A Walk in the Black Forest Treasure - Boris

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Boris returns to the Guild on the 17th day of Breeze 815 WK with 45,557.5 Experience and has earnt, after Guild Taxes, 68,760 silver pennies. He has 30 points of Fire in 30,000sp worth of rubies. The contents of his heart have increased by 3 Vitality (to 18).

He spent 182 days away from the Guild of which 126 days were spent in training.
He has has earnt Spots, which may be used once per Pulse to restore FT lost from any cause except Life Drain or FT reduction, and require a Free Act. This table indicates how many "spots" he has, and how much FT they restore.

5 5 5 6 7 8 9 9

He may:

advance any Talent eight Ranks.
advance his next Rank in Stealth by 1 at only 90% of the cost and no time.
advance his next Rank in Flying by 1 at only 90% of the cost and no time.

He has been immersed in these languages:

Folksprach - 40 days
Destinian - 18 days

He may include the time associated with each language as part of his training time.

Boris has spent some time learning the Artisan Skill: Chirurgeon and, although he has no one to teach him, he has sufficient written material to advance his skill in the usual way. At Rank 1 and above, he is aware of the value of sterile procedures and hygiene. At Rank 5, he may use Sulphur to dress wounds to reduce the chance of infection by Rank. Although he may cut into people for health reasons at any Rank, when he achieves Rank 8, the results will be more or less as desired. As his Rank climbs higher than 8, the outrage of his patients will decrease in similar proportion.

As a consequence of taking the Nazi Zombie Anti-Virus, he cannot become a zombie and has + 20 to resist any disease, magical or otherwise, borne by zombies, ghouls and ghasts.
If he is assailed by despair or self-doubt, he may call upon the Lady of the Lake and he will automatically succeed, even if he has previously failed or there is no resistance available. Once used, this boon is gone.

Consumables

Grenadoes

Amorphous Water Balloons x 4

This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.
If wielded as a rock, the balloon must strike an opponent.
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target's body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -> MD x 2 or be subject to the same attack.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Alchemy Void Crafting 3,000sp Red x.png px50 Jim Arona 021 076 9376

Amulets

Trumps

Sticks

Potions

The Suspension of Fire upon Water Rk 14 x 2

This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:

  • onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.
  • into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.
  • into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.

Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist's Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Fire & Water 8,000sp Red x.png px50 Jim Arona 021 076 9376

The Consummation of Fire and Water x 3

This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid is vividly orange/red in colour. When the phial is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses. Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through ¼ inch of metal or stone per pulse.
1 inch of material like wood or bone per pulse.
1 foot of ice per pulse.
It will not burn through orichalcum.
If the ash and smoke are collected, dissolved into a solution, and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.'s discretion). The Alchemist might collect Wood from the remains of a door, for example.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Fire & Water 13,000sp Red x.png px50 Jim Arona 021 076 9376

Yellow Potion of Health x 2

This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.
This potion can only be used once in a 5 second period of time, cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Mind 4,000sp Red x.png px50 Jim Arona 021 076 9376

Slap x 2

Greenpotion.jpg

This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.
When the seal is broken beneath someone's nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.
It does not rouse the dead.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Magical Restoration 1,000sp Red x.png px50 Jim Arona 021 076 9376

Healing Potion x 2

This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Transurania Magical Sorceries of the Mind 7,500sp Red x.png px50 Jim Arona 021 076 9376


Potion of Refined Wolves Blood x 4

This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.
The imbiber receives a special enhancement to their Actions so that

  • a Strike Check in excess of 70 + MD is a miss
  • a miss is otherwise a FT blow
  • a FT blow is treated as a blow directly to EN
  • a blow directly to EN is considered a possible Specific Grievous Injury
  • in the event of a possible Specific Grievous Injury, 2 are checked for and applied if possible.

