The air inside a wizard’s tower is thick with the scent of old parchment and burnt incense. These mystical sanctuaries, often hidden away from prying eyes, are home to the eccentric and powerful. Packed with strange and curious items, a wizard’s tower can become an adventure in itself. Every shelf, corner, and dusty nook might hold something with the potential to ignite a player’s curiosity.
Imagine players stumbling upon an old alchemical jar with glowing contents, its label too faded to read. What secrets could it hold? This list of 100 items is designed to help Dungeon Masters turn the mundane into the magical. Roll a d100 or select an item to weave intrigue and mystery into your campaign.
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Why Detail Matters in Wizard’s Towers
A wizard’s tower is more than a location—it’s a reflection of its occupant’s personality, expertise, and eccentricities. The items found within should serve to immerse players in the lore of the world and the wizard’s backstory. Whether mundane or magical, each item should spark curiosity and storytelling.
For example, a cracked mirror with swirling smoke inside could hint at experiments gone wrong. A shelf stacked with identical, unreadable books might make players wonder what the wizard was hiding—or preparing for.
Adding such items transforms the tower from a static location into a dynamic, engaging part of your campaign.
100 Items Found in a Wizard’s Tower
The following list is organized into categories for easy use. From alchemical oddities to ancient relics, this resource has you covered.
Alchemical and Magical Curiosities
d100 | Item Description |
---|---|
1 | A bubbling potion that glows faintly in the dark. |
2 | A jar of powdered dragon scales labeled “For Emergencies Only.” |
3 | A crystal sphere filled with swirling mist that whispers when touched. |
4 | A rack of vials, each containing a liquid of a different vivid color. |
5 | A mortar and pestle carved from obsidian, warm to the touch. |
6 | A small cauldron that always smells faintly of lavender. |
7 | A weathered grimoire chained to the desk, locked tight. |
8 | A silver spoon that melts when placed in hot liquids. |
9 | A box of alchemical salts that spark upon contact with water. |
10 | A flask of viscous green fluid labeled “Growth Serum—Handle Carefully.” |
These items can serve as tools, quest hooks, or plot twists. A locked grimoire might hold the spell needed to stop a calamity—but at what cost?
Arcane Equipment and Tools
d100 | Item Description |
---|---|
11 | A tarnished wand with faint scorch marks along its shaft. |
12 | A staff carved from pale wood, topped with a blue crystal. |
13 | A spell scroll that bursts into flame if not read correctly. |
14 | A box of star charts with constellations that shift nightly. |
15 | A compass that always points toward the nearest ley line. |
16 | A crystal ball cracked in two, with faint sparks connecting the halves. |
17 | A set of enchanted quills that write on their own. |
18 | A blackboard covered in arcane equations written in glowing chalk. |
19 | A golden astrolabe humming with faint magical energy. |
20 | A chest filled with wands, each glowing faintly with residual magic. |
Such items invite interaction, encouraging players to experiment with their properties.
Books, Scrolls, and Papers
d100 | Item Description |
---|---|
21 | A leather-bound book titled The Theory of Infinite Worlds. |
22 | A scroll sealed with an unbreakable red wax seal. |
23 | A journal containing incomprehensible shorthand. |
24 | A book that screams when opened. |
25 | A stack of letters from a lover, ending abruptly. |
26 | A tome titled Creatures of the Void with disturbing illustrations. |
27 | A dictionary of forgotten languages. |
28 | A list of names and dates, some crossed out. |
29 | A crumbling parchment map of an unfamiliar region. |
30 | A book of bedtime stories written for a child. |
Books and papers can reveal clues about the wizard’s life, research, and secrets.
Oddities and Relics
d100 | Item Description |
---|---|
31 | A mirror that reflects a different person every time it is looked into. |
32 | A bell that rings itself during storms. |
33 | A mummified hand holding a black pearl. |
34 | A collection of masks, each with an expression of agony. |
35 | A jar of fireflies that never die. |
36 | A taxidermied dragon whelp with ruby eyes. |
37 | A shard of glass that shows scenes from distant lands. |
38 | A golden crown sized for a child. |
39 | A clock that ticks backward. |
40 | A preserved eyeball that follows the movements of anyone in the room. |
These relics are perfect for adding a sense of wonder and danger to any encounter.
