Tuesday, October 25, 2016

Hekran the Wizard



Wizard, also known as a mage and sorcerer, are students of magic. In a wizard’s lifetime, she may accumulate the knowledge of hundreds of spells. Her life is devoted to sorcery and understanding its inner workings. The greatest of wizard schools is found in the Free City. Wizards hailing from Kelet dream of visiting the Free City’s massive library, though few get the chance. In Crocáno wizards channel most their energy into researching new and creative uses for spells and methods of wielding them. Outside of human kingdoms, aelfen wizards make long studies of old tomes and have in their long lifetimes created many unique spells. Naerodians are known to pore over old spellbooks and create unique incantations of their own design as well.

Wizards sometimes adventure out of sheer curiosity. They are regularly held up in their study rooms for weeks at a time. Adventures offer a welcome respite. Other reasons include research, investigative work, and aiding settlements that lack magical solutions for a multitude of problems.

HEKRAN THE WIZARD

Hekran narrowed his eyes as the guttering candle feebly lit the small stone chamber around him. He rifled through the leaves of vellum, scanning over the spidery letters. He briefly lifted his eyes as a yell of alarm echoed from beyond the hallway outside. His companions had been discovered and would soon be staging a hopeless battle against the abandoned library's new occupants. He would only have a few more moments. It had to be here somewhere.

"Hekran!" The voice of Benjan was coming from directly in front of him. He hadn't heard the mercenary enter the room. How much time had passed since the fighting began? "We have to get out of here. Now! Helaen is hurt. We need your help to fight our way to escape." Hekran did not take his eyes from the illuminated manuscript that now held his attention. "Hekran!" The warrior's bloody gauntlet gripped the mage's robe. He looked up in annoyance. Hekran called to mind the binding thoughts that would force the stone around him to cloak his unseen slave in materiality. With the utterance of the True Words, a hulking figure led the disgruntled fighter down the hallway. Minutes passed. How many before Hekran fervently clutched his heart's desire and began rolling it up was beyond his guess. At that same moment, he heard the clack of toenails as the ghoul entered the room. So, his companions had perished. Before the creature could take another step, the young mage blew out the candle and walked through the shadows around him.

"You made it out! I had you marked for dead! What about the others? Did they...?" The mage gave only the briefest shake of his head as a reply to the cleric. He was too busy examining his new acquisition to respond verbally.

"Gods, what cursed luck. Poor souls. May the Three Ladies guide them home."

"Three dead and all we have to show for it is that crusty lamb skin." The thief spat on the ground in disgust. "This had better be worth the trouble."

"No, no trouble." Hekran whispered absently. He caressed the unnaturally black ink that seemed to have etched itself into the parchment's surface. An acid perhaps? "No trouble at all."


Hekran is a wizard from the Free City. The child of a noble family, it was beyond question that he would be educated at the Citadel. He was fortunate to come from sufficient wealth to afford such privileged training, and doubly so to have practiced in the Free Realm. Where else could he pursue the intellectually rigorous form of sorcery that would lay bear all of nature's secrets to him? Where else would he not only be safe from persecution for studying necromancy, but actively funded to embark on a mission to acquire lost tomes in the Free City's north quarter. People from Hekran's background often feel a sense of entitlement, even to the point of self-righteousness. For Hekran, issues of class or politics are immaterial. He cares little about the cleric’s motivations for being in the city, or for the thief's treachery, or for the lives of his fallen companions. For Hekran, the thirst for mastery overrides all concerns.



Thursday, October 20, 2016

Skills part 2, a marriage of feats and ability scores

I've had many a long discussion about the difference between feats and skills. In the end, I always ended up being the only defender of the system, arguing feats were a subset of specific skills, essentially a skill within a skill. But it's always bothered me that I kept it the same way as D&D for the first version of Northern Realm and the longer I thought about it the more I agreed with my friends, it doesn't really make sense to have two different ways of getting bonuses for skills.

