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Chapter 13: Magical Items<br />

Scripture, Tablets<br />

A tablet is a flat surface, slab, or plaque of<br />

inflexible material suited for or bearing an inscription.<br />

It is relatively thin and may contain a picture<br />

or engraving. Most often, tablets are made of dried<br />

clay. Tablets are the oldest scripture.<br />

01-14 Tablet of Reality: Whatever<br />

is inscribed on this tablet becomes reality.<br />

Therefore, this is one of the most<br />

powerful of all magical items. Only 1 exists<br />

and it is owned by a god. The god will guard<br />

this tablet and it should never fall into the<br />

hands of a mortal.<br />

15-28 Tablet of Taciturnity:<br />

Whosoever reads this tablet will experience<br />

an increase of 1d10 points in their Intelligence<br />

ability and become habitually silent,<br />

disinclined to talk.<br />

29-42 Tablet of Tenebrosity:<br />

Whosoever reads this tablet may cause absolute<br />

darkness in a 1d100’ radius around the<br />

tablet. The tenebrosity lasts for 1d100<br />

rounds. This tablet functions every time.<br />

43-56 Tablet of Tergiversation:<br />

Whosoever reads this tablet will cause all<br />

others within 1d100’ radius around the tablet<br />

to abandon their religious faith or political<br />

party for 1d100 rounds.<br />

57-70 Tablet of Tessera: Whosoever<br />

reads this small tablet will believe that<br />

the wearer is whoever the tessera claims. The<br />

wearer may rub the tablet and speak a name<br />

or identity, and the tessera will display this<br />

to others. The tessera allows a character to<br />

impersonate another of their race, regardless<br />

of gender or age.<br />

71-84 Tablet of Thaumaturgy:<br />

Whosoever reads this tablet will cause a<br />

miracle to happen for a random character<br />

within 1d100’.<br />

85-100 Tablet of Time: Whosoever<br />

reads this tablet may return to any previous<br />

time in their life. The reader will become<br />

appropriately young again, but will<br />

retain all knowledge. This tablet functions<br />

only once per character.<br />

752<br />

Scripture, Tomes<br />

A tome is a volume forming part of a larger<br />

work. The volume is large, scholarly, and ponderous,<br />

and may be a reference work. The pages of a<br />

tome are made of parchment and bound together.<br />

01-20 Discipline, Vol. 1: After<br />

completely reading this tome, a character<br />

must pass an Intelligence check at TH 17 or<br />

acquire a Random Mental Illness (see Chap.<br />

5: Mind). If passed, and if a caster, then the<br />

character immediately learns 1d4 new spells<br />

of air. The spells are determined randomly.<br />

The tome may be read only once per character.<br />

21-40 Discipline, Vol. 2: After<br />

completely reading this tome, a character<br />

must pass an Intelligence check at TH 17 or<br />

acquire a Random Mental Illness (see Chap.<br />

5: Mind). If passed, and if a caster, then the<br />

character immediately learns 1d4 new spells<br />

of earth. The spells are determined randomly.<br />

The tome may be read only once<br />

per character.

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