The Coils of Spring - Treasure
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Consumables
Other
Dead Man's Candle
This withered, mummified hand has been made into a candle that will last for 100 minutes. When it is lit and held aloft
- the wielder gains a +20 bonus to casting any curse or affliction.
- light equivalent to a torch is shed from the candle, which only the wielder can see.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Kalvos | Formerly living | Wiccan | Quest | Jim Arona 021 076 9376 |
Witch Skin x 20
This mouse skin weighs an oz and has been enchanted with a Rank 20 Skin Change spell.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Kalvos | Formerly living | Wiccan | 500sp | Jim Arona 021 076 9376 |
Grenadoes
Amorphous Water Balloons x 4
This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.
If wielded as a rock, the balloon must strike an opponent.
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target's body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -> MD x 2 or be subject to the same attack.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | New Terra | Alchemy | Void Crafting | 3,000sp | Jim Arona 021 076 9376 |
Black Iron Grenado
This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 2 Specific Grievous Injuries on anyone who it shares a hex with, while those in the surrounding hexes suffer 1. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | New Terra | Alchemy | Incendiarism | 1,000sp | Jim Arona 021 076 9376 |
Cobalt Chaos Grenado
This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
Result | # of Spec. Griev. Injuries |
---|---|
1-4 | 1 |
5-7 | 2 |
8 or 9 | 3 |
0 | 4 |
Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.
The formula is teachable, but whoever teaches it must expend 8,650 Experience for each Alchemist taught.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | New Terra | Alchemy | Incendiarism | 2,000sp | Jim Arona 021 076 9376 |
Red Iron Grenado
This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | New Terra | Alchemy | Incendiarism | 3,000sp | Jim Arona 021 076 9376 |
Charms
Herbs
Ren Shen Root
This tuberous root weighs 3lbs, and, although not growing, is alive. When it is left in a dark place for longer than a month it will begin to smell quite pungently. This is not an unpleasant smell, but it is quite intense and will subtly flavour other food next to it. It is a pleasant taste with red meat, game and root vegetables like turnips, sweet potato and yams.
Only the most educated palate will be able to identify the effects of the ren shen root, others finding it very pleasant but quite mysterious. Unfortunately, only Artisan Cooks of Rank 8 or higher may pull off this exercise.
Every 10 years, the value of the root doubles, and its current value is 1,000 sp. If an attempt is made to age the root, or fiddle with it in any way so as to advance its properties will automatically succeed, but then the root will putrefy to a reddish-brown slime the following Pulse.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Living plant | Enhancement | Special | Jim Arona 021 076 9376 |
Golden Century Seeds x 10
These seeds will grow into a flowering shrub when cared for by a Herbalist of Rank 5 or better. Once established it needs very little care. The plant will grow about 24 inches by Autumn, after which it will wither and die. It prefers a sunny, humid environment, and the soil must be quite damp. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The century plant is free standing, and makes a pleasant show against larger features like trees and walls.
If the best flower of each seed is prepared appropriately by a Rank 8 or better Herbalist, it is edible, otherwise painfully lethal, killing whoever eats it by the stroke of midnight. Each time that a sentient mortal eats the correctly prepared blossom, they can advance their FT by one at half the normal experience cost. They may only benefit from eating these seeds once for every century of life expectancy. Most short-lived sentients can only benefit from the blossoms once. Those whose life expectancy exceeds millenia cannot benefit from them at all.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Living plant | Enhancement | Quest | Jim Arona 021 076 9376 |
The White Rose of Gerantia x 12
Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. If the roses are allowed to grow over the graves of the dead for a year, then no attempt to raise the interred as undead will succeed.
The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore virginity. The petals, when appropriately prepared, are said to act as a sovereign against Charms or Seduction.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Living plant | Discipline | Quest | Jim Arona 021 076 9376 |
The Marist Rose x 7
Any attempt to take cuttings or seedlings of this rose will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the rose is hardy and needs very little care. The plant will grow about 10 metres per year, in any condition of light so long as there is some natural light available. It prefers an arid environment, but will still thrive in humid conditions, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 160 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The rose will tend to grow around upright structures, and are generally planted just outside the walls of dwelling places. Undead may not enter a place entirely encircled by its branches. The hips, which may be harvested in Autumn, are said to be useful in the production of Herbalist draughts that restore hope.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Living plant | Discipline | Quest | Jim Arona 021 076 9376 |
Whitethorn x 6
Any attempt to take cuttings or seedlings of this bush will fail unless performed by a Rank 6+ Herbalist.
Once established, however, the bush is hardy and needs very little care. It cannot abide a humid environment, and requires a heavily sunned position. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating it is 4 hours and if this maintenance time is not met or exceeded, it will wither and die.
The branches sprout wicked, white thorns, which are supernaturally sharp and hard, but the withes, themselves, are wiry and supple. If a stake can be made from the withes, and plunged into the heart of a vampire, it will instantly destroy it as if it had been exposed to sunlight.
If a crown is made of these vicious thorns, the wearer can buy 1 WP (at the normal cost). The crown must be worn for at least a season, and the pain will permanently reduce their EN by 2 (which may be bought back in the usual way). This increase is beyond the normal 5 allowed but
- Racial maximums may not be exceeded and,
- Only 1 point of WP may be bought in this way.
The Herbalist can produce Rank withes of whitethorn per year. A stake, if the means of production is known, requires 1 withe, a crown of thorns requires 2.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Living plant | Agonistes | Quest | Jim Arona 021 076 9376 |
Flamecap x 10
These spores are delicate, difficult to establish and will only take when cared for by a Herbalist of Rank 7 or better. Once established, however, it needs very little care. The spores blossom across the detritus of pine trees, and are best spread under their branches . By Autumn, the fungus will develop tall, slender stems about 8 inches high topped with bright orange caps. The plant flourishes in a shaded, arid environment, although the soil itself may be quite damp. In terms of maintenance, the plant requires 40 hours of care a season, divided by the Herbalist's Rank, which may be as low as 4. The least amount of time that must be spent cultivating the plant is 2 hours. If this maintenance time is not met or exceeded, the growth will fester and die.
Each Autumn, each fungal patch will produce 1 flamecap for every 3 Ranks in Herbalist, and these must be dried to become effective.
These brightly coloured orange mushrooms may be used as a reagent for spells that do damage by burning (i.e. Hellfire, Dragonflames, Fireball, Burning Magma, Bolt of Fire etc) to enhance damage. The enhancement is an additional 1D10 fire damage and +5 to the Cast Chance .
Each application weighs 1 oz.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Living plant | Flames | 250 | Jim Arona 021 076 9376 |
Herbal Draughts
Potions
The Consummation of Fire and Water x 11
This 8oz phial contains a vividly orange/red fluid. When it is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses.
Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through
- ¼ inch of metal or stone per pulse.
- 1 inch of material like wood or bone per pulse.
- 1 foot of ice per pulse.
It will not burn through orichalcum.
If the ash and smoke are collected, dissolved into a solution, and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.'s discretion). The Alchemist might collect Wood from the remains of a door, for example.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Nualis | Magical | Disintegration | 13,000sp | Jim Arona 021 076 9376 |
The Sublimation of Water into Fire x 5
Rank 8 Alchemy
This potion is the colour of a blue flame and is contained in a fragile glass bottle for quick use. It weighs 4oz.
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 and may be behave 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.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | Transformation | 12,500sp | Jim Arona 021 076 9376 |
Potion of Ophan Blood x 4
Rank 10 Alchemy
This potion bottle is chased in an alloy of lead and tin and will not break easily. It must be prepared before imbibing. It weighs 4 oz.
The effects lasts for 12 pulses. For that period, the imbiber can decide which of their percentile dice are the tens and which are the units. For example, if 91 were rolled it could be read as 19 instead.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Tanuel | Previously living | Fortune | 8,000sp | Jim Arona 021 076 9376 |
Elixir of Invulnerability x 3
This potion bottle is chased in silver and will not break easily. It must be prepared before imbibing. It is heavier than it looks, weighing 8oz.
The effects of this elixir last one hour and allows the imbiber to apply half of the protection value from armour as additional damage reduction vs Specific Grievous Injuries, blows directly to Endurance and magical damage.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | Protection | 10,000sp | Jim Arona 021 076 9376 |
Potion of Leviathan Strength x 3
This potion weighs 4 oz, and must be Prepared before it is drunk.
