South Gate Rot Treasure: Difference between revisions

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= Special Abilities =
= Special Abilities =
== Ancient Cantrip ==
== Ancient Cantrip ==
Ancient cantrips are similar in many ways to standard ones: they must be Prepared, cost 1 FT normally and the base Cast Chance is 3 x MA.  
Ancient cantrips are similar in many ways to standard minor magicks: they must be Prepared, cost 1 FT normally and the base Cast Chance is 3 x MA.  


=== Deep Breath ===
=== Deep Breath ===
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''Duration:'' MA minutes x 10<br>
''Duration:'' MA minutes x 10<br>
''Effects;'' The Adept may weave grass, leaves and twigs into homespun clothing of average quality. They will protect against the elements no better than normal clothing. Ranks in Artisan: Weaving and Tailoring may be added as a bonus instead of Ranks in Troubadour.
''Effects;'' The Adept may weave grass, leaves and twigs into homespun clothing of average quality. They will protect against the elements no better than normal clothing. Ranks in Artisan: Weaving and Tailoring may be added as a bonus instead of Ranks in Troubadour.


== Incantations ==
== Incantations ==

Revision as of 18:57, 22 June 2017

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Consumables

Grenadoes

Enhanced Siege Grenado x 7

Requires Rank 10 Alchemy & Rank 10 Arithmetician
This grenado contains an incendiary device contrived by an Alchemist who was assisted in their calculations by an Arithmetician. It is not usually thrown by hand, mostly being deployed by means of a perriere or other siege engine. It will not normally detonate when subjected to sudden sudden shocks. It has a fuse that must be lighted and when it burns down, it will detonate inflicting damage according to this schedule:

Result Damage
1 5
2 or 3 25
4 - 6 125
7-0* 625

The damage is applied to everything in the hex where the grenado detonated, 1/5th being done to everything else a hex distant, 1/25th being done to everything two hexes distant, 1/125th to everything three hexes distant, and so on until the damage falls below 1.
If it is thrown by hand, it always leaves a parabolic ballistic arc. The backlash of the energies travel back down this path, inflicting one fifth of the damage done to their primary target.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid the damage.
*If the D10 result is from 7 - 10, and it was thrown at a terrain feature, it will blow a hole about 10 ft in diameter into anything with the structural integrity of a 10 ft curtain wall or less.

Adventure Season Plane of Origin Aura Nature of Magic Cursed? GM
Southgate Rot Autumn 817 Alusia Alchemy Incendiariasm px50 Jim Arona 021 076 9376

Red Iron Grenado x 4

Rank 8 Alchemy
This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and then 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.

D10 Destination hex
1 D10 ft beyond the target hex
2 D10 feet beyond and to the right of the target hex
3 D10 feet to the right of the target hex
4 D10 feet short and to the right of the target hex
5 D10 feet short of the target hex
6 D10 feet short and to the left of the target hex
7 D10 feet to the left of the target hex
8 D10 feet beyond and to the left of the target hex
9 2D10 feet beyond the target hex
10 D10 hexes 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 Cursed? GM
Southgate Rot Autumn 817 Alusia Alchemy Incendiariasm px50 Jim Arona 021 076 9376

Amulets

Agate Amulet x 3

This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.
This amulet will cure the bearer of any non-magical diseases as if they were being treated by a Rank 7 Healer. The necklace always tries to cure diseases in the order in which they were acquired. It has three charges. In the event that the amulet succeeds in its Cure Disease check, no charge is used. If the roll fails, a charge is used and the bearer is cured anyway.

Charges
3 2 1

Once all of the charges are used, the amulet fades to a greenish dust.

Adventure Season Plane of Origin Aura Nature of Magic Cursed? GM
Southgate Rot Autumn 817 Hell Formerly living Affliction px50 Jim Arona 021 076 9376

Trumps

The Magician

Increase MA by 1, which also increases the maximum to which it can rise, even if this is beyond racial limits. Gain 10,000 Experience

Ace of Pentacles

You will receive an inheritance of 5,000sp upon the death of a loved one, and an improvement in Social Rank. This may include legitimsation.

Queen of Pentacles

You may Bless an Unborn Child as if you cast the spell at Rank 20.

Knight of Pentacles

When this trump is used, the player can continue fighting for six Pulses after their EN has dropped sub-zero

Nine of Pentacles

Profits from your next venture will be doubled.

Three of Pentacles

You will be noted for your achievements and gain up to 5,000sp in credit from a person or group you associate with. This must be paid back within the year, but without interest.

Queen of Swords

This trump may be played to penetrate one lie or deception and requires an accusation from the player. This must be a lie or deception that creates an injustice. If it is not a lie or it is one that causes no injustice, the player will be disdained by people generally. All reaction rolls are penalised by 20 for a year and a day.

Knight of Swords

This trump may be used to double the Actions of the player for the next six Pulses.

Ten of Swords

This trump may be used by their character's player when their character is about to die. The player Breaks 100 + 3 x EN which, if successful, stops all bleeder conditions, even if below 0, and all observers will believe they have fallen dead. The player is, however, conscious, even if their EN value is sub-zero. Should an observer check the player's health, they will be deceived into believing them dead, and if an attempt is made to deliver a coup-de-grace, they will miss but not be aware of it. They must end the effect by the end of the third day, and this counts as bed rest, providing the environment could reasonably said to support human life. Upon rising, the player rolls 1 rollup D10 and applies this as healing.

Scrolls

Elfskin Scroll x 4

These scrolls are a cubit wide and two cubits long. Each weighs 1/4 lb, and is a delicate vellum made from the skin of elves.
Each scroll contains an ancient cantrip. Once read, they decay into a pale organic slime.

Strength of Stone x 14

Base Chance: 80% + Reader's MA bonus & Enchantment   Duration: 21 hours   +20 to PS or EN

Potions

Restorative Potion x 9

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 1, inflicts 3 EN and restores 6 FT.

Restorative Potion x 4

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 2, inflicts 4 EN and restores 8 FT.

Love Philtre x 3

This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Philtre is 10.

Fertility Potion x 8

This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 10.

Potion of Strength of Darkness x 2

This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 7.

Potion of Healing 2

This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 15
The imbiber may draw upon the power of shadow 4 times within 8 1/2 hours of drinking it to heal their wounds. They must be standing in at least 60% Darkness, and take a Pass Action. This will cure them of 6 Damage Points but not the extra EN points associated with a Specific Grievous Injury, nor will it “cure” tiredness fatigue (including that lost to spell casting). The Pass Action can also be used to cure as a Healer of Rank 3.

Frog Potion x 2

This oil weighs 4 oz . It need not be Prepared before it is used if it worn openly, but there is a 30% chance that it will break/denature if this is the case. This applies to impact (physical) damage, force, heat, fire, ice or lightning, but not cold, corrosion, Putrid Wound, Necrosis, Disruption etc..
The imbiber becomes a frog with the following stats:

Description
The frog is a small green amphibean about the size of a mouse.
Abilities
Mice have no special talents or skills, and they are not tool users.
Movement Rates
Swimming, Running & Climbing: 150/100/100
PS: 1 MD: 12 AG: 18 MA: User EN: 1 FT: User
WP: User PC: User PB: 4 TMR: 3 2/1 NA: None
Weapons
Frogs may bite.
Bite: BC 20%, [D – 7], Close, Rank 0.

The imbiber may end the spell at any time, and this requires a Free Act. When they return to their original form, they are cured of 2 rollup D10 damage.

Potion of Iron Skin x 2

This potion weighs 4 oz but must be Prepared before it may be used.
It improves the imbiber's Natural Armour by 2 or gives the imbiber Natural Armour of 1 if they do not have any. The effects of the potion last until the next dusk or dawn but turn their skin a matte blue/black, increasing Stealth by 10 at night, but in social situations, making them quite noticeable.

Potion of Night x 4

This potion weighs 4 oz but must be Prepared before it may be used.
This potion turns the imbiber into night, removing them from the normal world until dawn, they move, or the light level of their hex increases to 60% or higher. Vision is impossible by any means other than Night Vision, no other senses may be employed.

Oil of Blade of Darkness x 3

This oil may be applied to any weapon on the Swords table of Section 56 Weapons, Shields and Armour Charts.
The oil improves the weapon damage by 6, and the wielder subtracts 8 from the result of a Strike Check. The oil will only last for 20 minutes.


The Consummation of Fire and Water x 4

This 8oz phial contains a fluid that is vividly orange/red in colour. When the phial is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses. Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through¼ 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.

The Sublimation of Water into Fire x 3

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

Melian Healing Potion x 3

This draught weighs 9oz and is very robust. It must be Prepared before it may be taken. It cures 1 rollup D10 + 8 damage.

Poisons

Invested Gems

Other Invested Items

Crystals

Charms

Other

Pint of Red Beer x 6

This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day's march, it leads to a state of satisfaction lasting 15 minutes. In this time, anything other than conversation and eating is too much trouble. All perentile values have 20 added to the result on the die inside this period. Those who retire within an hour of drinking this beer will recover 1 point of EN per hour of sleep to a maximum of 8.

Pint of Pale Ale x 6

This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It has a strong, yeasty taste, and makes whoever drinks it more alert, adding 15 to their PC checks until they would likely have their next meal (i.e. no more than 4 hours). In addition, upon first drinking the ale, they take 7 EN damage, restoring 15 FT.

Pint of Dark Ale x 7

This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It is quite bitter, tastes strongly of molasses and hops and increases EN by 4. This lasts until they would likely have their next meal (i.e no more than 4 hours). This will not stack with Strength of Stone, but while duration remains it will immediately heal 3 EN when the first EN damage is taken.

Dwarf Bread x 57

Each slab of dwarf bread weighs 1 oz and does not decay. Theory suggests that an enterprising cobbler may use it to repair leather goods.
While dwarf bread is a nutritious and filling meal, it cannot be said to be enjoyable, except by those dwarves who have, perhaps, been away from home so long that nostalgia has coloured their remembrance. No one knows for certain what goes into dwarf bread, although it is rumoured that rye and wheat feature in the recipe. Philosophers opine that schist and gravel may feature heavily in its construction, and very few believe that it can be prepared in anything other than a foundry or kiln.
Nevertheless, if it is eaten for breakfast (well, any meal really, but it's usually best to try and get it out of way as quickly as possible) for three days in a row, then from the third meal, those who have partaken increase their WP and EN by 1 for the rest of the day, even beyond racial maximums.
Unfortunately, and even with the most open mind with respect to other cultures, once an entity has tried dwarf bread, they must make a 2 x WP check to consume it on successive days, a failure indicating that they would rather eat their own arm. Dwarves, as it happens, need only make 3 x WP checks.

Lightning Jars x 2

This cylindrical earthenware jar weighs 1 1/2 lbs, is 3 inches across and 12 inches long. and contains 4lbs of galvanic fluid.
These do not protect the wearer in any way, but any lightning damage inflicted on the bearer will also increase the galvanic value of the fluid at a rate of 1:2 taken. When the galvanic value of the jars increases to 30, the berarer must make a Magic Resistance check versus Backfire to avoid the jar catastrophically releasing its entire galvanic value as lightning damage. A successful Magic Resistance check means that the galvanic value has been increased and the jar has held.

