SPELLS & SWORDS STUFF 2






RANDOM ROLLS
If you roll a result for which there is none on the table, simply reroll or 
pick a desired result. 

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MAGIC SWORDS LIST
1D100	Item:				User:	Notes:
1 	Righteous Rapier		F/R	Attack +2. All Wound Rolls >5 are Bad Bleeds
2 	Falcon Blade			F/R	Attack +1. User Grows Metal Wings and Can Fly
3 	Miracle Sword			Fight	Attack +2. Damage +1. Heal Spell 2x/Day
4 	Fire Blade			F/R	Attack +1. Damage +1. Fire Bolt Spell 3x/Day.
5 	Ice Blade			F/R	Attack +1. Damage +1. Freeze Spell 3x/Day.
7 	Nova Sword 			Fight	Attack +2. Energy Bolt Spell 3x/Day
8	Vorpal Blade			Fight	Attack +4. All Major Wounds cause Behead
9	Quicksilver Sword		F/R	Attack +1. Two Attacks/Round. Initiative +1
10	Rune Sword			Fight	Dam +4. If Foe Killed Wielder Heals 1 Wound
34	Eldritch Blade			F/M	Attack +3 and Defense +2. Can be used by Mage 
45	Demon Sword			Fight	Attack and Dam +5. Fumble: Auto Hit Ally (2H)
50	Dancing Scimitar		Any	Animated. Can use 3x/Day. Attack and Tough +3
60	Cold Brand Sword		Fight	Attack +2. Get Damage +5 vs Fire Foes
69	Finest Falchion			F/R	Attack +1. Ignore Foe’s Armor
70	Flame Tongue Sword		Fight	Attack +2. Get Damage +5 vs Ice Foes
76 	Ancestral Blade			Fight	Attack +3. Summon 1 Guardian Spirit per Day
80 	Hook Sword			Any	Attack +4 when Attempting to Disarm

