+x is so boring! Spice up your arms and armor with 100 effects!


Homebrew and House Rules

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Grand Lodge

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Couldn't come across something like this so...

I wanted to make a d100 chart of random qualities of arms and armor! I need your help to come up with more!

Please avoid suggestions that could be displayed by actual magical qualities. for example 'wreathed in flames' because that could be achieved with the flaming enchantment!

You can roll on this chart for and armor or weapon that is created or that is come across for you or your players to give a little variety without mechanically changing anything!

Here are a few I have come up with to help get us started. also, #99 and #100 are reserved for Roll Twice and ignore results above 99 and Roll 3 Times and ignore results above 99.

Here we go!

1. Leaves trails of Smoke (Roll 1d6. 1 White|2 Black|3 Red|4 Blue|5 Green|6 Yellow)

2. Sheds light as a Torch

3. Feels cold to the touch

4. Feels hot to the touch

5. Sparkles

6. Unusual Scent (Roll 1d3. 1 Pleasant|2 Unpleasant|3 Neutral)

7. Hums slightly when swung (for weapons) or when moving quickly (for armor)

8. Vibrates

9. Color changing (Roll 1d6 each morning. 1 Red|2 Orange|3 Yellow|4 Green|5 Blue|6 Purple)

10. User Occasionally hears ominous whispers

11. User Occasionally hears angelic choirs

12. High Gloss. Reflection of self abnormal (Roll 1d6. 1-3 Angelic qualities|4-6 Demonic qualities)

13. Dripping. Drops disappear before hitting ground. (Roll 1d6. 1-2 Water|3-4 Blood|5-6 Slime)

14. Has a heartbeat

15. Appears to be made of swirling fog

Grand Lodge

16. Changes to mimic the sky at the given time (ie. Looks like the setting sun, twinkling stars at night, etc.).

17. Displays an eye that occasionally blinks

18. Constantly ripples like the surface of a lake during light rain

19. Objects (nothing bigger or heavier than a copper coin) can be stuck to it like a magnet

20. Grows fur like an animal. Trim it before it get too long!


21: (Weapon only) On a critical hit, the wound leaves a mark/scar of some relevance to the weapon's origin. (Holy symbol, coat of arms, arcane mark of the original creator, etc.)

22: When swung through the air (weapon) or blocking an attack, (armour) the item makes a sound of some relevance to its origins. Perhaps constant swinging makes it recite a common prayer of its deity, or it sings a dwarven battle hymn as it blocks attacks.


23. Rippling: Item appears to be made of water, rippling when touched.

24. Churning: Item appears to be made of lava, churning and bubbling.

25. Rainbow: Item leaves a rainbow trail that disappears after 1 round.

26. Floral: Item smells of flowers, leaving flower pedals at your feat that disappear after 1 round.

27. Prosperous: Items sparkles of gold, leaving a trail of gold dust that disappears after 1 round.

28. Squeaking: Item squeaks when touched or walked upon.

29. Flatulent: Item has odorless flatulence when touched or walked upon.

30. Snickering: Item occasionally snickers.

31. Sniffing: Item occasionally sniffs.

32. Yawning: Individual yawns every 1d6 rounds while in possession of the item. This effect is purely cosmetic and does not negatively affect the individual in any way.

33. Mourning: Item makes indistinguishable sounds of people in mourning.

34. Screaming: Item screams when owner is attacking or is attacked. (Roll 1d4. 1. Fearful|2. Valiant|3. Painful|4. Pleasurable)

35. Squishy: Item appears to have the soft, semi-transparent consistency of a jelly fish.

36. Silly Walk: Individual has a distinctively silly walk while in possession of the item. This affect is purely cosmetic and does not negatively affect the individual in any way.

37. Theme Song: Item plays a song once during the duration of each of these situations, audible to a distance of 20': sneaking, combat, charging, retreat, and death.


38. Mimicry: Item mimics everything the owners says, but in an annoying fashion.


I was writing my post up when others sneaked in before me. So I guess my 23 is too similar to Thewm's 18. We had a similar idea.


Also, I like having a lot of silly enchantments. It's always fun to have custom magic items that are powerful, but have just ridiculous crap on them. See how far a player is willing to go to get that +3 returning hammer ... especially if it squeaks when it hits stuff and screams in abject terror when thrown. :D


#2 - any magic weapon may shed light.

Light Generation wrote:
Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.


39. Darklight - while drawn weapon emits a continuous Darklight.
40. Mistborne - item shrouds the user and adjacent squares per Obscuring Mist
41. of the Void - item removes all air from users square and all adjacent squares
42. Howling - item emits a continuous wailing in battle. (-20 on all sound based perception checks, total concealment vs creatures using sound based perception e.g. echolocation.
43. Disintegrating - ignores hardness; items and creatures reduced to 0 hp turned to dust
44. Feared - weapon only; free intimidate check when damage dealt. Does not stack.
45. Terrifying - weapon only; free intimidate check when damage dealt, +2 on intimidate checks, stacks, i.e. shaken -> frightened -> panicked

Grand Lodge

Snowlilly wrote:

#2 - any magic weapon may shed light.

Light Generation wrote:
Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

Funny you should quote that! That is what inspired me to make this list. It felt only right to include it!


44. changes colour to match the last thing it damaged/blocked


Thewms wrote:
Snowlilly wrote:

#2 - any magic weapon may shed light.

Light Generation wrote:
Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.
Funny you should quote that! That is what inspired me to make this list. It felt only right to include it!

Carry on then :P


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45.) Dramatic Wind: When this weapon is drawn, it creates a slight breeze that cause any cape, cloak, or scarf that the weilder is wearing to flutter in a dramatic way.


