Magic
Magic is by far the most powerful weapon in Terrisi, but use it too much and it could kill the user. Each time a wizard casts a spell, it saps strength from him. The reason for this is, he reaches up and draws the magic into himself, he then transforms it to the shape he needs and throws it back out. As it leaves his body, it loses strength, kind of like going through a filter. So it takes some of the caster's strength with it, to keep the strength it originally had.
How to actually use the magic is in the rules section under magic.
Terminology-
Suffer # wounds- means it does damage
Receive # wounds- means healing
-# to hit- means your required roll to hit goes down by #
+# target number- means your opponents required roll to hit goes up by #
Add +# to target number- means your required roll to hit goes up by #
Spell name |
Effect Level 1 |
Effect Level 2 | Effect Level 3 | Effect Level 4 | Effect Level 5 |
| Cheetah speed | Target gains +1 WS until end of combat | +2 WS | +3 WS | +4 WS | +5 WS |
Earthwave |
Moves 1d6x10 pounds of earth up to 1d6 feet. If anyone is hit they suffer 1d6-1 wnds |
Moves 1d6x20 pounds of earth | Moves earth up to 2d6 feet | Moves 1d6x50 pounds of earth 3d6 feet doing 2d6 wnds | Moves 1d6x100 pounds of earth 1d6x10 feet doing 4d6 wnds |
| Healing power of Felanthi | Target receives +1d10 wounds | Recieves 1d10 +3 Wnds | Recieves 1d10 +6 Wnds | Recieves 1d10 +9 Wnds | Recieves 2d10 +5 Wnds |
| Healing stream | Creates a small stream, that when drank from will heal 1d6 wounds for only the first drink, lasts 1 hour | heals 1d6+3 wnds | allows 2 drinks of healing | heals 2d6 wnds | allows 3 drinks of healing |
| Living lands | Allows caster to animate 1 plant, lasts 1d6 minutes | 2 plants | Lasts 2d6 minuites | 3 plants | Lasts 3d6 minuites |
| Nature's rebirth | Allows caster to make a plant that has died or been cut down to grow to it's original state, lasts indefinitely | - |
- |
Effects a 10 foot area | Effects a 20 foot area |
| Rebirth | Brings one target back to life, if the body is touched by the caster. The target revives with 1d6 wounds | revives with 1d6+2 wnds | revives with 1d6+3 wnds | revives with 1d6+4 wnds | revives with full wnds |
| Senses of the wolf | Target gains heightened senses and combat ferocity for 1d6 rounds. +1 to WS, -1 to hit, +1 target number | Lasts 2d6 rounds | +2 WS, -2 to hit, +1 target # | Lasts 3d6 rounds | +3 WS, -2 to hit, +2 Target # |
| Shockwave | The caster creates an earthquake, knocking anyone who fails a Dex roll to the ground, target # 3 with 4 successes. If failed they suffer 1d6 wounds, armor does not count | Target # 4 with 5 successes | 2d6 Dmg | Target # 5 with 6 successes | 2d6+3 Dmg |
| Speak with animals | Allows caster to talk with an animal for 1d6 minutes | 2d6 Minuites | 1d10 Minuites | half hour | 1 hour |
| Speak with plants | Allows caster to talk with a plant for 1d6 minutes | 2d6 Minuites | 1d10 Minuites | half hour | 1 hour |
| Storm of vengeance | Creates a strong wind that throws your opponent to the ground, they suffer 1d6 wounds, armor does not count | Target suffers 1d6+2 wnds | Target suffers 1d6+3 wnds | Effects 1d6 targets | Targets suffer 2d6 wnds |
| Tempest | Creates a strong wind making any shooting with arrows near immpossible, anyone using a bow type weapon needs a 5+ to hit regardless of any bonuses, lasts 1d6 rounds. | - |
Anyone attempting to use a bow requires a 6+ to hit reguardless of any bonuses | - |
Shooting with a bow is immpossible, no one may fire |
| The healer | The caster touches the target, and the target receives 1d6 wounds back | Target recieves 1d6+2 wnds | Target recieves 1d6+3 wnds | Target recieves 1d6+4 wnds | Target recieves full healing |
| Untamed growth | Causes a dense, 5 foot radius, underbrush to grow wherever the caster wants, within site. Lasts indefinitely | - |
- |
Underbrush effects 10 feet radius | - |
| Wanderlust | Causes a victim to have the sudden urge to wander away, lasts 1d6x10 minuites | - |
Lasts 1 hour | - |
Lasts 2 hours |
| Wild growth | Causes a light, 20 foot radius, underbrush to grow wherever the caster wants, within site. Lasts indefinitely | - |
