Magic Item: Bag of Whims

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This is a simple magic item that is useful like potions but in random ways. Unlike potions or permanent magic items, it should encourage players to make use of it, so they can see what comes next.

The heroes recover a bag that allows them to draw out one coin at a time–no more, even if turned upside down. Each coin offers a restricted wish. They can’t draw out another coin until they use the previous one (it seems empty when they put their hand in).

The coin drawn emanates magic and gives the heroes the understanding of the effect it offers. If they wish upon that coin and toss it into a deep body of water, they will receive the effect. The coin then becomes non-magical.

There are seven types of coin, each corresponding to a certain type of restricted wish or whim. Roll 1d8 for the whim of the coin. On a 1, the coin is mundane, and bag contains no more coins.

1. Teleportation

The wisher and, optionally, one other willing creature may teleport to any location he or she can name, see, or visualize from personal experience. They arrive in a safe location, away from living creatures, unless they specify otherwise (in the middle of a crowd in Corath, 100 feet in the air above me, etc.).

2. Giant

The wisher can become 12 feet tall, with a strength of a frost giant, for 1 hour. The current location must be able to safely accommodate that size.

3. Shapechange

The wisher can change into the shape of any conventional beast he or she has encountered previously for 1 hour.

4. Tiny

The wisher can become half a foot tall, with a strength of 2, for 1 hour.

5. Gas

The wisher can become a cloud of gas for 1 hour. This is problematic under windy conditions. The gas is not breathable or poisonous, but does cause coughing. This causes 1d3 hp damage to the character coughing a bit of the hero out.

6. Invisibility

The wisher can become invisible, per the Invisibility spell, for 1 hour or until he or she makes an attack, whichever comes first.

7. Flight

The wisher can fly, per the Fly spell, for up to 1 hour at virtually any elevation, altho very high flight is as cold and oxygen-starved as the top of a mountain.

Examples

The heroes find the bag, draw out the coin they find inside, and the one who drew it out gains the understanding that the coin can bestow the power of flight if tossed into deep water. The bag seems empty, but they understand that once they’ve used the flight power, another coin will become available to draw out.

Later, the heroes come upon a situation where it would be useful to fly across a river and use the coin’s power. So one character tosses the coin into the river and gains the power of flight. He flies across the river and secures a rope that helps the others cross. That evening around the campfire, they draw out another coin, which gives them to understand it can bestow gaseous form. They pocket it for a situation when gaseous form would be useful.


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