Grave 1.1
Grave 1.1
+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 (v1.1) 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 defender’s
Each of the six abilities is used in different circumstances. total greater than the opposing character’s relevant ability
ARMOR and either the attacker’s STR (with a melee weapon
defense in order to succeed. If they fail, the opposing side
• Strength (STR): Used for melee attacks and saves requir- up close) or the attacker’s DEX (with a ranged weapon out
succeeds. This type of save is called an opposed save. Note
ing physical power, like bending bars, lifting gates, etc. of arm’s reach, or with a 1-slot melee weapon that relies on
that it doesn’t matter which side does the rolling, since the
• Dexterity (DEX): Used for ranged attacks and saves speed or precision more than force, like a rapier or whip).
odds of success remain the same.
requiring reflexes and coordination, like acrobatics,
climbing, sneaking, balancing, etc. Example: Namora casts an attack spell at a thief. This is re- Designer’s Note: Dexterity-based melee weapons are common in
• Constitution (CON): Used for saves to resist poison, solved as an opposed save using Namora’s INT versus the thief’s soulslike games. The weapons with the highest damage potential
sickness, cold, etc. A PC has as many item slots as their DEX. The thief may roll and add their DEX bonus, hoping to
should still tend to be Strength-based.
CON defense, as much stamina as their unused item slots, exceed Namora’s INT defense, or Namora may roll and add her On a hit, the attacker rolls their weapon’s damage die and
and as many HP as their CON bonus + d6 (or 3) per level. INT bonus, hoping to exceed the thief’s DEX defense. deducts the damage roll from the target’s hit points (HP).
• Intelligence (INT): Used for saves requiring precision They may add a bonus damage die if they exploited the
If situational factors make any roll significantly easier or
and concentration, such resisting magical effects, re- target’s weakness (such as a blunt weapon vs. a skeleton).
harder, the referee may grant the roll advantage or dis-
calling lore, crafting objects, tinkering with machinery, In addition, if the attacker rolls a natural 20 (a critical hit)
advantage. With advantage, roll an extra die and
etc. PCs can prepare as many spells as their INT bonus. or the defender rolls a natural 1, the defender’s armor loses
disregard the worst result. With disadvantage, roll an extra
• Wisdom (WIS): Used for saves requiring perception, 1 point of quality and they take an additional die of damage
die and disregard the best. Having both cancels out both.
intuition, and patience, such as tracking, navigating, of the weapon’s type. If the attacker rolls a natural 1 (a
standing watch, detecting illusions, etc. Wisdom is also critical miss) or the defender rolls a natural 20, the at-
used to determine initiative order in combat. Reactions tacker’s weapon loses 1 point of quality.
• 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 to one roll by an ally
Hostile Unfriendly Unsure Talkative Helpful rolling 2d6 and comparing the result to the NPC’s morale
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 and who fail act after all enemies. When every character has NPC companions also make morale rolls when they face
beyond. Intelligence governs spell preparation separately from taken a turn, a new round begins; reroll initiative. extraordinary danger or strongly disapprove of the PCs’
item slots in a nod to soulslike games, and to encourage speciali- actions, such as holding out on promised rewards or dis-
zation over time. Wisdom and Charisma are often ignored as On their turn, a character move a short distance based on playing mismatched ethical principles. Morale may also be
“dump stats” in favor of abilities with more combat utility, but their speed (usually 40ft), and take a combat action—e.g., improved by treating companions well and rewarding
now feature uses that should help keep PCs alive. attacking, casting a spell, moving again, attempting a stunt, them more generously.
Designer’s Note: Stamina is meant to emulate soulslike games’ by deaths, or those most weighed down with corruption,
Stunts tactical, colorful combat, and offer a tradeoff for carrying light- are guaranteed forfeit. As such, killing an enemy may not
Stunts are combat maneuvers such as stunning, shoving, weight gear. Reduce a PC’s maximum stamina only when they dispatch them permanently.
disarming, tripping, sundering armor, and so on. They are pick up an item long enough to add it to their character sheet.
resolved with an opposed save. They may not cause dam- Designer’s Note: In blunt soulslike terms, some NPCs might
Note that these rules intentionally omit using stamina to reroll,
age directly, but may do so indirectly (for example, pushing come back to haunt you, but you get to keep “boss souls.”
attack repeatedly, or modify spells—these uses slow play and
an enemy off of a ledge). The referee is the final arbiter as obviate other stamina uses and spells—but tweak as you like.