46. Bloodlight: (Any magic weapon, armor, or other item) The item and the wielder's eyes, mouth, veins, scars, wounds, tattoos, and other important bodily markings glow with supernatural light, with the same range and brightness as a torch.

Edit:

53. Ghost Hand: (Any weapon) A set of footprints and sound of footsteps appear and stay within 5 feet of the weapon and/or ammo (if applicable). Thrown weapons do not rotate in flight, but instead fly straight and strike down as if held by invisible hands. Footsteps appear beneath thrown weapons or fired ammo unless the wielder makes a successful sniping stealth check.

54: Exsanguinating: (Any magic weapon, armor, or other item) Constantly bleeding wounds appear on the wielder's body, although they never lose blood or leave a permanent trail due to this. (Roll 1d8. 1. Heart|2. Eyes|3. Nose|4. Neck|5. Hands|6. Leg|7. Wielder's scars/old wounds|8. Roll 1d8 twice, ignoring 8s|)

55: Preserving: (Any magic weapon, armor, or other item) The wielder never appears to be more than very mildly injured, even when dead.

56: Parasitic: (Any magic weapon, armor, or other item) After 2d10 days of use, the item grows small tendrils that secure themselves to the wielder. Every subsequent day the item is worn, the tendrils grow larger and further. The item may be removed with some effort, but the tendrils leave permanent marks on the wielder's flesh. When reequipped, the tendrils return to full size within 2d4 hours.

57: Hat: (Any magic weapon, armor, or other item) A unique and distinct hat appears atop the wearer's head when the item is donned. The hat is magically affixed to the head, and cannot be removed or significantly displaced until the associated magic item is removed, which causes it to disappear. If the head is occupied by another hat or multiple hats, the hats stack in order of magic item caster level, although head slot hats always appear on top of all others.

58: Hugging (Any armor or chest slot) The item subtly tightens in a warm and loving embrace whenever it feels satisfied. (Roll 1d6. 1. Enemy killed|2. Wielder fails a save against an emotion effect|3. Wielder is holding breath or suffocating|4. A GM-selected ally communicates|5. Wielder is sleeping or falling asleep|6. Every 2d10 minutes)

59: Flipping (Any magic double weapon or other item) When the wielder is not in immediate or imminent danger, the item spins, flips, or inverts itself uncomfortably on the wielder.

60: Apologetic (Any magic weapon) The item apologizes profusely whenever it deals damage.

61: Inciting (Any magic weapon, armor, or other item) The item throws insults, curses, and taunts to anyone nearby, using the wielder's voice.

RPG Superstar 2015 Top 32

47. Echoes user’s warcries and yells
48. Slightly changes user’s voice (1-2 squeaky 3-4 bass 5-6 hoarse)
49. Casts no shadow (does not affect the wielder’s own shadow)
50. Does not reflect in mirrors
51. Has feather decorations that regrow when removed or damaged
52. Looks and feels like velvet (does not affect spikes and edge parts)

Grand Lodge

compiled list thus far. 1-63:
1. Leaves trails of Smoke (Roll 1d6. 1 White|2 Black|3 Red|4 Blue|5 Green|6 Yellow)

2. Sheds light as a Torch

3. Feels cold to the touch

4. Feels hot to the touch

5. Sparkles

6. Unusual Scent (Roll 1d3. 1 Pleasant|2 Unpleasant|3 Neutral)

7. Hums slightly when swung (for weapons) or when moving quickly (for armor)

8. Vibrates

9. Color changing (Roll 1d6 each morning. 1 Red|2 Orange|3 Yellow|4 Green|5 Blue|6 Purple)

10. User Occasionally hears ominous whispers

11. User Occasionally hears angelic choirs

12. High Gloss. Reflection of self abnormal (Roll 1d6. 1-3 Angelic qualities|4-6 Demonic qualities)

13. Dripping. Drops disappear before hitting ground. (Roll 1d6. 1-2 Water|3-4 Blood|5-6 Slime)

14. Has a heartbeat

15. Appears to be made of swirling fog

16. Changes to mimic the sky at the given time (ie. Looks like the setting sun, twinkling stars at night, etc.).

17. Displays an eye that occasionally blinks

18. Constantly ripples like the surface of a lake during light rain

19. Objects (nothing bigger or heavier than a copper coin) can be stuck to it like a magnet

20. Grows fur like an animal. Trim it before it get too long!

21: (Weapon only) On a critical hit, the wound leaves a mark/scar of some relevance to the weapon's origin. (Holy symbol, coat of arms, arcane mark of the original creator, etc.)

22: When swung through the air (weapon) or blocking an attack, (armour) the item makes a sound of some relevance to its origins. Perhaps constant swinging makes it recite a common prayer of its deity, or it sings a dwarven battle hymn as it blocks attacks.

23. Rippling: Item appears to be made of water, rippling when touched.

24. Churning: Item appears to be made of lava, churning and bubbling.

25. Rainbow: Item leaves a rainbow trail that disappears after 1 round.

26. Floral: Item smells of flowers, leaving flower pedals at your feat that disappear after 1 round.

27. Prosperous: Items sparkles of gold, leaving a trail of gold dust that disappears after 1 round.

28. Squeaking: Item squeaks when touched or walked upon.

29. Flatulent: Item has odorless flatulence when touched or walked upon.

30. Snickering: Item occasionally snickers.

31. Sniffing: Item occasionally sniffs.

32. Yawning: Individual yawns every 1d6 rounds while in possession of the item. This effect is purely cosmetic and does not negatively affect the individual in any way.

33. Mourning: Item makes indistinguishable sounds of people in mourning.

34. Screaming: Item screams when owner is attacking or is attacked. (Roll 1d4. 1. Fearful|2. Valiant|3. Painful|4. Pleasurable)

35. Squishy: Item appears to have the soft, semi-transparent consistency of a jelly fish.

36. Silly Walk: Individual has a distinctively silly walk while in possession of the item. This affect is purely cosmetic and does not negatively affect the individual in any way.

