CounterfactualErsatzQualia
Monday, May 11, 2026
Tuesday, February 3, 2026
Conjurer: A GLOG Class
Conjurer
Mage
Defense Die/Hit Die: D6
Every "thing" in the universe ultimately derives its existence from somewhere- the Plane of Forms. Fire (really a sea of infinitesimal tetrahedrons), Water (icosahedrons), Earth (cubes), Air (octahedrons), and Aether (dodecahedrons) are what make up a "thing"'s substance, but its Ideal representation in the Plane of Forms (known as "P-space" to some) are what give it form. A conjurer learns their skill by staring into a burning candle for hours, until they can see the tetrahedrons (the easiest ones to notice). They can then pluck out a single one with a thought, and invert it to draw power from the Plane of Forms.
Conjurers become exceptionally average looking and uncannily symmetrical as they practice their arts.
Skills: 1. Philosophy 2. Astronomy 3. Bartending
Starting Equipment: A compass and straightedge, a scroll recording a philosophical debate, and a candle.
A. Ex Nihilo, MD (D6)
B. Finger Taps, MD (D8)
C. Wax Duplicate, MD (D12), +1 FT
D. Schloss, MD (D20), +1 FT
Unlike other mages, you only gain 1 MD throughout this Template. Whenever you cast a spell, reduce the dice size by one through the platonic solids: D20 -> D12 -> D8 -> D6 -> D4. D10s are heretical. If you roll the maximum value on the die, you keep it at its current size. If you roll the minimum value, you suffer a Doom! You can use D4s all day, but this comes at the cost of a high risk of Doom.
You learn two Conjurer spells of your choice per Template. As usual, you can learn additional spells you find from scrolls or spellbooks, though you can only prepare two spells per Template each day.
(A) Ex Nihilo: You can summon a random item from the Aether at will as an action. If you summon a second item the old item vanishes. During downtime there is no need to roll, as you can obviously just keep conjuring until you get the desired item.
D12:
1. A hotdog. Delicious but lacks any toppings. Only the first hotdog you summon each day provides nourishment.
2. A pair of cymbals.
3. An indestructible towel.
4. Up to 10,000 three-inch segments of string.
5. A transparent bowl made of a material with extremely unusual properties, known as "plastic". Glass makers will either be extremely impressed or demand your execution.
6. A bladderskin filled with 1 liter of distilled water. Only the first bladderskin you summon each day provides hydration.
7. A stuffed shark.
8. An 11-foot silver-capped bamboo pole. Silver turns black when exposed to a hazardous gas for one minute.
9. A flute.
10. A pair of lenses, one convex and one concave.
11. A set of lead measuring weights.
12. A skateboard.
(B) Finger Taps: Choose a finger (or a toe I don't judge) and a liquid. If the substance you chose would be liquid at the current room temperature, applying pressure (even unintentionally) to the finger's nail causes it to emit that liquid at a rate of a gallon per minute. You designate an additional finger and liquid for it at each further Template.
Note: Chlorine trifloride is VERY easy to injure yourself with (and is only usable when the surroundings are below 53 degrees F).
Note: Setting a finger to "the seed of the fastest/strongest horse in the world", while disgusting and useless in almost all situations, is potentially financially lucrative.
(C) Wax Duplicate: At any time, you can summon a lifeless, visually indistinguishable* wax duplicate of yourself or someone you've spent at least a minute with, in whatever pose you desire. Up to a dozen can be summoned at once, after which the first one melts away. *The duplicate lacks any injuries the original has (but you can paint them on manually).
(D) Schloss: One time after you take this Template, you can delete any one universally known concept, and the memory of it, from existence; such as a color, gravity, eyes, ears, or sharpness. This effect has the range of the entire kingdom/polity you are located in. Deleting specific objects and people is impossible, and some things like Evil, Death, Magic, Trees, or The Ocean might be protected from deletion by their respective gods. The concept returns to the world after a week. Alternatively, you can add a concept to a category for a week, like giving humans flight, making leaves a currency, or making gold green.
Spell List:
Tetrahedral Spells (Requires D4):
1. Flare
R: 50 feet T: A point. D: [dice] rounds
Extremely bright light burns from a point. Creatures with infravision get a -1 penalty to everything while within 60 feet of it, and any creature within 10 feet of it gets a -1 penalty to attack rolls.
2. Mimicry of the Perfect Cauterization
R: Touch T: A creature. D: 0
Creature stops bleeding out if dying, all visible wounds vanish and clothing becomes fresh and undamaged (but loses all text or patterns and becomes mono-colored). Does not heal internal injuries or restore health.
3. Arsenal Form Reversion
R: 10 feet T: Armor or a weapon. D: 0
Target becomes a generic version of itself, sharp, mildly shiny, and non-magical. Sentient weapons or armor get a Will save to avoid being changed, rolled against a DC of [dice].
4. Bed of Razor Coals
R: [dice]x5 T: [dice]x5 circle of ground D: 1 minute
Ground becomes covered in circular area of sharp hot Tetrahedrons. Movement across does 1 fire and 1 piercing damage, which ignores light armor (unless they're wearing thick boots or equivalent).
