100% found this document useful (1 vote)
256 views13 pages

Magic Items

The document outlines various magic weapons, armor, potions, and tools, detailing their types, effects, and additional properties. It includes a table for magic weapons and armor with specific enhancements, elemental damage, and unique spells. Additionally, it provides optional rules for inventory management and mixed armor systems, along with a list of potions and adventuring equipment with their respective effects.

Uploaded by

Nico
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
256 views13 pages

Magic Items

The document outlines various magic weapons, armor, potions, and tools, detailing their types, effects, and additional properties. It includes a table for magic weapons and armor with specific enhancements, elemental damage, and unique spells. Additionally, it provides optional rules for inventory management and mixed armor systems, along with a list of potions and adventuring equipment with their respective effects.

Uploaded by

Nico
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 13

1 Magic Weapons

1d8 Standard Weapon Unusual Weapon Ranged Weapon Material


1 Dagger (1d4) Whip (1d4) Dart (1d4) Steel
2 Hammer / Mace (1d6) Ball-and-Chain (1d6) Shortbow (1d4) Bronze
3 Quarterstaff (1d6) Rapier (1d6) Chakram (1d6) Silver
4 Short Sword (1d6) Segmented Staff (1d6) Longbow (1d6) Ceramic / Stone
5 Axe (1d8) Scythe (1d8) Pistol (1d6) Bone / Wood / Teeth
6 Polearm / Spear (1d8) Spiked Gauntlet (1d6) Sling (1d6) Crystal / Obsidian
7 Sword (1d8) Bident / Trident (1d8) Crossbow (1d8) Starmetal / Mithril
8 Greatsword / Greataxe (1d10) Spiked Shield (1d6, +1 AC) Arquebus (1d10) [Element] / Raw Magic
1d100 Compressed Magic Weapon Table 1d12 Decoration / Detail
1-25 +1 (+1 to hit, +1 damage). 1 Martial simplicity.
26-40 +1, Elemental (deals [Element] damage). 2 Faint runic marks.
41-55 +1 or +3 against [Specific Target]. 3 Faceted gemstone.
56-65 +1, [Spell] once per day. 4 Always cold or warm.
66-75 +1, Lucky (reroll 1 d20 per day). 5 Tassels and cords.
76-80 +2, Defender (+1 AC in melee). 6 Wickedly serrated.
81-85 +2, constant True Sight (pg. ###). 7 Alarmingly slim.
86-90 +2, Life-Drinking (restore 1 HP on a hit). 8 Brutally solid.
91-97 +3, Vorpal (on a critical hit, Save or die). 9 Glittering flecks.
98 +1, 3 Wish casts (pg. ##). 10 Opalescent gleam.
99 -1 Cursed. Must Save to stop fighting. 11 Thrumming edge.
100 -2, Cursed. On a crit, strike self instead. 12 Geometric precision.
1d8 Element Specific Target (+3 against) Spell (once per day)
1 Acid Dragons Charm Person (pg. ###)
2 Air Flying Creatures Cure Wounds (pg. ###)
3 Fire Elementals Fly (pg. ###)
4 Ice Giants Invisiblity (pg. ###)
5 Lightning Trolls / Regenerating Creatures Light (pg. ###)
6 Stone Lycanthropes / Shape-changers Locate Object (pg. ###)
7 Void (Sonic) Magic-Users / Enchanted Creatures Mage Hand (pg. ###)
8 Water Undead Water Walk (pg. ###)

OPTIONAL RULE: INVENTORY SLOTS An Inventory Slot can contain:


A slot-based inventory system is faster and more •3 small items (dagger, bottle, wand, scroll, torch).
convenient than weight-based tracking systems. •1 medium item (sword, shield, bow, spellbook).
•½ large item (greatsword, spear, polearm).
PCs have a number of Inventory Slots equal to their •20 arrows.
Strength (alternatively, 10+Strength bonus). Only
items carried count towards this limit. Clothing, Leather armour occupies 2 Inventory Slots, Chain 4,
jewelry, and cosmetic items do not take up Inventory and Plate 6.
Slots unless they are particularly bulky. A PC can carry items in excess of their Inventory Slot
The first 3 Inventory Slots are quickdraw slots, and capacity, but each additional occupied slot imposes a
can be accessed as a free action on a PC’s turn. -1 penalty to attack rolls, AC, and saving throws.
Items in other Inventory Slots take 1 full round to
access.

1
2 Magic Armour
1d4 Armour Ascending Descending Inv. Slots 1d8 Leather Material Decoration / Detail
1 Leather 12 AC 7 AC 2 1 Polished Hide Bright stripes.
2 Chain 14 AC 5 AC 4 2 Studded Hide Brass fittings.
3 Plate 16 AC 3 AC 6 3 Tanned Scales Decorative fringe.
4 Shield +1 AC -1 AC 1 4 Thick Furs Cloud of flies.
5 Quilted Cloth Embroided cloak.
1d100 Compressed Magic Armour Table
6 Laminated Cloth Silver trinkets.
1-25 +1 (+1 to AC).
7 Wood / Vines / Reeds Pockets.
26-40 +1, reduce [Element] damage by 3.
8 Bone / Teeth / Horn Abundant belts.
41-55 +1 or +3 against [Specific Target].
56-65 +1, [Spell] once per day. 1d8 Chain / Plate Material Decoration / Detail
66-75 +1, Agile (+2 to Saves to Dodge). 1 Steel Menacing spikes.
76-80 +2, Crimson (restore 1 HP every 10 mins). 2 Bronze Heraldic mark.
81-85 +2, reduce magic damage by 3. 3 Rusted / Enameled Iron Stylized muscles.
86-90 +2, Utility (+1 Quickdraw Slot). 4 Wire / Cables Gold filigree.
91-97 +3. Adamant (cannot be knocked prone). 5 Ceramic / Stone Sizzling runes.
98 -1. Cursed. -5 against ranged weapons. 6 Crystal / Obsidian Chrome edges.
99 -2. Cursed. Catastrophically noisy. 7 Starmetal / Mithril Silk ribbons.
100 -3. Cursed. -3 to all Saves. 8 [Element] / Raw Magic Snarling faces.
1d8 Element Specific Target (+3 against) Spell (once per day)
1 Acid Beasts Featherfall (pg. ###).
2 Air Dragons Haste (pg. ###)
3 Fire Elementals Gaseous Form (pg. ###)
4 Ice Giants Mirror Image (pg. ###)
5 Lightning Ranged Weapons Misty Step (pg. ###)
6 Stone Trolls / Regenerating Creatures Shield (pg. ###)
7 Void (Sonic) Orcs / Goblins Spiderclimb (pg. ###)
8 Water Undead [Element] Breathing (pg. ###)

