Item Properties
Minor magical effects that can be imbued or exist in an item; common among worlds with high magic and inhabatants with too much time on their hands, boredom or moments of inpiration. Or – Wouldn’t it be cool if…..
Roll 1d100. Then roll once on each indicated Minor Property table.
| d100 | Roll On |
|---|---|
| 01–10 | Table I — Cosmetic & Sensory |
| 11–20 | Table II — Practical & Convenient |
| 21–32 | Table III — Dungeon & Exploration |
| 33–42 | Table IV — Arcane, Divine & Supernatural |
| 43–52 | Table V — Personality, Memory & Social |
| 53–62 | Table VI — Unsettling, Flawed & Dangerous |
| 63–67 | I + II |
| 68–72 | I + III |
| 73–76 | I + IV |
| 77–79 | I + V |
| 80–82 | I + VI |
| 83–85 | II + III |
| 86–87 | II + IV |
| 88–89 | II + V |
| 90–91 | II + VI |
| 92–93 | III + IV |
| 94 | III + V |
| 95 | III + VI |
| 96 | IV + V |
| 97 | IV + VI |
| 98 | V + VI |
| 99 | Roll twice on this Master Table |
| 100 | Roll three times on this Master Table |
Table I — Cosmetic & Sensory Properties
| d100 | Minor Property |
|---|---|
| 01 | Everclean. Dirt and grime fall away after 1 minute. |
| 02 | Bloodless. Blood refuses to stain it. |
| 03 | Dustless. Dust never settles upon it. |
| 04 | Polished. Its surface remains perfectly polished. |
| 05 | Moonlit. Gives off faint silver light beneath moonlight. |
| 06 | Sunlit. Becomes warm and faintly golden in sunlight. |
| 07 | Emberwarm. Always pleasantly warm. |
| 08 | Gravecold. Always slightly colder than its surroundings. |
| 09 | Frosted. Develops harmless frost in cold weather. |
| 10 | Dewborn. Collects tiny droplets of dew every dawn. |
| 11 | Rose-Scented. Smells faintly of roses. |
| 12 | Cedar-Scented. Smells like fresh-cut cedar. |
| 13 | Rain-Scented. Smells like earth immediately before rain. |
| 14 | Smoky. Carries the faint scent of wood smoke. |
| 15 | Ocean-Born. Smells faintly of saltwater. |
| 16 | Old Library. Smells like parchment and old books. |
| 17 | Iron-Scented. Smells faintly metallic when danger is near. |
| 18 | Sweetened. Gives off the scent of honey when handled. |
| 19 | Changing Perfume. Its scent changes with the season. |
| 20 | Scentless. Produces absolutely no smell. |
| 21 | Soft Chime. Makes a tiny bell-like sound when picked up. |
| 22 | Deep Chime. Rings faintly when struck. |
| 23 | Whistler. Whistles softly in strong wind. |
| 24 | Hummer. Produces a barely audible hum underground. |
| 25 | Singer. Emits a single musical note when drawn or opened. |
| 26 | Echoing. Sounds it produces linger slightly too long. |
| 27 | Mute. Makes no sound when set down. |
| 28 | Quiet Step. Its own movement makes unusually little noise. |
| 29 | Rain Drummer. Raindrops striking it sound musical. |
| 30 | Laughing. Occasionally makes a faint chuckle when dropped. |
| 31 | Blue Flame. Nearby flames briefly turn blue when it passes. |
| 32 | Green Flame. Nearby flames acquire green edges. |
| 33 | Candlefriend. Candle flames lean toward it. |
| 34 | Candlebane. Candle flames lean away from it. |
| 35 | Shadowless. Casts no shadow in ordinary light. |
| 36 | Long Shadow. Its shadow is always slightly too long. |
| 37 | Colored Shadow. Its shadow has a faint blue or purple tint. |
| 38 | Double Shadow. Occasionally casts two overlapping shadows. |
| 39 | Dancing Shadow. Its shadow moves slightly when nobody does. |
| 40 | Dawn Shadow. Its shadow points west regardless of light at dawn. |
| 41 | Colorfast. Its colors never fade. |
| 42 | Seasonal. Changes color with the seasons. |
| 43 | Mood-Tinted. Changes hue according to its bearer’s mood. |
| 44 | Blood-Tinted. Turns dark red after violence nearby. |
| 45 | Moon-Tinted. Becomes pale silver under the moon. |
| 46 | Star-Tinted. Tiny points of light appear on it at night. |
| 47 | Iridescent. Its surface shimmers with subtle changing colors. |
| 48 | Inkblack. Always appears impossibly dark. |
| 49 | Pearlescent. Gains a mother-of-pearl sheen when wet. |
| 50 | Translucent Edge. Its outermost edge becomes faintly transparent. |
| 51 | Dry. Water rolls off without soaking it. |
| 52 | Damp. Always feels slightly moist. |
| 53 | Rain-Hater. Raindrops visibly bend around it. |
| 54 | Steam-Breath. Gives off faint steam in cold weather. |
| 55 | Mist-Crowned. Develops a thin halo of mist near waterfalls. |
| 56 | Rippled. Its reflection appears as though seen through water. |
| 57 | Mirrorbright. Any polished portion functions as a good mirror. |
| 58 | Unreflecting. Does not appear in ordinary mirrors. |
| 59 | Young Reflection. Reflections show the item as newly made. |
| 60 | Old Reflection. Reflections show it rusted and ancient. |
| 61 | Spark-Touched. Produces harmless sparks when rubbed. |
| 62 | Static. Hair rises slightly when it is nearby. |
| 63 | Tiny Lightning. Minute arcs jump across its surface during storms. |
| 64 | Thunderborn. Vibrates faintly during thunderstorms. |
| 65 | Stormglow. Glows dimly before lightning strikes nearby. |
| 66 | Warm Rain. Rain touching it becomes briefly warm. |
| 67 | Snowfriend. Snow settles neatly upon it without melting. |
| 68 | Snowbane. Snow melts immediately upon touching it. |
| 69 | Autumnal. Tiny illusory leaves occasionally drift from it. |
| 70 | Springborn. Nearby flowers turn slightly toward it. |
| 71 | Runed. Faint decorative runes appear when magic is nearby. |
| 72 | Vanishing Script. Writing appears briefly, then fades. |
| 73 | Maker’s Mark. Displays the symbol of its creator when warmed. |
| 74 | Owner’s Mark. Bears the initials of whoever carried it longest. |