Cubic Spells (Requires D6):
5. Copy Cube
R: Touch T: A solid 5x5x5 cube of soil, stone, metal, or wood D: 24 hours
The selected cube of matter is deleted and shrinks down into a weightless tiny cube of generic topsoil, cobblestone, iron, or oak. You can extract another cube as an action up to 63 more times. You can expand and place down the cubes as you wish. At the end of the duration any tiny cubes vanish.
6. Proof Cave
R: 100 feet T: A cave or tunnel D: [dice]x2 hours
Either: Target cave or tunnel (spell would only effect a single corridor in a dungeon) becomes immune to collapse, digging, or mining for the duration; or target becomes perfectly filled in with rock for the duration. If it becomes filled in, any creatures inside it are harmlessly expelled, and objects inside remain undamaged.
Octahedral Spells (Requires D8):
7. Conjure Windblower
R: Self T: Self D: [dice]x10 minutes
The octahedral mouth of a Windblower appears on your palm. It can emit wind strongly enough to push back small objects within 15 feet, or creatures within 5 feet on a failed Strength save. It can emit oxygen, nitrogen, argon, or carbon dioxide in any ratio, and can fill a 5x5x5 cube in 6 seconds. A sealed room full of only nitrogen is an insidious hazard. While holding your palm to your mouth you can breathe underwater.
8. Conjure Scent
R: Self T: Self D: [dice] hours
You create a cloud of smell around you. It is repulsively disgusting (to the point unintelligent creatures will no longer hunt you and even intelligent ones might reconsider) to a creature type of your choice, and is incredibly alluring (worth ignoring minor risks to investigate) to a creature type of your choice.
Dodecahedral Spells (Requires D12):
9. Void Line
R: [dice]x10 T: Line D: 0
Each creature in the line makes a Reflex/Dex save or takes [dice]x2 damage, which can't be reduced in any way. Passes through objects and walls leaving a perfect 1 inch hole.
10. Reverse Conjuration
R: 30 T: Up to [dice] creatures or objects D: 1 minute
Takes 1 minute to cast. Casting is purely mental and non-noticeable to others. You and each target are moved into the Aether for one minute, then reappear. Creatures who don't have extended breath holding make a Con save or reappear asleep.
11. Area Void
R: [dice]x5 T: None D: 1 minute
Deletes all non-living, non-magical matter in a cylinder 10 feet high (with radius R) centered on (and including) the caster. Matter reappears in unoccupied spaces after the spell ends.
12. Imbue Aethersail
R: Touch T: A piece of fabric D: [dice] hours
You render a piece of fabric such as a sail or kite unaffected by normal wind, and is instead only blown by the luminiferous aether. Roll 1d8 (1 = N, 2 = NE, 8 = NW) to determine the current direction of the aether winds, which runs smoothly at 60 knots.
Icosahedral Spells (Requires D20):
13. Ideal Water
R: [dice]x100 T: The surroundings D: 0
All water in range, including groundwater, becomes as clean, fresh, and pure as distilled water. All ice melts, all humidity, fog, and clouds instantly precipitate.
14. Summon Water Nymph
R: 5 T: None D: [dice] minutes
Summons a helpful water nymph, 4d6 HD, immune to physical damage. Can squeeze through tiny cracks, and teleport (self only, no equipment) instantly through water (even an ocean).
15. The Cold Melting And The Great Reforging
R: 30 feet T: Object of [dice]x20 pounds or lighter D: 0
Choose an object. It melts down and can be conceptually reformed across a line of similarity [dice]/4 times into a new object. Magical properties persist. Memory of the object having been different fades.
For example if you rolled a 16, you could convert a sword along the chain:
Sword -> Knife (stabbing implements)
Knife -> Spoon (eating utensil)
Spoon -> Bowl (holds liquid food)
Bowl -> Bow (remove a letter)
You should require multi-word categories: sword -> bow (weapons) is too vague. (Dead) Raven -> Writing Desk is possible with sufficient thinking.
16. Conjure Lubricant
R: 100 T: Corridor D: [dice] rounds
You coat a hallway up to 100 feet long, 20 feet wide, and 20 feet tall with infinitely slippery oil. It becomes impossible to climb on the walls or ceilings, and creatures keep their momentum between rounds, and cannot change velocities without something to push off of. A creature in the affected area must make a Reflex/Dex save at the start of each turn or be prone until their next turn.
17. Conjure Herring
R: 10 T: None D: 1 hour, or 24 hours if pickled
Summons a bright red herring, which grants +[dice]/2 to deceive. Can cut through trees and wood like butter. When someone holding the herring would take damage, the herring vanishes and they can teleport anywhere within [dice]x5 feet instead.
18. Inversal of the Exocoetidae
R: 30 ft T: Party D: [dice] hours
Treat water as air and air as water. This affects more than breathing: you can swim in the air (effectively half speed flying) and projectiles shot at you or by you have very short range. In bodies of water, you walk along the bottom with no ill effects.
