Jumpchain - D&D Mystara
Jumpchain - D&D Mystara
wo great empires dominate the Known World: Alphatia and Thyatis. Their wars
shape global events, and their spies and envoys fuel existing political tensions
everywhere.
The mighty empire of Alphatia is the oldest in the world. It lies to the east of the main
continent, across the Sea of Dawn. Alphatia is ruled by a council of 1,000 36th-level wizards
and, as can be expected, it relies on its impressive magical abilities to impose its will.
The empire of Thyatis is currently 1,000 years old. Since its founding, Thyatis has
expanded rapidly and has clashed with Alphatia on more than one occasion. Thyatis is ruled
by a triad of powers - theocratic, magical, and military - all headed by an emperor, Thincol
the Brave. Thincol possesses a keen soldier's mind, but he also has a reputation for being
cruel and merciless -traits that he employs to great effect. Many of the Empire's battles have
been won through treachery and deceit, and Thincol's spies and agents can be found
fomenting dissent throughout the Known World.
An uneasy balance of power exists between the two empires. Neither empire is keen to
wipe the other out, but minor wars occur frequently in outlying areas. Alphatia, with its
vast array of magical abilities, has won most of these small wars but, undaunted, Thyatis still
continues to flex its might.
While the mighty empires continue to glare at each other across the Sea of Dawn, life
goes on as normal in the minor states of the world. Not as yet directly threatened by the
machinations of the great powers, these states have their own internal concerns to occupy
them, concerns that are many and diverse.
You will be spending ten years here, and are granted 1,000 Character Points.
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Background:
Starting Location
Select where you wish to start, or gain a bonus +100 CP by rolling randomly:
1. Outer World 1.3. Other Eastern Lands
1.1. The "Known World" 1.3.1. Isle of Dawn
1.1.1. Karameikos 1.3.2. Ochalea
1.1.2. Emirates of Ylaruam 1.3.3. Pearl Islands
1.1.3. Principalities of Glantri 1.3.4. Alatian Islands
1.1.4. Kingdom of Ierendi 1.3.5. Bellissaria
1.1.5. Alfheim 1.3.6. Esterhold Peninsula
1.1.6. Rockhome 1.4. Northeastern Brun
1.1.7. Northern Reaches 1.4.1. Wendar
1.1.8. Five Shires 1.4.2. Heldannic Territories
1.1.9. Minrothad Guilds 1.4.3. Norwold
1.1.10. Broken Lands 1.5. South-Central Brun
1.1.11. Ethengar Khanates 1.5.1. Graakhalia
1.1.12. Republic of Darokin 1.5.2. Yavdlom
1.1.13. Shadow Elf Lands 1.5.3. Ulimwengu
1.1.14. Atruaghin Plateau 1.5.4. Slagovich
1.1.15. Sind 1.5.5. Hule
1.1.16. Empire of Thyatis 1.6. Savage Coast
1.2. Alphatian Continent 1.6.1. Savage Baronies
1.2.1. Ambur 1.6.2. Robrenn
1.2.2. Arogansa 1.6.3. Eusdria
1.2.3. Bettellyn 1.6.4. Rendardy
1.2.4. Blackheart 1.6.5. Bellayne
1.2.5. Eadrin 1.6.6. Herath
1.2.6. Floating Ar 1.6.7. Lizard Kingdoms
1.2.7. Foresthome 1.6.8. Jibarú
1.2.8. Frisland 1.6.9. Nimmur
1.2.9. Greenspur 1.6.10. Arm of the Immortals
1.2.10. Imperial Territories 1.7. Davania, the southern continent
1.2.11. Limn 2. Hollow World
1.2.12. Qeodhar 2.1. Milenia
1.2.13. Randel 2.2. Nithia
1.2.14. Shiye-Lawr 2.3. Azcan Empire
1.2.15. Stoutfellow 3. Unusual Sites
1.2.16. Theranderol 3.1. Undersea Kingdoms
1.2.17. Trollhattan 3.2. Serraine, the Flying City
1.2.18. Vertiloch 3.3. Patera, the invisible second moon
4. Free Choice
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Starting Date: The 1st of Nuwmont, 1000 AC
Sex and/or Gender: Given that a Jumper here can choose to be anything from a
pixie to a dragon, forcing limits on their physical sex seems rather more ridiculous
than a werecat in a magically-powered biplane dogfighting a griffon-riding knight
with a bumbershoot strapped to his back. Choose as you see fit.
Age: Part of the motivation of a quest for Immortality is the looming threat of
mortality: death from violence, accident, disease, or, of course, old age.
If you wish, you may remain at whatever physical age you were before entering this
jump; otherwise, you start your adventures here as a young adult, aged 15+1d4 (or
the nonhuman equivalent).
In-Jump History: You can choose to either be a Local, with an in-Jump history and
memories; or a Drop-In, who just shows up one day without explanation.
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Sphere
Pick one of the five Spheres (Energy, Entropy, Matter, Thought, Time) that are the
foundations of this multiverse to align yourself most-closely to; you'll gain discounts
on perks that match your chosen sphere.
In an earlier era of the multiverse, there used to be four Entropic spheres and a single
sphere of Life; and some expect that this arrangement will return at some point in the
distant future.
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Perks:
Jumpers get 50% off the cost of perks that match their chosen Sphere.
Undiscounted Perks:
0 CP: XP-based Metaphysics
By facing challenges that are actually challenging and learning things from the
experiences, you can gain experience-points. For example, a wizard can gain XP from
gaining new spells (by researching, discovering, being taught, even a few just by
buying one), enchanting items (and a few from trying and failing), gaining treasure
in adventures, making money in other ways, acquiring rare books through adventure
or trade, slaying monsters, gaining a noble title, and even odder activities.
0 CP: Alignment
You may choose one of Lawful, Neutral, or Chaotic to be, as of the start of the Jump,
and to which various magical spells and devices will detect you as. (This isn't
immutable; your actions over time may cause your alignment to drift to one that
more closely matches your philosophy, as normal.)
If you do have an alignment, then through a choice of words, intonation, and
body language, you can communicate with others who share your alignment; though
this can only cover fairly simple sentences, such as, "I don't trust that person over
there". If you also share a language with whoever you're using this to communicate
with, you can talk apparently normally while using this as a covert channel of
communication.
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may start again; and you may reduce any stat by 2 (to a minimum of 9) to increase
another by 1.)
