1d20 Charms (Children of the Howl)

I wrote a post called Children of the Howl about children escaping a city ruined by a great mysterious disaster. In that post, the Mage starting class mentioned a random Charm, but I didn't include a table. This would be it. Charms are objects which you have to have on your person which offer a minor magical effect if you power them with a point of Magic. They also often have passive effects so long as you have them on your person.

These are ideas to make a Knave Item Slot System a little more meaningful. Each Charm fills a single Item Slot. Children each have 10+Might Item Slots. You don't need to have any Magic to make use of a Charm's Passive Effect.


1d20 Charms

  1.  Charm of the Stranger (For 1 Hour, the memory of your existence leaves the brains of all that see you once they no longer see you unless you take aggressive or excessively memorable action unless they succeed at a Mind Check, Passive: -1 Threat)
  2. Charm of Finding (A candle flame points you directly to an object or person of your desire which you can name and of which you have a piece or a thing belonging to them, Passive: +1 to Ranged Attacks.)
  3. Charm of the Unseen (Bury this Charm with a buried object or stockpile and permanently imbue it with a point of Magic. No one can ever find the buried object or stockpile unless they make a Mind check, Passive: +1 Hide.)
  4. Charm of Warding (Unnatural creatures must make a Mind Save or be prevented from approaching within 10ft of this Charm for 1d4 rounds, Passive: +2 Defense against Melee Attacks from Unnatural Creatures.)
  5. Monkey Charm (For 1 Turn, you move, climb, and jump like a monkey, gaining +5 to all applicable checks. Passive: +1 to Climb checks.)
  6. Snake-Eye Charm (A creature that looks at this Charm is transfixed unless they make a Mind check. Animals get no save. They will not attack or perform any other action except for following the one who bears the charm unless they are attacked or an ally shakes them out of it. They will not walk blindly off of ledges but they will go to the ledge. Passive: +1 Threat.)
  7. Charm of Stone Skin (For 1d4 rounds, nothing can pierce your flesh, but you also have -2 to all checks due to your uncomfortable new body. Passive: +1 Defense.)
  8. Salmon Charm (For 1 Turn you can breathe underwater and swim like a fish with a +3 to all swimming related checks. Passive: +1 to all Swimming checks.)
  9. Charm of Scent (Rubbing this Charm on a piece of food causes it to emit an intoxicating aroma, detectable by all for 100ft around, lasting for an Hour. This gives a +2 bonus to Hunting checks if you spend an Hour to hunt in the area. These were popular amongst bakers and meat-pie sellers in the market. Passive: +1 Threat)
  10. Charm of Healing (A creature you touch with this heals 1d3 Life. Passive: +1 Life.)
  11. Charm of Sealing (Attach this Charm to a door an imbue it with a point of Magic and the door becomes magically sealed. It cannot be opened by mundane means, but it can be destroyed with proper tools and double the time it would usually take. Passive: +1 Defense)
  12. Charm of Warning (A small silver bell. Imbue it with a point of Magic and leave it during the night near your camp while you slumber. If any creatures enter within a 100ft radius of the bell it will ring loudly, averting surprise. Shopkeepers liked to place these in their windows to alert them of customers or thieves. Passive: +1 Initiative.)
  13. Charm of the Nameless (Permanently imbue this with a Magic. If any should try to use a thaumaturgic link to cast magic upon you, the Charm will negate the effect, destroy itself, and the object being used to establish the link. Passive: +1 Defense.)
  14. Charm of Spark (Creates a small flame, dealing 1d3 damage to a creature within 5ft on a failed Agility Check or it can be used to set alight flammable objects. Passive: 3 Fire Resistance.)
  15. Charm of Illumination (The Charm shines with dim light for 30ft for 1 Turn. Passive: +1 Threat.)
  16. Charm of Ropework (For 1 Turn a single target rope obeys your commands, behaving much like a snake. Anyone you attempt to entangle with this must make an Agility check or be entangled in the Rope. The Rope is also able to pull you along like the bat claw. Passive: +1 Climb checks.)
  17. Charm of Blessing (For 1 Turn, you gain a +1 to all d20 rolls for a particular Stat. Passive: +1 Life)
  18. Charm of Desire (All who look upon this Charm are filled with a desperate desire for it for a Turn unless they pass a Mind Check. After the Turn is up, they immediately realize the deception. Many a con man has thought that these charms would be their ticket to wealth. Few such people survived for long. Passive: +1 Threat.)
  19. Charm of Mimicry (Attaching a something from a particular creature allows you to perfectly mimic any sound it can make for 1 Turn. Passive: +1 Hide.)
  20. Frog Charm (For 1 Turn, your tongue stretches up to 30ft and is incredibly sticky. Your tongue is strong enough to support your weight for a short period of time but nothing heavier. It easily grabs onto objects around 5lbs. Passive: +1 to Ranged Attacks.)

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