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new file mode 100644
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+++ b/patches/base/040-more-organization-through-into-fairytale.patch
@@ -0,0 +1,2103 @@
+--- _tmp/ccsrd.md 2025-05-31 01:17:48.667198000 -0500
++++ _tmp/ccsrd.new.md 2025-06-03 08:10:12.187027069 -0500
+@@ -2,6 +2,8 @@
+
+ Compatible with the Cypher System. Based on the Cypher System Reference Document, 2024-07-02.
+
++[TOC]
++
+ ## How to Play the Cypher System
+
+ The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core
+@@ -27279,7 +27281,7 @@
+
+ And so on.
+
+-### SUGGESTED TYPES FOR A SUPERHERO GAME
++#### SUGGESTED TYPES FOR A SUPERHERO GAME
+
+ | | |
+ |----------------------|-------------------------------------------|
+@@ -27297,7 +27299,7 @@
+ | Mentalist | Adept |
+ | Psychic ninja | Warrior with magic flavor |
+
+-Basic CREATURES AND NPCs FOR A SUPERHERO GAME
++#### Basic CREATURES AND NPCs FOR A SUPERHERO GAME
+
+ Dog, guard: level 3, attacks and perception as level 4
+
+@@ -27313,12 +27315,12 @@
+
+ Worker: level 2; health 8
+
+-### ADDITIONAL SUPERHERO EQUIPMENT
++#### ADDITIONAL SUPERHERO EQUIPMENT
+
+ Suggested additional equipment is the same as in a modern setting. Keep in mind, however, that for many heroes,
+ "equipment" can be superfluous. Where do you stash the flashlight and rope when all you're wearing is spandex tights?
+
+-### OPTIONAL RULE: POWER SHIFTS
++#### OPTIONAL RULE: POWER SHIFTS
+
+ Superheroes can do things that other people cannot. They throw cars, blast through brick walls, leap onto speeding
+ trains, and cobble together interdimensional gateways in a few hours. It's tempting to say that such characters are
+@@ -27366,7 +27368,7 @@
+ street-level heroes, perhaps). In such cases, more or fewer power shifts should be granted to the PCs at the game's
+ start.
+
+-### SUPERPOWERED NPCs AND POWER SHIFTS
++##### SUPERPOWERED NPCs AND POWER SHIFTS
+
+ NPC superheroes and villains get power shifts, too. Most of the time, this adds to their level. For example, Blast Star
+ is a level 5 fiery villain who has three power shifts. When she blasts through a level 7 iron security door, she does so
+@@ -27378,7 +27380,7 @@
+
+ Typical NPC supers get three power shifts. Exceptional ones usually have five.
+
+-### REALLY IMPOSSIBLE TASKS
++#### REALLY IMPOSSIBLE TASKS
+
+ In superhero games, due to conventions of the genre, difficulty caps at 15 instead of 10. Difficulty 10 is labeled
+ "impossible," but that label is for regular folks. For superpowered characters, "impossible" means something different,
+@@ -27393,13 +27395,13 @@
+ would consider taking on: a robot that's 1,000 feet (300 m) tall (level 11); Galashal, Empress of Twelve Dimensions
+ (level 14); or a space monster the size of the moon (level 15).
+
+-### SUPERHERO ARTIFACTS
++#### SUPERHERO ARTIFACTS
+
+ Supervillains build doomsday devices. Ancient artifacts present a threat to all humanity if in the wrong hands. Weird
+ machines from alien dimensions offer solutions to unsolvable problems. Artifacts are an important part of superhero
+ stories. A few examples are below.
+
+-### DARKEST BOOK
++##### DARKEST BOOK
+
+ Level: 10
+
+@@ -27423,7 +27425,7 @@
+
+ Depletion: —
+
+-### DOCTOR DREAD'S TIME PORTAL
++##### DOCTOR DREAD'S TIME PORTAL
+
+ Level: 9
+
+@@ -27434,7 +27436,7 @@
+
+ Depletion: 1 in 1d20
+
+-### OMNI ORB
++##### OMNI ORB
+
+ Level: 1d6 + 4
+
+@@ -27455,7 +27457,7 @@
+ and see that a teleporter (traveler) cypher can transport one character up to 100 miles per cypher level, so
+ transporting a group of PCs 100 miles is probably within the orb's power
+
+-### SERUM X
++##### SERUM X
+
+ Level: 1d6 + 2
+
+@@ -27467,7 +27469,7 @@
+
+ Depletion: Automatic
+
+-### SPACE RING
++##### SPACE RING
+
+ Level: 1d6 + 1
+
+@@ -27482,7 +27484,7 @@
+
+ Depletion: 1 in 1d100 (check each day of flying)
+
+-### STELLAREX CRYSTAL
++##### STELLAREX CRYSTAL
+
+ Level: 1d6 + 4
+
+@@ -27494,11 +27496,9 @@
+
+ Depletion: 1–3 in 1d10
+
+-### GAMING WITH SUPERPOWERS
+-
+-### BUILDING A SUPERHERO
++#### BUILDING A SUPERHERO
+
+-### POPULAR HEROES IN THE CYPHER SYSTEM
++##### POPULAR HEROES IN THE CYPHER SYSTEM
+
+ | Character | Summary | Sentence | Archetype |
+ |-----------------|-----------------------------------------|----------------------------------------------------|-----------------------|
+@@ -27541,7 +27541,7 @@
+ In some cases, you might need to tinker with the aesthetics of the abilities described in the character options to make
+ them fit your character.
+
+-### POWER SOURCE
++##### POWER SOURCE
+ As you're figuring out what type, descriptor, focus, and power shifts you want for
+
+ your character, think about how you got your powers. Are you a mutant, born with special abilities? Do you have a
+@@ -27554,7 +27554,7 @@
+ If you can't decide how you got your powers, or if you like leaving some things up to chance, try rolling once or twice
+ on the Power Origin table and pick the result that you like better, or combine the two into something weird and unique.
+
+-### POWER ORIGIN TABLE
++##### POWER ORIGIN TABLE
+
+ | d100 | Origin |
+ |-------|---------------------------------------------------------------|
+@@ -27615,14 +27615,14 @@
+
+ Remember that you can permanently increase the range of one of your abilities with the increased range power shift.
+
+-### STARTING JUST PAST TIER 1
++##### STARTING JUST PAST TIER 1
+
+ An interesting option for a GM starting a superhero campaign is to immediately give each PC 4 XP, which they must spend
+ on a special advancement option to gain another type ability. It's another way (along with power shifts) to make new
+ superhero PCs feel a cut above player characters in other genres—and gives players a little more wiggle room in building
+ the character they want to play.
+
+-### RANDOM SUPERPOWERS
++##### RANDOM SUPERPOWERS
+
+ The following table has a broad selection of powers (or in some cases, sets of related powers). Players who are stuck
+ for ideas about their superhero can roll once or twice on the table for inspiration; use the Example column for a
+@@ -27694,12 +27694,12 @@
+ | 98 | Weapon | Bearer of the item |
+ | 99-00 | Weapon master | Weapon master, power shift in single attack |
+
+-### SUPERHERO CHARACTER OPTIONS
++#### SUPERHERO CHARACTER OPTIONS
+
+-### DESCRIPTORS
++##### DESCRIPTORS
+ This section presents new descriptors meant specifically for a superhero game.
+
+-### AMAZING
++###### AMAZING
+
+ You have a knack for surprising people— performing impossible athletic feats, sneaking up on someone who's alert, or
+ instantly reacting to an ambush. You like to make use of these talents to enhance (or rehabilitate) your reputation as a
+@@ -27732,7 +27732,7 @@
+
+ 4\. You had a hunch that something big was about to go down.
+
+-### INCREDIBLE
++###### INCREDIBLE
+
+ You're misunderstood, and you might not even think of yourself as a hero, but somehow you keep ending up in situations
+ where your abilities are just what's needed to prevent disaster. Maybe good luck cancels out just enough of being cursed
+@@ -27764,7 +27764,7 @@
+
+ 4\. You were feeling lonely and took a risk talking to someone, and so far it's paying off
+
+-### MIGHTY
++###### MIGHTY
+
+ You have a very impressive physique. Your strength, power, and very importance
+
+@@ -27792,7 +27792,7 @@
+
+ 4\. An authority figure told you to do this to show you the value of humility.
+
+-### SENSATIONAL
++###### SENSATIONAL
+
+ The public and the press like you. Maybe you're photogenic, or you're inherently nice, or you have really good luck with
+ journalists. Whatever the cause of it, you're the darling of the media, and whenever you're seen in public, you generate
+@@ -27833,7 +27833,7 @@
+
+ 4\. A supervillain chose to make a scene in the hopes of drawing you out.
+
+-### UNCANNY
++###### UNCANNY
+
+ There's something unusual about you, and it makes other people a little uncomfortable. You know you're
+ exceptional—gifted, even—and being a bit odd doesn't make you any less of a person. This uncanny element is a part of
+@@ -27878,9 +27878,7 @@
+ If the superhero setting has a specific gene or genes responsible for mutant superpowers, Uncanny characters have that
+ gene (perhaps even multiple copies) and can sense others who have it
+
+-### SUPERHERO CHARACTER OPTIONS
+-
+-### NEW FOCI
++##### NEW FOCI
+
+ This section presents new superhero foci that can be used as is in most superhero campaigns. The foci introduced here
+ are as follows:
+@@ -27909,7 +27907,7 @@
+ >
+ > Wields Invisible Force: You bend light and manipulate beams of force for offense and defense.
