Professional Documents
Culture Documents
Magical Treasure List
Magical Treasure List
Magic items are divided into categories: armor, weapons, potions, rings, rods, scrolls, staffs, wands, and wondrous
items. In addition, some magic items are cursed or intelligent. Finally, a few magic items are of such rarity and power that they
are considered to belong to a category of their own: artifacts. Artifacts are classified in turn as minor (extremely rare but not oneof-a-kind items) or major (each one unique and extremely potent).
To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger.
Some items, once donned, function constantly. Activating a magic item is a standard action unless the item description indicates
otherwise. The three ways to activate magic items are described below.
Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished.. All thats left to
do is add the needed EP to the spell.
Command Word: If no activation method is suggested either in the magic item description or by the nature of the
item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word
and the item activates. No other special knowledge is needed.
A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item
accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word,
or a word or phrase from an ancient language no longer in common use.
Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a
pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.
The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or
deciphering clues regarding them. A successful skill check is needed to come up with the word itself. If that check is failed,
succeeding on a second check might provide some insight into a clue.
The spells identify and analyze dweomer both reveal command words.
Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a
sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation
is generally straightforward and self-explanatory.
Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one
wears. A few must simply be in the characters possession (on his person). However, some items made for wearing must still be
activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the
activation to happen. The description of an item states whether a command word is needed in such a case.
#
01
Normal
Item
Anklet
02
Armband
03
Armor
04
Belt
05
Book
Ideas
Bells
Chain and
charm
Jeweled
leather strap
Snake
Gold snake
Jeweled
Leather w-gems
Tin
Wide
Bone
Copper
Decorative
Fur
Shell
Braided
Broken
Jeweled
Leather
Money
Blank
Correspondence
Deed
False Bottom
Journal
List
06
Bottle
Locked
Map
Poem
Pressed Flowers
Scroll
Spell
Story
Training
Trapped
Treasure Map
Treaty
Wanted Posters
Acid
Alcohol
Blood
Ceramic
Creature
Crystal
Dirty
Dye
Empty
Flask
Glass
Herbs
Holy Water
Ink
Jeweled
Magical
Mist
07
Bracelet
08
Brooch
09
Cane
10
Card
Oil
Opener
Perfume
Stopper
Tattoo
Animals
Charm
Heavy
Nudes
Silver
Thin
Wide
Bug
Face
Hands
Leaves
Pinecone
Snowflake
Squirrel
Carved
Face
Hands
Sword
Walking
Wooden
Credit
Deed
Formula
Gift
Treasure
11
12
Chain
Chalice
13
Clockwork
14
Clothing
15
Collar
16
Comb
17
Crown/
Tiara
18
Earring
19
Fur
Letter of Credit
Letter Opener
Playing
Recipe
Song
Will
Big
Key
Medallion
Monocle
Silver
Small
Wallet
Watch
Whistle
Caldron
Grail
Silver
Jeweled
Bird
Instrument
Watch
Bodysuit
Cloak
Handkerchief
Ribbon
Sash
Scarf
Scarf
Silk
Slippers
Stockings
Vest
Cameo
Choker
Hooks
Leather
Studded
Brush
Hair clip
Hair comb
Hair pins
Mirror
Mother of pearl
Scissors
Silver
Executioners
Hood
Gold
Jeweled
Platinum
Thorns
Animal
Bone
Feathered
Hoop
Stud
Leopard white
Patchwork
Soft
Thick
20
Garter
21
Glasses
22
Gloves
23
Instrument
24
Locket
25
Mask
26
Mug
27
Necklace
28
Other
Bells
Choker
Cloth
Lace
Leather
Scabbard
Silk
Bottle Opener
Broken
Eye patch
Set
Topaz
Biking
Heavy
Spandex
Thimble
Bells
Carved
Chimes
Exotic wood
Flute
Harp
Horn
Music Box
Rattle
Butterfly
Coiled Snake
Crest
Dried flowers
Gold
Heart
Herbs
Rabbits foot
Animal
Cloth
Leather
Porcelain
Spider
Bowl
Brass
Cup
Animal Teeth
Colorful Stones
Glass Beads
String of Pearls
Box
Button
Candlestick
Dried Meat
Exotic Wood
Fake
Incense
Jade Coins
Marbles
Pillow
Pipe
Plated
Rare Spices
Royal seals
Scales
Scissors
29
Painting
30
Pendent
31
Pin
32
Ring
33
Robe
34
Staff
35
Statue
36
Tapestry
37
Urn
38
Wand
Silverware
Stone carved
skulls
Two headed
coin
Landscape
Map
People
Photo
Poster
Print
Crystal
Holy Symbol
Medal
Sapphire
Shrunken Head
Tie tack
Gold
Broken
Finger
Toe
Worn
Woven
Cotton
Embroidered
Jeweled
Silk
Scepter
Wooden
worn
animals
Bone
Bust
Clay
Deity
Idol
Ivory
Jade
Marble
Nudes
Tombstone
Totem
Animal Pelt
Art
Flag
Mirror
People
Rug
Animal
Candy
Cremation
Herbs
Incense Burner
Porcelain
Tobacco
Wax
Wine
Branch
Crystal
Fan
Iron
Treasure
39
Weapon
Dagger
Hilt
Jeweled
New
Old
Sword
Special Items:
01-85 = Normal item
86-00 = Magical item
Magical type:
01
Ability Score
Enhancement.