Whoever drinks this potions makes their PS 65 for the next hour, unless their PS is greater than this, in which case it has no effect.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Beast | 3000sp | Jim Arona 021 076 9376 |
Water Curse x 3
This phial weighs 2 oz and looks especially innocuous.
If it is odourless, tasteless and easily insinuated into food or water. Whoever partakes of it will become a great deal more casual and generally unsuspicious. This will make it hard for them to be alert for things like (but not limited to) attempts to poison food and so on.
Whenever there is a chance that they might become alert to a possible threat, they will automatically fail the die roll. This does not prevent them from noticing obvious threats like a green and smelly discharge on food, etc, where, perhaps, no die roll would normally be required.
If the water curse is fed to someone who actually is paranoid, it will cure them of that affliction
Valuation: 2,500sp
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | Spite Craft | 2,000sp | Jim Arona 021 076 9376 |
Light Oil x 4
This phial weighs 4 oz and contains an oil that can easily be spread over a single object no greater than 3 cubic metres. If it weighs less than 3 tonne, the anointed object becomes a legal target for a Levitation spell.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | E&E | 2,500sp | Jim Arona 021 076 9376 |
Potion of Flatness x 2
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
Whoever drinks this potion becomes so flat that if they are perpendicular to an observer's sightline, they cannot be seen. On the other hand, they cannot see along that line, either.
For the duration of the magic, which may be ended by a Free Act to dismiss it or an hour, whichever comes first, they:
- are immune to A & C Class damage
- can slide through cracks or under doors if there is enough space for air to pass through
- may hide in pictures large enought to hold them
- are considered flammable, i.e. no Magic Resistance vs Fire, and they will continue to burn until put out.
- halve their Magic Resistance against heat, cold or lightning, and double the damage.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | E&E | 2,500sp | Jim Arona 021 076 9376 |
Elixir of Tryst
This large phial is 8oz. When it is drunk, Tryst is bound to them.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Aeaea | Construct | Witchery | Quest | Jim Arona 021 076 9376 |
Camion Potion x 11
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion can understand the speech of running waters, and by conversing with them, discover what has happened nearby.
The potion's effects last for 15 hours, and in that time the imbiber will never willingly harm a thrush.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Formerly living | Witchery | Quest | Jim Arona 021 076 9376 |
Valiant Potion x 7
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion will find it easier to improve their state of favour at court. With respect to this endeavour, they are considered to be five Ranks higher, to a maximum of 15.
The potion's effects last for 15 hours, and in that time the imbiber will never willingly harm a crane.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Formerly living | Witchery | Quest | Jim Arona 021 076 9376 |
Zaganatic Potion x 7
This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion will have their PC increased by 5 and their MA by 10.
The potion's effects last for 15 hours, and the imbiber must eat grass or hay once every 2 hours they are awake.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Formerly living | Witchery | Quest | Jim Arona 021 076 9376 |
Wiccan Special Knowledge Counterspell x 3
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Wiccan Magic.
It may be poured on the ground to create an area of effect counterspell or on an object.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Wiccan | 2,000 sp | Jim Arona 021 076 9376 |
Wiccan General Knowledge Counterspell x 2
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Wiccan Magic.
It may be poured on the ground to create an area of effect counterspell or on an object.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Wiccan | 4,000 sp | Jim Arona 021 076 9376 |
Water Special Knowledge Counterspell
This potion weighs 5 oz and, provides the imbiber with the benefit of a Rank 10 Counterspell of the college of Water Magic.
It may be poured on the ground to create an area of effect counterspell or on an object.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Water | 4,000 sp | Jim Arona 021 076 9376 |
Slap x 3
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.
When the seal is broken beneath someone's nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.
It does not rouse the dead.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Nualis | Magical | Restoration | 1,000sp | Jim Arona 021 076 9376 |
Scrolls
Invested Items
Amulets
Gems
Enhanced Orange Chalcedony
This orange stone, when made into an amulet, must be worn openly in the left ear, allows the wearer to survive without air for 3 more Pulses, resetting at dawn.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 3,500sp | Jim Arona 021 076 9376 |
Enhanced Gem Murex
This violet spiral sea snail shell, when made into an amulet, must be worn openly as a medallion. When so worn, it provides 3 points of spell FT to the wearer. This may only be used to Cast spells. This spell FT will recover at a rate of 1 point per dawn.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 6,500sp | Jim Arona 021 076 9376 |
Enhanced Dusty Rose Quartz
This dusty rose quartz, when it is made into an amulet, must be worn in the left ear. When so worn, it increases the wearer's ability to Sense Danger by 5.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 8,000sp | Jim Arona 021 076 9376 |
Enhanced White Pearl
This white pearl, when it is made into an amulet, must be worn in the left ear. When so worn, the wearer recovers an extra point of FT from meals, teas or Restoratives.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 9,000sp | Jim Arona 021 076 9376 |
Enhanced Bloodstone
This polished bloodstone, when it is made into an amulet, must be woven obviously into the hair or beard. The wearer ignores the first 3 points of damage from bleeding, and suffers 1 less point of total bleeding damage per Pulse thereafter.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 6,000sp | Jim Arona 021 076 9376 |
Enhanced Toadstone
This stone must be taken from the forehead of a toad without killing it. When it is made into an amulet, it must be set into the wearer's eyebrow. Once a day, resetting at midnight, the wearer may use the Enhanced Vision Talent at the same Rank as their Witchsight. This lasts for 6 consecutive Pulses.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 11,000sp | Jim Arona 021 076 9376 |
Enhanced Ametrine
This stone, once it is made into an amulet, must be worn as a brooch on the wearer's primary forearm. Once a day, resetting at midnight, the wearer may Cast a spell on their Engaged Initiative, MA replacing AG, and the Rank of the Spell replacing the Rank of the weapon.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 8,350sp | Jim Arona 021 076 9376 |
Enhanced Scarlet Carnelian
This stone, once it is made into an amulet, must be worn as a brooch over the heart. Three times a day, resetting at midnight, the wearer may Cast Igniting Flammables or Pyrogenesis, whether as a Spell or Talent to cauterise 1 bleeding wound. This requires but a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | None | Stone Lore | 4,100sp | Jim Arona 021 076 9376 |
Black Dragon Remnants
Black Dragon Armour
This dragon scale armour has a weight factor of 3, penalises AG by 1 and provides a bonus of +10 to Stealth in darkness. It provides 7 Protection, Damage Reduction of 4 and Spell Armour of 6. Depending on the size of the armour, a number of scales may be invested with a number of Rune College spells. The Investment Ritual is not used, instead, special common, but expensive materials are consumed when the spell to be so stored is ritually prepared which costs as much as a standard Investment.
If the size of the armour is 9, then three such scales will be present. If size 6, then two and if less than 6, only one.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Black Dragon | Quest | Jim Arona 021 076 9376 |
Black Dragon Eye x 2
This eye is 9 inches across and weighs 27 lbs. It is a legal target for the Creating Crystal of Vision. In addition to its normal functions, a viewer may use the eye to Interpret Runes and Symbols, as the Talent of the College of Rune magic at the same Rank as the Crystal of Vision.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Black Dragon | Quest | Jim Arona 021 076 9376 |
Black Dragon's Teeth x 29
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 |
---|---|---|---|---|---|---|
Trident | 38 | 96% | +4 | A class | M | 5 |
Large Round Shield | 37 | 68% | +2 | C class | M | 4 |
Their Defence is 50 and their Magic Resistance is 45%.
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 |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Black Dragon | Quest | Jim Arona 021 076 9376 |
Black Dragon Fang x 2
This black fang may be made into a dagger that weighs 10 oz and is 9 inches long. It inflicts 1 rollup D10 + 5 A or B class Damage and has a base Strike Chance of 53%. It is a legal target for the Fashioning Runestaff, although no rune may be carved into it. It nevertheless will store 1 FT (+1 per 2 Ranks) in the normal manner.
A Rune mage may not own more than one of these daggers.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Black Dragon | Quest | Jim Arona 021 076 9376 |
Black Dragonel x 6
This black dragon egg will hatch to a dragonel that grows no larger than a large domestic cat, and will weigh 40 lbs. Although it has wings, these are vestigial. It has the following statistics:
PS: | 13 | MD: | 15 | AG: | 10 | MA: | 10 | EN: | 8 | FT: | 6 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 13 | PB: | 16 | TMR: | 5 | NA: | Scales reduce damage by 8 |
It has no combat statistics, Defence is 45, Magic Resistance is 40%, has a TMR of 5 and a Movement Rate of 250 yards per minute. Once a day, it may use the following abilities on itself:
- Rune Shield @ Rank 20
- Greater Heart Rune @ Rank 20
It is a legal target for the Ritual of Creating Rune Portal, which will last for 4 hours (+ 4 hours per Rank). Within this duration, the hatchling may attempt to connect to the Rune Mage's network of temporary rune portals. The Base Chance is the same as the Adept's, but bonuses from Enchantment only apply if the dragonel is so enchanted, and bonuses from special inks are ignored.