to what stunts can be attempted in a given situation. Advancement & Souls
Designer’s Note: Knave allows players to forego the bonus die Death While in a safe haven, a PC can gain a level by subsuming
1000 × their current level in souls, deducting these from
from advantage to take an extra stunt action on their turn; you When a character reaches 0 HP, they die. If it’s a PC, in-
the total carried indicated on their character sheet. Upon
may wish to use this if you don’t use stamina for “extra effort,” crease their death count by 1. If a killed PC’s allies are still
gaining a level, a PC gains these benefits:
but I removed the rule to avoid too many rules exceptions. in immediate danger, their spirit can inspire them for a
short time: Once per round, the killed PC’s player adds • Ability increase: Raise the defense and bonus of 3 dif-
Stamina their CHA bonus (or a d10, their call) to any roll made by
another player, before or after the roll.
ferent abilities of the player’s choice.
• HP increase: Roll as many d6 as their level (or just mul-
PCs start with as much stamina as the number of item
tiply their level by 3) and add their CON bonus for their
slots they leave empty. Stamina has two uses: casting Once a killed PC’s allies are out of immediate danger, com-
new HP. Gain 1 HP if the total is not higher than before.
spells (1+ stamina, up to your level), and augmenting or- pare the PC’s deaths to their CHA defense. If their deaths
dinary actions with extra effort (1 stamina per effect). • Recall: The PC regains a memory—one of their own, or
are higher, their soul is lost. Have the player make a new
perhaps someone else’s. The player can make one up,
character to be introduced as soon as possible.
What constitutes “extra effort” is open to players’ creativity roll for a memory prompt on the Traits page, ask the
and the referee’s discretion. Players describe what they If a killed PC’s deaths do not exceed their CHA defense, they referee for one, or declare what it is at some later point
want to do, noting equipment or environmental features if are resurrected as soon as the group is out of immediate to gain an advantage on a single roll.
relevant, and when that exceeds what they could normally danger, either rising bodily where they fell, or mysterious-
The faded souls traded as coin pale in comparison with the
accomplish in a single turn or roll, the referee may indicate ly reappearing at their side. They return with all their
legendary souls of the corrupted demigods and colossal
that this costs stamina. Example effects include: equipment, and full HP and stamina, but their souls are left
demons who rule the lands. Consuming such a soul grants
behind if their allies abandoned their body. The player also
• Gain advantage: Dive in light armor or raise a shield to 1 level instantly, but demands a corruption roll (d100): If
rolls for decay on the Traits page, or describes a mark fit-
avoid an attack; throw sand into a foe’s face so they’re the result is below the PC’s level or highest ability (whichev-
ting the cause of death (such as Charred by dragon breath).
distracted as you attack. er is higher), the referee takes control of the character to
Decay is permanent and cumulative, and might have me-
• Bonus stunt: Strike so hard with heavy weapon that it reintroduce later as a monster. (Legendary souls are thus
chanical relevance at the referee’s discretion (e.g., a Skeletal
damages and pushes the target; disarm while parrying. often bound into powerful artifacts, preventing their res-
PC might resist poison, but be weak to blunt attacks).
• Extra damage die: Wind up and deliver a forceful blow urrection and eliminating temptation to devour them.)
with a weapon held in both hands; slash with both Designer’s Note: Due to more frequent combat and lower penal- Likewise, anytime a PC ascends above level 10 or +10 in
main-hand and off-hand weapons at once. ties for death, Grave removes Knave’s unconsciousness rules and an ability, the PC visibly grows in stature, and the player
• Extra targets: Swing a great sword to hit multiple foes; adds a “spirit” rule to help keep all players involved. (It’s up to makes a corruption roll as above. Such PCs’ souls are heavy
fling a handful of throwing knives. you whether the “spirit” is literal or figurative.) Feel free to enough for enemies to seize them should they die.
• Extra move: Use hit-and-run tactics with light weap- tweak how death works to meet the needs of your game; killed
ons and armor; just as the axe falls, shove your ally out Designer’s Note: Souls as both coin and experience offers an in-
PCs might reappear at the last safe haven where the group rest-
of the way with your shield, defending in their place. game explanation for the classic “XP for gold” advancement
ed, or might sit bolt upright with a dramatic gasp for air after
mechanism. Increasingly higher XP requirements (compared to
Typically, only 1 stamina can be spent on a given effect only a round of lying dead.
