Backgrounds: Grave
Backgrounds: Grave
Backgrounds: Grave
+2 ARMOR
+3 DEX
+1 WIS
d10 damage, 2-handed
Includes tinderbox
Includes 20ft rope
+2 CON
+1 CHA
3 slots
2 slots
1 slot
1 slot
Demons hoard the treasure they value most—souls. domly rolled abilities and equipment. +2 STR +2 DEX +1 CON
The heroes of old are all corrupted or dead.
+4 STR +1 DEX +3 CON
Noble +2 INT +2 WIS +3 CHA
But in this place, the dead do not occupy graves for long.
Knight +1 INT +1 WIS +2 CHA
Ornate rapier
Parrying dagger
d8 damage, 1-handed
d4 damage, 1-handed
1 slot
1 slot
GRAVE (v1.0) is a toolkit for soulslike adventures Cross-hilt sword d8 damage, 1-handed 2 slots
Fine clothes +1 ARMOR 1 slot
with old school rules, adapted by Jason Tocci from Ben Jousting shield +1 ARMOR 1 slot
Signet ring worth 500+ souls to the right buyer
Milton’s KNAVE. Its features include: Mail and surcoat +4 ARMOR 4 slots
+2 STR +2 DEX +2 CON
Exploration begins right away. Every character is newly
Wizard +1 STR
+4 INT
+2 DEX
+3 WIS
+1 CON
+1 CHA
Outcast +2 INT +2 WIS +2 CHA
awakened from death, with no memories of themselves or Makeshift club d8 damage, 2-handed 2 slots
the world. Games get started fast, with both random char- Academy robe +1 ARMOR 1 slot
Filthy rags +0 ARMOR 1 slot
acter generation rules and non-binding archetypes with Crystal-tipped cane d6 damage, 1-handed 1 slot
Memento A trinket—describe it 1 slot
starting stat arrays and gear packages. No time needed to Astral Arrow spell Ranged attack; up to d6 damage/level
Hedge Magic spell Harmless, obvious parlor tricks ? STR ? DEX ? CON
come up with personal histories; players and their charac-
ters learn about the world and themselves through play. +2 STR +1 DEX +1 CON
Vagabond ? INT ? WIS ? CHA
Abilities aiming to exceed 15, the side doing the rolling must get a Attacking and defending are handled like an opposed
save (as in the example above) between the attacker’s STR
Each of the six abilities is used in different circumstances. total greater than the opposing character’s relevant ability
defense in order to succeed. If they fail, the opposing side (with a melee weapon up close) or DEX (with a ranged
• Strength (STR): Used for melee attacks and saves requir- weapon out of arm’s reach) and the defender’s ARMOR.
succeeds. This type of save is called an opposed save. Note
ing physical power, like bending bars, lifting gates, etc.
that it doesn’t matter which side does the rolling, since the Designer’s Note: At the referee’s discretion, attackers might be
• Dexterity (DEX): Used for ranged attacks and saves
odds of success remain the same. allowed to use Dexterity for light, 1-slot weapons that require
requiring reflexes and coordination, like acrobatics,
speed or precision more than force, like rapiers and whips, in
climbing, sneaking, balancing, etc. Example: Namora casts an attack spell at a thief. This is re-
keeping with common convention from soulslike games.
• Constitution (CON): Used for saves to resist poison, solved as an opposed save using Namora’s INT versus the thief’s
sickness, cold, etc. A PC has as many item slots as their DEX. The thief may roll and add their DEX bonus, hoping to On a hit, the attacker rolls their weapon’s damage die and
CON defense, as much stamina as their unused item slots, exceed Namora’s INT defense, or Namora may roll and add her deducts the damage roll from the target’s hit points (HP).
and as many HP as their CON bonus + d6 (or 3) per level. INT bonus, hoping to exceed the thief’s DEX defense. They may add a bonus damage die if they exploited the
• Intelligence (INT): Used for saves requiring precision target’s weakness (such as a blunt weapon vs. a skeleton).
