Broken Sorcery
Chapter 16
Treasure
You seek gold and ancient artifacts of power— for greed, to donate, or for the power to protect those you love.
Treasure comes in two forms: Pocket Change and Treasure Hoards.
Monsters in the Bestiary (see Bestiary) have Treasure (column T).
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When looting a marauding monster, the GM rolls for Treasure on the Pocket Change table before the Encounter. If the encounter carries Potions or Magic Items, they’ll be sure to use them against you.
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When looting a monster’s lair, you get to roll for a Treasure Hoard! Which also grants you XP (see Experience).
Potions, Scrolls, and Magic Items have a varying percentage chance of being found (noted in parenthesis on the Treasure tables).
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Gems: Precious stones which may have been expertly cut and refined
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Potions: Magical Potions & Poisons which have been Brewed from organic and monstrous Ingredients
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Scripts: Scrolls, Tomes, and Recipes which contain arcane secrets
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Magic Items: Objects and Weapons of immense power, highly sought after by Treasure Hunters, Spellcasters, and Monarchs
Pocket Change
Your first Coin Purse is Free To Carry!
| T | COINS | GEMS/JEWELS | POTIONS | SCRIPTS | MAGIC ITEMS |
|---|---|---|---|---|---|
| A | d20 – d12 GP | – | – | – | – |
| B | d20 – d6 GP | – | – | – | – |
| C | 2d20 GP | – | 1 Potion (10%) | – | 1 Magic Item (5%) |
| D | 2d30 GP | – | 1 Potion (50%) | – | – |
| E | – | d4 Jewels | d4 Potions (80%) | 1 Scroll (20%) | – |
| F | 8d6 GP | – | – | 1 Tome (30%) | – |
| G | – | 2d4 Gems | – | 1 Recipe (35%) | – |
| H | 6d12 GP | d4 – d4 Jewels | – | d4 Scrolls (35%) | 1 Magic Item (25%) |
| J | – | d4 Gems | d4 Potions (30%) | d4 Recipes (25%) | d4 Magic Items (15%) |
| K | – | – | d4 Potions (50%) | d4 Scrolls (25%) | 1 Magic Item (10%) |
Treasure Hoard
Ancient treasure, guarded by foul beasts and crooked tyrants. Grants XP!
| T | COINS | GEMS/JEWELS | POTIONS | SCRIPTS | MAGIC ITEMS |
|---|---|---|---|---|---|
| R | d100 GP | – | d4 Potions (10%) | – | – |
| S | 3d100 GP | – | – | – | 1 Magic Item (5%) |
| T | d100 × 10 GP | – | – | – | – |
| U | 2d100 GP | – | d4 Potions (80%) | 1 Tome (20%) | – |
| V | 2d100 GP | d4 Gems | 2d6 Potions (60%) | 1 Recipe (30%) | 1 Magic Item (20%) |
| W | d100 × 10 GP | d4 Jewels | – | d4 Scrolls (35%) | – |
| X | d100 × 20 GP | 2d6 Gems | d4 Potions (15%) | 1 Scroll (50%) | 1 Magic Item (30%) |
| Y | d100 × 30 GP | 2d6 Jewels | – | d6 Scrolls (25%) | d4 Magic Items (15%) |
| Z | d100 × 40 GP | 2d12 Gems | d4 Potions (80%) | d6 Tomes (25%) | d4 Magic Items (15%) |
Gems
Highly sought after precious stones which allow for easy transport of vast amounts of wealth.
Gems have a 25% chance of being Un-Cut, which decreases their value by about half until properly refined.
| # | VALUE | DESCRIPTION |
|---|---|---|
| 1–25 | 10 GP | Agates, Blue Quartz, Lapis Lazuli, Malachite, Turquoise |
| 26–50 | 50 GP | Bloodstone, Carnelian, Jasper, Moonstone, Onyx, Rose Quartz, Zircon |
| 51–70 | 100 GP | Amber, Amethyst, Coral, Jade, Jet, Pearl |
| 71–90 | 500 GP | Aquamarine, Garnet, Topaz |
| 91–99 | 1,000 GP | Black Opal, Fire Opal, Topaz, Sapphire |
| 100 | 5,000 GP | Black Sapphire, Diamond, Emerald, Ruby |
Jewels
Ornate, highly valuable jewelry.
| # | VALUE | DESCRIPTION |
|---|---|---|
| 1–25 | 50 GP | Gold ring |
| 26–46 | 100 GP | Gold necklace |
| 47–63 | 150 GP | Gem-set ring |
| 64–76 | 250 GP | Gem-set necklace |
| 77–86 | 500 GP | Small, jeweled box |
| 87–93 | 1,200 GP | Jeweled scepter |
| 94–99 | 1,600 GP | Jewel crown |
| 100 | 2,500 GP | Jewel encrusted helm |
Potions
Magical elixirs, philters, and Poison. Randomly acquired Potions have a 5% chance of being from a Bad Batch, determined at time of consumption. Roll on the Potions & Poisons table (see Potions).