OPTIONAL RULE: MIXED ARMOUR ASCENDING VS. DESCENDING AC


If a PC has a shield with a different AC bonus than The rules in this book default to Ascending AC. If your
their armour, an incoming attack has a 3-in-10 system uses Descending AC, switch the sign of the
chance of striking the shield. If a PC has a helm with bonuses on the Compressed Magic Armour Table.
a shield with a different AC bonus than their armour,
any incoming attack has a 1-in-10 chance of the OPTIONAL RULE: SPLINTERING SHIELDS
helm. The core +1 bonus of a Shield applies in all This classic houserule was formulated by Trollsmyth.
cases.
After damage is rolled, a PC can elect to destroy their
E.g. a PC with a base AC of 10 is wearing a Helm of shield to negate a single attack. Magical shields lose
Languages (+0 AC), +1 Chainmail (AC 15), and a +2 +1 from their AC bonus instead of being destroyed.
Shield (+3 AC). (e.g. +2 Shield would become a +1 Shield, then a
Before resolving an attack, the DM rolls 1d10. non-magical Shield, then be destroyed.)
On a 1, the attack is resolved against the helm (AC Some attacks may not be negated at the GM’s
11) (Base of 10, +1 from the Shield). discretion. A sudden backstab, falling damage, or the
apocalyptic tread of a Beast of Creation may not be
On a 3-5, the attack is resolved against the shield (AC
stopped by a piece of wood and metal.
17) (15 from the Chainmail, +3 from the Shield).
On a 6-10, the attack is resolved against the armour
(AC 15) (15 from the Chainmail, +1 from the Shield).

2
3 Potions
1d20 Potions
[Creature] Control. 5d6 rounds. Cast charm monster (pg. ###) or charm person (pg. ###) on all creatures
1
of the type for the potion’s duration. Glowing white eyes.
2 [Element] Resistance. 1 hr + 1d10 mins. Reduce [element] damage by 6. Oily sizzling skin.
3 [Element] Breathing. 1 hr + 1d10 mins. Can breathe [element]. May still take damage from it.
4 Flight. 1d6+10 mins. Fly at normal speed. Nimbus of shifting light.
5 Growth. 2d6 rounds. Triple in size. Attacks deal 2x damage, take ½ damage. Voice drops, eyebrows fuse.
6 Healing. Restore 2d6 HP. May heal minor scars. Satisfying warm glow.
Heroism. 2d6 rounds. +2 to attack rolls, AC, and Saves. Strength of 20. Reduce incoming nonmagical
7
damage by 4. Aura of confidence. Glow as brightly as a candle, shout at maximum volume.
8 Invisibility. 1d6+10 mins. Invisible. Effect ends if drinker takes any offensive action.
9 Invulmnerability. 1d4+1 rounds. Immune to all damage. +10 to Saves. Pulsing yellow glow.
10 Longevity. De-age 2d12 years towards physical prime.
11 Gaseous Form. 2d6 rounds. Become an intangible cloud. Move at ½ speed.
12 Glibness. 2d6 rounds. Listeners must Save to disbelieve plausible lies. Winning smile.
13 Polymorph. 1d6+10 mins. As the spell (pg. ###) for the potion’s duration.
Scrying. 1d6+1 rounds. See and hear a location within 100’ as if present. Can change locations each
14
round. Halo of black fog.
15 Shrinking. 2d6 rounds. 1/10th size. Deal 1 damage in melee, take 3x damage. Voice goes high pitched.
16 Speed. 2d6 rounds. Move at 2x speed, make an additional attack each round. Shimmering echoes.
17 Spiderclimb. 1d6+10 mins. Climb at normal movement speed. Can stand on walls or celings.
Telepathy. 2d6 rounds. Detect the thoughts of creatures within 100’. Surface impressions only. Can
18
concentrate to speak directly with the mind of one creature.
19 Delusion. Believe the potion to be a different type (1d20). Tasters will agree on the type. No actual effect.
20 Poison. Save or die. Deals 6d6 poison damage to very large creatures. If tasted, 2d6 poison damage.
PCs can taste a potion and test Intelligence to
determine its effects. One potion can only affect one 1d10 Potion Container Oil / Salve Container
person. They often appear in bundles of 1d3. 1 Bulbous glass orb. Screw-top tin.
1d8 Creature Element Flavour 2 Conical glass flask. Glass jar.
1 Beasts Acid Beef broth. 3 Slim crystal vial. Clay pot.
2 Dragons Air Mild acid. 4 Gourd, cork stopper. Pump-top bottle.
3 Elementals Fire Pine, ash. 5 Re-used wine bottle. Metal syringe-sprayer.
4 Giants Ice Sugar, bacon. 6 Geometric crystal. Wax paper packet.
5 Humans Lightning Salt water. 7 Tiny iron cauldron. Decapitated egg.
6 Orcs / Goblins Stone Bitter herbs. 8 Wax-sealed skull. Taxidermied goose.
7 Plants Void (Sonic) Sour milk. 9 Clay tin-capped stein. Wooden bowl.
8 Undead Water Fish, copper. 10 Leather wineskin. Overfed grub.

