This is a collection of magical items I created for an OSR game I’m GMing.
I use conditions in them. Condition work super simple, if you get one, then any roll that you make that could be influenced by the condition is modified by the number beside it.
For example, if you have “sprained ankle (-2)”, this condition will modify a roll with a “-2” if the roll is being influenced by the condition. So if you are chasing someone probably your roll will be modified by a “-2”, but if you are researching information in a book the condition will not affect your roll.
Besides that, conditions are stored in item-slots, but if you are playing a game without item-slots you can write the condition you get in any part of your character sheet.
And finally, if you get the same condition twice, you just add their numbers and write them once.
If anything of this is unclear in this post I talk about the use of conditions.
Roll 1d6 - 1d10 (d6 for the tens and d10 for the units) to choose at random.
Twin clocks, they tell the time that will past until reunite if state of movement stays the same.
Dark lamp and necklace, large lamp that cast 9 m (30 ft) of darkness. Wearing the necklace allows you to see in this darkness – two slots.
Twisted horn, the point can melt any ice and cut through it.
Bronze carved manacle, when locked onto the limbs of two different animals they can understand each other despite language differences.
Dark silver chain, under water, at contact, burns the skin.
Braided white twigs, when unbind a tiny burning man forms, it walks in a straight line.
Dark green lens, when see through it the other side is at night.
Orange sparkling spice, when ingested it produces the sensation of intense hunger. Giving the hunger (-1) condition.
Yellow magnifying glass. By focusing sunlight on a map with this magnifying glass, if the location hit by the light on the map is in view outside the map, then a faint purple light illuminates it as if magically coming from the sky.
Purple moss cushion, pressed between the naked skin of a waking and a sleeping creature, it allows the waking to catch a glimpse of the dreams of the sleeper. If this is done for more than a few minutes, it can lead to the waking creature becoming lost in the dreams of the sleeper. In this state, any damage suffered in the dream becomes real.
Ciafilo’s crown feathers, if its quill is inserted into one’s ear, hearing is enhanced. If they are left in the ear for more than a few minutes, they begin to spread roots that become embedded inside the ear. Their removal can be dangerous and cause deafness.
Black and purple corals, on contact with each other, the corals sizzle and burn, producing a black, bright flame.
If they are ground separately, and then a handful of each is mixed together, they produce an explosion of black fire the size of a small room.
Gold string, when tightened, can record 1 minute of a voice or sound of an animal. While tight, will reproduce the sound recorded.
Pink ghoul idol, when kissed in the lips it gives the melancholy (-2) condition. Kissing other animal will transmit the condition.
Translucent green cloth, when blocking the sun’s or moon’s light, the animals touched by the filtered light gets the aroused (-1) condition.
Grey chrysalis, when maintained inside the mouth it freezes the effect of one condition, the time does not pass for that condition to fade/heal.
Blue jar, any person who asks “what’s inside the jar?” gets the condition phobia to “object in the jar” (-3).
Glass abacus, when touched by a person the owner can ask mentally to the abacus how much it will cost to make them do something, the abacus responds by moving its beads.
Carved onyx knife, this knife allows sculpting the skin, flesh, and bone of an animal as if they were clay. The animal receives 1d4 of damage per every 10 minutes of sculpting.
Twisted iron staff, half blue, half orange. If the blue portion points to the sky, and there is a storm, a lighting will hit the staff. If the orange portion points to the sky, no lighting will fall toward the staff – two slot.
Origami live paper, when folding to represent an animal it will walk, run or fly towards its creator if they get separated.
Jet black braid, when a hair is pulled out from the braid, it inspires the most profound love toward the being to whom it belonged. Also, a wind of thoughts belonging to this being floods the mind, giving the reverie (-2) condition.
Eternally cold choker, when used, numbs all feelings, dissolving momentarily all conditions.
Three-horned Ravine horn, glows in the dark, and if rubbed against the skin, it cures fatigue and restores vigor. Whoever carries the horn shows a peculiar eagerness to touch sea waters and may sleepwalk to the nearest shore.
Wailing Flowers petals, if mixed with a potion, it doubles its potency.
Wailing Flowers fruit, if mixed with a potion, it doubles its quantity.
Bone birdcage, anything inside the cage decays, ages and decomposes at an extremely fast rate – two slot.
Boldo leaf of gold veins, when you hold a handshake with this leaf in between, in direct contact with the skin, you can't tell a lie.
Blind moth silk cloth, when a strip of this cloth covers the eyes, allows to see the contours of any animal or magical creature wearing another strip from the same cloth. Wearing the strip in the eyes covers all light.
Set of 5 tuning forks, while speaking, if one of the tuning forks is being hold, then the voice changes in pitch to the pitch of the fork.
Dark steel straight razor, when shaving hair from any animal the shaved hair grows from the barber’s skin in a similar area of the body.
Moonstone locket, when left close to the head when sleeping, a moonstone tower can be found in one’s dreams. In this tower, the dreamer can store a memory. The memory is only accessible when wearing the moonstone locket.
Gallows rope, when hung from a tree or high place, and all lights are off, small portions of the memories of the people who died in the place are re-created by spirit-like figures. If the place is quiet, some soft whispers can be heard.