37. Theme Song: Item plays a song once during the duration of each of these situations, audible to a distance of 20': sneaking, combat, charging, retreat, and death.

38. Mimicry: Item mimics everything the owners says, but in an annoying fashion.

39. Darklight - while drawn weapon emits a continuous Darklight.

40. Mistborne - item shrouds the user and adjacent squares per Obscuring Mist

41. of the Void - item removes all air from users square and all adjacent squares

42. Howling - item emits a continuous wailing in battle. (-20 on all sound based perception checks, total concealment vs creatures using sound based perception e.g. echolocation.

43. Disintegrating - ignores hardness; items and creatures reduced to 0 hp turned to dust

44. Feared - weapon only; free intimidate check when damage dealt. Does not stack.

45. Terrifying - weapon only; free intimidate check when damage dealt, +2 on intimidate checks, stacks, i.e. shaken -> frightened -> panicked

46. changes colour to match the last thing it damaged/blocked

47. Dramatic Wind: When this weapon is drawn, it creates a slight breeze that cause any cape, cloak, or scarf that the weilder is wearing to flutter in a dramatic way.

48. Bloodlight: (Any magic weapon, armor, or other item) The item and the wielder's eyes, mouth, veins, scars, wounds, tattoos, and other important bodily markings glow with supernatural light, with the same range and brightness as a torch.

49. Casts no shadow (does not affect the wielder’s own shadow)

50. Does not reflect in mirrors

51. Has feather decorations that regrow when removed or damaged

52. Looks and feels like velvet (does not affect spikes and edge parts)

53. Ghost Hand: (Any weapon) A set of footprints and sound of footsteps appear and stay within 5 feet of the weapon and/or ammo (if applicable). Thrown weapons do not rotate in flight, but instead fly straight and strike down as if held by invisible hands. Footsteps appear beneath thrown weapons or fired ammo unless the wielder makes a successful sniping stealth check.

54: Exsanguinating: (Any magic weapon, armor, or other item) Constantly bleeding wounds appear on the wielder's body, although they never lose blood or leave a permanent trail due to this. (Roll 1d8. 1. Heart|2. Eyes|3. Nose|4. Neck|5. Hands|6. Leg|7. Wielder's scars/old wounds|8. Roll 1d8 twice, ignoring 8s|)

55: Preserving: (Any magic weapon, armor, or other item) The wielder never appears to be more than very mildly injured, even when dead.

56: Parasitic: (Any magic weapon, armor, or other item) After 2d10 days of use, the item grows small tendrils that secure themselves to the wielder. Every subsequent day the item is worn, the tendrils grow larger and further. The item may be removed with some effort, but the tendrils leave permanent marks on the wielder's flesh. When reequipped, the tendrils return to full size within 2d4 hours.

57: Hat: (Any magic weapon, armor, or other item) A unique and distinct hat appears atop the wearer's head when the item is donned. The hat is magically affixed to the head, and cannot be removed or significantly displaced until the associated magic item is removed, which causes it to disappear. If the head is occupied by another hat or multiple hats, the hats stack in order of magic item caster level, although head slot hats always appear on top of all others.

58: Hugging (Any armor or chest slot) The item subtly tightens in a warm and loving embrace whenever it feels satisfied. (Roll 1d6. 1. Enemy killed|2. Wielder fails a save against an emotion effect|3. Wielder is holding breath or suffocating|4. A GM-selected ally communicates|5. Wielder is sleeping or falling asleep|6. Every 2d10 minutes)

59: Flipping (Any magic double weapon or other item) When the wielder is not in immediate or imminent danger, the item spins, flips, or inverts itself uncomfortably on the wielder.

60: Apologetic (Any magic weapon) The item apologizes profusely whenever it deals damage.

61: Inciting (Any magic weapon, armor, or other item) The item throws insults, curses, and taunts to anyone nearby, using the wielder's voice.

62. Echoes user’s warcries and yells

63. Slightly changes user’s voice (1-2 squeaky 3-4 bass 5-6 hoarse)


64: Willowy: (Any magic weapon) The weapon flexes and whips around when swung at enemies, even if it is of an otherwise rigid construction such as a steel sword. This does not mechanically affect proficient users.

65: Pillowy: (Any magic armor) The armor feels warm, soft, and downy on the inside, and the armor flexes and fluffs when pressure is applied, even if it is of an otherwise rigid construction such as a steel breastplate. This does not otherwise affect its defensive properties.

66: Grimy: (Any magic weapon, armor, or other item) The item appears to be damaged beyond repair, but functions normally. Items may seem to be aged, cracked, rusty, moldy, dusty, barely glued together, or perpetually coated in an otherwise unpleasant residue appropriate to its construction.

67. Symbol-shifting: (Any magic weapon, armor, or other item) The item has a set of decorative or important symbols that appear to be different to every observer.

Scarab Sages

68. Clean - Item is permanently clean
69. Restful - Wearer always has a good night of sleep
70. Tolkien - Item glows in the presence of a type of creature (ex. Orcs or Goblins)
71. Silent - Item does not make sounds
72. Centered - Item's owner always knows direction to a set location
73. Reminding - User can send telepathic time-delayed reminders to them self
74. Scribe's - If armor, item can be written on (and cleared) at will. If weapon, item can write on smooth surfaces at will
75. Measuring - User can precisely determine distances at a glance
76. Night-vision - Wearer treats all light conditions, besides Supernatural Darkness, as normal light.
77. ACME - Wearer can walk on air for 10' before falling as normal, but cannot die due to fall damage.
78. Karmic - Weapon weighs 100x as much per alignment step away from Lawful, Neutral, or Chaotic Good (Creator's choice)
79. Unstable - When item is destroyed or wielder slain the item explodes as Detonate (CL 10) of a random energy type


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80: death cry. Every time the sword takes a life, it emits a chime. Every chime is louder than the last one.