Dragonels recover 1 point of FT and dawn, dusk, midnight and noon if they are fed 1 lb of fish a day.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Kalvos | Living | Black Dragon | Quest | Jim Arona 021 076 9376 |
Weapons
Giant Lacrosse Stick
This giant club is 10 ft long and weighs 10 lbs. It inflicts + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they are trapped in the net. A Pass Action is required to slip the net, but if the giant stands on the handle, any such chance is reduced by the base EN of the wielder, and in any case damage (as noted above) is automatically inflicted upon the target.
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Formerly living | Cold-forging | 8,325sp | Jim Arona 021 076 9376 |
Giant Hockey Stick
This giant club is 12 ft long and weighs 10 lbs. It inflicts + 8 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 40% + 10 per hex of the wielder. It may not deliver a blow higher than 7 feet from the ground. If a blow directly to EN or Specific Grievous injury is inflicted against a creature less than 2 hexes, then they knocked back a number of feet equal to the wielder's PS and hexes less the PS and hexes of the target. The wielder has some choice where they are sending their target in a general way, and it must be reasonably straight - well, unless the giant has managed to put some spin on the target. The target may avoid this by rolling under 1 x AG.
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Formerly living | Cold-forging | 8,750sp | Jim Arona 021 076 9376 |
Giant Mallet
This mallet is considered a giant mace. It is 10 ft long, weighs 10 lbs and must be wielded 2- handed. It inflicts + 12 damage + 1 rollup D10 for each hex of the wielder. The base Strike Chance is 50% + 10 per hex of the wielder. The wielder must declare if they are making an underarm swing or an overhead blow before the Strike Check is made. If an overhead blow against a creature less than 2 hexes results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, then they are driven to their knees. They may recover their footing as normal, assuming they are functionally capable of this. If an underarm swing results in either a blow directly to EN or a Specific Grievous injury and they survive the damage, the target is hurled in an arc covering a number of feet equal to the wielder's PS less the target's AG. Upon making contact with the ground, they will take an extra D10 impact damage for every 10 feet they have been flown, unless they can make a 1 x AG roll to land. Neither Protection, Endurance Armour although Damage Reduction may at the discretion of the DM.
The weapon is sturdy and there is no chance of weapon breakage unless the PS of the wielder is 85 or higher.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Formerly living | Cold-forging | 12,475sp | Jim Arona 021 076 9376 |
Whip of Braided Eog
This whip is made of an alloy of Eog, a black iron-like metal, and jet, fossilised coal, that weighs 5 lbs. It may be used to strike at targets that are up to 15 feet away. The articulated talons of something long dead decorates the end, so it will inflict A, B and C Class injuries but any amputations are ignored. The base Strike Chance is 47% and the base Damage is one rollup D10 + 1. Although the whip can only be broken by an entity or force with an equivalent PS of 160, excess PS never inflicts extra damage. Bonuses to Strike Chance from MD are calculated thus:
- subtract 15 from base MD. If the result is 0 or less, the whip may not be wielded (base MD - 15 = difference)
- square the difference and add the difference to that product (difference x difference + difference = result).
- halve the result (result / 2 = result).
- add the result to the wielder's MD as Strike Chance bonus
Bonuses to Strike Chance are calculated at 6 per Rank not 4.
At every Rank fully divisible by 4, an extra point of damage is added.
At every Rank fully divisible by 5, an extra rollup D10 is added to the damage.
Bonuses from Warrior never apply with this weapon, although Assassin bonuses do.
It is a legal target for a Weapon of Flames spell, but the flames are dark blue and cold. The calculation is the same, but the extra damage is inflicted upon creatures of fire. In addition, the strike distance increases by the Rank of the spell in feet.The wielder may perform simple feats of Manual Dexterity with the talons while the whip is so empowered.
Finally, the whip may be wound around the wielder's lower abdomen, which will make them immune to these Specific Grievous injuries:
- 08 A vicious puncture wound in your groin! Take 3
- Damage Points immediately from Endurance and
- reduce your TMR by 2 until fully recovered, which
- will take two months. In addition, add 30 to your
- chance of being infected (assuming you live long
- enough for such things to matter).
- 12 A stomach puncture. Nasty. You suffer 3 Damage
- Points immediately from Endurance and lose
- 2 from your TMR until fully recovered, which
- will take two months. Also, you are automatically
- stunned for the next pulse (if you aren't already),
- after which you may recover. Add 20 to the chance
- to be infected.
- 37-40 You have been eviscerated! Take 4 Damage
- Points immediately from Endurance and 1 point
- per pulse from Fatigue thereafter (Endurance when
- Fatigue is exhausted) until you are unconscious.
- Increase your chance of infection by 40.
It takes 3 Pulses to unwind the whip from the wielder's abdomen.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Reich | Magical | Black-forging | 16,750sp | Jim Arona 021 076 9376 |
Straight Edge
This cold iron, two-handed sword weighs 9 lbs, requires 22 PS and 14 MD to wield. It has a base Strike Chance of 67 and inflicts 1 rollup D10 per hand it is wielded with, + 7. In other words, 2 rollup D10+7 in the usual course of events. There is room on the hilt for three hands, if the wielder has this many.
It increases the bearer's Magic Resistance by 7, and prevents them from using any magic that is not racial in nature.
Bonus damage as a function of great strength may be applied in addition to other bonuses without risk of breaking the weapon so long as PS does not exceed 70.
The next wielder (|only) may advance their Rank in two-handed sword to 6 at a cost of 1,500 Experience & 12 weeks of weapon training, and to 7 at a cost of 1,800 Experience & 14 weeks of weapon training.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Cold-forging | 11,350sp | Jim Arona 021 076 9376 |
Crimson
Crimson is an axe head of a strange crimson metal who weighs 2 lbs, requires 14 PS and 14 MD to wield. It has a base Strike Chance of 67, nflicts 2 rollup D10 damage and is treated as a battle axe with respect to Ranking. It may only be wielded 1-handed, although the wielder is entitled to deliver multi-hex strikes at the usual penalty.. In addition, it does not attract range penalties when it is thrown, and returns to the wielder the following Pulse.
It may only be wielded by the wearer of the Beckoning Gauntlet, which will manifest an unseeable spectral haft that can only bee seen by those who know the Spectral Weapon or Spectral Warrior spells at Rank 16 or higher. Preparing this weapon is a Free Act so long as Crimson is attached to a belt or other obvious strap on the wielder's armour.
It does not conduct drain, so any attack with this weapon does not expose the wielder to further drain attacks.
Bonus damage as a function of great strength may be applied in addition to other bonuses without risk of breaking the weapon, and is stackable with bonuses from Skill and weapon spells.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Chaos Temper | 9,350sp | Jim Arona 021 076 9376 |
Black Tulwar
This large tulwar of black bronze is one or two-handed. It weighs 6 lbs, requires 13 PS and 15 MD to wield and has a base Strike Chance of 67. On a successful strike, damage is resolved in the following way: On a roll of 4 to 10, 3 is subtracted from the result and the result squared. On a result of 3, the target's EN is reduced by 3, on a result of 2, the target's EN is reduced by 6 and on a result of 1, the target's EN is reduced by 9. This is applied as healing to the wielder, curing EN first, wrapping to FT. Damage Reduction may only be applied against this, Protection, EN Armour, Spell Armour or Necrogeny do not protect against it. The blade does no harm to the undead or constructs.
The tulwar does not accept weapon spells, and bonuses to damage from great strength, Rank in Warrior, Rank in Assassin or Rank in Tulwar are ignored. However, Strike Chance is improved by 8 per Rank in Tulwar and 4 per Rank in Warrior.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Black Temper | 13,450sp | Jim Arona 021 076 9376 |
Throwing Daggers x 6
These hardened silver daggers weigh 4 oz, require 7 PS and 10 MD to wield but are too light to wield in melee or close. The base Strike Chance is 57% and the base Damage is 1 rollup D10 + 1.