Copper Rose x 4

This strip of copper is 1/2 an inch wide and 3 inches long. It has a rose embossed onto it. An entity may benefit from a given copper rose once, after which it will never work for them again. Other copper roses will, however. When touched to an entity and their name uttered, they will be healed of 1 rollup D10 damage.
This copper rose will last until the winter solstice 818 WK.

Translucent Clay x 480 lbs

Ceramics made of this clay will be translucent. If the ceramic is fired again, it will be transparent.

Reduced Shadow Wine x 3

Shadow wine may be created from the reduction by adding 3 parts of water. However, the resultant product will spoil in a week unless used.

Distillate of Bronze x 4

This metallic fluid is an intense metallic yellow/orange, and is otherwise similar to mercury. Although it is the size of a standard crystal phial, it weighs 3 1/2 lbs.

Pyrites of Iron x 6

These golden metal flakes are iron although they do not impede spell casting. They are held in a delicate glassware bulb about the size of a man's fist and weigh 1 lb.
When used in the Casting process, they increase the base chance of any illusory magic by 10.
When exposed to water, the flakes will bubble noxiously for 3 Pulses then generate toxic fumes over the megahex (3 x MD + 2 x Alchemist Rank to avoid) or suffer 3 rollup D10 acid damage. Fume production continues for 3 more Pulses, whereupon the pyrites will burst into flame, igniting the fumes which will inflict 3 rollup D10 fire damage and 3 rollup D10 impact damage. Protection from armour applies against both of these attacks, although Magic Resistance is not allowed.

Humour of Melancholy x 7

This crystal phial weighs 4 oz and contains an aqueous humour of melancholy.

Melian Healing Salve x 9

This small stoneware pot contains an amber unguent and weighs 8 oz. No Skill is required to apply the ointment. It will cure 1 point of damage per Pulse for 1 rollup D10 + 8 Pulses.

Skin Changes

The user of the skin may use any Skill or Ability that the form would naturally allow. While this includes most Talent magic, unless the form is human-like, spells and rituals may not be performed. If an animal has a range of Ranks next to one or more of their natural weapons, then the user may apply their Unarmed Combat up to the maximum listed.

Little Mary Sixpence

PS: 6 MD: 14 AG: 16 MA: User EN: 8 FT: User
WP: User PC: User PB: 18 TMR: 5 NA: None

Little Mary Sixpence is 8 years old and the very picture of cheery innocence. She has blond curls that hang in ringlets, blue eyes and the kind of freckles little girls get for being good-hearted and friendly.

Harry the House

PS: 23 MD: 18 AG: 18 MA: User EN: 23 FT: User
WP: User PC: User PB: 11 TMR: 6 NA: None

Harry the House is a particularly hairy man of hulking presence. His hair is dark brown and it grows down his back in great, masculine tufts. He smells of sweat and honest labour.

Asp

Description
The asp measures up to 2½ feet in length. It has a triangular head, flattened towards the rear, and a short, thin tail.
Abilities
Asps have no talents, skills or magic.
Movement Rates
Crawling: 150
PS: 2 MD: None AG: 16 MA: User EN: 1 FT: User
WP: User PC: User PB: 8 TMR: 3 NA: None
Weapons
Asps may bite. Poison occurs after effective damage.
Bite: BC 65%, [D – 3] penetration only, Close, Rank 0.
Poison: 2 DP per pulse.

Eel

Description
Eels are long, thin, grayish fish up to 7 feet in length.
Abilities
Eels have no special talents, skills, or magic.
Movement Rates
Swimming: 300
PS: 18 MD: None AG: 14 MA: User EN: 8 FT: User
WP: User PC: User PB: 6 TMR: 6 NA: Skin absorbs 3 DP
Weapons
Eels may bite.
Bite: BC 50%, [D + 2], Close, Rank 0.

Red Stag

Description
Stags are wild creatures, like thin, agile horses with large racks of antlers.
Abilities
Stags have no special talents or skills and use neither tools nor magic.
Movement Rates
Running: 750
PS: 20 MD: 19 AG: 22 MA: User EN: 15 FT: User
WP: User PC: User PB: 12 TMR: 15 NA: Hide absorbs 3 DP
Weapons
Stags may either use their antlers or kick into their rear hex.
Antlers: BC 30%, [D + 5], Melee & Close, Rank 1-4.
Kick: BC 50%, [D + 3], Melee Rear, Rank 0.

Raven

Description
Ravens are large black birds, standing two foot high, with a 5 foot wingspan..
Comments
A sentient in raven form can use any language they are familiar with.
Abilities
Ravens may fly upside down for up to a mile.
Movement Rates
Flying: 800
PS: 6 MD: 18 AG: 17 MA: User EN: 6 FT: User
WP: User PC: User PB: 8 TMR: 16 NA: Feathers absorb 2 DP
Weapons
Ravens may attack with beak or two talons without penalty. They will Close in great numbers, or attack the eyes if alone.
Beak: BC 45%, [D – 3], Close, Rank 0.
Talons: BC 75%, [D – 2], Close, Rank 1-4.

Ginger Tom

Description
Ginger Tom is 24 inches long and weighs 12 pounds. He is a large, muscular, somewhat disreputable tom cat, who holds the world in cynical disregard.
Abilities
Ginger Tom's Stealth is 120% (+ 5 per User's Rank).
Movement Rates
Running: 450
PS: 4 MD: 21 AG: 24 MA: User EN: 5 FT: User
WP: User PC: User PB: 7 TMR: 9 NA: Fur absorbs 1 DP*
Weapons
Ginger Tom cannot Melee, but he will happily enter Close where he gets 1 Bite and 4 Claw attacks.
Bite: BC 45%, [D10+1], Close, Rank 0.
Claw: BC 40% [D10-1], Close, Rank 0-4

Mouse x 12

Description
Mice are small brown, white or grey rodents. They are shy of almost all creatures, most especially cats, dogs and men.
Abilities
Mice have no special talents or skills, and they are not tool users.
Movement Rates
Running & Climbing: 150
PS: 1 MD: 12 AG: 18 MA: User EN: 1 FT: User
WP: User PC: User PB: 4 TMR: 3/3 NA: Fur absorbs 1 DP
Weapons
Mice may bite.
Bite: BC 20%, [D – 7], Close, Rank 0.

Cow with big hips

Description
A middle-aged domestic cow
Abilities
Large hips for easier hag-child birth

Remnants

Witchskin

This is enough witchskin to make 8 sizes of leather armour with these properties:

This armour has a Weight Factor of 2. It provides 6 points of Protection, no penalty to AG and no penalty to Stealth. In fact, in levels of darkness greater than 60%, it provides +10 to Stealth. However, when it is worn, it always makes the wearer appear similar to a Flesh Golem whatever the nature of their clothing, unless it provides magic similar to the Illusions of Seeming or Disguise. This, in most cases, negatively affects normal people (-20 to the Reaction Roll). However, necromancers and the undead may find themselves drawn to the wearer in a much less predatory way. This property will not be affected by afore-mentioned Illusions.

Eyes of Death x 2

This eye contains 3 Death.

Weapons

Goblin Dagger x 15

This black steel tulwar is sized for a goblin and weighs 1 lb. It may be advanced as a Dagger by humanoids larger in size than goblins to Rank 9. The base Strike Chance is 50%, the base Damage is 1 rollup D10 + 4, inflicts A & B class injuries , and may only be wielded in Melee or Close. An entity carrying this weapon may not make use of non-racial magic.

Bronze Goblin Short Sword

This bronze two handed sword is sized for a goblin and weighs 2lbs. It may be advanced as a 1 handed shortsword by a human and a 1-2 handed cleadh mor for a race of size greater than three and less than six.It has a base Strike Chance of 55%, a base Damage Modifier of 2 rollup D10 + 1 and inflicts A & B Class injuries.

Fir Staff

This staff is smaller than usual and may be wielded 1-2 handed by anyone of size 5 or greater. It is made from the twisted branch of a fir tree, stands 4 and a half feet high and weighs 3 lbs. The base Strike Chance is 55% and base Damage is 1 rollup D10 + 2.

  • 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 and Rank 8 in quarterstaff. This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.

When the wielder has reached Rank 5 in quartersaff, they may bleed onto it, causing green fir needles to sprout from the top at a rate of 1 per Rank in excess of 4, to a maximum of 5 at Rank 9. Each needle may be spent in the place of 2 FT points to cast a spell. This means that casting a General Knowledge spell is not as efficient unless in a low mana area.
When the wielder has reached Rank 8 in quarterstaff, they may bleed onto it, causing green fir cones to sprout from the top at a rate of 1 per Rank in excess of 7 to a maximum of 2 at Rank 9. Each cone may be spent in the place of a Prepare Action and requires a Free Act. EN lost to bleeding on the staff may not be recovered by the use of Skills or Magic. It must be recovered at the base rate of 1 for every 3 days of rest (being defined as a day where no more than half FT is spent).
Once a bonding cost of 1 EN has been paid, the staff has these functions:

  • The wielder subtracts their Rank in quarterstaff from the die roll when making MR checks and if the modified result of the MR check is '01' or less, then they (and the hex they occupy) are not affected by any aspect of the magic. Thus, half-damage spells or magic that is not resistable may be entirely avoided. If the magic does not normally allow a MR Check, then the wielder must roll under their Rank in quarterstaff.
  • The staff amplifies the effectiveness of
the Windwhistle spell so that the wind arrives 1 Pulse after the spell is cast. This costs 1 EN instead of the normal 1 FT cost, doubling each successive Cast, resetting at dawn.
the Storm Calling spell so that it will arrive in half the normal time, to a minimum of 1 Pulse. This costs 1 EN instead of the normal 1 FT cost, the EN cost doubling with each successive Cast, resetting at dawn.

Once the wielder's PC has risen to 10 and a further bonding cost of 1 EN has been paid, the staff has these functions:

  • The wielder's Unengaged Intiative while casting spells is the same as their Initiative with this weapon, so long as it is Prepared.
  • The staff amplifies the effectiveness of
the Air Blast spell so that it may be Cast without Preparing and as a Free Act. This costs 1 fir needle as well as the usual 2 FT.
Incantations
Rainstorm - Storm Calling

Range: 20 feet (+10 feet per Rank)
Target: Volume of Effect
Effects: This incantation of the Storm Calling spell summons a miniature rainstorm, 5 feet accross (+ 10 feet per 10 full Ranks), that appears over the target hex(little dark rain cloud, tiny lightning bolts and all). Anyone who fails to Resist will be drenched by the storm which will completely soak anything not waterproof in sixty seconds (-5 per Rank). Anyone in the volume who has not resisted adds 2 per Rank to any percentile rolls (making them more difficult), and those who leave the area will have any percentile checks penalised by 1 per Rank until they are dry. Those who resist will have their percentile checks penalised by 1 per Rank until they leave the volume of effect, whereupon they are no longer affected.
Attacking into or through the Rainstorm incurs a soft cover penalty of 20, magical attacks using fire or heat, fiery breath weapons and alchemical weapons with effects similar to methane will have the first Rank points of damage ignored per Pulse if it would pass into or through the volume. Casting the Lightning spell into the Rainstorm will make it propagate throughout the entire volume.
Cost: 1,000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Gliding - Progressive Duration

Duration: Special
Effects: This incantation of the Gliding spell is the same in all respects except that the duration is calculated at 5 minutes + 15 minutes per Rank if the Rank is less than 10, 5 minutes + 20 minutes per Rank if the Rank is less than 20 and 5 minutes + 30 minutes per Rank if the Rank is equal to or greater than 20.
Cost: 1,000 Experience.
Constraints: Unracks the spell, penalises AG checks by 20 when Cast, lasting 12 Pulses (-1 per Rank.)
This incantation is not teachable.

