Magic Items
This post is about magic items in roleplaying games. I like magic items, a lot, and I find preparing cool magic items highly valuable. It can be hard to create useful and interesting items, especially if you have to make a lot of them, so I've done some thinking about how to overcome that problem. In particular, I've included some tables for quickly creating items that you can drop into your game tonight.
Interesting Items
I think it is incredibly easy to make an interesting and/or cool magic item. All you have to do is combine some adjectives, nouns, and names. Here is an example of a cool magic item:
The Onyx Pearl of Mishash the Cruel
I would totally want to acquire that magic item and do something with it. But wait . . . what does it do again?
Creating interesting items with interesting effects can be a little bit harder than simply naming them. Their names often reveal some amount of history or utility for the item, which adds to the overall cool-factor, but they may or may not inform the function of the item. In this case, I think the Onyx Pearl of Mishash the Cruel probably lets its wielder cast some kind of mean spell, like Hold Person or Blindness or Blood to Dust once per day. Other effects might include spending a charge to unleash a cloud of darkness, swallowing the pearl to gain fire resistance, or the ability to speak with a soul fragment of Mishash the Cruel.
Interesting Effects
Magic items should have interesting and useful effects. These effects could be any number of things. Some examples that usually work well are:
- class support (plus one daily use of Turn Undead)
- spell effects (cast Fly using your winged boots once per day)
- companions (converse with the spirit trapped in the medallion)
- added damage, maybe against specific targets (you deal an extra die of damage against demons)
- charged effects (spend one charge to improve the weather by one step, recharge by surviving a night in terrible weather)
Most importantly, the effect should make sense for the item and have utility in the game. It's no fun when a player gets an item they think is cool but never gets to use it. It's even worse when using the item would put them at a disadvantage compared to others without it.
Quick Creation
When you want to quickly create an interesting and useful magic item, you can choose or roll on a table like this (or use one the many tables created by other talented folks, or maybe even make one specific to your game). Mutate the words however you like to make something that sounds cool.
An item's name should be awesome. It should inspire you. Make them evocative and unique.
Item Name
Parenthesis words are optional, and tables are provided for ideas
- (The) (Adjective) (Noun)
- (The) (Adjective) (Noun) of (the) (Adjective) (Noun)
- (Name)'s (Adjective) (Noun)
- (Name)'s (Noun) of (Adjective)
- (Name), the (Adjective) (Noun)
- The item has two names, so reroll twice
Here are some of my favorite adjectives. When making your own list, I recommend considering the themes of your adventure for ideas. Dictionaries and your favorite books work too.
Adjectives
- Eldritch
- Annihilating
- Corrupting
- Tainted
- Venomous
- Acidic
- Bloody
- Luminous
- Heavenly
- Mutating
Persons, places, things. Usually just use a synonym for what the object actually is: a sword, amulet, ring, cape, etc. Sometimes you'll come up with a name that isn't a real thing, like a Synocozyl.
Nouns
- Name
- Fang
- Skewer
- Blade
- Promise
- Judge
- Carver
- Tithe
- Star
- Host
These can be curated for your adventure. Think about the factions at play and use names from them. A star-tipped spear from the Tribe of Orcus sounds a lot more interesting in an adventure about Orcus than the Nail of Fbthlthp would.
Names
- Severen
- Loshidh
- Phenokos
- Overon
- Yspir
- Anandar
- Ushae
- Ressinor
- Myrax
- Baz
Spells or magical effects. Something that you won't have to make rules for, because those rules are already written somewhere in your game system.
Spell Effect
Once per day, you can cast . . .
- Something Painful, like Cause Wounds
- Something Curing, like Healing Word
- Something Exploratory, like Otherworldly Leap
- Something Vile, like Hex
- Something Illusory, like Mirror Image
- Something Druidic, like Earth Shape
- Something Clerical, like Daylight
- Something Wizardy, like Magic Missile
- Something Diabolical, like Summon Demon
- Something Weird, like Geas
An kind of creature or consciousness can serve as a companion within a magic item. It's best when these are also related to factions relevant in your adventure.
