Magic Items & Artifacts
Magic Items
Magic items are weapons, items, armor, or gear that have been enchanted with runes to give them magical abilities. This also includes any potions, elixirs, scrolls, or wands that are created.
Elixirs
Elixir of Anthropomorphic Animal
Cost: 600 p Weight: .5 lbs
Grants the effects of the spell Anthropomorphic Animal to target animal for 10 minutes.
Elixir of Awaken
Cost: 250 p
Weight: .5 lbs
Grants the effects of the spell Awaken but only works on creatures whose size category is Large or lower.
Elixir of Jamais Vu
Cost: 300 p
Weight: .5 lbs
Grants the effects of the spell Jamais Vu for 1 round but it only works on creatures whose size category is Large or lower.
Elixir of Large Size, Minor
Cost: 150 p
Weight: .5 lbs
Increases the size category of the target by 1 category for 10 minutes as per the spell Alter Size.
Elixir of Old Age, Minor
Cost: 150 p
Weight: .5 lbs
Increase the age category of the target by 1 category for 10 minutes as per the spell Alter Age.
Elixir of Small Size, Minor
Cost: 150 p
Weight: .5 lbs
Decrease the size category of the target by 1 category for 10 minutes as per the spell Alter Size.
Elixir of Vertigo
Cost: 300 p
Weight: .5 lbs
Grants the effects of the spell Vertigo for 10 rounds but it only works on creatures whose size category is Large or lower.
Elixir of Youth, Minor
Cost: 150 p
Weight: .5 lbs
Decrease the age category of the target by 1 category for 10 minutes as per the spell Alter Age.
Potions
Potion of Water Breathing
Cost: 100 p
Weight: .5 lbs
Grants the effects of the spell Water Breathing for 5 hours.
Potion of Acute Hearing, Minor
Cost: 130 p
Weight: .5 lbs
Increases the hearing range of the target by 1 category for 10 minutes as per the spell Acute Senses.
Potion of Acute Seeing, Minor
Cost: 130 p
Weight: .5 lbs
Increases the sight range of the target by 1 category for 10 minutes as per the spell Acute Senses.
Potion of Acute Smelling, Minor
Cost: 130 p
Weight: .5 lbs
Increases the smelling range of the target by 1 category for 10 minutes as per the spell Acute Senses.
Potion of Anonymous
Cost: 250 p
Weight: .5 lbs
Grants the effects of the spell Anonymous for 5 rounds.
Potion of Ant Haul, Minor
Cost: 100 p
Weight: .5 lbs
Increases the carrying capacity of the drinker by 50 lbs for 10 hours as per the spell Ant Haul.
Potion of Blink
Cost: 250 p
Weight: .5 lbs
Grants the effects of the spell Blink but only works for creatures whose size category is Large or lower.
Potion of Commune With Beasts
Cost: 210 p
Weight: .5 lbs
Grants the effects of the spell Commune With Beasts for 10 minutes but only works on targets hose size category is Large or lower.
Potion of Cure, Greater
Cost: 110 p
Weight: .5 lbs
Restores 5d4 health back to the target that drinks the potion as per the spell Cure.
Potion of Cure, Major
Cost: 210 p
Weight: .5 lbs
Restores 10d4 health back to the target that drinks the potion as per the spell Cure.
Potion of Cure, Minor
Cost: 50 p
Weight: .5 lbs
Restores 2d4 health back to the target that drinks the potion as per the spell Cure.
Potion of Jamais Vu
Cost: 300 p W
eight: .5 lbs
Grants the effects of the spell Jamais Vu for 1 round but it only works on creatures whose size category is Large or lower.
Potion of Fly
Cost: 400 p
Weight: .5 lbs
Grants the effects of the spell Fly for 15 rounds but it only works on creatures whose size category is Large or lower.
Potion of Haste
Cost: 210 p
Weight: .5 lbs
Grants the effects of the spell Haste for 10 rounds but only works on creatures whose size category is Large or lower.
Potion of Health Sight
Cost: 400 p
Weight: .5 lbs
Grants the effects of the spell Health Sight for 4 rounds.
Potion of High Jump
Cost: 210 p Weight: .5 lbs
Grants the effects of the spell High Jump for 10 rounds but only works on creatures whose size category is Large or lower.
Potion of Hindered Hearing, Minor
Cost: 130 p
Weight: .5 lbs
Decrease the hearing range of the target by 1 category for 10 minutes as per the spell Hindered Senses.
Potion of Hindered Seeing, Minor
Cost: 130 p
Weight: .5 lbs
Decrease the sight range of the target by 1 category for 10 minutes as per the spell Hindered Senses.
Potion of Hindered Smelling, Minor
Cost: 130 p
Weight: .5 lbs
Decrease the smelling range of the target by 1 category for 10 minutes as per the spell Hindered Senses.
Potion of Invisibility
Cost: 400 p Weight: .5 lbs
Grants the effects of the spell Invisibility for 15 rounds but it only works on creatures whose size category is Large or lower.
Potion of Large Size
Cost: 150 p
Weight: .5 lbs
Increases the size category of the target by 1 category for 10 minutes as per the spell Alter Size.
Potion of Lava Walk
Cost: 300 p
Weight: .5 lbs
Grants the effects of the spell Mana Walk [Fire] for 10 rounds but it only works on creatures whose size category is Large or lower.
Potion of Magic Drain, Minor
Cost: 12 p
Weight: .5 lbs
Restores 1d12 of Mana to target as per the spell Magic Drain.
Potion of Magic Drain, Medium
Cost: 20 p
Weight: .5 lbs
Restores 5d12 of Mana to target as per the spell Magic Drain.
Potion of Magic Drain, Greater
Cost: 30 p
Weight: .5 lbs
Restores 10d12 of Mana to target as per the spell Magic Drain.
Potion of Magic Drain, Major
Cost: 50 p
Weight: .5 lbs
Restores 20d12 of Mana to target as per the spell Magic Drain.
Potion of Old Age
Cost: 150 p
Weight: .5 lbs
Increase the age category of the target by 1 category for 10 minutes as per the spell Alter Age.
Potion of Plastic Body
Cost: 400 p Weight: .5 lbs
Grants the effects of the spell Plastic Body for 15 rounds but it only works on creatures whose size category is Large or lower.
Potion of Sleep
Cost: 250 p
Weight: .5 lbs
Grants the effects of the spell Sleep but only works on creatures whose size category is Large or lower.
Potion of Slow
Cost: 210 p
Weight: .5 lbs
Grants the effects of the spell Slow for 10 rounds but only works on creatures whose size category is Large or lower.
Potion of Small Size
Cost: 150 p
Weight: .5 lbs
Decrease the size category of the target by 1 category for 10 minutes as per the spell Alter Size.
Potion of Smoker’s Lung
Cost: 100 p Weight: .5 lbs
Grants the effects of the spell Smoker’s Lung for 5 hours.
Potion of Spider Climb
Cost: 300 p
Weight: .5 lbs
Grants the effects of the spell Spider Climb for 10 rounds but it only works on creatures whose size category is Large or lower.
Potion of Vertigo
Cost: 300 p
Weight: .5 lbs
Grants the effects of the spell Vertigo for 10 rounds but it only works on creatures whose size category is Large or lower.
Potion of Wall Run
Cost: 700 p
Weight: .5 lbs
Grants the effects of the spell Wall Run for 20 rounds but it only works on creatures whose size category is Large or lower.
Potion of Water Walk
Cost: 300 p
Weight: .5 lbs
Grants the effects of the spell Mana Walk [Water] for 10 rounds but it only works on creatures whose size category is Large or lower
Potion of Youth
Cost: 150 p
Weight: .5 lbs
Decrease the age category of the target by 1 category for 10 minutes as per the spell Alter Age.
Enchanted Basic Items
Bag of Holding
Price: 30,000 p
Weight: 10 lb.
A velvet bad with gold latches and a Rune of Pocket Dimension on the bag that can be carried on one’s back. This provides a seemingly unlimited amount of space for items that will fit into the bag without any added weight.
Baton of Control Wind
Price: 1,100 p
Weight: 1 lbs.
A silver baton that has a Rune of Control Mana Element [Air] engraved on it. Whenever the wielder of this baton points it in a given direction, 100 cubic feet of wind begins to moderately blow in the same direction allowing them to sail ships, guide air balloons and kites, smother Tiny flames, disrupt Dainty items, or push toxic gases and mist away. This effect only works in areas that have air or other gases.