3
4 Tools
1d20 Adventuring Equipment
1 Amulet of Featherfall. Fall at ½ speed. Reduce fall damage to 0 at the last possible moment.
2 Amulet of Protection Against [Threat]. See the table below.
Bag of Holding. Normal bag with extradimensional space inside. Can contain 100 Inventory Slots,
3 1,000lbs, or 150 cubic feet. Takes 1d6 rounds to rummage for an item. 5% chance a Bag of Holding is
instead a Bag of Devouring (destroys items instead of storing them).
Bag of Vermin. Normal bag. Can reach in to pull out a mouse, vole, rat, or large beetle. Only one creature
4
can be pulled out every 3 rounds, and no more than 10 in 24 hours. Creatures are not obedient.
5 Bowl of Purity. Poisoned/diseased food/liquids placed in this bowl are purified. Toxins emerge as smoke.
Bucket of Levitation. Wooden bucket. Can be pulled upwards by the handle, 10’ per round, by someone
6
crouching in it. Only floats while someone is crouching in the bucket. Alarmingly wobbly.
7 Darklantern. Casts darkness instead of light. 30’ radius. Assists with stealth.
Decanter of Endless [Element]. 5L/round. Usually water or air. Other elements will cause trouble: 30’
8
cone, 3d6 [element] damage per round, Save to aim and not fall over, take damage to recork.
9 Dimensional Anchor. Lead anchor charm. Within a 30’ radius, nothing can be teleported or banished.
Grappling Launcher. Crossbow-like magical device. 100’ range, fires a grappling hook with 100’ of rope.
10
Hook’s prongs will adjust to find purchase.
11 Gloves of Climbing. Climb at normal movement speed. Cannot involuntarily drop held items.
12 Horn of Alarm. Audible within 300’ to allies only.
Immobile Rod. 3’ iron rod. Button on the end. When activated, cannot be moved by any means except
13
strong magic. Hangs in the air. Can be teleported or destroyed.
Mobile Rod. 3’ iron rod. Button on the end. When activated, fires as fast as an arrow, dealing 1d8 damage
14
on a hit. Will slowly grind through stone. Can pin creatures to a wall, dealing 1d8 damage per round.
Obedient Rope. 50’ coil. Controlled by a person touching it. Moves like a snake. Can slither but not fly. If
15
multiple people are contesting control, roll off. Highest roll has control.
16 Portable Hole. Cloth with a 6’ diameter 10’ deep hole. Can be folded tightly.
Returning Ball. Fist-sized steel ball. Flies back towards thrower at a shouted command. Useful for
17
pressure plates, pit traps, illusions, etc. If thrown hard, 60’ range, 1d4 damage.
18 Sending Stones. Paired oval rocks. Shouts into one emerge as faint tinny whispers from the other.
19 Seven Yard Slippers. Click heels, move at 4x normal speed, but must move maximum distance.
20 Weatherproof Cloak. Immune to conventional weather. Always a pleasant temperature inside.

1d8 Threat Element


1 Ambush. 50% to act in surprise rounds. Acid
2 Curses. Negates one curse (by an item or spell). Amulet is destroyed. Air
3 Death. First time killed by any means, instead reduced to 1 HP. Amulet is destroyed. Fire
4 Disease. Reroll failed Saves against disease. Ice
5 Drowning. Will not sink in liquids. Lightning
6 [Element]. Reduce [element] damage by 2. Stone
7 Mind Reading. Immune to telepathy. Reroled failed Saves against mind-altering effects. Void (Sonic)
8 Scrying. Cannot be found by magical means. Water
1d8 Consumable Items
1 Alchemical Fire. 30’ range, 5’ radius. Sets items and creatures on fire. (1d6 dmg/round). Save to dodge.
2 Disguise Putty. Add or alter fleshy features. Adapts to skin tone, texture. Lasts 24 hours.
3 Dreadgas. 30’ range, 20’ radius cloud. Creatures must Save vs. fear/test Morale or flee.
4 Dust of Mending. Fully repair one mundane item smaller than a wagon.
5 Nail of Sealing. If placed on a chest or door, sinks in and seals it. Takes 1d4+2 rounds to force open.
6 Pyrotechnic. 30’ range, 30’ radius, Save or go blind and deaf for 1 round. Loud, bright, and startling.
7 Ration Tokens. Pack of 10 coin-sized wafers. Each is a horrible, dry, and flavourless meal.
8 Smokebomb. 30’ range, 30’ radius cloud. Opaque grey smoke. 2’ visibility.

4
5 Transport
1d10 Transport
1 Amulet of Teleportation. Teleport wearer to any known location within 1,000 miles. 1 use per day.
Bridle of Obedience. If placed on a creature, 1 rider can steer them as an obedient steed. Creatures can
2 Save with a bonus equal to 2x their HD to escape. Hostile creatures Save every 10 minutes, sapient
creatures Save every round. If a creature escapes, it is immune to this item for 48 hours.
3 Broomstick. Fly normal, 1 passenger. Will fly to owner at a command word if within 30’.
4 Horsewhistle. Summons 1 normal specific horse. If it is slain, summons 1 normal horse corpse.
5 Folding Boat. 8 passengers. Folds to the size of a napkin. 1d6 rounds to unfold, 1d6+10 mins to fold.
6 Magic Carpet. Fly normal, 4 passengers. Occupies 4 inventory slots when rolled.
Seven League Boots. Step 21 miles exactly. Pass by or around buildings, trees, etc. but not through walls.
7
Boots will try to land on flat and safe terrain, but no guarantees. Cannot be used indoors.
Underwater Apparatus. Hollow metal lobster-fish-machine. 3 passengers. Swim 2x normal, dive up to
8
900’, 6 hours of air. 2 claw attacks, 2d6 damage on a hit, can also grip. 100 HP, armour as plate.
9 Walking Wagon. 6 passengers, move normal. Ignores difficult terrain. Open-topped, self-driving.
10 Wings of Flying. Fly 2x normal. Back harness. Cannot wear chain or plate armour.