02
Spell Power
03-05
Protection
06-08
Skill Enhancement
09
Armor Boost
10
Special Power
Value of normal items:
01-39 1-20 GC D20
40-69
10-60GC
D6x10
70-89
10-100 GC
D10x10
90-100 100-1000GC D10x100
SPELL POWERS - One way of
creating a magical item is to pick an
object and give it a spell power.
Spell items will be charged with EP.
Each time the item is used it losses
EP equal to casting the spell. When
the EP are used up, it becomes a
normal item. A Mage can put his
EP into a spell item and recharge the
object as long as the object has not
become normal yet. Items can be
recharged to the max EP they can
hold. Spells can be placed in rods,
staffs and wands for use.
SKILL
ENHANCEMENT Some items
will give the user a boost to a skill.
Boosts are normally +6 to a specific
skill. Gloves could give a +6 to a
climbing skill for example. As long
as the item is being used the bonus
applies. These items dont cost EP
to use. A stronger version would
give a +12 to a skill check. These
items would be rare.
ABILITY
ENHANCEMENT These items
will boost an ability score. The
boost will be between +1 to +3. As
long as the item is being used the
bonus will apply to the user. These
items dont cost EP to use. There
are no stronger versions of these
items.
PROTECTION
POWER Also known in some
cases as Damage reduction. Items
that protect will give one of several
types of protection. The first could
be from a specific danger. (Fire
damage, falling damage, cold
damage, etc) This will protect the
user 1-6 damage each time they take
damage from the specific danger.
This can work either, once a day,
each Turn or each attack. A stronger
version will protect from the
specific danger taking only
damage from it or in rare cases
complete protection from the danger
as long as its not from a spell.
Other protection items
will protect from all damage.
Generally items of this type protect
a set number of HP. As damage is
taken these HP are used first and
when used up the item becomes
normal. Stronger versions of this
protection power protect the first 14 HP of each attack and never lose
their power.
Some protection powers
will protect not only the user but an
area around them from specific
damage.
ARMOR BOOST
Armor rating gives protection of 1-3
HP per Attack. Items can have
points that are used for each attack.
Subtracting 1-3 HP from the points
each time the user takes damage. A
necklace can give the protection of a
leather jacket for example. Armor
Boost doesnt cost any EP to use.
Once the points are used up the item
becomes normal. These items can
be charged by a Mage back to full
protection.
Power bestowed
+ 1-3 to one ability score
+ 1-6HP/ Turn
+ Armor value HP
+ Damage 1-6 HP
STR check 19-20 (95-100) takes the head off the target
+6 (+12)climbing skill
Shatters 3D6 additional Damage explodes
+ to dodge score
+ to range
- HP from target/ add HP to you with skill check
Hurts Creatures effected by Faith/ +Damage 1-6 HP
Fright check when held or ordered
+ Health Points used first
+ Damage 1-6 HP
+HP/ Turn, Day or attack
+ additional HP to user
+6 hide Skill
1D6 Damage of fire
Light 10, 15 30
- to Damage from magic spells
+to magic resistance 01-50%
+2D4 additional targets.