Broom of Flight
Price: [Small] 305 p, [Medium] 405 p, [Large] 605 p
Weight: 1-5 lbs.
A simple wooden broom that has a Rune of Fly engraved on the side of it. Whenever a creature sits on the broom, they are capable of Piloting the broom with a Pilot DC of 35 (Small), 45 (Medium), 65 (Large). If successful, the broom has true flight as per the spell Fly.
Card of Capturing, Lesser
Price: 1,700 p
Weight: .01 lb.
A blank playing card with a modified Rune of Imprisonment and Rune of Charm on it. The card can be thrown at a target and if hit, the target must make a Constitution Save against the Rune or otherwise is trapped inside the card, as per the spell Imprisonment, then a Sanity Save or is Charmed to the thrower as per the spell Charm. The owner of the card can free the target at any time and have the target perform tasks for them, including fight for them. The owner of the card must recapture the target. If the target was successfully charmed, the target puts up no resistance to being captured again. Once a target has been capture by the card, the blank card has an image of the target imprinted on it until set free. It is meant to be used on targets that have a size of Small or lower. The Lesser Card of Capturing Constitution DC is 32 and its Charm DC is 28.
Card of Capturing, Greater
Price: 2,020 p
Weight: .01 lb.
The same as a Lesser Card of Capturing but with a Constitution DC of 48 and a Charm DC of 44. It is meant to be used on targets that have a size of Large or lower.
Card of Capturing, Major
Price: 2,640 p
Weight: 0.01 lb.
The same as a Lesser Card of Capturing but with a Constitution DC of 79 and a Charm DC of 75. It is meant to be used on targets that have a size of Gargantuan or lower.
Card of Capturing, Ultimate
Price: 3,660 p
Weight: 0.01 lb.
The same as a Lesser Card of Capturing but with a Constitution DC of 130 and a Charm DC of 126. It is meant to be used on targets that have a size of Colossal or lower.
Coin of Nullification
Price: 50 p
Weight: 0.01 lbs.
A copper coin with an embossed skull on one side and a Rune of Zone of Null on the other. Any creature in possession of the coin is affected by Zone of Null, as per the spell. This only effects creatures whose size is Large or lower.
Coin Purse of Holding
Price: 10,000 p
Weight: 3 lb.
A small velvet and purple coin purse with golden tie strings that has a Rune of Pocket Dimension on it. This provides a seemingly unlimited amount of space for coins to be put into the bag without any added weight.
Dark Pipe of Possession
Price: 705 p
Weight: 0.05 lb.
A 1 foot long obsidian pipe that is engraved with a Rune of Possess. Any creature of the size Large or smaller that smokes from a Dark Pipe opens themselves up to possession by a Dark Outsider (DC 50) as per the spell Possess.
Null Shackles
Price: 5,000 p
Weight: 1 lb.
These shackles are covered in null magic runes that once worn prevent those bound from being able to cast any form of magic or magical abilities or use any magical items that were already on the wearer, as if in a Zone of Null. The shackles are treated as normal and are made of metals dependent on the time era they are sold in but are considered the highest grade metal of the era. In order to break free, a DC 35 is required to escape. The shackles can take the form of handcuffs in modern and futuristic time eras but maintain their name.
Orb of Capturing, Lesser
Price: 1,700 p
Weight: 1 lb.
A small clear orb with swirling colors inside marked with a modified Rune of Imprisonment and Rune of Charm on it. The orb can be thrown at a target and if hit, the target must make a Constitution Save against the Rune or otherwise is trapped inside the orb, as per the spell Imprisonment, then a Sanity Save or is charmed to the thrower as per the spell Charm. The owner of the orb can free the target at any time and have the target perform tasks for them, including fight for them. The owner of the orb must recapture the target. If the target was successfully charmed, the target puts up no resistance to being captured again. It is meant to be used on targets that have a size of Small or lower. The Lesser Orb of Capturing Constitution DC is 32 and its Charm DC is 28.
Orb of Capturing, Greater
Price: 2,020 p
Weight: 1 lb.
The same as a Lesser Orb of Capturing but with a Constitution DC of 48 and a Charm DC of 44. It is meant to be used on targets that have a size of Large or lower.
Orb of Capturing, Major
Price: 2,640 p
Weight: 1 lb.
The same as a Lesser Orb of Capturing but with a Constitution DC of 79 and a Charm DC of 75. It is meant to be used on targets that have a size of Gargantuan or lower.
Orb of Capturing, Ultimate
Price: 3,660 p Weight: 1 lb.
The same as a Lesser Orb of Capturing but with a Constitution DC of 130 and a Charm DC of 126. It is meant to be used on targets that have a size of Colossal or lower.
Teleportation Crystals
Price: 700 p Weight: 0.5 lb.
Tiny pink crystals with Runes of Teleport carved on them that come in identical pairs. These crystals are designed to create two teleportation points. One crystal is set up as a Full Round Action at the point desired to be returned to and floats one inch above its surface. The crystal is magically attached to wherever it was placed and can be attached to any solid surface. The other crystal is kept on the character and is magically attuned to the other one. At any point, the character can used the crystal to instantly teleport back to the Way Point so long the other crystal is within 1 mile. Activating the crystal is considered a Swift Action and doing so instantly destroys both crystals by expending the Mana. For every extra mile the Way Point provides travel from, they cost 10 currency pieces more to purchase.
Enchanted Clothing & Armor
Belt of Increased Mass
Price: 405 p
Weight: 0.25 lb.
A black leather belt with a silver buckle that is enchanted with a Rune of Alter Mass on it. The wearer of this belt has their Mass Categories increased by three as per the Alter Mass spell. Their weight is multiplied by 3 and their Dexterity Score decreases by 15 immediately affecting all scores, skills, and abilities that use Dexterity including Movement Speeds.
Boots of Air Walk
Price: 480 p
Weight: 2 lb.
Metal plated boots engraved with Runes of Mana Walk [Air]. The wearer of these boots is capable of walking on air as per the spell Mana Walk [Air]. This effect only works on creatures whose size category is Large or smaller.
Cap of Decrease Size
Price: 505 p
Weight: 0.25 lb.
A green cap with a Rune of Alter Size enchanted on the inside of the cap. The wearer of this cap has their Size Category decreased by four as per the Alter Size spell. Their mass also decreases to the appropriate Mass Category. Their Strength and Constitution Score decrease by 10 and their Dexterity increases by 10 immediately affecting all scores, skills, and abilities that use these scores except for their Movement Speeds which all decrease by 20. Any weapons in their position and their Natural Attacks and Spell Die also scale down as per the Growing & Shrinking Rules. Once the hat is removed they are returned to their normal size and mass as is all of their gear and weapons.
Choker of Breathless
Price: 625 p
Weight: 0.25 lb.
A black, leather choker with a Rune of Breathless enchanted on the front of it. The wearer of this choker does not need to breathe as per the spell Breathless. This effect only works on creatures whose size category is Large or smaller.
Helmet of Smoker’s Lung
Price: 480
Weight: 2 lb.
A steel helmet painted with red and silver flames that completely conceals the wearers head that is enchanted with a Rune of Smoker’s Lung on the inside of the helmet. The wearer of the helmet is capable of breathing in volcanic smoke and ash but can no longer breathe air as per the spell Smoker’s Lung. This effect only works on creatures whose size category is Large or smaller.
Gloves of Spider Climb
Price: 505 p
Weight: 0.05 lb.
Leather fingerless gloves that have Runes of Spider Climb enchanted on the palms of the gloves. The wearer of these gloves is capable of climbing any solid structure using their Climb Speed as per the spell Spider Climb. This effect only works on creatures whose size category is Large or smaller.
Gloves of Pyschometry
Price: 1,015 p
Weight: 0.05 lb.
Silk gloves that have Runes of Vision of the Past enchanted on the palms of the gloves. The wearer of these gloves is capable of touching any item, up to Gargantuan sized, and seeing a vision of the previous owner of the item and what happened to them as per the spell Vision of the Past. This effect can be used up to 5 times a day.
Mask of Anonymous
Price: 707 p
Weight: .25 lb.
A simple pure white mask with only two eye holes to see through that has a Rune of Anonymous engraved on the forehead. All targets that see the mask fall under the effects of the Anonymous spell to the target wearing the mask. When no longer viewing the mask, this effect lingers for one additional round. Once the effect is over, those who viewed the mask can remember their interactions with the wearer and that they were wearing the mask.