| 75 | Changing Inscription. Decorative words rearrange themselves nightly. |
| 76 | Unreadable. Its decorative writing seems almost understandable. |
| 77 | Star Script. Tiny constellations appear across it at night. |
| 78 | Sun Script. Golden letters appear in direct sunlight. |
| 79 | Blood Script. Old markings become visible when touched by blood. |
| 80 | Breath Script. Hidden symbols appear when breathed upon. |
| 81 | Lightweight Feel. Feels lighter than it looks, without changing weight. |
| 82 | Heavy Feel. Feels strangely substantial when held. |
| 83 | Silken Touch. Its surface always feels smooth. |
| 84 | Roughened. Always has a secure, textured grip. |
| 85 | Heartbeat. A faint pulse can occasionally be felt within it. |
| 86 | Breathing. Seems to expand and contract almost imperceptibly. |
| 87 | Perfect Balance. Always settles neatly when placed down. |
| 88 | Upright. Tends to come to rest standing upright. |
| 89 | Slow Spin. Rotates slowly when balanced on a point. |
| 90 | Never Rolls Away. Stops rolling after a few inches. |
| 91 | Firefly. Releases a harmless mote of light once each evening. |
| 92 | Tiny Stars. Produces sparkling motes when shaken. |
| 93 | Afterimage. Leaves a faint visual trail when moved quickly. |
| 94 | Haloed. Develops a faint halo in darkness. |
| 95 | Glittering Dust. Sheds harmless glittering motes that vanish instantly. |
| 96 | Outlined. Its silhouette remains faintly visible in darkness. |
| 97 | Beautifully Aged. Wear makes it look more distinguished rather than damaged. |
| 98 | Unchanging. Its appearance never seems to age. |
| 99 | Restored at Dawn. Cosmetic scratches disappear each sunrise. |
| 100 | Masterpiece. Everyone agrees that it is strangely beautiful, though nobody can explain why. |
Table II — Practical & Convenient Properties
| d100 | Minor Property |
|---|---|
| 01 | Self-Drying. Dries itself within 1 minute. |
| 02 | Self-Warming. Keeps itself comfortably warm. |
| 03 | Self-Cooling. Keeps itself pleasantly cool. |
| 04 | Never Mildews. Mold cannot grow on it. |
| 05 | Never Rusts. Ordinary rust cannot form upon it. |
| 06 | Never Tarnishes. Metal remains bright. |
| 07 | Mothproof. Insects refuse to eat it. |
| 08 | Ratproof. Ordinary rodents refuse to chew it. |
| 09 | Waterproof. Contents remain dry during ordinary exposure to water. |
| 10 | Weatherproof. Normal weather causes no cosmetic deterioration. |
| 11 | Perfect Pour. Liquids poured from it never dribble down the side. |
| 12 | Last Drop. A vessel always yields one final sip. |
| 13 | Clean Water. Water stored in it stays fresh. |
| 14 | Cool Drink. Liquids remain pleasantly cool. |
| 15 | Warm Drink. Liquids remain pleasantly warm. |
| 16 | Unstaled. Bread or similar food stored within stays fresh twice as long. |
| 17 | Spicekeeper. Spices stored within retain their potency indefinitely. |
| 18 | Saltkeeper. Salt never clumps inside it. |
| 19 | Dry Tinder. Tinder carried within remains dry. |
| 20 | Perfect Cork. Any stopper placed in it seals cleanly. |
| 21 | Sharpened. A mundane cutting edge never becomes inconveniently dull. |
| 22 | Needlepoint. A sewing needle or similar tool keeps its point. |
| 23 | Never Tangled. Rope, cord, thread, or chain stored with it does not tangle. |
| 24 | Easy Knot. Knots tied with it are easy for the owner to untie. |
| 25 | Straight Measure. Can serve as an accurate ruler. |
| 26 | Level. When placed flat, indicates whether a surface is level. |
| 27 | Plumb. When hung freely, always points straight downward. |
| 28 | True Circle. Can be used to draw perfect circles. |
| 29 | Perfect Line. Produces perfectly straight lines when used as a guide. |
| 30 | Sure Grip. Does not easily slip from a normal grip. |
| 31 | Easy Buckle. Its straps and buckles never jam. |
| 32 | Easy Laces. Its laces never knot accidentally. |
| 33 | Perfect Fit. Adjusts cosmetically to fit a creature of similar size. |
| 34 | Warm Boots. Keeps the wearer’s feet comfortably warm. |
| 35 | Dry Boots. Keeps the wearer’s feet dry in ordinary rain. |
| 36 | Cool Hat. Keeps the wearer’s head comfortable in normal heat. |
| 37 | Dry Cloak. Rainwater runs quickly from it. |
| 38 | Unwrinkled. Cloth never remains wrinkled. |
| 39 | Buttonkeeper. Buttons never fall off. |
| 40 | Unsnagging. Rarely catches on ordinary branches or nails. |
| 41 | Pagekeeper. A book naturally opens to the last page read. |
| 42 | Dry Pages. Its pages resist ordinary moisture. |
| 43 | Inkkeeper. Ink written with it dries instantly without smearing. |
| 44 | Ever-Inked. A writing implement never runs dry during a single sentence. |
| 45 | Bookmark. A small magical mark indicates the last passage read. |
| 46 | Margin Hand. Corrects obviously crooked handwriting cosmetically. |
| 47 | Night Reader. Written text upon it remains barely readable in dim light. |
| 48 | Indexing. Frequently referenced pages become easier to locate. |
| 49 | Quiet Pages. Pages can be turned silently. |
| 50 | Copyist’s Friend. Keeps written lines evenly spaced. |
| 51 | Ember Keeper. A coal stored within remains warm until morning. |
| 52 | Spark Maker. Produces enough sparks to ignite ordinary tinder. |
| 53 | Windproof Flame. A tiny mundane flame it holds resists gentle wind. |
| 54 | Smoke Guide. Smoke from it rises neatly upward. |
| 55 | Ashkeeper. Ash remains contained until deliberately emptied. |
| 56 | Candle Saver. Candles placed in it burn slightly more slowly. |
| 57 | Waxcatcher. Candle wax never drips onto surrounding surfaces. |
| 58 | Lantern Friend. Lantern glass attached to it never clouds with soot. |
