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1 | Lore | Tier | Effect | Unlock Quest | Geas | Curse | City | ||||||||||||||||||
2 | Beard | 1 | You may groom your beard into the lustrous and impressive Fancy Beard, granting a +2 bonus to reaction rolls. | Take a long, cleansing bath | May never trim your beard or hair | Hair grows a few inches per day for the rest of your life. | Ur-Barakh, City by the Undersea | ||||||||||||||||||
3 | Beard | 2 | You may groom your beard into the roomy and confusing Stowing Beard, granting the ability to hide up to 5 slots-worth of items at no added encumbrance. | Your beard must be touched by a woman | Your beard must be washed and plaited for an hour per day. | Your beard becomes infested with ticks and lice - you always count as sleeping in conditions one step worse. | Ur-Barakh, City by the Undersea | ||||||||||||||||||
4 | Beard | 3 | You may groom your beard into the tough and mighty War Beard, granting +2 AC. | Strangle a living being to death with your beard. | Your beard must be soaked daily in blood, alcohol or milk. | Your beard comes alive and actively attempt to kill you, soaking itself in your own blood. Wrestle against your beard, it deals 1d6 choking damage each time it wins. Cutting it off prevents this, of course… | Ur-Barakh, City by the Undersea | ||||||||||||||||||
5 | Beard | 4 | You may groom your beard into the hallowed and disturbing Arm Beard, causing it to become strong and prehensile and usable as an extra limb. Yes, you can triple-wield if you want. | Wearing nothing but your beard, you must descend to at least the third level of a megadungeon and kill a dangerous creature that dwells there with your own hands. | If you speak to the same person twice, you must eat at least six of their hairs. | Your hair grows to hate you, strangling you from within. You lose 1 HP per day, permanently, as the hair grows through your organs and blocks your airways. | Ur-Barakh, City by the Undersea | ||||||||||||||||||
6 | Brew | 1 | You have a bottle, tankard, or flask of "Brew" on you at all times. It tastes surprisingly good... to you only. Drink it to go into a special drunken state. You may go into a state of On The Lash - gain double exp from Carousing but always fail your save vs Carousing mishaps. | Get blackout drunk | May never refuse alcohol. | The vibes are always off, and you can never have much fun at a party. Only gain half exp from Carousing. | Ur-Gallukh, City of Tiles | ||||||||||||||||||
7 | Brew | 2 | Drunk carefully, your Brew gives you a steady hand and bravado. You may go into a state of Slightly Less Than Two Drinks. You get +3 to Skill Checks for 10 minutes, but then fail all skill checks for the rest of the day. | Get ten people blackout drunk | May never refuse any drink. | Always have a terrible hangover forever more. -3 penalty to all skill checks and saves. | Ur-Gallukh, City of Tiles | ||||||||||||||||||
8 | Brew | 3 | Chugged down, your Brew hits hard. You may go into a state of Absolute Rager. You gain +level to hit and reverse penalties from Pain for the duration of a combat. Afterwards Save vs Stun or fall unconscious for ten minutes. | Get a hundred people blackout drunk | May never refuse any food or drink. | All alcohol within 10' of you turns to water. Constantly. | Ur-Gallukh, City of Tiles | ||||||||||||||||||
9 | Brew | 4 | It's finally happened - your Brew is now palatable to others! You may share it around to put yourself and others into a state of Lads On Tour, granting you all immunity to fear and morale, +4 to saves, and the ability to share damage between members of the group. | Get a thousand people blackout drunk | May never refuse any consumable item. | You become a walking brewery. It's fatal. Save vs Doom every minute as your blood turns to incredibly pure alcohol. Fail the save and you die. | Ur-Gallukh, City of Tiles | ||||||||||||||||||
10 | Elders | 1 | You grasp meaning where others cannot. You always count as having d10 for books. | Find information in a Book | You may never directly destroy written language. | You can no longer write. | Ur-Yaltakh, the Carven City | ||||||||||||||||||
11 | Elders | 2 | The quasi-mystical symbolism which underlies the Dwarven language is the bedrock beneath all languages. You can read any language with few minutes studying an example of its written text. | Find and read a message that's at least 1000 years old. | You may never tell a direct lie | You constantly speak your innermost thoughts. | Ur-Yaltakh, the Carven City | ||||||||||||||||||