Mask of Awaken
Price: 460 p
Weight: 0.25 lb.
A black mask with a Rune of Awaken enchanted on it. The wearer of this mask is immune to sleep effects and is unable to fall asleep from natural or magical sources so long they wear the mask. They still become fatigued and eventually exhausted as normal. This effect only works on creatures whose size category is Large or smaller.
Mitts of Mind Erasure
Price: 1,060 p
Weight: 0.05 lb.
Soft sheep skin gloves gloves that have Runes of Inflict Insanity Amnesia enchanted on the palms of the gloves. The wearer of these gloves is capable of touching any creature and granting that creature Amnesia (DC 60 and lasts for 25 rounds) as per the spell Inflict Insanity. This effect can be used up to 3 times a day.
Sandals of Water Walk
Price: 455 p
Weight: 0.25 lb.
Basic leather sandals that have Runes of Mana Walk [Water] enchanted of the bottom of the sandals. The wearer of these sandals are capable of walking on water as per the spell Mana Walk [Water]. This effect only works on creatures whose size category is Large or smaller.
Shoes of Haste
Price: 1,020 p
Weight: 0.5 lb.
Red shoes with golden wings embroidered on them that have a Rune of Haste enchanted on the inside of the shoes. The wearer of the shoes gain an additional 5 extra Move, Standard, and Swift actions as well as a +5 to Dexterity, Attack, Dodges, CMB and CMD as per the spell Haste. This effect only works on creatures whose size category is Large or smaller.
Tunic of Water Breathing
Price: 470 p
Weight: 1 lb.
An elaborate blue dyed tunic with golden seam stitching made of cloth that has a Rune of Water Breathing enchanted where shirt tags typically are stitched on. The wearer of the tunic is capable of breathing under water but can no longer breathe air as per the spell Water Breathing. This effect only works on creatures whose size category is Large or smaller.
Enchanted Jewelry
Bracelet of Web
Price: 320
Weight: 0.05 lb.
A red, metal bracelet that has a Rune of Mana Web engraved on it. The wearer of this bracelet can activate the Rune by pointing at a target in which case the bracelet will cast the Mana Web spell at it. The web is capable of covering a target whose size category is Large or smaller and the web lasts for 10 rounds with a Spell DC 40.
Pendant of Nullification
Price: 4,000 p
Weight: 0.25 lb.
A silver necklace with a large tear shaped amethyst pendant. When worn it creates a Zone of Null on the wearer as per the spell with a duration of 1 minute per day.
Ring of Annihilation
Price: 1,200 p
Weight: 0.01 lb.
A black ring with a Rune of Annihilation enchanted on it. Whenever the wearer of this ring’s HP reaches 0 then they and all the gear on them turn to dust leaving no trace of them behind as per the spell Annihilation. This effect only works on creatures whose size is Large or lower.
Ring of Anonymous
Price: 1,050 p
Weight: 0.01 lb.
A bronze ring with a Rune of Anonymous enchanted on it. When worn, interactions with the wearer of the ring are forgotten as per the spell Anonymous.
Ring of Force Construct
Price: 794 p
Weight: 0.05 lbs.
A bulky green jade ring that has a Rune of Force Construct enchanted on it. By activating the ring, the wearer can create a construct of their choosing as per the spell Force Construct but only up to the Huge size category. The construct formed is capable of dealing 1d12 bludgeoning damage.
Ring of Mana Alteration
Price: 500 p
Weight: 0.01 lb.
A simple silver band that has two Runes engraved on its surface; one of Mana Affinity and one of Alter Color. The color and affinity are chosen when the ring is made. Whenever the wearer of the ring casts a “Mana” spell it gains the chosen affinity and color.
Ring of Pocket Bank
Price: 40,500 p
Weight: 0.01 lb.
An elaborate ring with a modified Rune of Create Pocket Dimension on it. The ring can create a small pocket dimension that acts as a bank for all your money and material possessions. The dimension itself resembles the inside of a bank that has a single ghostly clerk to interact with. They can take and store any portable non-sentient or living thing within the bank’s vault where it remains accessible only to the clerk. The clerk will only work for the ring owner and anyone the ring owner grants access to the bank. The bank will forever store any items put into. If the ring is stolen, it will not consider the thief the new owner. The original owner of the bank must either willfully surrender the ring or die in order for the clerk to accept a new owner. When accessing the pocket bank, a portal appears that only allows the ring wearer and those they allow to enter and closes once entered. When exiting the pocket dimension, the gate appears where it was originally opened.
Ring of Pocket Campsite
Price: 5,000 p
Weight: 0.01 lb.
A simple ring with a modified Rune of Create Pocket Dimension on it. The ring creates a campsite that provides fire, tents, and everything else needed. The site has a ghostly bard that provides entertaining tales and social interaction or training if needed. The campsite cannot be used to store animals but does have a single stable to provide a safe place for animal companions and mounts if needed. The campsite allows a safe place for study and training but does not provide extra items to do so and only provides for basic needs. Characters can use this campsite to eat, sleep, study, train, and level up. The campsite has an environment perfectly suited to all creatures within for survival but is in an outdoors, nighttime setting. When accessing the pocket dimension, a portal appears that only allows the ring wearer and those they allow to enter and closes once entered. When exiting the pocket dimension, the gate appears where it was originally opened.
Ring of Pocket Garage
Price: 30,000 p
Weight: 0.01 lb.
A fancy ring with a modified Rune of Create Pocket Dimension on it. The ring can create a small pocket dimension that acts as a garage for rides. The dimension itself resembles a large garage. A ghostly mechanic watches over the Rides and can provide upgrades, tune-ups, or fix Rides so long the ring owner provides the necessary materials. The dimension can only be used to keep Vehicles in and can’t be used keep other items or creatures in it. The mechanic will only allow the ring owner to give and take Rides. If the ring is stolen, it will not consider the thief the new owner. The original owner of the ring must either willfully surrender the ring or die in order for the ranch-hands to accept a new owner. When accessing the pocket dimension, a portal appears that only allows the ring wearer and those they allow to enter and closes once entered. When exiting the pocket dimension, the gate appears where it was originally opened.
Ring of Pocket Mansion
Price: 50,500 p
Weight: 0.01 lb.
A ring with a modified Rune of Create Pocket Dimension on it. The ring creates a small pocket dimension that has a Basic Mansion in it that is empty but can be furnished with items. The home has a ghostly butler that provides basic services and allows access into the home, protecting everything within it. The home can store items, furniture, and food and also allows the character to become fully rested inside it by sleeping. The butler will only work for the ring owner and anyone the ring owner grants access to the bank. The home will forever store any items put into. If the ring is stolen, it will not consider the thief the new owner. The original owner of the home must either willfully surrender the ring or die in order for the clerk to accept a new owner. When accessing the pocket dimension, a portal appears that only allows the ring wearer and those they allow to enter and closes once entered. When exiting the pocket dimension, the gate appears where it was originally opened.
Ring of Pocket Stable
Price: 45,500 p
Weight: 0.01 lb.
A simple ring with a modified Rune of Create Pocket Dimension on it. The ring can create a small pocket dimension that acts as a stable for all your animal companions and mounts. The dimension itself resembles a peaceful ranch that is about half an acre in size with stables to attend the animals with. A ghostly ranch-hand tends to the animals making sure they are taken care of. The dimension provides food and water and a place to sleep for the animals that is comfortable and pleasing to them. The dimension can only be used to keep non-sentient animals in and can’t be used to keep non-living things and inanimate objects. The ranch-hand will only allow the ring owner to give and take animals. If the ring is stolen, it will not consider the thief the new owner. The original owner of the ring must either willfully surrender the ring or die in order for the ranch-hand to accept a new owner. When accessing the pocket dimension, a portal appears that only allows the ring wearer and those they allow to enter and closes once entered. When exiting the pocket dimension, the gate appears where it was originally opened.
Ring of Sustenance
Price: 1,300 p
Weight: 0.01 lb.
A small golden banded ring with a Rune of Sustenance engraved on it. The wearer of this ring becomes sustained by it and does not need to eat or drink as per the spell Sustenance. This works for creatures of Large size category or smaller.
Enchanted Weapons
Broadsword of Foresight
Price: 520 p
Weight: 7 lb.
A medium Mithral Broadsword engraved with a Rune of Foresight on the hilt. The wielder of this blade is always capable of glimpsing into the near future as per the spell Foresight. They are capable of rerolling 1 die each round but must take the new roll.