Three of them may be thrown in a single Pulse and have a range of 12 hexes. The magic of the daggers allows their damage to accumulate on a target so that Protection, Damage Reduction or EN Armour only count once. Thus, if all three are thrown at a single target and achieve Blows to FT, then the damage of each dagger is summed and applied to the target thus: 3 rollup D10 (+3 if Ranked below 4, +6 if Ranked 4 - 7, +9 if Ranked 8 or higher).
If any one of the darts inflicts a blow directly to EN, then it is as if they all do, if one inflicts a Possible Specific Grievous, then it is they all do. If several Specific Grievous Injuries are rolled, then each is rolled for but the wielder may only apply 1 such injury (i.e. if the wielder scores 2 Specific Grievous injuries, 04 and 18, they may only choose a bleeder in the target's primary arm or a wound to the solid viscera, but not both).
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Magical | Impious Temper | 3,950sp | Jim Arona 021 076 9376 |
Imp Dagger
This hardened silver dagger weighs 10 oz, require 7 PS and 10 MD to wield but the hilt is a spiral groove carved into onyx, set with a large, red carbuncle on the pommel and may only be wielded with a thin, prehensile tail or tentacle. The base Strike Chance is 57% and the base Damage is D10 + 1.
The weapon may be further enchanted with a weapon spell, with bonuses from PS, Rank in Dagger and Rank in Assassin all stacking. Rank in Warrior, however, is always ignored. If the blade is envenomed, the base Damage becomes 1 rollup D10 + 1.
The wielder may deliver an attack with the dagger using a Free Act into their rear or front hex without penalty.
If the Nature of Magic or Plane of Origin of these blades is detected, then the bearer may find themselves invited to a witch burning as the guest of honour.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | 7th Plane | Magical | Impious Temper | 13,131sp | Jim Arona 021 076 9376 |
Clockwork Crossbow
This crossbow is made from a mahogany-like wood chased in bronze and silver., weighing 7 lbs. It requires 14 PS and 14 MD to wield, a base Strike Chance is 67% and base Damage is 1 rollup D10 + 6.
The crossbow has a strap that can attach to a belt or bandolier allowing it to be Prepared with a Free Act. A large butterfly key emerges from the stock, and the weapon may be wound up, which will take about 5 minutes. Once the movement is primed, the weapon will automatically reload from a magazine of 6 quarrels and taking two Pulses.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Coils | 7,500sp | Jim Arona 021 076 9376 |
A Sea Green Walking Stick of Fashion
This translucent glass walking stick is the colour of a storm-tossed sea and weighs 1 lb. It is about four feet long, half an inch in diameter and may be wielded 1 or 2-handed. It is Ranked as a Quarterstaff at the same time as other weapon or Professional Skills or magic. The stick inflicts 1 rollup D10 + 4 C Class damage, but bonuses from PS and weapon Rank do not increase damage, and it does not accept weapon spells.
Once a bonding cost of 1 EN has been paid, the staff has these functions:
- The wielder increases their Defence by 2 (+2 per Rank in quarterstaff). This will not stack with Defence from other weapons or shields.
- The wielder reduces damage by 1 at Rank 4 in quarterstaff and by another 2 at Rank 8 (thus reducing damage by 3). This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.
- The wielder subtracts their Rank in quarterstaff from the die roll when making MR check
- The counterspells of one extra college may be cast on the staff, to the benefit of the wielder.
- The stick modifies
- the Mage Current spell so that it is durational although it may be ended with a Free Act.
- the Storm Calling spell so that the FT cost and onset time are halved
- Certain spells may be invested in the staff at half the normal cost, each charge taking 8 hours to store. Only 20 spells may be invested in the staff, but any combination is allowed. The following spells or types of magic are allowed:
Counterspells | Walking Unseen | Conjuring Mist | Scry Shield |
Wall of Thorns | Lightning | Telekinesis | Fireball |
True Seeing | Flash of Light | Air Blast | Witchsight |
- The wielder releases the spells stored by using a Cast Action. They are not Triggered.
Weapon spells may be cast upon the stick but do not provide any benefit except that a Spectral Weapon will allow it to strike insubstantial creatures, etc.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Victoria | Magical | Water Witchery | Quest | Jim Arona 021 076 9376 |
Rod of Counterspells
This slender, wand-like rod is made of turned red eucalyptus wood, and the head is shod in orichalcum. It weighs 3 lbs, and may be wielded as a mace, with a base Strike Chance of 61% and base Damage of 1 rollup D10 + 5.
The rod stores 12 counterspells, which must be invested by means of ritual spell preparation and expensive but common incense, oils and tinctures equivalent to the normal cost of investment.
College | GK/SK | Rank | Cast Chance | College | GK/SK | Rank | Cast Chance |
---|---|---|---|---|---|---|---|
Counterspells benefit from the wielder's bonuses and Enchantment, not the investor's, and any situational bonus are determined at the time of casting, not when it was stored.
Counterspells are Fired, not Triggered and execute on the wielder's Engaged Initiative with the weapon.
Three counterspells may be drawn from the rod a day, resetting at dawn.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Formerly living | Naming Incantations | 11:750sp | Jim Arona 021 076 9376 |
Beckoning Gauntlet
This is a mail gauntlet for the right hand made of truesilvered orichalcum and weighs 1 ½ lbs and is sized for an elf or similar. It has five fingers and one thumb. All are functional.
- The wielder's PS and MD are raised by 6 for the right hand only.
- As a cestus, the base Strike Chance is 67%. It inflicts D10 + 4 damage but if a non-prime number is rolled on the damage die, it is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. This is usually fatal.
- Damage that specifically attacks the right wrist or hand is always reduced by 6 points or the value of the wearer's other armour, whichever is greater. In addition, the wearer may Break 100 + 3 x MD to avoid the effects of a Specific Grievous Injury to the right hand or wrist.
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their right hand, then three other special abilities become available to them.
- The wearer may see and interact with Phantasms, Spectral Warriors or Nightmares that are in their line of sight so long as they Break 100 + MD + PC + MA + Rank in Cestus.
- The wearer may Beckon forth a phantasm which is not inconvenienced by counterspells and acts on their Engaged Initial Value which will travel at TMR 13 to a target and permanently reduce their EN value by D10 - 4, minimum 1 and then dissipate. The phantasm may not be Beckoned forth again until midnight has struck.
- The phantasm may be used to visit a pall of despair upon a population within sight up to the size of a small town which will reduce the inhabitant's WP & EN value by D10 - 4, minimum of 1. This loss will recover at a rate of 1 every 3 days, Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.
- A distant bell will toll on these occasions.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Spite Crafting | 18,000sp | Jim Arona 021 076 9376 |
Armour
Vadagh Battle Dress
Mirror Silver Byrnie
This sleeveless silver mail of mirror bright scales weighs 20lbs, reduces AG by 2 but improves Stealth by 10. Sized for an Elf or similar humanoid, it reaches from the shoulders to the mid-calf. It provides 10 points of Protection and 4 points of EN Armour against Specific Grievous Injuries and blows directly to EN. However, this does not apply to the EN damage of Specific Grievous Injuries to the arms and head.
It improves the wearer's Magic Resistance by +5, +10 versus magic that harms through light or sunlight and improves their WP with respect to the College of Illusory Magic by 5.
Crimson Robes
This quilted and brocaded crimson robe weighs 4 lbs and is sized for an Elf or similar humanoid.
If the Mirror Silver Byrnie is worn underneath the robes, then it has the following configurations:
- Buttoned
- It provides 7 points of Spell Armour and the weight of the Byrnie does not count against the wearer's Encumbrance in anyway, nor may it be seen. However, the Byrnie no longer provides any benefit to the wearer, including Protection and EN Armour values.
- Unbuttoned
- It provides 7 points of Spell Armour which stacks with the Protection and EN Armour of the Byrnie.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Various | Order | 18,350sp | Jim Arona 021 076 9376 |
Cy-Anne
Cy-Anne is a watermarked silk robe in varying shades of blue and green, sized for someone of size 6 and smells of bitter almonds. She weighs 6 lbs, inflicts no penalty to AG, but because of the blue/green variability of her hue, Stealth is improved by 10 in woodland, marsh, coastal, riparian and marine environments. She provides 5 points of Protection, Spell Armour of 7 and Reduces Damage by 3.
The wearer's chance of casting magic is increased by their Rank in Artisan Tailor/Seamstress or similar Artisan Skill.
