thunder wisp

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Once upon a time in a distant land, there was a fable about a fearsome entity known as the Witch King. Legends spoke of his immense power and the utter darkness that surrounded him. The Witch King was believed to possess magical abilities beyond imagination, capable of incredible feats that struck fear into the hearts of all who heard his name. It was said that the Witch King dwelled in a desolate, eerie castle atop a mountain peak. Those who dared to venture near his domain spoke of a thick mist that shrouded the area, making it almost impossible to find. The castle itself was said to be a fortress of darkness, guarded by loyal minions that had pledged their undying loyalty to the Witch King.

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The castle itself was said to be a fortress of darkness, guarded by loyal minions that had pledged their undying loyalty to the Witch King. The townsfolk lived in constant fear, for the Witch King was known to terrorize the land. He would cast spells on crops, causing them to wither and die, leading to famine and starvation.

50 Useless Magic Items to Add to Your D&D Campaign

50 Useless Magic Items to Add to Your D&D Campaign 2022-06-30 2022-06-30 https://theniftynerd.com/wp-content/uploads/2016/09/niftynerdlogodarkedit.png The Nifty Nerd https://theniftynerd.com/wp-content/uploads/2022/06/useless-magic-items.jpg 200px 200px

Our partner YouTube channel, Guiding Bolt, compiled a list of 50 different useless magic items to add some entertainment and whimsy to your D&D game. I’ve personally had success adding these to sessions and my players got a good laugh from some of them. Enjoy!

  1. Ring of Time Travel: Only travels forward at a rate of 1 second per second.
  2. Compass that detects the nearest magical item. (Compass constantly spins cause it’s the closest magical item)
  3. Arrow of Returning: It returns before hitting its mark.
  4. A “bag of hole-ding” that drops whatever is placed in it.
  5. Orb of Slope Finding: Set this orb on a surface and it will roll to the lowest point.
  6. Wand of Pointing at Things: It is a stick.
  7. A torch that never goes out, but only works in the day.
  8. A monocle that makes you grow a mustache automatically upon putting it on. The longer it stays on, the longer it grows. You can roll 1D6 to decide what color it grows in as.
  9. Shield of Song: Each time when hit, the shield emits a steel drum tone. These tones in succession make up a song, that if rapid enough, is actually Margaritaville by Jimmy Buffet. At the end of the song, it loops back to the start.
  10. Ring of ChitChat: After speaking with a humanoid for one minute, you are able to find a common interest (such as food, the weather, or the economy). You are able to speak at length with the person, however if you should stop your side of the conversation, the conversation ends and the target goes on their way. Neither party retains any useful information from this banter. Any attempt to recall or act on this information will require a DC 14 wisdom check.
  11. Cowbell of Invisibility: You need to keep ringing it loudly to keep the spell going.
  12. A Misspell Book… Contains spells like “wireball”, “prismatic ore”… Be creative… Your choice, either they work but are worthless or they don’t work at all.
  13. Lens of Night vision, but it only works in direct sunlight.
  14. Rod of Shifting: When you activate it, it shifts everything two inches to the right. Not everything in the room. Not everything within a radius. Everything.
  15. The Waist of Time: A belt made of leather with an ancient clock as a buckle. It gives the user the ability to always know what time it is.
  16. Immovable gem. Completely immovable. You can’t pick it up. It has no other effect.
  17. Mirror of a Thousand Faces: Every time you look into it you see a different face.
  18. Coconuts of Redundant Encumbrance: Two large coconuts, tied together by a 20in hempen rope. They weigh 10lbs (5lbs each) and serve no other purpose than to weigh you down. They also make a very charming little ‘clunk’ sound when they bump into each other. They are very old and are believed to be the first ever item used for endurance training of very young acolytes by some forgotten monastic tradition from the tropical land of Chult.
  19. Rock of Gravity: Place the rock in hand and let the rock fall. If it hovers or falls up gravity isn’t working.
  20. The Rope of Entanglement.
  21. Everdry Quill: No matter what you do, no matter what ink you use, no matter how small you write, this gorgeous, luxury quill will always have just enough ink to not quite go as far as you wanted, but otherwise writes beautifully and produces amazing results with even the worst and most… exotic… writing fluids.
  22. An amulet that allows its wearer to pronounce silent letters. “Knight, gnome, knife, etc.”
  23. A pair of socks. Each sock is enchanted to find magical items. The item that it finds? The other magical sock.
  24. Blindfold of Darkvision: Grants the user darkvision, but is a blindfold.
  25. A jug of magically cold water. Its cold all the time, but once its opened, it freezes solid and cannot be melted by any means.
  26. Fire Inspector’s Ring: Let’s the user know how and by who any fire was started. Activated by touch.
  27. Boots of silence, but each step emits a bright light.
  28. Crown of Detect Thoughts: Allows the wearer to detect their own thoughts and changes colors based on their mood.
  29. Potion of thirst quenching.
  30. Belt of Attunement: Provides an extra attunement slot. Requires attunement.
  31. A comb of balding.
  32. A tiny violin that plays itself when you tell someone your back story.
  33. Magic Wand of Weather Detection: Gives off a ray of light when it’s sunny or emits a fountain of water when it’s raining. It only works outside.
  34. A map that gives you directions to wherever you’re currently standing.
  35. Boots of striding but one of them is fake.
  36. A 5oz bird capable of carrying 1lb coconuts, and only 1lb coconuts.
  37. A puzzle cube that cannot be manipulated at all, as if it is fused. It radiates strong magic. Its purpose is to radiate strong magic. It changes the nature of what magic it radiates every hour. Evocation. Divination. Etc. It’s actually an antique training device from yesteryear to help measure the success with which up and coming casters are at casting detect magic. It does nothing else. Unless you place it on a convergence of three ley lines beneath a full moon. Then. By a quirk of its construction. It will pop three feet into the air and spin around rapidly. As soon as anyone touches it. It makes a farting noise and vanishes. It reappears upon the desk of the archmage Vinculus. 300 years ago. He was looking for that.
  38. Torch of Darkvision: Grants the holder darkvision when lit.
  39. Dagger of Healing: Heals the same amount of damage inflicted every time.
  40. +3 magic sword, but it turns to wet noodle status RIGHT before it hits an enemy.
  41. Masochist’s shield: Screams for more when hit.
  42. Helm of Encouragement: A somewhat sentient helm which offers useless but kind-hearted comments every now and then. “Ooh! So close! It’s okay, you’ll hit him next time, buddy “Don’t worry, there probably wasn’t anything very good in the chest anyway. You were right to stab the rogue in the back of the neck for ‘looking at your boots too much’. Who needs lockpicks, right?”
  43. +4 tea kettle of heat resistance.
  44. Ring of Invisibility: Turns the ring invisible when worn.
  45. Tome of Cat: Players open the tome but can never read its contents, as opening it spawns a large cuddly cat that plops down for a nap on its pages or demands your attention to the point of exhaustion. Closing the book sends the cat away. There’s nothing worth reading in the tome.
  46. Wand of Wand-Creation: As an action, create a Wand of Wand-Creation. The wand you used to do this then disintegrates.
  47. A sword of warning that only warns you of things that you already see coming.
  48. Shield of Protection: Whenever the shield would take a hit, it moves so the wielder protects it from the incoming attack.
  49. A trident that on command can cause the target to become slightly damp. Like if you take your clothes out of the dryer 10 minutes too soon.
  50. The Sword of Uncomfortable Warmth: When wielded the wielder feels like they’re wearing a sweater on a summer day without a breeze.

