Pat
Three Thousand Club
I'm making a magic focused roleplay where roleplayers will be students attending a mage college lighthouse outside a tundra coastal city. The story will primarily focus on learning, trips to the nearby city (either for doing quests or for pleasure), exploration of the college itself, and an overreaching plot I won't go into detail here.
I'm curious to see if anyone has any suggestions for magical items that are useful outside of combat, only situationally useful, are silly but worthwhile enough to use for whatever actual benefits they DO provide, and simply silly items without any purpose to them whatsoever. I plan to have at least a hundred items and potions.
Here's a few examples I have personally created that I haven't either modified or stolen from the minds of other people.
1) Spyder, a remote controllable wind up spider that can do tasks for those who are attuned to it.
2) Catland Admission Ticket, a one use item that teleports the user to a extraplanar pocket dimension filled with nothing but cats for a few minutes or for one round of combat.
3) Noose of Long Breath, a sentient necklace of rope that temporarily doubles lung capacity. It tightens the longer it is worn, and attempts to choke characters when they try to take it off.
I'm curious to see if anyone has any suggestions for magical items that are useful outside of combat, only situationally useful, are silly but worthwhile enough to use for whatever actual benefits they DO provide, and simply silly items without any purpose to them whatsoever. I plan to have at least a hundred items and potions.
Here's a few examples I have personally created that I haven't either modified or stolen from the minds of other people.
1) Spyder, a remote controllable wind up spider that can do tasks for those who are attuned to it.
2) Catland Admission Ticket, a one use item that teleports the user to a extraplanar pocket dimension filled with nothing but cats for a few minutes or for one round of combat.
3) Noose of Long Breath, a sentient necklace of rope that temporarily doubles lung capacity. It tightens the longer it is worn, and attempts to choke characters when they try to take it off.