| 59 | Easy Ignition. Ordinary lamps attached to it light on the first attempt. |
| 60 | Emberless Extinguishing. A flame snuffed with it leaves no stray embers. |
| 61 | Compass. Indicates north when allowed to hang freely. |
| 62 | Sun Dial. Indicates roughly how long remains until sunset. |
| 63 | Dawn Dial. Indicates roughly how long until sunrise. |
| 64 | Season Teller. Indicates the current season even underground. |
| 65 | Moon Teller. Displays the current phase of the moon. |
| 66 | Weather Glass. Clouds slightly when rain is coming. |
| 67 | Storm Glass. Vibrates faintly before a major storm. |
| 68 | Temperature Stone. Changes color according to ambient temperature. |
| 69 | Depth Stone. Darkens gradually the farther underground it goes. |
| 70 | Altitude Stone. Brightens gradually at higher elevation. |
| 71 | Coin Sorter. Coins shaken in its container separate by type. |
| 72 | Counting Cup. Indicates whether it contains fewer than ten, dozens, or hundreds of small objects. |
| 73 | Honest Scale. Mundane weight measurements made with it are accurate. |
| 74 | Merchant’s Eye. A mark upon it changes when placed beside counterfeit mundane coinage. |
| 75 | Ledger Friend. Numbers written in columns naturally align. |
| 76 | Changekeeper. Small coins placed within sort themselves overnight. |
| 77 | Keykeeper. Keys attached to it arrange themselves by size. |
| 78 | Labeler. Containers stored with it acquire faint temporary labels describing mundane contents. |
| 79 | Owner’s Pocket. Always settles into the same pocket or compartment when packed. |
| 80 | Pack Friend. Takes up slightly less awkward space when packed, without changing actual capacity. |
| 81 | Needle Finder. Small metal needles placed nearby drift slowly toward it. |
| 82 | Lost Button. Buttons within 5 feet softly click against nearby surfaces. |
| 83 | Dropped Coin. Coins dropped nearby make a slightly louder sound. |
| 84 | Key Chime. Gives a faint chime when its matching mundane lock is nearby. |
| 85 | Toolmate. Vibrates gently when the correct mundane companion tool is nearby. |
| 86 | Matching Pair. One paired item becomes warm when its mate is within 30 feet. |
| 87 | Homeward. Tilts slightly toward the place where it spent the most time. |
| 88 | Ownerward. If unattended, slowly rotates toward its attuned or established owner. |
| 89 | Bedtime. Becomes warm around the bearer’s normal sleeping time. |
| 90 | Meal Bell. Gives a faint ping around the time its owner usually eats. |
| 91 | Fresh Shave. A grooming tool never accidentally pulls hair. |
| 92 | Combfriend. A comb or brush easily removes ordinary knots. |
| 93 | Soapless Clean. Can remove light mundane grime with water alone. |
| 94 | Sweet Breath. A cup or utensil leaves a faint pleasant taste afterward. |
| 95 | Warm Bedroll. Remains comfortable in ordinary chilly weather. |
| 96 | Soft Pillow. Always seems slightly more comfortable than expected. |
| 97 | Quiet Door. Hinges attached to it never squeak. |
| 98 | Unsticky Lock. A mundane lock incorporating it does not jam from normal wear. |
| 99 | Easy Packing. Its straps naturally tighten into a secure arrangement. |
| 100 | Faithful Tool. If misplaced nearby, the owner has an uncanny tendency to notice it before leaving. |
Table III — Dungeon & Exploration Properties
| d100 | Minor Property |
|---|---|
| 01 | Northfinder. Points north when placed flat. |
| 02 | Downfinder. Points toward true downward. |
| 03 | Surface Sense. Becomes warmer when moving toward open sky. |
| 04 | Depth Sense. Darkens progressively with depth underground. |
| 05 | Entrance Memory. Points toward the last dungeon entrance through which it passed. |
| 06 | Camp Memory. Points toward the last place the bearer slept. |
| 07 | Waystone Friend. Vibrates faintly near teleportation stones or established waypoints. |
| 08 | Old Road. Hums faintly on ancient constructed roads. |
| 09 | Worked Stone. Becomes slightly warmer when touching worked stone. |
| 10 | Natural Stone. Becomes cooler against natural, unworked rock. |
| 11 | Hollow Stone. Gives a faint ping when tapped near a hollow space. |
| 12 | Thin Wall. Vibrates faintly beside unusually thin masonry. |
| 13 | Old Door. Becomes warm near doors older than a century. |
| 14 | Hidden Hinge. Faintly clicks near concealed hinges. |
| 15 | Threshold. Engraved marks brighten when crossing a doorway. |
| 16 | Secretive. Gives a faint itch when carried through a concealed door. |
| 17 | Dead End. Cools noticeably after entering a passage with no other ordinary exit. |
| 18 | Intersection. Gives a tiny chime when entering a junction of three or more passages. |
| 19 | Long Passage. Hums more loudly in unusually long corridors. |
| 20 | Stairfriend. Vibrates slightly when stairs are nearby. |
| 21 | Draftfinder. A tiny ribbon, thread, or marking always indicates nearby airflow. |
| 22 | Fresh Air. Brightens slightly as air quality improves. |
| 23 | Stale Air. Tarnishes temporarily in badly stale air. |
| 24 | Smoke Sense. Warms when smoke is present nearby. |
| 25 | Gas Warning. Changes color in obviously unhealthy mundane fumes. |
| 26 | Waterfinder. Develops condensation near substantial natural water. |
| 27 | Deep Water. Turns darker near water too deep to stand in. |
| 28 | Running Water. Gives a faint trembling sensation near flowing water. |
| 29 | Dry Path. Tilts toward the driest nearby passage at a junction. |
| 30 | Flood Mark. Displays a faint line showing the highest recent water level in a room. |
| 31 | Recent Footsteps. Becomes slightly warm when placed upon recently disturbed dust. |