- |
Effects 30 foot radius | - |
Spell name |
Effect level 1 |
Effect level 2 | Effect level 3 | Effect level 4 | Effect level 5 |
| Frenzy | The Caster nominates a single target. The next time the target attacks it will receive +1 attack | - |
Target recieves +2 attacks | - |
Target recieves +3 attacks |
| Poisonous breath | The caster's jaw opens and a flood of noxious fumes pour out. 1 target suffers 1d6 wounds. There are no deductions from toughness or armor. | Target suffers 1d6+2 wnds | 1d6 Targets are effected | Targets suffer 1d6+3 wnds | Targets suffer 2d6 wnds |
| Plague | Target must make a toughness roll, target 5 with 4 or more successes. If they fail, they contract the deadly plague! At the end of each turn he loses 1 unmodified Wound due to the debilitating nature of the plague. In addition, each person who comes in contact of the affected target must make a toughness roll in the same fashion as if the spell were cast on them. It may be healed by a priest at a very high price. Those already affected are immune to this spell. | 5 or more successes | 2 wounds per turn | d6 targets | Target 6 on a d6 |
| Poison wind | A poison wind blows from the caster's hands. 1 target takes 1 point of unmodified damage. The damage is treated as being poison damage. | - |
2 wounds | - |
d6 targets |
| Putrefy | Caster creates an illusion of death and decay all around 1d6 targets. They must imeadiately make fear checks at fear 4. All rules for fear apply. | fear 5 | - |
2d6 targets | fear becomes terror 4 |
| Rat swarm | The caster summons (1D6) Giant Rats to his aid. | 1d6+2 | 1d6+3 | 1d6+4 | 1d6+5 |
| Lightning | Forks of lightning leap from the caster's hand. Target suffers 1d6 wounds. If the target is wearing metal armor, than it provides no protection and increases the damage to 1d6+2 | 1d6+1/1d6+3 | 1d6 targets | 1d6+2/1d6+4 | 1d6+3/1d6+5 |
| Empower | The caster heals 1d6 wounds to either himself or another target. | - |
- |
2d6 wounds healed | - |
| Wither | A greenish pallid glow streatches from the caster's hand, sapping the strength from it's target. The target loses 1 point of strength, perminantly. | - |
- |
- |
2 ponts of Str. |
Spell name |
Effect level 1 |
Effect level 2 | Effect level 3 | Effect level 4 | Effect level 5 |
| Dust of the Plains | Creates a dust cloud making magic and combat impossible, except those who have blind fighting, lasts for 1d6 turns | - |
lasts 2d6 turns | - |
lasts 3d6 turns |
| Fury of Galimeere | The wizard spews forth a dragon's flame doing 1d6 points of damage, armor does not count | 1d6+3 | 1d8+2 | 1d12+3 | 1d12+5 |
Coruscation of Finreir |
Gives a -1 to the target number for blocking missile attacks, lasts 1 turn |
-2 target number | lasts 2 turns | - |
lasts 1d6 turns |
Meteor shower |
A meteor falls to the earth, crushing it's victim. Target suffers 1d6 wounds per round spell is held in play and not used for up to 6 rounds on a failed spell check the meteor falls before the caster intends |
- |
- |
- |
- |
Drain magic |
Removes all winds of magic from the area leaving spells useless, all winds of magic points are erased and all spells in play are nulled. | - |
- |
- |
- |
| Glamor of Tekerhis | Controls a single enemy's movements for 2 rounds | - |
1d6 rounds | - |
1d6 enemies |
| Banishment | Banishes supernatural creature back to where they came from, destroyes any single supernatural creature | - |
2 creatures | - |
1d6 creatures |
| Deadlock | Locks the wizard in a mental magical duel with a spell or magic item, leaving both the spell or item and the caster useless until wizard breaks the spell or a failed spell roll. | - |
- |
- |
- |
| Call of Olivion | Caster's Str is increased by +1, lasts 1 combat session | - |
Str increased by +2 | - |
Str increased by +3 |
| Storm of blades | Caster's attacks are increased by +1, lasts 1 combat session | - |
- |
attacks increased by +2 | - |
| Sand storm | Caster's target number is increased to 6+, lasts 1 combat session | - |
- |
- |
- |
The six guilds of Magic
The Dal-Thri have set up colleges where the wizards learn and teach spells.