19. Which Can Eternal Lie
R: Touch T: One stationary creature D: Until your death
Takes 1 minute to cast. Encases target in ice that cannot melt without the use of lava or molten metal. Target is preserved in an ageless coma. Deadly injuries, poisons, and diseases heal after 1d20 years of preservation.
20. Omnipotent Sphere
R: 10 T: Self D: [dice] rounds
You surround yourself with a icosahedral "sphere" of force. Everything except you and your clothes/armor (unless you wish to expel them as well) are instantly but harmlessly expelled to just outside the sphere. Nothing except light can enter or exit the sphere. You can make a reflex/dexterity check to try to cast this spell as a reaction when about to take damage from something you can see, such as an avalanche or falling rock.
Dooms (1d3):
1. Curse of reflection
Any injury you suffer on one side of your body is replicated on the other. This doubles most sources of damage. Can be cured by being surrounded on all sides by silvered mirrors for 1d4 days.
2. Curse of rotation
Whenever you would cast a spell (including the one that gave you this doom), roll a d20 and cast that spell instead. You can cast spells you don't know this way, but you can't cast spells above your current dice size (you waste your turn instead). Can be cured by staying awake for 72 hours.
3. Curse of translation
Whenever you cast a spell (including the one that gave you this doom), you move 10 feet in a random direction (1d8). This does provoke reaction attacks and can drop you off cliffs. Can be cured by walking 144 miles on foot (pacing back and forth is fine).
Monday, January 26, 2026
1d100 Magic Items
1: Ion Stone. After bonding to someone by being held up to their head. This tiny stone orbits its user's head in a fuzzy cloud. It grants the ability to make nearby hair stand up. You will never be hit by natural lightning strikes. You have at-will low power telekinesis for paper, fabrics, hair, cats, and rubber.
2: White Glove. Formally named Elbas, this glove (one hand) is brighter than the brightest snow. The other hand of the glove, which functions similarly to a bag of holding, is in the possession of a powerful and competent group of adventurers somewhere very far away. While wearing this glove, you have a mental inventory of all the items (and occasionally creatures) that they are storing in it, and can take any one thing out of the glove as an action. The adventurers will likely soon realize the glove is compromised, remove everything from their end, and then hunt you down. Good luck!
3. Mirror Glove. This glove is perfectly reflective. While touching an object that is as large as you are in at least any two dimensions, you can embed yourself, and whatever you are wearing and carrying, into that object. While embedded you only have tactile and auditory senses, and your speed is reduced to 5 feet, unless the object can easily roll. If the object is damaged you pop out of it. That is the only way you can exit.
4. Gas Giant. This basketball sized Ioun Stone resembles the planet Jupiter. Up to 4 magic items can be placed in orbit of it, where they cannot be removed against the user's will. If the Gas Giant has fewer than 4 items in orbit, it continually attempts to attract the nearest magic item that isn't being worn or carried into its orbit. Ioun Stones that orbit the Gas Giant have their effects doubled.
5. Earaser. Small rubber eraser shaped like an ear. Worn inside an ear and gives -1 to hearing. Whenever you hear someone say a sentence, you can remove one word from that sentence. Everyone except you and the speaker hear the modified sentence.
6. Duality Belt. While wearing this belt, you can harmlessly sever your body into its top and bottom halves. Your legs are obedient to you but cannot see, and often have excellent memory of routes you have walked. Reattaching is physically awkward and takes a minute.
7. Sphereaser. Tiny pink eraser. All text and drawn images within 120 feet are invisible. No way to turn it off.
8. Edible Punch Card. You can prepare (by removing some of the candy buttons) and then eat this card as an action. Write down exactly what you will do for the next four turns (ex. walk 30 feet north, attack west). You move twice as fast and take two turns each round (so the effect lasts for two rounds). While under this effect, you are immune to fear, morale, and charm effects. Conditionals are prohibited, and you cannot program reactions.
9. Necklace Statuette of a Spiral Staircase. You can chirally invert your body and everything you are holding and carrying at will. Left becomes right and right becomes left. Eating while inverted is not recommended.
10. Echo Lamp. This lamp emits no light but amplifies all sounds within 120 feet while lit. Whispers are audible from anywhere in the radius. Sound based effects do double damage, and stealth becomes much more difficult. Consumes oil like an ordinary lamp.
11. Closer Appearer. While using one hand to look at a creature or object through these binoculars, you can attack them or grab them as if you were 5 feet away. If they choose, that creature can instantly pull you to them, and/or shatter the binoculars.
12. Pair of Wineglasses. Anything poured into either slowly flows out the base of the other.
13. Stuffed Shark. While holding this shark, you can sleep comfortably underwater, and cannot be ambushed in your sleep.
14. Barrier Block. A 1 meter invisible, indestructible cube. Is frictionless and has the same density as the surrounding air (making it extremely light but bulky).
15. Manganese Spoon. This spoon turns wood into oatmeal one spoonful at a time. Digging through a door would take several minutes.
