Items come in different sizes
Bulky (B) items take up 2 slot
Medium items take up 1 slot
Up to 6 Small (S) items of the same type can share 1 slot.
Trinkets (T) don't take up a slot unless the judge decides that you have too many.
Containers (C) take up a slot alone or can share a slot with another item.
If you devote a slot to supplies, you can bundle up to 6 of the following in any combination:
Rations for 1 day
A torch (lasts 1 hour / 10 trys)
2hrs (20 trys) of oil or fuel for a lantern
Bandages & alcohol for 1 wound.
Supplies are smelly and flammable, but neither heavy nor noisy.
Art Supplies: Colorful paints, charcoal pencils, a pallet, some paper, various paintbrushes, chalk,
Brewing Supplies: A jug, a few bottles, corks, beakers, mortal & pestle, funnels, a straw.
Carpentry Tools: A hammer, a saw, a square, some nails, charcoal pencil, a clamp.
Cook's Utensils: A pot, cutting board, some knives, forks, spoons, a jar of salt.
Gaming Set: Dice, cards, tokens, an hourglass.
Glassblowing Kit: blowpipe, small marver, gloves, tongs.
Jeweler's Tools: Pliers, files, a magnifying glass, tweezers.
Makeup Kit: Towels, soap, perfume, various cosmetics, brushes, a small mirror.
Masonry Tools: A bucket, a mallet, some chisels, a trowel, chalk.
Pottery Tools: potting needles, scrapers, ribs, calipers.
Scribing Set: Paper, quills, a ruler, inks in glass bottles, compass.
Sewing Kit: Needles, threads, hold punch, some buttons and scraps.
Smithing Tools: Hammer, tongs, whetstone, gloves. Anvil not included.
Tackle Box: Telescoping fishing rod, hooks, line, sinkers, some bait.
Thief's Tools: Lockpicks, pliers, a mirror, a stethoscope.
Armor comes in individual pieces which can be made of several materials.
Cap or Helm: head armor (slot 1)
Jerkin or Pauldrons: chest and shoulder armor (slot 2)
Chap or Tassets: waist and thigh armor (slot 3)
Boots or Grieves: leg and foot armor (slot 4)
Bracers, Gloves, or Gauntlets: arm and hand armor (slot 5)
Buckler or Charger: shields - see weapons for details (slot 6 or 7)
Cloak or Coif: head and neck armor (slots 1 & 2)
Cuirass or Breastplate: upper torso armor (slots 2 & 3)
Gambeson: full torso armor (slots 2,3,4)
Pelt armors are light and quiet.
Fur: Resistant to cold, but flammable.
(exotic) Yeti Fur: Immune to cold, but flammable.
Leather: Resistant to fire but smelly.
(exotic) Dragon scales: Immune to fire
Skeletal armors are light and noisy. When wearing skeletal armor in battle, creatures of the type the armor was made from have disadvantage on morale checks made when you kill one of their fellows.
Bone: Resistant to necrotic energies.
Chitin:
Heavy armors are heavy and noisy.
Wood: flammable
Iron: Anathema to the fae. For each round grappling a fae, each slot of iron armor causes a wound.
(exotic) Mithril: Armor made from mithril is a light item, but still counts as heavy for defensive purposes.
Gold: Immune to all magic. Helms of gold grant immunity to enchantment spells and thin gold foil can be looked through to reveal illusions.
When you use a non-weapon to attack, make a melee attack with a bow, throw a weapon that doesn’t have the Thrown property, or otherwise improvise, you attack with disadvantage.
Each weapon has a variant listed, which modifieds the weapon slightly. These are listed under weapon properies.
This is two weapons joined at the handle. Get weird with it, have fun.
Barbed: The weapon gains the pin property, but if parried, you are disarmed of it.
Bash: Hits to head stun the opponent.
Bearded: The weapon gains the disarm property, but if parried, you are disarmed of it.
Chop (2H): Advantaged attacks bypass and destroy armor or shields not made of metal.
Crossbow: These bows take up only 1 slot, but require your turn’s entire setup to reload.
Disarm: Hits to the grips or weapons disarm the opponent, even if blocked.
Entangle: Hits grant disadvantage on all saves and checks until removed as an action (3 in 6)
Pierce: Counts as bulky for armor penetration
Pin: Hits pin the target in place until removed using an entire turn’s setup.
Rend: Open wounds force 2 cells per turn to be marked as bleeding instead of the usual 1.