Indigo wool and deep red velvet sack, when the head is covered by the sack, with the red velvet on the inside, the presence is unnoticed in a crowd.
When bump into someone, that being notices the presence of the sack wearer.
Bronze key with golden tree, when used in a thick tree it opens a space, inside there is space for the key keeper, the space can be closed by using the key from the inside.
Violet oval glass, when looking at something through the glass, a stone can be transformed into a replica of what it is seen, of the apparent size of the object looked through the glass.
Cooper pestle and mortar, when ashes and the blood of two beings are mixed with it to form a dark red paste, using the paste to paint the eyelids and the lips makes the appearance of both being indistinguishable.
Silver sewing needle, when thrown in a room it will disappear to get stuck in any hiding space build on purpose located in that room. It has a silver box to be stored. If pass one hour outside its box, it disappears forever.
White steel handsaw, when used at night, it shimmers bright under the moon and cuts wood without making a sound.
Green and white basalt rock, when wet, this rock acts like a sponge, growing in size and mass. It returns to its size if left in the sun for a day.
Silver mask, when wearing the mask, while in silence, you will appear as a familiar face to any beholder, not a close friend, not someone particularly trustworthy, but someone they vaguely remember seeing in the past.
Black mirror engraved with sigils, when looking at it, the reflection shows the time in reverse, showing everything that has passed before in reverse-real-time. To activate it, it has to be used in a dark place, without any artificial light but one candle in front of it.
One pearl eye wooden mask, when in use, the own body and its surroundings are seen from 30 feet high. Doing anything but seeing while wearing it is possible but difficult. After wearing the mask, returning to the normal vision is confusing, confused (-1) condition.
Eternally green bright pebble, bright as a candle, its glow never fades. One feels tired, fatigue (-1) condition, while keeping it close. While near, every morning there is a 10% chance of getting sick, sick (-2) condition.
Gray-green duster coat, if any part of it gets wet with salt water it turns into stone. When it dries it becomes fabric again.
Fringe wide brim hat, 60 fringes, As you wear it, with closed eyes, you feel what the last being who has consumed one of the fringes is feeling.
Silvery lip paint, if you paint your lips with it, you can erase your presence from the memory of anyone you kiss in the forehead. They will forget you, and until the next time the moon hides on the horizon, you will be invisible to them.
Wolf eye and raven eye necklaces, when on the necks of two creatures, when any of the two creatures closes their eyes, they will see what the other creatures is seeing.
Belt of plant pots, 3 pots, in each pot a plant can be grown. Plants grown in these pots will bury their roots in the skin of the belt wearer, creating a symbiotic relation. Under sunlight each plant restores 1 Blood/day to the belt wearer. If plants grow to cover all the body of the belt bearer, the bearer now can feed from water and light (green blood). If one of the plants is killed, the belt wearer becomes ill, sick( -2) condition. If all plants die they feel an intense sorrow, grief (-8) condition.
Green and red bronze chisel, if a sigil is engraved on any wall with this chisel, and a matching sigil is engraved in the skin, any sound from the other side of the wall can be heard. The skin's sigil will glow in proximity to the sigil engraved on the wall.
Long hollow spike bone, when charged with 1d4 blood, a red hard iron wire, made of this blood, emerges from its point. This wire stays fixed in the place where it has been created, even in the air. It resists one touch and the weight of a large body, when touched a second time it becomes regular blood.
Cobalt velvet cloak, when hit in one side the other side produce a gust of wind. The gust is more intense when the fabric is hit harder.
Tears of Smailidion, when cold enough they freeze and they cut even the hardest steel. When touched by sunlight they evaporate.
Fire elemental heart powder, a handful of it glows as bright as a torch when blown upon. It also heats up like a torch, and on contact with flesh the specks sink toward the veins, resulting in an accelerated necrosis.
Mollusc with tendrils, if worn on the head it allows to feel, hear and see through plants that are putted in contact with the tendrils. The wearer must hold their breath. If worn for more than a few minutes the mollusc will attempt to merge with the wearer’s brain, leaving them with no need for oxygen and blinded. This connection is irreversible – full slot (If irreversibly attached to the carrier, it does not use a slot).
Jealous armour, initially it protects as a simple armour (1d4). If an injury in the form of a condition is received while wearing it, the armour grows, covering more of the body, and improves its dice by one step (1d4→ 1d6→ …). The condition, as normally, has to be located on an item-slot. If its dice reaches 1d20 it encloses the whole body becoming a tightly close coffin – two slots.
Blank storybook, if written on it, the writer will believe that what they write is a story they have heard. Even if it is a fact, or a memory of them. If it is read aloud, whatever is written on it will become a memory for the reader, as if they had lived it. If from this memory any incongruousness arises, they get the confused (-1) condition.
Skull candleholder, when a candle is lit on it, everything that is hit by this light, and no other, seems rotten, decomposed, and dead, as if hundreds of years had passed.
Velvet patch, when sewn on any garment, makes the wearer look attractive to everyone's eyes, but causes the garment to deteriorate at great speed, destroying it in one day of uninterrupted use.
Pair of cerulean pocket bags, when both are inserted into any clothing pocket, what goes into one comes out of the other, as long as the being who puts something inside one pocket bag can see the garment where the other pocket bag is.