1-Good Luck Charm.

A generic item of minor magic, this miniature silver horseshoe on a silver chain  adds a +1 to the luck of the wearer and charms of it's kind can be brought in many a shop or a market stall.

2-Bad Luck Charm

Made by an apprentice sorcerer who wanted a minor revenge on his ex after she cheated on him, this miniature silver horseshoe on a silver chain subtracts a -1 from the luck of the wearer who is more likely to have something bad happen as a result.

3-Charm of Warning

This copper charm on a silver chain goes cold when the wearer is near a source of danger, be it inanimate, undead, or living, and is often brought by adventures in the town of Terrasquestone to aid them before they descend into the into the dangerous depths of the  Gygaxian Gyre. It's expensive, but it can save your life in certain circumstances.

4-Charm of Light

This crystal on a copper chain glows with magical werelight when the wearer wants it to. Quartz ones are cheap and bright, whilst ruby ones are much more expensive but don't ruin the wearer's night vision when used.

5-Charm of Eavesdropping

If hidden somewhere this little nugget of fool's gold on a silver chain can record up to an hour of sounds from those closer then ten feet away from it, and it's owner can then recover it, say the word "Play" to make it repeat what it recorded and say "Stop" to make it stop. Some countries ban this charm from being sold to the general public.

6-Charm of Swordsmanship

When set into a sword by a blacksmith, this polished amethyst stone turns the weapon into a +1 Magic Sword, and also makes it into a magic weapon, so it can harm creatures and people who can only be harmed by magical weapons. 

7-Charm of Bravery

This charm of carved amber repels Fear spells and greatly boosts it's wearer's bravery, but if the wearer is naturally brave enough it can turn their bravery into downright foolhardiness and cause them to do or say stupid things and even get themselves killed. 

8-Charm of Speed

If eaten, this chocolate charm has both the positive and negative effects of methamphetamine. On a critical failure the user gets addicted to the affects until cured.

9-Charm of Badness

Made by an apprentice sorcerer to get a rival into trouble, this brass pig's head on a brass chain makes the wearer more likely to swear, break minor laws and get into brawls.

10-Charm of Waterfinding

When held at arms length in the hand, this expensive sapphire charm leads the holder to the nearest source of water-not necessary water that is drinkable, as it might be fouled, poisoned or salty. 

11-Charm of No Magic

For this plain iron charm to work, it must be magically attuned to the wearer and the effects are lifelong and can only be undone by an Archmage. No magic will work on the wearer, either good or bad. Magical curses have no effect, and magically created lightning and fireballs fade out before hitting the wearer, but healing magic and other good spells, charms and potions have no effect on the wearer either, and magical weapons, even those of great power, permanently lose their magic if the wearer even touches them. It is a great boon, but also a great bane as well.

12-Charm of Hecks

The wearer can only use PG13 swearwords whilst he or she wears this ivory charm and for twenty-four hours afterwards. It was made by a sorcerer for his notoriously foul-mouthed daughter so she would not be able to embarrass him at a wedding. Oh, fork it!

13-Charm of Heeling

Made for members of a Thieves' Guild by one of their mages, this golden dog charm makes all dogs be unable to attack the wearer for 1D6 minutes, and then it takes twenty-four hours to recharge it's magic.

14-Charm of Invisibility

This opal on a silver chain casts a spell of invisibility for twenty-four hours-but only on the charm itself rather then the wearer, as the caster got a word wrong when making the magical charm.

15-Charm of Fireball

This amber charm has two magical charges in it before it loses it's magic and when used it summons a small tankard of heavily spiced and very intoxicating liquor. If cars exist in this world , drinking one of the tankards of the liquor renders the drinker unable to legally drive for ten hours. It also makes the drinker feel less pain, but at the cost of two combat Skill points until the effects wear off in ten hours. Drinking both at once doubles the effects both bad and good.

16-Charm of Move Pain

Whilst this jet charm cannot stop pain that the wearer is feeling, it can move it to a part of the body where the effects are not quite as unbearable (for example, a tooth pain moved to a little finger instead.)

17-Charm of Cause Pain

This gold loaf charm on a silver charm, when it's magic is activated,  causes a small loaf of bread to appear in front of the wearer once a day  (pain is the French word meaning bread.)

18-Charm of Security

This silver key charm, when it's magic activated, summons two D6 of burly Security Guards with batons who attack both the PCs and whoever they are fighting indiscriminately and vanish when killed, maimed or knocked out.

19-Charm of Webbing

When activated, this jade frog charm gives the wearer webbed feet, making them able to swim better and faster. The effects last for two hours and it takes a day to recharge it's magic.

20-Charm of FarSeeing

This silver eye charm on a plain string improves the wearer's eyesight to that of a hawk when worn, enabling them to see things a long way away.

21-Charm of Mushroom

This yellow citrine charm has only one magical charge in it and when activated, rapidly fills a room when activated with two feet of foul-smelling mush. It was invented by a sorcerer who used to be thrown out of hotel rooms often for not paying his hotel bill, to get revenge on the hotel owners.

22-Charm of Teleportation

Another charm that would have been very useful but for a word being said wrong in the enchanting of the charm. When activated, this silver T charm teleports itself thirty feet away from the wearer in a random direction leaving the wearer behind.

23-Charm of Hide

Made of leather, this charm gives a +2  bonus to those trying to hide.

24-Charm of Hyde

This copper charm brings out all the wearer's worst instincts and behaviours and forces him or her to act on them for as long as it is worn and for twenty-four hours after it is taken off. It was used to get someone sacked from their job as a City Guard.

25-Charm of Fly

This little golden fly charm keeps flies off the wearer, be they alive, dead or undead. Undead zombies or ghouls wearing this charm take several days longer to decompose because of this. For the living it is a major boon in places that are infested with flies.

26-Charm of Cockroach

This little golden cockroach charm renders the wearer unable to die for twenty-four hours even if their wounds or disease would kill them, enabling them to live on, although in a lot of pain, with 1 Stamina point until they either get medical help, or die when the charm's power runs out. It takes twenty-four hours to recharge itself.

27-Charm of Sadness

This little turquoise charm creates a deep depression in the person who wears it, making him or her suicidal if it is worn for more then a few weeks. One of those charms to give to someone who you really hate.

28-Charm of Joy 

This little turquoise charm creates a deep happiness in the person who wears it, even when things are not going very well. Prisoners, beggars and those who are dying find it to be a major boon.

29-Charm of Seeing Red

If someone is blind through disease, accident, battle wounds, or being blinded on purpose they can see red things, but sadly, they can only see things that are red, which is still better then being utterly blind. They will wear red clothes and if they have a sword it will have red jewels set into it or red paint on the blade.

30-Charm of the Jackson

Set into a glitzy glove as a silver and jet ring, this charm makes zombies dance instead of attacking, but has no effect on other types of Undead. It was made by a necromancer of renown called Mr Jackson who was also a werewolf.

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