| 32 | Dust Reader. Makes footprints in dust marginally easier to see. |
| 33 | Blood Trail. Old blood nearby takes on a faint sheen. |
| 34 | Bone Sense. Gives a tiny knock when touching buried bone. |
| 35 | Corpse Chill. Grows cold near a corpse less than a day old. |
| 36 | Old Grave. Develops a gray discoloration near burial sites. |
| 37 | Campfire Memory. Warms at places where a fire burned within the last day. |
| 38 | Meal Memory. Gives off a faint scent when food was recently prepared nearby. |
| 39 | Torch Memory. Briefly glows where torches recently burned. |
| 40 | Occupied. Vibrates slightly in a room where creatures recently slept. |
| 41 | Rat Warning. Scratches faintly against its container when many rats are nearby. |
| 42 | Spider Warning. Tiny web-like patterns appear near large concentrations of spiders. |
| 43 | Bat Warning. Gives a barely audible clicking sound near bats. |
| 44 | Goblin Mark. Develops a faint greenish discoloration near frequently used goblin lairs. |
| 45 | Undead Chill. Becomes cold in places heavily frequented by undead. |
| 46 | Fiend Stain. Darkens near locations with lingering fiendish influence. |
| 47 | Fey Tickle. Feels oddly light near strong fey influence. |
| 48 | Aberrant Itch. Produces an uncomfortable vibration near lingering aberrant influence. |
| 49 | Dragonwarm. Becomes faintly warm in places long occupied by dragons. |
| 50 | Construct Resonance. Hums near large active magical machinery. |
| 51 | Magic Door. Decorative lines glow faintly beside magical portals. |
| 52 | Teleport Scar. Gives a faint chime at places frequently used for teleportation. |
| 53 | Planar Thinness. Becomes slightly translucent near planar boundaries. |
| 54 | Ward Sense. Becomes heavy-feeling near persistent magical wards. |
| 55 | Rune Sense. Decorative markings flicker near magical runes. |
| 56 | Old Magic. Tarnishes near magic older than several centuries. |
| 57 | Fresh Magic. Briefly warms after a spell is cast nearby. |
| 58 | Dispelled. Goes dull for a moment when a magical effect ends nearby. |
| 59 | Arcane Residue. Tiny sparks appear where powerful magic was recently used. |
| 60 | Ritual Place. Emits a low tone inside an established ritual chamber. |
| 61 | Trap Unease. Gives the bearer a vague uncomfortable sensation near obvious mechanical complexity; it does not identify traps. |
| 62 | Pressure Stone. Clicks faintly when placed upon a surface that moves under weight. |
| 63 | Tripwire Friend. Threads touching it become faintly luminous. |
| 64 | Pit Echo. Dropped pebbles sound slightly clearer when falling into deep spaces. |
| 65 | Balance Stone. Rests perfectly still on stable surfaces but wobbles on unstable ones. |
| 66 | Crackfinder. Fine cracks touching it become slightly more visible. |
| 67 | Weak Masonry. Vibrates when struck against structurally weak ordinary stonework. |
| 68 | Loose Stone. Gives a soft click when laid against movable masonry. |
| 69 | Rot Sense. Changes color near badly rotten wood. |
| 70 | Bridge Tester. Hums differently when resting against heavily strained structures. |
| 71 | Direction Memory. Can display the direction from which the bearer entered the current room. |
| 72 | Turn Counter. Develops one temporary mark for each major turn since the last rest. |
| 73 | Room Counter. Can accumulate faint marks for rooms entered since dawn. |
| 74 | Backtracker. Its markings point toward the immediately previous room. |
| 75 | Breadcrumb. Briefly glows when passing somewhere it crossed earlier that day. |
| 76 | Circle Warning. Gives a soft chime when the bearer unknowingly returns to the same place. |
| 77 | Unvisited. Remains dull in places the bearer has never visited before. |
| 78 | Mapfriend. A map held beside it naturally aligns with the bearer’s facing. |
| 79 | True Scale. Helps keep hand-drawn dungeon maps roughly consistent in scale. |
| 80 | Door Counter. Gains a tiny temporary notch each time the bearer passes through a door. |
| 81 | Ceiling Height. When tossed upward, briefly glows at the highest point reached. |
| 82 | Deep Drop. Whistles differently during falls greater than about 20 feet. |
| 83 | Slope Sense. Slowly rolls toward the lower end of even very gentle slopes. |
| 84 | Level Passage. Lies completely still only on level ground. |
| 85 | Magnetic Stone. Aligns faintly with large nearby iron deposits. |
| 86 | Ore Friend. Develops metallic specks near significant natural ore veins. |
| 87 | Gem Tingle. Produces a faint tone when touching an uncut gemstone. |
| 88 | Salt Sense. Tastes faintly salty near substantial salt deposits. |
| 89 | Crystal Song. Resonates softly near large natural crystal formations. |
| 90 | Fungus Friend. Glows dimly near large colonies of subterranean fungus. |
| 91 | Safe Camp. Remains still in quiet places but gives occasional ticks where frequent movement occurs. |
| 92 | Watch Stone. Gives a soft click when the room becomes completely silent. |
| 93 | Dawn Underground. Warms faintly at surface sunrise even deep underground. |
| 94 | Midnight Underground. Cools at surface midnight. |
| 95 | Moon Below. Displays the moon’s current phase underground. |
| 96 | Weather Below. Becomes damp if it is raining directly above. |
| 97 | Dungeon Pulse. Occasionally beats like a slow heart deep underground. |
| 98 | Ancient Place. Decorative patterns grow more elaborate in very old structures. |
| 99 | Dungeon Memory. Permanently acquires tiny markings representing particularly ancient sites it has visited. |
