Item: when spun, all creatures in 20 feet are compelled as by a Geas to touch the nearest object of the indicated color with the indicated limb as quickly as they are able and remain touching it for 3d6 rounds. Any creature lacking the limb indicated (naturally or through accident) is unaffected.

Item: Gnomes’ Magic Tape: harnessing the famous tinkering skills of Gnomes, use this tape to attach a non-consumable magical item to a non-magical item, combining the magic of the one to the uses of the other.

  • Wand of Blasting + sword = sword that causes enemies to explode when stabbed
  • medallion + hat = hat that grants the powers of the medallion
  • Shirt That Turns Blue When the Wearer Thinks About Dwarves + a wizard’s dachshund familiar = wienerdog that turns blue when the wizard thinks about dwarves

Inspired by the spell Weaponwand, but come on, this is better. Reblog with ideas for how to use it, there’s a lot of potential here

Item: Cones of Confusion; unrelated to Cone of Cold and such spells, the Cones are a handful of shapes that for some reason or other prevent anyone from discerning even the most basic physical characteristics of them, yet preoccupying their minds as to what they might be, forcing them to roll Will Saves to do anything besides poke and stroke the Cones to try and figure out what shape and color they are. Physical contact activates their enchantment, which lasts until the creature is deprived of the Cones for ten minutes.

Item: Charm of Table Command. To the casually observer it is simply a dollhouse table, perhaps not even a well-made one at that, but it grants creatures a powerful reality-bending power: whenever that creature is faced with a gameplay device that involves consulting a table of random results, that creature’s character can choose which item they want. The Charm possesses no special protective magic or properties and physically is nothing but a flimsy wooden table, and once it is broken it loses its magic permanently, so be careful with it.

Item: amethyst sensory deprivation chamber; once a character is locked inside, any spell they can cast from in there does not require preparation time and its range is expanded times d6. In the area affected by the spell, there is a sparkly purple aura that lingers 4d6 hours or until magically dispelled.