If situational factors make any roll significantly easier or
and concentration, such resisting magical effects, re- In addition, if the attacker rolls a natural 20 (a critical hit)
harder, the referee may grant the roll advantage or dis-
calling lore, crafting objects, tinkering with machinery, or the defender rolls a natural 1, the defender’s takes an
advantage. With advantage, roll an extra die and
etc. PCs can prepare as many spells as their INT bonus. additional die of damage of the weapon’s type, and their
disregard the worst result. With disadvantage, roll an extra
• Wisdom (WIS): Used for saves requiring perception, armor is damaged (or broken, if already damaged). If the
die and disregard the best. Having both cancels out both.
intuition, and patience, such as tracking, navigating, attacker rolls a natural 1 (a critical miss) or the defender
standing watch, detecting illusions, etc. Wisdom is also rolls a natural 20, the attacker’s weapon is damaged (or
used to determine initiative order in combat. Reactions broken, if already damaged).
• Charisma (CHA): Used for saves requiring confidence When the PCs encounter an NPC whose initial disposition
and social skills, such as persuasion, deception, interro-
gation, intimidation, provocation, etc. PCs can return
to the party is not obvious, the referee may roll 2d6 and
consult the following table.
Morale
When monsters and NPCs face more danger than they
from death as many times as their CHA defense, and a
2 3-5 6-8 9-11 12 were expecting, the referee may make a morale roll by
slain PC can add their CHA bonus (or a d6) to one roll by
Hostile Unfriendly Unsure Talkative Helpful rolling 2d6 and comparing the result to the NPC’s morale
an ally each round until they resurrect.
rating (usually between 5 and 9). If the roll is higher than
In addition, PCs have an ARMOR score indicating defensive the rating, the NPC will attempt to flee, retreat, or parley.
capabilities in armed combat. It acts like an ability score,
Combat Morale rolls can be triggered by defeating half of an enemy
but is determined by clothing, armor, and/or shields. In combat, characters take turns declaring their actions. group, defeating its leader, reducing a lone enemy to half
Determine initiative order by having players attempt a HP, or other effects at the referee’s discretion.
Designer’s Note: Dexterity governs ranged and light weapon WIS save. Those who succeed act before all enemies; those
attacks due to common associations from soulslike games who fail act after all enemies. When every character has NPC companions also make morale rolls when they face
(among others). Intelligence governs spell preparation separately taken a turn, a new round begins; reroll initiative. extraordinary danger or strongly disapprove of the PCs’
from item slots in a nod to soulslike games, and to encourage actions, such as holding out on promised rewards or dis-
specialization over time. Wisdom and Charisma are often ig- On their turn, a character may move a short distance playing mismatched ethical principles. Morale may also be
nored as “dump stats” in favor of abilities with more combat (about 40ft by default), and take a combat action—e.g., improved by treating companions well and rewarding
utility, but now feature uses that should help keep PCs alive. attacking, casting a spell, moving again, attempting a stunt, them more generously.
Picking up an item only reduces current stamina if the tweak how death works to meet the needs of your game; killed
Stunts item is added to the character sheet, and this lowers empty PCs might reappear at the last safe haven where the group rest-
Stunts are combat maneuvers such as stunning, shoving, item slots below current stamina. ed, or might sit bolt upright with a dramatic gasp for air after
disarming, tripping, sundering armor, and so on. They are only a round of lying dead.
resolved with an opposed save. They may not cause dam- Designer’s Note: Stamina helps emulate soulslike games’ tactical,
colorful combat, and offers a tradeoff for carrying lightweight
age directly, but may do so indirectly (for example, pushing
an enemy off of a ledge). The referee is the final arbiter as gear. These rules intentionally omit using stamina to reroll fail- Advancement & Souls
ures, attack repeatedly, or modify spells—uses that slow play and While in a safe haven, a PC can gain a level by subsuming
to what stunts can be attempted in a given situation.