Scripts
Scrolls, Tomes, and Recipes come in many Languages. You’ll need to read and write the Language or seek a translator before you can use the Scroll, Tome, or Recipe.
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Scrolls: Roll on the Spells table (see Spells)
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Tomes: Roll on the Spells table 2d6 times (see Spells)
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Recipes: Roll on the Potions & Poisons table (see Potions)
| # | LANGUAGE |
|---|---|
| 1–5 | Common |
| 6 | Dwarvish |
| 7 | Elvish |
| 8 | Gnomish |
| 9 | Orcish |
| 10 | Goblin |
| 11 | Draconic |
| 12 | Demonic |
Magic Items
Ancient artifacts from a forgotten time. Magic Items can be recognized by their striking appearance, faint glow, subtle vibration, or radiating temperature.
The best way to identify a Magic Item’s properties is through use; Bards, scholars, and Spellcasters may have alternative methods.
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5% of Magic Items are Cursed (rolled secretly by the GM)
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Magic Items capable of casting Spells never fail and never trigger Chaos
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Charges can be recharged with Enchant or at Wells of Power
| # | CATEGORY |
|---|---|
| 1–20 | Potions (d6) |
| 21–35 | Scrolls (d4) |
| 36–50 | Rings |
| 51–57 | Rods, Staves, & Wands |
| 58–67 | Garments |
| 68–72 | Arcane Devices |
| 73–85 | Armor |
| 86–100 | Weapons |
Rings
Rings forged with magic, glowing faintly and radiating subtle warmth.
| # | RINGS |
|---|---|
| 1 | Ring of Accumulation |
| 2 | Ring of Counterspell |
| 3 | Ring of Elemental Channeling |
| 4 | Ring of Fire Resistance |
| 5 | Ring of Ice Resistance |
| 6 | Ring of Intellect |
| 7 | Ring of Invisibility |
| 8 | Ring of Jumping |
| 9 | Ring of Mind Shield |
| 10 | Ring of Persuasion |
| 11 | Ring of Power |
| 12 | Ring of Protection |
| 13 | Ring of Regeneration |
| 14 | Ring of Speed |
| 15 | Ring of Telepathy |
| 16 | Ring of Teleportation |
| 17 | Ring of the Chameleon |
| 18 | Ring of the Feather |
| 19 | Ring of the Wise |
| 20 | Ring of Vitality |
Rods, Staves, & Wands
Short rods, powerful staves, and delicate wands made of metal, wood, bone, and magic.
| # | RODS, STAVES, & WANDS |
|---|---|
| 1 | Immovable Rod |
| 2 | Rod of Absorption |
| 3 | Rod of Authority |
| 4 | Rod of Passage |
| 5 | Rod of Resurrection |
| 6 | Staff of Explosions |
| 7 | Staff of Healing |
| 8 | Staff of Ice |
| 9 | Staff of Power |
| 10 | Staff of the Guardian |
| 11 | Staff of the Magi |
| 12 | Wand of Chaos |
| 13 | Wand of Conjuration |
| 14 | Wand of Earth & Stone |
| 15 | Wand of Fireball |
| 16 | Wand of Ice Blast |
| 17 | Wand of Lightning Bolt |
| 18 | Wand of Magic Detection |
| 19 | Wand of Magic Missile |
| 20 | Wand of Polymorph |
Garments
Magical clothing which adapts to the wearer.
| # | GARMENTS |
|---|---|
| 1 | Boots of Elvenkind |
| 2 | Boots of the Hinterland |
| 3 | Cloak of Invisibility |
| 4 | Cloak of Protection |
| 5 | Cloak of Stoneskin |
| 6 | Cloak of the Arachnids |
| 7 | Cloak of the Bat |
| 8 | Cloak of the Fey |
| 9 | Robe of the Archmagi |
| 10 | Sandals of Slipperiness |
Arcane Devices
Obscure objects of powerful enchantment.
| # | ARCANE DEVICES |
|---|---|
| 1 | Amulet of Mind Reading |
| 2 | Amulet of Mind Shield |
| 3 | Amulet of Plane Shift |
| 4 | Bag of Explosive Marbles |
| 5 | Bag of Holding |
| 6 | Boat of Folding |
| 7 | Book of the Fey |
| 8 | Book of the Vile |
| 9 | Bottle of Elemental Containment |
| 10 | Broach of Warning |
| 11 | Crystal Ball |
| 12 | Cubic Gate |
| 13 | Deck of Many Things |
| 14 | Flying Carpet |
| 15 | Genie Bottle |
| 16 | Glowing Gem |
| 17 | Horn of Shattering |
| 18 | Horn of Summoning |
| 19 | Incense of Meditation |
| 20 | Orbital Stones |
| 21 | Lenses of the Scholar |
| 22 | Lenses of True Seeing |
| 23 | Luckstone |
| 24 | Necklace of Health |
| 25 | Necklace of Water Breathing |
| 26 | Ointment of Detoxification |
| 27 | Philosopher's Stone |
| 28 | Pin of Loyalty |
| 29 | Portable Hole |
| 30 | Quiver of Unlimited Ammunition |
Armor
Ornate Armor forged with ancient arts.
