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d100 - Magical Gloves & Gauntlets
d100 - Magical Gloves & Gauntlets
2 Bees, Wasps and other Stinging insects with Wings will not harm you 52 Once per Week, you can reach through Glass as if it weren't there for a Turn
3 Bejeweled wrist embellishments glow Violet around Shapeshifters 53 Paint superlative Landscapes, prized by Halfings: takes 1 week, only 1 a year
4 Bribes offered in hand have a 3-in-6 chance of appearing especially tantalizing 54 Palm of one can store up to two score Arrows/Bolts for retrieval as Quiver
5 By brushing Fingertips over a Text: You can read it without seeing 55 Pebbles and Stones hurled toward a body of water skip 1d100 times
6 Can detach Fingers from them, hurl as Magic Missiles, one reappears/year 56 Peering through circles made with your hands: You can see Invisible things
7 Caught and held by wearer: Can speak with any Fish by promising to release 57 Placing a Finger to your lips while wearing generates Silence (as Spell) 1/day
8 Choose up to 5 individuals: You may Clap and it is inaudible to all but those 5 58 Possible to store Venoms/Toxins in them: One use/application each
9 Clamorous Clap deafens all who do not Save for 1 Turn once a Month 59 Pressing on a Wound with these worn will immediately Staunch any Bleeding
10 Clasping a Bone/Skull will lead you to the rest of a Skeleton if still extant 60 Prized by Pugilists: Max damage punch triggers save Vs TKO
11 Clay sculpted while wearing Fires True and is harder than Steel 61 Provided it's not set down on a surface, a held glass of Libation will never empty
12 Conceal Items on a person without their knowledge (PP as 5th level Thief) 62 Pull an object out of Painting 1/month, lasts but an hour before becoming a glob
13 Concentrating on a Held Coin will tell you who spent it last and on what 63 Ratskin: Swarms treat you as Leader until Morale fails, Wererats are Friendly
14 Conveniently immune to the effects of most Acids/Oozes 64 Regardless of distance, if separated, Stitching shows a rough Map to the other
15 Cup ear with one, if another whispers into the other: You can hear them clearly 65 Removed and placed next to each other: Transform into a Friendly Talking Bat
16 Cuts the time associated with Golem Construction in half 66 Right one turns Red in the presence of Divine Curses or Disguised Godlings
17 Darning Socks, Knitting, and minor Sewing can be performed in Wearer's Sleep 67 Rowing Hands, wearing these, never Tire or Blister
18 Decorated with Dark Metal Mail: Can turn highly magnetic 1/week 68 Rubbing girded hands along Metal will remove Tarnish/Rust/minor Pitting
19 Delicate filigree reveals the number of Charges remaining in a Wand held 69 Seeds sown using these sprout in a single Season, mature 4 times faster
20 Die wearing these, and they will write your Last Will and Testament 70 Seldom found Stored together: Putting one on Teleports you to the other 1/month
21 Easily attunes to Wands, letters of Command Words (up to 10) on fingers 71 Should you swirl a finger in a Potion: It changes to another Random One: 1/week
22 Elongate your Fingers up to ten feet, once per week for up to an hour 72 Slapping a Statue animates it: Win the Duel and it will serve you for a Week
23 Embroiders itself with local Game every AM, hunting chances increase 73 Snuff a Candle with Fingers, store the "Flame" for up to a day to light another
24 Enchanted Items can be suspended when held temporarily: Up to 10 minutes 74 Speak with any Animal you've held wearing these whilst it was still Young
25 Evaporate up to a Waterskin full of Liquid with a Snap of your Fingers 75 Sprouts vicious claws on command, 1/day but hands become hairy
26 Every Week, you can cause a Doors' worth of Wood to Rot by Touch in minutes 76 Startled/Scared Animals stroked with these become Calm in a few minutes
27 Exude a noisome flavor: If Swallowed while wearing you'll be promptly spit out 77 Store item with your Name on it in Left, appears in Right when Name said
28 Fingerless: Digits turn to Keys, roll 2d10 on match a key fits a Lock 78 Stowed with a pile of Coins and Chalk, it will count and sort them overnight
29 Fists fuse and petrify 1/day for 1 Turn, doing more damage when punching 79 Suited for only simple/untaxing tasks: Each can animate for 10 minutes/day
30 Flowers/Fruit picked by hands wearing these never Spoils/Wilts 80 Switch from Shiny Steel, Sturdy Leather, to Supple Silk on command
31 For as long as one holds fast to a Rudder/Wheel, a Boat/Ship cannot Capsize 81 Ten Pearls decorate the Pair: Any swallowing can Breathe Water for a day
32 Girded with these, both hands operate with equal alacrity (Ambidexterity) 82 These can be commanded to Dig a Grave in about an hour if provided a Shovel
33 Given that it can be held in one hand: Instantly enumerate the coins in a container 83 They know 4 songs, can learn 4 more: Play them on any Instrument flawlessly
34 Grow webbing Underwater, increasing the speed of Swimming 84 Though they smell quite foul: Ghoul Touch once per glove, 1/week
35 Hands are immune to the effect of Heat/Extreme temperature: Could hold Lava 85 Torch held in a hand wearing this will never Extinguish in Wind or Water
36 Handshakes and Salutes given while wearing these improve Morale/Loyalty 86 Touched to a Tree, you may ask it one question. Works twice a week
37 Held over Mouth/Nose, each can filter any kind of Gas or Vapor 87 Treated as a Frost Giant for the purposes of Arm Wrestling
38 Herbs and Plants of a Magical Nature are twice as potent harvested with these 88 Two-in-Six chance to "catch" a Spell and Hurl it back: only works 1/week
39 Hold a Holy Symbol: It imprints on surface and functions as one 89 Up to 3 missing digits/1 thumb function fine via this ingenious prosthetic
40 If Two wear one each and clasp girded Hands, they can communicate Thoughts 90 Used to Strangle, the victim cannot be contacted through Magic
41 Interact with Illusions/Phantasms physically while wearing these 91 Very friendly to Ropes and Chains, you can dangle indefinitely/climb them well
42 Items thrown while wearing these make no sound, even on impact 92 Warm to touch, melts through Ice/Snow very rapidly with soft sizzle
43 Keep a Book close at hand: Extra-Dimensional Space, up to two Tomes 93 Water poured into cupped hands by a Cleric becomes Holy
44 Knots Tied while wearing these, can only be Untied by these 94 Weapon wielded in your Off-Hand cannot Kill, but will Subdue with 2x efficiency
45 Leave up to a dozen Handprints on Surfaces, visible only to those who wear them 95 When drawing a Card form a Deck, you may specify and it is drawn 4-in-6
46 Lumberjack's friend: Used to fell a Tree with Axe/Saw: falls exactly where you wish 96 Whilst wearing you immediately drop any vessel containing Poison liquid
47 Magical Items touched by these Gloves shimmer with a hazy, campfire effect 97
48 Mismatched pair, alter Clothing for 4 hours at will 1/day, but they stay mismatched 98
49 Nearly any Door you open wearing these does so in utter silence 99 Worn while preparing Meals: Everyone who eats restores 1 HP
50 Objects hurled from one hand have a 3-in-6 chance of returning to the Other 100 You can Write in a Language known by the crafter of any Ring you wear