Chakram of the Wielder
Price: 2,000 p
Weight: 2 lb.
A black meteoric Chakram engraved with a Rune of Returning and a Rune of Ricochet that allows the Chakram to ricochet off of one successfully attacked target as per the spell Ricochet and returns to its wielder as per the spell Returning.
Gauntlets of Ant Haul
Price: 1,070 p
Weight: 3 lb.
Damage: +3
Steel gauntlets that have Runes of Ant Haul enchanted on the back of the hand. The wearer of these gloves have their carrying capacity increased by 50 lbs as per the spell Ant Haul.
Gauntlet of Disintegration
Price: 1,275 p
Weight: 1 lb.
Damage: +7
Mithral gauntlets that are enchanted with a Rune of Disintegrate. Whenever a successful Punch Unarmed Attack is made against a target using these gauntlets, the target must make a Constitution Save. If successful, they take an additional 1d12 of Constitution Damage. If unsuccessful, the target and all gear and items on them (excluding indestructible items and artifacts) disintegrates as per the spell Disintegrate. This only works against targets whose size is Large or smaller.
Trident of the Sun
Price: 200 p
Weight: 4 lb.
A Mithral Trident with images of the sun engraved on it that is enchanted with a Rune of Mana Charge (Light) and a Rune of Mana Wall (Light). All attacks made with this trident deal additional light damage as per the spell Mana Charge (Light). The trident can also be used to cast the spell Mana Wall (Light).
Scrolls
Scroll of Fire Ball
Cost: 50 p
Weight: 0.5 lb.
Creates a single ball of fire as per the Mana Ball [Fire] spell that deals 1d8 fire damage and can be launched in any one direction.
Scroll of Ice Weapon
Cost: 70 p
Weight: 0.5 lb.
Summons a Shortsword made of ice per the Mana Weapon [Cold] spell that deals 1d8 cold damage and lasts for 10 rounds.
Scroll of Magic Lock
Cost: 300 p
Weight: 0.5 lb.
Creates a magical seal as per the Magic Lock spell that lasts for 20 hours.
Scroll of Reverse Gravity
Cost: 510 p
Weight: 0.5 lb.
Grants the effects of the spell Reverse Gravity to a 5 foot square for 20 rounds.
Scroll of Magnetic Field
Cost: 200 p
Weight: 0.5 lb.
Creates a single magnetic field around a single target as per the Magnetic Field spell but only has a 10 cubic ft. area of effect and lasts for 10 rounds.
Scroll of Soul Steal
Cost: 400 p
Weight: 0.5 lb.
Capture the soul of a single creature that is a size category Large or lower and store it in a soul gem as per the Soul Steal spell.
Scroll of Stasis
Cost: 400 p
Weight: 0.5 lb.
Grants the effects of the spell Stasis to a single target whose size category is Large or lower for 15 rounds.
Scroll of Air Tornado
Cost: 330 p
Weight: 0.5 lb.
Creates a single air tornado as per the Mana Tornado [Air] spell that is in the Large size category and deals 1d8 x2 bludgeoning damage that lasts for 15 rounds.
Wands
Wand of All-food
Cost: 600 p
Weight: .5 lbs.
Charges: 5
Grant the effects of the spell All-food to a single target whose size category is Small or lower for 20 hours.
Wand of Death Missile
Cost: 100 p
Weight: .5 lbs
Charges: 5
Deal 2d8 death damage to a single target as per the spell Mana Missile [Death].
Wand of Sleep
Cost: 300 p
Weight: .5 lbs
Charges: 5
Grant the effect of the spell Sleep to a single target whose size category is Large or lower for 10 rounds.
Spellbooks
Spellbooks count as magic items due to the fact that they all are imbued with a bit of the magic that has been cast through them. All spellbooks that are found or bought have 1D20 worth of the listed spells in their description or only certain specific spells; this is determined by the VM.
Chronomancy Spellbook Cost 7,310p
- Mana Affinity Time
- Magic Field
- Haste MC 100, Lasts for 10 rounds
- Mana Beam MC 10, Extends 20ft and does 3SD damage
- Mana Halo MC 6, Lasts for 10 rounds and provides +5 resist
- Slow MC 100, Lasts for 10 rounds
- Mana Walk MC 20, Lasts for 10 rounds
- Rust MC 20, Lasts for 10 rounds
- Weapon from Time MC 6, deals 3SD damage
- Alter Age MC 20, Lasts for 10 rounds
- Arrow of Time MC 20, Lasts for 10 rounds
- Jamais Vu MC 20, Lasts for 10 rounds
- Decompose MC 20, Lasts for 10 rounds
- Foresight MC10, Lasts for 10 rounds or until a roll is re-rolled.
- Future Strike Mana Beam Time MC 15, Extends 20ft and does 3SD damage in five turns
- Mana Blast MC 14 , Extends 25ft. and does 4SD damage
- Stasis MC 100, Lasts for 10 rounds
- Vision of the Past MC 50
- Erase from Time MC 70, Lasts for 20 rounds
- Prophetic Vision MC 50
Geomancy Spellbook Cost 7,310p
- Detect Mana
- Magic Field
- Mana Beam MC 10, Extends 20ft and does 3SD damage
- Mana Breath MC 10, Extends 20ft and does 3SD damage
- Mana Tentacle MC 30, DC 30 and lasts for 10 rounds
- Commune with Earth
- Environmental Affinity MC 20, Lasts for 10 rounds
- Mana Rain MC 21, Extends 15 ft, and does 3SD damage
- Mana Walk MC 20, Lasts for 10 rounds
- Mana Weapon MC 8, Lasts for 10 rounds and does 4DD damage
- Shape Element MC 20, Lasts for 10 rounds
- Mana Bolt MC 12, Shoots three bolts and does 3SD damage
- Mana Tornado MC 58, Lasts for 10 rounds and does 4SD damage
- Quicksand MC 30, Extends 30ft. and Lasts for 10 rounds
- Alter Weather MC 38, Extends 30ft., does 4SD damage, and Lasts for 10 rounds
- Mana Blast MC 14 , Extends 25ft. and does 4SD damage
- Earthquake MC 38, Extends 30ft. and does 4SD damage
- Fissure MC 30, Extends 30ft.
- Reverse Gravity MC 30, Extends 30ft. and Lasts 10 rounds
- Warp World MC 38, Extends 30ft., does 4SD damage, and Lasts for 10 rounds
Necromancy Spellbook Cost 7,310p
- Detect Mana
- Mana Affinity Death
- Animate Dead MC 20, Lasts for 10 hours
- Commune with Corpse
- Mana Breath MC 10, Extends 20ft and does 3SD damage
- Mana Tentacle MC 30, DC 30 and lasts for 10 rounds
- Share Senses MC 35
- Create Thrall MC 35, Lasts for 10 hours
- Mana Walk MC 20, Lasts for 10 rounds
- Health Drain MC 30
- Magic Drain MC 30
- Mana Bolt MC 14, Creates 3 bolts and does 4SD damage
- Annihilation MC 30, DC 30 and lasts for 10 rounds
- Decompose MC 20, Lasts for 10 rounds
- Health Sight MC 20, Lasts for 20 rounds
- Magic Sight MC 20, Lasts for 20 rounds
- Mana Blast MC 14 , Extends 25ft. and does 4SD damage
- Soul Steal MC 50, DC 50 and lasts for 10 rounds
- Fusion MC 50, DC 50 and lasts for 10 rounds
- Phantasmal Killer MC 30, 6SD damage
Nullmancy Spellbook Cost 7,310p
- Detect Mana
- Mana Affinity Null
- Magic Field
- Mana Ball MC 10, 4 balls and does 3SD damage
- Mana Charge MC 8, does 4SD damage
- Mana Halo MC 6, Lasts for 10 rounds and provides +5 resist
- Mana Tentacle MC 30, DC 30 and lasts for 10 rounds
- Mana Wall MC 30, Lasts for 10 rounds
- Nullify MC 30
- Mana Rain MC 21, Extends 15 ft, and does 3SD damage
- Mana Walk MC 20, Lasts for 10 rounds
- Mana Weapon MC 8, Lasts for 10 rounds and does 4DD damage
- Magic Drain MC 30
- Mana Suit MC 20, Lasts for 10 rounds
- Mana Trap MC 8, Lasts for 10 hours and deals 4SD damage
- Transmute Affinity MC30
- Magic Sight MC 20, Lasts for 20 rounds
- Mana Blast MC 14 , Extends 25ft. and does 4SD damage
- Mana Body MC 20, Lasts for 10 rounds
- Zone of Null MC 30, Extends 30ft. and Lasts for 10 minutes
Technomancy Spellbook Cost 7,310p
- Detect Mana
- Detect Technology
- Mana Affinity Electric
- Mana Beam MC 10, Extends 20ft and does 3SD damage
- Mana Halo MC 6, Lasts for 10 rounds and provides +5 resist
- Mend MC 20
- Mana Wall MC 30, Lasts for 10 rounds
- Hack MC 30
- Lore Monkey MC 20, Lasts for 10 rounds
- Mana Weapon MC 8, Lasts for 10 rounds and does 4DD damage
- Rust MC 20, Lasts for 10 rounds
- Skill Monkey MC 20, Lasts for 10 rounds
- Glitch MC 30
- Magnetic Field MC 30, Extends 30ft. and Lasts for 10 rounds
- Mana Trap MC 8, Lasts for 10 hours and deals 4SD damage
- Ring of Magnetism MC 30, Lasts for 10 rounds
- Sunder MC 30
- Control Mana Element MC 30
- Mana Body MC 20, Lasts for 10 rounds
- Permanency MC 60
Creature Materials
Creature materials are items that can be harvested from various creatures that grant certain abilities that are possessed by those creatures.