16. Leg Go Minifigure. If you pull the legs off this tiny humanoid statue, your legs vanish from existance until the statue is put back together. Your torso gains a flying speed of 5 feet.
17. Null Candle. While lit, robs all creatures within 120 feet of their sense of smell.
18. Bait of Believability. Wriggling hot-pink worm who's power is activated once impaled on a fish-hook. A creature impaled by the worm-laden fish hook cannot feel pain, believes it is eating a delicious meal, and cannot speak.
19. Five-barreled Shotgun. Each barrel is orthogonal to each other, and each shot is loaded from the back and is magically duplicated. The trigger makes the gun fire forward, left, right, up, and down simultaneously. The six barreled shotgun is a rare variant, but is substantially more difficult to use. [This item is especially funny when used in a campaign with pressurized spacecraft]
20. Stone Tap. Similar to a tree tap for syrup, this is hammered into a stalactite to produce mushroom stew. Stalagmites produce blinding stew.
21. Word Compass. A very short pencil. When held out on a palm, points towards the nearest written instance of the last word spoken aloud nearby.
22. Hybridization Chest. Consists of two 2x3x4 foot ironwood chambers. The front of the chest has a ten minute hourglass built in. If a creature is placed in each chamber and the chest is closed, when opened ten minutes later, two chimeras of those creatures will emerge. Opening the chest before the 10 minutes will cause Insanity.
23. Ampule of Necrosplosive Oil. When this liquid coats a creature, for the next minute, if that creature dies its corpse immediately explodes- and coats all nearby creatures with oil as well.
24. Animated Paintbrush. Can answer any question asked of it with 90% accuracy. Can only reply to questions with the name of a color. Rude, avant-garde, likes to paint abstract expressionism.
25. Pair of pair of stilts. When two people are walking within ten feet of each other on these five feet high stilts, they are cloaked in a terrifying illusion of a small dragon or an undead giant dog.
26. Ampule of instant leather. When poured out on ordinary clothes, turns them into leather armor. When poured onto metal armor, turns them into leather armor. Transmutes cotton, wool, and metal into leather in general.
27. Wand of Extremely Late Resurrection. Turns uncooked steak into a small muscular cow. Turns leather into a bovine or equine skin-walker. Turns glue into a tiny glue horse (items stick to it).
28. Vial of Red Slime. Turns any natural, uncrafted non-living material into more red slime. Destroyed instantly when in dim light or darkness.
29. Vial of Blue Slime. Turns any artificial or crafted material into more blue slime. Destroyed instantly when observed.
30. Red Puffy Vest. By pulling a cord, vest inflates into a puffy sphere 10 feet in diameter. Wearer can still breath normally.
31. Bag of Rust. By tossing the rust into the air, everything in the surrounding area appears less valuable for 10 minutes. Magic items appear mundane and gold looks like copper.
32. Rubber Rat. This rat is friendly to you, though a bit crazy, and is immune to tensile and compressive damage. The rat's tail is elastic and can stretch up to 600 feet.
33. Ear No Rings. If you cover your ears with both hands while wearing these small stud earrings, you create a 30 foot area of Silence around you.
34. Drying Pins. These clothes pins dry anything that's hung on them ten times faster. They can turn raw meat, nuts, and/or bread into jerky, pemmican, and hardtack. Attaching them to a living creature or their worn clothing causes death by dehydration in an hour.
35. Inverse Scrying Orb. This orb is initially murky, but after attuning to a creature for an hour, becomes filled to the brim with floating eyeballs. While the attuned creature is in sight of the orb, any creature that says its name has their vision replaced by the view through the orb until they dismiss the view with a thought.
36. Flask of Fermenting. Any organic matter placed inside this silver flask becomes 200 proof pure alcohol the moment the flask is closed.
37. Razor Dress. If you spin while wearing this dress, it expands outwards and the hem becomes razor sharp. This does no damage to creatures but cuts all ropes and vines and shreds all paper within 15 feet.
38. Temporal Tap Dancer's Delight. These shoes always make loud, sharp footsteps, with a delay of one minute (the sound originating from where they were).
39. Paint of Nailing. When you paint a finger or toe nail with this paint, that finger or toe becomes indestructible and inviolable while the paint remains. With a thought, you can make that digit act as an Immovable Rod. Using this to stop a large fall will likely dislocate or break your arm. When you choose to end the Immovable Rod effect, the paint vanishes.
40. Green candle. Shines light for 10 feet. Light is only visible to someone holding the candle.
41. Omniscient Compass. When asked for the location of an object, 5% of the time it will point towards it within 45 degrees of precision (So NW could also mean due north or due west). 95% of the time, it points in a random direction. Can't be asked about the same object twice.
42. Cap of Relativity. When worn forward, your inertial mass doubles but your gravitational mass remains the same. When worn backwards, your gravitational mass doubles but your inertial mass remains the same.
43. Bookmarks of Recall. A pair of silk bookmarks. If you place one bookmark inside a book, you can hold the other bookmark in your hand and summon that book to you.
