Wednesday, August 12, 2026

AMULET (Glaugust 2026)


I'm a sucker for talismans/amulets. It's a very human corner of material culture and one that makes a lot of sense for adventurers to be engaging with. Looking at an amulet tells you a lot about the day-to-day worries, dangers, and needs of the person/object they adorn. Taxi drivers in many parts of the world often carry amulets for traffic safety and against violence in their cars; "Evil eye" emojis commonly adorn social media bios to ward off jealous curses; many clutch amulets in times of emotional distress.  I've seen apotropaic symbols screwed into trains, tattooed onto skin, and painted onto doorways. 

Dungeoneers, who delve below the earth, regularly encounter magic, spirits, the dead, and unnatural creatures, would likely frequent amulet markets and might have one upon their first delve, not to mention what they might find clutched in the hand of a skeletal cadaver or an unlucky colleague/rival. Here's a 5ish D20 table to help determine what kind of Amulet they might carry.

Form

1.Tattoo

2. Metal charm depicting (Image)

3. Carved wooden (Image)

4. Embroidered  (image)

5.  A bell

6. A stone or gem

7. (image) written on paper

8. Preserved body part or bone

9. A living animal

10. A pouch

11. A small humanoid figure

12. A knife

13. A music box containing a hymn

14. Strange-smelling perfume

15. a leaf or flower

16. A mask

17. A ring

18. A seashell

19. a piece of clothing

20. A pendant depicting (image)


Image (roll twice and combine)

1. image of a relevant God/spirit/saint/bodhisattva (likely in a wrathful form)

2. A written prayer

3. Strange unreadable sigils/runes

4. Image of the use/affliction

5. An eye

6. A tally of how many times it has worked

7. An auspicious color

8. An intricate mandala

9. A demon being slain

10. Just the use written in a different language

11. a hand

12. Phallic or yonic symbol

13. A weapon

14. A simple abstract symbol

15. An auspicious animal

16. an astrological chart

17. A serene face

18. A sacred flower

19. Depictions of previous owners

20. a hint of the stipulation

Use

1. Viral Disease

2. Falling

3. Beasts of the woods

4. Mind control

5. Demons 

6. Blades

7. Pointy tips

8. Fire

9. Wind

10. Water

11. Rocks

12. Poison

13. Vermin

14. Cold

15. Curses

16. Bandits

17. The Law

18. The Sea

19. Injury of a specific limb (roll on death and dismemberment table)

20. Bad luck  


Stipulation

1. Only works once

2. Must be hidden to function (loses its potency if seen)

3. Must be hidden to function (simply doesn't work while visible)

4. Only works for males

5. Only works for females

6. Only works for those who are neither male nor female

7.  Ceases to function if the owner makes physical contact with either the opposite or same sex (flip)

8.  Ceases to function if the owner carries any other magic items

9.  Ceases to function if the owner kills or eats a certain type of animal (mammal, reptile, bird, etc.)

10. Ceases to function if the owner consumes alcohol, potions, and drugs (including tea or coffee)

11. ceases to function if the owner does not spend an hour praying per day

12. Owner must ritualistically sacrifice 1hp of fresh blood per day

13. Only works at night

14. Must be visible

15. Must be held in both hands to function 

16. Ceases to function if owner talks about it

17. Requires a simple chant to work (does not function is speech is impaired)

18. Is cursed for another use (roll additional use)

19. Ceases to function if ever taken off.

20. Becomes cursed if triggered by a previous stipulation is violated


Function

1. Gives a sometimes helpful nightly vision regarding use

2-3. Owner adds a Karma bonus to all rolls involving use

4. Owner gets advantage on all rolls involving use

5. Owner removes all penalties involving use

6-7.  Fully placebo but gives a Will bonus to all things involving use

8. Owner can destroy/consume it for full immunity to use for a minute

9-10. Owner gets a flat +1 bonus to all rolls regarding use but must call it out

11. Reduces the die size of any damage from use

12. You get a headache every time the use would be about to take you by surprise

13. Complete immunity once (Referee's choice)

14. Complete immunity once (player's choice) 

15. Halved damage from the use

16. Absorbs damage from use until destroyed

17. Owner can't die from use (can still be damaged)

18.  Owner is granted one extra turn in an encounter fully involving use but it can only be used to run away

19. Once per session, reroll against use

20. complete immunity 


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AMULET (Glaugust 2026)

I'm a sucker for talismans/amulets. It's a very human corner of material culture and one that makes a lot of sense for adventurers t...