+
+-### COPIES SUPERPOWERS
++###### COPIES SUPERPOWERS
+
+ You can copy others' skills, abilities, and superpowers.
+
+@@ -27931,7 +27929,7 @@
+ powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your
+ own fire bolts).
+
+-### HAS A THOUSAND FACES
++###### HAS A THOUSAND FACES
+
+ You can change your appearance to look like anyone else.
+
+@@ -27955,7 +27953,7 @@
+
+ GM Intrusions: Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.
+
+-### IGNORES PHYSICAL DISTANCE
++###### IGNORES PHYSICAL DISTANCE
+
+ You can teleport from one place to another by briefly passing through a parallel dimension.
+
+@@ -27974,7 +27972,7 @@
+ GM Intrusions: A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling)
+ continues through the teleport, injuring the character.
+
+-### SCULPTS HARD LIGHT
++###### SCULPTS HARD LIGHT
+
+ You create physical objects out of hard light that you can use for offense and defense.
+
+@@ -27994,7 +27992,7 @@
+
+ GM Intrusions: A hard light object disappears early. A hard light object cannot affect a certain creature or color.
+
+-### SHRINKS TO MINUTE SIZE
++###### SHRINKS TO MINUTE SIZE
+
+ You can shrink down to the size of a bug and, with enough experience, even smaller.
+
+@@ -28020,7 +28018,7 @@
+ A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who
+ Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.
+
+-### SOARS ON AMAZING WINGS
++###### SOARS ON AMAZING WINGS
+
+ Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.
+
+@@ -28041,7 +28039,7 @@
+ GM Intrusions: A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious
+ target for an unexpected foe.
+
+-### STRETCHES
++###### STRETCHES
+
+ Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.
+
+@@ -28064,7 +28062,7 @@
+ GM Intrusions: An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and
+ weak.
+
+-### TAKES ANIMAL SHAPE
++###### TAKES ANIMAL SHAPE
+
+ You can transform yourself into an animal.
+
+@@ -28087,7 +28085,7 @@
+
+ Greater Beast Form applies to using Animal Shape.
+
+-### TOUCHES THE SKY
++###### TOUCHES THE SKY
+
+ You can summon storms or break them apart.
+
+@@ -28106,7 +28104,7 @@
+ GM Intrusions: An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage.
+ The weather is seeded by a much smaller effect, and a storm grows out of control.
+
+-### WIELDS AN ENCHANTED WEAPON
++###### WIELDS AN ENCHANTED WEAPON
+
+ You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of
+ combat with it.
+@@ -28130,7 +28128,7 @@
+ GM Intrusions: A weapon breaks or is dropped. The character loses their connection to the weapon until they use an
+ action to reestablish the attunement. The weapon's energy discharges in an unexpected way.
+
+-### WIELDS INVISIBLE FORCE
++###### WIELDS INVISIBLE FORCE
+
+ You bend light and manipulate beams of force for offense and defense.
+
+@@ -28151,7 +28149,7 @@
+ GM Intrusions: Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual
+ or unexpected attack.
+
+-### POWER SHIFTS
++#### POWER SHIFTS
+ Power shifts are an optional rule in the Cypher System Rulebook that represent many of the exceptional things that
+ superheroes can do, like throwing cars, blasting through brick walls, leaping onto speeding trains, and cobbling
+ together interdimensional gateway devices in a few hours.
+@@ -28197,7 +28195,7 @@
+ three to any one category. Once the shifts are assigned, they should not change (however, researching an experimental
+ procedure to change a character's power shifts could be the culmination of a character arc such as Uncover a Secret).
+
+-### PRODIGY POWER SHIFTS
++##### PRODIGY POWER SHIFTS
+
+ Some superhero character concepts are about breaking the normal power level for a hero. In most cases, you can do this
+ using power shifts. For example, if you want your strong hero to be really strong, put one or more power shifts into
+@@ -28229,13 +28227,13 @@
+ your nemesis supervillain underestimates you based on your old limitations. So unless the GM wants every superhero PC to
+ start with one top-tier ability, give yourself room to grow and use prodigy only to get a mid-tier ability.
+
+-### GAINING MORE POWER SHIFTS
++##### GAINING MORE POWER SHIFTS
+ Some GMs will want to allow PCs to increase their power shifts. Having a character spend 10 XP to do so would probably
+ be appropriate. Other GMs will want to run superhero games with PCs of greater or lesser power (cosmic-level heroes or
+ street-level heroes, perhaps). In such cases, the GM should grant the PCs more or fewer power shifts at the game's
+ start.
+
+-### POWER STUNTS
++#### POWER STUNTS
+ A power stunt is pushing a superpower beyond its normal limits or using it to do something it normally can't do.
+ Examples:
+
+@@ -28312,7 +28310,7 @@
+ why the difficulties are three levels apart; the GM is more likely to be consistent at rating something as difficult,
+ formidable, or impossible than deciding whether it's a level 6 or level 7 task.
+
+-### PERMANENT POWER STUNTS
++##### PERMANENT POWER STUNTS
+
+ Once a character has successfully performed the same difficult, formidable, or impossible power stunt a few times, they
+ might want to make it a permanent part of their repertoire of abilities. By spending 2 XP, the character gains the
+@@ -28326,14 +28324,14 @@
+ Learning how to do a formidable or impossible power stunt might be the reason to take a character arc like New
+ Discovery, Transformation, or Uncover a Secret.
+
+-### REALLY IMPOSSIBLE TASKS
++#### REALLY IMPOSSIBLE TASKS
+
+ The Cypher System Rulebook gives a few examples of how, in the superhero genre, having power shifts means that a
+ difficulty 10 task is not impossible. Superheroes deal with planetary threats like giant robots, multidimensional
+ sorcerers, and world-sized monsters, and for this sort of campaign, difficulties up to 15 are possible. This section
+ presents more details and examples of tasks, threats, and creatures of difficulty 11 to 15.
+
+-### FEATS OF STRENGTH
++##### FEATS OF STRENGTH
+
+ Use the following table to estimate the difficulty of various incredible feats of physical strength.
+
+@@ -28369,7 +28367,7 @@
+ abilities to the Feats of Strength table to determine the comparable difficulty of the task, and modify the character's
+ roll to succeed.
+
+-### FEATS OF SPEED
++##### FEATS OF SPEED
+ A character can move a short distance (50 feet \[15 m\]) as their entire action as a routine task (difficulty 0, no roll
+ needed). This is basically a jog or a hustle, faster than a walk
+
+@@ -28393,7 +28391,7 @@
+ | 14 | 1 mile (1.5 km) | 545 mph (880 kph); Boeing 747 |
+ | 15 | 2 miles (3 km) | 1,600 mph (2,575 kph); Mach 2 |
+
+-### TREMENDOUS LEAPS
++##### TREMENDOUS LEAPS
+
+ Some—but not all—strong superheroes can easily leap dozens or hundreds of feet, well beyond what's possible with the
+ jumping rules (running a short distance and jumping 30 feet \[9 m\] is a difficulty 10 task). Characters who want to
+@@ -28410,7 +28408,7 @@
+ (base difficulty 15, eased by 5 × 2 steps), which seems more appropriate for a character strong enough to lift a car
+ over their head.
+
+-### POWERFUL CREATURES
++##### POWERFUL CREATURES
+ Superheroes don't just stop bank robbers and fight supervillains—sometimes they face giant robots, alien space monsters,
+ or so-called gods. GMs can use the following examples to estimate the level and challenges for such threats.
+
+@@ -28432,7 +28430,7 @@
+
+ \*\*\* A god or goddess (such as Odin or Zeus) who is the ruler of a group of deities.
+
+-### MODIFYING HIGH-TECH DEVICES
++#### MODIFYING HIGH-TECH DEVICES
+
+ It's common for technically savvy superheroes to fiddle with machines to make them work better or do something
+ different. Sometimes the object in question is their own gear, but it's just as likely to be something they took from a
+@@ -28474,7 +28472,7 @@
+ the appearance of a spacesuit or full-body mechanized armor might take eight to twenty hours of work, depending on the
+ extent of the changes.
+
+-### FASTER CRAFTING IN A HIGH-TECH SETTING
++#### FASTER CRAFTING IN A HIGH-TECH SETTING
+ In some superhero campaigns, crafting technology is so advanced that objects are designed virtually, with holograms, or
+ with a mind-machine interface, and they are constructed by advanced 3D printers or clouds of nanobots. Under these
+ conditions, the GM should ease
+@@ -28482,14 +28480,14 @@
+ the assessed difficulty to determine the crafting time by three or four steps, with the crafter needing to be present
+ for only about the first quarter of that time and the "helpers" taking care of the rest.
+
+-### CYPHERS AND ARTIFACTS
++#### CYPHERS AND ARTIFACTS
+
+ In a superhero campaign, there's a fine line between cyphers (one-use items or abilities awarded by the GM), artifacts,
+ character abilities (which may cost Pool points to use), and other equipment (which has none of those criteria). The GM
+ should keep in mind that it's good from a story point of view to let characters have equipment they need to deal more
+ effectively with foes that might otherwise be too potent.
+
+-### SPECIAL EQUIPMENT
++#### SPECIAL EQUIPMENT
+
+ Sometimes a group of superheroes needs special equipment so they can participate in an encounter or advance the story.
+ For example, characters who must get to an underwater base will need air tanks or a water-breathing device, and those
+@@ -28502,7 +28500,7 @@
+ shouldn't cost the characters much, or maybe not anything at all. And if the players take too much advantage of this
+ leeway, the GM always has the option to use an intrusion to complicate an encounter.
