I'm looking for ideas for "Quirks" to give to magic items. Things that detract a little from the value of the item but not enough that characters want to get rid of the items.
For example,
+3 Longsword of Singing
The sword grants the bearer the cleave feat during combat and does an additional 1d8 damage on every hit. However, as soon as combat ends the bearer is forced to sing loudly for 20 minutes. If the bearer resists singing the sword becomes a normal longsword for the next 24 hours.
Many of the "Quirks" would probably be roleplaying related, but they would not be limited to that.
Thanks
For example,
+3 Longsword of Singing
The sword grants the bearer the cleave feat during combat and does an additional 1d8 damage on every hit. However, as soon as combat ends the bearer is forced to sing loudly for 20 minutes. If the bearer resists singing the sword becomes a normal longsword for the next 24 hours.
Many of the "Quirks" would probably be roleplaying related, but they would not be limited to that.
Thanks