36 Lighthearted Magical Items / 36 Spells
d66 misc. magic items
11 Strange Sundial: Shadow points to known object/person (name/appearance)
12 Life Preserver: You will be saved from drowning one time!
13 Trick Coin: Rub this coin to change its face!
14 Garzey Boots: Personal hovering, 1hr/day. Horse speed!
15 Gabriel's Horn: Call an angel for advice. Do it too often and youll be smote.
16 Evil Jar: Release corrosive fog, 5d6 dmg to each lifeform in a 20’ radius!
21 Good Jar: Release healing fog, heals 5d6 to each lifeform in a 20’ radius!
22 Mermaid Locks: Swallow this hair and breathe underwater! Easy to choke on. 12hrs.
23 Monkey's Paw: Be careful what you wish for! 1-3 uses left.
24 Magic Carpet: Floats above the ground and moves according to the wishes of those upon it. If they are not in agreement, the Carpet will try to buck its riders off. Sentient and likes to be taken care of. Will follow its favourite person.
25 Magic Lamp: Contains a random demon.
26 Sight Eye: Replace your eye with this glass one and see the unseen!
31 Marvelous Marbles: 1 big marble, 1d6 small marbles. A small marble can be sacrificed in order to jump to the location of the large marble.
32 Rabbits Foot: LK*1.25
33 Belmas Bread: 1d6. 1 unit = 1 wk rations.
34 Buster’s Key: Open any lock. 1-in-6 chance of breaking.
35 Big Drill: Goes thru one wall (about 20’) before breaking on a 2-in-6.
36 Pixie Shit: If you eat this you will believe anything!
41 Bouncy Spring: Bounce on it to jump four times as high as normal (like, around 10’!)
42 Counting Rice: Forces intelligent lifeforms to count the grains SR3 on IQ. Monster Rated foes fail automatically.
43 Dragon Boat: Small ship, flies.
44 Crown of Cranial Superiority: Requires a minimum INT of 18. The wearer has psychic powers!
45 Puny Cheese: Makes you mouse sized (2 weeks) if you eat a piece! Squeak! Scarf it down and youll be a mouse forever!
46 Spider Milk: If sipped, fingers sprout sticky “hairs” (2 weeks). If gulped, become a spider forever!
51 Dancer's Veil: SR on LK to change appearance (face+body!) for 1d6 hours/SR Level.
52 Matador Cape: Aggro a single target with an MR or equivalent attributes lower than the wielder’s IQ+CHA+LK*2
53 Giant’s Glove: ST*1.5, cannot be removed. Harness the power of a giant!
54 Sherlock's Lens: IQ*1.5.
55 Defibrillator: Must be charged by a storm, has a lightning rod antenna at portable charging base. This thing can save you from the brink! (Target Character Level SR on IQ to apply correctly)
56 Stretchy Staff: As staff. 10’/character level.
61 Wizard's Finger: Cast one random spell (from a random spell list)
62 Zippy Belt: Gotta go fast! AGI*1.5 , LITTLE FEETS 1/day.
63 Berserk Helm: CON*1.5. At 0 CON, heal 1d6 CON and RAGE for as many rounds. While raging, a character can only attack, or move to attack. Their personal adds are doubled. Afterwards collapse, as if knocked out.
64 Charmer's Ring: CHA*1.5
65 Nature Mask: You can talk with critters but people will no longer understand you! Requires another person making a successful L/hr SR on ST to remove.
66 Raygun: 80 damage. 4+1d6 shots.
d66 Spells
11 Seal - Locks something shut, with Magic Level determining Difficulty
12 Release - Opens something up, with Magic Level determining up to which Difficulty
13 Shine - creates a tiny star equivalent to a Torch. Lasts Magic level Turns.
14 Phantom Thread - Creates a nearly invisible razor wire between two points (1m/magic level). Works as garrote if an enemy can be sneaked up on.
15 Magic Sense - Detect magic
16 Courier's Cart - A floating, ephemeral cart without wheels suspended behind the caster. Can carry ENC up to Magic Level × 50 and lasts one hour per casting (can be refreshed without disappearing)
21 Silence - Deafens sound
22 Specter Force - Create illusions
23 Finder's Keepers - Locates a known object, within 1km/Magic level
24 Warding Aura - Produces Magic Defensive Layer for Magic Level Turns
25 Bachelor's Boon - Improve reaction roll + 1 per 2 magic levels
26 Invisibility - Disappear from sight
31 Take Flight - Fly
32 Anti-Spell - Dispels magic
33 Flash - Blinds a figure with Wounds = Magic Level for a Turn OR shines a light reaching 40m for Magic Level turns
34 Burning Bile - Flamethrower puke, is spewed 1m wide in a cone reaching 1m/ magic level
35 Stunning Hand - Turns one's hand into a paralyzing hazard. Enemy must save (Easy Difficult + Magic Level) or be stunned for a turn before attempting save again.
