Sacrament RPG

Current Loot Tables

The current Sacrament RPG loot tables, equipment and three-spell grimoires.

184 catalogue items · 22 grimoires · 66 different spells.

Main loot table · d100

RollResult
1–35Supplies — roll d100
36–58Arms and tools — roll d100
59–80Valuables and curios — roll d100
81–95Relics — roll d100
96–99Grimoires — roll d100
100Shard of a binding seal

Grimoires · d100

RollResult
1–5The Ashen Psalter
6–10The Seventh Penance
11–15The Book of Quiet Mouths
16–20The Unsealed Canticles
21–25The Book Without a Name
26–30The Cinder Lectionary
31–35The Book of Last Confessions
36–40The Canticle of the Broken Bell
41–45The Litany of Low Doors
46–50The Hospice Psalter
51–55The Silent Processional
56–60The Graveside Office
61–64The Rimebound Litany
65–68The Rootbound Psalter
69–72The Mourning Verses
73–76The Canticles of Thorn and Antler
77–80The Litany of the Riven Sky
81–84The Lodestone Canticle
85–88The Book of the Heartwood
89–92The Psalter of the Turning Year
93–96The Ossuary Lectionary
97–100The Sexton’s Litany

Supplies · d100

RollResult
1–2Tallow candle stubs (three)
3–4Pilgrim's Cloak
5–6Coil of hemp rope
7–8Flint and steel in a char-cloth tin
9–10Waterskin of sour wine
11–12Iron spikes and a mallet
13–14Hooded Lantern
15–16Three days of hard bread and salt pork
17–18Bone dice
19–20Gravedigger's spade
21–22Chalk and charcoal sticks
23–24Leather satchel with a bishop's seal
25–26Tarnished hand mirror
27–28Bundle of wolfsbane
29–30Flask of lamp oil
31–32Rosary of knucklebones
33–34Purse of clipped coins
35–36Sail Needle and Waxed Thread
37–38Folding Trench Shovel
39–40Knotted Climbing Line
41–42Pulley and Lifting Sling
43–44Short Iron Chain
45–46Warded Iron Padlock
47–48Wooden Wedges
49–51Fishing Net and Floats
52–53Spare Waterskins
54–55Coarse Salt Pouch
56–57Lye Soap and Scrubbing Cloth
58–59Physician's Linen Mask
60–61Wooden Splints and Straps
62–63Herbalist's Press
64–65Prospector's Sieve
66–67Leather Hand Bellows
68–69Carpenter's Hand Auger
70–71Mason's Chisel Roll
72–73Long Iron Tongs
74–75Surveyor's Measuring Cord
76–77Dry Ink and Mixing Dish
78–79Soft Wax Impression Kit
80–81Blank Tithe Ledger
82–83Reed Signal Whistle
84–85Ossuary Hand Broom
86–87Waxed Oilcloth Sheet
88–89Hospice Sewing Roll
90–91Pilgrim's Cooking Pot
92–93Wooden Mouse Cage
94–95Beeswax Plugs
96–97Printer's Feather Brush
98–100Covered Charcoal Pan

Arms and tools · d100

RollResult
1–3Penitent's Blade
4–6Watchman's billhook
7–9Boiled leather jerkin
10–12Crossbow and ten bolts
13–15Iron-shod pilgrim's staff
16–18Dented sallet helm
19–21Physician's satchel
22–25Hunter's snare and bait
26–28Lockpicks wrapped in a confessor's stole
29–31Map of the boundary stones
32–34Silvered dagger
35–37Tithe Barn Maul
38–40Road Warden's Mace
41–43Ossuary Pick
44–46Vigil Falchion
47–50Vesper Guard's Axe
51–53Marcher's Sabre
54–56Tollkeeper's Pike
57–59Sanctuary Spear
60–62Boundary Watch Longbow
63–65Coppice Bow
66–68Gatehouse Crossbow
69–71Drover's Sling
72–75Quarry Hammer
76–78Mortuary Knife
79–81Night Watch Jack
82–84Road Sergeant's Coat
85–87Chapel Guard Breastplate
88–90Mourning Helm
91–93Ferryman's Buckler
94–96Road Shrine Shield
97–100Processional Harness

Valuables and curios · d100

RollResult
1–4Flask of holy water
5–8Signet ring of a disgraced house
9–12Blank indulgence
13–16Saint's finger bone in a glass vial
17–20Brass astrolabe
21–24Letter of safe passage
25–28Inquisitor's warrant
29–32Reliquary key
33–36Pouch of uncut garnets
37–40Vault specimen jar
41–44Pre-Binding coin
45–48Old Ferry Toll Tokens
49–52Silver Processional Clasp
53–56Chipped Enamel Saint Brooch
57–60Pilgrim House Register
61–64Tithe Debt Bond
65–68Rolled Chapel Plans
69–72Hospice Key Ring
73–76Pewter Pilgrim Figurine
77–80Amber Rosary Beads
81–84Abandoned Printer's Seal
85–88Engraved Burial Plate
89–92Boundary Land Charter
93–96Abbess's Silver Thimble
97–100Blue Glass Saint

Relics · d100

RollResult
1–4The Warden's Bell
5–9The Thorned Reliquary
10–13Candle of Last Rites
14–18Ashen Rosary
19–22Drowned Saint's Lantern
23–27Hound-tooth charm
28–31Bone flute
32–36Fragment of stained glass
37–40Vigil Coal
41–45Mourning Nail
46–50Rod of the Ash Procession
51–54Grave Warden's Edge
55–59Cinder Spoon
60–63Widow's Listening Veil
64–68Hinge of the Low Chapel
69–72Shadow Pilgrim's Buckle
73–77Confessor's Wax Mask
78–81Witness Lens
82–86Cord of Quiet Hours
87–90Ward Medal of Saint Ursel
91–95Rib of the Hospice Saint
96–100Ring of Unshackling

Weapons

Pilgrim's Staff

1 slot · Action · Range: Close · One hand · STR check · Damage: Weapons Effort d6

Strike a Close foe. A hit may leave a living foe Dazed instead of hurt: its next attack rolls 3 less.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Penitent's Blade

1 slot · Action · Range: Close · One hand · STR check · Damage: Weapons Effort d6

Short and hooked, meant for scourging oneself. Sharp enough for worse.

Strike a Close foe. Held in a Guard it is a better parry: your Guard gives Defence +3 instead of +2.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Hunting Bow

2 slots · Action · Range: Far · Two hands · DEX check · Damage: Weapons Effort d6

Shoot a foe in Near or Far. Unlike the crossbow it can fire every Action, but not while a foe is Close with you. When you push, the second shot may be at a different foe. Requires both hands: move your shield to the pack before using it.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Gravedigger's Hatchet

1 slot · Action · Range: Close · Thrown: Near · Close in melee; Near when thrown (up to 30 feet). · One hand · STR check · Damage: Weapons Effort d6

Strike a Close foe, or throw it at a foe in Near. A thrown hatchet lies where it lands: fetching it takes a Move.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Boar Spear

2 slots · Action · Range: Close · Two hands · STR check · Damage: Weapons Effort d6

Reach: Strike a foe within Close melee reach. Braced: when a foe moves into your melee reach, your next Strike on it before its next turn is Easy (−3). Requires both hands: move your shield to the pack before using it. Its reach is a melee advantage, not a 30-foot attack.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Warden's Billhook

2 slots · Action · Range: Close · Two hands · STR check · Damage: Weapons Effort d6

Strike a Close foe. Instead of damage, a hit can hook it: pull it within an ally's melee reach, or topple it so that it spends its next Move standing. Requires both hands: move your shield to the pack before using it.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Windlass Crossbow

2 slots · Action · Range: Far · Two hands · +2 to attack checks; reload costs a Move · DEX check · Damage: Weapons Effort d6

Shoot one foe in Near or Far with a DEX check and +2 crossbow accuracy. On success roll Weapons Effort d6. Reloading costs a Move; Push grants another Action, not another Move. It cannot be used while a foe is within Close melee reach. Requires both hands: move your shield to the pack before using it.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Confessor's Knife

1 slot · Action · Range: Close · One hand · STR check · Damage: Weapons Effort d6

Strike a Close foe. Small enough to hide in a sleeve.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Sexton's Spade

1 slot · Action · Range: Close · One hand · STR check · Damage: Weapons Effort d6

Strike a Close foe with its iron edge using Weapons Effort. Also digs.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Shepherd's Sling

1 slot · Action · Range: Far · One hand · DEX check · Damage: Weapons Effort d6

Shoot a foe in Near or Far. A shepherd's tool, not a weapon of war.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Watchman's billhook

2 slots · GM resolves use · Range: Close · Two hands · STR check · Damage: Weapons Effort d6

A pole with a cruel hook, taken from a city wall.