Serrated: This weapon gains the rend property, but loses any pierce or slash properties.
Slam (2H): Hits to torso move the opponent to an adjacent zone, even if blocked.
Slash: If not blocked, make a second attack against another opponent within reach.
Soft: This weapons deals not damage.
Spiked: This weapon gains the rend property, but loses the bash property
Thrust (2H): Against weapons without this property, you do not provoke counterattacks.
Trip: Hits to the legs knock the opponent prone, even if blocked.
Wrap: Shields count as light armor when parrying this weapon.
Scrolls are small, light, flammable items that contain a single spell. As setup to casting a spell, a scroll must be held aloft and read, making it glow. As an action, the caster can complete reading the spell and the scroll activates, casting the spell. The words then fade off of the scroll and can only be returned by a means dependent on the scroll.
Tomes are heavy, medium, flammable books that contain three spells. A spell can be cast from the tome just as it can from a scroll, but the spells do not fade until the tome has been used 3 times. You do not need to cast each spell once before it fades, just any combination of the 3 spells cast 3 times total.
Grimoires are heavy, bulky, books imbued with sentience and great knowledge. Grimoires work just like tomes, but can contain up to 6 spells and can be used to cast up to 6 times before needing to be recharged. These books are intelligent and can communicate with you by making words appear on a certian page. A grimoire can choose to let you open the book and let you browse it, open itself to a particular spell, deny you access to a particular spell, or refuse to open.
Wands are light, small items. They have the ability to cast a single spell, but you have to learn how to activate them.
Staves are magical quarterstaves that contain spells connected by complex routes that make their use difficult.
These spells use raw magical force. Conjurations are found in the form of staffs.
Conjuration spells dissolve and cease if the caster does not maintain focus on them. Conjurations can be broken by applying more than 50,000lbs of force to them.
DISK conjures a floating disk 1’ across that you can move at will, but can’t hold more than 5lbs without falling to the ground.
MARBLES small balls of pure force appear in your hands, and refill it if you hold them out palms-up while empty.
PUSH an item that you can see is pushed away from you as if the hulk had shoved it.
RINGS two rings of force appear. You can link or unlink them and adjust their diameter to anywhere between 1” to 1’ at will.
ROD a rod of force, about 6” long, appears. It cannot be moved by any means unless you grab and move it intentionally.
ROPE creates a thin, invisible, 20ft rope of force that you can control mentally.
SHIELD a floating shield of force counts as heavy armor on all even-numbered slots.
SORT inanimate items sort themselves according to categories you set. The categories must be objective.
TETHER 2 items or creatures cannot be moved further apart than they were when the spell was cast
WARD choose one type of thing (undead, projectiles, water, etc.) that can no longer pass through the targeted doorway.
Enchantments manipulate thoughts and emotions. Creatures like oozes and constructs lack emotions, and so are immune to enchantments.
BABBLE target loudly repeats anything you say and cannot otherwise speak.
BEFUDDLE target cannot form short-term memories for the remainder of the spell.
CENSOR target physically cannot discuss a topic of your choosing.
CHARM target acts as if you were an old friend or a potential new love interest.
COMMAND target obeys a 3-word order or 3 targets obey a 1-word order.
CONFUSE a target is convinced that they are actually another person/creature of your choice trapped in their body somehow.
DISGUST a target gets nauseous whenever they encounter a specific thing of your choice.
DROWSE 2 targets get tired and drowsy. If already drowsy, the targets fall asleep.
EMPATHY two targets experience each other’s every emotion
JUVENILE target laughs whenever they hear something childish, like poop jokes, innuendo, or bad insults. The first laugh is a snicker, then a chuckle, then a full, uncontrolled laugh.
Illusions manipulate perceptions. Some creatures that lack the appropriate senses are immune to some illusions. At dawn, the sunrise dispels all illusions hit by the sun's light.
AURAHOUND you can smell and track magical auras by the traces they leave.
DISCOMFORT a handful of targets begin to feel rather hungry, tired, itchy, hot, or otherwise mildly uncomfortable.
GLAMOUR illusion changes a person’s appearance to look like another person.
HEARSEE when you look at something and focus, you can hear any sound it makes no matter how faint.
INVISIBILITY a creature becomes until they try to move too quickly.
NIGHTFALL target sees the world darken as they can no longer see sunlight. Other light sources are unaffected.
PHANTASM creates an illusion with up to 3 features: image, sound, smell, dynamic, persistent, or large.