For version 2 of the Northern Realm, I did away with feats, figuring that class abilities would make each character unique. But after some testing, it ended up making character creation less unique. For months my friends and I have been discussing what to do with skills. First I added an aspect to skills where players can distribute skill ranks in-game (rather than during creation). It made for some interesting results. Then I added a few skills that essentially granted feats if you put enough skill ranks into them. Ultimately, it was after looking at a new character sheet for Northern Realm that it  hit me, take away skill ranks. Make all checks ability score checks. Then create a list of skills for each ability score. Whenever something pertains to that skill, like Stealth, use that modifier instead. It doesn't seem that terribly different, but after looking at it written down, it was much easier to follow. And not only that, simpler and for each character more unique. Here it is as described in the book:

Skills
Skills represent your ability to perform actions that you have trained, practiced, or studied for. At level 1, choose 3 skills. At level 2 and on, you may choose 3 additional skills, which you may select at any time before your next level. Once a skill is chosen it cannot be changed later.

Dexterity
Armed Grapple: While grappling, you can make 1 extra attack per round with a light weapon. Make grapple checks in place of attack checks and roll for damage with each successful check.
Blind-Fight: In a melee, each time you miss because of concealment, reroll the miss chance to see if you hit. Further, you are not automatically caught Flat-Footed against unseen targets (you can still be caught Flat-Footed when flanked or taken from the rear)......

Intellect
Engineering: You know how to construct or disarm a trap, sabotage or build a mechanical device, pick locks, break lock combinations, and solve complex puzzles built into contraptions. With this skill, double your Intellect modifier on checks pertaining to engineering.
Heal: You've stitched wounds, you have knowledge of healing herbs, helped others recover from injuries and sickness, you can determine the cause of an affliction, antidotes, and create balms and remedies to treat patients. With this skill, double your Intellect modifier on checks pertaining to healing.
Incantations: Each time you choose incantations as a skill, select 2 from the following list: Arcane Mark, Clean Wound, Dancing Lights, Daybreak, Detect Magic, Divining Wand, Flare,... 


And so on.

Lastly, I made Knowledge and Perception their own metric.



Knowledge

Every character has knowledge that pertains to their skills. If a Knowledge check would relate to your class or background, roll 1d20 + Intellect modifier + class level; taken together is your Knowledge bonus).

Perception

Perception is your ability to notice objects, movements, sounds, or search for items. The GM should constantly roll secret Perception checks to notice things (we recommend rolling even when there is nothing to notice to keep players on their toes). A Perception check is 1d20 + Intuition modifier + Acumen; taken together is your Perception bonus).


So far it's worked out quite well. Thoughts? 

Sunday, October 16, 2016

Meriac the Bard

Sound, rhythm, music reacts powerfully with the stuff of magic. A few rightly played notes not only induce strong emotions in the listener, but also tap into the latent magic in all things. Bards are those gifted musicians, singers, performers that have become skilled in utilizing this conduit to harness supernatural power. In many cultures bards are simply magicians, in others druids, soothsayers, and mages. They are spellcasters in their own right, with their own methods and expertise.

Bards appear all across the Northern Realm. Traveling bards are the delight of Keleti nobles and a welcome respite from the hurts and wariness of constant conflict. There are many paying lords and taverns willing to hire a bard for his services. Still others travel from place to place aiding those in need. In Crocáno, they wander the cobbled streets of the huge city playing for guildhalls, taverns, and rich merchants, while others come in search of apprentices. In Gealdor there is a glut of talented musicians, the best of which travel between villages, some as far as the halls of House Norrum in Domov. Many bards in Gealdor fill the role of druids. In aelfen lands they are perhaps the most learned. Throughout the Northern Realm bards wander the lands. They are not relegated to storytellers and minstrels. They are the most versatile of classes. Many are champions, swashbucklers, enchanters, freedom fighters, advisors, and more. 

