1001 Deck of many... [Archive] - Wizards Community

Post/Author/DateTimePost
MidnightLightning

02-09-06, 02:39 PM
As a recent thread points out well, the Deck of Many Things can be quite powerful and varied, and sometimes is not included in campaigns because of that. The Deck of Illusions is less potent and more one-track with all the manifestaitons (they're all illusions that are summoned), while the Rod of Wonder is again more varied in its scope. What other less-powerful, more-focused, chance-based weapons can you come up with (doesn't have to be a "Deck" per say, could be an activated item like the Rod of Wonder too)?

1. Deck of many Climates: Deck contains cards with various weather conditions. One card may be drawn every 6 hours; when drawn, the weather within a 10 mile radius becomes that description over the course of one hour (gradually) and stays that way for 24 hours until dispelled/countered by another magical weather effect. Once a card is drawn, it gets returned to the deck. The 10 mile radius does not move with the card or deck bearer; it stays centered on where the card was drawn.

2. Deck of many Tongues: Deck contains cards with one language per card on it. Upon drawing a card, a (random) language that the character currently knows is replaced with the language on the card. Once a card is drawn, it gets returned to the deck immediately. Characters can draw from the deck as often as they like.

3. Deck of Attraction: Deck contains the same cards as the Deck of Illusions, minus any quantity ("Three male human clerics" becomes "Male Human Cleric"), and all "and"s turn to "or"s ("Male elf wizard and female apprentice" becomes "Male elf wizard or female apprentice"). Once a card is drawn, it remains with the character until its effect is used; you cannot have more than one card drawn from this deck per player at any time. After the card is drawn, the next time the character is seen by a creature that matches the description of the card, that creature's attitude turns to Friendly toward that character, and the card magically returns to the deck.

4. Deck of Repulsion: Same as Deck of Attraction, but creature's attitude turns to Hostile when the effect is triggered.

5. Deck of Love: Same as Deck of Attraction, but creature falls in love with the card-bearer when the effect is triggered.

6. Weapon of Wonder: This weapon appears as a random Medium melee weapon when found. Whenever a creature is killed with this weapon, the weapon changes to another random type of melee weapon.
revnk

02-09-06, 03:55 PM
One notion, first draft:

7. Book Of Paths: An enormous tome of thousands of pages, about 9" in thickness (it may well have more pages than the thickness or weight implies). Each pair of facing pages contains glyphs and sigils that create a Gate between the locale of the Book and a randomly determined plane of existence. Merely opening the book to a set of pages is enough to open a path--upon doing so there is a 50% chance that a randomly-determined creature will come through to the Book's location (the possessor of the Book has no control over the creature and the creature owes nothing to the Book, although the creature will not necessarily be hostile: rather, the creature will behave in accordance with it's nature--attacking, fleeing, negotiating, joining or opposing the PCs, etc.).

A character who speaks the language the Book (determine as appropriate to your campaign) can make a Knowledge (The Planes) check to try to find a particular page:

Open a Gate to a general type of plane (elemental, alignment, etc.): DC20
Open a Gate to a specific type of plane (chaotic good, fire, etc.): DC25Open a Gate to specific plane (The Abyss, Elysium, etc.): DC30
Open a Gate to a specific portion of a plane (the 8th Level of Hell, The Fourth Heaven, etc.): DC40

It is not possible for a path to be any more specific (there is no path directly to Orcus' throne in the Book, for instance). Nor can a character opening to a specific page control whether anything comes out of the Gate before he or she can go in.
revnk

02-09-06, 04:09 PM
Think this has been done before, can't remember, posting anyway:

8. The Decanter Of Tasty Beverages: This elegant and mysteriously-indestructible crystal decanter always appears to be 3/4 full of swirling liquid. The Decanter may be quaffed from directly or it may be poured into up to four glasses/mugs at a single unstopping. The Decanter might contain (roll d%):

01-10 Oh Sweet Gods of Mercy, What is this swill?!? A harmless but foul-tasting liquor.
11-25 That's good, but what are we, kids? A delicious, non-alcoholic beverage.
26-70 Now that's what I call a tasty beverage! A delicious wine, brew or liquor.
71-96 Daddy needs his medicine.... Roll a random potion.
97-00 Poison! Determine randomly! Try not to die!
Black Kitten

02-09-06, 04:16 PM
Deck of Usefulness (OOC name: Deck of Flavor) - When drawing from this deck, the character gains a permanent, flavorable addition to his/her abilities. These abilities are not useful in, for instant, combat and any other use can be restricted by the DM. (Example: Drawing the card 'Plantsight' enables the character to see the life-forces of plants flowing through them, changing his world similar to how it would look seeing the world by the True Seeing spell. This, however, confers no benefits to the character to, for example, detect a plantcreature, invisible creatures and the like.)
Sulaco

02-09-06, 04:27 PM
Mathga's Deck of Collecting (Cursed Item)
This deck is known to contain a specific number of cards but when found there will be 2d6 cards missing. The character who finds the deck gains teh atribute "collector" and must then spend all of his free time and money trying to find the missing cards to "complete" the deck. Once this monumental task is accomplished the deck is considered "retired". The character loses the "collector" attribute, as well as all interest in the deck, and gives it away to the first 10 year old kid he sees.
revnk

02-09-06, 04:37 PM
Sulaco:

Nice!

