Brief Candles: Treasure

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Contents

Consumables

Other

Mountain Dragon's Teeth

Sowing the Teeth.jpg

Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:

PS: 20 MD: 18 AG: 15 MA: 10 EN: 24 FT: 23
WP: 20 PC: 18 PB: 12 TMR: 6 NA: 5
Attack IV SC DM Class Use Rk
Battleaxe 38 105% +6 B class M 5
Kite Shield 37 67% +2 C class M 4

Their Defence is 39 and their Magic Resistance is 40%.
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.
It takes a Pass action to sow the dragon's teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Tanuel Formerly Living Calling 500sp each Red x.png px50 Jim Arona 021 076 9376


Grenadoes

Charms

Charms must be attached to a silver bracelet, which in turn must be worn on the left wrist. It weighs 4 oz. Although the bracelet itself is not magical, it must be made from silver that is at least 92.5% pure, and will cost 2,500 sp to make from a Rank 6 Jeweller.


Obsidian Snake Charm x 2

This obsidian charm of a snake may be used by the wearer to avoid damage from a single attack. It will absorb 81 points before shattering. All of the attack must be absorbed, it cannot be divided. If this would exceed the charms damage capacity, it is destroyed. If it is not destroyed, the charm may be used to absorb the damage from subsequent attacks.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Serpent 9000 sp Red x.png px50 Jim Arona 021 076 9376

Herbs

Seeds of the Underworld Pomegranate

There are three of these seeds, the total weighing 4 oz. A person can walk out of the underworld for as long as they are chewed and so long as nothing else is eaten or drunk. Even the most talented eater would have difficulty chewing three pomegranate seeds for more than three hours, so if the realm isn't exited in this time, their magic will be lost.
But, for that time, no door, gate or lock may bar their passage, nor may they be attacked or blocked by magic or denizens.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Eden Living plant Transmigration 5500sp each Red x.png px50 Jim Arona 021 076 9376


Draughts

Tincture of Aconite and Passionflower x 12

This aromatic tincture is Rank 10 and weighs 1/4 oz. It must be Prepared before it can be drunk. It changes the perceptions of whoever drinks it so that everything they see is +20 PB for 10 hours. It can be added to wine or other liquor, thus diluting it's effect - adding it to a bottle of wine would reduce the effects to about a quarter of the usual bonus and a quarter of the duration. Thus, a Rank 10 Tincture (+20 to PB) diluted in this way would increase PB by 5 for 2 hours. All fractions are truncated.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Tanuel Formerly Living Beautification 400sp each Red x.png px50 Jim Arona 021 076 9376


Potions

Potion of Spatial Distortion

BrownPotion.jpg

This potion weighs 1 lb although it occupies the same space as a regular potion. It takes a Pulse to Prepare and a Pass Action to imbibe it. Space distorts around the drinker so that if they increase in size, they will appear to remain the same size. This has no effect on reach, mass, enhanced TMR, movement rate, increases or decreases to characteristics as a function of size. However, penalties to Stealth and Def are ignored, and the drinker may, obviously, move in to volumes where height is normally restricted.
The maximum legal target is a humanoid creature 16 ft high, the space around them conforming to a humanoid of size 6.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 812 Abyss Magical Gorgon 12,000sp Red x.png px50 Jim Arona 021 076 9376

Potion of Temporal Distortion

KleinBottle.jpg

This potion weighs ¼ lb. The potion is fragile and is not drunk. Instead, it but must be smashed to take effect, which requires a Free Act and allows their previous Action to be reviewed, re-attempted or changed to another Action.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Abyss Magical Gorgon 18,000sp Red x.png px50 Jim Arona 021 076 9376

Potion of Greater Restoration

Egg.jpg

This potion weighs 8oz, is robust, and does not need to be Prepared if it is attached to a belt or other easily accessible place. This will make it obvious, and the jewel value alone is 12,000sp.
If the imbiber is alive but has taken harm, then it will restore ALL deficit to EN and FT, but permanently reduce their maximum FT by 1. It will not cure EN lost to Specific Grievous Injuries, poison, afflictions or curses. The FT may be bought back in the usual way.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Sparlainth Formerly Living Restoration 16,000sp each Red x.png px50 Jim Arona 021 076 9376


Pot of Flesh x 20

Flesh pot.jpg

This pot contains a pinkish, oozing mass and weighs 4 oz. When it's contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied.
No particular Skill is required to place the mass, it will slither around the target's body and infiltrate the wounds.
In addition, D+5 EN damage is cured.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Tanuel Formerly Living Regeneration 5,000 sp each Red x.png px50 Jim Arona 021 076 9376


Scrolls

Invested Items

Invested Gems

These gems contain spells which have been invested into them, and share these properties:

They require a Fire Action, not a Trigger Action, and are executed on the user's Unengaged Initiative.
Bonuses and penalties are applied when the invested item is used, not when the item was invested.
MA bonuses or penalties of the user are applied, not the MA bonuses or penalties of the investor.
Enchantment bonuses of the user are applied, not the Enchantment bonuses of the investor.
Only humans can use these invested items.

Obsidian Tears x 7

Shadow Walk
Rank 15
Base Chance: 46%
Range Self
Duration: Immediate
Effects: Teleport from a shadow to known remote shadow within 20 miles.
Value: 8,250sp each
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Shadow Weaving Red x.png px50 Jim Arona 021 076 9376

Luck Stone x 2

Effects:This stone will hold up to 10 points of power whose signature is "Luck".
Value:100,000sp
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical E&E Red x.png px50 Jim Arona 021 076 9376


Resurrection Stone x 5

Resurrection
Rank:N/A
Base Chance:(72 + Target's EN)%
Range:Touch
Duration:Immediate
Effects:Raises the dead as if the user were a Rank 9 Healer. Any roll of 96 or higher, even if this would be a success, attracts a Phantasm from a netherworld which will reduce the user's EN permanently by D10 - 5, minimum 1. This EN may be bought back in the normal way.
Value:55,000sp
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Spirit Binding Red x.png px50 Jim Arona 021 076 9376


Runed Bloodstone - Persuasion x 3

Mass Charming
Rank:15
Base Chance:50%
Range:240 ft
Duration:Conc. max: 50 mins
Effects:The user may target 16 entities, who may Resist, failure indicating that they consider the user to be a good friend.
Value:12,750sp each
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical E&E Red x.png px50 Jim Arona 021 076 9376

Runed Bloodstone - Sacrifice x 7

Sacrifice
Rank:15
Base Chance:50%
Range:Self
Duration:Immeditate
Effects:For the next 32 Pulses the user is charged so that their next successful Melee or Close Strike will cause an opponent to Resist or have their FT reduced to 0 and their EN reduced to -1. The amount of EN and FT reduced can be used to repair a like amount of the user's EN and FT lost to damage.
If the target successfully Resists, they take 15 EN and 15 FT damage, which repairs up to 15 of the user's EN and up to 15 of the user's FT lost to damage.
Value:9,750sp each
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Rune Magic Red x.png px50 Jim Arona 021 076 9376

Cairngorm x 8

Mass Fear
Rank:15
Base Chance:50%
Range:240 ft
Duration:51 Pulses
Effects:All entities within range must Resist vs Wicca Magic or roll on the Fright Table
Value:6,000sp each
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Wiccan Red x.png px50 Jim Arona 021 076 9376

Fire Opal x 10

Fireball
Rank:15
Base Chance:70%
Range:210 ft
Duration:Immediate
Effects:Fireball detonates, inflicting D10 + 16 Fire damage (Resist for half), over a radius of 25 ft. This will expand to fill a volume.
Value:8,250sp each
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Fire Magic Red x.png px50 Jim Arona 021 076 9376

Zircon x 2

Freezing Wind
Rank:20
Base Chance:90%
Range:105 ft
Duration:105 seconds
Effects:Bitingly cold wind fills a 30ft x 30ft x 30 ft cube, inflicting D10 + 10 damage to all who fail to Resist. Every Pulse an entity remains in the volume, they must Resist.
Value:4,500sp each
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Air Magic Red x.png px50 Jim Arona 021 076 9376

Sard x 6

Necrosis
Rank:15
Base Chance:50%
Range:240 ft
Duration:Immediate
Effects:Inflicts D10 + 30 damage to corporeal creatures.
Value:6,750 each
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Necromantic Conjurations Red x.png px50 Jim Arona 021 076 9376

Diamond x 3

Diamond Weapon
Rank:15
Base Chance:70%
Range:20 ft
Duration:16 minutes
Effects:May be applied to an A or B Class weapon. Increases Strike Chance by 20, reduces the Protection value of Armour and Natural Armour by 5
Value:3,750sp each
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Earth Magic Red x.png px50 Jim Arona 021 076 9376

Fulminite x 7

Lightning
Rank:15
Base Chance:75%
Range:60 ft
Duration:Immediate
Effects:All entities or objects in the area of the Lightning Bolt take D10 +10 damage and are Stunned unless they Resist, in which case they take half damage.
Value:3,375sp each
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Air Magic Red x.png px50 Jim Arona 021 076 9376