36 Afterimage - Repeats the last action, for as many rounds as casters Magic Level
41 Winning Smile - Charm person with Wounds equal to Magic Level
42 Remote Viewer - Floating eye, distance in meters up to Magic Level*2
43 Heal - Heal half as many Wounds as caster has levels (min. 1)
44 Lullaby - Puts figures of as many Wounds as the caster has Magic levels to sleep
45 Harm - Causes Wounds to a target equal to Magic level
46 Freezing Cube - Creates a cube of ice around an enemy of Wounds up to Magic level, which can be slid across the ground.
51 Demon Receptacle - The caster enters a vegetative state and places their body into a nearby object, and can from there possess another being of Wounds equal or less than Magic Level.
52 Clipping - Pass thru walls of thickness in meters up to Magic Level.
53 Fatal Fart - Release toxic gas from one's behind, causing 1 wound/rd in all who breathe it in.
54 Manipulation - Enthrall a figure with Wounds up to half casters magic level
55 Summon Elemental - Conjure an elemental from nearby source.
56 Dead Can Dance - Animates dead with wounds equal magic level
61 Soul Swarm - Angry ancient spirits unable to pass on swarm, causing weak guys to flee, and obscuring vision, and causing plants to wither.
62 Simon Says - Victim can save on Easy Difficulty Task Roll modified by Magic (TN6+Magic Level), Compels victim to perform or avoid a specific task (Geas).
63 Annihilator Demon - Summons an invisible creature who singlemindedly seeks to fulfill its mission, with no regard for collateral damage and a very literal interpretation of the spells wording.
64 Instant Translocation - Teleport elsewhere
65 Shatter Form - Breaks apart a single figure of Wounds = Magic level, or can instantly destroy a single object up to 10m large
66 Restore Life - Restore a Figure of Wounds = Magic Level within 24 hours of death.
Items
Backpack, Small - 4$ Carry 30 ENC handsfree.
Backpack, Large - 12$ Carry 80 ENC handsfree.
D-Buster - 100$ [40 ENC] Easy Difficulty Task, breaks a door down.
Candles, 2$ for a dozen - Light 6m [12 ENC]
Cloak 3$ - 1DL [6-18 ENC]
Crowbar 5$ [2 ENC]
D-Jack [20 ENC] Easy Difficulty Task, lifts door with a jack via foot pedal
D-Lamp 400$ [20 ENC, fragile when in use] Light 18m. Strapped to the chest. A candle beset by mirrors. Firestarting mechanism on a pullstring. Has a shutter to protect the “lens” when not in use.
Drugs and Poisons 100-600$/dose. [1 ENC]
Firestarting kit - 2$ [1 ENC] Starts up fires. Comes with twine, matches, flint. Different implements to start a fire. When used, check d6 and on a Hit it is empty after starting the fire.
Firewood - 2$ for one night's fire [10 ENC]
Grappling Hook - 20$, requires rope [4 ENC] 20m max range. 120 ENC max load.
D-Grappel. 8,00$, requires rope, stakes optional to pin into the ground. [18 ENC] Easy Difficulty Task Roll to shoot Nearby ledge target. Can be used to rappel. 60m max range. 360 ENC max load.
Hammer - 2$ [1ENC]
Prayer Salt, vial - 44$ [2 ENC, fragile]
Iron Spikes, half-dozen - 1$ [6 ENC]
Lantern, oil - 100$ [8 ENC] 10m Light, 24 Turns.
Mirror, small - 20$ [1 ENC, fragile] If mirror breaks Catastrophic Failure window 1-4 on all rolls for 7 years.
Oil, flask - 60$ [4 ENC] Charges Lantern Once.
Pole, 3m - 1$ [10 ENC]
Dry Rations, 1 Week - 20$ [7 ENC] Last indefinitely.
Fresh Rations, 1 Week - 5$ [7 ENC] Lasts 3 Days
Rope, 30m - 2$ [15 ENC]
Sack, Large - 2$ Carry 40 ENC loose items in one hand, or inside backpack.
Sack, small - 1$ Carry 10 ENC loose items in one hand, or in backpack.
Shovel - 5$ [4 ENC] Requires both hands.
Tent, small - 200$ [20 ENC] Houses two men. Can be rolled up and tied into backpack. Sleeping gear assumed to be present.
Tent, large - 2500$ [40 ENC] Houses six men. Must be carried by horse, or cart or in-stead of a backback entirely.
Torches, half-dozen - 1$ [6 ENC] 10m Light, 6 Turns.
Wine, bottle for 2 - 60$ [3 ENC, fragile] Drinks can help with making friends.
Champagne, bottle for 1 600$ [2 ENC, fragile] For real celebrations.\