Knave) encourage hunting increasingly powerful foes. You could
each turn; a PC could attack at an advantage and apply an When PCs slay an enemy, any souls the enemy carried fall cap PC level and abilities at 10 as Knave does, but “ascension”
extra damage die, but not apply two extra damage dice. to the ground, or spread out evenly between all members means to evoke themes of the corrupting influence of power, and
PCs regain all stamina by resting awhile in a safe haven. of the group, including those felled in battle. This may or offers a possible explanation for why the fallen heroes of yore
Dropping an item does not immediately restore stamina. may not yield their soul, however—only those most faded encountered in soulslike games tend to be so darn big.
means the target of the spell makes a roll or takes damage. Saves: Assume that monsters have ability bonuses equal to
Spellcasting Unless otherwise noted, spells have a range up to 40 feet, their HD, with the corresponding ability defenses, again up
PCs might find spell texts in their travels. One PC can and ongoing effects last up to S × 10 minutes or until vol- to +15 bonus/25 defense.
learn a text instantly by absorbing it (much as they would untarily canceled. Note that certain spells may be largely
absorb a soul), but this destroys the text. Alternatively, a Resistances: Creatures with legendary souls are resistant
resisted by legendary creatures; see Monsters, below.
text can be entrusted to an NPC mentor, allowing multiple to spells and effects that transform, control, or paralyze
PCs to learn any spell(s) in the text. Designer’s Note: This document, like Knave, includes only “level them, or bypass their HP to instantly destroy them. Even
1” spells. If you want to include spells above level 1 from other on a failed save, they may be only momentarily affected.
A PC can learn any number of spells, but can only prepare games’ spell lists, PCs should only be able to cast spells of their
as many spells at once as their INT bonus. Prepared spells XP: If a monster includes an XP reward, it indicates how
own level or lower, and a spell’s level is also its stamina cost.
can be cast as an action (or quicker, if noted), as often as many souls each player could seize from it. In the absence
of other guidance, grant d20 × HD souls for 1–5 HD mon-
desired, by spending 1 or more stamina while the caster
has an open hand or a spellcasting implement in hand.
Rest sters (+100 for each special ability), and d100 × HD souls
Resting awhile in a safe haven restores all lost hit points for higher HD monsters (+500 for each special ability.)
Preparation demands deep concentration and lengthy ritu-
and stamina, and offers an opportunity to prepare new
als only possible in a safe haven.
Designer’s Note: Limiting how many spells a PC can have pre-
spells and advance in level. Brief breaks in risky places of-
fer an opportunity to consume curatives, but don’t permit
Refereeing
Encourage player problem-solving over PC abilities.
pared, in combination with spells only learnable by one PC, enough time or tranquility for other recuperation.
Rather than asking to “roll Wisdom to search the room,”
should encourage specialization and variety, and cut down on
Designer’s Note: The risen dead are presumed to not necessarily ask them how they search—tapping walls, feeling for
time lost to shuffling inventory between PCs.
benefit from food or sleep, and combat is intended to be deadlier drafts. Only roll when there’s something to lose, like find-
When a spell negatively affects another creature, the caster with less frequent healing and lower stakes for death. What ing the secret door before an enemy patrol shows up.
makes an opposed save with their spellcasting ability counts as a “safe haven” is up to the referee, but might include an
Share more information than strangers in a strange land
against the defender’s relevant ability—usually DEX for isolated village, a shrine on sacred ground, or the lair of a leg-
could know: the names of legendary enemies and ancient
ranged attacks, CON for life-draining, INT for mind- endary enemy felled by the PCs (at least until other locals realize
sites, the powers of magical items, the images from well-
altering, or WIS for illusions. If the defender succeeds, it the former inhabitant is no longer in residence).
drawn dungeon maps (potentially with redactions or “in-
reduces or negates the spell’s effects.
accuracies”). You may be surprised by how much you “just
Spells belong to three traditions, each using a different Monsters know” with the memories of a thousand dead lining your
spellcasting ability for opposed saves: The wizardry of All monsters from OSR bestiaries should work as-is with pockets. But don’t get carried away: If something wouldn’t
the Academy requires Intelligence to make sense of arcane no major conversion needed. Here are some guidelines. fit on a video game loading screen, it’s too much.
formulae; divine theurgy requires Wisdom to apply the
Hit Dice/Hit Points: Use d6s for monster hit dice to avoid Seed rumors for PCs to look into, encouraging explora-
teachings of Church scriptures; and the ancient rites of
tedious HP attrition, or multiply HD by 3 for HP. tion, facing legendary monsters, gathering souls, and
disparate cultures branded witchcraft by the Church use
Armor/Defense: Monster AC (if ascending) can be used perhaps even changing the world. Examples:
Charisma to invoke natural and otherworldly spirits. See
Treasure for a list of spells under each tradition. as defense. If the AC is descending, subtract it from 19 (if it • The gates of the underworld can be closed once more
is from Original D&D or Basic/Expert D&D) or from 20 (if by whoever possesses the souls of the Rulers of Old.