1d8 Broomstick Form Magic Carpet Form Walking Wagon Form


1 Gnarled bristled besom. Tassle-edged woven carpet. Four-legged wobbly wooden cart.
2 Translucent disc of magic. Semi-solid cloud. Decaying pumpkin carriage.
3 Stone mortar and pestle. Paper and silk butterfly. Palanquin with marionettes.
4 Petrified snake. Gemstone eyes. Half-collapsed ragged sofa. Brass mechanical tarantula.
5 Giant yarrow stalk. Sheds pollen. Giant crocodile skull. Mossy chicken-legged bucket.
6 Copper fume-filled pig. Steam-jet bathtub. Hovering stone slab.
7 Rune-encrusted lacquered oar. Oversized legal scroll. Wax seals. Belt-treaded clanking platform.
8 Pedal-powered ornithropter. Inverted empty snail shell. Decapitated peeled brass bull.

5
5 Helms
1d20 Helm of…
1 Appraisal. Know the local market value of mundane items. Detect false gems, fool’s gold, forgeries, etc.
2 Attraction. If a magic effect targets anything within 30’, wearer can choose to have it target them instead.
Blasting. Once per day, 50’ radius, 3d6 damage, Save for half. Wearer is deafened and blinded for 1
3
round. Each use has a 5% chance of destroying the helm, dealing its damage to the wearer.
4 Darkvision. See up to 60’ in darkness. Toggle glowing eyes.
5 Dread. Glowing red eyes, shadowed face. Once per day, 50’ cone, Save vs. fear/test Morale or flee.
6 Eyes. 360 degree vision. Detect invisible creatures and illusions. 50% chance to act in surprise rounds.
7 Hardness. Reduce incoming bludgeoning damage by 3. Immune to damage from falling objects.
8 Headlessness. Makes head invisible and intangible. Immune to mind-altering effects. May worry people.
9 Horns. Make an additional club attack each round, dealing 1d6+1 damage on a hit.
10 Hunger. Lamprey mouth. Any organic matter (wood, corpses, etc.) counts as a meal. Immune to poison.
11 Languages. Speak, hear, and read a slightly garbled and dry version of any language. Non-protective.
12 Mageslayer. Reduce magic damage by 2. +4 to Save vs. magic. Glows if wearer is targeted by a spell.
Mirrored. Glamour mimics the face of any intelligent creature looking at the helm. Different people see
13
their own face. Glamour is fooled by disguises and illusions.
14 Sealed. Immune to toxic gasses. Reduce acid damage by 2. Bulbous filters and hoses. Non-protective.
15 Shouting. Clearly audible within 1 mile at maximum volume. Wearer cannot be deafened.
16 Teleportation. Teleport wearer to any known location within 1,000 miles. 1 use per day. Non-protective.
Telepathy. Detect the thoughts of creatures within 100’. Surface impressions only. Can concentrate to
17
speak directly with the mind of one creature. Non-protective.
18 Underwater Action. See, hear, and breathe underwater. 60’ darkvision underwater.
Cursed Devouring. Appears to be a different helm (1d20). After 2d6 rounds, will messily devour wearer’s
19
head. Instant death, no Save. Sprays blood 30’ radius.
Cursed Opposition. Massive change to personality. Good to evil, generous to miserly, courageous to
20
cowardly, etc. In settings with cosmic alignment, it is also altered. Wearer will resist removing the helm.
Unless otherwise stated, Helms provide the same Non-protective helms are not armour. If a non-
protection as armour work by the character. See the protective helm is hit by an attack that deals 3 or
optional rule for mixed armour (pg. ###). more damage, it is destroyed. Other Headgear (below)
follows the rules for non-protective helms.

1d12 Other Headgear


Cap of Capering. Impossible to hide or sneak. Each round, wearer gets +6 AC until the start of their next
1 turn if are not holding a weapon and take no offensive action. Save each round or comically drop any held
item. Jingling bells, bright stripes, unhelpful sound effects.
2 Coronet of Blades. Spinning ring of daggers. All adjacent creatures take 1 damage per round.
Coward’s Cap. As a reaction, wearer can leap into the extradimensional space inside the hat. Feet still
3
stick out. Can move, but cannot see or attack. Takes 1d4 rounds to wriggle back out.
4 Crown of the Martyr. If an attack deals 3 or more damage to the wearer, restore 1 HP to allies within 10’.
Crown of Contempt. 3 times per day, furrow brow and fire a burning magic beam at something you
5
despise. 50’ range, 1d8 damage. 50% chance to fire involuntarily if annoyed. GM’s discretion.
Hat of Wrangling. +2 to attack rolls against beasts. Beasts reroll morale tests against the wearer; wearer
6
chooses which result is used.
7 Library Bicorn. Can store and instantly access up to 15 books in the hat. Tragically flammable.
8 Mask of Tragedicomedy. Wearer has perfect emotional control. +4 to Save vs. mind-altering effects.
9 Nightcap. Can fall asleep as a reaction. Wake up after 1 damage or 1d4 rounds of vigorous shaking.
10 Veil of Secrecy. 50% chance to resist gaze attacks or other sight-based effects, after normal Saves.
11 Wig of Wisdom. Grants training in local laws. Save to lie to the wearer; wearer must Save to lie.
X-Ray Goggles. Can see through 20’ of wood, cloth, and flesh, 10’ of stone, and 10” of metal. Detect
12
secret doors and invisible creatures. Lose 1 HP per round of use. Scanning a 20x20’ area takes 1 round.