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pooka, shadow elf, sphinx, treant, and troll; and many more. (If it's alive, mortal, has
Hit Dice, and at least roughly human-level intelligence, there's a racial class for it; but
the first level bought here only provides the first Hit Die, and the remainder (and any
magical abilities) have to be gained with further levels. If you have access to one of the
tomes describing any of these racial classes in more detail, such as the Creature
Crucibles, then you may use the more complicated levelling system therein instead of
the simplified variation presented here.)
You receive a single purchase of one level for 0 CP, and a discount for any levels in
any class that matches your chosen Sphere. Classes usually cap at level 36, or less.
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dragon, 6 HD as a white or crystal dragon, 7 HD as a black or onyx, 8 HD as a green
or jade, 9 HD as a blue or sapphire, 10 HD as a red or ruby, or 11 HD as an amber or
gold.
The Ceremony of Sublimation has five preliminary stages (each of which lasts at
least as many months as the dragon has HD, plus another one to six): acquiring at
least 1,000 gp of treasure per HD (and preferably much more, as a portion is burned
away during the ceremony); acquiring magic items (again, as many as possible);
achieving dominance over other nearby dragons (the more the merrier); sleeping
while the soul roams the Outer Planes seeking knowledge; feeding to sate the hunger
of months of fasting; and then the Ceremony proper can be attempted, which has a
90% chance of failure (though the odds can be bettered by exceeding the minimal
requirements). A dragon who has achieved the largest, most powerful size for its type
(15 HD for a white, 25 HD for a gold) can still attempt a Ceremony of Sublimation
in an attempt to reach the draconic form of Immortality, transferring themselves to
one of the draconic Outer Planes and becoming one of the lieutenants of the Star,
Sun, or Moon Dragon (depending on their alignment). For hoards under 25,000 gp,
about half is consumed during the ceremony; for hoards over 100,000 gp, about a
fifth; when attaining Immortality, the entire hoard vanishes.
This shape counts as an alt-form; only time spent within it counts for its age.
Without further magical assistance, maximum lifespan before dying from old age
ranges from 120 years for a white to 440 years for a gold, which limits the number of
Ceremonies of Sublimation that a dragon may attempt; of course, Jumpers are
notorious for finding ways around such limits. A successful Ceremony of
Sublimation, which increases the dragon's hit-dice, multiplies their current expected
lifespan by a factor of x1.05; for instance, ten successful ceremonies will increase it by
a total of x1.62.
Given that it will take at least three years even for the smallest white dragon to go
through a single cycle, and Jumps tend to last a mere decade, it's unlikely that a
Dragon-Jumper will progress very far during a single Jump; and outside of Jumps
containing the right sort of Outer Planes where the necessary insights can be gained,
the fourth stage could be stalled indefinitely. But Jumpers can be resourceful,
especially when looking for ways to make their numbers go up... and what Jumper
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could resist the chance to become a dragon? It's right there in the name of this whole
multiversal memeplex, after all.
Energy Perks:
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This perk also provides, in the Warehouse, a vending machine that sells the
relevant materials at market prices, such as the protective cinnabryl metal or the
materials to make the Inheritors' concoction.
Entropy Perks:
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100 CP: The Warduke
Whatever form that the mooks, henchmen, and
generally-destructive sorts take in the local area, you have a
knack for convincing them to follow your lead, and to stay
pointed in the same general direction. You also receive enough
copies of "Thar's Manual of Good Conduct" to hand out to all
your followers, who will be able to understand it well enough to
form a decent horde.
Matter Perks:
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100 CP: A More Civilized Society
Everyone knows that Chaotic people get all the best toys, and look bad, so why
would anyone want to be Lawful and have to obey all those stuffy rules and do what
they're told and eat their vegetables? The answer is simple, and to draw on another
franchise entirely (unless you know where to find the right crossover fanfics),
friendship is magic. Cooperation lets people accomplish things they couldn't do on
their own; arranging matters so there's no profit in backstabbing others means
nobody has incentive to backstab them. Putting together the complicated vessels that
allowed a scant few people to make the long voyage to one of the moons required all
sorts of laws and civilization.
You, dear Jumper, by selecting this perk, can now express and explain the benefits
of cooperation and civilization much more powerfully than that previous
paragraph's poor précis. You also have as many inspirational posters and pamphlets as
you care to distribute.
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on Alfheim, thus forming what is now the Alasiyan desert where once the Nithian
empire flourished.
This isn't the standard sort of spellcasting, and isn't something that can be learned
by wizards researching in their libraries (much to the disappointment of the Shadow
Elves, when they seized control of the forest without knowing how to maintain the
enchantments); but you now have all the knowledge necessary to create your own
ceremonies of weatherchange. (Existing enchantments may interact with an area
under the effects of a weatherchange, creating Magic Points with interesting - or
dangerous - effects.)
Thought Perks:
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This doesn't necessarily make you any better at learning or forming memories, but
the ones you do gain are yours to keep; whether from old age or external
manipulation, you need to give conscious permission before you forget anything.
Time Perks:
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300 CP: The Rainbow Connection
Few people know where to find the end of the rainbow; and those that do have to
perform complicated astronomical calculations to find even one spot it will appear in
the next half-year within thirty miles; and even if they know that, they almost
certainly don't know of its inner workings, such as how to avoid being petrified or
being shunted off to Scarletland or Azureland instead of anywhere they want to go.
You, on the other hand, have it much easier than them; anywhere that a rainbow
might be seen, you can call down the rainbow bridge, enter with up to six guests, and
exit somewhere on the same world where a rainbow might be found. (Though if you
really want, you can visit the inner workings that people without this perk would
have to pass through if they managed to enter without your aid.)
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phenomena ranging from strange plantlike growths upon the lifelines of individuals
to world-spanning timestorms.
If you need specific details, then if you already have an arcane casting class, this
perk adds to your spell-list the chronomancy spells from Chronomancer (as
described in the text of that name, which was published by the sages of the Tactical
Studies Rules several years before they were conquered by the coastal wizards); and if
you don't, you can treat this perk as providing One Level in the standard
Chronomancer class.
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Items
You receive a stipend of +200 CP for items.
You may import items purchased in previous Jumps, merging them with a similar
item purchased here.
Items which are lost, stolen, damaged, or destroyed, or which run out of power or
charges, are fully restored to the Warehouse at the next full moon.
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50 CP: Gazetteers & Almanacs
A dozen or two magazine-sized books, providing an overview of
each Jump's most prominent nations - their peoples, histories,
personalities, adventuring opportunities, and so forth, along with
some maps. (There may even be a secret or two that can be found
with careful reading.) You also receive annual updates,
summarizing the previous year's events.
