preservative jar. Anything placed in this jar enters stasis. Cannot hold anything bigger than a toad. Currently holds a toad. 1,Library Box. When a non-magical book is placed inside it, another of the same type will be found there the next day. 1,Monocle of Entropy. If you stare at something long enough, it will fall over. 1 round for a candlestick, 1 minute for a sleeping cow, 1 hour for a small tree, 1 day for a cottage or large tree, 1 week for a castle. Must be within 100'. 1,Girdle of Masculinity/Femininity. Non-cursed because that's way more fun. 1,Stick of the Titan. Hits for 2d8, then breaks. 1,Singing frog. Knows 1d6 songs. Good for a free round of drinks in pretty much any bar you walk into, with only a 20% chance that someone will try to steal it from you at the end of the night. 1,Perpetual motion machine. Utterly unremarkable in a world filled with magic, but still cool. 1,Seed of Moon Ice. If dropped in a body of water, will "freeze" an area up to 20' diameter. If swallowed, you die. If touched, save or die. Leaves awesomely frozen corpses that are not cold to the touch and never thaw. 1,Small broom. When activated, will attempt to clean the dirtiest thing nearby. 1,Black cat, winged. When you tap it on the nose, it enters stasis. (This is why you found it in a treasure chest.) 1,Blindfold of the Spirits. When worn, you can attack incorporeal things as if they weren't. Also, you're blind. 1,Night's Black Windchimes. 25% chance of alerting you when you would be attacked during the night. If one of the 1d6+1 chimes is broken in half, a refreshing (but also quite cold) breeze blows through the area. 1,Dust of Vermicide. When thrown, does 1 damage to everything in a 5' diameter area. Alternatively, does 2d6 damage against a swarm. 1,Sovereign Glue. 1,Universal Solvent. 1,Goblin cloak. Invisible while in shadowy areas, but stinks like a mound of goblin shit. 1,Miser's Flute. When played, all unsecured coins in 20' will leap up and roll after you. They will follow you as long as you play, and as fast as normal running speed. Uphill is fine, stairs are not. 1,Donkey Legs. These wooden donkey legs can be attached to anything (but are not strong enough to carry literally anything). Once attached, the thing will follow you around like a loyal donkey. For example, you can attach them to a heavy statue and then have it walk itself out of the dungeon. Donkey legs are as strong as two donkeys! 1,Giant's Ochre. Anything painted with this pigment will double in size. Washes off easily with water or sweat. (If you paint yourself, it'll wash off after 1d6 rounds of sweaty combat). 1,Mask of the Jester. Anyone seeing it for the first time must save vs charm or be compelled to attack the wearer. 1,Eye of Zin. If this jewel is pressed into the forehead, the wearer's eyes turn jet black, they gain darkvision, and they are blinded by even small amounts of light (a nearby torch will blind them, for example). 1,Metal Eye Mask. Wearing this mask obscures you normal vision, but allows you to see from above, sort of like an orbital satellite's view. At sea level, you can see an area 200' in diameter, centered on the mask. 1,Pink Bead. When smashed on the ground, immediately turns into a huge mountain of fluffy bubbles, similar in consistency to a mass of fused marshmallows. Can cushion a fall or block a hallway or something. 10' in diameter, can be cut through with 6 slashing attacks, lasts 1d6 minutes. 1,Animate rope with the personality of a loyal dog. 50'. Must be taught knots the way a dog must be taught tricks. 1, Adhesive Gloves	+1 to Athletics checks to climb for 1d4 turns 1, Green Talisman	Reroll a failed save against poison 1, Psychokinetic Pebble	Pull one palm-sized thing toward you at speed 4 for 1 turn 1, Power Whetstone	Enemy struck w wpn must save or knocked back 1d6 squares 1, Teleport Oil		One-time armor enchantment: when struck, teleport to random area w/in 8sq 1, Health Crystal	Reroll a failed save vs disease 1, Dusk Glasses	Darkvision for 1d6 turns 1, Dream Pill		Fall into fevered dreams for 1 turn, then regain 1 spell 1, Literacy Earring	Read all written languages for 1 turn 1, Superior Teleport Oil	One-time armor enchantment: when struck, teleport to chosen area w/in 8sq 1, Tongue Stone	When placed under tongue, can speak all languages for 1d4 turns 1, Momentum Herb	One-time weapon enchantment: next attack roll 2 damage dice + pick higher 1, Shrapnel Bomb	Explodes in 1sq burst for 1d6 damage 1, Water Bomb		Atomizes water in 5ft burst, creating an obscuring mist 1, Blinding Bomb	All within 8sq save of blinded for 1 turn 1, Concussion Bomb	All within 1sq save or knocked prone 1, Grenade		All within 8sq burst 1d6 damage, save for half 1, Mutation Bomb	All within 1sq 1d6 damage and if killed body is re-arranged 1, Push Bomb		All within 1sq save or pushed out of area 1, Suction Bomb	All within 8sq save or pulled 4sq toward bomb, then next round explodes 1d6 1, Loud Bomb		All within 1sq save or deaf for 1 turn 1, Double Bomb	Explodes for 1d4 against all in 1sq, then next round 1d4 against all in 2sq 1, Snare Bomb		Explodes above single target and drops net, save or be caught 1, Weapon Slime Vial	Temporary weapon enchantment: Next attack vs living tissue deals +2 damage 1, Distance Eyedrops	See twice as far for 1d4 turns 1, Salamander Oil	½ damage from fire for 1 turn 1, Gel Cube Oil		1sq x 1sq wall that absorbs flame for 1d4+1 turns 1, Door Nail		Door nail is hammered into cannot be opened for 1d6 turns 1, Magic Square Paper	+2 AC until struck or 1 turn, whichever is less 1, Wall Solution	When spit creates an invis. 