Magic Beans!!


Homebrew and House Rules

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Ok, if any of you remember the old, old, old 2nd Ed books, Magic Item Compendium, then you know of some of the wacky, cool, fun magic items from that era. One of my favorites is the Bag of Beans.

The Bag of Beans consists of a simple leather bag that contains a random number of magical beans that produce wildly random effects when planted. Drawn from a d100 list.

Some examples are: an Evil Treant bursts out of the ground and attacks the nearest players, a woman's arm emerges from the spot where the bean was planted holding a sword (this could be a mundane, masterwork, or magical Longsword, the book suggests Sunblade, or Holy Avenger if the planter is a Paladin), a large tree grows to full size in a few rounds from which several special acorns grow that can be picked that range from precious stone acorns to chocolate/vanilla acorns to silver/gold acorns, a seemingly endless wave of small tree frogs emerges from the planted bean spot, (the tree frogs are harmless, there's just a LOT of them).

I'm putting together a revised list of effects for use in Pathfinder games. I'm asking all GM's, Players, Paizo Staffers, anyone, to toss in an idea or two for the list. I'd like them to range from relatively harmless, (tree frogs), to medium (free magic longsword, Evil Treant), to major (the players falling into a sinkhole, centered on the planted bean that drops them in a random location on Golarion). I'm hoping for hundreds, if I can get a thousand, even better!

Let the brainstorming Commence!!


Heh, I have those compendiums. I'll have to dig them out of storage. Fun stuff!

Scarab Sages

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1. Two words: Burrito tree.


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2. A 20-foot tall gout of flame erupts from the spot the bean was planted. It deals no fire damage, but sheds bright light within 60 feet. This flame lasts for 3d6 rounds.


Love it! Keep them coming!

Scarab Sages

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3. In the morning, the entire area in a 1 mile radius from where you planted the bean is covered with a Fog Cloud.


Wolfsnap wrote:
3. In the morning, the entire area in a 1 mile radius from where you planted the bean is covered with a Fog Cloud.

Likes regular hydro Cloud or San Francisco Smog Cloud?


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4. Black Tentacles with a CL of 1d6+6

5. Greater Black Tentacles with a CL of 1d10+10


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6. A tree with a hundred different fruits sprouts forth (something akin to this).

7. An enchanted item grows out of the ground. This item will be appropriate for the class of the person who planed the bean (a sword for a Fighter, a wand for a Wizard, etc).

8. A giant, bulbous plant grows out of the ground and it splits open. A baby animal with strange fur color comes out of it! It proceeds to follow you around and call you it's bestest friend in the whole wide world. It is treated as a follower and will leave if you abuse it.

Shadow Lodge

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9. The bean grows into a bush of flowers that can be played like various horn instruments.

RPG Superstar 2012 Top 32

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10. Entangle
11. Spike Growth
12. Myconid (sp?) spores
13. Yellow Musk
14. A spiral stair case leading to a door (portal to random location or plane?
15. Razorvine
16. Stream of giant bubbles you can enter and fly (or drift) around in
17. A gaslamp
18. A magic tree with magic fruit (potions)
19. A giant mushroom with a wise caterpillar-centaur hybrid
20. A secretly evil scarecrow that gives advise that sounds good, but leads to woe
21. A magic tree with bottles of wine and liquor instead of fruit
22. A giant cairn with bean-shaped stones and covering a barrow-wight
23. An elegant arm with magic rings on its fingers (some might be cursed)
24. A number of dominoes that double every second until knocked down
25. A trumpet horn that acts as Bardic Inspiration or sound burst
26. A mermaid/greater lamia/yuan-ti/greater medusa with her tail stuck in the ground, but growing longer every round.
27. A jumping bean bush
28. Slithering slugs that possess folk and transform them into fast zombies
29. A tree full of keys
30. Pirate Treasure!


Yes! Yes! More!


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31. Flying monkeys armed with laser rifles.

You know, this thread just seems to illustrate the lack of just plain "fun" magic items in the PF system. Everything has to give a buff or boost. I miss the oddball stuff like the Bag of Beans.

RPG Superstar 2012 Top 32

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32. A ring of standing stones
33. A tree bearing magical eyeballs, that, when eaten, bestow various vision-based magics (darkvision, see invisible, hallucinations, deathwatch, detect magic, etc.).
34. A candle with an ever-burning flame
35. A mandrake
36. An invisible beartrap
37. A pogo stick
38. A gallows bestowed with animate objects, that casts animate dead on the creatures it strangles
39. A trebuchet that hurls earth elementals
40. A teepee or sweat lodge or wigwam or igloo


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41. A Wayward Pine - from the sword of truth books


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41. Fruit with keys inside. All the keys are identical save one, and all the fruit must be eaten or at least harvested and cut open to find the different one. What this key leads to is unknown.

