Shoes (Enchanted)

All adventurers, except the most tough-footed halflings (or, perhaps creatures with hooves) go adventuring with footwear. This page is dedicated to enchanted footwear specifically!
== Unnamed Shoes ==
These foot-coverings are just simple enough that they are "unnamed shoes". If they give the effect of one simple spell or advantage, it is mentioned here as an Unnamed Shoe.
Shoes of Walk on Air, Haste, Great Haste, and Wall-walkingMagic Items 1, p.31, plus Climbing,Magic Items 1, p.119 Quick MarchMagic Items 1, p.123 Snow ShoesMagic Items 1, p.124
=== Renamed Shoes ===
These previously Unnamed Shoes are treated as proper magic items with names--and hopefully--just a bit of strangeness.
Name 	Description 	Price
Platformless Pattens 	for Walk on Air. They can be strapped onto an existing shoe, like a sort of over-sandal. Thick, stilt-like wooden soles provide DR 3. 	
Keep-Ups 	for Wall-Walking. Named for their curious ability to walk up keeps (and other walls). They're stout and well-sewn. 	
Karka Dancers 	One of the finest pairs of leather shoes, made from the hide of an elder karkadann. They're supple, but have DR 3, and can be given sabaton plating on top. They give a bonus to Move and Dodge.Haste They're said to be "Lucky", although this is a side effect from their other enchantment: There's a small chance that during combat, when things are dire (such as after the wearer is hit severely), these shoes cast the more powerful Great Haste.	
? 	for Climbing 	
? 	for Snow Shoes 	
Boots of BalanceDungeon Fantasy 1: Adventurers, p.30	A common name for balance-enhancing footwear. 	
== Named Shoes ==
Unless WT is stated, shoes normally weigh the usual 2 lbs.
Name 	Description 	Price
Bounding BootsMagic Items 2, p.44 	Boots that allow ridiculous leaps. The wearer can jump around at Move 30, or make leaps anywhere from 100 yards to 1 mile in one direction--landing around three yards or so of the chosen distance. With long jumps, a character will need to roll DX to land on their feet, but won't suffer damage if they stumble. "Effective" speed is about 60 mph, although this can be game-changing if hopping up impassible cliffs!Flight variant. 	250,000
Bunny Slippers 	These shoes have a rabbit motif pressed into the sides of the leather. They're likely moccasins or soft, stealthy shoes. They're comfortable and durable, and weigh almost nothing. They give the wearer Sense Danger and Acute Hearing 2 while worn. Some say there's more powerful versions blessed by the fey, but those who wear them tend to be very skittish.Fanon: Modified from original description.Keen Hearing, Sense Danger 	85,000
Cat's PawsMagic Items 1, p.32 	Excellent footwear for "second-floor work" and those looking to make long drops. Cat's Paws effectively give the wearer Catfall. Since these are magic shoes, this may even be cumulative with regular Catfall, allowing more damage reduction. 	
Comfy Slippers 	These slippers are impossibly soft and lined with fur, and are never too warm for the weather. While not particularly protective, they do help the wearer recover from injuries to the feet.Minor Healing variant. Restoration variant. They seem to weigh almost nothing. 	100,000
Comfier SlippersFanon 	Slippers similar to Comfy Slippers, the Comfier Slippers will cast Healing Slumber on the wearer. This can be excellent for recovery.. and might be a little too good, for early adventurers.Healing Slumber. Note that they aren't self-cleaning, so these shoes should be paired with some quality bandages or wraps. 	30,000?
Glide BootsMagic Items 1, p.33 	A less expensive variant of the more technical "Walk on Air" shoes, Glide Boots allow two turns of Move. This isn't as cinematic as a mighty leap between buildings or cliffs, but it does allow for unusual angles of attack. 	
RootbootsMagic Items 2, p.46 	Usually brown and plain-looking, this pair of boots gives the wearer excellent inertia and supernaturally low center of gravity. The wearer can resist sources of knockback, such as wizardly air jets, knee-deep storm rapids, or launches from rival barbarians. Note that while the wearer is immune to knockback, they can still take damage, and these boots still have the usual DR 2 for the feet.
According to legend, these boots were made by a druid who preferred to stay outside during storms. It's unknown if they protect or prevent lightning strikes...	
Runner's ShoesMagic Items 1, p.35 	These light, flexible leather shoes are well-crafted, and unless they're new, they've seen endless miles of countryside. Runner's Shoes improve Running.Improve Running to HT+4, or +4 to existing Running skill, whichever is greater, to a maximum of 18.Lend Skill, and some unknown spell. Furthermore, they seem to give the bearer immunity to fatigue while doing so.Perhaps it boosts an ordinary person to Fit, or Fit to Very Fit, or Very Fit to "Unlimited Running"... 	