Redirects spell effects
+HP/Turn 1-3
Cold, fire, sonic, acid protection power
See Invisible 10-50%
+HP
+ Damage 1-6
+ Damage 1-6
+6 to stealth skill
STR check 19-20 (95-100)
+ Damage 1-6
Can be thrown and automatically returns
Magic Stones:
Roll
01-03
04-06
07-11
12
13-14
15-18
19-21
22-25
26-27
28-30
31-35
36
37
38-00
Stone
Amber
Amethyst
Bloodstone
Diamond
Emerald
Garnet
Jade
Onyx
Opal
Pearl
Rose Quarts
Ruby
Sapphire
Burned out
Effect
Reduction Acid
Reduction Electric
CON bonus
STR bonus
DEX bonus
Reduction Sonic
Fright check bonus
Damage reduction
Reduction Disease
Reduction Poison
MV bonus
Reduction Fire
Reduction Cold
Cost
50
50
10
1000
100
50
50
10
100
50
10
500
1000
Bonus Range
1D4 x CON M
2D4 Damage reduction
1
1
1
2D4 Damage reduction
1D6 Or recheck
2D4 always
1D6 or immunity
2D4 Damage reduction
1D4 3/Day
1D4 Or Immunity
1D4 Or Immunity
Books:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
1.
2.
3.
4.
5.
Anti-gravity Magnets
Bag, Boulders
Bell of the Bat
Blanket Everwarm
Bowl of Blood
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
Bowl of Elements
Breath mints
Bridal of Animal Handling
Bridle of riding
Broomstick of flying
Bumper of the Ram
Candle of Darkness
Card Blanc
Cauldron Resurrection
Chalice
Crystal Ball
Dissector Table
Diving Crystal
Door hanger of Privacy
Dragon Dice
Duct tape of repair
Dust of Detection
Eavesdropping Tumbler
Elevator controls
Elvin Wedding Glasses
Entangle Globe
Essence Crystal
Eye drops of Night vision
Fairy Dust
Fancy Platter
Fire Stone
Fireproof Decal
Flute
Flying Carpet
Fuzzy Dice
Gum, explosive
Harp Animal Summoning
Harp Bow
Harp, Doves
Headlights of blinding
Healers Stone
Hoe of farming
Hook, Dissolving
Horn of Blasting
Horse Feathers
Ice Thrower
Instrument animated
Jade animal
Lens of focus
Life Draining Lipstick
Light bulb of true seeing
Light stick of revealing
Light Sticks, colored
all in a 6 area.
Little Pink Pill
Mages Chalk
Magic Cookie
Magic Shot Glass
Mary Q Makeup
Medicine bag
Mirror of Body Swapping
hrs.
Mirror of disguises
Mounts Feed bag
Orb, Iron
Orb, Purple
Painting Gate
66.
67.
68.
69.
70.
71.
72.
73.
74.
75.
76.
77.
78.
79.
80.
81.
82.
83.
84.
85.
86.
87.
88.
89.
90.
91.
Pearl of WIS
Ponwan Statue
Robe of Spider silk
Rock, Fog
Rope of Climbing
Rug Quicksand
Sack of Holding
Sack of Storage
Saddle of Riding
Saddle of the Master
Saltshaker
Scent Stone
Skull, Sage
Soup Stone
Spray Paint
Sun Stone
Tablets, Fuel
Tires Impervious
Toolbox Enchanted
Traveling Flask
Video camera of sight
War Mug
Water skin of confusion
Whip, Riding
Zachs Tools
Zapping Hand Buzzer
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
Arrow Smiting
Arrow of Anti-Magic
Arrow of Disarming
Arrow of Ice
Arrow of Lava Burst
Arrow of Lightning
Arrow of Piercing
Arrow of Spell Targeting
Arrow Seeking
Arrow, web
Arrows/Bolts (3D4)
Axe of rapid wacks
Black Thorns of Throwing
Blowgun of Emotions
Bolt Battering ram
Bolt Devastation
Bolt Hellacious Pain
Bolt Throat seeking
Boomerang of cleaving
Bottomless Magazine
Bow/Crossbow of speed
Brass knuckles
Chain, Wall
Chainsaw, Enchanted
Crystal Gun
Dagger +2
Dagger of Cutting
Dagger of Interrogation
Dagger of Poison
contact with.
30. Dagger of vital organs
31. Dagger, Blood Feeding
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
67.
68.
69.
70.
71.
72.
73.
74.
75.
76.
77.
Flail of Rusting
Causes other metals to rust on contact. (+3 Damage per hit)
Giants Club
D6+3 Dam (x3 dam 3/day)
Hammer of Lightning
+D6 Electrical damage with each hit or at a 8 distance strike.