44. Ihcces Disk. A black and white disc attached to a string. When lowered into a liquid, the entire liquid becomes nearly opaque. If done in a large body of water, effect extends out to 10 miles.
45. Minerva's Eye. By touching this sewing needle to clothing, it can suck up the thread into itself. The needle can instantly produce clothing (or gauze) of any type or design required, limited to the materials and colors stored within it. The needle can even pull wool and cotton and silk directly off of sheep and plants and worms.
46. Amalthea. A silent, divine goat that shimmers with glory. Can be milked for a healing potion whenever it is fed a magic item. Vanishes back to Olympus if it takes any damage.
47. Glubby. While in this grey sleeping bag, you can retreat your head inside the bag to transform into a Giant Slug.
48. Sword Earring. While wearing this earring, you can talk to swords, even non-magical ones. Can enlarge into a longsword when detached.
49. Cat ears. While wearing this headband, you get a +1 bonus to hearing, and can climb up (but not down) trees and anything made of wood.
50. Black Belt. Appears to be made of 12 leather figures with linked arms. If you yell HIYA the belt splits. Each figure is a tiny, speedy ninja. They can't harm large creatures but can deal with vermin and insects very easily, and do small tasks with great efficiency and alacrity. Each can carry 1 pound. After an hour they salute you and reform the belt, and it can be used again the next day.
51. Loops of Ling. While wearing these hoop earrings, your ears are detachable and you can hear from them regardless of where they are. Remember if you detach both of them and leave them elsewhere you won't be able to hear your surroundings!
52. Choker of Deception. While wearing this spiked collar, you can speak (but not understand) all languages- but can only say lies.
53. Unbutter Knife. This utensil can cut through anything like butter, except for living or organic materials (including rope and wood). The immediate vicinity of the blade is very briefly given the consistency of butter, so cuts mostly mend themselves behind the path of the knife, making it take an entire tedious day to cut through a door one sliver of iron-butter at a time.
54. Portable Porthole. This circular glass window is a portal to a demiplane of fresh air. Creatures and objects cannot pass through the portal. While opened, it continually sucks in poisonous air and replaces it with clean, fresh air.
55. Sitar of Resonance. While you play this instrument, your notes are faintly audible on any string instruments, metal plates, crystals, or other vibrating media within 5 miles. You could create a code to send messages using this.
56. Frog Phone. Pet mechanical frog that you can hold up to your ear to make a call. You can only call a random frog somewhere in the world (a different frog each time). Frogs are generally lazy, though quite knowledgable about insects and toxicology.
57. Alphabet Soup. After drinking this soup, for 24 hours you cannot speak or write words or cast spells that contain the letter E. You can mentally deprive another creature of a letter of your choice with a thought. You can only have one other creature at a time letter-deprived in this way.
58. Bow of Hobbling. If you shoot yourself in the knee with this bow, you teleport safely outdoors with all your equipment and treasure sans bow, but suffer a permanent crippling injury.
59. Powdered Drakebones. Pouring this grey powder on a non-living object makes gravity pull sideways on it. Roll 1d4 for North/East/South/West.
60. Window Spray. Squirting this spray bottle on a surface makes it transparent to a maximum thickness of 15 feet, until the liquid evaporates after one minute.
61. Socks of Smoothness. While wearing these long stripy socks, you lose all body hair and your body and clothes become frictionless. You are nearly impossible to grapple. You can slide down a mountain or sand dune easily and painlessly. Standing up from prone takes your full movement and you keep velocity in between rounds up to twice your normal speed (you must spend movement to decelerate or change direction).
62. Bottled Painting. Small inkwell containing a mix of paints. By meditating on an image and then dumping out the bottle (preferably onto a canvas or fabric but anything will work) you can display illustration or memory you want. Only one use.
63. Staff of Staff. Banging this staff thrice against the ground creates the sound of a soft bell ringing. 1d6 butlers and maids appear to do cleaning and accounting work, vanishing if they take any damage.
64. Chocolate Chessboard. One time use. Select a grid of 8x8 5 ft squares. All objects and creatures become represented as pieces on the chess board and, once per turn, you can move any object or creature to any square as a queen could move, affecting the same change on the battlefield. Alternatively, you can remove any number of unoccupied squares from the board and eat them, creating square black pillars of force in the corresponding locations that extend to the ceiling (or 100 feet outdoors).
65. Staff of Staph. When you hurt a biological creature with a piercing or slashing weapon while holding this staff in your other hand, the wound becomes infected, causing death in 2d6 days unless professionally treated.
66. Bell of the Bull. This large bell is worn around your neck and rings whenever you move, making stealth almost impossible. You always know the distance to the nearest cow and to the nearest minotaur. Any hostile creature that hears the bell is compelled to move directly towards you as per Suggestion.
67. Helm of the Rotten Brain. Whenever you roll a 6 or a 7 for anything, you and all nearby creatures are affected as per Hideous Laughter.