Star Sapphire x 10

Starfire (Celestial Star College)
Rank:20
Base Chance:110%
Range:330 ft
Duration:Immediate
Effects:This searingly bright ray of Starfire inflicts 5 rollup D10 damage on the first entity or object that it hits. If it inflicts more damage than needed to kill the first entity or object it hits, the remainder is applied to the next entity or object it hits. There spell is only Actively Resistable, Passive Resistance is not allowed, normally.
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Conjurations of the Night & Stars Red x.png px50 Jim Arona 021 076 9376
Value:8,000sp each

Emerald

Summon & Control Earth Elemental
Rank:15
Base Chance:65%/70%
Range:20 ft
Duration:Conc. No max
Effects:Summons and controls an Earth Elemental.
Value:6,750sp each
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Earth Magic Red x.png px50 Jim Arona 021 076 9376

Dust

Amulets

Greater Amulet of Diamonds

This diamond amulet must be attached, obviously, to a the hilt of a weapon to be effective. It will increase the value of the weapon by 10,000sp.
If the wielder delivers a killing blow with the weapon, they may immediately attack an adjacent target without penalty.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Wicca 12,000sp each Red x.png px50 Jim Arona 021 076 9376

Greater Amulet of Luck

This tigers eye amulet must be worn ostentatiously in the left ear to be effective.
Once a day, the amulet may be used to reduce the damage of either a single magical attack by 3 or to reduce damage of a single physical attack by 2. This Damage Reduction is applied at the player's discretion, even if their character were to be unconscious.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Wicca 6,000sp each Red x.png px50 Jim Arona 021 076 9376

Weapons

Black Morningstar Flail

BlackFlail.jpg

This morningstar flail is one- or two-handed and weighs 5lbs. It has a Base Strike Chance of 68% and its Damage Modifier is +8. Further, it is a legal target of Binding Fire, and if so Bound, will increase the Strike Chance by the wielder's Rank in this Ritual. Targets of the flail using shields (not mains gauche), reduce their Defence by 20.
If the wielder's Rank in this weapon is 4 or greater and they are using it two-handed, then they may deliver a Multi-Hex Strike across their front hexes at a penalty of 20.

Ranks beyond 5 may be achieved with this particular weapon, according to the following schedule:

Rank
6 7 8 9 10
600 1,000 1,600 2,600 4,200
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 812 Tanuel Magical Celestial 12,500sp Red x.png px50 Jim Arona 021 076 9376

Glass Dagger and Sheath Charm

GlassDagger.jpg

This tiny jewel of a dagger and a sheath weighs 1 oz, and must be attached to a charm bracelet. Such a bracelet must be made from silver that is at least 92.5% pure, and will cost 2,500 sp to make from a Rank 6 Jeweler. The bracelet itself must be worn on the left wrist.
The dagger itself may be drawn from its tiny sheath, whereupon it will assume the usual weight and size of such a weapon (10 oz and 18 cms long). In such a state, it is obviously magical.
If the wielder casts Telekinesis upon the dagger, then the spell need not be Prepared, it may be Cast with no more than a Free Act and the FT cost is 1. Additionally, the duration of the spell is 10 minutes (+10 minutes per Rank). Note that when Cast this way, it is not a Concentration spell.
The effects of casting the spell are to add 5 (+1 per Rank) of Telekinesis to the weapon's Strike Chance while the wielder's effective PS (for the purposes of using this weapon) is increased by the Rank of the spell. There is no chance of weapon breakage unless the wielder's modified PS is 50 or more.
The dagger's Base Strike Chance is 50% and the Damage Modifier is +4.
These enhancements only apply

  • while the dagger is not returned to its sheath
  • while it remains in contact with the wielder

otherwise it will return to it's jewel state.
Once a day, the Sheath is a legal target for the Force Shield spell. While duration remains, the first Strike by any dagger (swords and mains gauche do not count) will automatically miss, which will dissipate the magic.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical Binding & Animating Magic 10,000sp each Red x.png px50 Jim Arona 021 076 9376

Sword of Life

Wt: 12lbs
Requires: PS: 14 MD: 14
DM: 2 rollup D10 + 4 Class B(melee) & A(close), 1 rollup D10 + 4 (ranged)
Rated: RMC BC:50
The sword has the following stats :-
MA: 9
WP: 8
Def: 80%
SC: 86%
Demon bane:

against Abysmal demons, this sword reduces the Defense of abysmal demons by 10, and its Damage Modifier increases by 1 rollup D10

Can communicate with the wielder through telepathy
Once owned for 6 months will bond to the owner
Once bonded

increases the owners MR by 10%
can animate and attack on it’s own with 2 attacks per pulse

Maximum range from owner of 10 hexes IV: Owners IV + 2

Does double damage to all Undead, will effect incorpeal undead
Cast the following spells 3 times a day (All spells cast at Rank 10)
  1. Namer: Expel Magic
  2. Earth: Healing
  3. Earth: Armour of Earth
  4. Binder: Petrification (Stone to Flesh only)
  5. Non-College: Remove Curse

Abilities of the sword can only be used by owner and only when in hand.
Ranked as a custom weapon – Cost as per Rapier

Rod of the Python

This mace weighs 5lbs, has a base Strike Chance of 55%, and the Damage is 2 rollup D10. It is a legal target of spells that Charm, Compel, Control or Bind entities. Each Rank increases Strike Chance by 1, every 4 Ranks increases the Damage Modifier by 1.
Although it may not be wielded in Close, whoever carries it increases their PS by 7 while they are in Close. This bonus may not be used to withdraw from Close, but it does stack with other Magical Bonuses but only to a maximum of 50.
It may be thrown to the ground, and a python ally will form in the next Pulse with these stats:

Python

RodOfThePython.jpg
Description
The python is green and black, and 28 feet long.
Abilities
The python can climb trees (large ones) although slowly. It has no magical abilities, skills or talents, although it may be communicated with by the usual spells and will follow simple instructions. It is only a legal target of an attempt of Charm, Compel, Control or Bind if it is not currently Controlled or if the magic is of greater Rank.
Movement Rates 
Crawling: 150
PS: 50 MD: None AG: 12 MA: None EN: 30 FT: 35
WP: 16 PC: 18 PB: 3 TMR: 9 NA: Scales absorb 3 DP
Weapons
Pythons may bite or constrict in Close Combat. It will only constrict after it have done effective damage with its bite. The constriction attack has the same special ability as a garotte.
Bite: BC 65%, [D + 6], Close, Rank = ½(Rank of Control spell).
Constrict: BC 80%, [D + 8], Close, Rank = ½(Rank of Control spell).

If destroyed, the python may not be called forth until after the next dark of the moon.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Sparlainth Magical Serpent 14,500sp each Red x.png px50 Jim Arona 021 076 9376

Rod of the Viper

This mace weighs 5lbs, has a base Strike Chance of 55%, and the Damage is 2 rollup D10. It is a legal target of spells that Charm, Compel, Control or Bind entities. Each Rank increases Strike Chance by 1. The mace has large, ivory fang-like projections on the crown and inflicts A or C class damage. There is a reservoir large enough to hold two doses of blade venom inside the mace head. This may only be applied if effective damage is done.
It may be thrown to the ground, and an ague viper ally will form in the next Pulse with these stats:

Ague Viper:

RodOfTheViper.jpg
Description
The viper is 3 feet long, weighs about 7 lbs and will move with agressive speed when threatened.
Abilities
Ague vipers possess no talents, skills or magic but can vary their scales from green to black, providing them with natural stealth advantages (BC: 120% + 2 per Rank of Control spell) in settings with this colour range. Although not directly lethal, their venom is hard to avoid and difficult to treat. It may be communicated with by the usual spells and will follow simple instructions. It is only a legal target of an attempt of Charm, Compel, Control or Bind if it is not currently Controlled or if the magic is of greater Rank.
Movement Rates 
Crawling: 100
PS: 3 MD: None AG: 15 MA: None EN: 5 FT: 8
WP: 18 PC: 16 PB: 11 TMR: 4 NA: 2
Weapons
An ague viper may bite.
Bite: BC 50%, [D – 2] Rank = ½(Rank of Control spell).
Poison: The poison takes effect D + 2 Pulses after effective damage is taken, Break 100 + EN to avoid, if successful, the victim will be immune to this venom until midnight. If the attempt to Break 100 fails, all abilities which involve MD are reduced to ½. Each Pulse, the victim must Break 100 + 2 x MD or drop whatever they are holding in their left hand. A specific antivenin for Ague Viper venom will cure this immediately. The Rank of a Healer who tries to cure poison is reduced by 4 (Rank 4 Healers may cure this but as if their Rank was 0). A victim must be attended for at least 5 consecutive Pulses and the Healer must expend 5 FT each Pulse.