| 100 | Pathfinder. Once per day at an intersection, if released onto a level surface, it turns toward a randomly chosen unexplored passage. It offers no guarantee of safety. |
Table IV — Arcane Properties
| d100 | Minor Property |
|---|---|
| 01 | Arcane Spark. Tiny harmless sparks dance across it when spells are cast nearby. |
| 02 | Spell Echo. Repeats the final syllable of a nearby spoken spell as a whisper. |
| 03 | Mana Warmth. Warms briefly when magic affects it. |
| 04 | Dispel Chill. Turns cold when nearby magic is dispelled. |
| 05 | Cantrip Friend. Glows faintly when affected by minor magic. |
| 06 | Wizard’s Mark. Reveals the symbol of its original magical creator. |
| 07 | Ley-Touched. Vibrates gently near strong magical currents. |
| 08 | Ley Drifter. Slowly rotates toward strong nearby magical concentrations. |
| 09 | Spellcolor. Changes hue according to the broad nature of nearby magic. |
| 10 | Arcane Static. Produces harmless static around spellcasters. |
| 11 | Holy Warmth. Feels comforting inside consecrated places. |
| 12 | Unholy Chill. Becomes cold within profaned places. |
| 13 | Temple Memory. Displays faint symbols of temples in which it has spent significant time. |
| 14 | Prayer Echo. Occasionally repeats a whispered fragment of an old prayer. |
| 15 | Bell of Faith. Emits a faint tone when placed upon an altar. |
| 16 | Blessing Sheen. Becomes brighter after receiving a blessing. |
| 17 | Funeral Gray. Loses color during funeral rites. |
| 18 | Wedding Gold. Gains a golden sheen during sincere marriage rites. |
| 19 | Oathbright. Briefly glows when a solemn oath is sworn over it. |
| 20 | Oathbroken. Develops a hairline dark mark if an oath sworn upon it is knowingly broken. |
| 21 | Ancestor Warmth. Becomes warm near a descendant of its former owner. |
| 22 | Grave Memory. Whispers the name of someone once buried with it. |
| 23 | Mourning. Darkens when its long-term owner dies. |
| 24 | Heirloom. Becomes slightly brighter when passed willingly from parent to child. |
| 25 | Bloodline Mark. Displays a family emblem when held by someone of the original owner’s bloodline. |
| 26 | Old Soul. Occasionally sighs when left alone. |
| 27 | Spirit Touched. Gives a faint tremor in places with strong spiritual activity. |
| 28 | Ghost Glass. Condensation forms on it in unusually haunted locations. |
| 29 | Funeral Bell. Emits one soft chime when carried past a newly deceased creature. |
| 30 | Empty Seat. Nearby unattended chairs occasionally creak when it is present. |
| 31 | Feylight. Tiny motes orbit it in strong fey locations. |
| 32 | Pixie Dust. Leaves harmless glittering motes that disappear quickly. |
| 33 | Summer Court. Smells of flowers near benevolent fey magic. |
| 34 | Winter Court. Frost forms near hostile or wintry fey magic. |
| 35 | Changeling Glass. Reflections look subtly different in fey realms. |
| 36 | Wild Song. Birds occasionally answer sounds made by the item. |
| 37 | Mushroom Ring. Fungus near it tends to grow in small circles. |
| 38 | Thornfriend. Ordinary thorns rarely snag on the item itself. |
| 39 | Moon Court. Decorative silver markings appear beneath moonlight. |
| 40 | Dancing Lights. Tiny harmless lights dance around it on midsummer nights. |
| 41 | Infernal Heat. Warms near lingering fiendish magic. |
| 42 | Sulfur Trace. Smells faintly of sulfur near infernal influence. |
| 43 | Contract Mark. Written contracts placed beneath it gain sharply defined lettering. |
| 44 | Sin Stain. Darkens briefly after deliberate cruelty nearby. |
| 45 | Temptation. Occasionally appears more valuable than it really is. |
| 46 | Demon Static. Gives off erratic sparks near chaotic extraplanar influence. |
| 47 | Ashfall. Produces a few grains of warm ash after nearby fiendish magic. |
| 48 | Hellscript. Decorative marks become angular near infernal magic. |
| 49 | Abyssal Twitch. Moves almost imperceptibly near demonic influence. |
| 50 | Banishment Chime. Rings softly when an extraplanar creature is banished nearby. |
| 51 | Celestial Glow. Produces soft light near strong celestial influence. |
| 52 | Featherfall. Occasionally produces a single illusory feather. |
| 53 | Hymnal. Hums faint harmonies in consecrated spaces. |
| 54 | Starborn. Brightens under an unobstructed night sky. |
| 55 | Mercy Mark. Becomes warm after its bearer willingly spares an enemy. |
| 56 | Charity Mark. Brightens slightly after its bearer gives something valuable away freely. |
| 57 | Truthful Tone. Sounds unusually clear during sincere vows. |
| 58 | Angel’s Breath. Produces a faint breeze in otherwise still sacred places. |
| 59 | Halo Trace. Its bearer’s shadow gains a faint halo during acts of selfless courage. |
| 60 | Dawn Blessing. Briefly warms at sunrise. |
| 61 | Elemental Fire. Feels warm near strong fire magic. |
| 62 | Elemental Water. Develops droplets near strong water magic. |
| 63 | Elemental Air. Feels unusually light near strong air magic. |
| 64 | Elemental Earth. Feels unusually heavy near strong earth magic. |
| 65 | Lightning Touched. Hair rises around it near electrical magic. |
| 66 | Ice Touched. Develops frost near cold magic. |
| 67 | Acid Touched. Gives off a sharp mineral smell near corrosive magic. |
| 68 | Thunder Touched. Vibrates after loud supernatural thunder. |
| 69 | Prismatic. Momentarily flashes through several colors after elemental magic nearby. |
| 70 | Element Memory. Retains a faint trace of the last elemental energy that touched it. |
| 71 | Dreamtouched. Gives off faint images while its bearer sleeps. |
| 72 | Dreamkeeper. Dreams are easier to remember when sleeping beside it. |
