1d6 Magic Gloves
- A white linen glove embroidered with vines and small pink flowers. By massaging a patch of skin, scars, blemishes and tattoos are removed. Snap your fingers to restore them.
- A fingerless glove of lilac silk. Cook a meal while wearing it. If a person who eats the meal becomes ill afterward, they would make a poor romantic partner for you.
- A leather glove whose back is studded with tin rivets shaped like tiny anguished faces. Press the palm of the glove to the face of someone of a different alignment. Any harm they have done to people of your alignment is revisited upon them over the course of the next month. The glove becomes mundane.
- A red leather glove burnt with a stylized image of an angel. Touch someone. They become a canonized saint in the religion of your choice. They gain one of the following (1d6): 1-3. A level 1 cleric spell they can cast once per hour, 4-5. A level 2 cleric spell they can cast once per day, 6. A level 3 cleric spell they can cast once per week. If you touch another person, the previous subject becomes decanonized, which has a 1-in-6 chance of killing them.
- A white satin glove with three black lines embroidered on the back. Put on the glove, mime a series of actions you want the glove to repeat, then take it off, it will repeat them then go inert. The first time you do this there is a 5-in-6 chance things don't go quite to plan. This goes down by 1 each time you flawlessly execute an action.
- A pair of black silk gloves with silver stitching. If both are worn by different people they can each tell the other's emotional state by the temperature of the glove. They can also target each other with spells as if they were touching, or could see one another.
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Reading: Werebeasts of Hel by Asa Drake
Listening: Lego Pirates: 1989-1996 by Dreamcastle
Playing The World Ends With You (Nintendo DS)