If destroyed, the ague viper may not be called forth until after the next dark of the moon.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Sparlainth Magical Serpent 17,000sp each Red x.png px50 Jim Arona 021 076 9376

Beauty

This scimitar is made of blue metal, damascened in silver and weighs 1 1/2 lbs. It has a base Strike Chance of 77% and the base Damage is 2 rollup D10. It may be over-strengthed for extra damage additional to any bonuses from Rank & Skill, without attracting a weapon breakage check, unless the wielder's PS exceeds 51. It will accept weapon spells.
It provides these special abilities:

The wielder's Rank in scimitar is increased by 3, even beyond the maximum possible with this weapon.
The wielder may deliver a spinning attack into every occupied adjacent hex, including the ones in their rear. This reduces their Strike Chance by 20, and may only be attempted on a Pulse fully divisible by 4.
The weapon inflicts A & B Class injuries. Any Specific Grievous Injury result fully divisible by 13 becomes 13.
The wielder's movements are balletic and graceful, increasing the factor of any AG checks involving movement to be increased by 1 (in other words, a 1 x AG check becomes 2 x AG, for dancing, dodging, acrobatics, leaping, landing and so on). This does not change the equations of abilities which already have a calculation, e.g. horsemanship, flying, etc.
The wielder may apply the Venom of Fatal Beauty to the blade without requiring an MD check, even if they are not an Assassin.
Once a season, it can call the dawn a number of hours earlier equal to the Rank of the wielder (minimum 1). This will occur from horizon to horizon, centred on the wielder's location.

Bane - Horrors
The blade is a bane weapon against Horrors, creatures from the Outer Darkness who have neither an Individual True Name nor a Generic True Name (although they may have a use name of some kind). No two of them are alike, although lesser horrors fall into categories, like wormskulls, bloatforms and so on.
Such creatures halve their Protection, EN armour and Damage Reduction against the damage of this weapon, and reduce their SC by 10 against the wielder.
The wielder may deny any number of horrors the ability to close by rolling under their Rank in this weapon for each horror attempting to close. Horrors so denied cannot choose to close anyway, they are magically forced back.
The wielder may choose to increase the quality of their Strikes versus Horrors by spending FT at the beginning of the Pulse (in the Military Scientist "Time out"). This cost 1 FT for the first Pulse, and doubles on subsequent Pulses, resetting at dawn. Any attack made against a Horror has it's quality increased by 1 step. A miss becomes a hit, a hit becomes a blow directly to Endurance, a blow directly to Endurance becomes a possible Specific Grievous Injury, and a possible Specific Grievous Injury becomes two possible Specific Grievous Injuries. A roll in the range of 70 + MD always fails.
The blade whispers "Out of Chaos, Order" if it delivers a killing blow against a Horror and increases either the wielder's Initiative Value by 20 for the next 3 Pulses or their TMR by 3, but not both.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Astral Magical Beauty Quest Red x.png px50 Jim Arona 021 076 9376

Armour

Scale of the Serpent

This scale mail shirt weighs 24lbs and penalises AG by 2. It provides 28 Protection and may be cast in without penalty.
It may be enchanted and spells may be cast upon it but it may never be repaired.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Sparlainth Magical Serpent 35,000sp each Red x.png px50 Jim Arona 021 076 9376

Orichalcum Vambrace

SilverEtchedVambrace.jpg

This orichalcum bracer is sized for a human and may be worn on the right forearm. It weighs 3 lbs. Any Specific Grievous Injury from and including the wrist to and including the elbow may be ignored if the wearer Breaks 100 + 2 x MD.
Any one-handed weapon wielded in the right hand while this vambrace is worn increases the Damage Modifier by 2.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Tanuel Magical War 9,000sp each Red x.png px50 Jim Arona 021 076 9376

Dragonscale Armour

This set of full scale mail weighs 28 lbs, reduces AG by 2 and penalises Stealth by 10. In rough terrain or near watercourses, Stealth is, instead, increased by 10.
The mail counts as leather armour for the purposes of determining whether a spell rack can be used while wearing it. It provides Protection of 12, EN Armour of 2 and Spell Armour of 12.
While in contact with the ground, the wearer's PS is increased by 3. If immersed in water, the wearer's PC is increased by 2. These effects may stack.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Tanuel Formerly Living Earth, Mind & Water 19,500sp each Red x.png px50 Jim Arona 021 076 9376

Chainmail

This mail shirt covers a humanoid of size 6 from the shoulders to the knees, and must be belted. It weighs 42 lbs, reduces AG by 2 and Stealth by 15. It provides Protection of 10, EN Armour of 1 and 3 points of Spell Armour.
Once a day, for 3 consecutive Pulses, the wearer may double their base PS for the purposes of preventing their opponent from exiting Close. Magical enhancements to PS are not similarly doubled.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 Malkuth Magical Earth 16,000sp each Red x.png px50 Jim Arona 021 076 9376

Cold Iron Gauntlets

These gauntlets are made of cold iron and weigh 5lbs. The wearer is denied access to all non-Racial Talent magic, and that magic operates at a 6 Rank penalty while they are worn.
The gauntlets are cold to the touch, but more importantly, they chill the heart of whoever wears them, bringing them ever closer to despair. If they are worn in more than one quarter of the day (dawn to noon, noon to dusk, dusk to midnight, midnight to dawn), then 1 point of the wearer's WP is destroyed per extra quarter of the day. In other words, if they are worn in all four quarters of the day, the wearer will permanently lose 3 WP. Protections from or Resistances to the cold will not help. This loss may be bought back in the usual way.
The MD of the wearer is affected in the same way, although this loss will recover at a rate of 1 per day, and Protections from or Resistances to the cold will be of use.
The gauntlets function as cesti, with a base Strike Chance of 44%. Strike Chance improves at a rate of 8 per Rank, not 4. The base damage is 2 rollup D10, and they inflict A or C Class Specific Grievous Injuries.
The wearer may Break 100 + 2 x MD to avoid any Specific Grievous Injury that targets the wrist or hand.
The wearer may attempt to Grab A class thrusting weapons, i.e. daggers, mains gauche, rapiers, estocs, javelins or spears (but not shortswords). This is a Free Act, and requires that the wearer succeed in a Strike Check against the weapon. The weapon's Defence is calculated as the opponent's MD + 4 * Rank + Defense from spells + Def from wearer's itemry.
A magical function may be Triggered, which will last for 6 Pulses, and over that time, the gauntlets will share something of the properties of a Dark Sphere, although at a much reduced level. Against objects, the effect attacks their integrity, in general making things much more friable: basalt becomes as soft as talc, hard wood has the material strength of plasterboard, and so on. Against entities, the gauntlets will reduce any opponents PS by 20 if the wearer can lay one on them, reducing PS by 40 if they manage both.
If one gauntlet is laid against someone Casting magic, then they must roll %iles. Odd results mean that the entity's attempt failed. If both are laid against someone Casting, then they automatically fail.
Cold iron is resilient against most things, particularly magic. However, against things that cause oxidation or corrosion, it has no special Resistance.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Brief Candles Summer 813 7th Plane - Alchemical 23,500 sp each Red x.png px50 Jim Arona 021 076 9376

Cold Iron Mail

This armour is designed for a heavily built human. It weighs 70 lbs, applies a penalty to AG of 8 and Stealth is reduced by 50. However, it provides 17 Protection, 7 EN armour and 17 Spell Armour. In addition, the wearer increases their Magic Resistance by 17 (which will affect their Active Magic Resistance).
Only racial Talent magic can be used while wearing this armour.

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Jewellery

Bracelet of the Serpent

This black metal bracelet is inlaid with red and gold intertwining serpents. It weighs 9oz, and must be worn on the left forearm (elbow to wrist).
The subtracts 3 Pulses from the amount of time required to change into or back from a serpent. Serpents include snakes, wyrms, sea serpents, feathered serpents but not dracoforms.

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Scarab of Protection

WingedScarab.jpg

This brooch must be worn openly over the heart. It weighs 4 oz, and while it is worn it absorbs the first 3 points of damage per Pulse. While this stacks with similar magic, it is applied after all others have been exhausted.
The scarab contains 5 charges which may be used to ignore all damage from a single attack, and this requires a Free Act. Once the last charge is used, the scarab crumbles to a greenish dust.

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Blue Pearl

BluePearl.jpg

This pearl must be attached to a silver pin (costing 100sp) which is worn at the throat, and will weigh 3 oz. Once a day, the wearer may Cast the spell that they Cast the previous Pulse (without Preparing it). If the pin is made of ithildin (multiplying the cost by 1,000), then a third such Cast is allowed.

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Black Pearl

BlackPearlPin.jpg

This black pearl is attached to an ithildin pin, a metal that is white only under the light of the moon, and which is enormously expensive. It must be worn ostentatiously at the throat, usually in a tie or cravat, and weighs 3 oz.
The wearer may meditate for 10 minutes and store a Magical Prepare Action in the pearl. At a later time, they may Cast a spell they know without Preparing it, which will void the pin's current contents.

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Improved Ring of Protection

Plainring.jpg

This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand.
The bearer subtracts 10 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.
In addition, it surrounds the bearer with 11 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 12 physical damage points the wearer takes per Pulse are ignored. This does not work vs magical damage except for spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against blows directly to EN or Specific Grievous Injuries.
If the wearer has some similar means of protection, then the greatest effect will apply.