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81: Subtitles. When you speak, in any language, the translated words appear just under your head. The words are always in the same language, chosen when the item is created.

82: Cursed Subtitle. When you speak, words appear in a language of the person you are speaking to can understand, just under your head. You can not see these words. The words that appear, are always insulting to the person reading them, no matter what you are saying.


Pathfinder Lost Omens Subscriber

83: bable, is not intelligent but constantly speaks, reading out an entire book over and over again. If the book happens to be on a subject, you gain a +2 bonus on knowledge checks on that subject.


84: Gnawing: (Any magic weapon) The weapon leaves beastlike marks on anything hit. Items sundered by the weapon have parallel scratches and deep gouges around the sundering, while wounds left by the weapon appear to have been made by the bite of a fierce wild beast.

85: Jittering: (Any magic armor or other item) The wielder feels effused with wakeful energy and will unconsciously move, shift, and bounce slightly if they do not make a conscious effort to stop. This does not actually give the wielder more stamina or more resistance to sleep.

86: Bedazzled: (Any magic armor or other item) The item is coated with dozens or hundreds of magically sparkling, small, worthless gemstones. The combined light from the gemstones gives off light equivalent to that of a torch. Gemstones pried from the item cease to sparkle and disappear in 1d4 hours, when a new gemstone appears.

87: Sticky: (Any magic weapon, armor, or other item) The item perceptibly sticks to other items of a certain type. (Roll 1d10. 1. Items of the same type|2. Creatures|3. Metal|4. Dirt and stone|5. Trees and foliage|6. Scabbards and bags|7. Hair, fur, and lint|8. Slippery materials (e.g. alchemical solvent, grease)|9. The wielder's hand|10. Everything)

88: Pouchy: (Any magic weapon, armor, or other item) The item has 1d4 large, obvious pouches, +2d4 if it is armor or a chest, body, or belt slot item.

89: Weeping: (Any magic weapon) The weapon faintly sobs and water drips from it whenever the wielder uses it to wound anyone. The sobs rise to a loud cry if the wielder kills with the weapon, although this may be silenced as part of a successful stealth check.

90: Handy: (Any magic weapon) The weapon takes on the consistency, warmth, texture, and coloration of the wielder's hand, although it retains its durability and ability to deal damage.


91. Lyrical (armor only): the wearer has perfect recall for lyrics to any folksong, limerick, shanty, or diddy they have ever heard. Does not improve one's singing voice, nor enhance bardic performance. However if the wearer imbibes alcohol of any type they may be overcome with the urge to regale those around them with song after song. Even if the armor is removed the effects stay with the wearer for another 1d4 days.


Pathfinder Lost Omens Subscriber

92. Mocking, no matter how much you try the skill and power you display with your attacks and combat finesse is never enough to satisfy your weapon. It doesn't speak or anything, it just constantly gives you this feeling.

93. Comfy. (Armor only), the inside of this armor is always comfy feeling as if it's the softest bed inside, you may sleep in it and not get fatigued.


94. (metal only) The metal is shiny and dark, and when you stare at it, you can see the stars shining in it.

95. (metal only) When it is hit or is hit by other metal objects, it rings out a almost hypnotic ringing sound.


Pathfinder Lost Omens Subscriber

95. The item always appears to be made out of pure light, it does not give off light, but can be seen in any direction and can be seen through physical material up to 1 foot thick if within 30 feet.

96. The item never truly touches the ground but hovers, if on a hill it will slide down it as fast as possible.

97. cannot be moved unless an animate object handles it. When let go will float in the air until toughed again.

98. when equiped it will tell a funny random joke. Will only do this once per equip.

99. if weapon, when thrown or fires ammunition will stop in the square specified even if the roll is a miss, usually stopping midair and then dropping down(will never catch hold of anything or embed itself). If armor any weapon ammunition or weapon is successfully thrown at you it sticks to the armor and can be retrieved as part of any move action.

100. is always the last place you check for it every morning.


Wait, but aren't these abilities supposed to not mechanically change anything, and aren't 99 and 100 reserved?


Pathfinder Lost Omens Subscriber
My Self wrote:
Wait, but aren't these abilities supposed to not mechanically change anything, and aren't 99 and 100 reserved?

the default one gives you a free constant torch

hint hint but "Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions."

oh and were 99 and 100 reserved? I didn't notice, if they were.

welp can't edit it now. XD

I suppose they can be the effect only if you rolled 99 or 100 already...


Bandw2 wrote:
My Self wrote:
Wait, but aren't these abilities supposed to not mechanically change anything, and aren't 99 and 100 reserved?

the default one gives you a free constant torch

hint hint but "Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions."

But that is part of the baseline. The options are supposed to be entirely flavorful modifications of either no special effect, or light special effect. Notice how none of Thewms' own special abilities modify any d20 roll or alter the light level beyond that of a torch. In fact, they all do squat mechanically, except for the one that shines like a torch, which does something that 30% of magic items could already do.

Grand Lodge

Wow! We got to 100 much faster than I thought we would! Great job to all who contributed!

The original idea was to have a list of 'abilities' that could be applied to arms and armor interchangeably but I am seeing many exclusive to weapon for armor. That's okay, though! It just makes me think there should perhaps be two separate lists with those applicable to and weapon appearing on both lists!

despite us reaching 100, I encourage everyone to continue to post more as they come to you!

let's keep this ball rolling!

102. Hushed (armor): The wearer finds their normal speech to be no louder than a whisper! You are always assumed to be whispering unless you make effort to shout and be heard.