Strike a foe within Close melee reach using Weapons Effort. Requires both hands: move your shield to the pack before using it. Its reach is a melee advantage, not a 30-foot attack.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Crossbow and ten bolts

2 slots · GM resolves use · Range: Far · Two hands · +2 to attack checks; reload costs a Move · DEX check · Damage: Weapons Effort d6

The crank sticks. The bolts are fletched with crow feathers.

Shoot one foe in Near or Far with a DEX check and +2 crossbow accuracy. On success roll Weapons Effort d6. Reloading costs a Move; Push grants another Action, not another Move. It cannot be used while a foe is within Close melee reach. Requires both hands: move your shield to the pack before using it.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Iron-shod pilgrim's staff

1 slot · GM resolves use · Range: Close · One hand · STR check · Damage: Weapons Effort d6

Walked the length of the realm at least once.

No additional mechanical effect is defined. The GM decides how this find is used.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Silvered dagger

1 slot · GM resolves use · Range: Close · One hand · STR check · Damage: Weapons Effort d6

Thin silver over cheap iron, flaking at the edge.

No additional mechanical effect is defined. The GM decides how this find is used.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Tithe Barn Maul

2 slots · Action · Range: Close · Two hands · +2 heavy damage · STR check · Damage: Weapons Effort d6

A heavy head of oak, dark with years of threshing.

Strike a Close foe using Weapons Effort plus 2 damage. Requires both hands: move your shield to the pack before using it.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Road Warden's Mace

1 slot · Action · Range: Close · One hand · STR check · Damage: Weapons Effort d6

Six iron flanges and a grip bound in old blue cord.

Strike a Close foe using Weapons Effort.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Ossuary Pick

1 slot · Action · Range: Close · One hand · STR check · Damage: Weapons Effort d6

Made to prise stone lids from their beds.

Strike a Close foe using Weapons Effort.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Vigil Falchion

1 slot · Action · Range: Close · One hand · STR check · Damage: Weapons Effort d6

A broad blade bearing the stamp of a city armourer.

Strike a Close foe using Weapons Effort.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Vesper Guard's Axe

2 slots · Action · Range: Close · Two hands · +2 heavy damage · STR check · Damage: Weapons Effort d6

The chapel crest has been filed from its cheek.

Strike a Close foe using Weapons Effort plus 2 damage. Requires both hands: move your shield to the pack before using it.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Marcher's Sabre

1 slot · Action · Range: Close · One hand · STR check · Damage: Weapons Effort d6

Its scabbard carries the names of three river crossings.

Strike a Close foe using Weapons Effort.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Tollkeeper's Pike

2 slots · Action · Range: Close · Two hands · STR check · Damage: Weapons Effort d6

The ferryman once kept it beside the toll chest.

Strike a foe within Close melee reach using Weapons Effort. Requires both hands: move your shield to the pack before using it. Its reach is a melee advantage, not a 30-foot attack.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Sanctuary Spear

2 slots · Action · Range: Close · Two hands · STR check · Damage: Weapons Effort d6

A narrow iron head above a shaft painted white.

Strike a foe within Close melee reach using Weapons Effort. Requires both hands: move your shield to the pack before using it. Its reach is a melee advantage, not a 30-foot attack.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Boundary Watch Longbow

2 slots · Action · Range: Very Far · Two hands · DEX check · Damage: Weapons Effort d6

A tall yew bow with a horn nock split by frost.

Shoot a foe in Near, Far or Very Far. The GM judges long shots and line of sight. It can fire every Action, but not while a foe is Close with you. When you push, the second shot may be at a different foe. Requires both hands: move your shield to the pack before using it.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Coppice Bow

2 slots · Action · Range: Far · Two hands · DEX check · Damage: Weapons Effort d6

Short enough for the paths between the charcoal pits.

Shoot a foe in Near or Far. It can fire every Action, but not while a foe is Close with you. When you push, the second shot may be at a different foe. Requires both hands: move your shield to the pack before using it.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Gatehouse Crossbow

2 slots · Action · Range: Far · Two hands · +2 to attack checks; reload costs a Move · DEX check · Damage: Weapons Effort d6

The stock is numbered in the hand of a garrison clerk.

Shoot one foe in Near or Far with a DEX check and +2 crossbow accuracy. On success roll Weapons Effort d6. Reloading costs a Move; Push grants another Action, not another Move. It cannot be used while a foe is within Close melee reach. Requires both hands: move your shield to the pack before using it.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Drover's Sling

1 slot · Action · Range: Far · One hand · DEX check · Damage: Weapons Effort d6

Woven wool, repaired with a strip of burial linen.

Shoot a foe in Near or Far using Weapons Effort.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Quarry Hammer

1 slot · Action · Range: Close · One hand · STR check · Damage: Weapons Effort d6

The haft has a notch for every winter at the quarry.

Strike a Close foe using Weapons Effort. Also serves as a hammer.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Mortuary Knife

1 slot · Action · Range: Close · One hand · STR check · Damage: Weapons Effort d6

A straight blade kept beneath a folded shroud.

Strike a Close foe using Weapons Effort.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Armour and shields

Quilted Gambeson

1 slot · Always · Body armour · Defence +2

Defence +2 while equipped. Quiet, and you can sleep in it.

Automatic: equipped Defence. GM: movement restrictions and special check difficulty in the description.

Brigandine Coat

2 slots · Always · Body armour · Defence +3

Defence +3 while equipped. Plates riveted inside cloth: it clinks.

Automatic: equipped Defence. GM: movement restrictions and special check difficulty in the description.

Plate Harness

3 slots · Always · Body armour · Defence +4 · Hearts +1

Defence +4 while equipped, and it carries you through a blow: +1 Heart while worn. You cannot Dash, and a DEX check to be quiet or to swim is Hard (+3).

Automatic: equipped Defence and extra Hearts. GM: movement restrictions and special check difficulty in the description.

Heater Shield

1 slot · Action · Shield · Defence +1

Defence +1 while equipped. As an Action, raise it over a Close ally: until your next turn they also get +1 Defence.

Automatic: equipped Defence. GM: movement restrictions and special check difficulty in the description.

Kettle Helm

1 slot · Always · Helmet · Defence +1

Defence +1 while equipped. A pot of iron with a brim. Your head rings when it is struck, and you hear less.

Automatic: equipped Defence. GM: movement restrictions and special check difficulty in the description.

Boiled leather jerkin

1 slot · GM resolves use · Body armour · Defence +1

Stiff, scarred and still smelling of the tannery.

No additional mechanical effect is defined. The GM decides how this find is used.

Automatic: equipped Defence. GM: movement restrictions and special check difficulty in the description.

Dented sallet helm

1 slot · GM resolves use · Helmet · Defence +1

The dent is exactly the shape of a mace.

No additional mechanical effect is defined. The GM decides how this find is used.

Automatic: equipped Defence. GM: movement restrictions and special check difficulty in the description.

Night Watch Jack

1 slot · Always · Body armour · Defence +2

Layered cloth sewn with scraps of black thread.

Defence +2 while equipped.

Automatic: equipped Defence. GM: movement restrictions and special check difficulty in the description.

Road Sergeant's Coat

2 slots · Always · Body armour · Defence +3

Small plates riveted beneath a faded red lining.

Defence +3 while equipped.

Automatic: equipped Defence. GM: movement restrictions and special check difficulty in the description.

Chapel Guard Breastplate

2 slots · Always · Body armour · Defence +3

The polished centre still shows a pilgrim raising a lamp.

Defence +3 while equipped.

Automatic: equipped Defence. GM: movement restrictions and special check difficulty in the description.

Mourning Helm

1 slot · Always · Helmet · Defence +1

A narrow strip of black cloth hangs from the rim.

Defence +1 while equipped.

Automatic: equipped Defence. GM: movement restrictions and special check difficulty in the description.

Ferryman's Buckler

1 slot · Always · Shield · Defence +1

Iron-faced wood with a rope handgrip.

Defence +1 while equipped.

Automatic: equipped Defence. GM: movement restrictions and special check difficulty in the description.

Road Shrine Shield

1 slot · Always · Shield · Defence +1

A wayshrine is painted over an older coat of arms.

Defence +1 while equipped.

Automatic: equipped Defence. GM: movement restrictions and special check difficulty in the description.

Processional Harness

3 slots · Always · Body armour · Defence +4 · Hearts +1

Ceremonial ribbons conceal the scars of actual use.