Basilisk Blood Cost 2,000p
Weight: 2 lb.
The thick purple blood of a Basilisk is a must have for any party planning to take down the famed beast, since Basilisk blood can depetrify a creature who has been petrified. Typically only viable for an hour after the creatures death, jars of it can be found at select shops that store the blood of living Basilisks or ones that have been preserved using Stasis magic to keep it fresh.
Basilisk Eyes Cost 20,000p
Weight: 1 lb.
The slited eyes of a Basilisk are extremely hard to come by, but if they are harvested and preserved correctly they can be implanted in a creature to give that creature the ability to petrify another creature twice per day as the ability Basilisk’s Gaze (MC 10, Constitution DC 20; Seen target is petrified and unable to take any action permanently. This can only be removed by using the blood of a basilisk that has been dead for no more than 1 hour and pouring it onto the petrified target. One basilisk has enough blood for 1d8 Medium creatures with a successful Survival DC 15 harvest. A Knowledge Nature check is required to know that the blood of the basilisk will cure the petrification with a Nature DC 15)
Dragon Core Cost 50,000p
Weight: 15 lb.
A single Dragon core grants +2D8 to the damage of any Mana spell the creature holding this core casts that has the same Mana Affinity as the Affinity of the Dragon the core came from. It is said that if you are able to gather cores from Dragons of each Affinity, the character who possesses those cores will be granted an unlimited wish before the cores are reduced to ash.
Dragon Fang Cost 1,000p
Weight: 1 lb.
A single Dragon Fang allows the bearer of the fang to use Mana Breath [Varies] (2d8+20). The Affinity of the Mana Breath is the same as the Affinity of the Dragon the fang came from. Each fang has 3 uses, once those uses have been consumed, the fang disintegrates.
Grimm Wolf Stomach Cost 18,000p
Weight: 5 lb.
The preserved and tanned stomach of a Grimm Wolf can be used as a backpack. T-his backpack can hold any amount of items within it as it is extremely elastic, but unlike a Bag of Holding it does not mitigate any of the weight of the items inside it.
Kirin Heart Cost 10,000p
Weight: 5 lb.
The iridescent crystalline core of a Kirin seems to glow with otherworldly light. This crystal can be used to instantly close a rift in time-space or open a random time-space rift (determined by VM).
Mimic Slime Core Cost 8.000p
Weight: 2 lb.
The slimy core of a Mimic seems to constantly shift colors. This semi-solid core can be used to instantly cast Polymorph (Heavy mass, Huge size, 20 rounds). During the spells effect, the core becomes a solid stone that disintegrates when the spell ends.
Phoenix Ash Cost 4.000p
Weight: 1 lb.
The death ashes of a Phoenix are hard to come by, but they are in high demand because when you gather 1lbs. of ash it can be used to reincarnate one fallen creature who has been dead for less than one hour.
Phoenix Feather Cost 5,000p
Weight: 0.01 lb.
The flight feathers of a Phoenix are hard to come by, but they are in high demand because each one can be used to revive one fallen creature who has been dead for less than one hour.
Unicorn Blood Cost 3,000p
Weight: 2 lb.
The iridescent silver blood of a Unicorn is able to cure a creature of any disease or curse when consumed, but the substance also causes euphoric hallucinations and has been known to be addictive (High Addiction Level). Typically only viable for an hour after the creatures death, jars of it can be found at select shops that store the blood of living Basilisks or ones that have been preserved using Stasis magic to keep it fresh.
Wereape Arm Bone Cost 1.000p
Weight: 2 lb.
The intact arm bone of a Wereape is prized for its ability to bestow a +10 bonus to the Unarmed attacks of anyone who carries it.
Werebat Echolocater Cost 8.000p
Weight: 0.5 lb.
The intact Echolocater organ of a Werebat is prized for its ability to bestow the use of Echolocation on any creature that swallows it whole. Once ingested, the organ grants Echolocation while boosting the creatures hearing to the Greater range.
Werebear Claws Cost 3.000p
Weight: 5 lb.
The intact claws of a Werebear can be used as Claw Blades Steel but with the Unbreakable quality and +5 to attacks with these claws.
Werewolf Fang Cost 4.000p
Weight: 0.5 lb.
The intact fang of a Werewolf is prized for its ability to bestow a +10 bonus to the Bite attacks of anyone who carries it, and also making Bite attacks for that creature function as Swift Actions.
Artifacts
Artifacts are unique magical items that were created by either divine or unknown sources that seem to have existed since the beginning of recorded history. These items can be found throughout the Verse on various worlds with some seemingly possessing sentience.
Minor Artifacts
The Elder Pipe
Description This ornately crafted 6 foot long smoking pipe is made of a ghostly pale white wood that has a dark purple grain that weighs 5 lbs. There are little purple leaves growing in various places from the stem of the pipe. It is rumored that the pipe was crafted by Hathorne from his tree.
Rules The Elder Pipe functions as a Mithral Channeling Stave with the Unbreakable Weapon Special Property even though it is made of wood. The wielder of the Elder Pipe can cast Charm, Vertigo, Magic Scan, Jamais Vu, Smoker’s Lung, and Obscuring Mist (appears as purple smoke) at will and as if they were level 20.
The Hand of Miadosa
Description: The Hand of Miadosa appears to be a severed hand made entirely of gold with a wooden handle attached to the wrist that weighs 1 lb. It is said to have been cut from an ancient fey king whose greed lead him to try and build such vast treasure that all the deities would envy him. The hand calls to any creature that is prone to avarice.
Rules: Anything that comes into direct contact with the golden hand turns to gold. Small objects or creatures turn instantly, medium objects or creatures take two rounds, large objects or creatures take four round and each size category beyond increases the duration required by 2 rounds each. Anything that does not stay in contact with the Hand of Miadosa until it is fully transformed instantly returns to its normal state. Any creature effected by the Hand of Miadosa becomes a statue and is incapable of movement. Anything turned to gold by this artifact has no monetary value. Anyone who successfully Appraises (DC 35) an object or creature transformed by this artifact always recognizes it as a magically created gold like substance with no practical uses.
Reaper of Life’s Bane
Description: A 5 lb. scythe with a haft made of blackened bone and a blade made of magically hardened bronze and has a crimson glowing aura. It is said that an ancient God of Death gave this weapon to a legendary hero who had slain the very first Lich. Legends say it will vanish from all existence, along with its wielder, if it is used to strike against a deity of death.
Rules: Any creature wielding this scythe gains a Bloodline of Death. All attacks made with the reaper can be performed against ethereal and incorporeal targets. Any creature killed by this scythe has their body de-atomize as per the spell Disintegrate. The scythe deals 1d12 slashing damage with a +3 to all attacks.
Sorcerer King Pants
Description: These dark red silk trousers have an assortment of strange seemingly meaningless symbols stitched all over them and have eight pockets (two at hip level in the front, two on the backside near hip level, two on the outside of the thighs, and two halfway up the shins on the outside). Said to have belonged to a legendary figure known only as The Sorcerer King and the symbols on them have been a matter of study and debate by magical scholars for centuries.