6
7 Holy Items
1d10 Weapons
1 Crepuscular. 3 times per day, fire 3 rays. 50’ range, 1d10 holy damage, wielder takes ½ damage dealt.
Cursebreaking. +1. If an attack deals damage to a creature, 1-in-6 chance to cast Remove Curse (pg.
2
###). Does not work with deliberate damage-reducing shenanigans.
Healing. +1. Heals good creatures, damages neutral and evil creatures. Determined by cosmic aligment
3
and/or the weapon’s harsh and uncompromising views, not the wielder’s.
Holy Avenger. +3. Additional +3 damage to unholy targets. Once per round, a Paladin wielding this
4
weapon may cast Dispel Magic (pg. ###) with a 10’ range.
Inquisitorial. +1, +3 against heretical members of your faith. Glows red hot if people of your faith lie within
5
50’. Notorious and feared symbol.
6 Lightbearing. +1. Casts light as a torch. Once per day, bright sunlight in a 50’ radius for 1 minute.
7 Merciful. +2. Cannot kill a living creature. Can maim, dismember, scar, and bludgeon to unconciousness.
8 Questing. +1, +3 against a specific named target you have vowed to destroy. One target at a time.
9 Wounding. +2. Damage dealt cannot be healed by magical means or regeneration.
Wrathful. +2 if the wielder has taken damage this combat. A Cleric wielding this weapon may use their
10
Turn Undead ability as if they were 2 levels higher.

1d10 Armour (Also see pg. ###).


1 Divine Flame. +1. If wearer is hit by a melee attack, deals 1d4 fire damage to attacker.
2 Ethereal. +3. Invisible, weightless. Armour does not affect physical attacks or damage.
3 Friendship. +1. 3 times per day, hug a person. They gain [Wearer’s Level] temporary HP.
4 Immaculate. +2. Cannot be soiled, coated, or destroyed. Reduce incoming elemental damage by 2.
5 Vigilant. +2. Wearer does not need to sleep and cannot be rendered unconscious while alive.
6 Winged. +1. Fly normal, but only outdoors or very large rooms (>50’ ceilings).
Helm of Purpose. Immune to mind-altering effects. Cannot sprint. Hirelings reroll failed Morale checks.
7
Hostile spells targeting the wearer deal 1d6 damage to the caster. Slab-faced, thick iron plates.
Minor Halo. Casts light as a candle. Reduce incoming holy and unholy damage by 2. Wearer can choose
8
not to count as a living creature for the purposes of spells and abilities. Non-protective.
9 Mitre. Increase healing and damage from the wearer’s spells by +[Wearer’s Level]. Non-protective.
10 Shield of the Righteous. +2. Also provides +1 AC to allies in a 10’ cone behind the wielder.
For unholy items, replace “holy” with “unholy”, switch
“good” and “evil”, and adjust other effects as needed.
“Unholy” usually includes undead, infernal, posessed,
or blasphemous creatures.
Holy items burn any unholy person who attempts to
wield them. The divine fire is merely painful at first. If
the character persists, they are wracked with agony.
While carrying the item, they must roll twice whenever
they attack or Save and take the worse result.
1d10 Consumable Items
1 Amulet of Death Warding. Automatically pass a Save againt the spell Finger of Death (pg. ###). 12 uses.
2 Blessed Candle. Flares brightly in the presence of unholy or possessed creatures. Burns for 6 hours.
3 Divine Mushroom. Eater is fully healed and cured of all diseases. Add 20 years to natural lifespan.
Ghost-Burning Salt. Pour a 60’ line. Ethereal undead creatures must Save to cross. If they cross, they take
4
1d6 fire damage and become visible.
5 Heart-Seeking Stake. Flies to position itself over the heart of 1 incapacitated creature within 30’.
6 Holy Water Flask. 10’ thrown/splashed. 2d4 damage to unholy creatures. Sizzles on cursed items.
7 Incense. 50’ radius, 10 minutes. Unholy creatures take 1 damage per round and cannot see beyond 10’.
8 Life Shroud. Wrapped corpse will not decay and cannot be animated or possessed.
9 Scriptural Bandages. Keep a dying person alive, barely, for 6 hours, provided they take no further damage.
10 Venerated Balm. Heal naturally at 2x speed. Requires daily prayers. Lasts 3 weeks or until washed.

21
1d12 Icons
OPTIONAL RULE: ICONOGRAPHY Iconodules
Some sects consider Icons to be reflections of the
A Cleric, Paladin, or divinely affiliated PC must be
divine. Icons must be displayed to have an effect.
either an Iconoclast or an Iconodule. One sect usually
Unless a specific back frame, helmet, or shield is
enjoys official support, the other is persecuted. Other
constructed, displaying an Icon requires 1 hand.
PCs may choose an affiliation, or be Disreputable
Unless otherwise noted, they occupy 1 inventory slot
Pagans (who cannot benefits from Icons).
(pg. ###). A PC can carry any number of Icons.
Effects are split by sect; the benefits of a displayed /
The destruction of a carried Icon deals 1d4 damage
destroyed Icon only apply to Iconodule / Iconoclast
to an Iconodule PC. They must also Save or
PCs and witnesses. Destroying an icon should always
permanently reduce a random stat by 1. Weeping and
be a gamble.
contrition are not required but are encouraged.
Characters can switch affiliation with a tedious,
humiliating, and expensive public ceremony. The Iconoclasts
procedure requires a priest and at least 100gp. Some sects consider Icons to be blasphemous idols.
Switching a second time might be tolerated. A third Their supposed power comes from mischievous devils
switch marks the character as a faithless fool; they or foolish superstition. Deliberatly destroying an Icon
gain no benefit from either sect and are treated with yields a one-time benefit. Destroyed icons yield
universal contempt. 1d20gp worth of gold and silver leaf.