obviate other uses and spells—but tweak as you will. 1000 × their current level in souls, deducting these from
Designer’s Note: Knave allows players to forego the bonus die the total carried indicated on their character sheet. Upon
from advantage to take an extra stunt action on their turn; you
may wish to use this if you don’t use stamina for “extra effort,”
Death gaining a level, a PC gains these benefits:
When a character reaches 0 HP, they die. If it’s a PC, in- • Ability increase: Raise the defense and bonus of 3 dif-
but I removed the rule to avoid too many rules exceptions.
crease their death count by 1, and compare their death ferent abilities of the player’s choice.
count to their CHA defense. If their deaths are higher, their • HP increase: Roll as many d6 as their level and add
Stamina soul is lost. The player begins making a new character to their CON bonus to calculate their new HP total, raising
PCs start with as much stamina as the number of item be introduced as soon as danger has passed. HP by 1 if not higher than before. (Or just gain 3 HP.)
slots they leave empty. Stamina has two uses: casting • Recall: The PC regains a memory—one of their own, or
spells (1 stamina per spell level), and augmenting ordinary If a killed PC’s deaths do not exceed their CHA defense,
perhaps someone else’s. The player can make one up,
while their allies are still in immediate danger, their spirit
actions with extra effort (1 stamina per effect). roll for a memory prompt on the Traits page, ask the
can inspire the allies for a short time: Once per round, the
referee for one, or declare what it is at some later point
What constitutes “extra effort” is open to players’ creativity spirit adds their CHA bonus (or, if the player prefers, a d6)
to gain an advantage on a single roll.
and the referee’s discretion. Players describe what they to any roll made by another player, before or after the roll.
want to do, noting equipment or environmental features if As soon as the group is out of immediate danger (or they The faded souls traded as coin pale in comparison with the
relevant; when that exceeds what they could normally ac- all die), the killed PC is resurrected, either rising bodily souls of the corrupted demigods and colossal demons who
complish in a single turn or roll, the referee may indicate where they fell, or mysteriously reappearing at their allies’ rule the lands. Such legendary souls can be consumed to
that this costs stamina. Example effects include: side. They return with all their equipment, and full HP and grant 1 level instantly, but this risks corruption: Roll a
stamina, but their souls are left behind if their allies aban- d100, and if it is below the PC’s highest ability or their
• Gain advantage: Dive in light armor or raise a shield
doned their body. The player also rolls for decay on the level (whichever is higher), the referee takes control of the
for a bonus to defend; throw sand into a foe’s face so
Traits page, or describes a mark fitting the cause of death character to reintroduce later as a monster. (For this rea-
they’re distracted as you attack.
(such as charred by dragon breath). Decay is permanent and son, the most powerful monsters’ souls are sometimes
• Bonus stunt: Strike so hard with heavy weapon that it
cumulative, and may or may not have mechanical rele- bound into powerful artifacts, preventing their resurrec-
damages and pushes the target; disarm while parrying.
vance at the referee’s discretion (e.g., a skeletal PC resisting tion or the temptation to devour them.) Likewise, upon
• Extra damage die: Wind up and deliver a forceful blow
poison, but weaker to blunt attacks). ascending to each level above 10 and/or each ability bo-
with a weapon held in both hands; slash with both
nus over +10, the PC visibly grows in stature, and the
main-hand and off-hand weapons at once. When PCs slay an enemy, any souls the enemy carried fall
player makes a corruption roll as above. When a PC who
• Extra targets: Swing a great sword to hit multiple adja- to the ground, or spread out evenly between all members
has exceeded these limits dies, their soul becomes heavy
cent foes; fling a handful of throwing knives. of the group, including those felled in battle. This may or
enough for enemies to seize it before resurrection.
