Magic items

Medallions

A medallion works as soon as it is worn. The Choker is the trap, since it hurts whoever puts it on. The rest are quiet helpers that every party can use.

Neutralise Poison

Found in 1 of every 18 magic items. Called poison neutralisation in the game.

Immunity to all poison while worn: poison potions, fountains, arrows and gas lose their sting. It is twice as common as most medallions (2 faces in 6), so there is a fair chance of finding one.

  • Immunity to all poisons for as long as it is worn (rule 14.7).

In Citadel of Blood

Known in Citadel of Blood as Neutralize Poison.

Potion Identification

Found in 1 of every 36 magic items. Called potion recognition in the game.

Lets the wearer identify a potion without drinking it, and the potion stays whole for two uses. It saves you from testing a Poison potion and doubles the uses of every potion you find.

  • Identifies a potion without drinking it, and the potion remains whole and can be used twice (rule 14.7).

In Citadel of Blood

Known in Citadel of Blood as Potion Appraisal.

Eloquence

Found in 1 of every 36 magic items.

Adds 3 to the negotiation roll when the wearer is in the same segment, whoever leads the talks. Against a reluctance of 3 it lifts the chance of an agreement from 17% to 58%.

  • Adds 3 to the negotiation roll if the wearer is in the same segment, whoever leads the talks (rule 14.7).
Chance of at least an agreement (a result of 7 or more), by the monster's reluctance to negotiate, with no negotiator bonus
Reluctance 0 3 5 7 9
Without the item 58% 17% 3% 0% 0%
With the item 92% 58% 28% 8% 0%

In Citadel of Blood

Known in Citadel of Blood as Oratory.

Dexterity

Found in 1 of every 36 magic items. Called Agility in the game.

Adds 2 agility for as long as it is worn, which adds 2 to every attack roll. Give it to your best fighter.

  • Adds 2 agility for as long as it is worn.

Choker

Found in 1 of every 36 magic items.

Cursed: it harms the character who tests, wears or picks it up.

It tightens around the neck of whoever puts it on, for 1K6 wounds (3.5 on average). It is a trap: leave it, or put it on a character with wounds to spare.

  • Deals 1K6 wounds to the character who tests or wears it (3.5 on average).

In Citadel of Blood

Known in Citadel of Blood as Strangling.

Rules for this kind: 14.0 Treasure· Magic items table (14.9)

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