Satyr's Feet 	These boots are crude but sturdy, and provide greatly improved dexterity (improving Speed, Move, etc.), but cause Fey Shenanigans like Gluttony and Lecherousness. They also leave tracks that look like cloven hooves.Grace spell, and unknown 	
Seven-Yard BootsDungeon Fantasy 8: Treasure Tables, p.41	Powerful but chaotic boots that multiply lateral movement sevenfold. The bad part is that it makes a character immensely fast compared to their allies. The good news is, a mere Step is now 7 yards (Move 7). These would be priceless to a courier, allowing them to cover immense distances in a day--and easily retreat from danger. 	137,500
Stomping Boots 	These boots are as high as you can be convinced to wear them, and give the legs DR 7. They miraculously double kicking damage (a dream for martial artists and traceurs), but have a -2 or worse penalty to Stealth. As a consolation, consider these boots to have the foot equivalent of Penetrating Voice and stomping for attention in a crowd.Might variant; Noise variant; Fortify 	174,500
Swashbuckler's Boots 	Excellent footwear, once worn by Pierre le Noir, dashing rake and terror of the Shimmering Sea. These thigh-high boots improve Climbing and Jumping,DX+3 or +3 to those skills, whichever is better. and give the wearer both an extra +1 damage and, oddly enough, a +1 to hit, when kicking. Finally, they supernaturally remove -2 from encumbrance penalties when swimming--it doesn't make the wearer better at swimming in general, but it helps counteract the weight of their equipment!Fanon addition	150,000
Walking ShoesMagic Items 1, p.36 	The wearer of these shoes never fatigues from walking. They will still need to drink, eat, and stop to sleep, but they always have decent fatigue if caught flat-footed during a long trek. Likewise, they take less fatigue due to encumbrance (from trekking or battle)--useful for knight-types who prefer to save their breath for fighting.Lighten Burden; unknown. 	50,000
Winged BootsMagic Items 2, p.47 	 	
=== Skilled Shoes? ===
Dancing Shoes (niche but interesting)
== Fanon Shoes ==
Name 	Description 	Price
Airtimers 	Slow Fall on shoes. Prevents falling damage, but can be weaponized for mighty leaps and acrobatic kicks! 	
Boarsnout Brogues 	Adds about +2 to Move, improves accuracy when using a Move and Attack in melee, and gives DR 2 when charging at foes. 	
Cronchers, Th' 	Caltrop-proof boots. You can step on anything with these. DR 6 or so on the bottom. 	
Faceturn Heels 	Also called Spinning Heels. Strange patterns on the soles. They allow rapid turns while moving or stationary, and reduce speed penalties when making ranged attacks. 	
Fishboots 	Made with magically-preserved, silvery fish scale leather. They're a bit shiny, but have good grip in mud, and repel insects for several yards. They also seem to attract fish (gaining a bonus to Fishing), but that may just be a side effect of the insects avoiding the wearer. 	
Kicks of Caution 	Adds +1 to Dodge and Danger Sense vs ranged attacks. Also gives Subsonic Hearing, for detecting unstable ground--or large foes. 	
Local Brogues 	Wearer gains Area Knowledge of the area and Acting (Mimicry) for imitating local dialects. They also gain a strange +2 to Reputation, and people will assume they're local and trustworthy. 	
Longshoreman's Crocs	Crocodile leather shoes, once worn by a pirate who wanted to retire to a simpler life at shore. They improve Swimming, and allow Amphibious at 1 FP per second. When out of the water, they can walk on a water surface at 1 FP per second, and grant the wearer Lifting ST 3. 	
Watchful Spares 	Seemingly made out of... Thing leather. These elegant riding boots are black to dark violet, with swirling shapes along the sides--and orange, shifting eyes that appear somewhat randomly. While fairly offputting to most people, the Spares give Peripheral Vision and can, through unknown arcane means, reduce any vision penalty by 2--darkness, rain, bushes, etcetera. Finally, the Watchful Spares work as the Watchdog spell, protecting the owner when not worn. Some say their shriek is enough to frighten ambushers.	
Wirefox Boots 	There's no such thing as wirefox, they say, but these boots seem to keep the myth going. These boots give the wearer Perfect Balance (allowing one to travel along ropes, narrow platforms, etc), Super Jump 1, Catfall, and add to Climbing (?). They leave paw-shaped prints in the ground, and the wearer often feels nimbler while walking on their toes than moving flat-footed. 	
== As Endurance Items ==
See Endurance Items!
== Cursed, Hexed, and Inconvenient Shoes ==
* Faerie Shoes (cursed item?)
=== Seven-League Boots ===
These storied boots will carry the wearer seven leagues (precisely 21 miles) with each step.Magic Items 1, p.85 These immense strides take a full minute to complete,Fanon: This probably has a sort of blurring effect as the countryside wooshes by at extreme speed. and gives the wearer a speed of around 1,260 mph. The boots also go exactly seven leagues with each step (with about a half-mile margin for error, avoiding things like open volcanoes, tar pits, stampeding bison, etc.
If the wearer stops on insecure footing--snow, loose gravel, a steep slope, etc.--they must roll DX (or Acrobatics) to avoid stumbling. This "stumbling damage" depends on the genre, and can be a harmless slump into a hay bale or a devastating crash, depending on dramatic necessity. The boots will stop dead if their next step would take them to a body of water, a magical void, or other non-solid surface. According to legend, leprechaun shoemakers made these legendary boots. Also according to legend, the Seven-League Boots can cause lethal damage to a creature if the wearer lands on them--although no one knows if the boots can do that, even on purpose.
* Component Spells: Unknown
* Asking Price: $2,000,000
== Spells ==
== See Also ==
This page is part of a series on Dungeon Fantasy / Magic Items
*Helmets, Hats and Masks (Enchanted)
*Armor and Suits (Dungeon Fantasy)
*Arms, Sleeves, and Bracers (Enchanted)
**Gloves, Mitts, and Gauntlets
*Cloaks, Shirts, and Pants
*Shoes (enchanted) <- You are here
*Accessory Items (Rings, bracelets, belts, bags)
== Notes ==
* Note that entries from Classic books, like Magic Items 1 and 2, are modified with more adventuring-party-friendly, well-wounded abilities.
== Reference ==