| # | ARMOR |
|---|---|
| 1 | Armor of Invulnerability |
| 2 | Armor of the Rogue |
| 3 | Bracers of Defense |
| 4 | Bracers of Speed |
| 5 | Desecrated Armor |
| 6 | Dragon Scale Armor |
| 7 | Dwarven Plate |
| 8 | Dwarven Shield |
| 9 | Elven Chain Mail |
| 10 | Gauntlets of Dexterity |
| 11 | Gauntlets of Ogre Power |
| 12 | Helm of Telepathy |
| 13 | Helm of Teleportation |
| 14 | Holy Armor |
| 15 | Horned Helmet |
| 16 | Leather of Absorption |
| 17 | Mithril Shirt |
| 18 | Shadow Leather |
| 19 | Shield of Light |
| 20 | Shield of Morthag |
Weapons
Heroic implements of war, infused with arcane Magic.
| # | WEAPONS |
|---|---|
| 1 | Arrows of Dragon Slaying |
| 2 | Axe of Throwing |
| 3 | Bow of Elvenkind |
| 4 | Chain of Anguish |
| 5 | Clockwork Enhanced Crossbow |
| 6 | Dagger of Recall |
| 7 | Defender of Agatosh |
| 8 | Desecrated Sword |
| 9 | Dragon Slayer |
| 10 | Exploding Arrows |
| 11 | Exploding Bolts |
| 12 | Flaming Sword |
| 13 | Hammer of the Gods |
| 14 | Holy Sword |
| 15 | Ice Spike |
| 16 | Mace of Undead Desolation |
| 17 | Mirror Blade |
| 18 | Spear of the Serpent |
| 19 | Spectral Blade |
| 20 | The Devourer |
Descriptions
Amulet of Mind Reading: An ornate amulet set with a black gem. As an Action the wearer can activate the amulet allowing them to briefly read one creature's mind who they can see. Use of the amulet increases the wielder's Chaos by d6. Charges: d6.
Amulet of Mind Shield: A gold chain with a bone pendant carved as a skull set with tiny ruby eyes. Places a permanent Scry Ward on the wearer.
Amulet of Plane Shift: An amulet set with 6 magical stones which, when depressed, opens a portal to the corresponding Plane of Existence.
Armor of Invulnerability: A suit of Half Plate enchanted with protective runes. Grants the wearer +1 Defense, +1 Magic Resistance, and immunity to Critical Hits (causing them to do normal Damage).
Armor of the Rogue: A pristine suit of black Studded Leather Armor, embroidered with dark red thread and embossed with magical glyphs. Grants +2 Defense.
Arrows of Dragon Slaying: d4 Arrows carved with a Dragon rune on the head which deal an extra d12 damage to Dragons on hit.
Axe of Throwing: A black steel Battle Axe (1) or Greataxe (2) which can be hurled up to Far Range dealing an extra d8 Damage on hit. The axe is instantly summoned back to the thrower's hand at the end of their Turn.
Bag of Exploding Marbles: A small leather pouch which contains 5d4 glass marbles. When thrown the marbles explode on impact dealing 3d6 Damage to all creatures in the targeted Combat Zone. Damage is avoided on Dexterity vs 15.
Bag of Holding: A common looking cloth sack which opens into an extra-dimensional portal where unlimited items can be stored. Storing items within does not affect the weight of the bag. The opening of the bag can be stretched up to a 3 foot diameter. Reaching into the bag and thinking of the desired item within conjures the item into the individual's hand. Living creatures placed inside the bag will suffocate (see Suffocation).
Boat of Folding: A small wooden box with symmetrically opening doors. Opening the box presents another set of symmetrical folding flaps, followed by another, etc. The box can be expanded into multiple configurations:
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A small rowboat with a pair of oars
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A small sailboat with an anchor, mast, and lateen sail
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A medium longship with a shallow hull, 6 sets of oars, mast, and a square sail
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A large schooner complete with deck, cabins, cargo hold, 3 masts, rigging, 6 sails, a crow's nest, anchors, and helm
Each configuration takes exponential time to unfold and requires an appropriately sized and skilled crew to operate.
Book of the Fey: A relic of the old world, bound in living wood which sprouts vines and leaves. Opening the book requires Wisdom vs 15 or the reader is Charmed and has an uncontrollable urge to return the book to the Otherworld by any means. The Charm dissipates once the book is returned. Once opened, the reader can magically interpret the Fey script, allowing them to cast any Abjuration Spell as an Action, which slams the book closed upon casting. Each use of the book increases the reader's Chaos by 1.
Book of the Vile: A relic of the old world, bound in humanoid flesh and embossed with ancient runes. Opening the book requires Wisdom vs 15 or the holder suffers 2d6 Damage. Once opened, the reader can magically interpret the Demonic script within, allowing them to cast any Necromancy Spell as an Action, which slams the book closed upon casting. Each use of the book increases the reader's Chaos by 1.