This potion has a special enhancement which allows it to apply to Actions of a largely mental nature, so they may be applied to spell Casting checks with some differences:

  • a roll in excess of 70 + MA is a backfire. If this is also a success, both are applied
  • a failure is a success unless it is a backfire, in which case it's just a backfire
  • a success is a double effect
  • a double effect is a triple effect or two different double effects
  • a triple effect is two different triple effects

Casting under the effects of this potion requires some blood from the Adept. In general, they must match the amount of FT spent, minimum of 1. Taking the potion does not require the imbiber to take advantage of its special properties, but they must declare that they are not before rolling dice.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Formerly living Blood 9,000sp Red x.png px50 Jim Arona 021 076 9376

Potion of Greater Healing x 2

This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Tanuel Formerly living Healing 5,000sp Red x.png px50 Jim Arona 021 076 9376


Phial of Poison Inversion x 1

This small phial weighs 3 oz and is as long as a man's index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Sparlainth Magical Poison 6,000sp Red x.png px50 Jim Arona 021 076 9376


Poisons

Invested Gems

Other Invested Items

Nazi Zombie Anti-Virus x 26

This ampoule contains a blue fluid which, when DAed, has an aura strength of formerly living and is a legal target for the Animation of the Dead spell.
If injected, the subject will fall ill and suffer 'flu-like symptoms until they recover. Each day they are ill they may roll their EN or less, success indicating recovery. Each day they fail, their EN is reduced by 1. The attentions of a Healer or physician but not a barber, allow the subject to subtract 10 from the die roll result.
Any survivor of the illness is immune to the effects of the Nazi Zombie virus.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Winter 815 New Terra Formerly living Weird Science Quest Red x.png px50 Jim Arona 021 076 9376

Crystals

Charms

Other

Metal

Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.

It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way.
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.

Itemisable Octohedrite

5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith.

Barbed Mithril

1 lb of barbed mithril

Barbed Ithildin

1 lb of barbed ithildin

Balrog Bits

Balrog Scale

The cracked and friable hide of this balrog has formed into irregular but horn-like scales. It is about 2 centimetres thick, vaguely half-moon shaped, and 2 feet by 3.
It is a treated as a Large Round Shield that weighs 5lbs, provides 5 Defence per Rank and penalises MD by 2. It will absorb the first 5 Fire damage per Pulse, while it is Prepared.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Winter 815 New Terra Formerly living Flame of Udun 1,400sp Red x.png px50 Jim Arona 021 076 9376

Balrog Claws x 2

These claws may be shaped into blades that will not allow a hilt to be attached. Magical throwing knives can be made from them, with the following base properties:

Strike Chance: 53%, Damage: roll D10. 1 - 4 = 5 damage, 5 - 7 = 10 damage, 8 or 9 = 15 damage, 10 = 20 damage. The daggers inflict A or B Class damage and their maximum range is 12 hexes.

Once they have been thrown, they turn to smoke and stream back to their sheath, which takes about 3 Pulses.


Balrog Eye

These transparent, watchful, oval crystals of red and black may be enchanted with the Create Crystal of Vision Ritual. Once a day, it may be used as a Crystal of Vision or as if a Ritual of Flame Sight had been successfully performed, but not both.
Infravision and Pyrogenesis may be used through the crystal, range counting from the point of view.

Balrog Teeth x 4

These teeth are very hard, and each one weighs half a pound.
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Winter 815 New Terra Formerly living Flame of Udun 2,500sp Red x.png px50 Jim Arona 021 076 9376

Weapons

Bone Saw

This surgical bone saw weighs 18oz, has a sharp point and a serrated edge. It may only be wielded by a Healer as a dagger, although a physician or barber can use it to cut bone. This weapon may not be thrown.
As a weapon, it has a base Strike Chance of 53 and inflicts D + 3 base damage. This is increased by 1 for every four Ranks in Dagger and Healer. The weapon inflicts A & B Class injuries. The wielder subtracts their Rank in Healer from the die roll result of the Strike Check.
In addition, if the wielder spends 3 FT, they may inflict D10 - 5 + Rank in Healer damage directly to EN, the FT cost being spent on a successful Strike Check.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Nualis Magical Flesh Crafting 12,000sp Red x.png px50 Jim Arona 021 076 9376


Armour

Transuranian Fur Coat

Fur coat.jpg

This fur coat counts as cloth armour and provides six points of protection. It has a weight factor of 2.5, and will adjust itself to its wearer. It is very cool and the wearer subtracts five from the gauge. It can quickly become dangerously cold. For every point that the wearer's gauge is below seven, they will lose one point of FT per hour. Magical abilities may reduce or remove these penalties.
At a cost of two FT, the wearer may take the general appearance of a type of creature they have studied. This study is treated as an Adventuring Skill with an Experience Multiple of 125. Each creature type is learnt and advanced separately and is considered to be the Rank of the disguise. They must have had an opportunity to examine the creature's behaviour reasonably closely.
The wearer may disguise themselves as a creature of the same size or a creature larger in size by up to Rank feet in any dimension, whichever is greater. They may not disguise themselves as something smaller than themselves. The disguise can be sustained for as long as the wearer maintains concentration.
At least four points of FT must be surrendered to the coat each day or it will starve, dying in seven days.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Uranus Living non-sentient Disguise 12,000sp Red x.png px50 Jim Arona 021 076 9376

