Wednesday, July 22, 2026

Magic Sandal Generator

All pairs of Magic Sandals start with;

  • Two identical, mostly-indestructible shoes that fulfill all the function needed for basic footwear.
  • Count as "Magic" 
  • Advantage to rolls when dealing with slippery terrain, crossing over ground-based hazards without hurting yourself (like pools of acid or caltrops), and rolls to avoid getting caught in quicksand, slipping on grease, or in snares.
  • Deals 1d4+1 Magic Damage Kicks with a Hard Sole OR Grants +2 to Stealth Rolls with a Soft Sole 
  • +1 AC 

The Sole- Roll d12 (Odd is Hard Sole, Even is Soft Sole)
[1] Gold (+2 to Saving Throws & Reaction Checks) Ornate, fit for a King or High Priest.
[2] Reptile Leather (Waterwalking, +25% Running Speed) Stylish.
[3] Wood (Can walk on Fire, Kick Holes in Flame Walls) Thick sides painted with bold symbols.
[4] Bamboo (+1 To-Hit & AC) Made for a Samurai. Somehow, decently protective.
[5] Stone (Deals 1d6+1 Kick Damage, Deals 2d10 if you jump on someone's head) Loud footsteps. 
[6] Magic Leather (+2 to Max HP and +1 Strength Modifier) Supple, spartan, earthen tones.
[7] Green Copper (Standing still grants Unmovable, +1 Constitutions modifier) Patina surface of ancient metal which has been cast-forged into a foot-like shape. Weirdly comfortable.
[8] Straw (Encumbrance Limit +25%, Immunity to desert Heat) Made for long treks.
[9] Glass (Can walk on Light, Kick destroy Illusions) Can stand on glowing bands of light, magical auras, on a laser beam if you dodge it, and so on. This can include your own spells.
[10]Palm Leaves (+2 to rolls to climb trees, move thru underbrush, immune to Entangling Roots) Any amount of foliage can support your weight. Surprisingly tough yet very flexible.
[11] Bone (Grants +1 Caster Level when casting Necromancy Spells, Kick can Turn Undead, Charisma modifier -1 while worn) What creature had feet like this?!
[12] Rubber (1d2+1 Improvised Weapon, Causes Fear) Made of some artificial, strange-smelling material that won't be invented for many centuries. Despite its light weight and lack of sharpness, brandishing one as a weapon in your hand spreads fear into your enemies.

The Straps - Roll d10 (Made of the same material for a Soft Sole Sandal)
[1] Thin (Running Speed increased by +50%, -1 AC) Digs into the flesh with fast movement.
[2] Gladiator (+1 to Saving Throws & Sandals can't be removed by anyone else) Secure.
[3] Magic Beads (Kick have +1 To-Hit and causes Save or Fall Prone) Rattles like a rainmaker.
[4] Silver (Grants extra Saving Throw or Immunity to Hold Person) Mystically breaks hypnosis and spells to keep one from moving. Could be lined with silver thread or actually pounded flat silver.
[5] Mesh (Immune to Arrow Pining and grants +1 AC vs Ranged Attacks) Makes it hard to see what way your foot is turned. Mule-style sandal with a thick strap. 
[6] Wand Loops
 (Can Store a wand parallel to the foot, activates stored spell upon Kick) Just remember, whatever spell comes from that wand will be cast point-blank...
[7] Toe-Ring (Can Swap with a Magic Ring to wear it on your toe, one per shoe) Sandal's straps converge around the big toe with a simple metal ring, giving the toe an air of importance.
[8] Knife Sheathes (Never surprised, +1 To-Hit on first attack) Can hold a medium sized dagger or throwing blade on one shoe. Also has a reservoir tip that keeps poison poured inside fresh.
[9] Complex (Grants +25% Magic Resistance) Complicated strap pattern wraps over the foot to create a mystic symbol. Need an Intelligence modifier of +1 or else you won't know how to take them off and need someone else to help you.
[10] Guillotines (Sandaled feet can detach from body and act independently) For the cost of one Hit-Point, you can tighten the straps to cut off your feet which can act separate from your body and walk around or kick. You cannot stand up or walk without aide while your feet or attached, and your body does not benefit from the magic of your sandals. Assume your feet have 10% of your maximum HP and cannot hear or see anything, but can make kick attacks, dodge and run as fast as you could while attached.

Accessory / Sandal Power / Extra - Roll d8
[1] Ankle Wings (Fly as fast as you can run) Classic for a reason.
[2] Shield Charm (Grants +4 AC for attacks against your legs) Cute & protective accessory.
[3] Mouse Hole (Can summon 1 Hit-Point Mouse which can pick basic locks) Will work for cheese.
[4] Heel Cymbals (Dispels one ongoing magic effect, takes a round) Click your heels for the chime.
[5] Spurs (Grant move speed bonuses to your mount & +1 Handle Animal checks) Riding gear.
[6] Toe Mirror (Reflects Slow or Hold Person Spells, Kicks can penetrate Shield spells) Useful for thieves to see under doors and to kick nerd Wizards. Also unbreakable, but easy to scratch.
[7] Gemstones (Can Store one spell up to 3rd Level, one per foot) Mystical reserves which have an internal glow when loaded with a spell. The gems hold great value on their own and could be pried off or used as spell-components.
[8] Sorcerous Depictions (Curses depicted enemy over time) Insole of canvas. If you draw someone you know on them, each time you take a step a tiny bit of magical damage is sent towards the victim; which they only feel as a subtle pressure. Each day does very little but with enough time or miles traveled will deal damage to their Charisma score as their face caves in or distorts as though trod upon over and over.

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