A Bit of Rhennee Magic: Drabui

The Rhennee are famed for their charms and amulets, known as “drabui” (sing. “draba“). While many non-Rhennee dismiss these trinkets as pure fraud, they are often sold or traded to the credulous as powerful magical devices. Once again, the truth is somewhere in the middle.

A draba can take many forms, but is most often either a necklace or bracelet, formed of string or wire strung with beads, animal teeth, feathers, and other similar baubles. The exact secret of their construction is a closely guarded secret of the Rhennee, but it is one which is shared almost universally among them.

If magic is detected for, a draba will indeed register as enchanted, albeit a somewhat weak one. Each given draba will function but one time, in the appropriate circumstances, as dictated by its type. Whether or not it actually fulfills its intended function is determined randomly:

Die Roll
Result
01-05 Draba exhibits major boon
06-35 Draba exhibits minor boon
36-45 Draba exhibits curse
46-99 Draba does nothing, but still radiates magic
00 Draba exhibits major boon, minor boon, or curse unrelated to its intended use (roll randomly)

Naturally, it is impossible to determine the true effect of a draba until its power is activated (or not, in the case of half of them). Detect curse will not be effective until the draba is activated, and then of course it is too late. The curse will be in effect even if the draba is physically removed; only a remove curse spell will prove effective. Only one draba can be in effect at any given time; if more than one is worn, the one that was put on first will take precedence.

Most drabui will sell for 50 g.p., but only after much haggling and extolling of their mystical powers takes place.

There are twelve types of drabui commonly available. There are rumors of a thirteenth type of draba, but if such exists, its exact powers remain a mystery.

“This draba will…” Major Boon Minor Boon Curse
“…help attract your dream lover.” +3 charisma (or comeliness/ beauty, if used) to the first person of the opposite sex that sees the wearer, for 1 day. +3 charisma (or comeliness/ beauty, if used) to the first person of the opposite sex that sees the wearer, for 1 hour. The first person of the opposite sex that sees the wearer is intensely repulsed by the wearer for 1 day.
“…bring you wealth.” When random treasure is rolled, g.p. become p.p., s.p. become g.p., etc. When random treasure is rolled, increase the total value by 10%. When random treasure is rolled, p.p. become g.p., s.p. become c.p., etc.
“…help you tell truth from falsehood.” Functions as if the wearer was under the effect of a detect lie spell for 1 hour. (Starts the first time the wearer is lied to.) Functions as if the wearer was under the effect of a detect lie spell for 1d4 rounds. Functions as if the wearer was under the effect of an undetectable lie spell for 1 hour.
“…bring harm to your enemies.” The wearer gets a +1 bonus “to hit” and to damage rolls for the next 1d6 hours. (Starts the first time the wearer attacks an enemy.) The wearer gets a +1 bonus “to hit” and to damage rolls for the next hour. The wearer gets a -1 penalty “to hit” and to damage rolls for the next 1d6 hours.
“…attract new customers to your business.” If the wearer owns some business, there will be 50% more customers over the course of the next month. If the wearer owns some business, there will be 50% more customers over the course of the next week. If the wearer owns some business, there will be 50% fewer customers over the course of the next 1d4 weeks.
“…give you power over others.” Functions as if the wearer had cast a suggestion spell the next time he or she tries to convince someone of something. Functions as if the wearer had cast a suggestion spell the next time he or she tries to convince someone of something, but only at half power (50% duration, listener gets +3 bonus to saving throw). The next time the wearer tries to convince someone of something, they will never agree, no matter how reasonable.
“…bring you the blessings of the Gods.” Wearer gets a +1 bonus to all saving throws, and all enemies get a -1 penalty “to hit” against him or her, for the next 24 hours. (Starts the first time the wearer rolls a saving throw or has an enemy try to hit.) Wearer gets a +1 bonus to all saving throws, and all enemies get a -1 penalty “to hit” against him or her, for the next 1d4 hours. Wearer gets a -1 penalty to all saving throws, and all enemies get a +1 bonus “to hit” against him or her, for the next 24 hours.
“…make you a lover without peer.” The next 1d6 times the character has intercourse, his or her partner will act as if under the effects of a charm person spell for 1d4 hours. The next time the character has intercourse, his or her partner will act as if under the effects of a charm person spell for 1d4 hours. The next 1d6 times the character has intercourse, both partners will be unable to achieve orgasm.
“…help you have children.” The next 1d6 times the character has intercourse, there is a 50% chance of causing a pregnancy. The next time the character has intercourse, there is a 50% chance of causing a pregnancy. There will be no pregnancy resulting from the next 1d6 times he or she has intercourse.
“…keep you from having children.” There will be no pregnancy resulting from the next 1d6 times he or she has intercourse. There will be no pregnancy resulting from the next time he or she has intercourse. The next 1d6 times the character has intercourse, there is a 50% chance of causing a pregnancy.
“…protect you from evil.” Any evil or extra-planar creature gets a -1 penalty “to hit” against the wearer for the next 24 hours (counting from the time the first one attempts to hit). Any evil or extra-planar creature gets a -1 penalty “to hit” against the wearer for the next 1d4 hours. Any evil or extra-planar creature gets a +1 bonus “to hit” against the wearer for the next 24 hours.
“…heal any illness.” Functions as if a cure disease spell had been cast on the wearer. Functions as if a cure disease spell had been cast on the wearer, but is only effective against diseases with mild severity (if no severity is indicated, 50% chance of working against whatever the wearer has). Functions as if a cause disease spell had been cast on the wearer.Wearer is entitled to a saving throw vs. spells; if effective, he or she is struck with a mild disease of some sort.

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Wargamer and RPG'er since the 1970's, author of Adventures Dark and Deep, Castle of the Mad Archmage, and other things, and proprietor of the Greyhawk Grognard blog.