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Greater Ring of Protection

Plainring.jpg

This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand.
The bearer subtracts 10 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.
In addition, it surrounds the bearer with 11 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 12 physical damage points the wearer takes per Pulse are ignored. This does not work vs magical damage except for spells like Diamond Javelins, Ice Bolt or Ice Projectiles. It will even protect against blows directly to EN or Specific Grievous Injuries.
If the wearer has some similar means of protection, then the greatest effect will apply.

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Baleful Eye Gem

EyeGem.jpg

This gem is about two centimetres across and encumbers as if it weighed 4 oz.
It acts as a focus for the Evil Eye spell, and if they know it at all, the holder of the eye will cast this version of it.
Once a day, when the spell is in effect, the eye can be made to orbit the holder about 3 times a Pulse. The eye's Defence is twice the Adept's or their Defence + 20, whichever is closest to 100. When the gem does not share the same hex as the Adept, this drops to the Adept's Defence or the Defence - 30, which ever is the closest to 80.
The "glances" may be stored in the gem by casting the Spell Preparation Ritual of the appropriate spell.

Only spells that
  • have a baleful effect
  • target the mind, spirit, soul or personality of an entity
  • do not inflict damage as part of their spell description
  • do not require a gesture or utterance
  • have Experience Multiples of 350 or less

may be stored in the gem. The Charm spell is allowed, regardless of its Experience Multiple.
Spells that target multiple entities are allowed, but the version stored in the gem will target only one entity. Spells that affect Areas/Volumes of Effect or objects are not allowed, and neither are spells that require a touch, gesture or word.
The gem may hold as many as 1 charge per 3 or fraction Ranks, but no more than one spell of each name.

Casting from the gem requires
  • a glance, thus the Adept need only spend a Pass Action or a Free Act at their preference. However, the gem may not be used in this fashion more than once a Pulse.
  • a clear line of sight from the Adept to the target. Targeting by Crystal of Vision (or similar) is not possible. Neither is Wizard's Eye sufficient, unless the gem is co-present with the sensor.
Example
Allowed Disallowed Reason
Charming Mockery Requires utterance
Compel Speech Confusion of Tongues Area of Effect
Enchanted Sleep Bolt of Energy Inflicts damage
Slowness Quickness Not baleful
Hallucination Flash of Light Targets the Adept
Hypnotism* Control Person/Animal Requires concentration
Mental Attack Mass Fear Area of Effect, exceeds Exp. Mult.
Lesser Enchantment** Damnum Magnatum Exceeds Exp. Mult.
Fear Torment Inflicts damage, requires gesture
Rune Curse*** Trapping Spirits Requires drawing
Damnum Minatum Levitation Targets the body
Harming Entity
Creating Plague

* Concentration spells are not allowed, however when cast as a "glance", Hypnotism can be used to plant 1 post-hypnotic suggestion. Sustained hypnotic effects are not possible.
** Used only to curse.
*** Only if the Curse Rune is inscribed on the Adept's Runewand.

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Heart Locket

This locket is made of gold and must be worn ostentatiously on the wearer's chest.
While it is so worn, the locket will absorb the first 5 points of damage that the wearer receives per Pulse, calculated after all other defenses have been applied.
In addition, the wearer may Break 100 + 2 x WP to avoid the effects of the Specific Grievous Injury "11: Your aorta is severed and you are quite dead." or a successful Hand of Death spell.
The locket can be used to absorb a single attack of up to 200 damage, and then will turn to a greenish dust.

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Miscellaneous

Book of Geomancy

This tome is 60 cms long, 30 cms wide and about 3 cms deep. It weighs 10 lbs, and although the front cover has gems set into it, they are dark and lustreless. The parchment pages bear writing which will only be revealed if the central dark dark gem of the cover is bound and reshaped into a lens.
If sufficient time is spent reading an entry, then the magic listed below may be learnt:

Talent of Detecting Ley Lines
Earth Tremor
Incantation of Crystal Darts
Incantation of Stone Skin
Ritual of Creating a Crystal of Vision
Ritual of Raising Standing Stones

Once the magic is learnt, it disappears from the page.
This magic may not be taught.

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Dragon's Grimoire

This weighty tome is bound in the translucent skin of Transuranians. The following spells may be learnt from the book. Spells learnt from the book disappear so individual spells may only be learnt by the one who read it.

Earth College
General Knowledge Spells
Blending (1)
Healing (2)
Lesser Enchantment (2)
Herbal Lore (1)
Tracking (1)
Special Knowledge Spells
Armour of Earth (4)
Gem Creation (1)
Earth Transformation (8)
Flash Flood (8)
Heart of the Mountain (4)
Mind College
General Knowledge
Mind Shield (1)
Fear (1)
Special Knowledge
Force Shield (2)
Transmutation (13)
Mass Fear (4)
Water College
General Knowledge
Cold Resistance (1)
Water Breathing (3)
Special Knowledge
Walk on Water (3)
Waters of Vision (4)
Waterspout (9)

If the reader is an Adept of the same college as the spell to be learnt, then the cost to learn the magic is the cost in FT listed in brackets. This FT may be bought back in the normal way. If the reader is an Adept is a member of an unopposed college, the cost is increased by 1.5 (rounding all fractions up). If they are a member of an opposed college, the cost is doubled. If they are not an Adept, then the cost is tripled.
When it is learnt, the spell becomes a part of their main college, of the appropriate body of knowledge, and is subject to those counterspells. If it is learnt by someone who is not an Adept, then it is considered a spell of the College of Naming Incantations.

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Monocle of Hypnotism

This monocle and ribbon weighs an ounce. When it is worn in the left eye, the wearer may target Hypnotism by means of the Telepathy spell.

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Demonskin Gloves

These black hand coverings weigh 1/2 lb. The wearer's hands always Resist if they come into contact with a Dark Sphere or the volume of effect of Disintegration or Annihilation magic. This may be of scant comfort if every other part of the wearer is destroyed, of course.

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Demonskin Shoes

These black shoes weigh 2 lb. The wearer's feet always Resist if they come into contact with a Dark Sphere or the volume of effect of Disintegration or Annihilation magic. This may be of scant comfort if every other part of the wearer is destroyed, of course.

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Mountain Dragon's Eye

Crystalball.jpg

The eye weighs 65 lbs and is 12 inches in diameter.
It may be enchanted by the Ritual of Creating Crystal of Vision, and it will behave as a normal Crystal of Vision.
If they know the spell, an Adept may cast Mind Speech while scrying in order to communicate with people on the other side. The centre of the Mind Speech is considered to be the point of view of the eye at the time of casting.
The eyes are legal targets of the Ritual of Rune Portal, but will only connect with each other. Each eye will take a day to enchant, however, once this is done, any contact with the eye by an entity will instantly transport to the location of the other eye, stripping them of all of their FT in the process. These portals are permanent.
Once they have been made into portals, they may not be moved without destroying them. Similarly, putting them in containers that are bigger on the inside than they are on the outside, or that access different dimensions will likely lead to catastrophe.

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Kaleidoscope Spell Rack

This jewelled kaleidoscope weighs 3/4 lb and is a non-primary spell rack. It may only be used to rack spells that are related to wind and storm magic. If an Adept has a primary spell rack, this one may be advanced separately.
It contains these spells:

Storm Calling
Windstorm
Eye of the Storm
Call Lightning

Storm Calling, Windstorm and Call Lightning must be racked before they can be Cast, although they are not incantations.

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Dragon's Wing Sail

DragonWingSail.jpg

These sails are made from the wings of a dragon. Each is 10 metres long, 3 metres wide at the base, and weigh 68 lbs.
They are legal targets of the Animation or Animating Bodily Parts spells, and the cost to make each one Permanent is 50,000sp - 800sp per Rank in the Permanency Ritual. They may be attached to the hull of an airship by an experimental Mechanician (Rank 8+) who has experience with flying devices. It will take 4 weeks to install the wings, and the Mechanician will charge 16,000sp for their time.
When deployed as "spinnakers", the airship will move at (76% plus 2 per (Rank in Airmanship OR Rank in Navigator - 2)) x 5 miles per hour (+1 mph per Rank of the Animating magic).
The wings are remarkably sturdy given their lightness and, if deployed in intemperate conditions, will be able to withstand winds of 80 mph for 8 hours. Each hour after this will cause the sails to deteriorate, reducing the effective Rank of the Animating magic, having a direct impact on speed. This may be repaired by Casting Ship Strength, Animating Bodily Parts or Animation spells, and will require 300sp in expensive oils and fabrics per Rank restored.
The effects of exposure to more powerful winds should be determined by the DM.

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Elemental Coins

These coins may be spent once a day in the place of FT on a one for one basis. For example, a Flame coin can be spent to as if it were a FT point to Cast or help Cast magic of the Fire College, or magic that suggest fire, flames, burning or conflagration. It may not be spent on Blackfire, or similar magic which does not have anything to do with the element of Fire.