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MAGIC ITEM LIST 1 
1D100	Item:				User:	Notes:
1	Icon of the Saints		Priest	Save +4 vs Charm, Lure, and Fear 
2	Holy Lance      		Fight	Attack +2 and Dam +3 vs Evil Foes
3	Cloak of Invisibility		Any	Stealth +4
4	Flying Carpet			Any	Fast Flyer. Can Hold Six. 
5	Hammer of Returning		Fight	Attack +1. When Thrown Returns to Owners Hand
6	Scroll with Priest Spell	Priest	Single Use
7	Boots of Speed			Any	Swiftness +5
11	Thunder Hammer  		Fight	Dam +3. Thunder Spell 3x/Day 
12	Holy Mace       		F/P	Dam +2. Undead Hit Save or Destroyed
13	Magic Mirror			Mage	Teleport or Scry Spell 3x/Day
14	Holy Armor 			F/P	Armor +3. Get Defense +3 vs Evil Foes 
15	Axe of Cleaving			Fight	Dam +4. All Major Wounds cause Lose Limb
16	Dagger of Venom			Rogue	Attack +2. Poison
17	Magic Compass			F/R	3x/Day Shows Way to Desired Location 
18	Horn of Plenty			Any	Fruit enough for 10 to Eat every Day
19	Spear of Dragon Slaying		Fight	Attack +2. Dragon must Save or Die if Hit
20	Lightning Rod			M/P	Lightning Bolt Spell 3x/Day
21	Bracers of Defense		Any	Defense +3
22	Ring of Spell Storing 		M/P	Stores 1 Spell at a time
23	Shield of the Ages		F/P	Defense +4. Adj Allies get Defense +2
24	God Slayer Dagger		Any	Attack +5. God must Save or Die if Hit 
25	Deck of Many Things		Any	Use Tarot Deck. GM will determine Outcome
26	Wand of Wonders 		Mage	Distract Targets. Short Range. 5x/Day
27	Coral Helm			Any	Armor +1. Breathe Underwater. Swim +5
28	Pearl Trident 			Fight	Dam +1. Get Attack +5 vs Water & Aquatic Foes
29	Crown of Command		Fight	Leadership +5. Command Spell 1x/Day
30	Blasting Rod			Mage	3x/Day. Short Range. Energy Blast. Dam +4
31	Ring of Regeneration   		M/P	Regeneration. Only works on 1 person per Day
32	Fairy Sling     		F/R	Attack +3 and Damage +1
33	Great Warbow			Fight	Damage +4. Double Range
35	Imp Bottle			Any	Answers one Question. 1x/Day
36	Ring of Protection from Fire	Any	Saving Throw +6
37	Ring of Protection from Cold	Any	Saving Throw +6
38	Wand of Weakness		Mage	Weakness Spell. 4x/Day
39	Staff of Power			Mage	Holds 3 Power Points per Day
40	Dragon Scale Armor		F/P	Armor +3. Saves vs Breath Attacks +5
41	Puzzle Box      		Any	1x/Day. Open Gate to Demon Dimension
42	Spell Shield			Fight	Defense +1. Saving Throw +4 vs Spells
43	Skeleton Key			Any	Lock Skill +4
44	Holy Hand Grenade		Any	Single Use. Large Explosion. Damage +10
46	Staff of Healing		Priest	Healing Spell. 4x/Day
47	Time Turner			Mage	Single Use. Reverse Time for 1 Minute
48	Gem of True Sight		Any	Detect +5 Magic, Evil, Invisible, & Illusions
49	Soul Jar			M/P	Spirit must Save or be Captured. Holds 1 Spirit
50	Coin of Good Fortune    	Any	Possessor gets +1 Bonus to All Rolls
51	Banner of Victory		Fight	Army led by this gets +1 Bonus to all Rolls
52	Cursed Object			Any	Cannot be gotten Rid of. Inflicts Penalty