+
+-### POWER BOOST CYPHERS
++#### POWER BOOST CYPHERS
+
+ This section introduces two new power boost cyphers, and consolidates the two efficacy boost cyphers in the Cypher
+ System Rulebook into one cypher with variable effects based on cypher level.
+@@ -28518,14 +28516,14 @@
+ | 81-90 | Stunt boost |
+ | 91-00 | Target boost |
+
+-### EFFICACY BOOST
++##### EFFICACY BOOST
+
+ Level: 1d6 + 1
+
+ Effect: This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if
+ the cypher is level 5 or higher).
+
+-### SHIFT BOOST
++##### SHIFT BOOST
+
+ Level: 1d6 + 2
+
+@@ -28536,7 +28534,7 @@
+ one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of
+ power shift to boost.
+
+-### STUNT BOOST
++##### STUNT BOOST
+
+ Level: 1d6 + 2
+
+@@ -28567,7 +28565,7 @@
+ to beg a favor or steal a child, or the house grows legs and runs away one morning, the player characters will be
+ rightfully amazed (and perhaps somewhat terrified).
+
+-### NATURE OF FAERIE
++#### NATURE OF FAERIE
+
+ Faerie (also called by many other names) is a dimension of magic separate from but closely parallel to the mundane
+ world. It doesn't matter whether Faerie is just a collective term for thousands of separate curled-up dimensions hidden
+@@ -28621,9 +28619,9 @@
+ Troll: level 6; claws inflict 7 points of damage and grab victim until they escape; grabbed creature takes 10 points of
+ damage per round; troll regains 3 points of health per round
+
+-### OPTIONAL RULES FOR FAIRYTALE
++#### OPTIONAL RULES FOR FAIRYTALE
+
+-Optional Rule: I Have That!
++##### Optional Rule: I Have That!
+
+ In fairy tales, characters often have exactly the right mundane piece of equipment
+
+@@ -28645,7 +28643,7 @@
+ who sews wants to buy a thimble and an inexpensive Pocket Item, they can. However, they cannot later turn the thimble
+ into a Pocket Item; it remains a thimble.
+
+-Example Pocket Items
++###### Example Pocket Items
+
+ Inexpensive
+
+@@ -28715,7 +28713,7 @@
+
+ • Thimble
+
+-### FAIRY TALE ARTIFACTS
++#### FAIRY TALE ARTIFACTS
+
+ Artifacts in a fantasy setting and magic items in other games focused on fantasy would also be suitable for a fairy tale
+ setting. However, every fairy tale artifact should come with a quirk that sets it apart from a simple "wand of fire" or
+@@ -28735,12 +28733,12 @@
+ | 9 | The "painting" of a princess of summer on the object sometimes leaves it, robbing the artifact of power. |
+ | 10 | Causes flowers to grow wherever it is stored or set down. |
+
+-### SPECIAL RULES
++#### SPECIAL RULES
+
+ Fairy tale games have unique opportunities for magic that aren't found elsewhere— death, curses, blessings, and wishes
+ are all prevalent in fairy tales and make interesting elements in games. Here are some suggested ways to handle them.
+
+-Death
++##### Death
+
+ You've probably noticed that in fairy tales, characters die all the time. Or almost die. Or sleep forever instead of
+ die. Or die and come back to life. You get the idea.
+@@ -28755,7 +28753,7 @@
+ and so on. They can communicate to the living only through magic. Someone may stay dead for up to about a year (in game
+ time) and still return to life. After that time elapses, death is permanent.
+
+-Curses
++##### Curses
+
+ In fairy tale games, curses are likely to be common. Most witches can cast curses
+
+@@ -28770,7 +28768,7 @@
+ and so on), or they can have more of a roleplaying impact (a character looks much older, they forget the word "apple,"
+ their skin turns golden). See the Curse table for a list of example curses.
+
+-Preventing Curses
++###### Preventing Curses
+
+ When a character attempts to resist being cursed, they must make an Intellect defense roll against the level of the
+ curse being cast. Being trained in Intellect defense eases
+@@ -28780,7 +28778,7 @@
+ Often, part of a curse's effects is hindering curse resistance; thus, a character who already has one curse on them will
+ find defending against a second curse is more difficult (their task is hindered).
+
+-Removing Curses
++###### Removing Curses
+
+ Similar to poison and disease, curses aren't automatically removed when a character makes a regular recovery roll.
+ Instead, they stick around, continuing to affect the PC long after the curse is cast. In order to rid themselves of a
+@@ -28790,7 +28788,7 @@
+ (such as the blood pearl blossom cypher). Alternatively, the character might be able to pay someone who is skilled in
+ curse removal to do the deed.
+
+-Curse Intrusions and Curse Mode
++###### Curse Intrusions and Curse Mode
+
+ In addition to dealing with the original effect of the curse, a cursed character is more likely to have bad things
+ happen to them. There are two ways for the GM to work this into the game: curse intrusions and Curse Mode. Ideally,
+@@ -28826,7 +28824,7 @@
+ While not all regular GM intrusions are necessarily bad for the character, curse intrusions always make the cursed PC's
+ situation worse.
+
+-Curse Intrusions
++###### Curse Intrusions
+
+ | d6 | Curse |
+ |-----|-------------------------------------------------------------------------|
+@@ -28837,7 +28835,7 @@
+ | 5 | The character feels an overwhelming urge to start dancing. |
+ | 6 | The character's clothes are suddenly much too large. |
+
+-Curse Table
++###### Curse Table
+
+ Roll 1d20 on the Curse table to determine the effect of the curse, or choose one that feels appropriate to the situation
+ and the characters.
+@@ -28870,7 +28868,7 @@
+ | 19 | Can no longer say, write, or spell their own name |
+ | 20 | No one else remembers or recognizes the character |
+
+-Curse Removal Table
++###### Curse Removal Table
+
+ Some curses have a specific way that they must be removed. Others can be removed in a variety of ways. You can use the
+ table as a reference for ways to remove or undo a curse, or you can roll 1d10 to give a curse a specific method of
+@@ -28940,7 +28938,7 @@
+
+
+
+-Blessings
++##### Blessings
+
+ When someone is blessed, it typically means that they are more likely to receive a beneficial GM intrusion when they
+ roll a 1 (or when the GM deems it appropriate to give them an intrusion). The Blessing Intrusions table provides
+@@ -28957,7 +28955,7 @@
+ | 5 | Someone nearby just happens to have the thing the character needs. |
+ | 6 | A cypher or artifact works even better than expected. |
+
+-Wishes
++##### Wishes
+
+ Wishes can be granted via objects, creatures such as genies, or as part of a bargain. When the character asks for a
+ wish, the GM assigns it a level. The larger and more difficult the wish, the higher the level. Generally, a wish such as
+@@ -28970,7 +28968,7 @@
+ Even if a wish is granted, the character may not get exactly what they want, especially if the wish is poorly worded,
+ has multiple interpretations, or asks for something that is utterly impossible (such as destroying the entire world).
+
+-### GM INTRUSIONS
++##### GM INTRUSIONS
+
+ GM intrusions present fantastic opportunities to imbue fairy tale games with a bit more weirdness, wonder, and whimsy,
+ all while making the game more interesting and surprising for characters.
+@@ -28987,7 +28985,7 @@
+ The Fairy Tale Intrusions tables are ways to quickly generate intrusions appropriate to a fairy tale aesthetic. Roll on
+ the appropriate table to determine the intrusion that occurs, or choose one that feels right for the situation.
+
+-Interaction Intrusions
++###### Interaction Intrusions
+
+ | d10 | GM Intrusion |
+ |-----|------------------------------------------------------------------------------------------------------------------------------------------|
+@@ -29002,7 +29000,7 @@
+ | 9 | One of the PCs inadvertently (or purposefully) offends someone, and they are instantly turned into a frog. |
+ | 10 | An opponent holds up a mirror or other reflective surface at just the right moment, reflecting a spell or ability back on the character. |
+
+-World Intrusions
++###### World Intrusions
+
+ | d10 | GM Intrusion |
+ |-----|------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
+@@ -29017,7 +29015,7 @@
+ | 9 | Somewhere far off, a magical effect backfires, causing a stampede of wild animals to run right toward the characters. |
+ | 10 | One of the characters smells gingerbread. The scent is so tempting, they have a hard time turning away from it. |
+
+-Item Intrusions
++###### Item Intrusions
+
+
+
+@@ -29081,9 +29079,9 @@
+
+
+
+-### PLAYING IN A FAIRY TALE GAME
++#### PLAYING IN A FAIRY TALE GAME
+
+-### PLAYER INTRUSIONS
++##### PLAYER INTRUSIONS
+
+ A player intrusion occurs when a player chooses to alter something in the story, making things easier for a player
+ character. It's kind of a reverse GM intrusion: instead of the GM giving the player XP and introducing an unexpected
+@@ -29124,7 +29122,7 @@
+
+ If a player has no XP to spend, they can't use a player intrusion.
+
+-### MINOR AND MAJOR SPECIAL EFFECT OPTIONS
++##### MINOR AND MAJOR SPECIAL EFFECT OPTIONS
+
+ Any time a PC attempts an action and rolls a natural 19 or 20, they have the option
+
+@@ -29162,9 +29160,9 @@
+ • A shapeshifting or disguise spell or ability works so well that the foe's familiar or companion runs off, afraid to
+ continue the fight.