Rules: Each pocket on the Sorcerer King Pants functions as a Bag of Holding that can hold up to 1,000 square cubic feet of material each. These pants act as a Plated Kilt Mithral and have the Self Mending quality.
Major Artifacts
Mirror of the Prophet
The Mirror of the Prophet is a small silver hand mirror with a frame formed in the shape of various different eyes. According to lore, an ancient being known only as the Prophet is said to have created the mirror by collecting the eyes of various magical and even divine beings. The Prophet is said to have used it to spy on those who owed him debts and to ensure deals made with him came to pass. The mirror weighs 1 pound.
Rules
Any creature holding this mirror can cast Scry, as per the spell, at will through the mirror with no Mana Cost so long as it is on a target or location that the bearer has seen before. When the bearer or their immediate surroundings are under the effects of a Scry spell the mirror glows a sickly green and then immediately casts Counter Scry, as per the spell. All Scry and Counter Scry spells cast through this mirror are seen through the mirrors face instead of through a magical vision.
If an individual has never encountered the mirror before then they will lack any knowledge of its use unless they succeed a Common Knowledge DC 30 check which grants vague knowledge from stories and lore or an Arcana Knowledge DC 30 check to know what the mirror is from texts they have read. The mirror is indestructible to attacks and cannot be Nullified however, it cannot be used while in a Zone of Null.
Deck of Duality
The Deck of Duality is an ancient artifact believed to of been created by a mad deity from long ago or perhaps a relic of the Akashii. Regardless its source, it is one of the most coveted items in existence. The deck seems semi-intelligent and aware of its surroundings. The magic that binds it is unparalleled and is capable of warping space and time as well as summoning strange beings from unknown realms. It is uncertain whether only one of the decks exist in all the Verse or if one exists in each universe. The deck of cards weighs 0.01 pounds.
Rules
Once a character has chosen to draw a card from the deck then they are required to do so and attempting to turn back results in the deck flipping a card out on its own. The character must also choose the exact number of cards they wish to draw and are equally forced to draw them but only three cards can be drawn by a single individual a session. Regardless of the number of requested cards, each card is revealed only one at a time. Once a card has been drawn it returns to the deck and the deck completely reshuffles itself again making it possible to draw the same card twice and even with a different orientation. If the deck is in possession of a wielder, they may require payment or sacrifice before a card is drawn and these conditions must be met before the deck will allow a card to be drawn.
Attempting to attack, harm, or steal the deck or its wielder results in the deck and possibly the wielder to be teleported away to an unknown location, possibly outside of the space and time it was currently in. Once every individual who desires to draw a card has done so, the deck and its wielder teleport away in the same manner. If an individual has never encountered the deck before then they will lack any knowledge of the cards unless they succeed a Common Knowledge DC 50 check which grants vague knowledge from those who have drawn from it before or an Arcana Knowledge DC 50 check to know what the deck is but not its effects or conditions. Unless the character has drawn the same card from the deck before then the character has no knowledge of the cards and their effects. If the character asks the deck’s wielder about the cards only a poetic and cryptic description is provided without any useful information or they only give an unreadable grin.
Duality Card | Tarot Card | Effect | Flipped Effect |
---|---|---|---|
The Child | The Fool | A child with golden hair in white linens appears while playing a lute and skipping. They bless the character with a permanent +1 to all Ability Scores. They then laugh and turn into a swarm of butterflies that disperse. | A crying child with black hair in ragged clothes appears walking slowly. They curse the character with a permanent -1 to all Ability Scores. They then scream in agony and turn into a swarm of moths that disperse. |
The Mysterious Mage | The Magician | A mage wearing all white and possessing immense magical powers appears floating in the sky with a glorious aura of light. The mage permanently doubles the Character’s Mana Pool then fades away without a trace. | A mage wearing all black with a sunken skeletal appearance possessing immense magical powers appears clawing from the ground in a twitchy manor. The mage permanently halves the Character’s Mana Pool then collapses into dust. |
The Maiden | The High Priestess | A nude woman emerges from the wilderness and gifts a useful Magical Item to the Character then immediately returns to the wilderness. | A nude woman emerges from the wilderness and forcefully takes the most valuable possession of the Character, preferably a Magic Item of some kind and immediately returns to the wilderness. This cannot be prevented with anything less than a miracle or Wish. |
The Queen of Life | The Empress | A noble messenger appears announcing the Queen of Life has chosen the Character and grants them the one time ability to resurrect a fallen ally, companion, or mount as per the Revive spell. This does not have to be immediately used and can be used by the Character at any point in the future. This ability cannot be used to resurrect the Character if they die. | A panicked messenger appears announcing the Queen of Life has selected the Character and demands that they choose one fallen enemy, foe, or slain creature to resurrect as per the Revive spell. This must be done immediately and if the Character refuses then the Verse Master decides which enemy is resurrected instead. The enemy comes back with a desire for revenge. |
The King of Wealth | The Emperor | A rich noble appears announcing that the King of Wealth has granted the Character a noble title under suspicious means. The Character receives a deed to a castle whose location is decided by the Verse Master and is created using the Settlement Creation Rules. They also give the character 10,000 p. | A noble’s representative appears declaring that the King of Wealth is seizing the Character’s land and wealth. The character loses any land they own, including the vanishing of the deeds regardless of its location or protection, and are robbed of up to 10,000 p. This is done by magical forces beyond the Character’s control and nothing less than a miracle or Wish spell can stop this. |
The Sacred Tuning | The Hierophant | The Character immediately attains divinity becoming a deity added to the pantheon. The Character is transformed using the Deity Creation rules and is no longer a playable character. This cannot be prevented even by a miracle or Wish. | The Character and all memories or associations with them are omitted from the time stream in this world. All of history is rewritten to not include them but to still happen exactly the way it did. History does not change but instead adapts to the Character having not been there, perhaps with lucky or unlucky strangers filling their role. The memory of the character is removed even from the minds of deities, including the Old Man. The gear of the character is dispersed between their allies including property and companions. This cannot be prevented even by a miracle or Wish. |
The Lost Companion | The Lovers | A person of the Character’s same race and of the Verse Master’s choice of sex wearing silk clothing emerges from a nearby brush or from another room and offers their hand to the Character in either love or obsession. If accepted, the character gains a companion equal in level to the Character until death. The Verse Master chooses what type of companion as well as their age and if they have a Class Template or not. | An animal (Verse Master’s choice) emerges from the shadows or from another room and offers their companionship to the Character. If accepted, the character gains an animal companion equal in CR/ASA to the Character until death. The Verse Master chooses what type of animal companion as well as any specifics about the animal. |
The Grand Ride | The Chariot | The Character immediately gains a new Ride or Vehicle. The type of ride depends on the time era and is one that would be immediately most useful to them. Otherwise, the Verse Master chooses which ride is gained. | The Character immediately loses one ride of theirs. If the Character does not own a ride, one ally or companion who does own a ride loses it, chosen by the Verse Master. Which ride is lost is also chosen by the Verse Master. If inapplicable, a new card is immediately drawn. |
The Champion’s Luck | Justice | The Character becomes empowered with a sense of luck. All enemies the Character battles against are now considered flat footed against them. Only a miracle or Wish can undo this effect. | The Character becomes weakened and feels unsettled. The Character is flat footed against all enemies who battle them. Only a miracle or a Wish can undo this effect. |
