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BAG OF TRICKS TREATMENTS

1 Fake Sound: creates a distracting sound within Distant range. 1 Send Rats: sends 1d6 rats towards a target (each has Strength 6 for 2 damage if hits).
Card Swap: a character of inferior level is friendly for five minutes. Apply Light Leeches: heal a target 2 HP.
Knife Bogus: hits target with two flying knives (counts as consumable) for 1d4 Detect Disease: detect presence of disease or sick human in Distant range.
damage each. Purify Water: 50% chance of purifying a container of water.
Ventriloquism: mimics the voice of any encountered animal, NPC or adversary.

2 Purify Food: 50% chance of purifying a container of food.


2 Colour Spray: creates a surrounding cloud that gives disadvantage to all attacks. Poison Cloud: 1d4 of damage for 1d3 rounds to all Near targets (except self).
Cut & Restore: may cut one 50’ rope into two pieces of 50’ rope. Delay Poison: poisoned target can make a new ability test against the poison.
Unchained: may break free from any condition of restraint. Spiked Dagger: infuse one small cutting or piercing weapon (knife, dagger, dart,
French Drop: makes 1 SP appear. etc.) with paralysation poison (if hit, target is unable to move for 1d4 hours).

3 Hold Portal: makes a door or passage suddenly become obstructed. 3 Apply Major Leeches: heal a target 1d8 HP.
Dove Pan: doubles personal inventory (double Strength) for half day. Putrid Limb: target’s limb becomes putrefied (-2 Dexterity and Strength).
Disappear: mundane small object disappears and reappears when desired. Speak with Vermin: can communicate (not command) with mice for a limited time.
Death Hoax: may simulate being dead for 1d6 hours. Fragrancies: a number of targets equal to caster level have advantage in all ability
tests against disease for the next 1d4 hours.

4 Hypnotism: a character of equal or inferior level obeys a basic command.


Rope Trick: makes a 50’ rope stiff, giving advantage to anyone climbing it. 4 Speak with the Dead: ask a corpse one question.
Inexhaustible Bottle: makes a drink appear from a small barrel. Must have barrel Cure Disease: cure one disease, but on a fail the target dies.
in inventory. Inflict Disease: roll 1d6 and inflict rolled disease to a target. (1) black death, (2)
Pass Through Glass: may pass through glass (if failed, glass breaks and does 1d6 chicken pox, (3) dungeon fever, (4) leprosy, (5) river blindness, (6) any of the previous.
damage). Instigate Fear: one chosen target must pass a Charisma test each turn to attack
the Plague Doctor until end of combat.

5 Optical Illusion: the previous two turns of combat are erased.


Catch Bullet: catches one bullet with mouth instead of being hit. This trick may be 5 Raise Dead: return a willing target back to life (must have died in the last 48 hours)
performed in the adversary’s turn, but the Illusionist must forfeit his or her next turn. at the cost of another life dear to both the target and/or the plague doctor.
Self-disappear: the Illusionist disappears and reappears in Far-Away range. Lice Infestation: 2d4 targets with hair/fur have disadvantage on all attacks.
Invisible: invisible for 1d3 rounds (adversaries have double disadvantage to hit). Counter Death: avoid own death by disease, poison or drugs. Return with max hit
points, but lose 2 points on one random ability.
Mass Heal: heal 1d6 HP to a number of targets equal to caster level.

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