Heavy Mace

This mace weighs 6 lbs. It has a Base Strike Chance of 65% and the Damage is 1 rollup D10 + 5.
It is a legal target for the Increased Gravity spell. When this spell is cast upon the mace, it increases its Damage Modifier by 1 for every 2 Ranks in the spell. However, the Strike Chance is reduced by 1 (+1 per Rank in the spell) as the mace becomes heavier and harder to wield.
Even when the mace is enhanced in this way, it is still a legal target for the Creating Dark Sword spell, and in this case, the effects of both spells stack.

Skyfall

Skyfall has been Weapon-smithed so that it also has the properties of a war hammer and a war pick. It weighs 5 lbs, the haft being 1 1/2 feet long attaching to a stone head. One face is flat and round while the other is a sharp, wickedly curved beak. While it is cold it is as hard and as robust as steel. The base strike chance is 57%, base damage is 1 rollup D10 + 4, inflicts A and C Class injuries, and Skyfall can be wielded 1 or 2-handed. Bonuses from having greater than required PS may be added at a cost of 1 FT per Strike Check. The PS required to wield this weapon is 17 and it may be thrown up to 12 hexes away, whereupon it will return on the next Pulse, requiring a 3 x MD check to catch. if 3 points of WP are spent, the weapon inflicts 1 rollup D10 for every 5 points of WP over 10. WP lost in this fashion recover at a rate of 1 every 3 days.

If it is wielded by a dwarf, then
they automatically catch Skyfall on its return
the WP loss is reduced to 2
Ranks in war hammer and war pick are cumulative with respect to Strike Chance and Damage Modifier. Bonuses from having greater than required PS may be added at a cost of 1 FT per Strike Check. :once the wielder has achieved 8 Ranks, they may Multi-Hex Strike at the usual penalty.< br>
when wielded against a large humanoid of size 8 or greater, they may subtract their Rank in Skyfall from the die roll result of the Strike Check
unleash a lightning bolt equal to their Rank in Skyfall and at a cost of 2 WP. This need not be Prepared but requires a Magical Fire Action
unleash a thunderclap equal to their Rank in Skyfall and at a cost of 2 WP. This need not be Prepared but requires a Magical Fire Action

Skyfall may benefit from weapon spells.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Magical px50 Jim Arona 021 076 9376

Bronze Gauntlet

This bronze gauntlet for the left hand weighs 1/2 lb. It may be wielded as a cestus with a base Strike Chance of 55% and base C Class damage of 1 rollup D10 + 3. Alternatively, the base Strike Chance of any weapon wielded in the gauntlet is increased by 20.
In addition:

  • PS is increased by 3 on the left hand
  • MD is increased by 2 on the left hand
  • the gauntlet will protect against these Specific Grievous Injuries: 26, 27 & 61 - 67 and the wearer may ignore any damage associated with them.


Dagger Set of Khores

The daggers in this set are varied, although they have the same base Strike Chance of 57%. Warrior Rank does not help with these weapons, although Troubadour Rank will, if juggling is taken more than once. The wielder's Initiative Value is the same, regardless of whether they are delivering a Melee, Close or Ranged attack.
The following schedule is consulted when considering the wielder's Rank:

Rank Ability
3 Wielder may summon a dagger to their hand from up to 12 hexes away, requiring a Free Act.
5 Wielder may make two attacks per Pulse with prepared daggers against one or two targets within range
9 Wielder may make three attacks per Pulse with prepared daggers against one, two or three targets within range

Excess PS may only be employed when wielding a dagger in close or melee, and may be added to bonuses from Skills and Weapon Ranks. The daggers have no chance of breaking unless the PS is in excess of 37.
The wielder's Player must call out each dagger's name as they strike or summon them, and no dagger may be thrown more than once a Pulse.

Opener

Opener is a heavy mithril dagger with a dragonbone hilt. It weighs 1 1/2 lbs. It inflicts 2 rollup D10 A Class damage and may be thrown without penalty up to 12 hexes.

Special Ability
The first time Opener hits a target, it reduces the Protection value of their armour by 1/2 (round up) the wielder's Rank in Dagger. This only applies to attacks from daggers and lasts for 12 Pulses. If Opener hits the same target again, this will end the effect.

Witch Bite

Witch Bite is a silver dagger with a stag horn hilt. It weighs 14 oz.It inflicts 1 rollup D10 + 2 A Class damage and may be thrown without penalty up to 12 hexes.

Special Ability
If damage is taken, the wielder rolls a D10 and consults the table:
D10 Result
1 Wasting disease causes -1 Strength and -1 Endurance per day until stopped by Cure Disease. The Strength and Endurance lost will be recovered at 1 point per day, or by being treated by Repair Muscles.
2 Recurring migraines cause a loss of 2 Magical Aptitude and 2 Willpower. Each minute of concentration requires a 4 * Willpower concentration check. The effects can be treated by Soothe Pain and cured by Repair Vital Organs.
3 & 4 Creeping senility will cause a loss of 1 Magical Aptitude every two days until treated by Regenerate Vital Organs.
5 & 6 Arthritis causes -4 Dexterity, -4 Agility and increases by 1 per hour the Fatigue loss due to exercise, until treated by Repair Tissues.
7 & 8 Enfeeblement causes -4 Strength, -4 Endurance and doubles the Fatigue loss due to exercise, until treated by Repair Muscles.
9 & 10 Asthma causes TMR to be halved, doubles the Fatigue loss due to exercise, and the target cannot perform strenuous exercise until treated by Repair Vital Organs.

Wraith Blade

Wraith Blade is a leaf-shaped dagger made from the scraped bone of a elven wraith's thigh and weighs 9oz. It may be thrown up to 12 hexes without penalty. It inflicts 1 rollup D10 A & B Class damage, and entirely ignores the Protection value of armour. This damage is also considered undead drain and may only be repaired by the arts of a Healer.

Special Ability
It inflicts 3 rollup D10 A & B Class damage against insubstantial creatures but this will drop to 1 rollup D10 damage the next Pulse.

Tinker's Folly

Tinker's Folly is a crescent shaped dagger of white metal with an ivory hilt and weighs 12 oz. It inflicts 1 rollup D10 + 3 A & B Class damage and may be thrown up to 12 hexes without penalty.

Special Ability
If effective damage is taken, the target's Defence is reduced versus daggers by 30. This lasts until the target takes a Pass Action (+1 for every three Ranks the wielder has in dagger).

Serpent's Tooth

Serpent's Tooth is carved from the pale green fang of a sea serpent, and has been attached to a bronze hilt. It weighs 1lb, inflicts 1 rollup D10 + 5 A Class damage and may be thrown up to 12 hexes without penalty. It inflicts a blow directly to EN on 20% of the modified Strike Chance and a Possible Specific Grievous Injury on 10% of the modified Strike Chance.

Special Ability
When it is anointed with blade venom from a snake or reptile, a roll greater than 70 + MD is a miss, any other miss is a hit, a hit is a blow directly to EN, a blow directly to EN is a possible Specific Grievous Injury, and on a possible Specific Grievous Injury, 2D10 are rolled and summed to generate one. Blade venom is applied as appropriate, and this will wipe Serpent's Tooth clean.
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
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Ascalon

This glaive is made of a broadsword attached to an ebon haft. The Individual True Name of the blade is Ascalon, and it is under the effects of a permanent Rank 20 Weapon of Cold. The base Strike Chance is 76% and inflicts A & B Class damage of 1 rollup D10 + 13. Beyond this effect and it's name, no other property may be Divined or Detected on it.
If it is removed from the haft, or if it is attached to an ashen haft, then it is either a lance or broadsword with a base Strike Chance of 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries. Base damage is 1 rollup D10 + 6, rising to 3 rollup D10 + 6 when wielded against a dragon, drake, wyvern or other dracoform (but not serpents or lizards). Those entites against which it inflicts greater damage will know that it is a dragonbane weapon once they see it.
If the wielder is human, then

  • the wielder's Rank in broadsword and lance are cumulative
  • the wielder may switch between lance and broadsword as a Free Act
  • the lance or broadsword inflicts A & B Class injuries
  • the wielder reduces any fire damage by their Rank in Warrior
  • the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
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Orcish Trispear

This hafted weapon has three heavy tines, the central one of which is actually a nethermancer's wand. It has been crafted from a bone of a chimaera, weighs 6 lbs, requires PS 15 & MD 16 to wield and inflicts A Class damage. The base Strike Chance is 57, base damage is 1 rollup D10 + 4 and it may be thrown to a range of 7 hexes. It may be wielded as a trident or spear. In the hands of an orc necromancer, Ranks in trident and spear are cumulative with respect to Strike Chance, Damage and Initiative Value.
Once a bonding cost of 1 EN has been paid:

It is a legal target for the Animating Body Parts spell, in which case it will add the Rank to the Strike Chance, and may be directed by the wielder to move at a rate of 4 TMR but not attack. This requires a Free Act.
It improves the wielder's Cast Chance of Spectral Hand by their Ranks in spear and trident.

If the wielder pays a further bonding cost of 1 EN, then these abilities become active:

Once a week, resetting at dusk on Saturday, the trispear is a legal target for the Animation of the Dead spell, in which case it is wielded by a orcish spirit warrior with the following stats:
PS: 15 MD: 16 AG: 15 MA: 3 EN: 18 FT: 22
WP: 11 PC: 18 PB: 7 TMR: 5 NA: 6
His Rank with spear and trident is the same as the wielder's, and similarly cumulative. He is treated as undead, so cannot be feared, charmed, diseased, rendered unconscious, slept or paralysed. Nor may he be poisoned, stunned or harmed by Necrosis, Putrid Wound or similar magic (although Disruption will work).
If the wielder delivers a blow directly to EN or a possible Specific Grievous Injury, then they may immediately cast a spell that targets an entity, and this may only be applied to the victim.
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Nethermancy px50 Jim Arona 021 076 9376

Malice Blade x 2

A Weaponsmith who is an Adept of Necromantic Conjurations will charge 1,100 sp to make each of these blades, and it will take 1 week each.
These bones from a green hag's finger, hand and thumb have been worked into the wooden armature of a boomerang. This will increase the weight of the weapon to 1 1/2 lbs, the base Strike Chance to 53% and the base damage to 1 rollup + 2. However, if 1 is rolled on the damage dice, this is considered 9. The weapon inflicts A, B & C Class damage but amputations, eviscerations, hamstringings, chest, hip or pelvis wounds are ignored.
If the weapon misses, it will automatically return to the wielder.