Defence +4 while equipped. +1 Heart while worn. You cannot Dash, and a DEX check to be quiet or to swim is Hard (+3).

Automatic: equipped Defence and extra Hearts. GM: movement restrictions and special check difficulty in the description.

Supplies, tools and curios

Linen Bandages

1 slot · Action · Range: Close · WIS check · 3 uses

Tend yourself or any target in reach who is hurt (3 uses). On a dying target the check is Easy (−3); a dying hero cannot tend themselves. On a hurt target, success heals 1d6 (once per person per rest).

Automatic: healing, charges and the stated healing limits. GM: confirms range and eligibility.

Hooded Lantern

1 slot · Always · Range: Self · Carried by the user; its light reaches Near (up to 30 feet).

One pane is cracked and the light leaks red.

Light to the edge of Near. In the dark, without it, every WIS check to search or notice is Hard (+3).

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Rope and Grapnel

1 slot · Move

As a Move, throw the grapnel to cross a gap or climb a wall in the same scene without a check, and let an ally follow.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Locksmith's Picks

1 slot · Action · DEX check

Open a lock, or take a Hearts obstacle made of a lock, mechanism or trap: add Effort d6 to its progress. Without picks such obstacles cannot be worked at all.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Flask of Holy Oil

1 slot · Action · 2 uses

Anoint a weapon (2 uses). Until the end of the scene its Effort steps up one size against the unquiet dead and anything marked Unholy.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Flask of Aqua Vitae

1 slot · Free · Range: Self · 1 uses

Drink: heal 1d6 now, and you may take your next Action this turn even if you pushed. One use. Strong stuff: your next INT check is Hard (+3).

Automatic: healing, charges and the stated healing limits. GM: confirms range and eligibility.

Tallow Candles

1 slot · Action · Range: Self · Placed at Close; its light reaches Near (up to 30 feet). · 3 uses

Light a candle (3 uses): it gives light to Near for the rest of the scene. They gutter in wind.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Tinderbox and Flint

1 slot · Always

Lights candles, lanterns and fires. Without it nothing can be lit.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Wayshrine Crowbar

1 slot · Always

Forcing a door, lid or shutter: the STR check is Easy (-3).

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Iron Spikes and Hammer

1 slot · Action

Wedge a door open or shut. A foe forcing a door you have spiked rolls Hard (+3).

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Pilgrim's Cloak

1 slot · Always

Patched wool, sewn with tin badges from three shrines.

Waxed wool against rain and cold. No Defence.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Hardtack and Waterskin

1 slot · Always

Food and water for the road. The story uses it; the rules do not.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Chalk and Charcoal

1 slot · Always

Mark a wall, a floor, a door. The story uses it; the rules do not.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Prayer Beads

1 slot · Always

Counting them steadies the hands. The story uses it; the rules do not.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Scrivener's Kit

1 slot · Action · INT check

Quill, ink and sealing wax. Write, copy or read a letter (INT).

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Tallow candle stubs (three)

1 slot · GM resolves use

Smoky, and they smell of rendered fat. Each burns about an hour.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Coil of hemp rope

1 slot · GM resolves use

Thirty feet, stiff with old tar.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Flint and steel in a char-cloth tin

1 slot · GM resolves use

The tin is stamped with a monastery's mark.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Waterskin of sour wine

1 slot · GM resolves use

Watered down, but better than the well.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Iron spikes and a mallet

1 slot · GM resolves use

Six spikes, one bent.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Three days of hard bread and salt pork

1 slot · GM resolves use

Wrapped in a page torn from a psalter.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Bone dice

1 slot · GM resolves use

Five dice. One is weighted towards the six.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Gravedigger's spade

1 slot · GM resolves use · Range: Close · STR check · Damage: Weapons Effort (table die)

Worn smooth at the grip. Useful for more than graves.

No additional mechanical effect is defined. The GM decides how this find is used.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Chalk and charcoal sticks

1 slot · GM resolves use

For marking walls, maps, or the floors of chapels.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Leather satchel with a bishop's seal

1 slot · GM resolves use

Empty, but the seal opens some doors and closes others.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Tarnished hand mirror

1 slot · GM resolves use

Silver-backed. The reflection is a moment slow.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Bundle of wolfsbane

1 slot · GM resolves use

Village folk swear it keeps the night at bay.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Flask of lamp oil

1 slot · GM resolves use

Enough for a lantern, a torch, or a very bad idea.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Rosary of knucklebones

1 slot · GM resolves use

Carved by a penitent. Nobody knows whose knuckles.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Purse of clipped coins

1 slot · GM resolves use

A handful of silver, shaved thin by someone careful.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Physician's satchel

1 slot · Action · Range: Close · WIS check

Needles, gut thread, bitter herbs and a bone saw.

Treat yourself or one living injured target at Close. Make a WIS check; on success heal d8, including a dying or stable target. Once per recipient per rest, except that a target at 0 HP may receive this healing again. No Horror cost. The table applies healing and tracks the limit; these tools do not raise the dead.

Automatic: healing, charges and the stated healing limits. GM: confirms range and eligibility.

Hunter's snare and bait

1 slot · Action · Range: Close · DEX check

Strong enough for a deer. The bait is turning.

Set the snare at Close with a DEX check. On success it waits for one creature the GM judges it can hold. The first such creature crossing its spot is caught and cannot Move until it spends an Action and succeeds at STR against the scene Target, or someone frees it at Close. One snare holds one creature; it can be recovered and reset. No damage or Horror. The GM runs placement, triggering and escape.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Lockpicks wrapped in a confessor's stole

1 slot · GM resolves use · DEX check

Somebody heard a great many secrets.

Tools for opening locks and mechanisms. The GM resolves their use; they do not deal weapon damage.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Map of the boundary stones

1 slot · GM resolves use

A third of it is torn away, the third beyond the stones.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Flask of holy water

1 slot · Action · Range: Near · WIS check · Damage: Magic Effort (table die) · 1 uses

Blessed, the label says. The wax seal has been opened once.

Throw the flask at one unquiet dead or Unholy target in Close or Near (up to 30 feet). Make a WIS check; on success roll Magic Effort d10 for damage. The flask is spent hit or miss. It does not damage ordinary living targets and adds no Horror. The GM confirms eligibility.

Automatic: the check, damage roll and application to the chosen target. GM: confirms range and eligibility; all other described effects and durations are manual.

Signet ring of a disgraced house

1 slot · GM resolves use

The house's lands were seized by the Church. Its heirs were not found.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Blank indulgence

1 slot · GM resolves use

Signed and sealed by a cardinal. The name of the forgiven is left blank.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Brass astrolabe

1 slot · GM resolves use

Its stars do not match the sky over the realm.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Letter of safe passage

1 slot · GM resolves use

From a marcher lord, valid on his lands for as long as he lives.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Inquisitor's warrant

1 slot · GM resolves use

Unused. Whoever carries it may arrest anyone, until someone checks.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Reliquary key

1 slot · GM resolves use

Heavy and ornate. It opens something in a cathedral somewhere.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Pouch of uncut garnets

1 slot · GM resolves use

Dark red stones, pried from something that was not a ring.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Vault specimen jar

1 slot · GM resolves use

Sealed with lead and stamped by the Order of the Vault. Something small inside is alive.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Pre-Binding coin

1 slot · GM resolves use

Gold, very old. The face on it belongs to nobody in any history.

No additional mechanical effect is defined. The GM decides how this find is used.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Hound-tooth charm

1 slot · Action · Range: Self · INT check · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

From the Unhallowed lands. Dogs will not come near the wearer.

Grip the charm and make an INT check. On success ordinary dogs within Near avoid approaching you until the scene ends, unless attacked or forced by their handler. Each attempt adds 1 Horror. It does not control supernatural hounds. The GM resolves their reaction; no damage is rolled.

Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Bone flute

1 slot · Action · Range: Near · CHA check · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

It plays one note. Something far away answers.

Play one note at one foe in Close or Near that can hear. Make a CHA check; on success a borrowed dead voice distracts it: its next attack before your next turn is Dazed (−3). Each attempt adds 1 Horror, success or failure. No damage is rolled. The GM applies the penalty.

Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Sail Needle and Waxed Thread

1 slot · GM resolves use

The thread smells of river tar.

Repair torn canvas, straps or heavy cloth. The GM resolves repairs; this grants no automatic bonus.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Folding Trench Shovel

1 slot · GM resolves use

A hinge pin is tethered to the handle with string.

Dig loose earth or clear rubble. The GM decides the time and checks required.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Knotted Climbing Line

1 slot · GM resolves use

Each knot is wrapped in a different scrap of cloth.