Miscellaneous

Spell Racks

Crystal Spell Rack

This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a spell rack.
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Transurania Magical Meta-magic 3,250sp Red x.png px50 Jim Arona 021 076 9376

Jewellery

Potion Ring x 3

These rings cannot be worn on extremities, not that anyone would want to after the first time they had been used. They are made of glass and are paired with an adjustable orichalcum band which is attached to the neck of a phial or potion bottle. A ring is swallowed, and at a later time, the potion that it's paired to will release its contents, the swallower benefiting from it in the usual way. A Free Act or Pass Action or both may be used to trigger this effect.
Once the rings have passed through the swallower's digestive tract, usually taking around 12 hours, they may be reintroduced to their alimentary canal, hopefully after it has been thoroughly cleansed.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Feralie Magical Ring Lore Quest Red x.png px50 Jim Arona 021 076 9376

Amulets

Enhanced Amulet of Diamonds

This small diamond may be made into an amulet that, when it obviously dresses the hilt of a weapon, increases Engaged Initiative with that weapon by 2 and subtracts 2 from it's Strike Check

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra None Stone Lore 16,000sp Red x.png px50 Jim Arona 021 076 9376


Equestrian Brooch

This amulet appears as a simple intaglio brooch made of jasper and brass has been carved to represent a figure mounted on a horse. It is well - made with an apparent value of 50 sp. When used to pin a cloak to the bearer's right chest, it has the following properties:

  • The bearer subtracts 10 from the result of any attempt to use the Horsemanship skill.
  • The bearer is always considered to be mounted for the purposes of determining when they can move. If a bearer does not have sufficient Rank in Horsemanship to wield weapons or Cast spells, then they receive no benefit from the amulet.

The amulet provides no advantage if the wearer is flying or swimming, unless they are riding a flying or swimming mount.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Nualis Magical Protection 8,750sp Red x.png px50 Jim Arona 021 076 9376

Eclipse Brooch

This brooch of a large, cracked, black topaz set in patinaed gold, weighs 5 oz. It has a jewel value of 3,500sp
It must be worn openly, and it acts as a spell anchor for a Darkness or Conjuring Darkness spell. The volume changes to a sphere or hemisphere with a diameter of 1 hex (+ 1 hexes per 10 full Ranks), which moves with the Adept. Each Rank of Darkness increases the wearer's effective distance by 15 ft (+15 ft per Rank) from an Adept who is casting Flash of Light, Pyrotechnics, Bolt of Starfire, Whitefire or Solar Flare spell. If the wearer is therefore out of range, they do not suffer the effects of the magic.
The wearer may trigger an Eclipse Aspect over the megahex they occupy, which will last for 20 seconds. This may be recharged by exposing the brooch to at midnight or on a night of the new moon or at an Eclipse Event. Three such charges may be captured in this manner.

Charges
3 2 1

The wearer may draw forth an Eclipse Aspect from the brooch, and will benefit from its subtraction from the die roll result.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Magical Solar 14,000sp Red x.png px50 Jim Arona 021 076 9376

Allies

Zygote

Zygote is a care-free and happy testicle who likes nothing more than to hang out with his friends. He enjoys colourful surroundings and breezy, tropical climes and any opportunity to meet other organs of generation in a variety of convivial exchanges.
He wears a jaunty hat and carries a small bronze swagger stick which he twirls across the fingers of his left hand from time to time. Although his dexterity is not the greatest, he never drops it.
Zygote gives Boris the following abilities:

  • Increased virility - Boris increases his virility by 50, and may generate issue with women of any player character race except Elves.
  • Resistance to vertigo - Boris applies a 10 point modifier in his favour whenever he may be disoriented by being swung around or hung upside down.