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

Sea Silk Undershirt

This pale golden undershirt weighs 1 oz. I can be worn by anyone of size 6 or smaller. It provides 1 point of Protection to a maximum of 8. Additionally, if an A Class weapon lodges in the wearer, they may withdraw it as a Free Act, and this will not inflict any additional damage on them.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
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Bronze Pauldron

This bronze pauldron and elbow cop may be worn on either shoulder and weighs 3 lbs. It takes 4 Pass Actions to attach them and as soon as this is done, bronze fish scale armour forms from shoulder to elbow. The pauldron provides

  • no Protection unless leather armour is worn, in which case it increases Protection by 2 to a maximum of 8
  • it allows the wearer to deflect the special damage of these results on the Specific Grievous Injury table: 01 - 05, 36, 44 - 50, 56 - 60, 68 - 69 and 85 - 87. Weapon damage is still applied directly to EN, but the wound description and special damage is ignored.
  • a Reflex Action when first attacked from the rear, either in close or melee. The wearer may deliver an Unarmed Combat attack with the elbow cop. The base Strike Chance is unpenalised, and the base Damage is 1 rollup D10 + 5. This will infict 5 strain on the wearer's FT, which may stun. Subsequent Unarmed Combat attacks may be delivered with that elbow on their Initiative but they do not inflict strain and the damage is 1 rollup D10.
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Magical Protection px50 Jim Arona 021 076 9376

Brigandine of Beads

This is brigandine is mail armour made from beads set it into an orichalcum wire framework. It has a weight factor of 2, reduces AG by 1, provides 4 Protection and 5 Spell Armour.
Repairs require the arts of an Artisan Jeweller of Rank 4 who will charge 300 sp per day per point of Protection repaired .

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Miscellaneous

Spell Racks

Baby Rattle

This rattle has been made from the tiny skull of a human baby. It is a spell rack
Three times a week, resetting at dusk on Saturday, the Adept may Cast the Darkness spell without paying the FT cost.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Shamanism px50 Jim Arona 021 076 9376

Gryphon Fly Whisk

This fly whisk has been made from the tail of a gryphon, something that will be obvious to any gryphon that sees it. It is a spell rack
While it is carried in the hand, no flying insect will approach closer than 1 metre.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
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Inlaid Fruitwood Box

This box is 8 inches x 5 inches x 3 inches. It is a spell rack
Three times a week, resetting at noon on Wednesday, it may be opened, whereupon it will dry the owner, however drenched, over the period of a Pulse.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
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Rabbit Mask

This mask is made from rabbit fur over boiled leather and weighs 1 lb. It covers the head and penalises PC for hearing, seeing and Initiative by 10 to a minimum of 5.
It is uncomfortable to wear and reduces FT by 1 per hour is it worn. However, while it is worn, it allows the wearer to commune with a rabbit. Rabbits have a fairly earthy and straightforward view of most things, and there interests focus largely on edible vegetation, breeding and not being eaten. Their memories can be accessed by means of the mask, although their view of humanoids tapers off above the knees. Their view of predators is either as claws from the sky (hawks etc), large teeth in a long snout (dogs, wolves, bears etc), large teeth in a wide face (wildcats etc), biting frenzies (ferrets etc) and so on. They cannot count beyond two, and with respect to time, they can only tell if something happened recently (i.e. before the last dusk, dawn, noon or midnight) or a long time ago (i.e. after the last dusk, dawn, noon or midnight).
They can be given an instruction which is not life threatening and doesn't interfere with their main drives. In any case, they will forget it or lose interest by the next dusk, dawn, noon or midnight.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Shamanism px50 Jim Arona 021 076 9376


Badger Mask

This mask is made from badger fur over boiled leather and weighs 1 lb. It covers the head and penalises PC for hearing, seeing and Initiative by 10 to a minimum of 5.
It is uncomfortable to wear and reduces FT by 1 per hour is it worn. However, while it is worn, it allows the wearer to commune with a badger. Badgers are territorial, grumpy and brave. They have a fairly earthy and straightforward view of most things, and there interests focus largely on worms, insects, small mammals and birds, breeding and not being eaten. Their memories can be accessed by means of the mask, although their view of humanoids tapers off above the knees. They will recognise threats to their territory in a way that is easily recognisable by a humanoids. They cannot count beyond two, and with respect to time, they can only tell if something happened recently (i.e. before the last dusk, dawn, noon or midnight) or a long time ago (i.e. after the last dusk, dawn, noon or midnight).
They can be given an instruction that doesn't interfere with their main drives. It will readily fight if asked, unless an opponent is bigger than an individual wolf. In any case, they will forget it or lose interest by the next dusk, dawn, noon or midnight.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Shamanism px50 Jim Arona 021 076 9376

Yew Mask

This mask is made from yew wood and covered with yew leaves and berries. It weighs 1 lb. It covers the head and penalises PC for hearing, seeing and Initiative by 10 to a minimum of 5.
It is uncomfortable to wear and reduces FT by 1 per hour is it worn. However, while it is worn, it allows the wearer to neutralise vegetable or herbal poisons at a cost of 5 FT. In addition, the wearer may commune with yew trees. Yew trees live a very long time and have no grasp of things which happen faster than a year, although they may recognise climatic changes if they lasted more than a decade. Otherwise, they can generally only tell if the sun is up or if it's raining.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Shamanism px50 Jim Arona 021 076 9376

Toolbox of Holding

This small wooden box is 6 inches x 4 inches by 2 inches and weighs 1lb. It may contain up to 20 lbs of non-magical tools, so long as each tool can pass through a 6 inch by 4 inch aperture.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Binding px50 Jim Arona 021 076 9376

Patience

Patience is a hooded cloak who detects as a non-sentient creature of darkness and seems to be made from black felted wool. However, she feels more like leather and weighs 10 lbs. The hood (only) is lined with something that looks like black velvet. She will keep off the rain, sleet and snow but will not protect against cold any better than an ordinary cloak. She may be worn as a full cloak by a human or a shoulder cape by a hill giant.
For every Pulse that the wearer does not deliver one or more strikes from a rear position, 2 is subtracted from the die roll when it is/they are made.
She may be wielded as a whip, lariat or net, requiring PS of - and MD of 18. The wearer does not need hands to wield her. Ranks in whip, lariat and net are cumulative with respect to Initiative, Strike Chance and Damage Modifier. However, bonus damage from great PS is never applied.. The base Strike Chance is 40% and base Damage is -2. She may only benefit from a Creating Dark Sword, Enchanted Weapon, Weapon of Cold or Spectral Weapon spell.
Patience may be wielded as a garotte, but Ranks in this weapon are not cumulative with any others. She is always on the alert for danger, so the wearer's chance of detecting a surprise attack or ambush is equal to their PC. This is improved by their cumulative Ranks in whip, net and lariat, as is their chance of detecting traps, if they have one.
Stealth is increased by the wearer's cumulative Ranks in whip, lariat and net. Patience is treated as a shield, increasing Defence by the wearer's cumulative Ranks in whip, lariat or net. Defence arising from shields or mains-gauche are ignored unless they are greater. The wearer may move and remain under the effects of a Blending spell, so long as their TMR is reduced by 3. The reduction to TMR becomes -2 when the cumulative Ranks in whip, lariat and net equal 10, and -1 when they are 20. In any case, TMR cannot exceed 4. Moving faster than the allowed TMR causes the Blending effect to end, but not its duration. However, Patience must be able to enter an area of at least 60% Darkness before the Blending effect may be re-established. Patience' hood is a spell anchor for the Darkness spell so that the magical darkness created will move with her but will never leave her folds. This means:

  • the wearer's aura may not be detected unless the Adept's Rank in Night Vision is greater than the Rank of the Darkness.
  • Patience' folds may extend up to 6 hexes away to be used as a whip, net or lariat..
Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Darkness px50 Jim Arona 021 076 9376

Book of Darkness

This large tome is 18 inches x 12 inches by 2 inches and weighs 4lbs. It has wooden covers and the pages are made from baby vellum. It is written in Blackspeech, an orcish language, which must be Ranked to 8 before it may be understood.
It is a spell rack, but only for Dark Magic spells. Matrices created for a general spell rack are not counted for this one.
Those who can read this language will be able to learn a subtly different version of the Celestial College of Darkness

Speak to Creatures of Darkness (T-1)
Range: 10 feet + 10 / Rank
Duration: Immediate
Experience Multiple: 50
Resist: None
Effects: This talent allows the adept to communicate non-sentient creatures of darkness. The talent is limited to a range of 10’ (+ 10’ / Rank)

Fear (G-2) replaces Light (G-2)
Range: 15 feet + 15 / Rank
Duration: 15 seconds + 15 / Rank
Experience Multiple: 250
Base Chance: 20%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: The target of this spell is seized by uncontrollable fear and must roll on the Fright table. At the time of casting, the Adept may choose to modify the Fright Table roll up or down by an amount up to the rank of the spell. On a double or triple effect this modification may be doubled or tripled respectively.

Armour of Darkness (G-4) replaces Shadow Form (G-4)
Range: Self
Duration: 30 minutes + 30 / Rank
Experience Multiple: 150
Base Chance: 10%
Resist: None
Storage: Investment, Ward, Potion
Target: Entity
Effects: The Adept is enveloped in dark, fearsome baroque armour which increases their defence versus physical Melee or Ranged attacks by 2 (+ 3 for every 2 Rank). and if they are struck by weapon that is not magical or silvered, 1 point per three full Ranks is subtracted from the damage. In addition, the monstrous nature of the armour penalises any entity who is a target of the Adept's Fear or Blackfire spells by their Rank with Armour of Darkness.

Eye Worms (G-5) replaces Wall of Starlight (G-5)
Range: 15 feet + 15 / Rank
Duration: Special
Experience Multiple: 200
Base Chance: 20%
Resist:' Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: Unless successfully resisted, the Adept summons nightworms to infest the victim's eyes and blind them. They will remain blind until they take 2 Pass Actions (+1 per 5 Ranks) to clear their vision. If the spell is successfully Resisted, the target must spend a Pass Action shuddering before they can do anything else.

Binding Darkness (Q-1) replaces Reading the Night Sky (-1)
Experience Multiple: 150
Base Chance: MA + 4% / Rank
Cast Time: 1 hour
Effects: The Adept may gain control of a volume of darkness by using this ritual. They may bind all darkness within a 10 foot radius (+ 15 feet / Rank). They may do anything with it except form an elemental. This ritual may not be used over an area occupied by an elemental and cannot be used in any way to control an elemental

Summoning and Binding Creatures of Darkness (Q-2)
Experience Multiple: 200
Base Chance: 20% + 4% / Rank
Cast Time: 1 hour
Effects: This ritual may only be attempted during the hours of darkness. The Adept may Summon and Bind 1 (+1 for every 5 or fraction Ranks) non-sentient creature of darkness. Any creature summoned must be native to the area. If the ritual succeeds, the creature will arrive Bound to the Adept. In this state the creature will try to protect and aid them to the utmost of its ability (but it does not automatically know what the Adept wishes it to do). If the ritual backfires then the creature will arrive and immediately attack the Adept. The creature will arrive after (20 - D10 - Rank) minutes (minimum of 0). Bound creatures will continue to serve the Adept until dawn.
Multiple Summons may be attempted but the Base Chance of each subsequent ritual is reduced by 10. If the Adept has only Summoned one cohort of night creatures and loses consciousness or is stunned, then the Binding is not lost. If more than one cohort has been summoned in a night, then the Adept must succeed in, a 3 * Willpower ( + 2 / Rank) Willpower check. If the Binding is broken the creature will immediately attack the Adept. The Adept may at any time release any of the creatures, in which case the creature concerned will immediately flee from the Adept’s presence.
Creatures that may be summoned using this ritual are dark-aspected, non-sentient beings from the following categories: 66.2 Felines; 66.4 Small Land Mammals; 67.1 Common Avians; 69.1 Lizards and Kindred (except Hydras); 69.2 Snakes; 69.3 Insects and Spiders; and 72 Creatures of Night and Shadow.
Note: Weres can only be affected by this ritual while they are in their beast form.