Cy-Anne may be communicated with, treating Rank in Artisan Tailor or Seamstress as a language, and her Rank in the Adventuring Skill: Poisoner may be advanced at an Experience Multiple of 250. This does not provide any bonus in making poisons, but it allows Cy-Anne's wearer to handle these substances in the same way as an Assassin, increasing their chance to insinuate poisons inconspicuously into food, letters, pillow slips, ear etc. by 5 per Rank. This stacks with any Ranks in Stealth the wearer has.
Any successful spell cast that ends in a "0" or a "5" costs 1 less FT point, to a minimum of 0.
Cy-Anne has an alternative state as a small pool of water about 9 inches in diameter and may be poured on or off as a Free Act.
Cy-Anne has a quietly brooding personality and has been known to carry a grudge, insinuate poisons into it and feed it to those who have offended her. On the other hand, if won over, she is capable of seeing beyond any perceived slight to herself and fixate upon insults perpetrated against her wearer, whereupon she often confides to them that she will "....keel him for jou", and pat the back of her hand comfortingly.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Brides of Blackrod | Autumn 811 | Tanuel | Formerly living | Water-silk | 18,000sp | Jim Arona 021 076 9376 |
Jewellery
Crown of Mentacles
This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:
- +5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).
- Telekinesis costs 1 less FT to cast.
- 5 is subtracted from the die roll when casting Disruption.
- Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.
- Force Shield gains an extra point of Defence for every two Ranks.
- Mentacles
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept's Rank in Telekinesis.
- By means of the mentacles, the Adept can levitate up to a height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored.
- The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.
- If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.
- Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept's WP. If a second mentacle is used then half the Adept's WP is added to the PS, and so on.
- Example
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Uranus | Formerly living | Telekinesis | 30,000sp | Jim Arona 021 076 9376 |
Force Gauntlet of the Right Hand
This bracelet has two lengths of delicate orichalcum chain. One chain runs between the index and middle finger, the other running between the ring and small finger. Both join to a setting that holds a cabochon blue quartz about the size of a silver penny on the back of the wearer's hand. It weighs 6 oz.
It is inactive and does nothing unless the wearer channels a point of FT into it, requiring a Free Act, which will cause a force construct to appear around the hand in the shape of a gauntlet. This will last until the next dawn, dusk, noon or midnight and is unseeable except by those who can cast Telekinesis or the like. The wearer must sleep with it, allowing it to drain 1 point of FT for every four hours they sleep or the construct will fail and die.
While active, the gauntlet raises the wearer's PS to the value of their WP on their right arm, only. This does not affect the Encumbrance calculation, nor does it qualify them to use two-handed weapons, although it may allow them to learn and advance one-handed weapons they normally lack the PS to wield.
The duration of Force Shield is tripled and 11 unseeable pentagonal planes of protection surround the Adept, increasing their Defence by 2(+3 for every 2 Ranks) against all attacks at any range or from any direction. In addition, the spell deflects the first Rank DP per Pulse, minimum 1.. This only applies to physical damage and has no effect on magic, blows directly to EN or Specific Grievous Injuries. It can, however, be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Dioscura | Magical | Telekinesis | 12,335sp | Jim Arona 021 076 9376 |
Fettle
This ring of granite must be worn on the small finger of the right hand for its magic to be effective. It encumbers as if it weighs 4 oz.
If the bearer takes sufficient damage that they would enter a condition of Stun, they are entitled to an immediate and free Stun Recovery check. If that roll is successful, then they are not Stunned. If they enter a condition of Stun, they receive an extra Stun Recovery check each Pulse until this is relieved.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Kalvos | Magical | Protection | 7,335sp | Jim Arona 021 076 9376 |
Greater Ring of Protection
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.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | Protection | 22,350sp | Jim Arona 021 076 9376 |
Dodging Ring
This bare golden ring must be worn on the middle finger of the left hand, and encumbers as if it weighed 2 oz.
The ring allows the bearer to avoid being struck by a physical attack or a bolt spell although they must have at least some TMR available to them. They must Break 100 + AG + 5 x their unused TMR that Pulse. If they have 7 TMR and have moved 4 hexes and attacked with a melee weapon, they may add at most 15 to the Break 100 result.
If the roll fails, no TMR is used, however the ring can only be used once per Pulse.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Coils of Spring | Spring 816 | Tanuel | Magical | Meta-magic | 12,000sp | Jim Arona 021 076 9376 |
Scarab of Protection
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. In addition, 10 is subtracted from the die roll when making a Magic Resistance check. If the result of a Magic Resistance check is reduced to 1 or less, the wearer ignores all of the effects of magic, even if secondary effects would normally apply. This effect is personal only and has no effect on the surrounding volume.
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.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Nualis | Formerly Living | Gate | 23,000sp each | Jim Arona 021 076 9376 |
Miscellaneous
Baleful Eye Gem
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.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Nualis | Formerly Living | Eye of Discord | 9,000 sp | Jim Arona 021 076 9376 |
Cyprian Mirror of Seeming
This gilded frame is 100 cms high x 70 cms across and weighs 35lbs. If water is Bound onto its surface it will serve as a mirror.
To activate the mirror's special function, 1 point of EN must be sacrificed to it (which may be bought back in the usual way). From then on, once per season, the Adept can Purify while gazing into the mirror to store spells of the Colleges of Illusions (with the exception of Audile Illusion). General Knowledge spells count as 1, while Special Knowledge spells count as 2, the total number not to exceed their free MA. The Rank of the General Knowledge spells are the same as their General Knowledge Counterspell, the Rank of the Special Knowledge spells are the same as their Special Knowledge Counterspell.
Once each spell is successfully Cast, it is lost and may not be recovered until the Adept Purifies while contemplating the mirror after the next Equinox or Solstice.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Coils of Spring | Spring 816 | Nualis | Magical | Contemplation | 17,500sp | Jim Arona 021 076 9376 |
Ice Tome of Uranus
This block of ice is a legal target for Mind Speech, although it has little to say. Nevertheless, it may be interrogated for it contents, in which case it will reveal these sorceries:
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Reich | - | - | Quest | Jim Arona 021 076 9376 |
Pool of Hχώ
This reflecting pool is a legal target of the Dowsing Talent and may be read by its means, to reveal these witcheries:
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Reich | - | - | Quest | Jim Arona 021 076 9376 |
Blank Phylactery
This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Reich | Formerly living | Spell Storage | 10,000sp | Jim Arona 021 076 9376 |
Phylactery of 3-Body Solution
This is a scroll that appears to be itemised so as to form a brooch. Entity Prime has invested his solution for the Three-Body Problem in the phylactery. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance:_______% Range: Self Duration:____________ Rank:_______ Effects: Next ranged attack will be one column-shift more effective.
Phylactery of Divining Enchantment
This is a scroll that appears to be itemised so as to form a brooch. The Caster of Bones has invested his Divination spell in the phylactery. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. * Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance: 64%+* Range: 13' Duration: Immediate Rank: 8 Effects: As per Runes of Sight: Divining Enchantment.
A Stone from a Plover's Nest
This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.
Cast Chance:_______% Duration:_______ Range:_______ Rank:______
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Reich | Magical | Spell Storage | 5,000sp | Jim Arona 021 076 9376 |
The Apuleian Kalyptra
This eye patch is made from the skin of a night-coloured creature of the Outer Darkness and encumbers as if it weighed 4 oz. The patch provides protection against sights that imperil the mind by horror, fear or mind-bending strangeness. However, this only applies if they spend 1 FT per Pulse and close their unprotected eye. This penalises MD by 1 and PC by 4. Additionally, their base chance with any missile or thrown weapon is reduced by 30. On the other hand, the patch lends them a piratical air which increases their PB by 2 to a maximum of 21.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Outer Darkness | Former living | Protection | 8,755sp | Jim Arona 021 076 9376 |
Great Emerald
This large, green stone is 30 cms x 60 cms x 15 cms. It contains three Emerald Waters which replace the components required to make potions that allow the imbiber to Communicate, Compel, Charm, Bind or Control by the written or spoken word.
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.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Nualis | Magical | Alchemy | Quest | Jim Arona 021 076 9376 |
Wolf in a Witch Bottle
This small bottle of hardened glass is very robust and weighs 4oz. It contains a drop of a wolf's heart blood. It may be carried in a pocket, tied around the neck or some other part of the body.
In the moment directly after casting a Phantasm spell, the wearer may choose to manifest it as a spirit wolf, which will use up the heart blood in the witch bottle. The spirit wolf can only be seen by the person it is targetted on and by those who can see spirits, astral creatures or into the Astral. It has a duration of 30 minutes (+ 30 minutes per Rank) and upon initial melee contact with its target, strikes last in the Pulse. Subsequently, however, it's engaged initiative value rises to 30 (+3 for every 2 full Ranks). If the spirit wolf is unengaged at the end of a Pulse, it may be assigned a new target in a subsequent Pulse (requiring a Magical Pass Action), who will be able to see it and know that it is coming for them.