Boots of Elvenkind: Silver inlaid leather boots which allow the wearer to move with complete silence, granting Advantage to Stealth.
Boots of the Hinterland: Fur-lined boots decorated with gold lace which allow the wearer to travel with ease across snow and ice. Reduces Ice Damage by d6.
Bottle of Elemental Containment: A glowing glass bottle ornamented with gold wire. When activated as an Action, the bottle forces all Elementals in the vicinity into it via teleportation Magic if they fail Magic Resistance vs 15. Uncorking the bottle frees the Elemental(s) as if summoned by the holder casting Conjure Elemental. There is a 20% chance the bottle contains a random Elemental when found.
Bow of Elvenkind: An elegant Fey enchanted wooden Longbow (1), or Shortbow (2) which grants +1 Attack.
Bracers of Defense: Mythril bracers granting +1 Defense.
Bracers of Speed: Magical leather bracers which increase the wearer's Dexterity by 1.
Broach of Warning: An elegant gold broach set with a large red ruby. When danger is near the broach pulses softly with glowing red light.
Chain of Anguish: A 15-foot length of spiked chain that splits and strikes like a multi-headed serpent which can hit up to 3 targets in Close Combat Range as a single Attack. Anyone holding the chain automatically has Proficiency with it. Deals d8+3 Damage.
Cloak of Invisibility: A thin silvery cloak. As an Action the wearer can become invisible until Attacking or Spellcasting. Charges: d6.
Cloak of Protection: A finely woven dark blue cloak granting the wearer +1 Defense.
Cloak of Stoneskin: A dark gray cloak which bestows +2 Defense to the wearer.
Cloak of the Arachnids: A black cloak with brown embroidery granting the wearer the ability to freely climb any surface vertically and even upside down. The wearer is totally immune to immobilization caused by spider webs or the Web spell.
Cloak of the Bat: A tattered black cloak which grants the wearer the ability to Shift into a Giant Vampire Bat at will. While transformed the wearer retains their HP but gains all other physical properties of the bat. Once used, the cloak will not allow Shifting a second time until the wearer has Rested (including new wearers). Grants +2 Defense.
Cloak of the Fey: A green tattered cloak. As an Action, the wearer can blend in seamlessly with their surroundings, granting them invisibility if they do not move and do not make any sound, and Advantage on Stealth while moving.
Clockwork Enhanced Crossbow: A magically enchanted Crossbow which grants a second Attack each Turn.
Crystal Ball: A glass ball about six inches in diameter containing a galaxy-like swirling of cosmic matter. Staring into the ball allows the individual to cast Scry as an Action.
Cubic Gate. A small metal cube of significant weight for its size. Each side is engraved with a rune corresponding to one of the Planes of Existence. Pressing a rune opens a portal to the Plane. There is a 10% chance something comes through the portal as it is opened.
Dagger of Recall: A finely crafted Dagger set with teal glowing gems, granting +1 Damage. When thrown, the Dagger is summoned back to the wielder's hand at the end of their Turn.
Deck of Many Things: A magical deck of cards. Drawing a card (column C) may result in prosperity or extreme danger. Once drawn the card disintegrates. To create the deck, extract face cards, aces, and jokers from a deck of playing cards, then roll d6-2 (min 0) and randomly remove that number of cards (representing spent cards).
| C | EFFECT |
|---|---|
| AD | Reveals the answer to any question, which must be asked immediately |
| KD | Conjures a random Magic Item |
| QD | Grants a wish |
| JD | Increases the chosen Ability Scores by 1 |
| AH | Increases maximum HP by d12 |
| KH | Summons a random hostile Beast |
| QH | Conjures a skeleton key which can unlock any lock—the key disintegrates after use |
| JH | Magic Resistance vs 20 or HP is permanently reduced by d8 (min of 1) |
| AC | The drawer loses d100 XP |
| KC | Teleports all creatures in the area to the Shadow Realm |
| QC | Summons d6 hostile Shadow Reavers |
| JC | All Magic Items, excluding the Deck itself, carried instantly shatter |
| AS | 5d100 GP spills forth from the card |
| KS | All gold, gems, and jewels carried implode |
| QS | Decreases a random Ability Score by 1 |
| JS | Roll 4d6 on the Chaos table |
| J | Draw twice |
Defender of Agatosh: An elegant Longsword (1), Shortsword (2), or Greatsword (3) which grants +1 Defense.
Desecrated Armor: A ritualistic suit of Scale Mail (1), Chain Shirt (2), Half Plate (3), Chain Mail (4), Splint Mail (5), or Field Plate (6), which absorbs light and surrounds the wearer in swirling black smoke and shadows. The suit bestows +1 Defense and has a 10% chance to absorb Fire Damage, healing the wearer for the amount absorbed instead. Minor undead which see a Paladin in Desecrated Armor have a 5% chance to follow the Paladin immediately as if Charmed.