12 | Elders | 3 | Words make themselves plain, and whisper the intention behind their creation. You can always tell a truth from a lie, and you can understand the meaning and intent behind any language written or spoken. | You must transcribe or translate a long and ancient tome. | You may never tell a direct fact | Take 1d6 damage every time you speak. | Ur-Yaltakh, the Carven City | ||||||||||||||||||
13 | Elders | 4 | You can read the very fabric of creation. The universe itself is forged in words. Once per session you can ask the DM to tell you everything that's written in their notes for something you touch. The contents of a room, the stats of a foe, the exact wording of a magic item. Whatever you like! | Carve a message that will last a thousand years. | You may never ask a question | Your senses shut off. You are alone in a black void with nothing but your own thoughts. Your body is a vegetable. You will remain this way, locked inside your own head, until your eventual, merciful, death. | Ur-Yaltakh, the Carven City | ||||||||||||||||||
14 | Forge | 1 | Your gear never Notches. It takes you only ten minutes to fully repair a piece of equipment. | Repair something. | You must never use a Notched weapon. | Any gear you use gains a permanent Notch. | Ur-Kalladh, City of Halls | ||||||||||||||||||
15 | Forge | 2 | Forge yourself a favoured melee weapon which you are constantly upgrading and reforging in your spare time. It counts as both silver and cold iron. It does full damage against any target - ignoring damage resistance. | Spend a week crafting your weapon in a forge | You must use extra fancy weapons and armour - double prices. | Metal burns you. Take 1d6 damage every time you touch it. | Ur-Kalladh, City of Halls | ||||||||||||||||||
16 | Forge | 3 | As an Action, you can cause your Favoured Weapon to transform into any other size and type of weapon. You get the Fighter Weapon Mastery ability with whatever it's turned into. | Reforge your weapon in the blood of someone who wounded you. | Any creature who touches the Favoured Weapon must die by it. | The weapon comes alive and kills the offending creature… then comes for you. | Ur-Kalladh, City of Halls | ||||||||||||||||||
17 | Forge | 4 | You can make your Favoured Weapon come alive and fight on its own! It attacks as a 1HD creature, has your AC, and shares your HP pool. Can it talk? You decide! | Break a magic item upon the forge, and reforge your weapon in the ashes. | Any weapons wielded and armour worn by another must be destroyed if they touch you or your equipment. | Your body will turn to molten iron over the course of a week, starting from the inside. You will see it spreading within your orange-glowing veins and feel it creeping through your gut like liquid sunlight. | Ur-Kalladh, City of Halls | ||||||||||||||||||
18 | Glyph | 1 | Glyphs on any material count as Saviourbone for you. You can power runes on actual Saviourbone as a Free Action once per round. | Successfully Bind to a Glyph | Must have a certain sacred symbol (your choice) daubed on your forehead when you create or power runes. It can be washed off if you spend a few rounds with your head underwater, or get hit in the head without a helmet to protect you. | You lose this Lorebond power and your Runesmith ability, making you as useless as a human at powering glyphs | Ur-Jeizhek, City of Sigils | ||||||||||||||||||
19 | Glyph | 2 | As an Action you can cause runes to flow from your hands, forming a complete glyph in a single round or altering an existing rune. | Permanently tattoo a glyph onto your body. | You must never power a glyph that you do not have tattooed on your own body. | You cannot power a glyph unless it is one tattooed onto you. | Ur-Jeizhek, City of Sigils | ||||||||||||||||||
20 | Glyph | 3 | With ten minutes of focused concentration you can power a Glyph permanently by imbue a portion of your soul into it. This takes 1d6 HP from your health pool until it's turned off, and you can turn it off (reclaiming the HP) at will. | Look upon the face of a Dragon - Elemental or Apocalypse. | You must always have a Glyph powered, either directly or via this permanent Glyph ability. | Glyphs you power become weak and useless. Fire Beams squirt a weak blast of warm air. Repel Water does little more than make droplets shiver. | Ur-Jeizhek, City of Sigils | ||||||||||||||||||