Elemental Coins
Coin Qty Do Su Ro Ka Eg Gr Ki Ar
Stone 7 7
Wind 8
Flame
Wave 2
 

Great Gems

Great Emerald

A Great Emerald can be cut to create one amulet of three different kinds:
The Amulet of the Voice
This amulet adds 15 to the Base Chance of any magic that Compels, Charms, Binds or Controls by use of the voice. It does not provide a benefit to a Ritual of Binding Wills nor Control Person nor Controlling Earth Elemental, although Hypnotism would be affected.
The Amulet of the Word
The wearer of this amulet may choose to capture the effects of a Power Word of which they are the target. They suffer none of the effects of the Power Word and can release it on their next available Magical Fire Action. The amulet will store the Power Word indefinitely until it is used, thus making it capable of capturing a new Power Word. However, only one Power Word may be released from the amulet on any day. This will reset at midnight.
The Amulet of the Incantation
The wearer of this amulet may cast (if they know the spell) Compelling Obedience at a single target. If the target fails to resist, then they must obey the Adept's instructions. They are aware that they are under Compulsion, and usually harbour great resentment over it. If forced to an action which would put them at credible risk of their existence, they are entitled to another MR check. If they succeed, the spell is broken.
Alternatively, the wearer can cast Compelling Obedience at their usual number of targets, but they are treated as if subject to Mass Charming of the College of Ensorcelments and Enchantments. The amulet, however, does not change the College of the magic being cast.
Finally, any spell that Compels, Charms, Binds or Controls will have the duration enhanced to 1 day + 1day per Rank of the spell if it is cast as a ritual.

Three Emerald Waters are formed in the process, as well. These waters replace the components required to make potions that allow the imbiber to Communicate, Compel, Charm, Bind or Control by the written or spoken word.

Great Ruby x 2

A Great Ruby can be cut to create one amulet of three different kinds:
Siege Master's Amulet
This amulet adds 15 to the wearer's chance to Perceive Tactics whenever they are in a siege. In addition, they add 15 to the Magic Resistance against any attempt to confuse them with mazes and labyrinths. This applies to the Maze spell, as well.
Ruby of the Speaking Beast
If this ruby is ground up and added to the food of an animal, they will become a Speaking Beast. Speaking Beasts know the languages of their own kind at Rank 8 or maximum, whichever is lower, and 1 Rank lower in the language of the one who fed them. If they were already a Speaking Beast, then they may learn a spell.
Ruby Pommel Stone
This stone must be set into the pommel of a sword to be effective. It will not be effective in any other kind of weapons. Daggers and Mains Gauche do not count, either.
If this is done, the wielder of that weapon is entitled to an extra Attack at half their Engaged Initiative value.

Three Ruby Waters are formed in the process, as well. These waters replace the components required, and allow the Alchemist to make potions of these spells that generate Defence (e.g. Armour of Earth), or that increase PS or EN (e.g. Strength of Stone or Strength of Darkness).Immolation, Quickness or Resist Pain.

Palm Leaf Scroll

Palm leaf.jpg

This scrap of palm leaf has writing in an odd script on it and weighs 2 oz.
It must be memorised, although it is not necessary to understand the language.The owner of the scrap may learn a Discipline that is similar in many ways to a Talent. It doesn't require a Prepare Action and neither does it cost FT. The Experience Multiple is 50 and is Ranked in all ways as if it were a Talent.
To activate this magic, the leaf must be wrapped around the hand in the same kind of way that a bandage might be tied to protect a wound on the palm. The script must be legible and read as the hand is passed across the user's field of view requiring a Magical Cast Action. This will create an immobile pane about 2 feet wide and as high as the user's hand. Walking Unseen of any Rank is revealed, as is Invisibilty, Blending and similar magic of equal Rank or less to anyone looking through the pane.
In addition, viewers may Break 100 + PC +3/Rank to see distortions of reality like middlemarches, dimensional portals, nexes, gates and similar magic.
The pane will last for a number of Pulses equal to the owner's MA or until they create another one, whichever comes first.

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Codpiece of Dexterity

This codpiece weighs 9oz, and allows the wearer to apply their MD to any Action requiring the use of their organ of generation, if they are human and of size 6. The wearer may cut a striking figure and increase their PB by 3 (to Racial maximum) with respect to the opposite gender, depending on how they stand. It allows them to avoid Specific Grievous Injuries to the groin, upper thigh or pelvis (08, 19-20 & 98-100) if the wearer Breaks 100 + 2 x MD.

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Codpiece of Virility

This codpiece weighs 9oz, halves the Rank of any Infertility within a hex of the wearer. They may cut a striking figure and increase their PB by 3 (to Racial maximum) with respect to the opposite gender, depending on how they stand. Their sexual performance and virility is doubled in the evening when it is worn for at least half of the hours of daylight.

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Truesilver Mirror

Domino has received from Vanity, the Lady of Mirrors, this handmirror. It weighs 7oz, has a wooden handle and is backed with Truesilver, silver in its most elemental form.

  • Anything reflected in the mirror will be laterally inverted as normal. Other than this, illusions will be revealed although not penetrated.
  • Anything reflected under moonlight will reveal their colours, although the shade will be more pastel and subtler.
  • Under each of the three nights of the full moon, a point of Moonlight may be gathered, which will last until spent or until the next full moon, whichever comes first.
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Walking Stick

This heavy, ebony walking stick weighs 3 lbs.

EbonyStick.jpg

It may be used as a war club, but has no special bonus to Strike Chance or Damage Modifier.

The wielder gains an extra 15 is added to any attempt to exit a place of spatial folding (E.g. Maze spells, geography traps, Shadow Lines, Three Dimensional Shadows, entanglements of space, etc). This will stack with an Amulet of Siege Mastery.

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Opera Cloak of the Night

This heavy, dark, velvet cloak weighs 3 lbs and has a scarlet lining of finest

OperaCloak.jpg

silk. If worn at night, the wearer's PB is increased by 3 to a maximum of 21. If worn during the hours of daylight, the wearer may ignore penalties arising from the deleterious effects of sunlight, except if they should find themselves in direct sunlight. Even in this case, the wearer may Break 100 + EN each Pulse to avoid unpleasant consequences.

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Evening Dress

Whoever wears this set of tails to a social event in the evening which is congruent with their use (soirees, balls, high culture) may spend 5 FT and Break 100 + 2 x WP - WP of a target. If successful, the target will believe that the wearer is supposed to be there, and may even invite them in.

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Bronze and Gold Spinal Serpent

This articulated bronze and gold implement looks like a metallic millipede. It must be attached to the spine at the sacroiliac by a Rank 8 or greater Healer. It will reject its host within a week, which will cause excruciating pain and may lead to paralysis unless 2 points of EN are sacrificed, which may be bought back in the normal way.
On the next occasion that the host dies, the implement will discharge the point of EN. If the host Breaks 100 + 3 x EN, they are alive with 1 EN and no FT. Healing Potions and Restoratives may repair this.
When the 2nd point of EN is used, the implement will dissolve into the hosts bloodstream and be excreted over the next couple of days.

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Forge of Runes

This appears to be a mason's leather satchel (3 ½lbs), but in fact contains about 2 dozen flat lath-like lengths of wood, 30 to 60 centimetres long, about 10 centimetres wide and half a centimetre deep, all of which weighs 17 ½ lbs. The upper face of each piece of wood is covered in runes - some red, some black.
When they are laid on the ground in the appropriate configuration, a spectral forge will rise where none was previously. Fuel must be provided for it and then lit. It will occupy a space 2 ½ metres high (minimum), by 3 metres (minimum 1 1 ½) by 3 metres (minimum 1 ½) so long as a minimum ground area of 9 square metres is available.
This has all of the properties of a smith's forge, except that in addition to forging iron and other metals, it will allow Kilroy to work any rune he knows, even if the represents things like 'pain' or 'water', etc. The result of this forging is capricious, largely at the whim of the universe, what works spectacularly in one environment may work poorly if at all in another.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
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Allies

Chao Bongo

Chao is a monkey with a natural sense of rhythm, a small drum and a leather satchel.

Chao.jpg
Description
He is 6 inches tall, weighs 4lbs. His diet is generally vegetarian, although he will eat small insects and rodents from time to time.
Comments
Chao is a relaxed and somewhat sleepy monkey whose interests extend to drumming, dancing and doing drugs. In most cases he is entirely biddable except when his stash is threatened whereupon he becomes a force to be reckoned with. He may become disaffected if he is not provided with mind-altering substances at regular intervals.
He is a Rank 3 Troubadour who knows dance, simulate wide range of emotions, play drums, execute acrobatics.
While pretty relaxed and generally uninquisitive, Chao will exhibit substantial curiosity whenever a Herbalist is encountered.
Abilities
Chao has two tails, one of which is unseeable to anyone who does not know Telekinesis. The telekinetic tail has a range of 2 hexes and an effective PS of 4. It may be used as a Garotte.
He is a familiar and acts as a Spell Matrix, which means Grendel may rack 1 Incantation in him.
He speaks and understands all languages that Grendel knows, less 1 Rank.
He may not be targeted by any magic (including magic that affects a volume) while he shares the same hex as Grendel.
Grendel may take a Pass Action and see through Chao's eyes up to a range of 10 hexes.
Chao may take a Pass Action and Trigger True Seeing at Rank 10, which will cost 2 FT under normal Mana conditions.
Once a day for 24 Pulses Chao may double in size, increasing his PS to 16. While this size, he ignores the first 10 points of damage per Pulse, calculated after all other defenses and the Damage Modifier of his bite increases to D10 + 1.
Movement Rates
Running: 250; Climbing: 350
PS: 8 MD: 26 AG: 28 MA: 7 EN: 8 FT: 15
WP: 12 PC: 23 PB: 15 TMR: 5/7 NA: Fur absorbs 1 DP
Weapons
Bite: BC 88%, [D – 5], Close, Rank 0, Max Rank 10.
Garotte: BC 78%, [D + 4], Close, Rank 0, Max Rank 3.