Desecrated Sword: A magical Longsword (1), Shortsword (2), or Greatsword (3) pulsing with smoke and shadow. Grants +2 Attack. As an Action, a Paladin can make a Spellcasting Check vs 15 (increasing Chaos on Fizzle) to gain temporary control of any Undead or Demon if they fail Magic Resistance vs 15. While held by a Paladin the blade deals an extra d6 Damage to Fey and Dragons.
Dragon Scale Armor: A suit of pristine Scale Mail made from the metallic Dragon Scales. Grants the wearer +1 Defense. Additionally, roll a d6 for the type of Dragon scales:
| # | COLOR | EFFECT |
|---|---|---|
| 1 | Black | Grants the wearer Darkvision |
| 2 | Blue | Grants the wearer +2 Ice Damage to Weapon Attacks |
| 3 | Green | Grants the wearer Fey Immunity (see Fey Immunity) |
| 4 | Red | Grants the wearer +2 Magic Resistance |
| 5 | White | Grant the wearer immunity to all forms of Disease |
| 6 | Mixed | Increase each of the wearer’s Ability Scores by 1 |
Dragon Slayer: A pristine ivory Lance which grants +1 Attack and +1 Damage. Against Dragons the Lance deals an extra d10 Damage.
Dwarven Plate: While not strictly magical, Dwarven Plate is a highly prized suit of Armor (see Specialized Armor).
Dwarven Mythril Shield: A thick, circular steel shield engraved with Dwarven runes. Grants +3 Defense.
Elven Chain Mail: An exquisitely crafted suit of Chain Mail (1) or Chain Shirt (2) from the Fey Otherworld (see Specialized Armor).
Exploding Arrows: d20 Arrows which deal an extra d12 Damage on impact.
Exploding Bolts: d20 Bolts which deal an extra d12 Damage on impact.
Flaming Sword: An elegant Longsword (1), Shortsword (2), or Greatsword (3) which, when activated, becomes wreathed in flames which deal an extra d6 Fire Damage on hit, or a d8 vs Blue and White Dragons.
Flying Carpet: A dusty rolled up carpet weaved with intricate embroidery. Rolling the carpet out, sitting upon it, and speaking the appropriate command word will activate hovering. The carpet can then be flown at great speed and height via verbal commands. Capacity varies up to 4 (d4).
Gauntlets of Dexterity: Magically fitting light-weight leather gloves which increase the wearer's Dexterity by 2 and grants an additional +2 to tasks requiring fine motor skills (Lock Picking, Forgery, Picking Pockets, etc).
Gauntlets of Ogre Power: Metal gauntlets which grant the wearer 18 Strength.
Genie Bottle: A clear glass bottle containing blue (1, Djinni) or red (2, Efreeti) swirling smoke. Opening the bottle releases the Genie. Flip a coin, heads the Genie is benevolent, tails they are hostile. A benevolent Djinni will transport the wielder on the wind to any location. A benevolent Efreeti will grant the wielder 3 wishes.
Glowing Gem: A blue, red, or yellow gem which glows with subtle light. As an Action the wielder can activate the gem causing it to give off powerfully radiating light up to 100 feet. Creatures besides the wielder in the area are stunned for one Round unless they succeed Magic Resistance vs 15. The gem must remain held in the palm of the hand in order to radiate bright light.
Hammer of the Gods: A massive Warhammer which can be activated as an Action to cast Chain Lightning. Charges: 2d6.
Helm of Telepathy: A thick metal helmet which has no visible eye slits. In place of sight, the wearer can magically sense all creatures and objects around them with complete accuracy. The wearer has one-way telepathy with all humanoids they can sense. As an Action, the wearer can cast Charm.
Helm of Teleportation: A gold engraved metal helmet allowing the wearer to cast Teleportation as an Action.
Holy Armor: A blessed suit of Scale Mail (1), Chain Shirt (2), Half Plate (3), Chain Mail (4), Splint Mail (5), or Field Plate (6), which radiates holy power granting the wearer +2 Magic Resistance.
Holy Sword: A radiant magical Longsword (1), Shortsword (2), or Greatsword (3) coveted by Paladins. Grants +2 Attack. While held by a Paladin the light it gives off causes any Undead of Hit Dice less than the Paladin's Level to Flee instantly. Undead of Hit Dice equal to or greater than the Paladin Flee if they fail Magic Resistance vs 15. While held by a Paladin the blade deals an extra d6 Damage to Demons and Undead.
Horn of Shattering: A carved ram horn which emits a deafening sound dealing 2d6 Damage to everything in the area except the wielder which fails Magic Resistance vs 13. Physical objects it is directed at shatter instantly.
Horn of Summoning. Sounding this enchanted Minotaur horn summons d4 Minotaurs which fight relentlessly for the wielder until defeated or there are no more immediate threats, at which point they vanish into dust. Charges: d6.
