Julius' Treasure

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Accounting

Salvage
21,536.3sp
White coins x 25 @ 252sp each
6,300sp
Valuation of treasure
60,100sp
Guild Tax
8,793.63sp
After Guild Tax
19,042.67sp
Esoteric costs
200 Experience - Spell matrix x 1
500 Experience - Tower of Iron Will - Minor AoE incantation
1 EN - Familiar Places

Consumables

Spider Silk Bandage

This bandage, woven from spider silk, is sticky on one side. It can be slapped against a wound, and will heal 1D10 damage points, + 1/Rank in Healer. Bandages that are in a pocket must be prepared, and this will take a Pass Action. Bandages in a backpack can take up to 4 Pulses to prepare. A bandage that is on a belt, or in some easy to get at place does not require any special Actions to prepare. Attaching the bandage to a wound requires a Pass Action.
The bandage will always heal EN deficit first, then FT deficit. It will never heal FT which is lost from spell casting or through tiredness.
Bandages:

4 3 2 1


Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Formerly living Weaving 350sp px50 Jim Arona 021 076 9376

Healing Potion

This potion may be taken without preparing it and is fragile. It weighs 4 oz and will cure 9 EN deficit, wrapping to FT deficit. It will not cure the special damage associated with any Grievous Injury, nor will it "cure" tiredness fatigue (including that lost due to spell casting). However, it can Cure disease, infection, fever, headaches and Prolong Life as if attempted by a Healer of Rank 3.
Potions:

2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Solar 350sp px50 Jim Arona 021 076 9376

Consciousness Disc

These discs are made from wood, must be worn openly on clothing to be effective, and weigh 1 lb each.
If the wearer should fail a MR check vs Sleep, Mental Attack, Hibernation, Petit Mort, Century Long Sleep or similar magic, then they may elect, without requiring the use of an Action, to destroy a disc, whereupon they will be considered to have succeeded.

2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Formerly living Consciousness 3,500sp px50 Jim Arona 021 076 9376

Potion of Caster's Grace

Rank 10 Alchemy
This potion bottle is chased in a delicate alloy of silver and tin. It weighs 4 oz and if it is subjected to a sudden blow will break on a percentile roll greater than 70. It need not be prepared before imbibing. It weighs 4 oz.
The effects lasts for 12 pulses. For that period, Preparing a spell no longer requires an Action, but cannot be combined with a Cast Action.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Grace 3,000sp px50 Jim Arona 021 076 9376

Weapons

Spell Rack Staff

This staff counts as a magical weapon and may benefit from weapon spells. It weighs 6 lbs, and it may be wielded as if it is a quarterstaff if the wielder has at least 12 PS and 16 MD, or a mace if the wielder has 16 PS and 9 MD. If the wielder has enough PS and MD for either, then the highest value is always used. The base Strike Chance is 65, and the DM is +2 (+4 if PS is 16 or higher). It is wielded two-handed (optionally one-handed if PS is at least 16 and in this case, if it is wielded two-handed, the DM increases by +1). Although it doesn't inflict A class Specific Grievous Injuries, the weapon has fangs that can scratch and therefore can hold a blade venom. It may be thrown up to 5 hexes.

Spell Matrices
A spell matrix takes about a month to create, in which period, the Adept may do nothing else. They must also expend Experience to create each of them. The base cost for a spell matrix is 1000 Experience divided by (the Adept's MA - 15). If the Adept has less than 16 MA, they cannot create spell matrices. The cost doubles for each new matrix bought. There is no upper limit, the Adept can keep buying matrices so long as they are willing to spend the Experience.
Incantations of a spell must be racked before they can be cast by the Adept. To rack a spell, the Adept must ritually cast it with it's particular incantation. If the spell cannot be ritually cast, it cannot be racked.

This spell rack contains matrices of these incantations:

Spell Incantation Constraints
 
 

Whoever holds this weapon hears a faint keening, as of the singing of serpents.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Serpent 8,000sp px50 Jim Arona 021 076 9376

Armour

Bronze Scale Armour

This set of bronze scale armour weighs 24 lbs and will fit a normal person of size 6. It provides 6 points of Protection, reduces AG by 1, penalises Stealth by 10 but increases PS by 3. The increase to PS will stack with any other magic. A serpent wrapped in blue flames has been picked out in enamel on the armour's breast.
If the EN of the wearer should fall to 0 or below, then on that very instant, they will be healed for 40 points, EN first then wrapping to FT. This may be recharged by performing a rite to culminate at noon on a solstice or equinox, during which 2,000 sp of black myrrh will be used up. No more than one such charge can be stored in the armour at any given time.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Protection 15,000sp px50 Jim Arona 021 076 9376