:clap:
Mentar

02-09-06, 07:23 PM
11. Arrow Wands
Each of these arrows is imbued with a spell as per the crafting of wands, each arrow can be used only once and the target of any effect is the target struck by the arrow. In the case of summon type spell arrows the summoned creature appears next to and attacks whatever was struck until it vanishes. Roll randomly on the wands table to see what arrow is found, each arrow must be identified seperatly.
faint aura (see spell), CL varies(see spell), Craft Wand, Craft Magic Arms and Armor, spell contained (varies), price 1/25 wand cost (increased cost from 1/50 due to difficulties in crafting).

12. Arrows of Wonder
These rare arrows unleash the effect of a rod of wonder upon the target struck. Usually found in groups of one to four these arrows are no longer constructed by sane minds. An ancient cult of Chaos once produced these arrows, spreading them among it's worshipers and even giving them as gifts to humaniods and monstrous humaniods of all sorts as a type of religious gift (think religious pamplets) which has left them in various ruins (sometimes as the cause of the ruins) and lairs of creatures that desire magical items. Rarely, an ancient temple to Chaos may be found to have several quivers awaiting spread amongst the populace. (1D4 quivers with 20 arrows in each)
Moderate enchantment, CL10th, Craft magic arms and armor, Confusion, creator must be chaotic, price 247gp? (not sure how to calculate a single arrow)
Andorxor

02-10-06, 02:10 AM
13. Deck of many forms
This deck has pictures of monster and races.You can draw as many cards in one draw as you want.You tranform,like Polymorph, into the creature you have drawn,for a duration of 1d20 days.When the duration ends you transform into the next creature you have drawn.The last transformation is permanent.

14. Deck of many gods
This deck has pictures of the gods,with four different background colors.You can draw one card every week.
Yellow Background: The followers of this god think for 1d20 hours that your are their god
Green Background: You causes the god to work a miracle
Blue Background: You commune with the drawn god
Red Background: You join the religon of the god you have drawn.You keep your original alligment

15.Deck of many decks
If you draw from this deck,you have the illusion that you have drawn from another many-deck.

16.Deck of good deeds
When ever you draw a card from this deck you loose 5 HP
Cards:
Mercy - All your weapons gain unsurpressable mercyfull
Charity - Every gold pice you spend on a good deed is doubled
Sacrifice - You take any damage,curse and stat damage from the next person you touch on yourself.You can bring a dead back,by dying yourself this way.
Justice - You are under a geas to bring a criminal in front of a judge
Hope - for one hour everyone in a 40 feet radius around you gets +5 bonus on all saves
Honesty - For 1d20 hours is a zone of truth centered on you
....
Andorxor

02-10-06, 08:12 AM
17. Deck of evil deeds
You must pay 5HP to draw a card
Slaughter - Wounding is placed on all your weapons
Greed - the next time someone gives you money,he gives the tripple amount he intented
Sacrifice -The next person you touch must take all your damage,curses and statdamage from you.This can even bring you back from death,when someone touches your corpse
Crime - Everyone forgets one of your evil deeds
Despair -for one hour everyone in a 40 feet radius around you gets -5 on all saves
Lie - +20 on your next bluff
...
MattKarnan

02-10-06, 08:31 AM
14. Deck of many gods
This deck has pictures of the gods,with four different background colors.You can draw one card every week.
Yellow Background: The followers of this god think for 1d20 hours that your are their god
Green Background: You causes the god to work a miracle
Blue Background: You commune with the drawn god
Red Background: You join the religon of the god you have drawn.You keep your original alligment


I would include cards that have negitive effects, like the followers hate you, or the god gets mad at you.
Andorxor

02-10-06, 08:57 AM
Nothing says that the god must follow your wishes with a miracle.I don't want to stand next to someone good who gets a miracle from a evil god.I think that is bad enought.
Black Kitten

02-10-06, 09:36 AM
Deck of Secrets - You must pay 100XP to draw a card from this deck.
The Deck of Secrets will provide you with one specific clue to a secret you are trying to unreveal. Such as: A clue who the murderer of person X is, or where the murder-weapon of a murder is, but also (for example) stats and special abilities of monsters that you will be fighting or have fought. The cards are determined randomly
MidnightLightning

02-10-06, 10:29 AM
15.Deck of many decks
If you draw from this deck,you have the illusion that you have drawn from another many-deck.
:clap: Bravo way to combine all ideas into one! Now, what happens if you think you drew from the Deck of Illusions? Does an illusion of an illusion appear? Would that mean two will saves? If you make the first, you think it's an illusion of an illusion, if you fail it, you think it's real; if you make the second one, you think it's an illusion, if you fail it you think it's real. That could get very complex fast, especially if you rule that an illusion of an illusion is reality itself...
Eightbitmage

02-10-06, 10:31 AM
The deck of many.... Kittens. :P
Andorxor

02-10-06, 12:42 PM
I don't think that any sane DM would rule that the ilusion of a ilusion is real,or you get a wizzard that cast the ilusion of a wizzard that casts a illusion of a room full of goldcoins.
gleep

