In the strange and wondrous world of Fängelsehåla, magic doesn’t rain from the sky or blast through every encounter—it’s special, mysterious, and always a little weird. That’s by design.
For the Fun with Fäng Adventure Jam, we encourage you to include magic in your adventures—but not quite the same as fireballs or potions in traditional Dungeons & Dragons. Instead, we call them Heirlooms which have been passed along through generations, with the goal of inspiring clever problem solving.
Let’s take a look at the three types of Heirlooms you’ll find in the world of FÄNG—and how you can design your own.
Rune Stones
These are magical stones engraved with strange glyphs. When a player speaks the rune aloud, its power activates—usually for a limited number of rounds. But don’t expect healing or explosive damage. Rune Stones are designed for utility, not dominance.
Instead of solving fights, they solve problems—a floating platform, an impassable wall, a mysterious locked door. Their strength lies in opening new pathways or revealing hidden truths.
Rune Stones often lean into Swedish-inspired spell names, reinforcing the Northern European folklore feel of FÄNG. Words like Fjärrsyn (remote viewing) or Spöke (ghost) carry both magic and mystery.

Edibles
Arguably the most powerful magic in the game—but also the most fleeting. Edibles provide major effects for a limited time. Some heal, some grant special powers, and many come with humorous or unpredictable side effects, often transforming the character in some temporary way.
These effects often relate directly to the source of the food—a piece of Rabbit Jerky grants hearing, Reindeer Jerky allows great leaps, and Pickled Herring heals while leaving the character reeking of fish.
Edibles also tie into Swedish culinary words, grounding their magic in everyday fantasy life. They’re great for sudden bursts of power, and also fantastic writing prompts for fun, flavorful scenes.
✦ Examples:
Rabbit Jerky — Character grows giant ears and hears anything in the dungeon for 6 rounds
Häxbrygd — Witch’s elixir removes ALL Doom, but character cackles uncontrollably all day
Turnip — Provides character with a giant’s 5 Tuff for 6 rounds
2 Sardines of Swimming — Character can swim masterfully in any current for 10 rounds
Design Tip: Because edibles are one-time-use, you can push their power level a bit, knowing they’ll be gone after use. They’re also great for boosting Attributes temporarily, making them ideal as clutch saves in tricky situations.

Magic Items
These are traditional fantasy items with a twist. In FÄNG, magic items often overcome a problem or offset a weakness, rather than overpowering the character. Some give an advantage on rolls. Others provide passive powers or new movement options.
Unlike Rune Stones or Edibles, these items are typically permanent—so their powers are measured but incredibly useful in the right moment.
✦ Examples:
Feather Boots — Provides Advantage to the wearer while sneaking and balancing
Arrow of Truth — Always hits its target with a 12, unless blocked
Dansk Skalle — Helmet that lets you smash through wooden doors but makes a Tuff Save each use
Hårdhandske — Single metal gauntlet provides wearer Advantage for Brawling
Getöga — A goat’s eye orb in a location, allowing owner to see through it (1ST)

Why It All Matters
Magic in FÄNG is meant to add flavor, not flatten the story. It rewards player creativity and keeps the tone light and playful. When designing Heirlooms for your adventure jam entry, consider the following:
- Does this item solve a specific narrative or mechanical problem?
- Is it too repeatable? Consider making it limited or one-time-use.
- Can it create a unique encounter moment or inspire a player decision?
- Is it weird enough to feel like it belongs in the world of FÄNG?
Round-Based Magic and Design Notes
Many magical effects use rounds to measure their duration. In FÄNG, one round is a brief burst of time—enough for one action per player or monster. When designing magical effects, a range of 3–10 rounds is typically enough to make an impact without breaking balance.
Also, keep in mind that Edibles can temporarily boost Attributes, making them key to moments of sudden strength or success. These moments should feel powerful, but never permanent.
Magic items in FÄNG are more than just gear—they’re storytelling tools, physical punchlines, and ways to celebrate creativity. So when designing yours for the Adventure Jam, think fun, think weird, and think about how players will use them to escape danger, open new doors, or cause absolute chaos.
Happy crafting!

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