Horned Helmet: A thick, black steel helmet with curving horns. Donning the helm causes the eye slits to glow red. The helmet is cursed and cannot be removed without a successful Remove Curse Spell. Although Remove Curse allows the helmet to be removed from the wearer, it does not permanently nullify the helmet's curse. As an Action, the wearer can cast Detect Life, or shoot fire from the eyes which causes 2d6 Damage if the target fails Magic Resistance vs 15. The helm increases the wearer's Strength by 2 and decreases Constitution by 2.
Ice Spike: A blue-steel Longsword (1), Shortsword (2), or Greatsword (3) which causes an extra d4 Ice Damage on hit or a d8 vs Blue and White Dragons. There is a 10% chance to freeze the target on hit, forcing them to forfeit their next Turn.
Immovable Rod: A round copper iron rod with a button on one end. When the button is pressed, the rod becomes fixed in space and cannot be moved. Pressing the button a second time releases it.
Incense of Meditation: All Spellcasters who inhale this incense while Resting reduce their Chaos by an extra d6. Additionally, casters gain Advantage on their next Spellcasting Check. The incense is found in a bundle containing 2d4 blocks.
Orbital Stones: Magical stones (or other material) which come in many shapes, colors, and strata of minerals. Activating an Orbital Stone causes it to orbit the wielder's head, granting them supernatural powers. An orbiting stone can be attacked with a Called Shot (-8 Attack) and is shattered by 6 or more points of Damage.
| # | STONE | EFFECT |
|---|---|---|
| 1 | Mythril | Increases Strength by 1 |
| 2 | Topaz | Increases Dexterity by 1 |
| 3 | Bone | Increases Constitution by 1 |
| 4 | Agate | Increases Intelligence by 1 |
| 5 | Jade | Increases Wisdom by 1 |
| 6 | Ruby | Increases Charisma by 1 |
| 7 | Wood | Increases Defense by 1 |
| 8 | Ivory | Increases Magic Resistance by 2 |
| 9 | Glass | Increases Perception by 1 |
| 10 | Fairy Orb | Grants Regeneration (1 HP / Turn) |
Leather of Absorption: Leather Armor stitched with dark red thread. Reduces all physical Damage by d4.
Lenses of the Scholar: A delicate set of eye-glasses that grants the wearer perfect vision, increased vision distance at will (as if using a spyglass), and the ability to read any language, script, or runes.
Lenses of True Seeing: A pair of spectacles which grants the wearer the ability to cast Detect Life, Detect Magic, Detect Poison, or Detect Undead as an Action.
Luckstone: A polished agate. Once per Resting the carrier may re-roll a Natural 1.
Mace of Undead Desolation: A magically charged Mace (1) or Morning Star (2) which deals an extra d12 to Undead creatures.
Mirror Blade: A polished silver Longsword with a reflective surface. Grants +1 Attack. When the wielder makes a successful Magic Resistance Check they can expend a Charge to reflect the Spell back at the caster or source. Charges: d6.
Mithril Shirt: A Chain Shirt (categorized as Light Armor) which can be worn under normal clothing. Grants +3 Defense.
Necklace of Health: A small gem which rests on a delicate necklace. Grants the wearer immunity to contracting Diseases and increases the HP they gain when Resting by d6.
Necklace of Water Breathing: A simple silver chain necklace with a blue tear-drop pendant which allows the wearer to forego breathing indefinitely.
Ointment of Detoxification: A sealed ramekin containing 2d4 doses of magical ointment. When applied, the ointment nullifies the effects of Poison, cures any Diseases, and heals the recipient 2d6+4 HP.
Philosopher's Stone: A jet-black rock which appears to faintly absorb the light around it. As an Action, the wielder can cast Alter Material.
Pin of Loyalty: A small magical pin in the shape of a Longsword. Grants the wearer +2 Loyalty.
Portable Hole: A circular cloth—ever shifting between a psychedelic array of colors. When unfolded on a horizontal surface the cloth creates a 6 foot diameter inter-dimensional hole where an unlimited number of objects can be stored. Transporting the cloth and placing the hole allows objects to be retrieved. Living creatures placed inside the hole will suffocate (see Suffocation).
Quiver of Unlimited Ammunition: This ornate leather quiver will duplicate any arrows or bolts placed inside it while Resting, up to a maximum of 60.
Ring of Accumulation: A Mythril ring containing d4+1 random Spells which the wearer can cast as an Action. A Spellcaster wearing the ring can charge the ring by successfully casting a Spell, which stores the Spell instead of casting it directly. The ring can hold a maximum of 5 Spells at once.
Ring of Counterspell: A gold ring set with an aquamarine stone. Allows the wearer to cast Counterspell as an Action. Charges: d4+2.
Ring of Elemental Channeling: A gold ring with 4 precious stones set around the edge: diamond, amethyst, ruby, blue sapphire. Grants the wearer the ability to conjure a random Elemental (d4) under their control: Air (1), Earth (2), Fire (3), Water (4). Maintaining control of the Elemental requires Constitution vs 10 on each subsequent Turn (which does not count as an Action). On Failure the Elemental is instantly dismissed.