Designer’s Note: Dividing spells into three traditions gives men- it is from Advanced D&D) to find its ascending equivalent. • Whoever sits on the Blackened Throne of the Damned
tal abilities additional uses, and encourages specialization so it’s
Attack Bonus: Any attack bonus given is unchanged. If an can command the dead and remake this world.
clearer who gets first dibs on which spells. If you prefer a unified
attack bonus is not given, use the monster’s hit dice, up to • The smithy will reward whoever rescues her brother,
spell list, consider Knave’s “100 Level-less Spells,” using Intelli-
a maximum of +15 bonus/25 defense. If THAC0 is given, but only upon his return. (“If I gave free gear to every
gence for all casting; that ability doesn’t have other critical uses.
subtract from 19 or 20, as above with AC. would-be hero who promised to save him, I’d be out of
In the spells listed in this document, “S” is how much stam- business and out of brothers.”)
ina is used in casting a spell—at least 1, up to a maximum Damage: Damage remains the same. For improvised mon- • The rest of the world isn’t like this. Travel further, and
equal to the PC’s level. An “item” is anything one could lift sters, aim for average damage to be HD + 1. you can escape this nightmare.
with one hand, and an “object” is anything (or anyone) up Morale: Morale rating remains the same.
to human size. Having an ongoing effect “disrupted”
Treasure 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 believe you to be a friend. After-
Theurgy Spells 3. Astral Body. Step out of your body as a luminous ward, they realize what you did.
1. Abjure. S creatures must move away from you on spirit that can float with speed S × 10ft. Ignore physical 3. Darkness. Shape inky shadow, blotting out light.
their turn and cannot attack you. attacks; other incoming attacks can disrupt spell. 4. Deprive. Deprive a creature of S senses (e.g., sight,
2. Commandment. Target must obey a command of up 4. Cosmic Binding. Freeze an object in time and space. It sound, smell). Multiply stamina spent to cast on mul-
to S words that harms neither target nor innocents. cannot be affected in any way for the spell’s duration. tiple targets at once, spending same amount for each.
3. Confessional. Sense (or compel, vs. save) truthful- 5. Disguise. Resemble any comparably sized object for 5. Earthquake. Shakes ground violently for S rounds.
ness for S statements a target makes. the spell duration. Cancel if disrupted. 6. Frenzy. Make a creature attack indiscriminately at an
4. Divine Emissary. Increase a reaction roll by S steps. 6. Dying Star. Creatures in line of sight take S d10 dam- advantage, defending at a disadvantage.
5. Fortitude. Touch to grant +S ARMOR. age, +1d10 for each 10 rolled. Targets who take cover 7. Icy Grip. Touch to freeze an object brittle, or to para-
6. Guidance. Once a day, ask a question to receive a (save DEX) take half damage; you take double damage. lyze a target until you let go or they save on their turn.
vision in S words. 7. Figment. Conjure an illusory object with S details. 8. Jinx. Cast in reaction to an action that requires a roll;
7. Holy Light. Glow with pure sunlight. Spend 2 S to 8. Hedge Magic. Create a momentary, harmless, obvi- the target rolls a d4 instead of whatever they would
temporarily blind those who look at you directly. ously supernatural effect (e.g., make voices echo; cause have rolled. If it’s an attack, 1 is still a critical failure.
8. Last Rites. Cast in reaction to a deathblow on an ally; a brief gust of air; change an object’s pigment). 9. Overgrowth. Issue a command to living plants (e.g.,
they survive up to S rounds, or after losing S HP, 9. Illumination. Move a floating light as you command. bind them; take shape of....).
whichever comes first. 10. Invisibility. Make a target invisible for S rounds, or 10. Malediction. Strike S creatures with a minor curse
9. Lay on Hands. Touch to restore S d6 HP. S –3 minutes. Cancel if disrupted. (e.g., boils, fleas, sneezing).
10. Levitation. Float S ft off the ground, and slowly glide 11. Locate. Know the path to a person or object you can 11. Miasma. Conjure a dark cloud that causes coughing
instead of falling. name and picture for up to S minutes. and forces ongoing saves vs. d6 damage while inhaled.
11. Might. Touch a creature to grant +S d6 to their next 12. Precognition. Roll up to S d20. Spend these anytime 12. Mist Veil. Conjure fog or mist to obscure visibility,
Strength roll (and if a melee attack, damage roll). until you rest to replace any roll any character makes. or pull close around yourself to block S fire damage.