Hammer of Throwing
Thrown distance x2 and returns to thrower next min.
Holster, quick draw
Gain 1 attack before the start of combat.
Knife Gynzu
On vegetation +10 damage and x2 STR M
Knife, Razor
Never dulls, Ignore damage reduction
Mace of armor Shattering
Armor damage is x2
Mace of Blood
Once it draws blood it does only 1 HP damage until cleaned CURSED ITEM
Mace of confusion
Hit = confused (cannot act) next turn.
Mace, Dragon fist
Holds on 1 EP spell useable 4/ day
Machete Flameing
D4 damage +D6 fire damage on first strike each battle.
Marksman bullet
+6 to skill using it
Normal Weapon Multi Spell D4 Spells Useable one time/ day each
Normal weapon with a spell One spell useable 1 time/ day
Normal Weapon
+1 - +4 damage and Skill
Normal Weapon
+1- +4 Damage
Normal Weapon
+3 - +6 Skill
Nunchaku Charged
+D4 electrical damage 5/day
Quiver of the Wind
Holds 200 arrows with no weight.
Rod Veil Breeching
Opens a gate for 4 EP
Rod of Dragon Breath
Dragon head appears from mist and uses breath weapon 6D6/ 1 EP
Rod
1 spell 1time/ day
Rod
1 spell 30 EP charges for casting
Spear +3
Returning
Spear Backbiter
On a critical hit the total damage goes to the user. CURSED ITEM
Staff of hail n brimstone
Ice and flaming coal hail 5D4 damage for 2 EP
Staff of Life
Heals D10 5/day Restore spell 1/day
Staff of Magic
Holds 2D4 spells holds 30 EP for casting the spells in it.
Staff of Power
+10 EP to cast any War spells
Staff
Holds one spell useable 3 times/ day
Stone, comet
Sling stone with fire elemental inside.
Sword -2
-2 to skill and damage with weapon. CURSED ITEM
Wand Animate Dead
Animates dead for 24 hours
Wand Chargeable
Rechargeable Loads D4 spells for later use.
Wand Magic
1 Spell 2 times/ day
Wand Missiles
1 EP =
Wand of AneurismsBlood vessels burst in the head D6 damage + stuns target D4 Turns
Wand of Change
Target becomes a normal animal. WIS check for caster control of target.
Wand of Fire
Flame jet spell (D6 Damage) 20 charges.
Wand of Frost
Frost Wave (2D6 Damage) 20 charges.
Wand of Lightning
D6 Damage
Wand Rust
4D4 damage to non-metal. 25% chance of breaking.
Wand
D4 Spells one use of the wand for each spell it holds
Whip, Entangler
Strangle on a 19/20 (Or 92% or more on 100%)
Whip, Phantom
D4 damage to phantom creatures
Clothing I
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
Amulet of Charming
Amulet of Hunting
Amulet of Insect Control
Amulet of Location
Amulet of Psionic Reflection
Amulet of Regeneration
Amulet of silver Repulsion
Amulet of the Beast
Anklet of Levitation
Apron of Cooking
Armband of Strength
+2 Reaction checks
+6 (+12) Hunting Skills
CHR check to control insects within 100 yds.
Owner can know the location of the Amulet 5 times/day
New random target of any Psionic attack 3 times/ day
+1 HP/Turn
extra attempt to dodge silver attack +10 to dodge
Lupines can control their changes.
As spell. 20 EP charges.
+6 (+12) Cooking Skills
+6 to Damage
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
67.
68.
Armor Chainmail bikini of stunning 5/day stuns all members of opposite sex in 50 for 7Turns
Armor Dwarven
Double AR for type of armor
Armor Knight of Rose
Bloodstained Special protection.
Armor of Fear
Casts Fear 2 times/day
Armor of the Dragon
Casts dragon energy spell 3/day
Armor, Storm
Immune to lightning, movement unaffected by winds
Belt, sword
Belt becomes a long sword on command.
Biker Jacket, demonic
Claw attack D4+3 damage, Reaction +/-3
Boots of Attraction
+2 Reaction Checks
Boots of Dancing
+6 (+12) Dancing Skills
Boots of Dancing
Boots start dancing at any give time. CURSED ITEM
Boots of groin kicking
+3 to kick skill, +5 to damage
Boots of Levitation
As Spell useable 3times/day
Boots of Speed
1 EP = MV x2
Boots of Speed
MV Doubles useable 5 times/ day
Boots, thigh high seduction
+8 to seduction. +4 to reaction
Bracelet Mage
A charm holding 5 EP of spells total
Bracelet of Charms
Sack, Rope, Torch, 10 pole (Become items when
removed.)