+
+-### CREATING YOUR CHARACTER
++#### CREATING YOUR CHARACTER
+
+-### FORM VS. FUNCTION
++##### FORM VS. FUNCTION
+
+ In a fairy tale game, the PCs might consist of a talking fox, an ogre, a fairy, and a human the size of your thumb. And
+ that's perfectly fine. Build your character sentence in a way that plays to your character's strengths and weaknesses,
+@@ -29177,7 +29175,7 @@
+ small, for example, does not inherently mean you're stealthy—you'll want to choose your stats to emphasize the bit of
+ your character that you want to play.
+
+-### SKILLS
++##### SKILLS
+
+ As described in the Cypher System Rulebook, there is no definitive list of skills. Characters can choose to become
+ skilled in anything they like (with the GM's permission). In addition to the suggested skills in the rulebook, useful
+@@ -29225,7 +29223,7 @@
+ ways. If there are talking animals that the characters can understand, the skill could provide an asset in social
+ interactions.
+
+-### TYPE
++##### TYPE
+
+ Your character's type is the core of who they are and how they interact with their environment, their companions, and
+ other living creatures they encounter.
+@@ -29234,7 +29232,7 @@
+
+ Type Name and Flavor Suggestions
+
+-### WARRIOR
++###### WARRIOR
+
+ Huntsman, Skills and knowledge, stealth
+
+@@ -29246,7 +29244,7 @@
+
+ Archer, Stealth
+
+-### ADEPT
++###### ADEPT
+
+ King/queen
+
+@@ -29258,7 +29256,7 @@
+
+ Magical being (genie, spirit, faerie, and so on)
+
+-### EXPLORER
++###### EXPLORER
+
+ Adventurer
+
+@@ -29274,7 +29272,7 @@
+
+ Wolf, Combat Stealth
+
+-### SPEAKER
++###### SPEAKER
+
+ Aristocrat
+
+@@ -29286,7 +29284,7 @@
+
+ Trickster, Skills and Knowledge
+
+-### DESCRIPTOR
++##### DESCRIPTOR
+
+ Your descriptor is what defines your character—it changes the way you tackle every action that you take. Your descriptor
+ places your character in their current situation or adventure, and helps provide a sense of their motivations.
+@@ -29381,7 +29379,7 @@
+
+ • Lost
+
+-### FOCUS
++##### FOCUS
+
+ Your focus makes your character unique.
+
+@@ -29389,7 +29387,7 @@
+ it gives you a first-tier ability, a special connection to one or more of your fellow PCs, and possibly some starting
+ equipment.
+
+-Suggested Foci for a Fairy Tale Game
++###### Suggested Foci for a Fairy Tale Game
+
+ • Abides in Stone
+
+@@ -29531,7 +29529,7 @@
+
+ • Would Rather Be Reading
+
+-Heartwood Foci
++###### Heartwood Foci
+
+ • Befriends the Black Dog
+
+@@ -29541,7 +29539,7 @@
+
+ • Lived Among the Fey
+
+-Adjusted Foci
++###### Adjusted Foci
+
+ Battles Robots, Builds Robots, Talks to Machines
+
+@@ -29570,11 +29568,11 @@
+
+ With small tweaks to the language and abilities, this could work for someone who used to be a sailor or pirate.
+
+-### FAIRYTALE CHARACTER OPTIONS
++#### FAIRYTALE CHARACTER OPTIONS
+
+-### FAIRYTALE DESCRIPTORS
++##### FAIRYTALE DESCRIPTORS
+
+-Bewitched
++###### Bewitched
+
+ You're not sure that your thoughts are always your own. You often hear a voice or voices, guiding you and attempting to
+ force your hand. Sometimes these voices are helpful and kind. Other times, not so much. Where do they come from, and are
+@@ -29607,7 +29605,7 @@
+ 4\. You find that you can hear the voices more clearly when you're doing something active, and this seemed like a good
+ fit.
+
+-Changeling
++###### Changeling
+
+ Early on you discovered—or perhaps you knew all along—that you weren't really who everyone thought you were. Perhaps
+ when you were still very young, the child whose name you have now was stolen, and you were put in their place. Or
+@@ -29655,7 +29653,7 @@
+ 4\. You helped the PCs deal with a situation, and that led you to discovering more about yourself and your background.
+ You hope to do more of that.
+
+-Fragmented
++###### Fragmented
+
+ Sometimes you feel like you are a single being, and other times you think you mightbe more. You feel torn into pieces,
+ unsure which elements are you and which belong to someone else. Or perhaps they're all you, and you want to find a way
+@@ -29693,7 +29691,7 @@
+
+ 4\. You felt drawn to join the other PCs, but you don't know why.
+
+-Frumious
++###### Frumious
+
+ A furious, fuming anger waits, always, just beneath your surface, swirling under your skin like a caged beast. You might
+ do your best to hide it or control it, or perhaps you have given up trying to tame it and you let it run wild. Either
+@@ -29729,7 +29727,7 @@
+
+ 4\. One of the other PCs invited you to join, after they watched you fight.
+
+-Haunted
++###### Haunted
+
+ The world seems more dangerous than it should. You are troubled by fearful and anxious thoughts, and can't always
+ discern what is a true threat and what isn't. You might see shadows following you, be plagued by nightmares, or be
+@@ -29764,7 +29762,7 @@
+ 4\. You are trying to learn more about your thoughts and emotions, and you think that trying out your skills on an
+ adventure is a great way to do so.
+
+-Lost
++###### Lost
+
+ You can't remember exactly when it happened or why, but you have lost your way. The path through life, or even through
+ your own mind, no longer seems to exist. Once you had a reason and a goal, but now you find yourself wandering
+@@ -29804,12 +29802,12 @@
+
+ 4\. The PCs are heading somewhere specific, and it feels good to be surrounded by people who know where they're going.
+
+-### FAIRYTALE FOCI
++#### FAIRYTALE FOCI
+
+ Below the description of each focus, you'll find its abilities. The details of these abilities can be found in the
+ Cypher System Rulebook.
+
+-Befriends the Black Dog
++##### Befriends the Black Dog
+
+ Everywhere you go, your black dog goes too. They are your best friend and your greatest weakness. Their shadowed
+ presence fills you with a darkness, but it is inside that darkness that you find the strength to shine.
+@@ -29831,7 +29829,7 @@
+
+ Tier 6: As If One Creature or Embraced by Darkness
+
+-Curses the World
++##### Curses the World
+
+ Fuck the world and its horrors. You have a mean streak living inside you that you can't control—and honestly have no
+ desire to. You'd never hurt your friends and family, of course. But everyone and everything else? Curse them.
+@@ -29852,7 +29850,7 @@
+
+ Tier 6: Word of Command or Break Their Mind
+
+-Feigns No Fear
++##### Feigns No Fear
+
+ Everyone thinks you're brave, intrepid— fearless, even. They tell stories about you, the person who's never felt fear,
+ how you went out to seek what you see as an elusive emotion and never found it. But you know the truth. You may present
+@@ -29875,7 +29873,7 @@
+
+ Tier 6: Finishing Blow or Heroic Monster Bane
+
+-Lived Among the Fey
++##### Lived Among the Fey
+
+ You spent a lot of time in another world, one that others don't believe actually exists. What you learned there gives
+ you insight and vision that most people don't have. You've seen things. Beautiful things. Unspeakable things. Some of
+@@ -29898,7 +29896,7 @@
+
+ Tier 6: Explains the Ineffable or Drawing on Life's Experiences
+
+-Made a Deal With Death
++##### Made a Deal With Death
+
+ Death eternally walks the labyrinth of the Heartwood, touching those who pass by, but few notice this ever-changing
+ figure. You, however, are intimate with Death in all their many forms. Perhaps you are
+@@ -29925,7 +29923,7 @@
+
+ Tier 6: Duel to the Death or Final Defiance
+
+-Sheds Their Skin
++##### Sheds Their Skin
+
+ You have a secret self. In the quiet andstillness, you become not someone else, but something else. A being of tooth and
+ nail, of flipper and fin, of mane and moon. But you believe that in order to survive and thrive, you must keep your
+@@ -29949,7 +29947,7 @@
+
+ Tier 6: Escape Plan or Perfect Control
+
+-Heartwood Character Arcs
++#### Heartwood Character Arcs
+
+ Characters in the Heartwood should choose a starting character arc, something that they hope to accomplish for their
+ character through time and experience. This can be a Heartwood-specific arc or one from the list of character arcs in
+@@ -29957,7 +29955,7 @@
+
+ Suggested Heartwood Arcs
+
+-Become an Advocate
++##### Become an Advocate
+
+ You desire to help and support others, especially those who are dealing with difficult situations. This might be related
+ to something you've personally experienced, something you're knowledgeable about, or both. You can advocate in any
+@@ -29977,7 +29975,7 @@
+
+ Resolution: You reflect on everything you've learned and decide what to do next.
+
+-Put Down Roots
++##### Put Down Roots
+
+ If you choose this arc, you are hoping to create a strong support system among your friends and fellow travelers. You
+ seek the assistance of those around you to help you through difficult times and you wish to offer assistance back. This
+@@ -29997,7 +29995,7 @@
+
+ Resolution: You enjoy the benefits of having a supportive group of people in your life.
+
+-Develop Coping Strategies
++##### Develop Coping Strategies
+
+ You want to develop better ways of moving through the world while living with a mental illness. This isn't a "cure" or a
+ "fix." It isa step toward mitigating symptoms or struggles by developing healthy emotional coping strategies.