Ring of Fire Resistance: A solid ruby ring. Reduces Fire Damage by d12.
Ring of Ice Resistance: A solid blue sapphire ring. Reduces Ice Damage by d12.
Ring of Intellect: A platinum ring with a jade stud. Increases the wearer's Intelligence by 1.
Ring of Invisibility: A pure gold ring. Allows the wearer to cast Invisibility as an Action. Charges: d8.
Ring of Jumping: A silver ring, etched with geometric shapes. The wearer's ability to jump is magically enhanced. They can leap 20 feet forward with a running start or 10 feet vertically from standing. Any falling Damage suffered by the wearer is reduced by 30 feet before determining falling Damage.
Ring of Mind Shield: A bone ring, carved with runes, each set with a gold inlay. Places a permanent Scry Ward on the wearer.
Ring of Persuasion: A kingly ring set with several diamonds. Increases the wearer's Charisma by 1.
Ring of Power: A blocky, brass ring. Increases the wearer's Strength by 1.
Ring of Protection: A thick, bronze band. Grants the wearer +1 Defense.
Ring of Regeneration: A translucent green stone ring. The wearer regenerates 1 HP per Turn, will regrow lost limbs, and return from death after 24 hours, assuming the ring is not removed.
Ring of Speed: A thin steel, spring-shaped ring. Increases the wearer's Dexterity by 1.
Ring of Telepathy: An ornate serpent ring devouring its own tail. Grants the wearer one-way telepathy.
Ring of Teleportation: A steel band with strange runes carved around the outside. Allows the wearer to cast Teleportation as an Action. Charges: d20.
Ring of the Chameleon: A smooth jade band. As an Action, the wearer can blend seamlessly with their surroundings, granting them invisibility if they do not move and do not make any sound, and Advantage on Stealth while moving. The effect lasts for several minutes. Charges: d12.
Ring of the Feather: A bone ring made from the knuckle of a giant Owl. Allows the wearer to cast Feather Fall as an Action with up to 5 targets. Charges: d12.
Ring of the Wise: A copper ring with a spiral head. Increases the wearer's Wisdom by 1.
Ring of Vitality: A ring made from petrified wood with a clear stone which contains a spinning galaxy-like vortex. Increases the wearer's Constitution by 1.
Robe of the Archmagi: An elegant robe which can change color upon command. Grants the wearer +5 Defense (while wearing No Armor, otherwise whichever Defense is greater is used, the robe or the Armor), +2 Magic Resistance, and +1 Willpower.
Rod of Absorption: A plain steel rod which can be wielded as a simple Club. When uncharged, the Rod of Absorption has a 25% chance to nullify all incoming Damage, charging it. Once charged, the wielder can release the stored energy to deal an amount of Damage on hit equal to the charge.
Rod of Authority: A metal rod etched with a series of runes and a studded head. Can be wielded as a Mace. Grants the wielder Advantage on Loyalty checks in battle.
Rod of Passage: A magically fused wood and bone rod. When activated the rod opens a portal to any Plane of Existence. Charges: d8.
Rod of Resurrection: A bone rod with a skull head. Touching this rod to a dead creature Resurrects it (see Resurrection). Charges: d4.
Sandals of Slipperiness: A pair of sandals which strap to the wearer's foot, heel, and ankle and allow the wearer to glide across the ground when taking the Dash Action. While gliding the wearer gains an automatic success on their Constitution Check to Dash.
Shadow Leather: A dark suit of Studded Leather (1) or Leather (2) which absorbs light. Grants +1 Defense and Advantage on Stealth checks while in dim light or darkness.
Shield of Light: An ornate, metal, magical shield which grants +1 Defense and can be activated as an Action to radiate light up to 100 feet.
Shield of Morthag: A black steel shield engraved with red runes of skulls. Grants +1 Defense and the ability to cast Detect Undead as an Action.
Spear of the Serpent: A solid-steel Spear with a foot long blade which is intricately carved with a serpent wrapping around the shaft. The Spear grants +1 Attack and +1 Damage.
Spectral Blade: A ghostly dagger which channels the Ethereal Plane. The wielder can sense the direction of all Wells of Power, which tugs gently on their mind. Grants Attack +1 and Damage +1.
Staff of Explosions: A dark cherry Quarterstaff which radiates heat. As an Action, the wielder can cast Explosive Rune by slamming the staff onto a surface. Charges: d12.
Staff of Healing: A gnarly petrified wooden Quarterstaff set with a crystal. As an Action, the wielder can heal one creature in Close Combat 2d8+2 HP. Charges: d20.
Staff of Ice: A crystalline Quarterstaff reinforced with magical energy which is cold to the touch. As an Action, the wielder can cast Ice Wall. Charges: d12.
Staff of Power: This glowing ivory Quarterstaff grants the wielder +2 Attack and can be activated as an Action to shoot a magical bolt of energy dealing 2d8 Damage if the target fails Magic Resistance vs 18.
