Medieval Journeys enchantment chart. (d83)

d83 Result

1

of ~ Summoning

2

of brushing (Untangles hair and puts it in any desirable style)

3

of picking (locks)

4

of cleaning (Removes even tough to clean stains like dirt and grass…)

5

of Thievery (+20 to all Thief skills)

6

of shadow-walking (Allows user to use shadows as solid surfaces)

7

of Shadowmeld (Allows user to become a 2-dimentional shadow and travel between shadows)

8

of the North (Keeps user safe in even harshest cold, gives warmth over entire body)

9

Everburning (Constantly aflame even underwater and in wind, never burns down or out)

10

of Light (Illuminates an area like a torch)

11

of blasting (2d10 dmg. Can be used 1d4 times, sends out a shockwave)

12

Indestructible (Can not be destroyed except by a wish)

13

of Eagle Sight (Gives a viewing range of up to a 1d4+1 miles)

14

of Night vision (Lets user see in pitch black as if it were open daylight)

15

Exploding (Blows up in 1 20’ radius doing 1d12 damage, one use only)

16

of Unfailing Magic (Makes it so user needn’t roll a skill check to cast a spell)

17

of Good luck (Gives user very good fortune, GM’s Discretion)

18

of Bad Luck (Gives user very bad luck, GM’s Discretion)

19

Cold-Burning (Emits a clod flame which illuminates but doesn’t burn)

20

of Morph to ~ (Allows user to morph to a monster, 1d20 charges)

21

of morph to (The item changes to a random item with use of a power word)

22

of Illusion (Emits an illusion like a holographic projector, RR to see type of illusion)

23

Animated (The Item is fully movable and acts of its own free will unless power word is spoken)

24

of freezing (Flash freezes whatever it touches if power word is spoken, only thawed by magic)

25

of Mind control (Allows control of others thoughts if successful checks are made, GM’s call)

26

of control (Makes user insanely power hungry, and those weaker are intimidated by them)

27

of Pain (Causes pain on whoever it is used, A ½ WIL check is required or the victim will submit)

28

of Paupers (Makes you lose all the money and valuables you have, the are transported to the person who made the Item, this continues until the Item is uncursed)

29

of warming (Keep you warm, not as powerful as a of the North)

30

of Healing (Restores 1d8-all Hit points per round, not cumulative)

31

of a certain spell (Random roll, and a set number of charges)

32

of Resurrect (Brings user back to life, if they die and there are any remains, within 2d4 weeks)

33

of Spell Retention (Causes all spells cast by and on user to have a longer effect)

34

of Clothing (Gives the illusion that user is fully clothed, even if just a ring)

35

of Seeing (Lets user see if blinded or if anything prevents or impedes vision as clear as day)

36

of Rock Melt (Turns solid rock to water at the rate of 5 cubic ft. per hour)

37

of cutting (Cuts cleanly and precisely, if possible, it is Armor-piercing)

38

of Stat Boost (Ups a Stat by 5-50 points, only while item is in use)

39

of Sailor’s Knowledge (Gives user all seafaring skills at level 5 or 100, whichever is higher, this is only true when item is in use)

40

of Ranger’s Knowledge (Gives user level 5 or 100 in all wilderness skills while item is in use)

41

of Quicksand walking (allows user to walk on quicksand)

42

of Water Walking (Permits user to walk on water)

43

of Music (Item always emits music, GM’s discretion, can have power word)

44

of Power (Gives user a Divine Aura, +50 CHR and a very influential demeanor, kind of like the item of control, only this is controlled by the user.)

45

of Animal Control (Allows user to control lesser animals, GM’s discretion)

46

Tent (Pops into a tent with a power word and returns to with another power word)

47

of Horse Talking (Allows user to talk to Horses and other Cloven footed animals)

48

of Magic Protection (Protects user from magic, varying degrees of protection, GM’s call)

49

of Flight (Either Allows user to fly or levitates itself .)

50

of Wormtalk and Slugspeak (Allows user to converse with and minorly control insects)

51

Of Animal Speak (Lets user talk with all types of animals, They all speak English!)

52

Odorous (Emits a powerfully unpleasant odor that no one gets used to, -20 CHR, Can only be Removed by magic)

53

Ever-Changing (Changes to random items, weapons, and monsters every few minutes)

54

of Spell-learning (Gives user double the spells they have at present and doubles magic points)

55

Hypnotic (Those looking into the item must roll ½ MND or become controlled by the user)

56

Vortex (Creatures this is pointed at must roll ½ STR or be sucked into the nether-realm that exists inside the object, if combined with a Hypnotic effect, this can become a very useful exists inside the object, if combined with a Hypnotic effect, this ca

57

of Teleport (This allows the user to go anywhere within their line of sight, power word)

58

of Burrowing (Gives user ability to Dig at 10’ per minute)

59

Genie in a(n) (The item, usually a container, holds captive a Genie of some sort, this is in greater Detail in the Monster manual)

60

of Never Hungry (Makes user never need food, or only need to eat once a month)

61

of Never thirst (Makes user never need water, or only need water once a month)

62

of Pinching (Gives a mean and nasty pinch, 1pt. Dmg., Often a leatherman’s tool.)

63

of smokescreen (Emits a cloud of inky black smoke that is nigh-impossible to see through)

64

of Writing (Writes whatever you tell it to, even if you can’t write, self-animated)

65

of Penmanship (An improved of writing, can forge anyone’s writing and even write languages that you don’t know, all very neatly and with proper grammar, self-animated)

66

Instant Flame (Bursts into flame on command, stops on command)

67

of ~ Protection (Protects user from certain monster)

68

of underwater breathing (Allows user to breathe under water)

69

of Breathe Without Air (Lets user breathe without air)

70

of Self-Morphing (Allows user to minorly or majorly change their appearance)

71

of Winning (Gives user Bar Games Skill at level 5 or at 100, whichever is higher, + good luck)

72

of Fire-Breathing (Allows user to exhale fire with a power word, damage varies from 1d6-3d20)

73

of Holding (This is usually a container and can hold anything that can fit through the opening, the container weighs as if it were empty. The user only need think about what it is that they the container weighs as if it were empty. The user only need thi

74

of Containment (Another version of the of holding, it has the same powers but can also hold things like fire, lit torches, exploding Black powder Bombs, tornadoes, and the hold things like fire, lit torches, exploding Black powder Bombs, tornadoes, and

75

of Breathing (Allows user to breathe in any conditions, from poison gas to an asbestos mine)

76

of Taunting (Gives the user the same taunt power as a Kender, and doubles the effect for Kenders)

77

of Turn to Spam (Irrevocably turns an inanimate object into the Caddilac of processed meat-like artificially colored and flavored snack food treats… SPAM!

78

of Baldness (Causes all, or some of the users hair to fall out, permanently or temporarily)

79

of Burning (This object causes acid-like burns to whoever touches it, 1d4 dmg/round in contact)

80

Glowing (Causes the object, and in some cases, the user to glow a random color in the dark)

81

of polishing (Makes things shiny, what more can I say?)

82

Invisible (The object is invisible to all who can’t see the invisible, still works the same)

83

of Midas Touch (This object turns whatever it touches into solid gold, this can be good or can be very, very bad. It is 50% of the time cursed so you can’t control it or remove it once the power is used.)