Guild of earth |
Effect level 1 |
Effect level 2 | Effect level 3 | Effect level 4 | Effect level 5 |
| Pit | A 10 by 10 foot hole opens in the ground anyone that is on it must make a dex roll or fall in and suffer 1d4 wounds | - |
suffer 1d6 wounds | - |
suffer 1d8 wounds |
| Transmute | Caster touches one target, which turns to stone, lasts 1 turn, target has a toughness of 12 and a target number of 2+ | - |
- |
lasts 1d6 turns | - |
| Sting | Caster creates a nest of hornets to appear inside a single targets clothes or armour, they suffer 1d6 wounds to the chest | - |
target suffers 1d6+2 | - |
target suffers 1d6+4 |
| Iron skin | Target receives +1 toughness for 2 rounds | +2 toughness | lasts 1d6 rounds | +3 toughness | 1 combat session |
| Second sight | Allows caster to see what is on the opposite side of a wall or door, lasts 1d6 rounds | - |
- |
- |
- |
| Create bridge | A stone and mud bridge forms wherever the caster wishes, it gets up to 10 feet and lasts for 2 minutes | lasts 5 minutes | 15 foot bridge | lasts 10 minutes | 20 foot bridge |
| Speed | Target receives +1 dex, lasts 1d6 rounds | - |
+2 dex | - |
+3 dex |
| Cataclysm | Opens a chasm 5 foot by 20 feet long, unless they pass a dex check, the ground swallows them up and closes again | - |
- |
- |
- |
| Slip | Causes the ground to shift, whoever fails a dex roll falls over and suffers 1d4 wounds | - |
suffers 1d4+1 | - |
suffers 1d6+2 |
Guild of wind |
Effect level 1 |
Effect level 2 | Effect level 3 | Effect level 4 | Effect level 5 |
| Fleet of foot | Target receives +1 dexterity, lasts 1d6 rounds | - |
+2 dex | +3 dex | lasts 1 combat session |
| Zone of silence | Caster creates a 5 foot area where no sound may be heard or magics cast, lasts 1d6 rounds | - |
10 area | - |
20 foot area |
| Vortex of destruction | Creates a vortex which sucks anyone in a 5 foot radius into it who fails a dex roll. Anyone getting sucked in automatically die, lasts 1 round | - |
lasts 2 rounds | - |
10 foot radius |
| Warp jump | Caster plus 1 other teleport to any location within 1/2 mile | 2 others | 1 mile | 1d6 others | 2 miles |
| Wings of power | Target can fly for half an hour | - |
target can fly for 1 hour | - |
2 hours |
| Winds of fate | Caster warps time allowing anyone to reroll any dice rolls for 1 round | - |
- |
- |
- |
| Windblast | Target gets picked up and tossed to the ground by a gust of wind, causing 1d6 wounds | - |
1d8 wounds | - |
1d6 targets |
| Rebound | Target has shield of wind in front of them which will rebound back onto the attacker 1d6 hits | - |
- |
- |
- |
| Blur | Target becomes hazy and hard to see, +1 target number (cannot go above 6+) lasts until combat is over | - |
+2 target number | - |
+3 target number |
Guild of fire |
Effect level 1 |
Effect level 2 | Effect level 3 | Effect level 4 | Effect level 5 |
| Burning storm | Flames pour from the casters hand dealing 1d6 wounds to a single target | - |
1d6+2 | - |
1d6 targets |
| Fireball | A ball of flame leaps from the caster's hand doing 1d6 wounds to it's target | 1d6+1 | - |
2d6 wounds | - |