Staff of the Magi: A magically hardened glass Quarterstaff set with a large ruby. The wielder can cast the following Spells as an Action without expending a Charge: Detect Magic, Light, and Open Lock. The following Spells can be cast as an Action by expending a Charge: Conjure Elemental, Fireball, Hold Portal, Hypnotize, and Locate. Charges: d12.
The Devourer: A twisted black Greatsword with a spiked blade. Grants +1 Attack. When the wielder lands a killing blow, the sword consumes the victim's soul, healing the wielder for 2d8 HP.
Wand of Chaos: A semi-transparent obsidian wand. Activating the wand casts a random Spell. Charges: d8.
Wand of Conjuration: A thin twisting wooden wand. Each wand is enchanted with a specific Conjuration Spell (see Spells By Sphere), which can be cast as an Action. Charges: d6.
Wand of Earth & Stone: A sleek Mythril wand. As an Action the wielder can displace large amounts of earth and stone with each expended Charge. Charges: d8.
Wand of Fireball: A simple wooden wand. Allows the wielder to cast Fireball as an Action. Charges: d20.
Wand of Ice Blast: A simple wooden wand. Allows the wielder to cast Ice Blast as an Action. Charges: d20.
Wand of Lightning Bolt: A golden wand. Allows the wielder to cast Lightning Bolt as an Action. Charges: d20.
Wand of Magic Detection: An ivory wand. Allows the wielder to cast Detect Magic as an Action. Charges: d20.
Wand of Magic Missile: A sleek beech wand. Allows the wielder to cast Magic Missile as an Action. Charges: d20.
Wand of Polymorph: A twisted oak wand. Allows the wielder to cast Polymorph as an Action. Charges: d6.
Curses
5% of Magic Items are Cursed (rolled secretly by the GM).
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A Cursed Magic Item’s properties are revealed upon initial use, or may be identified by a Detect Magic or Identify Spell, or possibly other means
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Once used, a Magic Item’s Curse can only be removed via a Remove Curse Spell on either the item or individual
| # | CURSE | EFFECT |
|---|---|---|
| 1 | Elokar’s Whispers | You are possessed by Elokar, Demon of the Shadow Realm. Elokar whispers sinister suggestions telepathically in your mind: Magic Resistance vs 14 or be forced to take the Demon’s suggestion. |
| 2 | Leviathan’s Dream | Beset by vivid hallucinations, you channel Leviathan’s dreams when you attempt to sleep. You no longer receive the benefits of Resting. |
| 3 | Dire Weakness | Your muscles atrophy and you feel weak. Your Strength is reduced by d4 |
| 4 | Clumsiness | Fumbling and tripping has never been easier. Your Dexterity is reduced by d4 |
| 5 | Feablement | Exhaustion and fatigue beset you. Your Constitution is reduced by d4. |
| 6 | Mindnumb | Things once simple now seem forgotten. Your Intelligence is reduced by d4. |
| 7 | The Diminished | Paying attention has never been harder. Your Wisdom is reduced by d4. |
| 8 | Repulsion | You seem to have developed a stutter. Your Charisma is reduced by d4. |
| 9 | Vulnerability | You have become susceptible to magic. You suffer –2 Magic Resistance. |
| 10 | The Distracted | Something stings your mind, draining your focus. You suffer –2 Perception. |
| 11 | The Forgotten | People seem to ignore and dismiss you. You suffer –5 Loyalty & Reaction. |
| 12 | Ethereal Tax Collector | When Resting, an ethereal entity visits you in your dreams, demanding 10% of your GP, which is gone in the morning if given. If the tax is not paid, the entity inflicts d8 Damage (to a minimum of 1 HP) and you gain no HP from Resting. |
| 13 | Token of Bad Luck | Things are not going well. Your Natural 20 rolls are treated as Critical Failures. |
| 14 | Doppelganger | A duplicate of yourself manifests in front of you bearing a sinister smile, then dashes away. Now everywhere you go you find your reputation tainted. |
| 15 | Zombified | Touching this item causes you to contract a Zombie infection! Over the next 2d4 days you slowly devolve into an empty shell of a Zombie unless cured or the curse is lifted. The item however continues to infect any who touch it. |
| 16 | Dire Transformation | Touching this item curses you with lycanthropy. On the full moon you’re transformed into a Werewolf (1), Werebear (2), or Wererat (3) and go on an uncontrollable killing spree. Though the Disease may be cured or the curse lifted, the item remains contagious. |
| 17 | Elemental Magnitism | Once per day make a Magic Resistance vs 14 or be attacked by an Elemental. |
| 18 | Life Drain | A psychic link to a Vampire reduces your maximum HP by 1 each day. Slaying the Vampire or lifting the curse restores you to your original maximum HP. |
| 19 | The Void | Upon waking each day you find one item from your inventory gone. |
| 20 | Utterly Miserable | You suffer Disadvantage on all Checks. |