103. Breath (weapon): The weapon shrinks and expands slightly as if it were breathing.

Grand Lodge

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Compiled list 1-103!:
1. Leaves trails of Smoke (Roll 1d6. 1 White|2 Black|3 Red|4 Blue|5 Green|6 Yellow)

2. Sheds light as a Torch

3. Feels cold to the touch

4. Feels hot to the touch

5. Sparkles

6. Unusual Scent (Roll 1d3. 1 Pleasant|2 Unpleasant|3 Neutral)

7. Hums slightly when swung (for weapons) or when moving quickly (for armor)

8. Vibrates

9. Color changing (Roll 1d6 each morning. 1 Red|2 Orange|3 Yellow|4 Green|5 Blue|6 Purple)

10. User Occasionally hears ominous whispers

11. User Occasionally hears angelic choirs

12. High Gloss. Reflection of self abnormal (Roll 1d6. 1-3 Angelic qualities|4-6 Demonic qualities)

13. Dripping. Drops disappear before hitting ground. (Roll 1d6. 1-2 Water|3-4 Blood|5-6 Slime)

14. Has a heartbeat

15. Appears to be made of swirling fog

16. Changes to mimic the sky at the given time (ie. Looks like the setting sun, twinkling stars at night, etc.).

17. Displays an eye that occasionally blinks

18. Constantly ripples like the surface of a lake during light rain

19. Objects (nothing bigger or heavier than a copper coin) can be stuck to it like a magnet

20. Grows fur like an animal. Trim it before it get too long!

21: (Weapon only) On a critical hit, the wound leaves a mark/scar of some relevance to the weapon's origin. (Holy symbol, coat of arms, arcane mark of the original creator, etc.)

22: When swung through the air (weapon) or blocking an attack, (armour) the item makes a sound of some relevance to its origins. Perhaps constant swinging makes it recite a common prayer of its deity, or it sings a dwarven battle hymn as it blocks attacks.

23. Rippling: Item appears to be made of water, rippling when touched.

24. Churning: Item appears to be made of lava, churning and bubbling.

25. Rainbow: Item leaves a rainbow trail that disappears after 1 round.

26. Floral: Item smells of flowers, leaving flower pedals at your feat that disappear after 1 round.

27. Prosperous: Items sparkles of gold, leaving a trail of gold dust that disappears after 1 round.

28. Squeaking: Item squeaks when touched or walked upon.

29. Flatulent: Item has odorless flatulence when touched or walked upon.

30. Snickering: Item occasionally snickers.

31. Sniffing: Item occasionally sniffs.

32. Yawning: Individual yawns every 1d6 rounds while in possession of the item. This effect is purely cosmetic and does not negatively affect the individual in any way.

33. Mourning: Item makes indistinguishable sounds of people in mourning.

34. Screaming: Item screams when owner is attacking or is attacked. (Roll 1d4. 1. Fearful|2. Valiant|3. Painful|4. Pleasurable)

35. Squishy: Item appears to have the soft, semi-transparent consistency of a jelly fish.

36. Silly Walk: Individual has a distinctively silly walk while in possession of the item. This affect is purely cosmetic and does not negatively affect the individual in any way.

37. Theme Song: Item plays a song once during the duration of each of these situations, audible to a distance of 20': sneaking, combat, charging, retreat, and death.

38. Mimicry: Item mimics everything the owners says, but in an annoying fashion.

39. Darklight - while drawn weapon emits a continuous Darklight.

40. Mistborne - item shrouds the user and adjacent squares per Obscuring Mist

41. of the Void - item removes all air from users square and all adjacent squares

42. Howling - item emits a continuous wailing in battle. (-20 on all sound based perception checks, total concealment vs creatures using sound based perception e.g. echolocation.

43. Disintegrating - ignores hardness; items and creatures reduced to 0 hp turned to dust

44. Feared - weapon only; free intimidate check when damage dealt. Does not stack.

45. Terrifying - weapon only; free intimidate check when damage dealt, +2 on intimidate checks, stacks, i.e. shaken -> frightened -> panicked

46. changes colour to match the last thing it damaged/blocked

47. Dramatic Wind: When this weapon is drawn, it creates a slight breeze that cause any cape, cloak, or scarf that the weilder is wearing to flutter in a dramatic way.

48. Bloodlight: (Any magic weapon, armor, or other item) The item and the wielder's eyes, mouth, veins, scars, wounds, tattoos, and other important bodily markings glow with supernatural light, with the same range and brightness as a torch.

49. Casts no shadow (does not affect the wielder’s own shadow)

50. Does not reflect in mirrors

51. Has feather decorations that regrow when removed or damaged

52. Looks and feels like velvet (does not affect spikes and edge parts)

53. Ghost Hand: (Any weapon) A set of footprints and sound of footsteps appear and stay within 5 feet of the weapon and/or ammo (if applicable). Thrown weapons do not rotate in flight, but instead fly straight and strike down as if held by invisible hands. Footsteps appear beneath thrown weapons or fired ammo unless the wielder makes a successful sniping stealth check.

54: Exsanguinating: (Any magic weapon, armor, or other item) Constantly bleeding wounds appear on the wielder's body, although they never lose blood or leave a permanent trail due to this. (Roll 1d8. 1. Heart|2. Eyes|3. Nose|4. Neck|5. Hands|6. Leg|7. Wielder's scars/old wounds|8. Roll 1d8 twice, ignoring 8s|)

55: Preserving: (Any magic weapon, armor, or other item) The wielder never appears to be more than very mildly injured, even when dead.

56: Parasitic: (Any magic weapon, armor, or other item) After 2d10 days of use, the item grows small tendrils that secure themselves to the wielder. Every subsequent day the item is worn, the tendrils grow larger and further. The item may be removed with some effort, but the tendrils leave permanent marks on the wielder's flesh. When reequipped, the tendrils return to full size within 2d4 hours.