02-10-06, 03:54 PM
The Play Book.
This large leather-covered folio contains a sheaf of loose papers between its covers. The papers are easily drawn out to view, are approximately 20x48inches in size, and covered with a series of glyphs and symbols. Upon viewing the page, the viewer or viewers are compelled to follow the instructions diagramed on the page (Will DC36 to resist). Sometimes the instructions are helpful, sometimes harmful, and often just mysterious or confusing. The page turns into dust within 1d4 rounds of being drawn out of the folio (if the dust is successfully collected, it can be used as either dust of disappearance, dust of appearance, dust of hydration, or dust of dehydration, 1 in 4 chance of each.) There is no clue to the contents of the pages before they are drawn, with the powers of the Play Book even defeating divination or other methods to determin the conents.
"Viewers" of the page are considered anything with an Int score over 3 and within a 600 foot line of effect of the page, whether they can actually see the page or not (the effects apply even to creatures that are blind or sightless, in complete darkness, underwater or even in fog). If the drawing character understands the effects of the Play Book (DM's decision), they can attempt to draw out a page to deliberately show it to others. In this case anyone within a 60 degree arc will easily see the page and anyone in a 180 degree arc might be effected (50% chance). There is also a chance that anyone, including the user, in the other 180 degrees may be effected by the page (25% chance).
Duration: To determine the duration of a page's effects roll 1d4. On a 1, the duraction is 2d10 rounds. On a 2, the duration is 2d10 minutes, on a 3 the duration is 10d10 rounds, and on a 4 the duration is 10d10 minutes.
Movement: Unless otherwise stated, those effected by the page can move normally with all movement types and spells as long as they stay within 600' of where the page was activated. No planar travel of any sort is allowed unless the duration is near instant (one round or less) and the destination is on the same plane within the 600' radius (dimension door, short range teleport, etherial travel, shadow jump, etc, all work as long as the creature immediately returns to the same plane). Any attempt to circumvent the travel restriction (including simply attempting to walk away) results in the creature turning to stone. The edge of the area is quite obvious, and even visible on the plane of shadow and the ethereal plane.
Teams: Most effects in the Play Book apply to two "teams" of creatures. Unless otherwise noted, the total number of those who are effected by the page is divided in half to form each team. Those that are friendly to eachother will tend to be in one group. Unfriendlies may end up joining a group of enemies to even the sides. Any odd creature is then immediately turned to stone (Fort save DC30 prevents) or paralyzed for the duration of the page's effects. The Stone-turning ability of the Play Book ignores any protections from paralysis or transmutation the victim may have unless the individual is protected by an artifact, direct intercession of a deity or other similiarly beyond-mortal-means effect.
Some suggested results of the pages in the Play Book.
1. End Run: One of the viewing characters must run completely around an opposing group in the next combat and tackle (attempt a grapple to pin) another. Half of those involved become defenders and attempt to protect the target while the other half become attackers and help the attacker. But only the end-runner can physically touch or harm the target. Both attacker and target are determined randomly. If the target is successfully knocked unconcious by the grapple, a member of each team is randomly selected to become a new end-runner and target. Every time someone is killed or knocked unconscious, the teams are considered unbalanced and a random individual of the other team must make the fort save DC 30 to avoid being turned to stone. A target that succesfully defeats their attacker gains a slotless ring of insightful protection +3 (+3 insight bonus to AC, does not occupy a ring slot). An attacker that successfully defeats the target gains a luck blade (no wishes).
2. Dog Pile: Everyone effected by the page immediately attempts to grapple one randomly selected individual (who may or may not be effected by the page as well). If the target is invisible or otherwise unperceivable by the attackers they will automatically know which square the target occupies. If the target is driven unconscious or killed, another target is randomly selected. Any target that avoids being grappled for 10 rounds gains a ring of freedom (as per the 9th level spell). Then must make a fort save DC 30 or be turned to stone. A new target is then randomly selected from the remaining "players".
3. Formation attack: Divide all those effected into two even groups. The groups then form two lines of at least two deep (if there are enough creatures involved). They then charge each other and engage in melee. Once the two sides make contact, however, the members are able to use any spells or non-melee effects. Moving more than 20 feet from the majority of the group is impossible, however. Any survivors permanently gain a number of hitpoints that is the maximum for their class, level, and constitution modifier.
4. Opportunity to Win: The effects of this page give one "team" +4 to all saving throws, attack rolls, and damage rolls for the duration of the page's effect. The other team suffers a -4 penalty to any roll. The teams are notcompelled into combat or any other conflict and the members can even come into conflict with eachother. However, every time a team member is driven unconcious or killed, there is the usual fortitude save as the Play Book evens out the two sides again. At the end of the duration, any individual on the "negative team" that has managed to kill or incapacitate a "positive team" member gains a supernatural ability. For 10 rounds per day, they gain a +4 luck bonus to all rolls.
5. Invisible Stalkers: After the two teams are divided, the individual with the most hitpoints on each team is turned invisible, inaudible, and otherwise unsensable (as per the Superior Invisiblility spell, Complete Arcane) for the duration of the page's effects. During this time, the two are compelled to attack each other, but they can only use ranged weapons. Any time they come within 30 feet of the other, they are both dimension-doored in a random direction for 10d10 feet. While they are unable to see eachother, they can sense in which direction the other is located, but not the exact square. Once one individual is knocked unconscious or killed, the creature with the next-highest hitpoints on the opposing team is turned invisible and must start hunting. (And someone must make a Fort Save....). When the page's duraction expires, the two individuals that are currently invisible gain the ability to do so for 10 rounds per day (the duraction need not be continuous).