A climbing line for lowering packs or helping companions climb. The GM resolves anchoring and difficult climbs.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Pulley and Lifting Sling

1 slot · GM resolves use

The wheel is polished by a hundred heavy loads.

Rig a lift for a heavy object with a suitable anchor. The GM decides what it can safely lift.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Short Iron Chain

1 slot · GM resolves use

A broken manacle still hangs from one end.

Bind a load or fasten a door with a suitable lock. It has no magical effect.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Warded Iron Padlock

1 slot · GM resolves use

The key is tied to it with a red ribbon.

Fasten a chain, chest or hasp. The GM resolves attempts to force or pick it.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Wooden Wedges

1 slot · GM resolves use

Cut from the pews of a roofless chapel.

Chock wheels or hold a door in position. The GM resolves attempts to move the wedged object.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Fishing Net and Floats

1 slot · GM resolves use

The cork floats bear a village tithe mark.

Catch fish or gather small objects from water. Any other use is resolved by the GM; it is not an automatic restraint.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Spare Waterskins

1 slot · GM resolves use

Their stoppers are carved with tiny crosses.

Carry drinking water on the road. They grant no healing or combat bonus.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Coarse Salt Pouch

1 slot · GM resolves use

Wrapped in linen and tied with a butcher's knot.

Preserve food or mark a threshold. Folklore about salt is not an automatic protection.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Lye Soap and Scrubbing Cloth

1 slot · GM resolves use

A hospice stamp is pressed into the soap.

Clean hands, clothes and equipment. The GM resolves whether cleaning reveals a clue.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Physician's Linen Mask

1 slot · GM resolves use

Dried lavender has been tucked into the lining.

A cloth face covering. It grants no automatic immunity to plague, poison or the Horror.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Wooden Splints and Straps

1 slot · GM resolves use

A patient has scratched a name into each slat.

Support an injured limb. The GM resolves treatment; no healing amount or bonus is added.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Herbalist's Press

1 slot · GM resolves use

Leaves lie between pages of an old sermon.

Dry and carry plant samples for identification. It produces no automatic medicine or poison.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Prospector's Sieve

1 slot · GM resolves use

A bent brass rim holds a mesh of fine wire.

Separate small objects from loose soil or gravel. The GM decides what the search finds.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Leather Hand Bellows

1 slot · GM resolves use

One patch is cut from a faded saddlebag.

Feed air to a small fire or clear loose dust. This is a tool, not a weapon.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Carpenter's Hand Auger

1 slot · GM resolves use

The handle has been worn pale by two generations.

Bore a small hole through wood. The GM decides the time and whether a check is needed.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Mason's Chisel Roll

1 slot · GM resolves use

Stone dust lies deep in the stitching.

Work stone or examine masonry using ordinary tools. The GM resolves difficult work.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Long Iron Tongs

1 slot · GM resolves use

Their ends are black with candle soot.

Handle small hot objects at arm's length. They do not confer fire resistance.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Surveyor's Measuring Cord

1 slot · GM resolves use

The knots have been checked against a cathedral floor.

Measure rooms, passages and loads. The GM resolves disputed or concealed measurements.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Dry Ink and Mixing Dish

1 slot · GM resolves use

The pouch bears the printer's mark of Aubrecht.

Make writing ink with water. It has no magical or combat effect.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Soft Wax Impression Kit

1 slot · GM resolves use

A dozen old key impressions have been scraped flat.

Take an impression of a key, seal or small carving. Copying a working object still needs a craftsperson.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Blank Tithe Ledger

1 slot · GM resolves use

The first page has been carefully cut away.

Record names, debts or discoveries. Any value as a false record is decided by the GM.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Reed Signal Whistle

1 slot · GM resolves use

A field worker's initials are burned into the stem.

Signal to someone within ordinary hearing. It has no power over creatures.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Ossuary Hand Broom

1 slot · GM resolves use

Its bristles are tied with black linen.

Clear dust from inscriptions or sweep a small area. The GM decides what becomes visible.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Waxed Oilcloth Sheet

1 slot · GM resolves use

Water beads on a dark green surface.

Cover a pack or shelter a small load from rain. It grants no Defence.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Hospice Sewing Roll

1 slot · GM resolves use

The needles are counted in a careful hand.

Mend ordinary cloth and leather. Medical treatment still requires the GM's ruling.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Pilgrim's Cooking Pot

1 slot · GM resolves use

An iron ladle rattles against the rim.

Cook food or boil water over a fire. It does not automatically cure disease.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Wooden Mouse Cage

1 slot · GM resolves use

A sliding door falls when the grain is touched.

Catch a small animal alive. The GM resolves bait, placement and success.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Beeswax Plugs

1 slot · GM resolves use

Rolled in a scrap of hive cloth.

Seal a small gap or muffle ordinary sound when used as earplugs. No numerical bonus or magical protection.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Printer's Feather Brush

1 slot · GM resolves use

Black ink stains the quill ends.

Brush dust or powder from a delicate object. The GM resolves any concealed mechanism.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Covered Charcoal Pan

1 slot · GM resolves use

A pierced lid keeps the embers from spilling.

Carry a small covered fire with suitable fuel. The GM resolves heat, smoke and hazards.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Old Ferry Toll Tokens

1 slot · GM resolves use

Stamped lead discs threaded on river cord.

Trade tokens from a local crossing. The GM decides who still accepts them and their value.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Silver Processional Clasp

1 slot · GM resolves use

A tiny pilgrim kneels beneath its hinge.

A valuable piece of silverwork. Its sale price is decided by the GM; it has no magical effect.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Chipped Enamel Saint Brooch

1 slot · GM resolves use

The saint's face is missing, but the blue enamel holds.

A devotional ornament. The GM decides its value and who recognises its maker.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Pilgrim House Register

1 slot · GM resolves use

The same family name recurs across forty winters.

A record of travellers and destinations. The GM supplies any useful names or clues.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Tithe Debt Bond

1 slot · GM resolves use

A landlord's seal has been stitched to the parchment.

A claim on an unpaid debt. Its validity and worth are decided by the GM.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Rolled Chapel Plans

1 slot · GM resolves use

A side stair has been drawn over in a later hand.

Plans for a particular chapel. The GM chooses the building and decides whether the plans remain accurate.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Hospice Key Ring

1 slot · GM resolves use

One key is tagged with the name of an empty ward.

Keys from a hospice. The GM decides what, if anything, they still open.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Pewter Pilgrim Figurine

1 slot · GM resolves use

Its pack rattles when the figure is shaken.

A small devotional keepsake. The GM decides its value; it grants no magical protection.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Amber Rosary Beads

1 slot · GM resolves use

One bead contains the husk of a small black fly.

Valuable beads on a frayed cord. The GM decides their sale value.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Abandoned Printer's Seal

1 slot · GM resolves use

The handle has been snapped and bound with twine.

A recognisable trade seal. The GM resolves its ownership, value and use as evidence.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Engraved Burial Plate

1 slot · GM resolves use

A death date has been corrected twice.

A name plate from a tomb. The GM supplies its history and any connection to the adventure.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Boundary Land Charter

1 slot · GM resolves use

A wayshrine is drawn where the map now shows a marsh.

A claim to land near the boundary. The GM decides its legitimacy and present owner.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Abbess's Silver Thimble

1 slot · GM resolves use

A row of small initials circles the rim.

A small silver keepsake. Its value and provenance are decided by the GM.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Blue Glass Saint

1 slot · GM resolves use

A hollow glass figure wrapped in wool.

Fragile devotional glasswork. The GM decides its value; it has no magical effect.

Manual: the GM handles this item’s effects, checks and quantities. Its description does not create an automatic action.

Relics

Penitent's Chain

1 slot · Free · Range: Self · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

Once per turn, before you roll a check: take 1d4 damage that nothing reduces, and add +3 to the roll.

Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. Apply the self-harm, check bonus and once-per-turn limit manually.

Bone Bell

1 slot · Action · Range: Near · CHA check · Horror +2. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

Ring it. On a success every foe in Close or Near is Dazed (its next attack rolls 3 less). It also wakes anything sleeping nearby.

Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Saint's Knucklebone

1 slot · Action · Range: Near · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

No roll. Yourself or any target in Close or Near heals Effort d8. Once per person per rest.

Automatic: healing, charges and the stated healing limits, plus the stated Horror cost. GM: confirms range and eligibility.

Censer of Ash

1 slot · Action · Range: Special — GM ruling · Scene-wide effect; the GM decides which foes are affected. · WIS check · Horror +2. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

Swing it. On a success, until the end of the next round every foe’s Effort steps down one size (to a minimum of d4).

Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

The Black Candle

1 slot · Free · Range: Far · Light it where you are; detection of the unquiet dead reaches Far. · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

Light it for the rest of the scene. You see in the dark and you can tell where the unquiet dead are within Far. Once lit, it cannot be put out until the scene ends.

Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

The Executioner's Blade

2 slots · Action · Range: Close · STR check · Damage: Magic Effort d10 · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

Strike a Close foe with Effort d10. Each Strike adds 1 Horror. Once per scene, a Strike may roll d12 instead for 3 Horror in all.

Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Saint's finger bone in a glass vial

1 slot · Action · Range: Far · WIS check · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

A minor relic. It points, very slightly, towards the nearest grave.

Hold up the vial and make a WIS check. On success it points towards the nearest grave within Far for the rest of the scene. It does not identify the occupant or reveal what lies between. Each attempt adds 1 Horror. The GM supplies the direction; no damage is rolled.

Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

The Warden's Bell

1 slot · Action · Range: Near · CHA check · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

A small iron handbell. Rung, it makes the dead hesitate.

Ring it at one unquiet dead foe in Close or Near. Make a CHA check; on success its next attack before your next turn is Dazed (−3). Each attempt adds 1 Horror and makes an audible ring. No damage is rolled. The GM confirms the target and applies the penalty.

Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

The Thorned Reliquary

1 slot · Action · Range: Near · WIS check · Damage: Magic Effort (table die) · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

A silver case wrapped in thorns that draw blood to open it.

Open the case and lash one visible creature in Close or Near with spectral thorns. Make a WIS check; on success roll Magic Effort d10 for damage. Each attempt adds 1 Horror, hit or miss. No extra blood damage is paid.

Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Candle of Last Rites

1 slot · Action · Range: Near · WIS check · Damage: Magic Effort (table die) · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

It burns, but never burns down.

Present the candle to one unquiet dead creature in Close or Near. Make a WIS check; on success its pale flame deals Magic Effort d10 damage. Each attempt adds 1 Horror, hit or miss. It does not burn living targets. The GM confirms whether the target is unquiet dead.

Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Ashen Rosary

1 slot · Action · Range: Self · WIS check · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

The beads grow warm when the Horror is near.

Count the beads and make a WIS check. On success, until the scene ends they warm when an active curse or supernatural effect is within Near. They reveal presence, not its source or nature. Each attempt adds 1 Horror. The GM supplies the warning; no damage is rolled.

Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Drowned Saint's Lantern

1 slot · Action · Range: Near · WIS check · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

It burns underwater, and lights only what is dead.

Light it and make a WIS check. On success, until the scene ends its light reaches Near, even underwater, and makes unquiet dead within that light visible to you. It does not reveal living hidden creatures or see through walls. Each attempt adds 1 Horror. The GM reveals what can be seen; no damage is rolled.

Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Fragment of stained glass

1 slot · Action · Range: Close · WIS check · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

From a chapel that no longer stands. Light through it shows things as they were.

Look through it at one object or place at Close and make a WIS check. On success see one brief image of an event there within the last day, chosen by the GM. It supplies a clue, not a complete history. Each attempt adds 1 Horror. No damage is rolled.

Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Shard of a binding seal

1 slot · Action · Range: Near · Once per scene · WIS check · Damage: Ultimate Effort (table die) · Horror +3. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

Black stone carved with a saint's name.

Once per scene, speak the saint's name at one visible foe in Close or Near. Make a WIS check; on success roll Ultimate Effort d12 for damage. The attempt spends the scene use and adds 3 Horror, hit or miss. The shard remains intact.

Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost and once-per-scene limit. GM: confirms range and eligibility; all other described effects and durations are manual.

Vigil Coal

1 slot · Action · Range: Far · INT check · Damage: Magic Effort d10 · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

A cold coal kept in a silver cage.

Flame strikes one foe in Near or Far.

Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Mourning Nail

1 slot · Action · Range: Near · WIS check · Damage: Magic Effort d10 · Horror +2. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

An iron nail wrapped in a strip of black silk.

Old wounds on one creature in Near open at once. Roll Magic Effort on a successful check.

Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Rod of the Ash Procession

1 slot · Action · Range: Far · INT check · Damage: Magic Effort d10 · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

The grain of the wood follows the shape of a flame.

A tongue of flame strikes one foe in Near or Far.

Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Grave Warden's Edge

2 slots · Action · Range: Close · STR check · Damage: Magic Effort d10 · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

The blade has been sharpened down to a narrow grey tooth.

Strike a Close foe using Magic Effort d10. Each use adds 1 Horror.

Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Cinder Spoon

1 slot · Action · Range: Near · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

A brass spoon with a bowl blackened on both sides.

Set fire to, or put out, something small. Light to Near. No roll. The GM resolves the effect.

Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Widow's Listening Veil

1 slot · Action · Range: Close · WIS check · Horror +2. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

Fine black gauze with a tiny lead weight at each corner.

Ask a corpse one question. It answers truly and briefly. The GM supplies the answer.

Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Hinge of the Low Chapel

1 slot · Action · Range: Close · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

The pin turns without a sound, even when rusted shut.

A lock, door, lid or seal you touch opens. The GM resolves the opening.

Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Shadow Pilgrim's Buckle

1 slot · Action · Range: Near · Horror +2. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

Its fastening casts a shadow even in lamplight from every side.

Step into one shadow and out of another you can see in Near. The GM moves the character.

Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Confessor's Wax Mask

1 slot · Action · Range: Self · Horror +2. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

The features soften when held in a warm hand.

Wear the face and voice of someone you have seen die, until dawn. The GM resolves the disguise.

Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Witness Lens

1 slot · Action · Range: Self · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

A clouded lens mounted in the frame of a small hand mirror.

Learn one true thing about the place where you stand. The GM supplies the answer.

Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Cord of Quiet Hours

1 slot · Action · Range: Near · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

Seven knots, each tightened around an empty space.

One creature's voice is silenced until the end of the scene. The GM resolves the effect.

Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Ward Medal of Saint Ursel

1 slot · Action · Range: Near · WIS check · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

A worn copper disc showing a raised open hand.

An ally in Close or Near gets +2 Defence until your next turn. The GM applies and removes the bonus.

Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Rib of the Hospice Saint

1 slot · Action · Range: Near · Horror +1. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

A small rib rests on linen inside a wooden case.

Yourself or any target in Close or Near heals d8. Once per person per rest. The table applies healing and tracks this limit.

Automatic: healing, charges and the stated healing limits, plus the stated Horror cost. GM: confirms range and eligibility.

Ring of Unshackling

1 slot · Action · Range: Near · Horror +2. Using this item's supernatural power tempts the Horror, whether it succeeds or fails.

An iron ring with the shape of a broken link.

Chains, ropes, shackles and wards fall away from one creature in Near. The GM resolves the effect.

Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

Grimoires

The Ashen Psalter

3 slots · Action · Theme: Fire · Range: see each spell

Psalms of fire and ruin, written before the Church was founded.

Flame, ignition and choking ash. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Ember Damage

    A coal no bigger than a thumbnail kindles in your palm, and you throw it. Make an INT check against the scene Target to strike one foe you can see in Near or Far; on a success roll Magic Effort d10 fire damage. This is old, wild fire: what it lands on may catch, as the GM judges. Adds 1 Horror, hit or miss.

    Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    INT check · Magic Effort d10 · Range: Far · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Kindle Esoteric effect

    You pinch the air and a small flame answers. Set fire to, or put out, one small thing within Near: a candle, a lamp wick, a torch, a fistful of straw. Or hold a flame in your bare hand that lights Near; the GM decides how long it lasts. No check. It is too small to hurt anyone. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Pillar of Ash Esoteric effect

    Grey ash pours from your mouth and sleeves and will not stop. It fills the room you are in. Until it settles, nobody inside can see past arm’s length, and it catches in every throat. No check. The GM decides when it settles. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Seventh Penance

3 slots · Action · Theme: Healing and protection · Range: see each spell

Healing, a brief defence and a warning at the door. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Mend Healing

    You lay your hands on a wound and recite the Seventh Penance, and the flesh knits as if weeks had passed. Yourself or any target in Close or Near heals Effort d8 HP. Each person can be mended this way once between party rests. Healing adds no Horror.

    Automatic: healing, charges and the stated healing limits. GM: confirms range and eligibility.

    WIS check · Healing d8 (table applies) · Range: Near · No Horror cost

  • Ward Esoteric effect

    You trace a sign of the Binding in the air before an ally, and blows turn aside from them as if from a shield. One ally in Close or Near gets +2 Defence until your next turn. The GM adds and removes the bonus. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. Choose an eligible ally with the GM; add and later remove +2 Defence manually.