  MERIAC THE BARD  

“... and thus ends the tale of Ivrin, the Man Who Sold His Death!” Meriac flourished his traveling cloak in a grandiose bow. The patchwork of colors that lined his garment seemed to cascade all around him and the tavern patrons applauded him uproariously.

“Well, I’m sorry dear friends but the night is closing in and I must be on my way.” Meriac couldn’t help but smirk at the cacophony of boos and moans at this announcement. “But allow me to leave you with one memory you shant soon part with. For this, I’ll need a volunteer... Yes! You sir, step up here with me. Now I’d like you to assure these good people, you have never met me before.” At this there were scattered guffaws. As if a noble would keep company with a traveling entertainer. “I would like you to check my pockets carefully... and now my sleeves if you would be so kind. Satisfied? Now for the tricky part. Watch closely.” A hush fell over the crowd. With a wave of his hand and an incantation under his breath, Meriac found himself in an alley outside.

The rain was falling quite hard from the black sky, and he could hear no sound from beyond the tavern wall. The silence was soon broken by near-deafening cheers, applause, and laughter. Meriac shook his head disapprovingly. A serving maid had nearly seen him pocket the noble’ s purse. Thank the gods she was knocked over by that drunken patron. He whistled as he walked nimbly over the slick cobblestones. Next time, he would be more careful.

Meriac is a bard currently living in Crocáno. He hails from Gealdor, which instilled in him not only a love of adventure, but his acumen in storytelling. He has traveled through Rhen, picking up skills (and picking pockets) as he traveled south. Settling in Crocáno was the obvious choice for now. They knew the worth of a well-performed tale or song, and both poor and rich alike would pay in their measure. However, he is grateful for his stays in other parts of the realm. His brief stint as a thrall to a Vann chieftain gave him more words, stories, and honed his escape skills. And he wouldn’t have a quarter of his magic tricks had he not been an aide to that crotchety old wizard from Evleen Lake. His own purse is now heavy with gold and these lamp-lit streets have grown perhaps a bit too familiar. For Meriac, every location is a training ground, every person a teacher and every situation an opportunity. 


Thursday, October 13, 2016

Magic

Magic is the most powerful, world-altering thing in the game. It's clearly an advantage to be a spellcaster. But, it's not without its snags, there are do-or-die risks. Here are the basics (and note that ability scores and Life are static):

Power
Power is a measure of your character’s spirit and connectedness to the arcane. Every character begins with 5 + Will modifier Power. Every level after the first, you gain + Will modifier Power.

Resistance Dice 
 
Every character has a Resistance Die. Resistance Dice are the measure of a character’s ability to shake off the effects of magic. Resistance Dice begin at one d8, then changes to a d12 at level 3, and finally a d20 at level 6. Any time a spell or effect allows a resistance check, add the applicable ability score modifier and measure it against the specified DC, usually the Spell Dice result.

Spell Dice

Spell Dice determine the strength of a spell, how hard it is to resist, and how taxing it is on the spellcaster. Magic is a volatile energy that can produce unexpected results.


For each Power spent casting a spell, roll a Spell Die (d6). The resulting roll must meet or exceed the target’s Spell Resistance to affect it. If the total does overcome its Spell Resistance, it acts as the spell’s DC, which the target must meet or exceed to resist.

A spell that is a cantrip allows you to roll one extra Spell Die when cast. You may also choose to spend additional Power, or expend a Luck Die, when casting a spell to add additional Spell Dice. Keep in mind, however, that a spell may use no more than four Spell Dice in a single casting.