53	Shield of Reflection		F/P	1 in 6 Chance Attack will Bounce Back
54	Horn of the Winds		Any	3x/Day. Gust of Wind Spell
55	Pans Pipes			Rogue	2x/Day. Charm Spell (Works on Swarms also)
56	Explorers Map   		Any	Geography +5
57	Wand of Shrinking		Mage	1x/Day. Shrink Spell
58	Lightning Javelins		F/R	1D6 Javelins. Use each as a Lightning Bolt Spell
59	Ring of Feather Falling		Any	Wearer Falls at Speed of a Feather
60	Philosophers Stone		Mage	Brew Potion Spell 1x/Day
61	Bag of Holding			Any	Holds 20x the Size and Weight it should
62	Portable Hole			Any	Pit Trap. Cannot be moved if Occupied 
63	Chaos Orb			Any	Bomb. Victims Save or get 1D4 Mutations
64	Magic Shovel    		F/R	3x/Day. Tunnel Spell
65	Holy Grail			F/P	1x/Week. End Spell Affecting entire Kingdom
66	Rod of Disruption		M/P	1x/Day. Medium Range. Elemental must Save or Die
67	Staff of Striking		Any	Attack +1. 3x/Day Attack gets Damage +7
68	Arrows of Slaying		F/R	1D4 Arrows. Target Save or be killed 
71	Genie Lamp			Any	Contains 1 Genie who will grant 3 Wishes
72	Rod of Ruin			M/P	1x/Week. Earthquake Spell
73	Pandora’s Box 			Any	Single Use. Plague & Blight Spells
74	Sun Shield			F/P	Defense +3. 4x/Day. Flash or Light Spell
75	Infinite Quiver			F/R	Never Run out of Arrows (+1 Attack Bonus each) 
76	Jewel of Discord		Any	Heroes will Fight each other for This. 
77	Helm of Invulnerability		F/P	Defense +5. Cannot be Beheaded. 
78	Winged Sandals			Any	Swift +2. Fly Spell. 3x/Day
79	Torc of Telepathy		Any	Telepathy Spell. 3x/Day
80	Amulet of the Magi		Mage	Get +1 to all Mage Spell Casting Rolls
81	Primordial Clay			M/P	Make a Mud Golem, Gargoyle, or Earth Elemental
82	Sacred Ankh			Priest	Get +1 to all Priest Spell Casting Rolls 
83	Chain of Binding		Any	Bound Foe cannot get Free. Even a God
84	Hammer of the Gods		Any	+3 Attack. All Smith and Armorer Skills +5
85	Belt of Giant Strength		Any	Strength +5
86	Magic Pavilion  		Any	1x/Day. Lavish Tent. Bigger on the Inside 
87	Armor of the Dwarves    	Dwarf	Armor +5. Will only Fit a Dwarf
88	Eternal Torch			Any	Never goes out. Source of Fire
89	Staff of Summoning		M/P	Increases Size or Number of Creatures Summoned
90	Spider Pendant			Any	Crawl on Walls and Ceilings. Empty Hands
91	Wand of Ice			Mage	Freeze Spell. 3x/Day
92	Scarab Figurine			M/P	Summon Scarab Swarm. 1x/Day
93	Heroes Helm			Fight	Armor +1. Immune to Fear
94	Goblin Globe			Any	Defense +1. Lights Up when Humanoids are Nearby
95	Gauntlet of Smashing		Fight	Brawl +1. Strength +2. Armor +1	
96	Rune Stones			Any	Roll on Rune Stone Table. Inert in 1D8 days
97	Demon Mask			Any	Intimidation +5
98	Elven Cloak     		Elf	Swift +2 Stealth +2 Dodge +2. Elves Only
99	Robes of Disguise		Rogue	Disguise +5. Change Appearance in one Round
100	Magic Charm			Any	Roll on Charm Table. Inert in 1D4 Months