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❖ 50 CP for two: Orcish Amulets (Each provides +1 bonus to attack rolls, AC,
damage, saving throws, or ability checks; multiple amulets can stack up to +4.)
❖ 50 CP: Amulet of Moira the Pure (amulet vs undead)
❖ 50 CP: Arella's Weeping Flail (flail +2, sprinkles
holy water)
❖ 50 CP: Bedlam's Hammer (hammer +3, dwarven
thrower)
❖ 50 CP: Cap of Teleportation (can teleport to a
named destination and back again, 1/day)
❖ 50 CP: Cat's Ring (absorbs all sound made by wearer)
❖ 50 CP: Changeling Cloak (protection +2 + alter self)
❖ 50 CP: Comet's Edge (bardiche of speed +2)
❖ 50 CP: Dagger of Concealment (dagger +3, acts as ring of
protection, can change form to ring and back)
❖ 50 CP: Decanter of the Serpent Oasis (decanter of endless water,
if left active long enough can create an oasis in a desert)
❖ 50 CP: Dynamo of Flying (a black box, one cubic yard, 800 lbs; 50 charges,
gains 1 charge per spell-level cast into it, uses 1 charge per hour to power flight,
drives an airship weighing up to 300,000 lbs; airship sold separately)
❖ 50 CP: Enchanted Sword of Sylaire (sword +3, +5 vs undead, automatically
kills any undead on roll of 18-20, detect evil, detect invisible, fly 30 minutes
3/day)
❖ 50 CP: Eye of Night (black pearl; grants 90' infravision)
❖ 50 CP: Eye of Traldar (yellow-orange gem set in golden dragon's claw; user
can detect magic 3/day, detect evil 3/day, detect invisibility 2/day, ESP 2/day,
locate object 1/day)
❖ 50 CP: Farid's Spear of Sparkling (spear +4 vs efreet and other denizens of the
Plane of Fire, +6 when on the Plane of Fire; detect invisible; sparkles when
dazzling light when any denizen of the Plane of Fire approaches within 300
feet)
❖ 50 CP: Glitterlode's Blessed Skyhooks (gnomish toolbox; adds +4 to gnomish
tinkering and fantasy engineering rolls)
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❖ 50 CP: Hin Rod of Justice (iron rod +2, either does 2d4 damage or applies
hold person)
❖ 50 CP: Iubadan's Cauldron (transforms stones into meat)
❖ 50 CP: KalnaKaa's Black Cloak (open any magical portal by touching it)
❖ 50 CP: Krollan's Hood (detect lie 2/day + know alignment 2/day
+ ring of mind shielding)
❖ 50 CP: Muzzle of Lycanthrope Control (magically locks in
place, and wearer cannot speak, transform, or bite)
❖ 50 CP: A Nithian Battle Standard (one of several effects, on all
who can clearly see it; eg, half water intake, move silently as 1st-level thief,
prevent heat exhaustion, war cries cause enemies to save vs spell or flee in fear)
❖ 50 CP: Nithian Guardian Tail (attached to a container, if contents molested,
container polymorphs into animal who flees or fights and then runs to find
owner)
❖ 50 CP: Nithian Saddlebags (3/day can pull out a sumptuous feast, fit for a
sultan)
❖ 50 CP: Oirtulev's Eye (crystal ball with telepathy)
❖ 50 CP: Semekhtet Barge (sails through solid rock)
❖ 50 CP: Shield of Olynthos (shield +3; 1/day, can materialize a
griffon claw to make an attack with, which causes fear on a hit)
❖ 50 CP: Shoes of White Bronze (walk on water)
❖ 50 CP: Spear of Panic (six-inch model, grows to ten feet when used, any
enchanted or undead targets struck will flee combat)
❖ 50 CP: Spear of Vix (spear +3, returns to user's hand if target missed, 1/day
blinds target for 2 hours)
❖ 50 CP: Troppenribb's Goggles (user can see regardless of clouds, rains of
frogs, or other non-solid obstacles)
❖ 50 CP: Zenchoo Katana (only Lawful users can wield, katana +3, clairvoyance
3/day)
❖ 100 CP: Amulet of KalnaKaa (as ring of protection +3, also protects
lycanthropes from wolfsbane)
❖ 100 CP: Black Opal Eye (can cast double the usual number of 1st, 2nd, and
3rd level spells)
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❖ 100 CP: Boots of the Five Winds (air walk, 4h/day)
❖ 100 CP: Cynos's Shadowalk Ring (ring of chameleon power +
ring of invisibility, when in darkness)
❖ 100 CP: Ebon Cloak of Kahlark (cloak of the bat)
❖ 100 CP: Egg of the Phoenix (fire resistance 10' radius, fly at all
times, fireball 3/day; breaking summons a phoenix from the Plane of Fire who
obeys summoner for three days, then it immolates itself and everything within
1000' and leaves a new egg in the ashes; once used, user is under compulsion to
always be in firelight and avoid water)
❖ 100 CP: Golden Bracers of Zamash (bracers of defense, AC 5)
❖ 100 CP: Golden Bridle (pegasi will faithfully serve a virtuous
owner)
❖ 100 CP: Gold Seal Ring of Al-Kalim (can order efreet to enter
containers; if sealed and ring pressed into wax, efreet cannot leave
until seal broken)
❖ 100 CP: Great Blade of Ghyrkhos (sun blade)
❖ 100 CP: Hammer of Life (intangible to Chaotic would-be wielders, war
hammer +1 to Neutrals, hammer +3 and heal 1/day for Lawfuls)
❖ 100 CP: Ixion's Wrath (axe of hurling +1 + flame tongue)
❖ 100 CP: Magic Lamp (summons an efreet to perform one service)
❖ 100 CP: Moto Moto Rod of Thundering Compliance (1/day, summon all
elephants and triceratops within 3 miles, who run to user at top speed and
then obey for up to 4 hours)
❖ 100 CP: Ointment of Second Sight (a small jar, but a bottomless supply;
allows mortal eyes to perceive faeriekind that are invisible to mortals or
shapechanged, in their true form.)