6. Frozen city. After the sides are determined, every person on each team must make a will save DC20 or be immediately knocked unconscious. After 1d4 rounds, the two sides are "evened up" (that pesky DC30 fort save) and another round of will-saves is done. This continues until the duration ends or there is only two "players" left. Each player then receives a +4 dancing defending bane weapon of their choice (the bane being of the individual's type) which they must survive 5 rounds of combat with. If they do so, they can keep the weapon, otherwise it vanishes and the player must make a DC30 Fort save to avoid being turned to stone.
7. Find the Buzzer: Everyone affected by the page is struck deaf and blind and inflicted with -4 penalties (as per bestow curse) except for one random individual who becomes the target. The stricken players can sense the direction of the unstricken individual when they are more than 30' away, and if within 30' can determine the square (but not exact location in that square, normal darkness/blind/unseeing rules apply). The target gains DR20/epic but cannot move more than 20' regardless of method (teleport, dimension door, etc) and planer travel is prohibited. The first person to damage the target by any means becomes the new target. The old target is removed from play (DC 30 fort save or turned to stone, otherwise paralized for the duraction). Any person that survives being a target for 10 rounds gains a bestow curse spell-like ability (once per day, CL18, will DC10+1/2 level+Cha mod).
8. The Ball Game: Those present are split into two teams, magically separated by 30'. In between appears a round ball, made of adamantine. The only way the ball can be moved is by kicking or head butting. Touching the ball with any object or other part of the anatomy other than a foot or head results in 10d6 points of damage (non-typed, no save). If a creature does not have a discernable head or foot-type appendage, it is turned to stone or paralyzed during the team-selection process. The ball is heavy and quite hard, with a successful kick or butt causing the user 2d6 points of damage. Two 10x10' prismatic walls appear in a random direction, though always opposite each other, at the start of the game. Each team that manages to force the ball through the opposite teams wall gains a +1 luck bonus (as per the stone of good luck), the effect stacking with each successful goal. The opposing team receives a -1 luck penalty, applied to everything just as the stone of luck. Players are allowed to contact, attack, strike, and inflict anything on eachother that they wish. (Though each time a player is knocked unconscious or killed the teams are "balanced" again.) When the page's duration expires, the mobile survivors of each team are permanently blessed (or cursed) with the bonuses gained during the game.
9. Wack a Worm. An advanced purple worm appears in the area (48HD, maximum hitpoints). No matter what the terrain, the worm is able to burrow though the ground, walls, etc with a speed of 100'. The worm also has DR10/epic and a special property that half of any damage dealt to it is inflicted on the attacker (even effects like curses, ability drain, level drain, aging, etc). It also gains half the benefits of any healing, curing, or otherwise positive effect that is used within the page's area of effect. Any creature that is killed by the damage caused by their own attacks (and must take at least 1/2 their hitpoints in damage by this method overall) will, if resurrected or reincarnated within the page's area of effect, gain the Supernatural ability to turn into the same purple worm for 10 rounds per day. Note that this includes the worm's mental stats and abilities. Anyone that manages to deal 1/2 the worm's hitpoints in damage gains their choice of +8 natural armor or +5 inherent bonus to their stats. The amount can be split up, but the total must be 5 points. If for some reason the creature cannot take advantage of all five points, they receive a 5 point reduction instead. Anyone else that survives and manages to strike the worm in some manner at least once receives a small figurine of the purple worm that acts as a stone of good luck. Anyone involved that does not strike the worm receives a small figurine of the worm that acts as a stone of weight. A creature that does more than 25% of the worm's hitpoints in damage and strikes the last, killing blow receives 2 wishes granted by their patron deity. However, if the amount of damage they inflict is more than 75% then their worst enemy also gains 2 wishes. (Stats for the worm are not provided as there are a number of ways the DM can advance the worm.)
10. Rescue the Princess: Two teams are formed for a special duration of 10d10 minutes plus the number of creatures involved. One team attempts to rescue the princess while the other team attempts to prevent them. To be rescued, the princess must be removed from her current location in the "evil tower" and stay at least five rounds in the "good tower." Each tower is a instant fortress (http://d20srd.org/srd/magicItems/wondrousItems.htm#instantFortress) which will be located at opposite ends of the page's area from each other. The "princess" is a randomly-selected member of those effected by the page, is turned female if not already, and given a clothing item that gives a +10 unnamed bonus to charisma which can only be used by the princess (this bonus applies only to reactions, and skills and extraordinary effects. Bonus spells, smiting or other special abilities due to higher charisma are not improved. The bonus does stack with enhancement bonuses and other bonuses, though). The item also gives a +4 insight bonus to AC and saves, power attack, cleave and greater cleave feats and acts as a +4 monk's belt. The princess also gains the half-celestial template (if good), half-fiend template (if evil) or their choice if neutral. Unlike the normal application of the template, the princess keeps any hit dice gained by class levels as the "base creature type." If the princess already has one of these templates, the character gains the full fiend or celestial template (or, if easier, just select a new race, max EL of 10).
Each time the princess is successfully "rescued" the sides reverse the next round, with a new princess being randomly selected. Previously rescued princesses revert to normal and are removed from the game (Fort save DC 30 turned to stone, or paralyzed for the duration). The princess is not considered part of the team, so teams are equalized when a new princess is selected from the winning team members. If more than ten minutes is spent without the princess leaving her tower a randomly selected member of each team permently loses 4 levels and their most prized possession is teleported to a random location in a random plane. If the princess is killed, everyone suffers a 4 level reduction and the loss of their favorite item.
At the end of the game's duration, any successfully rescued princess gains the template permanently (including the item).
Unlike other games, there is a minimum number of participants necessary, equal to the number of minutes divided by ten (round up). If there are not that many intelligent creatures in the page's area of effect, then a number of animals are awakened to make up the difference who then join the teams.

