These simple magic articles can destroy a DND campaign completely

A single article can make a lot of difference. Dungeons & Dragons is known for many things, but the biggest is probably all the unpleasant things that can happen during a campaign, all thanks to the fact that players can practically do anything at the table. That is the beauty of TTRPG.

With that in mind, the game offers many objects, whether they are some wild concepts made by your DM or official items created by Wizards of the Coast. And depending on how creative you use these items, things can easily get off the rails. We cannot evaluate your DM's Homebrew inventions, so let's talk about some official articles that can break some games.

Fixed rod

A classic

The firm rod, from Dungeons & Dragons (D&D). Official artwork via Wizards of the Coast

At this point, many eager players are aware of one of the strangest articles in Dungeon Master's Guide: The Immovable Rod. With the push of a button, this rod is locked in place and moving it is quite challenging. It will even stay in the air and defy all physical laws.

Although it is not impossible to move the bar against its will, it is extremely challenging, which requires a strength control with a DC of 30 just to move it by ten feet (3 m). And it can hold up to £ 8,000 (about 3,600 kg), which is not a small performance. Creative players can use this for many strange things, such as crossing or getting stuck.

Hold on

Another classic

A bag of Holding, from Dungeons & Dragons (D&D). Official artwork via Wizards of the Coast

The Holding bag is a much more common object to see in campaigns, for the DMs who want to ignore obstacles but do not want to remove the rules straight up. And most people are aware that you can make “black holes” with a couple of bags, but it's not even our focus – but yes, you can make a portal to the astral plane by putting a bag of holding another (or similar objects).

The idea of ​​being able to store small things is still useful, especially when you can store other interesting objects, or even people, if you can shrink them enough – an almost infinite, mobile storage is useful.

Portable holes

Ideal for traps

Portable hole, from Dungeons & Dragons (D&D). Official artwork via Wizards of the Coast

This piece of fabric can be turned into a ten foot (3 m) deep hole in command at any time, so you can place a random hole whenever you want. It is very looney tunes in their style, and you can fold the cloth with objects (or humans) inside it. You can prepare something inside the hole to damage enemies as part of the trap, but remember that if you fold an enemy while you are conscious, it is not that difficult for them to get out.

Still, when the enemy is down, it is easy to carry them with this article. Oh, and this is one of the “similar articles” we mentioned in the previous post; You can make a portal to the astral plane by throwing your bag of holding in your portable hole.

Illusion tires

For some smoke and mirrors

An adult red dragon, from Dungeons & Dragons (D&D). Official artwork via Wizards of the Coast

With this tire you can draw cards of random monsters and create illusions of them. Even if they are not dangerous (they are illusions), a creative player can benefit from it for many things, from creating distractions to causing devastation.

Players can even try so chaos themselves and put the guilt on the illusion, create more true to it and cause all kinds of reactions from the NPCs that fall from it. It is a creative way to solve several problems.

Tires of many things

Of course this is here

Tires on many things, from Dungeons & Dragons (D&D). Official artwork via Wizards of the Coast

Still, we can't talk about things that break games, especially card -related, without mentioning Magnum Opus to ruin games: many things. Each card has a random effect, which can be fantastic or scary.

These cards can change your ability results, catch you, delete events from existence, create powerful enemies, give you powerful objects, money or allies and many other options. Some of these can change the campaign completely.

Alkymi Kanna

Liquid manufacturer

An alchemy Kanna, from Dungeons & Dragons (D&D). Official artwork via Wizards of the Coast

Being able to create a few liters of fluid is a simple effect for a magical article, which can be easily overlooked. However, many of these can be in the connection if necessary. For example, being able to produce fresh water in a campaign that focuses on exploration is, for example, very powerful.

Oil and poison can also be practical every now and then, and some players' characters can be a real danger with the power of producing beer or wine on request. This article will require a lot of creativity, but alchemy can definitely be more than meets the eye.

Mantle of useful items

Calls odd things

The mantle of useful objects, from Dungeons & Dragons (D&D). Official artwork via Wizards of the Coast

We mentioned a tire to call illusions, but what about calling real things? From objects to dogs or horses you can call a lot of strange things with the mantle of useful objects.

Other options include rod boats, money, spell rolls, a ladder, a door that fixes to an opening, a pit that fixes on the ground or a window that you can place on the wall, among other things. Having the right object for the strangest scenarios is where this mantle shines.

Iron piston

Same from Baldur's Gate 3

The iron piston, from Dungeons & Dragons (D&D). Official artwork via Wizards of the Coast

We are not ready with calling, as the iron piston can break games depending on how it is introduced. First, it can catch creatures inside it, as long as they come from a plane other than what you are currently in, which means you can catch heavenly, enemies, elements and so on.

Technically, you can catch humanoids and the like, as long as you are not on the material plane.

Being able to solve an entire struggle by catching your enemy is already an easty way to solve problems. In addition, the piston can already be occupied when the party was first discovered. If DM rolls randomly, there is a significant chance that the creature inside will be extremely powerful and evil, which can make games terribly dependent on the level of the party.

Superb glue

Hard to get rid of

The superb glue, from Dungeons & Dragons (D&D). Official artwork via Wizards of the Coast

Who would have believed that glue could be such a powerful object? Only two other items (or desire) can undo the bond made by this glue, so if you use it to attach two things to each other, it will be a nightmare to fix the small mistake.

That said, creative use of this glue can also fix the wildest problems, block roads, ensure that an article will not be stolen, among others. It is so useful that your players can continue to save it for when it is necessary, and then the campaign will be over, and it will not have been used at all. Yet that is their question.

Holocaust area

It is the opposite of calling

An adventurer trying to control the Holocaust area, from Dungeons & Dragons (D&D). Holocaust area, by Conceptopolis

What is the damage to giving your players a black hole? Apart from, of course, destroying everything around them. Anyone can try a pretty hard intelligence control to try to control their movement, but even then it is a difficult object to control when it is activated.

It can cause a lot of damage, and it completely wipes out who is reduced by the sphere, so there are no death -saving throws here, only death itself. In addition, outside to meet an interdimensional gate, the object offers no official way to disable it, so good luck.

Prison and Drag-series game-Tablet-franchise

Original release date

1974

Player count

2+

Length per game

From 60 minutes to hours at the end.

Age recommendation

12+ (although younger can play and enjoy)

Franchis name

Dungeons and dragons

Publishing co

The coast sorcerers


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