RPG Superstar 2012 Top 32

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43. A NE clay golem with an Intelligence of 10.
44. A quill and enough ink to write one statement, which then becomes true.
45. A tree with fresh baked bread or doughnuts instead of fruit.
46. A bush with red and blue fruits. Eating a red fruit teleports you where you want to go, eating a blue fruit teleports you back the bush.
47. An umbrella or parasol appears. It rains under the open umbrella whenever there is no other precipitation in the area.
48. A foul gas shoots out. Make a Fortitude save with a DC of 3d10; o a failed save you take damage equal to the Save DC, on a successful save, you gain a number of temporary hit points equal to the Save DC until the end of your next long rest.
49. A Maypole or a Yule Log appears.
50. A bamboo cannon appears and shoots a burst of maple seedling confetti.


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51. The bean disappears, replacing itself instantly with a normal bean of a random type.
52. A cow of value equal to that of the expended beans appears.
53. A clone of you grows from the ground and does nothing but scream. It won't stop. Aaaaaaaaa...

Scarab Sages

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54. Fireworks!
55. A clone of the planter that functions exactly as the product of the clone spell, save that its sex is reversed.
56. The bean continues to burrow, and burrow, and burrow, until it pops out of the other side of the planet.
57. The planter gets shot, as though by a +1 Pistol with an attack bonus equal to the planter's level +1, 1d6 times, up to two attacks per round (so the assault finishes in 3 rounds on a roll of '6,' or 2 rounds on a roll of '3,' etc).


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58. 1d6 rounds after planting, the bean detonates, as a delayed blast fireball, at CL 15th.
59. The bean creates a 20-foot-diameter iron ring in the ground, which is filled with a gate leading to a random Outer Plane. If the planter has at least a +5 to Acrobatics, they may attempt a DC 15 Reflex save and a DC 15 Acrobatics check to jump to safety; otherwise they fall in.
60. The planter utters a wail of the banshee, and then is subject to implosion, both at CL 20th.
61. A tree grows. If asked to craft an item and given appropriate materials, the tree will make a Craft check (+15 bonus).
62. A 5-ft radius depression forms, filled with pale green, faintly glowing liquid. All creatures in the liquid gain regeneration (cold iron) 5. If put into a container, this liquid loses all magical properties, and becomes pure water.
63. All loose, unattended objects within 30 feet are pulled towards the spot the bean was planted, where they assemble into a statue of the planter.
64. The planter is subject to a heal spell (CL 16th), and a daylight spell (DCL 16th) is centered on them for 2d6 rounds.
65. Nothing happens. All creatures within 30 feet must make a Will save, as though against basidirond hallucinations, except at DC 22.
66. 4d4 trolls are summoned, each with 6 ranks in Perform (dance). They dance for 2d6 rounds, and then vanish.
67. Until the bean is dug up, whoever planted the bean ages one year every day (no save).
68. Until the bean is dug up, whoever planted the bean becomes one year younger every day (no save).


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69. A huge protein elemental is summoned for 1d10+10 rounds and will serve the planter to the best of its ability, as a summon monster spell.

70. The bean sprouts tiny legs and flees. It has a base speed of 5 ft.


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71. A hungry Pit spell is activated, centered on the spot where the bean was plated.

72. A mole burrows out of the ground and tells the planter a single premonition, then burrows back underground

73. Railroad tracks assemble themselves from nothing, leading directly to the next plot point.

74. The bean pops back out of the ground. In a tiny voice, it says "too cold!", or "too dry!" or otherwise state some other point of preference. This bean will never be satisfied with its soil conditions, and is actually un-plantable.


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75. A 5-foot radius depression is formed in the ground that deepens by 5 ft. each round. Treat as Create Pit with a DC of 10 + 1/10' deep. The pit evolves into the following spells at the indicated depths: Spiked Pit at 30', Acid Pit at 50', and Hungry Pit at 100'

76. Blood Mist, DC 1d8+21

77. BEES!!!

RPG Superstar 2012 Top 32

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78. A treasure chest appears with a lock with a DC of 10 + 2d10, and contains 2d6 x the lock DC coins. Roll 1d4, 1=cps, 2=sps, 3=gps, 4=pps.

79. A vegetable exoskeleton appears. It grants its wearer an armor bonus equal to half its HD, temporary hit points equal to half its hit point maximum, a number of physical ability score increases equal to half its HD, equally distributed between Str, Dex, and Con, and a +10 ft. bonus to its speed.

80. A mighty wooden throne sprouts from the ground. Any who sits upon it can make a Charisma check opposed by a roll of 4d6. If successful, the creature gains Leadership as a bonus feat. If failed, a mockery of a living wooden crown with fresh spring leaves grows from the creature's skull.


81. The bean emits an ear-splitting scream that can be heard by anyone, anywhere, even across planar boundaries. Creatures that cannot hear have a similar sense stimulated, such as tasting a very strong, sour taste. Once dug up, the bean ceases screaming.


We're almost to 100! Keep'em coming! Don't stop till we reach 1,000!


open a book of your choice, roll d100 and turn to the prorated page in that book - choose something on that page.

type some random stuff into a google search and see what you get.


Azothath wrote:

open a book of your choice, roll d100 and turn to the prorated page in that book - choose something on that page.

type some random stuff into a google search and see what you get.