❖ 100 CP: Ring of Three Wishes (wish; 3 charges)
❖ 100 CP: Ruby Ring of Onyssa (ring of djinni summoning)
❖ 100 CP: Pre-Blackmoorian Sword of Light (from the FSS Beagle; effectively a
sword +4; indistinguishable from a light-sabre; includes three spare
power-packs, each good for 12 minutes)
❖ 100 CP: Sword of Olynthos (sword +4, 1/day heals wielder the damage it
does in a strike)
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❖ 100 CP: the sword Timesweep (two-handed sword +4; slow 5/day, haste self
and six allies for 30 minutes 1/day)
❖ 100 CP: Torc of Reincarnation (reincarnates wearer one day after death; one
charge)
❖ 100 CP: Viper (whip, rope of entanglement)
❖ 150 CP: Greater Dynamo of Flying (As Dynamo of Flying, but
can drive an airship weighing up to 900,000 lbs)
❖ 150 CP: Mirror of Life Saving (if owner killed within 60', their
life force is saved within; if any fragment of their body is brought
near and dispel magic cast, their body is fully restored and they are revived)
❖ 200 CP: Armor of Cure Wounds (heals half of wearer's damage, 1/day)
❖ 200 CP: Blackmoorian Wand of Sunflame (a strange object of metal with a
pistol-grip; effectively a wand of fireballs; comes with three spare power-packs
that provide twenty-four blasts each)
❖ 200 CP: Ginzani's Riding Tack of Flight (if owner can get an equine (such as
pegasus or pegataur) to accept the bridle, they are charmed for a
year and a day)
❖ 200 CP: Shiera's Mask (polymorph into hawk
1/week, summon and control 1d20 hawks 1/month, fly
1h/day, eyes of the eagle at will)
❖ 200 CP: Shining Coat of Anessen (bracers of
defense, AC 3 + ring of human influence)
❖ 250 CP: Radiant Eye (gem of seeing + detect lie at
will + detect magic at will + infravision + immunity to gaze
attacks)
❖ 250 CP: Torcs of Dengar (Str+2, Con+2, bracers
of defense, AC 0)
❖ 250 CP: Bottomless bag of Polymorph Candies (polymorph
other on eaters, who receive the body and instincts of the first other
species they think of, lasts until dispelled or another candy eaten)
❖ 300 CP: Chariot of Vix (hitched beasts are hasted, chariot can levitate)
❖ 300 CP: Internal Conjuration Engine (converts 1 potion of flying into 1 day
of flight for an airship of up to 200,000 lbs)
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❖ 300 CP: Diadem of the Sun (helm of brilliance)
❖ 300 CP: Nithian Rod of Building (if provided with detailed
interior and exterior blueprints, can build a stone structure
from the ground up, at 10 square feet per round)
❖ 300 CP: Staff of the Infernal Arcana (staff of the magi, only
functions for evil wielder)
❖ 350 CP: Ala's Throne of Transformation (polymorph sitter into ocean osprey,
young girl, old man, old woman, gaseous form, or wolf; 1 change/day)
❖ 350 CP: Nithian Pharaoh's Crook and Flail (flail allows bearer to act as
fighter of their other class's level, AC of 0 or +5 bonus, first successful attack
on bearer reflected on attacker, transforms into mace/axe +5; crook grants
Wisdom of 18, acts as ring of human control, offers 50% magic resistance)
❖ 500 CP: The Elvenstar (amplifies spell ranges from 10 to 50 times, and
durations up to a year; alerts its user to the approach of evil; once per month, a
Lawful user can fully heal up to two people in mortal danger)
❖ 500 CP: Ionian Gems (seven gems; six grant healing, ESP, spell turning, and
holders can speak telepathically with other holders; the seventh gem can do all
that, and also charm the bearers of the other gems)
❖ 500 CP: Mill of Sampo (can grind out meal, salt, or gold from straw, up to
100 gp worth per day)
❖ 1500 CP: Islundal's Tree of Life (a demihuman clan relic; can cure blindness,
cure disease, neutralize poison, cure serious wounds, identify magical items, and
turn undead; carefully-removed pieces can be used to create
thematically-relevant magic items, such as magic bows, swords, arrows, cloaks,
or boots, or with a century or so of work, a flying lightboat; with the proper
rituals, a branch can be grown into a new Tree of Life with all the same
abilities over four centuries. Or, for the same price, the Jumper could instead
acquire a different clan relic, such as a dwarven Forge of Power, a hin Crucible
of Blackflame, or a sea-elven Pearl of Power.)
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50+ CP: Spellbooks
In general, 50 CP per ten spell-levels. Is there a particular
spell you really want that's ridiculously hard to snag a copy
of? Here you go. Some known texts include:
❖ 100 CP: A wizardly library; doesn't actually contain any spellbooks, but
allows for the research of spells of all levels.
❖ 150 CP: Trolek's Tome: (All conjuration and divination spells, levels 1 to 5)
❖ 600 CP: Spellbooks of Bargle the Infamous, as of 1000 AC (First Level -
Charm Person, Detect Magic, Magic Missile, Read Languages, Read Magic,
Shield, Sleep. Second Level - Detect Invisible, ESP, Invisibility, Levitate, Locate
Object, Phantasmal Force. Third Level - Dispel Magic, Fire Ball, Hold Person,
Invisibility 10’ radius, Protection from Normal Missiles. Fourth Level
- Confusion, Hallucinatory Terrain, Ice Storm/Wall, Massmoph, Wall
of Fire, Wizard Eye. Fifth Level - Cloudkill, Conjure Elemental,
Pass-Wall, Telekinesis, Wall of Stone. Sixth Level - Anti-Magic Shell,
Disintegrate, Invisible Stalker. Seventh Level - Mass Invisibility,
Power Word Stun.)
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❖ 50 CP: Fleabottom's Brick Mac: An automated tunnel-digging, bricklaying
maze builder.
❖ 50 CP: The Hot Air Balloon: A wood and paper balloon powered by spells
and natural weather.
❖ 50 CP: House Vacuum: A built-in house cleaning device powered by a
captive air elemental or vortex.
❖ 50 CP: Melrond's Foolproof Dishwasher: A mechanism that lowers dishes
and glasses into a black pudding, which eats all organic material on them.
❖ 100 CP: Ardraken's Refreshment Simulacrum: A magical construct of a
box-shaped creature called a cola. Colas charge two silver pieces, which they
magically convert into a dark, sweet elixir. The 'real thing' is worth 600 gp per
metal cylinder, though for anyone other than its owner, the cola might simply
eat the money, attack by firing its drinks as missiles, or provide a Special Drink
with malign effects.
❖ 100 CP: Borgora's Inflatable Scare-Dragon: A tough, resilient, elastic
construct made from the byproducts of petroleum fungi and employed as an
effigy to frighten away wandering monsters.
❖ 100 CP: Honest Obie's All-Night
Armor Merchant: An automatic device that
determines the metal content of scrap
materials, and pays fair market value (more or
less) for it.
❖ 150 CP: Evem's Mirror of Enviable
Image: A mirror that shows the viewer an
improved image.