| 73 | Nightmare Stain. Darkens after a bearer experiences a nightmare. |
| 74 | Sleepwarm. Becomes warm when its bearer falls asleep. |
| 75 | Sleepless. Continues tiny movements throughout the night. |
| 76 | Lucid Mark. Occasionally appears in its bearer’s dreams. |
| 77 | Prophetic Nonsense. Sometimes whispers cryptic statements that usually mean nothing. |
| 78 | Dream Name. Bears a different inscription in dreams. |
| 79 | Somnambulant. May move a few inches while everyone nearby sleeps. |
| 80 | Morning Tear. Develops one drop of clear water at dawn. |
| 81 | Planar Tint. Its colors subtly change on different planes. |
| 82 | Portal Chime. Emits a faint sound after passing through a portal. |
| 83 | Astral Lightness. Feels lighter in extraplanar spaces. |
| 84 | Shadowfell Pallor. Loses some color in gloomy planar regions. |
| 85 | Feywild Bloom. Colors intensify in strongly fey realms. |
| 86 | Elemental Shift. Surface texture changes subtly on elemental planes. |
| 87 | Plane Memory. Keeps a tiny symbol representing each plane it has visited. |
| 88 | Gate Scar. Develops a faint line after passing through powerful planar gates. |
| 89 | Reality Itch. Vibrates gently in magically unstable places. |
| 90 | Wrong World. Its shadow points strangely when on a plane unlike its origin. |
| 91 | Rune Eater. Mundane chalk marks made upon it disappear overnight. |
| 92 | Magic Ink. Mundane ink upon it becomes faintly luminous for an hour. |
| 93 | Spell Dust. Produces a pinch of useless glittering dust after a spell is cast upon it. |
| 94 | Wizard’s Candle. Nearby flames briefly lengthen when arcane magic is used. |
| 95 | Mystic Resonance. Two similarly enchanted items hum when brought close together. |
| 96 | Attunement Sympathy. Becomes slightly warm when held for a long period by the same person. |
| 97 | Old Enchantment. Develops increasingly ornate markings over decades. |
| 98 | Magic Scar. Permanently gains a tiny mark after surviving especially powerful magic. |
| 99 | Unknown School. Arcane observers disagree about what kind of magic animates the property. |
| 100 | Impossible Spark. Once per day it produces a tiny magical phenomenon—an inverted shadow, floating droplet, miniature rainbow, impossible whisper, or similar harmless oddity. |
Table V — Social Properties
| d100 | Minor Property |
|---|---|
| 01 | Namekeeper. Displays the name of its current long-term owner. |
| 02 | First Owner. Occasionally shows the name of its original owner. |
| 03 | Last Owner. Bears a faint inscription naming its previous bearer. |
| 04 | Many Masters. Tiny marks represent each long-term owner. |
| 05 | Faithful. Feels slightly warmer in its owner’s hand. |
| 06 | Jealous. Feels cold when handled by someone other than its owner. |
| 07 | Welcoming. Gives a pleasant chime when handed willingly to another person. |
| 08 | Possessive. Gives a faint unhappy buzz when given away. |
| 09 | Homesick. Becomes cool when far from the place it considers home. |
| 10 | Homecoming. Warms noticeably upon returning home. |
| 11 | Victorious. Shines slightly after its bearer wins a significant contest. |
| 12 | Defeated. Appears dull after its bearer suffers a serious defeat. |
| 13 | Brave. Vibrates pleasantly after its bearer confronts obvious danger. |
| 14 | Cowardly. Trembles faintly near obvious threats. |
| 15 | Proud. Looks cleaner when openly displayed. |
| 16 | Shy. Its decorative markings fade when many people stare at it. |
| 17 | Vain. Becomes brighter when polished or complimented. |
| 18 | Grumpy. Occasionally rattles when ignored. |
| 19 | Cheerful. Makes a soft pleasant chime in lively company. |
| 20 | Melancholy. Gives off a faint sigh in abandoned places. |
| 21 | Curious. Slowly turns toward newly opened doors. |
| 22 | Suspicious. Becomes cold when handed to a stranger. |
| 23 | Friendly. Warms quickly to repeated handling by the same person. |
| 24 | Aloof. Remains cold for several days after changing owners. |
| 25 | Formal. Gives a tiny chime when its bearer introduces themselves properly. |
| 26 | Rude. Occasionally makes an ill-timed snort or click. |
| 27 | Polite. Gives a soft tone after being thanked. |
| 28 | Argumentative. Buzzes faintly during heated arguments. |
| 29 | Peacemaker. Becomes noticeably warm when an argument ends peacefully. |
| 30 | Gossip. Whispers unintelligibly after hearing secrets. |
| 31 | Laughter. Vibrates when its bearer genuinely laughs. |
| 32 | Tears. Develops condensation when its bearer cries. |
| 33 | Anger. Becomes hot to the touch, though harmless, when its bearer is furious. |
| 34 | Fear. Grows cold when its bearer is frightened. |
| 35 | Calm. Its hum becomes steady when the bearer relaxes. |
| 36 | Excitement. Produces tiny sparks when its bearer becomes excited. |
| 37 | Embarrassed. Turns faintly pink or red at awkward moments. |
| 38 | Love. Warms near someone its bearer deeply loves. |
| 39 | Grief. Loses its shine during periods of mourning. |
| 40 | Loneliness. Makes small noises after being left unattended for several days. |
| 41 | Storylover. Hums quietly during good storytelling. |
| 42 | Music Lover. Vibrates softly in rhythm with nearby music. |
| 43 | Bad Music Critic. Gives an occasional disapproving buzz during poor performances. |
| 44 | Poet. Brief fragments of meaningless verse sometimes appear upon it. |
| 45 | Historian. Acquires tiny marks at historically important places. |
| 46 | Traveler. Displays decorative symbols representing distant regions visited. |