That's not very creative, dude.

RPG Superstar 2012 Top 32

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82. I can't believe we don't have a giant beanstalk leading to the cloud, where a castle full of cloud giants reside.

83. A stinking cloud appears and chases the planter with a speed of 1d4+1 x 10 feet.

84. A tree grows, with pages of poems instead of leaves.

85. The planter rolls 1d6. 1=Str, 2=Dex, 3=Con, 4=Int, 5=Wis, 6=Cha. The planter rerolls her corresponding ability score using 2d4 d6s, keeping the highest two or three d6s.

86. The bean casts summon nature's ally 1d6+1d4-1

87. The bean grows into a vine with 2d6 gourds on it. Those that eat a gourd can use Wild Empathy (as a druid of their character level), affecting plants only.

88. The bean pops up into the air and becomes a random Ioun Stone.

89. A fountain appears. If you channel energy and target the fountain, it creates holy water (if you channel positive energy) or unholy water (if you channel negative energy) for 1 round. Other creatures can ready an action to collect this (un)holy water if they have an appropriate receptacle.

90. 2d6 wooden horses (as the phantasmal steed spell) are created and last up to 12 hours.


The Beardinator wrote:
Azothath wrote:

open a book of your choice, roll d100 and turn to the prorated page in that book - choose something on that page.

type some random stuff into a google search and see what you get.

That's not very creative, dude.

it's extremely creative as you have to make something out of random input. It's just not what you wanted as I gave you a process rather than a list o' stuff all worked out. It would lead to most of the suggestions so far... <grin>


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91. You were the bean all along.


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92. A large vine with a huge pod at the end quickly grows and a beautiful nymph emerges from it. She winks at the planter and trots off into the woods, beckoning him/her to follow her.

RPG Superstar 2012 Top 32

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Umbral Reaver wrote:
91. You were the bean all along.

In Soviet Russia, bean plants YOU!


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93. The bean is actually a seed of a Dryad.


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94. It grows into an adorable leshy. This is objectively the best result.


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95. If any of your close allies have died in the past week and have not been resurrected, the bean grows into an exact replica of them at the time of their death, but at 1 hp. This growth process takes an hour. Otherwise, nothing happens.


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96. It grows into a Starbucks. The characters may be disappointing at first because it just sells coffee at high prices, but when they realize coffee gives temporary immunity to sleep magic and poisons, they may think it's worth 50 gold a dose.


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97. The bean makes a supernaturally awful pun. Everyone within 30 ft. take 1d3 Charisma damage from facial strain as they frown uncontrollably.

Scarab Sages

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98. Combined sound burst and stinking cloud in a 30-ft radius.


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99. A plant with a mouth shaped organ at the end of a huge pod bursts out of the ground fully grown and shouts, "Feed me, Seymour!" and attacks the one who planted the bean.


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100. The fruit that appears on this rapidly growing vine is shaped like a large potion bottle and is made of a strange green material. Inside is a yellowish green liquid that tastes very sweet and gives a boost to the characters' Constitution where endurance is concerned.

Scarab Sages

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101. The planter is briefly plane-shifted to a a strange parallel dimension.


That's evil.

RPG Superstar 2012 Top 32

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102. The bean grows and expands and fills with lighter than air gas and transforms into a dirigible.

Scarab Sages

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103. The planter is nauseated for 1 full round before vomiting up the bean they just planted. If planted again, the same thing happens to a completely different individual 1d10 miles away. This repeats every time it is planted.

RPG Superstar 2012 Top 32

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104. A vine with 1d12 more magic beans on it grows from the planter's navel.

105. The multiplies and it and its copies expand into 2d6 petrified eggs. They hatch in 1d100 x (1d4, 1=rounds, 2=minutes, 3=hours, 4=days), revealing dinosaurs with both the young template and the skeleton template.

Scarab Sages

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106. A permanent color spray geyser forms where the bean was planted (DC = 11 + 1/2 planter's HD + planter's CON, WIS, or CHA modifier, whichever is highest), spraying everyone in a 400-foot radius every 1d12 minutes.

Scarab Sages

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107. The bean grows into an Eidolon bound to the planter, as that of a Summoner of the planter's character level -3 (minimum 1). If the planter already has an Eidolon, the bean instead sprouts into a large, colorful, double-helix-shaped fruit, which the Eidolon will instinctively devour to permanently gain 4 additional Evolution points.

108. Sometime 1d20 days after being planted, when nobody's watching, the bean grows into an additional new campaign BBEG, which the DM makes stats for, who is hostile to both the PCs AND any of the other campaign BBEGS. After sprouting, they scurry off and try to start conquering the world...or something!


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109. The bean grows into a fruit-bearing plant. Those fruits, if consumed, allow the person who ate it to transform using wild shape as a druid equal to their character level. However, all of the shapes taken have the fungal creature template applied. The fruit's effects wear off after 2d12 hours.


I'm Hiding In Your Closet wrote:
98. Combined sound burst and stinking cloud in a 30-ft radius.

This is a Masterpiece!

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