68. Reverse Whistle. After breathing in to this whistle for ten seconds, the whistle will repeat sequentially, in order from most distant to closest, everything that was said within a mile during those ten seconds. Airtight rooms are unheard.
69. Ritual Mat. This mat is covered with circles of various colors, and dice to indicate moving limbs to certain circles in a two person ritual (though a third is recommended to roll the dice). By performing successful acrobatics or athletics, the participants become so entangled they become merged into a single person for 24 hours. While merged they have combined hitpoints or defense dice, use the higher of each of their skills, are one size larger, score critical successes at one number lower, and have twice as many spell slots. The combined people only take one action a turn.
70. Pipe of Evocation. Lighting this pipe casts Fireball centered on yourself.
71. Saddle of Sleipnir. A horse or other mount that wears this saddle has 8 legs instead of its normal amount. It can carry or pull 10 times as much weight as normal.
72. Tripling Sponge. This fractal sponge can be wrung out for thrice as much liquid as it soaked up. Liquid wrung out has a harmless green glow and can't be tripled again.
73. Ioun Wheel. This Ioun stone takes the form of a tiny spinning wheel. Whenever you take damage, you are immune to more of that type of damage until you take damage of a different type. You are stunned for one round whenever you take damage.
74. Crystal knuckles. Like brass knuckles but made of rubies. Punches affect all mundane objects as if they were made of drywall.
75. Drinking bird. This small mechanical bird rocks back and forth continually drinking water. Can provide an unending supply of weak mechanical power as long as it has a small amount of water under its beak. This mechanical power can be used as equivalent to Mage Hand, or with enough time building up produce effects equivalent to Bigsby's Hand (8 hours), Telekinesis (24 hours), or Earthquake (a month).
76. Peasant Glue. Unbreakably connects any two surfaces regardless of force applied, but can be easily rid by water, a 5 degree change in temperature, or even just yelling near it.
77. Potion of Helling. A creature that drinks this potion has any mortal wounds healed via cauterization. They experience visions of being punished in hell for their sins or perceived sins, potentially altering their personality.
78. Potion of Pealing. This potion instantly doffs all armor and magic items the drinker is wearing. Good for escaping Heat Metal or removing cursed clothing.
79. Potion of Annealing. For the rest of your life, taking fire damage gradually improves your flexibility. You will eventually be able to gain the Amorphous and Shape Self abilities of the 5e Plasmoid, except reshaping yourself requires minutes of hammering.
80. Potion of Appealing. Only drinkable while dying. You get to argue with death as to why you should get to live. He's heard almost all of it before.
81. Bibliomania Mint. After eating this mint, for the next hour anything written on paper you eat enters your memory. At any later point, you can reach behind your ear to pull out and unfold a copy of what you ate, limit two created copies per eaten page (one pulled from each ear).
82. Pants of Dazzling. Shiny, bright, and gold. While you are wearing these pants, you appear to have thrice as many gold pieces, gems, and other treasures than you really do. These illusory duplicates vanish the moment they leave your possession.
83. Tentacle Skirt. This skirt is made of dozens of writhing black tentacles. They are too weak to grapple opponents or support your weight, but can do a variety of fine tasks within 10 feet of you. Makes solo fancy cooking or crafting twice as fast.
84. Wool Eyemask. In addition to not being able to see, while wearing this crude eyemask, you are deaf to all sentences that are not deliberate lies. You fully believe each lie you hear for 1d6 days even after taking off the mask.
85. Basket of All and None. This wicker basket is the size of a backpack, and anything placed in it is halved in weight and volume. The basket and its contents are immune to most types of damage, but if it takes any fire or acid damage, it is instantly destroyed along with all its contents.
86. Incredibly Thick Coat. While wearing this coat, your size increases by one and you gain resistance to all damage. You pass out from heat exhaustion in 1d6 rounds.
87. Flagpole of Conquest. When you attach the flag or standard of your party to this pole and plant it into soil, the surrounding 60 feet becomes magically claimed as your territory, playing a telepathic introduction speech your party can create into the minds of all who enter. This effect persists for 1d6 days after the flagpole is removed.
88. Ampule of Reverse Translucency. When you pour this liquid on a creature or object, it becomes visible to all through any walls and barriers.
89. Suitcase of Irony. Produces items least suited for the current situation when opened, like diving equipment in the desert. Produced equipment lasts for 24 hours.
High Power/OP Items
90. Resurrection Bed. After sleeping in this cot, the next time you would die you reawaken in it nude, if the cot has not been moved. In certain environments such as other planes, the moment you fall asleep, the bed explodes in a Fireball.
91. Key of Sea. Placing this key into the surface of any body of water short of the ocean and then turning it instantly and permanently sucks all of it into the plane of water.
92. Ioun Stone of Eternity. When you activate this Stone, your movement becomes 0, you no longer age or need food, water, or rest. You can only repeat the same actions over and over again.
93. Charging Boomerang. This razor sharp boomerang freezes in midair after being thrown and can be tapped by a nearby creature on each turn to increase its angular momentum and damage when its thrower releases it.