| 47 | Tavern Friend. Looks slightly brighter inside busy taverns. |
| 48 | Temple Friend. Looks particularly dignified inside temples. |
| 49 | Dungeon Friend. Becomes slightly more ornate underground. |
| 50 | Wilderness Friend. Takes on natural colors outdoors. |
| 51 | Feastkeeper. Retains the faint scent of memorable meals. |
| 52 | Toast. Gives a tiny chime whenever raised in a sincere toast. |
| 53 | Drunkard. Smells faintly of ale after visiting taverns. |
| 54 | Abstainer. Alcohol placed against it goes momentarily flat. |
| 55 | Gambler. Produces a faint click when dice are rolled nearby. |
| 56 | Lucky-Looking. People tend to assume it is lucky, though it provides no bonus. |
| 57 | Unlucky-Looking. People tend to suspect it is cursed, though it isn’t. |
| 58 | Winner’s Mark. Gains a temporary bright spot after its bearer wins a wager. |
| 59 | Loser’s Mark. Develops a temporary dull spot after losing a wager. |
| 60 | Coinlover. Produces a pleased hum when stored among coins. |
| 61 | Collector. Becomes slightly brighter when placed near similar objects. |
| 62 | Lonely Pair. Hums when separated from its matching partner. |
| 63 | Twin Sense. Warms if its paired item is nearby. |
| 64 | Family Heirloom. Reacts pleasantly to descendants of former owners. |
| 65 | Old Friend. Gives a faint chime when encountering someone who knew a former owner. |
| 66 | Nemesis. Becomes cold near someone who killed a former owner. |
| 67 | Battle Memory. Faint scratches briefly appear where old damage once occurred. |
| 68 | Peace Memory. Becomes unusually clean in places where it rested for years. |
| 69 | Travel Memory. Sand, frost, pollen, or dust-like illusions appear representing places visited. |
| 70 | Death Memory. Develops a dark mark when a long-term owner dies. |
| 71 | Complimented. Brightens slightly when sincerely praised. |
| 72 | Insulted. Tarnishes briefly when insulted. |
| 73 | Named. Responds with a chime when called by a particular name. |
| 74 | Renamed. Requires several days before recognizing a new name. |
| 75 | Introductions. Gives a polite click upon meeting someone new. |
| 76 | Handshake. Warms when two people shake hands while both touching it. |
| 77 | Promisekeeper. Glows briefly during sincere promises. |
| 78 | Liar’s Twitch. Occasionally twitches during obvious lies but is too unreliable to detect truth. |
| 79 | Applause. Gives a faint ringing tone amid applause. |
| 80 | Boos. Vibrates during hostile crowds. |
| 81 | Child-Friendly. Produces harmless lights when handled by children. |
| 82 | Animal-Friendly. Ordinary domestic animals are curious about it. |
| 83 | Cat-Approved. Cats frequently choose to sit beside it. |
| 84 | Dog-Approved. Dogs tend to sniff it enthusiastically. |
| 85 | Horse-Calming. Horses generally tolerate its presence well. |
| 86 | Rat-Despised. Rats avoid sleeping directly beside it. |
| 87 | Crow Friend. Crows occasionally inspect or peck at it. |
| 88 | Butterfly Friend. Butterflies sometimes land on it outdoors. |
| 89 | Firefly Friend. Fireflies gather around it on summer evenings. |
| 90 | Moth Friend. Moths circle it as though it were a lamp. |
| 91 | Morning Person. Brightens near dawn. |
| 92 | Night Owl. Looks more vibrant after sunset. |
| 93 | Late Riser. Remains dull for an hour after sunrise. |
| 94 | Bedtime Complaint. Gives a tiny click if its owner stays awake unusually late. |
| 95 | Routine Lover. Reacts pleasantly when used at the same time each day. |
| 96 | Wanderlust. Becomes dull if left in one location for months. |
| 97 | Settler. Becomes brighter the longer it remains in one home. |
| 98 | Adventurer. Gains tiny decorative marks after dangerous journeys. |
| 99 | Story Item. Every longtime owner becomes convinced the item has more history than anyone knows. |
| 100 | Almost Awake. The item behaves as though it possesses a personality, but never demonstrates actual intelligence or speech. |
Table VI — Flawed Properties
| d100 | Minor Property |
|---|---|
| 01 | Cold Spot. Makes the immediate area slightly chilly. |
| 02 | Hot Spot. Makes the immediate area slightly warm. |
| 03 | Damp. Always feels wet despite being dry. |
| 04 | Sticky. Feels faintly tacky to everyone except its owner. |
| 05 | Greasy. Seems oily despite leaving no residue. |
| 06 | Itchy. Prolonged skin contact causes harmless itching. |
| 07 | Tingling. Produces pins-and-needles sensations when held. |
| 08 | Numbing. Makes fingertips slightly numb after prolonged use. |
| 09 | Static Shock. Occasionally delivers a harmless static snap. |
| 10 | Bad Taste. Leaves a metallic taste in the mouth when handled. |
| 11 | Whisperer. Sometimes whispers from inside a container. |
| 12 | Mumbler. Produces speech-like noises that cannot be understood. |
| 13 | Sleeptalker. Whispers only when everyone nearby is asleep. |
| 14 | Name Whisperer. Occasionally whispers the bearer’s name. |
| 15 | Wrong Name. Occasionally calls the bearer by another name. |
| 16 | Shusher. Makes a faint “shhh” sound in quiet rooms. |
| 17 | Laugher. Occasionally chuckles at inappropriate moments. |
| 18 | Crier. Produces faint sobbing sounds when abandoned. |
| 19 | Screamer. Once in a great while emits a brief distant-sounding scream. |
| 20 | Knocker. Produces quiet knocks from inside nearby walls. |
| 21 | Wrong Shadow. Its shadow points slightly incorrectly. |
| 22 | Late Shadow. Its shadow moves a fraction of a second after it does. |
| 23 | Early Shadow. Its shadow occasionally moves just before it does. |
| 24 | Extra Shadow. Rarely produces a second faint shadow. |
