Where Angels Fear to Tread:Basalic's Loot

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Where Angels Fear to Tread - Experience Awards

Consumables

Potion of Resist Temperature x 2

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For fifteen hours, the imbiber is inured to climatic extremes of temperature from arctic cold to desert heat whether generated naturally or by magic. They therefore do not suffer from exposure, frostbite, wind-chill, heat stress, hypothermia or hyperthermia, and their fatigue loss is unaffected by temperature. Each pulse that they are attacked by fire, ice, heat or cold (whether magical or not) then the first fifteen damage points are ignored. Any remaining damage is applied normally.
This damage reduction is refreshed at the end of the pulse.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Mind Magic 5,000sp Red x.png px50 Jim Arona 021 076 9376



Tincture of Aconite and Passionflower x 3

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This aromatic tincture is contained in a glass bottle that weighs four ounces. It changes the perceptions of whoever drinks it so that everything they see is more beautiful for Rank hours. Add two times the rank of the Herbalist who prepared the tincture to the PB of anything that they look upon. It can be added to wine or other liquor, thus diluting it's effect. Adding it to a bottle of wine would reduce the effects to about a quarter of the usual bonus and a quarter of the duration. Thus, a Rank 8 Tincture (+16 to PB) diluted in this way would increase PB by 4 for 2 hours. All fractions are truncated.
The Rank of this draught is 10.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Formerly living Beautification 200sp Red x.png px50 Jim Arona 021 076 9376



Pinch of Sunlight

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This pinch of golden dust can be thrown up in the air to create a cylinder of golden sunlight about 10 hexes high and 15 feet in diameter. The sunlight lasts for 5 pulses and creates a condition of Light that is at least 95%. Creatures vulnerable to sunlight in the area will be treated as being in contact with sunlight.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Land of Chaos Magical Solar 2,800sp Red x.png px50 Jim Arona 021 076 9376



Healing Potion

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This potion is contained in a fragile container for quick use. It weighs 4oz.
When drunk, it will heal D-2 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Tronim 300sp Red x.png px50 Jim Arona 021 076 9376

The Consummation of Fire and Water

Rank 9 Alchemy

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The fluid is vividly orange/red in colour is contained in a fragile glass bottle for quick use. It weighs 4oz.
When the phial is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses. Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviving 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

  • A quarter 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
Where Angels Fear to Tread Autumn 810 Tanuel Magical Disintegration 13,000sp Red x.png px50 Jim Arona 021 076 9376

50 lbs of Invisible Water

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This bottle contains Invisible Water. Anything that can hold wetness may be covered in the stuff and is treated as if under the effects of a Rank 20 Invisibility spell. Metals, ceramics and glasses do not hold wetness. Some stone, and any other material that the DM so rules, may not hold wetness, as well.
The Invisibility effect lasts until the object dries, whereupon it will fade into view. This usually takes about twenty-five minutes, but will vary depending on humidity and temperature. Heads will appear first, followed by other areas of exposed skin. Clothing tends to dry last, encouraging the use of underwear in the modest. It takes about two pints to cover a human or elf-sized creature, six pints to cover a giant, 1 1/2 pints to cover a dwarf and 1 pint to cover a hobbit. Each pint will weigh about 1 lb once it has been bottled.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Sands of Time Magical Refraction 1,000sp/lb Red x.png px50 Jim Arona 021 076 9376



A Lie

This is the abstract property of 'Lies'. Amongst other things, if it used while telling a lie, those who hear it will believe it to be true until or unless circumstances reveal it to be a deception.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Seventh Plane Formerly living Gate 500sp Red x.png px50 Jim Arona 021 076 9376



Items

Seraph's Blade

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This sword has been made from a seraph's wing and weighs 1 & � lbs. It is treated as a broadsword in all ways. The Base Chance is 60% and the DM is +5. Engaged Initiative Value with this weapon is +4.
Those pacted and/or in good standing with the Powers of Light double the bonus to Engaged Initiative to +8. In addition, may advance their rank in Broadsword from 6 to 7 if they pay 3,000 Experience and train for 14 weeks. If this Rank is learnt, subsequent owners of the blade may not take advantage of it.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Firmament Formerly living Seraph 3,000sp Red x.png px50 Jim Arona 021 076 9376



The Sack of Swarms

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This dirty, torn, old sack weighs about 3lbs. If an Adept performs a Ritual of Summoning Animals over it, then they do not make a cast check. Instead, the actions of the Ritual are stored to be released at a later time by the Adept.
The cast chance is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, not when the ritual was performed..
If the Cast Check is successful, then a swarm of hopping, crawling and slithering vermin appear at a point within one hex per Rank of the Ritual (minimum of 1), and may be directed by the summoner.