Identical Dice Effect: No matter the skill of the caster, magic is inherently unpredictable. Whenever you roll more than one Spell Die, there is a chance of producing an extra, unintended effect dependent on the combination of dice results. These combinations and their effects are detailed below. Some spells have their own casting effects, which are provided in their spell description. If more than one of these combinations appears (two 4s and two 6s, for example) both effects apply.    
_______________________________________________________


Two 1s: Time warps around you, your position in the initiative order drops by two. If you are already last, your position in the initiative order increases by two instead (temporal effect).
Two 2s: You become sluggish, your next Dexterity check this round or the next is a detriment.
Two 3s: Spell drains you of 1 Life.
Two 4s: Creatures within 10 ft. of the target are partially affected. If there is no partial effect in the spell description then an abstract residual effect permeates those around the target (must overcome SR).
Two 5s: Temporarily disrupt spells. Any ongoing or permanent spell effects within 10 ft. of the target cease to function for 1 round.
Two 6s: For an instant, you are filled with wracking pain, lose next move action.
Three 1s: Everything that’s happened this round is undone. Round restarts and characters reattempt their chosen actions (temporal effect).
Three 2s: This spell lowers your defenses. Your next resistance check this round or the next is a detriment.
Three 3s: Lose the benefit of your Strength modifier for the remainder of the day; do not apply it to any checks.
Three 4s:  Creatures within 30 ft. of the target or within the area of effect become mentally linked for the remainder of the day. If any of the affected targets fall under the influence of a mind-affecting spell or ability, all become affected as if they were the target (must overcome SR).
Three 5s: 1d6 mundane objects within 30 ft. of your target become animate and attack the nearest creature.
Three 6s: You are drained of energy. You become Fatigued.
Four 1s: The encounter restarts. Everything that’s happened this encounter is undone (temporal effect).
Four 2s: You are rendered defenseless. You fail your next save this or the next round.
Four 3s: You become weak. You cannot attempt any action that requires a Strength or Dexterity check for the remainder of the day.
Four 4s: All creatures within 30 ft. of the target and 30 ft. of you (including you) become Confused (must overcome SR)
Four 5s: The spell effect becomes permanent.
Four 6s: You are drained of spirit. Fall unconscious.

_______________________________________________________



Cantrips

Cantrips are talents, spells that magic users have either perfected or have an intrinsic connection to. For each new spell level, you may choose cantrips from among your spell known. You may choose as many cantrips as your Intuition modifier per spell level. Cantrips add one Spell Dice to cast spells. You may wish to roll a separate Cantrip Die or designate a different colored d6, as Cantrip Dice do not count towards the identical dice effect. A spell can only be selected as a cantrip once and it cannot exceed 4 Spell Dice (or 3 Spell Dice + 1 Cantrip Die), therefore level 4 spells cannot be cantrips.  

Casting Spells

To cast a spell spend Power equal to the spell's level. 

Life Drain vs. Damage (spells that deal damage are subject to Damage Reduction).


Spell Dice (refers to the number of Spell Dice 1-4) vs. Spell Dice result (refers to the result of the rolled dice 4-24).



Example Spells:

Avarice (Sorcery)
Level 2 Enchantment
Components: V
Range: 30 ft.
Duration: Permanent
Resistance Check: Will
This spell overwhelms the target with a lust for shiny things. The target is allowed a resistance check to shake off the effects of the spell. On a failed resistance check, the target is filled with a self-destructive need for riches. What the target values depends on its personality. Each time the target encounters something it considers valuable; the target must roll a resistance check. A failed check results in the target attempting to take the object. Alternatively, objects can be enchanted to produce the reverse effect; anything that sees the enchanted object must roll a resistance check or do anything to obtain it (a successful check renders the target immune to the desire for that one instance).
Partial Effect: With a successful resistance check the target is unwilling to part with valuables, including money (if it values it) for the remainder of the day.


Dragon Twine (Sorcery)
Level 2 Evocation
Components: V, S, M
Range: 30 ft.
Duration: Instantaneous
Resistance Check: Dexterity
Ribbons of fire fling from your hands wrapping about a foe unless it succeeds on its resistance check. The strings entangle target creature, requiring a difficult Strength check to break free. The target is immediately dealt 2d6 fire damage or damage equal to the highest result of 1 Spell Dice.
Partial Effect: With a successful resistance check the target falls Prone.
Identical Dice Effect
Two 1s: Open flames within 30 ft. flare up to twice their size (1 rnd).
Three 1s: The target of Dragon Twine is dealt 3d6 fire damage instead, but the string is burned up in the process (does not entangle).
Four 1s: Every creature within 30 ft. catches fire (including you).