1sqx1sq wall of wood (1d8 turns) or iron (1 turn) 1, Shield Candle	When lit, +1 AC until struck 1, Slippery Oil		Greases a 4sq x 4sq flat surface for 1d4 turns 1, Blue oil		1sq x 1sq wall causes 1d6 cold damage when passing through for 1d4 turns 1, Pixie Wings Flask	Grants cover (+4 AC) within 8sq during 1 combat (1 in 6 all fall asleep as well) 1, Float Feather	When worn, user floats 6in. above ground or liquid for 1d4 turns 1, Lightness Oil	A single 1-slot item takes up 0 slots when covered in oil 1, Flame Oil		Temporary Weapon Enchantment: next attack counts as magical fire 1, Glass Insect		When thrown, flies up to 8sq and deals auto 1d6 damage 1, Magical Burnt Stick	Causes magical light as torchlight for 6 turns, can’t be blown out 1, Red Jelly Oil		1sq x 1sq wall causes 1d6 fire damage when passing through for 1d4 turns 1, Glass beetle		Crawls up to 4 sq away, records a picture, returns to show to user 1 turn after 1, Familiar Whistle	calls familiar that performs 1 task that takes no more than 1 turn 1, Canvas Square	When torn creates a tent that houses 4 with bedding, disintegrates after a day 1, Intellect Headband	+1 bonus on next Int-based check 1, Invisible Armor Oil	Temporary armor enchantment: armor is invisible until struck 1, Knowledge Pill	Make Loremastery check even if you do not have Loremastery, or at +1 1, Yellow Jelly Oil	1sq x 1sq wall causes 1d6 electric damage when passing through for 1d4 turns 1, Green Slime Flask	Devours 1 cubic foot of material in 1 turn and then vanishes 1, Object Crystal	Speak to objects for 1d6 turns, speak to mind flayer tech save or 1d6 Wis is lost 1, Glass Teardrop	Thrown at single target deals 1d6+1 damage 1, Strength Gloves	Can bend or twist a single iron object 1 time 1, Invulnerability Chalk	Temporary armor enchantment: can’t be hit by iron for 1 turn 1, Recording Glasses	Records 30 sec of video, can be played back once 1, Paralysis Marble	When crushed in teeth, touch target, you and target save or paralyzed 2 turns 1, Brittle Salve		Renders a cubic foot of any metal brittle 1, Slicing Thread	May slice through 6” of non magical substance for 1 turn 1, Egg Sac		Embed in back of head and immune to next surprise 1, Safety Incense	Reduces damage by 1 die size or gives extra turn to hold breath vs 1 effect 1, Bone Pill		Incorporeal for 1 turn when swallowed 1, Ghost Hammer	2 cubic feet of objects struct turn incorporeal for 1 turn 1, Needle of Emotion	Save or cannot communicate without seeming insane for 1d4 turns 1, Death Needle	Save or die 1, Charm Needle	Save or charmed for 1d4+2 turns 1, Space Needle	Save or stare motionless for 1 turn 1, Jar of Speaking	Records 5 words, plays back for 1st person that puts to ear 1, Necrotizing Wand	Beam (24 sq range) deals 1d6 damage to target hit, heals undead 1, Freezing Wand	Beam (24 sq range) deals 1d6 cold damage to target hit 1, Shock Wand		Beam (24 sq range) deals 1d6 electricity damage to target hit 1, Paper Charm&Spike	Prevents incorporeal from entering through wall spiked for 1 turn 1, Red Pill		1HD in healing 1, Blue Pill		1HD+2 in healing 1, Empathy Monocle 	See what target initially within your sight is seeing for 1 turn 1, Repair Hammer	Automatically repairs broken objects struck for 1 turn 1, Lightning Oil		Temporary armor enchantment: Next time struck, deal 1 dmg to all within 1sq 1, Healing Wand	1sq x 1sq shell heals 1d4hp one time to any who enter for 1 turn 1, Lightning Oil		Next attack counts as magical lightning 1, Lightning Scepter	Target struck takes 1d6 lightning damage 1, Acuity Bracer	+1 bonus on next check involving manual dexterity 1, Sleep Powder	You and 1 other in melee save or sleep 1, Silent Stone		All sounds originating in 3sq x 3sq area are nullified 1, Silent Wax		All sounds originating in stationary cubic ft area are nullified 1, Range Lens		All weapons have +8 range 1, Initiative Potion	+1 to next initiative roll 1, Protection Charm	+1 to next save 1, Superior Protect Charm	+2 to next save 1, Strength Wristband	+1 to next Str-based check 1, Green Oil		1sq x 1sq wall -1 to all d20 rolls for 1 turn when passing thru, lasts 1d4 turns 1, Commune Spike	Allows one yes/no question to be asked of DM when tapped on skull 1, Teleport Ring	Teleports one palm-sized thing 3 sq 1, Superior Teleport Ring	Teleports one palm-sized thing 8 sq 1, Blood Paper		Blood red message about activities in room for 6 turns before entered 1, Displacer Blood	Temporary armor enchantment: enemies -1 to hit for 1 combat 1, Displacer Urine	Temporary weapon enchantment: +1 attack until miss 1, Glass Mosquito	Placed on willing subject, you know direction to subject for 1d8 hours 1, Charisma Mask	+1 on next Cha-based check 1, Defense Mirror	+2 AC vs one target until hit 1, Language Collar	Next thing said comprehensible to 1 target regardless of language difference 1, Protective Charcoal	½ damage from cold for 1 turn 1, Breath Bladder	1 extra turn of held breath 1, Piercing Lens	See through 2ft of non-metal substance for 1 turn
 * minor item