The Old Man | The Hermit | An old man in a robe with a cane appears before the Character. The old man is omniscient of all things within this World. The old man will truthfully answer any one question asked of him in full. If there is no answer to the question, the old man will inform the Character of such. The Verse Master decides whether the old man can answer questions about the future or whether future events are too obscure to have a correct answer treating them as questions with no answer. The old man fades away once the question is answered. | An old man in a robe with a cane appears before the Character. The old man will demand all knowledge and memories of the Character. The Character’s Intellect immediately reaches 0 putting them into a coma as the old man harvests their mind into his cane. This cannot be prevented and only a miracle or Wish can bring them out of the coma which if done, the character has amnesia of all past knowledge and memories and has a new Intellect of 10. The old man fades away once done. |
The Cycle of Change | The Wheel of Fortune | The Character is immediately transformed physically into a different race and cannot choose the race they currently are. The Character chooses what race, gender, and physical attributes they have and are now permanently this new race as per Reincarnate spell. However, regardless of the chosen race, the age of the character remains the same. Which races the Character can choose from is up to the Verse Master. Nothing less than a miracle or wish can prevent or undo this. | The character is immediately transformed into a wild animal or creature, as per the Polymorph spell and all gear and items falls off of them. What animal or creature they turn into is up to the Verse Master including gender and physical attributes and are now permanently this new creature. Nothing less than a miracle of Wish can prevent or undo this. |
The Sword in the Stone | Strength | A beautifully adorned blade stuck in a rock is seen. The Character has the choice to pull the sword from the stone and knows that in doing so will be bound to the blade permanently but does not know whether the blade is blessed or cursed. Once pulled, the Character can never give up the blade as it magically reappears on them even if destroyed. This sword is blessed and all damage dealt by the Character is treated as critical damage. Weapons with critical effects automatically gain their critical effect. Nothing can prevent this effect. | A beautifully adorned blade stuck in a rock is seen. The Character has the choice to pull the sword from the stone and knows that in doing so will be bound to the blade permanently but does not know whether the blade is blessed or cursed. Once pulled, the Character can never give up the blade as it magically reappears on them even if destroyed. This sword is cursed and all damage dealt to the Character is treated as critical damage. Weapons with critical effects automatically gain their critical effect when used against the Character. Nothing can prevent this effect. |
The Hourglass | The Hanged Man | The Character gains the ability to change any one event or prevent any one outcome rewinding time back to a chosen moment. This cannot be used to make something happen but instead only to prevent an occurrence. The Character can use this any time but only once, including to prevent their own death as time itself is reversed. This cannot be prevented even by a miracle or Wish. | All of the Character’s gear, items, and magical items leave them and the Character loses all levels and experience reverting back to level 1. The Character loses all bonuses, feats, and spells. Only a miracle of Wish can prevent or undo this. |
The Finger of Death | Death | The Character has the one time ability to instantly kill any enemy in the universe that can be killed, simply by pointing at them. This death cannot be prevented by anything less than a miracle or Wish. | The Character must choose one ally, companion, or friend to die. They must choose immediately by pointing at them and refusing to do so results in the Characters death instead. If no friends or allies are around when this card is drawn, then the Verse Master chooses one by random. This death cannot be prevented by anything less than a miracle or Wish. |
Experience | Temperance | The Character immediately levels up without needing to train or study. They gain all regular bonuses and abilities in doing so. If the Character is maxed out in levels allowed, then the character must draw a new card. | The Character immediately loses one level and all feats, spells, or bonuses that came with it. If the Character is level one and cannot lose any levels, then the character must draw a new card. |
The Dreadful Master | The Devil | A horned being with sharp teeth, ram horns, and bat wings appears with a collar and leash. They force the Character into a Werebat by placing the leash around the Character’s neck and cannot be removed by anything less than a miracle or Wish. The being then turns into a swarm of bats and disperses. | A horned being with goat legs and bat wings appears with a collar and leash. The being forcibly bites the Character’s neck infecting them with Dracule Vampirism and permanently leaves puncture marks on their neck. This cannot be removed by anything less than a miracle or Wish. The being then turns into a swarm of bats and disperses. |
The Sandman | The Tower | A being known as the Sandman appears with a small bag clutched in its hands. It grants youth to the Character causing the Character to decrease in age by one age category. The age of the Character must be rerolled. Any age bonuses or negatives are also applied from the new age. If the Character was already a Child then the Sandman leaves with a new card left behind. Only a miracle or Wish can prevent this. | A being known as the Sandman appears with a small bag clutched in its hands. It inflicts age to the Character causing the Character to increase in age by one age category. The age of the Character must be rerolled. Any age bonuses or negatives are also applied from the new age. If the Character was already Elderly then the Sandman leaves with a new card left behind. Only a miracle or Wish can prevent this. |
Fateful Star | The Star | Regardless of the time of day, a bright, gold star appears in the sky granting a single wish to the Character as per the Wish spell. | Regardless of the time of day a bright, crimson star appears in the sky as an ill omen. The enemy of the Character is granted a single Wish. If the Character does not have an obvious enemy, the Verse Master may create one unknown to the player. The Verse Master decides what wish is granted to the enemy and the results of it. |
The Shield | The Moon | The Character becomes immune to all status effects and conditions that are not affinity based. | The Character auto-fails on saves against all status effects and conditions that are not affinity based. |
The Mirror | The Sun | The Character becomes immune to all affinity elemental conditions and effects that are harmful. | All elemental damage dealt to the Character becomes critical damage and the Character auto-fails on saves against all affinity conditions and effects. |
Divine Judgment | Judgment | A divine entity blesses the Character. The deity is either the one the Character worships or if they do not worship a deity, then a deity who would find them favorable of the Verse Master’s choosing. Whenever the Character dies, they are automatically resurrected via Divine Intervention but only once. This cannot be stopped even by a miracle or Wish. | A divine entity damns the Character. The deity is either the enemy of the one the Character worships of if they do not worship a deity, then a deity who would find them unfavorable of the Verse Master’s choosing. The character is immediately destroyed by divine powers. Their body bursts into divine fire and is completely consumed including all possessions on them and their spirit is also destroyed. This cannot be stopped even by a miracle or Wish. |
Hathorne’s Tree | The World | The Character gains the ability to travel to any known location in the multiverse and can overcome any magical or divine barriers that might otherwise prevent them. This ability can only be used once and therefore does not grant access back to another location. The Character can bring up to 10 other companions and allies with them on this trip. | The Character is immediately imprisoned as per the Imprisonment spell and is trapped in a lost dimension between worlds forever. Only a miracle or Wish can prevent this. |
Elixir Arcana
A shimmering and pearlescent red liquid that is reminiscent of the robes of the Akashii. It grants any creature that is exposed to it a random magical effect. The substance is believed to originate from a transcendent tree belonging to Hathorne at the center of reality, the Nexus. Some believe it is the fabled essence of the Philosopher’s Stone and many have attempted to recreate it but all have failed. Each time the creature touches or drinks the substance they become effected by the substance and can receive the same effect more than once with the effects stacking. The Verse Master rolls a 1d100 die and the corresponding number is the effect the character receives.
