The door swings open easily. Cautiously, you file into the next room. At the far end of the room is a macabre altar with a staircase behind it, leading down. Tomas scrutinizes the altar with interest.
"Well, this looks—wait, nevermind. Now then, there's also, hm, no..."
The wizard grows irritated and sweeps the accoutrements off the top of the altar, but clasps a dull metal chalice, then begins wiping grime off of it, ignoring the other items on the altar.
"I can't do anything with that other junk. We should probably burn it or something. This, though. I've seen one of these before. Can't believe I'm holding one now. It's a Chalice of Sorcery. It could augment my power..."
He finishes cleaning the chalice, then sets it down.
"Or perhaps Kelgar should take it. The chalice would ensure that his blessings worked. For a price, anyway. That's how it works."
Chalice of Sorcery: Power can be drawn from this chalice for casting spells. For each point of power drawn, roll a D6. on a 1, the Chalice of Sorcery deals 1D6 Wound (no modifiers) to its bearer. All power drawn from the Chalice of Sorcery each turn must be drawn simultaneously. Worth 500 gold.
[If held by a priest instead of a wizard, it can be used to provide extra "power" to make up the deficit when rolling to cast a blessing. For example, the Power Phase roll is a 1 and Kelgar rolls to try to cast Steadfast, but also rolls a 1. He may then draw 5 more points from the Chalice of Sorcery, so he rolls 5D6. If 2 of those come up 1, he takes 2D6 damage with no modifiers for anything.]