  • Rank 0, the swarm is barely sufficient to cover a hex.
  • Rank 5 it will cover a mega-hex.
  • Rank 10 it will cover an area 5 hexes in diameter
  • Rank 15 it will cover an area 7 hexes in diameter
  • Rank 20 it will cover an area 9 hexes in diameter

The swarm lasts for one Pulse per Rank of the Ritual. Anyone caught inside it has limited vision unless they are within one hex of the edge. In any case, their TMR is halved immediately and they must make a three times WP check every pulse ( less the Rank of the Ritual (Resist Pain helps)) to do anything other than attempt to get out of it. Finally, each Pulse the creatures inflict a rollup D10 physical damage from scratching and biting, less the protective value of armour etc. This can never stun nor can it generate strikes directly to EN or Specific Grievous Injuries. It increases to two rollup D10 damage at Rank 10 and three at Rank 20.
Even at very low levels, the number of creatures summoned is quite large. Attacks and magic that target individuals will be next to useless against the swarm. The stats of a typical member are given below:

PS: 1 MD: None AG: 20 MA: None EN: 1 FT: 1
WP: 10 PC: 15 PB: 12 TMR: 7 NA: 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Lands of Chaos Magical Calling 15,000sp Red x.png px50 Jim Arona 021 076 9376



A Glaive

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This polearm weighs six lbs and is about 2 metres long from butt to point. It is a completely normal glaive of its type. When its various Individual True Names are known, its special properties become evident. The wielder can make it assume the form of other weapons if their Individual True Names are known and uttered.

  1. The Earthtide Glaive - The base form is a glaive with a long single-edged blade inlaid with bronze. It has black tassels just below the top of the haft. It has a Strike Chance of 65 and a DM of +7. This weapon may be used once every ten pulses to deliver an Avalanche Charge.
  2. The Smiling Blade - This broadsword weighs three lbs. The blade is single-edged, about twenty-six inches long, inlaid with bronze and lapis lazuli. It has a Strike Chance of 65 and inflicts damage of 2D10+2. Specific Grievous injury results of 41-43 are always read as 37-40. This weapon may be used to deliver the Cut of the Horizon.
  3. The Earthstriker Staff - This quarterstaff, weighing three lbs, is made from a crimson wood, and is shod in bronze. It is about 1.8 metres tall. It has a Strike Chance of 65 and a DM of +4.This weapon may be used once a week to deliver an Earthstrike.

Each weapon will spring into the wielder's hand if the appropriate Individual True Name is uttered. This is a Free Act that cannot be combined with most Magical Fire Actions. The wielder may only have one of these weapons active at a time.
If any of the weapons have a weapon spell cast on them, then all of them benefit. They never have a chance of breaking if they are over-strengthed.

Individual True Name of the Earthtide Glaive. Green-tick.gif

Whoever first utters it while holding the weapon can advance their Rank in Broadsword from 6 to 7 by training for 14 weeks and spending 3,000 Experience. They learn

Avalanche Charge

The wielder's TMR is increased by one for every two Ranks in Warrior. On their Initiative, and without any bonus for a charge attack, they may move across the battlefield and make one and only one Strike against everything they pass within a hex of until all of their movement is complete, they are stunned, incapacitated or dead.

Individual True Name of the Smiling Blade _____________

Whoever first utters it while holding this blade can advance their Rank in Broadsword from 7 to 8 by training for 16 weeks and spending 3,000 Experience. They learn

The Cut of the Horizon

The wielder may strike into two adjacent hexes in front of them, reducing their Strike Chance by 20. This is similar to a Multi-Hex Strike except that it only applies to two hexes, not three.

Individual True Name of the Earthstriker Staff____________

Whoever first utters it while holding this quarterstaff can advance their Rank in Broadsword from 8 to 9 by training for 18 weeks and spending 3,000 Experience. They learn

Earthstrike

The wielder strike the ground with the butt and causes an Earth Tremor equal in all ways to their Rank in Quarterstaff. Once used, this ability cannot be used again until the wielder buries the weapon in the earth from dawn to noon on a Sunday.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 The Lands of Chaos Magical Earth 16,500sp Red x.png px50 Jim Arona 021 076 9376



Stonemetal Armour

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This brown metal breastplate, once strapped on, will quickly cover the rest of the wearer's body as if they were wearing plate mail. For the purposes of putting it on, taking it off or general comfort, it's considered to be leather armour.
The weight factor is 4.5, it reduces AG by 2 and provides 10 Protection.
Whoever casts Strength of Stone or Armour of Earth on the wearer will pay one less point of FT.
If the armour's Protection value has been reduced because of a Specific Grievous Injury to the chest or back, it will cost 3,000 sp and take ten days to repair. All other damage will repair when the breastplate is put on after dawn the next day.
The wearer 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.
If the Rank of the Armour of Earth is less than Rank 10, the armour will absorb one point of damage from any source, including magic, poison or disease. It will not affect the special damage of Specific Grievous injuries, however. If the spell is Rank 10 but less than Rank 20, the armour will absorb three points and at Rank 20 the armour will absorb six.
There is a bezel on the inside of the armour at about the place where the wearer's heart would be. A gem may be secured therein by a jeweller or goldsmith who will need to take about half an hour at the task. If this is done, then the wearer may destroy the gem to avoid damage.
It takes no particular time to destroy the gem, so the wearer may elect to do so at any time in the pulse without requiring any particular action. They may not use it when they are surprised, however.
For every gold shilling that the gem is worth, one point of damage is entirely avoided. No more than 75 points of instantaneous damage may be avoided in this way.
If Gem Creation is used to create a gem to set in the bezel, then the Rank of the spell replaces its value in gold shillings.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Nualis Magical Earth 24,500sp Red x.png px50 Jim Arona 021 076 9376