57: Hat: (Any magic weapon, armor, or other item) A unique and distinct hat appears atop the wearer's head when the item is donned. The hat is magically affixed to the head, and cannot be removed or significantly displaced until the associated magic item is removed, which causes it to disappear. If the head is occupied by another hat or multiple hats, the hats stack in order of magic item caster level, although head slot hats always appear on top of all others.

58: Hugging (Any armor or chest slot) The item subtly tightens in a warm and loving embrace whenever it feels satisfied. (Roll 1d6. 1. Enemy killed|2. Wielder fails a save against an emotion effect|3. Wielder is holding breath or suffocating|4. A GM-selected ally communicates|5. Wielder is sleeping or falling asleep|6. Every 2d10 minutes)

59: Flipping (Any magic double weapon or other item) When the wielder is not in immediate or imminent danger, the item spins, flips, or inverts itself uncomfortably on the wielder.

60: Apologetic (Any magic weapon) The item apologizes profusely whenever it deals damage.

61: Inciting (Any magic weapon, armor, or other item) The item throws insults, curses, and taunts to anyone nearby, using the wielder's voice.

62. Echoes user’s warcries and yells

63. Slightly changes user’s voice (1-2 squeaky 3-4 bass 5-6 hoarse)

64: Willowy: (Any magic weapon) The weapon flexes and whips around when swung at enemies, even if it is of an otherwise rigid construction such as a steel sword. This does not mechanically affect proficient users.

65: Pillowy: (Any magic armor) The armor feels warm, soft, and downy on the inside, and the armor flexes and fluffs when pressure is applied, even if it is of an otherwise rigid construction such as a steel breastplate. This does not otherwise affect its defensive properties.

66: Grimy: (Any magic weapon, armor, or other item) The item appears to be damaged beyond repair, but functions normally. Items may seem to be aged, cracked, rusty, moldy, dusty, barely glued together, or perpetually coated in an otherwise unpleasant residue appropriate to its construction.

67. Symbol-shifting: (Any magic weapon, armor, or other item) The item has a set of decorative or important symbols that appear to be different to every observer.

68. Clean - Item is permanently clean

69. Restful - Wearer always has a good night of sleep

70. Tolkien - Item glows in the presence of a type of creature (ex. Orcs or Goblins)

71. Silent - Item does not make sounds

72. Centered - Item's owner always knows direction to a set location

73. Reminding - User can send telepathic time-delayed reminders to them self

74. Scribe's - If armor, item can be written on (and cleared) at will. If weapon, item can write on smooth surfaces at will

75. Measuring - User can precisely determine distances at a glance

76. Night-vision - Wearer treats all light conditions, besides Supernatural Darkness, as normal light.

77. ACME - Wearer can walk on air for 10' before falling as normal, but cannot die due to fall damage.

78. Karmic - Weapon weighs 100x as much per alignment step away from Lawful, Neutral, or Chaotic Good (Creator's choice)

79. Unstable - When item is destroyed or wielder slain the item explodes as Detonate (CL 10) of a random energy type

80: death cry. Every time the sword takes a life, it emits a chime. Every chime is louder than the last one.

81: Subtitles. When you speak, in any language, the translated words appear just under your head. The words are always in the same language, chosen when the item is created.

82: Cursed Subtitle. When you speak, words appear in a language of the person you are speaking to can understand, just under your head. You can not see these words. The words that appear, are always insulting to the person reading them, no matter what you are saying.

83: babble, is not intelligent but constantly speaks, reading out an entire book over and over again. If the book happens to be on a subject, you gain a +2 bonus on knowledge checks on that subject.

84: Gnawing: (Any magic weapon) The weapon leaves beastlike marks on anything hit. Items sundered by the weapon have parallel scratches and deep gouges around the sundering, while wounds left by the weapon appear to have been made by the bite of a fierce wild beast.

85: Jittering: (Any magic armor or other item) The wielder feels effused with wakeful energy and will unconsciously move, shift, and bounce slightly if they do not make a conscious effort to stop. This does not actually give the wielder more stamina or more resistance to sleep.

86: Bedazzled: (Any magic armor or other item) The item is coated with dozens or hundreds of magically sparkling, small, worthless gemstones. The combined light from the gemstones gives off light equivalent to that of a torch. Gemstones pried from the item cease to sparkle and disappear in 1d4 hours, when a new gemstone appears.

87: Sticky: (Any magic weapon, armor, or other item) The item perceptibly sticks to other items of a certain type. (Roll 1d10. 1. Items of the same type|2. Creatures|3. Metal|4. Dirt and stone|5. Trees and foliage|6. Scabbards and bags|7. Hair, fur, and lint|8. Slippery materials (e.g. alchemical solvent, grease)|9. The wielder's hand|10. Everything)

88: Pouchy: (Any magic weapon, armor, or other item) The item has 1d4 large, obvious pouches, +2d4 if it is armor or a chest, body, or belt slot item.

89: Weeping: (Any magic weapon) The weapon faintly sobs and water drips from it whenever the wielder uses it to wound anyone. The sobs rise to a loud cry if the wielder kills with the weapon, although this may be silenced as part of a successful stealth check.

90: Handy: (Any magic weapon) The weapon takes on the consistency, warmth, texture, and coloration of the wielder's hand, although it retains its durability and ability to deal damage.

91. Lyrical (armor only): the wearer has perfect recall for lyrics to any folksong, limerick, shanty, or diddy they have ever heard. Does not improve one's singing voice, nor enhance bardic performance. However if the wearer imbibes alcohol of any type they may be overcome with the urge to regale those around them with song after song. Even if the armor is removed the effects stay with the wearer for another 1d4 days.

