Magic items

Talismans

A talisman's effect is immediate. Most of them help the carrier, but the Evil talisman is a trap: whoever picks it up must resist or turn on the party. Let your most resistant character pick them up, and keep Release or Charm in reserve.

Thought

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

For 1 wound, it deals 1K6 wounds (3.5 on average) to an opponent that fails to resist, but it can only be used 1K6 times in all. Save it for the monsters that matter, and for characters who have no spells of their own.

  • Costs 1 wound to deal 1K6 wounds (3.5 on average) to an opponent that fails to resist, and can be used 1K6 times in all (rule 14.6).

Yellow Sun

Found in 1 of every 36 magic items.

Adds 1K3 spells under the yellow sun (2 on average). It only helps in adventures where the yellow sun is dominant, so it is worth most to a character whose yellow potential is low.

  • Adds 1K3 to the magic potential under the yellow sun (2 on average).

Blue Sun

Found in 1 of every 36 magic items.

Adds 1K3 spells under the blue sun (2 on average). It only helps in adventures where the blue sun is dominant, so it is worth most to a character whose blue potential is low.

  • Adds 1K3 to the magic potential under the blue sun (2 on average).

Red Sun

Found in 1 of every 36 magic items.

Adds 1K3 spells under the red sun (2 on average). It only helps in adventures where the red sun is dominant, so it is worth most to a character whose red potential is low.

  • Adds 1K3 to the magic potential under the red sun (2 on average).

All Suns

Found in 1 of every 36 magic items.

Adds 1K3 to the magic potential under every sun, so it helps in every adventure. If it lets a character use more spells than they know, new ones can be chosen at once. The best talisman for a caster.

  • Adds 1K3 to the magic potential under every sun (2 on average), and new spells can be chosen at once.

Evil

Found in 1 of every 36 magic items.

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

Whoever picks it up must resist a spell or turn on the party, attacking from their current position until they are killed, Charmed or Released. A character with resistance 1 fails 83% of the time, one with resistance 4 only 33%. Let your most resistant character pick it up, and keep Release or Charm ready.

  • Whoever picks it up must resist or attack the rest of the party until they are killed, Charmed or Released (rule 14.6).
Chance of being overcome by the Evil talisman, by the character's resistance
Resistance 1 2 3 4
Overcome 83% 67% 50% 33%

In Citadel of Blood

  • Talisman of Evil: The party acts first in Labirynt Śmierci; The possessed character attacks first in Citadel of Blood. All rule differences →

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

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