REPLACE whenever the target looks directly at the chosen kind of bulky or smaller object, they instead see a different object of your choice.
SEEMING alters the appearance, smell, taste, temperature, and texture of a single object (bulky or smaller), but not it’s shape.
SIMULACRUM an illusory duplicate of the target appears and is under your control.
These spells deal with the spiritual forces of life and death. Necromancy spells are usually found in dark tomes that can only be replenished by feeding the book life-force, such as blood or souls.
COMMUNE spirits answer 1d4 questions, but communicate only with emotions.
DISSASSEMBLE any body part can be detached or reattached, without pain or wounds. You can still control them.
HASTE a target is twice as fast for 1 round, but ages 1 year in that time.
MUMMY a targeted corpse is reanimated under your control, but decays quickly. It retains its intelligence and abilities from life if the appropriate anatomy is intact. Each hour or so, a random body part decays away.
REBUKE up to 1d4 undead flee from you.
REPOSE a corpse stops decaying and cannot be affected by further necromancy
SÉANCE targeted skull answers 1d4 questions as it would have in life.
SEARCH spirits disclose the direction of and a vision of the nearest item matching your 1 word description.
SKELETON the targeted corpse decays until only the bones are left, which rise as a skeleton that is stupid but obedient.
TRANSFERENCE a wound is transferred from a creature to another willing creature of the same species.
These spells use magic to open rifts between worlds, manipulating objects and creatures. Summoning spells are usually found on scrolls that can be refreshed by the light of stars on a clear night.
FILCH a visible item that you can see and hold, teleports to your hand.
LEAK sea water begins to pour out of a hole the size of a peanut. Sometimes a small fish comes through.
PORTAL opens a portal to the place you were last time you cast this spell.
SHADE a living shadow appears, you may dismiss it and bargain with it, but not outright control it.
SPIDER summons a dog-sized venomous spider that can make strong webs.
SWAP two targets that you can see instantly switch places.
SWARM a vicious swarm of 100 ants, bees, locusts, or other small swarming creatures appear in a location of your choosing.
TELEPORT an object or person you can see instantly moves to any empty location you can see.
TENTACLES 1d8 angry tentacles appear out of portals. Each can grapple 1 creature.
UNICORN you summon a unicorn to serve as a faithful mount.
In order to create an alchemical concoction, you need to have a copy of the formula, a glass bottle, and a thematically appropriate ingredient. Bottles are small and considered light when empty but heavy when full
Whether or not an ingredient is thematic is up to the judge. The quality of this ingredient can be rated by the judge from 1 (low) to 3 (high). When you prep the concoction, the ingredient is consumed and the concoction inherits the quality rating of the ingredient. It is possible for an ingredient to be considered higher quality for more thematically appropriate concoctions and lower quality for more peripherally related ones.
The descriptions of each concoction either uses Q as a variable for quality or else lists three effects separated by slashes, like “low/mid/high”, to indicated the effect of different quality levels.
ACID eats a hole through anything it is poured on, even stone or metal.
BOTTLED OOZE when opened, creates an 3Qx3Qx3Q ft3 large uncontrolled ooze.
CLOUD FLASK when opened, creates a large fog cloud that is thick enough to obscure vision / inhibit projectiles / swim though.
DISPELLING ends all spells and magical effects from the effected creatures, items, or concoctions of quality less than or equal to this elixir’s quality.
GOBLIN GREASE an item or surface becomes nearly frictionless for 1min./2hr/3days.
GRAVITY REVERSAL anything touched by the liquid will fall up for Q+1 rounds.
ROUNDUP exposed plants up to the size of a flower/bush/tree wither and die.
ICICLET when dropped into a body of water, freezes solid a thin top layer / enough to walk on / the entirety of the water.
SANDINESS turns up to Q ft. of any solid stone it strikes into sand and up to 3Q ft. of any dirt it strikes into wet quicksand.
WEB FLUID an item or surface is coated with extremely sticky webbing for 1min./2hr/3days.
BODYGLOW target glows as bright as a candle/torch/bonfire for 24 hours.
DRAGON’S BREATH lets you breathe a single 5/20/50 ft cone of fire, like a dragon.
ECHOECHOECHO YOUR NEXT SENTENCE/PARAGRAPH/BOOK ‘S WORTH OF SPEECH COMES OUT AS BOOMING AND ECHOES LOUDLY. BE CAREFUL NOT TO CAUSE A CAVE-IN-In-in-in.