Bolt of Darkness (S-3) replaces Bolt of Starfire (S-3)
Range: 40 feet (+15 feet per Rank)
Duration: Immediate, during Pulse
Experience Multiple: 200
Base Chance: 40%
Resist: Passive
Storage: Investment, Magical Trap, Ward
Target: Entity, Object or Volume
Effects: The Adept casts a bolt of darkness towards any target within range. The target may be a volume of air. The first entity or object that the bolt hits along its flight path suffers [D - 4] (+ 1 / Rank) damage unless the target successfully resists. If fired at figures in Close Combat the bolt will hit a random target (based on their relative sizes). In volumes of darkness greater than 60%, the bolt is unseeable.

Wings of Darkness (S-5) replaces Star / Shadow Wings (S-5)
Range: Self
Duration: 30 minutes + 30 / Rank
Experience Multiple: 250
Base Chance: 25%
Resist: None
Storage: Potion, Ward
Target: Sentient Entity
Effects: The Adept receives wings comprised of the element of darkness These wings will carry them through the air at their TMR (+1 per 4 Ranks). Encumbrance is calculated using their PS or Rank + 5, whichever is worse. The Adept may summon a wind of darkness once they have climbed to height of 15 metres off the ground which will carry them at a movement rate of 30 mpy (+1 mph per Rank). (NB : 1 mph approximately 1.5’ / sec = 1.5 hexes / pulse. A speed of at least 4 TMR must be maintained or the Adept will stall and begin to fall. If the Adept's TMR is less than 4 then they can only take off by launching themselves from a high place, or somehow be thrown into the air. Similar problems arise when attempting to land, as well.
Normally, Flying checks are not required for landing or taking off, but if the Adept has insufficient TMR, then these will be required.
The wings have a span of 30’ and are substantial but not strong. Any Specific Grievous injury to an arm or hand has a 50/50 chance of having struck a wing, which will cause them to instantly dissipate. Neither do the wings fold. Instead they shrink to 5 feet accross, but remain obvious and batlike with every appearance of the diabolic. Nevertheless, 30’ of open ground is usually necessary in order to start using them).
Note that normal precipitation (i.e. rain, mist, snow and hail) will not cause the wings to cease functioning. Nor will they become invisible or unseen if the wearer does but are barely visible at night. During the last 5 seconds of the duration of the wings they will automatically try to land. There is no earlier warning of the end of duration of the wings. Only sentient creatures can control the wings.

Web of Darkness (S-6) replaces Web of Darkness/Light (S-6)
Range: 30 feet + 15 / Rank
Duration: Concentration (Maximum of 15 minute + 15 / Rank)
Experience Multiple: 250
Base Chance: 25%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Area
Effects: A five foot wide web of shadows is projected from the Adept's finger tips to a target hex, object or entity. Any entity or object in the area will be ensnared by the web. The web may only ensnare six sizes of entities per Rank, or one man-sized object per Rank, stopping at the hex where this limit is reached (or at maximum range).
Entities ensnared in the web suffer 1 drain (+1 per 3 or fraction Ranks) (halved if they successfully resist) each Pulse. PS is drained first, then FT, then EN. This is applied at the moment of contact with the web, and at the beginning of each Pulse, thereafter.
Necrogeny protects against this drain, Damage Reduction may, but Protection and Spell Armour do not. Undead, constructs, objects and creatures of mana may be ensnared by the web but are never drained by it.
Any ensnared entity must roll 1 x Physical Strength (2 x if they successfully resisted) in order to move themselves to an adjacent hex (which may be free of the web), or to perform an action within the web. A similar check is required for any entity attempting to remove an object from the web. If an entity receives aid in removing themselves from the web, the PS of the aiding character may be combined with their own. Rank or more points damage from a single blow from a B-class weapon will destroy the entire web. Treat the web’s defence as being equal to its Rank.

Hand of Darkness (S-7)
Range: Self
Duration: 15 minute (+15 / Rank)
Experience Multiple: 250
Base Chance: 25%
Resist: None
Storage: Potion, Ward
Target: Entity
Effects: The Adept creates a second primary hand (and arm) which emerges from their upper back. This limb has the same PS and MD as the Adept's normal primary limb but, obviously, does not benefit from any itemry. It may be used as a primary hand/arm, and where a check that substantially depends on PS or MD, the Rank of this spell is added as a bonus. This does not apply to Weapon skills. The Adept may deliver a dual attack with this limb as if it were another primary arm/hand. At Rank 10, the limb may deliver an attack as a Free Act and as a Reflex Action when the spell is Rank 20. The arm/hand may not deliver more than 1 attack a Pulse.
The arm/hand is not obvious until called upon but its emergence from around the Adept's back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Magical Enchantment px50 Jim Arona 021 076 9376

Talon Ring

This glossy, dark brown sleeve for a digit is fashioned from the claw of an enormous terror bird. It may be worn on either of the middle fingers of a hill giant or the thumbs of a human or dwarf. Although jointed, it will occupy the entire digit and nothing else can be worn on it but it does not interfere with wielding weapons.
It has a wickedly sharp point and a reverse edge that runs some 2 inches along the inside curve. It may inflict any Specific Grievous Injury except 26 - 30, 35, 36, 68 or 69 (no amputations).
Base Strike Chance is calculated as for Unarmed Combat but the base Damage calculation is D10 - 1, and it will accept any Weapon spells except Dark/Light Sword, Weapon of Flames or Rune Weapon.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
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Wand of Frost & Fire

This wand of marble chased with bronze is 14 inches long, 1/2 inch thick and weighs 1/2 lb. It allows the wielder to reverse the effects of a General Knowledge Ice or Fire College spell. Thus, a Refrigeration spell may be cast as a Spell of Temperature Alteration, an Ice Creation spell may be used to thaw a like amount of ice, similarly with the Water to Ice spell.

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Tilting Bootstraps

These bootstraps may be attached to any boots except solerets and the like. They increase the wearer's Encumbrance by 1 lb each.
A wearer who has these straps attached to their boots will be able to vary their relationship to their surroundings by 2 degrees * Rank in Ranger if the terrain of specialisation is rough (mountains, hills, caves or the like). This only affects the wearer, no one else is affected, however the wearer may, for example, slide "down" a perfectly flat surface.
This will improve the chance to climb by the number of degrees less obtuse than 90 degrees, and may make climbing an overhang possible.

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Gilded Cage

This 6 inch high x 3 inch wide cylindrical birdcage is made from orichalcum and weighs 5 oz. Any entity that touches the door of the birdcage and fails to Resist will find itself shrunk down and inside it. If they do not have hands, they will be bound to the perch in stasis. If they have hands, they will still shrunk down to fit inside the cage, but will not be held in stasis. Anything inside the cage that is not in stasis can exit the cage by opening the door.
The birdcage may only hold one entity at a time.
To succeed in hitting an entity with the door of the cage, the wielder must roll 15% of their modified Strike Chance + 20 with rock.

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Book of Shadows

This book is 13 inches long, 7 inches wide and 3 inches high. It is made from the skin of a black annis and weighs 3lbs. It is a spell rack, but only for spells from the College of Wiccan Magic. Matrices created for a general spell rack are not counted for this one.
The Adept may wrap this book in their own shadow, where it will stay until they draw it forth.

Reading the Tarot

The Adept may ritually prepare 1 tarot card (+ 1 per Rank) which may be played at a later date as an Illusion of Seeming. A record must be kept of the nature of these cards. Although the number in the Adept's stock may not be greater than their Rank, they may replace them with new ones. Generally speaking, it takes a day to draw a tarot card of sufficient quality for the magic to work. The Adept must Prepare the card and Play it (Base Chance:45% + 3 / Rank) in the subsequent Pulse exactly as if they were casting a spell. This may backfire, fail, succeed, double or triple and counts as General Knowledge magic of the College of Wiccan Magic. General Knowledge Wiccan or Illusion counterspells will dissipate the Seeming.
No more than 1 tarot card (+1 per / 5 Ranks) may be Played from the Adept's deck, resetting when they Purify next with this book.

Damnum Minatum - Ray of Sickness

Effects: A sickly green ray leaps from the Adept's finger to strike the first object entity in its path. If the target Resists, they take 1 rollup D10 damage as they are wracked with illness. If they fail to Resist, they take another rollup D10 at the end of the subsequent Pulse. If the Adept's Rank with the spell is 20, the damage increases to 2 rollup D10.
Cost: 1250 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Damnum Minatum - Ray of Sickness

Effects: A sickly green ray leaps from the Adept's finger to strike the first object entity in its path. If the target Resists, they take 1 rollup D10 damage as they are wracked with illness. If they fail to Resist, they take another rollup D10 at the end of the subsequent Pulse. If the Adept's Rank with the spell is 20, the damage increases to 2 rollup D10.
Cost: 1250 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Damnum Minatum - Lesser Curse

Duration: Concentration Max: 1 Pulse (+1 per 5 Ranks)
Effects: If the Adept's target fails to resist, they may afflict them with one of the following curses:

  1. if the victim should succeed in a Cast or Strike Check against the Adept, they must roll again and accept the worst roll
  2. the victim is penalised on all Resistance Checks by the Rank of this spell
  3. whenever the victim takes damage from the Adept, they take an extra rollup D10 damage from the disruption of their organs

If a Double or Triple Effect is scored, the Adept may afflict their victim with 2 or all 3 curses, respectively.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Damnum Minatum - Lesser Curse

Duration: Concentration Max: 1 Pulse (+1 per 5 Ranks)
Effects: If the Adept's target fails to resist, they may afflict them with one of the following curses:

  1. if the victim should succeed in a Cast or Strike Check against the Adept, they must roll again and accept the worst roll
  2. the victim is penalised on all Resistance Checks by the Rank of this spell
  3. whenever the victim takes damage from the Adept, they take an extra rollup D10 damage from the disruption of their organs

If a Double or Triple Effect is scored, the Adept may afflict their victim with 2 or all 3 curses, respectively.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Storm Calling - Lightning Bolt

Duration: Immediate, during Pulse
Range: 60 feet
Resist: Active, Passive
Target: Entity, Object
Effects: The Adept may throw a single bolt of lightning 60 feet long from their fingertips. The bolt must extend the entire 60 feet and will deflect off stone until it reaches its full extent. All targets that are in the path of the bolt must resist or suffer [D + 5] (+ 1 / 3 Ranks) damage (save for half damage). In addition, any target who fails to resist is automatically stunned.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Storm Calling - Lightning Bolt

Duration: Immediate, during Pulse
Range: 60 feet
Resist: Active, Passive
Target: Entity, Object
Effects: The Adept may throw a single bolt of lightning 60 feet long from their fingertips. The bolt must extend the entire 60 feet and will deflect off stone until it reaches its full extent. All targets that are in the path of the bolt must resist or suffer [D + 5] (+ 1 / 3 Ranks) damage (save for half damage). In addition, any target who fails to resist is automatically stunned.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Igniting Flammables - Extinguish Fire

Target: Volume
Effects: When successfully cast, this spell will extinguish all fire in a 10 foot (+ 10 / Rank) radius sphere. All the volume affected must be within range of the spell. If the range is doubled or tripled the volume may likewise be increased. Magical fires are not affected.
Cost: 250 Experience.
Constraints: Unracks the spell.

