Magical Marvels 28: Getting Weird With the Classics 1

Randomly generated magic items from the 1979 DMG, rewritten to suit my current playstyle a little better.

Ring of Invisibility

The wearer of an invisibility ring is able to become invisible at will, instantly, This non-visible state is exactly the same as the magic user invisibility spell (q.v.), except that 10% of these rings also have inaudibility as well, making the wearer absolutely silent. If the wearer wishes to speak, he or she breaks all silence features in order to do so.

Ring of Imperceptibility

The wearer of the Imperceptibility ring cannot be detected by anyone they are aware of. The wearer themselves still reflects light and produces sounds and smells, but so long as they’re aware of a person’s presence, that person is completely unable to detect any of those things.

If anyone the wearer is unaware of is nearby, they can see, hear, and smell the wearer as normal. If they notice the wearer before the wearer notices them, they are immune to the ring’s magics until the wearer manages to hide from them normally, remove the ring, and put it back on again.

If the wearer does anything that is difficult to ignore, the ring struggles to maintain the illusion that the character is not present. In these instances, the player must make a saving throw versus Magic, or the ring will erase itself and its wearer from reality in order to maintain the illusion that no one was present. If, for example, the wearer opens a door in full view of individuals that the ring is deceiving, and there isn’t any wind to blame it on, then the save must be made.

Brazier Commanding Fire Elementals

This device appears to be a normal container for holding burning coals unless magic is detected for. It enables a magic-user to summon an elemental of 12 hit dice strength from the elemental plane of fire. A fire must be lit in the brazier–usually 1 round is required to do so. If sulfur is added the elemental will be of +1 on each hit die, i.e. 2-9 hit points per hit die. The fire elemental will appear as soon as the fire is burning and a command word is uttered. (See Monster Manual for other details.)

Brassiere of Commanding Fire Elementals

A woman’s undergarment that is uncomfortably hot to wear, causing the skin of the breasts to redden, blister, and peel. When a fire elemental is encountered, the wearer may attempt to command the creature by exposing the brassiere. If the elemental fails a save versus Breath, the wearer’s sex appeal is enough to take their breath away.  They become intent on pleasing the wearer, and will attempt to perform any task that is asked of them.

After a task is completed, the elemental will return to the wearer. At this point the wearer may either spurn the elemental’s advances, or give them a new task. If the elemental is spurned, there is a 20% chance per task they completed that the creature will begin a rampage of destruction in a random direction. Otherwise, they will merely return to their home plane in frustration.

For each task requested after the first one, there is a cumulative 1 in 6 chance that the elemental will attempt a lover’s embrace before doing what is requested of it. This will immolate the wearer unless the elemental is destroyed. The brassier itself is fire proof.

Instrument of the Bard #2: Mac-Fuirmidh Cittern

This lute-like instrument is 50% likely to deliver 3-12 hit points of damage to any non-bard or bard under 5th level who picks it up and attempts to play it. A 5th or higher level bard who uses the cittern has a 15% better chance of charming and can sing the following songs once per day which:

1. Cast a barkskin spell;
2.
cure light wounds; and
3. cast an
obscurement spell.

Lower level bards cannot use the cittern even if they do not harm themselves (whether they take damage or not)

The Cittern of Mac-Fuirmidh

A finely made Cittern once owned by the famed Mac Fuirmidh. Any class which makes music as a matter of course may play the instrument freely without penalty. Members of other classes who wish to use it gain the “Music” skill at 0-in-6. The skill can be advanced normally. Anytime they attempt to use the Cittern, they must check to see if they’re able to play correctly. A failed skill check indicates that sour notes have been played, causing the strings to lacerate the musician’s hands, dealing 1d6 damage.

If played correctly, one of these three effects can be produced. It takes one minute of playing before any magic occurs.

  1. Any foes who can hear the music are given pause by its beauty. A new reaction roll is made at +1 to determine how they feel about the party, now that they know the party is capable of producing such beauty. Creatures who are noted music lovers, or who have large ears, react at an additional +2. Creatures who would not normally make reaction rolls, such as animals and unintelligent undead, react at an additional -2. Creatures without ears are unaffected.
  2. The skin cells of the musician’s allies begin to reproduce at an alarming rate. Their skin grows thick, and disgusting cracks form in it to allow them to maintain free movement. While under these effects, the party could understandably be mistaken for monsters. However, the thick skin does grant +2 to their armor class, and +1 to any saving throws made against a physical effect. The excess skin will flake off and shed after an hour.
  3. Once the music’s magic has taken hold, the musician’s hit points become a common pool of luck which any allied character can draw from. Each hit point can be used to reduce an enemy’s attack roll or saving throw by 1, or increase their own attack rolls or saving throws by 1. These are declared after any dice are rolled. So if Alice’s armor rating is 14, and a bandit rolls a 16 on their attack roll, Alice can spend 3 of her Musician friend’s hit points in order to reduce the bandit’s attack roll to 13. This effect ends 1 turn after the music ends.