1d12 Icon of… Iconodule Effect (While Displayed) Iconoclast Effect (When Destroyed)
The Seventh Emperor. Golden At the start of combat, witnesses Witnesses heal fully and are cured
1
starburst on a pole. within 100’ gain +6 temporary HP. of diseases. Yields 20x1d20gp.
St. Athagel, who, though Witnesses within 100' do not need Can fall alseep instantly, in any
2 besieged, remained in vigilant to sleep and cannot be rendered conditions, and wake at a set time
prayer for fifty days and nights. unconscious while alive. or with a set trigger.
St. Eudoxia, who was nightly Hostile summoned creatures cannot Reroll reaction roll / disposition of
3
tormented by demons. approach within 20'. sumoned creatures.
St. Evantia the Wanderer, who Cannot be fettered or bound. Lose 1 Invisible, intangible, and
4
only stopped to pray and sleep. HP to run at 2x speed for 1 round. untargetable while asleep.
St. Gratian, martyr. Tied to a Cannot be struck by mundane Increase range of all ranged
5
stake and pierced by darts. ranged weapons. Requires 2 hands. weapons and spells by +30'.
St. Neophotus. Stauch Cannot be pushed, moved, tripped, +2 to AC when unarmoured, +2 to
6
defender of true doctrines. or knocked prone. Saves to dodge.
When attacking from ambush, on If ambushed or surprised, +2 to AC
St. Tarsus, martyr. Champion of
7 their first round, witnesses within and take ½ damage on the first
the Faith.
10’ may make an additional attack. round.
St. Tyrophon. At the saint's Target fresh corpse answers 3 First time killed by any means,
8
command, the dead returned. questions. The corpse can lie. instead reduced to 1 HP.
St. Verina of the Baleful Gaze. Once per day, fires a holy bolt. 100’
9 All offensive spells deal +1 damage.
Killed pagans with a glance. range, 2d6+2 damage.
St. Praetextatus the Hermit, Strength becomes 18. Can bend
10 Gain +2 Quickdraw Slots (pg. ###).
who wrestled lions. iron bars with bare hands.
The Sword of the First Weapons of witnesses within 100’ Take ½ damage from non-magical
11
Archangel. Blazing silk. count as magic weapons. weapons.
St. Cyra, martyr. Posthumously Undead cannot approach within 20'.
12 Reroll failed Saves against death.
visited congregation in dreams. Ghosts within 100’ are visible.

23
1d20 Relics
OPTIONAL RULE: RELICS
The relics of a saint are the saint. Any magic targeting Unless otherwise noted, relics occupy 1 inventory slot
the soul of a person carrying a relic has a 1% chance (pg. ###). A PC can carry any number of relics. Some
to strike the relic (and saint) instead. Relics have 6 relics must be held or displayed to have an effect, but
HP. Saints are immune to most magic, but some most work if hidden in a pocket, backpack or
particularly powerful spells might be have dire reliquary.
consequences for either the caster, the relic-carrier,
or the saint.

1d20 Relic Effect


Ashes of St. Sophia, pyromartyr. Autoimmolated Once per day, emit a flame burst. 2d6 fire damage, 10'
1
rather than face eternal shame. radius. Does not burn bearer or allies.
Briar-Wrapped Heart of St. Anastasius. Blind, Take 1 damage to gain 30’ darkvision for 10 minutes.
2
yet dictated mighty sermons. Must grip the heart to gain this benefit.
Burial Shroud of St. Larch. Did not expire until When slain, can still speak and make minor movements
3
he recieved his Abbot's permission. for 1 hour.
Chain of St. Volusian, martyr. Crushed by steel Can wear as +1 chain armour. Wearer can lose 2
4
coils, the saint's blood ran pure and clear. permanent HP to reduce incoming attack damage to 1.
Dying Breath of St. Calixta, whose body was Immune to mundane diseases. While held to lips, no
5
consumed by envious tumors. longer need to breathe.
Flayed Skin of St. Hermalyos, martyr. Endured Immune to pain. Increase effect of magical healing (both
6
six days of unspeakable torture. administered and received) by +3.
Foot of St. Psellus, martyr. Thrown from a tower, Fall damage (and damage from spikes in pit traps, etc.)
7
he lived long enough to convert his enemies. can reduce the bearer to 1 HP, but cannot kill them.
Glass-Encased Tooth of St. Florus, martyr. Fed Immune to poison. While held, bite attack deals +1d4
8
live scorpions by his captors. posion damage.
Hair of St. Basina, martyr. Fleeing an unwanted Reduce incoming bludgeoning damage by 3. Cannot be
9
marriage, she was beaten to death by sticks. knocked prone.
Hand of St. Auxitius, who cured all by his touch Once per day, while held, can restore 2d6+2 HP to a
10
or by his prayers. touched living creature.
Hand of St. Iustina, who tamed wild beasts by While held, beasts must Save to attack the bearer.
11
her kind words and calm demeanour. Immune to mind-altering effects.
Head of St. Ignatio, martyr. His holiness was Reduce incoming slashing damage by 3. Immune to
12
such that it took nine blows to sever his spine. vorpal weapons (pg. ###).
Mummified Heart of St. Polyeuktos, martyr. While held with both hands, concious, and praying,
13
Beheaded, mangled, and scattered. regenerate 1 HP at the start of each round.
Rib of St. Placida, martyr. Her zeal inflamed Hirelings get a +2 bonus to Morale or Saves against fear.
14
and her death converted a vast mob. Weapons of hirelings count as magical.
Robe Fragment of St. Martinus the Hermit. Effectively invisible to intelligent enemies until you take
15
Lived unseen in the wilderness for sixty years. offensive action or make an attack.
Scapula of St. Alphage, martyr. The lash marks If an ally within 50' takes damage, you can take 1d6
16
are still visible on the bone. damage to reduce their damage by 6.
Skull of St. Domitian, who spent all his family's Can donate, scatter, or burn ###gp to restore all HP or
17
wealth with a free and easy hand. remove 1 curse. Cannot give to allies.
Skull of St. Ellia, martyr. Her eyes gouged out by Cannot be blinded or deafened, even if eyes are
18
hot irons, she still proclaimed her faith. destroyed or ears mangled.
Thighbone of St. Regulus the Theologian. Save to reduce incoming lightning damage to 0. On a
19
Survived nine shipwrecks while preaching. critical success, can redirect the lightning.
Tongue of St. Placida, who removed her own Speak telepathically to allies and holy figures within 50’.
20
tongue to avoid accidental blasphemies. Can only broadcast. Cannot curse.