While we labelled these items as useless, if you’ve got a creative group of adventurers, I bet they’ll find a clever way to use just about anything you give them. Do you have other ideas for useless magic items? Please share down below in the comments. I’m always looking for more inspiration! Don’t forget to subscribe to the YouTube channel and we’ll see you back here next week!

50 Useless Magic Items to Add to Your D&D Campaign 2022-06-30 2022-06-30 https://theniftynerd.com/wp-content/uploads/2016/09/niftynerdlogodarkedit.png The Nifty Nerd https://theniftynerd.com/wp-content/uploads/2022/06/useless-magic-items.jpg 200px 200px
Thunder wisp

His dark magic would consume villages, leaving nothing but destruction and despair in his wake. The people were paralyzed with fear, never knowing when the Witch King would strike next. The villagers would gather around the fire on long, dark nights, telling stories of valor and heroism. They dreamed of a day when a brave warrior would rise and confront the Witch King, putting an end to his reign of terror. But as the years went by, hope began to dwindle, and fear cast a deeper shadow over the land. One day, a young orphan named Liam stumbled upon an ancient book hidden beneath the floorboards of the monastery he called home. The book contained the story of the Witch King, but it also held a prophecy. It foretold of a chosen one who would possess a power greater than the Witch King's, a power that could bring about his defeat. Liam's heart swelled with hope as he realized that he could be the chosen one mentioned in the prophecy. With a newfound determination, he embarked on a treacherous journey to confront the Witch King. Along the way, Liam encountered countless challenges and faced his deepest fears. He had to learn to trust in his own abilities and embrace the power within him. With each obstacle overcome, Liam grew stronger, more confident in his purpose. Finally, after a long and arduous journey, Liam arrived at the desolate castle of the Witch King. The sight before him was daunting, but he pushed forward, his heart filled with determination. As he stood face to face with the Witch King, a fierce battle ensued. Liam unleashed the power he had discovered within himself, a power strong enough to rival that of the Witch King. The battle raged on, but in the end, it was Liam who emerged victorious, banishing the Witch King to the depths of darkness from which he came. The people rejoiced as the darkness lifted, and the land began to heal. Liam had fulfilled the prophecy, bringing peace and hope to the once terrorized land. His story became a legend, passed down through generations, a tale of courage and triumph in the face of darkness. In the end, the fable of the Witch King teaches us that even in the darkest of times, there is always hope. It reminds us that we each have the power within us to overcome our fears and make a difference in the world..

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thunder wisp

thunder wisp