    WIS check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Doorward Esoteric effect

    You salt the threshold and say the Doorward over it. With a WIS check, ward one doorway within Near until the end of the scene. You sense when a living creature crosses it, but learn nothing of who or why. It cannot block anyone or cause harm. Only one of your Doorwards can stand at a time. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM tracks the doorway, replaces any earlier Doorward and announces crossings; there is no automatic alarm or vision reveal.

    WIS check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Book of Quiet Mouths

3 slots · Action · Theme: Silence and deception · Range: see each spell

Silence, stolen words and sealed mouths. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Hush Esoteric effect

    You press a finger to your lips, and another creature’s voice leaves it. One creature in Near cannot speak, shout or sing until the end of the scene. It can still move, fight and make other noise. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Steal a Word Esoteric effect

    You catch the last word a creature spoke out of the air and keep it. One creature in Near cannot say that word again until you choose to give it back. It can still talk around the gap. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Mouth of Wax Esoteric effect

    Warm wax wells up from nowhere and seals a creature’s lips. One creature in Near cannot speak, cast or eat until the wax is cut away; the GM decides how long that takes. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Cinder Lectionary

3 slots · Action · Theme: Fire · Range: see each spell

Holy fire, burning flesh and the ruin of buildings. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Ember Psalm Damage

    You sing a line of the Cinder Lectionary, and holy fire gathers in your fist. Make an INT check against the scene Target to burn one creature you can see in Near or Far; on a success roll Magic Effort d10 fire damage. This fire burns flesh alone: cloth, wood and paper beside it stay unmarked. Adds 1 Horror, hit or miss.

    Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    INT check · Magic Effort d10 · Range: Far · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Psalm of Ruin Esoteric effect

    You chant the psalm the masons fear, and stone and timber crack. One wall, floor, roof or bridge within Far that you can see collapses. No check. Anyone on it or under it is in danger; the GM decides what falls where. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Far · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Pyre Damage

    You fix your eyes on a creature and it begins to burn from within: smoke at the mouth, light behind the eyes. Make an INT check against the scene Target against one creature in Close or Near; on a success roll Ultimate Effort d12 damage. Adds 1 Horror, hit or miss.

    Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    INT check · Ultimate Effort d12 · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Book of Last Confessions

3 slots · Action · Theme: Necromancy · Range: see each spell

Testimony from corpses, the cold of the grave and keeping the dead at rest. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Confession of the Dead Esoteric effect

    You kneel beside a corpse and hear its last confession. One corpse in Close answers three questions truthfully, at whatever length it likes. Unlike a single question asked of the dead, this one remembers you afterwards; what that means is for the GM. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Grave Chill Esoteric effect

    The cold of a fresh grave settles in a creature’s joints. A WIS check chills one creature in Close or Near. Its next DEX check is Hard (+3), ending unused at the start of your next turn. It does not stack with another Hard difficulty and deals no damage. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM applies Hard to the next DEX check and removes it when used or expired.

    WIS check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Quiet Burial Esoteric effect

    You press salt into a dead mouth and say the short burial office. With a WIS check, keep one unanimated corpse you touch from rising through a curse on the place until the end of the scene. This cannot stop a deliberate spell, dismiss an existing undead creature or restore life. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM determines eligible corpses and tracks the protection until the scene ends.

    WIS check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Canticle of the Broken Bell

3 slots · Action · Theme: Energy · Range: see each spell

Force, movement and the shape of a room heard through an echo. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Unmake Damage

    You speak a word that should not be spoken, and the air closes on a foe like a fist. Make an INT check against the scene Target against one foe you can see in Near or Far; on a success it takes Magic Effort d10 force damage and is left Dazed: its next attack rolls 3 less. Adds 1 Horror, hit or miss.

    Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    INT check · Magic Effort d10 · Range: Far · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Knock of Thunder Esoteric effect

    You rap your knuckles on the air and something answers with a dull boom. With an INT check, move one unattended object you can see within Near to another spot within Near. It must be small enough to lift with one hand. It cannot move a creature or a held or fastened object, or be used to attack. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM checks size and eligibility and moves the object; no automatic token movement occurs.

    INT check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Echo of the Broken Bell Esoteric effect

    You strike a note on a cracked bell and listen to it come back. Learn the broad shape of the open space within Near, including obvious openings. No check. The echo cannot pass through closed doors or walls, tell you who is there or reveal hidden mechanisms. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM describes the space; no map or hidden information is automatically revealed.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Unsealed Canticles

3 slots · Action · Theme: Demonic · Range: see each spell

Ruptures, dangerous summons and a name best left unspoken. Summonings and bargains remain GM-run; no automatic allies are created. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Rend the Veil Damage

    You tear at the air with both hands, and something on the other side tears back. Once per scene, choose the visible foes within Close or Near that the GM agrees are affected. Make one INT check; on success roll Ultimate Effort d12 once and apply that damage to every selected foe. The attempt spends the scene use and adds 1 Horror, hit or miss. Range and eligible targets are judged by the GM.

    Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost and once-per-scene limit. GM: confirms range and eligibility; all other described effects and durations are manual.

    INT check · Ultimate Effort d12 · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Last Verse Esoteric effect

    You read the closing verse of a sealed rite, and a crack opens in a binding. Something comes through. It owes you nothing and it is not your servant; the GM decides what it is and what it wants. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Its Real Name Esoteric effect

    You speak the book’s true name aloud. The GM decides what it does, and it is never small. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Special — GM ruling · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Book Without a Name

3 slots · Action · Theme: Demonic · Range: see each spell

Its pages are blank until read by candlelight, and the words change each time.

Unpredictable knowledge, a voice from elsewhere and witnessed promises. Roll d6: 1–2 casts the first spell, 3–4 the second, 5–6 the third. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • The Page That Watches Esoteric effect

    You open the book on the ground where you stand, and a page looks back. Learn one true thing about this place: something that happened here, something hidden here, or something waiting here. The GM chooses which. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Self · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • A Voice Not Your Own Esoteric effect

    The book speaks, but not from where you stand. A voice that is not yours says a few words, about one breath’s worth, from any point you choose within Near: a chimney, a doorway, the dark behind a guard. You choose the words and roughly how it sounds, but it cannot copy a particular person. No check. The GM decides who is fooled. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM plays the listeners’ reactions; no message or sound is sent automatically.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Witness Mark Esoteric effect

    You prick a thumb, yours and theirs, and press them together. After you agree a single promise, mark one willing creature you touch. Until the end of the scene you know if it knowingly breaks that promise. No check. This does not compel obedience, read thoughts, punish the creature or create a servant. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM and participant agree the promise, its breach and expiry; no automatic pact enforcement occurs.

    No check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Litany of Low Doors

3 slots · Action · Theme: Doors and passage · Range: see each spell

Its margins are measured like a carpenter's plan.

Openings, release and passage between shadows. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Canticle of the Open Door Esoteric effect

    You sing the first line of a hymn backwards, and the fastening gives. One lock, door, lid or seal you touch opens. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Unbinding Esoteric effect

    You read the words of release aloud, and knots slip and iron loosens. Chains, ropes, shackles and wards fall away from one creature in Near. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Door Inward Esoteric effect

    You step into one shadow and out of another you can see within Near, as if through a door left open for you. Only what you carry comes with you. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Hospice Psalter

3 slots · Action · Theme: Healing and protection · Range: see each spell

Linen markers divide the pages by the hours of a night watch.

A gentle touch-healing, clean drinking water and a place to sleep. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • The Vigil Psalm Healing

    The psalm the night sisters say low over a sickbed, one hand on the brow. You, or one creature you touch in Close, heals Effort d6 HP. Each person can receive the Vigil Psalm once between party rests; this is separate from Mend, so a patient can have both. Healing adds no Horror.

    Automatic: healing, charges and the stated healing limits. GM: confirms range and eligibility.

    WIS check · Healing d6 (table applies) · Range: Close · No Horror cost

  • The Clear Cup Esoteric effect

    You hold the water up to the light and pray over it until it runs clear. Purify one waterskin of water you touch, removing ordinary dirt and ordinary poison. No check. It cannot cure a poison already swallowed, a disease or a supernatural taint, and it restores no HP. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM resolves purification; this is not an automated healing action.

    No check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Hospice Coverlet Esoteric effect

    You draw the coverlet’s psalm over a pallet as the hospice sisters do. Keep one bed space you touch free of ordinary vermin and dripping rain until the end of the scene. No check. It does not stop attackers, prevent damage, heal anyone or count as a party rest. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM tracks the protected bed space and expiry; rest and HP are unchanged.

