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Oracle Text Sheet
Oracle Text Sheet
Magick Treasure
1. Mend Potion (d6 HP) 12. Ring of Cunning
You have four Attributes. Roll 3d6 for each 1. Soulfire - Deal two targets d6 damage. If Speech
and record the result. successfully cast lose 1 Strength. 2. d20 Silver
3. d20 Gold 13. Hat of Magical
Strength (S)- melee attacks, melee parry, lift, 2. Ward - Creates anti-magic barrier around Holding
4. Banishing Sword
smash, carry, swim one target for d4 turns. 14. Random spell
5. Flaming Whip
Agility (A) - range attacks, dodge, pick locks, 3. Mend Touch - Heals d6 HP to one target. scroll
6. Mirror Shield
balance 15. d6 Gems
4. Silver Bolt - Deals d6 damage to undead 7. Cloak of Darkness
s A p t Presence (P) - cast Magick, resist Magick,
understand lore, resist stress and fear,
communication
target.
5. Iron Shove - Strike target to ground with
8. Strength Potion
(advantage on attack)
16. Boots of Swiftness
17. Dice of True
Direction
invisible force. They lose their next turn. 9. Crystal Orb of 18. d8 Arrows of True
Toughness (T) - resist falls, intimidate, resist Future Sight
6. Plasma Bolt - Deals target d6 damage. Sight and Returning
poison, wilderness survival, foraging 10. Talking rat 19. Flute of Reptilian
Max hp Current hp Armor silver gold Add your S to 1d6 for maximum Hit Points. 7. Transmute - Transform an inanimate 11. Amulet of Poison Charming
Take 2d6 silver. Fill 3 Supply. object into another inanimate object. Protection 20. Staff of Cold Spray
Equipment - items - gear - spells Roll 1d6 to learn your Background. 8. Fog - Creates a fog cloud for d6 turns.
Gear
1. Brutalist: +1 to S & T. -3 to P. Always get 9. Calm - Human target becomes totally 1. Rope 50’ 11. Mule
first hit. relaxed for 1 turn. 2. Short Sword (d6) 12. Leather (1)
e 2. Seeker: +1 to P. Advantage when using 10. Blood Muse - Turn a drop of your blood 3. Dagger (d4) 13. Smoke bomb
x Relics. into a tiny flying imp that gives off red light. 4. Shield 14. Mirror
Lasts for d6 hours, then dissipates. If 5. Bow & 1 Supply (d8) 15. Oil cloth bag
s p 3. Warden: +1 to A & T. Advantage when Successfully cast, lose 1 Strength. 6. Hammer (d10) 16. Boots (1)
u e using ranged. 7. 1 Supply 17. Vial of oil
11. Trace - Detect a hidden or dark presence
p r 4. Experiment: +2 to S; -1 to A, P, T. + d6 HP. within a close to nearby range. 8. Whip (d6) 18. Longsword (d8)
p i Advantage when fighting unarmed. 9. Helmet (1) 19. 3 Toxic darts (d4)
e 12. Unlock - Manipulate locked and
10. Spear (d8) 20. Map
l 5. Destroyer: +2 to P; -1 to S. Know 2 spells. mechanical apparatuses.
y n
c 6. Sneak: +1 to A & P. -3 to S. Advantage Discuss with GM on creating other spells, Unarmed (d4) To know what
when dodging. discovered through exploration and something costs in
e advancement. Scrolls and runes may be found Total Armor value
Silver or Gold, roll d10.
s Roll for three items on the “Gear” table. as loot when exploring. can’t exceed 3.
A 1
1 b c
1
4 2 3 2 3
2
5 3
6 4 5
4
8 6 7
7 8 5