+@@ -30016,7 +30014,7 @@
+
+ Resolution: You reflect on what you've learned and decide where you want to go from here.
+
+-Take the Wrong Path
++##### Take the Wrong Path
+
+ Much like Fall From Grace, Take the Wrong Path isn't typically an arc that a character intentionally desires. It's
+ something the player chooses on a meta level for the character because it makes for an interesting story and sets up
+@@ -30035,7 +30033,7 @@
+
+ Resolution: You wallow in your own misery.
+
+-### FAIRY TALE CHARACTER ARCS
++#### FAIRY TALE CHARACTER ARCS
+
+ Character arcs are fantastic opportunities for players to deepen their roleplaying options, add to the narrative, and
+ set goals that can intertwine with and strengthen a campaign or adventure. While character arcs aren't a requirement,
+@@ -30046,14 +30044,14 @@
+ assistance and approval of the GM), or choose one of the new character arcs created specifically for the Heartwood
+ setting.
+
+-### EQUIPMENT
++#### EQUIPMENT
+
+ Most weapons that are powered by magic, such as wands, operate exactly like a regular weapon; they just do their damage
+ using magic.
+
+ Equipment and weapons with unique magic abilities are typically considered to be cyphers or artifacts.
+
+-### CURRENCY
++##### CURRENCY
+
+ In most fairy tales, money isn't precise. Someone might be poor or rich. They might find a bag of gold or a chest full
+ of jewels. They might be the richest man in the town or have nothing but a tired old cow to their name. But typically
+@@ -30071,7 +30069,7 @@
+ moderately priced item likely requires completing a moderately difficult task, while an exorbitant item may require
+ something that taxes the PCs and really puts their skills and dedication to the test.
+
+-### SIGNATURE ITEMS
++##### SIGNATURE ITEMS
+
+ In fairy tales, clothing, weapons, and other items that a character carries for a long time tend to be very personal and
+ very important. They're often unique and handcrafted,
+@@ -30079,7 +30077,7 @@
+ they may have names or stories that go with them, and because characters tend to keep them for a long time, they may
+ have undergone repairs or have markings that tell something about the character's background.
+
+-### APPAREL AND ARMOR
++##### APPAREL AND ARMOR
+
+ In most cases, characters start out by wearing any type of clothing they choose. Typically (unless the GM decides
+ otherwise or unless it is designated as armor),
+@@ -30089,15 +30087,15 @@
+ However, clothing with additional benefits can be purchased, stolen, found, or earned by completing favors and
+ accomplishing tasks.
+
+-### CLOTHING
++##### CLOTHING
+
+-Inexpensive
++###### Inexpensive
+
+ Gloves or mittens
+
+ Hat or hood
+
+-Moderately Priced
++###### Moderately Priced
+
+ Cloak or coat
+
+@@ -30105,7 +30103,7 @@
+
+ Wizard or enchanter's outfit
+
+-Very Expensive
++###### Very Expensive
+
+ Elegant cloak or coat
+
+@@ -30113,35 +30111,35 @@
+
+ Suit or ballgown
+
+-Exorbitant
++###### Exorbitant
+
+ Elegant, bespoke clothing suitable for moving in elite circles (provides an asset in interaction tasks)
+
+-### WEAPONS AND PROTECTIVE GEAR
++##### WEAPONS AND PROTECTIVE GEAR
+
+-Inexpensive
++###### Inexpensive
+
+ Ammunition (12 arrows, 12 crossbow bolts, and so on)
+
+-Moderately Priced
++###### Moderately Priced
+
+ Light weapons (knives, handaxe, hairpin, darts, wand, slingshot, and so on)
+
+ Light armor (hides and furs, thieves' armor, leather jerkin, padded coat, and so on)
+
+-Expensive
++###### Expensive
+
+ Medium weapon (club, sword, battleaxe, mace, crossbow, spear, staff, and so on)
+
+ Medium armor (breastplate, brigade, chainmail, and so on)
+
+-Very Expensive
++###### Very Expensive
+
+ Heavy weapon (huge sword, great hammer, massive axe, halberd, heavy crossbow, and so on)
+
+ Heavy armor (full plate armor)
+
+-Exorbitant
++###### Exorbitant
+
+ Jeweled, ornate, royal, or bespoke weapon
+
+@@ -30151,9 +30149,9 @@
+ amount of Armor that you have, including any magical effects. You can wear only one type of armor at any given time, but
+ you could have many things that give you Armor.
+
+-### BASIC EQUIPMENT
++##### BASIC EQUIPMENT
+
+-Inexpensive
++###### Inexpensive
+
+ Candle
+
+@@ -30179,7 +30177,7 @@
+
+ Vial
+
+-Moderately Priced
++###### Moderately Priced
+
+ Backpack
+
+@@ -30211,7 +30209,7 @@
+
+ Waterskin or flask
+
+-Expensive
++###### Expensive
+
+ Bag of heavy tools
+
+@@ -30219,7 +30217,7 @@
+
+ Box, medium
+
+-Very Expensive
++###### Very Expensive
+
+ Charon's obol. Imbued coin. Placed in the mouth of a dead person prior to burial as payment to Charon, the ferryman, for
+ conveying the soul to its proper resting place.
+@@ -30233,15 +30231,15 @@
+
+ Handheld scrying mirror. Asset for initiative tasks when held in hand or worn.
+
+-### TRAVEL
++##### TRAVEL
+
+-Moderately Priced
++###### Moderately Priced
+
+ Common transportation, rental (horse-drawn carriage, boat, mount, and so on)
+
+ Lodging, shared room or shed, meager
+
+-Expensive
++###### Expensive
+
+ Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
+ on). In most cases, renting magic transportation includes a guide, driver, or other person who can power and operate the
+@@ -30251,18 +30249,18 @@
+
+ Lodging, solo room, decent
+
+-Very Expensive
++###### Very Expensive
+
+ Lodging, whole building or large room
+
+-Exorbitant
++###### Exorbitant
+
+ Magic transportation, rental (chicken-legged hut, levitating mortar, magic carpet, talking mount, flying ship, and so
+ on). In most cases, it's also necessary to hire a guide, driver, or other person who can control and power the vehicle.
+ Alternatively, characters must take a class, learn a spell, or meet other magic requirements in order to operate the
+ vehicle.
+
+-### CYPHERS AND ARTIFACTS
++#### CYPHERS AND ARTIFACTS
+
+ Because magic—and thus magic items— are so prevalent in most fairy tales, cyphers in particular should be easy for
+ characters to replenish. If you're using subtle cyphers, you can choose how they arrive—on magic storms, perhaps, or in
+@@ -30277,7 +30275,7 @@
+ random and more likely to find them in the hands of NPCs, locked or hidden in chests, or for sale by high-end and
+ specialized vendors. Acquiring an artifact should almost always require a sacrifice, trial, or difficult task.
+
+-### CYPHER LIMITS
++#### CYPHER LIMITS
+
+ All characters have a maximum number of cyphers they can have at any one time, determined by their type. If a character
+ ever attempts to carry more cyphers than their limit, the magic within the cyphers quickly begins to attract fey beings.
+@@ -30290,7 +30288,7 @@
+
+ fey is attracted, what their realm is like, and how to play out the character's disappearance and possible retrieval.
+
+-Fey Being Table
++##### Fey Being Table
+
+ | d6 | Effect |
+ |-----|------------|
+@@ -30301,7 +30299,7 @@
+ | 5 | Pixie |
+ | 6 | Ogre |
+
+-Fey Cypher Attraction
++##### Fey Cypher Attraction
+
+ | d6 | Effect |
+ |-----|-------------------------------------------------------------------------------------------------------------------------------------------|
+@@ -30312,7 +30310,8 @@
+ | 5 | Causes two or more cyphers to react with each other, destroying them and inflicting damage equal to the level of the more powerful cypher |
+ | 6 | Steals the character away to their fey realm |
+
+-### CYPHERS
++#### CYPHERS
++
+ Cyphers are one-use abilities that characters gain over the course of play. They have powers that can heal, do damage,
+ ease or hinder tasks, or produce interesting and unusual effects. In a fairy tale setting, they often appear as a simple
+ object, such as a poisoned apple or a matchbook. They can also be something intangible, such as three wishes or a magic
+@@ -30327,7 +30326,7 @@
+
+ is considered a single cypher even though there are multiple items.
+
+-Cypher Forms
++##### Cypher Forms
+
+ While characters can find or purchase many of these items in the world, only magic versions of the items are cyphers.
+ Characters should easily be able to tell when an item is magic (and thus a cypher) and when it's an ordinary item.
+@@ -30355,7 +30354,7 @@
+ | 19 | Spell or hand fan |
+ | 20 | Fallen star or playing card |
+
+-Fairy Tale Cypher Table
++##### Fairy Tale Cypher Table
+
+ | d100 | Cypher |
+ |------|---------------------------------------------------------|
+@@ -30460,9 +30459,9 @@
+ | 99 | Yonder yarn |
+ | 00 | Roll on the cypher tables in the Cypher System Rulebook |
+
+-### A SELECTION OF FAIRY TALE CYPHERS
++##### A SELECTION OF FAIRY TALE CYPHERS
+
+-Adderstone
++###### Adderstone
+
+ Level: 1d6 + 3
+
+@@ -30489,7 +30488,7 @@
+ | 16-18 | When worn on a string around the neck, provides training in two noncombat skills of the user's choice that they are not already trained in. |
+ | 19-20 | When tied in the hair, eases all defense tasks against curses by two steps. |
+
+-Agate Eye
++###### Agate Eye
+
+ Level: 1d6 + 2
+
+@@ -30499,7 +30498,7 @@
+ cypher level or lower for one hour per cypher level (and ends any such ongoing effects, if any, already in the user's
+ system).