    No check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Silent Processional

3 slots · Action · Theme: Silence and deception · Range: see each spell

No name is written beneath its instructions.

Quiet feet, dead candles and a face nobody keeps. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • The Unheard Step Esoteric effect

    You walk as the processional walks, heel to toe, and the ground forgets you. Your footsteps on ordinary ground make no sound until the start of your next turn. No check. This does not hide you, silence your gear or your speech, get you past traps or give a bonus to any check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM judges whether other noises expose you and tracks expiry.

    No check · Range: Self · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Snuffed Candle Esoteric effect

    You breathe out slowly, and every ordinary flame within Near gutters and dies: candles, lamps, torches, a hearth. No check. Magical fire and anything larger than a hearth fire keep burning. The flames can be lit again as normal. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM decides which flames go out and describes the dark; no light on the table changes automatically.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Unremembered Face Esoteric effect

    Your face becomes hard to hold in the mind, like a dream on waking. Until the end of the scene, anyone who sees you forgets your face as soon as you are out of their sight; they remember only that someone was there. No check. It does not hide you while you are seen, and it does not work on anyone who already knows you well. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM decides who knows you well enough to remember and tracks the scene.

    No check · Range: Self · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Graveside Office

3 slots · Action · Theme: Necromancy · Range: see each spell

One answer from the dead, reopened wounds and the face of the departed. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Speak with the Dead Esoteric effect

    You lay a coin on a dead tongue and ask. One corpse in Close answers one question truly, in the fewest words it can, in the voice it had in life. It knows only what it knew when it died, and it does not remember you afterwards. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    WIS check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Open Wound Damage

    You name every hurt a creature has ever suffered, and each one remembers itself. Make a WIS check against the scene Target against one creature in Near; on a success its old wounds open at once for Magic Effort d10 damage. Adds 1 Horror, hit or miss.

    Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    WIS check · Magic Effort d10 · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Borrowed Face Esoteric effect

    You draw a dead stranger’s face over your own. Until dawn you wear the face and voice of someone you have seen die. You do not gain their memories, and the GM decides who is fooled. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    No check · Range: Self · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Rimebound Litany

3 slots · Action · Theme: Cold · Range: see each spell

The leaves stay cold beside a hearth.

Ice as a weapon, a frozen fastening and cold put to practical use. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Spear of Rime Damage

    Frost runs up your arm and leaves your hand as a spear of grey ice. Make an INT check against the scene Target to strike one foe in Near or Far. On success roll Magic Effort d10 for damage. The ice shatters on the blow: it does not freeze or slow the target. Adds 1 Horror, hit or miss.

    Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    INT check · Magic Effort d10 · Range: Far · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Frozen Fastening Esoteric effect

    You breathe on a seam until it whitens. With an INT check, freeze one ordinary closed door, lid or shutter you touch until the end of the scene. Forcing it open is Hard (+3); sustained fire thaws it. It cannot repair a broken opening or reinforce a supernatural seal. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM tracks the frozen fastening, the Hard check and thawing; no automatic door state is changed.

    INT check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Winter Breath Esoteric effect

    You blow across a cup the way you would cool soup, and the cold keeps coming. Cool up to one waterskin of liquid, or freeze a handful of water you touch. The ice lasts until it melts naturally. No check. It cannot freeze creatures, put out a large fire or deal damage. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM resolves the small change of temperature and when the ice melts.

    No check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Rootbound Psalter

3 slots · Action · Theme: Nature · Range: see each spell

Roots have grown through the stitching.

Thorns, grasping roots and paths through living plants. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Thorn Lash Damage

    A branch thick with thorns tears up out of the nearest earth and whips across. Make an INT check to strike one foe in Close or Near. On success roll Magic Effort d10 for damage. The branch withers after the blow and cannot be kept or sold. Adds 1 Horror, hit or miss.

    Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    INT check · Magic Effort d10 · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Grasp of Roots Esoteric effect

    Roots and stems twist round a creature’s ankles and pull tight. A WIS check makes existing living plants within Near catch one grounded creature they can reasonably hold. It may escape with an Action and a STR check against the scene Target; a Close ally can spend an Action to free it. The roots release at the start of your next turn. No damage. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM confirms plants and target size, tracks restraint, and resolves escape; movement and escape checks are manual.

    WIS check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Green Passage Esoteric effect

    Bramble and undergrowth lean aside as you walk. Part living undergrowth within Near into a path wide enough for one person until the end of the scene. No check. It cannot open stone, timber walls or doors. The plants close again once the path is empty. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM describes or marks the path and its end; no terrain is automatically changed.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Mourning Verses

3 slots · Action · Theme: Cold · Range: see each spell

Each verse begins with a different dead person’s name.

Treacherous ice, hidden tracks and shelter from bitter cold. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Black Ice Esoteric effect

    The water in the ground darkens and turns to glass. With an INT check, a patch of ground within Near, big enough for a few people to stand on, becomes black ice until the end of the scene. A creature that crosses it, or starts its turn on it, makes a DEX check against the scene Target or falls. No damage. Fire or strong sun melts it early. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM marks the patch, calls for DEX checks and resolves falls; no movement or terrain changes automatically.

    INT check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • White Footsteps Esoteric effect

    Hoarfrost creeps over footprints and smooths them away. Frost conceals the visible tracks of one willing creature in Close or Near until the end of the scene. It hides tracks already there and newly made tracks, not the creature, its sound or its scent. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM judges tracking and ends the concealment with the scene.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Winter Shroud Esoteric effect

    A thin rime settles over a willing creature’s clothes, and the wind stops biting. Protect one willing creature in Close or Near from ordinary bad-weather cold until the end of the scene. No check. It gives no Defence, damage resistance or protection against spells. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM accounts for environmental cold; no Defence or HP is changed.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Canticles of Thorn and Antler

3 slots · Action · Theme: Druidic · Range: see each spell

Bound in deerhide and fastened with a thorn.

Animal speech, borrowed senses and a small working of wind. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • The Beast Tongue Esoteric effect

    You crouch low and speak in the grunts and whistles the book spells out. With a WIS check, ask one ordinary animal in Close or Near a question and understand its answer. It answers from its own senses and understanding. It need not be friendly or obey, and it cannot name things it does not know. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM plays the animal and decides what it knows; no creature control is granted.

    WIS check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Eyes of the Beast Esoteric effect

    You close your eyes and open an animal’s. With a WIS check, borrow the sight and hearing of one willing ordinary animal within Near until the start of your next turn. Your own sight and hearing are lost meanwhile. It ends if the animal leaves Near. You cannot command it or cast through it. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM describes the animal’s senses and tracks range and expiry; no automatic vision sharing or token control occurs.

    WIS check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Canticle of Small Winds Esoteric effect

    You hum the canticle, and the air leans the way you lean. Turn an existing ordinary breeze within Near until the end of the scene. No check. It can lift loose paper or carry smoke; it cannot push creatures, deal damage, carry anyone or change the weather beyond Near. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM resolves the breeze and ends the working with the scene.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Litany of the Riven Sky

3 slots · Action · Theme: Energy · Range: see each spell

The clasp is fused shut, as if struck.

Lightning, a thunderclap at close quarters and a cold light on iron. Loud magic: it is seen and heard. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • The Forked Psalm Damage

    You lift the book to the sky, and the sky answers. Make an INT check against the scene Target to strike one foe you can see in Near or Far with lightning. On success roll Magic Effort d10 for damage. The flash and the thunder carry a long way: anyone nearby now knows where you are. Adds 1 Horror, hit or miss.

    Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    INT check · Magic Effort d10 · Range: Far · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Clap of Judgement Esoteric effect

    You strike your palms together in a foe’s face, and the air breaks like a thunderclap. With an INT check, one foe in Close is Dazed: its next attack rolls 3 less. No damage. Everyone within Near hears it. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM applies Dazed to the foe’s next attack.

    INT check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Pale Candle Esoteric effect

    A cold, blue-white flame settles on one metal point you touch: a blade’s tip, a spearhead, a weathervane. It lights Near until the end of the scene. It gives no heat, burns nothing, and goes out if the metal is covered. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM tracks the light and when it ends; no light on the table changes automatically.

    No check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Lodestone Canticle

3 slots · Action · Theme: Energy · Range: see each spell

Iron filings cling to the spine and will not brush away.