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MAGIC ITEMS LIST 2
1D100	Item:			User:	Notes:
6 	Gigasteel Dagger	F/R	Damage +1. All Wound Rolls >5 Break Foes Weapon
8 	Storm Spear		Fight	Damage +2. Lightning Bolt Spell 2x/Day
9 	Night Blade		Rogue	Attack +1. Dagger. Backstab +3
10 	Great Club		Fight	Damage +1. All Wound Rolls >5 are Stuns
11 	Icicle Dirk		F/R/M	Attack +1. Damage +1. Dagger. Chill
12 	Flame Tang		F/R/M	Attack +1. Damage +1. Dagger. Burn
13 	Oak Staff		M/P	Damage +1. Cast any Druid Spell 2x/Day
14 	Water Wand		Mage	Water Bolt Spell 4x/Day	
15 	Staff of Divine Wrath	Priest	Attack +1. Damage +1. Wrath Spell 1x/day
16 	Brilliant Staff		Priest	Attack +1. Cast any Sun Priest Spell 2x/Day
17 	Faerie Wand		Mage	Cast Fly, Invisibility, or Teleport Spells 3x/day
18 	Mega Mace		F/P	Damage +2. All Wound Rolls >5 are Skull Cracks
19 	Flaming Whip		F/R	Attack +2. Burn. Intimidate +2
20 	Admantium Rod		Fight	Damage +2. Roll Twice on Wound Tables
21	Razor Claws		F/R	Attack +1. Damage +2. Climb +3
22	Groundbreaker		F/P	Hammer. Damage +1. Tremor 3x/Day
23	Iron Fan		F/M	Attack +1. Damage +1. Defense +2
24	Beast Claws		Fight	Attack +2. Damage +2. Defense +1
25	Gale Force Fan		Mage	Defense +1. Gust of Wind Spell 2x/Day
26	Golden Axe		Fight	Attack +2. Damage +1. 2H. Sweep
27	Mighty Mallet		F/P	Damage +3
28	Razor Wing		F/T	Boomerang. Dam +1. Returns after Thrown
29	Elder Bow		F/T	Attack +2. Damage +2
30 	Elemental Arrows	F/T	Attack +1 and either Burn, Chill, Shock, or Stun
31	Golden Shield		F/P	Defense +2. Reflect Gaze Attack back at Foe
32	Dragon Shield		F/P	Defense +2. Save +4 vs Breath Weapons
33	Ethereal Shield		F/P	Defense +1. Immune to Normal Weapons
34	Thinking Cap		M/P	Puzzles, Riddles, Mazes, Jest, Guile, Intrigue +2
35	Berserkers Helm		Fight	Melee Attacks +1. Berserk
36	Warriors Helm		Fight	Defense +1. War Cry
37	Tricky Turban		F/R	Defense +1. Luck
38	Skull Mask		M/P	Cast 1 Necromancers Spell per Day 
39	Hermetic Hat		Mage	Gain 1 Power Point per Day
40	Witches Hat		Mage	Cast 1 Witch Spell per Day
41	Wizards Hat		Mage	Cast 1 Wizards Spell per Day
42	Mystic Glasses		M/P	Cast 1 Mystics Spell per Day
43	Captains Locket		Any	Cast 1 Seamancer Spell per Day
44	Purple Turban		Any	Cast 1 Desert Mage Spell per Day
45	Druids Robes		Any	Cast 1 Druid Spell per Day
46	Bronze Panoply 		Fight	Armor +1. Heavy. Tactics +1. Leadership +4
47	Champions Armor 	Fight	Armor +1, Heavy. Dodge +2. Melee Attacks +2
48	Holy Vestments		Priest	Robes. Cast 1 Holy Priest Spell per Day
49	Vampires Cape		Any	Turn into Vampire for 1 Combat per Day
51	Archers Arm Bands	F/R	Archery +2. Initiative +1
52	Thieves Gloves		Rogue	Pickpocket and Climb +2
53	Minstrels Finery	Rogue	Bard gets +1 to all Rolls
54	Relic Rosary		Any	Turn Undead Like a Cleric
55	Sorcerer’s Stone	Mage	Cast 1 Sorcerer Spell per Day
56	Lucky Pendant		Any	Luck
57	Elfin Ring		Any	Save +4 vs Weakness, Sleep, Paralyzation, Charm
58	Tempest Staff		M/P	Cast 1 Storm Mage Spell per Day
59	Ethereal Armor		F/P	Armor +1. Gain Basic Spirit Abilities
60	Bow of Law		F/R	Attack +3
61	Dwarven Helm		Fight	Armor +1. Save +8 vs Lightning
62	Death Wand		Mage	Death Bolt 3x/Day
63	Celestial Sickle	F/P	2H Weapon. Damage +5
64	Diamond Diadem		Any	Save +8 vs Death Magic
65	Emerald Orb		Any	Save +6 vs Poison
66	Gorgons Shield		F/P	Defense +1. Petrification Spell 1x/Day
67	Circlet of Entrapment	Any	Hold Spell 1x/Day
68	Ivory Amulet		Any	Save +4 vs Disease
70.	Flail of Flanking	Fight	Damage +1. Ignore Foe’s Defense
71. 	Wand of Webs		Mage	Web Spell (3x/Day)
72.	X-Ray Glasses		All	X-Ray Vision Spell (3x/Day)
73	Brazier of Power	M/P	Cast 1 Evil High Priest Spell per Day
74.	Wheel of Fortune	Any	Spin to determine your Fate. 
75.	Infinite Hourglass	M/P	Cast 1 Chronomaster Spell per Day
77. 	Jesters Cap		Any	Jest +5
78. 	Shield Sphere		Any	Shield Spell (3x/Day)
79. 	Black Vise		Any	Interrogation +5
81.	Golden Urn		Any	Holds a Hero that can be Resurrected
82.	Rainbow Prism		Any	Distract 1D6 Min all who gaze upon it
83.	Paradox Phial 		Any	Contains a Message from the Future
84.	Magnificent Map		Any	Directions to a Major Treasure Hoard 
85. 	Mana Battery		M/P	Can Store up to 10 Power Points
86. 	Ogre’s Maul		Any	While holding this you become an Orge
87.	Vampire Slayers Kit	F/R/P	Various Useful Items, Some Holy. 
88.	Transmorgifier		Any	Polymorph Spell 1x/Day. Random Result 
89.	Forcefield Matrix	Any	Glowing Cube. Forcefield Spell 2 x/Day
90. 	Shadow Mantle		Rogue	Teleport from 1 Shadow to another 7x/Day
91.	Caltrop Cascade		Any	Single Use. The 1 Caltrop turns into Hundreds
92. 	Mini Siege Engine	Any	Grows to be a Full Size Siege Engine. No Crew
93. 	Ship in a Bottle	Any	Grows to be a Full Size Galley. No Crew
94. 	Self Filling Flagon	Any	Always refills with holders favorite Drink
95. 	Bottle of Slime		Any	Large Glass Bottle. Contains one Slime
96. 	Beastly Barding		Steed	Armor +3. Will change to fit any Steed
97. 	Collar of Control	Any	Place on any Foe. You control Him or it 
98. 	Gloves of Absorption	Any	Immune to Lightning Attacks
99. 	Legendary Cestus  	Fight	Brawl Strikes only +2. Damage +3
100. 	Girdle of Grappling	Fight	Brawl Grapples only +3. Damage +2