Other games: there are at least 100 pages in the book. The games all follow the pattern above: a reward for "winning", a penalty for "losing", and usually some kind of penalty for being involved at all.
As far as the players are concerned, the page pulled out is random. It is suggested that the DM decide ahead of time, however.


I probably put too much thought into this... :D


--gleep
MidnightLightning

02-10-06, 05:39 PM
Great ideas all! Let's keep the numbering up too: the next one will be #21.
ShadowDragon8685

02-10-06, 06:27 PM
21: Deck of many Cards:

This minor Wondrous item is a fun place to start with your random chances. Rather than giving magical items, magical effects, or whatnot, it's an ever-producing deck of random cards - any type of card set can be reproduced by it. They can even appear to be the much more powerful artifact cards, but they're all mundane. Get creative - modern playing cards, older playing cards, change the suits and the pictures, use different types of sets, use fictional sets from other sci-fi and fantasy games (Sarlaac, anyone,) and so forth.
kliate

02-10-06, 09:50 PM
Coins of Wonder

Each of these coins features an angelic image on one side (corresponding to "Heads") and a demonic image on the other (corresponding to "Tails"). They may be flipped an unlimited number of times, each time counting as a Standard action. Results depend on the type of coin flipped. The coins have an effectively unlimited range when they target something "closest".

22. Coin of Wonder (Health)
Angel Side: The one who flipped receives a discharge of 1d8 points of positive energy (Heals or provides temporary HP lasting for 1 hour to living creatures, harms undead. These temporary HP do not stack.)
Demon Side: The one who flipped receives a discharge of 1d8 points of negative energy (Heals or provides temporary HP lasting for 1 hour to undead creatures, harms the living. These temporary HP do not stack.)

23. Coin of Wonder (Spells, Minor)
Angel Side: A random spell (determined as for a Minor Scroll) afflicts the nearest creature hostile to the one who flipped. If the spell would normally affect an area, it is centered on the creature. If the spell would normally affect multiple targets, it only affects the one creature. If the spell would normally produce an effect, it does so (if possible) in the square the creature occupies. If the spell has any choices (besides target) to be made, the character who flipped the coin may choose them.
Demon Side: A random spell (determined as for a Minor Scroll) afflicts the character who flipped. If the spell would normally affect an area, it is centered on the character. If the spell would normally affect multiple targets, it only affects the one character. If the spell would normally produce an effect, it does so (if possible) in the square the character occupies. If the spell has any choices (besides target) to be made, the nearest creature hostile to the character who flipped the coin may choose them.

24. Coin of Wonder (Spells, Medium)
As the Coin of Wonder (Spells, Minor), except the spell used is determined as for a Medium Scroll. Additionally, this coin counts as a minor artifact.

25. Coin of Wonder (Spells, Major)
As the Coin of Wonder (Spells, Minor), except the spell used is determined as for a Major Scroll. Additionally, this coin counts as a major artifact.

26. Coin of Ability
First roll 1d6 to determine the ability score affected (1 - Strength, 2 - Dexterity, 3 - Constitution, 4 - Intelligence, 5 - Wisdom, 6 - Charisma).
Angel: The Coin grants a +6 enhancement bonus to the affected ability score.
Demon: The Coin inflicts 6 points of ability damage to the affected ability score.

27. Coin of Wealth
Angel: The nonmagical coins in a character's possession double in quantity.
Demon: The nonmagical coins in a character's possession vanish.
Andorxor

02-11-06, 01:59 AM
23. Deck of rogues
Can only be used by rogues,every card summons a trap that must be disabled to gain the benefit.The stronger cards have traps with higher DC.

Steal Help - You gain a roguecohort
Steal More - The next thing you steal doubles it value
Steal Heart - You can try to remove the heart(DC 20 SOH) of a enemy with your next sneakattack
Steal Heavy -You can steal one thing that is heavier than your CC( DC 20 +1 for every 10 pounds over your CC)
Steal ranged - You can steal one thing that is out of your reach(DC 20 +1 for every '50 the item is away from you)
Steal memory - You can steal a memory from someone (DC 20 +1 for every month the memory is in the past).He forgetts the memory and you gain it
Steal thought - Like Detect thoughts (DC 25 SOH)
Steal love - Like charm (DC 25 SOH)
Steal eyes - Like blind (DC 20 SOH)
Steal ears - Like deaf (DC 20 SOH)
....
MidnightLightning

02-12-06, 05:51 PM
Coins of Wonder

Each of these coins features an angelic image on one side (corresponding to "Heads") and a demonic image on the other (corresponding to "Tails"). They may be flipped an unlimited number of times, each time counting as a Standard action. Results depend on the type of coin flipped. The coins have an effectively unlimited range when they target something "closest".

