Quirk (Enchantment)

* Quirks (General)
* Quirks of Armor*
* Quirks of Elixirs*
* Quirks of Philters*
* Quirks of Potions*
* Quirks of Powders*
* Quirks of Rings*
* Quirks of Rods*
* Quirks of Scrolls*
* Quirks of Shields*
* Quirks of Staves*
* Quirks of Wands*
* Quirks of Weapons*
The AD&D game has one of the largest compilations of magical items in the fantasy gaming industry. The following tables have been created to add some spice and variety to existing magical items in the AD&D game world. A table of nonstandard magical item abilities is offered for each major type of magical item in the AD&D game. The rationale for such quirks is simple.
Most items are created normally, they function exactly as a standard item of the same type in the DMG. However, sometimes there is a slight mishap in the creation of the device: the steps are not followed in the proper order, the astrological signs do not bode well, the item's creator is disturbed to begin with, the instructions are incomplete, or something just plain goes wrong. Any of these results can cause a magical item to behave differently from others just like it.
Not all quirks are bad, however. Some are detrimental to the item or its user, some are neutral, and some are even beneficial. The possibility of quirks existing (and the actual number of quirks) is determined by using the table below; a specific table is thereafter used to determine the exact quirks that the magical item possesses.
Roll 	Quirks Present
01-86	No quirks
87-94	One quirk
95-98	Two quirks
99-00	Three quirks
Roll 	Result
01-03	Item has a habit of burying itself in any sack, backpack, or container in which it is carried. If other items are in the container, 1d3 rounds are necessary for someone to find and retrieve the item.
04-07	Item works normally, but it appears dirty and ready to fall apart. For example, a cloak of protection +1 might be moth-eaten and stained, but still functional.
08-11	Item attunes itself to one owner at a time; if it is removed from its owner, or if another person tries to use the device, it goes dormant for 1d4 days as it grows accustomed to its new owner.
12-16	Item has the annoying habit of buzzing when it is used. The buzzing is audible to anyone within 60’, and it is impossible to surprise anyone while the device is buzzing.
17-20	Item glows with a soft light (as per faerie fire) when it is used.
21-24	Item is durable and makes any necessary saving throws at +2 to the die roll.
25-29	Item does not function if user wears any kind of head gear or adornment (including a hood).
30-32	Item cannot function underground.
33 	Item cannot function above ground.
34-36	Item cannot function at night.
37-38	Item cannot function during the day.
39-43	Item is unaffected by blows of any kind, unless the forces are of giant strength (19) or greater.
44-48	Item has a finite number of uses; it is found with 2d20 charges remaining. Whether or not the item can be recharged is up to the DM.
49-51	Item works erratically; it functions normally 70% of the time, fails 20% of the time, and acts as a wand of wonder 10% of the time.
52-55	Item is magically buoyant and tends to levitate upward at the rate of 5’ per round unless held or tied down.
56-60	Item is immune to electricity or magical lightning. If the item is metal, it is also nonconductive.
61-64	Item can only be used twice per day; if used more often, it shorts itself out and cannot be used for 48 hours.
65-69	Item causes its owner to become extremely possessive of it. If the item is kept for more than 14 days, a mild form of paranoia sets in. The owner assumes that anyone mentioning the item wants it. The owner never relinquishes the item to anyone as a result. Remove curse cast by a 9th-level priest, or getting rid of the item before 14 days pass, are the only ways to negate the paranoia effect.
70-72	Item is powerful; it works 125% more effectively than a standard item of the same type, and any saving throw against its effects is made at -1.
73-78	Item is substandard and only works half as well as a standard item of the same type.
79-83	Item has a curse upon it. All saving throws attempted by its owner are made at -I until the item has a remove curse cast upon it.
84-86	Item does not function underwater, unless it is an item specifically designed for underwater use. In that case, it never works outside of a watery environment-50% chance salt water, 50% chance fresh water.
87-90	Item belongs to an extraplanar creature or other powerful being (this is shown on the item by the creature’s personal sign). After 1d4 weeks, the item is located by the being, and it shows up to claim “its” property.
91-95	Item must rest for six turns minimum between uses.
96-98	Item cannot be destroyed by any means short of an incredible excess of force (such as a deity), by dropping it into a lava pit, or the like.
99-00	item is intelligent; roll on the Sword Intelligence Table (see Sword, Special) and disregard any result of no intelligence. The item also has an ego; its personality must be determined as well. Though the item does tell its owner of the powers it offers, it never discloses the number of charges it possesses. Note that an intelligent item never willingly uses its last few charges. These items can always be recharged, regardless of type and capabilities.
Category:Encyclopedia Magica
Category:Enchanted Enhancements
Category:Enhancements
Category:Encyclopedia Magica Enhancements
Category:Encyclopedia Magica Quirks