Wink (Sorcery)
Level 2 Conjuration
(temporal effect)
Components: V, S
Range: 30 ft.
Duration: 1 rnd/Spell Dice result
Resistance Check: None
For moments at a time everything around the target seems to freeze, granting it an advantage during encounters. For the duration of the spell, its actions go first, as if it had made an unbeatable Initiative check. In the case of two targets becoming affected by Wink, their actions occur simultaneously.


  

Monday, October 10, 2016

Eckehard the Dhampir

Dhampirs are feared, but mostly forgotten relics of the past. They once flooded the high plains of the Northern Realm as loyal soldiers and wandering lost souls. Their numbers have dwindled in the long years since the Masters fell, but some still roam the earth yet.

Dhampirs are wanderers and adventurers. As hunters they lead a solitary life. Dhampir adventurers may find their way into civilization and be shunned or hated by those that recognize them. And yet few in human lands do. In fact, many dhampirs call the Free Realm and Kelet home.

Dhampirs must always struggle to maintain inner calm. Older dhampirs manage their hunger better than young dhampirs. Their bloodlust, however, is not based on the sight of blood or the exposed neck of a supple maiden (unless of course, said dhampir is psychotic). Instead, a dhampir’s inner calm is overwhelmed as it boils over during emotional encounters. Strong emotions like anger, serve as the strongest trigger for losing control. When it reaches that point, he may battle and battle until nothing is left standing or he is slain, and if there are no other foes to assuage his need for violence, he will feed, and not simply to drink blood, but to tear at flesh like an animal. Some of the greatest warriors in history were secretly dhampirs.

ECKEHARD THE DHAMPIR 

Eckehard was abandoned and left to die by his mother in the marshes of Blackmoor. By chance, the Baron Gerold of Blackmoor found the baby and brought him home to his barren wife Anelie (of Hargrave), whom he loved dearly.

Eckehard's early life was relatively unremarkable until puberty when he first felt the hunger. The first time the hunger overcame him, a particularly buxom maid drew his eye. She, unfortunately, did not survive the encounter, dying quite violently. His father and mother then realized his true nature, having read the old stories of the masters and their offspring. But they loved their child and covered up this first transgression. 

A second incident put a major strain on the family. He spoke openly of the hunger to his parents and lamented at what he had done, expressing his fear that the hunger could not be satiated. So they again covered up for their son but decided to no longer invite relatives and members of the gentry to their home, instead remodeled a hunting lodge to entreat guests. 

But this was not the end. Baroness Anelie interrupted the third and final incident. In his bloodlust, Eckehard killed his mother. For three days Eckehard was alone with his dead mother. He threw out the house staff in a grievous rage and then cleaned and dressed his mother's corpse, all the while waiting for his father's return. 

When Baron Gerold returned his home, he became bitterly angry and drove his son from his house. Shortly after Gerold left his home to hunt his son. For four years Gerold hunted his son before he became extremely ill. For weeks he lay bedridden. On his last day his son returned to Blackmoor Manor. Ultimately Gerold spent his last hours with his son Eckehard in a spirit of forgiveness. It was then with Eckehard's Uncle Hereward as his witness that Gerold signed and stamped with his seal a document legitimizing Eckehard as the true heir of Blackmoor. Within the document's contents, it is revealed that Eckehard was the bastard son of Gerold and an elven maiden  (to cover up the fact that Eckehard was adopted, which is frowned on). 