| 25 | Missing Reflection. Occasionally disappears from mirrors. |
| 26 | Delayed Reflection. Its reflection sometimes lags behind. |
| 27 | Old Reflection. Mirrors show it damaged and ancient. |
| 28 | New Reflection. Mirrors show it pristine. |
| 29 | Watcher. Reflections occasionally seem to face the viewer. |
| 30 | Blinking Mark. An eye-like decoration occasionally blinks. |
| 31 | Tiny Teeth. Decorative carvings sometimes resemble teeth. |
| 32 | Hair Growth. Produces a few hair-like fibers overnight. |
| 33 | Nail Growth. Horn or wood portions slowly grow and require trimming. |
| 34 | Shedding. Occasionally sheds harmless flakes resembling skin. |
| 35 | Sweating. Develops moisture when danger is nearby—or sometimes for no reason. |
| 36 | Bleeding. Produces a single harmless red droplet when damaged. |
| 37 | Bruising. Develops dark discolorations after being struck. |
| 38 | Scarred. Cosmetic damage heals into scar-like patterns. |
| 39 | Heartbeat. Sometimes pulses like a heart. |
| 40 | Breathing. Occasionally seems to inhale and exhale. |
| 41 | Bad Dreams. Sleeping beside it slightly increases the chance of unpleasant dreams. |
| 42 | Recurring Dream. Bearers occasionally dream of the same unfamiliar room. |
| 43 | Falling Dream. Bearers sometimes dream of falling. |
| 44 | Watching Dream. Bearers sometimes dream of being observed. |
| 45 | Old Owner Dream. Occasionally shows glimpses of an unknown former bearer. |
| 46 | Dungeon Dream. Dreams occasionally feature corridors the bearer has never seen. |
| 47 | Whisper Dream. A word whispered in dreams is forgotten upon waking. |
| 48 | Sleepwalker. May shift a few inches during the night. |
| 49 | Night Chill. Becomes icy around midnight. |
| 50 | Dawn Cry. Produces a faint sigh at dawn. |
| 51 | Moth Caller. Attracts mundane moths. |
| 52 | Fly Caller. Attracts an unusual number of ordinary flies. |
| 53 | Spider Friend. Small harmless spiders occasionally build webs on it. |
| 54 | Rat Curiosity. Rats occasionally investigate it. |
| 55 | Cat Hostile. Cats tend to stare suspiciously at it. |
| 56 | Dog Warning. Some dogs growl at it without obvious reason. |
| 57 | Horse Unease. Horses may initially dislike approaching it. |
| 58 | Crow Watcher. Crows occasionally follow its bearer. |
| 59 | Beetle Home. Tiny harmless beetles sometimes crawl from its seams. |
| 60 | Worm Sign. Earthworms gather beneath it when left on soil overnight. |
| 61 | Poor Timing. Occasionally gives a loud click during attempts at silence. |
| 62 | Door Slammer. Nearby loose doors occasionally swing closed. |
| 63 | Candle Snuffer. Small mundane flames nearby sometimes flicker out. |
| 64 | Candle Flare. Small flames nearby occasionally flare unexpectedly. |
| 65 | Cold Breath. The bearer’s breath occasionally becomes visible indoors. |
| 66 | Static Hair. The bearer’s hair sometimes stands on end. |
| 67 | Echo Step. Occasionally produces one extra phantom footstep. |
| 68 | Dragging Sound. Produces a faint dragging noise in quiet corridors. |
| 69 | Distant Bell. The bearer occasionally hears a bell nobody else hears. |
| 70 | Invisible Drip. Produces the sound of dripping water with no source. |
| 71 | Misplacer. Occasionally ends up in a different pocket than expected. |
| 72 | Roller. Tends to roll toward inconvenient edges. |
| 73 | Fumbler. Feels unusually slippery at embarrassing moments but grants no mechanical penalty. |
| 74 | Clinger. Occasionally sticks briefly to tables or shelves. |
| 75 | Drawer Opener. Nearby unlocked drawers sometimes open slightly. |
| 76 | Cabinet Closer. Nearby cabinet doors tend to drift shut. |
| 77 | Page Turner. Nearby books sometimes turn a page by themselves. |
| 78 | Cup Mover. Nearby unattended cups occasionally shift slightly. |
| 79 | Chair Scraper. Empty chairs nearby sometimes move an inch. |
| 80 | Curtain Stirrer. Curtains move even when there is no wind. |
| 81 | Food Spoiler. Fresh food touching it for hours acquires an unpleasant taste but remains edible. |
| 82 | Drink Sourer. Alcohol stored against it tastes slightly sour. |
| 83 | Milk Curdler. Milk left beside it curdles unusually quickly. |
| 84 | Bread Hardener. Bread touching it becomes stale sooner. |
| 85 | Salt Sweater. Leaves tiny salt crystals overnight. |
| 86 | Ash Maker. Produces a few grains of ash each morning. |
| 87 | Dust Maker. Collects dust even when recently cleaned. |
| 88 | Rust Weeper. Produces harmless rust-colored streaks regardless of material. |
| 89 | Mold Pattern. Harmless illusory mold patterns appear in damp places. |
| 90 | Rot Smell. Occasionally smells briefly of decay. |
| 91 | Hungry. Makes faint stomach-growling sounds if unused for days. |
| 92 | Thirsty. Absorbs a few drops of water left on its surface. |
| 93 | Attention-Seeking. Produces tiny noises when deliberately ignored. |
| 94 | Vindictive. Briefly becomes cold after being thrown away. |
| 95 | Homesick Curse. Slowly crawls an inch or two toward its old storage place when unattended. |
| 96 | Possessive. Occasionally turns up among the previous owner’s belongings. |
| 97 | Dungeon-Touched. The deeper underground it travels, the stranger its cosmetic manifestations become. |
| 98 | Not Quite Dead. If destroyed, one small harmless fragment continues exhibiting its property. |
| 99 | False Curse. Everything about the item suggests it is horribly cursed, but it has no harmful magical effect. |
| 100 | Uldrazar’s Attention. Occasionally, when the item is left alone in the Halls, it is found facing toward the nearest unexplored doorway. Nobody ever sees it move. |