❖ 200 CP: Vanserie's Wondrous Elemental Heater: A magical central heating
unit using fire elementals and water pipes.
❖ 250 CP: The Extra-Dimensional Safe: An extra-dimensional strongbox
designed to be particularly difficult for thieves.
❖ 300 CP: Darak's Thaumaturgical Printing Press: An advanced and
sophisticated printing press using sorcery and machinery to produce printed
material in quantity.
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❖ 300 CP: Brandon's Bard-in-a-Box: A
portable magical music system for party
entertainment.
❖ 400 CP: Beldane's Subterranean Borer:
A manned mechanism for cutting
tunnels through earth and rock with
relative speed, without the use of large
work-gangs.
❖ 400 CP: The Clockwork Dragon of Mai-Faddah: A mechanical automaton
that simulates the appearance and basic abilities of a real dragon.
❖ 400 CP: The Thermoaerohydrometeorological Precipitation Generator: This
device creates rain with a chemical reaction and magical devices.
❖ 550 CP: Marianita's Relentless Spy, with all
optional attachments: A sort of magical radar, which
displays the local area, including pointing out things
that are invisible, metal, evil, or magic, showing
three-dimensional diagrams of detected objects
❖ 550 CP: Morath's Mobile Manor: A
miniature castle on wheels, the steam-powered
Mobile Manor is
equipped with a
variety of weapons and other features.
❖ 600 CP: Ch'Thon's Astral Ball: A crystal
ball that monitors scrying activity in an
alternate reality. Post-Jump, you can attune
this to any reality you know of.
27
magical effects. Any such spells cast on the wearer sit on the armor's surface,
suspended, until the armor touches someone (whereupon the spell affects that
individual) or the energies dissipate after six minutes. (Even the wearer's own spells
can't affect them, as they draw on the world's external energies; only whatever magic
items are worn under the armor will function for them.) However, a month after first
being worn, its strange properties wear off, and the armor crumbles.
By selecting this purchase, you gain a forge in the middle of a small volcano
attached to your Warehouse; the ambient temperatures are over five thousand
degrees, and with the smelter, molds, and tools made out of metallic fire from the
Plane of Fire, the ore itself reaches over ten thousand. The place is run by a few fire
elementals, who are able to produce one suit of armor per month. You can use the
facilities to create additional objects, as long as you supply labor that can stand the
heat. (Or you could offer the elementals enough payment to hire more workers; they
tend to appreciate rare and interesting woods, coals, textiles, and other burnables.)
28
the process is also incredibly expensive; even a small sky sloop costs at least
half-a-million gp, and their ships-of-the-line are on the order of forty million.
Fortunately for adventurers, there have been more recent advancements in airship
engineering using alternate approaches - and some of them don't even involve
gnomish tinkering.
❖ For the low, low price of just 400 CP, you can have
a copy of Captain Blotomus's hammership, resembling a
cross between a sailing ship and a hammerhead shark, 250
feet long and with a 25-foot beam; along with a Dynamo
of Flying upgraded not to just provide flight, but also
create and maintain a breathable atmosphere and
reasonably temperate climate even in the cold and void
outside of Mystara's skyshield (though those effects will
require expending one of the Dynamo's charges per three hours). As a bonus,
you'll also receive some float in air enchantments on the hull, so if the
Dynamo's enchantments are temporarily brought down by a dispel magic
spell, the ship won't immediately start plummeting to the ground.
❖ For the budget-minded skycaptain, for a mere 100
CP you can have a smaller, mosquito-shaped airship
with a basic Lesser Dynamo of Flying. It only has a
helm room that's a bit under 8'x8', a cabin of
15'x10', and an open deck of 5'x50'; but it can still
carry you and a few passengers across the skies.
❖ The deluxe option is 700 CP for a ten-story (not including
tentacles) wizard's tower in the shape of a cuttlefish, along with a
Greater Dynamo of Flying (with the voidship upgrades).
❖ If you can't resist the lure of gnomish contraptions, for 50
CP you can have one of Serraine's biplanes or triplanes: a
Pflanger-Skyratchet Mk VII
Fighter-Bomber two-seater
biplane, a Mk IIa Tomcat
biplane, Mk VI Polecat triplane, or an
eleven-seater Smurfri-Lodestar F3F
29
Cloud-Clipper biplane with an enclosed cabin. And may the Immortals have
mercy on your soul, because the ground certainly won't have any on your
body.
30
cave eels, and quite possibly a small black dragon to deal with, and a selection
of traps to find and disarm. But once you've dealt with all of that, the place
(and whatever you can find inside it) can be all yours!
❖ 200 CP: One Hex: A piece of land, eight miles from one edge to
another, shaped like a hexagon (about 55 square miles). (Most likely,
you've paid some corrupt Thyatian officials enough of a bribe to get a
fake genealogical chart "proving" your noble ancestry, and that you are
the true heir to the cheapest, poorest dominion plot-of-land to be found
anywhere in the Empire.) You can multiply the size of your plot by
multiplying the cost accordingly. For double the price, you can be a baron.
❖ 100 CP: Cloud-Castle Building Gear: When the blood of a storm
Immortal is spilled on a cloud, its appearance doesn't change but it becomes
permanent and semi-solid. This set of equipment includes a gem enchanted to
glow in the direction of the nearest solid cloud; fog-cutters and fog-tongs (to
reshape the cloud), dredges (to scoop up soil), anchors (to keep the cloud in
one place when desired), buckets (to collect water), and very long chains. The
castle itself is not included; a Jumper may import one, or may have to quarry
suitable rock.
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600 CP: Lesser Planar Pendant
Like its larger sister (the one fought over in the castle of Qain), this object was sent
into the multiverse from beyond the Dimensional Barrier by the Old Ones, and some
theorize that they did so to help ensure mortals continue to be able to express their
free will in spite of Immortal plots. This pendant may not share its larger version's
ability to drain an Immortal's power, but it does share a more subtle, and perhaps
more important, power: no mortal carrying this object can be found or detected by
an Immortal, directly or indirectly or by agents, through means mundane or magical.
The only exceptions are if its bearer is within mortal sensing range of the Immortal's
true body (not an avatar, not a field of omniscience); if the bearer directly draws on
any Immortal's power (such as through an artifact, not just through casting divine
spells); or if the mortal ceases to carry it.
In future Jumps, "Immortal" can refer to any divine-or-above-level entity, and
"mortal" can refer to anyone who doesn't make use of that level of abilities (so sapient
undead and imbibers of potions of longevity can still count as mortals).