21 | Glyph | 4 | You gain the ability to Runebend, forcing a Glyph you're directly powering to act in a way that's plausibly linked to what it usually does. Send beams round corners, create a watery forcefield, make the earth beneath them collapse, that sort of thing. | Kill an Elemental Dragon and take out its heart. | You may never destroy a glyph or, through inaction, allow a glyph to be destroyed. | The energy of the Glyphs surges through your body. You simultaneously turn into every element you have ever summoned through a glyph, and any permanent glyphs you have created immediately shut off. Sure to be messy. | Ur-Jeizhek, City of Sigils | ||||||||||||||||||
22 | Grudge | 1 | You may declare a Grudge against any creature who has harmed or wronged you. You gain a Grudge-Sense - if you concentrate you will know the approximate direction and distance of the creature you have a Grudge against. If they're within a 100' of you, you know exactly where they are. You can have only one Grudge at a time, and the Grudge can only be removed if the Grudge is settled to your satisfaction or the creature dies. | Become greatly offended by a perceived slight. | You may never assist or speak well of the creature you have an active Grudge against | Grudge-Proof: Your Grudge is removed, and you may never declare a Grudge on them again. | Ur-Rajzesk, City of Rails | ||||||||||||||||||
23 | Grudge | 2 | Your Grudge-Sense applies to everyone who is on good terms with the creature you have a Grudge against. At will, you can transfer Pain Tokens affecting you to the target of your Grudge. | Send a hateful message to your Grudge | You must spit on the ground, say "curse their name!" or otherwise insult your Grudge any time you hear their name spoken. | Reverse Grudge: Any creature you harm or offend will automatically have a Grudge-Sense against you. | Ur-Rajzesk, City of Rails | ||||||||||||||||||
24 | Grudge | 3 | Your Grudge-Sense applies to anyone who ever met the creature you have a Grudge against. If any beneficial effect affects the target of your Grudge, you benefit also. If any detrimental effect affects you, it also affects the target of your Grudge. | Spit on the grave of your Grudge's ancestor | You may never assist or speak well of anyone of the same species of your Grudge target. | Voodoo Grudge: If your Grudge target takes damage, you take that damage too. | Ur-Rajzesk, City of Rails | ||||||||||||||||||
25 | Grudge | 4 | Your Grudge-Sense applies to every member of the same species of the creature you have a Grudge against. You deal maximum damage against anyone affected by your Grudge-Sense. | Kill someone your Grudge target knows well | You must kill or obtain at least equal recompense from from any creature who offends or harms you or a friend. | The world has a Grudge against you. All creatures will hate you on sight, with all Reaction Rolls automatically rolling the minimum and you will always be targeted first by foes. | Ur-Rajzesk, City of Rails | ||||||||||||||||||
26 | Stone | 1 | You can survive by eating rocks and earth. Basically, free rations! | Spend a day and a night beneath the ground. | You may never sleep out in the open air. | You lose your darkvision. | Ur-Darghab, City of the Deeps | ||||||||||||||||||
27 | Stone | 2 | You can speak with rocks. They cannot see, but they feel vibrations and have long slow memories. | Spend a day in a natural cave. | You may never sleep above the ground. | Sunlight blinds you. | Ur-Darghab, City of the Deeps | ||||||||||||||||||
28 | Stone | 3 | You can encase yourself stone as an action, becoming a perfect statue. You gain AC20 and take 1 damage per die from all non-Smashy attacks. After ten minutes you can turn back at will, the stone flaking off as you emerge. | Eat nothing but stones and rocks for a week. | No corpse you create may be touched by daylight. | If you are ever touched by sunlight you will permanently turn to stone. | Ur-Darghab, City of the Deeps | ||||||||||||||||||
29 | Stone | 4 | Once per day, you can walk through stone and earth as though casting a Passwall spell | Kill a creature made of stone. Then eat it. | You must always have at least 10' of earth above your head during the day. | The Earth itself reviles your flesh and refuses to touch you. Stone and earth become intangible. You fall and fall into the earth until you hit something. | Ur-Darghab, City of the Deeps | ||||||||||||||||||
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