Jewellery

Hand of Glory

This amulet, made from the mummified right hand of a murderer and weighing 4 oz, subtracts 10 from the die roll whenever these spells are cast by the wearer: Damnum Minatum, Evil Eye, Ritual of Enchantment when used to curse, Curse on Unborn Child, Blighting Crops, Pestilence, Damnum Magnatum, Creeping Doom, Creating Drought, Malignant Flames, Lesser Enchantment when used to curse, Casting the Runes, Creating Plague, Rune Curse, Scarring Terrain and Greater Curse.
If an Evil Eye spell is cast through the Hand, then a cloud of gas will with the properties of a Knockout Gas spell of the same Rank. It may be moved at a TMR of 3 (180 ft per minute). It may be moved through or over any barrier a gas could. This function may be used once per season.
If a Darkness spell is cast through the Hand, then night will fall within an hour, the area of effect being from horizon to horizon. This function may be used once per season.
Being found in possession of a Hand of Glory is very likely to get the owner invited to the next witch-burning as the main attraction.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Previously Living Spite Crafting 14,000sp px50 Jim Arona 021 076 9376

Mage Thumb Amulet

This amulet weighs 1/4 lb and was made from the mummified thumb of a Thaumaturge. When it is worn (so that it can be clearly seen) it provides the wearer with +7 MR versus any magic of the Branch of Thaumaturgies. Current Thaumaturgies include Binding and Animating Magic, Bardic Magic, Ensorcelments and Enchantments, Sorceries of the Mind, Naming Incantations and Illusions.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Previously Living Talismongery 3,500sp px50 Jim Arona 021 076 9376

Gems of Psychic Stealth

This gem must be set into an earring or diadem weighing about 2 oz and be worn openly worn to be effective. It must be crafted by an Artisan Jeweller of at least Rank 6, who will charge 3,500sp for their labours.
Once this is done, the resulting jewel adds 20 to the wearer's WP value, for the purposes of supressing the Sense Danger Talent. For example, the wearer normally has 20 WP and is attempting to ambush a Mind Mage whose WP is 25 and a Sense Danger chance of 55%. The WP difference is 15 in the wearer's favour, so the chance of the ambush being detected is reduced by 30 to 25%.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Magical Undetectability 7,500sp px50 Jim Arona 021 076 9376

Miscellaneous

Allies

Khemrhet

Khemrhet is a temple cat

Natural Habitat
Temples, palaces
Description
Khemrhet is a large temple cat who weighs 25 lbs and is about 18 inches long (excluding tail). He is gregarious and will happily approach any entity not shedding an aura of palpable evil and who might have something interesting to eat.
Abilities
Khemrhet has no talents, skills or magic. He is not a tool user. His Stealth Chance is 136%.
Movement Rates
Climbing: 200 Running: 450
PS: 4 MD: 21 AG: 24 MA: None EN: 5 FT: 10
WP: 11 PC: 20 PB: 18 TMR: 9/4 NA: Fur absorbs 1 DP
Weapons
Khemrhet cannot Melee. He gets one combined attack
       Teeth & Claws (SC 45%, D10-8 damage), Close, Rank 0.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Non-sentient animal Spirit Binding Cat food px50 Jim Arona 021 076 9376

Hopesinger

Hopesinger is an expression of Creation and is something of a Free Agent. She may attach herself to someone as an additional familiar, i.e. if the person already has a familiar, she becomes a familar in addition to that one.

Natural Habitat
Woods, Plains
Description
Hopesinger is a meadowlark, a small yellow breasted songbird the size of a thrush.
Movement Rates
Flying: 900
PS: 3 MD: 16 AG: 16 MA: 8 EN: 3 FT: 6
WP: 9 PC: 18 PB: 14 TMR: 18 NA: Feathers absorb 1 DP
Weapons
Hopesinger can attack only in Close Combat with her beak (BC 59%, D10-8 damage).

Because of her age, she has picked up odd bits and pieces of knowledge. Thus, she has a 7% chance of knowing something useful from the Social, Animal and Plant Philosophical worlds.
Every morning at dawn, provided she can see the sun rise, she sings her little heart out for 5 minutes. All within range of her song (50 feet) will be especially resistant to effects that cause fear or pain, whether mundane or magical. The Rank of her companion's Finding Familiar Ritual is subtracted from their die roll when making resistance checks to avoid them. In addition, if the resistance is successful, no secondary effect is applied (c.f. Agony, Torment etc,).
She may not be hurt unless she is more than 5 feet away from her companion, and even then cannot be hurt by effects that target the mind, personality, spirit or soul. In the event that she is somehow slain, she may be recalled by building an effigy of a lark out of amber grain and honey, bound with wicker about a yard high. This must be formed the day before the Summer Solstice. The following day, the effigy must be burnt and 1,000 sp worth of black myrrh scattered over the flames at the stroke of noon. Hopesinger will return from the west just before dusk.
Required Standard of Behaviour
Hopesinger will not attend someone who is evil or even merely callous. If she believes that her companion is or has become the kind of person that would either cause harm or allow it to happen, then she will fly away never to return.
She has similar views about cowardice, but in and of itself, this will not provoke her to leave. It will cause her, however, to describe at devastating length to all within sound of her voice (50 ft) these occasions of poltroonery and will take to calling her companion things like 'Yellowback' or 'the Hindmost'.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Immortal Longings Spring 810 Tanuel Long living sentient Spirit binding Quest px50 Jim Arona 021 076 9376