1. Levitation: The creature constantly levitates making them immune to terrain effects and granting them the glide ability as per the spell Levitate. | 2. Angelic Visage: Creature becomes unnaturally beautiful gaining a +5 to their Empathy Score. |
3. Cursed: All magic items in possession of the creature have their Runes cursed as per the spell Curse Rune. The alternate curse is determined by the Verse Master. The item now only appears to be the item it was before. | 4. Creature becomes a fire elemental and gains Fire Bloodline as if using Mana Bloodline [Fire]. |
5. Photosynthesis: Creature requires no food and gains sustenance from meditating in direct sunlight for 2 hours a day. | 6. Creature grows by 3 size categories and gains all benefits and penalties from doing so. Gear and items in their possession do not grow with them and instead are pushed off or breaks if necessary. |
7. Sleepless: Creature does not need sleep but can gain stress relief equal to a full nights rest from meditating 8 hours a day. Health and Mana is restored by meditating for 2 hours. | 8. Cow Horns: Creature grows two horns from its head as per the Horned physical trait granting them the Gorge offensive trait. |
9. Angel Wings: Creature grows two large white feathery wings and gains a fly speed. | 10. Creature becomes a void elemental and gains Cold Bloodline as if using Mana Bloodline [Cold]. |
11. Creature gains a constant Magic Field [Invisibility] that extends out 5 feet in all directions from them and works on all size categories. | 12. Deafness: Creature can no longer hear or make and gains the Deaf condition. |
13. Question Corpse: Creature can ask a corpse a single question each day and the corpse will answer it to the best of its knowledge as per the spell Commune With Corpse. | 14. Turtle Shell: Creature grows a turtle shell granting them a +3 to their Physical Reduction. |
15. Creature becomes a null elemental and gains Null Bloodline as if using Mana Bloodline [Null]. | 16. Moral Realignment: The creature’s Purity and Corruption score swap as their morality swaps with it. |
17. Creature becomes a shadow elemental and gains Shadow Bloodline as if using Mana Bloodline [Shadow]. | 18. Creature loses all languages except only the ability to commune with plants as if the spell Commune With Plants. |
19. Change Race: Character has their race randomly determined by the Verse Master with all racial traits changing. | 20. Immortality: Creature cannot die from natural causes as per the Immortal condition. |
21. Creature shrinks by 3 size categories and gains all benefits and penalties from doing so as per the spell Alter Size. Gear and items in their possession do not shrink with them and falls off if necessary. | 22. The creature’s Health is halved. |
23. Change Career: Character’s career is randomly determined by Verse Master and all career abilities change as well as their Skill and Knowledge bonuses and Career Kit. | 24. Lose Sight: Creature can no longer see and gains the Blind condition. |
25. Creature becomes a lightning elemental and gains Electricity Bloodline as if using Mana Bloodline [Electricity]. | 26. Theme Song: Creature gains a constant Magic Field [Singsong] as the constant sound of loud trumpets play around them. |
27. Petrification: Creature is turned into a solid stone statue and cannot perform any actions. | 28. Change Gender: Creatures gender randomly changes and is determined by the Verse Master. |
29. Demonic Visage: Creature becomes unnaturally ugly and gains a -5 to their Empathy Score. | 30. Breathless: The creature no longer requires to breathe to live as per the Breathless spell. |
31. Ageless: The creature does not age and stays the same age and age category until death however, the creature still dies when their maximum age limit is reached. | 32. Explode: The creature explodes, resulting in instant death and all targets near by take damage as per the Self-Destruct spell at their maximum Mana Cost. |
33. Creature gains a constant Magic Field [Animate Dead] that extends out 5 feet in all directions from them and works on all size categories. | 34. Creature becomes a light elemental and gains Light Bloodline as if using Mana Bloodline [Light]. |
35. Erased: The creature is permanently erased from the time stream as per the spell Erase From Time. | 36. Magic Aura: The creatures gains the Aura defense trait gaining a +2 to their Spell Reduction. |
37. Plastic Body: The creature is capable of stretching and shaping their body as per the Plastic Body spell. | 38. Gain Insanity: The creature gains a random insanity determined by the Verse Master as per Inflict Insanity. |
39. Bug Eyes: The creature’s eyes become compound eyes increasing their visual range to Greater. | 40. Wolf Ears: The creature’s ears change to resemble a wolf ears increasing their hearing range to Greater. |
41. Glass Skin: The creature’s skin turns to glass, granting them a natural -10 to Physical Reduction. | 42. Magic Receptive Skin: The creatures skin becomes magically vulnerable, granting -10 to Spell Reduction. |
43. The creature’s Health is doubled. | 44. Monkey Tail: The creature gains a monkey tail appendage that can be used as an extra limb as per the Tailed physical trait. |
45. Heat Vision: The creature sees thermal temperatures instead of colors as per the Heat Vision special trait. | 46. Translucent: The creature’s body becomes see-through granting them the Translucent defensive trait. |
47. Coated: The creature gains a coating of fur or feathers if they have scales granting them the Fur or Feathered defensive trait. | 48. Chameleon Tongue: The creature grows an extendable tongue as per the Tongue offensive trait. |
49. Gain a random Bonus Feat determined by the Verse Master, ignoring the prerequisites. This can be a General or Combat Feat. | 50. Creature becomes a blood elemental and gains a Blood Bloodline as if using Mana Bloodline [Hematury]. |
51. Gain a random Bonus Spell determined by the Verse Master, ignoring the Spell Access Level. | 52. Creature becomes a toxin elemental and gains Acid Bloodline as if using Mana Bloodline [Acid]. |
53. Vampirism: The creature gains a random curse of vampirism determined by the Verse Master. | 54. Creature gains a constant Magic Field [Blink] that extends out 5 feet in all directions from them and works on all size categories. |
55. Inverted Abilities: The creature’s Ability Scores become inverted; the highest three are switched with the lowest three. | 56. Mixed Tongues: The creature loses all currently known languages and gains an equal amount of new languages randomly determined by the Verse Master. |
57. Manifest Halo: The creature gains a permanent, random halo determined by the Verse Master as per the Mana Halo spell. If the creature already has a halo, it changes to a different one. | 58. Fast Healing: The creature heals 1d6 HP per round. |
59. Mana Restoration: The creature restores 1d6 MP per round. | 60. Lycanthropy: The creature gains a random Lycanthropy curse determined by the Verse Master. |
61. Creature becomes a psychic elemental and gains Psychic Bloodline as if using Mana Bloodline [Psychic]. | 62. Boneless: The creature loses all bone mass and collapses into a gelatinous blob granting them the Gelatinous defensive trait. |
63. Creature gains a constant Magic Field [Magical Darkness] that extends out 5 feet in all directions from them and works on all size categories. | 64. Gain Familiar: The creature gains a random familiar determined by the Verse Master using the rules for building an Eidolon or a random creature. |
65. Environmental Affinity: The creature permanently gains Environmental Affinity as per the spell. | 66. All items and gear currently in possession of the creature turn to ash leaving them entirely naked and defenseless. |
67. The creature loses one random General or Combat Feat determined by the Verse Master. | 68. The creature loses one random Spell determined by the Verse Master. |
69. See Invisibility: The creature can permanently see any and all invisible targets within their vision as per the spell See Invisibility. | 70. Impending Doom: The creature is under the constant effects of the spell Annihilation. |
71. Crab Hands: The creature’s hands are replaced with crab claws granting them the Pincer offensive trait while losing the Punch or Claw offensive trait. | 72. Tentacles: The creature grows tentacles off of their sides that can be used as extra appendages giving them the Tentacles offensive trait. |
73. Aged: The creature’s age category becomes Elderly gaining all of the bonuses and negatives of doing so and their age is recalculated. | 74. Youth: The creature’s age category becomes Child gaining all of the bonuses and negatives of doing s and their age is recalculated. Gear in their possession do not resize with them. |
75.Creature becomes a sand elemental and gains Earth Bloodline as if using Mana Bloodline [Earth]. | 76. Reptile Scales: The creature gains scales granting them a +2 to Physical Reduction. |
77. Transmutation: All metals currently in possession of the creature are transmuted into a different random metal all of the same kind including their currency pieces, weapons, and armor. | 78. Liquefy: The creature liquefies, resulting in instant death and any creature near them must make a Sanity Save (DC 20) or take 1d4 Sanity damage. |
79. Creature gains a constant Magic Field [Animate Object] that extends out 5 feet in all directions from them and works on all size categories. | 80. Creature becomes a ghost elemental and gains Ethereal Bloodline as if using Mana Bloodline [Ethereal]. |
81. Pig Nose: The creature grows a pig nose increasing their Smell category to Greater. | 82. Animal Speech: The creature can only speak a single random animal language determined by the Verse Master and loses all other known languages. |
83. Breath Attack: The creature gains Mana Breath as a natural attack that has a random affinity determined by the Verse Master unless the creature already has a bloodline. | 84. Frog Legs: The creature grows frog legs and can jump as per the High Jump spell. |
85. Resistance: The creature gains a random affinity Resistance of +5 determined by the Verse Master. | 86. Slowed: The creature is under the effects of the Slow spell at all times with a -10 stack. |
87. Hasted: The creature is under the effects of Haste as per the spell at all times with a +10 stack. | 88. Vulnerable: The creature gains a random elemental Vulnerability of -5 determined by the Verse Master. |
89. Zone of Truth: The creature is under the effects of Zone of Truth as per the spell at all times. | 90. Zone of Lies: The creature is under the effects of Zone of Lies as per the spell at all times. |
91. Creature gains a constant Magic Field [Rust] that extends out 5 feet in all directions from them and works on all size categories. | 92. Creature becomes a cloud elemental and gains Air Bloodline as if using Mana Bloodline [Air]. |
93. Amphibious: The creature grows fins and gains a dual lung granting them a Swim speed and the ability to breathe under water as per the Amphibious condition. | 94. Anonymous: The creature is constantly under the effects of the Anonymous spell. |
95. Creature gains a constant Magic Field [Charm] that extends out 5 feet in all directions from them and works on all size categories. | 96. Creature becomes a water elemental and gains Water Bloodline as if using Mana Bloodline [Water]. |
97. Disarmament: The creature has a -10 to Attack with all weapons they attempt to attack with. | 98. Uncanny Armament: The creature has a +10 to Attack with all weapons they attempt to attack with. |
99. Creature gains a constant Magic Field [Zone of Silence] that extends out 5 feet in all directions from them and works on all size categories. | 100. Limitless Wish: The creature gains one limitless wish with the Verse Master’s discretion. This wish cannot be prevented even by divine intervention. Only another Limitless Wish can undo the effects of this wish. The Verse Master may use the limited spell Wish instead. |