Minor Properties For Magic Items

Brainstorming additional minor properties for magic items (5th Edition DMG 143).

1. Winking. The surface of this item gleams or flashes momentarily whenever a spell is cast in its vicinity. Range: 120 feet. Intervening barriers of all kinds (Wall of Force, stone, soil, rock) do not prevent this property from functioning, and its range extends in all directions.

2. Levitating. This item does not fall to the ground when let go. This property ceases to function whenever the item is touched, grasped or otherwise manipulated by a creature of any type. If fired or thrown, the item stops moving when its momentum is expended or after it strikes an object, and then remains at its current elevation. This property remains in effect if the item is pushed, towed or otherwise made to move by a tool (such as a rope, stick, or other means).

3. Candlelight. The bearer can use a bonus action to cause the item to shed light equivalent to a candle flame (5′ radius bright light and additional 5′ dim light) or to shed light equal to the dying embers of a fire (dim light 5′ radius), or to extinguish the light.

4. Sunrise/Sunset. The item’s appearance changes drastically at sunrise and sunset. The item’s basic form does not change (a longsword remains a longsword, a robe a robe, etc.), nor does its magical properties.

5. Flamequench. This item can put out a non-magical fire that it is placed into or made to touch (up to 5′ square of flame per turn).

6. Flamespark. This item can ignite a fire, provided sufficient kindling or flammable material is available.

7. Short Term Memory. The bearer can use a bonus action to cause the item to emit the words of any one person that has spoken in the vicinity of the item in the last hour. Once used, the bearer must wait an hour before she can utilize this property again.

8. Written In Steel. The surface of this item crawls with words that appear and disappear as quickly as they are spoken within earshot of its bearer, whenever the bearer holds the item. The language that appears on the item is left to the DM to determine, and the bearer may always read that language as long as she grasps the item.

9. Spellspark. Whenever this item comes into physical contact with another magic item, it emits sparks for up to one round. This property ceases to function if the items remain in contact for more than one round.

10. Moonslave. Under the light of a full moon, this item’s appearance transforms considerably. The item’s basic form does not change (a longsword remains a longsword, a robe a robe, etc.), nor does its magical properties. While so transformed, the item emits bright light out to 10′ and dim light for an additional 10′, until the bearer spends a bonus action to command the item to extinguish the light. Once extinguished, the light does not return until the next full moon.

Cool. I think I can work with some of these.

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