Companions
Contained within this item is a . . .
- Demon
- Devil
- Celestial
- Wizard
- Druid
- Commander
- Ghost
- Lich
- Faerie
- Dragon
These can be anything really, but should ideally actually show up in the adventure. Don't give someone a spear of werewolf stabbing if you won't let them stab a werewolf.
Specific Targets
Deal extra damage to . . .
- Shapeshifters
- Goblins
- Dragons
- Faeries
- Demons
- Spellcasters
- Good-things
- Evil-things
- Undead
- Humans
These are a sort of catch-all effect that I've seen a lot in OSR systems. They work really well when you have an idea for an effect but don't know how to categorize it. Throw 3 charges on the item, let them do the cool thing in exchange for 1 charge, then they'll eventually have to recharge it.
Charged Effects
The item has 3 charges, spend 1 to . . .
- Freeze Time
- Change Weather
- Damage lots of Enemies
- Heal lots of Allies
- Apply a Condition to lots of Enemies and/or Allies (not the Dead condition though)
- Ignore a Condition
- Create a Useful Material (like food, light, or money)
- Recharge another item or feature
- See something far away
- Be somewhere you need to be
You don't usually need to know the recharge requirement immediately. I recommend thinking about the history of the item (as informed by the name) to help specify the rather abstract outcomes for that table.
Recharge Requirements
Regain all charges by . . .
- Surviving an event
- Placing the item somewhere for a long time
- Doing something you wouldn't normally do
- Performing a favor for an enemy
Curses & Drawbacks
When you want to include cursed items in your game, think about how the curse manifested. Is the amulet cursed because it holds an evil dragon's soul? Is the sword cursed because it slew an innocent in cold blood?
You should decide the consequences or restrictions the object might apply to its wielders. Maybe a cursed gold coin makes whoever carries it super unlucky. Maybe a cursed axe threatens to decapitate its wielder. These consequences needn't actually come up during play, though they certainly can. A narrative threat is often just as useful as a mechanical one.
Mechanical Consequences
Here are examples of mechanical consequences that may affect the numbers and rules of a game.
Acidskewer, the Dread Claw, a cursed dagger, manifests an aura of malice around its wielder. This gives them a penalty to social interactions. The dagger deals extra acid damage to everyone, but particularly wizards, who it was made to kill.
The Organmaker, a cursed wand, permanently drains health from its wielder when used to restore health (or regenerate organs) to another character.
The Sevenfold Secret, a cursed fragment of knowledge, allows spellcasters to cheat when preparing spells each day. However, their maximum health is permanently reduced to equal their level.
Narrative Consequences
Here are examples of narrative consequences that may affect the decisions you make from scene to scene.
The Death Scroll of Hekkatan, a cursed prophecy, automatically scribes the name of one person you love into it. That person will die within one year of having their name written in the scroll. You can also spend one of three charges to write someone else's name into the scroll, who each suffer the same fate.
While carrying the Scintillating Crest of the Serpent Kings, a cursed amulet, you will continuously be hunted by the High Mages of Syressi and their Corrupted Assassins. The wearer of the crest gains the wisdom of the Serpent Kings.
Every time you use the powers of the Whisper of Dreams Left Secret, you forget a core memory from your past. The powers let you and your allies turn invisible for a short time.
Using these items has a tangible, understandable drawback. Make sure the benefit of using them is similar or greater in weight to the drawback, otherwise your players won't be tempted to use them!
Final Thoughts
I wrote about how to create magic items that are both interesting and useful. Yes, it is possible to do both! Please do both.
I encourage you to check out other creators who have made their own random magic item tables:
- Sly Flourish Relics: Single-use Magic Items
- Silver Nightingale Legendary Magic Item Creator
- Grinning Rat d66 Magic Items
Have a great week, see you next Saturday!