94. Silver Button. Rewinds time one round, excluding memory and the effects of magic items.
[Items 92 to 94 were used in the final fight of a campaign to do infinite damage to the otherwise invincible BBEG]
95. Alpenhorn of Sublimation. When you blow into this giant horn, you turn into a sentient cloud of sound waves 5 miles across. You can hear and talk to everything that's not in a sealed room, including mimicking any sound or voice perfectly. Returning to your physical form takes 1d6 days.
96. An Ordinary Pencil. The eraser can erase anything- someone's powers, their memories, the effect of gravity. Everything erased is restored when the pencil is snapped. [Used to remove the player's godhood and memories at the end of a campaign to set up the mystery for the next]
97. Jelly Donut. Despite sitting in the corner of a dungeon for years, it is still perfectly fresh. Eating it causes brief excruciating pain, and the faint sound of millions screaming. It is actually Sigil.
98. Infinity Scones. Come in Str/Dex/Con/Int/Wis/Cha flavors. Eating one of these maximizes your score in that stat for one round. Eating all 6 lets you ascend to godhood. [From one of my first campaigns]
99. Fall Guy Ring. Whenever you would take fall damage, you may choose a creature you can see. They take the damage instead. [Do not give this to your players. I know from experience you will regret it.]
100. Wand of Spiders. You can conjure spiders of any type from the end of your wand as fast as a small river flows.
Saturday, January 17, 2026
Other Side (Brean) Magic
The Other Side of Aerb is Brea, and has entirely separate magic. It is a dismal place, without even the gentle oceanic laps from the Tide Frog's daily respirations.
Soy
Oil
Covering yourself in oil is one of the most reliable ways to gain flight, as long as it is raining outside. You won't be able to come back to the ground until the rain ends or you somehow clean yourself off. For the first few times you douse yourself, you will uncontrollably ascend until you are above the clouds, possibly passing out or dying from cold and hypoxia. After many hours of practice, you will fly as freely as a bird, albeit a drunk one. Note that in oil-flight, diving and rising are inverted- ascending causes you to gain speed, while going closer to the ground requires effort.
Throwing a small amount of cooking oil at an opponent with a slow reaction time during the right weather can send them hurling upwards, after which the oil will evaporate, and they will crash to the ground. Most however will simply be momentarily disoriented before gently soaring back down, as flight is much easier with light oils. During monsoons, species with especially oily skin, or even some humans, may be lifted into the air by the thousands.
Oil is sentient and wants to be burned. It will naturally attempt to flow, even uphill, towards anything that could cause its combustion. A barrel of oil must be strapped or bolted down or it will start rolling away.
Oil wants to be burned so badly a promise made to burn oil becomes unbreakable. A Cyclonopedic Compact takes advantage of this property. The deal makers clasp hands inside a blob of oil (group promises may need a bathtub or lake), then make promise(s) which also incidentally include eventually burning that blob and an additional quantity of oil, which depends on the severity and duration of the vows. At the end of their basic training, soldiers of the Union Empire take a pledge of unbreakable loyalty for their 10-year service, in exchange for the government promising to burn 1000 barrels of oil per soldier at the end of those 10 years.
Brea doesn't have a Void Beast, they just have climate change.
The Plane of Oil is a vast but finite sentient sea of yearning. The air is pure nitrogen so combustion (and breathing) is impossible. Shapeshifting plastic ghouls, immune to bludgeoning damage, walk along the surface. Dead ghouls can be eaten as beauty products. At the bottom of the sea are priceless technological items more advanced than anything found on Brea- supersonic aircraft, digital computers, ballistic missiles. These were conjured out of P-space and lack labels on their controls and buttons, so will take time to learn to operate. All creatures, no matter how much they weigh, float on the sea. Reaching the bottom requires discovering a simple trick- covering yourself in water. Even once you reach the bottom, you'll still have to fight the undead creatures from the Carboniferous which patrol it, and somehow get the treasure you seek back up to the surface.
Hair
To develop Hair magic, you must braid and unbraid a lock of your hair 10,000 times. Hair magic causes you to lose all hair, even eyebrows and lashes, except for on the top of your head. Your hair, scalp, and skull become inviolable. Hair becomes prehensile and incredibly strong. At close ranges hair magic is incredibly deadly- if you charge a hair mage with a sword, the most likely outcome is a single hair worms its way inside a gap in your armor, then snaps your neck in a blink. The rest of the hair wrests the sword from your grip and hurls it a hundred yards away.
The remainder of your body still obeys the laws of physics- lifting a car with your hair is possible if you are lying under it, but try to lift it from next to it, and you will either throw yourself to the ground or break your own neck. Knots and pulley systems can be used to isolate your body from the forces.
The Plane of Hair is made of a surface of nail-like substance (keratin) topped with hair trees, and inhabited by giant lice and fleas, as well as hair beasts. Hair beasts come in both humanoid and elephantine forms, and can grapple their targets from 600 feet away, before pulling them in to be ripped apart and digested inside them. Visiting the Plane cures baldness, and all wounds, even those that are magically untreatable, become instantly sewn up by threads of hair.