| Firehammer | A hammer of fire appears in the caster's hand, damage is +10 along with fire damage, lasts until combat is over | - |
- |
- |
- |
| Firestorm | Fire erupts around a single target doing 1d6 wounds, armor does not help | - |
1d8 wounds | 1d12 wounds | 1d20 wounds |
| Lightning bolt | A large bolt of lightning shoots towards the caster's target, target takes 1d6 wounds to the chest | - |
1d6+2 wounds | - |
1d8+2 wounds |
| Chain lightning | A bolt of lightning shoots towards the caster's target, on a d6 roll of 4+ the target takes 1d4 wounds then leaps to the next target, on a roll of 1-3 the lightning strikes the ground and is done | - |
- |
1-2 spell is done 3+ and it continues on |
- |
| Fire wall | creates a wall of fire protecting the caster and dealing 1d6 wounds to whomever tries to pass through | - |
- |
- |
- |
Guild of water |
Effect level 1 |
Effect level 2 | Effect level 3 | Effect level 4 | Effect level 5 |
| Freeze | Target suffers 1d6 wounds and are unable to move for 1 round | 1d6+2 wounds | 2 rounds | 1d6+3 wounds | 3 rounds |
| Ice tomb | Target is entombed in ice and suffers 1d8 wounds and cannot move until spell wears off, lasts 1d6 rounds | - |
1d8+2 wounds | - |
1d8+3 wounds |
| Dome of ice | Creates an impenetrable dome that nothing may go in or come out of, will cover 1d6 targets, they must be next to each other, lasts 1d6 rounds | - |
- |
- |
- |
| Confuse | Target sees confusing images around his head, -1 WS, lasts until combat is over | - |
-2 WS | - |
-3 WS |
| Coughing | Target falls to the ground in a fit of coughing and may do nothing else until it's over, lasts 1d6 rounds | 1d6+1 rounds | - |
1d6+2 rounds | - |
| Ice blades | The air is filled with razor sharp ice shards, target suffers 1d4 wounds unless they make a dex roll | 1d4+1 wounds | 1d6 targets | 1d4+2 wounds | 1d4+3 wounds |
| Radiance of Pherimon | Target is surrounded by a blue hue which rebounds any attacks for 1d6 rounds | - |
- |
- |
- |
Guild of Light |
Effect level 1 |
Effect level 2 | Effect level 3 | Effect level 4 | Effect level 5 |
| Cage of gold | Creates a golden cage around a single target, lasts for 1d6 rounds | - |
- |
- |
- |
| Heal wounds | Heals 1d6 wounds | Heals 1d8 wounds | - |
Heals 1d12 wounds | Full heal |
| Dazzle | Target is engulfed in a golden sparkle, they are at a +1 to get hit, lasts 1d6 rounds | - |
+2 to get hit | - |
1 combat session |
| Glittering robe | Target is clothed in a golden cloak which absorbs 1d6 wounds, lasts until used | - |
absorbs 1d10 wounds | - |
absorbs 1d12 wounds |
| Create food | Creates food enough for 1d6 people | - |
- |
- |
- |
| Resurrection | Restores 1 dead back to life | - |
- |
- |
- |
| Spear of light | Caster hurls a spear of light at a single target, target suffers 1d6 wounds | 1d6+1 wounds | 1d8 wounds | - |
1d8+2 wounds |
| Marsh lights | Creates multi colored lights that distract and attracts the enemy's attention, they do not attack or perform any abilities for 1d6 rounds | - |
- |
- |
- |
If one is found learning or using the forbidden arts, it is a sentance of death by dissmemberment.