• Extra move: While lightly armored, after darting in to may not may not yield their soul, however—only those
strike, slip away again; step between an enemy and an most faded by deaths and most weighed down with cor- Designer’s Note: Souls as both coin and experience offers an in-
ally, raising a shield to defend in their place. ruption are guaranteed forfeit. As such, killing an enemy game explanation for the classic “XP for gold” advancement
Typically, only 1 stamina can be spent on a given effect may not dispatch them permanently. mechanism. Increasingly higher XP requirements (compared to
each turn; a PC could attack at an advantage and apply an Knave) encourage hunting increasingly powerful foes. You could
Designer’s Note: Due to more frequent combat and lower penal-
extra damage die, but not apply two extra damage dice. cap PC level and abilities at 10 as Knave does, but “ascension”
ties for death, this removes Knave’s unconsciousness rules and
means to evoke themes of the corrupting influence of power, and
PCs regain all stamina by resting awhile in a safe haven (so adds a “spirit” rule to help keep all players involved. (It’s up to
offers a possible explanation for why the fallen heroes of yore
dropping an item does not immediately restore stamina). you whether the “spirit” is literal or figurative.) Feel free to
encountered in soulslike games tend to be so darn big.
largely resisted by legendary creatures; see Monsters, below. Morale: Morale rating remains the same.
Spellcasting If you use spells of higher levels from other old-school
Saves: Assume that monsters have ability bonuses equal to
PCs might find spell texts in their travels. By absorbing games, PCs are only able to learn spells of their level or
soul-memory-residue, a text can be learned instantly (and their HD, with the corresponding ability defenses, again up
lower; casting them costs stamina equal to spell level.
the object itself discarded) by a single PC, but this renders to +15 bonus/25 defense.
it useless to other PCs. Alternatively, a text can be entrust- Designer’s Note: Dividing spells into three traditions gives men-
Resistances: Creatures with legendary souls are resistant
ed to an NPC mentor capable of teaching it to others. tal abilities additional uses, and encourages specialization so it’s
to spells and effects that transform, control, or paralyze
clearer who gets first dibs on which spells. If you prefer a unified
A PC can learn any number of spells, but can only prepare them, or bypass their HP to instantly destroy them. Even
spell list, consider Knave’s “100 Level-less Spells,” using Intelli-
as many spells at once as their INT bonus. Prepared spells on a failed save, they may be only momentarily affected.
gence for all casting; that ability doesn’t have other critical uses.
can be cast as an action (or quicker, if noted), as often as XP: If a monster includes an XP reward, it indicates how
desired, by spending the spell’s level in stamina while the
caster has an open hand or a spellcasting implement in
Rest many souls each player could seize from it. In the absence
of other guidance, grant d20 × HD souls for 1–5 HD mon-
Resting awhile in a safe haven restores all lost hit points
hand. Preparation demands deep concentration and sters (+100 for each special ability), and d100 × HD souls
and stamina, and offers an opportunity to prepare new
lengthy rituals only possible in a safe haven. for higher HD monsters (+500 for each special ability.)
spells and advance in level. Brief breaks in risky places of-
Designer’s Note: Limiting how many spells a PC can have pre- fer an opportunity to consume curatives, but don’t permit
pared, in combination with spells only learnable by one PC, enough time or tranquility for other recuperation. Refereeing
should encourage specialization and variety, and cut down on Encourage player problem-solving over PC abilities.
Designer’s Note: The risen dead are presumed to not necessarily
time lost to shuffling inventory between PCs. Rather than asking to “roll Wisdom to search the room,”
benefit from food or sleep, and combat is intended to be deadlier
ask them how they search—tapping walls, feeling for
When a spell negatively affects another creature, the caster with less frequent healing and lower stakes for death. What
drafts. Only roll when there’s something to lose, like find-
makes an opposed save with their spellcasting ability counts as a “safe haven” is up to the referee, but might include an
ing the secret door before an enemy patrol shows up.
against the defender’s relevant ability—usually DEX for isolated village, a shrine on sacred ground, or the lair of a leg-
ranged attacks, CON for life-draining, INT for mind- endary enemy felled by the PCs (at least until other locals realize Share more information than strangers in a strange land
altering, or WIS for illusions. If the defender succeeds, it the former inhabitant is no longer in residence). could know: the names of legendary enemies and ancient
reduces or negates the spell’s effects. sites, the powers of magical items, the images from well-
Spells belong to three traditions, each using a different Monsters drawn dungeon maps (potentially with redactions or “in-
accuracies”). You may be surprised by how much you “just
spellcasting ability for opposed saves: The wizardry of All monsters from OSR bestiaries should work as-is with
know” with the memories of a thousand dead lining your
the Academy requires Intelligence to make sense of arcane no major conversion needed. Here are some guidelines.