Once per adventure or season, whichever is least, the owner of the bottle can add a drop of their own heart blood to the witch bottle. The first drop costs 1 EN, doubling each time so that the next costs 2 EN then 4 and so on. This EN may be bought back in the usual way.
Heart blood returns to the witch bottle at a rate of 1 per day in the hour of the wolf (between 3:30 and 4:30 am or thereabouts).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Dioscura | Formerly living | Blood Conjuration | 11,000sp | Jim Arona 021 076 9376 |
Hand of Glory
This withered, mummified hand weighs 8 oz. It is preserved so that it takes no incidental damage from aging.
It must be presented for its magic to work. When this is done, it provides these bonuses:
The spell of Enchanted Sleep manifests as a column of mist 10 feet high and a megahex across. This can be moved at a rate of 3 hexes per Pulse, requiring a Free Act.
The hand is a legal target for the Invisibility spell, but never makes conceals it. Instead, the column of mist becomes invisible at the Rank of the Invisibility.
The wielder's Rank in the Open Lock spell is increased by 1, to a maximum of 21.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Coils of Spring | Spring 816 | Kalvos | Formerly living | Wiccan | Quest | Jim Arona 021 076 9376 |
Allies
Tryst
Tryst is the celestial hour before midnight,and is the most romantic time of the day. Depending on the season and latitude, she can be longer or shorter, but whenever or wherever she is, she is a time of great romance. In the period of this hour, those who have met with amorous intent, honourable or otherwise, experience an increase in Passion equivalent to twice their expectation.
In the arms of her hour, rose petals have been known to spontaneously shower couples.
The products of such an encounter may lead to a bonus of +20 in arranging such an event (making it easier), a bonus of +20 towards the climax of the event (making it more exciting) and a bonus of +20 resistance to being persuaded against a promise of marriage (making it harder).
Adventure | Season | Plane of Origin | Aura | GM |
Coils of Spring | Spring 816 | Nualis | Construct | Jim Arona 021 076 9376 |
Lore
Mädchen
Mädchen is a fire elemental with all of the usual abilities who has extensive experience in the kitchen. She is a Rank 7 cook, Rank 8 when producing pastries. If she is summoned (by means of the Ritual of Summoning Fire Elemental or similar magic) then she is considered to be + 1 to the Adept's current Rank. In addition, the Adept who knows her name can advance their Rank in that magic to 22.
She will only serve once a day in the normal course of events, and will not return until after the third day of the dark of the moon if she is slain in the service of the Adept.
Adventure | Season | Plane of Origin | Value | GM |
The Coils of Spring | Spring 816 | Kalvos | Quest | Jim Arona 021 076 9376 |
​Crimson ​Wall of ​Licteon
This Great Spell may only be Cast by an Adept who knows Wall of Fire, Wall of Starlight or similar magicks, after which it is forgotten. The flames or light of the wall spell is changed to crimson when it is invoked.
The wall may be cast in any combination of straight or curving lines, except that no part of the wall may be orthogonal to any other, however distant. It inflicts 1 rollup D10 damage for every 3 or fraction Ranks, doubling at Rank 20​. Anyone attempting to pass through the wall must Resist the damage, those who succeed taking half, and in any case, they must use as much TMR to cross it as half the Rank of the spell,<br​>
The length of the wall is 10 hexes (+10 hexes per Rank), and the height is 10 ft (+ 1 foot per Rank). The duration is 30 minutes (+30 minutes per Rank).
Adventure | Season | Plane of Origin | Value | GM |
The Coils of Spring | Spring 816 | Kalvos | Quest | Jim Arona 021 076 9376 |
Copper Scroll: Of Discipline & Mental Fortitude
24 hours after this scroll is opened, it will crumble to a greenish dust.
Whoever reads from this scroll for 4 hours must permanently sacrifice 3 EN (which may be bought back in the usual way). From then on, they may advance their FT by 1 per Adventure or Season, whichever is less.
There is no upper limit to which their FT value can ascend.
Adventure | Season | Plane of Origin | Value | GM |
The Coils of Spring | Spring 816 | Kalvos | Quest | Jim Arona 021 076 9376 |
Plans for a House of Life
This building contains a resurrection chambers. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.
The House itself is octagonal in shape, and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.
Each chamber must be built by the hand of the intended user, and no particular Skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:
- The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).
- Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.
- Obviously, the resurrectee's itemry will be lost unless other means supervene.
- In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.
- The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.
- For example
- if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.
If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.
- Note
- Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).
Adventure | Season | Plane of Origin | Value | GM |
The Coils of Spring | Spring 816 | Kalvos | Quest | Jim Arona 021 076 9376 |
Sloe Plum
Herbalist Rank 4
Sloes grown on blackthorn bushes, which like a sunny exposure in well-drained soil. In spring, waxy, star like flowers of pale blue form before leaves sprout, and grow into blue-black drupes. They may be harvested in late Autumn. The bush, itself, is easy to grow but is sociable, and actively encourages the interest of bees. It will grow about 2 metres per year, so long as there is plenty of sunlight. It prefers a humid, moist environment, so long as the soil is appropriately drained. In terms of maintenance, the plant requires 80 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 4 hours. If this maintenance time is not met or exceeded, the plant will wither and die.
The bush will tend to grow against upright structures, but will happily form a hedge
Recipe of the Tincture of Sloe Plums
Herbalist Rank 6
Three bottles of malt beer must be distilled to create 1 bottle of wine, which will be strongly spirituous that it will take flame with readiness. As many sloe plums as will fit in a bottle of wine should be gathered after the third frost of winter, and the skins pricked with its own thorns.
The drupes should be laid within two wide-necked bottles and the wine laid down therein till they are full.
A beet should be boiled until it is a sodden mass, and the waters therein reduced by half. Decant off the upper liquids into a wide-necked glass vessel and leave in a dark, warm place until a pale red sugar has formed. Add this to the skin of an orange of Novadom that has been penetrated with 29 cloves, then cut roughly into each bottle. These should be sealed thereafter and set in a dark, cool place.
The liquor should be turned daily for fourteen days, then weekly for a month for at least three months. After this, the contents of each bottle are poured into one with a steady hand so that the solid matter remains behind and the bottle laid down for another three months. At the end of this time the dregs should have settled to the bottom and the liquor decanted carefully off to form a deeply red tincture. The spirituous content of the tincture will be be in excess of 105° proof and quite flammable.
Tincture of Sloe Plum
The special properties of this tincture will be lost within an hour of the cork being pulled, although its alcoholic properties will remain for as long as it is undrunk.
The first three drops of the bottle have the special property of restoring someone whose EN is sub-zero but not dead to 4 EN. More will not help, although many claim that it has medicinal value against the shock of a near death experience. An entity cannot benefit from the special property of Tincture of Sloe Plum more than once a week.
Silverblade
Herbalist Rank 5
Silverblade is a vine-like creeper that grows on yew trees. Its leaves appear in early spring and are pale green and it forms sprays of tiny flowers a deep, jewel-like red. In autumn, the leaves turn silver and fall from the vine in strict order from the lowest to the highest. The last three leaves are harvested for the Silverblade Draught. The vine is extremely delicate and must be cared for assiduously. It will grow about 1 metre a year and then die, and the Herbalist must take seeds to ensure a crop for the following year. In terms of maintenance, the plant requires 240 hours of care a season, divided by the Herbalist's Rank. The least amount of time that must be spent cultivating the rose is 16 hours. If this maintenance time is not met or exceeded, the plant will wither and die without yielding its special harvest.
Recipe: Silverblade Draught
Herbalist Rank 9
The Herbalist must bleed as much as 9 EN into an earthenware dish containing 16 black pepper corns. A bottle of shadow wine must be distilled into a brandy by heating it in the fumes of 24 gold shillings worth of frankincense and poured over the blood and pepper , then 53 yew leaves added to prevent it from corrupting too soon. It must be left in a cool, dark crypt for a month, where it will suppurate and shed unhealthy vapours. Any who venture into the crypt in this time must Break 100=>EN + WP or be taken with convulsions until their stomach is emptied. The corruption will rise to the top of the fluid as scum and must be scraped off, requiring a Break 100=>(MD + Herbalist Rank) x 2. If this is successful, enough clear, pale blue fluid to fill a wine cup will remain. The silverblade leaves should be dropped therein and left to stand for a month, at which time the fluid should be purified by spell.