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Companions
50 CP: One Person, or 200 CP for Eight
One new or imported companion. They gain a
background (and its discounts), freebies,
stipends, and 400 CP to spend.
50 CP: Pet
A familiar, dragon's egg, riding griffon, or other such non-sophont mortal individual,
of lesser power than your own. If your class abilities provide you with a non-person
companion, you receive a purchase of this for 0 CP to cover them.
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Drawbacks
The Jumper can gain up to an additional 600 CP from Drawbacks.
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+50: Starting Debt
You owe at least 100,000 gp (not counting interest) to people who insist on being
paid, in cash, and soon. You have to acquire the payments using entirely in-setting
resources after the start of the jump; and you really don't want to know the penalties
applied by the Interdimensional IRS for any irregularities.
35
to wear foreign armor, wield foreign weapons, or cast foreign magic. It takes an
exertion of will to avoid being a caricatured stereotype of your group.
36
fulfilling all the plot-points that encourage readers to root for them? Well, now one
such group has you squarely in their sights - and they're the sort of party who'd have
read the Evil Overlord List, has plans in case they come across Tucker's Kobolds, and,
in short, are actually competent instead of just relying on narrativium carrying the
day.
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By selecting this Drawback, one particular Burrower is going to fully awaken; and
while it still won't be able to move, and its mental powers are still suppressed, there is
one thing it can do: telepathically contact you. Its goals are entirely in service to
Thanatos, whose greatest goal is to destroy everything in the multiverse, and to cause
as much pain and destruction in the meantime as feasible; and for the next decade,
you get to listen to whatever ideas it chooses to share with you. Hope these points are
worth having what's practically an incarnation of evil (and not one of the stupid
sorts) whispering in your head during your stay here.
38
all this, and if you let history drift too far off track, your own history will be
threatened; someone else may retroactively have started on the JumpChain instead of
you.
39
Scenarios
You can take more than one, if you
wish. Failing a scenario does not mean
failing the jump.
40
Reward: What, you need an external incentive to try to keep millions from dying,
and even more from enduring massive suffering? Fine, fine. If you manage to keep
the Immortals from warring with each other over the Radiance, the empires from
warring with each other over over whatever excuse they can find, the Desert Nomads
from warring on Sind, the Shadow Elves from warring on Alfheim, and Glantri from
being blown up by anything, then at the end of the jump you will be given the
artifact, the Peaceful Periapt of Pax, to take with you on your future journeys.
(The Periapt is shaped as an alabaster dove, with a sun on one wing and a crescent moon
on the other, about the size of a fist. It has 285 Power Points; its powers are Calm Others
(120', up to 40 HD) for 30 PP, Mass charm (120', 30 HD) for 75 PP, Lore for 70 PP,
Truesight (for 50 minutes) for 50 PP, Cure serious wounds (14 hp) for 25 PP, Cure critical
wounds (21 hp) for 35 PP, Cause serious wounds (14 hp) for 30 PP, and Cause critical
wounds (21 p) for 35 PP. It can only be damaged by +5 or better weapons or artifacts,
always takes minimum damage, has AC of -20 and 285 hit points, and will activate its
powers to defend itself if attacked. (If it is damaged, then like any other Item from this
Jump, it will be restored at the next full moon.) The first time a possessor uses it, they
become Lawful if they weren't already, and peaceful unless facing Entropics; their AC is
penalized by +5; it recharges by draining 1 year of life from a random person within 50 feet
to regain 10 PP, once per ten minutes; it loses 2d10 PP if it strikes anyone who isn't Chaotic
or Entropic; the user causes -5 damage when striking anyone other than Chaotics or
Entropics, and -3 damage per die when casting magic.)
From B1 to M5
Requires the "Capped Level" Drawback to be taken.
You'll be running through the classic adventure modules, starting with exploring
In Search Of The Unknown, sailing to the Isle of Dread, undergoing the Test of the
Warlords, and going Into the Maelstrom. You're going to end up chasing after
artifacts, running a domain in Norwold, keeping various evil entities from invading
the Prime Plane, and generally doing the do-gooder thing.
Reward: Being the central figure of an epic saga. And bringing along the
Stronghold and Dominion that you gained and developed as part of your
advancement into future Jumps, to either attach to your Warehouse or import.
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The Radiance
Requires you to have at least one level of an arcane casting class that can eventually
cast 9th-level spells, such as magic-user or elf-wizard from Alfheim.
Ignore the Jump's standard starting age; you start as a twelve-year-old (or
equivalent if non-human), enrolled in Glantri's Great School of Magic. (You can start
younger, if you wish, but you can't enroll until that age.)
This is Glantri's built-in long-term campaign. Includes study at and graduation
from the Great School of Magic, engaging in noble-level politics to eventually
become a Prince or Princess (due to the nobility system's hidden tie-in to Radance
emanations), and eventually finding and casting the Radiance spell that turns the
caster into an Energy Immortal. (Or, after 1010 AC, an Entropy Immortal.)
Reward: Maintaining access to the Radiance after this Jump ends. A large crystal
receptacle can store its power (or you can carry some in your own body, which will
start glowing with more than a smidgeon), which can be used to increase the
effectiveness of spells, create fireballs whose smoke can cause a rotting disease, or even
nudge the rolls of destiny.
42
How many other magical gems are connected to them (such as the Essence-Orb of
Trinkla, the Black Sage), where can they be found across Mystara's surface (or
beyond), which have been destroyed (and can they be recovered by playing with the
Sphere of Time), which have been altered or corrupted since their creation (such as
by Arik of the Hundred Eyes) and what happens when they're reunited?
Reward: The opportunity to tell a brand-new tale.
End-Jump Scenario
You may take this jump a second time, to attempt this scenario.
Start as a level one mortal, achieve Immortality, become a fully-powered Hierarch
Immortal, give up everything to become a level one mortal again, become Immortal
again in a different Sphere, become a Hierarch again, give everything up. (This is the
canonical method for becoming an Old One, which is officially a way to win
Dungeons and Dragons.) This will take a large amount of time and effort; remember,
there are many Immortals who are thousands of years old and haven't managed to
become a Hierarch even once.
Reward: The opportunity to travel beyond the limits of the known multiverse, by
acquiring an Oldwalker Spark.
43
End Choices
And That Means Comfort: Return Home
The Adventure Never Ends: Stay Here
The Next Campaign: Continue Jumping
44
Notes
Written by DataPacRat, with suggestions and contributions from the JumpChain
communities.