pockets. But don’t get carried away: Make your description
formulae; divine theurgy requires Wisdom to apply the
Hit Dice/Hit Points: Use d6s for monster hit dice to avoid brief enough to fit on a video game loading screen.
teachings of Church scriptures; and the ancient rites of
tedious HP attrition, or multiply HD by 3 for HP.
disparate cultures branded witchcraft by the Church use Seed rumors for PCs to look into, encouraging them to
Charisma to invoke natural and otherworldly spirits. See Armor/Defense: Monster AC (if ascending) can be used explore, seek legendary monsters, gather souls, and per-
Treasure for a list of spells under each tradition. as defense. If the AC is descending, subtract it from 19 (if haps even change the world. Examples:
Old School Essentials compatible) or 20 (if OSRIC compati-
In the spell descriptions in this document, “S” is the • The gates of the underworld can be closed once more
ble, or if you find subtracting from 19 annoying) to find its
amount of stamina spent in casting—a minimum of 1, po- by whoever possesses the souls of the Rulers of Old.
ascending equivalent. If a roll or effect breaks ARMOR, low-
tentially up to the caster’s own level. (Spells that don’t • Whoever sits on the Blackened Throne of the Damned
er ARMOR to 10.
mention “S” cost 1 stamina.) An “item” is anything able to can command the dead and remake this world.
be lifted with one hand, and an “object” is anything (or Attack Bonus: Any attack bonus given is unchanged. If an • The smithy will reward whoever rescues her brother,
anyone) up to human size. Having an ongoing effect “dis- attack bonus is not given, use the monster’s hit dice, up to but only upon his return. (“If I gave free equipment to
rupted” means the target of the spell makes a roll or takes a maximum of +15 bonus/25 defense. If THAC0 is given, every would-be hero who promised to save him, I’d be
damage. Unless otherwise noted, spells have a range up to subtract from 19 or 20. out of business and out of brothers.”)
40 feet, and ongoing effects last up to S × 10 minutes or Damage: Damage remains the same. For improvised mon- • The rest of the world isn’t like this. Travel further, and
until voluntarily canceled. Note that certain spells may be sters, aim for average damage to be HD + 1. you can escape this nightmare.
Treasure
Unless otherwise noted, S = stamina spent; item = movable
Wizardry Spells
1.
2.
Assemblage. Instantly dismantle (or repair, given
replacement materials) an item.
Astral Arrow. Arrow-range attack, S d6 damage.
Witchcraft Spells
1.
2.
Animate. Make an inanimate object move and obey
commands (e.g., rope slithers, wicker effigies walk).
Charm. S creatures see you as a friend, barring evi-
with 1 hand; object = up to human sized; disrupted = caster 3. Astral Body. Step out of your body as a luminous dence otherwise. Afterward, they know what you did.
rolls or takes damage; range = 40 ft; duration = S × 10 minutes. spirit that can float with speed S × 10ft. Ignore physical 3. Darkness. Shape inky shadow, blotting out light.
attacks; other incoming attacks can disrupt this spell. 4. Deprive. Deprive a creature of S senses (e.g., sight,
Theurgy Spells 4. Cosmic Binding. Freeze an object in time and space. It sound, smell). Multiply stamina spent to cast on mul-
1. Abjure. S creatures must move away from you on cannot be affected in any way for the spell’s duration. tiple targets at once, spending same amount for each.
their turn and cannot attack you. 5. Disguise. Resemble any comparably sized object for 5. Earthquake. Shakes ground violently for S rounds.
2. Commandment. Target must obey a command of up the spell duration. Cancel if disrupted. 6. Frenzy. Make a creature attack indiscriminately at an
to S words that harms neither target nor innocents. 6. Dying Star. You and creatures in line of sight within advantage, defending at a disadvantage.