Once poured into phial, the draught will keep until opened.
Silverblade Draught
This clear, pale blue draught must be poured into the ear of the dead who may Break 100 => EN + 8 x the Rank of the draught. If this is successful, they are alive on 1 EN and 0 FT. They may only be restored by Natural Healing and the Healing Sleep draught.
Special Abilities
In Defence of the Innocent
This pool allows Tsayoi to avoid any attempt to prevent him from acting in defence of the innocent, particularly children. He may increase his chance to avoid such an attempt by +5 per point spent, or by spending a Free Act and a point to give himself another chance to avoid the attempt, or both. He must buy these points at a cost of 200 times the number of points he wants to purchase, to a maximum of 20. At the end of each season, he recovers 20% of the Experience he has so spent, to a maximum of 80% of the original cost.
Adventure | Season | Plane of Origin | Value | GM |
Coils of Spring | Spring 816 | Reich | Quest | Jim Arona 021 076 9376 |
Wildfyre Pool
The Adept may increase their TMR by 1 at Rank 10 in the Wildfires spell and another 1 at Rank 20.
In addition, the Adept gains a pool of special movement equal to 1 (+ 1 per Rank in Wildfires) hexes per day. However, they can spend no more than Rank / 3 in a single Pulse. The movement is additional to their TMR but is not considered TMR movement. The additional movement can be in any direction, so long as it passes through an unobscured hex. Thus, movement is allowed up, down, sideways, backwards etc. Using the extra movement does not attract the penalties that using TMR can. For example, the wearer could specifically choose not to use their TMR, instead spending 1 or more hexes of additional movement to deliver a melee attack with a non-pole weapon and not attract a penalty.
The Wildfyre pool resets at midnight.
Adventure | Season | Plane of Origin | Value | GM |
Coils of Spring | Spring 816 | Kalvos | Quest | Jim Arona 021 076 9376 |
Medusine Eye
Range: 30 feet
A woman who has agreed to protect girls as the priestess, Medusa, served Athena, may see the sins of men against maidens. Men who murder or rape them will be revealed as the blackest sinners, while those who beat them will clearly have sinned seriously, and those who have preyed upon their innocence will vary from serious to minor in the judgement of the DM. This does not take into consideration any extenuating circumstances, and context is ignored. If the maiden is a psychotic, high-ranked Assassin, bent on the destruction of anyone wearing plaid, the eye only sees the sin, it cannot make this finer distinction.
A small snake with black and virulent green stripes can lunge from the right eye as a Free Act. Any man within 4 hexes, who meets the woman's eye when the snake manifests must Break 100 -> 2 x WP or roll on the Fright Table.The snake may strike when in close and benefits from the woman's Unarmed Combat Rank. This requires but a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse. All other things being equal, the snake always attacks first in the Pulse, inflicts 1 D10 penetration damage, and if this would penetrate armour, inflicts 3 DP per Pulse for D10 Pulses Over that period, the victim also suffers a 30 point penalty to Strike Chances and Defence, but not Magic Resistance.
Adventure | Season | Plane of Origin | Value | GM |
Coils of Spring | Spring 816 | Reich | Quest | Jim Arona 021 076 9376 |
Sorceries of the Mind
Psychometry
Range: Touch
Duration: Immediate
Experience Multiple: 450
Base Chance: 20 %
Resist: None
Storage: None
Target: Area, Object, Entity
Effects: This spell allows the Adept to ask a question of an object, area or entity similar to and with many of the same constraints as DA. However, instead of asking about things in the aura, the Adept must ask about the target's past. Double or triple effects result in extra questions. If the target has been subect to dramatic change, violence or vast magical power, the Adept may see something of this.
As with DA, a target's past can only be read once per season.
If one hour of Ritual Spell Preparation is spent, then the Adept may Divine Enchantment on what they are touching. If they spend at least three hours of Ritual Spell Preparation and subtract 20 from their cast chance, they may perform a Ritual of Ancient Divination.
This spell is not teachable.
Mental Attack - Incantation: Mind Blast
Spell: Mental Attack
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions. The incantation is still a Mental Attack, so Mind Shield provides the usual bonus.
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Control Person - Incantation: Dominate Will
Spell: Control Person
Effects: When the Adept casts this incantation of Control Person, the target must be conscious, and the duration becomes 1 hour + 1 hour per Rank. The victim is compelled to obey the Adept as if they had been subjected to a Ritual of Binding Will.
Victims of this spell are never in any doubt that they have been controlled, and if they were not hostile before, they will almost certainly be afterwards.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Hypnotism - Incantation: Suggestion
Spell: Hypnotism
Effects: This incantation of Hypnotism allows the Adept to target and make Suggestions by means of the Telepathy spell. The projection of the Suggestion is entirely mental, and the Adept need not meet their victim's gaze nor speak their language.
Note: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Force Shield - Incantation: Force Pentacles
Spell: Force Shield
Effects: This incantation creates 11 unseeable (not Invisible) pentagonal planes of protection around the Adept, increasing their Defence by 5(+1/Rank) against physical damage delivered in Close, Melee or Close. In addition, each Pulse, the spell deflects an amount of damage equal to the Adept's Rank in the spell. This will reset at the beginning of each Pulse, until the duration expires. Strikes directly to EN or Specific Grievous Injuries are unimpeded by the magic.
Cost: 2500
Constraints: Unracks the spell, reduces FT value by 2.
Phantasm - Incantation: Chariot of Songbirds
Spell: Phantasm
Duration: 30 minutes (+30 minutes per Rank)
Effects: The Adept summons a chariot and flock of larks, nightingales, orioles and other songbirds to draw it for the duration of the spell or until they dismiss it, which requires a Free Act. The chariot has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It's Defence and Magic Resistance are the same as the Adept's, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on it or the area it occupies, it will not enter such an area.
The chariot of songbirds may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
Adventure | Season | Plane of Origin | Nature of Magic | GM |
Coils of Spring | Spring 816 | Feralie | Meta magic | Jim Arona 021 076 9376 |
Hypnotism - Incantation: Forget
Name: Forget
Spell: Hypnotism
Effects: This incantation of Hypnotism allows the Adept to generally or selectively erase the most recent memories of the target. Memories older than 5 minutes are not affected.
The duration of this incantation is Immediate.
Note: Because of the focused nature of this magic, hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
ESP - Incantation: Mind Sense
Range: 30 ft + 15 ft / Rank
Duration: 5 seconds for every two Ranks
Resist: None
Target: Volume
Effects: The Adept may scan a 60 degree arc as a Free Act. Non-sentient minds appear as dim glows, sentient minds appearing brighter. Avatar level sentients appear even brighter. Although entities cannot be identified by this sense, they may be targeted with spells that affect the personality (Mental Attack, Control Person, Hypnotism, and similar magic).
Cost: 1200 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Mental Attack - Incantation: Feeblemind
Duration: Permanent
Range: 30 feet (+ 15 feet / Rank)
Duration: 10 seconds (+10 seconds / Rank)
Resist: Passive
Target: Volume
Effects: This incantation can be targeted at a single sentient entity within range. If they fail to Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or the College of Illusions, whichever is worse, then they immediately lose 5 WP and 2 MA. Every dawn, their MA is reduced by another point, until they are reduced to 0 and fall into a coma.
This is a Major Curse.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Mental Attack - Incantation: Mass Fear
Duration: 10 seconds (+10 seconds per Rank)
Range: 15 feet (+10 feet per Rank)
Target: Entities except wolverines, constructs and undead
Effects: This incantation affects any entities that are not wolverines, undead or constructs. Those within range or who enter the volume of effect must Resist vs the Special Knowledge magic of the College of the Sorceries of the Mind or suffer the effects of a Mass Fear spell. If they leave the volume and re-enter it, they are entitled to a new Magic Resistance check.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Mental Attack - Incantation: Multi-Target Mental Attack
Effects: This incantation allows the Adept to deliver the Mental Attack Spell to 1 per 3 or fraction targets, instead of one.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 3.