92. Mocking, no matter how much you try the skill and power you display with your attacks and combat finesse is never enough to satisfy your weapon. It doesn't speak or anything, it just constantly gives you this feeling.

93. Comfy. (Armor only), the inside of this armor is always comfy feeling as if it's the softest bed inside, you may sleep in it and not get fatigued.

94. (metal only) The metal is shiny and dark, and when you stare at it, you can see the stars shining in it.

95. (metal only) When it is hit or is hit by other metal objects, it rings out a almost hypnotic ringing sound.

96. The item always appears to be made out of pure light, it does not give off light, but can be seen in any direction and can be seen through physical material up to 1 foot thick if within 30 feet.

97. The item never truly touches the ground but hovers, if on a hill it will slide down it as fast as possible.

98. cannot be moved unless an animate object handles it. When let go will float in the air until toughed again.

99. when equiped it will tell a funny random joke. Will only do this once per equip.

100. if weapon, when thrown or fires ammunition will stop in the square specified even if the roll is a miss, usually stopping midair and then dropping down(will never catch hold of anything or embed itself). If armor any weapon ammunition or weapon is successfully thrown at you it sticks to the armor and can be retrieved as part of any move action.

101. is always the last place you check for it every morning.

102. Hushed (armor): The wearer finds their normal speech to be no louder than a whisper! You are always assumed to be whispering unless you make effort to shout and be heard.

103. Breath (weapon): The weapon shrinks and expands slightly as if it were breathing.


Pathfinder Lost Omens Subscriber
My Self wrote:
Bandw2 wrote:
My Self wrote:
Wait, but aren't these abilities supposed to not mechanically change anything, and aren't 99 and 100 reserved?

the default one gives you a free constant torch

hint hint but "Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions."

But that is part of the baseline. The options are supposed to be entirely flavorful modifications of either no special effect, or light special effect. Notice how none of Thewms' own special abilities modify any d20 roll or alter the light level beyond that of a torch. In fact, they all do squat mechanically, except for the one that shines like a torch, which does something that 30% of magic items could already do.

well that's an unfun baseline, so i spiced it up a bit.


Bandw2 wrote:
My Self wrote:
Bandw2 wrote:
My Self wrote:
Wait, but aren't these abilities supposed to not mechanically change anything, and aren't 99 and 100 reserved?

the default one gives you a free constant torch

hint hint but "Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions."

But that is part of the baseline. The options are supposed to be entirely flavorful modifications of either no special effect, or light special effect. Notice how none of Thewms' own special abilities modify any d20 roll or alter the light level beyond that of a torch. In fact, they all do squat mechanically, except for the one that shines like a torch, which does something that 30% of magic items could already do.
well that's an unfun baseline, so i spiced it up a bit.

You'd be impressed how much can be done with very little. These are basically things that can be added to an item that don't increase its cost or +x bonus.

104: Clockwork: (Any magic weapon or armor) The item is bronze or steel, and has a set of small gears that whirl and click to no discernible end. Every 1d4+1 minutes, the item makes a small audible or visible display. (Roll 1d4. 1. A puff of steam and a train whistle|2. The sound of grating metal and the smell of oil|3. Several clock ticks and a bell chime|4. The sound of grating metal and several sparks)


105. Alarming: This armor or weapon property emits an audible tone at sunrise relative to the position of the user, regardless of the user's ability to see the sun.

106. Gilded: This armor or weapon bears an illusion that evokes the thought upon sight or touch that the item is worth at least twice as much, though there is an obvious, telltale mark somewhere on the piece that tells ofor this enchantment.

107. Garnishing: This armor enchantment allows the wearer to magically add garnish to any food he is currently eating.

108. of the Chef: This enchantment grants the user 1 rank in Profession Chef and allows the user to remove burned bits from food to make it taste edible.


109: Instruction Manual: (Any magic weapon, armor, or other item) Somewhere on the item is a tag, booklet, or engraving in very fine print that explains all the exact functions, technicalities, compatible replacement parts, warranties, terms of use, and other specifications of the item. However, the text is so complex that even an experienced reader will only glean snippets of information on the actual functions of the item.

110: Dxclesiy: (Any magic weapon, armor, or other item) The item has a set of runes or inscriptions that relate to its function, creation, or purpose. However, the letters seem to swim and switch before the reader's eyes, making them indecipherable.

111: Essence: (Any magic weapon, armor, or other item) The item imparts the wielder with some of the presence and appearance of its previous possessor(s). For example, the wielder of an Essence weapon that formerly belonged to a lich may seem slightly pale, skeletal, and faintly malevolent, but would not detect as undead or evil unless they already are undead or evil. Often, this relates to the nature of the item (The wielder of an elven longbow seeming more like an elf), although in some cases, the item belonged to an owner far different than the item's appearance would suggest.

Also, a suggestion: Maybe we categorize these as =0, <0, and >0 effects? Basically, effects that provide no mechanical benefits/drawbacks (such as #2, #14, #47, #92, or #102), effects that provide mechanical drawbacks (such as #78), and effects that provide mechanical benefits (such as #43 and #76).


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What's really funny is that I am dyslexic and read that perfectly the first time lol.

112: spicy: (this weapon or armor has a slightly spicy smell and of tasted will make your mouth feel as though you have eaten a pepper)


Pathfinder Lost Omens Subscriber
My Self wrote:
Bandw2 wrote:
My Self wrote:
Bandw2 wrote:
My Self wrote:
Wait, but aren't these abilities supposed to not mechanically change anything, and aren't 99 and 100 reserved?

the default one gives you a free constant torch

hint hint but "Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions."

