You are on page 1of 2

Non-Magical 1 1d4 wooden figures (5 GP each) 11 coral snuff box (150 GP)

Treasures 2 a single ruby (20 GP)


12
brocade robe decorated with
waterbirds and lilies (185 GP)
3 platinum seal ring (35 GP)
golden mask inlaid with a third
13
decorated silver incense burner moonstone eye (225 GP)
4
(40 GP)
onyx figure of Yahzahar the
14
Prince of Hell (300 GP)
electrum goblet in the shape of
5 two people holding each other
(55 GP) pearl-encrusted platinum comb
15
(450 GP)

1d6 scrolls containing ancient


6 set of two emerald candlesticks
prayers (30 GP each) 16
(560 GP)
Roll a d10 for common treasures or golden locket with the picture of
2d10 for a chance to get higher quality 7 obsidian skull encased in a cube
an unknown noble (60 GP) 17
treasure. of platinum filigree (700GP)

While carrying treasures marked with 8 pouch filled with 3d4 x 10 GP


an asterisk (*), the carrier must make a 2d4 crystal bottles filled with
18
DEX save during combat to prevent it ancient liquor* (200 GP each)
from breaking. decorated porcelain amphora*
9
(75 GP)
breastplate inlaid with gems
19
and gold (850 GP)
small ivory statue with eyes of
10
amber (100 GP)
golden crown engraved with
20
waves and fish (1200 GP)

By Emiel Boven
Made for use with DURF DURF and the art and text of this micro-supplement is licensed under Creative Commons (CC-BY 4.0).
All light sources near the caster Caster becomes made of slime
burn out in a violent flash, for 1d4 days. Everything they
1 11 hold becomes slightly wet and
dealing 4 dmg (DEX save for
half) to each creature close to it. they can squeeze through tight

D20 2
Caster's face moves to their belly
gaps.*

Caster's skin turns blue and


Alternative for 1d4 days.*

Roll a d4 (1 - right arm, 2 - left


12 smells like blue cheese for 1d6
days.*

Blunders 3
arm, 3 - right leg, 4 - left leg),
that part of the caster turns to
13
Caster's eyes merge into one for
1d6 days. When they kill a
ash and slowly grows back in creature they heal 2 Wounds.*
1d6 days.*
For 1d6 days, while
All metal weapons near the 14 underground, the caster's eyes
4
caster rust and become worn. project beams of light.*

Caster physically disappears for Creatures near the caster wither


5
1d4 turns. 15 and take dmg equal to the
caster's WIL.
Caster's body becomes
overgrown with crystals that rip A heavy rainstorm is
6 apart any clothes or armor the summoned in the immediate
caster might be wearing. area around the caster that
16
Remains for 1d4 turns.* blows for 1d4 watches. Blows
out unprotected fires. It does not
Caster's brain escapes from their follow the caster if they move.
You can use these if you like magical
failure to come with a greater price. 7 skull and runs away. Caster has
0 WIL until it is put back in. Caster gains +1 WIL while their
17
genitals disappear for 1d6 days.*
Entries marked with an asterisk (*)
have a 1-in-10 chance to be permanent. Caster's skin becomes thin and
18 Caster grows a long white beard.
8 cracked for 2d4 turns. Any
Wounds they take are doubled.
Caster grows fur and can talk
with animals for 1d4 weeks.
Caster becomes weightless for 19
9 Each morning a woodland
1d6 turns.*
critter brings them one ration.*
The spell is still cast, but it deals
10 Caster's body conjoins with that
4 direct Wounds to the caster. of a nearby creature. They
20
naturally peel apart after 1d4
days.*

You might also like