12. Oath. Make a promise to or agreement with a willing 13. Psychic Force. Move S items with your mind as an 13. Petrification. Turn a creature to stone for S × 10
party. Specify a penalty for breaking it. The penalty action on this turn. Double the cost to move objects. minutes. Cast with 6 S to make permanent.
befalls upon whoever breaks the oath first, if ever. Only damages indirectly, like pushing as a stunt. 14. Possession. Control a target up to level S that meets
13. Purify. Gesture to clear a person or object of all tox- 14. Read Mind. Hear or transmit thoughts with someone your gaze until it saves on its turn. Take actions for it
ins and diseases. Cast with 4 S to remove curses. nearby for up to S × 10 minutes. on both your turns. Meanwhile, your body sleeps.
14. Regeneration. Touch to heal 1 permanent injury, 15. Refract Self. Split into S bodies sharing thoughts, 15. Scry. Look into a reflection to observe a person or
such as restoring a lost limb or organ. HP, and stamina. Each can move on your turn, but place you can name.
15. Sanctuary. Teleport S nearby allies to a safe haven only one acts. When one is hurt, all are hurt. When 16. Sleep. Put S creatures into a light sleep.
where you have rested. Casting takes 2 rounds. you cancel the effect, decide which body is now you. 17. Swarm. Locusts, rats, bats, or other tiny creatures
16. Smite. Arrow-range lightning attack, d8 damage. 16. Second Sight. Sense magic, including illusions. pour from your clothes or mouth.
Targets cannot benefit from metal armor. 17. Sharpened Starlight. Conjure a melee weapon of 18. Summon. Summon a named demon; d4 names are
17. Sun Rays. Deal d6 damage to S enemies. pale light (d8 damage, 0 slots) that only you can wield. included with the text, each with abilities and spells
18. Thunderclap. All others in earshot save WIS or are 18. Transmute. Convert S cubic feet of inanimate mate- determined by the GM. It follows your commands lit-
deafened and can’t take actions until your next turn. rial into a similar material (e.g., lead to gold). erally, and will turn on you if possible. Make an
19. Tranquility. No one can cause harm while within 19. Void Step. Cast as a move to teleport S × 10ft, or cast opposed CHA save to banish without freeing it.
(or to any within) 40ft of you for S rounds. at with 6 S as an action to teleport anywhere you’ve 19. Water Shaping. Control the flow of liquid water
20. Weather Prayer. Alter general weather conditions ever been. Anyone can follow within 3 seconds. (e.g., parting a river) for S rounds.
nearby, but without more precise control. 20. Warding. Draw a line that prevents any creature or 20. Witch Fire. Conjure fire in an open hand, or throw
effect from crossing. Effect 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). Knocks down a target 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. When you or an ally dies, you may 38. Sacrificial Dagger. A black, wavy blade (d6 damage).
who breaks the seal. Includes 5 candles (1 slot).
choose to resurrect wherever you leave this behind. 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, up to as much stamina or
killed in battle, your tangible spirit emerges, fully
these to make your unarmed attacks deal d8 damage, HP as your CHA bonus (instead of up to your level).
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 Ghostcatcher. Appear translucent.
(1 HD, d4 damage), with no particular attachment to 40. Sacred Medallion. Add your WIS bonus to HP you
5. Ring of the Loyal. Wearer disappears, summoned to
you. Transforms back to jade if lowered to 0 HP. restore with theurgy. You may spend up to your WIS
fulfill an oath, when their player leaves the room to
24. Jesiah’s Hammer and Tongs. Tongs get +d6 to bonus in stamina (instead of your level) 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. Subtract 1 quality from your weapon
26. Lodestone Bracelet. Pull an unattended ferrous item own to deflect attacks (+2 ARMOR, 2 slots, 1 quality).
to deal an extra d12 damage on an attack.
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 you carry 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, you can defend using DEX.
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. When you case wizardry spells, add S
29. Marble Sepulcher. Contains 41,343 souls; siphoning random Background. Spirits under 5 HD are helpful;
spent in casting to your save roll. You may spend up
any makes mortal enemies of a holy order dedicated to over 5 HD are evil; 5 HD spirits are unpredictable.
to INT bonus in stamina, instead of up to your level.
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 plate suit, with a helmet 48. Trisagonist Skull. Six-eye-socketed and pearlescent.
14. Dark River Water. Drink to erase memories. 1 use.
that sits like a paper hat (+7 ARMOR, 1 slot, 1 quality). 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.