Gerold's death hit Eckehard hard. He put his affairs in order and left the barony for the wilderness. He spent more than 100 years from home. When he returned no one remembered him and the manor of Blackmoor was all but abandoned. However, his experiences left him with a desire to continue his adopted families legacy. He spent the next decade proving his lineage and keeping up the charade of being half-elven. Afterward, his adventures were much shorter. He would never spend too long from Blackmoor, a fief in the northeastern region of the Free Realm. It is a relatively rich region. Blackmoor's residents export dye and dyed cloth. Grains such as brown rice, tubers, and plants for dyes like madder, woad, and weld grow easily in Blackmoor. The Blackmoor seal is a black shield with three silver stars. 

On his journeys, he found the sword, which he named Istvan's Bane. His encounter with the necromancer Istvan was the last encounter before his first return to Blackmoor manor. His journeys since then have centered on the discoveries made in the tomes of the necromancer's lair (and were added to Blackmoor's library). Since then he has become secretly obsessed with the long forgotten history of the Master Eshe, who was detailed in the tomes. Now he sees her in his dreams. His obsession now turns to desire, despite the fact that Eshe is more a matron than sexualized creature. Now he spends summers searching for her last resting place.


Friday, October 7, 2016

Life versus Hit Points

I've got to admit, I didn't even realize there was a way to interpret hit points beyond 'Life' until a few months ago, when a player from our game group brought it up. I understand the D&D ever increasing hit points puts a big big kink in the physics of any campaign world, but let's face it, it's a game convention because level advancement is part of the motivation to play. You as a player want to feel like your character is getting stronger. It's common in video games. It's common in tabletop RPGs.

But for those interested, here's a link to a lively discussion on the topic: https://www.reddit.com/r/rpg/comments/5663wv/read_robert_e_howard_if_you_want_to_understand/

I think the idea that hit points are a measure of fatigue or mental exhaustion is a stretch, and I find when it's explained as such a lot of hoops have to be jumped through. With that said, I want to avoid any confusion. Having a clear concept of what physical harm is can only add to the experience. To do this, however, I think Life has to be static.

I felt the best way of doing this was to base Life on the character's size and strength (Strength score = Life). Tiny, Small, and Medium sized creatures have 1d6, 2d6, 3d6 Strength, respectively. It's not a smooth progression, but it doesn't have to be. In fact, it leaves it open for players to create a character that begins with 1d6 Strength and 3d6 potential Strength, then gains 1 Strength until the maximum value when fully grown. Viola, you've watched your character grow up.

So next we need to look at Life in practice, in other words, combat. Characters have a set Life, so that means combat is extraordinarily dangerous. That means all the traditional damage values for weapons and criticals needs to be taken down a notch. However, I'm a big fan of realism (with a heavy lean towards grit). Weapons should still have the potential to kill a target outright. I'm walking a fine line here, so the end result will really have to be balanced.

Next, being wounded should inhibit a character's ability to fight. Enter the wound mechanic. Each time a character is hit/damaged that character accumulates a penalty to AC and attack (-1 for each time it's damaged). Wound penalties only go away after a full night's rest and Life only increases by 1 a night.

Again this needs to strike a fine balance. As such, every spellcasting class has its own version of healing, with clerics being the best at it. It also leaves open a truly gritty experience for players wanting to play the wounded warrior, fighting to the last man. To make this possible, however, I did away with negative hp, instead, a character drops to 0 Life and bleeds out. This leaves plenty of opportunities for another character to stem the bleeding, meaning once the character rests, it returns to 1 Life and is ready to fight another day (albeit at a distinct disadvantage).

BUT, we don't want to make it too easy, so last but not least, I've added an injury table for characters dropped to 0 Life because of a critical hit (it also does away with the need for a 'massive damage rule'). There's a chance to die outright, there's also a chance to lose some teeth. Either way, I think it adequately satisfies cravings for realism and risk, and though it puts characters at greater risk of losing their characters than RPGs like D&D, it leaves players the opportunity to battle through adversity. The theory goes that characters that are always at risk of death, even at full Life, will be willing to take more risks. That's the theory anyway.


