Monday, January 20, 2020

d66 Magic Item Features

11 - Command Jewel. The item has a corresponding piece of jewelry of similar make which must be worn for it to function.

12 - Crawling. At a command word, the item will sprout dozens of tiny legs and begin moving at speed 5 towards the speaker. It can climb walls easily

13 - Dormant. This item isn't sentient, but roll on the sentient magic items "special purpose" table. Its powers won't awaken until some action towards that purpose is taken.

14 - Dousing. Use an action to know the direction to the nearest source of drinkable water within 1,000 feet.

15 - Eye. A single milky eye glares prominently out of the item. It flicks about, focusing on subjects seemingly at random.

16 - Fading. The magic of this item was not sealed properly, and it will only last for another 2d12 months.

21 - Fire Starter. Use an action to produce a tiny flame suitable for lighting a torch or candle.

22 - Folding. Use an action to fold this item to a tenth of its normal size and weight, or to unfold it.

23 - Holy Symbol. The item is, or heavily incorporates imagery of, a holy symbol, and can be used as such an implement.

24 - Hovering. When released in midair, the item will hover in place, gently wobbling, for a minute before sinking slowly to the floor.

25 - Illustration. Appears to have been drawn rather than crafted.

26 - Insect-Repelling. Nonmagical, normal-sized insects will not approach the bearer.

31 - Instrument. Despite its appearance, this item can be played like a specific instrument. Strumming, blowing, or beating in the general shape is sufficient.

32 - Journal. The item can hold a page's worth a day of writing, and can flip back and forth between previous entries. Use your finger or a twig to write.

33 - Lascivious. The item enhances feelings of desire or lust in its bearer.

34 - Lens. Some portion of or gap in the item magnifies small details when peered through, granting advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

35 - Liquid. Use an action to turn the item into a liquid of the same volume or back. The liquid is mercury-like and will not separate easily.

36 - Melancholy. Enhances the bearer's urges to brood, stare out the window, pose dramatically in the rain, and write bad poetry.

41 - Mirror. All or some part of this item is reflective enough to be used as a mirror.

42 - Mouldering. Always cold and slightly damp. Smells of niter and dirt. Any cloth or leather components are tattered; metal is varnished.

43 - Nip. One type of beast finds the object irresistible, and will seek to nuzzle, gnaw, or roll on it while not threatened.

44 - Photonic. The item requires light to work and will not function in darkness.

45 - Projector. Use an action to have the item create a specific, pre-established illusion effect in a 5-foot cube.

46 - Psychic Anchor. Cannot be moved via mage hand, telekinesis, or similar magic, and appears solid and fully colored in the ethereal plane.

51 - Purring. Empathically communicates its want to be cradled and stroked. Emits a comforting sound when it is.

52 - Shedding. Constantly dropping bits of fur, rust, scales, dust, or bark. Leaves a messy campsite.

53 - Smuggler's. A hidden interdimensional space the size of a belt pouch is accessible via a command word.

54 - Starry. Glints and glimmers. Its shadows and contours seem too deep, with hints of twinkling light within.

55 - Suspendable. Use an action to speak a command word which turns off all the item's abilities. This lasts for a minute, during which time the item does not radiate magic.

56 - Tattoo. Use an action to transform the item into a life-sized tattoo representing it, or back into a real item.

61 - Thieves' Tools. Various odd protrusions are quickly realized to be functional thieves' tools.

62 - Toothed. Rimmed with teeth of various species. Grates and grinds. If left alone with rations they always seem somewhat gnawed later.

63 - Trophy. Was crafted as a reward for a great competition. Bears the winner's name and the event's dates.

64 - Tuning. Use an action to strike the item and produce a single, specific note that can be heard clearly for 100 feet. The note continues for a minute or until another action is used to silence it.

65 - Twinned. Has a duplicate. Its bearer can use an action to learn the direction (but not the distance) to the twin.

66 - Verdant. Small living leaves sprout from the item, patches are woven of moss, or any wood is damp and sap-filled.