The forbidden guild of Necromancy |
Effect level 1 |
Effect level 2 | Effect level 3 | Effect level 4 | Effect level 5 |
| Nausea | Causes target to feel very sick, adds +1 to their target number to hit, and a -2 strength for 1d6 rounds | - |
- |
- |
+2 to target's target number |
| Flesh worm | Creates a paracidic worm inside the target, target takes 1d4 wounds each round until the flesh worm dies, worm dies on a d6 roll of 3+ | 1d4+1 | - |
1d4+2 | Worm dies on a d6 roll of 5+ |
| Feign death | Target falls to the ground dead, lasts 1d6 rounds, in this time they will not be attacked | - |
- |
- |
- |
| Carnival of death | 1d6 targets attack each other for 1 turn | - |
Lasts 2 turns | - |
Lasts 3 turns |
| Lifestealer | The caster steals 1d6 wounds from closest person or creature and uses it to heal themself | - |
- |
Steals 1d8 wounds | - |
| Transport of the damned | Caster may teleport wherever they have been before or can see | - |
- |
- |
- |
| Summon undead | Caster summons 1d4 undead to his aid for 1d4 rounds | Summons 1d6 undead for 1d6 rounds | Summons 1d8 undead for 1 combat session | Summons 1d12 undead for 1 day | Summons 1d20 undead permenently |
| Regenerate | Caster uses the magic in the air to heal himself, recieves 1d4 wounds | Recieves 1d6 wounds | - |
Recieves 1d8 wounds | - |
Spell |
Effect |
| Banish fear | 1d4 receive -1 to any fear or terror roll |
| Bless | Target receives +2 WS, lasts for 1 combat session |
| Call of the brave | Target may reroll any roll this turn |
| Damnation | Target receives a -2 WS, lasts 1 combat session |
| Detect evil | Lets the caster know when evil is near, lasts 15 minutes |
| Dispel evil | Caster may attempt to dispel an evil spell, count the number of spells each has if opponent has more then add +1 to the target number if less -1 from the target number, the target number is 4+ on a d6 |
| Invisibility to undead | Caster either appears as one of the undead or is completely invisible to them, either way they ignore the caster as if he weren't even there, lasts 15 minutes |
| Power of Sondrar | Target receives +1d6 wounds |
| Protection from evil | Caster may not be harmed by evil creatures or spells, lasts 1 combat session |
| Purify food and water | Food and water is purified from bacteria, disease, and rot |
| True seeing | Caster may see through illusions, lasts 15 minutes |
All bardic spells last until bard stops entertaining.
Spell |
Effect |
| Calm crowd | Whoever fails a WP roll becomes calm, succumbing to the bard's entertainment, not able to do anything but listen |
| Calm person | Target must make a WP roll or become calm, succumbing to the bard's entertainment, not able to do anything but listen |
| Cause pain | Target is wracked with pain, takes 1d4 wounds each round bard is playing |
| Charm crowd | Whoever fails a WP roll becomes the bard's friend and will do most anything for them |
| Charm person | Target must make a WP roll or become the bard's friend and will do most anything for them |
| Drunken crowd | Whoever fails a WP roll becomes immediately drunk |
| Emotion | Target will feel what the bard wants them to unless they can make a WP roll |
| Fear | Target must make a WP roll or become fearful of the bard |
| Hideous laughter | Target must make a WP roll or succumb to an uncontrollable laughter and may do nothing else |
| Hold crowd | Whoever fails a WP roll stops dead in their tracks to listen to the what the bard has to say, or see what he is doing |
| Hold person | Target must make a WP roll or stop dead in their tracks to listen to what the bard has to say, or see what he is doing |
| Protection from missiles | All forms of missiles just seem to fall short of the bard, lasts for 1d6 rounds |
| Rational thought | Target must make a WP roll or they will suddenly see things the bards way |
| Repel undead | Target must make a WP roll or be frightened off, works on undead only |
| Sleep | Target must make WP roll or fall into a deep sleep, lasts 15 minutes after the bard stops playing |
| Summon elemental | Bard can summon any one of the 4 elements for a small effect, ex. To start a campfire, produce a short, light rain, a small gust of wind, a shockwave that lasts 20 foot, etc. |
Spell |
Effect |
WS | Str | Dex | Target # | Toughness | Damage |
| Bear | Caster takes the form and qualities of a bear | 6 |
10 |
6 |
3+ |
8 |
claws +11, bite +13 |
| Giant scorpion | Caster takes the form and qualities of a giant scorpion | 10 |