Coal
By coating a part of your body with coal dust, you gain the ability to sacrifice that part to create calorically equivalent fire or electricity. The energy from the sacrifice of a finger, if concentrated narrowly enough (which requires several fingers of practice to achieve) can kill a man. Species with the ability to regrow body parts (or anyone with access to healing magic or items) are obviously the only ones who can make reliable use of this magic. By coating themselves completely in coal dust, an average adult with ~130,000 calories can self-detonate into about 130 kg of TNT (yes, the human body has twice the energy/mass density as TNT!), not enough to take down most buildings except at their weakest points, but enough to kill a dozen nearby people at once. If they use their last moment of consciousness to focus the energy into a line, they can produce a below-average lightning bolt. Obese people can produce even higher yields, and can negate the need for external coating by consuming small amounts of coal for a few years. In some kingdoms it is fashionable amongst nobles to be morbidly obese, so they can self-detonate if they ever face capture (and more importantly, use that reputation to stop people from trying). Worn diamonds make it easier to focus and concentrate energy produced from sacrifice.
The Plane of Coal is an endless series of grey, lumpy hills of coal, interrupted by the occasional glint of diamond. It is said that every ungranted wish is also buried somewhere beneath the coal- if someone wished for gold, there's a treasure chest somewhere beneath, if they wished for a friend returned to life, they are in suspended animation in a diamond coffin lost in the infinite hills. Krampuses patrol the Plane, and attack invaders with their horns, diamond-studded whips, and coal magic. Krampi all hate each other, and wish for each other's limbs to fall off. Because of their reverse-wish granting, this causes them to regrow limbs instead, making them ideal coal magic users. When Krampuses visit Brea, they seek out the naive or naughty, ask for their wishes, then grant the opposite. If someone wishes to fly, gravity pulls on them twice as harshly. Clean water? Arsenic fills their village's well. Gifts? Coal and an instruction manual on coal magic.
Treefolk have a similar innate magic- elder trees can sacrifice parts of themselves to create thermal or electrical energy, but rather than vanishing, the branches crumble into charcoal, which can be used as magical fuel for younger trees.
Scale
Dragons of various colors shed and regrow palm-sized scales throughout their lives. A creature holding or wearing a scale gains a single use six-second immunity to a type of damage, after which the scale crumbles to dust. Whenever a dragon takes flight, dozens of scales will be shed to the small fortune of whoever below may find them. Scales remain fresh for a thousand years after being shed, so combing deserts and ice sheets is a great way to find them, especially on sunny days where their glint makes them visible from afar. The scale trade is also a significant part of the Draconic economy- rather than a red dragon having immunity to 100,000 fires, its much more useful to have immunity to 99,000 fires, 300 bludgeons, 200 cuts, 200 impalements, 50 lightning bolts, 50 freezes, 50 acids, 50 bases, 50 psychic attacks, and 50 poisonings. Brean dragons are tough.
The dust scales crumble into forms the dirt and soil in the Plane of Scales. The plane was originally desolate except for parasites and worms, but is now inhabited by the Oommok, a sentient bipedal species with beaks and large plate-like scales that are the little-known adult form of Kobolds. The Oommok raise baby dragons in a safe environment, and have eliminated most other species from the plane, which cured Dragonkind from many infections. In exchange, Dragons gainfully employ Kobolds, and keep their cocoons safe in their lairs during their transition to their adult forms. Oommok are friendly to visitors. They play pleasing if simple xylophone and piano (getit scales), which echoes throughout the Plane, and are famous for using baby dragons to sear creme-bruele in front of patrons to their restaurants.
Leaves
The Plane of Leaves in some sense the smallest plane, only 10 miles across, but the dense trees within are infinitely tall; they continuously shed a rain of random leaves onto the ground, which rot in minutes into an ever-rising layer of humus. Teleportation is involuntary in this environment- if you lose sight of someone for a moment due to the leaves, they will vanish to somewhere else in the plane. The random leaves include a small percentage of highly poisonous and painful leaves, as well as pages from random books. It is inhabited by Twig-men, tiny humanoids who perceive time 100 times slower than normal. They ride dragonflies and live in hollows of trees, and will trade their records of Leaves-teleportation (they know of all teleportation that has occurred in the plane or on Brea) in exchange for small amounts of salt or metal.
The 21 Races of ꙮBERWROUGHT
Dwarves (+1 Con, +1 Wis), the First Accord Species, are gravitationally inverted (taking the gravitationally inverted Trait undoes this and...
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The Other Side of Aerb is Brea, and has entirely separate magic. It is a dismal place, without even the gentle oceanic laps from the Tide F...
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1: Ion Stone. After bonding to someone by being held up to their head. This tiny stone orbits its user's head in a fuzzy cloud. It gra...
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Dwarves (+1 Con, +1 Wis), the First Accord Species, are gravitationally inverted (taking the gravitationally inverted Trait undoes this and...