24
8 Roguish Items
1d10 Weapons
Deceptive. +2. Disguised as an innocuous item. A sword appears to be a walking stick or umbrella. A
1
dagger appears to be a spoon Weapon does not appear to be magical unless closely examined.
2 Disarming. +2. On a hit, target must Save or drop one held item.
3 Dispensing. +1. 3 slots for vials of liquid (poison, acid, etc.) Can be dispensed with the press of a button.
Dissembling. +1. On a hit that deals damage to a human-sized creature, wielder can be take on the
4
illusionary appearance of the target for 30mins. Does not mimic voices or supernatural abilities.
Gambler’s Aid. +1. Wielder can speak a command word to replace a coin they are holding with this
5
weapon, provided the weapon is within 10' of the wielder. Cannot intersect another object.
Infinite Dagger. Requires a 10min ritual to bind. Owner always has a non-magical dagger. Thrown or
6
discarded daggers disappear after 3 rounds. Item can be taken if owner is killed. Ouroboros gem.
7 Infrahuming. +2. The bodies of human-sized creatures slain by this weapon become invisible.
Lightdrinking. +1. While drawn, darkens light sources within 30’. Fire is not extinguished, but casts no
8
light. Magical light sources get a Save.
9 Slithering. +1. On a hit, wielder can immediately move 10’ in any direction.
10 Treacherous. +2. Make an additional attack if the target trusts you. Deal +1d6 damage to former friends.
1d10 Armour (Also see pg. ###).
1 Greasy. +1. Wearer does not take an attack penalty and can move at full speed while prone.
Infiltration. +2. Once per hour, armour can shift to match a visible uniform or livery. Cannot mimic unique
2
or personalized garb. Could resemble a guard, a royal courier, or a member of a holy order.
Misdirection. +2. Once per day, upon taking 3 or more damage, wearer can leave behind an illusionary
3
corpse, teleport 10’, and become invisible for 3 rounds or until they take any offensive action.
Painful Wisdom. +1. If reduced to 1 HP or below by circumstances beyond the wearer’s control (combat,
4
not running into a brick wall for fun), gain +2 HP and +1 critical hit range permanently (max of +10/+5).
5 Reactive. +1. If wearer takes damage while surprised, once per round, deals 1d6+1 damage to attacker.
6 Smuggling. +1. Hide 1 Inventory Slot from all searches and scrying. Takes 3 rounds to access.
Cap of Trickery. By concentrating, can create an illusionary object the size of an apple, a noise as loud as
7
a shout, or a mild odour at a point 30’. Non-protective. Jaunty peak, ostrich feather.
Fugitive’s Skullcap. +1. Steel bowl, invisible while worn. If wearer would be decapitated, they are instead
8
unharmed. Skullcap detaches with a summoned replica head. Wearer’s head is invisible for 6hrs.
Hood of Shadows. +1. Step into any unlit area and teleport to to any known unlit location within 10 miles.
9
This teleporation registers as very subtle magic. 3 uses per day.
Mask of Banditry. Wearer moves silently, leaves no footprints or fingerprints, and can climb with both
10
hands full. Black ribbon with eyeholes. Non-protective.

1d10 Consumable Items


1 Cacophony Bottle. Makes a baffling unpleasant noise for 10 minutes. Audible within 300’.
Caltrop Paint. Grey/black, covers 20’x20’. Anything walking over the area takes 1d4 damage per round.
2
Slow and cautious movement does not trigger this effect. Lasts 24hrs or until washed.
3 Cartilage Key. Unlocks any nonmagical lock. Reuseable, but 1-in-6 chance of exploding noisly when used.
Cousin M. Pink rubber orb. 30’ range. Inflates into an unconvincing copy of the thrower. Rubbery, waves
4
arms, smells a bit like ham. Deflates in 1d10 minutes.
5 Defacing Sand. When thrown at a portrait, disguises and alters facial features in a plausible way.
False Fire. 30’ range, 5’ radius. Appears to sets items and creatures on fire. No damage. Fire spreads and
6
is extinguished normally. Fades after 10 minutes or if it encounters real fire.
Leather Soles. When activated, will run around leaving a trail of footprints. Makes convincing noises. Can
7
be vaguely directed (E.g. “run towards town”, “walk slowly back and forth”). The soles vanish after 1 hour.
8 Loathing Potion. Opposite of a love potion. Drinker will detest the first person they see for 24 hrs.
9 Ropestring. 100’ of string that can become 100’ of sturdy rope.
Wood Softener. Bottle of brown oil. Makes wood as soft as clay for 1 hour. One bottle will cover a door,
10
dining table, six chairs, a small tree, or a gallows.