45
❖ Wish spells can substitute for any arcane spell of 8th level or less, or any divine
spell of 6th level or less, but have a number of limits: you cannot gain levels or
XP with them, you cannot increase maximum levels about 36, wishing for
treasure removes 1 XP per gp (with a cap of 50,000 gp per wish), it takes 17
wishes within a week to permanently increase an ability score from 16 to 17,
and they cannot affect history more than one day in the past or completely
overcome impossible odds.
❖ The multiverse consists of the Prime Plane, the Ethereal, the four elemental
planes, the Astral Plane (which doesn't directly touch the Prime, and in which
mortal creatures, objects, and spells lose one dimension - people appear flat,
fireballs become disks, fly allows levitation), and a large number of scattered
outer planes (which include the various afterlives, lean more or less towards
one or another of the five Spheres, and can be connected to each other in a
variety of ways). Limbo can only be entered by Immortals and the dead. The
"Demiplane of Time" isn't really a demiplane. The realm of Faerie is hard to
classify, but could be treated as a sort of Inner Plane. There are several
Dimensions outside of the multiverse, such as the Dimension of Nightmares,
the Dimension of Myth (where the d'Ambrevilles hail from), and the
dimension from which the Federation Survey Ship Beagle came from; and
surrounding them all and containing them is the Dimensional Vortex, into
which no mortal or Immortal can venture.
❖ Mystara's atmosphere is contained within a Skyshield, beyond which is an
airless, cold void. Magical voidships travel faster the further they are from
anything else; it would take about two weeks to travel from Mystara to one of
its moons, a month to another planet, and two to three months to another
star.
46
Post-Jump divine magic:
JumpChan will arrange for you to continue to use any Immortal-sponsored class
abilities even without access to said Immortal.
References:
Mystara was mainly described in the fourteen Gazetteers, the Dawn of the Emperors
boxed set, the four Creature Crucibles, several Almanacs, the Wrath of the Immortals
and Hollow World boxed sets, and the Voyages of the Princess Ark and the Known
World Grimoire series of articles in Dragon Magazine; plus assorted adventure
modules, several supplements that used the 2nd edition AD&D rules, five video
games, ten novels, and scattered references elsewhere. It has a thriving fan
community with lots of homebrew contact that can be found at
47
http://pandius.com/ (such as a timeline compiled from various sources at
http://pandius.com/timeline.html ) and
https://www.thepiazza.org.uk/bb/viewforum.php?f=3 . It has articles in both
Wikipedia and TV Tropes.
The BECMI rules are from the Basic, Expert, Companion, Master, and Immortal
boxed sets; the first four of which are compiled in the "Rules Cyclopedia", the last of
which is updated in "Wrath of the Immortals". All images (except the gazebo) are
from various D&D and Mystaran sources, such as the cover of the Basic rulebox, or
the 1993 video game "Fantasy Empires".
Dragon growth and the Ceremony of Sublimation are described in Dragon
Magazine issue 170, which is also at http://www.pandius.com/immguard.html . The
Red Curse is described in Dragon Magazine issues 171 and 172, and the "Red Steel"
boxed set. Blackflame is covered in GAZ8: "The Five Shires". Warduke is from the
action-figure toy-line, the cartoon, and the adventure module XL1: "Quest for the
Heartstone". Limbo is described in Dragon Magazine issue 180. The Rainbow
Bridge is from the adventure module CM7: "The Tree of Life". The Emerald River is
described in the adventure module HWA3: "Nightstorm", and chronomancy in the
supplement "Chronomancer". The Deck of Spheres is from the "Dungeon Master's
Survival Guide". Magical heraldry is described in Dragon Magazine issue 199.
Gnomish technomagical appliances and cloud castles are described in AC11: "The
Book of Wondrous Inventions". World-Shield ore and armor are described in the
adventure module HWA2: "Nightrage". Captain Blotomus and his hammership are
from "First Quest". Deckplans for a Hammership are at
http://www.spelljammer.org/ships/deckplans/Hammership.gif , a Mosquito at
https://www.dropbox.com/s/3pj0qtzsc81sxjg/Mosquito.PNG?dl=0 , and a Cuttle
Command at
https://www.deviantart.com/laggytoes/art/Cuttle-Command-Colorized-779848374
. The gnomish biplanes are from PC2: "Top Ballista". The Fortress of Fangs is from
the AD&D action-figures playset. The Haunted Keep is originally from the Basic
Box set, and was expanded in a fan-made adventure module at
https://www.dragonsfoot.org/files/pdf/DF23-The-Haunted-Keep.pdf . The original
Planar Pendant is from the novel "Son of Dawn" by Dixie Lee McKeone. The fanfic
"(My)stara's Little Ponies: Friendship is Adventuring" can be read at
48
https://www.fimfiction.net/story/2857/mystaras-little-ponies-friendship-is-adventur
ing . "The Tale of Eric and the Dread Gazebo" can be read at the archive.org copy of
http://www.dreadgazebo.com/index.php?name=News&file=article&sid=8 . The
"Evil Overlord List" can be read at http://www.eviloverlord.com/lists/overlord.html .
Tucker's Kobolds can be read about at
https://media.wizards.com/2014/downloads/dnd/TuckersKobolds.pdf . The
Peaceful Periapt of Pax is from the adventure module M5: "Talons of Night".
Timing:
If it really matters, 'full moon' and 'new moon' are defined according to Matera's
28-day cycle; if it's not visible, as said moon is seen from Glantri City.
When In Doubt:
Fanwank responsibly, and remember Rule Zero: "Whichever interpretation of a rule
provides the most long-term fun for everyone, use that."
Changelog
❖ v0.1 (2021-04-25): Initial release of MVP (Minimum Viable PDF).
❖ v0.2 (2021-04-28): Tweaked starting age, Blackflame, Climate Control, and
The Emerald River; tweaked and capped One Level and Be the Dragon;
replaced Lichdom with The Compost Heap. Added Almanacs to Gazetteers.
Added Ring of Three Wishes, Cloud-Castle Building Gear, and Fortress of
Fangs; increased price of Lesser Planar Pendant. Added A Burrower's
Emanations, revamped Immortal Interest. Added notes on wish spells, other
editions of D&D, timing, and When In Doubt.
❖ v0.2a (2021-04-30): Fixed typo.
❖ v1.0 (2021-08-30): Called it the final draft, set version number to '1'.
49
Deck of the Spheres
THE CARDS OF ENERGY
1. The Arena: The subject is transported to an arena which
is found on an outer plane, where they face random
monsters whose total Hit Dice don’t exceed their level. If
they are able to kill them all, they gain an experience level,
however if they die they reappear with one less experience
level.