No more than 10% of Grendel's Experience can be spent on Chao.

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Lore

Athelas

Athelas.jpg

This plant has long leaves that gave off a sweet and pungent fragrance. The scent has a refreshing and envigorating effect on those who inhale it.
It can be used to ease pain, and it also has the power to counteract the effects of the Black Breath.
In the hands of a King who is also a Ranger,its full power can be released. Once a day, it may be used by such a person in one of the following ways:

Cure D10 - 5 (+ Rank in Ranger) EN lost to damage
Recover D10 - 8 (+ Rank in Ranger) FT loss from any cause except a reduction in FT value
Cure Poison as if they were a Healer but at a penalty of 3 Ranks
Cure Disease as if they were a Healer but at a penalty of 3 Ranks
Soothe Pain as if they were a Healer

Athelas does not keep normally, and must be gathered on the day it is to be used. It can be found growing in forests, jungles, hills, moors, meadows, plains and alongside watercourses. It is an uncommon herb.

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Robe Embroidery

Adepts with Skills in the Artisan Skills: Tailor, Seamstress, Weaver or the like, may learn how to embroider their robes with magical sigils that assist them with their magic.
Each embroidered sigil must be learnt individually, requiring the expenditure of Experience and time - it takes 1 day of magical training for every 500 Experience required to learn it.
Embroidered sigils must be obvious, and may never be sewn into any armour other than robes. The Adept's blood must be spun into the thread, which will reduce their EN, and this may be bought back in the usual way. Healing will not help.

Qorath Sigil

Experience Required: 1000
Action: Unravelling sigil
Blood: 4 EN
Effects: The Adept may unravel the sigil as part of the Cast Action, and this will halve the Magic Resistance of any target(s) of the spell. This sigil may not be used with spells that target areas, volumes or objects.

Saneph Sigil

Experience Required: 800
Action: Unravelling sigil
Blood: 4 EN
Effects: The Adept may unravel the sigil as part of the Cast Action, and this will alter its Damage equation so that 3 rollup D10 are added. In addition, all results of 8 or 9 are considered 10s (which count, therefore, as rollups). This sigil may only be used with spells that inflict damage and whose effects are Immediate.

The Formula of the Sublimation of Water into Fire

Rank 8 Alchemy
This requires mercury, sulphur and salts of pyrite dissolved in wine in sufficient quantity to cost the Alchemist 3,000 sp, 1 Fire and 1 Water. It must be begun on a Tuesday by the hour of the Waterbearer and be completed no earlier than the hour of the Hunter on the next Thursday.

When drunk, the imbiber's body is transformed into an explosive ball of fire inflicting 4 roll up D10 damage on everything in the same hex, minus 10 for every 5 feet distant. The imbiber will find themselves transformed into smoke covering the volume of a megahex. Treat them as if Gaseous Form has been cast on them at the creator's Rank in Alchemy. They will smell strongly of burning wherever they drift.
The formula is teachable, but whoever teaches it must expend 12,750 Experience for each Alchemist taught.

The Formula of Spatial Distortion

Rank 10 Alchemy
This requires enough hydrargyrum (an alchemically activated form of quicksilver) to coat 3 silver pennies (900 sp), the hoof of a minotaur/Dark Maned Aryan or claw of a harpy/stymphalean bird (varies but must weigh at least 1 lb), an urn of finest asses milk (costing 500 sp) and a fine blue jacinth (costing 3,000 sp).
The process must be begun on a Wednesday, and on the first day, the jacinth must be crushed to a fine powder and mixed with the asses milk and corrupted with the dung of a drake. This must be left to fester for at least a week but does not require supervision. Thursday week, the solid matter must be decanted, and a slimy blue liquor drawn forth. A cup of vinegar (costing 1 groat) must be poured into this, which if strong enough (Break 100 + WP + 3 x Alchemy or the process fails at this point), will cause it to curdle and separate into a clear fluid and a ropy blue cream which is corrosive to the touch (Alchemical accident test, but at a penalty of 40, inflicts burns to the hands which will reduce MD by 3 and causes damage to the breathing passages which will reduce EN by 3. This can be cured by a Rank 6+ Healer). The clear fluid must be discarded.
The cream must be reduced by careful heating until it forms a heavy gel, which should be mixed with the hydrargyrum, then painted on the bronze hoof or claw by midnight, and it will succumb to the corrosion leaving a faintly glowing verdigris. This should be mixed with 1 bottle of spirit of fine wine (costing no less than 50 sp) at noon, which will diminish by midnight to a cup, which may be poured into a phial.

Abilities

Extra Life

Provided the character has a House of Life, then they may Resurrect there as normal but at no extra cost.

Adventure Season Nature of Magic Value GM
Brief Candles Summer 813 Soul Quest px50 Jim Arona 021 076 9376

Tongue of the Rough Beast

As a result of surviving drinking the blood of a recently slain green and grey dragon, this entity can speak with mundane animals whose natural environment is rough (mountains or hills). More importantly, they can understand these animals when they respond.
Generally speaking, this means that they can talk to hawks, eagles, ravens, lapwings, bears, wolves, snow leopards, goats, sheep and mountain foxes.

Adventure Season Plane of Origin Nature of Magic Value GM
Brief Candles Summer 813 Tanuel Mountain dragon Quest px50 Jim Arona 021 076 9376

Aryan's Heroism Pool

Aryan has a faculty that allows him to pursue Heroic endeavours, and its workings are entirely in the hands of the DM, although Aryan's player may, from time to time, offer a suggestion or two.
In general, the miracle pool will use those abilities Aryan possesses that are the least fantastical and exact the smallest cost in resources of one kind or another.
The miracle pool should not be directly used by Aryan, it has its own agenda, and this will vary from time to time. In general, however, the agenda is to:

  • preserve Aryan that he may perform more acts of Heroism
  • encourage Aryan to undertake more acts of Heroism
  • influence events so that Aryan's feats of Heroism are seen as legendary

The miracle pool will not, in and of itself, make Aryan's Actions more effective, except if it seems that effectiveness will meet the above criteria.
The cost for using

  • ordinary, mundane abilities (climbing, swimming, cooking etc) is 1.
  • the special abilities of Professional Skills, special Combat Skills/Abilities and Magical/Racial Talents is 2.
  • Spells, Power Words or Charms is 3.
  • Triggering Invested or charged itemry is 4.

1 is subtracted from this cost if, by this means, the Action would keep Aryan alive.
The pool may only be recharged by performing an Act of Heroism which is legendary in nature, and this is determined by the DM.
It only works for as long as the DM is not fed up with it. On the other hand, it should not be discharged frivolously. The miracle pool reflects a passionate interest in human heroism on the part of some Astral personality, and while it has no claim to omniscience, yet it sees further than most.

Current Hero Points: 12

Previous Heroism Awards
+3 Redeeming Kamuel the Cold Knight in combat
+4 Slaying Set, The Lord of Serpents in combat
Adventure Season Plane of Origin Nature of Magic Value GM
Brief Candles Summer 813 Tanuel Heroism Quest px50 Jim Arona 021 076 9376

Fruit of Lust

Aryan may take carnal knowledge of whoever takes his fancy, who must agree, and upon the occasion of slaking this thirst, acquire 1 Lust, which may be spent on such abilities as the DM deems appropriate, bearing in mind that lust covers such things as vivacity and vigorousness. It is not solely the exercise of rumpy-pumpy.
Nevertheless, it has to be said that a fair amount of between the sheets excitement is likely to feature in any standard definition of the word, so that is definitely within the bounds of possibility.

Adventure Season Plane of Origin Nature of Magic Value GM
Brief Candles Summer 813 Eden Lust Quest px50 Jim Arona 021 076 9376

First Impression

Duration: 1 dusk per 2 Ranks
Experience Mult.: 50
Base Chance: Break 100 + PB + Rank in this Talent + Rank in Troubadour, Courtier & Merchant
Effects: This magical Talent allows Aryan to impress an entity on first making his acquaintance. If successful, the target will find him attractive and likely believe anything he says. Although they will discount the unsupported warnings of others, they will, in general, believe it to be caused by jealousy or some other pettiness ("You never want me to have ANY fun", "You're ALL against me", etc). Actual evidence to the contrary, however, will break the effect, with reasonably dramatic results.
This Talent may only be used once on a given individual and then only the first time they are encountered.
Bear in mind that Aryan cannot control the particular direction his emotional suasion will take. Some may not find him sexually appealing, others may be way too interested. However, those affected will like him and tend to believe that he is telling the truth as he understands it

Adventure Season Plane of Origin Nature of Magic Value GM
Brief Candles Summer 813 Eden Charm Quest px50 Jim Arona 021 076 9376

Divine Steed

As a result of exposure to Strange energies in the Abyss, while Wind-walking, Aryan's equine form has altered.