3. Confessional. Sense (or compel, vs. save) truthful- 120ft take S d10 damage, +1d10 for each 10 rolled. If 7. Icy Grip. Touch to freeze an object brittle, or to para-
ness for S statements a target makes. you die, take (damage ÷ your HP) deaths; round down. lyze a target until you let go or they save on their turn.
4. Divine Emissary. Increase a reaction roll by S steps. 7. Figment. Conjure an illusory object with S details. 8. Jinx. Cast in reaction to an action that requires a roll;
5. Fortitude. Touch to grant +S ARMOR. 8. Hedge Magic. Create a momentary, harmless, obvi- the target rolls a d4 instead of whatever they would
6. Guidance. Once a day, ask a question to receive a ously supernatural effect (e.g., make voices echo; cause have rolled. If it’s an attack, 1 is still a critical failure.
vision the referee describes using S words. a brief gust of air; change an object’s pigment). 9. Overgrowth. Issue a command to living plants (e.g.,
7. Holy Light. Glow with pure sunlight. For 2 stamina, 9. Illumination. Move a floating light as you command. bind them; take shape of....).
temporarily blind those who look at you directly. 10. Invisibility. Make a target invisible for S rounds, or 10. Malediction. Strike S creatures with a minor curse
8. Last Rites. Cast in reaction to a deathblow on an ally; S – 3 minutes. Cancel if disrupted. (e.g., boils, fleas, sneezing). Lasts until magically lifted.
they survive for S more rounds. 11. Locate. Know the path to a person or object you can 11. Miasma. Conjure a dark cloud that causes coughing
9. Lay on Hands. Touch to restore S d6 HP. name and picture for up to S minutes. and forces ongoing saves vs. d6 damage while inhaled.
10. Levitation. Float S ft off the ground, and slowly glide 12. Precognition. Roll up to S d20. Spend these anytime 12. Mist Veil. Conjure fog or mist to obscure visibility,
instead of falling. until you rest to replace any roll any character makes. or pull close around yourself to block S fire damage.
11. Might. Touch a creature to grant +S d6 to their next 13. Psychic Force. Move S items with your mind as an 13. Petrification. Turn a creature to stone for S × 10
Strength roll (and if a melee attack, damage roll). action on this turn. Double the cost to move objects. minutes. For 6 stamina, lasts until magically lifted.
12. Oath. Swear an oath to or with a willing party; who- Only damages indirectly, like pushing as a stunt. 14. Possession. Control a target up to level S that meets
ever breaks it first suffers a penalty you specify. 14. Read Mind. Hear or transmit thoughts with someone your gaze until it saves on its turn. Take actions for it
13. Purify. Gesture to clear a person or object of all tox- nearby for up to S × 10 minutes. on both of your turns. Meanwhile, your body sleeps.
ins and diseases. For 4 stamina, also remove curses. 15. Refract Self. Split into S bodies sharing thoughts, 15. Scry. Look into a reflection to observe a person or
14. Regeneration. Touch to heal lost tissue, limbs, etc. HP, and stamina. Each can move on your turn, but place you can name.
15. Sanctuary. Teleport S individuals (you count as 1) to only one acts. When one is hurt, all are hurt. When 16. Sleep. Put S creatures into a light sleep.
a safe haven where you have rested. Casting takes 3 you cancel the effect, decide which body is now you. 17. Swarm. Locusts, rats, bats, or other tiny creatures
rounds of uninterrupted concentration. 16. Second Sight. Sense magic, including illusions. pour from your clothes or mouth.
16. Smite. Arrow-range lightning attack, d8 damage. 17. Sharpened Starlight. Conjure a melee weapon of 18. Summon. Summon a named demon; d4 names are
Targets cannot benefit from metal armor. pale light (d8 damage, 0 slots) that only you can wield. included with the text, each with abilities and spells
17. Sun Rays. Deal d6 damage to S enemies. 18. Transmute. Convert S cubic feet of inanimate mate- determined by the GM. It follows your commands lit-
18. Thunderclap. All others in earshot save WIS or are rial into a similar material (e.g., lead to gold). erally, and will turn on you if possible. Make an
deafened and can’t take actions until your next turn. 19. Void Step. Cast as a move to teleport S × 10ft. For 7 opposed CHA save to banish without freeing it.