2. The Flame: The subject becomes immune to any fire
damage and is able to produce burning hands three times
per day. However, they suffer double damage from
cold-based attacks or from creatures of cold.
3. The Lightning: The subject becomes immune to any
lightning or electricity damage and is able to produce
shocking grasp three times per day. However, any contact
with water stuns them for 1d4 rounds.
4. The Mage: The subject becomes immune to any magic effect, dangerous or beneficial, and isn’t
able to cast spells or use magic items that require activation. The effect is permanent and can only be
dispelled with a wish expressed by someone else.
5. The Enemy: The card summons a powerful extraplanar creature in front of the subject (with as
many Hit Dice as they have levels). The creature knows who summoned it, and that the only way
home is by killing them, therefore immediately mercilessly attacks them. If they are able to resist and
kill it by themself, all their characteristics increase by 1 point; if they defeat it with the help of
others, they still acquire a bonus point in a characteristic of their choice.
6. The Sun: All the subject’s characteristics increase to 19 for 1d4 days, at the end of which their body
explodes in a blaze of flames and is reduced to ashes; only a wish can return them to life.
THE CARDS OF ENTROPY
7. The Assassin: The subject’s Dexterity increases to 19 for a year, after which it drops to 3 for the
same amount of time before returning to normal. Only a wish can reinstate the characteristic’s
original value before the duration ends.
8. The Gauntlet: The subject is cursed and suffers a –4 penalty to their attack and damage rolls and
Armour Class for their next ten encounters with enemies of equal level or Hit Dice. If they are able
to survive without dying, after the last encounter the curse vanishes and they gain one experience
level.
9. The Thief: The subject’s alignment becomes Chaotic; if it is already Chaotic they gain an
experience level.
10. The Spectre: The subject is cursed and each night transforms into a spectre with equal Hit Dice,
who goes in search of nourishment (acting without control, driven by hunger and evil instincts). In
50
the morning they return to normal without remembering anything. The curse can only be broken
with a wish.
11. The Tomb: The subject is taken to a remote tomb 5d100 miles distant and dies within 1 hour of
asphyxiation if not saved. In the tomb it is impossible to move or cast spells, but if they somehow
escape their Constitution permanently increases by 1d6.
12. The Asp: The subject must make a saving throw vs. poison at –4. If the saving throw fails, they
develop a vulnerability to poison that causes a –4 penalty to every saving throw to resist poison, and
any damage suffered by contact with poisonous substances is doubled. If the saving throw succeeds,
they become immune to any type of natural poison or poisonous attacks of monsters and receive a
+4 bonus to their saving throws vs. alchemical or magical poisons.
THE CARDS OF MATTER
13. The Tree: The subject’s skin is transformed into hard bark and their natural Armour Class
becomes 2, with an Armour Value of 2 points (subtracted from any damage taken). Their Dexterity
and Charisma are both reduced by 6 points.
14. The Animal: The subject acquires the permanent ability to transform into any normal animal, as
per the animal form spell. However, one year after the first transformation, each time that they
assume animal form they must make a Wisdom check: upon the first failure the metamorphosis can
only be reversed with a wish, which also deprives them of the power.
15. The Dragon: The subject instantly acquires a typical skill of a dragon with HD equal to their level
(minimum Adult). Simultaneously, the nearest dragon loses this ability and is immediately made
aware of the identity and location of the person responsible, knowing that it can only regain it by
killing them. If they kill the dragon, they keep the special ability permanently. To determine the
stolen ability and the type of dragon roll on the tables:
● 1d10: 1 Breath; 2 Armour Class; 3 Acute Senses; 4 Claw Attacks; 5 Bite Attack; 6 Spit
Attack; 7 Alternative Form; 8 Terrifying Fear; 9 Racial Magic Power; 10 Immunity.
● 1d12: 1 White; 2 Black; 3 Green; 4 Blue; 5 Red; 6 Amber; 7 Crystal; 8 Onyx; 9 Jade; 10
Sapphire; 11 Ruby; 12 Gold.
16. The Gem: Within 24 hours the subject finds a gem of rare perfection, which on the market can
reach a value equal to the Experience Points that they had when they drew the card (max. 500,000).
17. The Giant: The subject’s Strength increases to 19 for a year, after which it drops to 3 for the same
amount of time before returning to normal. Only a wish can reinstate the characteristic’s original
value.
18. The Sword: The subject makes a saving throw vs spells at –5. If the saving throw succeeds, their
favourite weapon is empowered and its bonus permanently increases by 1d4 points (up to a
maximum of +5). If the saving throw fails, their favourite weapon is cursed and its bonus
permanently decreases by 1d4 points.
THE CARDS OF THOUGHT
19. The Fool: The subject’s Wisdom and Intelligence are both permanently lowered by 6 points.
20. The Arrow: The subject gains a +4 bonus to Attack Rolls with any type of bow or crossbow, but
anyone attacking them with these weapons has the same bonus.
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21. The Book: The subject’s Intelligence increases to 19 for a year, after which it drops to 3 for the
same amount of time before returning to normal. Only a wish can reinstate the characteristic’s
original value.
22. The Paladin: The subject’s alignment becomes Lawful; if they are already Lawful they gain an
experience level.
23. The Mentor: The subject’s Wisdom and Intelligence are both permanently increased by 3 points.
24. The Stars: The subject’s Wisdom increases to 19 for a year, after which it drops to 3 for the same
amount of time before returning to normal. Only a wish can reinstate the characteristic’s original
value.
THE CARDS OF TIME
25. The Hourglass: The subject instantly ages 30 years and must make a saving throw vs. death ray at
–4; if they fail they die due to the physical shock, otherwise their Charisma is permanently increased
by 1d6 points.
26. The Judge: The subject undergoes the judgement of Fate. They should roll 1d100 and compare
the result with the sum of their Level and best Characteristic: if the result of the roll is lower than
this total, all their characteristics are permanently raised by one point, otherwise all their
characteristics are permanently lowered by 1 point.
27. The Elf: The subject is instantly transformed into an elf (subrace based on their best
characteristics); if they already belong to this race, they gain a Level.
28. The Healer: The subject gains the extraordinary ability to regenerate 1 hp per turn.
29. The Moon: The subject’s Dexterity is permanently increased by 2 points, but at the first full moon
they transform into a lycanthrope (of a type based on their character), and the lycanthropy can only
be removed through a wish.
30. The Tower: The subject sees a small, ivory tower the size of a chess piece appear before him. By
touching it, they are able to exploit the effects of the dimensional refuge spell in a permanent
manner.
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