Crushing weight, iron torn from a grip and falling things held still. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • The Iron Hymn Damage

    You sing one low note, and weight falls on a foe as if the sky had leaned on it. Make an INT check against the scene Target against one foe in Close or Near. On success roll Magic Effort d10 for damage. A flying or climbing creature that is hit is pressed to the ground; the GM decides where it lands. Adds 1 Horror, hit or miss.

    Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual.

    INT check · Magic Effort d10 · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Lodestone’s Pull Esoteric effect

    You hold out an open hand, and iron remembers where it was dug. With an INT check, one metal weapon or tool held by a creature in Near is torn from its grip and lands at your feet. The creature can hold on with a STR check against the scene Target. It cannot pull anything fastened down, worn as armour, or too big to carry in one hand. No damage. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM calls for the STR check and moves the item; no gear is moved automatically.

    INT check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Held Beam Esoteric effect

    You raise your hand, and something falling stops in the air. With an INT check, one falling or closing thing within Near, such as a gate, portcullis, beam or stretch of roof, hangs where it is until the start of your next turn, then carries on as it would have. It cannot hold up a creature or stop a blow. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM decides what can be held and what happens when it is released.

    INT check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Book of the Heartwood

3 slots · Action · Theme: Druidic · Range: see each spell

Cut from a single block of oak, with the pages set inside.

Skin like bark, a wild animal that answers and a hiding place among leaves. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • The Oaken Hide Esoteric effect

    Your skin roughens and greys like old bark, and it creaks when you move. With a WIS check you get +2 Defence until your next turn, but you can only walk, not run or climb, while it lasts. It does not stack with Ward. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM adds and later removes the +2 Defence and the slower movement.

    WIS check · Range: Self · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Call of the Wood Esoteric effect

    You give the call the book teaches, a sound no throat should make. One ordinary wild animal within Far that can hear you comes and stays near you until the end of the scene. It is not tame: it will not fight for you or follow orders, and it flees if it is hurt. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM chooses and plays the animal; no ally or token is created.

    No check · Range: Far · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Hidden in Leaves Esoteric effect

    Leaf and shadow fold over one willing creature in Near that is standing among trees, hedges or tall grass. Until it moves or the scene ends, finding it by sight is Hard (+3). It does not hide sound or scent. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM applies Hard to searches by sight and ends it when the creature moves.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Psalter of the Turning Year

3 slots · Action · Theme: Druidic · Range: see each spell

Each psalm is headed with a season, and none with a saint.

Fog called from open ground, the weather read in advance and food from what grows wild. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Mistcall Esoteric effect

    You breathe out under an open sky, and the ground breathes with you. Outdoors only, a thin, harmless fog rises and fills Near until the end of the scene. Inside it nobody can see beyond Close, and sounds seem to come from the wrong side. Unlike choking ash, it hurts nobody and cannot be called up indoors. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM describes the fog and judges what can be seen; no vision on the table changes automatically.

    No check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Read the Sky Esoteric effect

    You read the clouds, the birds and the smell of the wind as the book teaches. With a WIS check, learn what tomorrow’s weather will be and the safest way through the wild country you can see. It tells you nothing about people or monsters. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM gives the forecast and the route.

    WIS check · Range: Self · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Harvest Blessing Esoteric effect

    You say the old harvest words over what is in your hands. Turn a handful of foraged roots, leaves or berries you touch into one day’s food for one person, or spoil one day’s worth of food or drink you touch. No check. It cannot affect poison, medicine or creatures. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM resolves the food; no supplies are added or removed automatically.

    No check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Ossuary Lectionary

3 slots · Action · Theme: Necromancy · Range: see each spell

The covers are boards of polished bone, numbered in ink.

Bone used as shot, a corpse put to work and a tally of the dead. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • Bone Splinter Damage

    You snap a bone in your fist, and the pieces fly like shot. You must be holding a bone, any bone, and it is used up. Make an INT check against the scene Target against one foe in Close or Near. On success roll Magic Effort d10 for damage. Adds 1 Horror, hit or miss.

    Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM checks that you have a bone to spend.

    INT check · Magic Effort d10 · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Raised Hand Esoteric effect

    You lift one corpse’s hand with your own, and the rest of it follows. One unanimated corpse you touch rises stiffly and does one simple task you name, such as carrying, digging, pulling or holding a door, until the task is done or the scene ends. It cannot fight, speak or leave Near, and then it falls. Anyone who sees it knows it for what it is. No check. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM plays the corpse; no ally or token is created.

    No check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • Count the Dead Esoteric effect

    You read the ossuary’s tally aloud and listen for the answers. With a WIS check, learn how many people have died within Near, and roughly how long ago: days, years or centuries. It gives no names and no causes. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM gives the count.

    WIS check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

The Sexton’s Litany

3 slots · Action · Theme: Necromancy · Range: see each spell

Grave soil is pressed between the pages like flowers.

The cold of the grave on the living, a bell the dead must heed and the look of death on a living face. Three spells, three slots. Each spell states its effect and Horror cost.

Each spell lists its automatic and manual steps. Changing ability text does not add automation.

  • The Grave’s Grip Damage

    Your hand goes as cold as a grave, and you take hold. Make a WIS check against the scene Target against one living foe in Close. On success roll Magic Effort d10 for damage. It does nothing to the dead or undead; the GM confirms the target is living. Adds 1 Horror, hit or miss.

    Automatic: the check, damage roll and application to the chosen target, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM confirms the target is living.

    WIS check · Magic Effort d10 · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Sexton’s Bell Esoteric effect

    You ring the small bell sextons ring over a new grave. With a WIS check, one undead foe in Near is Dazed: its next attack rolls 3 less. No damage. To the living it is only a bell. Adds 1 Horror.

    Automatic: the check only, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM confirms the foe is undead and applies Dazed to its next attack.

    WIS check · Range: Near · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

  • The Borrowed Shroud Esoteric effect

    You draw the shroud’s psalm over a willing creature you touch, and the life goes out of its face. It seems dead, with no breath, no warmth and no pulse, until it moves or the scene ends. It can still hear. No check. The GM decides who is fooled. Adds 1 Horror.

    Automatic: no dice roll, plus the stated Horror cost. GM: confirms range and eligibility; all other described effects and durations are manual. GM decides who is fooled; no HP or condition changes.

    No check · Range: Close · Horror +1. Casting forbidden magic tempts the Horror, whether the spell succeeds or fails.

About these tables

Create your own loot. In your game's GM controls, open Loot → Design loot. Give your item a name, choose its type and effects, then save it to your table's loot library. You can give it to a hero or place it on the table for players to discover.

Equipment choices. Every grimoire takes three slots. Heavy two-handed melee weapons add +2 damage to Weapons Effort; reach weapons keep their reach or control benefit instead. Put your shield in the pack to use a two-handed weapon. Equip one body armour, one helmet and one shield at a time.

Roll d100 on the main table, then roll d100 again on the table it points to. Each number has one result. The catalogue above also includes starting equipment and items the GM can award directly.

Themed grimoires. Choose by name and theme: Fire, Cold, Energy, Necromancy, Nature, Druidic, Demonic, Healing and protection, Silence and deception, or Doors and passage. Each of the 22 books has its own three spells, and no spell appears in two current books. Nature concerns plants and the land; Druidic concerns beasts, trees, weather and the seasons. Energy covers force, storm and iron; Necromancy covers the dead, bones and graves.

Spells are labelled Damage, Healing or Esoteric effect. Damage spells roll Effort; other effects do what their description says. The GM still resolves effects the table does not automate, such as ranges and free-text custom effects. A grimoire holds three spells; some spells appear in more than one book.

Books already owned stay yours. Older books keep their original names and spells, including saved characters, backups and custom copies. The themed editions are new finds in the current catalogue; your GM can exchange an older book if your group wants. The theme label does not automate its effects: each spell explains what the VTT handles and what the GM must track.

This page is generated from the same shared loot catalogue as the VTT. Every published catalogue update automatically updates these lists, roll tables and the loot roller. Loot you create in your own game stays in that table; your custom items and private GM notes are not published here.

Distance and range

RangeMeaning
CloseWithin sword’s reach: melee distance.
NearBeyond melee reach, up to 30 feet: throwing distance.
FarOrdinary ranged distance beyond 30 feet: bows, crossbows and guns.
Very FarLonger shots requiring a longbow, rifle or an ability that explicitly reaches this far. The GM judges distance and line of sight.

Ranges are judged from the person acting. A listed range is the furthest an effect normally reaches; restrictions in its description still apply. A bow can shoot at Near or Far, but cannot normally be used with an enemy within Close melee reach. Polearm reach is a melee advantage, not a 30-foot attack. Self affects the user. Special means the GM must settle the effect and range before use. The VTT map does not measure feet or enforce range.