Unfortunately, not everyone finds encountering Zygote all that pleasant, and this has repercussions when procuring entertainment from people who rent their passion, and they will charge a minimum of 50% more than the going rate.
For each child that is born from Boris' endeavours, then he may store a single charge that will regenerate 1 EN per Pulse for 6 Pulses.
Finally, Boris may combine a Pass Action with any other Action (including a Pass Action). This ability may not be used again until 24 hours have elapsed.

Adventure Season Plane of Origin Aura GM
Black Forest Summer 815 New Terra Boris' px50 Jim Arona 021 076 9376

Lore

Healer Master Rank 9

As a consequence of withdrawing 4 x 28 inch long barbed mithril spikes driven into the knee and elbow joints of a balrog without causing any permanent damage or any detectable flaw in the joints functioning, Boris may advance his Rank in Healing to Rank 9 at a cost of 20,250 Experience and 63 half days of Skill Training.

Adventure Season GM
Black Forest Summer 815 px50 Jim Arona 021 076 9376


Obligations

Special Abilities

Eclipse Aspect

Boris' Aspect has been changed to Eclipse. Instead of suffering subtractions from his die roll results on Death Events, he gains die roll results as a result of these Eclipse Events:

Eclipse Event Period Die Roll Modifier
Midnight on the night of a new moon 20 seconds either side of midnight -5
The period of a Lunar Eclipse 12 Pulses -10
The period of a partial Solar Eclipse 12 Pulses -15
The period of a total Solar Eclipse 12 Pulses -25
Noon 20 seconds either side of noon +10
Dawn 20 seconds after dawn +5
Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Meta-magic Quest px50 Jim Arona 021 076 9376

Rude Health

Boris enjoys rude health which means that he won't die of old age. In fact, he will grow no older than a vigorous orc of late middle age.
He is entitled to two recovery rolls whenever he is afflicted by physical illness, disease or infection, one for himself and one for Zygote.
If anyone can be convinced to do so, Zygote counts as a separate target for the Greater Heart Rune, and so Boris can have two of these spells active on him at the same time. It will require a steady hand and a certain degree of desperation to draw or tattoo the rune onto Zygote, however.
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Vitality.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Meta-magic Quest px50 Jim Arona 021 076 9376

Zombie Harvest

Boris may collect from his own body a Zombie Harvest. It is considered formerly living, having been overwhelmed by his body's defences, and is a legal target of the Animating Bodily Parts spell.
Each such harvest reduces his ability to resist, among similar afflictions, the Nazi Zombie Virus by 20. However, it may be introduced into the body of a zombie and activated by the Animating Bodilly Parts spell, 1 body part (+1 body part per Rank) at a time.
Zombies affected by this harvest will not have any MA, and, although they can be given instructions, are not considered sentient. Neither can they use any magical abilities that they might have had in life. Certain non-standard abilities may be allowed by the DM, such as wing-assisted flight or perhaps a breath weapon, but spell casting, spell-like abilities or gaze attacks are, generally speaking, lost.
However, their Weapon Skills and Physical Stats (PS, MD, AG, EN & PB) will become the same as they had while alive, all returning at a 1 (+1 per 4 full Ranks). No matter how well they respond to the harvest, they will always have at least a faint scent of corruption, and domestic animals will always find them disturbing.
If physically damaged, their functionality may be restored by, again, activating the Zombie Harvest in their bodies with the Animating Bodily Parts spell and using the Healer Professional Skill (and the attendant FT cost). Note, however, that this is not actual Healing, it is a mere rebuilding of the zombie's form. A zombie who has undergone significant physical deterioration may become spectularly onerous to repair, depending on what needs to be rebuilt.
If Boris wishes to restore his immunity, then he must become re-infected by a zombie treated in this way, and then recover as before.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Flesh Crafting Quest px50 Jim Arona 021 076 9376

Power Word: Vitality

  1. Raise the target's EN by 2D10 (which may exceed their maximum) for 4 Pulses.
  2. Raise the target's EN by D10 (which may exceed their maximum) for 4 Pulses.
  3. Raise the target's EN by 1 (which may exceed their maximum) for 4 Pulses.
Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Meta-magic Quest px50 Jim Arona 021 076 9376

Mental Attack - Mind Blast

Name: Mind Blast
Spell: Mental Attack
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions.
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Meta-magic Quest px50 Jim Arona 021 076 9376