Bracelet of missiles
3 rockets/ Day. 6D6 damage
Bracelet of Tunnel
As spell 3/day
Bracer of Archery
+6(+12) to Bow or Crossbow Skills
Bracer of Defense
+3 Dodge Score
Bracers of Deflection
Can deflect attacks +3 to Dodge
Brooch of Defending
+2 Dodge Score
Charm of Luck
Reroll 2 dice rolls per Day.
Charm of Opening
As Open Locks Spell 3 times/ day
Charm of Returning
object attached to the charm can be called for 1 EP
Cloak of Camouflage
+6 to Hide. Invisibility 1/Day. Im with them spell 1/Day.
Cloak of Comfort
Protects against natural cold and heat Damage
Cloak of Hiding
+6(+12) Hide Skill
Cloak of Invisibility
As spell when worn
Cloak of Living
Undead in this cloak appear to be living.
Cloak of Phase
As Spell 3/day
Cloak Of Poisonous
wearer takes D4 damage CURSED ITEM
Cloak of Reflection
Redirects a spell effect to another random target 5 times/
day
Cloak of Shadows
Wearer becomes Phantom ghost power 3 times/ day
Cloak of Stone
+1 AR. 3/Day wearer can become a statue 400 HP 5 turns
Cloak of STR
+3 to STR
Cloak of Warmth
Temperature for wearer never changes.
Cloak razor
Any one attacking the wearer takes D8 dam
Coat of useful Items
10 items can be stored. Pockets are empty until item is
needed. (Flashlight, Multipurpose tool, Fire Extinguisher, first aid kit)
Collar of animal form
Become a normal animal
Collar of Change
1/day change shape Return to natural form at will
Collar of Disguise
Glamour spell 6/Day
Collar of Strangling
At command word wearer takes 2D6 Damage.
Collar of Venom
+D4 poison bitten or spit.
Earring translator
Any language can be understood.
Fangs Vampire
Makes the wearer a vampire when worn
Garter of Lightning
2D6 1time per day
Garter Vampire
Drains blood without cutting the victim. Target still takes
damage.
Glasses of speed reading
Read, study and learn at x2 speed
Headband of INT
+D4 to INT
Helm of Dragonfly
Fly at MV x2 3/Day
Holster, hidden
Holds one weapon. Hidden to everyone but owner.
Leather Jacket
-1 Damage reduction to physical attacks
Mask Fanged
Bite attack x2 Damage
Name tag
Names written on the tag are believed if INT check is failed
69.
70.
71.
72.
73.
74.
75.
76.
77.
78.
79.
80.
81.
82.
83.
84.
85.
86.
87.
Necklace of Ice
Cold spell 3/day. Skin turns light blue.
Necklace of Strangulation
Wearer takes D4 damage CURSED ITEM
Necklace Bear Tooth
STR M doubles 3x day for 2 turn each time.
Necklace Elk Tooth
Doubles MV
Normal Armor
+1-+6 AR
Parka of Warmth
protection from cold 100%
Pin, Smiley faced
+6 CHR
Power tie
+2 to damage, +1 to CHR
Robe of Powerlessness
EP goes to 0 does not go up while worn. CURSED ITEM
Rose Cross
Constant spell Im with them.
Running Shoes of leaping
Give wearer the combat skill jump +3
Sandals of Water Walking
Can walk on liquids as if they were solid
Silk Armor
Spandex cloth AR 20/4 +3 DEX
Slippers of the Spider
Wearer can walk on any solid surface as if it was flat
Suit lucky
Ranged attack 50% chance of missing target.
