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1 | Lore | Tier | Effect | Geas | Curse | Redemption Quest | City | ||||||||||||||||||
2 | Beard | 1 | You may groom your beard into the lustrous and impressive Fancy Beard, granting a +2 bonus to reaction rolls. | May never trim your beard or hair | Hair grows a few inches per day for the rest of your life. | Take a long, cleansing bath | Ur-Barakh, City by the Undersea | Reticence (Bashful) | |||||||||||||||||
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 soaked daily in blood, alcohol or milk. | Your beard becomes infested with ticks and lice - you always count as sleeping in conditions one step worse. If already sleeping in Vagrant conditions, awaken at 0HP. | Your beard must be touched by a woman | Ur-Barakh, City by the Undersea | ||||||||||||||||||
4 | Beard | 3 | You may groom your beard into the tough and mighty War Beard, granting +2 AC. | You must spend at least 10 minutes after strenuous activity caring for your beard with fine oils and combs. | 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… | Strangle a living being to death with your beard. | 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. | 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. Permanently lose 1 Strength per day as the hair grows through your muscles and chokes your arteries. | 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. | 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 Life of the Party - if an ally takes damage, you may take any amount of the damage instead. | You may never refuse a drink. | The vibes are always off, and you can never have much fun at a party. Only gain half exp from Carousing. | Get blackout drunk | Ur-Gallukh, City of Tiles | Lethargy (Dopey) | |||||||||||||||||
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, but if you fail you get -3 to skill checks for the rest of the day. | You must taste anything eaten in your presence. | Always have a terrible hangover forever more. -3 penalty to all skill checks and saves. | Get ten people blackout drunk | Ur-Gallukh, City of Tiles | ||||||||||||||||||
8 | Brew | 3 | Drunk recklessly your Brew gives you incredible energy and a bad attitude. You may go into a state of Absolute Rager - gain an extra attack per round, but take -4 to AC. | You must partake of anything smoked, snorted, or otherwise consumed in your presence. | All alcohol within 10' of you turns to water. Constantly. | Get a hundred people blackout drunk | Ur-Gallukh, City of Tiles | ||||||||||||||||||
9 | Brew | 4 | It's finally happened - your Brew is now palatable to others! You may share it around convivially to put yourself and others into a state of Lads On Tour - when participating in the same action, Save or skill check the participants may nominate one of their number to roll for everyone. If they succeed, everyone succeeds! If they don’t, everyone fails. | Before you consume something, you must offer some to everyone present. | You become a walking brewery. It's fatal. Permanently lose 1 Charisma per day as your blood turns to incredibly pure alcohol. Fail the save and you die. | Get a thousand people blackout drunk | Ur-Gallukh, City of Tiles | ||||||||||||||||||
10 | Elders | 1 | You grasp meaning where others cannot. You always count as having d10 for books. | You may never directly destroy written language. | You can no longer write. | Find information in a Book | Ur-Yaltakh, the Carven City | Doc (Doc) | |||||||||||||||||
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. | You may never tell a direct lie | You constantly speak your innermost thoughts. | Find and read a message that's at least 1000 years old. | 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 may never tell a direct fact | Take 1d6 damage every time you speak. | You must transcribe or translate a long and ancient tome. | 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! | You may never ask a question | Permanently lose 1 Intelligence per day as your senses start to shut off. Soon 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. | Carve a message that will last a thousand years. | Ur-Yaltakh, the Carven City | ||||||||||||||||||
14 | Forge | 1 | Your gear never breaks unintentionally. It takes you only ten minutes to fully repair broken equipment. | You must never intentionally break, steal, destroy or dishonour something forged from metal. | Any gear you use breaks after a day of use in a way that cannot be repaired by you. | Repair something. | Ur-Kalladh, City of Halls | Ecstasy (Happy) | |||||||||||||||||
15 | Forge | 2 | Forge yourself a favoured melee weapon which you are constantly upgrading and reforging in your spare time. It can be used as a ranged weapon, will return to your hand if called, and counts as both silver and cold iron. | You must never use another weapon, your hand is for it alone. | Your favoured weapon burns you. Take 1d6 damage every time you touch it. | Spend at least a day in a forge to remake your weapon. | 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. | Any creature who touches the Favoured Weapon must die by it. | The weapon comes alive and kills the offending creature… then comes for you. | Reforge your weapon in the blood of someone who wounded 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! | Any weapons wielded and armour worn by another must be destroyed if they touch you or your equipment. | Permanently lose 1 Dexterity per day as your body turns into molten iron starting from the inside. You will see it spreading within your orange-glowing veins and feel it creeping through your gut like liquid sunlight. | Break a magic item upon the forge, and reforge your weapon in the ashes. | 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. | Must have a minor rune (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 | Successfully Bind to a Glyph | Ur-Jeizhek, City of Sigils | Sternutation (Sneezy) | |||||||||||||||||
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. | 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. | Permanently tattoo a glyph onto your body. | Ur-Jeizhek, City of Sigils | ||||||||||||||||||
20 | Glyph | 3 | With ten minutes of focused concentration you can power a Glyph permanently by imbuing 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. | 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. | Look upon the face of a Dragon - Elemental or Apocalypse. | 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. | You may never destroy a glyph or, through inaction, allow a glyph to be destroyed. | Permanently lose 1 Wisdom per day as your soul tears itself away from your body and mind, attempting to unite with the runic energies of the dragons. Soon your body is a husk, searching for glyphs to drain of their power, trying desperately to reclaim the lost fragments of your soul. | Kill an Elemental Dragon and take out its heart. | 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. | You may never assist or speak well of the Begrudged creature | Grudge-Proof: Your Grudge is removed, and you may never declare a Grudge on them again. | Become greatly offended by a perceived slight. | Ur-Rajzesk, City of Rails | Enmity (Grumpy) | |||||||||||||||||
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. | 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. | Send a hateful message to your Grudge | 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. | 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. | Spit on the grave of your Grudge's ancestor | 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. | 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. | Kill someone your Grudge target knows well | Ur-Rajzesk, City of Rails | ||||||||||||||||||
26 | Stone | 1 | You can survive by eating rocks and earth. Basically, free rations! | You may never sleep out in the open air. | You lose your darkvision. | Spend a day and a night beneath the ground. | Ur-Darghab, City of the Deeps | Somnolence (Sleepy) | |||||||||||||||||
27 | Stone | 2 | You can speak with rocks. They cannot see, but they feel vibrations (size, direction, speech, etc) and have long slow memories. | You may never sleep above the ground. | Sunlight blinds you. | Spend a day in a natural cave. | Ur-Darghab, City of the Deeps | ||||||||||||||||||
28 | Stone | 3 | You can encase yourself stone as an action, becoming a perfect statue. You can still see, but anyone looking at you will just see a statue of you and whatever you were wearing at the time. You gain AC20 and take 1 damage per die from all non-Smashy attacks. You count as Stunned but can Save vs Stun at the end of each round to turn back, the stone flaking off as you emerge. | No corpse you create may be touched by daylight. | You turn to stone in sunlight, reverting at dusk. | Eat nothing but stones and rocks for a week. | Ur-Darghab, City of the Deeps | ||||||||||||||||||
29 | Stone | 4 | You can sink into stone, emerging from stone anywhere within 20' (even on the other side of a wall). This costs 1d6 HP. | You must always have at least 10' of earth above your head during the day. | Permanently lose 1 Strength per day as your Soon 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. | Kill a creature made of stone. Then eat it. | Ur-Darghab, City of the Deeps | ||||||||||||||||||
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