I like the coins idea; it's inherently very blanced, so the items can't be thought of as evil or good. If the bonus is small enough, if a character sits there flipping forever, the net gain should be nothing, but there's enough of a chance for a short-term gain that players won't be afraid to take a flip every now and again (unlike players who veer away from the Deck of Many Things).
RevIron

02-12-06, 06:05 PM
And let's not forget 0. Tarokka of many things (a published item, a Ravenloft version of a deck of many things found in a netbook - see kargatane.com)

Bag of Many Enhanced Items (avaliable in type I, II and III)
Much like a bag of tricks, but contains the following, each bag can be used type/day but the items must be replaced in the bag before a new one can be drawn:
24. Type I
1. Gauntlets of Ogre Power
2. Amulet of Health +2
3. Cloak of Charisma +2
4. Gloves of Dexterity +2
5. Headband of Intellect +2
6. Peripat of Wisdom +2
25. Type II
1. Belt of Giant Strength +4
2. Amulet of Health +4
3. Cloak of Charisma +4
4. Gloves of Dexterity +4
5. Headband of Intellect +4
6. Peripat of Wisdom +4
26. Type III
1. Belt of Giant Strength +6
2. Amulet of Health +6
3. Cloak of Charisma +6
4. Gloves of Dexterity +6
5. Headband of Intellect +6
6. Peripat of Wisdom +6
revnk

02-12-06, 07:22 PM
Wondrous Bag of S'ke Ra-Bael

Many tales have been told of the late wizard S'ke Ra-Bael, a master of glyphs, sigils and wards. No one knows if he really invented the wondrous item associated with his name before he vanished into the Fortress of Raojhe the Lexicographer at the end of the War Of Names, but it is likely that the Bags of S'ke Ra-Bael still in existence are recent copies of an original design.

A Wondrous Bag of S'ke Ra-Bael is a small velour pouch or sack roughly 5" in diameter at the mouth and about 7" deep. Within the bag are 100 flat tiles made of wood or ivory, approximately 1/2" x 1". One in posession of the bag may draw between 1 and 7 tiles at a time (attempts to draw an 8th tile automatically fail). Each tile contains a glyph, rune or sigil with the following effects:

9 tiles of Summon Monster I
2 tiles of Obscure Object
2 tiles of Sepia Snake Sigil
4 tiles of Summon Monster II
12 tiles of Gust Of Wind
2 tiles of Polymorph
3 tiles of Summon Swarm
2 tiles of Charm Monster
9 tiles of Reduce Person
1 tile of Symbol Of Death
1 tile of Symbol Of Sleep
4 tiles of Magic Missile
2 tiles of Deep Slumber
6 tiles of Unseen Servant
8 tiles of True Strike
2 tiles of Rage
1 tile of Power Word Kill, but can only be used in combination with a Tile of Silent Image
6 tiles of Disguise Self
4 tiles of Chill Touch
6 tiles of Comprehend Languages
4 tiles of Silent Image
2 tiles of Hallucinatory Terrain
2 tiles of Fear
1 tile of Summon Monster VIII
2 tiles of Minor Creation
1 tile of Mage's Disjunction
2 blank tiles which may be used as any of the above tiles subject to the same rules as any other tile.

Drawing tiles is a move action, but using the tiles is a free action: tiles must be used on the round they are drawn or they immediately and magically return to the bag. Magical effects may be used on the drawing character or applied to any target present and within line of sight. A character who draws seven tiles and finds a way to use all seven in a single round immediately gains 50 extra XP. If the DM feels that the combination of tiles is inappropriate (e.g. the drawing PC attempts to use Fear on a creature immune to magical Fear effects, such as an undead), the PC immediately loses the effect of all drawn tiles (they magically return to the bag) and the PC is subject to a Hold Person spell for 2d6 rounds. Used tiles magically return to the bag, and a character may not draw twice from the bag during the same day.
MidnightLightning

02-14-06, 05:16 PM
One little, two little, three little :bump:
Sulaco

02-15-06, 09:20 AM
Deck of Distraction
This deck consists of 52 rather beat-up and nondescript cards. In place of his attacks the owner of the deck can throw it in the air while yelling the command word "Fifty two pickup!" and scattering the cards randomly in a 10 ft radius. Anyone within 30 feet of the user when the deck is activated must make a Will save (DC 20) or immediately attempt to gather up all the cards. They are considered flat footed and will only fight in self-defense or to get any cards away from someone else who is affected by the deck. This effect lasts for 2d4 rounds.
DracoPhoenix

02-15-06, 11:48 AM
This is, infact, a rather mundane deck. It contains a number of cards equal to the different types of monster you have fought & killed.