Adventure | Season | College of Magic | Value | GM |
Coils of Spring | Spring 816 | Sorceries of the Mind | Quest | Jim Arona 021 076 9376 |
Witcheries
Water Spell - Major Area of Effect
Effects:The spell has a large area of effect with a radius equal to the Rank of the spell in feet.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Water Spell - Multi-Target
Effects:This incantation allows the Adept to assign 1 per 3 or fraction of the spell's Rank targets instead of one. No other property of the spell is changed.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Dehydrate - Drain
Effects:This incantation of the Dehydrate spell causes the spell to drain body fluids out of the target, inflicting the spell's normal damage, which the Adept may use as healing. This will not restore FT lost to spell-casting etc, nor will it repair Specific Grievous Injuries.
Cost: 2500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Mage Current - Flowing Water
"Effects:" The Adept may control the behaviour of a column of water Rank feet long, with a diameter of Rank inches. It will have the behaviour of a snake or a tentacle, but is fluid rather than solid.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Rainstorm - Lightning Storm
Duration: Immediate (during Pulse)
Effects: A storm cloud appears above the ground within range of the Adept. rapidly expanding to the full Area of Effect, every hex being assailed by a stroke of Lightning. The stroke inflicts D+5(+ 1 per 3 or Fraction Ranks) and Stuns those who do not Resist. Any who Resist entirely ignore these effects, but they must add the Rank of the spell to the result of their Magic Resistance check, making it harder.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Rainstorm - Acid Rain
Duration: 1 Pulse (+ 1 for every 2 full Ranks)
Effects: A storm cloud appears above the ground within range of the Adept. rapidly expanding to the full Area of Effect, every hex being assailed by acid. This inflicts 1 point of corrosive damage (+ 1 per 2 full Ranks) upon any entity or structure in the Area of Effect for the duration of the spell.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Creating Fog - Noxious Vapours
Range: 15 feet + 15 / Rank
Duration: 10 minutes + 10 / Rank
Resist: None
Effects: The entire area affected by the spell exudes a charnel stench, and all entities within it, except the Adept, must make a Will Power check or become nauseous. The Difficulty Multiplier for the Check is dependent on the Rank of the spell:
Rank | Multiplier |
---|---|
0-5 | 5 |
6-10 | 4 |
11-14 | 3 |
15 - 17 | 2 |
18, 19 | 1 |
20 | 0.5 |
Those entities who become nauseous have their Strike Chances and Magic Resistances reduced by 1 / Rank, minimum 1, and must make aWillpower concentration check to use Spell magic. The multiplier for this check is the same as that for resisting the nausea. In addition, this spell causes a thick, roiling white mist to rise from the ground. The mist is 6 inches high (+ 6 inches / Rank, 20 feet at Rank 20), and reduces the range of all forms of vision except Infravision, within the mist, to 20 feet (- 1 foot / Rank).
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Rehydration - Banish Elemental
Range: 10 ft
Target: Earth, Ice or Fire Elementals
Effects: Any legal target of this spell that does not resist is sent back to the elemental plane that it hies from.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
Mind Cloak / Mind Shield - Phantasmal Shield
Effects: The Adept cloaks their own mind so that their thoughts cannot be detected or "read", e.g. by Telepathy or other mind reading talents, spells or rituals. The Adept's Resistance versus Mental Attack is increased by 10 (+ 2 / Rank) while the spell is in effect. Phantasmal Shield does not block ESP or Empathy.
In addition, the shield protects the Adept from 1 point of damage per Rank per Pulse vs damage from Phantasms, Nightmares, Spectral Warriors or similar magic.
The Adept can cast Mind Speech as normal, and may choose to decline Mind Speech from an external source.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Water Creation - Screen of Bubbles
Range: 5 ft (+ 1 foot per Rank)
Duration: Conc. max: 10 minutes (+10 minutes per Rank)
Target: Self
Uses: 1 (+ 1 per 3 or Fraction Ranks)
Materiel: 7 Iris blooms
Effects: This incantation of the Water Creation spell creates a screen 5 contiguous hex facings long and 9 feet high which is made out of iridescent bubbles. These do not impair vision on either side with respect to Melee attacks, although Extended and Ranged attacks suffer a penalty equal to the Rank of the spell. It may be Cast without Preparation since it is a Reflex Action and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become unavailable until the next Pulse.
Each hex facing of the screen will absorb 1 point of Spell Damage per Rank before being ablated entirely away. Until it is worn down, 1 per Rank, minimum 1 is reduced from the Magic Resistance check of anyone sheltered by the screen, applying to any spell magic
The Adept may redeploy the screen, also as a Reflex Action, and if they choose to focus it on a single entity, it will travel with them but they must stay within the Adept's range. In any case, it will only cover a quarter dome (i.e. it will be a curving wall that will cover their front facing from the ground to just above their head. This will not work for multi-hex creatures).
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Spectral Warrior - Spectral Tract
Spell: Spectral Warrior
Range: Rank2 x 10 miles (min 10 miles)
Duration: 10 mins x Rank (min 10 mins)
Effects: The Adept summons a gateway to a Bone Circle they know of that is within range The head of a monstrous,scabrous serpent appears and opens its maw 8 feet high and a yard wide. This gateway is fringed with yellowed, cracked fangs and the tongue is a desiccated, withered lump of flesh. It's gaunt body winds in the general direction of the Bone Circle gradually fading away. The Adept must spend a point of FT per Pulse to keep the jaws open. It takes 1 Pulse to swallow 6 sizes of creatures, larger creatures will take longer, obviously. Once the maw snaps shut, the ingested exit in the order they entered, with all but the Adept's FT reduced to 0. There must be space for them to do so, otherwise they and all subsequent ingestee will be instantly returned to their point of origin.
For ease of calculation, the distance is covered at a rate of Rank miles per minute. However, although the travel takes time, the distance is not actually traversed. Nevertheless, the Tract must have an unimpeded path, it cannot pass through barriers which are barred, closed, etc. Nor may it intersect or become adjacent to any ferrous metal.
This incantation may only be cast when the Adept is proximately adjacent to the Astral Plane.
Cost: 3000 Experience.
Constraints: Unracks the spell, reduces FT value by 4.
Adventure | Season | Plane of Origin | Nature of Magic | GM |
Coils of Spring | Spring 816 | Kalvos | Meta magic | Jim Arona 021 076 9376 |
Immolation - ​Bane Fire
Effects: This incantation of ​Immolation has all of the normal effects except that the Adept can cause it to flare, inflicting greatly increased damage on creatures of the same Generic True Name. The name must be known, although need not be Ranked, and it must be uttered clearly for the incantation to take effect. Prominences of fire lash out, striking every creature of that GTN over the Adept's megahex and inflict 2 rollup D10 (+ 1 per 2 full Ranks) fire damage. This lasts for 3 Pulses after which the spell will end. ​Those struck by the Bane Fire must Resist each time, any who succeed taking half damage​
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
Adventure | Season | Plane of Origin | Nature of Magic | GM |
Coils of Spring | Spring 816 | Kalvos | Meta magic | Jim Arona 021 076 9376 |
​Immolation​ - Fumes​ of Alandis​
​​Effects:​​ This incantation​ transforms the Adept into thick, roiling smoke for 10 seconds (+5 seconds per 2 full Ranks). The target may be affected by magic​ spells. ​Silvered weapons do not harm the​ target, but magical weapons may​, but weapons made of iron always do​. The ​Adept may​ ​not use any possessions such as weapons, nor may​ the​y cast or trigger magic. Magical or Racial​ Talents may be used​,​ however. ​
​The​y may move​ up to TMR 2 in any direction and pass through any​ opening that is not airtight. When the ​d​uration of the​ ​spell expires, the​y will reform in the nearest hollow​ space large enough to accommodate the​ir body.
The Adept may modify the nature of their smoke, making it less obvious and more toxic with. Rank which ​may overwhelm anyone ​that inhales it. The smell of burning is intense, disabling, and all entities within it must Break 100 ​-> Difficulty Multiplier of their Endurance, failure indicating they succumb to the fumes.
The Difficulty Multiplier for the Break 100 attempt is Rank dependent:
Rank | Multiplier |
---|---|
0 - 5 | 3 |
6 - 10 | 2.5 |
11 - 14 | 2 |
15 - 17 | 1.5 |
18 or 19 | 1 |
20 | 0.5 |
Those entities who fail are wracked by coughing and each Pulse are required to use a Pass Action to recover from these fits. Even if an entity leaves the area of effect, they will still be affected for 12 Pulses - the square root of their EN value.
Vapour Breathing which is of equal Rank or greater is an effective defense against the fumes.
Adventure | Season | Plane of Origin | Nature of Magic | GM |
Coils of Spring | Spring 816 | Kalvos | Meta magic | Jim Arona 021 076 9376 |