FEATHER WEIGHT MAKES THE IMBIBER AS LIGHT AS A FEATHER FOR 1min./2hr./3days
GROWTH a creature grows to (Q+1) times is regular size.
POLYMORPH if you add even a tiny piece of a target creature to this potion, the drinker will be transformed into a creature of the same species / that looks like their close family member / an exact duplicate of the target.
PURITY the imbiber and any items on their person become instantly clean and shiny. Magical effects on the person are dispelled if they are of the same quality of the potion or lower.
RAGE makes you really really angry – like seriously angry. Also grants advantage to melee and throwing attacks, but disadvantage to anything requiring concentration. Lasts 2+Q rounds.
SHRINKING a creature shrinks to 1/(Q+1)2 of its regular size
ZOOLINGUA grants the imbiber the ability to communicate with animals. This ability is limited to pronouns and verbs / and nouns, adjectives / all parts of speech.
ANCHORING the affected object or creature cannot use or have used on them summoning or other teleportation-like abilities for 1min./2hr/3days.
BINDING when two people willingly shake hands with the salve between them, any oath or deal sealed by the handshake cannot be intentionally broken.
FOOL’S GOLD coats any small/ample/bulky item in a thin layer of what appears to be gold, but can be scratched or scrubbed off.
HAIR CHANGE if this ointment touches hair, that hair falls out, but where it touches bare skin, hair grows.
HEALING rubbed on your wounds, this grants Q dice of advantage on your next wound save.
INFRAVISION rubbed on the eyes, it allows the user to see infrared (like heat vision or night-vision) up to 30/60/120 feet, but prevents regular vision until removed.
JUMPING rubbed on the feet, allows the target to jump (Q+2) times higher and further than normal. Does not help with falling.
MERFOLK rubbed over your nose, this salve lets you breath underwater for 1min./2hr/3days.
RESTORATION an old or broken small/ample/bulky item is fixed and restored to pristine condition.
RETURNING a small item lacquered in this paste will teleport into your pocket the next 2+Q times that it is out of your pocket but no one is looking at it or touching it.
BURNING QUESTIONS ask Q questions of the fire and see visions as answers in return. Questions must begin with who, what, when, or where.
FANTAFOUNT transforms the fire into a fountain that spews out sweet and bubbly orange soda up to 3/9/27 feet in the air.
FROST FLAMES the fire becomes as cold as it was hot, emanating a freezing cold in a sphere of radius 5ft./15ft./30ft.
HEARTHHOME a cozy Q bedroom home, appropriate for the region, appears with the fire in its hearth. Lasts 1 week unless the fire in the hearth goes out sooner.
HIDEFIRE the fire emits no smoke / and is invisible / and does not crackle
NINJA VANISH creates a huge puff of smoke that spreads out over the land like a cloud, obscuring vision and making all who did not hold their breath, begin coughing uncontrollably.
PHOENIX ASHES creates an obedient bird of fire. It can make a fiery attack, but only Q times before being extinguished. If killed by other means, it turns into ashes that can be used to remake the tincture.
SHADOWMORPH shadows cast by the fire take on different shapes, revealing the true nature of the creatures or items in their shadow. Lasts for up to 4Q hours.
SUNFIRE the fire becomes as bright as the brightest daylight. Lasts for up to 4Q hours.
QUENCH the fire goes out, as does any fire within 5Q feet, then any within 5Q feet of that one, and so on.
ARROWLURE the next Q times an arrow or other mundane projectile is fired within range of the target, it strikes them unerringly even if they are not the intended target.
FORGETABOUTIT the next Q times that the target puts down an item, it permanently forgets that the item exists.
GHOSTMILK turns the target into a ghost for 1min./2hr/3days.
JINX target cannot win any kind of race, sport, game, wager, or bet for 2hr/3days/4weeks.
LAUGHTER induces uncontrollable and debilitating laughter in the target for 1min./2hr./3days
EYEBRIGHT target can be blinded by anything as bright as daylight/torchlight/candlelight
LYCANTHROPY target becomes a werewolf on the next full moon.
PLUMBOB target is unable to determine if actions will be socially acceptable or unacceptable. Lasts for 1/12/24 hours.
SPELLBANE target cannot cast spells for 1min./2hr./3days.
TRUTH SYRUM target cannot say things they know are false / or knowingly mislead / or lie by omission.