11 |
11 |
5+ |
10 |
pinchers +12, Tail +6 poison |
| Giant spider | Caster takes the form and qualities of a giant spider | 9 |
11 |
13 |
6+ |
5 |
bite +9 |
| Hawk | Caster takes the form and qualities of a hawk | 8 |
3 |
10 |
4+ |
3 |
beak +4, claws +4 |
| Wolf | Caster takes the form and qualities of a wolf | 7 |
6 |
7 |
4+ |
6 |
bite +6, claws +3 |
| Big cats | Caster takes the form of a large feline of his choosing | 7 |
8 |
9 |
4+ |
7 |
bite +8, claws +11 |
| Ferrit/weasle | Caster takes the form and qualities of a ferrit or weasle | 8 |
2 |
10 |
4+ |
3 |
bite +2 |
| Horse | Caster takes the form and qualities of a horse | 5 |
10 |
8 |
4+ |
7 |
kick front +9, back leg kick +13 |
| Small bird | Caster takes the form and qualities of a small bird | 8 |
1 |
12 |
5+ |
1 |
beak +1 |
| Chameleon skin | Caster gains the ability to change his skins color to that of his surrounding |
Weapon runes
Name |
Effect |
Typical cost to place on item |
Rune's WP |
| Rune of mastery | Gives the weilder a +3 WS | 450 Gold |
6 |
| Rune of sharpness | Weapon always deals at least it's bonus damage to target regardless of armor or toughness. | 250 Gold |
4 |
| Rune of piercing | Ignores armor | 275 Gold |
4 |
| Rune of quickness | Gives weilder a +1 attack with a bow type weapon along with a +1 BS | 350 Gold |
5 |
| Angelic bane | If an angelic creature recieves more than 5 wounds in one blow, it automatically dies | 500 Gold |
7 |
| Demon bane | If a demon recieves more than 5 wounds in one blow, it automatically dies | 500 Gold |
7 |
| Dragon bane | If a dragon recieves more than 5 wounds in one blow, it automatically dies | 500 Gold |
7 |
| Undead bane | If a nything undead recieves more than 5 wounds in one blow, it automatically dies | 500 Gold |
7 |
| Rune of flight | Causes weapon to fly up to 20 feet, then return to thrower's hand. Makes weapon usable as a ranged weapon, use BS for ranged attacks | 275 Gold |
4 |
| Rune of razor edge | This adds +1 to the weapon's damage bonus | 100 Gold |
3 |
| Rune of skill | Adds +1 WS to attacker's profile | 150 Gold |
3 |
| Rune of strength | Adds +1 S to weilder's profile | 150 Gold |
3 |
| Rune of parrying | Adds an additional +1 WS to profile when blocking only | 125 Gold |
3 |
| Rune of accuracy | Lowers your target number needed to hit by 1 | 300 Gold |
5 |
Armor runes
Name |
Effect |
Typical cost to place on item |
Rune's WP |
| Rune of toughness | Adds a +3 to the armor's toughness bonus | 450 Gold |
6 |
| Rune of rock skin | Gives the wearer a toughness of 13 | 500 Gold |
7 |
| Rune of resistance | Gives the armor an additional 5 HP | 50 Gold |
3 |
| Rune of stone | Adds +1 to the armor's toughness bonus | 150 Gold |
3 |
| Rune of iron | Adds +2 to the armor's toughness bonus | 300 Gold |
5 |
| Rune of fortitude | The wearer of this armor gets an additional wound, remember to subtract the wound when the armor is taken off | 350 Gold |
5 |
Runes of protection
Name |
Effect |
Typical cost to place on item |
Rune's WP |
| Rune of victory | Gives an automatic 1 success in combat for bearer and all friendly companions nearby (within 15 feet) | 500 Gold |
7 |
| Rune of will | Gives a +2 WP | 300 Gold |
5 |
| Rune of Valania | Will dispell any spell within 20 feet on a d6 roll of 4 or better | 500 Gold |
7 |
| Rune of battle | Adds a +1 success automatically in combat | 350 Gold |
5 |
| Rune of courage | Bearer is immune to fear | 400 Gold |
6 |
| Rune of fear | Bearer now causes fear at 4 | 500 Gold |
7 |
| Rune of slowness | Gives the bearer an automatic 2 successes in combat | 700 Gold |
9 |
| Rune of warding | Will dispell any spell targeted at the bearer on a d6 roll of 4 or better | 600 Gold |
8 |
Talismanic runes
Name |
Effect |
Typical cost to place on item |
Rune's WP |
| Rune of dismay | May only be put on a horn, when blown, it stops enemies from being able to do anything that turn once per day. | 450 Gold |
6 |
| Rune of kingship | May only be placed on a crown, makes the wearer immune to fear. Also adds a +2 WP | 700 Gold |
9 |
| Rune of spite | Every time the bearer suffers any wounds in combat, the wounds get rebounded on the attacker on a d6 roll of 4 or better | 500 Gold |
7 |
| Rune of the furnace | The bearer becomes immune to fire | 400 Gold |
6 |
| Rune of luck | Allows the bearer to reroll any set of dice, once per day | 500 Gold |
7 |
| Rune of passage | Allows the bearer to find hidden passages automatically | 250 Gold |
4 |