Basalic's Ring of Purifying Thought

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This ring weighs 2 oz and must be worn on the fourth finger of Basalic's right hand.
For the duration of his Purification Ritual, Basalic is considered to be under the effects of a Mind Cloak (G-8) of the College of Witchcraft.
In addition, he is considered to be under the effects of a Disguise Illusion (S-5) of the College of Illusions, but only for the purposes of avoiding magic that attempts to Locate his position. The Rank of this effect is the same as his Rank in Purification.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Where Angels Fear to Tread Autumn 810 Tanuel Magical Sight Quest Red x.png px50 Jim Arona 021 076 9376



Boons

Basalic has provided service to House Mal'Ebonir who are deeply grateful. No contract of assassination or intrigue will be entered into by a member of the House unless the reward is in excess of 100,000sp.

Adventure Season GM
Where Angels Fear to Tread Autumn 810 px50 Jim Arona 021 076 9376



Abilities

Basalic's Affinity with the Land

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Range: Self
Experience Multiple: 250
Storage: Potion
Effects: This Talent reflects Basalic's sense of connection to the land.

  • Immovability of the Stone - He always adds twice the Rank of this Talent to resist anything which might knock him back, down or lift him off the ground. (e.g. Air Blast, Windstorm, Telekinetic Rage, Levitation, Earth Tremor).
  • Fleet of Foot - While he is in direct contact with the land, he may add one to his TMR for every five Ranks in this talent.
  • Strength of Antaeus - While he is in direct contact with the land, his PS increases by one per four Ranks.
  • Land Sense- He has a chance of noticing that he has crossed the path of or is standing on something unnatural equal to EN + Rank. Undead, weres, summonables, some perverts and things from other planes are usually considered unnatural.
Adventure Season College of Magic Nature of Magic Value GM
Where Angels Fear to Tread Autumn 810 Earth Magic Affinity with the Land Quest px50 Jim Arona 021 076 9376



Wizardsight

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Experience Multiple: 150
Effects: The Adept may see objects or entities that are invisible - they appear to have a slight blue sheen around them. If the invisibility effect (excluding Walking Unseen) is of a higher Rank than the Wizardsight, the object or entity may not be clearly identified or directly magically targeted

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



Resist Pain

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Experience Multiple: 300
Effects:The Adept is somewhat resistant to pain. They may add 1 for every 2 Ranks they have in this Talent to the amount of damage needed to stun them. They cannot easily be tortured or stunned by physical means. In addition, if there is a chance that their concentration has been broken, 5 + 1 per Rank is always added to their chance to make the Concentration Check. No matter what the circumstances the Adept will always have a chance of maintaining concentration.
Like all magic, this talent is affected by cold iron. However, for a weapon to affect the talent, the weapon must be made of cold iron, must have done endurance damage, and must remain in contact with the body. If cold iron is used in the torture of a mind mage, the Adept adds their concentration bonus to the base chance of resisting the torture attempt.

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



Ritual of the Hourglass

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Range: Self
Duration: Until midnight
Experience Multiple: 350
Base Chance: Always succeeds
Resist: None
Actions: The Adept converts sand into moments, then pours them into an hourglass
Effects: The Adept performs this Ritual, which will take an hour, by transforming grains of sand into moments. Each of these moments is about a pulse long and the Adept can store one moment (+1 for every 2 Ranks in the Ritual) in a specially prepared hourglass. At Rank 20, the number of moments thus stored is 12. The hourglass will store the moments until the next midnight, at which time they will expire.
If the Adept uses the hourglass (requiring a Magical Pass Action), then they must roll under 10 (+4 per Rank) on percentile dice. If they succeed, then they are Quickened for as many pulses as they have moments in the hourglass.
The hourglass is small, being only large enough to hold a minute's worth of moments. It must be made from orichalcum, crystal glass and fine white gypsum sand. It will require the arts of a Rank 8 Artificer or a Rank 8 Mechanician (Spell Containment, Chronometers & Glass Blowing) working with /who is an Adept of the College of Binding & Animating Magics. The cost of the materials is 2,000 sp, but the crafter(s) will demand 10,000 sp for their expertise.
Although several of these hourglasses may be owned, the Adept may only perform the Ritual on one of them at any given time.
This Ritual is considered to be part of the Special Knowledge of the Adept's college, and is subject to all of the restrictions and benefits that apply thereunto.
This Ritual is not teachable.

Adventure Season Nature of Magic Value GM
Where Angels Fear to Tread Autumn 810 Quickness 12,000sp px50 Jim Arona 021 076 9376