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INVENTIONS
The Invention Skill can produce many quirky but useful Non-Magical inventions. 
Gnomes and Goblins in particular are renowned Inventors. 
These Devices have a reputation for being Strange and Unreliable. 
A Short List of Examples is provided Below. Many of these need to be Refilled, 
Recharged, Reloaded, or Reset between uses. These can take a Months to Make.

INVENTION TABLE
1D30	Device (Notes):
1	Rocket Boots (Jumping. Short Flights)
2	Sprayer (Short Range. Acid, Pesticides, Poison vs 1D4 Adj Foes)
3	Flame Thrower (Short Range. Damage +4 vs 1D6 Adj Foes) 
4	Invisibility Goggles (See Invisible)
5	Gas Grenade (Poison, Sleep, Paralyzation, Smoke. Fills Room) 
6	Glider (Retractable. Requires Piloting Skill) 
7	Extending Melee Weapons (1H becomes 2H) 
8	Unicycle (Folds Up. Comes with Horn and Umbrella) 
9	Oversize Blunderbuss (Medium Range. Damage +3 vs 1D2 Adj Foes) 
10	Belt Fed Large Crossbow (Medium Range. 4 Shots per Round)
11	Super Lock Pick Kit (Locks +2) 
12	Grappling Hook Gun (Long Range. Climb +3. With Motorized Winch) 
13	Net Launcher (Short Range. Entangle 1D3 Adj Foes)
14	Rocket Launcher (Long Range. -2 Attack Penalty. Dam +4 vs 1D6 Adj Foes)
15	Spider Chair (4-8 Legs. Swift +2. Armor +1. 2 HTH Attacks at Dam +1)
16	Power Tool (Chainsaw, Jackhammer, Drill, Claw, etc.) 
17	Fold Up Boat (Holds 2 Passengers. Comes with 1 Pair of Oars and Fishing Pole) 
18	Gas Mask (Immune to Poison)
19	Very Large Magnet Gun (Medium Range. Disarm, Attract or Repulse Metal Objects) 
20	Tin Alloy Helmet with Antennae (Long Range. Detect Spirits, Telepathy)
21	Goo Gun (Glob of Fast Acting Glue. Short Range)
22	Magic Goggles (See Magic)
23	Illusionary Goggles (See Illusions) 
24	Night Vision Goggles (Infravision) 
25	Telescopic Binoculars (See Details at Far Range)
26 	Diving Suit (Air Tubes lead to Hand Driven air Pump at Surface)
27 	Retractable Ladder (Opens and closes in 1 Round. 20 Feet Long)  
28	Music Maker (Autonomous contraption combining 10 Musical Instruments) 
29	Flare Gun (Long Range. Single Shot. Burning Flare. Attack -1 Damage +1 Burn)
30	Box of Fireworks (Like Pyrotechnics Spell. Single Use)

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TECHNOLOGY
Non-Magical Artifacts from Other Worlds and Alternate Futures. 
These are found concentrated at certain Portals and Dimensional Rifts. 
Some are in good shape, most are broken, or inoperable due to 
Years of Neglect. When they are found they are often ignored 
Completely, or sold as Curios. Very few individuals have the skill to 
Identify, much less repair these strange Relics. There are some 
Rare individuals called Technomancers who are avid Collectors and 
Are able to bring some of these Devices back to Life.  

TECH ITEM LIST
1D30: Tech Item: 
1 Energy Weapon: Laser, Plasma, Ion, Phaser, Blaster, Disruptor
2 Projectile Weapon: Bolt Gun, Slug Gun, SMG, Sniper Rifle, Needler
3 Light Source: Glow Globes, Flashlights, Lamp, Discoball
4 Vehicle: Aircar, Schoolbus, Rocket Submarine, Saucer, Taxi
5 Suits: Space Suit, Utility Belt, Power Armor, Scuba Gear 
6 Advanced Medical Drug or Device: Medi-Kit, Stim Pack, Ventilator
7 Communication Devices: Walkie Talkies, Megaphone, Radios
8 Synthetics: Robot, Android, Animatronics, Heads in Jars, Roombas 
9 Information Device: Computer, Smart Phone, Palm Pilot
10 Field Generator: Force Field, Anti-Gravity, Inertia Field
11 Locators: Mapping Device, Motion Detector, GPS, Globe
12 Tools: Construction Equipment, Chainsaw, Vibro Knife
13 Home Goods: Refrigerator, Microwave Oven, Vacuum Cleaner
14 Musical Instruments: Electric Guitar, Tuba, Synthesizer  
15 Sound Recorders: 8-Track Tapes, Tape Player, Boom Box, Records
16 Energy Sources: Batteries, Fuel Cells, Chargers 
17 Scientific Equipment: Tricorder, Telescope, Microscope, Geiger Counter
18 Clothing: Uniforms, Missing Socks, Reeboks, Sun Glasses, Designer Shoes
19 Materials: Plastic, Titanium, Plexiglass, Teflon, Kevlar
20 Furniture: Artwork, Signage, Shag Rugs, Lava Lamps
21 Bombs: Energy Grenades, Plasma Grenades, Frag, Flash-Bang
22 Food: Twinkies, Astronaut Ice Cream, Protein Bars, Fruit Cakes
23 Ammo: Bullets, Clips, Drums, Ammo Boxes
24 Luxury Items: Cuban Cigars, Wine Bottles, Furry Slippers
25 Toys: Games: Sit and Spin, Pogo Stick, Magic 8 Ball, Play Dough
26 Image Recorders: Movie Projector, Holograms, VR Headsets
27 Containers: Refrigerator, Trash Can, Cooler, Laundry Basket
28 Personal Transport: Jet Pack, Hoverboard, Motorcycle, Gravity Belt
29 Spare Parts: Tires, Mufflers, Circuitry, Hard Drives, Wires
30 Environmental: Umbrella, Space Heater, Electric Fan, Kiddie Pool