+
+-Animated Wood
++###### Animated Wood
+
+ Level: 1d6
+
+@@ -30515,7 +30514,7 @@
+ attempt to stop an unwanted action via persuasion, intimidation, and so on (any such tasks against the animated wood are
+ eased by two steps).
+
+-Anywhere Door
++###### Anywhere Door
+
+ Level: 1d6 + 3
+
+@@ -30524,7 +30523,7 @@
+ Effect: Creates a door to anywhere. The door remains for one day, and then disappears. While the door exists, anyone or
+ anything that can discern the door can use it. Erasing the drawn line erases the door.
+
+-Apple of Discord
++###### Apple of Discord
+
+ Level: 1d6 + 1
+
+@@ -30534,7 +30533,7 @@
+ to take it for themselves. Foes spend their next two actions doing nothing but fighting among themselves for possession
+ of the apple.
+
+-Azure Dust
++###### Azure Dust
+
+ Level: 1d6 + 1
+
+@@ -30542,7 +30541,7 @@
+
+ Effect: Sprinkling the dust on someone's hair, skin, outfit, or other object permanently dyes it bright blue.
+
+-Baba Yaga's Spiced Cookie
++###### Baba Yaga's Spiced Cookie
+
+ Level: 1d6
+
+@@ -30550,7 +30549,7 @@
+
+ Effect: Eating the cookie increases the user's Intellect Edge by 1 for one hour.
+
+-Bellman's Map of the Ocean
++###### Bellman's Map of the Ocean
+
+ Level: 1d6 + 2
+
+@@ -30562,7 +30561,7 @@
+ beings look upon the map- holder as their leader or guide, will not attack them, and generally will do as they ask (all
+ social interactions with those affected are eased by two steps).
+
+-Beloved's Kiss
++###### Beloved's Kiss
+
+ Level: 1d6 + 3
+
+@@ -30579,7 +30578,7 @@
+ | 3-4 | Renders the character immune to curses for one hour per cypher level (and ends any ongoing effects) |
+ | 5-6 | Renders the character immune to mental effects for one hour per cypher level (and ends any ongoing effects) |
+
+-Bird's Nest Coronet
++###### Bird's Nest Coronet
+
+ Level: 1d6 + 3
+
+@@ -30589,7 +30588,7 @@
+ Others are more likely to follow their suggestions, defer to their wishes, and treat them well. All social interactions
+ are eased by two steps for one day. Seeing through the disguise is an Intellect task equal to the cypher's level.
+
+-Blackbird Pie
++###### Blackbird Pie
+
+ Level: 1d6
+
+@@ -30598,7 +30597,7 @@
+ Effect: When the pie is cut open, the blackbirds begin to sing a haunting dirge of pain and sorrow. All foes within long
+ range who hear the song are hindered on all tasks for ten minutes.
+
+-Blood Pearl Blossom
++###### Blood Pearl Blossom
+
+ Level: 1d6 + 4
+
+@@ -30607,7 +30606,7 @@
+ Effect: When ingested, removes one curse (of the cypher level or lower) from the user. The curse-removal process can
+ take from one round to one day, depending on the level, severity, and type of curse.
+
+-Bone Key
++###### Bone Key
+
+ Level: 1d6 + 2
+
+@@ -30615,7 +30614,7 @@
+
+ Effect: Unlocks one lock of the cypher level or lower, or provides an asset to open a lock of higher level.
+
+-Bones of the Beloved
++###### Bones of the Beloved
+
+ Level: 1d6 + 3
+
+@@ -30626,7 +30625,7 @@
+ hair shines, their teeth glow, their wrinkles disappear, their back unstoops. The effect lasts for three days (five days
+ if the cypher is level 6 or higher). This does not change the actual health or age of the character.
+
+-Bowl of Porridge
++###### Bowl of Porridge
+
+ Level: 1d6 + 3
+
+@@ -30635,7 +30634,7 @@
+ Effect: Restores a number of points equal to the cypher level to the user's Might Pool. Also protects the user from the
+ effects of cold for ten minutes.
+
+-Cat Sidhe Medallion
++###### Cat Sidhe Medallion
+
+ Level: 1d6 + 2
+
+@@ -30644,7 +30643,7 @@
+ Effect: When activated, the medallion protects the wearer from the next curse (of the cypher level or lower) that is
+ cast upon them. The curse goes into the medallion, which shatters into thousands of tiny pieces.
+
+-Cheshire Smile
++###### Cheshire Smile
+
+ Level: 1d6
+
+@@ -30655,7 +30654,7 @@
+ with a mind of its own, although it likely helps the person who activated the cypher. It sticks around for ten minutes,
+ and then fades away slowly, until even the original smile has disappeared.
+
+-Coalheart's Beard Balm
++###### Coalheart's Beard Balm
+
+ Level: 1d6
+
+@@ -30668,7 +30667,7 @@
+
+ Many dwarfs have beards with magical powers. It's possible to find other beard balm cyphers out in the world.
+
+-Croc's Clock
++###### Croc's Clock
+
+ Level: 1d6
+
+@@ -30677,7 +30676,7 @@
+ Effect: When attached to (or swallowed by) a living creature or an object, the clock ticks loudly, alerting everyone
+ within long range to its presence for one day.
+
+-Crown Jewel
++###### Crown Jewel
+
+ Level: 1d6 + 2
+
+@@ -30687,7 +30686,7 @@
+ item. The duplicate works just like the original and lasts for ten minutes or until it naturally depletes (whichever
+ comes first).
+
+-Dame Trot's Cat
++###### Dame Trot's Cat
+
+ Level: 1d6 + 3
+
+@@ -30696,7 +30695,7 @@
+ Effect: When activated by feeding it a bit of milk or fish, the statue protects the user, yowling and hissing the next
+ time it senses danger. The cat's level is equal to the cypher level.
+
+-Darning Needle
++###### Darning Needle
+
+ Level: 1d6
+
+@@ -30706,7 +30705,7 @@
+ damage and causes anything it successfully hits to shrink to half its size. The needle lasts for a number of hours equal
+ to the cypher's level.
+
+-Dead Water
++###### Dead Water
+
+ Level: 1d6 + 3
+
+@@ -30715,7 +30714,7 @@
+ Effect: Brings a character back to life. However, they come back with a permanent 3-point reduction in their maximum
+ Might Pool.
+
+-Deathless
++###### Deathless
+
+ Level: 1d6 + 3
+
+@@ -30731,7 +30730,7 @@
+ If someone gets a hold of another person's soul, they have a great deal of power over that person (such as easing all
+ actions against them by three steps). Those who use a deathless should ensure that it's well hidden and well protected.
+
+-Death's Candle
++###### Death's Candle
+
+ Level: 1d6 + 4
+
+@@ -30745,7 +30744,7 @@
+ of damage on them, putting all their Pools at 0, the user takes no damage. However, if a foe inflicts 4 points of
+ damage, which is not enough to kill the user, the user takes the 4 points of damage.
+
+-Death's Messengers
++###### Death's Messengers
+
+ Level: 1d6 + 2
+
+@@ -30755,7 +30754,7 @@
+ in their ears, and have blurred vision. For the next three rounds, the cypher inflicts damage equal to the cypher's
+ level (each round).
+
+-Diadem of Death
++###### Diadem of Death
+
+ Level: 1d6 + 4
+
+@@ -30764,7 +30763,7 @@
+ Effect: When worn on someone's head, looped over a limb, or otherwise placed upon their person, the crown inflicts
+ damage equal to its level.
+
+-Dragon's Blood
++###### Dragon's Blood
+
+ Level: 1d6
+
+@@ -30778,7 +30777,7 @@
+ | 3-4 | Asset to all tasks involving magic |
+ | 5-6 | Asset to all tasks involving romance, sex, and fertility |
+
+-Dragon's Teeth
++###### Dragon's Teeth
+
+ Level: 1d6
+
+@@ -30794,7 +30793,7 @@
+
+ Warriors: level 3; Armor 1; swords inflict 3 points of damage
+
+-Dressmaking Nut
++###### Dressmaking Nut
+
+ Level: 1d6 + 2
+
+@@ -30808,7 +30807,7 @@
+
+ Beings of all genders can wear any form of outfit from the dressmaking nut and receive the benefits.
+
+-Drink Me
++###### Drink Me
+
+ Level: 1d6
+
+@@ -30817,7 +30816,7 @@
+ Effect: Causes the imbiber to shrink down to half their size. The effect lasts for one hour or until the user can find
+ another way to change their size (such as with an eat me).
+
+-Dust of the Dreamer
++###### Dust of the Dreamer
+
+ Level: 1d6
+
+@@ -30826,7 +30825,7 @@
+ Effect: When sprinkled in the eyes, grants the recipient all the benefits of a ten-hour recovery roll as a single
+ action. This does not use up any of their recovery rolls.
+
+-Eat Me
++###### Eat Me
+
+ Level: 1d6
+
+@@ -30835,7 +30834,7 @@
+ Effect: Causes the eater to grow to twice their size. The effect lasts for one hour or until the user can find another
+ way to change their size (such as with a drink me).