19. Tranquility. No one can cause harm while within stamina, cast as an action to teleport anywhere you’ve 19. Water Shaping. Control the flow of liquid water
(or to any within) 40ft of you for S rounds. ever been. Anyone can follow within 3 seconds. (e.g., parting a river) for S rounds.
20. Weather Prayer. Alter general weather conditions 20. Warding. Draw a line that prevents other creatures 20. Witch Fire. Conjure fire in an open hand, or throw
nearby, but without more precise control. or effects from crossing. This ends early if you cross it. to attack for d6 damage to clustered targets.
50 Magic Items 18. Demon Magistrate’s Gavel. A massive hammer (d12
damage, 4 slots). Damage or break ARMOR on a hit.
36. Rod of Office. Save CHA vs. INT to command human-
like target to kneel, lay down arms, or flee.
1. Ring of the Archmage. Stamp melted wax with this
19. Golden Fruit. Eat to clear decay and reset deaths to 0. 37. Iron Key. Permanently lock or unlock a door. 1 use.
ring to store a spell you can cast, targeting anyone
20. Gravestone Chip. Transport yourself and willing 38. Sacrificial Dagger. A black, wavy blade (d6 damage).
who breaks the seal. Includes 5 candles (1 slot).
allies to a gravesite you’ve been to. With a free hand, you may spend HP in place of stam-
2. Ring of the Breakable Bond. A gold ring. When
21. Hands of Saint Regulus. Replace your hands with ina to cast witchcraft spells. May use your CHA bonus
killed in battle, your tangible spirit emerges, fully
these to make your unarmed attacks deal d8 damage, in place of level to determine max S when casting.
equipped and with full HP. Give in to resurrection or
with advantage against unholy targets. 39. Saint's Ashes. Each pinch used counts as 1 stamina
heal your body to reenter it. If you ever willingly
22. Iron Locket. Store carried souls inside to resurrect toward casting a theurgy spell (up to 3 pinches), or
abandon an ally in need, the ring breaks irreparably.
with them. Must repair to reuse after resurrection. throw all 3 pinches on a fire while repairing an ordi-
3. Ring of the Eagle Eye. See as far as if you were using
23. Jade Pig. Figurine that fits in the palm of your hand. nary broken weapon to make it glow brightly,
a spyglass. Add a d6 to long-range attack rolls.
Toss at ground to transform it into a real, ornery pig blinding unholy enemies while they look toward it.
4. Ring of the Ghostwatcher. Appear translucent.
(1 HD, d4 damage), with no particular attachment to 40. Sacred Medallion. Add your WIS bonus to any HP
5. Ring of the Loyal. Wearer disappears, summoned to
you. Transforms back to jade if lowered to 0 HP. you restore with theurgy. May use your WIS bonus in
fulfill an oath, when their player leaves the room to
24. Jesiah’s Hammer and Tongs. Tongs get +d6 to place of level to determine max S when casting.
bring others food or drink. 2 in 3 chance of returning
grapple by the tongue. Hammer deals d6 damage, or 41. Septifocals. Seven-lensed spectacles with gold wire
with another Treasure until 3 have been collected.
d20 to a target who tells a lie while grappled by tongs. frames. Spend 1 stamina to sense a target’s name, HD,
6. Ring of Rejuvenation. When you have a moment to
25. Kingfisher Brooch. Spend 1 stamina to snatch a HP, ARMOR, stamina, souls held, and prepared spells.
catch a breath, if you have 0 stamina, gain 1 stamina.
visible item, even to catch a projectile; no roll needed. 42. Silver Wings. Worn on back; they move on their
7. Ring of Ruin. Allow your weapon to be damaged for
26. Lodestone Bracelet. Pull an unattended ferrous item own to deflect attacks (+2 ARMOR, 2 slots).
+d12 damage on a hit, or broken for +d20 damage.
to you as an action; save with DEX to catch safely. 43. Spacious Satchel. Can stow an impossible number of
8. Ring of the Stranger. Appear unrecognizable as
27. Lost Soul. Separated from its owner somehow, but a 1-slot or smaller items. Requires rooting around for
yourself (though not as anybody else in particular).
bright glow suggests some awareness. It tugs gently in several minutes with decent lighting to retrieve items.