Sunglasses of wandering eyes
Spot Skill +10
Watch of Speed
+1 action or MVx2 5/day
Windbreaker of resistance
+2 to all ability score checks
Clothing II
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
Bag of Devouring
Beret of Fairy Kin
Gauntlet of Electricity
Gauntlets of dragon magic
Gauntlets of Fumbling
Gloves Haz-Mat
Gloves of Climbing
Gloves of Damage
Gloves of DEX
Gloves of digging
Gloves of Holding
Gloves of Strength
Gloves, driving Ace
Necklace Crystal Claw
Ring - Arrow
Ring - Alleater
Ring Bad Bargains
Ring - Basilisk
Ring Cataclysmic Avoidance
Ring Cloaking
Ring Clumsiness
Ring - Combat
Ring Curse Breaking
Ring Dire Straits
Ring Hefty Damage
Ring Illumination
Ring Mojo
Ring Remote eye Gouging
Ring - Servitude
Ring - Silence
Ring - Thunder
Ring Undead Aggravation
Ring Wicked Kicks
Ring Nose- lifting
Ring of Alertness
Ring of Animal Summoning
Ring of Any Beast
Ring of Armor Boost
Ring of Cold
40.
41.
42.
43.
44.
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
67.
68.
69.
70.
71.
72.
73.
#
01
02-06
07-08
09
10
11
12
13
14
15-17
18-20
21
22
23-25
26
27
28-29
30-31
32-33
34-35
Name
Ability Enhancement
Antidote
Attack Enhancement
Augmented Essence
Barrier A
Barrier B
Barrier C
Barrier D
Bleach
Bull Health
Catsup
Cling of the Insect
Displacement
Dodge
Eclipse
Enchant Item Greater
Enchant Item Lesser
Enhance Familiar
Enhancement A
Enhancement B
Description
Split one ability score at its current score
Cures/neutralizes for 24 hours
+10 to attack with one combat attack
+10 to your Essence points
Explosive 6D6 10
Fire 6D6 15
Cold 6D8 10
Electric 8D6 10
Terminates all blood bonds
+20 HP
+5 reaction to opposite sex
Walk on walls
Double dodge score for 1 hour
+1 to your dodge
Avoid moon change for 1 month
+5 to an item
+1 to item up to +5
Familiar gains one new gift
+1 to an ability score
+1-4 to an ability score
Other info
1D8: 8= fails
Lasts 1 game
2 Games only
1 Game only
Lupine only
Max at +5
Max at +5
1D8: 8=choice
1D8: 8=choice
36
37-38
39-40
41-42
43-44
45-47
48-49
50-52
53-54
55-57
57-60
61
62
63-64
65
66-67
68
69
70
71-75
76-77
78-79
80-81
82-83
84-86
87
88-90
91-95
96-97
98-99
Enhancement C
Glamour
Green-thumb
Heal All
Heal Bull
Heal Horse
Heal Ox
Hold Porthole
Horse Health
Ketchup
Killer Bee Extract
Liquid Sun
Lucky
Mapper
Mustard
Ox Health
Platelets
Pure Essence
Quick Silver
Restore Life
Rush Horse
Rush Ox
Scorpion Extract
Skill Enhancement
Sleeping
Time Stop
Truth Serum
Ultimate Solution
Viper Extract
Webbing
1D8: 8=failure
Can be dispelled
2 Games only
CON check dam
3x3x3
CON check nil
Potions II
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
Aging Acid
Anti-Venom Serum
Anti-Water Potion
Chemical Light stick
Combination Potion
Dust of Choking
Elixir of Black Death
Elixir of Black Flame
Elixir of Madness
Elixir of Natures Voice
Elixir of Purity
Elixir of Spring
Essence of the Raptor
Essence Oil
Liquid Pain
Love Potion
Odins Oil
Oil of Complete Fix
Oil of Midnight
Oil of Movement
Oil of Repairing
One-mind Potion
Permanence Potion
Philter of Lust
Potion Bind Undead
Potion Create Monster
27.
28.
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
41.
42.
Potion Flying
Potion Ghostly
Potion Gibberish
Potion Invisibility
Potion Magic Resistance
Potion Non-detection
Potion regeneration
Potion Reincarnation
Potion Shape Change
Potion Snow
Potion Vitality
Potion Water Breathing
Saviors Blood
Sparkle lotion
Sun block 8000
As spell
Drinker gains phantom powers for 3D6 turns
Drinker can only speak gibberish for 2D4 hours
As spell
Damage
Cannot be located by magical means
Heals All but 1 HP
Becomes a vampire if drunk
D6 1= Bird, 2= fish, 3= lizard, 4= mammal, 5= insect, 6= gas
Creates a snow construct.
7 days with no food or sleep
Lasts 8 hours. Breaths water not air.
Purges Twisted or Vampire Blood. Makes Pope holy/ drinkable
Brings out magic in gems
Causes all sunlight to be indirect light for 48 hours.