DarkManedAryan.jpg

His coat is tan, his tail and mane are dark and his hooves are bronze. This increases the Strike Chance of any hoof-based attack by 10 and the Damage Modifier by +2. He may strike and inflict damage to targets that require magical weaponry, although the hooves themselves are not magical.

The exposure has had a more subtle effect on his soul, the forces involved propagating back in time, making tiny changes here and there, the result of which is to establish a connection between him and the gods. As a result, he gains this Racial Talent:
Dark Maned Aryan
Exp. Mult.: 200
Effects: Aryan can speak/understand any language he knows in his horse form. At Rank 10, he may speak/understand the language of normal equines (zebras, donkeys, etc), at Rank 20 fantastical (i.e. winged horses, nightmares, colt pixies, hippocampuses but not unicorns or centaurs).
These abilities only apply to Aryan's horse form:

His swearing is particularly salty and may cause even hardened sailors to blench if he should Break 100 + PB + Rank. Well-bred entities may faint dead away. This effects entities in a volume which will extend out to a range of 10 feet (+5 ft per 2 Ranks), being 15 feet wide(+5 ft per 5 Ranks). Any entity who understands Aryan within the volume must Resist or take no Action until they gasp. Gasping requires consciousness and a Pass Action. Once an entity has successfully Resisted, all subsequent Resistance Checks against this attack will automatically succeed until midnight.

Earth-shaker
Once a day, Aryan can leave behind him the effects of an Earth Tremor spell which is 5 hexes wide and as long as the TMR he has used that Pulse.

Thunderer

Once a day at Rank 9 or less,

BlazingSteed.jpg

twice a day at Rank 10 - 19 and three times a day at Rank 20, Aryan can deliver the effects of a Thunderclap centred on the hex he is Trampling.

Fire-steed
He may take a Pass Action and Cast Wildfires upon himself. The effective Rank is the same as this Talent.
Once a day, Aryan may take to the sky as a blazing steed of flame. This has all of the properties of Windwalking of equal Rank to this Talent, except that he sheds the same light as a torch at Ranks 0-5, a small campfire at Ranks 6 to 10, a large campfire at Ranks 11 to 15, and a bonfire at Ranks 16 or higher.

Call the Torrent Steeds
Once a Season Aryan may summon 12 Torrent Steeds from a stream or river.

Torrent Steed
Description:
A Torrent Steed is a raging elemental creature of rivers and streams. Their coats are silver, their manes are white like foam and their eyes are mysterious and blue. They will obey Aryan, who may instruct them to bear a rider of size 6 or less.
Special Abilities:

A Torrent Steed is entitled to 2 Actions a Pulse, provided only one of them

TorrentSteeds.jpg

involves using TMR or some form of movement.

They may move over water, marshy or swampy terrain as if it were dry land.
They are pernicious to unnatural creatures who are inconvenienced by running water, in which case, they subtract Aryan's Rank in this Talent from any die rolls if they are within 6 hexes of one. Additionally, an extra rollup D10 is added to their Damage.
Movement Rates : Running: 600

PS: 45 MD: 15 AG: 20 MA: None EN: 23 FT: 40
WP: 18 PC: 19 PB: 12 TMR: 12 NA: Hide absorbs 3 DP

Weapons: Torrent Steeds may either bite or kick into their rear hex.
Bite: BC 35%, [1 rollup D10], Melee & Close, Rank 0.
Kick: BC 60%, [2 rollup D10], Melee Rear, Rank 0.
They will last as many hours as Aryan has Ranks in this Talent or until slain.

Adventure Season Nature of Magic Value GM
Brief Candles Summer 813 Ancient Quest px50 Jim Arona 021 076 9376

Form of the Feathered Serpent

Exp. Mult.: 350

px120

Effects: Aryan may transform into a Feathered Serpent over a period of a 5 minutes, less 15 seconds per Rank in this Talent. It takes 1 Pulse and a Pass Action to return to his human form. Damage carries over between forms, and may need to be recalculated. The transformation will not be possible if it would kill him.

Description
Feathered serpents have sinuous bodies 5 metres long, 23 cms across at the widest, and weigh 81 kg. Their feathers are brightly coloured particularly when the weather is inclement. Their heads are beaked like an eagles and quite often, their tail ends in a metre long spine.
Abilities
Feathered serpents are unstable in the air. Learning to fly in this form is very difficult and must be learnt separately. However, once mastered, it has significant advantages:
They may fly in spaces with only 15 feet of clearance. Smaller volumes may require a Flying Skill check at the DM's discretion.
They may ascend or descend vertically or hover in place by coiling. Climbing reduces TMR or movement to a third, and rising straight up costs 1 FT per Pulse. Climbing at an angle of 45 degrees or less does not cost FT.

Movement Rates : Slithering: 150 yards per minute/30 mph (+1 per Rank)

PS: 40(+Rank) MD: None AG: 20(+Rank/4) MA: Aryan's EN: 30(+Rank) FT: Aryan's
WP: Aryan's PC: Aryan's PB: 19 TMR: 3/12(+Rank/4) NA: Feathers absorbs 8 DP (+Rank/4)

Weapons:
Bite: BC 65%, [2 rollup D10], Melee & Close, Rank = ½*(Rank of the Talent).
Constrict: BC 80%, [3 rollup D10], Close, Rank = ½*(Rank of the Talent).

Adventure Season Nature of Magic Value GM
Brief Candles Summer 813 Serpent Quest px50 Jim Arona 021 076 9376

Grendel's Alchemical Resistance

As a result of his exposure to strange materials in his Alchemical adventures, Grendel has an enhanced Resistance to poison, toxins and venoms. Any damage of this kind is halved, and may be further modified by other abilities. In addition, Herbalist or Alchemist poisons are reduced in effectiveness by 2 Ranks.
He knows this Talent:
Talent of Poison Resistance
Exp. Mult.: 200
Effects: Grendel gains a bonus to Resist poison, toxins and venoms when he is exposed to them equal to the Rank of this Talent. The Talent also reduces the effective damage of any poison, toxin or venom he is exposed to by 1 per 4 Ranks. At Rank 20, the Rank of Alchemical or Herbal poisons are reduced by 1.

Adventure Season Nature of Magic Value GM
Brief Candles Summer 813 Alchemy Quest px50 Jim Arona 021 076 9376

Aryan's Alchemical Resistance

As a result of his exposure to strange materials Aryan has an enhanced Resistance to poison, toxins and venoms. Any damage of this kind is halved, and may be further modified by other abilities. In addition, Herbalist or Alchemist poisons are reduced in effectiveness by 2 Ranks.
He knows this Talent:
Talent of Poison Resistance
Exp. Mult.: 200
Effects: Aryan gains a bonus to Resist poison, toxins and venoms when he is exposed to them equal to the Rank of this Talent. The Talent also reduces the effective damage of any poison, toxin or venom he is exposed to by 1 per 4 Ranks. At Rank 20, the Rank of Alchemical or Herbal poisons are reduced by 1.

Adventure Season Nature of Magic Value GM
Brief Candles Summer 813 Serpent Quest px50 Jim Arona 021 076 9376

Kilroy's Talent of Poison Resistance

Talent of Poison Resistance
Exp. Mult.: 200
Effects: Kilroy gains a bonus to Resist poison, toxins and venoms when he is exposed to them equal to the Rank of this Talent. The Talent also reduces the effective damage of any poison, toxin or venom he is exposed to by 1 per 4 Ranks. At Rank 20, the Rank of Alchemical or Herbal poisons are reduced by 1.

Adventure Season Nature of Magic Value GM
Brief Candles Summer 813 Quest px50 Jim Arona 021 076 9376

Three Dimensional Shadow

Kilroy's human form is continually bathed in unseeable Strange light from a weird and unguessed at dimension, which allows him to manifest an additional shadow in the shape of a panther-sized cat. It is usually attached to him but may be moved up to four hexes away.
When it is three-dimensional, requiring a Pass Action, it is a middlemarch of cat-like proportions, being about 9 hexes long, 3 wide and 2 high. In the normal course of events, Kilroy will be at the centre of the shadow (about 5 hexes from the front, 1 hex from either side and on the ground) and he will count as being entirely inside an area of deep shadow. This will increase his Defense against Thrown attacks by 20. If he is unengaged Kilroy can change his position to another co-interior hex that he can see. This will cost a Free Act.
The shadow is an ally with the following stats:
Movement rate: Running 600

PS: 38 MD: 20 AG: 20 MA: - EN: 20 FT: -
WP: - PC: - PB: 21 TMR: 12 NA: 5 Damage Reduction

Once a day per stat, Kilroy may swap one of the shadow's stats for his own. This lasts for one Pulse and is a Free Action. Stats do not stack with two exceptions:

  1. Damage Reduction does stack with other Damage Reduction effects.
  2. Within the shadow and in Close, he may use his PS or the shadow's, whichever is greater.