On one side is a rather well painted image of said monster, underneath which is information including:
A brief description of said monster,
Average HP,
average ability scores
locale,
associated creatures,
main tactics,
notable / major special weapons / abilities
quote or written expression of it's roar / call / other noise made by it

On the reverse of every card is the same design. (Recognisably that of the DMG, PHB or similar)

Drawing a card will give you information on the monster as above, you can draw and return any number of cards in any time frame.

In additon, the deck can be split into two piles of an equal number of cards (the owner may elect who gets the extra one in the event of an odd number of cards in the deck), with the owner retaining one half and the other half being given to someone else.
Both halves are separately shuffled (ensuring all cards are the same way round) and held in as a single pile, or "hand", style with the backing design facing away from the owner, or "player" holding the deck.

The "player", proceeds to call out either "hp" or one of the ability scores, followed by the value of the detail. The other person, or "player", then responds with the value of the same detail.

Who ever has the highest value gets the card with the lower value. This card and their card are placed on the bottom of the winners "hand" and the winner then nominates a score as above.

Play continues until one player has all the cards, both players agree to stop, or monsters attack the players. (Note, there may be other permissable reasons to stop - the easiest way to determine this is to FAIL a DC 15 concentration check).

In addition, on encountering a new monster there is a 50% chance that said monster will have a card of itself on it. A given player will only ever find one card for a given monster variant. (ie after s/he as found it, the chance drops to 0% )

:)
MidnightLightning

04-07-06, 10:13 AM
Blast from the Past! Well, not too far in the past, but still a few months. Just wanted to post an update that I used #2 (Deck of many Tongues) and #22 (Coin of Wonder (Health)) in a campaign recently. I had the two items sealed up in a protective tomb (which of course, the PCs broke into), and I changed the Deck of many Tongues into a bag of coins that had the same effect if you drew one (so that both items were coins of some sort), so I suspected the rogue would be the first one to fall victim to having his tongue modified. Surprise, surprise, it was the Paladin who jumped in as soon as it was revealed an ancient bag of money had been discovered, and came up with the brilliant plan that she would pull the coins out, catalog them, and divide them up fairly, since she was not giving the rogue a chance to steal any part of it.

Well, with her Int, she only has one bonus language, so had Common and Elvish. Her first draw: Abyssal. Randomly determine which language lost: Common. Result: She now speaks and understands Abyssal and Elvish. Great pandemonium ensued when she tried to describe what she'd found ("A coin with the word 'Abyssal' written on it"), in what she thought was common, but was now Abyssal.

It was a perfect first use of the item, and she in fact elected to not draw some more to try to correct this, since a majority of the party speaks Elvish, and she spent the skill points to re-learn Common at the next level break.

But now that this thread is back at the top of the list, any more great ideas for random magical items? :D
Andorxor

04-07-06, 11:51 AM
28. Flask of the trickster
A ancient flask created by a trickster god to store his collection of things.

Roll a d100 to decide whats in the flask
00. Empty
01. A summer day
02. A sandwich
03. A boring political speech from a long lost empire
04. A fruit from a extinct tree
05. The laught of a young woman
06. Sand from a beach
07. A intressting colored stone
08. A snowflake
09. A confused commonor in antique clothes
10. The smell of fresh bread
11. A glowing key
12. Dust
13. A 2500 years old whine
14. Another trickster flask
15. 2 extra hours for the day
16. A intressting colored boulder
17. The yawn of a dragon
18. The memorys of a six year old kobold girl
19. Another snowflake that looks like the showflake in 08
20. A tree
21. A drunken swarm of tiny blue fairy rogue/fighters
23. A picture of a sunrise
24. A rainbow
25. The white beard of a old man
26. A intressting colored sandparticel
27. A giant squid
28. Another sandwich
29. A wheel
30. A albino halfing riding cat
31. A black helment with facemask
32. Two other trickster flasks
33. A marble that looks like lots of star are in it
34. A holy symbol from another god
35. A pink paladinmount
36. 3 connected puzzle piece (sky)
37. North wind
38. A hail cloud
39. 5 ants
40. This one rock
41. A blond ogrehair
42. A tribe of orcs
43. A list with 236 names
44. A glass milk
45. A cow
46. some tea leafes
47. A pot of hot water
48. 3 sugar cubes
49. A pond
50. One mile street
51. Another confused commoner this time with futuristic clothes
52. A rock,not this one or intressting colored
53. A beequeen
54. A lullaby
55. A manual for the constuction of a lightsaber
56. The last words of a famous general
57. The first word of the same general
58. The left ear of a icegiant
59. The head of a poet still alive
60. A nightmare
61. The smell of flowers
62. A brick
63. 1.000 litre icecold water
64. 1 tiny green elephant with wings
65. A picture of the sunrise in the elemental plane of water
66. 5 trickster flasks
77. A shoe
78. The other shoe
79. A hat
80. A shirt
81. Pants
82. underwear
83. A chest filled with chocolate
84. 30 lobster
85. The light of a candle
86. A candle that melts down when it is lighted,but produces no light
87. The memorys of a six year old kobold boy.The brother from 18
88. A statue of a bugbear
89. A cave
90. A island
91. A list a celestial insults
92. A aligator sandwich
93. A hot oven
94. The tear of a lich
95. A poem in abysal
96. A intressting colored mountain
97. A additional moon for the campaign world
98. The catalog of the collection
99. The trickster god,who created the flasks
DM_Firecracker