Vermin and Unexpected Guests
d100 | Item Description |
---|---|
41 | A swarm of tiny glowing beetles scuttling over the walls. |
42 | A mischievous imp disguised as a cat. |
43 | A sentient mushroom colony whispering riddles. |
44 | A giant spider guarding a clutch of glowing eggs. |
45 | A raven that repeats the last thing anyone says. |
46 | A mimic disguised as a dusty chair. |
47 | A basilisk frozen in place by its own reflection. |
48 | A tiny elemental trapped in a glass orb. |
49 | A swarm of bats roosting in the rafters. |
50 | A talking skull asking to be buried. |
These “living items” add a layer of interaction and potential combat to your tower.
Strange Decorations
d100 | Item Description |
---|---|
51 | A chandelier made of antlers, some glowing faintly. |
52 | A painting of a stormy sea that smells of saltwater. |
53 | A tapestry depicting a battle between celestial beings. |
54 | A mosaic of shattered mirrors forming a face. |
55 | A taxidermied griffon, posed mid-roar. |
56 | A mobile of planets, spinning without wind. |
57 | A bust of a wizard with glowing eyes that follow you. |
58 | A suit of armor made entirely of glass. |
59 | A stained-glass window that shifts to show different scenes. |
60 | A collection of mounted dragon teeth. |
These decorations can hint at the wizard’s hobbies or history, or they can be purely aesthetic to set the tone.
Enchanted Furniture
d100 | Item Description |
---|---|
61 | A chair that sinks into the floor when sat on. |
62 | A wardrobe that emits soft music when opened. |
63 | A bed that is perpetually warm. |
64 | A table that resizes itself to fit any room. |
65 | A cabinet that locks and unlocks at random intervals. |
66 | A bookshelf that rearranges its books when no one is looking. |
67 | A couch that whispers secrets to those who rest on it. |
68 | A mirror that adjusts your reflection’s expression. |
69 | A stool that hovers a foot above the ground. |
70 | A desk that cleans itself of clutter. |
These items can provide whimsical interactions or serve as puzzles for your players.
Unusual Sounds and Sights
d100 | Item Description |
---|---|
71 | A clock that chimes an eerie tune every hour. |
72 | A pipe organ that plays itself during storms. |
73 | A window that shows scenes from another dimension. |
74 | A curtain that rustles as if in the wind, even in still air. |
75 | A lantern that casts moving shadows of creatures. |
76 | A door that hums softly when touched. |
77 | A floor tile that glows faintly when stepped on. |
78 | A wall with a faint, rhythmic heartbeat sound. |
79 | A staircase that seems to stretch endlessly upward. |
80 | A room filled with flickering lights resembling fireflies. |
These sensory details can make the tower feel alive and mysterious.
Miscellaneous Curiosities
d100 | Item Description |
---|---|
81 | A jar of preserved eyeballs labeled “Specimens.” |
82 | A golden cage containing a mechanical bird. |
83 | A collection of seashells that echo with faint laughter. |
84 | A pair of gloves that spark faintly with magic. |
85 | A quill that writes in invisible ink. |
86 | A pouch of powder that smells of ozone. |
87 | A deck of cards, each depicting a unique monster. |
88 | A locked chest filled with marbles. |
89 | A jar containing a single, floating flame. |
90 | A bell that rings when a lie is spoken nearby. |
These items are perfect for piquing player curiosity and adding mystery to the environment.
Dangerous Oddities
d100 | Item Description |
---|---|
91 | A cursed dagger that cannot be sheathed. |
92 | A book that bursts into flame when opened. |
93 | A painting that animates when stared at for too long. |
94 | A crystal ball that causes nausea when touched. |
95 | A vial of liquid that freezes anything it touches. |
96 | A box that emits a high-pitched wail when opened. |
97 | A staff that crackles with unstable energy. |
98 | A rug that attempts to entangle anyone who steps on it. |
99 | A chest that releases a swarm of biting insects. |
100 | A mirror that traps anyone who gazes into it for too long. |
These items can add danger and tension to the exploration of the tower, serving as traps or combat encounters.
How to Use These Items in Gameplay
Incorporating these items into your campaign is as simple as sprinkling them throughout the tower. Use them to:
- Set the Tone: Whether whimsical or eerie, these items add atmosphere.
- Spark Curiosity: Let players wonder about the purpose or origin of certain items.
- Challenge Players: Dangerous or cursed items can create unexpected challenges.
By combining mundane and magical, you can create a rich and immersive environment that feels alive and brimming with potential.
AI + Procedural Generation = Worldbuilding Tool of your Dreams...
Coming soon to LitRPG Adventures Workshop...
Or check out my Advanced RPG Tools