9. Ring of the Vicious Mongoose. On a successful
the direction of its remains; can be returned to a 44. Starmetal. Graft into an ordinary weapon to increase
hand-to-hand attack, you may grapple automatically.
grateful owner, or subsumed for +1 to any ability. damage 1 die size; count its damage as magical. 1 use.
10. Ring of the Wily Serpent. While carrying only 1-
28. Many-notched Bow. Can fire up to as many arrows 45. Summoning Stone. Once per hour, scratch a circle
slot items or lighter, defend with DEX, not ARMOR.
at once as your level, spread out over an area. for a 50/50 chance to summon a spirit (d10 HD) of a
11. Ash Wand. Grants + S to opposed saves when you
29. Marble Sepulcher. Contains 41,343 souls; siphoning random Background. Spirits under 5 HD are helpful;
cast wizardry spells. May use your INT bonus in place
any makes mortal enemies of a holy order dedicated to over 6 HD are evil; 5–6 HD spirits are unpredictable.
of your level to determine max S when casting.
preserving souls from being traded or subsumed. 46. Tiny Steeds. Quartet of wooden figurines (1 slot).
12. Basilisk Tooth. Carved into an enchanted dagger (d6
30. Mourner’s Bell. Forces incorporeal beings to solidify. Command to grow into a mount (2 HD) or turn back.
damage). Petrifies on a critical hit or max damage.
31. Murderer’s Glass Eye. Replace one of your own eyes 47. Titan’s Key. Giant brass key, usable as a two-handed
13. Cryptic Prophecy. When an ally rolls a critical hit or
with it. Squint at someone as they speak to sense blunt weapon (d12 damage, 4 slots). Said to fit a lock
maximum damage against a named enemy, you may
whether they mean to kill you or innocents. securing an even greater treasure.
utter, "Look! Just as was foretold!” The target dies. 1 use.
32. Papery Armor. Oddly thin fluted plate armor, with a 48. Trisagonist Skull. Six-eye-socketed and pearlescent.
14. Dark River Water. Drink to erase memories. 1 use.
helmet that sits like a paper hat (+7 ARMOR, 1 slot). Hold aloft to make it thrum with song, bathing area in
15. Death's Head Buckle. Given a clear shot, enemies
33. Pendant. Effect unknown, but rumored to possess white light as all carried souls nearby spiral upward.
will attack you over allies. (Remind referee as needed.)
great powers. Souls may be intercepted within 1 round before they
16. Diabolist's Vestments. Improve reaction rolls with
34. Phantasm Larva. Hold with tongue on roof of fly skyward, after which skull crumbles to dust.
demons by 1 step, or grant such a roll at all.
mouth to hear nearby thoughts as ongoing murmur- 49. Waxen Hand. Can cast and be taught spells. (Rub its
17. Dragon Idol. Command word etched on bottom co-
ing. Make a WIS save to make out one "voice," or to fingers over the pages.) When you roll a 1 with it (or
vers your body in scales and contorts your features to
not swallow when you take damage. whenever you choose), it casts a spell at random. Fin-
become more draconic (+1 ARMOR; spend 1 stamina
35. Pilgrim’s Walking Stick. Use WIS to attack (d8 gers move when not in use, making arcane signs.
for d6 area fire damage) until you die or idol breaks.
damage, 2 slots). May also use WIS to defend in an en- 50. Xeno’s Grimoire. Contains d4 + 1 random spells.
Prevents wearing armor or speaking very clearly.
counter if neither you nor allies provoked hostilities. One can be learned instantly; others require a mentor.