Igniting Flammables - Extinguish Fire

Target: Volume
Effects: When successfully cast, this spell will extinguish all fire in a 10 foot (+ 10 / Rank) radius sphere. All the volume affected must be within range of the spell. If the range is doubled or tripled the volume may likewise be increased. Magical fires are not affected.
Cost: 250 Experience.
Constraints: Unracks the spell.

Harming Entity - Multi-Target

Effects: The Adept may afflict a number of entities equal to 1 per 3 or fraction Ranks. Cost: 250 Experience.
Constraints: Unracks the spell., reduces FT value by 1

Damnum Magnatum - Polymorph

Target: Sentient entity
'Effects: The Adept transforms a willing sentient into a mundane beast no larger than a bear and no smaller than a lark. The target's PS, MD, AG and EN become the least value of the chosen creature, but they retain their own MA, WP, PC and FT. The target acquires the creature's abilities, movement forms, etc and may end the spell by taking a Pass Action.. If the Rank of the spell is higher than 9 but less than 20, they are healed of 1 rollup D10 damage once they end the spell. If the spell is Rank 20, this rises to 2 rollup D10.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Damnum Magnatum - Polymorph

Target: Sentient entity
'Effects: The Adept transforms a willing sentient into a mundane beast no larger than a bear and no smaller than a lark. The target's PS, MD, AG and EN become the least value of the chosen creature, but they retain their own MA, WP, PC and FT. The target acquires the creature's abilities, movement forms, etc and may end the spell by taking a Pass Action.. If the Rank of the spell is higher than 9 but less than 20, they are healed of 1 rollup D10 damage once they end the spell. If the spell is Rank 20, this rises to 2 rollup D10.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Hex - Evil Eye

Range: Self
Duration: 30 minutes (+30 minutes per Rank)
Target: Sentient entity
'Effects:When the adept casts Evil Eye on themselves, a third eye grows from the forehead, which is normally invisible but is able to be seen by Witch-sight and similar effects. When the adept is under the effect of the Evil Eye all spells they cast on others are resisted at a penalty of Rank unless they are wearing an Amulet of Elder Flowers.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

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Sea Green Cloak

This cloak is a somewhat mottled green colour as if it were made from felted wool, but feels like slick leather. It increases the wearer's Stealth in wooded, brush, riparian or maritime environments by 10, provides 4 Protection and 5 Spell Armour. The wearer's Rank in Swimming is increased by 2.

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Jewellery

Amulets

Amulet of Luck

This amulet of an alligator's tooth, when worn openly, adds 3 to the wearer's Magic Resistance and 2 to their Defence.

Enhanced Amulet of Diamonds

This amulet of diamonds increases the Strike Chances of any weapon used in Melee or Close by 2 and increases the Damage Modifier by 1

Enhanced Amulet of Jade

This green jade amulet, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Enhanced Amulet of Iron

This amulet of iron, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the devils and demons. In addition, any Cast or Strike check vs devils and demons that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Enhanced Amulet of Amethyst

This amulet of amethyst, when worn openly around the neck or on the forehead, wards against dreams and nightmares. The wearer may not be interrogated by the Ritual of Sending, and are entitled to an extra Magic Resistance roll vs Nightmares (taking the best). If they are not normally entitled to a Magic Resistance check against dreams and nightmares, this amulet provides one.

Enhanced Amulet of Luck

This amulet of a polished tiger's fang when it is worn openly from the left ear adds 2 to the wearer's Magic Resistance and 3 to their Defence. This stacks with one other Amulet of Luck. In addition, if 1,500 Experience is sacrificed to it, then the wearer may reroll a failed success chance or saving throw. Another 1,500 Experience may be sacrificed to it after the next solstice or equinox to recharge it.

Enhanced Amulet of Aquilegius

This amulet of a tiny violet flower, when it is worn openly on the breast as a lapel or cloak pin, adds 10 the wearer's chance to avoid succumbing to the effects of Fear, and also reduce the Fright Check result by 10.

Enhanced Amulet of Elder Flowers

This amulet of tiny, preserved yellow flowers, when it is openly on the right wrist makes the wearer' proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic, choosing the best. If the Curse magic does not normally allow any, they are entitled to one.

Amulet of Elder Flowers

This amulet of tiny, preserved yellow flowers, when it is openly on the right wrist makes the wearer' proof from the Evil Eye.

Amulet of Dilation

This amulet is made of a large, cut onyx cast into a bronze setting and weighs 4 oz. It must be worn on the chest or as a cloak pin to be effective.
The name of a General Knowledge spell must be engraved onto the face of the onyx. When that spell is cast on the wearer, the duration will be tripled.

Ring of Shock Bolt

This bronze ring has a rounded amber stone, and weighs 1/4 oz. It must be worn on the ring finger on the right hand and for a week for its magic to be effective.
The ring confers a + 10 bonus to Cast Lightning Bolt and to Magic Resistance versus any electrical or lightning attacks. It also holds a charge that allows the bearer to change a Lightning Bolt spell to a Magazine of Shock Bolts. A shock bolt is a fist sized orb of bright, actinic light which will impact against the first object or entity along its flight path, inflicts standard damage and may Stun. If the targeted entity Resists, they take half damage and their Strike Chance is reduced by 20, lasting until the end of the next Pulse. The magazine will not dissipate for 1 Pulse per 3 or fraction Ranks, and Shock Bolts may be Cast without Preparation, costing 2 FT, and a Cast Check is made on each occasion. This may backfire, fail, succeed, double or triple effect.
The ring may only be recharged by Casting a Lightning Bolt into it no earlier than the next dawn AND during a storm.

Allies

Spare the Rod

Spare is a light mace that weighs 3lbs. The wielder adds Spare's PS and MD to their own while wielding him. The base Strike Chance is 50%, base Damage is 1 rollup D10 + 4, and there is no chance of him being broken as a result of being "overstrengthed" unless PS climbs higher than 40. He has these characteristics:

PS: 16 MD: 9 AG: - MA: 22 EN: - FT: 9
WP: 20 PC: 18 PB: 7 TMR: - NA: -

He may Detect Aura but can only determine if an object/entity has a magical aura.
He may cast the Illusion of Seeming at Rank 0 at a cost of 2 FT (32% Cast Chance).
If his wielder has Purified with him, he may increase the Rank of a spell by 1. This can only be done 3 times, resetting at the next Purification at dawn..
Spare will never ally himself with someone who he perceives as evil or even merely callous. He will, at the very least, withdraw his services from such a person, and may actively work towards their end. He is an astute judge of character and can read his wielder's empathic state so it is hard to convince him of a lie.
Any Primary Characteristic may be advanced 5 points at the usual cost except for those marked with "-", PC may be raised to 25 and FT to 13. The talent and spell may also be Ranked at the usual costs. Reduction to Experience Cost for high MA are not applied unless all of the spells and rituals of the College of Illusion Magic is learnt. No more than 10% of the ally's Experience may be spent on Spare, and a separate Ranking record must be kept.


Anklebiter

Description
Anklebiter appears to be a puppet about 2 feet high dressed in "leather armour" crafted from lacquered wood. In fact, he is a tiny human skeleton who is a legal target of the Animation of the Dead spell. He weighs 1 lb.
Although animated by the will of a Binder or Necromancer, he may not be stunned, bound or controlled. He will not fall apart and turn to dust when he ceases to be animated.
Abilities
Anklebiter may use and Rank weapons (including shields) and armour that is overlaid onto him. This will stack with his Natural Armour. His Stealth is increased by 20 because of his small size.
When the Ritual of Converse with the Dead is targeted on him, Anklebiter may Divine Enchantment at the same Rank as this ritual.
He has the Lifesense talent, which lets him see the living or constructs/undead out to a range of 150 feet. Within 30 feet, this is only impeded by barriers that are both opaque and substantial. He may not pick out terrain features.
His special magical nature and skeletal construction makes him immune to damage from weapons rated for A type damage (arrows, thrusting swords, stabbing weapons). Nor may he take damage from falling.
Movement Rates
Running: 250
PS: 6 MD: 14 AG: 16 MA: 5 EN: 8 FT: 10
WP: 25 PC: 7 PB: 4 TMR: 5 NA: 4
Weapons
Anklebiter attacks using unarmed. He may advance weapons he meets the restrictions for.
Bite: BC: 53%, [D – 1], Close, A Class, Rank 0. This requires a Free Act.
Hand: BC: 57%, [D – 4], Melee & Close, C Class, Rank 0.
Incantations
Spectral Hand - Battering Fist

Duration: 6 Pulses
Effects: This incantation of Spectral Hand allows the Adept to smash a hole about a hex across and up to 3 feet thick according to the following schedule:

Rank Reinforced wood Compacted earth Stone Reinforced Stone Bronze Iron
0-5 6 Pulses - - - - -
6-11 5 Pulses 6 Pulses - - - -
12-15 4 Pulses 5 Pulses 6 Pulses - - -
16-17 3 Pulses 4 Pulses 5 Pulses 6 Pulses - -
18, 19 2 Pulses 3 Pulses 4 Pulses 5 Pulses 6 Pulses -
20 1 Pulse 2 Pulses 3 Pulses 4 Pulses 5 Pulses 6 Pulses

Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Spectral Hand - Digging Hand

Duration: 10 seconds (+ 10 seconds per Rank)
Effects: This incantation of Spectral Hand allows the Adept to dig and move 10 lbs (+10 lbs per Rank) of earth, sand, stone or similar material per Pulse.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 3.

