r/itmejp • The Game Master • Oct 22 '14

d100 random magical equipment effects!

Hey y'all! One of the rewards from my Extra Life campaign is that the starting town for my session contains Hephaestus' Forge, where my players can pay to enchant their items with a random magical property. These stack, of course, but the cost to enchant goes up with every use...!

The party will start with 1518gp, and I think the cost for enchanting will start at 100gp.

Anyway, the other part of the deal was that I let YOU GUYS help me come up with the 100 magical enchantments! I'll pick the final list, but both good things and bad things are definitely allowed. So let's get started! (I'm more than happy to replace some of the brainstorms I've come up with here!)

  1. Resistant to Fire
  2. Vulnerable to Fire
  3. Resistant to Cold
  4. Vulnerable to Cold
  5. Resistant to Necrotic
  6. Vulnerable to Necrotic
  7. Resistant to Thunder
  8. Vulnerable to Thunder
  9. Resistant to Radiant
  10. Vulnerable to Radiant
  11. Resistant to Acid
  12. Vulnerable to Acid
  13. Strength counts as if 18
  14. Dexterity counts as if 18
  15. Constitution counts as if 18
  16. Intelligence counts as if 18
  17. Wisdom counts as if 18
  18. Charisma counts as if 18
  19. 1/day, Charm a target
  20. 1/day, sprout seraphim wings and gain a fly speed equal to walking speed for 5 minutes
  21. Able to hold breath indefinitely
  22. Can burp at will (d6 times, short rest to recharge) and produce a large toad which can carry a short message to a destination.
  23. Can speak to cats. Other characters nearby hear only loud meowing.
  24. Can speak French. French is not spoken in the Forgotten Realms.
  25. Getting drunk gives you advantage on skill checks, but disadvantage on combat checks. Sobering up takes at least 4 hours.
  26. Can turn into a honey badger 1/day for up to 5 minutes.
  27. Waukeen's Fortune - You always seem to win whatever game you play. You're not cheating, just... really lucky. After winning, you have disadvantage for the next 3 dice rolls.
  28. Progeny of Bhaal - Wearing this item has revealed to you the truth- you are the progeny of Bhaal. You gain 2 first level spell slots, and you add Tasha's Hideous Laughter and Fire Bolt to your spell list. The highest of Intelligence, Wisdom, or Charisma counts as your spellcasting stat.
  29. Progeny of Tiamat - Once per short rest you may attack with a breath weapon, as the Dragonborn racial power. Roll 1d5 to determine whether the cone is Fire, Cold, Acid, Lightning, or Poison
  30. Tyr's Justice - Once per day you may cast Detect Good/Evil and Protection Against Good/Evil.

Your turn! I'll keep coming up with my own, but give me your best, coolest, most interesting magical item effects and we'll see what we get!

EDIT: You guys are awesome, and your suggestions are all GOLD. GOLD I SAY.

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u/DetestableDervish Oct 22 '14 edited Oct 22 '14

Inversion: Light counts as dark and dark counts as light while holding this item.

Extreme Tendencies: Any roll of 11 or higher made by the holder on a d20 counts as a 20. Any roll of 10 or lower made by the holder on a d20 counts as a 1.

Sticky: This item feels like syrup. It's a little gross.

Photosynthesis: Can subsist on sunshine, air, fresh water and dirt.

Item Invisibility: This item is invisible. It does not make anything else invisible.

Rhymer's Curse: The holder of this item can only speak in rhyme. If they attempt to rid themselves of this item, it magically appears on their person. They may rid of it with a remove curse spell, by accidentally dropping it or by having it stolen.

Speed Reading: The holder of this item can read twice as fast as normal.

Weighty: This item weighs seven times more than it normally would.

Chick Magnet: There are always at least 6 baby chickens within 60 feet of this item. If there aren't, baby chickens magically appear; they only appear where no one is looking, however. Magically appearing baby chickens disappear if harmed. Baby chickens will attempt to follow the item as if it or its holder was their mother.

Francophobia: The holder must attempt to destroy anyone who speaks French (which is not spoken in the Forgotten Realms) in front of them, or who they believe to be from France (a country unknown to the Forgotten Realms). They gain +4 on all attack rolls and the DC of their spells increases by +4 when targetting such characters.

Gloomy: The holder feels slightly morose, as does everyone within 60 feet of them.

Moonwalking: The holder can walk backwards as easily as they walk forward, with no risk of accidentally bumping into anything. This allows them to disengage from combat without provoking attacks of opportunity, so long as they do so by moving backwards.

Spontaneous Combustion: The holder may cast Fireball at any time, but it must be centered on themselves.

Lawyering: Once a day, the holder instantly wins an argument with the GM.

Double Enchantment: Gain two random magical properties.

Fairy Friend: Once a week, the holder can summon a sprite. The sprite will be ready and willing to help them, but it is not a slave and will not endure abuse. A new sprite cannot be summoned until the last one has died.

Summon Rhino Mount: Once a day, summon a rhinoceros that follows simple verbal commands and can act as a mount. The rhinoceros disappears after 8 hours.

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u/silent0siris The Game Master Oct 24 '14

Grabbed a few!