But that is part of the baseline. The options are supposed to be entirely flavorful modifications of either no special effect, or light special effect. Notice how none of Thewms' own special abilities modify any d20 roll or alter the light level beyond that of a torch. In fact, they all do squat mechanically, except for the one that shines like a torch, which does something that 30% of magic items could already do.
well that's an unfun baseline, so i spiced it up a bit.
You'd be impressed how much can be done with very little. These are basically things that can be added to an item that don't increase its cost or +x bonus.

here's the thing, I did go very far with very little, none of this would cost extra.


113 - Giggling: Every time this weapon deals a critical hit it giggles like a schoolgirl. Same happens if its owner gets hit with a critical hit.


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114 - Wondrous: Every time this weapon hits a target successfully, roll a random effect from the Rod of wonder effects table.


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I wholeheartedly approve of this thread.


Bandw2 wrote:
My Self wrote:
Bandw2 wrote:
My Self wrote:
Bandw2 wrote:
My Self wrote:
stuff
more stuff
even more stuff
less stuff
stuff
here's the thing, I did go very far with very little, none of this would cost extra.

Many of them are good- I like #96. However, #93 is part of a feat or part of an expensive magical property. Also, #95 and #97 seem like significant drawbacks- Light that can be seen through solid objects makes it very easy to locate you. I'm not entirely sure if this is what you meant, but an item that can only be moved by animated objects is a very corner-case-ish situation, and most of the time, there will be not animated objects to move it and it will thus be useless. This isn't just you, though- Snowlilly posted a bunch of abilities that are worth at least +1.

The point is, lots of the abilities are a mixed bag, and it would be great if we had some sort of peer review so we can group which ones are actually no-cost, and which ones are hurtful/helpful. If any of mine are more powerful or crippling than a 0-cost, please point them out so I can adjust any future ones I post.

115: Refracting: (Any weapon or other magic item) The item appears to be made of glittering crystal, clouded glass, or a mysterious opalescent cloth. Light that shines through is blurred and split into rainbows.


116. Gambler: (light melee weapons only) As a move action, when the base of the handle or hilt is struck lightly upon a hard, flat surface two illusionary dice (d6) will pop from the handle as if rolled from the hand. The dice fade away after this roll.

117: Vegas: (armor) Wearer can always detect the closest gambling activity within 100 yards.


118. Dresden: The weapon can double up as a sporting equipment of the crafter's choice
119. Paizo: The carrier of a Paizo weapon is always greeted with friendship and respect. However, a Paizo weapon has to be used very carefully. If in any given round you deal the most damage of your party, the weapon shrinks by one size.


Pathfinder Lost Omens Subscriber

I'm going to preface this with "i'm not continuing the discussion" after this, if you reply I will read it but not respond.

the feat is a non-feat, and is merely a feat tax, it's only useful quality being the prereq of other "more useful" feats, also the costly sleepy part, well i'm pretty sure they added in that bit or every time you used it's ability to shorten your sleep schedule you'd have been fatigued regardless, the 4500gp buys you the sleep reduction the sleep in armor bit is basically free.

Light = you can't lose it either, it's also really easy to initially find. Also your companions can't lose you, even in crowds or in magical darkness.

#97, so an animate object in normal english is anything moving; people, constructs, undead, a base ball, debris from an explosion, etc. It would simply freeze even mid air if not being attended to or being hit by something.

I'm going to end it though, with my opinion on what this mixed bag should represent. The crazy and unique features of magical items. Magical items in lore, etc tend to have strange features about them, these features SHOULD be able to impact the world and have mechanical impact, because this is how this one magic item behaves.

If a weapon happens to just look like it's made out of water, no one will ever care, however if

(#120) the weapon also drenched anything it hit with water, then it can be interesting, especially when you swing at a fire to put it out, or swing at a painting to ruin it with out ruining the canvas, etc.


DOT

Grand Lodge

My Self wrote:


Also, a suggestion: Maybe we categorize these as =0, <0, and >0 effects? Basically, effects that provide no mechanical benefits/drawbacks (such as #2, #14, #47, #92, or #102), effects that provide mechanical drawbacks (such as #78), and effects that provide mechanical benefits (such as #43 and #76).

I currently working on an excel spreadsheet categorized for weapons and armor and then color coded denoting Helpful/Unhelpful/Neutral. Thanks for the suggestion!

Edit: I'll put it on a Google Docs thingamajigger and post it up here. Don't count on it being up today, but i'll try!


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121. Paizo II: All the character need do is hold out the flat of the blade or appropriate piece of armor before them like a plate and say, "The Customer Service team rocks." (or a similar phrase) and a warm, delicious, freshly baked cookie appears before them. Functions once per day.


122. Presentation: This masterwork or magical item costs double the normal masterwork price, but the masterwork component of the price is not discounted on resale (eg. a presentation longsword +1 costs 2615 gp instead of 2315 but sells for 1607.5 gp instead of 1157.5 gp.) Roll 1d4 for appearance.

122.1 Shiny: The metal parts of the object are polished to a mirror sheen and are covered with fine decorative etchings. While this armor is worn or weapon wielded stealth is possible against visual detection only with total concealment. This item counts as a masterwork tool for diplomacy.

122.2 Dark: This metal item is beautifully blued with fine gilt appliqué. Not applicable to silver or mithril items. This item counts as a masterwork tool for intimidate.

122.3 Water: This Damascus steel object has lovely patterns of light and dark and the superior material qualities of dendritic steel give +2 hardness. Not applicable to any special material

122.4 Enameled: Every rigid flat non-cutting surface of this object is covered with fine painting in a heraldric, religious, or nationalist theme. +10 to knowledge:nobility checks to identify the original owner of this object. Not applicable to chain shirts or chain mail armor.


123: Teatime: The wearer or wielder of this item can, at will, produce a teacup filled with steaming tea. The tea vanishes if poured out of the teacup, and the teacup vanishes if it ever leaves its holder's possession.

Grand Lodge

WIP spreadsheet

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