These abilities become available if EN is sacrificed to him:

  1. Anklebiter is a spell rack capable of holding 1 (only) spell matrix of the College of Necromantic Conjurations. Sacrifice: 1 EN
  2. The Adept may cast Wraithcloak on Anklebiter. Sacrifice: 1 EN
  3. Anklebiter increases the Necromancer's MA by 1 for every point of EN sacrificed to him., which does not reduce the cost of General Knowledge Spells & Rituals or spell matrices. This costs 1 EN
  4. The Adept may possess Anklebiter at a cost of 2 spell casting FT. Possession lasts for 30 minutes and during this period the Adept can perceive through and communicate with Anklebiter spirit to spirit. The range of this ability is 20 feet (+10 feet for every point of EN sacrificed). Sacrifice: 2 EN
  5. The Adept may heal damage inflicted upon Anklebiter by draining a target (by means of the Life Draining spell). Damage to the Adept must be cured before any of Anklebiter's damage is healed. In addition, if Anklebiter is undamaged, an amount of healing equal to the total number of EN sacrificed may be stored in him. This may be used to heal either the Adept or Anklebiter himself and requires a Free Act. Sacrifice:3 EN
  6. Anklebiter may Prepare and Cast the incantation of the spell stored in his spell matrix at the Adept's will. Sacrifice: 3 EN

The EN cost may be recovered in the normal way.
Each special ability must be acquired in order, and only one ability may be advanced per adventure or season, whichever is least.

Lore

Scroll of Physick

This scroll has been made from the mummified leaves of a pandanus. It is not very old but very fragile and will not last out the season. Reading it over a period of 8 weeks will teach one person the Artisan Skill of the Physick.
It requires the expert use of a physicker's kit, and doing so allows them to:

increase their patient's EN by their Rank for the purpose of calculating how much natural healing they recover in three days of rest
this takes about 4 hour's attention in any given day
increase their patient's EN by their Rank for the purpose of preventing or recovering from infection
this takes about 1 hour's attention in any given day
reduces by 1 the number of days natural healing takes at Rank 5, and by 2 at Rank 10
this takes about 4 hour's attention in any given day

These abilities stack with the abilities of a Healer where possible.

Note
A physicker's kit holds 10 applications. A wise physicker will carry more than one.

Formula of Distilling Bronze

Alchemist Rank 7
Enough ruby of arsenic to fill a pail must be melted in a copper bath plated in tin and to cover an equal amount of bronze. The contents must be slowly heated until the mixture begins to express small blue flames, which must be immediately extinguished and the temperature lowered sufficient to prevent burning. The contents must be kept at this temperature for four hours, the while it will produce vapours of the corruption of bronze, and these are pernicious to mortal life.
At the end of this time, the noxious scum must be poured off to reveal the bronze has been distilled to half its original volume and one quarter its weight.
This process must be repeated six more times, and at the end of it, a distillate of bronze of the consistency of quicksilver will remain.
The chance of success is equal to 7 x Alchemist Rank, failure indicating the materials and time have been completely wasted.
The same process should be successful with consecrated bell metal for the production of a distillate which is baneful to the unholy, however the operant must contrive to be complete at noon on Sunday.
The cost of the materials is 1 truesilver guinea for every lb of bronze.
The noxious corruption is pernicious to mortal life which will not be sustained upon the land where it is discarded for a year and a day, and over an area as far as a man can throw an axe.
An Alchemist may teach this ability to another of Rank 7 or higher, but it will cost them 11,100 Experience.

Plans: The Shield of el Bàríqa

Mechancian Rank 5
A slender rod of copper 1/4 inch thick x 12 inches long and a stout rod 2/3rds of an inch thich x 6 inches long must be tormented with bitter cold every day for 12 days to end upon the Winter Solstice. They must be wrapped in virgin wool of a lamb which has not seen its second spring, completely covered with lodestones and kept so cold frost would form upon them if exposed to moisture, which they must not be.
On the first day of spring, a wooden buckler weighing 3 lbs must be chased in electrum of pale gold, and the name of el Bàríqa engraved upon its dome. Then, the underside should be painted with gum arabic, except for the area beneath the boss, and six circles an inch in diameter around the edge. The lodestones should be taken up and ground to a coarse dust, then sprikled onto the gum arabic. Another coat should be applied to seal the dust within. Beneath the buckler, and at six points around the edge, hemispheres of amber no less than 1 inch in diameter must be attached at even points, being riveted by slender copper studs 1/4 inch thick so that they are in contact with the electrum chasing. A cabochon quartz hemisphere no less than 2 inches in diameter must be riveted to the dome so that it connects with the name written above.
A stout copper rod 2/3rds of an inch thick should connect the underside of the shield to a Lightning Jar or other container of tamed lightning. If the work is successful, then the device will project an unseeable field that absorbs1 point of physical damage for every Rank in Mechanician, and this will reset at the beginning of the Pulse. This does not stop blows directly to EN or possible Specific Grievous injuries, and the shield will become depleted when the amount of damage absorbed is equal to the value the Lightning Jar contains. If the operator has access to lightning, they may recharge the Lightning Jar in the approved manner.
The shield may be forced to overload, where it will absorb as much damage as the Lightning Jar contains. The contacts and jewelware are inevitably damaged by this, however, and repair may take an extensive period of time. A rollup D10 is resolved which will indicate how many days the repairs will take, and how many truesilver guineas must be spent in replacing metal and gems. The Mechancian subtracts half their Rank from the D10 result to a minimum of 1.
The cost of the work is 6,000sp. Repairs in excess of this figure indicate damage to the Lightning Jar.
The buckler is not wielded, except, perhaps, in desperation, but is worn strapped to the back. Once it is complete, it will weigh 4 lbs + the weight of the Lightning Jar.
A Mechanician may teach this ability to another of Rank 5 or higher, but it will cost them 3,900 Experience.

Liberator Discipline

This is a collection of abilities that only orcs who have committed themselves to fight against slavery and injustice may learn. It is tied to the Troubadour profession, and the discipline as well as any of its subordinate abilities may not be of higher Rank. Additionally, the discipline may only be advanced once per adventure or season, whichever is least, and only if all the currently known abilities are Ranked to the current Circle number. Subordinate abilities may be raised from unranked to the current Circle number and are treated in all ways as if they were spells.
Stain is identical to spell casting FT.
A Reflex Action does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the Liberator may have access to become inaccessible until the next Pulse.

First Circle

Body Void
Base Troubadour (requires Acrobatics).
Experience Multiple: 200
Cost: 1 Strain
Reflex Action
The Liberator may avoid the damage from an attack that can be dodged (e.g. a blow in melee or close, an arrow, Bolt of Fire, etc) but not a spiritual or mental attack or one that targets a volume (e.g. Spectral Warrior, Whirlwind Vortex, Enchanted Sleep, Dragonflames, etc).The Liberator must 'Break 100' by rolling percentiles and adding Troubadour Rank + Body Void Rank. If that number is equal to or greater than 100, they avoid the harm. Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100. In addition, they may add their cumulative Ranks to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.
Mind Blade
Base: -
Experience Multiple: 200
Cost: 1 Strain
1 Magical Prepare Action & 1 Cast Action
The Liberator may create a weapon with the power of their naked will. At Ranks 1 & 2, the weapon is a dagger, Ranks 3 & 4, a falchion, Ranks 5 & 6, a scimitar, Ranks 7 & 8, a tulwar, Ranks 9, a hand and a half, Rank 10, a hand and a half + 1. The weapon lasts for 1 minute (+ 1 minute per Rank) and until actively wielded can only be discerned as a shimmer in the air. It will flash (as a blade might) when wielded in combat, however.
Mind Armour
Base: WP
Experience Multiple: 250
Cost: 1 Strain
2 Pass Actions
The Liberator may create armour with the power of their naked will. The armour is only discernible as a shimmer around the Adept, but will flash (as armour might) when it deflects damage. It provides 2 Protection (+1 for every 5 points of WP and Rank in Mind Armour). The armour will only last for 1 minute (+1 minute per Rank) and does not stack with other Protection except Natural Armour.

Second Circle

Lion Spirit
Base: WP/Magic Resistance + Troubadour (requires Whistling as a musical instrument)
Experience Multiple: 100
Cost: -
Passive, always on
The Liberator adds their Ranks in Troubadour and Lion Spirit to either their WP or their Magic Resistance as appropriate to the effect to avoid the effects of Fear, Terror or Horror.
Feign Death
Base: PC + Troubadour (requires Acting)
Experience Multiple: 200
Cost: 1 Strain
Reflex Action or Free Act
The Liberator may use illusory magic to exaggerate their wounds or state of health and convincingly portray their death. They roll percentile dice and adds their PC + Troubadour Rank + Rank in Feign Death to create a deception total. Any observer must beat this target by rolling percentiles and adding their Perception + Enhanced Vision to penetrate the illusion. Those that fail are convinced. If they attempt to test this by stabbing the body then they automatically miss but believe they have delivered a coup de grace. The effect lasts for a number of minutes equal to their Rank. Feign Death may be used repeatedly by making another deception total, but lower values are ignored.

Third Circle

Escape Artist
Base: MD + Troubadour (requires Contortionist)
Experience Multiple: 250
Cost: 1 Strain per 30 minutes
30 minutes (+30 minutes per 10 point bonus)
Escape Artist allows the Liberator to escape from bonds around his hands or feet by gradually straining against them and using extraordinary flexibility to slip his wrists or ankles from openings too small to wriggle out of normally. To escape twine or string, they must Break 100 + MD + Troubadour Rank + Escape Artist Rank. If rope is used, 10 is subtracted from the result, if iron shackles are used, 30 is subtracted from the result and if the shackles are magical, 40 is subtracted. If the gaoler is inexperienced, 10 is added to the result, if veteran, a further 10 is subtracted.
The process takes 30 minutes or more, and can only be attempted once a day.
False Binding
Base: MD + Troubadour (requires Acting)
Experience Multiple: 200
Cost: -
Pass Action
The Liberator arranges his bindings so that they appear to be in place, mimicking the stance and movement of a bound prisoner and generates a deception test: percentiles + MD + Troubadour Rank + False Binding Rank. Anyone checking to see if the Liberator is still bound must roll percentiles + Perception + Enhanced Vision to penetrate the illusion. The DM may add bonuses if the Liberator's behaviour is not congruent with someone in chains. The illusion will last for 1 hour (+1 per Rank in False Binding)

Fourth Circle

The Liberator gains a miracle pool which holds 5 points. Each point in the Pool allows them to re-roll a Willpower Check. These points are lost from the pool and may be refilled at a cost 1000 EP per point. The DM may add miracle points if they have successfully released a prisoner from unjust durance vile or freed slaves.

Fifh Circle

The Liberator's Defence is increased by 5.

Opening
Range: 15 feet + 15 / Ranks
Duration: Immediate
Experience Multiple: 150
Base Chance: 30%
Resist:" Passive
Target: Object
Cost: 2 Strain
1 Magical Pass Action + 1 Cast Action
Effects: Instantly opens any one object or portal, including those locked by Mage Lock or Rune Lock. A door or lid will have all locks unlocked and bolts undone and will become immediately open (ajar).

Sixth Circle

The Liberator's WP is increased by 5 versus Charm, Compel, Bind, seduction attempts or Bardic Voice. The capacity of his Miracle Pool increases to 6.

Aura Mask
Base: WP
Experience Multiple: 250
Cost: 1 Strain
Pass Action
Duration: 1 hour per Rank
Aura Mask allows a Liberator to conceal their nature from mundane and magical detection by wrapping themselves in illusion. They must roll percentiles + WP + Aura Mask Rank. Whenever an attempt is made to Detect Aura, the DM rolls percentiles + Perception + Rank in Enhanced Vision. If this does not beat the deception test, the talent will only reveal they are but a lowly wretch with no magic or unusual abilities.