Lore

Abilities

As a result of bathing in chaos-touched alchemical fluids, one of his primary stats has a new maximum value of 20.
The stat is: AG

Adventure Season Nature of Magic Signature Value GM
Where Angels Fear to Tread Autumn 810 Alchemy Chaos Quest px50 Jim Arona 021 076 9376

Faust's Plane of Origin is Tanuel. However, if Banished, Expelled or subject to similar magic, he will return to Alusia as if that was where he originated.

Adventure Season Nature of Magic Signature Value GM
Where Angels Fear to Tread Autumn 810 Planar Attunement Abyss Quest px50 Jim Arona 021 076 9376

The Passing of the Seasons

Once a day, Julius can change his Aspect. He could change his Aspect from Spring Stars to Summer Stars on Monday, then from Summer Stars to Winter on Tuesday, etc. His elemental Aspect, Air, however, cannot be changed.
Should he be gathered by those learned in the arts of Alchemy, his heart blood may be harvested for 3 Season.

Adventure Season Nature of Magic Value GM
Immortal Longings Spring 810 Chaos Quest px50 Jim Arona 021 076 9376

Tower of Iron Will-Minor AoE

Name: Minor Area of Effect
Spell: Mind Shield, Mind Cloak or similar magic
Effects: All legal targets that share the caster's megahex at the time of casting benefit from Tower of Iron Will for the duration of the spell.

Cost: 500 Experience.
Constraints: Unracks the spell.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
Immortal Longings Spring 810 Meta-magic Quest px50 Jim Arona 021 076 9376

Tower of Iron Will (Replaces Mind Cloak/Mind Shield)

Range: Self
Duration: 1 hour + 2 / Rank
Experience Multiple: 250
Base Chance: 30%
Resist: None
Storage: Potion
Target: Entity
Effects: The Adept fortifies their mind, preventing their thoughts from being detected or read. This spell does not prevent the Adept's presence or emotions from being detected, but their mind will simply not appear to be there when an attempt is made to "read" it.
In addition to Mental Attack, the Adept's Resistance versus abilities that Charm, Compel, Bind or Control is increased by 10 (+ 2/Rank) while the spell is in effect.
Tower of Iron Will does not block ESP or Empathy. The Adept can receive Mind Speech at their choice.
This spell is not teachable.

Adventure Season Nature of Magic Value GM
Immortal Longings Spring 810 Meta-magic Quest px50 Jim Arona 021 076 9376

Circle of the Seasons

Circle of the Seasons (replaces Protection Against Were-Creatures (G-9))
Range: 15 feet
Duration: 30 minutes + 30 / Rank
Experience Multiple: 200
Base Chance: 20%
Resist: None
Storage: Investment, Ward, Magical Trap
Target: Area
Effects: The spell creates an invisible Circle of Protection with a radius of 15 ft (+1 per Rank) that protects those inside from the effects of inclement environments, increasing or decreasing the Gauge by 1 (+ 1 / 4 full Ranks) up to a maximum of Gauge 7 (Comfortable). It will totally protect them from the effects of hypothermia or hyperthermia at Rank 11+. In addition, those within suffer 1 (+ 1 / 4 or fraction Ranks) less damage due to magical or non-magical cold/ice/heat or fire based attacks.
Those inside the circle increase the Base Chance of any concentration checks required because of an inclement environment. The factor is increased by 1 per 5 Ranks in the spell, but the bonus can never exceed 4 x WP.
Those whose Witchsight is of equal or higher Rank to this spell will see a glowing circle, similar to a ring of green fire.
This spell is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Immortal Longings Spring 810 Protection Wicca Quest px50 Jim Arona 021 076 9376

Familiar Places

Familiar Places

Range: Special
Duration: Immediate
Experience Multiple: 400
Base Chance: 10%
Resist: None
Storage: Potion
Target: Self
Effects: The Adept instantly transports themself to the location of a familiar that they are Farsensing with. They may carry with them up to 30 lbs + 15 lbs per Rank.The spell will fail if they try to carry more.
This spell is not teachable.

Adventure Season Nature of Magic College of Magic Value GM
Immortal Longings Spring 810 Translocation Wicca Quest px50 Jim Arona 021 076 9376