25
Pocket Rubbish
1d20 Rustic Refined Adventurous Monstrous Goblin
1 Sand. Digestive pills. Stained bandages. Uprooted tongue. Mashed eels.
2 Stale bread crust. Broken monocle. Patched wool socks. Wooden mallet. Awful acidic wine.
3 Clay donkey charm. Fruit bun with jam. Ostrich feather. Strangling wire. Hooks and wire.
4 Tiny ball of red wax. Lace doily. Soaked chalk. Bloody molars. Locket full of leaves.
5 Soggy turnip. Torn paper fan. 6 glass marbles. Reeking beef. Tuft of raw wool.
6 Dried flower. Lucky tin medallion. Inaccurate compass. Rusted chain. Earwax collection.
7 Clump of feathers. Wig powder. Empty wineskin. Iron tongs. Nose flute.
8 I.O.U. note for 8cp. Empty perfume vial. Prophylactics. Shredded skirt. Carnivorous snail.
9 Bone toothpick. Cracked mirror. Corner of a map. Rotting green ham. Shed snakeskin.
10 Candle stub. Unlabelled key. Wanted poster. Severed thumb. Mouldy fruit.
11 Fraying ribbon. 14gp gambling debt. Cheap fake nose. Bloody rags. Bottle of algae.
12 Cheese rind. Toasting fork. Waterproof hat. Jawbones. Petrified toad.
13 Snapped belt. Empty velvet pouch. Smashed kettle. Dried heart. Fistful of maggots.
14 Tattered kerchief. Lump of sugar. Badly frayed rope. Menacing corkscrew. Amusing carrot.
15 Polished pebble. Silver-plate bangle. One match. Extracted beard. Leather blindfold.
16 Snail shell. Moustache grease. Sticky pot of ink. Halfling stew. Stringy sludge.
17 Mediocre string. Beauty mark pen. Rattling whistle. Stretched goose. Ice cubes.
18 Wooden buttons. Lewd playing cards. 3d6cp in a sock. Bag of breadcrumbs. Moist live fish.
19 Plucked weeds. Sodden love letter. Bent crampons. Peeled rabbit. Sharpened spoon.
20 Iron nail. Pink carnation. Seasoning salt. Broken manacles. Another Goblin.
1d8 Provocative Letter Detail Virtue Vice
1 Conspiracy to assassinate a local leader. Crumbling paper. Dried over a fire. Courage Envy
2 Blackmail demand. Hints of a scandal. Red wax seal, pompous ribbons. Diligence Gluttony
3 Acrimonious negotiations. Emerald ink. Neat handwriting. Humility Greed
4 Admission of heresy. Tiny, cramped. Easy to conceal. Justice Hatred
5 Sorcerous, magical, or alchemical insight. Lightly bloodstained. Kindness Lust
6 Forbidden love. Elopement, adultery, etc. Stabbed multiple times. Patience Pride
7 Cringing apology for a failed scheme. Shaky handwriting, ink spots. Prudence Sloth
8 Treasure map (pg. ###). Trivial substitution cypher. Temperance Wrath

Ghastly Tomb Tinies


A is for ARNOLD B is for BLACK LEAF C is for CORRIN
corrupt in the head declared to be dead stabbed in the back

Overhead shot, cultist with an Thief expiring from a poison dart in Shadow of a ghoulish arm with a
exploded head. neck. See Chick Tract. bone dagger behind a kneeling
fighter.

•+1 acid dagger (pg. ###). •Potion of Spiderclimb (pg. ###). •


•Maroon robes, obscene scrawlings. •Leather armour (pg. ###).

26
D is for DIMBLE E is for ERIC F is for FAERIS
who missed an attack caught doing a crime who softened to slime

Halfling with a large sword swinging Burglar in striped outfit and mask, Armour and clothes still mostly
it into the ground and looking up in climbing down a wall with a loot standing upright as contents
alarm. sack, caught in a spotlight. dissolve and dribble out.

• • •

G is for GRIMM H is for HAROLD I is for IRIS


betrayed by their porters sliced into quarters impaled on a spike

Porter with a backpack, gold tooth, Front view of a quadrisected


evil grin, bristles, etc. cutting a paladin in plate armour. Off-centre Hooded ranger-type falling into a
dangling rope. diagonal slices. spiked pit trap.

• • •

J is for JADEWYNN K is for KARAK L is for LIAM


poached by a pike devoured by grues poisoned by booze

Carousing bard hunched at a table


Rowboat, tipping, with a giant fang- Extinguished torch, severed hand with a stack of tankards, bottles,
toothed pike devouring one end of still gripping it. flasks, shots, etc. in front of them.
it. Terrified cleric with oars.

• • •

M is for MAGNUS N is for NESTOR O is for OMNIC


who meddled with fate trapped outside a gate abducted by hawks

Two identical sorcerers pointing at Fighter hammering on a wooden Tiny distant figure dangling below a
each other in shock. gate, looking over shoulder in fear. flock of birds.
Arrows studded into gate, fighter.

• • •

27
P is for PUTNAM Q is for Q’XSH R is for ROWAN
flattened by rocks left behind in a chase pulverized by a mace

Heap of boulders with a pair of Wizard lying flat on the left of the Heavily armoured fighter with
curly-toed boots sticking out from frame, reaching up, as if they’d just shield. head smashed into
under them. fallen. Sugestion of running legs on shoulders, helmet squashed like a
the right of the image. tin can.

• • •

S is for SCARLETT T is for THRAN U is for URIST


succumbed to decay ensnared by the fey denuded by rust

Mummy emerging from a Cleric dancing with a taller ethereal


sarcophagus, lurching towards a Dwarf in rapidly disintegrating
pointed-ear figure. Menacing cutout
bewildered illusionist. armour, flailing bare-handed at a
eyes.
Rust Monster.

• • •

V is for VARIS W is for WALLY X is for XANDER


who lost his friends’ trust crushed in a crowd choked by a cloud

Alchemist in a long coat popping


Thief, hunched over, picking at the Bard squished and mangled into a open a flask. Cork at their feet.
purse of an armoured PC, who is Z-shape. Other figures are just Head and shoulders enveloped in
looking over their shoulder and outlines. an opaque cloud.
down in anger.

• • •

Y is for YARLO Z is for ZOZ


decieved by a chest who neglected to rest

Thief, focused on picking the lock of Robed caster with an old-timey bag
a chest. Chest is sprouting eyes, of ice on their head. Arm in a sling
teeth, tentaches. holding a spellbook, bandages,
cuts, etc.

• •

28

You might also like