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VALUABLE BOOKS TABLE
1D40	Book:				Cost	Notes:
1	2D6 Blank Spell Scrolls		20 	Each (Parchment)
2	Skill Manual			50	Learn 1 Specific Skill +1
3	Spell List Monograph		1000	Learn 1 Specific Spell
4	Elemental Grimoire		1000	Learn 1 Elemental Spell
5	Black Magic Tome		1000	Learn 1 Evil Spell
6	White Magic Tome		1000	Learn 1 Good Spell
7	Physics Reference		50	Get +1 to Physics Skill Rolls
8	Patrons Codex			1000	Learn 1 Pagan Spell
9	Summoning Primer		1000	Learn 1 Summoning Spell
10	Language Lexicon		50	Read to Learn 1 Language
11	Religious Tracts		50	Read to learn Theology +1
12	Spell Book			5000	Will contain 1D6 Spells
13	Treasure Map			100+	Could be False
14	Navigational Charts		200	Get +5 to Navigate in Local Area
15	Travel Guide			50	Get +5 to Know about an Area
16	Lost Histories			100	Get +5 to Specific History Rolls
17	Regional Atlas			50	Get +2 to Navigate a Region
18	First Edition Literature	100+	Valuable to Collectors
19	Music Folio			50	3D6 Quality Songs Available
20	Handbook of the Planes  	1000	Get +1 to Navigate Outer Planes
21	Theological Treatise		50	Get +1 to a Theology Roll
22	Monstrous Manual		300	Get +1 to Monster Lore Rolls
23	Dragon Codex			400	Get +1 to Dragon Lore Rolls
24	Elven Poetry			200	Valuable to Some High Elves
25	Dwarven Genealogy		500	Very Valuable to a few Dwarves
26	Gnomish Schematics		400	Blueprints for 1 Invention
27	Shire History			50	Of Interest to some Halflings 
28	Book of Prophecies		100	Find 2D6 Prophecies of Note
29	Astronomical Charts		100	Get +1 to Astronomy Rolls
30	Comparative Anatomy Tract	100	Get +1 to Non-Human Healing Rolls
31	Fiend Folio			9000	Has True Name of 1 Greater Demon
32	Building Blueprints		200	Blueprints for 1 Building
33	Encyclopedia of Angels		300	Get +1 to Angel Lore Rolls
34	Dictionary of Lost Worlds	2000	Get +1 to Obscure Geography Lore
35	Dungeon Map			1000	May need some Updating
36	Metaphysics Text		100	Read to learn Metaphysics +1 
37	Unpublished Diary		50+	Scandalous (More Valuable If Current)
38	Arcane Dissertation		300	Learn 1 Wizard Spell
39	Political Manifesto		100	Read to learn Politics +1
40	Book of the Dead		7000	Learn Lich Spell from Necromancy List
Notes: When learning a Skill or Spell by reading it takes 1 Month to read. Looking for 
Info to give a temporary Bonus takes 1D60 Minutes.  

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CHARMS
These are in the form Small Carved Stones, Gems, Ivory, Onyx, Jade, etc. 
They are usually worn like Jewelry. They take a week to Make. 
A Character can wear a Max of 3 Different Charms at a Time. 

LIST OF CHARMS
1. Haughty (Strength +1)
2. Stamina (Toughness +1)
3. Heroism (Saving Throws +1)
4. Nimble (Dodge +1)
5. Keen Eye (Ranged Attacks +1)
6. Prowess (Melee Attacks +1)
7. Magi (Gain 1 Power Point per Day)
8. Fate (Luck Ability)
9. Silver Tongue (Guile +1)
10. Sneakiness (Stealth +1)

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