If the shadow is dissipated (as a result of Kilroy spending all its EN, for example) then it will reform over a period of a week beginning at dawn on a Friday.
Kilroy may buy a point of Shadow AG per season or adventure, whichever is less, and this will stack with his own AG while he is inside the shadow. No more than 5 such points may be bought this way. This means Kilroy can raise his effective AG inside the shadow to +10, but only +5 outside of it.

So long as there is at least one hex between himself and an opponent, Kilroy may increase the effective distance between them by up to 9 hexes. This means that a spell, extended or ranged attack may be out-ranged. This requires a Free Act but need not happen his Initiative.
If he has a Totem Spirit active, and it is co-interior with him, then he gains a specific defensive advantage. Inside the shadow, the Totem Spirit can see a moment or two into the future which may allow Kilroy to modify his actions so as to avoid harm. This can only be attempted once per pulse. Usually, the harm must emanate from a source that is adjacent to him so this ability is rarely helpful against ranged attacks, although the DM may rule otherwise on a case-by-case basis. Kilroy must 'Break 100' by rolling percentiles and adding 5 (+1 per Rank of the Summoning Totem Spirit spell) to the result. If that number is equal to or greater than 100, he avoids the harm.
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.
In addition, he may add his Rank in the spell to his Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.
The shadow, like any other, will not manifest in an environment which cannot sustain it, i.e. omnidirectional lightning, darkness, places where the light is too diffuse for shadows to form, etc. However it may be Bound into the form of a 15 cm onyx figurine of a panther weighing 5 lbs. This may be ended with Kilroy's Special Knowledge Counterspell or the duration expires.
The Strange light may be Bound into an object which will glow gently.

  1. If the object is a Truesilvered mirror, Strange light will not fall upon Kilroy for the duration of the Ritual so the shadow cannot form.
  2. If the object is a Crystal of Vision, then a movable point of light visible only to Kilroy and those that can see into Strange dimensions will emanate from it when Triggered. The Rank of the Light is the least of the Rank of Creating Crystals of Vision or the Rank of Binding Elements. The amount of Strange light stored is equal 1 minute (+1 per Rank).Any use of the light which is less than 1 minute will count as 1 minute.

Only one of these options may be used at a time, binding one unbinds the other.

Adventure Season Plane of Origin Nature of Magic Value GM
Brief Candles Summer 813 Between Folding Quest px50 Jim Arona 021 076 9376

Serpent Strike

This martial technique allows a combatant to automatically seize the initiative when they are in Melee or Close combat, but never in Unengaged combat. Currently, it will defeat Mantis Strike.
The combatant must sit cross-legged with a weapon held across their forearms for a week of deep contemplation. At the end of this time, the combatant spends 2,100 Experience. This entitles them to use one Serpent Strike per day, resetting at dawn. If they spend a similar amount of time and spend 4,200 Experience, they may use two Serpent Strikes per day, and so on, the cost doubling each time. The combatant must wait four Pulses between Serpent Strikes.

Adventure Season Nature of Magic Value GM
Brief Candles Summer 813 Serpent Quest px50 Jim Arona 021 076 9376

Phantasm - Enhanced Damage

Name: Enhanced Damage
Spell: Disruption
Effects: This incantation of Phantasm changes the Damage equation so that a D10 (+ 1D10 for every Rank that ends in 0, i.e. Rank 0, Rank 10 and Rank 20). At Rank 20, the damage is 4D10 + 20. All dice are considered roll up dice.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Value GM
Brief Candles Summer 813 Quest px50 Jim Arona 021 076 9376

Necrosis - Quick Cast

Name: Quick Cast
Spell: Necrosis
Effects: This spell does not require a Prepare Action, it may be Cast immediately.

Cost: 5000 Experience.
Constraints: Unracks the spell, reduces FT value by four, cannot cast a Quick Cast incantation of Necrosis for three pulses.

Adventure Season Value GM
Brief Candles Summer 813 Quest px50 Jim Arona 021 076 9376

Force Shield - Damage Reduction

Forceshield.jpg

This incantation of the Force Shield spell creates 11 unseeable pentagonal planes of protection that float around the Adept on all sides. This increases their Defence by 5(+1/Rank) against all attacks at any range or from any direction. In addition, the spell deflects the first 1 DP per Rank of the spell, minimum 1, per pulse. This only applies to physical damage and has no effect on magic etc, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries.
Cost: 2,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Value GM
Brief Candles Summer 813 Quest px50 Jim Arona 021 076 9376

Necrosis - Spell Magazine

Spell: Necrosis.
Effects: This incantation of Necrosis makes the spell last for a number of available Cast Actions equal to the number of targets that the spell can normally affect. Each Cast need not be prepared, and Cast Checks which result in Double or Triple Effects can only be used to increase damage or range. If the Cast Check is high enough it can cause Backfires.
The duration of the effect is in available Cast Actions, even if the Adept chooses not to use them. Triggering an invested, moving, drinking a potion, etc, will all reduce the spell magazine. Cost: 3000
Constraints: Unracks the spell, reduces FT value by 3.

Adventure Season Value GM
Brief Candles Summer 813 Quest px50 Jim Arona 021 076 9376

Light - Friendly Light

Spell: Light
Effects: This incantation of Light is unseeable to all but the Adept, and up to 1 per 3 or Fraction Ranks other entities named at the time of casting. The light level generated is always 70%, regardless of Rank but in particular, it does not generate shadows or reflections.
The volume of the Light spell may be manipulated once the spell has been Cast, although it will not move unless anchored somehow (if a Rune mage casts it on their staff, for example).

Adventure Season Value GM
Brief Candles Summer 813 Quest px50 Jim Arona 021 076 9376

Elemental Folding

Kilroy must bind an element, draw its Rune upon a virgin scroll (i.e. it must be free of any magic, either by spell, talent or ritual), and then fold it. This will drawing the essence of the element into the scroll itself and take 5 minutes. The process can be performed a number of times equal to 1 per 3 or fraction Ranks in Binding Elements (7 at Rank 19). Each fold halves its volume and quarters its weight (if it has any). No more than 1 element per 5 Ranks in Binding Elements may be folded in this way, 5 at Rank 20.
When he has finished, he will have a parchment figure intimately tied to its element: a disc, say, for Earth, a feather for Air, a hearth for Fire, tree for Wood, cup for Water - other elements will be similarly expressed - and the reduced bound element. Although the bound element may be concealed, for example carried inside a pack, the figures must be displayed ostentatiously, either pinned to his outer clothing or pack.
Unfolding the figure takes 1 minute per fold, each operation doubling the bound elements volume and quadrupling its weight. This can be reduced to 1 Pulse per fold but at a cost of 5 FT each time. Destroying the parchment figures does not cause the reduced bound element to catastrophically manifest fully, it simply severs the connection to the folded mass.

Adventure Season Value GM
Brief Candles Summer 813 Quest px50 Jim Arona 021 076 9376

Thought Rain

This ability allows a psionic to telepathically assault minds in a volume 6 metres high by 10 metres by 10 metres. Any entity within the volume will be unable to resist distraction unless their mind is shielded. The persistence of the Thought Rain is a function of its Force:

Force Persistence
1 1
3 2
6 3
10 4
15 5
21 6
28 7
etc ...

The persistence indicates the number of Actions required to shed the distractive force of the attack. Rank of Mind Shield is subtracted from the force of the attack to generate a persistence value, otherwise the effect will dissipate over about 5 minutes.
This ability is not magical, and so abilities which protect against magic are of no avail vs this ability. Those with psychic abilities may exert their psychic potential to avoid the effects, which the DM will have to adjudicate on a case by case basis.
Unless this ability is used by a psionic, it may be used again until they have received at least 8 hours of restful sleep.

Adventure Season Value GM
Brief Candles Summer 813 Quest px50 Jim Arona 021 076 9376

Fruit of Gluttony

Kilroy may learn the Sacrifice spell of the College of Rune Magic, along with this incantation:

Conspicuous Consumption
Spell: Sacrifice
Effects: This incantation of the Sacrifice spell allows the Adept to eat a meal that would take an hour in 5 minutes, even one as large as an ox. Nothing will remain aside from a few food scraps. If a part is consumed, Kilroy can temporarily increase his characteristics to up to (5 / Rank) % of the victim's.

Body part Stat
Brain WP
Heart EN
Arms PS
Legs AG
Hands MD

Eating the genitals will give a Rank% increase to Kilroy’s virility. See Conception (§4.8) for conception chances.
If the skin is not consumed, Kilroy may “wear” it, acquiring something of the original owner's physical appearance, even to the point of manifesting such physical changes as hoofed feet, clawed hands etc. If the tongue is consumed, he will be able to speak like them for the duration of the spell.
Eating the victim's sense organs will give Kilroy some understanding of what the victim's has seen or heard over the last 10 minutes (+10 minutes per Rank).

Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Value GM
Brief Candles Summer 813 Quest px50 Jim Arona 021 076 9376