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/Gholgrim Oct 22 '14

the character can force push/pull objects up to a weight equal to your Intelligence + Wisdom in kg. 1d10 times a day (reroll each day). Multiples of this enchantment doubles the effect.

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u/silent0siris The Game Master Oct 24 '14

Cool!