Seventh Circle

The Liberator's Magic Resistance is increased by 5.

Cry Freedom
Base: WP + Troubadour (Bardic Voice)
Experience Multiple: 300
Cost: 4 Strain
Free Act
Duration: End of the Pulse
This battle shout affects 1 target per Rank in Troubadour and Cry Freedom. It reduces their Strike Chance and Defence by 5 for every 5 combined Ranks

Eighth Circle

The Liberator may use his Miracle Pool to resist or use Charm, Compel, Bind, seduction attempts or Bardic Voice. The capacity of his Miracle Pool increases to 7.

Lion Heart
Base: WP + Troubadour (Bardic Voice)
Experience Multiple: 300
Cost: 1 Strain
2 Pass Actions
1 minute per Rank
Having gotten to know his targets previously, the Liberator may replace the WP value of 1 entity per Rank in Lion Heart with his WP + Rank in Troubadour + Rank in Lion Heart versus Fear, Terror or Horror for the duration.

Ninth Circle

The Liberator's Initiative is increased by his Circle number.

Divine Escape
Base: PC
Experience Multiple: 350
Cost: 1 Strain
30 minutes
An imprisoned or trapped Liberator may use the Divine Escape ability to determine the best way out of their confinement. They must meditate for 30 minutes and at the end of that time receive a vague mental impression of the escape route and when, within the next Rank in Divine Escape hours would be the best time to make the attempt.

Tenth Circle

The Liberator gains a Vengeance Pool of 30 points. He may increase this pool by 5 points at a cost of 1 EN which may be bought back in the usual way. This pool may not be increased more than once per adventure or season, whichever is least, and the cost doubles each time..
The Liberator may use his Miracle Points to re-roll any attack or resistance roll.

Revenge
Base: EN + WP
Experience Multiple: 350
Cost: 2 Strain
1 Cast Action
1 day per Rank
Whenever the Liberator takes damage, they may store it in their Vengeance Pool and this requires a Reflex Action. This does not prevent the Liberator from taking the damage, but they may return the damage to the one who inflicted it upon them when they are adjacent to them, and this requires a Cast Action. The Liberator rolls percentiles and adds EN + WP + Rank in Revenge. If this Breaks 100, the target must make a successful MR Check or take the damage.
The Liberator may hold the damage in their Vengeance Pool for 1 day per Rank in this ability. Damage taken which is greater than the size of their Vengeance Pool is lost. Only one entity may by the target of the Revenge at a time. The Vengeance Pool may be gradually increased over a period of time, it is not necessary to take a lot of damage in a single event.
Cower
Base: AG + Troubadour (requires Contortionist)
Cost: -
Pass Action
1 minute per Rank
The Liberator may use illusory magic to subtly alter reality so that they hide behind things much smaller than themselves: a cobble stone, a cockroach, a waste paper basket. The Liberator makes a deception test by rolling percentiles and adding AG + Troubadour Rank + Cower Rank. If a potential observer does not exceed the test by rolling PC + Enhanced Vision Rank, then they remain undiscovered. If a searcher actually lifts up or removes the thing that Liberator is hiding behind, reality asserts itself and they shoot up out of nowhere. The searchers can do nothing until they take a Pass Action to gasp.

Obligations

Special Abilities

Ancient Cantrip

Ancient cantrips are similar in many ways to standard minor magicks: they must be Prepared, cost 1 FT normally and the base Cast Chance is 3 x MA.

Deep Breath

Range: Self
Duration: MA Pulses
Effects: The Adept does not begin to suffer the effects of anoxia until the duration ends. It may be cast underwater, but not again until they have taken another breath.

Aid

Range: 10 feet
Duration: Rest of the Pulse
Effects: The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another's spell. In other words, if the Adept's MA is 20, they may increase the Cast Chance of another's spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.

Lumen

Range: MA feet
Duration: MA minutes
Effects: The Adept may conjure to their hand a light source of about the same size and brightness as a lantern in the central hex (20% light) a torch in each hex surrounding it (10% light) and a candle in each hex surrounding those (5% light). The lumen may be moved away up to MA feet away, and will travel with them.

Shadow Shape

Range: Self
Duration: MA minutes
Effects: The Adept may alter their shadow so that it can be sculpted into various shapes and animated or to increase their Stealth by their MA - 15 for the duration. This effect will end when the Adept enters an area of 80+% Darkness or 95+% Light

Spinning Grass

Range: Touch
Duration: MA minutes x 10
Effects; The Adept may weave grass, leaves and twigs into homespun clothing of average quality. They will protect against the elements no better than normal clothing. Ranks in Artisan: Weaving and Tailoring may be added as a bonus instead of Ranks in Troubadour.

Incantations

Mist - Mists of Gyges

Effects: The mist the Adept summons is invisible, as are 1 entity (+ 1 per 3 or fraction Ranks) within it. Everyone inside the mist can see the others, whether visible or not. If the spell is of a higher Rank than an observer's Witchsight, Wizardsight, Second Sight or Enhanced Vision, entities within the mist may not be clearly identified or directly targeted. An entity who moves more than 1 Hex per Pulse will be clearly visible.
The mist imposes no penalty to visibility for those inside or outside it.
Cost: 4000 Experience.
Constraints: Unracks the spell, reduces FT value by 3, reduces WP value by 3.

Mist - Mists of Himony

Range: 15 feet + 15 / Rank
Duration: 10 minutes + 10 / Rank
Resist: None
Target: Volume
Effects: The entire area affected by the spell exudes a sharp, peppery odour from the ground, and all breathing entities within it, except the Adept or those protected by Vapor Breathing of equal or higher Rank, must make a Will Power check or be wracked with sneezing. The Difficulty Multiplier for the Check is dependent on the Rank of the spell:

Rank WP Multiple
0–5 5
6–10 4
11- 14 3
15 - 17 2
18 & 19 1
20 1/2

Those entities who fail are afflicted with sneezing, have their Strike Chances reduced by 10 (+ 1 / Rank) and must make a Concentration Check to Cast Spells. Executing Ritual magic is out of the question. The multiplier for the check is the same as that for resisting the sneezing fit. In addition, this spell causes a thick, roiling lavendar mist to rise from the ground. The mist is 6 inches high (+ 6 inches / Rank), and reduces the range of all forms of vision, within the mist, to 20 feet (- 1 foot / Rank).
Entities not in the habit of breathing will, largely, ignore the sneezing fit unless it is fashionable and they are a Courtier/Courtesan.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Summon Avians - Hornets of Pharpharash

Conjure the Hornets of Pharpharash
Range: 20 feet
Duration: Immediate
Resist: None
Target: Hornets of Pharpharash
Effects: If the cast is successful, the Hornets of Pharpharash will appear with a combined Fatigue and Endurance of 15 (+ 5 / Rank) appears as a cloud of large, flying, stinging insects within 20 feet. The Adept may automatically cast a Spell of Controlling Avians to see if they control this elemental force. This requires a separate Cast check and additional FT to cast, but does not require any Preparation, being cast in conjunction with this one.
The Hornets appear as a swarm with vagueily cylindrical proportions, Rank feet high and 15 feet across (+10 feet per 10 full Ranks). It will expand to fill a volume and may even move around corners. It may fly at a movement rate of 500 yards per minute

PS: 2 MD: None AG: 22 MA: None EN: 4 FT: 6
WP: 9 PC: 17 PB: 5 TMR: 10 NA: None
Weapon
The Hornets attack as a swarm on its Engaged Initiative Value without needing to make a Strike Action, although venom damage is applied at the end of the Pulse. Armour does not Protect against the attack unless specially sealed against it, in which case it is normally effective. Instead, the following schedule is consulted.
Armour D10
Cloth =<3
Leather =<5
Scale =<6
Lamellar =<6
Partial Plate =<6
Chain =<7
Full Plate =<8

A victim who rolls the indicated number or less has been protected by their armour and has not been stung, 10 always being a failure. The DM may adjust these values by 1 to reflect especially good or poor quality armour. Those who fail take D10 - 3 + 1 per 2 full Ranks. This venom works for 3 Pulses.
The swarm has no Protection value, but attacks can inflict no nore than 7 damage on it for each target (e.g. Rank 10 Necrosis will inflict D10 + 20 damage on 4 targets for a maximum of 28 per Cast upon the swarm). Attacks that affect volumes (Lightning, Fire Ball, Dragonflames, Blackfire and the like) may inflict normal damage at the DM's discretion.

Controlling Avians
Range: 20 feet
Duration: Concentration, no maximum
Resist: None
Target: Flying Entity
Effects: The Adept may attempt to control the Hornets of Pharpharash they have just summoned who do not get to Resist. If successful in establishing control over these elemental forces, the Adept maintains control until their concentration is broken or they banish the Elemental with a General Knowledge counterspell of the College of Air Magics. If they fail to gain control of the Elemental or gain control but have their concentration broken, the Hornets will immediately attack them. The Adept cannot banish them if they do not control them.

Cost: 1750 Experience.
Constraints: Unracks the spell, reduces FT value by 3.

Barrier of Wind - Shelter of Sammarsaides

Range: Self
Effects: In addition to its other properites, this incantation of the Barrier of Wind spell protects the Adept from the first Rank points from physical damage or breath weapons, resetting at the beginning of the Pulse. This is calculated after Resistance checks are made, if allowed, but before any other reductions are applied.
Cost: 3500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Lightning Bolt - Break the Sky

Range: 75 feet + 15 / Rank
Duration: Immediate
Resist: Passive
Target: Area
Effects: This incantation can only be cast outside during a storm. The Adept calls a massive lightning stroke so large it appears as if the sky has cracked. It will crash from the clouds down to a given area within the Adept’s range. The stroke is targeted to hit a specific hex and any entities within the stroke suffer [D + 12] (+ 4 / Rank) damage. Entities within adjacent hexes suffer [D + 2] (+ 1 / Rank) damage. If an entity successfully resists it suffers only half damage (round up). This spell will have no effect if it is targeted on a hex which is already a target of this spell.
Cost: 4000 Experience.
Constraints: Unracks the spell, reduces FT value by 3.

Phantasm - Improved Damage Capacity

Effects: The amount of combined EN + FT of the Phantasm generated by the Adept's Rank is doubled.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Phantasm - Enhanced Damage

Effects: This incantation of Phantasm changes the Damage equation to 1 rollup D10 (+1 per Rank) . An extra rollup D10 is added at Rank 10, and another at Rank 20.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Ice Armour

Range: Self
Duration: 1 hour + 1/2 hour / Rank
Experience Multiple: 250
Base Chance: 40%
Resist: None
Target: Entity
Storage: Potion
Effects: The magic will cover the Adept's body or armour with ice, adding 2% (+ 3 per two full Ranks) to their defence and Rank / 4 points to their Protection value . The armour will absorb Rank fire damage per Pulse, resetting at the beginning of each Pulse. This is counted after all damage reductions are applied. If the Rank is greater than 10 but less than 20, any Grievous Blow will shatter the ice but, in that case, the specific grievous injury will not be applied to the Adept. If the Rank is 20 or higher, it will take two Grievous Blows to shatter the ice but, similarly, neither of them will be applied to the Adept.