+
+-Emperor's New Clothes
++###### Emperor's New Clothes
+
+ Level: 1d6
+
+@@ -30843,7 +30842,7 @@
+
+ Effect: For the next day, the armor the thread is attached to is invisible, making the wearer appear to be unarmored.
+
+-Fairy Cup
++###### Fairy Cup
+
+ Level: 1d6 + 1
+
+@@ -30855,7 +30854,7 @@
+ It's believed that burying a fairy cup returns it to its rightful owners below ground, and it is they who offer
+ protection by way of thanks.
+
+-False Grandmother
++###### False Grandmother
+
+ Level: 1d6 + 2
+
+@@ -30868,7 +30867,7 @@
+ creature are eased by two steps. The user can remove the glasses to look like themselves again before the end of the
+ duration.
+
+-Father's Betrayal
++###### Father's Betrayal
+
+ Level: 1d6 + 2
+
+@@ -30878,7 +30877,7 @@
+ m) around the user. If the creature is within that area when the cypher is activated, they are knocked outside the area
+ and are dazed for one round, hindering their next action.
+
+-Flaming Arrow
++###### Flaming Arrow
+
+ Level: 1d6 + 2
+
+@@ -30887,7 +30886,7 @@
+ Effect: The arrow explodes into flame when it strikes something, inflicting its level in damage to all within immediate
+ range.
+
+-Flowers for Grandmother
++###### Flowers for Grandmother
+
+ Level: 1d6 + 2
+
+@@ -30905,7 +30904,7 @@
+ | 5 | Intellect |
+ | 6 | Slashing and piercing |
+
+-Forget-Me-Knot
++###### Forget-Me-Knot
+
+ Level: 1d6 + 3
+
+@@ -30917,7 +30916,7 @@
+ scary, and so on, all affected beings likely spend an additional round dealing with the emotional impacts of that
+ memory. Capturing the memory is an action, as is untying the loop.
+
+-Genie's Handkerchief
++###### Genie's Handkerchief
+
+ Level: 1d6
+
+@@ -30931,7 +30930,7 @@
+ their magic is used up, they make fine blankets, curtains, or cloaks. Of course, extended exposure to mercury has its
+ drawbacks.
+
+-Gilded Shell
++###### Gilded Shell
+
+ Level: 1d6
+
+@@ -30943,7 +30942,7 @@
+ m by 3 m by 6 m). From the outside, the shell continues to look exactly the way it did before, in both size and shape,
+ making it difficult for others to notice. Once expanded, the structure is permanent and immobile.
+
+-Gingerbread Man
++###### Gingerbread Man
+
+ Level: 1d6
+
+@@ -30951,7 +30950,7 @@
+
+ Effect: After eating the cookie, the user has training in Speed defense for the next day.
+
+-Godfather's Picture Book
++###### Godfather's Picture Book
+
+ Level: 1d6 + 2
+
+@@ -30962,7 +30961,7 @@
+ turn. Moving it backward allows them to retry their previous action. After the book is used this way once, it becomes a
+ regular book and does not count against the character's cypher limit.
+
+-Golden Beetle
++###### Golden Beetle
+
+ Level: 1d6
+
+@@ -30971,7 +30970,7 @@
+ Effect: When dropped into liquid and cooked, it creates enough food to fill the stomachs of all friends and allies
+ within long range.
+
+-Golden Vanity
++###### Golden Vanity
+
+ Level: 1d6
+
+@@ -30990,7 +30989,7 @@
+ The landscape effects are permanent. The golden vanity counts as a single cypher against the character's cypher limit.
+ When all three items have been used, it remains a functional vanity set but no longer holds any magic.
+
+-Green Spectacles
++###### Green Spectacles
+
+ Level: 1d6
+
+@@ -30999,7 +30998,7 @@
+ Effect: Once activated, protects the wearer from being blinded or having their vision affected in other ways for one
+ day. The wearer can see through illusions of the cypher level or lower and can see in the dark as if it were daylight.
+
+-Hart's Heart
++###### Hart's Heart
+
+ Level: 1d6 + 3
+
+@@ -31008,7 +31007,7 @@
+ Effect: When the user offers the heart to another living being, all attempts by the user to bribe, deceive, coerce, or
+ convince the recipient are eased by two steps.
+
+-Heart of a Star
++###### Heart of a Star
+
+ Level: 1d6
+
+@@ -31018,7 +31017,7 @@
+ eased by an additional step. (If the user has an inability in the relevant skill, the other character's task is still
+ eased.)
+
+-Heart's Tart
++###### Heart's Tart
+
+ Level: 1d6 + 2
+
+@@ -31027,7 +31026,7 @@
+ Effect: When eaten, eases all tasks involving stealing, picking pockets, sneaking, running, surprise, and initiative for
+ ten minutes.
+
+-Hot Cross Buns
++###### Hot Cross Buns
+
+ Level: 1d6
+
+@@ -31035,7 +31034,7 @@
+
+ Effect: When eaten, restores a number of points equal to the cypher's level to the user's Might Pool.
+
+-Iron Bands of Three
++###### Iron Bands of Three
+
+ Level: 1d6 + 3
+
+@@ -31046,7 +31045,7 @@
+ them feel sad, fearful, intimidated, and so on. Each time the cypher activates to protect the user, one of the bands
+ breaks. When all three bands are broken, the cypher is used up.
+
+-Itsy Bitsy Spider
++###### Itsy Bitsy Spider
+
+ Level: 1d6
+
+@@ -31058,7 +31057,7 @@
+ cypher's level. The questions must pertain to the area and must be simple enough that the spider can answer them in
+ three words or less.
+
+-Jack's Candlestick
++###### Jack's Candlestick
+
+ Level: 1d6 + 3
+
+@@ -31066,7 +31065,7 @@
+
+ Effect: Jumping over the candlestick restores a number of points equal to the cypher's level to the user's Speed Pool.
+
+-Jiminy Cricket
++###### Jiminy Cricket
+
+ Level: 1d6
+
+@@ -31075,7 +31074,7 @@
+ Effect: Allows the user to retry a task that they failed within the past minute, using the same difficulty and
+ modifiers.
+
+-The Key of Knowing
++###### The Key of Knowing
+
+ Level: 1d6 + 3
+
+@@ -31088,7 +31087,7 @@
+ After the key is used in this way, the blood disappears from its surface and the key refuses to open anything (or speak)
+ ever again.
+
+-Knave of Hearts
++###### Knave of Hearts
+
+ Level: 1d6 + 2
+
+@@ -31098,7 +31097,7 @@
+ knight. They also gain +1 Armor, +1 damage, and an asset in sneaking, hiding, and stealth. The effect lasts for ten
+ minutes per cypher level.
+
+-Lion's Courage
++###### Lion's Courage
+
+ Level: 1d6 + 1
+
+@@ -31108,7 +31107,7 @@
+ time the user is attacked and they attempt to make an attack on their next action, that attack is eased and they inflict
+ +1 point of damage.
+
+-Living Water
++###### Living Water
+
+ Level: 1d6 + 3
+
+@@ -31120,7 +31119,7 @@
+ When dead water and living water cyphers are used together, a dead character can be brought back to life without any
+ permanent reductions of their Might Pool.
+
+-Magic Beans
++###### Magic Beans
+
+ Level: 1d6 + 4
+
+@@ -31129,7 +31128,7 @@
+ Effect: When planted and watered, the beans grow into a giant beanstalk. It's almost impossible to know where the
+ beanstalk leads until you climb it. Climbing the beanstalk is a level 5 task.
+
+-Memory's Match
++###### Memory's Match
+
+ Level: 1d6
+
+@@ -31140,7 +31139,7 @@
+ the roll. After that, anyone who watched the vision but didn't make a recovery roll takes 3 points of Intellect damage
+ (ignores Armor).
+
+-Mermaid Tear
++###### Mermaid Tear
+
+ Level: 1d6 + 2
+
+@@ -31151,7 +31150,7 @@
+ significant way (for example, swinging a sword while it's raining likely doesn't count, but crying as part of an attempt
+ to persuade someone, casting a magic spell involving water, or using a pool to scry would all be appropriate).
+
+-Neverlost
++###### Neverlost
+
+ Level: 1d6
+
+@@ -31162,7 +31161,7 @@
+ the items become invisible to everyone except the user and any allies the user designates. The items last for one day
+ per cypher level and can be seen by the user and their allies, even in complete darkness.
+
+-Nonsensical Poem
++###### Nonsensical Poem
+
+ Level: 1d6 + 4
+
+@@ -31172,7 +31171,7 @@
+ becomes down. Gravity works the other way. A river flows backward. The sun shines at night. (The player should work with
+ the GM to come up with an appropriate and acceptable change.)
+
+-Omniscient Bean
++###### Omniscient Bean
+
+ Level: 1d6 + 2
+
+@@ -31186,7 +31185,7 @@
+ knowledge of the past is level 7. The cypher cannot provide an answer to a question above its level (which means it
+ can't provide knowledge about the future, since that is level 10).
+
+-Pictureless Book
++###### Pictureless Book
+
+ Level: 1d6
+
+@@ -31205,7 +31204,7 @@
+ | 3-4 | Nightmares. All dreaming characters take 5 points of Intellect damage. |
+ | 5-6 | Dream world. All dreaming characters enter a dream world, where they have an experience that causes them to temporarily learn a noncombat skill of their choice for the rest of the day. |
+
+-Poison for Your Daughter
++###### Poison for Your Daughter
+
+ Level: 1d6 + 2
+
+@@ -31272,7 +31271,7 @@
+
+
+
+-Poisoned Apple
++###### Poisoned Apple
+
+ Level: 1d6 + 2
+
+@@ -31286,7 +31285,7 @@
+ other. However, in order for the cypher to take effect, the user must willingly take a bite. It's impossible, for
+ instance, to force-feed someone part of the apple and have the cypher activate.