04-07-06, 04:05 PM
Scroll of Spelcasting: When found this scroll appears to be a normal scroll, randomly determined from the DMG. There is a 70% chance it is arcane and a 30% divine. When the reader reads the scroll, the effect is randomly determined by generating a random scroll from the appropriate table, and that spell is instead cast on the intended target (even if it would normaly be an illegal target). After the scroll is read, it changes apperance into a different scroll of the proper spell type (arcane or divine). When found the scroll has 1d100 / 2 charges. After all charges are used up, the scroll explodes into magic missiles, each one hitting every living creature within 50 feet of the user.

The spell appearing on the scroll, and the spell the scroll casts, are in no way related. If a wizard tries to copy a spell from the scroll into his/her spellbook, a charge is expelled, and a random spell is instead coppied.
stargate525

04-07-06, 04:36 PM
30. Weapons of Weirdness Bag
Once per day per level, a character may reach into this bag as a standard action, and draw out a random improvised weapon. This weapon vanishes after 1d10 minutes and its value cannot exceed 5GP. The character who drew it is automatically proficient with that particular item as a weapon, and does not incur the improvised wepons penalties.
Secrets Untold

04-08-06, 03:15 PM
Deck of Many Copies: A creature may draw one card per hour from this standard-looking deck of cards. Each card creates a copy of the drawer when drawn, but slightly different. Each copy is real and exactly mirrors the drawers actions. The general appearance is reflected on the cards surface. A 52-card deck contains the following cards:

2 perfect images (no difference)
4 perfect images, but opposite sex
14 perfect images, but skin is a strange color (2 each for red, orange, yellow, blue, purple, and DM's choice.
6 perfect images, but with 2 heads
6 perfect images, but with random monserous characteristics
4 doppelangers posing as character (indifferent towards drawer)
6 exact opposites in appearance (same shape, but fair skin turns dark, black hair turns blonde, etc.
4 perfect images, but independant movement (status=friendly)
4 perfect images, but independant movement (status=hostile)
2 DM's choice
savant_warlord13

04-08-06, 04:15 PM
32. Deck of not so many things

16 elemental monolith summoning cards (4 for each element)
3 harm spells that affect the drawer of the card (swithces to heal if drawn by undead)
6 heal spells that affect the drawer of the card (switches to harm if drawn by undead)
1 wish card

33. Deck of useless things

1 kobold
1 cure minor wounds spell that targets the drawer
1 tindertwig
1 flask of acid
1 chicken
1 deck of playing cards
1 winter coat
1 copper piece
1 american express gift card
1 dust bunny
1 bit and bridle
1 signet ring
1 whip
1 suit of padded armor
1 bedroll
1 small steel mirror
1 magnifying glass
1 waterskin
1 clay jug
1 inkpen
1 caltrop
1 candle
1 toothpick
1 bucket
1 hammer
1 shovel
1 needle
1 sheet of paper
1 basket
1 sack
1 belt pouch
1 leaf
1 piece of string
1 disposable contraceptive device
1 band aid
1 finger bone
1 battery
1 rabbit
1 loaf of bread
1 card that catches on fire when drawn
1 monocle
1 laser printer (unless your campaign has a use for it, in which case it is a strip of leather)
1 feather
1 flower
1 empty vial
1 abyssal to terran dictionary
1 pair of scissors
1 chunk of spoiled meat (make a DC 14 fortitude save to avoid food poisoning if you eat it)
1 bowl of rice
1 glove
1 shoelace
1 card with saddam hussein's picture on it
Sulaco

04-10-06, 10:26 AM
Deck of a Thousand Cuts
This deck of 48 thin metal sheets bear the images of all manner of cutting and slicing weapons.

The cards of this deck can be thrown singly, in groups, even the whole deck at a time.

When thrown singly the card hits the designated target without an attack roll and deals a single point of damage. The attacker can specify a particular part of the target to strike such as the hand (drop a held item or weapon) or eyes (blinded for 1 round). When striking a specific area the target is allowed a save (DC 12) to avoid the effect. Perhaps even more usefuly the cards can be used for cutting ropes, slicing pursestrings, putting out candles or the like.

When used in a group the thrown cards fan outwards in a cone. Every target in the cone takes 1 point of damage per card, Reflex save (DC 15) for half damage.

Once thrown the cards must be recovered manually at a rate of one card per round.
Adrez Nesnsid

11-09-06, 09:28 PM
This is a pretty cool thread :bump:
Kraleck

11-10-06, 07:38 AM
35. Deck of Many Traps
This Deck appears to be and detects as a Deck of Illusions. The card drawer will get the feeling of deja vu when they see a similar setup in the next room.
Only one card can be drawn at a time. Once drawn, a card will make the next trap you and your companions face a random one from this (http://boards1.wizards.com/showthread.php?t=674705) thread. The cards replenish themselves in random order once every card has been drawn. The cards bestow small benefits and some treasure when the drawer survives a trap. If the drawer dies, however, the Deck vanishes and relocates in a random place 10 miles from where the drawer died.