Monday, October 3, 2016

Items Without Charges Part 2: Ideas



Items of Power


The following are enchanted items hidden in Rhen. Each is unique. Each has its own story. For long years they have waited for the touch of mortal hands. Tread lightly with these items and respect their power.

Weapons

Aglac- Dagger; spend power to deal extra damage; Free Realm

Anmod- Sword; gain fighter abilities; Free Realm

Scyppend- Hammer with damaging and destroying effect (ignore hardness, shape metal without heating it); Free Realm

Konok- Sword that can’t be sheathed while undead are near; Kelet

Hraezla- Sword; when turned on enemies it causes them to become shaken, fail by 5 frightened, can’t be immune; Nord Fyel

Reithi- Sword that comes alight in cold or darkness area spells and banishes them with fire; Nord Fyel

Armor

Endrthaga- Iron shield; when clanged frightens away fae; Nord Fyel

Potions

Demon’s Draught- Potion of black sludge makes you a fiend

Vial of Darkness- (sticky darkness)

Liquid Light- (doorway to Aether)

Rings

Bertalan’s Shroud- Invisible in shadows if one does not move

Valak’s Rings- Grants wearer immunity from anything with an Intuition or Dexterity resistance check.

Scrolls

Transference-
A scroll that requires a spell, when cast it fills the target’s mind, which you name.

Bend Reality-
Traveling spell, as you read the spell the world begins to change around you. Must roll a Concentration check to succeed finishing the spell

Havren’s Scroll-
Turns you into a Havren

Staves

Oswin’s Staff-

Aliz’s Staff-

Wands

Anydros- Sphere that water won’t touch (water in 1 ft. radius). If you cast a spell with it then radius increase 1 ft. per Spell Dice result.

Tarvos- Fear effects increase one step.

Belucan- Casting dispel magic also blocks conjuration spells within the area

Hierdan- Conjured shields also block melee attacks

Adelaida’s Charm- Evocation spells affect the incorporeal

-Each time a spell is used that would activate sympathetic magic, it applies as if cast twice

-Cast all warlock powers as cantrips, but drains Will each time

-Any necromancy spell opens a portal to the Shadow Realm

-Illusion spells are more real, semisolid

-Spells cast at +1 Spell Dice (is not a cantrip, does not trigger identical dice effect; Fatigues user once ½ Power is cast, Exhausts when all Power is expended)

-Dispelling a charm or suggestion spell cast with this wand has a 50% chance of dealing d4 loss of all mental ability scores.

Objects

-A spell that makes writing indecipherable without it.

-Change the luck of items and probabilities to your desires.

-Impedes spellcasting; spells are cast at half the Power spent (maximum 2 Spell Dice).

-A puzzle; if spellcaster attempts to cast a spell on it, the spellcaster becomes trapped.

-Scepter; forces target to adhere to an oath

-Book of spells, filled with warlock spells (can be cast as sorcery spells)

-Statue that comes alive and speaks

-Mirror; when you look into it lose d4 Will. Must best your reflection to get it back. Shattering it makes it impossible to get it back.

-Instrument that bypasses spell resistance

-Ever full mug

-Key that opens any door including enchanted doors as long as there is a keyhole

-Gilded throne, those who sit on it speak with the power of suggestion

-String of Pearls that forces target to speak the truth

-Living lamp lit by a mephit

-Children’s book with rituals

-Book with imprisoned person who is the character in the book.

-Sphere that unerringly shows the desires of one who touches it.

-Fur grants wearer scent and low-light vision. The wearer becomes reluctant to take it off.

-Astrolabe moves time forwards and backward.

-Bracelets that add a mesmerizing quality to dances.

-Whetstone that makes edged weapons keen for a day.

-Spike that destroys growth. Casting a primeval spell on it increases the radius.

Enchanted Places

-Area absent of magic (antimagic field)

-Portal obelisk

-Maze-like forest