+
+-Poppet (Damage)
++###### Poppet (Damage)
+
+ Level: 1d6 + 4
+
+@@ -31296,7 +31295,7 @@
+ Destroying the poppet inflicts damage on the connected object or being equal to the cypher's level, no matter how far
+ away it is. Writing the name and destroying the poppet are separate actions.
+
+-Poppet (Love)
++###### Poppet (Love)
+
+ Level: 1d6 + 2
+
+@@ -31308,7 +31307,7 @@
+ time someone swings a sword, speaks a curse, or tries to poison the creature, the attempt automatically fails, and if
+ the creature were to slip near a deep pit, they would not fall into it. Giving the poppet to another is an action.
+
+-Poppet (Prosperity)
++###### Poppet (Prosperity)
+
+ Level: 1d6 + 2
+
+@@ -31318,7 +31317,7 @@
+ Dirtying, tearing, and damaging the poppet causes the connected being or object to appear destitute and poor to all who
+ see them. This effect lasts for a day. Writing the name and damaging the poppet are separate actions.
+
+-Poppet (Silence)
++###### Poppet (Silence)
+
+ Level: 1d6 + 2
+
+@@ -31328,7 +31327,7 @@
+ the figure to that being. For the following day, the being is unable to talk about, point to, see, or otherwise engage
+ with the person who activated the poppet.
+
+-Powder of Life
++###### Powder of Life
+
+ Level: 1d6 + 3
+
+@@ -31345,7 +31344,7 @@
+ their form and nature. For example, a tin soldier brought to life likely has 1 Armor and perhaps a light weapon, while a
+ stuffed rabbit might be level 3 for the purpose of Speed defense, hiding, and sneaking.
+
+-Princess's Pea
++###### Princess's Pea
+
+ Level: 1d6 + 3
+
+@@ -31354,7 +31353,7 @@
+ Effect: For one hour per cypher level, allows the user to recognize disguises, optical illusions, sound mimicry, false
+ claims, and other such tricks (for all senses) for what they are.
+
+-Rabbit Hole
++###### Rabbit Hole
+
+ Level: 1d6
+
+@@ -31369,7 +31368,7 @@
+ The hole stays open for ten minutes, and it is possible to travel back to the starting place (but nowhere else) by again
+ jumping in feet-first.
+
+-Rapunzel Leaf
++###### Rapunzel Leaf
+
+ Level: 1d6 + 3
+
+@@ -31381,7 +31380,7 @@
+
+ The tower's level is equal to the cypher level, and the structure is permanent and immobile.
+
+-Rose of Red
++###### Rose of Red
+
+ Level: 1d6 + 1
+
+@@ -31393,7 +31392,7 @@
+ birds; in the next round, each one flies to a random spot within short range and explodes in an immediate radius,
+ inflicting damage equal to the cypher level.
+
+-Shadow Soap
++###### Shadow Soap
+
+ Level: 4
+
+@@ -31407,7 +31406,7 @@
+
+ Shadows are known to develop a mind of their own. Sometimes after tasting a bit of freedom, they refuse to return.
+
+-Shard of the Moon
++###### Shard of the Moon
+
+ Level: 1d6 + 2
+
+@@ -31418,7 +31417,7 @@
+ The user can converse with the creatures and ask them questions, which the creatures will answer to the best of their
+ ability, but always within their nature (so a trickster will still answer as a trickster would, for example).
+
+-Shining Knife
++###### Shining Knife
+
+ Level: 1d6 + 3
+
+@@ -31429,7 +31428,7 @@
+ knife is stuck. If both are faring well, the knife shines bright gold. If harm has come to one, the knife is dull and
+ rusted.
+
+-Silver Slippers
++###### Silver Slippers
+
+ Level: 1d6 + 2
+
+@@ -31444,7 +31443,7 @@
+
+ it is rumored that they magically return to the world in some form for someone else who needs them.
+
+-Singing Bone
++###### Singing Bone
+
+ Level: 1d6 + 3
+
+@@ -31456,7 +31455,7 @@
+ For most magical objects involving sound, it's not necessary to physically hear the item in order to gain the benefits.
+ "Hearing" may involve sensing vibrations, magical mental telepathy, a sign language interpreter, and so on.
+
+-Snake Leaves
++###### Snake Leaves
+
+ Level: 1d6 + 2
+
+@@ -31467,7 +31466,7 @@
+ a character one step up the damage track, or bring a dead character back to life. However, the character also gains a
+ permanent 3-point reduction in their maximum Intellect Pool.
+
+-Snickersnee
++###### Snickersnee
+
+ Level: 1d6 + 4
+
+@@ -31476,7 +31475,7 @@
+ Effect: When attached to a weapon, causes it to grow two to five times its normal size. The weapon inflicts an
+ additional +2 points of damage, but otherwise can be used as if it were a weapon of its original size.
+
+-Song of the Dead
++###### Song of the Dead
+
+ Level: 1d6
+
+@@ -31486,7 +31485,7 @@
+ carries a piece of the user's life inside it. When the user dies, the bird flies back to their body and is able to
+ communicate to those around it, but only for one day. After that, the bird returns to its lifeless form.
+
+-Sorcerer's Skeleton Key
++###### Sorcerer's Skeleton Key
+
+ Level: 1d6 + 2
+
+@@ -31495,7 +31494,7 @@
+ Effect: When tapped three times against any locked door or other object (of the cypher level or lower), the key
+ automatically unlocks it.
+
+-Spirit Ring
++###### Spirit Ring
+
+ Level: 1d6
+
+@@ -31510,7 +31509,7 @@
+ on the fey's blessing. Angering the fey may cause them to leave at any moment (even in the middle of something
+ important), and they may take the time to curse or prank the characters before they disappear.
+
+-Teleport Hat
++###### Teleport Hat
+
+ Level: 1d6 + 3
+
+@@ -31521,7 +31520,7 @@
+ stays for as long as both parties agree, but not more than a day. At that time, the creature is returned to their place
+ of origination.
+
+-Three Needles
++###### Three Needles
+
+ Level: 1d6
+
+@@ -31530,7 +31529,7 @@
+ Effect: For the next ten minutes per cypher level, the user can climb any solid surfaces (even vertical ones) as if
+ doing so was a routine task.
+
+-Tin Man's Tears
++###### Tin Man's Tears
+
+ Level: 1d6 + 2
+
+@@ -31540,7 +31539,7 @@
+ touches into brittle rust, down to a depth of about 6 inches (15 cm). When used on a metal creature (such as a tin
+ soldier), the rust inflicts damage equal to the cypher's level and hinders all movement actions for ten minutes.
+
+-To Peter With Love
++###### To Peter With Love
+
+ Level: 1d6 + 3
+
+@@ -31550,7 +31549,7 @@
+ specify. When opened, the box does damage to the recipient equal to the cypher level. Traveling to the recipient takes
+ at least a round and sometimes longer, depending on the distance and difficulty.
+
+-Valorous Whetstone
++###### Valorous Whetstone
+
+ Level: 1d6
+
+@@ -31559,7 +31558,7 @@
+ Effect: After sharpening at least one of their weapons with the whetstone, the user instantly feels more brave. For the
+ next ten minutes, all of their intimidation actions are eased, and their sharpened weapon inflicts +2 points of damage.
+
+-Vase of Tears
++###### Vase of Tears
+
+ Level: 1d6
+
+@@ -31568,7 +31567,7 @@
+ Effect: Breaking the vase creates a protective spell around the character, preventing them from taking any Might damage
+ the next time they are physically attacked.
+
+-White Snake
++###### White Snake
+
+ Level: 1d6 + 2
+
+@@ -31577,7 +31576,7 @@
+ Effect: Upon swallowing the piece of the snake, the user gains the ability to understand and speak with all living
+ things for ten minutes.
+
+-Wish-Granting Pearl
++###### Wish-Granting Pearl
+
+ Level: 1d6 + 1
+
+@@ -31588,7 +31587,7 @@
+ an asset or inexpensive item is level 1, and a wish for an expensive item or for a foe to vanish is level 7. The cypher
+ cannot grant a wish above its level.
+
+-Witch Bottle
++###### Witch Bottle
+
+ Level: 1d6 + 1
+
+@@ -31597,7 +31596,7 @@
+ Effect: Captures a witch (of a level up to the cypher's level). Upon entering the bottle, the witch takes damage equal
+ to the cypher's level and is trapped until someone whispers their name into the bottle's mouth and releases them.
+
+-Witch's Ladder
++###### Witch's Ladder
+
+ Level: 1d6 + 2
+
+@@ -31606,7 +31605,7 @@
+ Effect: Safely stores one curse for use at a later time. The stored curse may be released and cast only by the person
+ who stored it, or by someone who has received their permission to do so.
+
+-Wooden Spoon
++###### Wooden Spoon
+
+ Level: 1d6 + 4
+
+@@ -31616,7 +31615,7 @@
+ their next turn. For example, they can move a long distance, use a one-action recovery roll, and activate a cypher as
+ their turn, or attack a foe three times.
+
+-Yonder Yarn
++###### Yonder Yarn
+
+ Level: 1d6 + 4
+